xref: /aosp_15_r20/external/mesa3d/src/mesa/math/m_matrix.h (revision 6104692788411f58d303aa86923a9ff6ecaded22)
1 /*
2  * Mesa 3-D graphics library
3  *
4  * Copyright (C) 1999-2005  Brian Paul   All Rights Reserved.
5  *
6  * Permission is hereby granted, free of charge, to any person obtaining a
7  * copy of this software and associated documentation files (the "Software"),
8  * to deal in the Software without restriction, including without limitation
9  * the rights to use, copy, modify, merge, publish, distribute, sublicense,
10  * and/or sell copies of the Software, and to permit persons to whom the
11  * Software is furnished to do so, subject to the following conditions:
12  *
13  * The above copyright notice and this permission notice shall be included
14  * in all copies or substantial portions of the Software.
15  *
16  * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS
17  * OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
18  * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.  IN NO EVENT SHALL
19  * THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR
20  * OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE,
21  * ARISING FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR
22  * OTHER DEALINGS IN THE SOFTWARE.
23  */
24 
25 
26 /**
27  * \file math/m_matrix.h
28  * Defines basic structures for matrix-handling.
29  */
30 
31 #ifndef _M_MATRIX_H
32 #define _M_MATRIX_H
33 
34 
35 #include "util/glheader.h"
36 
37 
38 #ifdef __cplusplus
39 extern "C" {
40 #endif
41 
42 
43 /**
44  * Different kinds of 4x4 transformation matrices.
45  * We use these to select specific optimized vertex transformation routines.
46  */
47 enum GLmatrixtype {
48    MATRIX_GENERAL,     /**< general 4x4 matrix */
49    MATRIX_IDENTITY,    /**< identity matrix */
50    MATRIX_3D_NO_ROT,   /**< orthogonal projection and others... */
51    MATRIX_PERSPECTIVE, /**< perspective projection matrix */
52    MATRIX_2D,          /**< 2-D transformation */
53    MATRIX_2D_NO_ROT,   /**< 2-D scale & translate only */
54    MATRIX_3D           /**< 3-D transformation */
55 } ;
56 
57 /**
58  * Matrix type to represent 4x4 transformation matrices.
59  */
60 typedef struct {
61    alignas(16) GLfloat m[16];   /**< 16 matrix elements (16-byte aligned) */
62    alignas(16) GLfloat inv[16]; /**< 16-element inverse (16-byte aligned) */
63    GLuint flags;                /**< possible values determined by (of \link
64                                  * MatFlags MAT_FLAG_* flags\endlink)
65                                  */
66    enum GLmatrixtype type;
67 } GLmatrix;
68 
69 
70 
71 
72 extern void
73 _math_matrix_ctr( GLmatrix *m );
74 
75 extern void
76 _math_matrix_mul_matrix( GLmatrix *dest, const GLmatrix *a, const GLmatrix *b );
77 
78 extern void
79 _math_matrix_mul_floats( GLmatrix *dest, const GLfloat *b );
80 
81 extern void
82 _math_matrix_loadf( GLmatrix *mat, const GLfloat *m );
83 
84 extern void
85 _math_matrix_translate( GLmatrix *mat, GLfloat x, GLfloat y, GLfloat z );
86 
87 extern void
88 _math_matrix_rotate( GLmatrix *m, GLfloat angle,
89                      GLfloat x, GLfloat y, GLfloat z );
90 
91 extern void
92 _math_matrix_scale( GLmatrix *mat, GLfloat x, GLfloat y, GLfloat z );
93 
94 extern void
95 _math_float_ortho(float *m,
96                   float left, float right,
97                   float bottom, float top,
98                   float nearval, float farval);
99 
100 extern void
101 _math_matrix_ortho( GLmatrix *mat,
102                     GLfloat left, GLfloat right,
103                     GLfloat bottom, GLfloat top,
104                     GLfloat nearval, GLfloat farval );
105 
106 extern void
107 _math_matrix_frustum( GLmatrix *mat,
108                       GLfloat left, GLfloat right,
109                       GLfloat bottom, GLfloat top,
110                       GLfloat nearval, GLfloat farval );
111 
112 extern void
113 _math_matrix_viewport( GLmatrix *m, const float scale[3],
114                        const float translate[3], double depthMax );
115 
116 extern void
117 _math_matrix_set_identity( GLmatrix *dest );
118 
119 extern void
120 _math_matrix_copy( GLmatrix *to, const GLmatrix *from );
121 
122 extern void
123 _math_matrix_push_copy(GLmatrix *to, GLmatrix *from);
124 
125 extern void
126 _math_matrix_analyse( GLmatrix *mat );
127 
128 extern GLboolean
129 _math_matrix_is_length_preserving( const GLmatrix *m );
130 
131 extern GLboolean
132 _math_matrix_is_general_scale( const GLmatrix *m );
133 
134 extern GLboolean
135 _math_matrix_is_dirty( const GLmatrix *m );
136 
137 
138 /**
139  * \name Related functions that don't actually operate on GLmatrix structs
140  */
141 /*@{*/
142 
143 extern void
144 _math_transposef( GLfloat to[16], const GLfloat from[16] );
145 
146 extern void
147 _math_transposed( GLdouble to[16], const GLdouble from[16] );
148 
149 extern void
150 _math_transposefd( GLfloat to[16], const GLdouble from[16] );
151 
152 
153 /*
154  * Transform a point (column vector) by a matrix:   Q = M * P
155  */
156 #define TRANSFORM_POINT( Q, M, P )                                 \
157    Q[0] = M[0] * P[0] + M[4] * P[1] + M[8] *  P[2] + M[12] * P[3]; \
158    Q[1] = M[1] * P[0] + M[5] * P[1] + M[9] *  P[2] + M[13] * P[3]; \
159    Q[2] = M[2] * P[0] + M[6] * P[1] + M[10] * P[2] + M[14] * P[3]; \
160    Q[3] = M[3] * P[0] + M[7] * P[1] + M[11] * P[2] + M[15] * P[3];
161 
162 
163 #define TRANSFORM_POINT3( Q, M, P )                         \
164    Q[0] = M[0] * P[0] + M[4] * P[1] + M[8] *  P[2] + M[12]; \
165    Q[1] = M[1] * P[0] + M[5] * P[1] + M[9] *  P[2] + M[13]; \
166    Q[2] = M[2] * P[0] + M[6] * P[1] + M[10] * P[2] + M[14]; \
167    Q[3] = M[3] * P[0] + M[7] * P[1] + M[11] * P[2] + M[15];
168 
169 
170 /*
171  * Transform a normal (row vector) by a matrix:  [NX NY NZ] = N * MAT
172  */
173 #define TRANSFORM_NORMAL( TO, N, MAT )                     \
174 do {                                                       \
175    TO[0] = N[0] * MAT[0] + N[1] * MAT[1] + N[2] * MAT[2];  \
176    TO[1] = N[0] * MAT[4] + N[1] * MAT[5] + N[2] * MAT[6];  \
177    TO[2] = N[0] * MAT[8] + N[1] * MAT[9] + N[2] * MAT[10]; \
178 } while (0)
179 
180 
181 /**
182  * Transform a direction by a matrix.
183  */
184 #define TRANSFORM_DIRECTION( TO, DIR, MAT )                      \
185 do {                                                             \
186    TO[0] = DIR[0] * MAT[0] + DIR[1] * MAT[4] + DIR[2] * MAT[8];  \
187    TO[1] = DIR[0] * MAT[1] + DIR[1] * MAT[5] + DIR[2] * MAT[9];  \
188    TO[2] = DIR[0] * MAT[2] + DIR[1] * MAT[6] + DIR[2] * MAT[10]; \
189 } while (0)
190 
191 
192 extern void
193 _mesa_transform_vector(GLfloat u[4], const GLfloat v[4], const GLfloat m[16]);
194 
195 
196 /*@}*/
197 
198 
199 #ifdef __cplusplus
200 }
201 #endif
202 
203 #endif
204