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