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authorBrian Paul <[email protected]>2000-09-17 21:56:07 +0000
committerBrian Paul <[email protected]>2000-09-17 21:56:07 +0000
commit1c56fdc7072c040de68868748dc2d03c58f5ee22 (patch)
tree30d67bdbd9c44c1d830cfb30ada07b39044d1f6c /src/mesa/main/matrix.h
parentf3c399ec11947add49d3a5e9d36d93ff6b45d93e (diff)
new comments, misc clean-up
Diffstat (limited to 'src/mesa/main/matrix.h')
-rw-r--r--src/mesa/main/matrix.h121
1 files changed, 93 insertions, 28 deletions
diff --git a/src/mesa/main/matrix.h b/src/mesa/main/matrix.h
index b142afb4613..f35af5ee1cf 100644
--- a/src/mesa/main/matrix.h
+++ b/src/mesa/main/matrix.h
@@ -1,10 +1,10 @@
-/* $Id: matrix.h,v 1.6 2000/06/27 22:10:00 brianp Exp $ */
+/* $Id: matrix.h,v 1.7 2000/09/17 21:56:07 brianp Exp $ */
/*
* Mesa 3-D graphics library
- * Version: 3.3
+ * Version: 3.5
*
- * Copyright (C) 1999 Brian Paul All Rights Reserved.
+ * Copyright (C) 1999-2000 Brian Paul All Rights Reserved.
*
* Permission is hereby granted, free of charge, to any person obtaining a
* copy of this software and associated documentation files (the "Software"),
@@ -33,11 +33,77 @@
#include "config.h"
+/* Give symbolic names to some of the entries in the matrix to help
+ * out with the rework of the viewport_map as a matrix transform.
+ */
+#define MAT_SX 0
+#define MAT_SY 5
+#define MAT_SZ 10
+#define MAT_TX 12
+#define MAT_TY 13
+#define MAT_TZ 14
+
+
+/*
+ * Different kinds of 4x4 transformation matrices:
+ */
+#define MATRIX_GENERAL 0 /* general 4x4 matrix */
+#define MATRIX_IDENTITY 1 /* identity matrix */
+#define MATRIX_3D_NO_ROT 2 /* ortho projection and others... */
+#define MATRIX_PERSPECTIVE 3 /* perspective projection matrix */
+#define MATRIX_2D 4 /* 2-D transformation */
+#define MATRIX_2D_NO_ROT 5 /* 2-D scale & translate only */
+#define MATRIX_3D 6 /* 3-D transformation */
+
+#define MAT_FLAG_IDENTITY 0
+#define MAT_FLAG_GENERAL 0x1
+#define MAT_FLAG_ROTATION 0x2
+#define MAT_FLAG_TRANSLATION 0x4
+#define MAT_FLAG_UNIFORM_SCALE 0x8
+#define MAT_FLAG_GENERAL_SCALE 0x10
+#define MAT_FLAG_GENERAL_3D 0x20
+#define MAT_FLAG_PERSPECTIVE 0x40
+#define MAT_DIRTY_TYPE 0x80
+#define MAT_DIRTY_FLAGS 0x100
+#define MAT_DIRTY_INVERSE 0x200
+#define MAT_DIRTY_DEPENDENTS 0x400
+
+#define MAT_FLAGS_ANGLE_PRESERVING (MAT_FLAG_ROTATION | \
+ MAT_FLAG_TRANSLATION | \
+ MAT_FLAG_UNIFORM_SCALE)
+
+#define MAT_FLAGS_LENGTH_PRESERVING (MAT_FLAG_ROTATION | \
+ MAT_FLAG_TRANSLATION)
+
+#define MAT_FLAGS_3D (MAT_FLAG_ROTATION | \
+ MAT_FLAG_TRANSLATION | \
+ MAT_FLAG_UNIFORM_SCALE | \
+ MAT_FLAG_GENERAL_SCALE | \
+ MAT_FLAG_GENERAL_3D)
+
+#define MAT_FLAGS_GEOMETRY (MAT_FLAG_GENERAL | \
+ MAT_FLAG_ROTATION | \
+ MAT_FLAG_TRANSLATION | \
+ MAT_FLAG_UNIFORM_SCALE | \
+ MAT_FLAG_GENERAL_SCALE | \
+ MAT_FLAG_GENERAL_3D | \
+ MAT_FLAG_PERSPECTIVE)
+
+#define MAT_DIRTY_ALL_OVER (MAT_DIRTY_TYPE | \
+ MAT_DIRTY_DEPENDENTS | \
+ MAT_DIRTY_FLAGS | \
+ MAT_DIRTY_INVERSE)
+
+#define TEST_MAT_FLAGS(mat, a) ((MAT_FLAGS_GEOMETRY&(~(a))&((mat)->flags))==0)
+
+
+
+
typedef struct {
- GLfloat *m; /* 16-byte aligned */
- GLfloat *inv; /* optional, 16-byte aligned */
+ GLfloat *m; /* 16-byte aligned */
+ GLfloat *inv; /* optional, 16-byte aligned */
GLuint flags;
- GLuint type;
+ GLuint type; /* one of the MATRIX_* values */
} GLmatrix;
@@ -46,38 +112,38 @@ typedef struct {
#endif
-extern void gl_matrix_transposef( GLfloat to[16], const GLfloat from[16] );
-
-extern void gl_matrix_transposed( GLdouble to[16], const GLdouble from[16] );
-
-
-extern void gl_rotation_matrix( GLfloat angle, GLfloat x, GLfloat y, GLfloat z,
- GLfloat m[] );
-
+extern void
+gl_matrix_transposef( GLfloat to[16], const GLfloat from[16] );
-extern void gl_mat_mul_floats( GLmatrix *mat, const GLfloat *m, GLuint flags );
+extern void
+gl_matrix_transposed( GLdouble to[16], const GLdouble from[16] );
-extern void gl_mat_mul_mat( GLmatrix *mat, const GLmatrix *mat2 );
-extern void gl_calculate_model_project_matrix( GLcontext *ctx );
+extern void
+gl_rotation_matrix( GLfloat angle, GLfloat x, GLfloat y, GLfloat z,
+ GLfloat m[] );
-extern void gl_matrix_copy( GLmatrix *to, const GLmatrix *from );
-extern void gl_matrix_ctr( GLmatrix *m );
+extern void
+gl_calculate_model_project_matrix( GLcontext *ctx );
-extern void gl_matrix_dtr( GLmatrix *m );
+extern void
+gl_matrix_ctr( GLmatrix *m );
-extern void gl_matrix_alloc_inv( GLmatrix *m );
+extern void
+gl_matrix_dtr( GLmatrix *m );
-extern void gl_matrix_mul( GLmatrix *dest,
- const GLmatrix *a,
- const GLmatrix *b );
+extern void
+gl_matrix_alloc_inv( GLmatrix *m );
-extern void gl_matrix_analyze( GLmatrix *mat );
+extern void
+gl_matrix_mul( GLmatrix *dest, const GLmatrix *a, const GLmatrix *b );
-extern GLboolean gl_matrix_invert( GLmatrix *mat );
+extern void
+gl_matrix_analyze( GLmatrix *mat );
-extern void gl_print_matrix( const GLmatrix *m );
+extern void
+gl_print_matrix( const GLmatrix *m );
@@ -155,5 +221,4 @@ extern void
_mesa_DepthRange( GLclampd nearval, GLclampd farval );
-
#endif