diff options
author | Brian Paul <[email protected]> | 2000-09-17 21:56:07 +0000 |
---|---|---|
committer | Brian Paul <[email protected]> | 2000-09-17 21:56:07 +0000 |
commit | 1c56fdc7072c040de68868748dc2d03c58f5ee22 (patch) | |
tree | 30d67bdbd9c44c1d830cfb30ada07b39044d1f6c /src/mesa/main/matrix.h | |
parent | f3c399ec11947add49d3a5e9d36d93ff6b45d93e (diff) |
new comments, misc clean-up
Diffstat (limited to 'src/mesa/main/matrix.h')
-rw-r--r-- | src/mesa/main/matrix.h | 121 |
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 |