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authorKeith Whitwell <[email protected]>2003-07-17 13:43:59 +0000
committerKeith Whitwell <[email protected]>2003-07-17 13:43:59 +0000
commit6dc85575000127630489b407c50a4b3ea87c9acb (patch)
treec79b24b7059577caf8201eeb7a42a6890721f52b /src/mesa/math/m_matrix.h
parent44c699949ac09459771304a8aec8f2fc622057fb (diff)
Merge Jose's documentation and core Mesa changes from embedded branch
Diffstat (limited to 'src/mesa/math/m_matrix.h')
-rw-r--r--src/mesa/math/m_matrix.h131
1 files changed, 94 insertions, 37 deletions
diff --git a/src/mesa/math/m_matrix.h b/src/mesa/math/m_matrix.h
index 00bfcf8d166..96f5649ee88 100644
--- a/src/mesa/math/m_matrix.h
+++ b/src/mesa/math/m_matrix.h
@@ -1,3 +1,7 @@
+/**
+ * \file math/m_matrix.h
+ * Defines basic structures for matrix-handling.
+ */
/*
* Mesa 3-D graphics library
@@ -23,27 +27,25 @@
* CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
*/
-/**
- * \file math/m_matrix.h
- * \brief Defines basic structures for matrix-handling.
- */
-
#ifndef _M_MATRIX_H
#define _M_MATRIX_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.
+/**
+ * \name 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
-
+/*@}*/
/**
* \defgroup MatFlags MAT_FLAG_XXX-flags
@@ -52,34 +54,40 @@
* GLmatrix::flags
*/
/*@{*/
-#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_FLAG_SINGULAR 0x80
-#define MAT_DIRTY_TYPE 0x100
-#define MAT_DIRTY_FLAGS 0x200
-#define MAT_DIRTY_INVERSE 0x400
-/*@}*/
-
+#define MAT_FLAG_IDENTITY 0 /**< is an identity matrix flag.
+ * (Not actually used - the identity
+ * matrix is identified by the absense
+ / of all other flags.) */
+#define MAT_FLAG_GENERAL 0x1 /**< is a general matrix flag */
+#define MAT_FLAG_ROTATION 0x2 /**< is a rotation matrix flag */
+#define MAT_FLAG_TRANSLATION 0x4 /**< is a translation matrix flag */
+#define MAT_FLAG_UNIFORM_SCALE 0x8 /**< is an uniform scaling matrix flag */
+#define MAT_FLAG_GENERAL_SCALE 0x10 /**< is a general scaling matrix flag */
+#define MAT_FLAG_GENERAL_3D 0x20 /**< general 3D matrix flag */
+#define MAT_FLAG_PERSPECTIVE 0x40 /**< is a perspective projection matrix flag */
+#define MAT_FLAG_SINGULAR 0x80 /**< is a singular matrix flag */
+#define MAT_DIRTY_TYPE 0x100 /**< matrix type is dirty */
+#define MAT_DIRTY_FLAGS 0x200 /**< matrix flags are dirty */
+#define MAT_DIRTY_INVERSE 0x400 /**< matrix inverse is dirty */
+
+/** angle preserving matrix flags mask */
#define MAT_FLAGS_ANGLE_PRESERVING (MAT_FLAG_ROTATION | \
MAT_FLAG_TRANSLATION | \
MAT_FLAG_UNIFORM_SCALE)
+/** length preserving matrix flags mask */
#define MAT_FLAGS_LENGTH_PRESERVING (MAT_FLAG_ROTATION | \
MAT_FLAG_TRANSLATION)
+/** 3D (non-perspective) matrix flags mask */
#define MAT_FLAGS_3D (MAT_FLAG_ROTATION | \
MAT_FLAG_TRANSLATION | \
MAT_FLAG_UNIFORM_SCALE | \
MAT_FLAG_GENERAL_SCALE | \
MAT_FLAG_GENERAL_3D)
+/** geometry related matrix flags mask */
#define MAT_FLAGS_GEOMETRY (MAT_FLAG_GENERAL | \
MAT_FLAG_ROTATION | \
MAT_FLAG_TRANSLATION | \
@@ -89,31 +97,49 @@
MAT_FLAG_PERSPECTIVE | \
MAT_FLAG_SINGULAR)
+/** dirty matrix flags mask */
#define MAT_DIRTY (MAT_DIRTY_TYPE | \
MAT_DIRTY_FLAGS | \
MAT_DIRTY_INVERSE)
+/*@}*/
+
+
+/**
+ * Test geometry related matrix flags.
+ *
+ * \param mat a pointer to a GLmatrix structure.
+ * \param a flags mask.
+ *
+ * \returns non-zero if all geometry related matrix flags are contained within
+ * the mask, or zero otherwise.
+ */
#define TEST_MAT_FLAGS(mat, a) \
((MAT_FLAGS_GEOMETRY & (~(a)) & ((mat)->flags) ) == 0)
-enum matrix_type {
- MATRIX_GENERAL, /**< general 4x4 matrix */
- MATRIX_IDENTITY, /**< identity matrix */
- MATRIX_3D_NO_ROT, /**< ortho projection and others... */
- MATRIX_PERSPECTIVE,/**< perspective projection matrix */
- MATRIX_2D, /**< 2-D transformation */
- MATRIX_2D_NO_ROT, /**< 2-D scale & translate only */
- MATRIX_3D /**< 3-D transformation */
-};
+/**
+ * Different kinds of 4x4 transformation matrices.
+ */
+enum GLmatrixtype {
+ MATRIX_GENERAL, /**< general 4x4 matrix */
+ MATRIX_IDENTITY, /**< identity matrix */
+ MATRIX_3D_NO_ROT, /**< orthogonal projection and others... */
+ MATRIX_PERSPECTIVE, /**< perspective projection matrix */
+ MATRIX_2D, /**< 2-D transformation */
+ MATRIX_2D_NO_ROT, /**< 2-D scale & translate only */
+ MATRIX_3D /**< 3-D transformation */
+} ;
+/**
+ * Matrix.
+ */
typedef struct {
- GLfloat *m; /* 16-byte aligned */
- GLfloat *inv; /* optional, 16-byte aligned */
+ GLfloat *m; /**< matrix, 16-byte aligned */
+ GLfloat *inv; /**< optional inverse, 16-byte aligned */
GLuint flags; /**< possible values determined by (of \link
MatFlags MAT_FLAG_* flags\endlink) */
-
- enum matrix_type type;
+ enum GLmatrixtype type;
} GLmatrix;
@@ -173,9 +199,11 @@ _math_matrix_print( const GLmatrix *m );
-
-/* Related functions that don't actually operate on GLmatrix structs:
+/**
+ * \name Related functions that don't actually operate on GLmatrix structs
*/
+/*@{*/
+
extern void
_math_transposef( GLfloat to[16], const GLfloat from[16] );
@@ -186,6 +214,35 @@ extern void
_math_transposefd( GLfloat to[16], const GLdouble from[16] );
+/*
+ * Transform a point (column vector) by a matrix: Q = M * P
+ */
+#define TRANSFORM_POINT( Q, M, P ) \
+ Q[0] = M[0] * P[0] + M[4] * P[1] + M[8] * P[2] + M[12] * P[3]; \
+ Q[1] = M[1] * P[0] + M[5] * P[1] + M[9] * P[2] + M[13] * P[3]; \
+ Q[2] = M[2] * P[0] + M[6] * P[1] + M[10] * P[2] + M[14] * P[3]; \
+ Q[3] = M[3] * P[0] + M[7] * P[1] + M[11] * P[2] + M[15] * P[3];
+
+
+#define TRANSFORM_POINT3( Q, M, P ) \
+ Q[0] = M[0] * P[0] + M[4] * P[1] + M[8] * P[2] + M[12]; \
+ Q[1] = M[1] * P[0] + M[5] * P[1] + M[9] * P[2] + M[13]; \
+ Q[2] = M[2] * P[0] + M[6] * P[1] + M[10] * P[2] + M[14]; \
+ Q[3] = M[3] * P[0] + M[7] * P[1] + M[11] * P[2] + M[15];
+
+
+/*
+ * Transform a normal (row vector) by a matrix: [NX NY NZ] = N * MAT
+ */
+#define TRANSFORM_NORMAL( TO, N, MAT ) \
+do { \
+ TO[0] = N[0] * MAT[0] + N[1] * MAT[1] + N[2] * MAT[2]; \
+ TO[1] = N[0] * MAT[4] + N[1] * MAT[5] + N[2] * MAT[6]; \
+ TO[2] = N[0] * MAT[8] + N[1] * MAT[9] + N[2] * MAT[10]; \
+} while (0)
+
+
+/*@}*/
#endif