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authorKeith Whitwell <[email protected]>2000-11-16 21:05:34 +0000
committerKeith Whitwell <[email protected]>2000-11-16 21:05:34 +0000
commit23caf20169ac38436ee9c13914f1d6aa7cf6bb5e (patch)
tree21307f7bbcaf9ee1e841d7e7bee130570a7b5b95 /src/mesa/math/m_matrix.h
parent179516673211a2350e479d5321840291f339f5dd (diff)
Move the transform and lighting code to two new directories
math: Provides basic matrix and vector functionality that might be useful to multiple software t&l implementations, and is used by core mesa to manage the Model, Project, etc matrices. tnl: The real transform & lighting code from core mesa, including everything from glVertex3f through vertex buffer handling, transformation, clipping, lighting and handoff to a driver for rasterization. The interfaces of these can be further tightened up, but the basic splitting up of state and code move is done.
Diffstat (limited to 'src/mesa/math/m_matrix.h')
-rw-r--r--src/mesa/math/m_matrix.h176
1 files changed, 176 insertions, 0 deletions
diff --git a/src/mesa/math/m_matrix.h b/src/mesa/math/m_matrix.h
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+++ b/src/mesa/math/m_matrix.h
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+/* $Id: m_matrix.h,v 1.1 2000/11/16 21:05:41 keithw Exp $ */
+
+/*
+ * Mesa 3-D graphics library
+ * Version: 3.5
+ *
+ * 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"),
+ * to deal in the Software without restriction, including without limitation
+ * the rights to use, copy, modify, merge, publish, distribute, sublicense,
+ * and/or sell copies of the Software, and to permit persons to whom the
+ * Software is furnished to do so, subject to the following conditions:
+ *
+ * The above copyright notice and this permission notice shall be included
+ * in all copies or substantial portions of the Software.
+ *
+ * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS
+ * OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
+ * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL
+ * BRIAN PAUL BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN
+ * AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN
+ * CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
+ */
+
+
+#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.
+ */
+#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_FLAG_SINGULAR 0x80
+#define MAT_DIRTY_TYPE 0x100
+#define MAT_DIRTY_FLAGS 0x200
+#define MAT_DIRTY_INVERSE 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 | \
+ MAT_FLAG_SINGULAR)
+
+#define MAT_DIRTY (MAT_DIRTY_TYPE | \
+ 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 */
+ GLuint flags;
+ GLuint type; /* one of the MATRIX_* values */
+} GLmatrix;
+
+
+
+
+extern void
+_math_matrix_ctr( GLmatrix *m );
+
+extern void
+_math_matrix_dtr( GLmatrix *m );
+
+extern void
+_math_matrix_alloc_inv( GLmatrix *m );
+
+extern void
+_math_matrix_mul_matrix( GLmatrix *dest, const GLmatrix *a, const GLmatrix *b );
+
+extern void
+_math_matrix_mul_floats( GLmatrix *dest, const GLfloat *b );
+
+extern void
+_math_matrix_loadf( GLmatrix *mat, const GLfloat *m );
+
+extern void
+_math_matrix_translate( GLmatrix *mat, GLfloat x, GLfloat y, GLfloat z );
+
+extern void
+_math_matrix_rotate( GLmatrix *m, GLfloat angle,
+ GLfloat x, GLfloat y, GLfloat z );
+
+extern void
+_math_matrix_scale( GLmatrix *mat, GLfloat x, GLfloat y, GLfloat z );
+
+extern void
+_math_matrix_ortho( GLmatrix *mat,
+ GLfloat left, GLfloat right,
+ GLfloat bottom, GLfloat top,
+ GLfloat nearval, GLfloat farval );
+
+extern void
+_math_matrix_frustrum( GLmatrix *mat,
+ GLfloat left, GLfloat right,
+ GLfloat bottom, GLfloat top,
+ GLfloat nearval, GLfloat farval );
+
+extern void
+_math_matrix_set_identity( GLmatrix *dest );
+
+extern void
+_math_matrix_copy( GLmatrix *to, const GLmatrix *from );
+
+extern void
+_math_matrix_analyze( GLmatrix *mat );
+
+extern void
+_math_matrix_print( const GLmatrix *m );
+
+
+
+
+/* Related functions that don't actually operate on GLmatrix structs:
+ */
+extern void
+_math_transposef( GLfloat to[16], const GLfloat from[16] );
+
+extern void
+_math_transposed( GLdouble to[16], const GLdouble from[16] );
+
+extern void
+_math_transposefd( GLfloat to[16], const GLdouble from[16] );
+
+
+
+
+#endif