diff options
author | Keith Whitwell <[email protected]> | 2003-07-17 13:43:59 +0000 |
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committer | Keith Whitwell <[email protected]> | 2003-07-17 13:43:59 +0000 |
commit | 6dc85575000127630489b407c50a4b3ea87c9acb (patch) | |
tree | c79b24b7059577caf8201eeb7a42a6890721f52b /src/mesa/math | |
parent | 44c699949ac09459771304a8aec8f2fc622057fb (diff) |
Merge Jose's documentation and core Mesa changes from embedded branch
Diffstat (limited to 'src/mesa/math')
-rw-r--r-- | src/mesa/math/m_debug_xform.c | 2 | ||||
-rw-r--r-- | src/mesa/math/m_matrix.c | 561 | ||||
-rw-r--r-- | src/mesa/math/m_matrix.h | 131 | ||||
-rw-r--r-- | src/mesa/math/mathmod.h | 10 |
4 files changed, 536 insertions, 168 deletions
diff --git a/src/mesa/math/m_debug_xform.c b/src/mesa/math/m_debug_xform.c index ba2701e1798..e173d14bd5d 100644 --- a/src/mesa/math/m_debug_xform.c +++ b/src/mesa/math/m_debug_xform.c @@ -105,7 +105,7 @@ static int *templates[7] = { m_2d_no_rot, m_3d }; -static enum matrix_type mtypes[7] = { +static enum GLmatrixtype mtypes[7] = { MATRIX_GENERAL, MATRIX_IDENTITY, MATRIX_3D_NO_ROT, diff --git a/src/mesa/math/m_matrix.c b/src/mesa/math/m_matrix.c index e204cc7bbc6..e81be8a7e00 100644 --- a/src/mesa/math/m_matrix.c +++ b/src/mesa/math/m_matrix.c @@ -1,3 +1,12 @@ +/** + * \file m_matrix.c + * Matrix operations. + * + * \note + * -# 4x4 transformation matrices are stored in memory in column major order. + * -# Points/vertices are to be thought of as column vectors. + * -# Transformation of a point p by a matrix M is: p' = M * p + */ /* * Mesa 3-D graphics library @@ -24,15 +33,6 @@ */ -/* - * Matrix operations - * - * NOTES: - * 1. 4x4 transformation matrices are stored in memory in column major order. - * 2. Points/vertices are to be thought of as column vectors. - * 3. Transformation of a point p by a matrix M is: p' = M * p - */ - #include "glheader.h" #include "imports.h" #include "macros.h" @@ -41,6 +41,9 @@ #include "m_matrix.h" +/** + * Names of the corresponding GLmatrixtype values. + */ static const char *types[] = { "MATRIX_GENERAL", "MATRIX_IDENTITY", @@ -52,6 +55,9 @@ static const char *types[] = { }; +/** + * Identity matrix. + */ static GLfloat Identity[16] = { 1.0, 0.0, 0.0, 0.0, 0.0, 1.0, 0.0, 0.0, @@ -61,22 +67,27 @@ static GLfloat Identity[16] = { +/**********************************************************************/ +/** \name Matrix multiplication */ +/*@{*/ -/* - * This matmul was contributed by Thomas Malik - * - * Perform a 4x4 matrix multiplication (product = a x b). - * Input: a, b - matrices to multiply - * Output: product - product of a and b - * WARNING: (product != b) assumed - * NOTE: (product == a) allowed - * - * KW: 4*16 = 64 muls - */ #define A(row,col) a[(col<<2)+row] #define B(row,col) b[(col<<2)+row] #define P(row,col) product[(col<<2)+row] +/** + * Perform a full 4x4 matrix multiplication. + * + * \param a matrix. + * \param b matrix. + * \param product will receive the product of \p a and \p b. + * + * \warning Is assumed that \p product != \p b. \p product == \p a is allowed. + * + * \note KW: 4*16 = 64 multiplications + * + * \author This \c matmul was contributed by Thomas Malik + */ static void matmul4( GLfloat *product, const GLfloat *a, const GLfloat *b ) { GLint i; @@ -89,9 +100,13 @@ static void matmul4( GLfloat *product, const GLfloat *a, const GLfloat *b ) } } - -/* Multiply two matrices known to occupy only the top three rows, such - * as typical model matrices, and ortho matrices. +/** + * Multiply two matrices known to occupy only the top three rows, such + * as typical model matrices, and orthogonal matrices. + * + * \param a matrix. + * \param b matrix. + * \param product will receive the product of \p a and \p b. */ static void matmul34( GLfloat *product, const GLfloat *a, const GLfloat *b ) { @@ -109,14 +124,20 @@ static void matmul34( GLfloat *product, const GLfloat *a, const GLfloat *b ) P(3,3) = 1; } - #undef A #undef B #undef P - -/* +/** * Multiply a matrix by an array of floats with known properties. + * + * \param mat pointer to a GLmatrix structure containing the left multiplication + * matrix, and that will receive the product result. + * \param m right multiplication matrix array. + * \param flags flags of the matrix \p m. + * + * Joins both flags and marks the type and inverse as dirty. Calls matmul34() + * if both matrices are 3D, or matmul4() otherwise. */ static void matrix_multf( GLmatrix *mat, const GLfloat *m, GLuint flags ) { @@ -128,7 +149,63 @@ static void matrix_multf( GLmatrix *mat, const GLfloat *m, GLuint flags ) matmul4( mat->m, mat->m, m ); } +/** + * Matrix multiplication. + * + * \param dest destination matrix. + * \param a left matrix. + * \param b right matrix. + * + * Joins both flags and marks the type and inverse as dirty. Calls matmul34() + * if both matrices are 3D, or matmul4() otherwise. + */ +void +_math_matrix_mul_matrix( GLmatrix *dest, const GLmatrix *a, const GLmatrix *b ) +{ + dest->flags = (a->flags | + b->flags | + MAT_DIRTY_TYPE | + MAT_DIRTY_INVERSE); + if (TEST_MAT_FLAGS(dest, MAT_FLAGS_3D)) + matmul34( dest->m, a->m, b->m ); + else + matmul4( dest->m, a->m, b->m ); +} + +/** + * Matrix multiplication. + * + * \param dest left and destination matrix. + * \param m right matrix array. + * + * Marks the matrix flags with general flag, and type and inverse dirty flags. + * Calls matmul4() for the multiplication. + */ +void +_math_matrix_mul_floats( GLmatrix *dest, const GLfloat *m ) +{ + dest->flags |= (MAT_FLAG_GENERAL | + MAT_DIRTY_TYPE | + MAT_DIRTY_INVERSE); + + matmul4( dest->m, dest->m, m ); +} + +/*@}*/ + + +/**********************************************************************/ +/** \name Matrix output */ +/*@{*/ + +/** + * Print a matrix array. + * + * \param m matrix array. + * + * Called by _math_matrix_print() to print a matrix or its inverse. + */ static void print_matrix_floats( const GLfloat m[16] ) { int i; @@ -137,6 +214,11 @@ static void print_matrix_floats( const GLfloat m[16] ) } } +/** + * Dumps the contents of a GLmatrix structure. + * + * \param m pointer to the GLmatrix structure. + */ void _math_matrix_print( const GLmatrix *m ) { @@ -155,16 +237,48 @@ _math_matrix_print( const GLmatrix *m ) } } +/*@}*/ + + +/** + * References an element of 4x4 matrix. + * + * \param m matrix array. + * \param c column of the desired element. + * \param r row of the desired element. + * + * \return value of the desired element. + * + * Calculate the linear storage index of the element and references it. + */ +#define MAT(m,r,c) (m)[(c)*4+(r)] +/**********************************************************************/ +/** \name Matrix inversion */ +/*@{*/ +/** + * Swaps the values of two floating pointer variables. + * + * Used by invert_matrix_general() to swap the row pointers. + */ #define SWAP_ROWS(a, b) { GLfloat *_tmp = a; (a)=(b); (b)=_tmp; } -#define MAT(m,r,c) (m)[(c)*4+(r)] -/* +/** * Compute inverse of 4x4 transformation matrix. + * + * \param mat pointer to a GLmatrix structure. The matrix inverse will be + * stored in the GLmatrix::inv attribute. + * + * \return GL_TRUE for success, GL_FALSE for failure (\p singular matrix). + * + * \author * Code contributed by Jacques Leroy [email protected] - * Return GL_TRUE for success, GL_FALSE for failure (singular matrix) + * + * Calculates the inverse matrix by performing the gaussian matrix reduction + * with partial pivoting followed by back/substitution with the loops manually + * unrolled. */ static GLboolean invert_matrix_general( GLmatrix *mat ) { @@ -279,8 +393,20 @@ static GLboolean invert_matrix_general( GLmatrix *mat ) } #undef SWAP_ROWS - -/* Adapted from graphics gems II. +/** + * Compute inverse of a general 3d transformation matrix. + * + * \param mat pointer to a GLmatrix structure. The matrix inverse will be + * stored in the GLmatrix::inv attribute. + * + * \return GL_TRUE for success, GL_FALSE for failure (\p singular matrix). + * + * \author Adapted from graphics gems II. + * + * Calculates the inverse of the upper left by first calculating its + * determinant and multiplying it to the symmetric adjust matrix of each + * element. Finally deals with the translation part by transforming the + * original translation vector using by the calculated submatrix inverse. */ static GLboolean invert_matrix_3d_general( GLmatrix *mat ) { @@ -341,7 +467,19 @@ static GLboolean invert_matrix_3d_general( GLmatrix *mat ) return GL_TRUE; } - +/** + * Compute inverse of a 3d transformation matrix. + * + * \param mat pointer to a GLmatrix structure. The matrix inverse will be + * stored in the GLmatrix::inv attribute. + * + * \return GL_TRUE for success, GL_FALSE for failure (\p singular matrix). + * + * If the matrix is not an angle preserving matrix then calls + * invert_matrix_3d_general for the actual calculation. Otherwise calculates + * the inverse matrix analyzing and inverting each of the scaling, rotation and + * translation parts. + */ static GLboolean invert_matrix_3d( GLmatrix *mat ) { const GLfloat *in = mat->m; @@ -412,15 +550,32 @@ static GLboolean invert_matrix_3d( GLmatrix *mat ) return GL_TRUE; } - - +/** + * Compute inverse of an identity transformation matrix. + * + * \param mat pointer to a GLmatrix structure. The matrix inverse will be + * stored in the GLmatrix::inv attribute. + * + * \return always GL_TRUE. + * + * Simply copies Identity into GLmatrix::inv. + */ static GLboolean invert_matrix_identity( GLmatrix *mat ) { MEMCPY( mat->inv, Identity, sizeof(Identity) ); return GL_TRUE; } - +/** + * Compute inverse of a no-rotation 3d transformation matrix. + * + * \param mat pointer to a GLmatrix structure. The matrix inverse will be + * stored in the GLmatrix::inv attribute. + * + * \return GL_TRUE for success, GL_FALSE for failure (\p singular matrix). + * + * Calculates the + */ static GLboolean invert_matrix_3d_no_rot( GLmatrix *mat ) { const GLfloat *in = mat->m; @@ -443,7 +598,17 @@ static GLboolean invert_matrix_3d_no_rot( GLmatrix *mat ) return GL_TRUE; } - +/** + * Compute inverse of a no-rotation 2d transformation matrix. + * + * \param mat pointer to a GLmatrix structure. The matrix inverse will be + * stored in the GLmatrix::inv attribute. + * + * \return GL_TRUE for success, GL_FALSE for failure (\p singular matrix). + * + * Calculates the inverse matrix by applying the inverse scaling and + * translation to the identity matrix. + */ static GLboolean invert_matrix_2d_no_rot( GLmatrix *mat ) { const GLfloat *in = mat->m; @@ -464,7 +629,6 @@ static GLboolean invert_matrix_2d_no_rot( GLmatrix *mat ) return GL_TRUE; } - #if 0 /* broken */ static GLboolean invert_matrix_perspective( GLmatrix *mat ) @@ -493,10 +657,14 @@ static GLboolean invert_matrix_perspective( GLmatrix *mat ) } #endif - +/** + * Matrix inversion function pointer type. + */ typedef GLboolean (*inv_mat_func)( GLmatrix *mat ); - +/** + * Table of the matrix inversion functions according to the matrix type. + */ static inv_mat_func inv_mat_tab[7] = { invert_matrix_general, invert_matrix_identity, @@ -514,7 +682,18 @@ static inv_mat_func inv_mat_tab[7] = { invert_matrix_3d }; - +/** + * Compute inverse of a transformation matrix. + * + * \param mat pointer to a GLmatrix structure. The matrix inverse will be + * stored in the GLmatrix::inv attribute. + * + * \return GL_TRUE for success, GL_FALSE for failure (\p singular matrix). + * + * Calls the matrix inversion function in inv_mat_tab corresponding to the + * given matrix type. In case of failure, updates the MAT_FLAG_SINGULAR flag, + * and copies the identity matrix into GLmatrix::inv. + */ static GLboolean matrix_invert( GLmatrix *mat ) { if (inv_mat_tab[mat->type](mat)) { @@ -527,16 +706,20 @@ static GLboolean matrix_invert( GLmatrix *mat ) } } +/*@}*/ +/**********************************************************************/ +/** \name Matrix generation */ +/*@{*/ - - -/* +/** * Generate a 4x4 transformation matrix from glRotate parameters, and - * postmultiply the input matrix by it. - * This function contributed by Erich Boleyn ([email protected]). - * Optimizatios contributed by Rudolf Opalla ([email protected]). + * post-multiply the input matrix by it. + * + * \author + * This function was contributed by Erich Boleyn ([email protected]). + * Optimizations contributed by Rudolf Opalla ([email protected]). */ void _math_matrix_rotate( GLmatrix *mat, @@ -708,8 +891,20 @@ _math_matrix_rotate( GLmatrix *mat, matrix_multf( mat, m, MAT_FLAG_ROTATION ); } - - +/** + * Apply a perspective projection matrix. + * + * \param mat matrix to apply the projection. + * \param left left clipping plane coordinate. + * \param right right clipping plane coordinate. + * \param bottom bottom clipping plane coordinate. + * \param top top clipping plane coordinate. + * \param nearval distance to the near clipping plane. + * \param farval distance to the far clipping plane. + * + * Creates the projection matrix and multiplies it with \p mat, marking the + * MAT_FLAG_PERSPECTIVE flag. + */ void _math_matrix_frustum( GLmatrix *mat, GLfloat left, GLfloat right, @@ -736,6 +931,20 @@ _math_matrix_frustum( GLmatrix *mat, matrix_multf( mat, m, MAT_FLAG_PERSPECTIVE ); } +/** + * Apply an orthographic projection matrix. + * + * \param mat matrix to apply the projection. + * \param left left clipping plane coordinate. + * \param right right clipping plane coordinate. + * \param bottom bottom clipping plane coordinate. + * \param top top clipping plane coordinate. + * \param nearval distance to the near clipping plane. + * \param farval distance to the far clipping plane. + * + * Creates the projection matrix and multiplies it with \p mat, marking the + * MAT_FLAG_GENERAL_SCALE and MAT_FLAG_TRANSLATION flags. + */ void _math_matrix_ortho( GLmatrix *mat, GLfloat left, GLfloat right, @@ -763,6 +972,91 @@ _math_matrix_ortho( GLmatrix *mat, matrix_multf( mat, m, (MAT_FLAG_GENERAL_SCALE|MAT_FLAG_TRANSLATION)); } +/** + * Multiply a matrix with a general scaling matrix. + * + * \param mat matrix. + * \param x x axis scale factor. + * \param y y axis scale factor. + * \param z z axis scale factor. + * + * Multiplies in-place the elements of \p mat by the scale factors. Checks if + * the scales factors are roughly the same, marking the MAT_FLAG_UNIFORM_SCALE + * flag, or MAT_FLAG_GENERAL_SCALE. Marks the MAT_DIRTY_TYPE and + * MAT_DIRTY_INVERSE dirty flags. + */ +void +_math_matrix_scale( GLmatrix *mat, GLfloat x, GLfloat y, GLfloat z ) +{ + GLfloat *m = mat->m; + m[0] *= x; m[4] *= y; m[8] *= z; + m[1] *= x; m[5] *= y; m[9] *= z; + m[2] *= x; m[6] *= y; m[10] *= z; + m[3] *= x; m[7] *= y; m[11] *= z; + + if (fabs(x - y) < 1e-8 && fabs(x - z) < 1e-8) + mat->flags |= MAT_FLAG_UNIFORM_SCALE; + else + mat->flags |= MAT_FLAG_GENERAL_SCALE; + + mat->flags |= (MAT_DIRTY_TYPE | + MAT_DIRTY_INVERSE); +} + +/** + * Multiply a matrix with a translation matrix. + * + * \param mat matrix. + * \param x translation vector x coordinate. + * \param y translation vector y coordinate. + * \param z translation vector z coordinate. + * + * Adds the translation coordinates to the elements of \p mat in-place. Marks + * the MAT_FLAG_TRANSLATION flag, and the MAT_DIRTY_TYPE and MAT_DIRTY_INVERSE + * dirty flags. + */ +void +_math_matrix_translate( GLmatrix *mat, GLfloat x, GLfloat y, GLfloat z ) +{ + GLfloat *m = mat->m; + m[12] = m[0] * x + m[4] * y + m[8] * z + m[12]; + m[13] = m[1] * x + m[5] * y + m[9] * z + m[13]; + m[14] = m[2] * x + m[6] * y + m[10] * z + m[14]; + m[15] = m[3] * x + m[7] * y + m[11] * z + m[15]; + + mat->flags |= (MAT_FLAG_TRANSLATION | + MAT_DIRTY_TYPE | + MAT_DIRTY_INVERSE); +} + +/** + * Set a matrix to the identity matrix. + * + * \param mat matrix. + * + * Copies ::Identity into \p GLmatrix::m, and into GLmatrix::inv if not NULL. + * Sets the matrix type to identity, and clear the dirty flags. + */ +void +_math_matrix_set_identity( GLmatrix *mat ) +{ + MEMCPY( mat->m, Identity, 16*sizeof(GLfloat) ); + + if (mat->inv) + MEMCPY( mat->inv, Identity, 16*sizeof(GLfloat) ); + + mat->type = MATRIX_IDENTITY; + mat->flags &= ~(MAT_DIRTY_FLAGS| + MAT_DIRTY_TYPE| + MAT_DIRTY_INVERSE); +} + +/*@}*/ + + +/**********************************************************************/ +/** \name Matrix analysis */ +/*@{*/ #define ZERO(x) (1<<x) #define ONE(x) (1<<(x+16)) @@ -804,8 +1098,12 @@ _math_matrix_ortho( GLmatrix *mat, #define SQ(x) ((x)*(x)) -/* Determine type and flags from scratch. This is expensive enough to - * only want to do it once. +/** + * Determine type and flags from scratch. + * + * \param mat matrix. + * + * This is expensive enough to only want to do it once. */ static void analyse_from_scratch( GLmatrix *mat ) { @@ -915,9 +1213,10 @@ static void analyse_from_scratch( GLmatrix *mat ) } } - -/* Analyse a matrix given that its flags are accurate - this is the - * more common operation, hopefully. +/** + * Analyze a matrix given that its flags are accurate. + * + * This is the more common operation, hopefully. */ static void analyse_from_flags( GLmatrix *mat ) { @@ -957,7 +1256,16 @@ static void analyse_from_flags( GLmatrix *mat ) } } - +/** + * Analyze and update a matrix. + * + * \param mat matrix. + * + * If the matrix type is dirty then calls either analyse_from_scratch() or + * analyse_from_flags() to determine its type, according to whether the flags + * are dirty or not, respectively. If the matrix has an inverse and it's dirty + * then calls matrix_invert(). Finally clears the dirty flags. + */ void _math_matrix_analyse( GLmatrix *mat ) { @@ -977,7 +1285,21 @@ _math_matrix_analyse( GLmatrix *mat ) MAT_DIRTY_INVERSE); } +/*@}*/ + +/**********************************************************************/ +/** \name Matrix setup */ +/*@{*/ + +/** + * Copy a matrix. + * + * \param to destination matrix. + * \param from source matrix. + * + * Copies all fields in GLmatrix, creating an inverse array if necessary. + */ void _math_matrix_copy( GLmatrix *to, const GLmatrix *from ) { @@ -995,41 +1317,15 @@ _math_matrix_copy( GLmatrix *to, const GLmatrix *from ) } } - -void -_math_matrix_scale( GLmatrix *mat, GLfloat x, GLfloat y, GLfloat z ) -{ - GLfloat *m = mat->m; - m[0] *= x; m[4] *= y; m[8] *= z; - m[1] *= x; m[5] *= y; m[9] *= z; - m[2] *= x; m[6] *= y; m[10] *= z; - m[3] *= x; m[7] *= y; m[11] *= z; - - if (fabs(x - y) < 1e-8 && fabs(x - z) < 1e-8) - mat->flags |= MAT_FLAG_UNIFORM_SCALE; - else - mat->flags |= MAT_FLAG_GENERAL_SCALE; - - mat->flags |= (MAT_DIRTY_TYPE | - MAT_DIRTY_INVERSE); -} - - -void -_math_matrix_translate( GLmatrix *mat, GLfloat x, GLfloat y, GLfloat z ) -{ - GLfloat *m = mat->m; - m[12] = m[0] * x + m[4] * y + m[8] * z + m[12]; - m[13] = m[1] * x + m[5] * y + m[9] * z + m[13]; - m[14] = m[2] * x + m[6] * y + m[10] * z + m[14]; - m[15] = m[3] * x + m[7] * y + m[11] * z + m[15]; - - mat->flags |= (MAT_FLAG_TRANSLATION | - MAT_DIRTY_TYPE | - MAT_DIRTY_INVERSE); -} - - +/** + * Loads a matrix array into GLmatrix. + * + * \param m matrix array. + * \param mat matrix. + * + * Copies \p m into GLmatrix::m and marks the MAT_FLAG_GENERAL and MAT_DIRTY + * flags. + */ void _math_matrix_loadf( GLmatrix *mat, const GLfloat *m ) { @@ -1037,6 +1333,13 @@ _math_matrix_loadf( GLmatrix *mat, const GLfloat *m ) mat->flags = (MAT_FLAG_GENERAL | MAT_DIRTY); } +/** + * Matrix constructor. + * + * \param m matrix. + * + * Initialize the GLmatrix fields. + */ void _math_matrix_ctr( GLmatrix *m ) { @@ -1048,6 +1351,13 @@ _math_matrix_ctr( GLmatrix *m ) m->flags = 0; } +/** + * Matrix destructor. + * + * \param m matrix. + * + * Frees the data in a GLmatrix. + */ void _math_matrix_dtr( GLmatrix *m ) { @@ -1061,7 +1371,13 @@ _math_matrix_dtr( GLmatrix *m ) } } - +/** + * Allocate a matrix inverse. + * + * \param m matrix. + * + * Allocates the matrix inverse, GLmatrix::inv, and sets it to Identity. + */ void _math_matrix_alloc_inv( GLmatrix *m ) { @@ -1072,48 +1388,19 @@ _math_matrix_alloc_inv( GLmatrix *m ) } } - -void -_math_matrix_mul_matrix( GLmatrix *dest, const GLmatrix *a, const GLmatrix *b ) -{ - dest->flags = (a->flags | - b->flags | - MAT_DIRTY_TYPE | - MAT_DIRTY_INVERSE); - - if (TEST_MAT_FLAGS(dest, MAT_FLAGS_3D)) - matmul34( dest->m, a->m, b->m ); - else - matmul4( dest->m, a->m, b->m ); -} - - -void -_math_matrix_mul_floats( GLmatrix *dest, const GLfloat *m ) -{ - dest->flags |= (MAT_FLAG_GENERAL | - MAT_DIRTY_TYPE | - MAT_DIRTY_INVERSE); - - matmul4( dest->m, dest->m, m ); -} - -void -_math_matrix_set_identity( GLmatrix *mat ) -{ - MEMCPY( mat->m, Identity, 16*sizeof(GLfloat) ); - - if (mat->inv) - MEMCPY( mat->inv, Identity, 16*sizeof(GLfloat) ); - - mat->type = MATRIX_IDENTITY; - mat->flags &= ~(MAT_DIRTY_FLAGS| - MAT_DIRTY_TYPE| - MAT_DIRTY_INVERSE); -} +/*@}*/ +/**********************************************************************/ +/** \name Matrix transpose */ +/*@{*/ +/** + * Transpose a GLfloat matrix. + * + * \param to destination array. + * \param from source array. + */ void _math_transposef( GLfloat to[16], const GLfloat from[16] ) { @@ -1135,7 +1422,12 @@ _math_transposef( GLfloat to[16], const GLfloat from[16] ) to[15] = from[15]; } - +/** + * Transpose a GLdouble matrix. + * + * \param to destination array. + * \param from source array. + */ void _math_transposed( GLdouble to[16], const GLdouble from[16] ) { @@ -1157,6 +1449,12 @@ _math_transposed( GLdouble to[16], const GLdouble from[16] ) to[15] = from[15]; } +/** + * Transpose a GLdouble matrix and convert to GLfloat. + * + * \param to destination array. + * \param from source array. + */ void _math_transposefd( GLfloat to[16], const GLdouble from[16] ) { @@ -1177,3 +1475,6 @@ _math_transposefd( GLfloat to[16], const GLdouble from[16] ) to[14] = (GLfloat) from[11]; to[15] = (GLfloat) from[15]; } + +/*@}*/ + 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 diff --git a/src/mesa/math/mathmod.h b/src/mesa/math/mathmod.h index 35f6671f2d1..6fbaaea94bc 100644 --- a/src/mesa/math/mathmod.h +++ b/src/mesa/math/mathmod.h @@ -23,6 +23,16 @@ * CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */ + +/** + * \mainpage Mesa Math Module + * + * This module contains math-related utility functions for transforming + * vertices, translating arrays of numbers from one data type to another, + * evaluating curved surfaces, etc. + */ + + #ifndef _MESA_MATH_H_ #define _MESA_MATH_H_ |