aboutsummaryrefslogtreecommitdiffstats
path: root/src/mesa/math/m_matrix.h
blob: 0d3c61dfe5eaf51a2942e6c9020a39451ea5d73b (plain)
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
/* $Id: m_matrix.h,v 1.2 2000/11/24 10:25:11 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_analyse( 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