04a5a3c2bce7a67916299730e9efa2505a21db5c
2 * Mesa 3-D graphics library
5 * Copyright (C) 1999-2004 Brian Paul All Rights Reserved.
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27 * \file math/m_matrix.h
28 * Defines basic structures for matrix-handling.
37 * \name Symbolic names to some of the entries in the matrix
39 * These are handy for the viewport mapping, which is expressed as a matrix.
52 * \defgroup MatFlags MAT_FLAG_XXX-flags
54 * Bitmasks to indicate different kinds of 4x4 matrices in GLmatrix::flags
55 * It would be nice to make all these flags private to m_matrix.c
58 #define MAT_FLAG_IDENTITY 0 /**< is an identity matrix flag.
59 * (Not actually used - the identity
60 * matrix is identified by the absense
61 * of all other flags.)
63 #define MAT_FLAG_GENERAL 0x1 /**< is a general matrix flag */
64 #define MAT_FLAG_ROTATION 0x2 /**< is a rotation matrix flag */
65 #define MAT_FLAG_TRANSLATION 0x4 /**< is a translation matrix flag */
66 #define MAT_FLAG_UNIFORM_SCALE 0x8 /**< is an uniform scaling matrix flag */
67 #define MAT_FLAG_GENERAL_SCALE 0x10 /**< is a general scaling matrix flag */
68 #define MAT_FLAG_GENERAL_3D 0x20 /**< general 3D matrix flag */
69 #define MAT_FLAG_PERSPECTIVE 0x40 /**< is a perspective proj matrix flag */
70 #define MAT_FLAG_SINGULAR 0x80 /**< is a singular matrix flag */
71 #define MAT_DIRTY_TYPE 0x100 /**< matrix type is dirty */
72 #define MAT_DIRTY_FLAGS 0x200 /**< matrix flags are dirty */
73 #define MAT_DIRTY_INVERSE 0x400 /**< matrix inverse is dirty */
75 /** angle preserving matrix flags mask */
76 #define MAT_FLAGS_ANGLE_PRESERVING (MAT_FLAG_ROTATION | \
77 MAT_FLAG_TRANSLATION | \
78 MAT_FLAG_UNIFORM_SCALE)
80 /** length preserving matrix flags mask */
81 #define MAT_FLAGS_LENGTH_PRESERVING (MAT_FLAG_ROTATION | \
84 /** 3D (non-perspective) matrix flags mask */
85 #define MAT_FLAGS_3D (MAT_FLAG_ROTATION | \
86 MAT_FLAG_TRANSLATION | \
87 MAT_FLAG_UNIFORM_SCALE | \
88 MAT_FLAG_GENERAL_SCALE | \
91 /** geometry related matrix flags mask */
92 #define MAT_FLAGS_GEOMETRY (MAT_FLAG_GENERAL | \
94 MAT_FLAG_TRANSLATION | \
95 MAT_FLAG_UNIFORM_SCALE | \
96 MAT_FLAG_GENERAL_SCALE | \
97 MAT_FLAG_GENERAL_3D | \
98 MAT_FLAG_PERSPECTIVE | \
101 /** dirty matrix flags mask */
102 #define MAT_DIRTY (MAT_DIRTY_TYPE | \
110 * Test geometry related matrix flags.
112 * \param mat a pointer to a GLmatrix structure.
113 * \param a flags mask.
115 * \returns non-zero if all geometry related matrix flags are contained within
116 * the mask, or zero otherwise.
118 #define TEST_MAT_FLAGS(mat, a) \
119 ((MAT_FLAGS_GEOMETRY & (~(a)) & ((mat)->flags) ) == 0)
123 * Different kinds of 4x4 transformation matrices.
124 * We use these to select specific optimized vertex transformation routines.
127 MATRIX_GENERAL
, /**< general 4x4 matrix */
128 MATRIX_IDENTITY
, /**< identity matrix */
129 MATRIX_3D_NO_ROT
, /**< orthogonal projection and others... */
130 MATRIX_PERSPECTIVE
, /**< perspective projection matrix */
131 MATRIX_2D
, /**< 2-D transformation */
132 MATRIX_2D_NO_ROT
, /**< 2-D scale & translate only */
133 MATRIX_3D
/**< 3-D transformation */
137 * Matrix type to represent 4x4 transformation matrices.
140 GLfloat
*m
; /**< 16 matrix elements (16-byte aligned) */
141 GLfloat
*inv
; /**< optional 16-element inverse (16-byte aligned) */
142 GLuint flags
; /**< possible values determined by (of \link
143 * MatFlags MAT_FLAG_* flags\endlink)
145 enum GLmatrixtype type
;
152 _math_matrix_ctr( GLmatrix
*m
);
155 _math_matrix_dtr( GLmatrix
*m
);
158 _math_matrix_alloc_inv( GLmatrix
*m
);
161 _math_matrix_mul_matrix( GLmatrix
*dest
, const GLmatrix
*a
, const GLmatrix
*b
);
164 _math_matrix_mul_floats( GLmatrix
*dest
, const GLfloat
*b
);
167 _math_matrix_loadf( GLmatrix
*mat
, const GLfloat
*m
);
170 _math_matrix_translate( GLmatrix
*mat
, GLfloat x
, GLfloat y
, GLfloat z
);
173 _math_matrix_rotate( GLmatrix
*m
, GLfloat angle
,
174 GLfloat x
, GLfloat y
, GLfloat z
);
177 _math_matrix_scale( GLmatrix
*mat
, GLfloat x
, GLfloat y
, GLfloat z
);
180 _math_matrix_ortho( GLmatrix
*mat
,
181 GLfloat left
, GLfloat right
,
182 GLfloat bottom
, GLfloat top
,
183 GLfloat nearval
, GLfloat farval
);
186 _math_matrix_frustum( GLmatrix
*mat
,
187 GLfloat left
, GLfloat right
,
188 GLfloat bottom
, GLfloat top
,
189 GLfloat nearval
, GLfloat farval
);
192 _math_matrix_set_identity( GLmatrix
*dest
);
195 _math_matrix_copy( GLmatrix
*to
, const GLmatrix
*from
);
198 _math_matrix_analyse( GLmatrix
*mat
);
201 _math_matrix_print( const GLmatrix
*m
);
206 * \name Related functions that don't actually operate on GLmatrix structs
211 _math_transposef( GLfloat to
[16], const GLfloat from
[16] );
214 _math_transposed( GLdouble to
[16], const GLdouble from
[16] );
217 _math_transposefd( GLfloat to
[16], const GLdouble from
[16] );
221 * Transform a point (column vector) by a matrix: Q = M * P
223 #define TRANSFORM_POINT( Q, M, P ) \
224 Q[0] = M[0] * P[0] + M[4] * P[1] + M[8] * P[2] + M[12] * P[3]; \
225 Q[1] = M[1] * P[0] + M[5] * P[1] + M[9] * P[2] + M[13] * P[3]; \
226 Q[2] = M[2] * P[0] + M[6] * P[1] + M[10] * P[2] + M[14] * P[3]; \
227 Q[3] = M[3] * P[0] + M[7] * P[1] + M[11] * P[2] + M[15] * P[3];
230 #define TRANSFORM_POINT3( Q, M, P ) \
231 Q[0] = M[0] * P[0] + M[4] * P[1] + M[8] * P[2] + M[12]; \
232 Q[1] = M[1] * P[0] + M[5] * P[1] + M[9] * P[2] + M[13]; \
233 Q[2] = M[2] * P[0] + M[6] * P[1] + M[10] * P[2] + M[14]; \
234 Q[3] = M[3] * P[0] + M[7] * P[1] + M[11] * P[2] + M[15];
238 * Transform a normal (row vector) by a matrix: [NX NY NZ] = N * MAT
240 #define TRANSFORM_NORMAL( TO, N, MAT ) \
242 TO[0] = N[0] * MAT[0] + N[1] * MAT[1] + N[2] * MAT[2]; \
243 TO[1] = N[0] * MAT[4] + N[1] * MAT[5] + N[2] * MAT[6]; \
244 TO[2] = N[0] * MAT[8] + N[1] * MAT[9] + N[2] * MAT[10]; \