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[mesa.git] / src / mesa / math / m_matrix.h
1 /*
2 * Mesa 3-D graphics library
3 * Version: 6.2
4 *
5 * Copyright (C) 1999-2004 Brian Paul All Rights Reserved.
6 *
7 * Permission is hereby granted, free of charge, to any person obtaining a
8 * copy of this software and associated documentation files (the "Software"),
9 * to deal in the Software without restriction, including without limitation
10 * the rights to use, copy, modify, merge, publish, distribute, sublicense,
11 * and/or sell copies of the Software, and to permit persons to whom the
12 * Software is furnished to do so, subject to the following conditions:
13 *
14 * The above copyright notice and this permission notice shall be included
15 * in all copies or substantial portions of the Software.
16 *
17 * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS
18 * OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
19 * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL
20 * BRIAN PAUL BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN
21 * AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN
22 * CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
23 */
24
25
26 /**
27 * \file math/m_matrix.h
28 * Defines basic structures for matrix-handling.
29 */
30
31 #ifndef _M_MATRIX_H
32 #define _M_MATRIX_H
33
34
35
36 /**
37 * \name Symbolic names to some of the entries in the matrix
38 *
39 * These are handy for the viewport mapping, which is expressed as a matrix.
40 */
41 /*@{*/
42 #define MAT_SX 0
43 #define MAT_SY 5
44 #define MAT_SZ 10
45 #define MAT_TX 12
46 #define MAT_TY 13
47 #define MAT_TZ 14
48 /*@}*/
49
50
51 /**
52 * \defgroup MatFlags MAT_FLAG_XXX-flags
53 *
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
56 */
57 /*@{*/
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.)
62 */
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 */
74
75 /** angle preserving matrix flags mask */
76 #define MAT_FLAGS_ANGLE_PRESERVING (MAT_FLAG_ROTATION | \
77 MAT_FLAG_TRANSLATION | \
78 MAT_FLAG_UNIFORM_SCALE)
79
80 /** length preserving matrix flags mask */
81 #define MAT_FLAGS_LENGTH_PRESERVING (MAT_FLAG_ROTATION | \
82 MAT_FLAG_TRANSLATION)
83
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 | \
89 MAT_FLAG_GENERAL_3D)
90
91 /** geometry related matrix flags mask */
92 #define MAT_FLAGS_GEOMETRY (MAT_FLAG_GENERAL | \
93 MAT_FLAG_ROTATION | \
94 MAT_FLAG_TRANSLATION | \
95 MAT_FLAG_UNIFORM_SCALE | \
96 MAT_FLAG_GENERAL_SCALE | \
97 MAT_FLAG_GENERAL_3D | \
98 MAT_FLAG_PERSPECTIVE | \
99 MAT_FLAG_SINGULAR)
100
101 /** dirty matrix flags mask */
102 #define MAT_DIRTY (MAT_DIRTY_TYPE | \
103 MAT_DIRTY_FLAGS | \
104 MAT_DIRTY_INVERSE)
105
106 /*@}*/
107
108
109 /**
110 * Test geometry related matrix flags.
111 *
112 * \param mat a pointer to a GLmatrix structure.
113 * \param a flags mask.
114 *
115 * \returns non-zero if all geometry related matrix flags are contained within
116 * the mask, or zero otherwise.
117 */
118 #define TEST_MAT_FLAGS(mat, a) \
119 ((MAT_FLAGS_GEOMETRY & (~(a)) & ((mat)->flags) ) == 0)
120
121
122 /**
123 * Different kinds of 4x4 transformation matrices.
124 * We use these to select specific optimized vertex transformation routines.
125 */
126 enum GLmatrixtype {
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 */
134 } ;
135
136 /**
137 * Matrix type to represent 4x4 transformation matrices.
138 */
139 typedef struct {
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)
144 */
145 enum GLmatrixtype type;
146 } GLmatrix;
147
148
149
150
151 extern void
152 _math_matrix_ctr( GLmatrix *m );
153
154 extern void
155 _math_matrix_dtr( GLmatrix *m );
156
157 extern void
158 _math_matrix_alloc_inv( GLmatrix *m );
159
160 extern void
161 _math_matrix_mul_matrix( GLmatrix *dest, const GLmatrix *a, const GLmatrix *b );
162
163 extern void
164 _math_matrix_mul_floats( GLmatrix *dest, const GLfloat *b );
165
166 extern void
167 _math_matrix_loadf( GLmatrix *mat, const GLfloat *m );
168
169 extern void
170 _math_matrix_translate( GLmatrix *mat, GLfloat x, GLfloat y, GLfloat z );
171
172 extern void
173 _math_matrix_rotate( GLmatrix *m, GLfloat angle,
174 GLfloat x, GLfloat y, GLfloat z );
175
176 extern void
177 _math_matrix_scale( GLmatrix *mat, GLfloat x, GLfloat y, GLfloat z );
178
179 extern void
180 _math_matrix_ortho( GLmatrix *mat,
181 GLfloat left, GLfloat right,
182 GLfloat bottom, GLfloat top,
183 GLfloat nearval, GLfloat farval );
184
185 extern void
186 _math_matrix_frustum( GLmatrix *mat,
187 GLfloat left, GLfloat right,
188 GLfloat bottom, GLfloat top,
189 GLfloat nearval, GLfloat farval );
190
191 extern void
192 _math_matrix_set_identity( GLmatrix *dest );
193
194 extern void
195 _math_matrix_copy( GLmatrix *to, const GLmatrix *from );
196
197 extern void
198 _math_matrix_analyse( GLmatrix *mat );
199
200 extern void
201 _math_matrix_print( const GLmatrix *m );
202
203
204
205 /**
206 * \name Related functions that don't actually operate on GLmatrix structs
207 */
208 /*@{*/
209
210 extern void
211 _math_transposef( GLfloat to[16], const GLfloat from[16] );
212
213 extern void
214 _math_transposed( GLdouble to[16], const GLdouble from[16] );
215
216 extern void
217 _math_transposefd( GLfloat to[16], const GLdouble from[16] );
218
219
220 /*
221 * Transform a point (column vector) by a matrix: Q = M * P
222 */
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];
228
229
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];
235
236
237 /*
238 * Transform a normal (row vector) by a matrix: [NX NY NZ] = N * MAT
239 */
240 #define TRANSFORM_NORMAL( TO, N, MAT ) \
241 do { \
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]; \
245 } while (0)
246
247
248 /*@}*/
249
250
251 #endif