Merge commit 'origin/gallium-0.1'
[mesa.git] / src / mesa / math / m_matrix.h
1 /*
2 * Mesa 3-D graphics library
3 * Version: 6.3
4 *
5 * Copyright (C) 1999-2005 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 * Different kinds of 4x4 transformation matrices.
53 * We use these to select specific optimized vertex transformation routines.
54 */
55 enum GLmatrixtype {
56 MATRIX_GENERAL, /**< general 4x4 matrix */
57 MATRIX_IDENTITY, /**< identity matrix */
58 MATRIX_3D_NO_ROT, /**< orthogonal projection and others... */
59 MATRIX_PERSPECTIVE, /**< perspective projection matrix */
60 MATRIX_2D, /**< 2-D transformation */
61 MATRIX_2D_NO_ROT, /**< 2-D scale & translate only */
62 MATRIX_3D /**< 3-D transformation */
63 } ;
64
65 /**
66 * Matrix type to represent 4x4 transformation matrices.
67 */
68 typedef struct {
69 GLfloat *m; /**< 16 matrix elements (16-byte aligned) */
70 GLfloat *inv; /**< optional 16-element inverse (16-byte aligned) */
71 GLuint flags; /**< possible values determined by (of \link
72 * MatFlags MAT_FLAG_* flags\endlink)
73 */
74 enum GLmatrixtype type;
75 } GLmatrix;
76
77
78
79
80 extern void
81 _math_matrix_ctr( GLmatrix *m );
82
83 extern void
84 _math_matrix_dtr( GLmatrix *m );
85
86 extern void
87 _math_matrix_alloc_inv( GLmatrix *m );
88
89 extern void
90 _math_matrix_mul_matrix( GLmatrix *dest, const GLmatrix *a, const GLmatrix *b );
91
92 extern void
93 _math_matrix_mul_floats( GLmatrix *dest, const GLfloat *b );
94
95 extern void
96 _math_matrix_loadf( GLmatrix *mat, const GLfloat *m );
97
98 extern void
99 _math_matrix_translate( GLmatrix *mat, GLfloat x, GLfloat y, GLfloat z );
100
101 extern void
102 _math_matrix_rotate( GLmatrix *m, GLfloat angle,
103 GLfloat x, GLfloat y, GLfloat z );
104
105 extern void
106 _math_matrix_scale( GLmatrix *mat, GLfloat x, GLfloat y, GLfloat z );
107
108 extern void
109 _math_matrix_ortho( GLmatrix *mat,
110 GLfloat left, GLfloat right,
111 GLfloat bottom, GLfloat top,
112 GLfloat nearval, GLfloat farval );
113
114 extern void
115 _math_matrix_frustum( GLmatrix *mat,
116 GLfloat left, GLfloat right,
117 GLfloat bottom, GLfloat top,
118 GLfloat nearval, GLfloat farval );
119
120 extern void
121 _math_matrix_viewport(GLmatrix *m, GLint x, GLint y, GLint width, GLint height,
122 GLfloat zNear, GLfloat zFar, GLfloat depthMax);
123
124 extern void
125 _math_matrix_set_identity( GLmatrix *dest );
126
127 extern void
128 _math_matrix_copy( GLmatrix *to, const GLmatrix *from );
129
130 extern void
131 _math_matrix_analyse( GLmatrix *mat );
132
133 extern void
134 _math_matrix_print( const GLmatrix *m );
135
136 extern GLboolean
137 _math_matrix_is_length_preserving( const GLmatrix *m );
138
139 extern GLboolean
140 _math_matrix_has_rotation( const GLmatrix *m );
141
142 extern GLboolean
143 _math_matrix_is_general_scale( const GLmatrix *m );
144
145 extern GLboolean
146 _math_matrix_is_dirty( const GLmatrix *m );
147
148
149 /**
150 * \name Related functions that don't actually operate on GLmatrix structs
151 */
152 /*@{*/
153
154 extern void
155 _math_transposef( GLfloat to[16], const GLfloat from[16] );
156
157 extern void
158 _math_transposed( GLdouble to[16], const GLdouble from[16] );
159
160 extern void
161 _math_transposefd( GLfloat to[16], const GLdouble from[16] );
162
163
164 /*
165 * Transform a point (column vector) by a matrix: Q = M * P
166 */
167 #define TRANSFORM_POINT( Q, M, P ) \
168 Q[0] = M[0] * P[0] + M[4] * P[1] + M[8] * P[2] + M[12] * P[3]; \
169 Q[1] = M[1] * P[0] + M[5] * P[1] + M[9] * P[2] + M[13] * P[3]; \
170 Q[2] = M[2] * P[0] + M[6] * P[1] + M[10] * P[2] + M[14] * P[3]; \
171 Q[3] = M[3] * P[0] + M[7] * P[1] + M[11] * P[2] + M[15] * P[3];
172
173
174 #define TRANSFORM_POINT3( Q, M, P ) \
175 Q[0] = M[0] * P[0] + M[4] * P[1] + M[8] * P[2] + M[12]; \
176 Q[1] = M[1] * P[0] + M[5] * P[1] + M[9] * P[2] + M[13]; \
177 Q[2] = M[2] * P[0] + M[6] * P[1] + M[10] * P[2] + M[14]; \
178 Q[3] = M[3] * P[0] + M[7] * P[1] + M[11] * P[2] + M[15];
179
180
181 /*
182 * Transform a normal (row vector) by a matrix: [NX NY NZ] = N * MAT
183 */
184 #define TRANSFORM_NORMAL( TO, N, MAT ) \
185 do { \
186 TO[0] = N[0] * MAT[0] + N[1] * MAT[1] + N[2] * MAT[2]; \
187 TO[1] = N[0] * MAT[4] + N[1] * MAT[5] + N[2] * MAT[6]; \
188 TO[2] = N[0] * MAT[8] + N[1] * MAT[9] + N[2] * MAT[10]; \
189 } while (0)
190
191
192 /**
193 * Transform a direction by a matrix.
194 */
195 #define TRANSFORM_DIRECTION( TO, DIR, MAT ) \
196 do { \
197 TO[0] = DIR[0] * MAT[0] + DIR[1] * MAT[4] + DIR[2] * MAT[8]; \
198 TO[1] = DIR[0] * MAT[1] + DIR[1] * MAT[5] + DIR[2] * MAT[9]; \
199 TO[2] = DIR[0] * MAT[2] + DIR[1] * MAT[6] + DIR[2] * MAT[10];\
200 } while (0)
201
202
203 extern void
204 _mesa_transform_vector(GLfloat u[4], const GLfloat v[4], const GLfloat m[16]);
205
206
207 /*@}*/
208
209
210 #endif