mesa: Restore 78-column wrapping of license text in C-style comments.
[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 * THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR
21 * OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE,
22 * ARISING FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR
23 * OTHER DEALINGS IN THE SOFTWARE.
24 */
25
26
27 /**
28 * \file math/m_matrix.h
29 * Defines basic structures for matrix-handling.
30 */
31
32 #ifndef _M_MATRIX_H
33 #define _M_MATRIX_H
34
35
36 #include "main/glheader.h"
37
38
39 #ifdef __cplusplus
40 extern "C" {
41 #endif
42
43
44 /**
45 * \name Symbolic names to some of the entries in the matrix
46 *
47 * These are handy for the viewport mapping, which is expressed as a matrix.
48 */
49 /*@{*/
50 #define MAT_SX 0
51 #define MAT_SY 5
52 #define MAT_SZ 10
53 #define MAT_TX 12
54 #define MAT_TY 13
55 #define MAT_TZ 14
56 /*@}*/
57
58
59 /**
60 * Different kinds of 4x4 transformation matrices.
61 * We use these to select specific optimized vertex transformation routines.
62 */
63 enum GLmatrixtype {
64 MATRIX_GENERAL, /**< general 4x4 matrix */
65 MATRIX_IDENTITY, /**< identity matrix */
66 MATRIX_3D_NO_ROT, /**< orthogonal projection and others... */
67 MATRIX_PERSPECTIVE, /**< perspective projection matrix */
68 MATRIX_2D, /**< 2-D transformation */
69 MATRIX_2D_NO_ROT, /**< 2-D scale & translate only */
70 MATRIX_3D /**< 3-D transformation */
71 } ;
72
73 /**
74 * Matrix type to represent 4x4 transformation matrices.
75 */
76 typedef struct {
77 GLfloat *m; /**< 16 matrix elements (16-byte aligned) */
78 GLfloat *inv; /**< 16-element inverse (16-byte aligned) */
79 GLuint flags; /**< possible values determined by (of \link
80 * MatFlags MAT_FLAG_* flags\endlink)
81 */
82 enum GLmatrixtype type;
83 } GLmatrix;
84
85
86
87
88 extern void
89 _math_matrix_ctr( GLmatrix *m );
90
91 extern void
92 _math_matrix_dtr( GLmatrix *m );
93
94 extern void
95 _math_matrix_mul_matrix( GLmatrix *dest, const GLmatrix *a, const GLmatrix *b );
96
97 extern void
98 _math_matrix_mul_floats( GLmatrix *dest, const GLfloat *b );
99
100 extern void
101 _math_matrix_loadf( GLmatrix *mat, const GLfloat *m );
102
103 extern void
104 _math_matrix_translate( GLmatrix *mat, GLfloat x, GLfloat y, GLfloat z );
105
106 extern void
107 _math_matrix_rotate( GLmatrix *m, GLfloat angle,
108 GLfloat x, GLfloat y, GLfloat z );
109
110 extern void
111 _math_matrix_scale( GLmatrix *mat, GLfloat x, GLfloat y, GLfloat z );
112
113 extern void
114 _math_matrix_ortho( GLmatrix *mat,
115 GLfloat left, GLfloat right,
116 GLfloat bottom, GLfloat top,
117 GLfloat nearval, GLfloat farval );
118
119 extern void
120 _math_matrix_frustum( GLmatrix *mat,
121 GLfloat left, GLfloat right,
122 GLfloat bottom, GLfloat top,
123 GLfloat nearval, GLfloat farval );
124
125 extern void
126 _math_matrix_viewport(GLmatrix *m, GLint x, GLint y, GLint width, GLint height,
127 GLfloat zNear, GLfloat zFar, GLfloat depthMax);
128
129 extern void
130 _math_matrix_set_identity( GLmatrix *dest );
131
132 extern void
133 _math_matrix_copy( GLmatrix *to, const GLmatrix *from );
134
135 extern void
136 _math_matrix_analyse( GLmatrix *mat );
137
138 extern void
139 _math_matrix_print( const GLmatrix *m );
140
141 extern GLboolean
142 _math_matrix_is_length_preserving( const GLmatrix *m );
143
144 extern GLboolean
145 _math_matrix_has_rotation( const GLmatrix *m );
146
147 extern GLboolean
148 _math_matrix_is_general_scale( const GLmatrix *m );
149
150 extern GLboolean
151 _math_matrix_is_dirty( const GLmatrix *m );
152
153
154 /**
155 * \name Related functions that don't actually operate on GLmatrix structs
156 */
157 /*@{*/
158
159 extern void
160 _math_transposef( GLfloat to[16], const GLfloat from[16] );
161
162 extern void
163 _math_transposed( GLdouble to[16], const GLdouble from[16] );
164
165 extern void
166 _math_transposefd( GLfloat to[16], const GLdouble from[16] );
167
168
169 /*
170 * Transform a point (column vector) by a matrix: Q = M * P
171 */
172 #define TRANSFORM_POINT( Q, M, P ) \
173 Q[0] = M[0] * P[0] + M[4] * P[1] + M[8] * P[2] + M[12] * P[3]; \
174 Q[1] = M[1] * P[0] + M[5] * P[1] + M[9] * P[2] + M[13] * P[3]; \
175 Q[2] = M[2] * P[0] + M[6] * P[1] + M[10] * P[2] + M[14] * P[3]; \
176 Q[3] = M[3] * P[0] + M[7] * P[1] + M[11] * P[2] + M[15] * P[3];
177
178
179 #define TRANSFORM_POINT3( Q, M, P ) \
180 Q[0] = M[0] * P[0] + M[4] * P[1] + M[8] * P[2] + M[12]; \
181 Q[1] = M[1] * P[0] + M[5] * P[1] + M[9] * P[2] + M[13]; \
182 Q[2] = M[2] * P[0] + M[6] * P[1] + M[10] * P[2] + M[14]; \
183 Q[3] = M[3] * P[0] + M[7] * P[1] + M[11] * P[2] + M[15];
184
185
186 /*
187 * Transform a normal (row vector) by a matrix: [NX NY NZ] = N * MAT
188 */
189 #define TRANSFORM_NORMAL( TO, N, MAT ) \
190 do { \
191 TO[0] = N[0] * MAT[0] + N[1] * MAT[1] + N[2] * MAT[2]; \
192 TO[1] = N[0] * MAT[4] + N[1] * MAT[5] + N[2] * MAT[6]; \
193 TO[2] = N[0] * MAT[8] + N[1] * MAT[9] + N[2] * MAT[10]; \
194 } while (0)
195
196
197 /**
198 * Transform a direction by a matrix.
199 */
200 #define TRANSFORM_DIRECTION( TO, DIR, MAT ) \
201 do { \
202 TO[0] = DIR[0] * MAT[0] + DIR[1] * MAT[4] + DIR[2] * MAT[8]; \
203 TO[1] = DIR[0] * MAT[1] + DIR[1] * MAT[5] + DIR[2] * MAT[9]; \
204 TO[2] = DIR[0] * MAT[2] + DIR[1] * MAT[6] + DIR[2] * MAT[10];\
205 } while (0)
206
207
208 extern void
209 _mesa_transform_vector(GLfloat u[4], const GLfloat v[4], const GLfloat m[16]);
210
211
212 /*@}*/
213
214
215 #ifdef __cplusplus
216 }
217 #endif
218
219 #endif