Merge Jose's documentation and core Mesa changes from embedded branch
[mesa.git] / src / mesa / math / m_matrix.h
1 /**
2 * \file math/m_matrix.h
3 * Defines basic structures for matrix-handling.
4 */
5
6 /*
7 * Mesa 3-D graphics library
8 * Version: 3.5
9 *
10 * Copyright (C) 1999-2001 Brian Paul All Rights Reserved.
11 *
12 * Permission is hereby granted, free of charge, to any person obtaining a
13 * copy of this software and associated documentation files (the "Software"),
14 * to deal in the Software without restriction, including without limitation
15 * the rights to use, copy, modify, merge, publish, distribute, sublicense,
16 * and/or sell copies of the Software, and to permit persons to whom the
17 * Software is furnished to do so, subject to the following conditions:
18 *
19 * The above copyright notice and this permission notice shall be included
20 * in all copies or substantial portions of the Software.
21 *
22 * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS
23 * OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
24 * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL
25 * BRIAN PAUL BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN
26 * AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN
27 * CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
28 */
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 * To help out with the rework of the viewport_map as a matrix transform.
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 * \defgroup MatFlags MAT_FLAG_XXX-flags
52 *
53 * Bitmasks to indicate different kinds of 4x4 matrices in
54 * GLmatrix::flags
55 */
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 #define MAT_FLAG_GENERAL 0x1 /**< is a general matrix flag */
63 #define MAT_FLAG_ROTATION 0x2 /**< is a rotation matrix flag */
64 #define MAT_FLAG_TRANSLATION 0x4 /**< is a translation matrix flag */
65 #define MAT_FLAG_UNIFORM_SCALE 0x8 /**< is an uniform scaling matrix flag */
66 #define MAT_FLAG_GENERAL_SCALE 0x10 /**< is a general scaling matrix flag */
67 #define MAT_FLAG_GENERAL_3D 0x20 /**< general 3D matrix flag */
68 #define MAT_FLAG_PERSPECTIVE 0x40 /**< is a perspective projection matrix flag */
69 #define MAT_FLAG_SINGULAR 0x80 /**< is a singular matrix flag */
70 #define MAT_DIRTY_TYPE 0x100 /**< matrix type is dirty */
71 #define MAT_DIRTY_FLAGS 0x200 /**< matrix flags are dirty */
72 #define MAT_DIRTY_INVERSE 0x400 /**< matrix inverse is dirty */
73
74 /** angle preserving matrix flags mask */
75 #define MAT_FLAGS_ANGLE_PRESERVING (MAT_FLAG_ROTATION | \
76 MAT_FLAG_TRANSLATION | \
77 MAT_FLAG_UNIFORM_SCALE)
78
79 /** length preserving matrix flags mask */
80 #define MAT_FLAGS_LENGTH_PRESERVING (MAT_FLAG_ROTATION | \
81 MAT_FLAG_TRANSLATION)
82
83 /** 3D (non-perspective) matrix flags mask */
84 #define MAT_FLAGS_3D (MAT_FLAG_ROTATION | \
85 MAT_FLAG_TRANSLATION | \
86 MAT_FLAG_UNIFORM_SCALE | \
87 MAT_FLAG_GENERAL_SCALE | \
88 MAT_FLAG_GENERAL_3D)
89
90 /** geometry related matrix flags mask */
91 #define MAT_FLAGS_GEOMETRY (MAT_FLAG_GENERAL | \
92 MAT_FLAG_ROTATION | \
93 MAT_FLAG_TRANSLATION | \
94 MAT_FLAG_UNIFORM_SCALE | \
95 MAT_FLAG_GENERAL_SCALE | \
96 MAT_FLAG_GENERAL_3D | \
97 MAT_FLAG_PERSPECTIVE | \
98 MAT_FLAG_SINGULAR)
99
100 /** dirty matrix flags mask */
101 #define MAT_DIRTY (MAT_DIRTY_TYPE | \
102 MAT_DIRTY_FLAGS | \
103 MAT_DIRTY_INVERSE)
104
105 /*@}*/
106
107
108 /**
109 * Test geometry related matrix flags.
110 *
111 * \param mat a pointer to a GLmatrix structure.
112 * \param a flags mask.
113 *
114 * \returns non-zero if all geometry related matrix flags are contained within
115 * the mask, or zero otherwise.
116 */
117 #define TEST_MAT_FLAGS(mat, a) \
118 ((MAT_FLAGS_GEOMETRY & (~(a)) & ((mat)->flags) ) == 0)
119
120
121 /**
122 * Different kinds of 4x4 transformation matrices.
123 */
124 enum GLmatrixtype {
125 MATRIX_GENERAL, /**< general 4x4 matrix */
126 MATRIX_IDENTITY, /**< identity matrix */
127 MATRIX_3D_NO_ROT, /**< orthogonal projection and others... */
128 MATRIX_PERSPECTIVE, /**< perspective projection matrix */
129 MATRIX_2D, /**< 2-D transformation */
130 MATRIX_2D_NO_ROT, /**< 2-D scale & translate only */
131 MATRIX_3D /**< 3-D transformation */
132 } ;
133
134 /**
135 * Matrix.
136 */
137 typedef struct {
138 GLfloat *m; /**< matrix, 16-byte aligned */
139 GLfloat *inv; /**< optional inverse, 16-byte aligned */
140 GLuint flags; /**< possible values determined by (of \link
141 MatFlags MAT_FLAG_* flags\endlink) */
142 enum GLmatrixtype type;
143 } GLmatrix;
144
145
146
147
148 extern void
149 _math_matrix_ctr( GLmatrix *m );
150
151 extern void
152 _math_matrix_dtr( GLmatrix *m );
153
154 extern void
155 _math_matrix_alloc_inv( GLmatrix *m );
156
157 extern void
158 _math_matrix_mul_matrix( GLmatrix *dest, const GLmatrix *a, const GLmatrix *b );
159
160 extern void
161 _math_matrix_mul_floats( GLmatrix *dest, const GLfloat *b );
162
163 extern void
164 _math_matrix_loadf( GLmatrix *mat, const GLfloat *m );
165
166 extern void
167 _math_matrix_translate( GLmatrix *mat, GLfloat x, GLfloat y, GLfloat z );
168
169 extern void
170 _math_matrix_rotate( GLmatrix *m, GLfloat angle,
171 GLfloat x, GLfloat y, GLfloat z );
172
173 extern void
174 _math_matrix_scale( GLmatrix *mat, GLfloat x, GLfloat y, GLfloat z );
175
176 extern void
177 _math_matrix_ortho( GLmatrix *mat,
178 GLfloat left, GLfloat right,
179 GLfloat bottom, GLfloat top,
180 GLfloat nearval, GLfloat farval );
181
182 extern void
183 _math_matrix_frustum( GLmatrix *mat,
184 GLfloat left, GLfloat right,
185 GLfloat bottom, GLfloat top,
186 GLfloat nearval, GLfloat farval );
187
188 extern void
189 _math_matrix_set_identity( GLmatrix *dest );
190
191 extern void
192 _math_matrix_copy( GLmatrix *to, const GLmatrix *from );
193
194 extern void
195 _math_matrix_analyse( GLmatrix *mat );
196
197 extern void
198 _math_matrix_print( const GLmatrix *m );
199
200
201
202 /**
203 * \name Related functions that don't actually operate on GLmatrix structs
204 */
205 /*@{*/
206
207 extern void
208 _math_transposef( GLfloat to[16], const GLfloat from[16] );
209
210 extern void
211 _math_transposed( GLdouble to[16], const GLdouble from[16] );
212
213 extern void
214 _math_transposefd( GLfloat to[16], const GLdouble from[16] );
215
216
217 /*
218 * Transform a point (column vector) by a matrix: Q = M * P
219 */
220 #define TRANSFORM_POINT( Q, M, P ) \
221 Q[0] = M[0] * P[0] + M[4] * P[1] + M[8] * P[2] + M[12] * P[3]; \
222 Q[1] = M[1] * P[0] + M[5] * P[1] + M[9] * P[2] + M[13] * P[3]; \
223 Q[2] = M[2] * P[0] + M[6] * P[1] + M[10] * P[2] + M[14] * P[3]; \
224 Q[3] = M[3] * P[0] + M[7] * P[1] + M[11] * P[2] + M[15] * P[3];
225
226
227 #define TRANSFORM_POINT3( Q, M, P ) \
228 Q[0] = M[0] * P[0] + M[4] * P[1] + M[8] * P[2] + M[12]; \
229 Q[1] = M[1] * P[0] + M[5] * P[1] + M[9] * P[2] + M[13]; \
230 Q[2] = M[2] * P[0] + M[6] * P[1] + M[10] * P[2] + M[14]; \
231 Q[3] = M[3] * P[0] + M[7] * P[1] + M[11] * P[2] + M[15];
232
233
234 /*
235 * Transform a normal (row vector) by a matrix: [NX NY NZ] = N * MAT
236 */
237 #define TRANSFORM_NORMAL( TO, N, MAT ) \
238 do { \
239 TO[0] = N[0] * MAT[0] + N[1] * MAT[1] + N[2] * MAT[2]; \
240 TO[1] = N[0] * MAT[4] + N[1] * MAT[5] + N[2] * MAT[6]; \
241 TO[2] = N[0] * MAT[8] + N[1] * MAT[9] + N[2] * MAT[10]; \
242 } while (0)
243
244
245 /*@}*/
246
247
248 #endif