*/
+#include "c99_math.h"
#include "main/glheader.h"
#include "main/imports.h"
#include "main/macros.h"
/*@{*/
#define MAT_FLAG_IDENTITY 0 /**< is an identity matrix flag.
* (Not actually used - the identity
- * matrix is identified by the absense
+ * matrix is identified by the absence
* of all other flags.)
*/
#define MAT_FLAG_GENERAL 0x1 /**< is a general matrix flag */
/**
* Identity matrix.
*/
-static GLfloat Identity[16] = {
+static const GLfloat Identity[16] = {
1.0, 0.0, 0.0, 0.0,
0.0, 1.0, 0.0, 0.0,
0.0, 0.0, 1.0, 0.0,
r3[7] = 1.0, r3[4] = r3[5] = r3[6] = 0.0;
/* choose pivot - or die */
- if (FABSF(r3[0])>FABSF(r2[0])) SWAP_ROWS(r3, r2);
- if (FABSF(r2[0])>FABSF(r1[0])) SWAP_ROWS(r2, r1);
- if (FABSF(r1[0])>FABSF(r0[0])) SWAP_ROWS(r1, r0);
- if (0.0 == r0[0]) return GL_FALSE;
+ if (fabsf(r3[0])>fabsf(r2[0])) SWAP_ROWS(r3, r2);
+ if (fabsf(r2[0])>fabsf(r1[0])) SWAP_ROWS(r2, r1);
+ if (fabsf(r1[0])>fabsf(r0[0])) SWAP_ROWS(r1, r0);
+ if (0.0F == r0[0]) return GL_FALSE;
/* eliminate first variable */
m1 = r1[0]/r0[0]; m2 = r2[0]/r0[0]; m3 = r3[0]/r0[0];
s = r0[2]; r1[2] -= m1 * s; r2[2] -= m2 * s; r3[2] -= m3 * s;
s = r0[3]; r1[3] -= m1 * s; r2[3] -= m2 * s; r3[3] -= m3 * s;
s = r0[4];
- if (s != 0.0) { r1[4] -= m1 * s; r2[4] -= m2 * s; r3[4] -= m3 * s; }
+ if (s != 0.0F) { r1[4] -= m1 * s; r2[4] -= m2 * s; r3[4] -= m3 * s; }
s = r0[5];
- if (s != 0.0) { r1[5] -= m1 * s; r2[5] -= m2 * s; r3[5] -= m3 * s; }
+ if (s != 0.0F) { r1[5] -= m1 * s; r2[5] -= m2 * s; r3[5] -= m3 * s; }
s = r0[6];
- if (s != 0.0) { r1[6] -= m1 * s; r2[6] -= m2 * s; r3[6] -= m3 * s; }
+ if (s != 0.0F) { r1[6] -= m1 * s; r2[6] -= m2 * s; r3[6] -= m3 * s; }
s = r0[7];
- if (s != 0.0) { r1[7] -= m1 * s; r2[7] -= m2 * s; r3[7] -= m3 * s; }
+ if (s != 0.0F) { r1[7] -= m1 * s; r2[7] -= m2 * s; r3[7] -= m3 * s; }
/* choose pivot - or die */
- if (FABSF(r3[1])>FABSF(r2[1])) SWAP_ROWS(r3, r2);
- if (FABSF(r2[1])>FABSF(r1[1])) SWAP_ROWS(r2, r1);
- if (0.0 == r1[1]) return GL_FALSE;
+ if (fabsf(r3[1])>fabsf(r2[1])) SWAP_ROWS(r3, r2);
+ if (fabsf(r2[1])>fabsf(r1[1])) SWAP_ROWS(r2, r1);
+ if (0.0F == r1[1]) return GL_FALSE;
/* eliminate second variable */
m2 = r2[1]/r1[1]; m3 = r3[1]/r1[1];
r2[2] -= m2 * r1[2]; r3[2] -= m3 * r1[2];
r2[3] -= m2 * r1[3]; r3[3] -= m3 * r1[3];
- s = r1[4]; if (0.0 != s) { r2[4] -= m2 * s; r3[4] -= m3 * s; }
- s = r1[5]; if (0.0 != s) { r2[5] -= m2 * s; r3[5] -= m3 * s; }
- s = r1[6]; if (0.0 != s) { r2[6] -= m2 * s; r3[6] -= m3 * s; }
- s = r1[7]; if (0.0 != s) { r2[7] -= m2 * s; r3[7] -= m3 * s; }
+ s = r1[4]; if (0.0F != s) { r2[4] -= m2 * s; r3[4] -= m3 * s; }
+ s = r1[5]; if (0.0F != s) { r2[5] -= m2 * s; r3[5] -= m3 * s; }
+ s = r1[6]; if (0.0F != s) { r2[6] -= m2 * s; r3[6] -= m3 * s; }
+ s = r1[7]; if (0.0F != s) { r2[7] -= m2 * s; r3[7] -= m3 * s; }
/* choose pivot - or die */
- if (FABSF(r3[2])>FABSF(r2[2])) SWAP_ROWS(r3, r2);
- if (0.0 == r2[2]) return GL_FALSE;
+ if (fabsf(r3[2])>fabsf(r2[2])) SWAP_ROWS(r3, r2);
+ if (0.0F == r2[2]) return GL_FALSE;
/* eliminate third variable */
m3 = r3[2]/r2[2];
r3[7] -= m3 * r2[7];
/* last check */
- if (0.0 == r3[3]) return GL_FALSE;
+ if (0.0F == r3[3]) return GL_FALSE;
s = 1.0F/r3[3]; /* now back substitute row 3 */
r3[4] *= s; r3[5] *= s; r3[6] *= s; r3[7] *= s;
*/
pos = neg = 0.0;
t = MAT(in,0,0) * MAT(in,1,1) * MAT(in,2,2);
- if (t >= 0.0) pos += t; else neg += t;
+ if (t >= 0.0F) pos += t; else neg += t;
t = MAT(in,1,0) * MAT(in,2,1) * MAT(in,0,2);
- if (t >= 0.0) pos += t; else neg += t;
+ if (t >= 0.0F) pos += t; else neg += t;
t = MAT(in,2,0) * MAT(in,0,1) * MAT(in,1,2);
- if (t >= 0.0) pos += t; else neg += t;
+ if (t >= 0.0F) pos += t; else neg += t;
t = -MAT(in,2,0) * MAT(in,1,1) * MAT(in,0,2);
- if (t >= 0.0) pos += t; else neg += t;
+ if (t >= 0.0F) pos += t; else neg += t;
t = -MAT(in,1,0) * MAT(in,0,1) * MAT(in,2,2);
- if (t >= 0.0) pos += t; else neg += t;
+ if (t >= 0.0F) pos += t; else neg += t;
t = -MAT(in,0,0) * MAT(in,2,1) * MAT(in,1,2);
- if (t >= 0.0) pos += t; else neg += t;
+ if (t >= 0.0F) pos += t; else neg += t;
det = pos + neg;
- if (FABSF(det) < 1e-25)
+ if (fabsf(det) < 1e-25F)
return GL_FALSE;
det = 1.0F / det;
MAT(in,0,1) * MAT(in,0,1) +
MAT(in,0,2) * MAT(in,0,2));
- if (scale == 0.0)
+ if (scale == 0.0F)
return GL_FALSE;
scale = 1.0F / scale;
if (MAT(in,0,0) == 0 || MAT(in,1,1) == 0 || MAT(in,2,2) == 0 )
return GL_FALSE;
- memcpy( out, Identity, 16 * sizeof(GLfloat) );
+ memcpy( out, Identity, sizeof(Identity) );
MAT(out,0,0) = 1.0F / MAT(in,0,0);
MAT(out,1,1) = 1.0F / MAT(in,1,1);
MAT(out,2,2) = 1.0F / MAT(in,2,2);
if (MAT(in,0,0) == 0 || MAT(in,1,1) == 0)
return GL_FALSE;
- memcpy( out, Identity, 16 * sizeof(GLfloat) );
+ memcpy( out, Identity, sizeof(Identity) );
MAT(out,0,0) = 1.0F / MAT(in,0,0);
MAT(out,1,1) = 1.0F / MAT(in,1,1);
if (MAT(in,2,3) == 0)
return GL_FALSE;
- memcpy( out, Identity, 16 * sizeof(GLfloat) );
+ memcpy( out, Identity, sizeof(Identity) );
MAT(out,0,0) = 1.0F / MAT(in,0,0);
MAT(out,1,1) = 1.0F / MAT(in,1,1);
GLfloat m[16];
GLboolean optimized;
- s = (GLfloat) sin( angle * DEG2RAD );
- c = (GLfloat) cos( angle * DEG2RAD );
+ s = sinf( angle * M_PI / 180.0 );
+ c = cosf( angle * M_PI / 180.0 );
- memcpy(m, Identity, sizeof(GLfloat)*16);
+ memcpy(m, Identity, sizeof(Identity));
optimized = GL_FALSE;
#define M(row,col) m[col*4+row]
if (!optimized) {
const GLfloat mag = sqrtf(x * x + y * y + z * z);
- if (mag <= 1.0e-4) {
+ if (mag <= 1.0e-4F) {
/* no rotation, leave mat as-is */
return;
}
m[2] *= x; m[6] *= y; m[10] *= z;
m[3] *= x; m[7] *= y; m[11] *= z;
- if (FABSF(x - y) < 1e-8 && FABSF(x - z) < 1e-8)
+ if (fabsf(x - y) < 1e-8F && fabsf(x - z) < 1e-8F)
mat->flags |= MAT_FLAG_UNIFORM_SCALE;
else
mat->flags |= MAT_FLAG_GENERAL_SCALE;
* Transforms Normalized Device Coords to window/Z values.
*/
void
-_math_matrix_viewport(GLmatrix *m, GLint x, GLint y, GLint width, GLint height,
- GLfloat zNear, GLfloat zFar, GLfloat depthMax)
+_math_matrix_viewport(GLmatrix *m, const float scale[3],
+ const float translate[3], double depthMax)
{
- m->m[MAT_SX] = (GLfloat) width / 2.0F;
- m->m[MAT_TX] = m->m[MAT_SX] + x;
- m->m[MAT_SY] = (GLfloat) height / 2.0F;
- m->m[MAT_TY] = m->m[MAT_SY] + y;
- m->m[MAT_SZ] = depthMax * ((zFar - zNear) / 2.0F);
- m->m[MAT_TZ] = depthMax * ((zFar - zNear) / 2.0F + zNear);
+ m->m[MAT_SX] = scale[0];
+ m->m[MAT_TX] = translate[0];
+ m->m[MAT_SY] = scale[1];
+ m->m[MAT_TY] = translate[1];
+ m->m[MAT_SZ] = depthMax*scale[2];
+ m->m[MAT_TZ] = depthMax*translate[2];
m->flags = MAT_FLAG_GENERAL_SCALE | MAT_FLAG_TRANSLATION;
m->type = MATRIX_3D_NO_ROT;
}
void
_math_matrix_set_identity( GLmatrix *mat )
{
- memcpy( mat->m, Identity, 16*sizeof(GLfloat) );
- memcpy( mat->inv, Identity, 16*sizeof(GLfloat) );
+ memcpy( mat->m, Identity, sizeof(Identity) );
+ memcpy( mat->inv, Identity, sizeof(Identity) );
mat->type = MATRIX_IDENTITY;
mat->flags &= ~(MAT_DIRTY_FLAGS|
GLuint i;
for (i = 0 ; i < 16 ; i++) {
- if (m[i] == 0.0) mask |= (1<<i);
+ if (m[i] == 0.0F) mask |= (1<<i);
}
if (m[0] == 1.0F) mask |= (1<<16);
mat->type = MATRIX_2D;
/* Check for scale */
- if (SQ(mm-1) > SQ(1e-6) ||
- SQ(m4m4-1) > SQ(1e-6))
+ if (SQ(mm-1) > SQ(1e-6F) ||
+ SQ(m4m4-1) > SQ(1e-6F))
mat->flags |= MAT_FLAG_GENERAL_SCALE;
/* Check for rotation */
- if (SQ(mm4) > SQ(1e-6))
+ if (SQ(mm4) > SQ(1e-6F))
mat->flags |= MAT_FLAG_GENERAL_3D;
else
mat->flags |= MAT_FLAG_ROTATION;
mat->type = MATRIX_3D_NO_ROT;
/* Check for scale */
- if (SQ(m[0]-m[5]) < SQ(1e-6) &&
- SQ(m[0]-m[10]) < SQ(1e-6)) {
- if (SQ(m[0]-1.0) > SQ(1e-6)) {
+ if (SQ(m[0]-m[5]) < SQ(1e-6F) &&
+ SQ(m[0]-m[10]) < SQ(1e-6F)) {
+ if (SQ(m[0]-1.0F) > SQ(1e-6F)) {
mat->flags |= MAT_FLAG_UNIFORM_SCALE;
}
}
mat->type = MATRIX_3D;
/* Check for scale */
- if (SQ(c1-c2) < SQ(1e-6) && SQ(c1-c3) < SQ(1e-6)) {
- if (SQ(c1-1.0) > SQ(1e-6))
+ if (SQ(c1-c2) < SQ(1e-6F) && SQ(c1-c3) < SQ(1e-6F)) {
+ if (SQ(c1-1.0F) > SQ(1e-6F))
mat->flags |= MAT_FLAG_UNIFORM_SCALE;
/* else no scale at all */
}
}
/* Check for rotation */
- if (SQ(d1) < SQ(1e-6)) {
+ if (SQ(d1) < SQ(1e-6F)) {
CROSS3( cp, m, m+4 );
SUB_3V( cp, cp, (m+8) );
- if (LEN_SQUARED_3FV(cp) < SQ(1e-6))
+ if (LEN_SQUARED_3FV(cp) < SQ(1e-6F))
mat->flags |= MAT_FLAG_ROTATION;
else
mat->flags |= MAT_FLAG_GENERAL_3D;
void
_math_matrix_copy( GLmatrix *to, const GLmatrix *from )
{
- memcpy( to->m, from->m, sizeof(Identity) );
+ memcpy(to->m, from->m, 16 * sizeof(GLfloat));
memcpy(to->inv, from->inv, 16 * sizeof(GLfloat));
to->flags = from->flags;
to->type = from->type;
void
_math_matrix_dtr( GLmatrix *m )
{
- if (m->m) {
- _mesa_align_free( m->m );
- m->m = NULL;
- }
- if (m->inv) {
- _mesa_align_free( m->inv );
- m->inv = NULL;
- }
+ _mesa_align_free( m->m );
+ m->m = NULL;
+
+ _mesa_align_free( m->inv );
+ m->inv = NULL;
}
/*@}*/