-/* $Id: m_matrix.h,v 1.3 2001/02/05 18:48:52 brianp Exp $ */
-
/*
* Mesa 3-D graphics library
- * Version: 3.5
- *
- * Copyright (C) 1999-2001 Brian Paul All Rights Reserved.
- *
+ * Version: 6.3
+ *
+ * Copyright (C) 1999-2005 Brian Paul All Rights Reserved.
+ *
* Permission is hereby granted, free of charge, to any person obtaining a
* copy of this software and associated documentation files (the "Software"),
* to deal in the Software without restriction, including without limitation
* the rights to use, copy, modify, merge, publish, distribute, sublicense,
* and/or sell copies of the Software, and to permit persons to whom the
* Software is furnished to do so, subject to the following conditions:
- *
+ *
* The above copyright notice and this permission notice shall be included
* in all copies or substantial portions of the Software.
- *
+ *
* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS
* OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
* FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL
*/
+/**
+ * \file math/m_matrix.h
+ * Defines basic structures for matrix-handling.
+ */
+
#ifndef _M_MATRIX_H
#define _M_MATRIX_H
-/* Give symbolic names to some of the entries in the matrix to help
- * out with the rework of the viewport_map as a matrix transform.
+/**
+ * \name Symbolic names to some of the entries in the matrix
+ *
+ * These are handy for the viewport mapping, which is expressed as a matrix.
*/
+/*@{*/
#define MAT_SX 0
#define MAT_SY 5
#define MAT_SZ 10
#define MAT_TX 12
#define MAT_TY 13
#define MAT_TZ 14
-
-/*
- * Different kinds of 4x4 transformation matrices:
- */
-#define MATRIX_GENERAL 0 /* general 4x4 matrix */
-#define MATRIX_IDENTITY 1 /* identity matrix */
-#define MATRIX_3D_NO_ROT 2 /* ortho projection and others... */
-#define MATRIX_PERSPECTIVE 3 /* perspective projection matrix */
-#define MATRIX_2D 4 /* 2-D transformation */
-#define MATRIX_2D_NO_ROT 5 /* 2-D scale & translate only */
-#define MATRIX_3D 6 /* 3-D transformation */
-
-#define MAT_FLAG_IDENTITY 0
-#define MAT_FLAG_GENERAL 0x1
-#define MAT_FLAG_ROTATION 0x2
-#define MAT_FLAG_TRANSLATION 0x4
-#define MAT_FLAG_UNIFORM_SCALE 0x8
-#define MAT_FLAG_GENERAL_SCALE 0x10
-#define MAT_FLAG_GENERAL_3D 0x20
-#define MAT_FLAG_PERSPECTIVE 0x40
-#define MAT_FLAG_SINGULAR 0x80
-#define MAT_DIRTY_TYPE 0x100
-#define MAT_DIRTY_FLAGS 0x200
-#define MAT_DIRTY_INVERSE 0x400
-
-#define MAT_FLAGS_ANGLE_PRESERVING (MAT_FLAG_ROTATION | \
- MAT_FLAG_TRANSLATION | \
- MAT_FLAG_UNIFORM_SCALE)
-
-#define MAT_FLAGS_LENGTH_PRESERVING (MAT_FLAG_ROTATION | \
- MAT_FLAG_TRANSLATION)
-
-#define MAT_FLAGS_3D (MAT_FLAG_ROTATION | \
- MAT_FLAG_TRANSLATION | \
- MAT_FLAG_UNIFORM_SCALE | \
- MAT_FLAG_GENERAL_SCALE | \
- MAT_FLAG_GENERAL_3D)
-
-#define MAT_FLAGS_GEOMETRY (MAT_FLAG_GENERAL | \
- MAT_FLAG_ROTATION | \
- MAT_FLAG_TRANSLATION | \
- MAT_FLAG_UNIFORM_SCALE | \
- MAT_FLAG_GENERAL_SCALE | \
- MAT_FLAG_GENERAL_3D | \
- MAT_FLAG_PERSPECTIVE | \
- MAT_FLAG_SINGULAR)
-
-#define MAT_DIRTY (MAT_DIRTY_TYPE | \
- MAT_DIRTY_FLAGS | \
- MAT_DIRTY_INVERSE)
-
-#define TEST_MAT_FLAGS(mat, a) \
- ((MAT_FLAGS_GEOMETRY & (~(a)) & ((mat)->flags) ) == 0)
+/*@}*/
+/**
+ * Different kinds of 4x4 transformation matrices.
+ * We use these to select specific optimized vertex transformation routines.
+ */
+enum GLmatrixtype {
+ MATRIX_GENERAL, /**< general 4x4 matrix */
+ MATRIX_IDENTITY, /**< identity matrix */
+ MATRIX_3D_NO_ROT, /**< orthogonal projection and others... */
+ MATRIX_PERSPECTIVE, /**< perspective projection matrix */
+ MATRIX_2D, /**< 2-D transformation */
+ MATRIX_2D_NO_ROT, /**< 2-D scale & translate only */
+ MATRIX_3D /**< 3-D transformation */
+} ;
+
+/**
+ * Matrix type to represent 4x4 transformation matrices.
+ */
typedef struct {
- GLfloat *m; /* 16-byte aligned */
- GLfloat *inv; /* optional, 16-byte aligned */
- GLuint flags;
- GLuint type; /* one of the MATRIX_* values */
+ GLfloat *m; /**< 16 matrix elements (16-byte aligned) */
+ GLfloat *inv; /**< optional 16-element inverse (16-byte aligned) */
+ GLuint flags; /**< possible values determined by (of \link
+ * MatFlags MAT_FLAG_* flags\endlink)
+ */
+ enum GLmatrixtype type;
} GLmatrix;
extern void
_math_matrix_mul_floats( GLmatrix *dest, const GLfloat *b );
-extern void
+extern void
_math_matrix_loadf( GLmatrix *mat, const GLfloat *m );
-extern void
+extern void
_math_matrix_translate( GLmatrix *mat, GLfloat x, GLfloat y, GLfloat z );
extern void
-_math_matrix_rotate( GLmatrix *m, GLfloat angle,
+_math_matrix_rotate( GLmatrix *m, GLfloat angle,
GLfloat x, GLfloat y, GLfloat z );
-extern void
+extern void
_math_matrix_scale( GLmatrix *mat, GLfloat x, GLfloat y, GLfloat z );
extern void
-_math_matrix_ortho( GLmatrix *mat,
+_math_matrix_ortho( GLmatrix *mat,
GLfloat left, GLfloat right,
- GLfloat bottom, GLfloat top,
+ GLfloat bottom, GLfloat top,
GLfloat nearval, GLfloat farval );
extern void
-_math_matrix_frustum( GLmatrix *mat,
+_math_matrix_frustum( GLmatrix *mat,
GLfloat left, GLfloat right,
- GLfloat bottom, GLfloat top,
+ GLfloat bottom, GLfloat top,
GLfloat nearval, GLfloat farval );
+extern void
+_math_matrix_viewport(GLmatrix *m, GLint x, GLint y, GLint width, GLint height,
+ GLfloat zNear, GLfloat zFar, GLfloat depthMax);
+
extern void
_math_matrix_set_identity( GLmatrix *dest );
-extern void
+extern void
_math_matrix_copy( GLmatrix *to, const GLmatrix *from );
extern void
extern void
_math_matrix_print( const GLmatrix *m );
+extern GLboolean
+_math_matrix_is_length_preserving( const GLmatrix *m );
+extern GLboolean
+_math_matrix_has_rotation( const GLmatrix *m );
+extern GLboolean
+_math_matrix_is_general_scale( const GLmatrix *m );
-/* Related functions that don't actually operate on GLmatrix structs:
+extern GLboolean
+_math_matrix_is_dirty( const GLmatrix *m );
+
+
+/**
+ * \name Related functions that don't actually operate on GLmatrix structs
*/
+/*@{*/
+
extern void
_math_transposef( GLfloat to[16], const GLfloat from[16] );
_math_transposefd( GLfloat to[16], const GLdouble from[16] );
+/*
+ * Transform a point (column vector) by a matrix: Q = M * P
+ */
+#define TRANSFORM_POINT( Q, M, P ) \
+ Q[0] = M[0] * P[0] + M[4] * P[1] + M[8] * P[2] + M[12] * P[3]; \
+ Q[1] = M[1] * P[0] + M[5] * P[1] + M[9] * P[2] + M[13] * P[3]; \
+ Q[2] = M[2] * P[0] + M[6] * P[1] + M[10] * P[2] + M[14] * P[3]; \
+ Q[3] = M[3] * P[0] + M[7] * P[1] + M[11] * P[2] + M[15] * P[3];
+
+
+#define TRANSFORM_POINT3( Q, M, P ) \
+ Q[0] = M[0] * P[0] + M[4] * P[1] + M[8] * P[2] + M[12]; \
+ Q[1] = M[1] * P[0] + M[5] * P[1] + M[9] * P[2] + M[13]; \
+ Q[2] = M[2] * P[0] + M[6] * P[1] + M[10] * P[2] + M[14]; \
+ Q[3] = M[3] * P[0] + M[7] * P[1] + M[11] * P[2] + M[15];
+
+
+/*
+ * Transform a normal (row vector) by a matrix: [NX NY NZ] = N * MAT
+ */
+#define TRANSFORM_NORMAL( TO, N, MAT ) \
+do { \
+ TO[0] = N[0] * MAT[0] + N[1] * MAT[1] + N[2] * MAT[2]; \
+ TO[1] = N[0] * MAT[4] + N[1] * MAT[5] + N[2] * MAT[6]; \
+ TO[2] = N[0] * MAT[8] + N[1] * MAT[9] + N[2] * MAT[10]; \
+} while (0)
+
+
+/*@}*/
#endif