X-Git-Url: https://git.libre-soc.org/?a=blobdiff_plain;f=src%2Fmesa%2Fmath%2Fm_matrix.h;h=c34d9e3022f7e9044ec8fc46e027278beed00576;hb=0cb6537deecbbb5f330b5835de29f64e4faf61c4;hp=8eedbdb94249f8125d679c6ccc5ca58e6bc99b6d;hpb=23caf20169ac38436ee9c13914f1d6aa7cf6bb5e;p=mesa.git diff --git a/src/mesa/math/m_matrix.h b/src/mesa/math/m_matrix.h index 8eedbdb9424..c34d9e3022f 100644 --- a/src/mesa/math/m_matrix.h +++ b/src/mesa/math/m_matrix.h @@ -1,104 +1,84 @@ -/* $Id: m_matrix.h,v 1.1 2000/11/16 21:05:41 keithw Exp $ */ - /* * Mesa 3-D graphics library - * Version: 3.5 - * - * Copyright (C) 1999-2000 Brian Paul All Rights Reserved. - * + * + * 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 - * BRIAN PAUL BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN - * AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN - * CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. + * THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR + * OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, + * ARISING FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR + * OTHER DEALINGS IN THE SOFTWARE. */ +/** + * \file math/m_matrix.h + * Defines basic structures for matrix-handling. + */ + #ifndef _M_MATRIX_H #define _M_MATRIX_H +#include "main/glheader.h" + + +#ifdef __cplusplus +extern "C" { +#endif -/* 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; /**< 16-element inverse (16-byte aligned) */ + GLuint flags; /**< possible values determined by (of \link + * MatFlags MAT_FLAG_* flags\endlink) + */ + enum GLmatrixtype type; } GLmatrix; @@ -110,57 +90,71 @@ _math_matrix_ctr( GLmatrix *m ); extern void _math_matrix_dtr( GLmatrix *m ); -extern void -_math_matrix_alloc_inv( GLmatrix *m ); - extern void _math_matrix_mul_matrix( GLmatrix *dest, const GLmatrix *a, const GLmatrix *b ); 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_frustrum( GLmatrix *mat, - GLfloat left, GLfloat right, - GLfloat bottom, GLfloat top, - GLfloat nearval, GLfloat farval ); +_math_matrix_frustum( GLmatrix *mat, + GLfloat left, GLfloat right, + GLfloat bottom, GLfloat top, + GLfloat nearval, GLfloat farval ); + +extern void +_math_matrix_viewport( GLmatrix *m, const float scale[3], + const float translate[3], double depthMax ); extern void _math_matrix_set_identity( GLmatrix *dest ); -extern void +extern void _math_matrix_copy( GLmatrix *to, const GLmatrix *from ); extern void -_math_matrix_analyze( GLmatrix *mat ); +_math_matrix_analyse( GLmatrix *mat ); 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 ); +extern GLboolean +_math_matrix_is_dirty( const GLmatrix *m ); -/* Related functions that don't actually operate on GLmatrix structs: + +/** + * \name Related functions that don't actually operate on GLmatrix structs */ +/*@{*/ + extern void _math_transposef( GLfloat to[16], const GLfloat from[16] ); @@ -171,6 +165,54 @@ extern void _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) + + +/** + * Transform a direction by a matrix. + */ +#define TRANSFORM_DIRECTION( TO, DIR, MAT ) \ +do { \ + TO[0] = DIR[0] * MAT[0] + DIR[1] * MAT[4] + DIR[2] * MAT[8]; \ + TO[1] = DIR[0] * MAT[1] + DIR[1] * MAT[5] + DIR[2] * MAT[9]; \ + TO[2] = DIR[0] * MAT[2] + DIR[1] * MAT[6] + DIR[2] * MAT[10];\ +} while (0) + + +extern void +_mesa_transform_vector(GLfloat u[4], const GLfloat v[4], const GLfloat m[16]); + + +/*@}*/ +#ifdef __cplusplus +} +#endif + #endif