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