mesa/src/mesa/math/m_matrix.h

204 lines
6.0 KiB
C

/*
* Mesa 3-D graphics library
*
* 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
* 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 "util/glheader.h"
#ifdef __cplusplus
extern "C" {
#endif
/**
* 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 {
alignas(16) GLfloat m[16]; /**< 16 matrix elements (16-byte aligned) */
alignas(16) GLfloat inv[16]; /**< 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_ctr( 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
_math_matrix_loadf( GLmatrix *mat, const GLfloat *m );
extern void
_math_matrix_translate( GLmatrix *mat, GLfloat x, GLfloat y, GLfloat z );
extern void
_math_matrix_rotate( GLmatrix *m, GLfloat angle,
GLfloat x, GLfloat y, GLfloat z );
extern void
_math_matrix_scale( GLmatrix *mat, GLfloat x, GLfloat y, GLfloat z );
extern void
_math_float_ortho(float *m,
float left, float right,
float bottom, float top,
float nearval, float farval);
extern void
_math_matrix_ortho( GLmatrix *mat,
GLfloat left, GLfloat right,
GLfloat bottom, GLfloat top,
GLfloat nearval, GLfloat farval );
extern void
_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
_math_matrix_copy( GLmatrix *to, const GLmatrix *from );
extern void
_math_matrix_push_copy(GLmatrix *to, GLmatrix *from);
extern void
_math_matrix_analyse( GLmatrix *mat );
extern GLboolean
_math_matrix_is_length_preserving( const GLmatrix *m );
extern GLboolean
_math_matrix_is_general_scale( const GLmatrix *m );
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] );
extern void
_math_transposed( GLdouble to[16], const GLdouble from[16] );
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