/* $Id: matrix.h,v 1.7 2000/09/17 21:56:07 brianp Exp $ */ /* * Mesa 3-D graphics library * Version: 3.5 * * Copyright (C) 1999-2000 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. */ #ifndef MATRIX_H #define MATRIX_H #include "types.h" #include "config.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. */ #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_DIRTY_TYPE 0x80 #define MAT_DIRTY_FLAGS 0x100 #define MAT_DIRTY_INVERSE 0x200 #define MAT_DIRTY_DEPENDENTS 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) #define MAT_DIRTY_ALL_OVER (MAT_DIRTY_TYPE | \ MAT_DIRTY_DEPENDENTS | \ MAT_DIRTY_FLAGS | \ MAT_DIRTY_INVERSE) #define TEST_MAT_FLAGS(mat, a) ((MAT_FLAGS_GEOMETRY&(~(a))&((mat)->flags))==0) typedef struct { GLfloat *m; /* 16-byte aligned */ GLfloat *inv; /* optional, 16-byte aligned */ GLuint flags; GLuint type; /* one of the MATRIX_* values */ } GLmatrix; #ifdef VMS #define gl_calculate_model_project_matrix gl_calculate_model_project_matr #endif extern void gl_matrix_transposef( GLfloat to[16], const GLfloat from[16] ); extern void gl_matrix_transposed( GLdouble to[16], const GLdouble from[16] ); extern void gl_rotation_matrix( GLfloat angle, GLfloat x, GLfloat y, GLfloat z, GLfloat m[] ); extern void gl_calculate_model_project_matrix( GLcontext *ctx ); extern void gl_matrix_ctr( GLmatrix *m ); extern void gl_matrix_dtr( GLmatrix *m ); extern void gl_matrix_alloc_inv( GLmatrix *m ); extern void gl_matrix_mul( GLmatrix *dest, const GLmatrix *a, const GLmatrix *b ); extern void gl_matrix_analyze( GLmatrix *mat ); extern void gl_print_matrix( const GLmatrix *m ); extern void _mesa_Frustum( GLdouble left, GLdouble right, GLdouble bottom, GLdouble top, GLdouble nearval, GLdouble farval ); extern void _mesa_Ortho( GLdouble left, GLdouble right, GLdouble bottom, GLdouble top, GLdouble nearval, GLdouble farval ); extern void _mesa_PushMatrix( void ); extern void _mesa_PopMatrix( void ); extern void _mesa_LoadIdentity( void ); extern void _mesa_LoadMatrixf( const GLfloat *m ); extern void _mesa_LoadMatrixd( const GLdouble *m ); extern void _mesa_MatrixMode( GLenum mode ); extern void _mesa_MultMatrixf( const GLfloat *m ); extern void _mesa_MultMatrixd( const GLdouble *m ); extern void _mesa_Rotatef( GLfloat angle, GLfloat x, GLfloat y, GLfloat z ); extern void _mesa_Rotated( GLdouble angle, GLdouble x, GLdouble y, GLdouble z ); extern void _mesa_Scalef( GLfloat x, GLfloat y, GLfloat z ); extern void _mesa_Scaled( GLdouble x, GLdouble y, GLdouble z ); extern void _mesa_Translatef( GLfloat x, GLfloat y, GLfloat z ); extern void _mesa_Translated( GLdouble x, GLdouble y, GLdouble z ); extern void _mesa_LoadTransposeMatrixfARB( const GLfloat *m ); extern void _mesa_LoadTransposeMatrixdARB( const GLdouble *m ); extern void _mesa_MultTransposeMatrixfARB( const GLfloat *m ); extern void _mesa_MultTransposeMatrixdARB( const GLdouble *m ); extern void _mesa_Viewport( GLint x, GLint y, GLsizei width, GLsizei height ); extern void gl_Viewport( GLcontext *ctx, GLint x, GLint y, GLsizei width, GLsizei height ); extern void _mesa_DepthRange( GLclampd nearval, GLclampd farval ); #endif