/* $Id: m_matrix.h,v 1.6 2003/02/25 19:27:06 brianp Exp $ */ /* * Mesa 3-D graphics library * Version: 3.5 * * Copyright (C) 1999-2001 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. */ /** * \file math/m_matrix.h * \brief 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. */ #define MAT_SX 0 #define MAT_SY 5 #define MAT_SZ 10 #define MAT_TX 12 #define MAT_TY 13 #define MAT_TZ 14 /** * \defgroup MatFlags MAT_FLAG_XXX-flags * * Bitmasks to indicate different kinds of 4x4 matrices in * GLmatrix::flags */ /*@{*/ #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) enum matrix_type { MATRIX_GENERAL, /**< general 4x4 matrix */ MATRIX_IDENTITY, /**< identity matrix */ MATRIX_3D_NO_ROT, /**< ortho 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 */ }; typedef struct { GLfloat *m; /* 16-byte aligned */ GLfloat *inv; /* optional, 16-byte aligned */ GLuint flags; /**< possible values determined by (of \link MatFlags MAT_FLAG_* flags\endlink) */ enum matrix_type type; } GLmatrix; extern void _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 _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_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_set_identity( GLmatrix *dest ); extern void _math_matrix_copy( GLmatrix *to, const GLmatrix *from ); extern void _math_matrix_analyse( GLmatrix *mat ); extern void _math_matrix_print( const GLmatrix *m ); /* 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] ); #endif