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/* $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
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