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- /* $Id: m_matrix.h,v 1.4 2001/03/12 00:48:41 gareth 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.
- */
-
-
- #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
-
- /*
- * 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_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)
-
-
- typedef struct {
- GLfloat *m; /* 16-byte aligned */
- GLfloat *inv; /* optional, 16-byte aligned */
- GLuint flags;
- GLuint type; /* one of the MATRIX_* values */
- } 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
-