[PROPSYS]
[reactos.git] / reactos / dll / opengl / mesa / math / m_matrix.h
1 /*
2 * Mesa 3-D graphics library
3 * Version: 6.3
4 *
5 * Copyright (C) 1999-2005 Brian Paul All Rights Reserved.
6 *
7 * Permission is hereby granted, free of charge, to any person obtaining a
8 * copy of this software and associated documentation files (the "Software"),
9 * to deal in the Software without restriction, including without limitation
10 * the rights to use, copy, modify, merge, publish, distribute, sublicense,
11 * and/or sell copies of the Software, and to permit persons to whom the
12 * Software is furnished to do so, subject to the following conditions:
13 *
14 * The above copyright notice and this permission notice shall be included
15 * in all copies or substantial portions of the Software.
16 *
17 * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS
18 * OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
19 * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL
20 * BRIAN PAUL BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN
21 * AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN
22 * CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
23 */
24
25
26 /**
27 * \file math/m_matrix.h
28 * Defines basic structures for matrix-handling.
29 */
30
31 #ifndef _M_MATRIX_H
32 #define _M_MATRIX_H
33
34
35 #include "main/glheader.h"
36
37
38 #ifdef __cplusplus
39 extern "C" {
40 #endif
41
42
43 /**
44 * \name Symbolic names to some of the entries in the matrix
45 *
46 * These are handy for the viewport mapping, which is expressed as a matrix.
47 */
48 /*@{*/
49 #define MAT_SX 0
50 #define MAT_SY 5
51 #define MAT_SZ 10
52 #define MAT_TX 12
53 #define MAT_TY 13
54 #define MAT_TZ 14
55 /*@}*/
56
57
58 /**
59 * Different kinds of 4x4 transformation matrices.
60 * We use these to select specific optimized vertex transformation routines.
61 */
62 enum GLmatrixtype {
63 MATRIX_GENERAL, /**< general 4x4 matrix */
64 MATRIX_IDENTITY, /**< identity matrix */
65 MATRIX_3D_NO_ROT, /**< orthogonal projection and others... */
66 MATRIX_PERSPECTIVE, /**< perspective projection matrix */
67 MATRIX_2D, /**< 2-D transformation */
68 MATRIX_2D_NO_ROT, /**< 2-D scale & translate only */
69 MATRIX_3D /**< 3-D transformation */
70 } ;
71
72 /**
73 * Matrix type to represent 4x4 transformation matrices.
74 */
75 typedef struct {
76 GLfloat *m; /**< 16 matrix elements (16-byte aligned) */
77 GLfloat *inv; /**< optional 16-element inverse (16-byte aligned) */
78 GLuint flags; /**< possible values determined by (of \link
79 * MatFlags MAT_FLAG_* flags\endlink)
80 */
81 enum GLmatrixtype type;
82 } GLmatrix;
83
84
85
86
87 extern void
88 _math_matrix_ctr( GLmatrix *m );
89
90 extern void
91 _math_matrix_dtr( GLmatrix *m );
92
93 extern void
94 _math_matrix_alloc_inv( GLmatrix *m );
95
96 extern void
97 _math_matrix_mul_matrix( GLmatrix *dest, const GLmatrix *a, const GLmatrix *b );
98
99 extern void
100 _math_matrix_mul_floats( GLmatrix *dest, const GLfloat *b );
101
102 extern void
103 _math_matrix_loadf( GLmatrix *mat, const GLfloat *m );
104
105 extern void
106 _math_matrix_translate( GLmatrix *mat, GLfloat x, GLfloat y, GLfloat z );
107
108 extern void
109 _math_matrix_rotate( GLmatrix *m, GLfloat angle,
110 GLfloat x, GLfloat y, GLfloat z );
111
112 extern void
113 _math_matrix_scale( GLmatrix *mat, GLfloat x, GLfloat y, GLfloat z );
114
115 extern void
116 _math_matrix_ortho( GLmatrix *mat,
117 GLfloat left, GLfloat right,
118 GLfloat bottom, GLfloat top,
119 GLfloat nearval, GLfloat farval );
120
121 extern void
122 _math_matrix_frustum( GLmatrix *mat,
123 GLfloat left, GLfloat right,
124 GLfloat bottom, GLfloat top,
125 GLfloat nearval, GLfloat farval );
126
127 extern void
128 _math_matrix_viewport(GLmatrix *m, GLint x, GLint y, GLint width, GLint height,
129 GLfloat zNear, GLfloat zFar, GLfloat depthMax);
130
131 extern void
132 _math_matrix_set_identity( GLmatrix *dest );
133
134 extern void
135 _math_matrix_copy( GLmatrix *to, const GLmatrix *from );
136
137 extern void
138 _math_matrix_analyse( GLmatrix *mat );
139
140 extern void
141 _math_matrix_print( const GLmatrix *m );
142
143 extern GLboolean
144 _math_matrix_is_length_preserving( const GLmatrix *m );
145
146 extern GLboolean
147 _math_matrix_has_rotation( const GLmatrix *m );
148
149 extern GLboolean
150 _math_matrix_is_general_scale( const GLmatrix *m );
151
152 extern GLboolean
153 _math_matrix_is_dirty( const GLmatrix *m );
154
155
156 /**
157 * \name Related functions that don't actually operate on GLmatrix structs
158 */
159 /*@{*/
160
161 extern void
162 _math_transposef( GLfloat to[16], const GLfloat from[16] );
163
164 extern void
165 _math_transposed( GLdouble to[16], const GLdouble from[16] );
166
167 extern void
168 _math_transposefd( GLfloat to[16], const GLdouble from[16] );
169
170
171 /*
172 * Transform a point (column vector) by a matrix: Q = M * P
173 */
174 #define TRANSFORM_POINT( Q, M, P ) \
175 Q[0] = M[0] * P[0] + M[4] * P[1] + M[8] * P[2] + M[12] * P[3]; \
176 Q[1] = M[1] * P[0] + M[5] * P[1] + M[9] * P[2] + M[13] * P[3]; \
177 Q[2] = M[2] * P[0] + M[6] * P[1] + M[10] * P[2] + M[14] * P[3]; \
178 Q[3] = M[3] * P[0] + M[7] * P[1] + M[11] * P[2] + M[15] * P[3];
179
180
181 #define TRANSFORM_POINT3( Q, M, P ) \
182 Q[0] = M[0] * P[0] + M[4] * P[1] + M[8] * P[2] + M[12]; \
183 Q[1] = M[1] * P[0] + M[5] * P[1] + M[9] * P[2] + M[13]; \
184 Q[2] = M[2] * P[0] + M[6] * P[1] + M[10] * P[2] + M[14]; \
185 Q[3] = M[3] * P[0] + M[7] * P[1] + M[11] * P[2] + M[15];
186
187
188 /*
189 * Transform a normal (row vector) by a matrix: [NX NY NZ] = N * MAT
190 */
191 #define TRANSFORM_NORMAL( TO, N, MAT ) \
192 do { \
193 TO[0] = N[0] * MAT[0] + N[1] * MAT[1] + N[2] * MAT[2]; \
194 TO[1] = N[0] * MAT[4] + N[1] * MAT[5] + N[2] * MAT[6]; \
195 TO[2] = N[0] * MAT[8] + N[1] * MAT[9] + N[2] * MAT[10]; \
196 } while (0)
197
198
199 /**
200 * Transform a direction by a matrix.
201 */
202 #define TRANSFORM_DIRECTION( TO, DIR, MAT ) \
203 do { \
204 TO[0] = DIR[0] * MAT[0] + DIR[1] * MAT[4] + DIR[2] * MAT[8]; \
205 TO[1] = DIR[0] * MAT[1] + DIR[1] * MAT[5] + DIR[2] * MAT[9]; \
206 TO[2] = DIR[0] * MAT[2] + DIR[1] * MAT[6] + DIR[2] * MAT[10];\
207 } while (0)
208
209
210 extern void
211 _mesa_transform_vector(GLfloat u[4], const GLfloat v[4], const GLfloat m[16]);
212
213
214 /*@}*/
215
216
217 #ifdef __cplusplus
218 }
219 #endif
220
221 #endif