/* * Cogl * * An object oriented GL/GLES Abstraction/Utility Layer * * Copyright (C) 2009 Intel Corporation. * * This library is free software; you can redistribute it and/or * modify it under the terms of the GNU Lesser General Public * License as published by the Free Software Foundation; either * version 2 of the License, or (at your option) any later version. * * This library is distributed in the hope that it will be useful, * but WITHOUT ANY WARRANTY; without even the implied warranty of * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU * Lesser General Public License for more details. * * You should have received a copy of the GNU Lesser General Public * License along with this library. If not, see . * * */ /* * Copyright (C) 1999-2005 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 * Defines basic structures for matrix-handling. */ #ifndef _M_MATRIX_H #define _M_MATRIX_H #include #include /* * \name Symbolic names to some of the entries in the matrix * * These are handy for the viewport mapping, which is expressed as a matrix. */ /*@{*/ #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. * We use these to select specific optimized vertex transformation routines. */ enum CoglMatrixType { COGL_MATRIX_TYPE_GENERAL, /**< general 4x4 matrix */ COGL_MATRIX_TYPE_IDENTITY, /**< identity matrix */ COGL_MATRIX_TYPE_3D_NO_ROT, /**< orthogonal projection and others... */ COGL_MATRIX_TYPE_PERSPECTIVE, /**< perspective projection matrix */ COGL_MATRIX_TYPE_2D, /**< 2-D transformation */ COGL_MATRIX_TYPE_2D_NO_ROT, /**< 2-D scale & translate only */ COGL_MATRIX_TYPE_3D /**< 3-D transformation */ } ; #if 0 /* * Matrix type to represent 4x4 transformation matrices. */ typedef struct { float *m; /**< 16 matrix elements (16-byte aligned) */ float *inv; /**< optional 16-element inverse (16-byte aligned) */ unsigned int flags; /**< possible values determined by (of \link * MatFlags MAT_FLAG_* flags\endlink) */ enum CoglMatrixType type; } CoglMatrix; #endif void _math_matrix_multiply (CoglMatrix *result, const CoglMatrix *a, const CoglMatrix *b); void _math_matrix_multiply_array (CoglMatrix *result, const float *b); void _math_matrix_init_from_array (CoglMatrix *matrix, const float *array); void _math_matrix_translate (CoglMatrix *matrix, float x, float y, float z); void _math_matrix_rotate (CoglMatrix *matrix, float angle, float x, float y, float z); void _math_matrix_scale (CoglMatrix *matrix, float x, float y, float z); void _math_matrix_ortho (CoglMatrix *matrix, float left, float right, float bottom, float top, float nearval, float farval); void _math_matrix_frustum (CoglMatrix *matrix, float left, float right, float bottom, float top, float nearval, float farval); void _math_matrix_viewport (CoglMatrix *matrix, float x, float y, float width, float height, float z_near, float z_far, float depth_max); void _math_matrix_init_identity (CoglMatrix *matrix); gboolean _math_matrix_update_inverse (CoglMatrix *matrix); void _math_matrix_update_type_and_flags (CoglMatrix *matrix); void _math_matrix_print (const CoglMatrix *matrix); gboolean _math_matrix_is_length_preserving (const CoglMatrix *matrix); gboolean _math_matrix_has_rotation (const CoglMatrix *matrix); gboolean _math_matrix_is_general_scale (const CoglMatrix *matrix); gboolean _math_matrix_is_dirty (const CoglMatrix *matrix); /* * \name Related functions that don't actually operate on CoglMatrix structs */ /*@{*/ void _math_transposef ( float to[16], const float from[16]); void _math_transposed (double to[16], const double from[16]); void _math_transposefd (float to[16], const double from[16]); /* * Transform a point (column vector) by a matrix: Q = M * P */ #define TRANSFORM_POINT( Q, M, P ) \ Q[0] = M[0] * P[0] + M[4] * P[1] + M[8] * P[2] + M[12] * P[3]; \ Q[1] = M[1] * P[0] + M[5] * P[1] + M[9] * P[2] + M[13] * P[3]; \ Q[2] = M[2] * P[0] + M[6] * P[1] + M[10] * P[2] + M[14] * P[3]; \ Q[3] = M[3] * P[0] + M[7] * P[1] + M[11] * P[2] + M[15] * P[3]; #define TRANSFORM_POINT3( Q, M, P ) \ Q[0] = M[0] * P[0] + M[4] * P[1] + M[8] * P[2] + M[12]; \ Q[1] = M[1] * P[0] + M[5] * P[1] + M[9] * P[2] + M[13]; \ Q[2] = M[2] * P[0] + M[6] * P[1] + M[10] * P[2] + M[14]; \ Q[3] = M[3] * P[0] + M[7] * P[1] + M[11] * P[2] + M[15]; /* * Transform a normal (row vector) by a matrix: [NX NY NZ] = N * MAT */ #define TRANSFORM_NORMAL( TO, N, MAT ) \ do { \ TO[0] = N[0] * MAT[0] + N[1] * MAT[1] + N[2] * MAT[2]; \ TO[1] = N[0] * MAT[4] + N[1] * MAT[5] + N[2] * MAT[6]; \ TO[2] = N[0] * MAT[8] + N[1] * MAT[9] + N[2] * MAT[10]; \ } while (0) /* * Transform a direction by a matrix. */ #define TRANSFORM_DIRECTION( TO, DIR, MAT ) \ do { \ TO[0] = DIR[0] * MAT[0] + DIR[1] * MAT[4] + DIR[2] * MAT[8]; \ TO[1] = DIR[0] * MAT[1] + DIR[1] * MAT[5] + DIR[2] * MAT[9]; \ TO[2] = DIR[0] * MAT[2] + DIR[1] * MAT[6] + DIR[2] * MAT[10];\ } while (0) void _mesa_transform_vector (float u[4], const float v[4], const float m[16]); /*@}*/ #endif