diff options
author | David Li <davidxli@google.com> | 2011-02-04 12:25:22 -0800 |
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committer | David Li <davidxli@google.com> | 2011-02-04 12:25:22 -0800 |
commit | f9ad8a790398513a845d486f58566854f7eceee4 (patch) | |
tree | 14d4b8919fe6f854f275dc99a27ec4d18c3fa1ac /test/m_matrix.h | |
parent | dae46b97fe53adc7b6c26341dc9d39bf786c8f58 (diff) |
Checkpoint: work on test
Signed-off-by: David Li <davidxli@google.com>
Diffstat (limited to 'test/m_matrix.h')
-rw-r--r-- | test/m_matrix.h | 217 |
1 files changed, 217 insertions, 0 deletions
diff --git a/test/m_matrix.h b/test/m_matrix.h new file mode 100644 index 0000000..2e54936 --- /dev/null +++ b/test/m_matrix.h @@ -0,0 +1,217 @@ +/* + * Mesa 3-D graphics library + * Version: 6.3 + * + * 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 + + + +/** + * \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 GLmatrixtype { + MATRIX_GENERAL, /**< general 4x4 matrix */ + MATRIX_IDENTITY, /**< identity matrix */ + MATRIX_3D_NO_ROT, /**< orthogonal 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 */ +} ; + +/** + * Matrix type to represent 4x4 transformation matrices. + */ +typedef struct { + GLfloat m[16]; + //GLfloat *m; /**< 16 matrix elements (16-byte aligned) */ + GLfloat *inv; /**< optional 16-element inverse (16-byte aligned) */ + GLuint flags; /**< possible values determined by (of \link + * MatFlags MAT_FLAG_* flags\endlink) + */ + enum GLmatrixtype type; +} GLmatrix; + + +#ifdef __cplusplus +extern "C" { +#endif + + void + _math_matrix_ctr( GLmatrix *m ); + + void + _math_matrix_dtr( GLmatrix *m ); + + void + _math_matrix_alloc_inv( GLmatrix *m ); + + void + _math_matrix_mul_matrix( GLmatrix *dest, const GLmatrix *a, const GLmatrix *b ); + + void + _math_matrix_mul_floats( GLmatrix *dest, const GLfloat *b ); + + void + _math_matrix_loadf( GLmatrix *mat, const GLfloat *m ); + + void + _math_matrix_translate( GLmatrix *mat, GLfloat x, GLfloat y, GLfloat z ); + + void + _math_matrix_rotate( GLmatrix *m, GLfloat angle, + GLfloat x, GLfloat y, GLfloat z ); + + void + _math_matrix_scale( GLmatrix *mat, GLfloat x, GLfloat y, GLfloat z ); + + void + _math_matrix_ortho( GLmatrix *mat, + GLfloat left, GLfloat right, + GLfloat bottom, GLfloat top, + GLfloat nearval, GLfloat farval ); + + void + _math_matrix_perspective(GLmatrix * mat, GLfloat fovy, GLfloat aspect, + GLfloat zNear, GLfloat zFar); + + void + _math_matrix_lookat(GLmatrix * mat, GLfloat eyex, GLfloat eyey, GLfloat eyez, + GLfloat centerx, GLfloat centery, GLfloat centerz, + GLfloat upx, GLfloat upy, GLfloat upz); + void + _math_matrix_frustum( GLmatrix *mat, + GLfloat left, GLfloat right, + GLfloat bottom, GLfloat top, + GLfloat nearval, GLfloat farval ); + + void + _math_matrix_viewport(GLmatrix *m, GLint x, GLint y, GLint width, GLint height, + GLfloat zNear, GLfloat zFar, GLfloat depthMax); + + void + _math_matrix_set_identity( GLmatrix *dest ); + + void + _math_matrix_copy( GLmatrix *to, const GLmatrix *from ); + + void + _math_matrix_analyse( GLmatrix *mat ); + + void + _math_matrix_print( const GLmatrix *m ); + + GLboolean + _math_matrix_is_length_preserving( const GLmatrix *m ); + + GLboolean + _math_matrix_has_rotation( const GLmatrix *m ); + + GLboolean + _math_matrix_is_general_scale( const GLmatrix *m ); + + GLboolean + _math_matrix_is_dirty( const GLmatrix *m ); + + + /** + * \name Related functions that don't actually operate on GLmatrix structs + */ + /*@{*/ + + void + _math_transposef( GLfloat to[16], const GLfloat from[16] ); + + void + _mesa_transform_vector(GLfloat u[4], const GLfloat v[4], const GLfloat m[16]); + +#ifdef __cplusplus +} +#endif + +/* + * 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) + + +/*@}*/ + + +#endif |