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+/*
+ * 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 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;
+
+
+
+
+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_viewport(GLmatrix *m, GLint x, GLint y, GLint width, GLint height,
+ GLfloat zNear, GLfloat zFar, GLfloat depthMax);
+
+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 );
+
+extern GLboolean
+_math_matrix_is_length_preserving( const GLmatrix *m );
+
+extern GLboolean
+_math_matrix_has_rotation( const GLmatrix *m );
+
+extern GLboolean
+_math_matrix_is_general_scale( const GLmatrix *m );
+
+extern GLboolean
+_math_matrix_is_dirty( const GLmatrix *m );
+
+
+/**
+ * \name 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] );
+
+
+/*
+ * 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)
+
+
+extern void
+_mesa_transform_vector(GLfloat u[4], const GLfloat v[4], const GLfloat m[16]);
+
+
+/*@}*/
+
+
+#endif