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📄 m_matrix.h

📁 mesa-6.5-minigui源码
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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)/*@}*/#endif

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