#ifndef _M_MATRIX_H
#define _M_MATRIX_H
#define MAT_SX 0
#define MAT_SY 5
#define MAT_SZ 10
#define MAT_TX 12
#define MAT_TY 13
#define MAT_TZ 14
enum GLmatrixtype {
MATRIX_GENERAL,
MATRIX_IDENTITY,
MATRIX_3D_NO_ROT,
MATRIX_PERSPECTIVE,
MATRIX_2D,
MATRIX_2D_NO_ROT,
MATRIX_3D
} ;
typedef struct {
GLfloat *m;
GLfloat *inv;
GLuint flags;
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 );
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] );
#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];
#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