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authorKeith Whitwell <[email protected]>2000-11-16 21:05:34 +0000
committerKeith Whitwell <[email protected]>2000-11-16 21:05:34 +0000
commit23caf20169ac38436ee9c13914f1d6aa7cf6bb5e (patch)
tree21307f7bbcaf9ee1e841d7e7bee130570a7b5b95 /src/mesa/math/m_xform_tmp.h
parent179516673211a2350e479d5321840291f339f5dd (diff)
Move the transform and lighting code to two new directories
math: Provides basic matrix and vector functionality that might be useful to multiple software t&l implementations, and is used by core mesa to manage the Model, Project, etc matrices. tnl: The real transform & lighting code from core mesa, including everything from glVertex3f through vertex buffer handling, transformation, clipping, lighting and handoff to a driver for rasterization. The interfaces of these can be further tightened up, but the basic splitting up of state and code move is done.
Diffstat (limited to 'src/mesa/math/m_xform_tmp.h')
-rw-r--r--src/mesa/math/m_xform_tmp.h974
1 files changed, 974 insertions, 0 deletions
diff --git a/src/mesa/math/m_xform_tmp.h b/src/mesa/math/m_xform_tmp.h
new file mode 100644
index 00000000000..289255a9cf5
--- /dev/null
+++ b/src/mesa/math/m_xform_tmp.h
@@ -0,0 +1,974 @@
+/* $Id: m_xform_tmp.h,v 1.1 2000/11/16 21:05:41 keithw Exp $ */
+
+/*
+ * Mesa 3-D graphics library
+ * Version: 3.1
+ *
+ * Copyright (C) 1999 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.
+ */
+
+/*
+ * New (3.1) transformation code written by Keith Whitwell.
+ */
+
+
+/*----------------------------------------------------------------------
+ * Begin Keith's new code
+ *
+ *----------------------------------------------------------------------
+ */
+
+/* KW: Fixed stride, now measured in bytes as is the OpenGL array stride.
+ */
+
+/* KW: These are now parameterized to produce two versions, one
+ * which transforms all incoming points, and a second which
+ * takes notice of a cullmask array, and only transforms
+ * unculled vertices.
+ */
+
+/* KW: 1-vectors can sneak into the texture pipeline via the array
+ * interface. These functions are here because I want consistant
+ * treatment of the vertex sizes and a lazy strategy for
+ * cleaning unused parts of the vector, and so as not to exclude
+ * them from the vertex array interface.
+ *
+ * Under our current analysis of matrices, there is no way that
+ * the product of a matrix and a 1-vector can remain a 1-vector,
+ * with the exception of the identity transform.
+ */
+
+/* KW: No longer zero-pad outgoing vectors. Now that external
+ * vectors can get into the pipeline we cannot ever assume
+ * that there is more to a vector than indicated by its
+ * size.
+ */
+
+/* KW: Now uses clipmask and a flag to allow us to skip both/either
+ * cliped and/or culled vertices.
+ */
+
+static void _XFORMAPI
+TAG(transform_points1_general)( GLvector4f *to_vec,
+ const GLfloat m[16],
+ const GLvector4f *from_vec,
+ const GLubyte *mask,
+ const GLubyte flag )
+{
+ const GLuint stride = from_vec->stride;
+ GLfloat *from = from_vec->start;
+ GLfloat (*to)[4] = (GLfloat (*)[4])to_vec->start;
+ GLuint count = from_vec->count;
+ const GLfloat m0 = m[0], m12 = m[12];
+ const GLfloat m1 = m[1], m13 = m[13];
+ const GLfloat m2 = m[2], m14 = m[14];
+ const GLfloat m3 = m[3], m15 = m[15];
+ GLuint i;
+ (void) mask;
+ (void) flag;
+ STRIDE_LOOP {
+ CLIP_CHECK {
+ const GLfloat ox = from[0];
+ to[i][0] = m0 * ox + m12;
+ to[i][1] = m1 * ox + m13;
+ to[i][2] = m2 * ox + m14;
+ to[i][3] = m3 * ox + m15;
+ }
+ }
+
+ to_vec->size = 4;
+ to_vec->flags |= VEC_SIZE_4;
+ to_vec->count = from_vec->count;
+}
+
+static void _XFORMAPI
+TAG(transform_points1_identity)( GLvector4f *to_vec,
+ const GLfloat m[16],
+ const GLvector4f *from_vec,
+ const GLubyte *mask,
+ const GLubyte flag )
+{
+ const GLuint stride = from_vec->stride;
+ GLfloat *from = from_vec->start;
+ GLuint count = from_vec->count;
+ GLfloat (*to)[4] = (GLfloat (*)[4])to_vec->start;
+ GLuint i;
+ (void) mask;
+ (void) flag;
+ if (to_vec == from_vec) return;
+ STRIDE_LOOP {
+ CLIP_CHECK {
+ to[i][0] = from[0];
+ }
+ }
+
+ to_vec->size = 1;
+ to_vec->flags |= VEC_SIZE_1;
+ to_vec->count = from_vec->count;
+}
+
+static void _XFORMAPI
+TAG(transform_points1_2d)( GLvector4f *to_vec,
+ const GLfloat m[16],
+ const GLvector4f *from_vec,
+ const GLubyte *mask,
+ const GLubyte flag )
+{
+ const GLuint stride = from_vec->stride;
+ GLfloat *from = from_vec->start;
+ GLfloat (*to)[4] = (GLfloat (*)[4])to_vec->start;
+ GLuint count = from_vec->count;
+ const GLfloat m0 = m[0], m1 = m[1];
+ const GLfloat m12 = m[12], m13 = m[13];
+ GLuint i;
+ (void) mask;
+ (void) flag;
+ STRIDE_LOOP {
+ CLIP_CHECK {
+ const GLfloat ox = from[0];
+ to[i][0] = m0 * ox + m12;
+ to[i][1] = m1 * ox + m13;
+ }
+ }
+ to_vec->size = 2;
+ to_vec->flags |= VEC_SIZE_2;
+ to_vec->count = from_vec->count;
+}
+
+static void _XFORMAPI
+TAG(transform_points1_2d_no_rot)( GLvector4f *to_vec,
+ const GLfloat m[16],
+ const GLvector4f *from_vec,
+ const GLubyte *mask,
+ const GLubyte flag )
+{
+ const GLuint stride = from_vec->stride;
+ GLfloat *from = from_vec->start;
+ GLfloat (*to)[4] = (GLfloat (*)[4])to_vec->start;
+ GLuint count = from_vec->count;
+ const GLfloat m0 = m[0], m12 = m[12], m13 = m[13];
+ GLuint i;
+ (void) mask;
+ (void) flag;
+ STRIDE_LOOP {
+ CLIP_CHECK {
+ const GLfloat ox = from[0];
+ to[i][0] = m0 * ox + m12;
+ to[i][1] = m13;
+ }
+ }
+
+ to_vec->size = 2;
+ to_vec->flags |= VEC_SIZE_2;
+ to_vec->count = from_vec->count;
+}
+
+static void _XFORMAPI
+TAG(transform_points1_3d)( GLvector4f *to_vec,
+ const GLfloat m[16],
+ const GLvector4f *from_vec,
+ const GLubyte *mask,
+ const GLubyte flag )
+{
+ const GLuint stride = from_vec->stride;
+ GLfloat *from = from_vec->start;
+ GLfloat (*to)[4] = (GLfloat (*)[4])to_vec->start;
+ GLuint count = from_vec->count;
+ const GLfloat m0 = m[0], m1 = m[1], m2 = m[2];
+ const GLfloat m12 = m[12], m13 = m[13], m14 = m[14];
+ GLuint i;
+ (void) mask;
+ (void) flag;
+ STRIDE_LOOP {
+ CLIP_CHECK {
+ const GLfloat ox = from[0];
+ to[i][0] = m0 * ox + m12;
+ to[i][1] = m1 * ox + m13;
+ to[i][2] = m2 * ox + m14;
+ }
+ }
+ to_vec->size = 3;
+ to_vec->flags |= VEC_SIZE_3;
+ to_vec->count = from_vec->count;
+}
+
+
+static void _XFORMAPI
+TAG(transform_points1_3d_no_rot)( GLvector4f *to_vec,
+ const GLfloat m[16],
+ const GLvector4f *from_vec,
+ const GLubyte *mask,
+ const GLubyte flag )
+{
+ const GLuint stride = from_vec->stride;
+ GLfloat *from = from_vec->start;
+ GLfloat (*to)[4] = (GLfloat (*)[4])to_vec->start;
+ GLuint count = from_vec->count;
+ const GLfloat m0 = m[0];
+ const GLfloat m12 = m[12], m13 = m[13], m14 = m[14];
+ GLuint i;
+ (void) mask;
+ (void) flag;
+ STRIDE_LOOP {
+ CLIP_CHECK {
+ const GLfloat ox = from[0];
+ to[i][0] = m0 * ox + m12;
+ to[i][1] = m13;
+ to[i][2] = m14;
+ }
+ }
+ to_vec->size = 3;
+ to_vec->flags |= VEC_SIZE_3;
+ to_vec->count = from_vec->count;
+}
+
+static void _XFORMAPI
+TAG(transform_points1_perspective)( GLvector4f *to_vec,
+ const GLfloat m[16],
+ const GLvector4f *from_vec,
+ const GLubyte *mask,
+ const GLubyte flag )
+{
+ const GLuint stride = from_vec->stride;
+ GLfloat *from = from_vec->start;
+ GLfloat (*to)[4] = (GLfloat (*)[4])to_vec->start;
+ GLuint count = from_vec->count;
+ const GLfloat m0 = m[0], m14 = m[14];
+ GLuint i;
+ (void) mask;
+ (void) flag;
+ STRIDE_LOOP {
+ CLIP_CHECK {
+ const GLfloat ox = from[0];
+ to[i][0] = m0 * ox ;
+ to[i][1] = 0 ;
+ to[i][2] = m14;
+ to[i][3] = 0;
+ }
+ }
+ to_vec->size = 4;
+ to_vec->flags |= VEC_SIZE_4;
+ to_vec->count = from_vec->count;
+}
+
+
+
+
+/* 2-vectors, which are a lot more relevant than 1-vectors, are
+ * present early in the geometry pipeline and throughout the
+ * texture pipeline.
+ */
+static void _XFORMAPI
+TAG(transform_points2_general)( GLvector4f *to_vec,
+ const GLfloat m[16],
+ const GLvector4f *from_vec,
+ const GLubyte *mask,
+ const GLubyte flag )
+{
+ const GLuint stride = from_vec->stride;
+ GLfloat *from = from_vec->start;
+ GLfloat (*to)[4] = (GLfloat (*)[4])to_vec->start;
+ GLuint count = from_vec->count;
+ const GLfloat m0 = m[0], m4 = m[4], m12 = m[12];
+ const GLfloat m1 = m[1], m5 = m[5], m13 = m[13];
+ const GLfloat m2 = m[2], m6 = m[6], m14 = m[14];
+ const GLfloat m3 = m[3], m7 = m[7], m15 = m[15];
+ GLuint i;
+ (void) mask;
+ (void) flag;
+ STRIDE_LOOP {
+ CLIP_CHECK {
+ const GLfloat ox = from[0], oy = from[1];
+ to[i][0] = m0 * ox + m4 * oy + m12;
+ to[i][1] = m1 * ox + m5 * oy + m13;
+ to[i][2] = m2 * ox + m6 * oy + m14;
+ to[i][3] = m3 * ox + m7 * oy + m15;
+ }
+ }
+ to_vec->size = 4;
+ to_vec->flags |= VEC_SIZE_4;
+ to_vec->count = from_vec->count;
+}
+
+static void _XFORMAPI
+TAG(transform_points2_identity)( GLvector4f *to_vec,
+ const GLfloat m[16],
+ const GLvector4f *from_vec,
+ const GLubyte *mask,
+ const GLubyte flag )
+{
+ const GLuint stride = from_vec->stride;
+ GLfloat *from = from_vec->start;
+ GLfloat (*to)[4] = (GLfloat (*)[4])to_vec->start;
+ GLuint count = from_vec->count;
+ GLuint i;
+ (void) mask;
+ (void) flag;
+ if (to_vec == from_vec) return;
+ STRIDE_LOOP {
+ CLIP_CHECK {
+ to[i][0] = from[0];
+ to[i][1] = from[1];
+ }
+ }
+ to_vec->size = 2;
+ to_vec->flags |= VEC_SIZE_2;
+ to_vec->count = from_vec->count;
+}
+
+static void _XFORMAPI
+TAG(transform_points2_2d)( GLvector4f *to_vec,
+ const GLfloat m[16],
+ const GLvector4f *from_vec,
+ const GLubyte *mask,
+ const GLubyte flag )
+{
+ const GLuint stride = from_vec->stride;
+ GLfloat *from = from_vec->start;
+ GLfloat (*to)[4] = (GLfloat (*)[4])to_vec->start;
+ GLuint count = from_vec->count;
+ const GLfloat m0 = m[0], m1 = m[1], m4 = m[4], m5 = m[5];
+ const GLfloat m12 = m[12], m13 = m[13];
+ GLuint i;
+ (void) mask;
+ (void) flag;
+ STRIDE_LOOP {
+ CLIP_CHECK {
+ const GLfloat ox = from[0], oy = from[1];
+ to[i][0] = m0 * ox + m4 * oy + m12;
+ to[i][1] = m1 * ox + m5 * oy + m13;
+ }
+ }
+
+ to_vec->size = 2;
+ to_vec->flags |= VEC_SIZE_2;
+ to_vec->count = from_vec->count;
+}
+
+static void _XFORMAPI
+TAG(transform_points2_2d_no_rot)( GLvector4f *to_vec,
+ const GLfloat m[16],
+ const GLvector4f *from_vec,
+ const GLubyte *mask,
+ const GLubyte flag )
+{
+ const GLuint stride = from_vec->stride;
+ GLfloat *from = from_vec->start;
+ GLfloat (*to)[4] = (GLfloat (*)[4])to_vec->start;
+ GLuint count = from_vec->count;
+ const GLfloat m0 = m[0], m5 = m[5], m12 = m[12], m13 = m[13];
+ GLuint i;
+ (void) mask;
+ (void) flag;
+ STRIDE_LOOP {
+ CLIP_CHECK {
+ const GLfloat ox = from[0], oy = from[1];
+ to[i][0] = m0 * ox + m12;
+ to[i][1] = m5 * oy + m13;
+ }
+ }
+
+ to_vec->size = 2;
+ to_vec->flags |= VEC_SIZE_2;
+ to_vec->count = from_vec->count;
+}
+
+static void _XFORMAPI
+TAG(transform_points2_3d)( GLvector4f *to_vec,
+ const GLfloat m[16],
+ const GLvector4f *from_vec,
+ const GLubyte *mask,
+ const GLubyte flag )
+{
+ const GLuint stride = from_vec->stride;
+ GLfloat *from = from_vec->start;
+ GLfloat (*to)[4] = (GLfloat (*)[4])to_vec->start;
+ GLuint count = from_vec->count;
+ const GLfloat m0 = m[0], m1 = m[1], m2 = m[2], m4 = m[4], m5 = m[5];
+ const GLfloat m6 = m[6], m12 = m[12], m13 = m[13], m14 = m[14];
+ GLuint i;
+ (void) mask;
+ (void) flag;
+ STRIDE_LOOP {
+ CLIP_CHECK {
+ const GLfloat ox = from[0], oy = from[1];
+ to[i][0] = m0 * ox + m4 * oy + m12;
+ to[i][1] = m1 * ox + m5 * oy + m13;
+ to[i][2] = m2 * ox + m6 * oy + m14;
+ }
+ }
+ to_vec->size = 3;
+ to_vec->flags |= VEC_SIZE_3;
+ to_vec->count = from_vec->count;
+}
+
+
+/* I would actually say this was a fairly important function, from
+ * a texture transformation point of view.
+ */
+static void _XFORMAPI
+TAG(transform_points2_3d_no_rot)( GLvector4f *to_vec,
+ const GLfloat m[16],
+ const GLvector4f *from_vec,
+ const GLubyte *mask,
+ const GLubyte flag )
+{
+ const GLuint stride = from_vec->stride;
+ GLfloat *from = from_vec->start;
+ GLfloat (*to)[4] = (GLfloat (*)[4])to_vec->start;
+ GLuint count = from_vec->count;
+ const GLfloat m0 = m[0], m5 = m[5];
+ const GLfloat m12 = m[12], m13 = m[13], m14 = m[14];
+ GLuint i;
+ (void) mask;
+ (void) flag;
+ STRIDE_LOOP {
+ CLIP_CHECK {
+ const GLfloat ox = from[0], oy = from[1];
+ to[i][0] = m0 * ox + m12;
+ to[i][1] = m5 * oy + m13;
+ to[i][2] = m14;
+ }
+ }
+ if (m14 == 0) {
+ to_vec->size = 2;
+ to_vec->flags |= VEC_SIZE_2;
+ } else {
+ to_vec->size = 3;
+ to_vec->flags |= VEC_SIZE_3;
+ }
+ to_vec->count = from_vec->count;
+}
+
+/* This may not be called too often, but I wouldn't say it was dead
+ * code. It's also hard to remove any of these functions if you are
+ * attached to the assertions that have appeared in them.
+ */
+static void _XFORMAPI
+TAG(transform_points2_perspective)( GLvector4f *to_vec,
+ const GLfloat m[16],
+ const GLvector4f *from_vec,
+ const GLubyte *mask,
+ const GLubyte flag )
+{
+ const GLuint stride = from_vec->stride;
+ GLfloat *from = from_vec->start;
+ GLfloat (*to)[4] = (GLfloat (*)[4])to_vec->start;
+ GLuint count = from_vec->count;
+ const GLfloat m0 = m[0], m5 = m[5], m14 = m[14];
+ GLuint i;
+ (void) mask;
+ (void) flag;
+ STRIDE_LOOP {
+ CLIP_CHECK {
+ const GLfloat ox = from[0], oy = from[1];
+ to[i][0] = m0 * ox ;
+ to[i][1] = m5 * oy ;
+ to[i][2] = m14;
+ to[i][3] = 0;
+ }
+ }
+ to_vec->size = 4;
+ to_vec->flags |= VEC_SIZE_4;
+ to_vec->count = from_vec->count;
+}
+
+
+
+static void _XFORMAPI
+TAG(transform_points3_general)( GLvector4f *to_vec,
+ const GLfloat m[16],
+ const GLvector4f *from_vec,
+ const GLubyte *mask,
+ const GLubyte flag )
+{
+ const GLuint stride = from_vec->stride;
+ GLfloat *from = from_vec->start;
+ GLfloat (*to)[4] = (GLfloat (*)[4])to_vec->start;
+ GLuint count = from_vec->count;
+ const GLfloat m0 = m[0], m4 = m[4], m8 = m[8], m12 = m[12];
+ const GLfloat m1 = m[1], m5 = m[5], m9 = m[9], m13 = m[13];
+ const GLfloat m2 = m[2], m6 = m[6], m10 = m[10], m14 = m[14];
+ const GLfloat m3 = m[3], m7 = m[7], m11 = m[11], m15 = m[15];
+ GLuint i;
+ (void) mask;
+ (void) flag;
+ STRIDE_LOOP {
+ CLIP_CHECK {
+ const GLfloat ox = from[0], oy = from[1], oz = from[2];
+ to[i][0] = m0 * ox + m4 * oy + m8 * oz + m12;
+ to[i][1] = m1 * ox + m5 * oy + m9 * oz + m13;
+ to[i][2] = m2 * ox + m6 * oy + m10 * oz + m14;
+ to[i][3] = m3 * ox + m7 * oy + m11 * oz + m15;
+ }
+ }
+ to_vec->size = 4;
+ to_vec->flags |= VEC_SIZE_4;
+ to_vec->count = from_vec->count;
+}
+
+static void _XFORMAPI
+TAG(transform_points3_identity)( GLvector4f *to_vec,
+ const GLfloat m[16],
+ const GLvector4f *from_vec,
+ const GLubyte *mask,
+ const GLubyte flag )
+{
+ const GLuint stride = from_vec->stride;
+ GLfloat *from = from_vec->start;
+ GLfloat (*to)[4] = (GLfloat (*)[4])to_vec->start;
+ GLuint count = from_vec->count;
+ GLuint i;
+ (void) mask;
+ (void) flag;
+ if (to_vec == from_vec) return;
+ STRIDE_LOOP {
+ CLIP_CHECK {
+ to[i][0] = from[0];
+ to[i][1] = from[1];
+ to[i][2] = from[2];
+ }
+ }
+ to_vec->size = 3;
+ to_vec->flags |= VEC_SIZE_3;
+ to_vec->count = from_vec->count;
+}
+
+static void _XFORMAPI
+TAG(transform_points3_2d)( GLvector4f *to_vec,
+ const GLfloat m[16],
+ const GLvector4f *from_vec,
+ const GLubyte *mask,
+ const GLubyte flag )
+{
+ const GLuint stride = from_vec->stride;
+ GLfloat *from = from_vec->start;
+ GLfloat (*to)[4] = (GLfloat (*)[4])to_vec->start;
+ GLuint count = from_vec->count;
+ const GLfloat m0 = m[0], m1 = m[1], m4 = m[4], m5 = m[5];
+ const GLfloat m12 = m[12], m13 = m[13];
+ GLuint i;
+ (void) mask;
+ (void) flag;
+ STRIDE_LOOP {
+ CLIP_CHECK {
+ const GLfloat ox = from[0], oy = from[1], oz = from[2];
+ to[i][0] = m0 * ox + m4 * oy + m12 ;
+ to[i][1] = m1 * ox + m5 * oy + m13 ;
+ to[i][2] = + oz ;
+ }
+ }
+ to_vec->size = 3;
+ to_vec->flags |= VEC_SIZE_3;
+ to_vec->count = from_vec->count;
+}
+
+static void _XFORMAPI
+TAG(transform_points3_2d_no_rot)( GLvector4f *to_vec,
+ const GLfloat m[16],
+ const GLvector4f *from_vec,
+ const GLubyte *mask,
+ const GLubyte flag )
+{
+ const GLuint stride = from_vec->stride;
+ GLfloat *from = from_vec->start;
+ GLfloat (*to)[4] = (GLfloat (*)[4])to_vec->start;
+ GLuint count = from_vec->count;
+ const GLfloat m0 = m[0], m5 = m[5], m12 = m[12], m13 = m[13];
+ GLuint i;
+ (void) mask;
+ (void) flag;
+ STRIDE_LOOP {
+ CLIP_CHECK {
+ const GLfloat ox = from[0], oy = from[1], oz = from[2];
+ to[i][0] = m0 * ox + m12 ;
+ to[i][1] = m5 * oy + m13 ;
+ to[i][2] = + oz ;
+ }
+ }
+ to_vec->size = 3;
+ to_vec->flags |= VEC_SIZE_3;
+ to_vec->count = from_vec->count;
+}
+
+static void _XFORMAPI
+TAG(transform_points3_3d)( GLvector4f *to_vec,
+ const GLfloat m[16],
+ const GLvector4f *from_vec,
+ const GLubyte *mask,
+ const GLubyte flag )
+{
+ const GLuint stride = from_vec->stride;
+ GLfloat *from = from_vec->start;
+ GLfloat (*to)[4] = (GLfloat (*)[4])to_vec->start;
+ GLuint count = from_vec->count;
+ const GLfloat m0 = m[0], m1 = m[1], m2 = m[2], m4 = m[4], m5 = m[5];
+ const GLfloat m6 = m[6], m8 = m[8], m9 = m[9], m10 = m[10];
+ const GLfloat m12 = m[12], m13 = m[13], m14 = m[14];
+ GLuint i;
+ (void) mask;
+ (void) flag;
+ STRIDE_LOOP {
+ CLIP_CHECK {
+ const GLfloat ox = from[0], oy = from[1], oz = from[2];
+ to[i][0] = m0 * ox + m4 * oy + m8 * oz + m12 ;
+ to[i][1] = m1 * ox + m5 * oy + m9 * oz + m13 ;
+ to[i][2] = m2 * ox + m6 * oy + m10 * oz + m14 ;
+ }
+ }
+ to_vec->size = 3;
+ to_vec->flags |= VEC_SIZE_3;
+ to_vec->count = from_vec->count;
+}
+
+/* previously known as ortho...
+ */
+static void _XFORMAPI
+TAG(transform_points3_3d_no_rot)( GLvector4f *to_vec,
+ const GLfloat m[16],
+ const GLvector4f *from_vec,
+ const GLubyte *mask,
+ const GLubyte flag )
+{
+ const GLuint stride = from_vec->stride;
+ GLfloat *from = from_vec->start;
+ GLfloat (*to)[4] = (GLfloat (*)[4])to_vec->start;
+ GLuint count = from_vec->count;
+ const GLfloat m0 = m[0], m5 = m[5];
+ const GLfloat m10 = m[10], m12 = m[12], m13 = m[13], m14 = m[14];
+ GLuint i;
+ (void) mask;
+ (void) flag;
+ STRIDE_LOOP {
+ CLIP_CHECK {
+ const GLfloat ox = from[0], oy = from[1], oz = from[2];
+ to[i][0] = m0 * ox + m12 ;
+ to[i][1] = m5 * oy + m13 ;
+ to[i][2] = m10 * oz + m14 ;
+ }
+ }
+ to_vec->size = 3;
+ to_vec->flags |= VEC_SIZE_3;
+ to_vec->count = from_vec->count;
+}
+
+static void _XFORMAPI
+TAG(transform_points3_perspective)( GLvector4f *to_vec,
+ const GLfloat m[16],
+ const GLvector4f *from_vec,
+ const GLubyte *mask,
+ const GLubyte flag )
+{
+ const GLuint stride = from_vec->stride;
+ GLfloat *from = from_vec->start;
+ GLfloat (*to)[4] = (GLfloat (*)[4])to_vec->start;
+ GLuint count = from_vec->count;
+ const GLfloat m0 = m[0], m5 = m[5], m8 = m[8], m9 = m[9];
+ const GLfloat m10 = m[10], m14 = m[14];
+ GLuint i;
+ (void) mask;
+ (void) flag;
+ STRIDE_LOOP {
+ CLIP_CHECK {
+ const GLfloat ox = from[0], oy = from[1], oz = from[2];
+ to[i][0] = m0 * ox + m8 * oz ;
+ to[i][1] = m5 * oy + m9 * oz ;
+ to[i][2] = m10 * oz + m14 ;
+ to[i][3] = -oz ;
+ }
+ }
+ to_vec->size = 4;
+ to_vec->flags |= VEC_SIZE_4;
+ to_vec->count = from_vec->count;
+}
+
+
+
+static void _XFORMAPI
+TAG(transform_points4_general)( GLvector4f *to_vec,
+ const GLfloat m[16],
+ const GLvector4f *from_vec,
+ const GLubyte *mask,
+ const GLubyte flag )
+{
+ const GLuint stride = from_vec->stride;
+ GLfloat *from = from_vec->start;
+ GLfloat (*to)[4] = (GLfloat (*)[4])to_vec->start;
+ GLuint count = from_vec->count;
+ const GLfloat m0 = m[0], m4 = m[4], m8 = m[8], m12 = m[12];
+ const GLfloat m1 = m[1], m5 = m[5], m9 = m[9], m13 = m[13];
+ const GLfloat m2 = m[2], m6 = m[6], m10 = m[10], m14 = m[14];
+ const GLfloat m3 = m[3], m7 = m[7], m11 = m[11], m15 = m[15];
+ GLuint i;
+ (void) mask;
+ (void) flag;
+ STRIDE_LOOP {
+ CLIP_CHECK {
+ const GLfloat ox = from[0], oy = from[1], oz = from[2], ow = from[3];
+ to[i][0] = m0 * ox + m4 * oy + m8 * oz + m12 * ow;
+ to[i][1] = m1 * ox + m5 * oy + m9 * oz + m13 * ow;
+ to[i][2] = m2 * ox + m6 * oy + m10 * oz + m14 * ow;
+ to[i][3] = m3 * ox + m7 * oy + m11 * oz + m15 * ow;
+ }
+ }
+ to_vec->size = 4;
+ to_vec->flags |= VEC_SIZE_4;
+ to_vec->count = from_vec->count;
+}
+
+static void _XFORMAPI
+TAG(transform_points4_identity)( GLvector4f *to_vec,
+ const GLfloat m[16],
+ const GLvector4f *from_vec,
+ const GLubyte *mask,
+ const GLubyte flag )
+{
+ const GLuint stride = from_vec->stride;
+ GLfloat *from = from_vec->start;
+ GLfloat (*to)[4] = (GLfloat (*)[4])to_vec->start;
+ GLuint count = from_vec->count;
+ GLuint i;
+ (void) mask;
+ (void) flag;
+ if (to_vec == from_vec) return;
+ STRIDE_LOOP {
+ CLIP_CHECK {
+ to[i][0] = from[0];
+ to[i][1] = from[1];
+ to[i][2] = from[2];
+ to[i][3] = from[3];
+ }
+ }
+ to_vec->size = 4;
+ to_vec->flags |= VEC_SIZE_4;
+ to_vec->count = from_vec->count;
+}
+
+static void _XFORMAPI
+TAG(transform_points4_2d)( GLvector4f *to_vec,
+ const GLfloat m[16],
+ const GLvector4f *from_vec,
+ const GLubyte *mask,
+ const GLubyte flag )
+{
+ const GLuint stride = from_vec->stride;
+ GLfloat *from = from_vec->start;
+ GLfloat (*to)[4] = (GLfloat (*)[4])to_vec->start;
+ GLuint count = from_vec->count;
+ const GLfloat m0 = m[0], m1 = m[1], m4 = m[4], m5 = m[5];
+ const GLfloat m12 = m[12], m13 = m[13];
+ GLuint i;
+ (void) mask;
+ (void) flag;
+ STRIDE_LOOP {
+ CLIP_CHECK {
+ const GLfloat ox = from[0], oy = from[1], oz = from[2], ow = from[3];
+ to[i][0] = m0 * ox + m4 * oy + m12 * ow;
+ to[i][1] = m1 * ox + m5 * oy + m13 * ow;
+ to[i][2] = + oz ;
+ to[i][3] = ow;
+ }
+ }
+ to_vec->size = 4;
+ to_vec->flags |= VEC_SIZE_4;
+ to_vec->count = from_vec->count;
+}
+
+static void _XFORMAPI
+TAG(transform_points4_2d_no_rot)( GLvector4f *to_vec,
+ const GLfloat m[16],
+ const GLvector4f *from_vec,
+ const GLubyte *mask,
+ const GLubyte flag )
+{
+ const GLuint stride = from_vec->stride;
+ GLfloat *from = from_vec->start;
+ GLfloat (*to)[4] = (GLfloat (*)[4])to_vec->start;
+ GLuint count = from_vec->count;
+ const GLfloat m0 = m[0], m5 = m[5], m12 = m[12], m13 = m[13];
+ GLuint i;
+ (void) mask;
+ (void) flag;
+ STRIDE_LOOP {
+ CLIP_CHECK {
+ const GLfloat ox = from[0], oy = from[1], oz = from[2], ow = from[3];
+ to[i][0] = m0 * ox + m12 * ow;
+ to[i][1] = m5 * oy + m13 * ow;
+ to[i][2] = + oz ;
+ to[i][3] = ow;
+ }
+ }
+ to_vec->size = 4;
+ to_vec->flags |= VEC_SIZE_4;
+ to_vec->count = from_vec->count;
+}
+
+static void _XFORMAPI
+TAG(transform_points4_3d)( GLvector4f *to_vec,
+ const GLfloat m[16],
+ const GLvector4f *from_vec,
+ const GLubyte *mask,
+ const GLubyte flag )
+{
+ const GLuint stride = from_vec->stride;
+ GLfloat *from = from_vec->start;
+ GLfloat (*to)[4] = (GLfloat (*)[4])to_vec->start;
+ GLuint count = from_vec->count;
+ const GLfloat m0 = m[0], m1 = m[1], m2 = m[2], m4 = m[4], m5 = m[5];
+ const GLfloat m6 = m[6], m8 = m[8], m9 = m[9], m10 = m[10];
+ const GLfloat m12 = m[12], m13 = m[13], m14 = m[14];
+ GLuint i;
+ (void) mask;
+ (void) flag;
+ STRIDE_LOOP {
+ CLIP_CHECK {
+ const GLfloat ox = from[0], oy = from[1], oz = from[2], ow = from[3];
+ to[i][0] = m0 * ox + m4 * oy + m8 * oz + m12 * ow;
+ to[i][1] = m1 * ox + m5 * oy + m9 * oz + m13 * ow;
+ to[i][2] = m2 * ox + m6 * oy + m10 * oz + m14 * ow;
+ to[i][3] = ow;
+ }
+ }
+ to_vec->size = 4;
+ to_vec->flags |= VEC_SIZE_4;
+ to_vec->count = from_vec->count;
+}
+
+static void _XFORMAPI
+TAG(transform_points4_3d_no_rot)( GLvector4f *to_vec,
+ const GLfloat m[16],
+ const GLvector4f *from_vec,
+ const GLubyte *mask,
+ const GLubyte flag )
+{
+ const GLuint stride = from_vec->stride;
+ GLfloat *from = from_vec->start;
+ GLfloat (*to)[4] = (GLfloat (*)[4])to_vec->start;
+ GLuint count = from_vec->count;
+ const GLfloat m0 = m[0], m5 = m[5];
+ const GLfloat m10 = m[10], m12 = m[12], m13 = m[13], m14 = m[14];
+ GLuint i;
+ (void) mask;
+ (void) flag;
+ STRIDE_LOOP {
+ CLIP_CHECK {
+ const GLfloat ox = from[0], oy = from[1], oz = from[2], ow = from[3];
+ to[i][0] = m0 * ox + m12 * ow;
+ to[i][1] = m5 * oy + m13 * ow;
+ to[i][2] = m10 * oz + m14 * ow;
+ to[i][3] = ow;
+ }
+ }
+ to_vec->size = 4;
+ to_vec->flags |= VEC_SIZE_4;
+ to_vec->count = from_vec->count;
+}
+
+static void _XFORMAPI
+TAG(transform_points4_perspective)( GLvector4f *to_vec,
+ const GLfloat m[16],
+ const GLvector4f *from_vec,
+ const GLubyte *mask,
+ const GLubyte flag )
+{
+ const GLuint stride = from_vec->stride;
+ GLfloat *from = from_vec->start;
+ GLfloat (*to)[4] = (GLfloat (*)[4])to_vec->start;
+ GLuint count = from_vec->count;
+ const GLfloat m0 = m[0], m5 = m[5], m8 = m[8], m9 = m[9];
+ const GLfloat m10 = m[10], m14 = m[14];
+ GLuint i;
+ (void) mask;
+ (void) flag;
+ STRIDE_LOOP {
+ CLIP_CHECK {
+ const GLfloat ox = from[0], oy = from[1], oz = from[2], ow = from[3];
+ to[i][0] = m0 * ox + m8 * oz ;
+ to[i][1] = m5 * oy + m9 * oz ;
+ to[i][2] = m10 * oz + m14 * ow ;
+ to[i][3] = -oz ;
+ }
+ }
+
+ to_vec->size = 4;
+ to_vec->flags |= VEC_SIZE_4;
+ to_vec->count = from_vec->count;
+}
+
+static transform_func _XFORMAPI TAG(transform_tab_1)[7];
+static transform_func _XFORMAPI TAG(transform_tab_2)[7];
+static transform_func _XFORMAPI TAG(transform_tab_3)[7];
+static transform_func _XFORMAPI TAG(transform_tab_4)[7];
+
+/* Similar functions could be called several times, with more highly
+ * optimized routines overwriting the arrays. This only occurs during
+ * startup.
+ */
+static void _XFORMAPI TAG(init_c_transformations)( void )
+{
+#define TAG_TAB gl_transform_tab[IDX]
+#define TAG_TAB_1 TAG(transform_tab_1)
+#define TAG_TAB_2 TAG(transform_tab_2)
+#define TAG_TAB_3 TAG(transform_tab_3)
+#define TAG_TAB_4 TAG(transform_tab_4)
+
+ TAG_TAB[1] = TAG_TAB_1;
+ TAG_TAB[2] = TAG_TAB_2;
+ TAG_TAB[3] = TAG_TAB_3;
+ TAG_TAB[4] = TAG_TAB_4;
+
+ /* 1-D points (ie texcoords) */
+ TAG_TAB_1[MATRIX_GENERAL] = TAG(transform_points1_general);
+ TAG_TAB_1[MATRIX_IDENTITY] = TAG(transform_points1_identity);
+ TAG_TAB_1[MATRIX_3D_NO_ROT] = TAG(transform_points1_3d_no_rot);
+ TAG_TAB_1[MATRIX_PERSPECTIVE] = TAG(transform_points1_perspective) ;
+ TAG_TAB_1[MATRIX_2D] = TAG(transform_points1_2d);
+ TAG_TAB_1[MATRIX_2D_NO_ROT] = TAG(transform_points1_2d_no_rot);
+ TAG_TAB_1[MATRIX_3D] = TAG(transform_points1_3d);
+
+ /* 2-D points */
+ TAG_TAB_2[MATRIX_GENERAL] = TAG(transform_points2_general);
+ TAG_TAB_2[MATRIX_IDENTITY] = TAG(transform_points2_identity);
+ TAG_TAB_2[MATRIX_3D_NO_ROT] = TAG(transform_points2_3d_no_rot);
+ TAG_TAB_2[MATRIX_PERSPECTIVE] = TAG(transform_points2_perspective) ;
+ TAG_TAB_2[MATRIX_2D] = TAG(transform_points2_2d);
+ TAG_TAB_2[MATRIX_2D_NO_ROT] = TAG(transform_points2_2d_no_rot);
+ TAG_TAB_2[MATRIX_3D] = TAG(transform_points2_3d);
+
+ /* 3-D points */
+ TAG_TAB_3[MATRIX_GENERAL] = TAG(transform_points3_general);
+ TAG_TAB_3[MATRIX_IDENTITY] = TAG(transform_points3_identity);
+ TAG_TAB_3[MATRIX_3D_NO_ROT] = TAG(transform_points3_3d_no_rot);
+ TAG_TAB_3[MATRIX_PERSPECTIVE] = TAG(transform_points3_perspective);
+ TAG_TAB_3[MATRIX_2D] = TAG(transform_points3_2d);
+ TAG_TAB_3[MATRIX_2D_NO_ROT] = TAG(transform_points3_2d_no_rot);
+ TAG_TAB_3[MATRIX_3D] = TAG(transform_points3_3d);
+
+ /* 4-D points */
+ TAG_TAB_4[MATRIX_GENERAL] = TAG(transform_points4_general);
+ TAG_TAB_4[MATRIX_IDENTITY] = TAG(transform_points4_identity);
+ TAG_TAB_4[MATRIX_3D_NO_ROT] = TAG(transform_points4_3d_no_rot);
+ TAG_TAB_4[MATRIX_PERSPECTIVE] = TAG(transform_points4_perspective);
+ TAG_TAB_4[MATRIX_2D] = TAG(transform_points4_2d);
+ TAG_TAB_4[MATRIX_2D_NO_ROT] = TAG(transform_points4_2d_no_rot);
+ TAG_TAB_4[MATRIX_3D] = TAG(transform_points4_3d);
+
+#undef TAG_TAB
+}