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authorBrian Paul <[email protected]>2004-09-09 19:57:26 +0000
committerBrian Paul <[email protected]>2004-09-09 19:57:26 +0000
commit7dc9a8827d7c248826adc5db0d1bf148d2e233f7 (patch)
tree69ee6ae4a8e35b560ef0938563dd7ed966aa547c /src/mesa/math
parent281f8556291710a76d27440d04e7b5a96047bebc (diff)
clean-ups and comments
Diffstat (limited to 'src/mesa/math')
-rw-r--r--src/mesa/math/m_matrix.h77
1 files changed, 40 insertions, 37 deletions
diff --git a/src/mesa/math/m_matrix.h b/src/mesa/math/m_matrix.h
index 96f5649ee88..04a5a3c2bce 100644
--- a/src/mesa/math/m_matrix.h
+++ b/src/mesa/math/m_matrix.h
@@ -1,13 +1,8 @@
-/**
- * \file math/m_matrix.h
- * Defines basic structures for matrix-handling.
- */
-
/*
* Mesa 3-D graphics library
- * Version: 3.5
+ * Version: 6.2
*
- * Copyright (C) 1999-2001 Brian Paul All Rights Reserved.
+ * Copyright (C) 1999-2004 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"),
@@ -28,6 +23,11 @@
*/
+/**
+ * \file math/m_matrix.h
+ * Defines basic structures for matrix-handling.
+ */
+
#ifndef _M_MATRIX_H
#define _M_MATRIX_H
@@ -36,7 +36,7 @@
/**
* \name Symbolic names to some of the entries in the matrix
*
- * To help out with the rework of the viewport_map as a matrix transform.
+ * These are handy for the viewport mapping, which is expressed as a matrix.
*/
/*@{*/
#define MAT_SX 0
@@ -47,29 +47,30 @@
#define MAT_TZ 14
/*@}*/
+
/**
* \defgroup MatFlags MAT_FLAG_XXX-flags
*
- * Bitmasks to indicate different kinds of 4x4 matrices in
- * GLmatrix::flags
+ * Bitmasks to indicate different kinds of 4x4 matrices in GLmatrix::flags
+ * It would be nice to make all these flags private to m_matrix.c
*/
/*@{*/
-
-#define MAT_FLAG_IDENTITY 0 /**< is an identity matrix flag.
- * (Not actually used - the identity
- * matrix is identified by the absense
- / of all other flags.) */
-#define MAT_FLAG_GENERAL 0x1 /**< is a general matrix flag */
-#define MAT_FLAG_ROTATION 0x2 /**< is a rotation matrix flag */
-#define MAT_FLAG_TRANSLATION 0x4 /**< is a translation matrix flag */
-#define MAT_FLAG_UNIFORM_SCALE 0x8 /**< is an uniform scaling matrix flag */
-#define MAT_FLAG_GENERAL_SCALE 0x10 /**< is a general scaling matrix flag */
-#define MAT_FLAG_GENERAL_3D 0x20 /**< general 3D matrix flag */
-#define MAT_FLAG_PERSPECTIVE 0x40 /**< is a perspective projection matrix flag */
-#define MAT_FLAG_SINGULAR 0x80 /**< is a singular matrix flag */
-#define MAT_DIRTY_TYPE 0x100 /**< matrix type is dirty */
-#define MAT_DIRTY_FLAGS 0x200 /**< matrix flags are dirty */
-#define MAT_DIRTY_INVERSE 0x400 /**< matrix inverse is dirty */
+#define MAT_FLAG_IDENTITY 0 /**< is an identity matrix flag.
+ * (Not actually used - the identity
+ * matrix is identified by the absense
+ * of all other flags.)
+ */
+#define MAT_FLAG_GENERAL 0x1 /**< is a general matrix flag */
+#define MAT_FLAG_ROTATION 0x2 /**< is a rotation matrix flag */
+#define MAT_FLAG_TRANSLATION 0x4 /**< is a translation matrix flag */
+#define MAT_FLAG_UNIFORM_SCALE 0x8 /**< is an uniform scaling matrix flag */
+#define MAT_FLAG_GENERAL_SCALE 0x10 /**< is a general scaling matrix flag */
+#define MAT_FLAG_GENERAL_3D 0x20 /**< general 3D matrix flag */
+#define MAT_FLAG_PERSPECTIVE 0x40 /**< is a perspective proj matrix flag */
+#define MAT_FLAG_SINGULAR 0x80 /**< is a singular matrix flag */
+#define MAT_DIRTY_TYPE 0x100 /**< matrix type is dirty */
+#define MAT_DIRTY_FLAGS 0x200 /**< matrix flags are dirty */
+#define MAT_DIRTY_INVERSE 0x400 /**< matrix inverse is dirty */
/** angle preserving matrix flags mask */
#define MAT_FLAGS_ANGLE_PRESERVING (MAT_FLAG_ROTATION | \
@@ -120,25 +121,27 @@
/**
* 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_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.
+ * Matrix type to represent 4x4 transformation matrices.
*/
typedef struct {
- GLfloat *m; /**< matrix, 16-byte aligned */
- GLfloat *inv; /**< optional inverse, 16-byte aligned */
+ 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) */
+ * MatFlags MAT_FLAG_* flags\endlink)
+ */
enum GLmatrixtype type;
} GLmatrix;