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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