#undef ARGS
-
-
-GLvector4f *_mesa_project_points( GLvector4f *proj_vec,
- const GLvector4f *clip_vec )
-{
- const GLuint stride = clip_vec->stride;
- const GLfloat *from = (GLfloat *)clip_vec->start;
- const GLuint count = clip_vec->count;
- GLfloat (*vProj)[4] = (GLfloat (*)[4])proj_vec->start;
- GLuint i;
-
- for (i = 0 ; i < count ; i++, STRIDE_F(from, stride))
- {
- GLfloat oow = 1.0F / from[3];
- vProj[i][3] = oow;
- vProj[i][0] = from[0] * oow;
- vProj[i][1] = from[1] * oow;
- vProj[i][2] = from[2] * oow;
- }
-
- proj_vec->flags |= VEC_SIZE_4;
- proj_vec->size = 3;
- proj_vec->count = clip_vec->count;
- return proj_vec;
-}
-
-
-
-
-
-
/*
* Transform a 4-element row vector (1x4 matrix) by a 4x4 matrix. This
* function is used for transforming clipping plane equations and spotlight
}
-/* Useful for one-off point transformations, as in clipping.
- * Note that because the matrix isn't analysed we do too many
- * multiplies, and that the result is always 4-clean.
- */
-void _mesa_transform_point_sz( GLfloat Q[4], const GLfloat M[16],
- const GLfloat P[4], GLuint sz )
-{
- if (Q == P)
- return;
-
- if (sz == 4)
- {
- 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];
- }
- else if (sz == 3)
- {
- 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];
- }
- else if (sz == 2)
- {
- Q[0] = M[0] * P[0] + M[4] * P[1] + M[12];
- Q[1] = M[1] * P[0] + M[5] * P[1] + M[13];
- Q[2] = M[2] * P[0] + M[6] * P[1] + M[14];
- Q[3] = M[3] * P[0] + M[7] * P[1] + M[15];
- }
- else if (sz == 1)
- {
- Q[0] = M[0] * P[0] + M[12];
- Q[1] = M[1] * P[0] + M[13];
- Q[2] = M[2] * P[0] + M[14];
- Q[3] = M[3] * P[0] + M[15];
- }
-}
-
-
/*
* This is called only once. It initializes several tables with pointers
* to optimized transformation functions. This is where we can test for
CONST GLvector4f *from_vec );
-extern GLvector4f *_mesa_project_points( GLvector4f *to,
- CONST GLvector4f *from );
-
-extern void _mesa_transform_bounds3( GLubyte *orMask, GLubyte *andMask,
- CONST GLfloat m[16],
- CONST GLfloat src[][3] );
-
-extern void _mesa_transform_bounds2( GLubyte *orMask, GLubyte *andMask,
- CONST GLfloat m[16],
- CONST GLfloat src[][3] );
-
-
extern dotprod_func _mesa_dotprod_tab[5];
extern vec_copy_func _mesa_copy_tab[0x10];
extern vec_copy_func _mesa_copy_clean_tab[5];
extern transform_func *_mesa_transform_tab[5];
-extern void _mesa_transform_point_sz( GLfloat Q[4], CONST GLfloat M[16],
- CONST GLfloat P[4], GLuint sz );
-
#define TransformRaw( to, mat, from ) \
( _mesa_transform_tab[(from)->size][(mat)->type]( to, (mat)->m, from ), \