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259 lines
8 KiB
C
259 lines
8 KiB
C
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/* $Id: xform.c,v 1.10 1997/10/30 06:00:06 brianp Exp $ */
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/*
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* Mesa 3-D graphics library
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* Version: 2.5
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* Copyright (C) 1995-1997 Brian Paul
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*
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* This library is free software; you can redistribute it and/or
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* modify it under the terms of the GNU Library General Public
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* License as published by the Free Software Foundation; either
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* version 2 of the License, or (at your option) any later version.
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*
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* This library is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
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* Library General Public License for more details.
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*
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* You should have received a copy of the GNU Library General Public
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* License along with this library; if not, write to the Free
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* Software Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
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*/
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/*
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* $Log: xform.c,v $
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* Revision 1.10 1997/10/30 06:00:06 brianp
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* added Intel X86 assembly optimzations (Josh Vanderhoof)
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*
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* Revision 1.9 1997/07/24 01:25:54 brianp
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* changed precompiled header symbol from PCH to PC_HEADER
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*
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* Revision 1.8 1997/05/28 03:27:03 brianp
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* added precompiled header (PCH) support
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*
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* Revision 1.7 1997/05/01 01:40:51 brianp
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* replaced sqrt() with GL_SQRT()
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*
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* Revision 1.6 1997/04/02 03:15:02 brianp
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* removed gl_xform_texcoords_4fv()
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*
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* Revision 1.5 1997/01/03 23:54:17 brianp
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* changed length threshold in gl_xform_normals_3fv() to 1E-30 per Jeroen
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*
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* Revision 1.4 1996/11/09 01:50:49 brianp
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* relaxed the minimum normal threshold in gl_xform_normals_3fv()
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*
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* Revision 1.3 1996/11/08 02:20:39 brianp
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* added gl_xform_texcoords_4fv()
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*
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* Revision 1.2 1996/11/05 01:38:50 brianp
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* fixed some comments
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*
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* Revision 1.1 1996/09/13 01:38:16 brianp
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* Initial revision
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*
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*/
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/*
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* Matrix/vertex/vector transformation stuff
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*
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*
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* NOTES:
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* 1. 4x4 transformation matrices are stored in memory in column major order.
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* 2. Points/vertices are to be thought of as column vectors.
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* 3. Transformation of a point p by a matrix M is: p' = M * p
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*
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*/
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#ifdef PC_HEADER
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#include "all.h"
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#else
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#include <math.h>
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#include "mmath.h"
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#include "types.h"
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#include "xform.h"
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#endif
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/*
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* Apply a transformation matrix to an array of [X Y Z W] coordinates:
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* for i in 0 to n-1 do q[i] = m * p[i]
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* where p[i] and q[i] are 4-element column vectors and m is a 16-element
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* transformation matrix.
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*/
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void gl_xform_points_4fv( GLuint n, GLfloat q[][4], const GLfloat m[16],
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GLfloat p[][4] )
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{
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/* This function has been carefully crafted to maximize register usage
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* and use loop unrolling with IRIX 5.3's cc. Hopefully other compilers
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* will like this code too.
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*/
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{
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GLuint i;
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GLfloat m0 = m[0], m4 = m[4], m8 = m[8], m12 = m[12];
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GLfloat m1 = m[1], m5 = m[5], m9 = m[9], m13 = m[13];
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if (m12==0.0F && m13==0.0F) {
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/* common case */
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for (i=0;i<n;i++) {
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GLfloat p0 = p[i][0], p1 = p[i][1], p2 = p[i][2];
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q[i][0] = m0 * p0 + m4 * p1 + m8 * p2;
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q[i][1] = m1 * p0 + m5 * p1 + m9 * p2;
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}
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}
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else {
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/* general case */
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for (i=0;i<n;i++) {
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GLfloat p0 = p[i][0], p1 = p[i][1], p2 = p[i][2], p3 = p[i][3];
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q[i][0] = m0 * p0 + m4 * p1 + m8 * p2 + m12 * p3;
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q[i][1] = m1 * p0 + m5 * p1 + m9 * p2 + m13 * p3;
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}
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}
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}
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{
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GLuint i;
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GLfloat m2 = m[2], m6 = m[6], m10 = m[10], m14 = m[14];
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GLfloat m3 = m[3], m7 = m[7], m11 = m[11], m15 = m[15];
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if (m3==0.0F && m7==0.0F && m11==0.0F && m15==1.0F) {
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/* common case */
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for (i=0;i<n;i++) {
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GLfloat p0 = p[i][0], p1 = p[i][1], p2 = p[i][2], p3 = p[i][3];
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q[i][2] = m2 * p0 + m6 * p1 + m10 * p2 + m14 * p3;
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q[i][3] = p3;
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}
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}
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else {
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/* general case */
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for (i=0;i<n;i++) {
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GLfloat p0 = p[i][0], p1 = p[i][1], p2 = p[i][2], p3 = p[i][3];
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q[i][2] = m2 * p0 + m6 * p1 + m10 * p2 + m14 * p3;
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q[i][3] = m3 * p0 + m7 * p1 + m11 * p2 + m15 * p3;
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}
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}
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}
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}
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/*
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* Apply a transformation matrix to an array of [X Y Z] coordinates:
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* for i in 0 to n-1 do q[i] = m * p[i]
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*/
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void gl_xform_points_3fv( GLuint n, GLfloat q[][4], const GLfloat m[16],
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GLfloat p[][3] )
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{
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/* This function has been carefully crafted to maximize register usage
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* and use loop unrolling with IRIX 5.3's cc. Hopefully other compilers
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* will like this code too.
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*/
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{
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GLuint i;
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GLfloat m0 = m[0], m4 = m[4], m8 = m[8], m12 = m[12];
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GLfloat m1 = m[1], m5 = m[5], m9 = m[9], m13 = m[13];
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for (i=0;i<n;i++) {
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GLfloat p0 = p[i][0], p1 = p[i][1], p2 = p[i][2];
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q[i][0] = m0 * p0 + m4 * p1 + m8 * p2 + m12;
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q[i][1] = m1 * p0 + m5 * p1 + m9 * p2 + m13;
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}
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}
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{
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GLuint i;
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GLfloat m2 = m[2], m6 = m[6], m10 = m[10], m14 = m[14];
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GLfloat m3 = m[3], m7 = m[7], m11 = m[11], m15 = m[15];
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if (m3==0.0F && m7==0.0F && m11==0.0F && m15==1.0F) {
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/* common case */
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for (i=0;i<n;i++) {
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GLfloat p0 = p[i][0], p1 = p[i][1], p2 = p[i][2];
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q[i][2] = m2 * p0 + m6 * p1 + m10 * p2 + m14;
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q[i][3] = 1.0F;
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}
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}
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else {
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/* general case */
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for (i=0;i<n;i++) {
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GLfloat p0 = p[i][0], p1 = p[i][1], p2 = p[i][2];
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q[i][2] = m2 * p0 + m6 * p1 + m10 * p2 + m14;
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q[i][3] = m3 * p0 + m7 * p1 + m11 * p2 + m15;
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}
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}
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}
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}
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#ifndef USE_ASM
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/*
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* Apply a transformation matrix to an array of normal vectors:
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* for i in 0 to n-1 do v[i] = u[i] * m
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* where u[i] and v[i] are 3-element row vectors and m is a 16-element
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* transformation matrix.
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* If the normalize flag is true the normals will be scaled to length 1.
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*/
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void gl_xform_normals_3fv( GLuint n, GLfloat v[][3], const GLfloat m[16],
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GLfloat u[][3], GLboolean normalize )
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{
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if (normalize) {
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/* Transform normals and scale to unit length */
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GLuint i;
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GLfloat m0 = m[0], m4 = m[4], m8 = m[8];
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GLfloat m1 = m[1], m5 = m[5], m9 = m[9];
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GLfloat m2 = m[2], m6 = m[6], m10 = m[10];
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for (i=0;i<n;i++) {
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GLdouble tx, ty, tz;
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{
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GLfloat ux = u[i][0], uy = u[i][1], uz = u[i][2];
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tx = ux * m0 + uy * m1 + uz * m2;
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ty = ux * m4 + uy * m5 + uz * m6;
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tz = ux * m8 + uy * m9 + uz * m10;
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}
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{
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GLdouble len, scale;
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len = GL_SQRT( tx*tx + ty*ty + tz*tz );
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scale = (len>1E-30) ? (1.0 / len) : 1.0;
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v[i][0] = tx * scale;
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v[i][1] = ty * scale;
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v[i][2] = tz * scale;
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}
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}
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}
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else {
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/* Just transform normals, don't scale */
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GLuint i;
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GLfloat m0 = m[0], m4 = m[4], m8 = m[8];
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GLfloat m1 = m[1], m5 = m[5], m9 = m[9];
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GLfloat m2 = m[2], m6 = m[6], m10 = m[10];
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for (i=0;i<n;i++) {
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GLfloat ux = u[i][0], uy = u[i][1], uz = u[i][2];
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v[i][0] = ux * m0 + uy * m1 + uz * m2;
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v[i][1] = ux * m4 + uy * m5 + uz * m6;
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v[i][2] = ux * m8 + uy * m9 + uz * m10;
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}
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}
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}
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#endif
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/*
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* Transform a 4-element row vector (1x4 matrix) by a 4x4 matrix. This
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* function is used for transforming clipping plane equations and spotlight
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* directions.
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* Mathematically, u = v * m.
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* Input: v - input vector
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* m - transformation matrix
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* Output: u - transformed vector
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*/
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void gl_transform_vector( GLfloat u[4], const GLfloat v[4], const GLfloat m[16] )
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{
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GLfloat v0=v[0], v1=v[1], v2=v[2], v3=v[3];
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#define M(row,col) m[col*4+row]
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u[0] = v0 * M(0,0) + v1 * M(1,0) + v2 * M(2,0) + v3 * M(3,0);
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u[1] = v0 * M(0,1) + v1 * M(1,1) + v2 * M(2,1) + v3 * M(3,1);
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u[2] = v0 * M(0,2) + v1 * M(1,2) + v2 * M(2,2) + v3 * M(3,2);
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u[3] = v0 * M(0,3) + v1 * M(1,3) + v2 * M(2,3) + v3 * M(3,3);
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#undef M
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}
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