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authorBrian Paul <brian.paul@tungstengraphics.com>1999-11-11 01:22:25 +0000
committerBrian Paul <brian.paul@tungstengraphics.com>1999-11-11 01:22:25 +0000
commitfbd8f212c3866ec98c1d8c9d3db3ddb7e7c479a5 (patch)
treefb9ea4452e1f65c6e3c11ee4c4f17c023f8262e5 /src/mesa/main/matrix.h
parent06ac59281bdad6679fb1941e31e3c4df1c12cede (diff)
first big check-in of new Mesa 3.3 code
Diffstat (limited to 'src/mesa/main/matrix.h')
-rw-r--r--src/mesa/main/matrix.h102
1 files changed, 61 insertions, 41 deletions
diff --git a/src/mesa/main/matrix.h b/src/mesa/main/matrix.h
index fcc630f62a..2479668799 100644
--- a/src/mesa/main/matrix.h
+++ b/src/mesa/main/matrix.h
@@ -1,8 +1,8 @@
-/* $Id: matrix.h,v 1.2 1999/10/08 09:27:11 keithw Exp $ */
+/* $Id: matrix.h,v 1.3 1999/11/11 01:22:27 brianp Exp $ */
/*
* Mesa 3-D graphics library
- * Version: 3.1
+ * Version: 3.3
*
* Copyright (C) 1999 Brian Paul All Rights Reserved.
*
@@ -25,16 +25,14 @@
*/
-
-
-
#ifndef MATRIX_H
#define MATRIX_H
-#include "GL/gl.h"
+#include "types.h"
#include "config.h"
+
typedef struct {
GLfloat m[16];
GLfloat *inv; /* optional */
@@ -42,6 +40,7 @@ typedef struct {
GLuint type;
} GLmatrix;
+
#ifdef VMS
#define gl_calculate_model_project_matrix gl_calculate_model_project_matr
#endif
@@ -51,69 +50,90 @@ extern void gl_rotation_matrix( GLfloat angle, GLfloat x, GLfloat y, GLfloat z,
GLfloat m[] );
+extern void gl_mat_mul_floats( GLmatrix *mat, const GLfloat *m, GLuint flags );
-extern void gl_Frustum( GLcontext *ctx,
- GLdouble left, GLdouble right,
- GLdouble bottom, GLdouble top,
- GLdouble nearval, GLdouble farval );
+extern void gl_mat_mul_mat( GLmatrix *mat, const GLmatrix *mat2 );
-extern void gl_Ortho( GLcontext *ctx,
- GLdouble left, GLdouble right,
- GLdouble bottom, GLdouble top,
- GLdouble nearval, GLdouble farval );
+extern void gl_calculate_model_project_matrix( GLcontext *ctx );
-extern void gl_PushMatrix( GLcontext *ctx );
+extern void gl_matrix_ctr( GLmatrix *m );
-extern void gl_PopMatrix( GLcontext *ctx );
+extern void gl_matrix_dtr( GLmatrix *m );
-extern void gl_LoadIdentity( GLcontext *ctx );
+extern void gl_matrix_alloc_inv( GLmatrix *m );
-extern void gl_LoadMatrixf( GLcontext *ctx, const GLfloat *m );
+extern void gl_matrix_copy( GLmatrix *to, const GLmatrix *from );
-extern void gl_MatrixMode( GLcontext *ctx, GLenum mode );
+extern void gl_matrix_mul( GLmatrix *dest,
+ const GLmatrix *a,
+ const GLmatrix *b );
-extern void gl_MultMatrixf( GLcontext *ctx, const GLfloat *m );
+extern void gl_matrix_analyze( GLmatrix *mat );
-extern void gl_mat_mul_floats( GLmatrix *mat, const GLfloat *m, GLuint flags );
-extern void gl_mat_mul_mat( GLmatrix *mat, const GLmatrix *mat2 );
+extern GLboolean gl_matrix_invert( GLmatrix *mat );
-extern void gl_Rotatef( GLcontext *ctx,
- GLfloat angle, GLfloat x, GLfloat y, GLfloat z );
+extern void gl_print_matrix( const GLmatrix *m );
-extern void gl_Scalef( GLcontext *ctx, GLfloat x, GLfloat y, GLfloat z );
-extern void gl_Translatef( GLcontext *ctx, GLfloat x, GLfloat y, GLfloat z );
-extern void gl_Viewport( GLcontext *ctx,
- GLint x, GLint y, GLsizei width, GLsizei height );
+extern void
+_mesa_Frustum( GLdouble left, GLdouble right,
+ GLdouble bottom, GLdouble top,
+ GLdouble nearval, GLdouble farval );
-extern void gl_DepthRange( GLcontext* ctx, GLclampd nearval, GLclampd farval );
+extern void
+_mesa_Ortho( GLdouble left, GLdouble right,
+ GLdouble bottom, GLdouble top,
+ GLdouble nearval, GLdouble farval );
+extern void
+_mesa_PushMatrix( void );
+extern void
+_mesa_PopMatrix( void );
+extern void
+_mesa_LoadIdentity( void );
+extern void
+_mesa_LoadMatrixf( const GLfloat *m );
-extern void gl_calculate_model_project_matrix( GLcontext *ctx );
+extern void
+_mesa_LoadMatrixd( const GLdouble *m );
+extern void
+_mesa_MatrixMode( GLenum mode );
-extern void gl_matrix_ctr( GLmatrix *m );
+extern void
+_mesa_MultMatrixf( const GLfloat *m );
-extern void gl_matrix_dtr( GLmatrix *m );
+extern void
+_mesa_MultMatrixd( const GLdouble *m );
-extern void gl_matrix_alloc_inv( GLmatrix *m );
+extern void
+_mesa_Rotatef( GLfloat angle, GLfloat x, GLfloat y, GLfloat z );
-extern void gl_matrix_copy( GLmatrix *to, const GLmatrix *from );
+extern void
+_mesa_Rotated( GLdouble angle, GLdouble x, GLdouble y, GLdouble z );
-extern void gl_matrix_mul( GLmatrix *dest,
- const GLmatrix *a,
- const GLmatrix *b );
+extern void
+_mesa_Scalef( GLfloat x, GLfloat y, GLfloat z );
-extern void gl_matrix_analyze( GLmatrix *mat );
+extern void
+_mesa_Scaled( GLdouble x, GLdouble y, GLdouble z );
+extern void
+_mesa_Translatef( GLfloat x, GLfloat y, GLfloat z );
+
+extern void
+_mesa_Translated( GLdouble x, GLdouble y, GLdouble z );
+
+extern void
+_mesa_Viewport( GLint x, GLint y, GLsizei width, GLsizei height );
+
+extern void
+_mesa_DepthRange( GLclampd nearval, GLclampd farval );
-extern void gl_MultMatrixd( GLcontext *ctx, const GLdouble *m );
-extern GLboolean gl_matrix_invert( GLmatrix *mat );
-extern void gl_print_matrix( const GLmatrix *m );
#endif