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72f4ddf532
Since using addresses that might change is something that finally the FSF acknowledge as a plausible scenario (after changing address twice), the license blurb in the source files should use the URI for getting the license in case the library did not come with it. Not that URIs cannot possibly change, but at least it's easier to set up a redirection at the same place. As a side note: this commit closes the oldes bug in Clutter's bug report tool. http://bugzilla.openedhand.com/show_bug.cgi?id=521
227 lines
6.4 KiB
C
227 lines
6.4 KiB
C
/*
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* Cogl
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*
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* An object oriented GL/GLES Abstraction/Utility Layer
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*
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* Copyright (C) 2009 Intel Corporation.
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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 Lesser 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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* Lesser General Public License for more details.
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*
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* You should have received a copy of the GNU Lesser General Public
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* License along with this library. If not, see <http://www.gnu.org/licenses/>.
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*
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*
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*/
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/*
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* Copyright (C) 1999-2005 Brian Paul All Rights Reserved.
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*
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* Permission is hereby granted, free of charge, to any person obtaining a
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* copy of this software and associated documentation files (the "Software"),
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* to deal in the Software without restriction, including without limitation
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* the rights to use, copy, modify, merge, publish, distribute, sublicense,
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* and/or sell copies of the Software, and to permit persons to whom the
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* Software is furnished to do so, subject to the following conditions:
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*
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* The above copyright notice and this permission notice shall be included
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* in all copies or substantial portions of the Software.
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*
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* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS
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* OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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* FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL
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* BRIAN PAUL BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN
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* AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN
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* CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
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*/
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/*
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* \file math/m_matrix.h
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* Defines basic structures for matrix-handling.
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*/
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#ifndef _M_MATRIX_H
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#define _M_MATRIX_H
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#include <cogl-matrix.h>
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#include <glib.h>
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/*
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* \name Symbolic names to some of the entries in the matrix
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*
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* These are handy for the viewport mapping, which is expressed as a matrix.
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*/
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/*@{*/
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#define MAT_SX 0
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#define MAT_SY 5
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#define MAT_SZ 10
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#define MAT_TX 12
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#define MAT_TY 13
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#define MAT_TZ 14
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/*@}*/
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/*
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* Different kinds of 4x4 transformation matrices.
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* We use these to select specific optimized vertex transformation routines.
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*/
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enum CoglMatrixType {
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COGL_MATRIX_TYPE_GENERAL, /**< general 4x4 matrix */
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COGL_MATRIX_TYPE_IDENTITY, /**< identity matrix */
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COGL_MATRIX_TYPE_3D_NO_ROT, /**< orthogonal projection and others... */
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COGL_MATRIX_TYPE_PERSPECTIVE, /**< perspective projection matrix */
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COGL_MATRIX_TYPE_2D, /**< 2-D transformation */
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COGL_MATRIX_TYPE_2D_NO_ROT, /**< 2-D scale & translate only */
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COGL_MATRIX_TYPE_3D /**< 3-D transformation */
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} ;
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#if 0
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/*
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* Matrix type to represent 4x4 transformation matrices.
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*/
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typedef struct {
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float *m; /**< 16 matrix elements (16-byte aligned) */
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float *inv; /**< optional 16-element inverse (16-byte aligned) */
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unsigned int flags; /**< possible values determined by (of \link
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* MatFlags MAT_FLAG_* flags\endlink)
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*/
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enum CoglMatrixType type;
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} CoglMatrix;
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#endif
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void
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_math_matrix_multiply (CoglMatrix *result,
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const CoglMatrix *a,
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const CoglMatrix *b);
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void
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_math_matrix_multiply_array (CoglMatrix *result, const float *b);
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void
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_math_matrix_init_from_array (CoglMatrix *matrix, const float *array);
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void
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_math_matrix_translate (CoglMatrix *matrix, float x, float y, float z);
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void
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_math_matrix_rotate (CoglMatrix *matrix, float angle,
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float x, float y, float z);
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void
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_math_matrix_scale (CoglMatrix *matrix, float x, float y, float z);
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void
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_math_matrix_ortho (CoglMatrix *matrix,
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float left, float right,
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float bottom, float top,
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float nearval, float farval);
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void
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_math_matrix_frustum (CoglMatrix *matrix,
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float left, float right,
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float bottom, float top,
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float nearval, float farval);
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void
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_math_matrix_viewport (CoglMatrix *matrix,
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int x, int y, int width, int height,
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float z_near, float z_far, float depth_max);
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void
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_math_matrix_init_identity (CoglMatrix *matrix);
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gboolean
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_math_matrix_update_inverse (CoglMatrix *matrix);
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void
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_math_matrix_update_type_and_flags (CoglMatrix *matrix);
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void
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_math_matrix_print (const CoglMatrix *matrix);
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gboolean
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_math_matrix_is_length_preserving (const CoglMatrix *matrix);
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gboolean
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_math_matrix_has_rotation (const CoglMatrix *matrix);
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gboolean
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_math_matrix_is_general_scale (const CoglMatrix *matrix);
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gboolean
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_math_matrix_is_dirty (const CoglMatrix *matrix);
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/*
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* \name Related functions that don't actually operate on CoglMatrix structs
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*/
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/*@{*/
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void
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_math_transposef ( float to[16], const float from[16]);
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void
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_math_transposed (double to[16], const double from[16]);
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void
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_math_transposefd (float to[16], const double from[16]);
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/*
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* Transform a point (column vector) by a matrix: Q = M * P
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*/
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#define TRANSFORM_POINT( Q, M, P ) \
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Q[0] = M[0] * P[0] + M[4] * P[1] + M[8] * P[2] + M[12] * P[3]; \
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Q[1] = M[1] * P[0] + M[5] * P[1] + M[9] * P[2] + M[13] * P[3]; \
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Q[2] = M[2] * P[0] + M[6] * P[1] + M[10] * P[2] + M[14] * P[3]; \
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Q[3] = M[3] * P[0] + M[7] * P[1] + M[11] * P[2] + M[15] * P[3];
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#define TRANSFORM_POINT3( Q, M, P ) \
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Q[0] = M[0] * P[0] + M[4] * P[1] + M[8] * P[2] + M[12]; \
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Q[1] = M[1] * P[0] + M[5] * P[1] + M[9] * P[2] + M[13]; \
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Q[2] = M[2] * P[0] + M[6] * P[1] + M[10] * P[2] + M[14]; \
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Q[3] = M[3] * P[0] + M[7] * P[1] + M[11] * P[2] + M[15];
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/*
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* Transform a normal (row vector) by a matrix: [NX NY NZ] = N * MAT
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*/
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#define TRANSFORM_NORMAL( TO, N, MAT ) \
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do { \
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TO[0] = N[0] * MAT[0] + N[1] * MAT[1] + N[2] * MAT[2]; \
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TO[1] = N[0] * MAT[4] + N[1] * MAT[5] + N[2] * MAT[6]; \
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TO[2] = N[0] * MAT[8] + N[1] * MAT[9] + N[2] * MAT[10]; \
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} while (0)
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/*
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* Transform a direction by a matrix.
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*/
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#define TRANSFORM_DIRECTION( TO, DIR, MAT ) \
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do { \
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TO[0] = DIR[0] * MAT[0] + DIR[1] * MAT[4] + DIR[2] * MAT[8]; \
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TO[1] = DIR[0] * MAT[1] + DIR[1] * MAT[5] + DIR[2] * MAT[9]; \
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TO[2] = DIR[0] * MAT[2] + DIR[1] * MAT[6] + DIR[2] * MAT[10];\
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} while (0)
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void
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_mesa_transform_vector (float u[4], const float v[4], const float m[16]);
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/*@}*/
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#endif
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