Module: Mesa
Branch: main
Commit: 386a365645828ea455bbe4670c79209843edbdb0
URL:    
http://cgit.freedesktop.org/mesa/mesa/commit/?id=386a365645828ea455bbe4670c79209843edbdb0

Author: Erik Faye-Lund <[email protected]>
Date:   Mon Jun 26 15:52:55 2023 +0200

math: fix indentation in m_matrix.[ch]

Reviewed-by: Yonggang Luo <[email protected]>
Reviewed-by: Marek Olšák <[email protected]>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/24003>

---

 src/mesa/math/m_matrix.c | 184 +++++++++++++++++++++++------------------------
 src/mesa/math/m_matrix.h |  74 +++++++++----------
 2 files changed, 129 insertions(+), 129 deletions(-)

diff --git a/src/mesa/math/m_matrix.c b/src/mesa/math/m_matrix.c
index 75c83936d1b..2f67b1ddf47 100644
--- a/src/mesa/math/m_matrix.c
+++ b/src/mesa/math/m_matrix.c
@@ -70,35 +70,35 @@
 
 /** angle preserving matrix flags mask */
 #define MAT_FLAGS_ANGLE_PRESERVING (MAT_FLAG_ROTATION | \
-                                   MAT_FLAG_TRANSLATION | \
-                                   MAT_FLAG_UNIFORM_SCALE)
+                                    MAT_FLAG_TRANSLATION | \
+                                    MAT_FLAG_UNIFORM_SCALE)
 
 /** geometry related matrix flags mask */
 #define MAT_FLAGS_GEOMETRY (MAT_FLAG_GENERAL | \
-                           MAT_FLAG_ROTATION | \
-                           MAT_FLAG_TRANSLATION | \
-                           MAT_FLAG_UNIFORM_SCALE | \
-                           MAT_FLAG_GENERAL_SCALE | \
-                           MAT_FLAG_GENERAL_3D | \
-                           MAT_FLAG_PERSPECTIVE | \
-                           MAT_FLAG_SINGULAR)
+                            MAT_FLAG_ROTATION | \
+                            MAT_FLAG_TRANSLATION | \
+                            MAT_FLAG_UNIFORM_SCALE | \
+                            MAT_FLAG_GENERAL_SCALE | \
+                            MAT_FLAG_GENERAL_3D | \
+                            MAT_FLAG_PERSPECTIVE | \
+                            MAT_FLAG_SINGULAR)
 
 /** length preserving matrix flags mask */
 #define MAT_FLAGS_LENGTH_PRESERVING (MAT_FLAG_ROTATION | \
-                                    MAT_FLAG_TRANSLATION)
+                                     MAT_FLAG_TRANSLATION)
 
 
 /** 3D (non-perspective) matrix flags mask */
 #define MAT_FLAGS_3D (MAT_FLAG_ROTATION | \
-                     MAT_FLAG_TRANSLATION | \
-                     MAT_FLAG_UNIFORM_SCALE | \
-                     MAT_FLAG_GENERAL_SCALE | \
-                     MAT_FLAG_GENERAL_3D)
+                      MAT_FLAG_TRANSLATION | \
+                      MAT_FLAG_UNIFORM_SCALE | \
+                      MAT_FLAG_GENERAL_SCALE | \
+                      MAT_FLAG_GENERAL_3D)
 
 /** dirty matrix flags mask */
 #define MAT_DIRTY          (MAT_DIRTY_TYPE | \
-                           MAT_DIRTY_FLAGS | \
-                           MAT_DIRTY_INVERSE)
+                            MAT_DIRTY_FLAGS | \
+                            MAT_DIRTY_INVERSE)
 
 /*@}*/
 
@@ -223,9 +223,9 @@ void
 _math_matrix_mul_matrix( GLmatrix *dest, const GLmatrix *a, const GLmatrix *b )
 {
    dest->flags = (a->flags |
-                 b->flags |
-                 MAT_DIRTY_TYPE |
-                 MAT_DIRTY_INVERSE);
+                  b->flags |
+                  MAT_DIRTY_TYPE |
+                  MAT_DIRTY_INVERSE);
 
    if (TEST_MAT_FLAGS(dest, MAT_FLAGS_3D))
       matmul34( dest->m, a->m, b->m );
@@ -246,8 +246,8 @@ void
 _math_matrix_mul_floats( GLmatrix *dest, const GLfloat *m )
 {
    dest->flags |= (MAT_FLAG_GENERAL |
-                  MAT_DIRTY_TYPE |
-                  MAT_DIRTY_INVERSE |
+                   MAT_DIRTY_TYPE |
+                   MAT_DIRTY_INVERSE |
                    MAT_DIRTY_FLAGS);
 
    matmul4( dest->m, dest->m, m );
@@ -355,14 +355,14 @@ static GLboolean invert_matrix_3d_general( GLmatrix *mat )
 
    /* Do the translation part */
    MAT(out,0,3) = - (MAT(in,0,3) * MAT(out,0,0) +
-                    MAT(in,1,3) * MAT(out,0,1) +
-                    MAT(in,2,3) * MAT(out,0,2) );
+                     MAT(in,1,3) * MAT(out,0,1) +
+                     MAT(in,2,3) * MAT(out,0,2) );
    MAT(out,1,3) = - (MAT(in,0,3) * MAT(out,1,0) +
-                    MAT(in,1,3) * MAT(out,1,1) +
-                    MAT(in,2,3) * MAT(out,1,2) );
+                     MAT(in,1,3) * MAT(out,1,1) +
+                     MAT(in,2,3) * MAT(out,1,2) );
    MAT(out,2,3) = - (MAT(in,0,3) * MAT(out,2,0) +
-                    MAT(in,1,3) * MAT(out,2,1) +
-                    MAT(in,2,3) * MAT(out,2,2) );
+                     MAT(in,1,3) * MAT(out,2,1) +
+                     MAT(in,2,3) * MAT(out,2,2) );
 
    return GL_TRUE;
 }
@@ -434,14 +434,14 @@ static GLboolean invert_matrix_3d( GLmatrix *mat )
    if (mat->flags & MAT_FLAG_TRANSLATION) {
       /* Do the translation part */
       MAT(out,0,3) = - (MAT(in,0,3) * MAT(out,0,0) +
-                       MAT(in,1,3) * MAT(out,0,1) +
-                       MAT(in,2,3) * MAT(out,0,2) );
+                        MAT(in,1,3) * MAT(out,0,1) +
+                        MAT(in,2,3) * MAT(out,0,2) );
       MAT(out,1,3) = - (MAT(in,0,3) * MAT(out,1,0) +
-                       MAT(in,1,3) * MAT(out,1,1) +
-                       MAT(in,2,3) * MAT(out,1,2) );
+                        MAT(in,1,3) * MAT(out,1,1) +
+                        MAT(in,2,3) * MAT(out,1,2) );
       MAT(out,2,3) = - (MAT(in,0,3) * MAT(out,2,0) +
-                       MAT(in,1,3) * MAT(out,2,1) +
-                       MAT(in,2,3) * MAT(out,2,2) );
+                        MAT(in,1,3) * MAT(out,2,1) +
+                        MAT(in,2,3) * MAT(out,2,2) );
    }
    else {
       MAT(out,0,3) = MAT(out,1,3) = MAT(out,2,3) = 0.0;
@@ -542,7 +542,7 @@ static inv_mat_func inv_mat_tab[7] = {
    invert_matrix_identity,
    invert_matrix_3d_no_rot,
    invert_matrix_general,
-   invert_matrix_3d,           /* lazy! */
+   invert_matrix_3d,        /* lazy! */
    invert_matrix_2d_no_rot,
    invert_matrix_3d
 };
@@ -588,7 +588,7 @@ static GLboolean matrix_invert( GLmatrix *mat )
  */
 void
 _math_matrix_rotate( GLmatrix *mat,
-                    GLfloat angle, GLfloat x, GLfloat y, GLfloat z )
+                     GLfloat angle, GLfloat x, GLfloat y, GLfloat z )
 {
    GLfloat xx, yy, zz, xy, yz, zx, xs, ys, zs, one_c, s, c;
    GLfloat m[16];
@@ -772,9 +772,9 @@ _math_matrix_rotate( GLmatrix *mat,
  */
 void
 _math_matrix_frustum( GLmatrix *mat,
-                     GLfloat left, GLfloat right,
-                     GLfloat bottom, GLfloat top,
-                     GLfloat nearval, GLfloat farval )
+                      GLfloat left, GLfloat right,
+                      GLfloat bottom, GLfloat top,
+                      GLfloat nearval, GLfloat farval )
 {
    GLfloat x, y, a, b, c, d;
    GLfloat m[16];
@@ -855,9 +855,9 @@ _math_float_ortho(float *m,
  */
 void
 _math_matrix_ortho( GLmatrix *mat,
-                   GLfloat left, GLfloat right,
-                   GLfloat bottom, GLfloat top,
-                   GLfloat nearval, GLfloat farval )
+                    GLfloat left, GLfloat right,
+                    GLfloat bottom, GLfloat top,
+                    GLfloat nearval, GLfloat farval )
 {
    GLfloat m[16];
 
@@ -893,7 +893,7 @@ _math_matrix_scale( GLmatrix *mat, GLfloat x, GLfloat y, 
GLfloat z )
       mat->flags |= MAT_FLAG_GENERAL_SCALE;
 
    mat->flags |= (MAT_DIRTY_TYPE |
-                 MAT_DIRTY_INVERSE);
+                  MAT_DIRTY_INVERSE);
 }
 
 /**
@@ -918,8 +918,8 @@ _math_matrix_translate( GLmatrix *mat, GLfloat x, GLfloat 
y, GLfloat z )
    m[15] = m[3] * x + m[7] * y + m[11] * z + m[15];
 
    mat->flags |= (MAT_FLAG_TRANSLATION |
-                 MAT_DIRTY_TYPE |
-                 MAT_DIRTY_INVERSE);
+                  MAT_DIRTY_TYPE |
+                  MAT_DIRTY_INVERSE);
 }
 
 
@@ -961,8 +961,8 @@ _math_matrix_set_identity( GLmatrix *mat )
 
    mat->type = MATRIX_IDENTITY;
    mat->flags &= ~(MAT_DIRTY_FLAGS|
-                  MAT_DIRTY_TYPE|
-                  MAT_DIRTY_INVERSE);
+                   MAT_DIRTY_TYPE|
+                   MAT_DIRTY_INVERSE);
 }
 
 /*@}*/
@@ -979,36 +979,36 @@ _math_matrix_set_identity( GLmatrix *mat )
 #define MASK_NO_2D_SCALE ( ONE(0)  | ONE(5))
 
 #define MASK_IDENTITY    ( ONE(0)  | ZERO(4)  | ZERO(8)  | ZERO(12) |\
-                         ZERO(1)  |  ONE(5)  | ZERO(9)  | ZERO(13) |\
-                         ZERO(2)  | ZERO(6)  |  ONE(10) | ZERO(14) |\
-                         ZERO(3)  | ZERO(7)  | ZERO(11) |  ONE(15) )
+                          ZERO(1)  |  ONE(5)  | ZERO(9)  | ZERO(13) |\
+                          ZERO(2)  | ZERO(6)  |  ONE(10) | ZERO(14) |\
+                          ZERO(3)  | ZERO(7)  | ZERO(11) |  ONE(15) )
 
 #define MASK_2D_NO_ROT   (           ZERO(4)  | ZERO(8)  |           \
-                         ZERO(1)  |            ZERO(9)  |           \
-                         ZERO(2)  | ZERO(6)  |  ONE(10) | ZERO(14) |\
-                         ZERO(3)  | ZERO(7)  | ZERO(11) |  ONE(15) )
+                          ZERO(1)  |            ZERO(9)  |           \
+                          ZERO(2)  | ZERO(6)  |  ONE(10) | ZERO(14) |\
+                          ZERO(3)  | ZERO(7)  | ZERO(11) |  ONE(15) )
 
 #define MASK_2D          (                      ZERO(8)  |           \
-                                               ZERO(9)  |           \
-                         ZERO(2)  | ZERO(6)  |  ONE(10) | ZERO(14) |\
-                         ZERO(3)  | ZERO(7)  | ZERO(11) |  ONE(15) )
+                                                ZERO(9)  |           \
+                          ZERO(2)  | ZERO(6)  |  ONE(10) | ZERO(14) |\
+                          ZERO(3)  | ZERO(7)  | ZERO(11) |  ONE(15) )
 
 
 #define MASK_3D_NO_ROT   (           ZERO(4)  | ZERO(8)  |           \
-                         ZERO(1)  |            ZERO(9)  |           \
-                         ZERO(2)  | ZERO(6)  |                      \
-                         ZERO(3)  | ZERO(7)  | ZERO(11) |  ONE(15) )
+                          ZERO(1)  |            ZERO(9)  |           \
+                          ZERO(2)  | ZERO(6)  |                      \
+                          ZERO(3)  | ZERO(7)  | ZERO(11) |  ONE(15) )
 
 #define MASK_3D          (                                           \
-                                                                    \
-                                                                    \
-                         ZERO(3)  | ZERO(7)  | ZERO(11) |  ONE(15) )
+                                                                     \
+                                                                     \
+                          ZERO(3)  | ZERO(7)  | ZERO(11) |  ONE(15) )
 
 
 #define MASK_PERSPECTIVE (           ZERO(4)  |            ZERO(12) |\
-                         ZERO(1)  |                       ZERO(13) |\
-                         ZERO(2)  | ZERO(6)  |                      \
-                         ZERO(3)  | ZERO(7)  |            ZERO(15) )
+                          ZERO(1)  |                       ZERO(13) |\
+                          ZERO(2)  | ZERO(6)  |                      \
+                          ZERO(3)  | ZERO(7)  |            ZERO(15) )
 
 #define SQ(x) ((x)*(x))
 
@@ -1050,7 +1050,7 @@ static void analyse_from_scratch( GLmatrix *mat )
       mat->type = MATRIX_2D_NO_ROT;
 
       if ((mask & MASK_NO_2D_SCALE) != MASK_NO_2D_SCALE)
-        mat->flags |= MAT_FLAG_GENERAL_SCALE;
+         mat->flags |= MAT_FLAG_GENERAL_SCALE;
    }
    else if ((mask & MASK_2D) == (GLuint) MASK_2D) {
       GLfloat mm = DOT2(m, m);
@@ -1061,14 +1061,14 @@ static void analyse_from_scratch( GLmatrix *mat )
 
       /* Check for scale */
       if (SQ(mm-1) > SQ(1e-6F) ||
-         SQ(m4m4-1) > SQ(1e-6F))
-        mat->flags |= MAT_FLAG_GENERAL_SCALE;
+          SQ(m4m4-1) > SQ(1e-6F))
+         mat->flags |= MAT_FLAG_GENERAL_SCALE;
 
       /* Check for rotation */
       if (SQ(mm4) > SQ(1e-6F))
-        mat->flags |= MAT_FLAG_GENERAL_3D;
+         mat->flags |= MAT_FLAG_GENERAL_3D;
       else
-        mat->flags |= MAT_FLAG_ROTATION;
+         mat->flags |= MAT_FLAG_ROTATION;
 
    }
    else if ((mask & MASK_3D_NO_ROT) == (GLuint) MASK_3D_NO_ROT) {
@@ -1076,13 +1076,13 @@ static void analyse_from_scratch( GLmatrix *mat )
 
       /* Check for scale */
       if (SQ(m[0]-m[5]) < SQ(1e-6F) &&
-         SQ(m[0]-m[10]) < SQ(1e-6F)) {
-        if (SQ(m[0]-1.0F) > SQ(1e-6F)) {
-           mat->flags |= MAT_FLAG_UNIFORM_SCALE;
+          SQ(m[0]-m[10]) < SQ(1e-6F)) {
+         if (SQ(m[0]-1.0F) > SQ(1e-6F)) {
+            mat->flags |= MAT_FLAG_UNIFORM_SCALE;
          }
       }
       else {
-        mat->flags |= MAT_FLAG_GENERAL_SCALE;
+         mat->flags |= MAT_FLAG_GENERAL_SCALE;
       }
    }
    else if ((mask & MASK_3D) == (GLuint) MASK_3D) {
@@ -1096,25 +1096,25 @@ static void analyse_from_scratch( GLmatrix *mat )
 
       /* Check for scale */
       if (SQ(c1-c2) < SQ(1e-6F) && SQ(c1-c3) < SQ(1e-6F)) {
-        if (SQ(c1-1.0F) > SQ(1e-6F))
-           mat->flags |= MAT_FLAG_UNIFORM_SCALE;
-        /* else no scale at all */
+         if (SQ(c1-1.0F) > SQ(1e-6F))
+            mat->flags |= MAT_FLAG_UNIFORM_SCALE;
+         /* else no scale at all */
       }
       else {
-        mat->flags |= MAT_FLAG_GENERAL_SCALE;
+         mat->flags |= MAT_FLAG_GENERAL_SCALE;
       }
 
       /* Check for rotation */
       if (SQ(d1) < SQ(1e-6F)) {
-        CROSS3( cp, m, m+4 );
-        SUB_3V( cp, cp, (m+8) );
-        if (LEN_SQUARED_3FV(cp) < SQ(1e-6F))
-           mat->flags |= MAT_FLAG_ROTATION;
-        else
-           mat->flags |= MAT_FLAG_GENERAL_3D;
+         CROSS3( cp, m, m+4 );
+         SUB_3V( cp, cp, (m+8) );
+         if (LEN_SQUARED_3FV(cp) < SQ(1e-6F))
+            mat->flags |= MAT_FLAG_ROTATION;
+         else
+            mat->flags |= MAT_FLAG_GENERAL_3D;
       }
       else {
-        mat->flags |= MAT_FLAG_GENERAL_3D; /* shear, etc */
+         mat->flags |= MAT_FLAG_GENERAL_3D; /* shear, etc */
       }
    }
    else if ((mask & MASK_PERSPECTIVE) == MASK_PERSPECTIVE && m[11]==-1.0F) {
@@ -1140,23 +1140,23 @@ static void analyse_from_flags( GLmatrix *mat )
       mat->type = MATRIX_IDENTITY;
    }
    else if (TEST_MAT_FLAGS(mat, (MAT_FLAG_TRANSLATION |
-                                MAT_FLAG_UNIFORM_SCALE |
-                                MAT_FLAG_GENERAL_SCALE))) {
+                                 MAT_FLAG_UNIFORM_SCALE |
+                                 MAT_FLAG_GENERAL_SCALE))) {
       if ( m[10]==1.0F && m[14]==0.0F ) {
-        mat->type = MATRIX_2D_NO_ROT;
+         mat->type = MATRIX_2D_NO_ROT;
       }
       else {
-        mat->type = MATRIX_3D_NO_ROT;
+         mat->type = MATRIX_3D_NO_ROT;
       }
    }
    else if (TEST_MAT_FLAGS(mat, MAT_FLAGS_3D)) {
       if (                                 m[ 8]==0.0F
             &&                             m[ 9]==0.0F
             && m[2]==0.0F && m[6]==0.0F && m[10]==1.0F && m[14]==0.0F) {
-        mat->type = MATRIX_2D;
+         mat->type = MATRIX_2D;
       }
       else {
-        mat->type = MATRIX_3D;
+         mat->type = MATRIX_3D;
       }
    }
    else if (                 m[4]==0.0F                 && m[12]==0.0F
@@ -1185,9 +1185,9 @@ _math_matrix_analyse( GLmatrix *mat )
 {
    if (mat->flags & MAT_DIRTY_TYPE) {
       if (mat->flags & MAT_DIRTY_FLAGS)
-        analyse_from_scratch( mat );
+         analyse_from_scratch( mat );
       else
-        analyse_from_flags( mat );
+         analyse_from_flags( mat );
    }
 
    if (mat->flags & MAT_DIRTY_INVERSE) {
diff --git a/src/mesa/math/m_matrix.h b/src/mesa/math/m_matrix.h
index 1c832eee532..ee0072e9c6e 100644
--- a/src/mesa/math/m_matrix.h
+++ b/src/mesa/math/m_matrix.h
@@ -66,24 +66,24 @@ extern "C" {
  * 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_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 {
-   alignas(16) GLfloat m[16];  /**< 16 matrix elements (16-byte aligned) */
-   alignas(16) GLfloat inv[16];        /**< 16-element inverse (16-byte 
aligned) */
-   GLuint flags;        /**< possible values determined by (of \link
-                         * MatFlags MAT_FLAG_* flags\endlink)
-                         */
+   alignas(16) GLfloat m[16];   /**< 16 matrix elements (16-byte aligned) */
+   alignas(16) GLfloat inv[16]; /**< 16-element inverse (16-byte aligned) */
+   GLuint flags;                /**< possible values determined by (of \link
+                                 * MatFlags MAT_FLAG_* flags\endlink)
+                                 */
    enum GLmatrixtype type;
 } GLmatrix;
 
@@ -107,7 +107,7 @@ _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 );
+                     GLfloat x, GLfloat y, GLfloat z );
 
 extern void
 _math_matrix_scale( GLmatrix *mat, GLfloat x, GLfloat y, GLfloat z );
@@ -120,15 +120,15 @@ _math_float_ortho(float *m,
 
 extern void
 _math_matrix_ortho( GLmatrix *mat,
-                   GLfloat left, GLfloat right,
-                   GLfloat bottom, GLfloat top,
-                   GLfloat nearval, GLfloat farval );
+                    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 );
+                      GLfloat left, GLfloat right,
+                      GLfloat bottom, GLfloat top,
+                      GLfloat nearval, GLfloat farval );
 
 extern void
 _math_matrix_viewport( GLmatrix *m, const float scale[3],
@@ -174,39 +174,39 @@ _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];     \
+#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];    \
+#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];     \
+#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)
 
 
 /**
  * Transform a direction by a matrix.
  */
-#define TRANSFORM_DIRECTION( TO, DIR, MAT )                    \
-do {                                                           \
-   TO[0] = DIR[0] * MAT[0] + DIR[1] * MAT[4] + DIR[2] * MAT[8];        \
-   TO[1] = DIR[0] * MAT[1] + DIR[1] * MAT[5] + DIR[2] * MAT[9];        \
-   TO[2] = DIR[0] * MAT[2] + DIR[1] * MAT[6] + DIR[2] * MAT[10];\
+#define TRANSFORM_DIRECTION( TO, DIR, MAT )                      \
+do {                                                             \
+   TO[0] = DIR[0] * MAT[0] + DIR[1] * MAT[4] + DIR[2] * MAT[8];  \
+   TO[1] = DIR[0] * MAT[1] + DIR[1] * MAT[5] + DIR[2] * MAT[9];  \
+   TO[2] = DIR[0] * MAT[2] + DIR[1] * MAT[6] + DIR[2] * MAT[10]; \
 } while (0)
 
 

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