Searched defs:mat (Results 1 - 13 of 13) sorted by relevance

/vbox/src/VBox/Additions/x11/x11include/mesa-7.2/src/mesa/math/
H A Dm_norm_tmp.h35 * mat - the 4x4 transformation matrix
43 TAG(transform_normalize_normals)( const GLmatrix *mat, argument
53 const GLfloat *m = mat->inv;
110 TAG(transform_normalize_normals_no_rot)( const GLmatrix *mat, argument
120 const GLfloat *m = mat->inv;
175 TAG(transform_rescale_normals_no_rot)( const GLmatrix *mat, argument
185 const GLfloat *m = mat->inv;
204 TAG(transform_rescale_normals)( const GLmatrix *mat, argument
217 const GLfloat *m = mat->inv;
236 TAG(transform_normals_no_rot)( const GLmatrix *mat, argument
266 transform_normals( const GLmatrix *mat, GLfloat scale, const GLvector4f *in, const GLfloat *lengths, GLvector4f *dest ) argument
296 normalize_normals( const GLmatrix *mat, GLfloat scale, const GLvector4f *in, const GLfloat *lengths, GLvector4f *dest ) argument
342 rescale_normals( const GLmatrix *mat, GLfloat scale, const GLvector4f *in, const GLfloat *lengths, GLvector4f *dest ) argument
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/vbox/src/VBox/GuestHost/OpenGL/state_tracker/
H A Dstate_lighting.c320 CRmatrix *mat; local
371 mat = t->modelViewStack.top;
377 lt->position.x = mat->m00*x + mat->m10*y + mat->m20*z + mat->m30*w;
378 lt->position.y = mat->m01*x + mat->m11*y + mat->m21*z + mat
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/vbox/src/VBox/Additions/WINNT/Graphics/Wine/wined3d/
H A Dnvidia_texture_shader.c592 float mat[2][2]; local
608 mat[0][0] = *((float *) &stateblock->textureState[stage][WINED3DTSS_BUMPENVMAT00]);
609 mat[1][0] = *((float *) &stateblock->textureState[stage][WINED3DTSS_BUMPENVMAT01]);
610 mat[0][1] = *((float *) &stateblock->textureState[stage][WINED3DTSS_BUMPENVMAT10]);
611 mat[1][1] = *((float *) &stateblock->textureState[stage][WINED3DTSS_BUMPENVMAT11]);
612 glTexEnvfv(GL_TEXTURE_SHADER_NV, GL_OFFSET_TEXTURE_MATRIX_NV, (float *) mat);
613 checkGLcall("glTexEnvfv(GL_TEXTURE_SHADER_NV, GL_OFFSET_TEXTURE_MATRIX_NV, mat)");
H A Dati_fragment_shader.c871 float mat[2][2]; local
873 mat[0][0] = *((float *) &stateblock->textureState[stage][WINED3DTSS_BUMPENVMAT00]);
874 mat[1][0] = *((float *) &stateblock->textureState[stage][WINED3DTSS_BUMPENVMAT01]);
875 mat[0][1] = *((float *) &stateblock->textureState[stage][WINED3DTSS_BUMPENVMAT10]);
876 mat[1][1] = *((float *) &stateblock->textureState[stage][WINED3DTSS_BUMPENVMAT11]);
884 mat[0][0] = (mat[0][0] + 1.0f) * 0.5f;
885 mat[1][0] = (mat[1][0] + 1.0f) * 0.5f;
886 mat[
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H A Dutils.c2317 float mat[16]; local
2333 memcpy(mat, smat, 16 * sizeof(float));
2339 mat[3] = mat[1], mat[7] = mat[5], mat[11] = mat[9], mat[15] = mat[1
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H A Darb_program_shader.c5415 float mat[2][2]; local
5438 mat[0][0] = *((float *) &stateblock->textureState[stage][WINED3DTSS_BUMPENVMAT00]);
5439 mat[0][1] = *((float *) &stateblock->textureState[stage][WINED3DTSS_BUMPENVMAT01]);
5440 mat[1][0] = *((float *) &stateblock->textureState[stage][WINED3DTSS_BUMPENVMAT10]);
5441 mat[1][1] = *((float *) &stateblock->textureState[stage][WINED3DTSS_BUMPENVMAT11]);
5443 GL_EXTCALL(glProgramEnvParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB, ARB_FFP_CONST_BUMPMAT(stage), &mat[0][0]));
5444 checkGLcall("glProgramEnvParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB, ARB_FFP_CONST_BUMPMAT(stage), &mat[0][0])");
H A Ddevice.c2315 const WINED3DMATRIX *mat = NULL; local
2328 mat = &This->updateStateBlock->transforms[State];
2333 multiply_matrix(&temp, mat, pMatrix);
3679 WINED3DMATRIX mat, proj_mat, view_mat, world_mat; local
3758 TRACE("View mat:\n");
3764 TRACE("Proj mat:\n");
3770 TRACE("World mat:\n");
3781 multiply_matrix(&mat,&view_mat,&world_mat);
3782 multiply_matrix(&mat,&proj_mat,&mat);
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/vbox/src/VBox/Additions/WINNT/Graphics/Wine_new/wined3d/
H A Dnvidia_texture_shader.c634 float mat[2][2]; local
648 mat[0][0] = *((float *)&state->texture_states[stage][WINED3D_TSS_BUMPENV_MAT00]);
649 mat[1][0] = *((float *)&state->texture_states[stage][WINED3D_TSS_BUMPENV_MAT01]);
650 mat[0][1] = *((float *)&state->texture_states[stage][WINED3D_TSS_BUMPENV_MAT10]);
651 mat[1][1] = *((float *)&state->texture_states[stage][WINED3D_TSS_BUMPENV_MAT11]);
652 gl_info->gl_ops.gl.p_glTexEnvfv(GL_TEXTURE_SHADER_NV, GL_OFFSET_TEXTURE_MATRIX_NV, (float *)mat);
653 checkGLcall("glTexEnvfv(GL_TEXTURE_SHADER_NV, GL_OFFSET_TEXTURE_MATRIX_NV, mat)");
H A Dati_fragment_shader.c911 float mat[2][2]; local
913 mat[0][0] = *((float *)&state->texture_states[stage][WINED3D_TSS_BUMPENV_MAT00]);
914 mat[1][0] = *((float *)&state->texture_states[stage][WINED3D_TSS_BUMPENV_MAT01]);
915 mat[0][1] = *((float *)&state->texture_states[stage][WINED3D_TSS_BUMPENV_MAT10]);
916 mat[1][1] = *((float *)&state->texture_states[stage][WINED3D_TSS_BUMPENV_MAT11]);
924 mat[0][0] = (mat[0][0] + 1.0f) * 0.5f;
925 mat[1][0] = (mat[1][0] + 1.0f) * 0.5f;
926 mat[
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H A Dutils.c2787 float mat[16]; local
2805 memcpy(mat, smat, 16 * sizeof(float));
2814 mat[ 3] = mat[ 1];
2815 mat[ 7] = mat[ 5];
2816 mat[11] = mat[ 9];
2817 mat[15] = mat[1
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H A Ddevice.c1748 const struct wined3d_matrix *mat; local
1763 mat = &device->updateStateBlock->state.transforms[state];
1764 multiply_matrix(&temp, mat, matrix);
3318 struct wined3d_matrix mat, proj_mat, view_mat, world_mat; local
3369 TRACE("View mat:\n");
3375 TRACE("Proj mat:\n");
3381 TRACE("World mat:\n");
3392 multiply_matrix(&mat,&view_mat,&world_mat);
3393 multiply_matrix(&mat,&proj_mat,&mat);
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H A Darb_program_shader.c5904 float mat[2][2]; local
5925 mat[0][0] = *((float *)&state->texture_states[stage][WINED3D_TSS_BUMPENV_MAT00]);
5926 mat[0][1] = *((float *)&state->texture_states[stage][WINED3D_TSS_BUMPENV_MAT01]);
5927 mat[1][0] = *((float *)&state->texture_states[stage][WINED3D_TSS_BUMPENV_MAT10]);
5928 mat[1][1] = *((float *)&state->texture_states[stage][WINED3D_TSS_BUMPENV_MAT11]);
5930 GL_EXTCALL(glProgramEnvParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB, ARB_FFP_CONST_BUMPMAT(stage), &mat[0][0]));
5931 checkGLcall("glProgramEnvParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB, ARB_FFP_CONST_BUMPMAT(stage), &mat[0][0])");
/vbox/src/VBox/GuestHost/OpenGL/util/
H A Dmatrix.c226 crMatrixInvertTranspose(CRmatrix *inv, const CRmatrix *mat) argument
231 const float m00 = mat->m00;
232 const float m01 = mat->m10;
233 const float m02 = mat->m20;
234 const float m03 = mat->m30;
236 const float m10 = mat->m01;
237 const float m11 = mat->m11;
238 const float m12 = mat->m21;
239 const float m13 = mat->m31;
241 const float m20 = mat
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