Merge Jose's documentation and core Mesa changes from embedded branch
diff --git a/src/mesa/math/m_matrix.h b/src/mesa/math/m_matrix.h
index 00bfcf8..96f5649 100644
--- a/src/mesa/math/m_matrix.h
+++ b/src/mesa/math/m_matrix.h
@@ -1,3 +1,7 @@
+/**
+ * \file math/m_matrix.h
+ * Defines basic structures for matrix-handling.
+ */
 
 /*
  * Mesa 3-D graphics library
@@ -23,27 +27,25 @@
  * CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
  */
 
-/**
- * \file math/m_matrix.h
- * \brief Defines basic structures for matrix-handling.
- */
-
 
 #ifndef _M_MATRIX_H
 #define _M_MATRIX_H
 
 
 
-/* Give symbolic names to some of the entries in the matrix to help
- * out with the rework of the viewport_map as a matrix transform.
+/**
+ * \name Symbolic names to some of the entries in the matrix
+ *
+ * To help out with the rework of the viewport_map as a matrix transform.
  */
+/*@{*/
 #define MAT_SX 0
 #define MAT_SY 5
 #define MAT_SZ 10
 #define MAT_TX 12
 #define MAT_TY 13
 #define MAT_TZ 14
-
+/*@}*/
 
 /**
  * \defgroup MatFlags MAT_FLAG_XXX-flags
@@ -52,34 +54,40 @@
  * GLmatrix::flags
  */
 /*@{*/
-#define MAT_FLAG_IDENTITY       0
-#define MAT_FLAG_GENERAL        0x1
-#define MAT_FLAG_ROTATION       0x2
-#define MAT_FLAG_TRANSLATION    0x4
-#define MAT_FLAG_UNIFORM_SCALE  0x8
-#define MAT_FLAG_GENERAL_SCALE  0x10
-#define MAT_FLAG_GENERAL_3D     0x20
-#define MAT_FLAG_PERSPECTIVE    0x40
-#define MAT_FLAG_SINGULAR       0x80
-#define MAT_DIRTY_TYPE          0x100
-#define MAT_DIRTY_FLAGS         0x200
-#define MAT_DIRTY_INVERSE       0x400
-/*@}*/
 
+#define MAT_FLAG_IDENTITY       0	/**< is an identity matrix flag.
+					 *   (Not actually used - the identity
+					 *   matrix is identified by the absense
+					 /   of all other flags.) */
+#define MAT_FLAG_GENERAL        0x1	/**< is a general matrix flag */
+#define MAT_FLAG_ROTATION       0x2	/**< is a rotation matrix flag */
+#define MAT_FLAG_TRANSLATION    0x4	/**< is a translation matrix flag */
+#define MAT_FLAG_UNIFORM_SCALE  0x8	/**< is an uniform scaling matrix flag */
+#define MAT_FLAG_GENERAL_SCALE  0x10	/**< is a general scaling matrix flag */
+#define MAT_FLAG_GENERAL_3D     0x20	/**< general 3D matrix flag */
+#define MAT_FLAG_PERSPECTIVE    0x40	/**< is a perspective projection matrix flag */
+#define MAT_FLAG_SINGULAR       0x80	/**< is a singular matrix flag */
+#define MAT_DIRTY_TYPE          0x100	/**< matrix type is dirty */
+#define MAT_DIRTY_FLAGS         0x200	/**< matrix flags are dirty */
+#define MAT_DIRTY_INVERSE       0x400	/**< matrix inverse is dirty */
 
+/** angle preserving matrix flags mask */
 #define MAT_FLAGS_ANGLE_PRESERVING (MAT_FLAG_ROTATION | \
 				    MAT_FLAG_TRANSLATION | \
 				    MAT_FLAG_UNIFORM_SCALE)
 
+/** length preserving matrix flags mask */
 #define MAT_FLAGS_LENGTH_PRESERVING (MAT_FLAG_ROTATION | \
 				     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)
 
+/** geometry related matrix flags mask */
 #define MAT_FLAGS_GEOMETRY (MAT_FLAG_GENERAL | \
 			    MAT_FLAG_ROTATION | \
 			    MAT_FLAG_TRANSLATION | \
@@ -89,31 +97,49 @@
 			    MAT_FLAG_PERSPECTIVE | \
 	                    MAT_FLAG_SINGULAR)
 
+/** dirty matrix flags mask */
 #define MAT_DIRTY          (MAT_DIRTY_TYPE | \
 			    MAT_DIRTY_FLAGS | \
 			    MAT_DIRTY_INVERSE)
 
+/*@}*/
+
+
+/** 
+ * Test geometry related matrix flags.
+ * 
+ * \param mat a pointer to a GLmatrix structure.
+ * \param a flags mask.
+ *
+ * \returns non-zero if all geometry related matrix flags are contained within
+ * the mask, or zero otherwise.
+ */ 
 #define TEST_MAT_FLAGS(mat, a)  \
     ((MAT_FLAGS_GEOMETRY & (~(a)) & ((mat)->flags) ) == 0)
 
 
-enum matrix_type {
-   MATRIX_GENERAL,	/**< general 4x4 matrix */
-   MATRIX_IDENTITY,   /**< identity matrix */
-   MATRIX_3D_NO_ROT,	/**< ortho 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 */
-};
+/**
+ * Different kinds of 4x4 transformation matrices.
+ */
+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.
+ */
 typedef struct {
-   GLfloat *m;		/* 16-byte aligned */
-   GLfloat *inv;	/* optional, 16-byte aligned */
+   GLfloat *m;		/**< matrix, 16-byte aligned */
+   GLfloat *inv;	/**< optional inverse, 16-byte aligned */
    GLuint flags;        /**< possible values determined by (of \link
 			   MatFlags MAT_FLAG_* flags\endlink) */
-
-   enum matrix_type type;
+   enum GLmatrixtype type;
 } GLmatrix;
 
 
@@ -173,9 +199,11 @@
 
 
 
-
-/* Related functions that don't actually operate on GLmatrix structs:
+/**
+ * \name Related functions that don't actually operate on GLmatrix structs
  */
+/*@{*/
+
 extern void
 _math_transposef( GLfloat to[16], const GLfloat from[16] );
 
@@ -186,6 +214,35 @@
 _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];	\
+   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];	\
+   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];	\
+} while (0)
+
+
+/*@}*/
 
 
 #endif