2 * Mesa 3-D graphics library
5 * Copyright (C) 1999-2008 Brian Paul All Rights Reserved.
6 * Copyright (C) 2009 VMware, Inc. All Rights Reserved.
8 * Permission is hereby granted, free of charge, to any person obtaining a
9 * copy of this software and associated documentation files (the "Software"),
10 * to deal in the Software without restriction, including without limitation
11 * the rights to use, copy, modify, merge, publish, distribute, sublicense,
12 * and/or sell copies of the Software, and to permit persons to whom the
13 * Software is furnished to do so, subject to the following conditions:
15 * The above copyright notice and this permission notice shall be included
16 * in all copies or substantial portions of the Software.
18 * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS
19 * OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
20 * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL
21 * BRIAN PAUL BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN
22 * AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN
23 * CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
32 * -# 4x4 transformation matrices are stored in memory in column major order.
33 * -# Points/vertices are to be thought of as column vectors.
34 * -# Transformation of a point p by a matrix M is: p' = M * p
45 #include "math/m_matrix.h"
49 * Apply a perspective projection matrix.
51 * \param left left clipping plane coordinate.
52 * \param right right clipping plane coordinate.
53 * \param bottom bottom clipping plane coordinate.
54 * \param top top clipping plane coordinate.
55 * \param nearval distance to the near clipping plane.
56 * \param farval distance to the far clipping plane.
60 * Flushes vertices and validates parameters. Calls _math_matrix_frustum() with
61 * the top matrix of the current matrix stack and sets
62 * __GLcontextRec::NewState.
65 _mesa_Frustum( GLdouble left
, GLdouble right
,
66 GLdouble bottom
, GLdouble top
,
67 GLdouble nearval
, GLdouble farval
)
69 GET_CURRENT_CONTEXT(ctx
);
70 ASSERT_OUTSIDE_BEGIN_END_AND_FLUSH(ctx
);
78 _mesa_error( ctx
, GL_INVALID_VALUE
, "glFrustum" );
82 _math_matrix_frustum( ctx
->CurrentStack
->Top
,
83 (GLfloat
) left
, (GLfloat
) right
,
84 (GLfloat
) bottom
, (GLfloat
) top
,
85 (GLfloat
) nearval
, (GLfloat
) farval
);
86 ctx
->NewState
|= ctx
->CurrentStack
->DirtyFlag
;
91 * Apply an orthographic projection matrix.
93 * \param left left clipping plane coordinate.
94 * \param right right clipping plane coordinate.
95 * \param bottom bottom clipping plane coordinate.
96 * \param top top clipping plane coordinate.
97 * \param nearval distance to the near clipping plane.
98 * \param farval distance to the far clipping plane.
102 * Flushes vertices and validates parameters. Calls _math_matrix_ortho() with
103 * the top matrix of the current matrix stack and sets
104 * __GLcontextRec::NewState.
107 _mesa_Ortho( GLdouble left
, GLdouble right
,
108 GLdouble bottom
, GLdouble top
,
109 GLdouble nearval
, GLdouble farval
)
111 GET_CURRENT_CONTEXT(ctx
);
112 ASSERT_OUTSIDE_BEGIN_END_AND_FLUSH(ctx
);
114 if (MESA_VERBOSE
& VERBOSE_API
)
115 _mesa_debug(ctx
, "glOrtho(%f, %f, %f, %f, %f, %f)\n",
116 left
, right
, bottom
, top
, nearval
, farval
);
122 _mesa_error( ctx
, GL_INVALID_VALUE
, "glOrtho" );
126 _math_matrix_ortho( ctx
->CurrentStack
->Top
,
127 (GLfloat
) left
, (GLfloat
) right
,
128 (GLfloat
) bottom
, (GLfloat
) top
,
129 (GLfloat
) nearval
, (GLfloat
) farval
);
130 ctx
->NewState
|= ctx
->CurrentStack
->DirtyFlag
;
135 * Set the current matrix stack.
137 * \param mode matrix stack.
139 * \sa glMatrixMode().
141 * Flushes the vertices, validates the parameter and updates
142 * __GLcontextRec::CurrentStack and gl_transform_attrib::MatrixMode with the
143 * specified matrix stack.
146 _mesa_MatrixMode( GLenum mode
)
148 GET_CURRENT_CONTEXT(ctx
);
149 ASSERT_OUTSIDE_BEGIN_END(ctx
);
151 if (ctx
->Transform
.MatrixMode
== mode
&& mode
!= GL_TEXTURE
)
153 FLUSH_VERTICES(ctx
, _NEW_TRANSFORM
);
157 ctx
->CurrentStack
= &ctx
->ModelviewMatrixStack
;
160 ctx
->CurrentStack
= &ctx
->ProjectionMatrixStack
;
163 if (ctx
->Texture
.CurrentUnit
>= ctx
->Const
.MaxTextureCoordUnits
) {
164 _mesa_error(ctx
, GL_INVALID_OPERATION
, "glMatrixMode(invalid unit %d)",
165 ctx
->Texture
.CurrentUnit
);
168 ctx
->CurrentStack
= &ctx
->TextureMatrixStack
[ctx
->Texture
.CurrentUnit
];
171 ctx
->CurrentStack
= &ctx
->ColorMatrixStack
;
181 if (ctx
->Extensions
.NV_vertex_program
) {
182 ctx
->CurrentStack
= &ctx
->ProgramMatrixStack
[mode
- GL_MATRIX0_NV
];
185 _mesa_error( ctx
, GL_INVALID_ENUM
, "glMatrixMode(mode)" );
197 if (ctx
->Extensions
.ARB_vertex_program
||
198 ctx
->Extensions
.ARB_fragment_program
) {
199 const GLuint m
= mode
- GL_MATRIX0_ARB
;
200 if (m
> ctx
->Const
.MaxProgramMatrices
) {
201 _mesa_error(ctx
, GL_INVALID_ENUM
,
202 "glMatrixMode(GL_MATRIX%d_ARB)", m
);
205 ctx
->CurrentStack
= &ctx
->ProgramMatrixStack
[m
];
208 _mesa_error( ctx
, GL_INVALID_ENUM
, "glMatrixMode(mode)" );
213 _mesa_error( ctx
, GL_INVALID_ENUM
, "glMatrixMode(mode)" );
217 ctx
->Transform
.MatrixMode
= mode
;
222 * Push the current matrix stack.
224 * \sa glPushMatrix().
226 * Verifies the current matrix stack is not full, and duplicates the top-most
227 * matrix in the stack. Marks __GLcontextRec::NewState with the stack dirty
231 _mesa_PushMatrix( void )
233 GET_CURRENT_CONTEXT(ctx
);
234 struct gl_matrix_stack
*stack
= ctx
->CurrentStack
;
235 ASSERT_OUTSIDE_BEGIN_END(ctx
);
237 if (MESA_VERBOSE
&VERBOSE_API
)
238 _mesa_debug(ctx
, "glPushMatrix %s\n",
239 _mesa_lookup_enum_by_nr(ctx
->Transform
.MatrixMode
));
241 if (stack
->Depth
+ 1 >= stack
->MaxDepth
) {
242 if (ctx
->Transform
.MatrixMode
== GL_TEXTURE
) {
243 _mesa_error(ctx
, GL_STACK_OVERFLOW
,
244 "glPushMatrix(mode=GL_TEXTURE, unit=%d)",
245 ctx
->Texture
.CurrentUnit
);
248 _mesa_error(ctx
, GL_STACK_OVERFLOW
, "glPushMatrix(mode=%s)",
249 _mesa_lookup_enum_by_nr(ctx
->Transform
.MatrixMode
));
253 _math_matrix_copy( &stack
->Stack
[stack
->Depth
+ 1],
254 &stack
->Stack
[stack
->Depth
] );
256 stack
->Top
= &(stack
->Stack
[stack
->Depth
]);
257 ctx
->NewState
|= stack
->DirtyFlag
;
262 * Pop the current matrix stack.
266 * Flushes the vertices, verifies the current matrix stack is not empty, and
267 * moves the stack head down. Marks __GLcontextRec::NewState with the dirty
271 _mesa_PopMatrix( void )
273 GET_CURRENT_CONTEXT(ctx
);
274 struct gl_matrix_stack
*stack
= ctx
->CurrentStack
;
275 ASSERT_OUTSIDE_BEGIN_END_AND_FLUSH(ctx
);
277 if (MESA_VERBOSE
&VERBOSE_API
)
278 _mesa_debug(ctx
, "glPopMatrix %s\n",
279 _mesa_lookup_enum_by_nr(ctx
->Transform
.MatrixMode
));
281 if (stack
->Depth
== 0) {
282 if (ctx
->Transform
.MatrixMode
== GL_TEXTURE
) {
283 _mesa_error(ctx
, GL_STACK_UNDERFLOW
,
284 "glPopMatrix(mode=GL_TEXTURE, unit=%d)",
285 ctx
->Texture
.CurrentUnit
);
288 _mesa_error(ctx
, GL_STACK_UNDERFLOW
, "glPopMatrix(mode=%s)",
289 _mesa_lookup_enum_by_nr(ctx
->Transform
.MatrixMode
));
294 stack
->Top
= &(stack
->Stack
[stack
->Depth
]);
295 ctx
->NewState
|= stack
->DirtyFlag
;
300 * Replace the current matrix with the identity matrix.
302 * \sa glLoadIdentity().
304 * Flushes the vertices and calls _math_matrix_set_identity() with the top-most
305 * matrix in the current stack. Marks __GLcontextRec::NewState with the stack
309 _mesa_LoadIdentity( void )
311 GET_CURRENT_CONTEXT(ctx
);
312 ASSERT_OUTSIDE_BEGIN_END_AND_FLUSH(ctx
);
314 if (MESA_VERBOSE
& VERBOSE_API
)
315 _mesa_debug(ctx
, "glLoadIdentity()");
317 _math_matrix_set_identity( ctx
->CurrentStack
->Top
);
318 ctx
->NewState
|= ctx
->CurrentStack
->DirtyFlag
;
323 * Replace the current matrix with a given matrix.
327 * \sa glLoadMatrixf().
329 * Flushes the vertices and calls _math_matrix_loadf() with the top-most matrix
330 * in the current stack and the given matrix. Marks __GLcontextRec::NewState
331 * with the dirty stack flag.
334 _mesa_LoadMatrixf( const GLfloat
*m
)
336 GET_CURRENT_CONTEXT(ctx
);
338 if (MESA_VERBOSE
& VERBOSE_API
)
340 "glLoadMatrix(%f %f %f %f, %f %f %f %f, %f %f %f %f, %f %f %f %f\n",
341 m
[0], m
[4], m
[8], m
[12],
342 m
[1], m
[5], m
[9], m
[13],
343 m
[2], m
[6], m
[10], m
[14],
344 m
[3], m
[7], m
[11], m
[15]);
346 ASSERT_OUTSIDE_BEGIN_END_AND_FLUSH(ctx
);
347 _math_matrix_loadf( ctx
->CurrentStack
->Top
, m
);
348 ctx
->NewState
|= ctx
->CurrentStack
->DirtyFlag
;
353 * Multiply the current matrix with a given matrix.
357 * \sa glMultMatrixf().
359 * Flushes the vertices and calls _math_matrix_mul_floats() with the top-most
360 * matrix in the current stack and the given matrix. Marks
361 * __GLcontextRec::NewState with the dirty stack flag.
364 _mesa_MultMatrixf( const GLfloat
*m
)
366 GET_CURRENT_CONTEXT(ctx
);
368 if (MESA_VERBOSE
& VERBOSE_API
)
370 "glMultMatrix(%f %f %f %f, %f %f %f %f, %f %f %f %f, %f %f %f %f\n",
371 m
[0], m
[4], m
[8], m
[12],
372 m
[1], m
[5], m
[9], m
[13],
373 m
[2], m
[6], m
[10], m
[14],
374 m
[3], m
[7], m
[11], m
[15]);
375 ASSERT_OUTSIDE_BEGIN_END_AND_FLUSH(ctx
);
376 _math_matrix_mul_floats( ctx
->CurrentStack
->Top
, m
);
377 ctx
->NewState
|= ctx
->CurrentStack
->DirtyFlag
;
382 * Multiply the current matrix with a rotation matrix.
384 * \param angle angle of rotation, in degrees.
385 * \param x rotation vector x coordinate.
386 * \param y rotation vector y coordinate.
387 * \param z rotation vector z coordinate.
391 * Flushes the vertices and calls _math_matrix_rotate() with the top-most
392 * matrix in the current stack and the given parameters. Marks
393 * __GLcontextRec::NewState with the dirty stack flag.
396 _mesa_Rotatef( GLfloat angle
, GLfloat x
, GLfloat y
, GLfloat z
)
398 GET_CURRENT_CONTEXT(ctx
);
399 ASSERT_OUTSIDE_BEGIN_END_AND_FLUSH(ctx
);
401 _math_matrix_rotate( ctx
->CurrentStack
->Top
, angle
, x
, y
, z
);
402 ctx
->NewState
|= ctx
->CurrentStack
->DirtyFlag
;
408 * Multiply the current matrix with a general scaling matrix.
410 * \param x x axis scale factor.
411 * \param y y axis scale factor.
412 * \param z z axis scale factor.
416 * Flushes the vertices and calls _math_matrix_scale() with the top-most
417 * matrix in the current stack and the given parameters. Marks
418 * __GLcontextRec::NewState with the dirty stack flag.
421 _mesa_Scalef( GLfloat x
, GLfloat y
, GLfloat z
)
423 GET_CURRENT_CONTEXT(ctx
);
424 ASSERT_OUTSIDE_BEGIN_END_AND_FLUSH(ctx
);
425 _math_matrix_scale( ctx
->CurrentStack
->Top
, x
, y
, z
);
426 ctx
->NewState
|= ctx
->CurrentStack
->DirtyFlag
;
431 * Multiply the current matrix with a translation matrix.
433 * \param x translation vector x coordinate.
434 * \param y translation vector y coordinate.
435 * \param z translation vector z coordinate.
437 * \sa glTranslatef().
439 * Flushes the vertices and calls _math_matrix_translate() with the top-most
440 * matrix in the current stack and the given parameters. Marks
441 * __GLcontextRec::NewState with the dirty stack flag.
444 _mesa_Translatef( GLfloat x
, GLfloat y
, GLfloat z
)
446 GET_CURRENT_CONTEXT(ctx
);
447 ASSERT_OUTSIDE_BEGIN_END_AND_FLUSH(ctx
);
448 _math_matrix_translate( ctx
->CurrentStack
->Top
, x
, y
, z
);
449 ctx
->NewState
|= ctx
->CurrentStack
->DirtyFlag
;
455 _mesa_LoadMatrixd( const GLdouble
*m
)
460 for (i
= 0; i
< 16; i
++)
461 f
[i
] = (GLfloat
) m
[i
];
462 _mesa_LoadMatrixf(f
);
466 _mesa_MultMatrixd( const GLdouble
*m
)
471 for (i
= 0; i
< 16; i
++)
472 f
[i
] = (GLfloat
) m
[i
];
473 _mesa_MultMatrixf( f
);
478 _mesa_Rotated( GLdouble angle
, GLdouble x
, GLdouble y
, GLdouble z
)
480 _mesa_Rotatef((GLfloat
) angle
, (GLfloat
) x
, (GLfloat
) y
, (GLfloat
) z
);
485 _mesa_Scaled( GLdouble x
, GLdouble y
, GLdouble z
)
487 _mesa_Scalef((GLfloat
) x
, (GLfloat
) y
, (GLfloat
) z
);
492 _mesa_Translated( GLdouble x
, GLdouble y
, GLdouble z
)
494 _mesa_Translatef((GLfloat
) x
, (GLfloat
) y
, (GLfloat
) z
);
501 _mesa_LoadTransposeMatrixfARB( const GLfloat
*m
)
505 _math_transposef(tm
, m
);
506 _mesa_LoadMatrixf(tm
);
511 _mesa_LoadTransposeMatrixdARB( const GLdouble
*m
)
515 _math_transposefd(tm
, m
);
516 _mesa_LoadMatrixf(tm
);
521 _mesa_MultTransposeMatrixfARB( const GLfloat
*m
)
525 _math_transposef(tm
, m
);
526 _mesa_MultMatrixf(tm
);
531 _mesa_MultTransposeMatrixdARB( const GLdouble
*m
)
535 _math_transposefd(tm
, m
);
536 _mesa_MultMatrixf(tm
);
542 /**********************************************************************/
543 /** \name State management */
548 * Update the projection matrix stack.
550 * \param ctx GL context.
552 * Calls _math_matrix_analyse() with the top-matrix of the projection matrix
553 * stack, and recomputes user clip positions if necessary.
555 * \note This routine references __GLcontextRec::Tranform attribute values to
556 * compute userclip positions in clip space, but is only called on
557 * _NEW_PROJECTION. The _mesa_ClipPlane() function keeps these values up to
558 * date across changes to the __GLcontextRec::Transform attributes.
561 update_projection( GLcontext
*ctx
)
563 _math_matrix_analyse( ctx
->ProjectionMatrixStack
.Top
);
566 /* Recompute clip plane positions in clipspace. This is also done
567 * in _mesa_ClipPlane().
569 if (ctx
->Transform
.ClipPlanesEnabled
) {
571 for (p
= 0; p
< ctx
->Const
.MaxClipPlanes
; p
++) {
572 if (ctx
->Transform
.ClipPlanesEnabled
& (1 << p
)) {
573 _mesa_transform_vector( ctx
->Transform
._ClipUserPlane
[p
],
574 ctx
->Transform
.EyeUserPlane
[p
],
575 ctx
->ProjectionMatrixStack
.Top
->inv
);
584 * Calculate the combined modelview-projection matrix.
586 * \param ctx GL context.
588 * Multiplies the top matrices of the projection and model view stacks into
589 * __GLcontextRec::_ModelProjectMatrix via _math_matrix_mul_matrix() and
590 * analyzes the resulting matrix via _math_matrix_analyse().
593 calculate_model_project_matrix( GLcontext
*ctx
)
595 _math_matrix_mul_matrix( &ctx
->_ModelProjectMatrix
,
596 ctx
->ProjectionMatrixStack
.Top
,
597 ctx
->ModelviewMatrixStack
.Top
);
599 _math_matrix_analyse( &ctx
->_ModelProjectMatrix
);
604 * Updates the combined modelview-projection matrix.
606 * \param ctx GL context.
607 * \param new_state new state bit mask.
609 * If there is a new model view matrix then analyzes it. If there is a new
610 * projection matrix, updates it. Finally calls
611 * calculate_model_project_matrix() to recalculate the modelview-projection
614 void _mesa_update_modelview_project( GLcontext
*ctx
, GLuint new_state
)
616 if (new_state
& _NEW_MODELVIEW
) {
617 _math_matrix_analyse( ctx
->ModelviewMatrixStack
.Top
);
619 /* Bring cull position uptodate.
621 TRANSFORM_POINT3( ctx
->Transform
.CullObjPos
,
622 ctx
->ModelviewMatrixStack
.Top
->inv
,
623 ctx
->Transform
.CullEyePos
);
627 if (new_state
& _NEW_PROJECTION
)
628 update_projection( ctx
);
630 /* Keep ModelviewProject uptodate always to allow tnl
631 * implementations that go model->clip even when eye is required.
633 calculate_model_project_matrix(ctx
);
639 /**********************************************************************/
640 /** Matrix stack initialization */
645 * Initialize a matrix stack.
647 * \param stack matrix stack.
648 * \param maxDepth maximum stack depth.
649 * \param dirtyFlag dirty flag.
651 * Allocates an array of \p maxDepth elements for the matrix stack and calls
652 * _math_matrix_ctr() and _math_matrix_alloc_inv() for each element to
656 init_matrix_stack( struct gl_matrix_stack
*stack
,
657 GLuint maxDepth
, GLuint dirtyFlag
)
662 stack
->MaxDepth
= maxDepth
;
663 stack
->DirtyFlag
= dirtyFlag
;
665 stack
->Stack
= (GLmatrix
*) CALLOC(maxDepth
* sizeof(GLmatrix
));
666 for (i
= 0; i
< maxDepth
; i
++) {
667 _math_matrix_ctr(&stack
->Stack
[i
]);
668 _math_matrix_alloc_inv(&stack
->Stack
[i
]);
670 stack
->Top
= stack
->Stack
;
676 * \param stack matrix stack.
678 * Calls _math_matrix_dtr() for each element of the matrix stack and
682 free_matrix_stack( struct gl_matrix_stack
*stack
)
685 for (i
= 0; i
< stack
->MaxDepth
; i
++) {
686 _math_matrix_dtr(&stack
->Stack
[i
]);
689 stack
->Stack
= stack
->Top
= NULL
;
695 /**********************************************************************/
696 /** \name Initialization */
701 * Initialize the context matrix data.
703 * \param ctx GL context.
705 * Initializes each of the matrix stacks and the combined modelview-projection
708 void _mesa_init_matrix( GLcontext
* ctx
)
712 /* Initialize matrix stacks */
713 init_matrix_stack(&ctx
->ModelviewMatrixStack
, MAX_MODELVIEW_STACK_DEPTH
,
715 init_matrix_stack(&ctx
->ProjectionMatrixStack
, MAX_PROJECTION_STACK_DEPTH
,
717 init_matrix_stack(&ctx
->ColorMatrixStack
, MAX_COLOR_STACK_DEPTH
,
719 for (i
= 0; i
< MAX_TEXTURE_UNITS
; i
++)
720 init_matrix_stack(&ctx
->TextureMatrixStack
[i
], MAX_TEXTURE_STACK_DEPTH
,
721 _NEW_TEXTURE_MATRIX
);
722 for (i
= 0; i
< MAX_PROGRAM_MATRICES
; i
++)
723 init_matrix_stack(&ctx
->ProgramMatrixStack
[i
],
724 MAX_PROGRAM_MATRIX_STACK_DEPTH
, _NEW_TRACK_MATRIX
);
725 ctx
->CurrentStack
= &ctx
->ModelviewMatrixStack
;
727 /* Init combined Modelview*Projection matrix */
728 _math_matrix_ctr( &ctx
->_ModelProjectMatrix
);
733 * Free the context matrix data.
735 * \param ctx GL context.
737 * Frees each of the matrix stacks and the combined modelview-projection
740 void _mesa_free_matrix_data( GLcontext
*ctx
)
744 free_matrix_stack(&ctx
->ModelviewMatrixStack
);
745 free_matrix_stack(&ctx
->ProjectionMatrixStack
);
746 free_matrix_stack(&ctx
->ColorMatrixStack
);
747 for (i
= 0; i
< MAX_TEXTURE_UNITS
; i
++)
748 free_matrix_stack(&ctx
->TextureMatrixStack
[i
]);
749 for (i
= 0; i
< MAX_PROGRAM_MATRICES
; i
++)
750 free_matrix_stack(&ctx
->ProgramMatrixStack
[i
]);
751 /* combined Modelview*Projection matrix */
752 _math_matrix_dtr( &ctx
->_ModelProjectMatrix
);
758 * Initialize the context transform attribute group.
760 * \param ctx GL context.
762 * \todo Move this to a new file with other 'transform' routines.
764 void _mesa_init_transform( GLcontext
*ctx
)
768 /* Transformation group */
769 ctx
->Transform
.MatrixMode
= GL_MODELVIEW
;
770 ctx
->Transform
.Normalize
= GL_FALSE
;
771 ctx
->Transform
.RescaleNormals
= GL_FALSE
;
772 ctx
->Transform
.RasterPositionUnclipped
= GL_FALSE
;
773 for (i
=0;i
<MAX_CLIP_PLANES
;i
++) {
774 ASSIGN_4V( ctx
->Transform
.EyeUserPlane
[i
], 0.0, 0.0, 0.0, 0.0 );
776 ctx
->Transform
.ClipPlanesEnabled
= 0;
778 ASSIGN_4V( ctx
->Transform
.CullObjPos
, 0.0, 0.0, 1.0, 0.0 );
779 ASSIGN_4V( ctx
->Transform
.CullEyePos
, 0.0, 0.0, 1.0, 0.0 );