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(texcoord unit)");
167 ctx
->CurrentStack
= &ctx
->TextureMatrixStack
[ctx
->Texture
.CurrentUnit
];
170 ctx
->CurrentStack
= &ctx
->ColorMatrixStack
;
180 if (ctx
->Extensions
.NV_vertex_program
) {
181 ctx
->CurrentStack
= &ctx
->ProgramMatrixStack
[mode
- GL_MATRIX0_NV
];
184 _mesa_error( ctx
, GL_INVALID_ENUM
, "glMatrixMode(mode)" );
196 if (ctx
->Extensions
.ARB_vertex_program
||
197 ctx
->Extensions
.ARB_fragment_program
) {
198 const GLuint m
= mode
- GL_MATRIX0_ARB
;
199 if (m
> ctx
->Const
.MaxProgramMatrices
) {
200 _mesa_error(ctx
, GL_INVALID_ENUM
,
201 "glMatrixMode(GL_MATRIX%d_ARB)", m
);
204 ctx
->CurrentStack
= &ctx
->ProgramMatrixStack
[m
];
207 _mesa_error( ctx
, GL_INVALID_ENUM
, "glMatrixMode(mode)" );
212 _mesa_error( ctx
, GL_INVALID_ENUM
, "glMatrixMode(mode)" );
216 ctx
->Transform
.MatrixMode
= mode
;
221 * Push the current matrix stack.
223 * \sa glPushMatrix().
225 * Verifies the current matrix stack is not full, and duplicates the top-most
226 * matrix in the stack. Marks __GLcontextRec::NewState with the stack dirty
230 _mesa_PushMatrix( void )
232 GET_CURRENT_CONTEXT(ctx
);
233 struct gl_matrix_stack
*stack
= ctx
->CurrentStack
;
234 ASSERT_OUTSIDE_BEGIN_END(ctx
);
236 if (MESA_VERBOSE
&VERBOSE_API
)
237 _mesa_debug(ctx
, "glPushMatrix %s\n",
238 _mesa_lookup_enum_by_nr(ctx
->Transform
.MatrixMode
));
240 if (stack
->Depth
+ 1 >= stack
->MaxDepth
) {
241 if (ctx
->Transform
.MatrixMode
== GL_TEXTURE
) {
242 _mesa_error(ctx
, GL_STACK_OVERFLOW
,
243 "glPushMatrix(mode=GL_TEXTURE, unit=%d)",
244 ctx
->Texture
.CurrentUnit
);
247 _mesa_error(ctx
, GL_STACK_OVERFLOW
, "glPushMatrix(mode=%s)",
248 _mesa_lookup_enum_by_nr(ctx
->Transform
.MatrixMode
));
252 _math_matrix_copy( &stack
->Stack
[stack
->Depth
+ 1],
253 &stack
->Stack
[stack
->Depth
] );
255 stack
->Top
= &(stack
->Stack
[stack
->Depth
]);
256 ctx
->NewState
|= stack
->DirtyFlag
;
261 * Pop the current matrix stack.
265 * Flushes the vertices, verifies the current matrix stack is not empty, and
266 * moves the stack head down. Marks __GLcontextRec::NewState with the dirty
270 _mesa_PopMatrix( void )
272 GET_CURRENT_CONTEXT(ctx
);
273 struct gl_matrix_stack
*stack
= ctx
->CurrentStack
;
274 ASSERT_OUTSIDE_BEGIN_END_AND_FLUSH(ctx
);
276 if (MESA_VERBOSE
&VERBOSE_API
)
277 _mesa_debug(ctx
, "glPopMatrix %s\n",
278 _mesa_lookup_enum_by_nr(ctx
->Transform
.MatrixMode
));
280 if (stack
->Depth
== 0) {
281 if (ctx
->Transform
.MatrixMode
== GL_TEXTURE
) {
282 _mesa_error(ctx
, GL_STACK_UNDERFLOW
,
283 "glPopMatrix(mode=GL_TEXTURE, unit=%d)",
284 ctx
->Texture
.CurrentUnit
);
287 _mesa_error(ctx
, GL_STACK_UNDERFLOW
, "glPopMatrix(mode=%s)",
288 _mesa_lookup_enum_by_nr(ctx
->Transform
.MatrixMode
));
293 stack
->Top
= &(stack
->Stack
[stack
->Depth
]);
294 ctx
->NewState
|= stack
->DirtyFlag
;
299 * Replace the current matrix with the identity matrix.
301 * \sa glLoadIdentity().
303 * Flushes the vertices and calls _math_matrix_set_identity() with the top-most
304 * matrix in the current stack. Marks __GLcontextRec::NewState with the stack
308 _mesa_LoadIdentity( void )
310 GET_CURRENT_CONTEXT(ctx
);
311 ASSERT_OUTSIDE_BEGIN_END_AND_FLUSH(ctx
);
313 if (MESA_VERBOSE
& VERBOSE_API
)
314 _mesa_debug(ctx
, "glLoadIdentity()");
316 _math_matrix_set_identity( ctx
->CurrentStack
->Top
);
317 ctx
->NewState
|= ctx
->CurrentStack
->DirtyFlag
;
322 * Replace the current matrix with a given matrix.
326 * \sa glLoadMatrixf().
328 * Flushes the vertices and calls _math_matrix_loadf() with the top-most matrix
329 * in the current stack and the given matrix. Marks __GLcontextRec::NewState
330 * with the dirty stack flag.
333 _mesa_LoadMatrixf( const GLfloat
*m
)
335 GET_CURRENT_CONTEXT(ctx
);
337 if (MESA_VERBOSE
& VERBOSE_API
)
339 "glLoadMatrix(%f %f %f %f, %f %f %f %f, %f %f %f %f, %f %f %f %f\n",
340 m
[0], m
[4], m
[8], m
[12],
341 m
[1], m
[5], m
[9], m
[13],
342 m
[2], m
[6], m
[10], m
[14],
343 m
[3], m
[7], m
[11], m
[15]);
345 ASSERT_OUTSIDE_BEGIN_END_AND_FLUSH(ctx
);
346 _math_matrix_loadf( ctx
->CurrentStack
->Top
, m
);
347 ctx
->NewState
|= ctx
->CurrentStack
->DirtyFlag
;
352 * Multiply the current matrix with a given matrix.
356 * \sa glMultMatrixf().
358 * Flushes the vertices and calls _math_matrix_mul_floats() with the top-most
359 * matrix in the current stack and the given matrix. Marks
360 * __GLcontextRec::NewState with the dirty stack flag.
363 _mesa_MultMatrixf( const GLfloat
*m
)
365 GET_CURRENT_CONTEXT(ctx
);
367 if (MESA_VERBOSE
& VERBOSE_API
)
369 "glMultMatrix(%f %f %f %f, %f %f %f %f, %f %f %f %f, %f %f %f %f\n",
370 m
[0], m
[4], m
[8], m
[12],
371 m
[1], m
[5], m
[9], m
[13],
372 m
[2], m
[6], m
[10], m
[14],
373 m
[3], m
[7], m
[11], m
[15]);
374 ASSERT_OUTSIDE_BEGIN_END_AND_FLUSH(ctx
);
375 _math_matrix_mul_floats( ctx
->CurrentStack
->Top
, m
);
376 ctx
->NewState
|= ctx
->CurrentStack
->DirtyFlag
;
381 * Multiply the current matrix with a rotation matrix.
383 * \param angle angle of rotation, in degrees.
384 * \param x rotation vector x coordinate.
385 * \param y rotation vector y coordinate.
386 * \param z rotation vector z coordinate.
390 * Flushes the vertices and calls _math_matrix_rotate() with the top-most
391 * matrix in the current stack and the given parameters. Marks
392 * __GLcontextRec::NewState with the dirty stack flag.
395 _mesa_Rotatef( GLfloat angle
, GLfloat x
, GLfloat y
, GLfloat z
)
397 GET_CURRENT_CONTEXT(ctx
);
398 ASSERT_OUTSIDE_BEGIN_END_AND_FLUSH(ctx
);
400 _math_matrix_rotate( ctx
->CurrentStack
->Top
, angle
, x
, y
, z
);
401 ctx
->NewState
|= ctx
->CurrentStack
->DirtyFlag
;
407 * Multiply the current matrix with a general scaling matrix.
409 * \param x x axis scale factor.
410 * \param y y axis scale factor.
411 * \param z z axis scale factor.
415 * Flushes the vertices and calls _math_matrix_scale() with the top-most
416 * matrix in the current stack and the given parameters. Marks
417 * __GLcontextRec::NewState with the dirty stack flag.
420 _mesa_Scalef( GLfloat x
, GLfloat y
, GLfloat z
)
422 GET_CURRENT_CONTEXT(ctx
);
423 ASSERT_OUTSIDE_BEGIN_END_AND_FLUSH(ctx
);
424 _math_matrix_scale( ctx
->CurrentStack
->Top
, x
, y
, z
);
425 ctx
->NewState
|= ctx
->CurrentStack
->DirtyFlag
;
430 * Multiply the current matrix with a translation matrix.
432 * \param x translation vector x coordinate.
433 * \param y translation vector y coordinate.
434 * \param z translation vector z coordinate.
436 * \sa glTranslatef().
438 * Flushes the vertices and calls _math_matrix_translate() with the top-most
439 * matrix in the current stack and the given parameters. Marks
440 * __GLcontextRec::NewState with the dirty stack flag.
443 _mesa_Translatef( GLfloat x
, GLfloat y
, GLfloat z
)
445 GET_CURRENT_CONTEXT(ctx
);
446 ASSERT_OUTSIDE_BEGIN_END_AND_FLUSH(ctx
);
447 _math_matrix_translate( ctx
->CurrentStack
->Top
, x
, y
, z
);
448 ctx
->NewState
|= ctx
->CurrentStack
->DirtyFlag
;
454 _mesa_LoadMatrixd( const GLdouble
*m
)
459 for (i
= 0; i
< 16; i
++)
460 f
[i
] = (GLfloat
) m
[i
];
461 _mesa_LoadMatrixf(f
);
465 _mesa_MultMatrixd( const GLdouble
*m
)
470 for (i
= 0; i
< 16; i
++)
471 f
[i
] = (GLfloat
) m
[i
];
472 _mesa_MultMatrixf( f
);
477 _mesa_Rotated( GLdouble angle
, GLdouble x
, GLdouble y
, GLdouble z
)
479 _mesa_Rotatef((GLfloat
) angle
, (GLfloat
) x
, (GLfloat
) y
, (GLfloat
) z
);
484 _mesa_Scaled( GLdouble x
, GLdouble y
, GLdouble z
)
486 _mesa_Scalef((GLfloat
) x
, (GLfloat
) y
, (GLfloat
) z
);
491 _mesa_Translated( GLdouble x
, GLdouble y
, GLdouble z
)
493 _mesa_Translatef((GLfloat
) x
, (GLfloat
) y
, (GLfloat
) z
);
500 _mesa_LoadTransposeMatrixfARB( const GLfloat
*m
)
504 _math_transposef(tm
, m
);
505 _mesa_LoadMatrixf(tm
);
510 _mesa_LoadTransposeMatrixdARB( const GLdouble
*m
)
514 _math_transposefd(tm
, m
);
515 _mesa_LoadMatrixf(tm
);
520 _mesa_MultTransposeMatrixfARB( const GLfloat
*m
)
524 _math_transposef(tm
, m
);
525 _mesa_MultMatrixf(tm
);
530 _mesa_MultTransposeMatrixdARB( const GLdouble
*m
)
534 _math_transposefd(tm
, m
);
535 _mesa_MultMatrixf(tm
);
541 /**********************************************************************/
542 /** \name State management */
547 * Update the projection matrix stack.
549 * \param ctx GL context.
551 * Calls _math_matrix_analyse() with the top-matrix of the projection matrix
552 * stack, and recomputes user clip positions if necessary.
554 * \note This routine references __GLcontextRec::Tranform attribute values to
555 * compute userclip positions in clip space, but is only called on
556 * _NEW_PROJECTION. The _mesa_ClipPlane() function keeps these values up to
557 * date across changes to the __GLcontextRec::Transform attributes.
560 update_projection( GLcontext
*ctx
)
562 _math_matrix_analyse( ctx
->ProjectionMatrixStack
.Top
);
565 /* Recompute clip plane positions in clipspace. This is also done
566 * in _mesa_ClipPlane().
568 if (ctx
->Transform
.ClipPlanesEnabled
) {
570 for (p
= 0; p
< ctx
->Const
.MaxClipPlanes
; p
++) {
571 if (ctx
->Transform
.ClipPlanesEnabled
& (1 << p
)) {
572 _mesa_transform_vector( ctx
->Transform
._ClipUserPlane
[p
],
573 ctx
->Transform
.EyeUserPlane
[p
],
574 ctx
->ProjectionMatrixStack
.Top
->inv
);
583 * Calculate the combined modelview-projection matrix.
585 * \param ctx GL context.
587 * Multiplies the top matrices of the projection and model view stacks into
588 * __GLcontextRec::_ModelProjectMatrix via _math_matrix_mul_matrix() and
589 * analyzes the resulting matrix via _math_matrix_analyse().
592 calculate_model_project_matrix( GLcontext
*ctx
)
594 _math_matrix_mul_matrix( &ctx
->_ModelProjectMatrix
,
595 ctx
->ProjectionMatrixStack
.Top
,
596 ctx
->ModelviewMatrixStack
.Top
);
598 _math_matrix_analyse( &ctx
->_ModelProjectMatrix
);
603 * Updates the combined modelview-projection matrix.
605 * \param ctx GL context.
606 * \param new_state new state bit mask.
608 * If there is a new model view matrix then analyzes it. If there is a new
609 * projection matrix, updates it. Finally calls
610 * calculate_model_project_matrix() to recalculate the modelview-projection
613 void _mesa_update_modelview_project( GLcontext
*ctx
, GLuint new_state
)
615 if (new_state
& _NEW_MODELVIEW
) {
616 _math_matrix_analyse( ctx
->ModelviewMatrixStack
.Top
);
618 /* Bring cull position uptodate.
620 TRANSFORM_POINT3( ctx
->Transform
.CullObjPos
,
621 ctx
->ModelviewMatrixStack
.Top
->inv
,
622 ctx
->Transform
.CullEyePos
);
626 if (new_state
& _NEW_PROJECTION
)
627 update_projection( ctx
);
629 /* Keep ModelviewProject uptodate always to allow tnl
630 * implementations that go model->clip even when eye is required.
632 calculate_model_project_matrix(ctx
);
638 /**********************************************************************/
639 /** Matrix stack initialization */
644 * Initialize a matrix stack.
646 * \param stack matrix stack.
647 * \param maxDepth maximum stack depth.
648 * \param dirtyFlag dirty flag.
650 * Allocates an array of \p maxDepth elements for the matrix stack and calls
651 * _math_matrix_ctr() and _math_matrix_alloc_inv() for each element to
655 init_matrix_stack( struct gl_matrix_stack
*stack
,
656 GLuint maxDepth
, GLuint dirtyFlag
)
661 stack
->MaxDepth
= maxDepth
;
662 stack
->DirtyFlag
= dirtyFlag
;
664 stack
->Stack
= (GLmatrix
*) CALLOC(maxDepth
* sizeof(GLmatrix
));
665 for (i
= 0; i
< maxDepth
; i
++) {
666 _math_matrix_ctr(&stack
->Stack
[i
]);
667 _math_matrix_alloc_inv(&stack
->Stack
[i
]);
669 stack
->Top
= stack
->Stack
;
675 * \param stack matrix stack.
677 * Calls _math_matrix_dtr() for each element of the matrix stack and
681 free_matrix_stack( struct gl_matrix_stack
*stack
)
684 for (i
= 0; i
< stack
->MaxDepth
; i
++) {
685 _math_matrix_dtr(&stack
->Stack
[i
]);
688 stack
->Stack
= stack
->Top
= NULL
;
694 /**********************************************************************/
695 /** \name Initialization */
700 * Initialize the context matrix data.
702 * \param ctx GL context.
704 * Initializes each of the matrix stacks and the combined modelview-projection
707 void _mesa_init_matrix( GLcontext
* ctx
)
711 /* Initialize matrix stacks */
712 init_matrix_stack(&ctx
->ModelviewMatrixStack
, MAX_MODELVIEW_STACK_DEPTH
,
714 init_matrix_stack(&ctx
->ProjectionMatrixStack
, MAX_PROJECTION_STACK_DEPTH
,
716 init_matrix_stack(&ctx
->ColorMatrixStack
, MAX_COLOR_STACK_DEPTH
,
718 for (i
= 0; i
< MAX_TEXTURE_UNITS
; i
++)
719 init_matrix_stack(&ctx
->TextureMatrixStack
[i
], MAX_TEXTURE_STACK_DEPTH
,
720 _NEW_TEXTURE_MATRIX
);
721 for (i
= 0; i
< MAX_PROGRAM_MATRICES
; i
++)
722 init_matrix_stack(&ctx
->ProgramMatrixStack
[i
],
723 MAX_PROGRAM_MATRIX_STACK_DEPTH
, _NEW_TRACK_MATRIX
);
724 ctx
->CurrentStack
= &ctx
->ModelviewMatrixStack
;
726 /* Init combined Modelview*Projection matrix */
727 _math_matrix_ctr( &ctx
->_ModelProjectMatrix
);
732 * Free the context matrix data.
734 * \param ctx GL context.
736 * Frees each of the matrix stacks and the combined modelview-projection
739 void _mesa_free_matrix_data( GLcontext
*ctx
)
743 free_matrix_stack(&ctx
->ModelviewMatrixStack
);
744 free_matrix_stack(&ctx
->ProjectionMatrixStack
);
745 free_matrix_stack(&ctx
->ColorMatrixStack
);
746 for (i
= 0; i
< MAX_TEXTURE_UNITS
; i
++)
747 free_matrix_stack(&ctx
->TextureMatrixStack
[i
]);
748 for (i
= 0; i
< MAX_PROGRAM_MATRICES
; i
++)
749 free_matrix_stack(&ctx
->ProgramMatrixStack
[i
]);
750 /* combined Modelview*Projection matrix */
751 _math_matrix_dtr( &ctx
->_ModelProjectMatrix
);
757 * Initialize the context transform attribute group.
759 * \param ctx GL context.
761 * \todo Move this to a new file with other 'transform' routines.
763 void _mesa_init_transform( GLcontext
*ctx
)
767 /* Transformation group */
768 ctx
->Transform
.MatrixMode
= GL_MODELVIEW
;
769 ctx
->Transform
.Normalize
= GL_FALSE
;
770 ctx
->Transform
.RescaleNormals
= GL_FALSE
;
771 ctx
->Transform
.RasterPositionUnclipped
= GL_FALSE
;
772 for (i
=0;i
<MAX_CLIP_PLANES
;i
++) {
773 ASSIGN_4V( ctx
->Transform
.EyeUserPlane
[i
], 0.0, 0.0, 0.0, 0.0 );
775 ctx
->Transform
.ClipPlanesEnabled
= 0;
777 ASSIGN_4V( ctx
->Transform
.CullObjPos
, 0.0, 0.0, 1.0, 0.0 );
778 ASSIGN_4V( ctx
->Transform
.CullEyePos
, 0.0, 0.0, 1.0, 0.0 );