-/**
- * \file matrix.c
- * Matrix operations.
- *
- * \note
- * -# 4x4 transformation matrices are stored in memory in column major order.
- * -# Points/vertices are to be thought of as column vectors.
- * -# Transformation of a point p by a matrix M is: p' = M * p
- */
-
/*
* Mesa 3-D graphics library
- * Version: 6.1
+ * Version: 7.5
*
- * Copyright (C) 1999-2004 Brian Paul All Rights Reserved.
+ * Copyright (C) 1999-2008 Brian Paul All Rights Reserved.
+ * Copyright (C) 2009 VMware, Inc. All Rights Reserved.
*
* Permission is hereby granted, free of charge, to any person obtaining a
* copy of this software and associated documentation files (the "Software"),
*/
+/**
+ * \file matrix.c
+ * Matrix operations.
+ *
+ * \note
+ * -# 4x4 transformation matrices are stored in memory in column major order.
+ * -# Points/vertices are to be thought of as column vectors.
+ * -# Transformation of a point p by a matrix M is: p' = M * p
+ */
+
+
#include "glheader.h"
#include "imports.h"
-#include "buffers.h"
#include "context.h"
#include "enums.h"
#include "macros.h"
#include "matrix.h"
#include "mtypes.h"
#include "math/m_matrix.h"
-#include "math/m_xform.h"
/**
ASSERT_OUTSIDE_BEGIN_END_AND_FLUSH(ctx);
if (MESA_VERBOSE & VERBOSE_API)
- _mesa_debug(ctx, "glFrustum(%f, %f, %f, %f, %f, %f)\n",
+ _mesa_debug(ctx, "glOrtho(%f, %f, %f, %f, %f, %f)\n",
left, right, bottom, top, nearval, farval);
if (left == right ||
ctx->CurrentStack = &ctx->ProjectionMatrixStack;
break;
case GL_TEXTURE:
+ /* This error check is disabled because if we're called from
+ * glPopAttrib() when the active texture unit is >= MaxTextureCoordUnits
+ * we'll generate an unexpected error.
+ * From the GL_ARB_vertex_shader spec it sounds like we should instead
+ * do error checking in other places when we actually try to access
+ * texture matrices beyond MaxTextureCoordUnits.
+ */
+#if 0
+ if (ctx->Texture.CurrentUnit >= ctx->Const.MaxTextureCoordUnits) {
+ _mesa_error(ctx, GL_INVALID_OPERATION, "glMatrixMode(invalid tex unit %d)",
+ ctx->Texture.CurrentUnit);
+ return;
+ }
+#endif
+ ASSERT(ctx->Texture.CurrentUnit < Elements(ctx->TextureMatrixStack));
ctx->CurrentStack = &ctx->TextureMatrixStack[ctx->Texture.CurrentUnit];
break;
case GL_COLOR:
_mesa_PushMatrix( void )
{
GET_CURRENT_CONTEXT(ctx);
- struct matrix_stack *stack = ctx->CurrentStack;
+ struct gl_matrix_stack *stack = ctx->CurrentStack;
ASSERT_OUTSIDE_BEGIN_END(ctx);
if (MESA_VERBOSE&VERBOSE_API)
_mesa_PopMatrix( void )
{
GET_CURRENT_CONTEXT(ctx);
- struct matrix_stack *stack = ctx->CurrentStack;
+ struct gl_matrix_stack *stack = ctx->CurrentStack;
ASSERT_OUTSIDE_BEGIN_END_AND_FLUSH(ctx);
if (MESA_VERBOSE&VERBOSE_API)
ASSERT_OUTSIDE_BEGIN_END_AND_FLUSH(ctx);
if (MESA_VERBOSE & VERBOSE_API)
- _mesa_debug(ctx, "glLoadIdentity()");
+ _mesa_debug(ctx, "glLoadIdentity()\n");
_math_matrix_set_identity( ctx->CurrentStack->Top );
ctx->NewState |= ctx->CurrentStack->DirtyFlag;
/**
- * Multiply the current matrix with a general scaling matrix.
+ * Multiply the current matrix with a translation matrix.
*
* \param x translation vector x coordinate.
* \param y translation vector y coordinate.
}
#endif
-/**
- * Set the viewport.
- *
- * \param x, y coordinates of the lower-left corner of the viewport rectangle.
- * \param width width of the viewport rectangle.
- * \param height height of the viewport rectangle.
- *
- * \sa Called via glViewport() or display list execution.
- *
- * Flushes the vertices and calls _mesa_set_viewport() with the given
- * parameters.
- */
-void GLAPIENTRY
-_mesa_Viewport( GLint x, GLint y, GLsizei width, GLsizei height )
-{
- GET_CURRENT_CONTEXT(ctx);
- ASSERT_OUTSIDE_BEGIN_END_AND_FLUSH(ctx);
- _mesa_set_viewport(ctx, x, y, width, height);
-}
-
-/**
- * Set new viewport parameters and update derived state (the _WindowMap
- * matrix). Usually called from _mesa_Viewport().
- *
- * \note We also call _mesa_ResizeBuffersMESA() because this is a good
- * time to check if the window has been resized. Many device drivers
- * can't get direct notification from the window system of size changes
- * so this is an ad-hoc solution to that problem.
- *
- * \param ctx GL context.
- * \param x, y coordinates of the lower left corner of the viewport rectangle.
- * \param width width of the viewport rectangle.
- * \param height height of the viewport rectangle.
- *
- * Verifies the parameters, clamps them to the implementation dependent range
- * and updates __GLcontextRec::Viewport. Computes the scale and bias values for
- * the drivers and notifies the driver via the dd_function_table::Viewport
- * callback.
- */
-void
-_mesa_set_viewport( GLcontext *ctx, GLint x, GLint y,
- GLsizei width, GLsizei height )
-{
- const GLfloat n = ctx->Viewport.Near;
- const GLfloat f = ctx->Viewport.Far;
-
- if (MESA_VERBOSE & VERBOSE_API)
- _mesa_debug(ctx, "glViewport %d %d %d %d\n", x, y, width, height);
-
- if (width < 0 || height < 0) {
- _mesa_error( ctx, GL_INVALID_VALUE,
- "glViewport(%d, %d, %d, %d)", x, y, width, height );
- return;
- }
-
- /* clamp width, and height to implementation dependent range */
- width = CLAMP( width, 1, MAX_WIDTH );
- height = CLAMP( height, 1, MAX_HEIGHT );
-
- /* Save viewport */
- ctx->Viewport.X = x;
- ctx->Viewport.Width = width;
- ctx->Viewport.Y = y;
- ctx->Viewport.Height = height;
-
- /* XXX send transposed width/height to Driver.Viewport() below??? */
- if (ctx->_RotateMode) {
- GLint tmp, tmps;
- tmp = x; x = y; y = tmp;
- tmps = width; width = height; height = tmps;
- }
-
- /* compute scale and bias values :: This is really driver-specific
- * and should be maintained elsewhere if at all. NOTE: RasterPos
- * uses this.
- */
- ctx->Viewport._WindowMap.m[MAT_SX] = (GLfloat) width / 2.0F;
- ctx->Viewport._WindowMap.m[MAT_TX] = ctx->Viewport._WindowMap.m[MAT_SX] + x;
- ctx->Viewport._WindowMap.m[MAT_SY] = (GLfloat) height / 2.0F;
- ctx->Viewport._WindowMap.m[MAT_TY] = ctx->Viewport._WindowMap.m[MAT_SY] + y;
- ctx->Viewport._WindowMap.m[MAT_SZ] = ctx->DepthMaxF * ((f - n) / 2.0F);
- ctx->Viewport._WindowMap.m[MAT_TZ] = ctx->DepthMaxF * ((f - n) / 2.0F + n);
- ctx->Viewport._WindowMap.flags = MAT_FLAG_GENERAL_SCALE|MAT_FLAG_TRANSLATION;
- ctx->Viewport._WindowMap.type = MATRIX_3D_NO_ROT;
- ctx->NewState |= _NEW_VIEWPORT;
-
- /* Check if window/buffer has been resized and if so, reallocate the
- * ancillary buffers. This is an ad-hoc solution to detecting window
- * size changes. 99% of all GL apps call glViewport when a window is
- * resized so this is a good time to check for new window dims and
- * reallocate color buffers and ancilliary buffers.
- */
- _mesa_ResizeBuffersMESA();
-
- if (ctx->Driver.Viewport) {
- (*ctx->Driver.Viewport)( ctx, x, y, width, height );
- }
-}
-
-
-#if _HAVE_FULL_GL
-void GLAPIENTRY
-_mesa_DepthRange( GLclampd nearval, GLclampd farval )
-{
- /*
- * nearval - specifies mapping of the near clipping plane to window
- * coordinates, default is 0
- * farval - specifies mapping of the far clipping plane to window
- * coordinates, default is 1
- *
- * After clipping and div by w, z coords are in -1.0 to 1.0,
- * corresponding to near and far clipping planes. glDepthRange
- * specifies a linear mapping of the normalized z coords in
- * this range to window z coords.
- */
- GLfloat n, f;
- GET_CURRENT_CONTEXT(ctx);
- ASSERT_OUTSIDE_BEGIN_END_AND_FLUSH(ctx);
-
- if (MESA_VERBOSE&VERBOSE_API)
- _mesa_debug(ctx, "glDepthRange %f %f\n", nearval, farval);
-
- n = (GLfloat) CLAMP( nearval, 0.0, 1.0 );
- f = (GLfloat) CLAMP( farval, 0.0, 1.0 );
-
- ctx->Viewport.Near = n;
- ctx->Viewport.Far = f;
- ctx->Viewport._WindowMap.m[MAT_SZ] = ctx->DepthMaxF * ((f - n) / 2.0F);
- ctx->Viewport._WindowMap.m[MAT_TZ] = ctx->DepthMaxF * ((f - n) / 2.0F + n);
- ctx->NewState |= _NEW_VIEWPORT;
-
- if (ctx->Driver.DepthRange) {
- (*ctx->Driver.DepthRange)( ctx, nearval, farval );
- }
-}
-#endif
-
/**********************************************************************/
* initialize it.
*/
static void
-init_matrix_stack( struct matrix_stack *stack,
+init_matrix_stack( struct gl_matrix_stack *stack,
GLuint maxDepth, GLuint dirtyFlag )
{
GLuint i;
* frees the array.
*/
static void
-free_matrix_stack( struct matrix_stack *stack )
+free_matrix_stack( struct gl_matrix_stack *stack )
{
GLuint i;
for (i = 0; i < stack->MaxDepth; i++) {
_NEW_PROJECTION);
init_matrix_stack(&ctx->ColorMatrixStack, MAX_COLOR_STACK_DEPTH,
_NEW_COLOR_MATRIX);
- for (i = 0; i < MAX_TEXTURE_UNITS; i++)
+ for (i = 0; i < Elements(ctx->TextureMatrixStack); i++)
init_matrix_stack(&ctx->TextureMatrixStack[i], MAX_TEXTURE_STACK_DEPTH,
_NEW_TEXTURE_MATRIX);
- for (i = 0; i < MAX_PROGRAM_MATRICES; i++)
+ for (i = 0; i < Elements(ctx->ProgramMatrixStack); i++)
init_matrix_stack(&ctx->ProgramMatrixStack[i],
MAX_PROGRAM_MATRIX_STACK_DEPTH, _NEW_TRACK_MATRIX);
ctx->CurrentStack = &ctx->ModelviewMatrixStack;
free_matrix_stack(&ctx->ModelviewMatrixStack);
free_matrix_stack(&ctx->ProjectionMatrixStack);
free_matrix_stack(&ctx->ColorMatrixStack);
- for (i = 0; i < MAX_TEXTURE_UNITS; i++)
+ for (i = 0; i < Elements(ctx->TextureMatrixStack); i++)
free_matrix_stack(&ctx->TextureMatrixStack[i]);
- for (i = 0; i < MAX_PROGRAM_MATRICES; i++)
+ for (i = 0; i < Elements(ctx->ProgramMatrixStack); i++)
free_matrix_stack(&ctx->ProgramMatrixStack[i]);
/* combined Modelview*Projection matrix */
_math_matrix_dtr( &ctx->_ModelProjectMatrix );
}
-/**
- * Initialize the context viewport attribute group.
- *
- * \param ctx GL context.
- *
- * \todo Move this to a new file with other 'viewport' routines.
- */
-void _mesa_init_viewport( GLcontext *ctx )
-{
- /* Viewport group */
- ctx->Viewport.X = 0;
- ctx->Viewport.Y = 0;
- ctx->Viewport.Width = 0;
- ctx->Viewport.Height = 0;
- ctx->Viewport.Near = 0.0;
- ctx->Viewport.Far = 1.0;
- _math_matrix_ctr(&ctx->Viewport._WindowMap);
-
-#define Sz 10
-#define Tz 14
- ctx->Viewport._WindowMap.m[Sz] = 0.5F * ctx->DepthMaxF;
- ctx->Viewport._WindowMap.m[Tz] = 0.5F * ctx->DepthMaxF;
-#undef Sz
-#undef Tz
-
- ctx->Viewport._WindowMap.flags = MAT_FLAG_GENERAL_SCALE|MAT_FLAG_TRANSLATION;
- ctx->Viewport._WindowMap.type = MATRIX_3D_NO_ROT;
-}
-
-
-/**
- * Free the context viewport attribute group data.
- *
- * \param ctx GL context.
- *
- * \todo Move this to a new file with other 'viewport' routines.
- */
-void _mesa_free_viewport_data( GLcontext *ctx )
-{
- _math_matrix_dtr(&ctx->Viewport._WindowMap);
-}
-
/*@}*/