-/* $Id: matrix.c,v 1.34 2001/03/19 22:45:52 brianp Exp $ */
+/**
+ * \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: 3.5
+ * Version: 5.1
*
- * Copyright (C) 1999-2001 Brian Paul All Rights Reserved.
+ * Copyright (C) 1999-2003 Brian Paul 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"),
*/
-/*
- * Matrix operations
- *
- * NOTES:
- * 1. 4x4 transformation matrices are stored in memory in column major order.
- * 2. Points/vertices are to be thought of as column vectors.
- * 3. Transformation of a point p by a matrix M is: p' = M * p
- */
-
-
-#ifdef PC_HEADER
-#include "all.h"
-#else
#include "glheader.h"
+#include "imports.h"
#include "buffers.h"
#include "context.h"
#include "enums.h"
#include "macros.h"
#include "matrix.h"
-#include "mem.h"
-#include "mmath.h"
#include "mtypes.h"
-
#include "math/m_matrix.h"
-#endif
+#include "math/m_xform.h"
-/**********************************************************************/
-/* API functions */
-/**********************************************************************/
-
-
-#define GET_ACTIVE_MATRIX(ctx, mat, flags, where) \
-do { \
- if (MESA_VERBOSE&VERBOSE_API) fprintf(stderr, "%s\n", where); \
- switch (ctx->Transform.MatrixMode) { \
- case GL_MODELVIEW: \
- mat = &ctx->ModelView; \
- flags |= _NEW_MODELVIEW; \
- break; \
- case GL_PROJECTION: \
- mat = &ctx->ProjectionMatrix; \
- flags |= _NEW_PROJECTION; \
- break; \
- case GL_TEXTURE: \
- mat = &ctx->TextureMatrix[ctx->Texture.CurrentTransformUnit]; \
- flags |= _NEW_TEXTURE_MATRIX; \
- break; \
- case GL_COLOR: \
- mat = &ctx->ColorMatrix; \
- flags |= _NEW_COLOR_MATRIX; \
- break; \
- default: \
- _mesa_problem(ctx, where); \
- } \
-} while (0)
-
-
-void
+/**
+ * Apply a perspective projection matrix.
+ *
+ * \param left left clipping plane coordinate.
+ * \param right right clipping plane coordinate.
+ * \param bottom bottom clipping plane coordinate.
+ * \param top top clipping plane coordinate.
+ * \param nearval distance to the near clipping plane.
+ * \param farval distance to the far clipping plane.
+ *
+ * \sa glFrustum().
+ *
+ * Flushes vertices and validates parameters. Calls _math_matrix_frustum() with
+ * the top matrix of the current matrix stack and sets
+ * __GLcontextRec::NewState.
+ */
+void GLAPIENTRY
_mesa_Frustum( GLdouble left, GLdouble right,
GLdouble bottom, GLdouble top,
GLdouble nearval, GLdouble farval )
{
GET_CURRENT_CONTEXT(ctx);
- GLmatrix *mat = 0;
ASSERT_OUTSIDE_BEGIN_END_AND_FLUSH(ctx);
- GET_ACTIVE_MATRIX( ctx, mat, ctx->NewState, "glFrustrum" );
-
if (nearval <= 0.0 ||
farval <= 0.0 ||
nearval == farval ||
return;
}
- _math_matrix_frustum( mat, left, right, bottom, top, nearval, farval );
+ _math_matrix_frustum( ctx->CurrentStack->Top,
+ (GLfloat) left, (GLfloat) right,
+ (GLfloat) bottom, (GLfloat) top,
+ (GLfloat) nearval, (GLfloat) farval );
+ ctx->NewState |= ctx->CurrentStack->DirtyFlag;
}
-void
+/**
+ * Apply an orthographic projection matrix.
+ *
+ * \param left left clipping plane coordinate.
+ * \param right right clipping plane coordinate.
+ * \param bottom bottom clipping plane coordinate.
+ * \param top top clipping plane coordinate.
+ * \param nearval distance to the near clipping plane.
+ * \param farval distance to the far clipping plane.
+ *
+ * \sa glOrtho().
+ *
+ * Flushes vertices and validates parameters. Calls _math_matrix_ortho() with
+ * the top matrix of the current matrix stack and sets
+ * __GLcontextRec::NewState.
+ */
+void GLAPIENTRY
_mesa_Ortho( GLdouble left, GLdouble right,
GLdouble bottom, GLdouble top,
GLdouble nearval, GLdouble farval )
{
GET_CURRENT_CONTEXT(ctx);
- GLmatrix *mat = 0;
ASSERT_OUTSIDE_BEGIN_END_AND_FLUSH(ctx);
- GET_ACTIVE_MATRIX( ctx, mat, ctx->NewState, "glOrtho" );
+ if (MESA_VERBOSE & VERBOSE_API)
+ _mesa_debug(ctx, "glFrustum(%f, %f, %f, %f, %f, %f)\n",
+ left, right, bottom, top, nearval, farval);
if (left == right ||
bottom == top ||
return;
}
- _math_matrix_ortho( mat, left, right, bottom, top, nearval, farval );
+ _math_matrix_ortho( ctx->CurrentStack->Top,
+ (GLfloat) left, (GLfloat) right,
+ (GLfloat) bottom, (GLfloat) top,
+ (GLfloat) nearval, (GLfloat) farval );
+ ctx->NewState |= ctx->CurrentStack->DirtyFlag;
}
-void
+/**
+ * Set the current matrix stack.
+ *
+ * \param mode matrix stack.
+ *
+ * \sa glMatrixMode().
+ *
+ * Flushes the vertices, validates the parameter and updates
+ * __GLcontextRec::CurrentStack and gl_transform_attrib::MatrixMode with the
+ * specified matrix stack.
+ */
+void GLAPIENTRY
_mesa_MatrixMode( GLenum mode )
{
GET_CURRENT_CONTEXT(ctx);
ASSERT_OUTSIDE_BEGIN_END(ctx);
+ if (ctx->Transform.MatrixMode == mode && mode != GL_TEXTURE)
+ return;
+ FLUSH_VERTICES(ctx, _NEW_TRANSFORM);
+
switch (mode) {
- case GL_MODELVIEW:
- case GL_PROJECTION:
- case GL_TEXTURE:
- case GL_COLOR:
- if (ctx->Transform.MatrixMode == mode)
- return;
- ctx->Transform.MatrixMode = mode;
- FLUSH_VERTICES(ctx, _NEW_TRANSFORM);
- break;
- default:
- _mesa_error( ctx, GL_INVALID_ENUM, "glMatrixMode" );
+ case GL_MODELVIEW:
+ ctx->CurrentStack = &ctx->ModelviewMatrixStack;
+ break;
+ case GL_PROJECTION:
+ ctx->CurrentStack = &ctx->ProjectionMatrixStack;
+ break;
+ case GL_TEXTURE:
+ ctx->CurrentStack = &ctx->TextureMatrixStack[ctx->Texture.CurrentUnit];
+ break;
+ case GL_COLOR:
+ ctx->CurrentStack = &ctx->ColorMatrixStack;
+ break;
+ case GL_MATRIX0_NV:
+ case GL_MATRIX1_NV:
+ case GL_MATRIX2_NV:
+ case GL_MATRIX3_NV:
+ case GL_MATRIX4_NV:
+ case GL_MATRIX5_NV:
+ case GL_MATRIX6_NV:
+ case GL_MATRIX7_NV:
+ if (ctx->Extensions.NV_vertex_program) {
+ ctx->CurrentStack = &ctx->ProgramMatrixStack[mode - GL_MATRIX0_NV];
+ }
+ else {
+ _mesa_error( ctx, GL_INVALID_ENUM, "glMatrixMode(mode)" );
+ return;
+ }
+ break;
+ case GL_MATRIX0_ARB:
+ case GL_MATRIX1_ARB:
+ case GL_MATRIX2_ARB:
+ case GL_MATRIX3_ARB:
+ case GL_MATRIX4_ARB:
+ case GL_MATRIX5_ARB:
+ case GL_MATRIX6_ARB:
+ case GL_MATRIX7_ARB:
+ if (ctx->Extensions.ARB_vertex_program ||
+ ctx->Extensions.ARB_fragment_program) {
+ const GLuint m = mode - GL_MATRIX0_ARB;
+ if (m > ctx->Const.MaxProgramMatrices) {
+ _mesa_error(ctx, GL_INVALID_ENUM,
+ "glMatrixMode(GL_MATRIX%d_ARB)", m);
+ return;
+ }
+ ctx->CurrentStack = &ctx->ProgramMatrixStack[m];
+ }
+ else {
+ _mesa_error( ctx, GL_INVALID_ENUM, "glMatrixMode(mode)" );
+ return;
+ }
+ break;
+ default:
+ _mesa_error( ctx, GL_INVALID_ENUM, "glMatrixMode(mode)" );
+ return;
}
-}
+ ctx->Transform.MatrixMode = mode;
+}
-void
+/**
+ * Push the current matrix stack.
+ *
+ * \sa glPushMatrix().
+ *
+ * Verifies the current matrix stack is not full, and duplicates the top-most
+ * matrix in the stack. Marks __GLcontextRec::NewState with the stack dirty
+ * flag.
+ */
+void GLAPIENTRY
_mesa_PushMatrix( void )
{
GET_CURRENT_CONTEXT(ctx);
+ struct matrix_stack *stack = ctx->CurrentStack;
ASSERT_OUTSIDE_BEGIN_END(ctx);
if (MESA_VERBOSE&VERBOSE_API)
- fprintf(stderr, "glPushMatrix %s\n",
- _mesa_lookup_enum_by_nr(ctx->Transform.MatrixMode));
+ _mesa_debug(ctx, "glPushMatrix %s\n",
+ _mesa_lookup_enum_by_nr(ctx->Transform.MatrixMode));
- switch (ctx->Transform.MatrixMode) {
- case GL_MODELVIEW:
- if (ctx->ModelViewStackDepth >= MAX_MODELVIEW_STACK_DEPTH - 1) {
- _mesa_error( ctx, GL_STACK_OVERFLOW, "glPushMatrix");
- return;
- }
- _math_matrix_copy( &ctx->ModelViewStack[ctx->ModelViewStackDepth++],
- &ctx->ModelView );
- break;
- case GL_PROJECTION:
- if (ctx->ProjectionStackDepth >= MAX_PROJECTION_STACK_DEPTH - 1) {
- _mesa_error( ctx, GL_STACK_OVERFLOW, "glPushMatrix");
- return;
- }
- _math_matrix_copy( &ctx->ProjectionStack[ctx->ProjectionStackDepth++],
- &ctx->ProjectionMatrix );
- break;
- case GL_TEXTURE:
- {
- GLuint t = ctx->Texture.CurrentTransformUnit;
- if (ctx->TextureStackDepth[t] >= MAX_TEXTURE_STACK_DEPTH - 1) {
- _mesa_error( ctx, GL_STACK_OVERFLOW, "glPushMatrix");
- return;
- }
- _math_matrix_copy( &ctx->TextureStack[t][ctx->TextureStackDepth[t]++],
- &ctx->TextureMatrix[t] );
- }
- break;
- case GL_COLOR:
- if (ctx->ColorStackDepth >= MAX_COLOR_STACK_DEPTH - 1) {
- _mesa_error( ctx, GL_STACK_OVERFLOW, "glPushMatrix");
- return;
- }
- _math_matrix_copy( &ctx->ColorStack[ctx->ColorStackDepth++],
- &ctx->ColorMatrix );
- break;
- default:
- _mesa_problem(ctx, "Bad matrix mode in _mesa_PushMatrix");
+ if (stack->Depth + 1 >= stack->MaxDepth) {
+ _mesa_error( ctx, GL_STACK_OVERFLOW, "glPushMatrix" );
+ return;
}
+ _math_matrix_copy( &stack->Stack[stack->Depth + 1],
+ &stack->Stack[stack->Depth] );
+ stack->Depth++;
+ stack->Top = &(stack->Stack[stack->Depth]);
+ ctx->NewState |= stack->DirtyFlag;
}
-
-void
+/**
+ * Pop the current matrix stack.
+ *
+ * \sa glPopMatrix().
+ *
+ * Flushes the vertices, verifies the current matrix stack is not empty, and
+ * moves the stack head down. Marks __GLcontextRec::NewState with the dirty
+ * stack flag.
+ */
+void GLAPIENTRY
_mesa_PopMatrix( void )
{
GET_CURRENT_CONTEXT(ctx);
+ struct matrix_stack *stack = ctx->CurrentStack;
ASSERT_OUTSIDE_BEGIN_END_AND_FLUSH(ctx);
if (MESA_VERBOSE&VERBOSE_API)
- fprintf(stderr, "glPopMatrix %s\n",
- _mesa_lookup_enum_by_nr(ctx->Transform.MatrixMode));
+ _mesa_debug(ctx, "glPopMatrix %s\n",
+ _mesa_lookup_enum_by_nr(ctx->Transform.MatrixMode));
- switch (ctx->Transform.MatrixMode) {
- case GL_MODELVIEW:
- if (ctx->ModelViewStackDepth==0) {
- _mesa_error( ctx, GL_STACK_UNDERFLOW, "glPopMatrix");
- return;
- }
- _math_matrix_copy( &ctx->ModelView,
- &ctx->ModelViewStack[--ctx->ModelViewStackDepth] );
- ctx->NewState |= _NEW_MODELVIEW;
- break;
- case GL_PROJECTION:
- if (ctx->ProjectionStackDepth==0) {
- _mesa_error( ctx, GL_STACK_UNDERFLOW, "glPopMatrix");
- return;
- }
-
- _math_matrix_copy( &ctx->ProjectionMatrix,
- &ctx->ProjectionStack[--ctx->ProjectionStackDepth] );
- ctx->NewState |= _NEW_PROJECTION;
- break;
- case GL_TEXTURE:
- {
- GLuint t = ctx->Texture.CurrentTransformUnit;
- if (ctx->TextureStackDepth[t]==0) {
- _mesa_error( ctx, GL_STACK_UNDERFLOW, "glPopMatrix");
- return;
- }
- _math_matrix_copy(&ctx->TextureMatrix[t],
- &ctx->TextureStack[t][--ctx->TextureStackDepth[t]]);
- ctx->NewState |= _NEW_TEXTURE_MATRIX;
- }
- break;
- case GL_COLOR:
- if (ctx->ColorStackDepth==0) {
- _mesa_error( ctx, GL_STACK_UNDERFLOW, "glPopMatrix");
- return;
- }
- _math_matrix_copy(&ctx->ColorMatrix,
- &ctx->ColorStack[--ctx->ColorStackDepth]);
- ctx->NewState |= _NEW_COLOR_MATRIX;
- break;
- default:
- _mesa_problem(ctx, "Bad matrix mode in _mesa_PopMatrix");
+ if (stack->Depth == 0) {
+ _mesa_error( ctx, GL_STACK_UNDERFLOW, "glPopMatrix" );
+ return;
}
+ stack->Depth--;
+ stack->Top = &(stack->Stack[stack->Depth]);
+ ctx->NewState |= stack->DirtyFlag;
}
-
-void
+/**
+ * Replace the current matrix with the identity matrix.
+ *
+ * \sa glLoadIdentity().
+ *
+ * Flushes the vertices and calls _math_matrix_set_identity() with the top-most
+ * matrix in the current stack. Marks __GLcontextRec::NewState with the stack
+ * dirty flag.
+ */
+void GLAPIENTRY
_mesa_LoadIdentity( void )
{
GET_CURRENT_CONTEXT(ctx);
- GLmatrix *mat = 0;
ASSERT_OUTSIDE_BEGIN_END_AND_FLUSH(ctx);
- GET_ACTIVE_MATRIX(ctx, mat, ctx->NewState, "glLoadIdentity");
- _math_matrix_set_identity( mat );
+
+ if (MESA_VERBOSE & VERBOSE_API)
+ _mesa_debug(ctx, "glLoadIdentity()");
+
+ _math_matrix_set_identity( ctx->CurrentStack->Top );
+ ctx->NewState |= ctx->CurrentStack->DirtyFlag;
}
-void
+/**
+ * Replace the current matrix with a given matrix.
+ *
+ * \param m matrix.
+ *
+ * \sa glLoadMatrixf().
+ *
+ * Flushes the vertices and calls _math_matrix_loadf() with the top-most matrix
+ * in the current stack and the given matrix. Marks __GLcontextRec::NewState
+ * with the dirty stack flag.
+ */
+void GLAPIENTRY
_mesa_LoadMatrixf( const GLfloat *m )
{
GET_CURRENT_CONTEXT(ctx);
- GLmatrix *mat = 0;
+ if (!m) return;
+ if (MESA_VERBOSE & VERBOSE_API)
+ _mesa_debug(ctx,
+ "glLoadMatrix(%f %f %f %f, %f %f %f %f, %f %f %f %f, %f %f %f %f\n",
+ m[0], m[4], m[8], m[12],
+ m[1], m[5], m[9], m[13],
+ m[2], m[6], m[10], m[14],
+ m[3], m[7], m[11], m[15]);
+
ASSERT_OUTSIDE_BEGIN_END_AND_FLUSH(ctx);
- GET_ACTIVE_MATRIX(ctx, mat, ctx->NewState, "glLoadMatrix");
- _math_matrix_loadf( mat, m );
+ _math_matrix_loadf( ctx->CurrentStack->Top, m );
+ ctx->NewState |= ctx->CurrentStack->DirtyFlag;
}
-void
-_mesa_LoadMatrixd( const GLdouble *m )
+/**
+ * Multiply the current matrix with a given matrix.
+ *
+ * \param m matrix.
+ *
+ * \sa glMultMatrixf().
+ *
+ * Flushes the vertices and calls _math_matrix_mul_floats() with the top-most
+ * matrix in the current stack and the given matrix. Marks
+ * __GLcontextRec::NewState with the dirty stack flag.
+ */
+void GLAPIENTRY
+_mesa_MultMatrixf( const GLfloat *m )
{
- GLint i;
- GLfloat f[16];
- for (i = 0; i < 16; i++)
- f[i] = m[i];
- _mesa_LoadMatrixf(f);
+ GET_CURRENT_CONTEXT(ctx);
+ if (!m) return;
+ if (MESA_VERBOSE & VERBOSE_API)
+ _mesa_debug(ctx,
+ "glMultMatrix(%f %f %f %f, %f %f %f %f, %f %f %f %f, %f %f %f %f\n",
+ m[0], m[4], m[8], m[12],
+ m[1], m[5], m[9], m[13],
+ m[2], m[6], m[10], m[14],
+ m[3], m[7], m[11], m[15]);
+ ASSERT_OUTSIDE_BEGIN_END_AND_FLUSH(ctx);
+ _math_matrix_mul_floats( ctx->CurrentStack->Top, m );
+ ctx->NewState |= ctx->CurrentStack->DirtyFlag;
}
-
-/*
- * Multiply the active matrix by an arbitary matrix.
+/**
+ * Multiply the current matrix with a rotation matrix.
+ *
+ * \param angle angle of rotation, in degrees.
+ * \param x rotation vector x coordinate.
+ * \param y rotation vector y coordinate.
+ * \param z rotation vector z coordinate.
+ *
+ * \sa glRotatef().
+ *
+ * Flushes the vertices and calls _math_matrix_rotate() with the top-most
+ * matrix in the current stack and the given parameters. Marks
+ * __GLcontextRec::NewState with the dirty stack flag.
*/
-void
-_mesa_MultMatrixf( const GLfloat *m )
+void GLAPIENTRY
+_mesa_Rotatef( GLfloat angle, GLfloat x, GLfloat y, GLfloat z )
{
GET_CURRENT_CONTEXT(ctx);
- GLmatrix *mat = 0;
ASSERT_OUTSIDE_BEGIN_END_AND_FLUSH(ctx);
- GET_ACTIVE_MATRIX( ctx, mat, ctx->NewState, "glMultMatrix" );
- _math_matrix_mul_floats( mat, m );
+ if (angle != 0.0F) {
+ _math_matrix_rotate( ctx->CurrentStack->Top, angle, x, y, z);
+ ctx->NewState |= ctx->CurrentStack->DirtyFlag;
+ }
}
-/*
- * Multiply the active matrix by an arbitary matrix.
+/**
+ * Multiply the current matrix with a general scaling matrix.
+ *
+ * \param x x axis scale factor.
+ * \param y y axis scale factor.
+ * \param z z axis scale factor.
+ *
+ * \sa glScalef().
+ *
+ * Flushes the vertices and calls _math_matrix_scale() with the top-most
+ * matrix in the current stack and the given parameters. Marks
+ * __GLcontextRec::NewState with the dirty stack flag.
*/
-void
-_mesa_MultMatrixd( const GLdouble *m )
+void GLAPIENTRY
+_mesa_Scalef( GLfloat x, GLfloat y, GLfloat z )
{
- GLint i;
- GLfloat f[16];
- for (i = 0; i < 16; i++)
- f[i] = m[i];
- _mesa_MultMatrixf( f );
+ GET_CURRENT_CONTEXT(ctx);
+ ASSERT_OUTSIDE_BEGIN_END_AND_FLUSH(ctx);
+ _math_matrix_scale( ctx->CurrentStack->Top, x, y, z);
+ ctx->NewState |= ctx->CurrentStack->DirtyFlag;
}
-
-
-/*
- * Execute a glRotate call
+/**
+ * Multiply the current matrix with a general scaling matrix.
+ *
+ * \param x translation vector x coordinate.
+ * \param y translation vector y coordinate.
+ * \param z translation vector z coordinate.
+ *
+ * \sa glTranslatef().
+ *
+ * Flushes the vertices and calls _math_matrix_translate() with the top-most
+ * matrix in the current stack and the given parameters. Marks
+ * __GLcontextRec::NewState with the dirty stack flag.
*/
-void
-_mesa_Rotatef( GLfloat angle, GLfloat x, GLfloat y, GLfloat z )
+void GLAPIENTRY
+_mesa_Translatef( GLfloat x, GLfloat y, GLfloat z )
{
GET_CURRENT_CONTEXT(ctx);
ASSERT_OUTSIDE_BEGIN_END_AND_FLUSH(ctx);
- if (angle != 0.0F) {
- GLmatrix *mat = 0;
- GET_ACTIVE_MATRIX( ctx, mat, ctx->NewState, "glRotate" );
- _math_matrix_rotate( mat, angle, x, y, z );
- }
+ _math_matrix_translate( ctx->CurrentStack->Top, x, y, z);
+ ctx->NewState |= ctx->CurrentStack->DirtyFlag;
}
-void
-_mesa_Rotated( GLdouble angle, GLdouble x, GLdouble y, GLdouble z )
+
+#if _HAVE_FULL_GL
+void GLAPIENTRY
+_mesa_LoadMatrixd( const GLdouble *m )
{
- _mesa_Rotatef(angle, x, y, z);
+ GLint i;
+ GLfloat f[16];
+ if (!m) return;
+ for (i = 0; i < 16; i++)
+ f[i] = (GLfloat) m[i];
+ _mesa_LoadMatrixf(f);
}
-
-/*
- * Execute a glScale call
- */
-void
-_mesa_Scalef( GLfloat x, GLfloat y, GLfloat z )
+void GLAPIENTRY
+_mesa_MultMatrixd( const GLdouble *m )
{
- GET_CURRENT_CONTEXT(ctx);
- GLmatrix *mat = 0;
- ASSERT_OUTSIDE_BEGIN_END_AND_FLUSH(ctx);
- GET_ACTIVE_MATRIX(ctx, mat, ctx->NewState, "glScale");
- _math_matrix_scale( mat, x, y, z );
+ GLint i;
+ GLfloat f[16];
+ if (!m) return;
+ for (i = 0; i < 16; i++)
+ f[i] = (GLfloat) m[i];
+ _mesa_MultMatrixf( f );
}
-void
-_mesa_Scaled( GLdouble x, GLdouble y, GLdouble z )
+void GLAPIENTRY
+_mesa_Rotated( GLdouble angle, GLdouble x, GLdouble y, GLdouble z )
{
- _mesa_Scalef(x, y, z);
+ _mesa_Rotatef((GLfloat) angle, (GLfloat) x, (GLfloat) y, (GLfloat) z);
}
-/*
- * Execute a glTranslate call
- */
-void
-_mesa_Translatef( GLfloat x, GLfloat y, GLfloat z )
+void GLAPIENTRY
+_mesa_Scaled( GLdouble x, GLdouble y, GLdouble z )
{
- GET_CURRENT_CONTEXT(ctx);
- GLmatrix *mat = 0;
- ASSERT_OUTSIDE_BEGIN_END_AND_FLUSH(ctx);
- GET_ACTIVE_MATRIX(ctx, mat, ctx->NewState, "glTranslate");
- _math_matrix_translate( mat, x, y, z );
+ _mesa_Scalef((GLfloat) x, (GLfloat) y, (GLfloat) z);
}
-void
+void GLAPIENTRY
_mesa_Translated( GLdouble x, GLdouble y, GLdouble z )
{
- _mesa_Translatef(x, y, z);
+ _mesa_Translatef((GLfloat) x, (GLfloat) y, (GLfloat) z);
}
+#endif
-void
+#if _HAVE_FULL_GL
+void GLAPIENTRY
_mesa_LoadTransposeMatrixfARB( const GLfloat *m )
{
GLfloat tm[16];
+ if (!m) return;
_math_transposef(tm, m);
_mesa_LoadMatrixf(tm);
}
-void
+void GLAPIENTRY
_mesa_LoadTransposeMatrixdARB( const GLdouble *m )
{
GLfloat tm[16];
+ if (!m) return;
_math_transposefd(tm, m);
_mesa_LoadMatrixf(tm);
}
-void
+void GLAPIENTRY
_mesa_MultTransposeMatrixfARB( const GLfloat *m )
{
GLfloat tm[16];
+ if (!m) return;
_math_transposef(tm, m);
_mesa_MultMatrixf(tm);
}
-void
+void GLAPIENTRY
_mesa_MultTransposeMatrixdARB( const GLdouble *m )
{
GLfloat tm[16];
+ if (!m) return;
_math_transposefd(tm, m);
_mesa_MultMatrixf(tm);
}
+#endif
-
-/*
- * Called via glViewport or display list execution.
+/**
+ * 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
+void GLAPIENTRY
_mesa_Viewport( GLint x, GLint y, GLsizei width, GLsizei height )
{
GET_CURRENT_CONTEXT(ctx);
_mesa_set_viewport(ctx, x, y, width, height);
}
-
-/*
- * Define a new viewport and reallocate auxillary buffers if the size of
- * the window (color buffer) has changed.
+/**
+ * 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,
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" );
+ _mesa_error( ctx, GL_INVALID_VALUE,
+ "glViewport(%d, %d, %d, %d)", x, y, width, height );
return;
}
- if (MESA_VERBOSE & VERBOSE_API)
- fprintf(stderr, "glViewport %d %d %d %d\n", x, y, width, height);
-
/* clamp width, and height to implementation dependent range */
width = CLAMP( width, 1, MAX_WIDTH );
height = CLAMP( height, 1, MAX_HEIGHT );
ctx->Viewport.Y = y;
ctx->Viewport.Height = height;
+ /* Check if window/buffer has been resized and if so, reallocate the
+ * ancillary buffers.
+ */
+/* _mesa_ResizeBuffersMESA(); */
+
+ if (ctx->Driver.Viewport) {
+ (*ctx->Driver.Viewport)( ctx, x, y, width, height );
+ }
+
+ 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.
+ * 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) / 2.0);
- ctx->Viewport._WindowMap.m[MAT_TZ] = ctx->DepthMaxF * ((f - n) / 2.0 + n);
+ 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.
+ * 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();
}
-
-void
+#if _HAVE_FULL_GL
+void GLAPIENTRY
_mesa_DepthRange( GLclampd nearval, GLclampd farval )
{
/*
ASSERT_OUTSIDE_BEGIN_END_AND_FLUSH(ctx);
if (MESA_VERBOSE&VERBOSE_API)
- fprintf(stderr, "glDepthRange %f %f\n", nearval, farval);
+ _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) / 2.0);
- ctx->Viewport._WindowMap.m[MAT_TZ] = ctx->DepthMaxF * ((f - n) / 2.0 + n);
+ 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
+
+
+
+/**********************************************************************/
+/** \name State management */
+/*@{*/
+
+
+/**
+ * Update the projection matrix stack.
+ *
+ * \param ctx GL context.
+ *
+ * Calls _math_matrix_analyse() with the top-matrix of the projection matrix
+ * stack, and recomputes user clip positions if necessary.
+ *
+ * \note This routine references __GLcontextRec::Tranform attribute values to
+ * compute userclip positions in clip space, but is only called on
+ * _NEW_PROJECTION. The _mesa_ClipPlane() function keeps these values up to
+ * date across changes to the __GLcontextRec::Transform attributes.
+ */
+static void
+update_projection( GLcontext *ctx )
+{
+ _math_matrix_analyse( ctx->ProjectionMatrixStack.Top );
+
+#if FEATURE_userclip
+ /* Recompute clip plane positions in clipspace. This is also done
+ * in _mesa_ClipPlane().
+ */
+ if (ctx->Transform.ClipPlanesEnabled) {
+ GLuint p;
+ for (p = 0; p < ctx->Const.MaxClipPlanes; p++) {
+ if (ctx->Transform.ClipPlanesEnabled & (1 << p)) {
+ _mesa_transform_vector( ctx->Transform._ClipUserPlane[p],
+ ctx->Transform.EyeUserPlane[p],
+ ctx->ProjectionMatrixStack.Top->inv );
+ }
+ }
+ }
+#endif
+}
+
+
+/**
+ * Calculate the combined modelview-projection matrix.
+ *
+ * \param ctx GL context.
+ *
+ * Multiplies the top matrices of the projection and model view stacks into
+ * __GLcontextRec::_ModelProjectMatrix via _math_matrix_mul_matrix() and
+ * analyzes the resulting matrix via _math_matrix_analyse().
+ */
+static void
+calculate_model_project_matrix( GLcontext *ctx )
+{
+ _math_matrix_mul_matrix( &ctx->_ModelProjectMatrix,
+ ctx->ProjectionMatrixStack.Top,
+ ctx->ModelviewMatrixStack.Top );
+
+ _math_matrix_analyse( &ctx->_ModelProjectMatrix );
+}
+
+
+/**
+ * Updates the combined modelview-projection matrix.
+ *
+ * \param ctx GL context.
+ * \param new_state new state bit mask.
+ *
+ * If there is a new model view matrix then analyzes it. If there is a new
+ * projection matrix, updates it. Finally calls
+ * calculate_model_project_matrix() to recalculate the modelview-projection
+ * matrix.
+ */
+void _mesa_update_modelview_project( GLcontext *ctx, GLuint new_state )
+{
+ if (new_state & _NEW_MODELVIEW)
+ _math_matrix_analyse( ctx->ModelviewMatrixStack.Top );
+
+ if (new_state & _NEW_PROJECTION)
+ update_projection( ctx );
+
+ /* Keep ModelviewProject uptodate always to allow tnl
+ * implementations that go model->clip even when eye is required.
+ */
+ calculate_model_project_matrix(ctx);
+}
+
+/*@}*/
+
+
+/**********************************************************************/
+/** Matrix stack initialization */
+/*@{*/
+
+
+/**
+ * Initialize a matrix stack.
+ *
+ * \param stack matrix stack.
+ * \param maxDepth maximum stack depth.
+ * \param dirtyFlag dirty flag.
+ *
+ * Allocates an array of \p maxDepth elements for the matrix stack and calls
+ * _math_matrix_ctr() and _math_matrix_alloc_inv() for each element to
+ * initialize it.
+ */
+static void
+init_matrix_stack( struct matrix_stack *stack,
+ GLuint maxDepth, GLuint dirtyFlag )
+{
+ GLuint i;
+
+ stack->Depth = 0;
+ stack->MaxDepth = maxDepth;
+ stack->DirtyFlag = dirtyFlag;
+ /* The stack */
+ stack->Stack = (GLmatrix *) CALLOC(maxDepth * sizeof(GLmatrix));
+ for (i = 0; i < maxDepth; i++) {
+ _math_matrix_ctr(&stack->Stack[i]);
+ _math_matrix_alloc_inv(&stack->Stack[i]);
+ }
+ stack->Top = stack->Stack;
+}
+
+/**
+ * Free matrix stack.
+ *
+ * \param stack matrix stack.
+ *
+ * Calls _math_matrix_dtr() for each element of the matrix stack and
+ * frees the array.
+ */
+static void
+free_matrix_stack( struct matrix_stack *stack )
+{
+ GLuint i;
+ for (i = 0; i < stack->MaxDepth; i++) {
+ _math_matrix_dtr(&stack->Stack[i]);
+ }
+ FREE(stack->Stack);
+ stack->Stack = stack->Top = NULL;
+}
+
+/*@}*/
+
+
+/**********************************************************************/
+/** \name Initialization */
+/*@{*/
+
+
+/**
+ * Initialize the context matrix data.
+ *
+ * \param ctx GL context.
+ *
+ * Initializes each of the matrix stacks and the combined modelview-projection
+ * matrix.
+ */
+void _mesa_init_matrix( GLcontext * ctx )
+{
+ GLint i;
+
+ /* Initialize matrix stacks */
+ init_matrix_stack(&ctx->ModelviewMatrixStack, MAX_MODELVIEW_STACK_DEPTH,
+ _NEW_MODELVIEW);
+ init_matrix_stack(&ctx->ProjectionMatrixStack, MAX_PROJECTION_STACK_DEPTH,
+ _NEW_PROJECTION);
+ init_matrix_stack(&ctx->ColorMatrixStack, MAX_COLOR_STACK_DEPTH,
+ _NEW_COLOR_MATRIX);
+ for (i = 0; i < MAX_TEXTURE_UNITS; i++)
+ init_matrix_stack(&ctx->TextureMatrixStack[i], MAX_TEXTURE_STACK_DEPTH,
+ _NEW_TEXTURE_MATRIX);
+ for (i = 0; i < MAX_PROGRAM_MATRICES; i++)
+ init_matrix_stack(&ctx->ProgramMatrixStack[i],
+ MAX_PROGRAM_MATRIX_STACK_DEPTH, _NEW_TRACK_MATRIX);
+ ctx->CurrentStack = &ctx->ModelviewMatrixStack;
+
+ /* Init combined Modelview*Projection matrix */
+ _math_matrix_ctr( &ctx->_ModelProjectMatrix );
+}
+
+
+/**
+ * Free the context matrix data.
+ *
+ * \param ctx GL context.
+ *
+ * Frees each of the matrix stacks and the combined modelview-projection
+ * matrix.
+ */
+void _mesa_free_matrix_data( GLcontext *ctx )
+{
+ GLint i;
+
+ free_matrix_stack(&ctx->ModelviewMatrixStack);
+ free_matrix_stack(&ctx->ProjectionMatrixStack);
+ free_matrix_stack(&ctx->ColorMatrixStack);
+ for (i = 0; i < MAX_TEXTURE_UNITS; i++)
+ free_matrix_stack(&ctx->TextureMatrixStack[i]);
+ for (i = 0; i < MAX_PROGRAM_MATRICES; i++)
+ free_matrix_stack(&ctx->ProgramMatrixStack[i]);
+ /* combined Modelview*Projection matrix */
+ _math_matrix_dtr( &ctx->_ModelProjectMatrix );
+
+}
+
+
+/**
+ * Initialize the context transform attribute group.
+ *
+ * \param ctx GL context.
+ *
+ * \todo Move this to a new file with other 'transform' routines.
+ */
+void _mesa_init_transform( GLcontext *ctx )
+{
+ GLint i;
+
+ /* Transformation group */
+ ctx->Transform.MatrixMode = GL_MODELVIEW;
+ ctx->Transform.Normalize = GL_FALSE;
+ ctx->Transform.RescaleNormals = GL_FALSE;
+ ctx->Transform.RasterPositionUnclipped = GL_FALSE;
+ for (i=0;i<MAX_CLIP_PLANES;i++) {
+ ASSIGN_4V( ctx->Transform.EyeUserPlane[i], 0.0, 0.0, 0.0, 0.0 );
+ }
+ ctx->Transform.ClipPlanesEnabled = 0;
+}
+
+
+/**
+ * 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);
+}
+
+/*@}*/