-/* $Id: matrix.c,v 1.26 2000/11/16 21:05:35 keithw Exp $ */
+/* $Id: matrix.c,v 1.34 2001/03/19 22:45:52 brianp Exp $ */
/*
* Mesa 3-D graphics library
* Version: 3.5
- *
- * Copyright (C) 1999-2000 Brian Paul All Rights Reserved.
- *
+ *
+ * Copyright (C) 1999-2001 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"),
* to deal in the Software without restriction, including without limitation
* the rights to use, copy, modify, merge, publish, distribute, sublicense,
* and/or sell copies of the Software, and to permit persons to whom the
* Software is furnished to do so, subject to the following conditions:
- *
+ *
* The above copyright notice and this permission notice shall be included
* in all copies or substantial portions of the Software.
- *
+ *
* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS
* OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
* FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL
#include "matrix.h"
#include "mem.h"
#include "mmath.h"
-#include "types.h"
+#include "mtypes.h"
#include "math/m_matrix.h"
#endif
/**********************************************************************/
-#define GET_ACTIVE_MATRIX(ctx, mat, flags, where) \
+#define GET_ACTIVE_MATRIX(ctx, mat, flags, where) \
do { \
- ASSERT_OUTSIDE_BEGIN_END_AND_FLUSH(ctx, where); \
- if (MESA_VERBOSE&VERBOSE_API) fprintf(stderr, "%s\n", where); \
+ if (MESA_VERBOSE&VERBOSE_API) fprintf(stderr, "%s\n", where); \
switch (ctx->Transform.MatrixMode) { \
case GL_MODELVIEW: \
mat = &ctx->ModelView; \
flags |= _NEW_COLOR_MATRIX; \
break; \
default: \
- gl_problem(ctx, where); \
+ _mesa_problem(ctx, where); \
} \
} while (0)
{
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 ||
- left == right ||
- top == bottom)
+ farval <= 0.0 ||
+ nearval == farval ||
+ left == right ||
+ top == bottom)
{
- gl_error( ctx, GL_INVALID_VALUE, "glFrustum" );
+ _mesa_error( ctx, GL_INVALID_VALUE, "glFrustum" );
return;
}
-
- _math_matrix_frustrum( mat, left, right, bottom, top, nearval, farval );
+
+ _math_matrix_frustum( mat, left, right, bottom, top, nearval, farval );
}
{
GET_CURRENT_CONTEXT(ctx);
GLmatrix *mat = 0;
+ ASSERT_OUTSIDE_BEGIN_END_AND_FLUSH(ctx);
GET_ACTIVE_MATRIX( ctx, mat, ctx->NewState, "glOrtho" );
-
- if (left == right ||
- bottom == top ||
- nearval == farval)
+
+ if (left == right ||
+ bottom == top ||
+ nearval == farval)
{
- gl_error( ctx, GL_INVALID_VALUE, "gl_Ortho" );
+ _mesa_error( ctx, GL_INVALID_VALUE, "glOrtho" );
return;
}
_mesa_MatrixMode( GLenum mode )
{
GET_CURRENT_CONTEXT(ctx);
- ASSERT_OUTSIDE_BEGIN_END_AND_FLUSH(ctx, "glMatrixMode");
+ ASSERT_OUTSIDE_BEGIN_END(ctx);
+
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:
- gl_error( ctx, GL_INVALID_ENUM, "glMatrixMode" );
+ _mesa_error( ctx, GL_INVALID_ENUM, "glMatrixMode" );
}
}
_mesa_PushMatrix( void )
{
GET_CURRENT_CONTEXT(ctx);
- ASSERT_OUTSIDE_BEGIN_END_AND_FLUSH(ctx, "glPushMatrix");
+ ASSERT_OUTSIDE_BEGIN_END(ctx);
if (MESA_VERBOSE&VERBOSE_API)
- fprintf(stderr, "glPushMatrix %s\n",
- gl_lookup_enum_by_nr(ctx->Transform.MatrixMode));
+ fprintf(stderr, "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) {
- gl_error( ctx, GL_STACK_OVERFLOW, "glPushMatrix");
+ _mesa_error( ctx, GL_STACK_OVERFLOW, "glPushMatrix");
return;
}
_math_matrix_copy( &ctx->ModelViewStack[ctx->ModelViewStackDepth++],
break;
case GL_PROJECTION:
if (ctx->ProjectionStackDepth >= MAX_PROJECTION_STACK_DEPTH - 1) {
- gl_error( ctx, GL_STACK_OVERFLOW, "glPushMatrix");
+ _mesa_error( ctx, GL_STACK_OVERFLOW, "glPushMatrix");
return;
}
_math_matrix_copy( &ctx->ProjectionStack[ctx->ProjectionStackDepth++],
{
GLuint t = ctx->Texture.CurrentTransformUnit;
if (ctx->TextureStackDepth[t] >= MAX_TEXTURE_STACK_DEPTH - 1) {
- gl_error( ctx, GL_STACK_OVERFLOW, "glPushMatrix");
+ _mesa_error( ctx, GL_STACK_OVERFLOW, "glPushMatrix");
return;
}
_math_matrix_copy( &ctx->TextureStack[t][ctx->TextureStackDepth[t]++],
break;
case GL_COLOR:
if (ctx->ColorStackDepth >= MAX_COLOR_STACK_DEPTH - 1) {
- gl_error( ctx, GL_STACK_OVERFLOW, "glPushMatrix");
+ _mesa_error( ctx, GL_STACK_OVERFLOW, "glPushMatrix");
return;
}
_math_matrix_copy( &ctx->ColorStack[ctx->ColorStackDepth++],
&ctx->ColorMatrix );
break;
default:
- gl_problem(ctx, "Bad matrix mode in gl_PushMatrix");
+ _mesa_problem(ctx, "Bad matrix mode in _mesa_PushMatrix");
}
}
_mesa_PopMatrix( void )
{
GET_CURRENT_CONTEXT(ctx);
- ASSERT_OUTSIDE_BEGIN_END_AND_FLUSH(ctx, "glPopMatrix");
+ ASSERT_OUTSIDE_BEGIN_END_AND_FLUSH(ctx);
if (MESA_VERBOSE&VERBOSE_API)
- fprintf(stderr, "glPopMatrix %s\n",
- gl_lookup_enum_by_nr(ctx->Transform.MatrixMode));
+ fprintf(stderr, "glPopMatrix %s\n",
+ _mesa_lookup_enum_by_nr(ctx->Transform.MatrixMode));
switch (ctx->Transform.MatrixMode) {
case GL_MODELVIEW:
if (ctx->ModelViewStackDepth==0) {
- gl_error( ctx, GL_STACK_UNDERFLOW, "glPopMatrix");
+ _mesa_error( ctx, GL_STACK_UNDERFLOW, "glPopMatrix");
return;
}
_math_matrix_copy( &ctx->ModelView,
break;
case GL_PROJECTION:
if (ctx->ProjectionStackDepth==0) {
- gl_error( ctx, GL_STACK_UNDERFLOW, "glPopMatrix");
+ _mesa_error( ctx, GL_STACK_UNDERFLOW, "glPopMatrix");
return;
}
{
GLuint t = ctx->Texture.CurrentTransformUnit;
if (ctx->TextureStackDepth[t]==0) {
- gl_error( ctx, GL_STACK_UNDERFLOW, "glPopMatrix");
+ _mesa_error( ctx, GL_STACK_UNDERFLOW, "glPopMatrix");
return;
}
_math_matrix_copy(&ctx->TextureMatrix[t],
break;
case GL_COLOR:
if (ctx->ColorStackDepth==0) {
- gl_error( ctx, GL_STACK_UNDERFLOW, "glPopMatrix");
+ _mesa_error( ctx, GL_STACK_UNDERFLOW, "glPopMatrix");
return;
}
_math_matrix_copy(&ctx->ColorMatrix,
ctx->NewState |= _NEW_COLOR_MATRIX;
break;
default:
- gl_problem(ctx, "Bad matrix mode in gl_PopMatrix");
+ _mesa_problem(ctx, "Bad matrix mode in _mesa_PopMatrix");
}
}
{
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 );
}
{
GET_CURRENT_CONTEXT(ctx);
GLmatrix *mat = 0;
+ ASSERT_OUTSIDE_BEGIN_END_AND_FLUSH(ctx);
GET_ACTIVE_MATRIX(ctx, mat, ctx->NewState, "glLoadMatrix");
_math_matrix_loadf( mat, m );
}
{
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 );
}
/*
- * Multiply the active matrix by an arbitary matrix.
+ * Multiply the active matrix by an arbitary matrix.
*/
void
_mesa_MultMatrixd( const GLdouble *m )
_mesa_Rotatef( GLfloat angle, 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" );
{
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 );
}
{
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_Viewport( GLint x, GLint y, GLsizei width, GLsizei height )
{
GET_CURRENT_CONTEXT(ctx);
- gl_Viewport(ctx, x, y, width, height);
+ ASSERT_OUTSIDE_BEGIN_END_AND_FLUSH(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.
- *
- * XXX This is directly called by device drivers, BUT this function
- * may be renamed _mesa_Viewport (without ctx arg) in the future so
- * use of _mesa_Viewport is encouraged.
*/
void
-gl_Viewport( GLcontext *ctx, GLint x, GLint y, GLsizei width, GLsizei height )
+_mesa_set_viewport( GLcontext *ctx, GLint x, GLint y,
+ GLsizei width, GLsizei height )
{
- ASSERT_OUTSIDE_BEGIN_END_AND_FLUSH(ctx, "glViewport");
+ const GLfloat n = ctx->Viewport.Near;
+ const GLfloat f = ctx->Viewport.Far;
- if (width<0 || height<0) {
- gl_error( ctx, GL_INVALID_VALUE, "glViewport" );
+ if (width < 0 || height < 0) {
+ _mesa_error( ctx, GL_INVALID_VALUE, "glViewport" );
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;
- /* compute scale and bias values */
+ /* compute scale and bias values :: This is really driver-specific
+ * and should be maintained elsewhere if at all.
+ */
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] = 0.5 * ctx->Visual.DepthMaxF;
- ctx->Viewport._WindowMap.m[MAT_TZ] = 0.5 * ctx->Visual.DepthMaxF;
+ 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.flags = MAT_FLAG_GENERAL_SCALE|MAT_FLAG_TRANSLATION;
ctx->Viewport._WindowMap.type = MATRIX_3D_NO_ROT;
ctx->NewState |= _NEW_VIEWPORT;
*/
GLfloat n, f;
GET_CURRENT_CONTEXT(ctx);
- ASSERT_OUTSIDE_BEGIN_END_AND_FLUSH(ctx, "glDepthRange");
+ ASSERT_OUTSIDE_BEGIN_END_AND_FLUSH(ctx);
if (MESA_VERBOSE&VERBOSE_API)
- fprintf(stderr, "glDepthRange %f %f\n", nearval, farval);
+ fprintf(stderr, "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->Visual.DepthMaxF * ((f - n) / 2.0);
- ctx->Viewport._WindowMap.m[MAT_TZ] = ctx->Visual.DepthMaxF * ((f - n) / 2.0 + n);
+ 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->NewState |= _NEW_VIEWPORT;
if (ctx->Driver.DepthRange) {