-/* $Id: matrix.c,v 1.27 2000/11/22 07:32:17 joukj Exp $ */
+/* $Id: matrix.c,v 1.39 2002/02/15 16:24:37 brianp Exp $ */
/*
* Mesa 3-D graphics library
- * Version: 3.5
+ * Version: 4.1
*
- * 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"),
#endif
-/**********************************************************************/
-/* API functions */
-/**********************************************************************/
-
-
-#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); \
- 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: \
- gl_problem(ctx, where); \
- } \
-} while (0)
-
-
void
_mesa_Frustum( GLdouble left, GLdouble right,
GLdouble bottom, GLdouble top,
GLdouble nearval, GLdouble farval )
{
GET_CURRENT_CONTEXT(ctx);
- GLmatrix *mat = 0;
-
- GET_ACTIVE_MATRIX( ctx, mat, ctx->NewState, "glFrustrum" );
+ ASSERT_OUTSIDE_BEGIN_END_AND_FLUSH(ctx);
if (nearval <= 0.0 ||
farval <= 0.0 ||
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( ctx->CurrentStack->Top,
+ (GLfloat) left, (GLfloat) right,
+ (GLfloat) bottom, (GLfloat) top,
+ (GLfloat) nearval, (GLfloat) farval );
+ ctx->NewState |= ctx->CurrentStack->DirtyFlag;
}
GLdouble nearval, GLdouble farval )
{
GET_CURRENT_CONTEXT(ctx);
- GLmatrix *mat = 0;
-
- GET_ACTIVE_MATRIX( ctx, mat, ctx->NewState, "glOrtho" );
+ ASSERT_OUTSIDE_BEGIN_END_AND_FLUSH(ctx);
if (left == right ||
bottom == top ||
nearval == farval)
{
- gl_error( ctx, GL_INVALID_VALUE, "gl_Ortho" );
+ _mesa_error( ctx, GL_INVALID_VALUE, "glOrtho" );
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;
}
_mesa_MatrixMode( GLenum mode )
{
GET_CURRENT_CONTEXT(ctx);
- ASSERT_OUTSIDE_BEGIN_END_AND_FLUSH(ctx, "glMatrixMode");
+ 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:
- ctx->Transform.MatrixMode = mode;
- break;
- default:
- gl_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) {
+ _mesa_error( ctx, GL_INVALID_ENUM, "glMatrixMode" );
+ return;
+ }
+ ctx->CurrentStack = &ctx->ProgramMatrixStack[mode - GL_MATRIX0_NV];
+ break;
+ default:
+ _mesa_error( ctx, GL_INVALID_ENUM, "glMatrixMode" );
+ return;
}
+
+ ctx->Transform.MatrixMode = mode;
}
_mesa_PushMatrix( void )
{
GET_CURRENT_CONTEXT(ctx);
- ASSERT_OUTSIDE_BEGIN_END_AND_FLUSH(ctx, "glPushMatrix");
+ struct matrix_stack *stack = ctx->CurrentStack;
+ ASSERT_OUTSIDE_BEGIN_END(ctx);
if (MESA_VERBOSE&VERBOSE_API)
fprintf(stderr, "glPushMatrix %s\n",
- gl_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");
- return;
- }
- _math_matrix_copy( &ctx->ModelViewStack[ctx->ModelViewStackDepth++],
- &ctx->ModelView );
- break;
- case GL_PROJECTION:
- if (ctx->ProjectionStackDepth >= MAX_PROJECTION_STACK_DEPTH - 1) {
- gl_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) {
- gl_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) {
- gl_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_lookup_enum_by_nr(ctx->Transform.MatrixMode));
+
+ 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;
}
_mesa_PopMatrix( void )
{
GET_CURRENT_CONTEXT(ctx);
- ASSERT_OUTSIDE_BEGIN_END_AND_FLUSH(ctx, "glPopMatrix");
+ struct matrix_stack *stack = ctx->CurrentStack;
+ 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));
-
- switch (ctx->Transform.MatrixMode) {
- case GL_MODELVIEW:
- if (ctx->ModelViewStackDepth==0) {
- gl_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) {
- gl_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) {
- gl_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) {
- gl_error( ctx, GL_STACK_UNDERFLOW, "glPopMatrix");
- return;
- }
- _math_matrix_copy(&ctx->ColorMatrix,
- &ctx->ColorStack[--ctx->ColorStackDepth]);
- ctx->NewState |= _NEW_COLOR_MATRIX;
- break;
- default:
- gl_problem(ctx, "Bad matrix mode in gl_PopMatrix");
+ _mesa_lookup_enum_by_nr(ctx->Transform.MatrixMode));
+
+ if (stack->Depth == 0) {
+ _mesa_error( ctx, GL_STACK_UNDERFLOW, "glPopMatrix" );
+ return;
}
+ stack->Depth--;
+ stack->Top = &(stack->Stack[stack->Depth]);
+ ctx->NewState |= stack->DirtyFlag;
}
_mesa_LoadIdentity( void )
{
GET_CURRENT_CONTEXT(ctx);
- GLmatrix *mat = 0;
- GET_ACTIVE_MATRIX(ctx, mat, ctx->NewState, "glLoadIdentity");
- _math_matrix_set_identity( mat );
+ ASSERT_OUTSIDE_BEGIN_END_AND_FLUSH(ctx);
+ _math_matrix_set_identity( ctx->CurrentStack->Top );
+ ctx->NewState |= ctx->CurrentStack->DirtyFlag;
}
_mesa_LoadMatrixf( const GLfloat *m )
{
GET_CURRENT_CONTEXT(ctx);
- GLmatrix *mat = 0;
- GET_ACTIVE_MATRIX(ctx, mat, ctx->NewState, "glLoadMatrix");
- _math_matrix_loadf( mat, m );
+ ASSERT_OUTSIDE_BEGIN_END_AND_FLUSH(ctx);
+ _math_matrix_loadf( ctx->CurrentStack->Top, m );
+ ctx->NewState |= ctx->CurrentStack->DirtyFlag;
}
GLint i;
GLfloat f[16];
for (i = 0; i < 16; i++)
- f[i] = m[i];
+ f[i] = (GLfloat) m[i];
_mesa_LoadMatrixf(f);
}
_mesa_MultMatrixf( const GLfloat *m )
{
GET_CURRENT_CONTEXT(ctx);
- GLmatrix *mat = 0;
- GET_ACTIVE_MATRIX( ctx, mat, ctx->NewState, "glMultMatrix" );
- _math_matrix_mul_floats( mat, m );
+ ASSERT_OUTSIDE_BEGIN_END_AND_FLUSH(ctx);
+ _math_matrix_mul_floats( ctx->CurrentStack->Top, m );
+ ctx->NewState |= ctx->CurrentStack->DirtyFlag;
}
GLint i;
GLfloat f[16];
for (i = 0; i < 16; i++)
- f[i] = m[i];
+ f[i] = (GLfloat) m[i];
_mesa_MultMatrixf( f );
}
_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" );
- _math_matrix_rotate( mat, angle, x, y, z );
+ _math_matrix_rotate( ctx->CurrentStack->Top, angle, x, y, z);
+ ctx->NewState |= ctx->CurrentStack->DirtyFlag;
}
}
void
_mesa_Rotated( GLdouble angle, GLdouble x, GLdouble y, GLdouble z )
{
- _mesa_Rotatef(angle, x, y, z);
+ _mesa_Rotatef((GLfloat) angle, (GLfloat) x, (GLfloat) y, (GLfloat) z);
}
_mesa_Scalef( GLfloat x, GLfloat y, GLfloat z )
{
GET_CURRENT_CONTEXT(ctx);
- GLmatrix *mat = 0;
- GET_ACTIVE_MATRIX(ctx, mat, ctx->NewState, "glScale");
- _math_matrix_scale( mat, x, y, z );
+ ASSERT_OUTSIDE_BEGIN_END_AND_FLUSH(ctx);
+ _math_matrix_scale( ctx->CurrentStack->Top, x, y, z);
+ ctx->NewState |= ctx->CurrentStack->DirtyFlag;
}
void
_mesa_Scaled( GLdouble x, GLdouble y, GLdouble z )
{
- _mesa_Scalef(x, y, z);
+ _mesa_Scalef((GLfloat) x, (GLfloat) y, (GLfloat) z);
}
_mesa_Translatef( GLfloat x, GLfloat y, GLfloat z )
{
GET_CURRENT_CONTEXT(ctx);
- GLmatrix *mat = 0;
- GET_ACTIVE_MATRIX(ctx, mat, ctx->NewState, "glTranslate");
- _math_matrix_translate( mat, x, y, z );
+ ASSERT_OUTSIDE_BEGIN_END_AND_FLUSH(ctx);
+ _math_matrix_translate( ctx->CurrentStack->Top, x, y, z);
+ ctx->NewState |= ctx->CurrentStack->DirtyFlag;
}
void
_mesa_Translated( GLdouble x, GLdouble y, GLdouble z )
{
- _mesa_Translatef(x, y, z);
+ _mesa_Translatef((GLfloat) x, (GLfloat) y, (GLfloat) 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;
}
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) / 2.0F);
+ 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;
*/
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);
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) / 2.0F);
+ ctx->Viewport._WindowMap.m[MAT_TZ] = ctx->DepthMaxF * ((f - n) / 2.0F + n);
ctx->NewState |= _NEW_VIEWPORT;
if (ctx->Driver.DepthRange) {