-/* $Id: matrix.c,v 1.8 1999/11/08 07:36:44 brianp Exp $ */
+/* $Id: matrix.c,v 1.39 2002/02/15 16:24:37 brianp Exp $ */
/*
* Mesa 3-D graphics library
- * Version: 3.1
- *
- * Copyright (C) 1999 Brian Paul All Rights Reserved.
- *
+ * Version: 4.1
+ *
+ * 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
*/
-
-
-
/*
* 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
-#ifndef XFree86Server
-#include <math.h>
-#include <stdio.h>
-#include <stdlib.h>
-#include <string.h>
-#else
-#include "GL/xf86glx.h"
-#endif
+#include "glheader.h"
+#include "buffers.h"
#include "context.h"
#include "enums.h"
#include "macros.h"
#include "matrix.h"
+#include "mem.h"
#include "mmath.h"
-#include "types.h"
-#endif
-
-
-static const char *types[] = {
- "MATRIX_GENERAL",
- "MATRIX_IDENTITY",
- "MATRIX_3D_NO_ROT",
- "MATRIX_PERSPECTIVE",
- "MATRIX_2D",
- "MATRIX_2D_NO_ROT",
- "MATRIX_3D"
-};
-static void matmul4( GLfloat *product, const GLfloat *a, const GLfloat *b );
-
-
-static GLfloat Identity[16] = {
- 1.0, 0.0, 0.0, 0.0,
- 0.0, 1.0, 0.0, 0.0,
- 0.0, 0.0, 1.0, 0.0,
- 0.0, 0.0, 0.0, 1.0
-};
-
-
-static void print_matrix_floats( const GLfloat m[16] )
-{
- int i;
- for (i=0;i<4;i++) {
- fprintf(stderr,"\t%f %f %f %f\n", m[i], m[4+i], m[8+i], m[12+i] );
- }
-}
+#include "mtypes.h"
-void gl_print_matrix( const GLmatrix *m )
-{
- fprintf(stderr, "Matrix type: %s, flags: %x\n", types[m->type], m->flags);
- print_matrix_floats(m->m);
-#if 1
- fprintf(stderr, "Inverse: \n");
- if (m->inv) {
- GLfloat prod[16];
- print_matrix_floats(m->inv);
- matmul4(prod, m->m, m->inv);
- fprintf(stderr, "Mat * Inverse:\n");
- print_matrix_floats(prod);
- } else
- fprintf(stderr, " - not available\n");
+#include "math/m_matrix.h"
#endif
-}
-
-
-
-/*
- * This matmul was contributed by Thomas Malik
- *
- * Perform a 4x4 matrix multiplication (product = a x b).
- * Input: a, b - matrices to multiply
- * Output: product - product of a and b
- * WARNING: (product != b) assumed
- * NOTE: (product == a) allowed
- *
- * KW: 4*16 = 64 muls
- */
-#define A(row,col) a[(col<<2)+row]
-#define B(row,col) b[(col<<2)+row]
-#define P(row,col) product[(col<<2)+row]
-
-static void matmul4( GLfloat *product, const GLfloat *a, const GLfloat *b )
-{
- GLint i;
- for (i = 0; i < 4; i++) {
- GLfloat ai0=A(i,0), ai1=A(i,1), ai2=A(i,2), ai3=A(i,3);
- P(i,0) = ai0 * B(0,0) + ai1 * B(1,0) + ai2 * B(2,0) + ai3 * B(3,0);
- P(i,1) = ai0 * B(0,1) + ai1 * B(1,1) + ai2 * B(2,1) + ai3 * B(3,1);
- P(i,2) = ai0 * B(0,2) + ai1 * B(1,2) + ai2 * B(2,2) + ai3 * B(3,2);
- P(i,3) = ai0 * B(0,3) + ai1 * B(1,3) + ai2 * B(2,3) + ai3 * B(3,3);
- }
-}
-
-
-
-
-/* Multiply two matrices known to occupy only the top three rows,
- * such as typical modelling matrices, and ortho matrices.
- *
- * KW: 3*9 = 27 muls
- */
-static void matmul34( GLfloat *product, const GLfloat *a, const GLfloat *b )
-{
- GLint i;
- for (i = 0; i < 3; i++) {
- GLfloat ai0=A(i,0), ai1=A(i,1), ai2=A(i,2), ai3=A(i,3);
- P(i,0) = ai0 * B(0,0) + ai1 * B(1,0) + ai2 * B(2,0);
- P(i,1) = ai0 * B(0,1) + ai1 * B(1,1) + ai2 * B(2,1);
- P(i,2) = ai0 * B(0,2) + ai1 * B(1,2) + ai2 * B(2,2);
- P(i,3) = ai0 * B(0,3) + ai1 * B(1,3) + ai2 * B(2,3) + ai3;
- }
- P(3,0) = 0;
- P(3,1) = 0;
- P(3,2) = 0;
- P(3,3) = 1;
-}
-
-static void matmul4fd( GLfloat *product, const GLfloat *a, const GLdouble *b )
-{
- GLint i;
- for (i = 0; i < 4; i++) {
- GLfloat ai0=A(i,0), ai1=A(i,1), ai2=A(i,2), ai3=A(i,3);
- P(i,0) = ai0 * B(0,0) + ai1 * B(1,0) + ai2 * B(2,0) + ai3 * B(3,0);
- P(i,1) = ai0 * B(0,1) + ai1 * B(1,1) + ai2 * B(2,1) + ai3 * B(3,1);
- P(i,2) = ai0 * B(0,2) + ai1 * B(1,2) + ai2 * B(2,2) + ai3 * B(3,2);
- P(i,3) = ai0 * B(0,3) + ai1 * B(1,3) + ai2 * B(2,3) + ai3 * B(3,3);
- }
-}
-
-#undef A
-#undef B
-#undef P
-
-
-
-#define SWAP_ROWS(a, b) { GLfloat *_tmp = a; (a)=(b); (b)=_tmp; }
-#define MAT(m,r,c) (m)[(c)*4+(r)]
-
-/*
- * Compute inverse of 4x4 transformation matrix.
- * Code contributed by Jacques Leroy jle@star.be
- * Return GL_TRUE for success, GL_FALSE for failure (singular matrix)
- */
-static GLboolean invert_matrix_general( GLmatrix *mat )
-{
- const GLfloat *m = mat->m;
- GLfloat *out = mat->inv;
- GLfloat wtmp[4][8];
- GLfloat m0, m1, m2, m3, s;
- GLfloat *r0, *r1, *r2, *r3;
-
- r0 = wtmp[0], r1 = wtmp[1], r2 = wtmp[2], r3 = wtmp[3];
-
- r0[0] = MAT(m,0,0), r0[1] = MAT(m,0,1),
- r0[2] = MAT(m,0,2), r0[3] = MAT(m,0,3),
- r0[4] = 1.0, r0[5] = r0[6] = r0[7] = 0.0,
-
- r1[0] = MAT(m,1,0), r1[1] = MAT(m,1,1),
- r1[2] = MAT(m,1,2), r1[3] = MAT(m,1,3),
- r1[5] = 1.0, r1[4] = r1[6] = r1[7] = 0.0,
-
- r2[0] = MAT(m,2,0), r2[1] = MAT(m,2,1),
- r2[2] = MAT(m,2,2), r2[3] = MAT(m,2,3),
- r2[6] = 1.0, r2[4] = r2[5] = r2[7] = 0.0,
-
- r3[0] = MAT(m,3,0), r3[1] = MAT(m,3,1),
- r3[2] = MAT(m,3,2), r3[3] = MAT(m,3,3),
- r3[7] = 1.0, r3[4] = r3[5] = r3[6] = 0.0;
-
- /* choose pivot - or die */
- if (fabs(r3[0])>fabs(r2[0])) SWAP_ROWS(r3, r2);
- if (fabs(r2[0])>fabs(r1[0])) SWAP_ROWS(r2, r1);
- if (fabs(r1[0])>fabs(r0[0])) SWAP_ROWS(r1, r0);
- if (0.0 == r0[0]) return GL_FALSE;
-
- /* eliminate first variable */
- m1 = r1[0]/r0[0]; m2 = r2[0]/r0[0]; m3 = r3[0]/r0[0];
- s = r0[1]; r1[1] -= m1 * s; r2[1] -= m2 * s; r3[1] -= m3 * s;
- s = r0[2]; r1[2] -= m1 * s; r2[2] -= m2 * s; r3[2] -= m3 * s;
- s = r0[3]; r1[3] -= m1 * s; r2[3] -= m2 * s; r3[3] -= m3 * s;
- s = r0[4];
- if (s != 0.0) { r1[4] -= m1 * s; r2[4] -= m2 * s; r3[4] -= m3 * s; }
- s = r0[5];
- if (s != 0.0) { r1[5] -= m1 * s; r2[5] -= m2 * s; r3[5] -= m3 * s; }
- s = r0[6];
- if (s != 0.0) { r1[6] -= m1 * s; r2[6] -= m2 * s; r3[6] -= m3 * s; }
- s = r0[7];
- if (s != 0.0) { r1[7] -= m1 * s; r2[7] -= m2 * s; r3[7] -= m3 * s; }
-
- /* choose pivot - or die */
- if (fabs(r3[1])>fabs(r2[1])) SWAP_ROWS(r3, r2);
- if (fabs(r2[1])>fabs(r1[1])) SWAP_ROWS(r2, r1);
- if (0.0 == r1[1]) return GL_FALSE;
-
- /* eliminate second variable */
- m2 = r2[1]/r1[1]; m3 = r3[1]/r1[1];
- r2[2] -= m2 * r1[2]; r3[2] -= m3 * r1[2];
- r2[3] -= m2 * r1[3]; r3[3] -= m3 * r1[3];
- s = r1[4]; if (0.0 != s) { r2[4] -= m2 * s; r3[4] -= m3 * s; }
- s = r1[5]; if (0.0 != s) { r2[5] -= m2 * s; r3[5] -= m3 * s; }
- s = r1[6]; if (0.0 != s) { r2[6] -= m2 * s; r3[6] -= m3 * s; }
- s = r1[7]; if (0.0 != s) { r2[7] -= m2 * s; r3[7] -= m3 * s; }
-
- /* choose pivot - or die */
- if (fabs(r3[2])>fabs(r2[2])) SWAP_ROWS(r3, r2);
- if (0.0 == r2[2]) return GL_FALSE;
-
- /* eliminate third variable */
- m3 = r3[2]/r2[2];
- r3[3] -= m3 * r2[3], r3[4] -= m3 * r2[4],
- r3[5] -= m3 * r2[5], r3[6] -= m3 * r2[6],
- r3[7] -= m3 * r2[7];
-
- /* last check */
- if (0.0 == r3[3]) return GL_FALSE;
-
- s = 1.0/r3[3]; /* now back substitute row 3 */
- r3[4] *= s; r3[5] *= s; r3[6] *= s; r3[7] *= s;
-
- m2 = r2[3]; /* now back substitute row 2 */
- s = 1.0/r2[2];
- r2[4] = s * (r2[4] - r3[4] * m2), r2[5] = s * (r2[5] - r3[5] * m2),
- r2[6] = s * (r2[6] - r3[6] * m2), r2[7] = s * (r2[7] - r3[7] * m2);
- m1 = r1[3];
- r1[4] -= r3[4] * m1, r1[5] -= r3[5] * m1,
- r1[6] -= r3[6] * m1, r1[7] -= r3[7] * m1;
- m0 = r0[3];
- r0[4] -= r3[4] * m0, r0[5] -= r3[5] * m0,
- r0[6] -= r3[6] * m0, r0[7] -= r3[7] * m0;
-
- m1 = r1[2]; /* now back substitute row 1 */
- s = 1.0/r1[1];
- r1[4] = s * (r1[4] - r2[4] * m1), r1[5] = s * (r1[5] - r2[5] * m1),
- r1[6] = s * (r1[6] - r2[6] * m1), r1[7] = s * (r1[7] - r2[7] * m1);
- m0 = r0[2];
- r0[4] -= r2[4] * m0, r0[5] -= r2[5] * m0,
- r0[6] -= r2[6] * m0, r0[7] -= r2[7] * m0;
-
- m0 = r0[1]; /* now back substitute row 0 */
- s = 1.0/r0[0];
- r0[4] = s * (r0[4] - r1[4] * m0), r0[5] = s * (r0[5] - r1[5] * m0),
- r0[6] = s * (r0[6] - r1[6] * m0), r0[7] = s * (r0[7] - r1[7] * m0);
-
- MAT(out,0,0) = r0[4]; MAT(out,0,1) = r0[5],
- MAT(out,0,2) = r0[6]; MAT(out,0,3) = r0[7],
- MAT(out,1,0) = r1[4]; MAT(out,1,1) = r1[5],
- MAT(out,1,2) = r1[6]; MAT(out,1,3) = r1[7],
- MAT(out,2,0) = r2[4]; MAT(out,2,1) = r2[5],
- MAT(out,2,2) = r2[6]; MAT(out,2,3) = r2[7],
- MAT(out,3,0) = r3[4]; MAT(out,3,1) = r3[5],
- MAT(out,3,2) = r3[6]; MAT(out,3,3) = r3[7];
-
- return GL_TRUE;
-}
-#undef SWAP_ROWS
-
-/* Adapted from graphics gems II.
- */
-static GLboolean invert_matrix_3d_general( GLmatrix *mat )
-{
- const GLfloat *in = mat->m;
- GLfloat *out = mat->inv;
- GLfloat pos, neg, t;
- GLfloat det;
-
- /* Calculate the determinant of upper left 3x3 submatrix and
- * determine if the matrix is singular.
- */
- pos = neg = 0.0;
- t = MAT(in,0,0) * MAT(in,1,1) * MAT(in,2,2);
- if (t >= 0.0) pos += t; else neg += t;
-
- t = MAT(in,1,0) * MAT(in,2,1) * MAT(in,0,2);
- if (t >= 0.0) pos += t; else neg += t;
-
- t = MAT(in,2,0) * MAT(in,0,1) * MAT(in,1,2);
- if (t >= 0.0) pos += t; else neg += t;
-
- t = -MAT(in,2,0) * MAT(in,1,1) * MAT(in,0,2);
- if (t >= 0.0) pos += t; else neg += t;
-
- t = -MAT(in,1,0) * MAT(in,0,1) * MAT(in,2,2);
- if (t >= 0.0) pos += t; else neg += t;
-
- t = -MAT(in,0,0) * MAT(in,2,1) * MAT(in,1,2);
- if (t >= 0.0) pos += t; else neg += t;
-
- det = pos + neg;
-
- if (det*det < 1e-25)
- return GL_FALSE;
-
- det = 1.0 / det;
- MAT(out,0,0) = ( (MAT(in,1,1)*MAT(in,2,2) - MAT(in,2,1)*MAT(in,1,2) )*det);
- MAT(out,0,1) = (- (MAT(in,0,1)*MAT(in,2,2) - MAT(in,2,1)*MAT(in,0,2) )*det);
- MAT(out,0,2) = ( (MAT(in,0,1)*MAT(in,1,2) - MAT(in,1,1)*MAT(in,0,2) )*det);
- MAT(out,1,0) = (- (MAT(in,1,0)*MAT(in,2,2) - MAT(in,2,0)*MAT(in,1,2) )*det);
- MAT(out,1,1) = ( (MAT(in,0,0)*MAT(in,2,2) - MAT(in,2,0)*MAT(in,0,2) )*det);
- MAT(out,1,2) = (- (MAT(in,0,0)*MAT(in,1,2) - MAT(in,1,0)*MAT(in,0,2) )*det);
- MAT(out,2,0) = ( (MAT(in,1,0)*MAT(in,2,1) - MAT(in,2,0)*MAT(in,1,1) )*det);
- MAT(out,2,1) = (- (MAT(in,0,0)*MAT(in,2,1) - MAT(in,2,0)*MAT(in,0,1) )*det);
- MAT(out,2,2) = ( (MAT(in,0,0)*MAT(in,1,1) - MAT(in,1,0)*MAT(in,0,1) )*det);
-
- /* Do the translation part */
- MAT(out,0,3) = - (MAT(in,0,3) * MAT(out,0,0) +
- MAT(in,1,3) * MAT(out,0,1) +
- MAT(in,2,3) * MAT(out,0,2) );
- MAT(out,1,3) = - (MAT(in,0,3) * MAT(out,1,0) +
- MAT(in,1,3) * MAT(out,1,1) +
- MAT(in,2,3) * MAT(out,1,2) );
- MAT(out,2,3) = - (MAT(in,0,3) * MAT(out,2,0) +
- MAT(in,1,3) * MAT(out,2,1) +
- MAT(in,2,3) * MAT(out,2,2) );
-
- return GL_TRUE;
-}
-
-
-static GLboolean invert_matrix_3d( GLmatrix *mat )
-{
- const GLfloat *in = mat->m;
- GLfloat *out = mat->inv;
-
- if (!TEST_MAT_FLAGS(mat, MAT_FLAGS_ANGLE_PRESERVING))
- {
- return invert_matrix_3d_general( mat );
- }
-
- if (mat->flags & MAT_FLAG_UNIFORM_SCALE)
- {
- GLfloat scale = (MAT(in,0,0) * MAT(in,0,0) +
- MAT(in,0,1) * MAT(in,0,1) +
- MAT(in,0,2) * MAT(in,0,2));
-
- if (scale == 0.0)
- return GL_FALSE;
-
- scale = 1.0 / scale;
-
- /* Transpose and scale the 3 by 3 upper-left submatrix. */
- MAT(out,0,0) = scale * MAT(in,0,0);
- MAT(out,1,0) = scale * MAT(in,0,1);
- MAT(out,2,0) = scale * MAT(in,0,2);
- MAT(out,0,1) = scale * MAT(in,1,0);
- MAT(out,1,1) = scale * MAT(in,1,1);
- MAT(out,2,1) = scale * MAT(in,1,2);
- MAT(out,0,2) = scale * MAT(in,2,0);
- MAT(out,1,2) = scale * MAT(in,2,1);
- MAT(out,2,2) = scale * MAT(in,2,2);
- }
- else if (mat->flags & MAT_FLAG_ROTATION)
- {
- /* Transpose the 3 by 3 upper-left submatrix. */
- MAT(out,0,0) = MAT(in,0,0);
- MAT(out,1,0) = MAT(in,0,1);
- MAT(out,2,0) = MAT(in,0,2);
- MAT(out,0,1) = MAT(in,1,0);
- MAT(out,1,1) = MAT(in,1,1);
- MAT(out,2,1) = MAT(in,1,2);
- MAT(out,0,2) = MAT(in,2,0);
- MAT(out,1,2) = MAT(in,2,1);
- MAT(out,2,2) = MAT(in,2,2);
- }
- else /* pure translation */
- {
- MEMCPY( out, Identity, sizeof(Identity) );
- MAT(out,0,3) = - MAT(in,0,3);
- MAT(out,1,3) = - MAT(in,1,3);
- MAT(out,2,3) = - MAT(in,2,3);
- return GL_TRUE;
- }
-
- if (mat->flags & MAT_FLAG_TRANSLATION)
- {
- /* Do the translation part */
- MAT(out,0,3) = - (MAT(in,0,3) * MAT(out,0,0) +
- MAT(in,1,3) * MAT(out,0,1) +
- MAT(in,2,3) * MAT(out,0,2) );
- MAT(out,1,3) = - (MAT(in,0,3) * MAT(out,1,0) +
- MAT(in,1,3) * MAT(out,1,1) +
- MAT(in,2,3) * MAT(out,1,2) );
- MAT(out,2,3) = - (MAT(in,0,3) * MAT(out,2,0) +
- MAT(in,1,3) * MAT(out,2,1) +
- MAT(in,2,3) * MAT(out,2,2) );
- }
- else
- {
- MAT(out,0,3) = MAT(out,1,3) = MAT(out,2,3) = 0.0;
- }
-
- return GL_TRUE;
-}
-
-static GLboolean invert_matrix_identity( GLmatrix *mat )
+void
+_mesa_Frustum( GLdouble left, GLdouble right,
+ GLdouble bottom, GLdouble top,
+ GLdouble nearval, GLdouble farval )
{
- MEMCPY( mat->inv, Identity, sizeof(Identity) );
- return GL_TRUE;
-}
-
+ GET_CURRENT_CONTEXT(ctx);
+ ASSERT_OUTSIDE_BEGIN_END_AND_FLUSH(ctx);
-static GLboolean invert_matrix_3d_no_rot( GLmatrix *mat )
-{
- const GLfloat *in = mat->m;
- GLfloat *out = mat->inv;
-
- if (MAT(in,0,0) == 0 || MAT(in,1,1) == 0 || MAT(in,2,2) == 0 )
- return GL_FALSE;
-
- MEMCPY( out, Identity, 16 * sizeof(GLfloat) );
- MAT(out,0,0) = 1.0 / MAT(in,0,0);
- MAT(out,1,1) = 1.0 / MAT(in,1,1);
- MAT(out,2,2) = 1.0 / MAT(in,2,2);
-
- if (mat->flags & MAT_FLAG_TRANSLATION)
+ if (nearval <= 0.0 ||
+ farval <= 0.0 ||
+ nearval == farval ||
+ left == right ||
+ top == bottom)
{
- MAT(out,0,3) = - (MAT(in,0,3) * MAT(out,0,0));
- MAT(out,1,3) = - (MAT(in,1,3) * MAT(out,1,1));
- MAT(out,2,3) = - (MAT(in,2,3) * MAT(out,2,2));
+ _mesa_error( ctx, GL_INVALID_VALUE, "glFrustum" );
+ return;
}
- return GL_TRUE;
+ _math_matrix_frustum( ctx->CurrentStack->Top,
+ (GLfloat) left, (GLfloat) right,
+ (GLfloat) bottom, (GLfloat) top,
+ (GLfloat) nearval, (GLfloat) farval );
+ ctx->NewState |= ctx->CurrentStack->DirtyFlag;
}
-static GLboolean invert_matrix_2d_no_rot( GLmatrix *mat )
+void
+_mesa_Ortho( GLdouble left, GLdouble right,
+ GLdouble bottom, GLdouble top,
+ GLdouble nearval, GLdouble farval )
{
- const GLfloat *in = mat->m;
- GLfloat *out = mat->inv;
-
- if (MAT(in,0,0) == 0 || MAT(in,1,1) == 0)
- return GL_FALSE;
-
- MEMCPY( out, Identity, 16 * sizeof(GLfloat) );
- MAT(out,0,0) = 1.0 / MAT(in,0,0);
- MAT(out,1,1) = 1.0 / MAT(in,1,1);
+ GET_CURRENT_CONTEXT(ctx);
+ ASSERT_OUTSIDE_BEGIN_END_AND_FLUSH(ctx);
- if (mat->flags & MAT_FLAG_TRANSLATION)
+ if (left == right ||
+ bottom == top ||
+ nearval == farval)
{
- MAT(out,0,3) = - (MAT(in,0,3) * MAT(out,0,0));
- MAT(out,1,3) = - (MAT(in,1,3) * MAT(out,1,1));
+ _mesa_error( ctx, GL_INVALID_VALUE, "glOrtho" );
+ return;
}
- return GL_TRUE;
+ _math_matrix_ortho( ctx->CurrentStack->Top,
+ (GLfloat) left, (GLfloat) right,
+ (GLfloat) bottom, (GLfloat) top,
+ (GLfloat) nearval, (GLfloat) farval );
+ ctx->NewState |= ctx->CurrentStack->DirtyFlag;
}
-static GLboolean invert_matrix_perspective( GLmatrix *mat )
+void
+_mesa_MatrixMode( GLenum mode )
{
- const GLfloat *in = mat->m;
- GLfloat *out = mat->inv;
-
- if (MAT(in,2,3) == 0)
- return GL_FALSE;
-
- MEMCPY( out, Identity, 16 * sizeof(GLfloat) );
-
- MAT(out,0,0) = 1.0 / MAT(in,0,0);
- MAT(out,1,1) = 1.0 / MAT(in,1,1);
-
- MAT(out,0,3) = MAT(in,0,2);
- MAT(out,1,3) = MAT(in,1,2);
-
- MAT(out,2,2) = 0;
- MAT(out,2,3) = -1;
+ GET_CURRENT_CONTEXT(ctx);
+ ASSERT_OUTSIDE_BEGIN_END(ctx);
- MAT(out,3,2) = 1.0 / MAT(in,2,3);
- MAT(out,3,3) = MAT(in,2,2) * MAT(out,3,2);
-
- return GL_TRUE;
-}
-
-
-typedef GLboolean (*inv_mat_func)( GLmatrix *mat );
-
-static inv_mat_func inv_mat_tab[7] = {
- invert_matrix_general,
- invert_matrix_identity,
- invert_matrix_3d_no_rot,
- invert_matrix_perspective,
- invert_matrix_3d, /* lazy! */
- invert_matrix_2d_no_rot,
- invert_matrix_3d
-};
+ if (ctx->Transform.MatrixMode == mode && mode != GL_TEXTURE)
+ return;
+ FLUSH_VERTICES(ctx, _NEW_TRANSFORM);
+ switch (mode) {
+ 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;
+ }
-GLboolean gl_matrix_invert( GLmatrix *mat )
-{
- if (inv_mat_tab[mat->type](mat)) {
-#if 0
- GLmatrix m; m.inv = 0; m.type = 0; m.flags = 0;
- matmul4( m.m, mat->m, mat->inv );
- printf("inverted matrix of type %s:\n", types[mat->type]);
- gl_print_matrix( mat );
- gl_print_matrix( &m );
-#endif
- return GL_TRUE;
- } else {
- MEMCPY( mat->inv, Identity, sizeof(Identity) );
- return GL_FALSE;
- }
+ ctx->Transform.MatrixMode = mode;
}
-/*
- * Generate a 4x4 transformation matrix from glRotate parameters.
- */
-void gl_rotation_matrix( GLfloat angle, GLfloat x, GLfloat y, GLfloat z,
- GLfloat m[] )
+void
+_mesa_PushMatrix( void )
{
- /* This function contributed by Erich Boleyn (erich@uruk.org) */
- GLfloat mag, s, c;
- GLfloat xx, yy, zz, xy, yz, zx, xs, ys, zs, one_c;
-
- s = sin( angle * DEG2RAD );
- c = cos( angle * DEG2RAD );
+ GET_CURRENT_CONTEXT(ctx);
+ struct matrix_stack *stack = ctx->CurrentStack;
+ ASSERT_OUTSIDE_BEGIN_END(ctx);
- mag = GL_SQRT( x*x + y*y + z*z );
+ if (MESA_VERBOSE&VERBOSE_API)
+ fprintf(stderr, "glPushMatrix %s\n",
+ _mesa_lookup_enum_by_nr(ctx->Transform.MatrixMode));
- if (mag == 0.0) {
- /* generate an identity matrix and return */
- MEMCPY(m, Identity, sizeof(GLfloat)*16);
+ if (stack->Depth + 1 >= stack->MaxDepth) {
+ _mesa_error( ctx, GL_STACK_OVERFLOW, "glPushMatrix" );
return;
}
-
- x /= mag;
- y /= mag;
- z /= mag;
-
-#define M(row,col) m[col*4+row]
-
- /*
- * Arbitrary axis rotation matrix.
- *
- * This is composed of 5 matrices, Rz, Ry, T, Ry', Rz', multiplied
- * like so: Rz * Ry * T * Ry' * Rz'. T is the final rotation
- * (which is about the X-axis), and the two composite transforms
- * Ry' * Rz' and Rz * Ry are (respectively) the rotations necessary
- * from the arbitrary axis to the X-axis then back. They are
- * all elementary rotations.
- *
- * Rz' is a rotation about the Z-axis, to bring the axis vector
- * into the x-z plane. Then Ry' is applied, rotating about the
- * Y-axis to bring the axis vector parallel with the X-axis. The
- * rotation about the X-axis is then performed. Ry and Rz are
- * simply the respective inverse transforms to bring the arbitrary
- * axis back to it's original orientation. The first transforms
- * Rz' and Ry' are considered inverses, since the data from the
- * arbitrary axis gives you info on how to get to it, not how
- * to get away from it, and an inverse must be applied.
- *
- * The basic calculation used is to recognize that the arbitrary
- * axis vector (x, y, z), since it is of unit length, actually
- * represents the sines and cosines of the angles to rotate the
- * X-axis to the same orientation, with theta being the angle about
- * Z and phi the angle about Y (in the order described above)
- * as follows:
- *
- * cos ( theta ) = x / sqrt ( 1 - z^2 )
- * sin ( theta ) = y / sqrt ( 1 - z^2 )
- *
- * cos ( phi ) = sqrt ( 1 - z^2 )
- * sin ( phi ) = z
- *
- * Note that cos ( phi ) can further be inserted to the above
- * formulas:
- *
- * cos ( theta ) = x / cos ( phi )
- * sin ( theta ) = y / sin ( phi )
- *
- * ...etc. Because of those relations and the standard trigonometric
- * relations, it is pssible to reduce the transforms down to what
- * is used below. It may be that any primary axis chosen will give the
- * same results (modulo a sign convention) using thie method.
- *
- * Particularly nice is to notice that all divisions that might
- * have caused trouble when parallel to certain planes or
- * axis go away with care paid to reducing the expressions.
- * After checking, it does perform correctly under all cases, since
- * in all the cases of division where the denominator would have
- * been zero, the numerator would have been zero as well, giving
- * the expected result.
- */
-
- xx = x * x;
- yy = y * y;
- zz = z * z;
- xy = x * y;
- yz = y * z;
- zx = z * x;
- xs = x * s;
- ys = y * s;
- zs = z * s;
- one_c = 1.0F - c;
-
- M(0,0) = (one_c * xx) + c;
- M(0,1) = (one_c * xy) - zs;
- M(0,2) = (one_c * zx) + ys;
- M(0,3) = 0.0F;
-
- M(1,0) = (one_c * xy) + zs;
- M(1,1) = (one_c * yy) + c;
- M(1,2) = (one_c * yz) - xs;
- M(1,3) = 0.0F;
-
- M(2,0) = (one_c * zx) - ys;
- M(2,1) = (one_c * yz) + xs;
- M(2,2) = (one_c * zz) + c;
- M(2,3) = 0.0F;
-
- M(3,0) = 0.0F;
- M(3,1) = 0.0F;
- M(3,2) = 0.0F;
- M(3,3) = 1.0F;
-
-#undef M
+ _math_matrix_copy( &stack->Stack[stack->Depth + 1],
+ &stack->Stack[stack->Depth] );
+ stack->Depth++;
+ stack->Top = &(stack->Stack[stack->Depth]);
+ ctx->NewState |= stack->DirtyFlag;
}
-#define ZERO(x) (1<<x)
-#define ONE(x) (1<<(x+16))
-
-#define MASK_NO_TRX (ZERO(12) | ZERO(13) | ZERO(14))
-#define MASK_NO_2D_SCALE ( ONE(0) | ONE(5))
-
-#define MASK_IDENTITY ( ONE(0) | ZERO(4) | ZERO(8) | ZERO(12) |\
- ZERO(1) | ONE(5) | ZERO(9) | ZERO(13) |\
- ZERO(2) | ZERO(6) | ONE(10) | ZERO(14) |\
- ZERO(3) | ZERO(7) | ZERO(11) | ONE(15) )
-
-#define MASK_2D_NO_ROT ( ZERO(4) | ZERO(8) | \
- ZERO(1) | ZERO(9) | \
- ZERO(2) | ZERO(6) | ONE(10) | ZERO(14) |\
- ZERO(3) | ZERO(7) | ZERO(11) | ONE(15) )
-
-#define MASK_2D ( ZERO(8) | \
- ZERO(9) | \
- ZERO(2) | ZERO(6) | ONE(10) | ZERO(14) |\
- ZERO(3) | ZERO(7) | ZERO(11) | ONE(15) )
-
-
-#define MASK_3D_NO_ROT ( ZERO(4) | ZERO(8) | \
- ZERO(1) | ZERO(9) | \
- ZERO(2) | ZERO(6) | \
- ZERO(3) | ZERO(7) | ZERO(11) | ONE(15) )
-
-#define MASK_3D ( \
- \
- \
- ZERO(3) | ZERO(7) | ZERO(11) | ONE(15) )
-#define MASK_PERSPECTIVE ( ZERO(4) | ZERO(12) |\
- ZERO(1) | ZERO(13) |\
- ZERO(2) | ZERO(6) | \
- ZERO(3) | ZERO(7) | ZERO(15) )
-
-#define SQ(x) ((x)*(x))
-
-/* Determine type and flags from scratch. This is expensive enough to
- * only want to do it once.
- */
-static void analyze_from_scratch( GLmatrix *mat )
+void
+_mesa_PopMatrix( void )
{
- const GLfloat *m = mat->m;
- GLuint mask = 0;
- GLuint i;
-
- for (i = 0 ; i < 16 ; i++)
- {
- if (m[i] == 0.0) mask |= (1<<i);
- }
-
- if (m[0] == 1.0F) mask |= (1<<16);
- if (m[5] == 1.0F) mask |= (1<<21);
- if (m[10] == 1.0F) mask |= (1<<26);
- if (m[15] == 1.0F) mask |= (1<<31);
-
- mat->flags &= ~MAT_FLAGS_GEOMETRY;
-
- /* Check for translation - no-one really cares
- */
- if ((mask & MASK_NO_TRX) != MASK_NO_TRX)
- mat->flags |= MAT_FLAG_TRANSLATION;
-
- /* Do the real work
- */
- if (mask == MASK_IDENTITY) {
- mat->type = MATRIX_IDENTITY;
- }
- else if ((mask & MASK_2D_NO_ROT) == MASK_2D_NO_ROT)
- {
- mat->type = MATRIX_2D_NO_ROT;
-
- if ((mask & MASK_NO_2D_SCALE) != MASK_NO_2D_SCALE)
- mat->flags = MAT_FLAG_GENERAL_SCALE;
- }
- else if ((mask & MASK_2D) == MASK_2D)
- {
- GLfloat mm = DOT2(m, m);
- GLfloat m4m4 = DOT2(m+4,m+4);
- GLfloat mm4 = DOT2(m,m+4);
+ GET_CURRENT_CONTEXT(ctx);
+ struct matrix_stack *stack = ctx->CurrentStack;
+ ASSERT_OUTSIDE_BEGIN_END_AND_FLUSH(ctx);
- mat->type = MATRIX_2D;
-
- /* Check for scale */
- if (SQ(mm-1) > SQ(1e-6) ||
- SQ(m4m4-1) > SQ(1e-6))
- mat->flags |= MAT_FLAG_GENERAL_SCALE;
-
- /* Check for rotation */
- if (SQ(mm4) > SQ(1e-6))
- mat->flags |= MAT_FLAG_GENERAL_3D;
- else
- mat->flags |= MAT_FLAG_ROTATION;
+ if (MESA_VERBOSE&VERBOSE_API)
+ fprintf(stderr, "glPopMatrix %s\n",
+ _mesa_lookup_enum_by_nr(ctx->Transform.MatrixMode));
+ if (stack->Depth == 0) {
+ _mesa_error( ctx, GL_STACK_UNDERFLOW, "glPopMatrix" );
+ return;
}
- else if ((mask & MASK_3D_NO_ROT) == MASK_3D_NO_ROT)
- {
- mat->type = MATRIX_3D_NO_ROT;
-
- /* Check for scale */
- if (SQ(m[0]-m[5]) < SQ(1e-6) &&
- SQ(m[0]-m[10]) < SQ(1e-6)) {
- if (SQ(m[0]-1.0) > SQ(1e-6))
- mat->flags |= MAT_FLAG_UNIFORM_SCALE;
- } else
- mat->flags |= MAT_FLAG_GENERAL_SCALE;
- }
- else if ((mask & MASK_3D) == MASK_3D)
- {
- GLfloat c1 = DOT3(m,m);
- GLfloat c2 = DOT3(m+4,m+4);
- GLfloat c3 = DOT3(m+8,m+8);
- GLfloat d1 = DOT3(m, m+4);
- GLfloat cp[3];
-
- mat->type = MATRIX_3D;
-
- /* Check for scale */
- if (SQ(c1-c2) < SQ(1e-6) && SQ(c1-c3) < SQ(1e-6)) {
- if (SQ(c1-1.0) > SQ(1e-6))
- mat->flags |= MAT_FLAG_UNIFORM_SCALE;
- /* else no scale at all */
- } else
- mat->flags |= MAT_FLAG_GENERAL_SCALE;
-
- /* Check for rotation */
- if (SQ(d1) < SQ(1e-6)) {
- CROSS3( cp, m, m+4 );
- SUB_3V( cp, cp, (m+8) );
- if (LEN_SQUARED_3FV(cp) < SQ(1e-6))
- mat->flags |= MAT_FLAG_ROTATION;
- else
- mat->flags |= MAT_FLAG_GENERAL_3D;
- }
- else
- mat->flags |= MAT_FLAG_GENERAL_3D; /* shear, etc */
- }
- else if ((mask & MASK_PERSPECTIVE) == MASK_PERSPECTIVE && m[11]==-1.0F)
- {
- mat->type = MATRIX_PERSPECTIVE;
- mat->flags |= MAT_FLAG_GENERAL;
- }
- else {
- mat->type = MATRIX_GENERAL;
- mat->flags |= MAT_FLAG_GENERAL;
- }
+ stack->Depth--;
+ stack->Top = &(stack->Stack[stack->Depth]);
+ ctx->NewState |= stack->DirtyFlag;
}
-/* Analyse a matrix given that its flags are accurate - this is the
- * more common operation, hopefully.
- */
-static void analyze_from_flags( GLmatrix *mat )
-{
- const GLfloat *m = mat->m;
-
- if (TEST_MAT_FLAGS(mat, 0)) {
- mat->type = MATRIX_IDENTITY;
- }
- else if (TEST_MAT_FLAGS(mat, (MAT_FLAG_TRANSLATION |
- MAT_FLAG_UNIFORM_SCALE |
- MAT_FLAG_GENERAL_SCALE)))
- {
- if ( m[10]==1.0F && m[14]==0.0F ) {
- mat->type = MATRIX_2D_NO_ROT;
- }
- else {
- mat->type = MATRIX_3D_NO_ROT;
- }
- }
- else if (TEST_MAT_FLAGS(mat, MAT_FLAGS_3D)) {
- if ( m[ 8]==0.0F
- && m[ 9]==0.0F
- && m[2]==0.0F && m[6]==0.0F && m[10]==1.0F && m[14]==0.0F)
- {
- mat->type = MATRIX_2D;
- }
- else
- {
- mat->type = MATRIX_3D;
- }
- }
- else if ( m[4]==0.0F && m[12]==0.0F
- && m[1]==0.0F && m[13]==0.0F
- && m[2]==0.0F && m[6]==0.0F
- && m[3]==0.0F && m[7]==0.0F && m[11]==-1.0F && m[15]==0.0F)
- {
- mat->type = MATRIX_PERSPECTIVE;
- }
- else {
- mat->type = MATRIX_GENERAL;
- }
-
-}
-
-void gl_matrix_analyze( GLmatrix *mat )
+void
+_mesa_LoadIdentity( void )
{
- if (mat->flags & MAT_DIRTY_TYPE) {
- if (mat->flags & MAT_DIRTY_FLAGS)
- analyze_from_scratch( mat );
- else
- analyze_from_flags( mat );
- }
-
- if (mat->inv && (mat->flags & MAT_DIRTY_INVERSE)) {
- gl_matrix_invert( mat );
- }
-
- mat->flags &= ~(MAT_DIRTY_FLAGS|
- MAT_DIRTY_TYPE|
- MAT_DIRTY_INVERSE);
+ GET_CURRENT_CONTEXT(ctx);
+ ASSERT_OUTSIDE_BEGIN_END_AND_FLUSH(ctx);
+ _math_matrix_set_identity( ctx->CurrentStack->Top );
+ ctx->NewState |= ctx->CurrentStack->DirtyFlag;
}
-#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; \
- default: \
- gl_problem(ctx, where); \
- } \
-} while (0)
-
-
-void gl_Frustum( GLcontext *ctx,
- GLdouble left, GLdouble right,
- GLdouble bottom, GLdouble top,
- GLdouble nearval, GLdouble farval )
+void
+_mesa_LoadMatrixf( const GLfloat *m )
{
- GLfloat x, y, a, b, c, d;
- GLfloat m[16];
- GLmatrix *mat = 0;
-
- GET_ACTIVE_MATRIX( ctx, mat, ctx->NewState, "glFrustrum" );
-
- if ((nearval<=0.0 || farval<=0.0) || (nearval == farval) || (left == right) || (top == bottom)) {
- gl_error( ctx, GL_INVALID_VALUE, "glFrustum(near or far)" );
- return;
- }
-
- x = (2.0*nearval) / (right-left);
- y = (2.0*nearval) / (top-bottom);
- a = (right+left) / (right-left);
- b = (top+bottom) / (top-bottom);
- c = -(farval+nearval) / ( farval-nearval);
- d = -(2.0*farval*nearval) / (farval-nearval); /* error? */
-
-#define M(row,col) m[col*4+row]
- M(0,0) = x; M(0,1) = 0.0F; M(0,2) = a; M(0,3) = 0.0F;
- M(1,0) = 0.0F; M(1,1) = y; M(1,2) = b; M(1,3) = 0.0F;
- M(2,0) = 0.0F; M(2,1) = 0.0F; M(2,2) = c; M(2,3) = d;
- M(3,0) = 0.0F; M(3,1) = 0.0F; M(3,2) = -1.0F; M(3,3) = 0.0F;
-#undef M
-
-
- gl_mat_mul_floats( mat, m, MAT_FLAG_PERSPECTIVE );
-
-
- if (ctx->Transform.MatrixMode == GL_PROJECTION)
- {
- /* Need to keep a stack of near/far values in case the user push/pops
- * the projection matrix stack so that we can call Driver.NearFar()
- * after a pop.
- */
- ctx->NearFarStack[ctx->ProjectionStackDepth][0] = nearval;
- ctx->NearFarStack[ctx->ProjectionStackDepth][1] = farval;
-
- if (ctx->Driver.NearFar) {
- (*ctx->Driver.NearFar)( ctx, nearval, farval );
- }
- }
+ GET_CURRENT_CONTEXT(ctx);
+ ASSERT_OUTSIDE_BEGIN_END_AND_FLUSH(ctx);
+ _math_matrix_loadf( ctx->CurrentStack->Top, m );
+ ctx->NewState |= ctx->CurrentStack->DirtyFlag;
}
-void gl_Ortho( GLcontext *ctx,
- GLdouble left, GLdouble right,
- GLdouble bottom, GLdouble top,
- GLdouble nearval, GLdouble farval )
+void
+_mesa_LoadMatrixd( const GLdouble *m )
{
- GLfloat x, y, z;
- GLfloat tx, ty, tz;
- GLfloat m[16];
- GLmatrix *mat = 0;
-
- GET_ACTIVE_MATRIX( ctx, mat, ctx->NewState, "glOrtho" );
-
- if ((left == right) || (bottom == top) || (nearval == farval)) {
- gl_error( ctx, GL_INVALID_VALUE, "gl_Ortho((l = r) or (b = top) or (n=f)" );
- return;
- }
-
- x = 2.0 / (right-left);
- y = 2.0 / (top-bottom);
- z = -2.0 / (farval-nearval);
- tx = -(right+left) / (right-left);
- ty = -(top+bottom) / (top-bottom);
- tz = -(farval+nearval) / (farval-nearval);
+ GLint i;
+ GLfloat f[16];
+ for (i = 0; i < 16; i++)
+ f[i] = (GLfloat) m[i];
+ _mesa_LoadMatrixf(f);
+}
-#define M(row,col) m[col*4+row]
- M(0,0) = x; M(0,1) = 0.0F; M(0,2) = 0.0F; M(0,3) = tx;
- M(1,0) = 0.0F; M(1,1) = y; M(1,2) = 0.0F; M(1,3) = ty;
- M(2,0) = 0.0F; M(2,1) = 0.0F; M(2,2) = z; M(2,3) = tz;
- M(3,0) = 0.0F; M(3,1) = 0.0F; M(3,2) = 0.0F; M(3,3) = 1.0F;
-#undef M
- gl_mat_mul_floats( mat, m, (MAT_FLAG_GENERAL_SCALE|MAT_FLAG_TRANSLATION));
- if (ctx->Driver.NearFar) {
- (*ctx->Driver.NearFar)( ctx, nearval, farval );
- }
+/*
+ * Multiply the active matrix by an arbitary matrix.
+ */
+void
+_mesa_MultMatrixf( const GLfloat *m )
+{
+ GET_CURRENT_CONTEXT(ctx);
+ ASSERT_OUTSIDE_BEGIN_END_AND_FLUSH(ctx);
+ _math_matrix_mul_floats( ctx->CurrentStack->Top, m );
+ ctx->NewState |= ctx->CurrentStack->DirtyFlag;
}
-void gl_MatrixMode( GLcontext *ctx, GLenum mode )
+/*
+ * Multiply the active matrix by an arbitary matrix.
+ */
+void
+_mesa_MultMatrixd( const GLdouble *m )
{
- ASSERT_OUTSIDE_BEGIN_END_AND_FLUSH(ctx, "glMatrixMode");
- switch (mode) {
- case GL_MODELVIEW:
- case GL_PROJECTION:
- case GL_TEXTURE:
- ctx->Transform.MatrixMode = mode;
- break;
- default:
- gl_error( ctx, GL_INVALID_ENUM, "glMatrixMode" );
- }
+ GLint i;
+ GLfloat f[16];
+ for (i = 0; i < 16; i++)
+ f[i] = (GLfloat) m[i];
+ _mesa_MultMatrixf( f );
}
-void gl_PushMatrix( GLcontext *ctx )
-{
- ASSERT_OUTSIDE_BEGIN_END_AND_FLUSH(ctx, "glPushMatrix");
- 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;
- }
- gl_matrix_copy( &ctx->ModelViewStack[ctx->ModelViewStackDepth++],
- &ctx->ModelView );
- break;
- case GL_PROJECTION:
- if (ctx->ProjectionStackDepth>=MAX_PROJECTION_STACK_DEPTH) {
- gl_error( ctx, GL_STACK_OVERFLOW, "glPushMatrix");
- return;
- }
- gl_matrix_copy( &ctx->ProjectionStack[ctx->ProjectionStackDepth++],
- &ctx->ProjectionMatrix );
-
- /* Save near and far projection values */
- ctx->NearFarStack[ctx->ProjectionStackDepth][0]
- = ctx->NearFarStack[ctx->ProjectionStackDepth-1][0];
- ctx->NearFarStack[ctx->ProjectionStackDepth][1]
- = ctx->NearFarStack[ctx->ProjectionStackDepth-1][1];
- break;
- case GL_TEXTURE:
- {
- GLuint t = ctx->Texture.CurrentTransformUnit;
- if (ctx->TextureStackDepth[t] >= MAX_TEXTURE_STACK_DEPTH) {
- gl_error( ctx, GL_STACK_OVERFLOW, "glPushMatrix");
- return;
- }
- gl_matrix_copy( &ctx->TextureStack[t][ctx->TextureStackDepth[t]++],
- &ctx->TextureMatrix[t] );
- }
- break;
- default:
- gl_problem(ctx, "Bad matrix mode in gl_PushMatrix");
+/*
+ * Execute a glRotate call
+ */
+void
+_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) {
+ _math_matrix_rotate( ctx->CurrentStack->Top, angle, x, y, z);
+ ctx->NewState |= ctx->CurrentStack->DirtyFlag;
}
}
-
-
-void gl_PopMatrix( GLcontext *ctx )
+void
+_mesa_Rotated( GLdouble angle, GLdouble x, GLdouble y, GLdouble z )
{
- ASSERT_OUTSIDE_BEGIN_END_AND_FLUSH(ctx, "glPopMatrix");
-
- 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;
- }
- gl_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;
- }
-
- gl_matrix_copy( &ctx->ProjectionMatrix,
- &ctx->ProjectionStack[--ctx->ProjectionStackDepth] );
- ctx->NewState |= NEW_PROJECTION;
-
- /* Device driver near/far values */
- {
- GLfloat nearVal = ctx->NearFarStack[ctx->ProjectionStackDepth][0];
- GLfloat farVal = ctx->NearFarStack[ctx->ProjectionStackDepth][1];
- if (ctx->Driver.NearFar) {
- (*ctx->Driver.NearFar)( ctx, nearVal, farVal );
- }
- }
- break;
- case GL_TEXTURE:
- {
- GLuint t = ctx->Texture.CurrentTransformUnit;
- if (ctx->TextureStackDepth[t]==0) {
- gl_error( ctx, GL_STACK_UNDERFLOW, "glPopMatrix");
- return;
- }
- gl_matrix_copy(&ctx->TextureMatrix[t],
- &ctx->TextureStack[t][--ctx->TextureStackDepth[t]]);
- }
- break;
- default:
- gl_problem(ctx, "Bad matrix mode in gl_PopMatrix");
- }
+ _mesa_Rotatef((GLfloat) angle, (GLfloat) x, (GLfloat) y, (GLfloat) z);
}
-
-void gl_LoadIdentity( GLcontext *ctx )
+/*
+ * Execute a glScale call
+ */
+void
+_mesa_Scalef( GLfloat x, GLfloat y, GLfloat z )
{
- GLmatrix *mat = 0;
- GET_ACTIVE_MATRIX(ctx, mat, ctx->NewState, "glLoadIdentity");
-
- MEMCPY( mat->m, Identity, 16*sizeof(GLfloat) );
-
- if (mat->inv)
- MEMCPY( mat->inv, Identity, 16*sizeof(GLfloat) );
-
- mat->type = MATRIX_IDENTITY;
-
- /* Have to set this to dirty to make sure we recalculate the
- * combined matrix later. The update_matrix in this case is a
- * shortcircuit anyway...
- */
- mat->flags = MAT_DIRTY_DEPENDENTS;
+ 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;
}
-void gl_LoadMatrixf( GLcontext *ctx, const GLfloat *m )
+void
+_mesa_Scaled( GLdouble x, GLdouble y, GLdouble z )
{
- GLmatrix *mat = 0;
- GET_ACTIVE_MATRIX(ctx, mat, ctx->NewState, "glLoadMatrix");
-
- MEMCPY( mat->m, m, 16*sizeof(GLfloat) );
- mat->flags = (MAT_FLAG_GENERAL | MAT_DIRTY_ALL_OVER);
-
- if (ctx->Transform.MatrixMode == GL_PROJECTION) {
-
-#define M(row,col) m[col*4+row]
- GLfloat c = M(2,2);
- GLfloat d = M(2,3);
-#undef M
- GLfloat n = (c == 1.0 ? 0.0 : d / (c - 1.0));
- GLfloat f = (c == -1.0 ? 1.0 : d / (c + 1.0));
-
- /* Need to keep a stack of near/far values in case the user
- * push/pops the projection matrix stack so that we can call
- * Driver.NearFar() after a pop.
- */
- ctx->NearFarStack[ctx->ProjectionStackDepth][0] = n;
- ctx->NearFarStack[ctx->ProjectionStackDepth][1] = f;
-
- if (ctx->Driver.NearFar) {
- (*ctx->Driver.NearFar)( ctx, n, f );
- }
- }
+ _mesa_Scalef((GLfloat) x, (GLfloat) y, (GLfloat) z);
}
-
/*
- * Multiply the active matrix by an arbitary matrix.
+ * Execute a glTranslate call
*/
-void gl_MultMatrixf( GLcontext *ctx, const GLfloat *m )
+void
+_mesa_Translatef( GLfloat x, GLfloat y, GLfloat z )
{
- GLmatrix *mat = 0;
- GET_ACTIVE_MATRIX( ctx, mat, ctx->NewState, "glMultMatrix" );
- matmul4( mat->m, mat->m, m );
- mat->flags = (MAT_FLAG_GENERAL | MAT_DIRTY_ALL_OVER);
+ GET_CURRENT_CONTEXT(ctx);
+ ASSERT_OUTSIDE_BEGIN_END_AND_FLUSH(ctx);
+ _math_matrix_translate( ctx->CurrentStack->Top, x, y, z);
+ ctx->NewState |= ctx->CurrentStack->DirtyFlag;
}
-/*
- * Multiply the active matrix by an arbitary matrix.
- */
-void gl_MultMatrixd( GLcontext *ctx, const GLdouble *m )
+void
+_mesa_Translated( GLdouble x, GLdouble y, GLdouble z )
{
- GLmatrix *mat = 0;
- GET_ACTIVE_MATRIX( ctx, mat, ctx->NewState, "glMultMatrix" );
- matmul4fd( mat->m, mat->m, m );
- mat->flags = (MAT_FLAG_GENERAL | MAT_DIRTY_ALL_OVER);
+ _mesa_Translatef((GLfloat) x, (GLfloat) y, (GLfloat) z);
}
-
-
-/*
- * Multiply a matrix by an array of floats with known properties.
- */
-void gl_mat_mul_floats( GLmatrix *mat, const GLfloat *m, GLuint flags )
+void
+_mesa_LoadTransposeMatrixfARB( const GLfloat *m )
{
- mat->flags |= (flags |
- MAT_DIRTY_TYPE |
- MAT_DIRTY_INVERSE |
- MAT_DIRTY_DEPENDENTS);
-
- if (TEST_MAT_FLAGS(mat, MAT_FLAGS_3D))
- matmul34( mat->m, mat->m, m );
- else
- matmul4( mat->m, mat->m, m );
-
+ GLfloat tm[16];
+ _math_transposef(tm, m);
+ _mesa_LoadMatrixf(tm);
}
-/*
- * Multiply a matrix by an array of floats with known properties.
- */
-void gl_mat_mul_mat( GLmatrix *mat, const GLmatrix *m )
+
+void
+_mesa_LoadTransposeMatrixdARB( const GLdouble *m )
{
- mat->flags |= (m->flags |
- MAT_DIRTY_TYPE |
- MAT_DIRTY_INVERSE |
- MAT_DIRTY_DEPENDENTS);
-
- if (TEST_MAT_FLAGS(mat, MAT_FLAGS_3D))
- matmul34( mat->m, mat->m, m->m );
- else
- matmul4( mat->m, mat->m, m->m );
+ GLfloat tm[16];
+ _math_transposefd(tm, m);
+ _mesa_LoadMatrixf(tm);
}
-
-/*
- * Execute a glRotate call
- */
-void gl_Rotatef( GLcontext *ctx,
- GLfloat angle, GLfloat x, GLfloat y, GLfloat z )
+void
+_mesa_MultTransposeMatrixfARB( const GLfloat *m )
{
- GLfloat m[16];
- if (angle != 0.0F) {
- GLmatrix *mat = 0;
- GET_ACTIVE_MATRIX( ctx, mat, ctx->NewState, "glRotate" );
-
- gl_rotation_matrix( angle, x, y, z, m );
- gl_mat_mul_floats( mat, m, MAT_FLAG_ROTATION );
- }
+ GLfloat tm[16];
+ _math_transposef(tm, m);
+ _mesa_MultMatrixf(tm);
}
-/*
- * Execute a glScale call
- */
-void gl_Scalef( GLcontext *ctx, GLfloat x, GLfloat y, GLfloat z )
+
+void
+_mesa_MultTransposeMatrixdARB( const GLdouble *m )
{
- GLmatrix *mat = 0;
- GLfloat *m;
- GET_ACTIVE_MATRIX(ctx, mat, ctx->NewState, "glScale");
-
- m = mat->m;
- m[0] *= x; m[4] *= y; m[8] *= z;
- m[1] *= x; m[5] *= y; m[9] *= z;
- m[2] *= x; m[6] *= y; m[10] *= z;
- m[3] *= x; m[7] *= y; m[11] *= z;
-
- if (fabs(x - y) < 1e-8 && fabs(x - z) < 1e-8)
- mat->flags |= MAT_FLAG_UNIFORM_SCALE;
- else
- mat->flags |= MAT_FLAG_GENERAL_SCALE;
-
- mat->flags |= (MAT_DIRTY_TYPE |
- MAT_DIRTY_INVERSE |
- MAT_DIRTY_DEPENDENTS);
+ GLfloat tm[16];
+ _math_transposefd(tm, m);
+ _mesa_MultMatrixf(tm);
}
+
/*
- * Execute a glTranslate call
+ * Called via glViewport or display list execution.
*/
-void gl_Translatef( GLcontext *ctx, GLfloat x, GLfloat y, GLfloat z )
+void
+_mesa_Viewport( GLint x, GLint y, GLsizei width, GLsizei height )
{
- GLmatrix *mat = 0;
- GLfloat *m;
- GET_ACTIVE_MATRIX(ctx, mat, ctx->NewState, "glTranslate");
- m = mat->m;
- m[12] = m[0] * x + m[4] * y + m[8] * z + m[12];
- m[13] = m[1] * x + m[5] * y + m[9] * z + m[13];
- m[14] = m[2] * x + m[6] * y + m[10] * z + m[14];
- m[15] = m[3] * x + m[7] * y + m[11] * z + m[15];
-
- mat->flags |= (MAT_FLAG_TRANSLATION |
- MAT_DIRTY_TYPE |
- MAT_DIRTY_INVERSE |
- MAT_DIRTY_DEPENDENTS);
+ GET_CURRENT_CONTEXT(ctx);
+ 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.
*/
-void gl_Viewport( GLcontext *ctx,
- GLint x, GLint y, GLsizei width, GLsizei height )
+void
+_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 */
- 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 * DEPTH_SCALE;
- ctx->Viewport.WindowMap.m[MAT_TZ] = 0.5 * DEPTH_SCALE;
-
- ctx->Viewport.WindowMap.flags = MAT_FLAG_GENERAL_SCALE|MAT_FLAG_TRANSLATION;
- ctx->Viewport.WindowMap.type = MATRIX_3D_NO_ROT;
-
- ctx->ModelProjectWinMatrixUptodate = GL_FALSE;
- ctx->NewState |= NEW_VIEWPORT;
+ /* 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] = 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.
*/
- gl_ResizeBuffersMESA(ctx);
-
-
- ctx->RasterMask &= ~WINCLIP_BIT;
-
- if ( ctx->Viewport.X<0
- || ctx->Viewport.X + ctx->Viewport.Width > ctx->Buffer->Width
- || ctx->Viewport.Y<0
- || ctx->Viewport.Y + ctx->Viewport.Height > ctx->Buffer->Height) {
- ctx->RasterMask |= WINCLIP_BIT;
- }
-
+ _mesa_ResizeBuffersMESA();
if (ctx->Driver.Viewport) {
(*ctx->Driver.Viewport)( ctx, x, y, width, height );
-void gl_DepthRange( GLcontext *ctx, GLclampd nearval, GLclampd farval )
+void
+_mesa_DepthRange( GLclampd nearval, GLclampd farval )
{
/*
* nearval - specifies mapping of the near clipping plane to window
* this range to window z coords.
*/
GLfloat n, f;
-
- ASSERT_OUTSIDE_BEGIN_END_AND_FLUSH(ctx, "glDepthRange");
+ GET_CURRENT_CONTEXT(ctx);
+ 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] = DEPTH_SCALE * ((f - n) / 2.0);
- ctx->Viewport.WindowMap.m[MAT_TZ] = DEPTH_SCALE * ((f - n) / 2.0 + n);
-
- ctx->ModelProjectWinMatrixUptodate = GL_FALSE;
+ 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 );
}
}
-
-
-void gl_calculate_model_project_matrix( GLcontext *ctx )
-{
- gl_matrix_mul( &ctx->ModelProjectMatrix,
- &ctx->ProjectionMatrix,
- &ctx->ModelView );
-
- gl_matrix_analyze( &ctx->ModelProjectMatrix );
-}
-
-
-void gl_matrix_ctr( GLmatrix *m )
-{
- m->inv = 0;
- MEMCPY( m->m, Identity, sizeof(Identity));
- m->type = MATRIX_IDENTITY;
- m->flags = MAT_DIRTY_DEPENDENTS;
-}
-
-void gl_matrix_dtr( GLmatrix *m )
-{
- if (m->inv != 0) {
- FREE(m->inv);
- m->inv = 0;
- }
-}
-
-void gl_matrix_set_identity( GLmatrix *m )
-{
- MEMCPY( m->m, Identity, sizeof(Identity));
- m->type = MATRIX_IDENTITY;
- m->flags = MAT_DIRTY_DEPENDENTS;
-}
-
-
-void gl_matrix_alloc_inv( GLmatrix *m )
-{
- if (m->inv == 0) {
- m->inv = (GLfloat *)MALLOC(16*sizeof(GLfloat));
- MEMCPY( m->inv, Identity, 16 * sizeof(GLfloat) );
- }
-}
-
-void gl_matrix_copy( GLmatrix *to, const GLmatrix *from )
-{
- MEMCPY( to->m, from->m, sizeof(Identity));
- to->flags = from->flags | MAT_DIRTY_DEPENDENTS;
- to->type = from->type;
-
- if (to->inv != 0) {
- if (from->inv == 0) {
- gl_matrix_invert( to );
- } else {
- MEMCPY(to->inv, from->inv, sizeof(GLfloat)*16);
- }
- }
-}
-
-void gl_matrix_mul( GLmatrix *dest, const GLmatrix *a, const GLmatrix *b )
-{
- dest->flags = (a->flags |
- b->flags |
- MAT_DIRTY_TYPE |
- MAT_DIRTY_INVERSE |
- MAT_DIRTY_DEPENDENTS);
-
- if (TEST_MAT_FLAGS(dest, MAT_FLAGS_3D))
- matmul34( dest->m, a->m, b->m );
- else
- matmul4( dest->m, a->m, b->m );
-}