-/**
- * \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: 5.1
+ * Version: 6.3
*
- * Copyright (C) 1999-2003 Brian Paul All Rights Reserved.
+ * Copyright (C) 1999-2005 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"),
*/
+/**
+ * \file matrix.c
+ * Matrix operations.
+ *
+ * \note
+ * -# 4x4 transformation matrices are stored in memory in column major order.
+ * -# Points/vertices are to be thought of as column vectors.
+ * -# Transformation of a point p by a matrix M is: p' = M * p
+ */
+
+
#include "glheader.h"
#include "imports.h"
-#include "buffers.h"
#include "context.h"
#include "enums.h"
#include "macros.h"
* the top matrix of the current matrix stack and sets
* __GLcontextRec::NewState.
*/
-void
+void GLAPIENTRY
_mesa_Frustum( GLdouble left, GLdouble right,
GLdouble bottom, GLdouble top,
GLdouble nearval, GLdouble farval )
* the top matrix of the current matrix stack and sets
* __GLcontextRec::NewState.
*/
-void
+void GLAPIENTRY
_mesa_Ortho( GLdouble left, GLdouble right,
GLdouble bottom, GLdouble top,
GLdouble nearval, GLdouble farval )
ASSERT_OUTSIDE_BEGIN_END_AND_FLUSH(ctx);
if (MESA_VERBOSE & VERBOSE_API)
- _mesa_debug(ctx, "glFrustum(%f, %f, %f, %f, %f, %f)\n",
+ _mesa_debug(ctx, "glOrtho(%f, %f, %f, %f, %f, %f)\n",
left, right, bottom, top, nearval, farval);
if (left == right ||
* __GLcontextRec::CurrentStack and gl_transform_attrib::MatrixMode with the
* specified matrix stack.
*/
-void
+void GLAPIENTRY
_mesa_MatrixMode( GLenum mode )
{
GET_CURRENT_CONTEXT(ctx);
case GL_MATRIX7_ARB:
if (ctx->Extensions.ARB_vertex_program ||
ctx->Extensions.ARB_fragment_program) {
- const GLint m = mode - GL_MATRIX0_ARB;
+ const GLuint m = mode - GL_MATRIX0_ARB;
if (m > ctx->Const.MaxProgramMatrices) {
_mesa_error(ctx, GL_INVALID_ENUM,
"glMatrixMode(GL_MATRIX%d_ARB)", m);
* matrix in the stack. Marks __GLcontextRec::NewState with the stack dirty
* flag.
*/
-void
+void GLAPIENTRY
_mesa_PushMatrix( void )
{
GET_CURRENT_CONTEXT(ctx);
_mesa_lookup_enum_by_nr(ctx->Transform.MatrixMode));
if (stack->Depth + 1 >= stack->MaxDepth) {
- _mesa_error( ctx, GL_STACK_OVERFLOW, "glPushMatrix" );
+ if (ctx->Transform.MatrixMode == GL_TEXTURE) {
+ _mesa_error(ctx, GL_STACK_OVERFLOW,
+ "glPushMatrix(mode=GL_TEXTURE, unit=%d)",
+ ctx->Texture.CurrentUnit);
+ }
+ else {
+ _mesa_error(ctx, GL_STACK_OVERFLOW, "glPushMatrix(mode=%s)",
+ _mesa_lookup_enum_by_nr(ctx->Transform.MatrixMode));
+ }
return;
}
_math_matrix_copy( &stack->Stack[stack->Depth + 1],
* moves the stack head down. Marks __GLcontextRec::NewState with the dirty
* stack flag.
*/
-void
+void GLAPIENTRY
_mesa_PopMatrix( void )
{
GET_CURRENT_CONTEXT(ctx);
_mesa_lookup_enum_by_nr(ctx->Transform.MatrixMode));
if (stack->Depth == 0) {
- _mesa_error( ctx, GL_STACK_UNDERFLOW, "glPopMatrix" );
+ if (ctx->Transform.MatrixMode == GL_TEXTURE) {
+ _mesa_error(ctx, GL_STACK_UNDERFLOW,
+ "glPopMatrix(mode=GL_TEXTURE, unit=%d)",
+ ctx->Texture.CurrentUnit);
+ }
+ else {
+ _mesa_error(ctx, GL_STACK_UNDERFLOW, "glPopMatrix(mode=%s)",
+ _mesa_lookup_enum_by_nr(ctx->Transform.MatrixMode));
+ }
return;
}
stack->Depth--;
* matrix in the current stack. Marks __GLcontextRec::NewState with the stack
* dirty flag.
*/
-void
+void GLAPIENTRY
_mesa_LoadIdentity( void )
{
GET_CURRENT_CONTEXT(ctx);
* in the current stack and the given matrix. Marks __GLcontextRec::NewState
* with the dirty stack flag.
*/
-void
+void GLAPIENTRY
_mesa_LoadMatrixf( const GLfloat *m )
{
GET_CURRENT_CONTEXT(ctx);
* matrix in the current stack and the given matrix. Marks
* __GLcontextRec::NewState with the dirty stack flag.
*/
-void
+void GLAPIENTRY
_mesa_MultMatrixf( const GLfloat *m )
{
GET_CURRENT_CONTEXT(ctx);
* matrix in the current stack and the given parameters. Marks
* __GLcontextRec::NewState with the dirty stack flag.
*/
-void
+void GLAPIENTRY
_mesa_Rotatef( GLfloat angle, GLfloat x, GLfloat y, GLfloat z )
{
GET_CURRENT_CONTEXT(ctx);
* matrix in the current stack and the given parameters. Marks
* __GLcontextRec::NewState with the dirty stack flag.
*/
-void
+void GLAPIENTRY
_mesa_Scalef( GLfloat x, GLfloat y, GLfloat z )
{
GET_CURRENT_CONTEXT(ctx);
* matrix in the current stack and the given parameters. Marks
* __GLcontextRec::NewState with the dirty stack flag.
*/
-void
+void GLAPIENTRY
_mesa_Translatef( GLfloat x, GLfloat y, GLfloat z )
{
GET_CURRENT_CONTEXT(ctx);
#if _HAVE_FULL_GL
-void
+void GLAPIENTRY
_mesa_LoadMatrixd( const GLdouble *m )
{
GLint i;
_mesa_LoadMatrixf(f);
}
-void
+void GLAPIENTRY
_mesa_MultMatrixd( const GLdouble *m )
{
GLint i;
}
-void
+void GLAPIENTRY
_mesa_Rotated( GLdouble angle, GLdouble x, GLdouble y, GLdouble z )
{
_mesa_Rotatef((GLfloat) angle, (GLfloat) x, (GLfloat) y, (GLfloat) z);
}
-void
+void GLAPIENTRY
_mesa_Scaled( GLdouble x, GLdouble y, GLdouble z )
{
_mesa_Scalef((GLfloat) x, (GLfloat) y, (GLfloat) z);
}
-void
+void GLAPIENTRY
_mesa_Translated( GLdouble x, GLdouble y, GLdouble z )
{
_mesa_Translatef((GLfloat) x, (GLfloat) y, (GLfloat) z);
#if _HAVE_FULL_GL
-void
+void GLAPIENTRY
_mesa_LoadTransposeMatrixfARB( const GLfloat *m )
{
GLfloat tm[16];
}
-void
+void GLAPIENTRY
_mesa_LoadTransposeMatrixdARB( const GLdouble *m )
{
GLfloat tm[16];
}
-void
+void GLAPIENTRY
_mesa_MultTransposeMatrixfARB( const GLfloat *m )
{
GLfloat tm[16];
}
-void
+void GLAPIENTRY
_mesa_MultTransposeMatrixdARB( const GLdouble *m )
{
GLfloat tm[16];
* 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);
* 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.
_mesa_set_viewport( GLcontext *ctx, GLint x, GLint y,
GLsizei width, GLsizei height )
{
+ const GLfloat depthMax = ctx->DrawBuffer->_DepthMaxF;
const GLfloat n = ctx->Viewport.Near;
const GLfloat f = ctx->Viewport.Far;
+ ASSERT(depthMax > 0);
+
if (MESA_VERBOSE & VERBOSE_API)
_mesa_debug(ctx, "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 );
+ width = CLAMP( width, 1, ctx->Const.MaxViewportWidth );
+ height = CLAMP( height, 1, ctx->Const.MaxViewportHeight );
/* Save viewport */
ctx->Viewport.X = x;
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 );
- }
-
+ /* XXX send transposed width/height to Driver.Viewport() below??? */
if (ctx->_RotateMode) {
GLint tmp, tmps;
tmp = x; x = y; y = tmp;
tmps = width; width = height; height = tmps;
}
- /* compute scale and bias values :: This is really driver-specific
- * and should be maintained elsewhere if at all. NOTE: RasterPos
- * uses this.
+ /* Compute scale and bias values. This is really driver-specific
+ * and should be maintained elsewhere if at all.
+ * NOTE: RasterPos uses this.
*/
- ctx->Viewport._WindowMap.m[MAT_SX] = (GLfloat) width / 2.0F;
- ctx->Viewport._WindowMap.m[MAT_TX] = ctx->Viewport._WindowMap.m[MAT_SX] + x;
- ctx->Viewport._WindowMap.m[MAT_SY] = (GLfloat) height / 2.0F;
- ctx->Viewport._WindowMap.m[MAT_TY] = ctx->Viewport._WindowMap.m[MAT_SY] + y;
- ctx->Viewport._WindowMap.m[MAT_SZ] = ctx->DepthMaxF * ((f - n) / 2.0F);
- ctx->Viewport._WindowMap.m[MAT_TZ] = ctx->DepthMaxF * ((f - n) / 2.0F + n);
- ctx->Viewport._WindowMap.flags = MAT_FLAG_GENERAL_SCALE|MAT_FLAG_TRANSLATION;
- ctx->Viewport._WindowMap.type = MATRIX_3D_NO_ROT;
- ctx->NewState |= _NEW_VIEWPORT;
+ _math_matrix_viewport(&ctx->Viewport._WindowMap, x, y, width, height,
+ n, f, depthMax);
- /* Check if window/buffer has been resized and if so, reallocate the
- * ancillary buffers. This is an ad-hoc solution to detecting window
- * size changes. 99% of all GL apps call glViewport when a window is
- * resized so this is a good time to check for new window dims and
- * reallocate color buffers and ancilliary buffers.
- */
- _mesa_ResizeBuffersMESA();
+ ctx->NewState |= _NEW_VIEWPORT;
if (ctx->Driver.Viewport) {
+ /* Many drivers will use this call to check for window size changes
+ * and reallocate the z/stencil/accum/etc buffers if needed.
+ */
(*ctx->Driver.Viewport)( ctx, x, y, width, height );
}
}
#if _HAVE_FULL_GL
-void
+void GLAPIENTRY
_mesa_DepthRange( GLclampd nearval, GLclampd farval )
{
/*
* specifies a linear mapping of the normalized z coords in
* this range to window z coords.
*/
+ GLfloat depthMax;
GLfloat n, f;
GET_CURRENT_CONTEXT(ctx);
ASSERT_OUTSIDE_BEGIN_END_AND_FLUSH(ctx);
+ depthMax = ctx->DrawBuffer->_DepthMaxF;
+
if (MESA_VERBOSE&VERBOSE_API)
_mesa_debug(ctx, "glDepthRange %f %f\n", nearval, farval);
ctx->Viewport.Near = n;
ctx->Viewport.Far = f;
- ctx->Viewport._WindowMap.m[MAT_SZ] = ctx->DepthMaxF * ((f - n) / 2.0F);
- ctx->Viewport._WindowMap.m[MAT_TZ] = ctx->DepthMaxF * ((f - n) / 2.0F + n);
+ ctx->Viewport._WindowMap.m[MAT_SZ] = depthMax * ((f - n) / 2.0F);
+ ctx->Viewport._WindowMap.m[MAT_TZ] = depthMax * ((f - n) / 2.0F + n);
ctx->NewState |= _NEW_VIEWPORT;
if (ctx->Driver.DepthRange) {
*/
void _mesa_update_modelview_project( GLcontext *ctx, GLuint new_state )
{
- if (new_state & _NEW_MODELVIEW)
+ if (new_state & _NEW_MODELVIEW) {
_math_matrix_analyse( ctx->ModelviewMatrixStack.Top );
+
+ /* Bring cull position uptodate.
+ */
+ TRANSFORM_POINT3( ctx->Transform.CullObjPos,
+ ctx->ModelviewMatrixStack.Top->inv,
+ ctx->Transform.CullEyePos );
+ }
+
if (new_state & _NEW_PROJECTION)
update_projection( ctx );
ASSIGN_4V( ctx->Transform.EyeUserPlane[i], 0.0, 0.0, 0.0, 0.0 );
}
ctx->Transform.ClipPlanesEnabled = 0;
+
+ ASSIGN_4V( ctx->Transform.CullObjPos, 0.0, 0.0, 1.0, 0.0 );
+ ASSIGN_4V( ctx->Transform.CullEyePos, 0.0, 0.0, 1.0, 0.0 );
}
*/
void _mesa_init_viewport( GLcontext *ctx )
{
+ GLfloat depthMax = 65535.0F; /* sorf of arbitrary */
+
/* Viewport group */
ctx->Viewport.X = 0;
ctx->Viewport.Y = 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;
+ _math_matrix_viewport(&ctx->Viewport._WindowMap, 0, 0, 0, 0,
+ 0.0F, 1.0F, depthMax);
}