/*
* Mesa 3-D graphics library
- * Version: 6.3
*
* Copyright (C) 1999-2005 Brian Paul All Rights Reserved.
*
* 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
- * BRIAN PAUL BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN
- * AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN
- * CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
+ * THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR
+ * OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE,
+ * ARISING FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR
+ * OTHER DEALINGS IN THE SOFTWARE.
*/
* \defgroup MatFlags MAT_FLAG_XXX-flags
*
* Bitmasks to indicate different kinds of 4x4 matrices in GLmatrix::flags
- * It would be nice to make all these flags private to m_matrix.c
*/
/*@{*/
#define MAT_FLAG_IDENTITY 0 /**< is an identity matrix flag.
void
_math_matrix_print( const GLmatrix *m )
{
+ GLfloat prod[16];
+
_mesa_debug(NULL, "Matrix type: %s, flags: %x\n", types[m->type], m->flags);
print_matrix_floats(m->m);
_mesa_debug(NULL, "Inverse: \n");
- if (m->inv) {
- GLfloat prod[16];
- print_matrix_floats(m->inv);
- matmul4(prod, m->m, m->inv);
- _mesa_debug(NULL, "Mat * Inverse:\n");
- print_matrix_floats(prod);
- }
- else {
- _mesa_debug(NULL, " - not available\n");
- }
+ print_matrix_floats(m->inv);
+ matmul4(prod, m->m, m->inv);
+ _mesa_debug(NULL, "Mat * Inverse:\n");
+ print_matrix_floats(prod);
}
/*@}*/
/*@{*/
/**
- * Swaps the values of two floating pointer variables.
+ * Swaps the values of two floating point variables.
*
* Used by invert_matrix_general() to swap the row pointers.
*/
det = pos + neg;
- if (det*det < 1e-25)
+ if (FABSF(det) < 1e-25)
return GL_FALSE;
det = 1.0F / det;
}
if (!optimized) {
- const GLfloat mag = SQRTF(x * x + y * y + z * z);
+ const GLfloat mag = sqrtf(x * x + y * y + z * z);
if (mag <= 1.0e-4) {
/* no rotation, leave mat as-is */
* Transforms Normalized Device Coords to window/Z values.
*/
void
-_math_matrix_viewport(GLmatrix *m, GLint x, GLint y, GLint width, GLint height,
- GLfloat zNear, GLfloat zFar, GLfloat depthMax)
+_math_matrix_viewport(GLmatrix *m, const double scale[3],
+ const double translate[3], double depthMax)
{
- m->m[MAT_SX] = (GLfloat) width / 2.0F;
- m->m[MAT_TX] = m->m[MAT_SX] + x;
- m->m[MAT_SY] = (GLfloat) height / 2.0F;
- m->m[MAT_TY] = m->m[MAT_SY] + y;
- m->m[MAT_SZ] = depthMax * ((zFar - zNear) / 2.0F);
- m->m[MAT_TZ] = depthMax * ((zFar - zNear) / 2.0F + zNear);
+ m->m[MAT_SX] = scale[0];
+ m->m[MAT_TX] = translate[0];
+ m->m[MAT_SY] = scale[1];
+ m->m[MAT_TY] = translate[1];
+ m->m[MAT_SZ] = depthMax*scale[2];
+ m->m[MAT_TZ] = depthMax*translate[2];
m->flags = MAT_FLAG_GENERAL_SCALE | MAT_FLAG_TRANSLATION;
m->type = MATRIX_3D_NO_ROT;
}
_math_matrix_set_identity( GLmatrix *mat )
{
memcpy( mat->m, Identity, 16*sizeof(GLfloat) );
-
- if (mat->inv)
- memcpy( mat->inv, Identity, 16*sizeof(GLfloat) );
+ memcpy( mat->inv, Identity, 16*sizeof(GLfloat) );
mat->type = MATRIX_IDENTITY;
mat->flags &= ~(MAT_DIRTY_FLAGS|
_math_matrix_copy( GLmatrix *to, const GLmatrix *from )
{
memcpy( to->m, from->m, sizeof(Identity) );
+ memcpy(to->inv, from->inv, 16 * sizeof(GLfloat));
to->flags = from->flags;
to->type = from->type;
-
- if (to->inv != 0) {
- if (from->inv == 0) {
- matrix_invert( to );
- }
- else {
- memcpy(to->inv, from->inv, sizeof(GLfloat)*16);
- }
- }
}
/**
void
_math_matrix_ctr( GLmatrix *m )
{
- m->m = (GLfloat *) _mesa_align_malloc( 16 * sizeof(GLfloat), 16 );
+ m->m = _mesa_align_malloc( 16 * sizeof(GLfloat), 16 );
if (m->m)
memcpy( m->m, Identity, sizeof(Identity) );
- m->inv = NULL;
+ m->inv = _mesa_align_malloc( 16 * sizeof(GLfloat), 16 );
+ if (m->inv)
+ memcpy( m->inv, Identity, sizeof(Identity) );
m->type = MATRIX_IDENTITY;
m->flags = 0;
}
void
_math_matrix_dtr( GLmatrix *m )
{
- if (m->m) {
- _mesa_align_free( m->m );
- m->m = NULL;
- }
- if (m->inv) {
- _mesa_align_free( m->inv );
- m->inv = NULL;
- }
-}
+ _mesa_align_free( m->m );
+ m->m = NULL;
-/**
- * Allocate a matrix inverse.
- *
- * \param m matrix.
- *
- * Allocates the matrix inverse, GLmatrix::inv, and sets it to Identity.
- */
-void
-_math_matrix_alloc_inv( GLmatrix *m )
-{
- if (!m->inv) {
- m->inv = (GLfloat *) _mesa_align_malloc( 16 * sizeof(GLfloat), 16 );
- if (m->inv)
- memcpy( m->inv, Identity, 16 * sizeof(GLfloat) );
- }
+ _mesa_align_free( m->inv );
+ m->inv = NULL;
}
/*@}*/