X-Git-Url: https://git.libre-soc.org/?a=blobdiff_plain;f=src%2Fmesa%2Fmain%2Fmatrix.c;h=00b8e00b75ef8c84ffc13758d3e116129b8d2eb0;hb=1a1db1746db82efc7f0643508886dfc78a15eb71;hp=a2b7af02ba2500c23345cdd7d39cf9d417ff407d;hpb=4e856077b798c70e14c2d0bb5ea27be9cc87e5c8;p=mesa.git diff --git a/src/mesa/main/matrix.c b/src/mesa/main/matrix.c index a2b7af02ba2..00b8e00b75e 100644 --- a/src/mesa/main/matrix.c +++ b/src/mesa/main/matrix.c @@ -1,10 +1,9 @@ -/* $Id: matrix.c,v 1.34 2001/03/19 22:45:52 brianp Exp $ */ - /* * Mesa 3-D graphics library - * Version: 3.5 + * Version: 7.5 * - * Copyright (C) 1999-2001 Brian Paul All Rights Reserved. + * Copyright (C) 1999-2008 Brian Paul All Rights Reserved. + * Copyright (C) 2009 VMware, Inc. 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"), @@ -25,75 +24,52 @@ */ -/* - * Matrix operations +/** + * \file matrix.c + * 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 + * \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 */ -#ifdef PC_HEADER -#include "all.h" -#else #include "glheader.h" -#include "buffers.h" +#include "imports.h" #include "context.h" #include "enums.h" #include "macros.h" +#include "mfeatures.h" #include "matrix.h" -#include "mem.h" -#include "mmath.h" #include "mtypes.h" - #include "math/m_matrix.h" -#endif -/**********************************************************************/ -/* API functions */ -/**********************************************************************/ - - -#define GET_ACTIVE_MATRIX(ctx, mat, flags, where) \ -do { \ - 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: \ - _mesa_problem(ctx, where); \ - } \ -} while (0) - - -void +/** + * Apply a perspective projection matrix. + * + * \param left left clipping plane coordinate. + * \param right right clipping plane coordinate. + * \param bottom bottom clipping plane coordinate. + * \param top top clipping plane coordinate. + * \param nearval distance to the near clipping plane. + * \param farval distance to the far clipping plane. + * + * \sa glFrustum(). + * + * Flushes vertices and validates parameters. Calls _math_matrix_frustum() with + * the top matrix of the current matrix stack and sets + * __struct gl_contextRec::NewState. + */ +void GLAPIENTRY _mesa_Frustum( GLdouble left, GLdouble right, GLdouble bottom, GLdouble top, GLdouble nearval, GLdouble farval ) { 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 || @@ -104,20 +80,41 @@ _mesa_Frustum( GLdouble left, GLdouble right, return; } - _math_matrix_frustum( 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; } -void +/** + * Apply an orthographic projection matrix. + * + * \param left left clipping plane coordinate. + * \param right right clipping plane coordinate. + * \param bottom bottom clipping plane coordinate. + * \param top top clipping plane coordinate. + * \param nearval distance to the near clipping plane. + * \param farval distance to the far clipping plane. + * + * \sa glOrtho(). + * + * Flushes vertices and validates parameters. Calls _math_matrix_ortho() with + * the top matrix of the current matrix stack and sets + * __struct gl_contextRec::NewState. + */ +void GLAPIENTRY _mesa_Ortho( GLdouble left, GLdouble right, GLdouble bottom, GLdouble top, GLdouble nearval, GLdouble farval ) { GET_CURRENT_CONTEXT(ctx); - GLmatrix *mat = 0; ASSERT_OUTSIDE_BEGIN_END_AND_FLUSH(ctx); - GET_ACTIVE_MATRIX( ctx, mat, ctx->NewState, "glOrtho" ); + if (MESA_VERBOSE & VERBOSE_API) + _mesa_debug(ctx, "glOrtho(%f, %f, %f, %f, %f, %f)\n", + left, right, bottom, top, nearval, farval); if (left == right || bottom == top || @@ -127,405 +124,643 @@ _mesa_Ortho( GLdouble left, GLdouble right, 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; } -void +/** + * Set the current matrix stack. + * + * \param mode matrix stack. + * + * \sa glMatrixMode(). + * + * Flushes the vertices, validates the parameter and updates + * __struct gl_contextRec::CurrentStack and gl_transform_attrib::MatrixMode + * with the specified matrix stack. + */ +void GLAPIENTRY _mesa_MatrixMode( GLenum mode ) { GET_CURRENT_CONTEXT(ctx); 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: - if (ctx->Transform.MatrixMode == mode) - return; - ctx->Transform.MatrixMode = mode; - FLUSH_VERTICES(ctx, _NEW_TRANSFORM); - break; - default: - _mesa_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: + /* This error check is disabled because if we're called from + * glPopAttrib() when the active texture unit is >= MaxTextureCoordUnits + * we'll generate an unexpected error. + * From the GL_ARB_vertex_shader spec it sounds like we should instead + * do error checking in other places when we actually try to access + * texture matrices beyond MaxTextureCoordUnits. + */ +#if 0 + if (ctx->Texture.CurrentUnit >= ctx->Const.MaxTextureCoordUnits) { + _mesa_error(ctx, GL_INVALID_OPERATION, + "glMatrixMode(invalid tex unit %d)", + ctx->Texture.CurrentUnit); + return; + } +#endif + ASSERT(ctx->Texture.CurrentUnit < Elements(ctx->TextureMatrixStack)); + ctx->CurrentStack = &ctx->TextureMatrixStack[ctx->Texture.CurrentUnit]; + break; + case GL_MATRIX0_ARB: + case GL_MATRIX1_ARB: + case GL_MATRIX2_ARB: + case GL_MATRIX3_ARB: + case GL_MATRIX4_ARB: + case GL_MATRIX5_ARB: + case GL_MATRIX6_ARB: + case GL_MATRIX7_ARB: + if (ctx->API == API_OPENGL + && (ctx->Extensions.ARB_vertex_program || + ctx->Extensions.ARB_fragment_program)) { + const GLuint m = mode - GL_MATRIX0_ARB; + if (m > ctx->Const.MaxProgramMatrices) { + _mesa_error(ctx, GL_INVALID_ENUM, + "glMatrixMode(GL_MATRIX%d_ARB)", m); + return; + } + ctx->CurrentStack = &ctx->ProgramMatrixStack[m]; + } + else { + _mesa_error( ctx, GL_INVALID_ENUM, "glMatrixMode(mode)" ); + return; + } + break; + default: + _mesa_error( ctx, GL_INVALID_ENUM, "glMatrixMode(mode)" ); + return; } -} + ctx->Transform.MatrixMode = mode; +} -void +/** + * Push the current matrix stack. + * + * \sa glPushMatrix(). + * + * Verifies the current matrix stack is not full, and duplicates the top-most + * matrix in the stack. + * Marks __struct gl_contextRec::NewState with the stack dirty flag. + */ +void GLAPIENTRY _mesa_PushMatrix( void ) { GET_CURRENT_CONTEXT(ctx); + struct gl_matrix_stack *stack = ctx->CurrentStack; ASSERT_OUTSIDE_BEGIN_END(ctx); if (MESA_VERBOSE&VERBOSE_API) - 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) { - _mesa_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) { - _mesa_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) { - _mesa_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) { - _mesa_error( ctx, GL_STACK_OVERFLOW, "glPushMatrix"); - return; - } - _math_matrix_copy( &ctx->ColorStack[ctx->ColorStackDepth++], - &ctx->ColorMatrix ); - break; - default: - _mesa_problem(ctx, "Bad matrix mode in _mesa_PushMatrix"); + _mesa_debug(ctx, "glPushMatrix %s\n", + _mesa_lookup_enum_by_nr(ctx->Transform.MatrixMode)); + + if (stack->Depth + 1 >= stack->MaxDepth) { + 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], + &stack->Stack[stack->Depth] ); + stack->Depth++; + stack->Top = &(stack->Stack[stack->Depth]); + ctx->NewState |= stack->DirtyFlag; } - -void +/** + * Pop the current matrix stack. + * + * \sa glPopMatrix(). + * + * Flushes the vertices, verifies the current matrix stack is not empty, and + * moves the stack head down. + * Marks __struct gl_contextRec::NewState with the dirty stack flag. + */ +void GLAPIENTRY _mesa_PopMatrix( void ) { GET_CURRENT_CONTEXT(ctx); + struct gl_matrix_stack *stack = ctx->CurrentStack; ASSERT_OUTSIDE_BEGIN_END_AND_FLUSH(ctx); if (MESA_VERBOSE&VERBOSE_API) - fprintf(stderr, "glPopMatrix %s\n", - _mesa_lookup_enum_by_nr(ctx->Transform.MatrixMode)); - - switch (ctx->Transform.MatrixMode) { - case GL_MODELVIEW: - if (ctx->ModelViewStackDepth==0) { - _mesa_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) { - _mesa_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) { - _mesa_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) { - _mesa_error( ctx, GL_STACK_UNDERFLOW, "glPopMatrix"); - return; - } - _math_matrix_copy(&ctx->ColorMatrix, - &ctx->ColorStack[--ctx->ColorStackDepth]); - ctx->NewState |= _NEW_COLOR_MATRIX; - break; - default: - _mesa_problem(ctx, "Bad matrix mode in _mesa_PopMatrix"); + _mesa_debug(ctx, "glPopMatrix %s\n", + _mesa_lookup_enum_by_nr(ctx->Transform.MatrixMode)); + + if (stack->Depth == 0) { + 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--; + stack->Top = &(stack->Stack[stack->Depth]); + ctx->NewState |= stack->DirtyFlag; } - -void +/** + * Replace the current matrix with the identity matrix. + * + * \sa glLoadIdentity(). + * + * Flushes the vertices and calls _math_matrix_set_identity() with the + * top-most matrix in the current stack. + * Marks __struct gl_contextRec::NewState with the stack dirty flag. + */ +void GLAPIENTRY _mesa_LoadIdentity( void ) { 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 ); + + if (MESA_VERBOSE & VERBOSE_API) + _mesa_debug(ctx, "glLoadIdentity()\n"); + + _math_matrix_set_identity( ctx->CurrentStack->Top ); + ctx->NewState |= ctx->CurrentStack->DirtyFlag; } -void +/** + * Replace the current matrix with a given matrix. + * + * \param m matrix. + * + * \sa glLoadMatrixf(). + * + * Flushes the vertices and calls _math_matrix_loadf() with the top-most + * matrix in the current stack and the given matrix. + * Marks __struct gl_contextRec::NewState with the dirty stack flag. + */ +void GLAPIENTRY _mesa_LoadMatrixf( const GLfloat *m ) { GET_CURRENT_CONTEXT(ctx); - GLmatrix *mat = 0; + if (!m) return; + if (MESA_VERBOSE & VERBOSE_API) + _mesa_debug(ctx, + "glLoadMatrix(%f %f %f %f, %f %f %f %f, %f %f %f %f, %f %f %f %f\n", + m[0], m[4], m[8], m[12], + m[1], m[5], m[9], m[13], + m[2], m[6], m[10], m[14], + m[3], m[7], m[11], m[15]); + ASSERT_OUTSIDE_BEGIN_END_AND_FLUSH(ctx); - GET_ACTIVE_MATRIX(ctx, mat, ctx->NewState, "glLoadMatrix"); - _math_matrix_loadf( mat, m ); + _math_matrix_loadf( ctx->CurrentStack->Top, m ); + ctx->NewState |= ctx->CurrentStack->DirtyFlag; } -void -_mesa_LoadMatrixd( const GLdouble *m ) +/** + * Multiply the current matrix with a given matrix. + * + * \param m matrix. + * + * \sa glMultMatrixf(). + * + * Flushes the vertices and calls _math_matrix_mul_floats() with the top-most + * matrix in the current stack and the given matrix. Marks + * __struct gl_contextRec::NewState with the dirty stack flag. + */ +void GLAPIENTRY +_mesa_MultMatrixf( const GLfloat *m ) { - GLint i; - GLfloat f[16]; - for (i = 0; i < 16; i++) - f[i] = m[i]; - _mesa_LoadMatrixf(f); + GET_CURRENT_CONTEXT(ctx); + if (!m) return; + if (MESA_VERBOSE & VERBOSE_API) + _mesa_debug(ctx, + "glMultMatrix(%f %f %f %f, %f %f %f %f, %f %f %f %f, %f %f %f %f\n", + m[0], m[4], m[8], m[12], + m[1], m[5], m[9], m[13], + m[2], m[6], m[10], m[14], + m[3], m[7], m[11], m[15]); + ASSERT_OUTSIDE_BEGIN_END_AND_FLUSH(ctx); + _math_matrix_mul_floats( ctx->CurrentStack->Top, m ); + ctx->NewState |= ctx->CurrentStack->DirtyFlag; } - -/* - * Multiply the active matrix by an arbitary matrix. +/** + * Multiply the current matrix with a rotation matrix. + * + * \param angle angle of rotation, in degrees. + * \param x rotation vector x coordinate. + * \param y rotation vector y coordinate. + * \param z rotation vector z coordinate. + * + * \sa glRotatef(). + * + * Flushes the vertices and calls _math_matrix_rotate() with the top-most + * matrix in the current stack and the given parameters. Marks + * __struct gl_contextRec::NewState with the dirty stack flag. */ -void -_mesa_MultMatrixf( const GLfloat *m ) +void GLAPIENTRY +_mesa_Rotatef( GLfloat angle, GLfloat x, GLfloat y, GLfloat z ) { 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 ); + if (angle != 0.0F) { + _math_matrix_rotate( ctx->CurrentStack->Top, angle, x, y, z); + ctx->NewState |= ctx->CurrentStack->DirtyFlag; + } } -/* - * Multiply the active matrix by an arbitary matrix. +/** + * Multiply the current matrix with a general scaling matrix. + * + * \param x x axis scale factor. + * \param y y axis scale factor. + * \param z z axis scale factor. + * + * \sa glScalef(). + * + * Flushes the vertices and calls _math_matrix_scale() with the top-most + * matrix in the current stack and the given parameters. Marks + * __struct gl_contextRec::NewState with the dirty stack flag. */ -void -_mesa_MultMatrixd( const GLdouble *m ) +void GLAPIENTRY +_mesa_Scalef( GLfloat x, GLfloat y, GLfloat z ) { - GLint i; - GLfloat f[16]; - for (i = 0; i < 16; i++) - f[i] = m[i]; - _mesa_MultMatrixf( f ); + 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; } - - -/* - * Execute a glRotate call +/** + * Multiply the current matrix with a translation matrix. + * + * \param x translation vector x coordinate. + * \param y translation vector y coordinate. + * \param z translation vector z coordinate. + * + * \sa glTranslatef(). + * + * Flushes the vertices and calls _math_matrix_translate() with the top-most + * matrix in the current stack and the given parameters. Marks + * __struct gl_contextRec::NewState with the dirty stack flag. */ -void -_mesa_Rotatef( GLfloat angle, GLfloat x, GLfloat y, GLfloat z ) +void GLAPIENTRY +_mesa_Translatef( 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_translate( ctx->CurrentStack->Top, x, y, z); + ctx->NewState |= ctx->CurrentStack->DirtyFlag; } -void -_mesa_Rotated( GLdouble angle, GLdouble x, GLdouble y, GLdouble z ) + +void GLAPIENTRY +_mesa_LoadMatrixd( const GLdouble *m ) { - _mesa_Rotatef(angle, x, y, z); + GLint i; + GLfloat f[16]; + if (!m) return; + for (i = 0; i < 16; i++) + f[i] = (GLfloat) m[i]; + _mesa_LoadMatrixf(f); } - -/* - * Execute a glScale call - */ -void -_mesa_Scalef( GLfloat x, GLfloat y, GLfloat z ) +void GLAPIENTRY +_mesa_MultMatrixd( const GLdouble *m ) { - 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 ); + GLint i; + GLfloat f[16]; + if (!m) return; + for (i = 0; i < 16; i++) + f[i] = (GLfloat) m[i]; + _mesa_MultMatrixf( f ); } -void -_mesa_Scaled( GLdouble x, GLdouble y, GLdouble z ) +void GLAPIENTRY +_mesa_Rotated( GLdouble angle, GLdouble x, GLdouble y, GLdouble z ) { - _mesa_Scalef(x, y, z); + _mesa_Rotatef((GLfloat) angle, (GLfloat) x, (GLfloat) y, (GLfloat) z); } -/* - * Execute a glTranslate call - */ -void -_mesa_Translatef( GLfloat x, GLfloat y, GLfloat z ) +void GLAPIENTRY +_mesa_Scaled( GLdouble x, GLdouble y, GLdouble 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_Scalef((GLfloat) x, (GLfloat) y, (GLfloat) z); } -void +void GLAPIENTRY _mesa_Translated( GLdouble x, GLdouble y, GLdouble z ) { - _mesa_Translatef(x, y, z); + _mesa_Translatef((GLfloat) x, (GLfloat) y, (GLfloat) z); } -void -_mesa_LoadTransposeMatrixfARB( const GLfloat *m ) +void GLAPIENTRY +_mesa_LoadTransposeMatrixf( const GLfloat *m ) { GLfloat tm[16]; + if (!m) return; _math_transposef(tm, m); _mesa_LoadMatrixf(tm); } -void -_mesa_LoadTransposeMatrixdARB( const GLdouble *m ) +void GLAPIENTRY +_mesa_LoadTransposeMatrixd( const GLdouble *m ) { GLfloat tm[16]; + if (!m) return; _math_transposefd(tm, m); _mesa_LoadMatrixf(tm); } -void -_mesa_MultTransposeMatrixfARB( const GLfloat *m ) +void GLAPIENTRY +_mesa_MultTransposeMatrixf( const GLfloat *m ) { GLfloat tm[16]; + if (!m) return; _math_transposef(tm, m); _mesa_MultMatrixf(tm); } -void -_mesa_MultTransposeMatrixdARB( const GLdouble *m ) +void GLAPIENTRY +_mesa_MultTransposeMatrixd( const GLdouble *m ) { GLfloat tm[16]; + if (!m) return; _math_transposefd(tm, m); _mesa_MultMatrixf(tm); } -/* - * Called via glViewport or display list execution. + +/**********************************************************************/ +/** \name State management */ +/*@{*/ + + +/** + * Update the projection matrix stack. + * + * \param ctx GL context. + * + * Calls _math_matrix_analyse() with the top-matrix of the projection matrix + * stack, and recomputes user clip positions if necessary. + * + * \note This routine references __struct gl_contextRec::Tranform attribute + * values to compute userclip positions in clip space, but is only called on + * _NEW_PROJECTION. The _mesa_ClipPlane() function keeps these values up to + * date across changes to the __struct gl_contextRec::Transform attributes. */ -void -_mesa_Viewport( GLint x, GLint y, GLsizei width, GLsizei height ) +static void +update_projection( struct gl_context *ctx ) { - GET_CURRENT_CONTEXT(ctx); - ASSERT_OUTSIDE_BEGIN_END_AND_FLUSH(ctx); - _mesa_set_viewport(ctx, x, y, width, height); + _math_matrix_analyse( ctx->ProjectionMatrixStack.Top ); + + /* Recompute clip plane positions in clipspace. This is also done + * in _mesa_ClipPlane(). + */ + if (ctx->Transform.ClipPlanesEnabled) { + GLuint p; + for (p = 0; p < ctx->Const.MaxClipPlanes; p++) { + if (ctx->Transform.ClipPlanesEnabled & (1 << p)) { + _mesa_transform_vector( ctx->Transform._ClipUserPlane[p], + ctx->Transform.EyeUserPlane[p], + ctx->ProjectionMatrixStack.Top->inv ); + } + } + } } -/* - * Define a new viewport and reallocate auxillary buffers if the size of - * the window (color buffer) has changed. +/** + * Calculate the combined modelview-projection matrix. + * + * \param ctx GL context. + * + * Multiplies the top matrices of the projection and model view stacks into + * __struct gl_contextRec::_ModelProjectMatrix via _math_matrix_mul_matrix() + * and analyzes the resulting matrix via _math_matrix_analyse(). */ -void -_mesa_set_viewport( GLcontext *ctx, GLint x, GLint y, - GLsizei width, GLsizei height ) +static void +calculate_model_project_matrix( struct gl_context *ctx ) { - const GLfloat n = ctx->Viewport.Near; - const GLfloat f = ctx->Viewport.Far; + _math_matrix_mul_matrix( &ctx->_ModelProjectMatrix, + ctx->ProjectionMatrixStack.Top, + ctx->ModelviewMatrixStack.Top ); - if (width < 0 || height < 0) { - _mesa_error( ctx, GL_INVALID_VALUE, "glViewport" ); - return; - } + _math_matrix_analyse( &ctx->_ModelProjectMatrix ); +} - 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 ); +/** + * Updates the combined modelview-projection matrix. + * + * \param ctx GL context. + * \param new_state new state bit mask. + * + * If there is a new model view matrix then analyzes it. If there is a new + * projection matrix, updates it. Finally calls + * calculate_model_project_matrix() to recalculate the modelview-projection + * matrix. + */ +void _mesa_update_modelview_project( struct gl_context *ctx, GLuint new_state ) +{ + if (new_state & _NEW_MODELVIEW) { + _math_matrix_analyse( ctx->ModelviewMatrixStack.Top ); + + /* Bring cull position up to date. + */ + TRANSFORM_POINT3( ctx->Transform.CullObjPos, + ctx->ModelviewMatrixStack.Top->inv, + ctx->Transform.CullEyePos ); + } - /* Save viewport */ - ctx->Viewport.X = x; - ctx->Viewport.Width = width; - ctx->Viewport.Y = y; - ctx->Viewport.Height = height; - /* 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) / 2.0); - 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; - - /* Check if window/buffer has been resized and if so, reallocate the - * ancillary buffers. + if (new_state & _NEW_PROJECTION) + update_projection( ctx ); + + /* Keep ModelviewProject up to date always to allow tnl + * implementations that go model->clip even when eye is required. */ - _mesa_ResizeBuffersMESA(); + calculate_model_project_matrix(ctx); +} - if (ctx->Driver.Viewport) { - (*ctx->Driver.Viewport)( ctx, x, y, width, height ); +/*@}*/ + + +/**********************************************************************/ +/** Matrix stack initialization */ +/*@{*/ + + +/** + * Initialize a matrix stack. + * + * \param stack matrix stack. + * \param maxDepth maximum stack depth. + * \param dirtyFlag dirty flag. + * + * Allocates an array of \p maxDepth elements for the matrix stack and calls + * _math_matrix_ctr() for each element to initialize it. + */ +static void +init_matrix_stack( struct gl_matrix_stack *stack, + GLuint maxDepth, GLuint dirtyFlag ) +{ + GLuint i; + + stack->Depth = 0; + stack->MaxDepth = maxDepth; + stack->DirtyFlag = dirtyFlag; + /* The stack */ + stack->Stack = calloc(maxDepth, sizeof(GLmatrix)); + for (i = 0; i < maxDepth; i++) { + _math_matrix_ctr(&stack->Stack[i]); + } + stack->Top = stack->Stack; +} + +/** + * Free matrix stack. + * + * \param stack matrix stack. + * + * Calls _math_matrix_dtr() for each element of the matrix stack and + * frees the array. + */ +static void +free_matrix_stack( struct gl_matrix_stack *stack ) +{ + GLuint i; + for (i = 0; i < stack->MaxDepth; i++) { + _math_matrix_dtr(&stack->Stack[i]); } + free(stack->Stack); + stack->Stack = stack->Top = NULL; } +/*@}*/ + + +/**********************************************************************/ +/** \name Initialization */ +/*@{*/ -void -_mesa_DepthRange( GLclampd nearval, GLclampd farval ) +/** + * Initialize the context matrix data. + * + * \param ctx GL context. + * + * Initializes each of the matrix stacks and the combined modelview-projection + * matrix. + */ +void _mesa_init_matrix( struct gl_context * ctx ) { - /* - * nearval - specifies mapping of the near clipping plane to window - * coordinates, default is 0 - * farval - specifies mapping of the far clipping plane to window - * coordinates, default is 1 - * - * After clipping and div by w, z coords are in -1.0 to 1.0, - * corresponding to near and far clipping planes. glDepthRange - * specifies a linear mapping of the normalized z coords in - * this range to window z coords. - */ - GLfloat n, f; - GET_CURRENT_CONTEXT(ctx); - ASSERT_OUTSIDE_BEGIN_END_AND_FLUSH(ctx); + GLint i; - if (MESA_VERBOSE&VERBOSE_API) - fprintf(stderr, "glDepthRange %f %f\n", nearval, farval); + /* Initialize matrix stacks */ + init_matrix_stack(&ctx->ModelviewMatrixStack, MAX_MODELVIEW_STACK_DEPTH, + _NEW_MODELVIEW); + init_matrix_stack(&ctx->ProjectionMatrixStack, MAX_PROJECTION_STACK_DEPTH, + _NEW_PROJECTION); + for (i = 0; i < Elements(ctx->TextureMatrixStack); i++) + init_matrix_stack(&ctx->TextureMatrixStack[i], MAX_TEXTURE_STACK_DEPTH, + _NEW_TEXTURE_MATRIX); + for (i = 0; i < Elements(ctx->ProgramMatrixStack); i++) + init_matrix_stack(&ctx->ProgramMatrixStack[i], + MAX_PROGRAM_MATRIX_STACK_DEPTH, _NEW_TRACK_MATRIX); + ctx->CurrentStack = &ctx->ModelviewMatrixStack; + + /* Init combined Modelview*Projection matrix */ + _math_matrix_ctr( &ctx->_ModelProjectMatrix ); +} - 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->DepthMaxF * ((f - n) / 2.0); - ctx->Viewport._WindowMap.m[MAT_TZ] = ctx->DepthMaxF * ((f - n) / 2.0 + n); - ctx->NewState |= _NEW_VIEWPORT; +/** + * Free the context matrix data. + * + * \param ctx GL context. + * + * Frees each of the matrix stacks and the combined modelview-projection + * matrix. + */ +void _mesa_free_matrix_data( struct gl_context *ctx ) +{ + GLint i; + + free_matrix_stack(&ctx->ModelviewMatrixStack); + free_matrix_stack(&ctx->ProjectionMatrixStack); + for (i = 0; i < Elements(ctx->TextureMatrixStack); i++) + free_matrix_stack(&ctx->TextureMatrixStack[i]); + for (i = 0; i < Elements(ctx->ProgramMatrixStack); i++) + free_matrix_stack(&ctx->ProgramMatrixStack[i]); + /* combined Modelview*Projection matrix */ + _math_matrix_dtr( &ctx->_ModelProjectMatrix ); + +} + - if (ctx->Driver.DepthRange) { - (*ctx->Driver.DepthRange)( ctx, nearval, farval ); +/** + * Initialize the context transform attribute group. + * + * \param ctx GL context. + * + * \todo Move this to a new file with other 'transform' routines. + */ +void _mesa_init_transform( struct gl_context *ctx ) +{ + GLuint i; + + /* Transformation group */ + ctx->Transform.MatrixMode = GL_MODELVIEW; + ctx->Transform.Normalize = GL_FALSE; + ctx->Transform.RescaleNormals = GL_FALSE; + ctx->Transform.RasterPositionUnclipped = GL_FALSE; + for (i=0;iConst.MaxClipPlanes;i++) { + 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 ); } + + +/*@}*/