X-Git-Url: https://git.libre-soc.org/?a=blobdiff_plain;f=src%2Fmesa%2Fmain%2Fmatrix.c;h=3c5968c853f607f85c03935c5eb93ddadec5df07;hb=0d61f879a1f2e6bb37368731a29d5267e1c25195;hp=6dbb4144fd9b3adaf95ed796a173c505b671809a;hpb=30f51ae067379c2b3573c06b707d25a9704df7be;p=mesa.git diff --git a/src/mesa/main/matrix.c b/src/mesa/main/matrix.c index 6dbb4144fd9..3c5968c853f 100644 --- a/src/mesa/main/matrix.c +++ b/src/mesa/main/matrix.c @@ -1,10 +1,9 @@ -/* $Id: matrix.c,v 1.38 2001/12/18 04:06:45 brianp Exp $ */ - /* * Mesa 3-D graphics library - * Version: 4.1 + * 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"), @@ -25,34 +24,45 @@ */ -/* - * 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 -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 ) @@ -78,7 +88,23 @@ _mesa_Frustum( GLdouble left, GLdouble right, } -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 ) @@ -86,6 +112,10 @@ _mesa_Ortho( GLdouble left, GLdouble right, GET_CURRENT_CONTEXT(ctx); ASSERT_OUTSIDE_BEGIN_END_AND_FLUSH(ctx); + 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 || nearval == farval) @@ -102,13 +132,24 @@ _mesa_Ortho( GLdouble left, GLdouble right, } -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) + if (ctx->Transform.MatrixMode == mode && mode != GL_TEXTURE) return; FLUSH_VERTICES(ctx, _NEW_TRANSFORM); @@ -120,27 +161,50 @@ _mesa_MatrixMode( GLenum mode ) 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_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" ); + 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; } - ctx->CurrentStack = &ctx->ProgramMatrixStack[mode - GL_MATRIX0_NV]; break; default: - _mesa_error( ctx, GL_INVALID_ENUM, "glMatrixMode" ); + _mesa_error( ctx, GL_INVALID_ENUM, "glMatrixMode(mode)" ); return; } @@ -148,20 +212,36 @@ _mesa_MatrixMode( GLenum 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 matrix_stack *stack = ctx->CurrentStack; + 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)); + _mesa_debug(ctx, "glPushMatrix %s\n", + _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], @@ -172,20 +252,36 @@ _mesa_PushMatrix( void ) } - -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 matrix_stack *stack = ctx->CurrentStack; + 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)); + _mesa_debug(ctx, "glPopMatrix %s\n", + _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--; @@ -194,72 +290,103 @@ _mesa_PopMatrix( void ) } - -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); ASSERT_OUTSIDE_BEGIN_END_AND_FLUSH(ctx); + + 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); + 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); _math_matrix_loadf( ctx->CurrentStack->Top, m ); ctx->NewState |= ctx->CurrentStack->DirtyFlag; } -void -_mesa_LoadMatrixd( const GLdouble *m ) -{ - GLint i; - GLfloat f[16]; - for (i = 0; i < 16; i++) - f[i] = (GLfloat) m[i]; - _mesa_LoadMatrixf(f); -} - - - -/* - * Multiply the active matrix by an arbitary matrix. +/** + * 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 +void GLAPIENTRY _mesa_MultMatrixf( const GLfloat *m ) { 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. - */ -void -_mesa_MultMatrixd( const GLdouble *m ) -{ - GLint i; - GLfloat f[16]; - for (i = 0; i < 16; i++) - f[i] = (GLfloat) m[i]; - _mesa_MultMatrixf( f ); -} - - - - -/* - * Execute a glRotate call +/** + * 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 +void GLAPIENTRY _mesa_Rotatef( GLfloat angle, GLfloat x, GLfloat y, GLfloat z ) { GET_CURRENT_CONTEXT(ctx); @@ -270,17 +397,21 @@ _mesa_Rotatef( GLfloat angle, GLfloat x, GLfloat y, GLfloat z ) } } -void -_mesa_Rotated( GLdouble angle, GLdouble x, GLdouble y, GLdouble z ) -{ - _mesa_Rotatef((GLfloat) angle, (GLfloat) x, (GLfloat) y, (GLfloat) z); -} - -/* - * Execute a glScale call +/** + * 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 +void GLAPIENTRY _mesa_Scalef( GLfloat x, GLfloat y, GLfloat z ) { GET_CURRENT_CONTEXT(ctx); @@ -290,17 +421,20 @@ _mesa_Scalef( GLfloat x, GLfloat y, GLfloat z ) } -void -_mesa_Scaled( GLdouble x, GLdouble y, GLdouble z ) -{ - _mesa_Scalef((GLfloat) x, (GLfloat) y, (GLfloat) z); -} - - -/* - * Execute a glTranslate 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 +void GLAPIENTRY _mesa_Translatef( GLfloat x, GLfloat y, GLfloat z ) { GET_CURRENT_CONTEXT(ctx); @@ -309,147 +443,324 @@ _mesa_Translatef( GLfloat x, GLfloat y, GLfloat z ) ctx->NewState |= ctx->CurrentStack->DirtyFlag; } + +void GLAPIENTRY +_mesa_LoadMatrixd( const GLdouble *m ) +{ + GLint i; + GLfloat f[16]; + if (!m) return; + for (i = 0; i < 16; i++) + f[i] = (GLfloat) m[i]; + _mesa_LoadMatrixf(f); +} + +void GLAPIENTRY +_mesa_MultMatrixd( const GLdouble *m ) +{ + GLint i; + GLfloat f[16]; + if (!m) return; + for (i = 0; i < 16; i++) + f[i] = (GLfloat) m[i]; + _mesa_MultMatrixf( f ); +} + + +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 GLAPIENTRY _mesa_Translated( GLdouble x, GLdouble y, GLdouble z ) { _mesa_Translatef((GLfloat) x, (GLfloat) y, (GLfloat) z); } -void +void GLAPIENTRY _mesa_LoadTransposeMatrixfARB( const GLfloat *m ) { GLfloat tm[16]; + if (!m) return; _math_transposef(tm, m); _mesa_LoadMatrixf(tm); } -void +void GLAPIENTRY _mesa_LoadTransposeMatrixdARB( const GLdouble *m ) { GLfloat tm[16]; + if (!m) return; _math_transposefd(tm, m); _mesa_LoadMatrixf(tm); } -void +void GLAPIENTRY _mesa_MultTransposeMatrixfARB( const GLfloat *m ) { GLfloat tm[16]; + if (!m) return; _math_transposef(tm, m); _mesa_MultMatrixf(tm); } -void +void GLAPIENTRY _mesa_MultTransposeMatrixdARB( 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; + if (new_state & _NEW_PROJECTION) + update_projection( ctx ); - /* 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. + /* 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 ); +} + + +/** + * 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; - n = (GLfloat) CLAMP( nearval, 0.0, 1.0 ); - f = (GLfloat) CLAMP( farval, 0.0, 1.0 ); + 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 ); + +} - 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->NewState |= _NEW_VIEWPORT; - 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 ); } + + +/*@}*/