X-Git-Url: https://git.libre-soc.org/?a=blobdiff_plain;f=src%2Fmesa%2Fmain%2Fmatrix.c;h=76c7e1c9d1b44b2d8d94571e40e57ac48b04dc32;hb=db61b9ce39bccc43140357652ceb78baaf2aea44;hp=7cf464e07bf8dbcd10e498d3726e71b9acd0da5e;hpb=1e1aac034c986a08248861363c0baa27dc2ae2d5;p=mesa.git diff --git a/src/mesa/main/matrix.c b/src/mesa/main/matrix.c index 7cf464e07bf..76c7e1c9d1b 100644 --- a/src/mesa/main/matrix.c +++ b/src/mesa/main/matrix.c @@ -1,21 +1,20 @@ -/* $Id: matrix.c,v 1.25 2000/11/13 20:02:56 keithw Exp $ */ - /* * Mesa 3-D graphics library - * Version: 3.5 - * - * Copyright (C) 1999-2000 Brian Paul All Rights Reserved. - * + * Version: 7.5 + * + * 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"), * 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 @@ -25,1547 +24,765 @@ */ -/* - * 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 "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 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 matmul4( GLfloat *product, const GLfloat *a, const GLfloat *b ); - - -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] ); - } -} - -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); - 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 "mtypes.h" +#include "math/m_matrix.h" -/* - * This matmul was contributed by Thomas Malik +/** + * Apply a perspective projection matrix. * - * 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 + * \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. * - * 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++) { - const 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. - */ -static void matmul34( GLfloat *product, const GLfloat *a, const GLfloat *b ) -{ - GLint i; - for (i = 0; i < 3; i++) { - const 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++) { - const 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) + * \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. */ -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 ) -{ - MEMCPY( mat->inv, Identity, sizeof(Identity) ); - return GL_TRUE; -} - - -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) { - 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)); - } - - return GL_TRUE; -} - - -static GLboolean invert_matrix_2d_no_rot( GLmatrix *mat ) +void GLAPIENTRY +_mesa_Frustum( 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); - - if (mat->flags & MAT_FLAG_TRANSLATION) { - MAT(out,0,3) = - (MAT(in,0,3) * MAT(out,0,0)); - MAT(out,1,3) = - (MAT(in,1,3) * MAT(out,1,1)); + GET_CURRENT_CONTEXT(ctx); + ASSERT_OUTSIDE_BEGIN_END_AND_FLUSH(ctx); + + if (nearval <= 0.0 || + farval <= 0.0 || + nearval == farval || + left == right || + top == bottom) + { + _mesa_error( ctx, GL_INVALID_VALUE, "glFrustum" ); + return; } - return GL_TRUE; -} - - -static GLboolean invert_matrix_perspective( GLmatrix *mat ) -{ - 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; - - 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 -}; - - -static GLboolean matrix_invert( GLmatrix *mat ) -{ - if (inv_mat_tab[mat->type](mat)) { - mat->flags &= ~MAT_FLAG_SINGULAR; - return GL_TRUE; - } else { - mat->flags |= MAT_FLAG_SINGULAR; - MEMCPY( mat->inv, Identity, sizeof(Identity) ); - return GL_FALSE; - } -} - - - -void gl_matrix_transposef( GLfloat to[16], const GLfloat from[16] ) -{ - to[0] = from[0]; - to[1] = from[4]; - to[2] = from[8]; - to[3] = from[12]; - to[4] = from[1]; - to[5] = from[5]; - to[6] = from[9]; - to[7] = from[13]; - to[8] = from[2]; - to[9] = from[6]; - to[10] = from[10]; - to[11] = from[14]; - to[12] = from[3]; - to[13] = from[7]; - to[14] = from[11]; - to[15] = from[15]; -} - - - -void gl_matrix_transposed( GLdouble to[16], const GLdouble from[16] ) -{ - to[0] = from[0]; - to[1] = from[4]; - to[2] = from[8]; - to[3] = from[12]; - to[4] = from[1]; - to[5] = from[5]; - to[6] = from[9]; - to[7] = from[13]; - to[8] = from[2]; - to[9] = from[6]; - to[10] = from[10]; - to[11] = from[14]; - to[12] = from[3]; - to[13] = from[7]; - to[14] = from[11]; - to[15] = from[15]; + _math_matrix_frustum( ctx->CurrentStack->Top, + (GLfloat) left, (GLfloat) right, + (GLfloat) bottom, (GLfloat) top, + (GLfloat) nearval, (GLfloat) farval ); + ctx->NewState |= ctx->CurrentStack->DirtyFlag; } - -/* - * Generate a 4x4 transformation matrix from glRotate parameters. +/** + * 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 gl_rotation_matrix( GLfloat angle, GLfloat x, GLfloat y, GLfloat z, - GLfloat m[] ) +void GLAPIENTRY +_mesa_Ortho( GLdouble left, GLdouble right, + GLdouble bottom, GLdouble top, + GLdouble nearval, GLdouble farval ) { - /* 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 ); - - mag = GL_SQRT( x*x + y*y + z*z ); + GET_CURRENT_CONTEXT(ctx); + ASSERT_OUTSIDE_BEGIN_END_AND_FLUSH(ctx); - if (mag <= 1.0e-4) { - /* generate an identity matrix and return */ - MEMCPY(m, Identity, sizeof(GLfloat)*16); + 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) + { + _mesa_error( ctx, GL_INVALID_VALUE, "glOrtho" ); 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_ortho( ctx->CurrentStack->Top, + (GLfloat) left, (GLfloat) right, + (GLfloat) bottom, (GLfloat) top, + (GLfloat) nearval, (GLfloat) farval ); + ctx->NewState |= ctx->CurrentStack->DirtyFlag; } -#define ZERO(x) (1<m; - GLuint mask = 0; - GLuint i; - - for (i = 0 ; i < 16 ; i++) { - if (m[i] == 0.0) mask |= (1<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); - - 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; + GET_CURRENT_CONTEXT(ctx); + ASSERT_OUTSIDE_BEGIN_END(ctx); - /* Check for rotation */ - if (SQ(mm4) > SQ(1e-6)) - mat->flags |= MAT_FLAG_GENERAL_3D; - else - mat->flags |= MAT_FLAG_ROTATION; + if (ctx->Transform.MatrixMode == mode && mode != GL_TEXTURE) + return; + FLUSH_VERTICES(ctx, _NEW_TRANSFORM); - } - 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; + switch (mode) { + 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; } - } - 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 */ +#endif + ASSERT(ctx->Texture.CurrentUnit < Elements(ctx->TextureMatrixStack)); + ctx->CurrentStack = &ctx->TextureMatrixStack[ctx->Texture.CurrentUnit]; + 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) { + ctx->CurrentStack = &ctx->ProgramMatrixStack[mode - GL_MATRIX0_NV]; } else { - mat->flags |= MAT_FLAG_GENERAL_SCALE; + _mesa_error( ctx, GL_INVALID_ENUM, "glMatrixMode(mode)" ); + return; } - - /* 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; + 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->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 { - mat->flags |= MAT_FLAG_GENERAL_3D; /* shear, etc */ + _mesa_error( ctx, GL_INVALID_ENUM, "glMatrixMode(mode)" ); + return; } + break; + default: + _mesa_error( ctx, GL_INVALID_ENUM, "glMatrixMode(mode)" ); + return; } - 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; - } + + ctx->Transform.MatrixMode = mode; } -/* Analyse a matrix given that its flags are accurate - this is the - * more common operation, hopefully. +/** + * 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. */ -static void analyze_from_flags( GLmatrix *mat ) +void GLAPIENTRY +_mesa_PushMatrix( void ) { - const GLfloat *m = mat->m; + GET_CURRENT_CONTEXT(ctx); + struct gl_matrix_stack *stack = ctx->CurrentStack; + ASSERT_OUTSIDE_BEGIN_END(ctx); - 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; + if (MESA_VERBOSE&VERBOSE_API) + _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 { - mat->type = MATRIX_3D; + _mesa_error(ctx, GL_STACK_OVERFLOW, "glPushMatrix(mode=%s)", + _mesa_lookup_enum_by_nr(ctx->Transform.MatrixMode)); } + return; } - 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 ) -{ - 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)) { - matrix_invert( mat ); - } - - mat->flags &= ~(MAT_DIRTY_FLAGS| - MAT_DIRTY_TYPE| - MAT_DIRTY_INVERSE); + _math_matrix_copy( &stack->Stack[stack->Depth + 1], + &stack->Stack[stack->Depth] ); + stack->Depth++; + stack->Top = &(stack->Stack[stack->Depth]); + ctx->NewState |= stack->DirtyFlag; } -static void matrix_copy( GLmatrix *to, const GLmatrix *from ) +/** + * 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 ) { - MEMCPY( to->m, from->m, sizeof(Identity) ); - to->flags = from->flags | MAT_DIRTY_DEPENDENTS; - to->type = from->type; + GET_CURRENT_CONTEXT(ctx); + struct gl_matrix_stack *stack = ctx->CurrentStack; + ASSERT_OUTSIDE_BEGIN_END_AND_FLUSH(ctx); - if (to->inv != 0) { - if (from->inv == 0) { - matrix_invert( to ); + if (MESA_VERBOSE&VERBOSE_API) + _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 { - MEMCPY(to->inv, from->inv, sizeof(GLfloat)*16); + _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; } -/* - * Multiply a matrix by an array of floats with known properties. + +/** + * 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. */ -static void mat_mul_floats( GLmatrix *mat, const GLfloat *m, GLuint flags ) +void GLAPIENTRY +_mesa_LoadIdentity( void ) { - mat->flags |= (flags | - MAT_DIRTY_TYPE | - MAT_DIRTY_INVERSE | - MAT_DIRTY_DEPENDENTS); + GET_CURRENT_CONTEXT(ctx); + ASSERT_OUTSIDE_BEGIN_END_AND_FLUSH(ctx); - if (TEST_MAT_FLAGS(mat, MAT_FLAGS_3D)) - matmul34( mat->m, mat->m, m ); - else - matmul4( mat->m, mat->m, m ); + if (MESA_VERBOSE & VERBOSE_API) + _mesa_debug(ctx, "glLoadIdentity()\n"); + _math_matrix_set_identity( ctx->CurrentStack->Top ); + ctx->NewState |= ctx->CurrentStack->DirtyFlag; } -void gl_matrix_ctr( GLmatrix *m ) -{ - if ( m->m == 0 ) { - m->m = (GLfloat *) ALIGN_MALLOC( 16 * sizeof(GLfloat), 16 ); - } - MEMCPY( m->m, Identity, sizeof(Identity) ); - m->inv = 0; - m->type = MATRIX_IDENTITY; - m->flags = MAT_DIRTY_DEPENDENTS; -} - -void gl_matrix_dtr( GLmatrix *m ) +/** + * 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 ) { - if ( m->m != 0 ) { - ALIGN_FREE( m->m ); - m->m = 0; - } - if ( m->inv != 0 ) { - ALIGN_FREE( m->inv ); - m->inv = 0; - } -} - + 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]); -void gl_matrix_alloc_inv( GLmatrix *m ) -{ - if ( m->inv == 0 ) { - m->inv = (GLfloat *) ALIGN_MALLOC( 16 * sizeof(GLfloat), 16 ); - MEMCPY( m->inv, Identity, 16 * sizeof(GLfloat) ); - } + ASSERT_OUTSIDE_BEGIN_END_AND_FLUSH(ctx); + _math_matrix_loadf( ctx->CurrentStack->Top, m ); + ctx->NewState |= ctx->CurrentStack->DirtyFlag; } -void gl_matrix_mul( GLmatrix *dest, const GLmatrix *a, const GLmatrix *b ) +/** + * 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 ) { - 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 ); + 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; } - -/**********************************************************************/ -/* API functions */ -/**********************************************************************/ - - -#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; \ - case GL_COLOR: \ - mat = &ctx->ColorMatrix; \ - flags |= _NEW_COLOR_MATRIX; \ - break; \ - default: \ - gl_problem(ctx, where); \ - } \ -} while (0) - - -void -_mesa_Frustum( GLdouble left, GLdouble right, - GLdouble bottom, GLdouble top, - GLdouble nearval, GLdouble farval ) +/** + * 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 GLAPIENTRY +_mesa_Rotatef( GLfloat angle, GLfloat x, GLfloat y, GLfloat z ) { GET_CURRENT_CONTEXT(ctx); - 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 - - 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 ); - } + 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 -_mesa_Ortho( GLdouble left, GLdouble right, - GLdouble bottom, GLdouble top, - GLdouble nearval, GLdouble farval ) +/** + * 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 GLAPIENTRY +_mesa_Scalef( GLfloat x, GLfloat y, GLfloat z ) { GET_CURRENT_CONTEXT(ctx); - 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); - -#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 - - mat_mul_floats( mat, m, (MAT_FLAG_GENERAL_SCALE|MAT_FLAG_TRANSLATION)); - - if (ctx->Driver.NearFar) { - (*ctx->Driver.NearFar)( ctx, nearval, farval ); - } + ASSERT_OUTSIDE_BEGIN_END_AND_FLUSH(ctx); + _math_matrix_scale( ctx->CurrentStack->Top, x, y, z); + ctx->NewState |= ctx->CurrentStack->DirtyFlag; } -void -_mesa_MatrixMode( GLenum mode ) +/** + * 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 GLAPIENTRY +_mesa_Translatef( GLfloat x, GLfloat y, GLfloat z ) { GET_CURRENT_CONTEXT(ctx); - ASSERT_OUTSIDE_BEGIN_END_AND_FLUSH(ctx, "glMatrixMode"); - switch (mode) { - case GL_MODELVIEW: - case GL_PROJECTION: - case GL_TEXTURE: - case GL_COLOR: - ctx->Transform.MatrixMode = mode; - break; - default: - gl_error( ctx, GL_INVALID_ENUM, "glMatrixMode" ); - } + ASSERT_OUTSIDE_BEGIN_END_AND_FLUSH(ctx); + _math_matrix_translate( ctx->CurrentStack->Top, x, y, z); + ctx->NewState |= ctx->CurrentStack->DirtyFlag; } - - -void -_mesa_PushMatrix( void ) + +#if _HAVE_FULL_GL +void GLAPIENTRY +_mesa_LoadMatrixd( const GLdouble *m ) { - GET_CURRENT_CONTEXT(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; - } - matrix_copy( &ctx->ModelViewStack[ctx->ModelViewStackDepth++], - &ctx->ModelView ); - break; - case GL_PROJECTION: - if (ctx->ProjectionStackDepth >= MAX_PROJECTION_STACK_DEPTH - 1) { - gl_error( ctx, GL_STACK_OVERFLOW, "glPushMatrix"); - return; - } - 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 - 1) { - gl_error( ctx, GL_STACK_OVERFLOW, "glPushMatrix"); - return; - } - matrix_copy( &ctx->TextureStack[t][ctx->TextureStackDepth[t]++], - &ctx->TextureMatrix[t] ); - } - break; - case GL_COLOR: - if (ctx->ColorStackDepth >= MAX_COLOR_STACK_DEPTH - 1) { - gl_error( ctx, GL_STACK_OVERFLOW, "glPushMatrix"); - return; - } - matrix_copy( &ctx->ColorStack[ctx->ColorStackDepth++], - &ctx->ColorMatrix ); - break; - default: - gl_problem(ctx, "Bad matrix mode in gl_PushMatrix"); - } + GLint i; + GLfloat f[16]; + if (!m) return; + for (i = 0; i < 16; i++) + f[i] = (GLfloat) m[i]; + _mesa_LoadMatrixf(f); } - - -void -_mesa_PopMatrix( void ) +void GLAPIENTRY +_mesa_MultMatrixd( const GLdouble *m ) { - GET_CURRENT_CONTEXT(ctx); - 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; - } - 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; - } - - 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; - } - matrix_copy(&ctx->TextureMatrix[t], - &ctx->TextureStack[t][--ctx->TextureStackDepth[t]]); - ctx->NewState |= _NEW_TEXTURE_MATRIX; - } - break; - case GL_COLOR: - if (ctx->ColorStackDepth==0) { - gl_error( ctx, GL_STACK_UNDERFLOW, "glPopMatrix"); - return; - } - matrix_copy(&ctx->ColorMatrix, - &ctx->ColorStack[--ctx->ColorStackDepth]); - ctx->NewState |= _NEW_COLOR_MATRIX; - break; - default: - gl_problem(ctx, "Bad matrix mode in gl_PopMatrix"); - } + GLint i; + GLfloat f[16]; + if (!m) return; + for (i = 0; i < 16; i++) + f[i] = (GLfloat) m[i]; + _mesa_MultMatrixf( f ); } - -void -_mesa_LoadIdentity( void ) +void GLAPIENTRY +_mesa_Rotated( GLdouble angle, GLdouble x, GLdouble y, GLdouble z ) { - GET_CURRENT_CONTEXT(ctx); - 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; + _mesa_Rotatef((GLfloat) angle, (GLfloat) x, (GLfloat) y, (GLfloat) z); } -void -_mesa_LoadMatrixf( const GLfloat *m ) +void GLAPIENTRY +_mesa_Scaled( GLdouble x, GLdouble y, GLdouble z ) { - GET_CURRENT_CONTEXT(ctx); - 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); + _mesa_Scalef((GLfloat) x, (GLfloat) y, (GLfloat) z); +} - 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)); +void GLAPIENTRY +_mesa_Translated( GLdouble x, GLdouble y, GLdouble z ) +{ + _mesa_Translatef((GLfloat) x, (GLfloat) y, (GLfloat) z); +} +#endif - /* 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 ); - } - } +#if _HAVE_FULL_GL +void GLAPIENTRY +_mesa_LoadTransposeMatrixfARB( const GLfloat *m ) +{ + GLfloat tm[16]; + if (!m) return; + _math_transposef(tm, m); + _mesa_LoadMatrixf(tm); } -void -_mesa_LoadMatrixd( const GLdouble *m ) +void GLAPIENTRY +_mesa_LoadTransposeMatrixdARB( const GLdouble *m ) { - GLfloat f[16]; - GLint i; - for (i = 0; i < 16; i++) - f[i] = m[i]; - _mesa_LoadMatrixf(f); + GLfloat tm[16]; + if (!m) return; + _math_transposefd(tm, m); + _mesa_LoadMatrixf(tm); } - -/* - * Multiply the active matrix by an arbitary matrix. - */ -void -_mesa_MultMatrixf( const GLfloat *m ) +void GLAPIENTRY +_mesa_MultTransposeMatrixfARB( const GLfloat *m ) { - GET_CURRENT_CONTEXT(ctx); - 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); + GLfloat tm[16]; + if (!m) return; + _math_transposef(tm, m); + _mesa_MultMatrixf(tm); } -/* - * Multiply the active matrix by an arbitary matrix. - */ -void -_mesa_MultMatrixd( const GLdouble *m ) +void GLAPIENTRY +_mesa_MultTransposeMatrixdARB( const GLdouble *m ) { - GET_CURRENT_CONTEXT(ctx); - 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); + GLfloat tm[16]; + if (!m) return; + _math_transposefd(tm, m); + _mesa_MultMatrixf(tm); } +#endif +/**********************************************************************/ +/** \name State management */ +/*@{*/ -/* - * Execute a glRotate call + +/** + * 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_Rotatef( GLfloat angle, GLfloat x, GLfloat y, GLfloat z ) +static void +update_projection( struct gl_context *ctx ) { - GET_CURRENT_CONTEXT(ctx); - GLfloat m[16]; - if (angle != 0.0F) { - GLmatrix *mat = 0; - GET_ACTIVE_MATRIX( ctx, mat, ctx->NewState, "glRotate" ); + _math_matrix_analyse( ctx->ProjectionMatrixStack.Top ); - gl_rotation_matrix( angle, x, y, z, m ); - mat_mul_floats( mat, m, MAT_FLAG_ROTATION ); +#if FEATURE_userclip + /* 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 ); + } + } } -} - -void -_mesa_Rotated( GLdouble angle, GLdouble x, GLdouble y, GLdouble z ) -{ - _mesa_Rotatef(angle, x, y, z); +#endif } -/* - * Execute a glScale call +/** + * 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_Scalef( GLfloat x, GLfloat y, GLfloat z ) +static void +calculate_model_project_matrix( struct gl_context *ctx ) { - GET_CURRENT_CONTEXT(ctx); - 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); -} + _math_matrix_mul_matrix( &ctx->_ModelProjectMatrix, + ctx->ProjectionMatrixStack.Top, + ctx->ModelviewMatrixStack.Top ); - -void -_mesa_Scaled( GLdouble x, GLdouble y, GLdouble z ) -{ - _mesa_Scalef(x, y, z); + _math_matrix_analyse( &ctx->_ModelProjectMatrix ); } -/* - * Execute a glTranslate call +/** + * 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_Translatef( GLfloat x, GLfloat y, GLfloat z ) +void _mesa_update_modelview_project( struct gl_context *ctx, GLuint new_state ) { - GET_CURRENT_CONTEXT(ctx); - 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); -} + 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 ); + } -void -_mesa_Translated( GLdouble x, GLdouble y, GLdouble z ) -{ - _mesa_Translatef(x, y, z); + if (new_state & _NEW_PROJECTION) + update_projection( ctx ); + + /* Keep ModelviewProject uptodate always to allow tnl + * implementations that go model->clip even when eye is required. + */ + calculate_model_project_matrix(ctx); } +/*@}*/ -void -_mesa_LoadTransposeMatrixfARB( const GLfloat *m ) -{ - GLfloat tm[16]; - gl_matrix_transposef(tm, m); - _mesa_LoadMatrixf(tm); -} +/**********************************************************************/ +/** Matrix stack initialization */ +/*@{*/ -void -_mesa_LoadTransposeMatrixdARB( const GLdouble *m ) +/** + * 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() and _math_matrix_alloc_inv() for each element to + * initialize it. + */ +static void +init_matrix_stack( struct gl_matrix_stack *stack, + GLuint maxDepth, GLuint dirtyFlag ) { - GLdouble tm[16]; - gl_matrix_transposed(tm, m); - _mesa_LoadMatrixd(tm); -} + GLuint i; + stack->Depth = 0; + stack->MaxDepth = maxDepth; + stack->DirtyFlag = dirtyFlag; + /* The stack */ + stack->Stack = (GLmatrix *) CALLOC(maxDepth * sizeof(GLmatrix)); + for (i = 0; i < maxDepth; i++) { + _math_matrix_ctr(&stack->Stack[i]); + _math_matrix_alloc_inv(&stack->Stack[i]); + } + stack->Top = stack->Stack; +} -void -_mesa_MultTransposeMatrixfARB( const GLfloat *m ) +/** + * 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 ) { - GLfloat tm[16]; - gl_matrix_transposef(tm, m); - _mesa_MultMatrixf(tm); + GLuint i; + for (i = 0; i < stack->MaxDepth; i++) { + _math_matrix_dtr(&stack->Stack[i]); + } + FREE(stack->Stack); + stack->Stack = stack->Top = NULL; } +/*@}*/ -void -_mesa_MultTransposeMatrixdARB( const GLdouble *m ) -{ - GLdouble tm[16]; - gl_matrix_transposed(tm, m); - _mesa_MultMatrixd(tm); -} +/**********************************************************************/ +/** \name Initialization */ +/*@{*/ -/* - * Called via glViewport or display list execution. + +/** + * Initialize the context matrix data. + * + * \param ctx GL context. + * + * Initializes each of the matrix stacks and the combined modelview-projection + * matrix. */ -void -_mesa_Viewport( GLint x, GLint y, GLsizei width, GLsizei height ) +void _mesa_init_matrix( struct gl_context * ctx ) { - GET_CURRENT_CONTEXT(ctx); - gl_Viewport(ctx, x, y, width, height); -} + GLint i; + /* 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 ); +} -/* - * Define a new viewport and reallocate auxillary buffers if the size of - * the window (color buffer) has changed. + +/** + * Free the context matrix data. + * + * \param ctx GL context. * - * XXX This is directly called by device drivers, BUT this function - * may be renamed _mesa_Viewport (without ctx arg) in the future so - * use of _mesa_Viewport is encouraged. + * Frees each of the matrix stacks and the combined modelview-projection + * matrix. */ -void -gl_Viewport( GLcontext *ctx, GLint x, GLint y, GLsizei width, GLsizei height ) +void _mesa_free_matrix_data( struct gl_context *ctx ) { - ASSERT_OUTSIDE_BEGIN_END_AND_FLUSH(ctx, "glViewport"); + GLint i; - if (width<0 || height<0) { - gl_error( ctx, GL_INVALID_VALUE, "glViewport" ); - return; - } + 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 (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 ); - - /* Save viewport */ - ctx->Viewport.X = x; - ctx->Viewport.Width = width; - 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 * ctx->Visual.DepthMaxF; - ctx->Viewport._WindowMap.m[MAT_TZ] = 0.5 * ctx->Visual.DepthMaxF; - - 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. - */ - _mesa_ResizeBuffersMESA(); - - if (ctx->Driver.Viewport) { - (*ctx->Driver.Viewport)( ctx, x, y, width, height ); - } } - -void -_mesa_DepthRange( GLclampd nearval, GLclampd 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 ) { - /* - * 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, "glDepthRange"); + GLint i; - if (MESA_VERBOSE&VERBOSE_API) - fprintf(stderr, "glDepthRange %f %f\n", nearval, farval); + /* 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;iTransform.EyeUserPlane[i], 0.0, 0.0, 0.0, 0.0 ); + } + ctx->Transform.ClipPlanesEnabled = 0; - n = (GLfloat) CLAMP( nearval, 0.0, 1.0 ); - f = (GLfloat) CLAMP( farval, 0.0, 1.0 ); + 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 ); +} - ctx->Viewport.Near = n; - ctx->Viewport.Far = f; - ctx->Viewport._WindowMap.m[MAT_SZ] = ctx->Visual.DepthMaxF * ((f - n) / 2.0); - ctx->Viewport._WindowMap.m[MAT_TZ] = ctx->Visual.DepthMaxF * ((f - n) / 2.0 + n); - ctx->NewState |= _NEW_VIEWPORT; - if (ctx->Driver.DepthRange) { - (*ctx->Driver.DepthRange)( ctx, nearval, farval ); - } -} +/*@}*/