matrix.c revision 3464ebd5
1/*
2 * Mesa 3-D graphics library
3 * Version:  7.5
4 *
5 * Copyright (C) 1999-2008  Brian Paul   All Rights Reserved.
6 * Copyright (C) 2009  VMware, Inc.  All Rights Reserved.
7 *
8 * Permission is hereby granted, free of charge, to any person obtaining a
9 * copy of this software and associated documentation files (the "Software"),
10 * to deal in the Software without restriction, including without limitation
11 * the rights to use, copy, modify, merge, publish, distribute, sublicense,
12 * and/or sell copies of the Software, and to permit persons to whom the
13 * Software is furnished to do so, subject to the following conditions:
14 *
15 * The above copyright notice and this permission notice shall be included
16 * in all copies or substantial portions of the Software.
17 *
18 * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS
19 * OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
20 * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.  IN NO EVENT SHALL
21 * BRIAN PAUL BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN
22 * AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN
23 * CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
24 */
25
26
27/**
28 * \file matrix.c
29 * Matrix operations.
30 *
31 * \note
32 * -# 4x4 transformation matrices are stored in memory in column major order.
33 * -# Points/vertices are to be thought of as column vectors.
34 * -# Transformation of a point p by a matrix M is: p' = M * p
35 */
36
37
38#include "glheader.h"
39#include "imports.h"
40#include "context.h"
41#include "enums.h"
42#include "macros.h"
43#include "mfeatures.h"
44#include "matrix.h"
45#include "mtypes.h"
46#include "math/m_matrix.h"
47
48
49/**
50 * Apply a perspective projection matrix.
51 *
52 * \param left left clipping plane coordinate.
53 * \param right right clipping plane coordinate.
54 * \param bottom bottom clipping plane coordinate.
55 * \param top top clipping plane coordinate.
56 * \param nearval distance to the near clipping plane.
57 * \param farval distance to the far clipping plane.
58 *
59 * \sa glFrustum().
60 *
61 * Flushes vertices and validates parameters. Calls _math_matrix_frustum() with
62 * the top matrix of the current matrix stack and sets
63 * __struct gl_contextRec::NewState.
64 */
65void GLAPIENTRY
66_mesa_Frustum( GLdouble left, GLdouble right,
67               GLdouble bottom, GLdouble top,
68               GLdouble nearval, GLdouble farval )
69{
70   GET_CURRENT_CONTEXT(ctx);
71   ASSERT_OUTSIDE_BEGIN_END_AND_FLUSH(ctx);
72
73   if (nearval <= 0.0 ||
74       farval <= 0.0 ||
75       nearval == farval ||
76       left == right ||
77       top == bottom)
78   {
79      _mesa_error( ctx,  GL_INVALID_VALUE, "glFrustum" );
80      return;
81   }
82
83   _math_matrix_frustum( ctx->CurrentStack->Top,
84                         (GLfloat) left, (GLfloat) right,
85			 (GLfloat) bottom, (GLfloat) top,
86			 (GLfloat) nearval, (GLfloat) farval );
87   ctx->NewState |= ctx->CurrentStack->DirtyFlag;
88}
89
90
91/**
92 * Apply an orthographic projection matrix.
93 *
94 * \param left left clipping plane coordinate.
95 * \param right right clipping plane coordinate.
96 * \param bottom bottom clipping plane coordinate.
97 * \param top top clipping plane coordinate.
98 * \param nearval distance to the near clipping plane.
99 * \param farval distance to the far clipping plane.
100 *
101 * \sa glOrtho().
102 *
103 * Flushes vertices and validates parameters. Calls _math_matrix_ortho() with
104 * the top matrix of the current matrix stack and sets
105 * __struct gl_contextRec::NewState.
106 */
107void GLAPIENTRY
108_mesa_Ortho( GLdouble left, GLdouble right,
109             GLdouble bottom, GLdouble top,
110             GLdouble nearval, GLdouble farval )
111{
112   GET_CURRENT_CONTEXT(ctx);
113   ASSERT_OUTSIDE_BEGIN_END_AND_FLUSH(ctx);
114
115   if (MESA_VERBOSE & VERBOSE_API)
116      _mesa_debug(ctx, "glOrtho(%f, %f, %f, %f, %f, %f)\n",
117                  left, right, bottom, top, nearval, farval);
118
119   if (left == right ||
120       bottom == top ||
121       nearval == farval)
122   {
123      _mesa_error( ctx,  GL_INVALID_VALUE, "glOrtho" );
124      return;
125   }
126
127   _math_matrix_ortho( ctx->CurrentStack->Top,
128                       (GLfloat) left, (GLfloat) right,
129		       (GLfloat) bottom, (GLfloat) top,
130		       (GLfloat) nearval, (GLfloat) farval );
131   ctx->NewState |= ctx->CurrentStack->DirtyFlag;
132}
133
134
135/**
136 * Set the current matrix stack.
137 *
138 * \param mode matrix stack.
139 *
140 * \sa glMatrixMode().
141 *
142 * Flushes the vertices, validates the parameter and updates
143 * __struct gl_contextRec::CurrentStack and gl_transform_attrib::MatrixMode
144 * with the specified matrix stack.
145 */
146void GLAPIENTRY
147_mesa_MatrixMode( GLenum mode )
148{
149   GET_CURRENT_CONTEXT(ctx);
150   ASSERT_OUTSIDE_BEGIN_END(ctx);
151
152   if (ctx->Transform.MatrixMode == mode && mode != GL_TEXTURE)
153      return;
154   FLUSH_VERTICES(ctx, _NEW_TRANSFORM);
155
156   switch (mode) {
157   case GL_MODELVIEW:
158      ctx->CurrentStack = &ctx->ModelviewMatrixStack;
159      break;
160   case GL_PROJECTION:
161      ctx->CurrentStack = &ctx->ProjectionMatrixStack;
162      break;
163   case GL_TEXTURE:
164      /* This error check is disabled because if we're called from
165       * glPopAttrib() when the active texture unit is >= MaxTextureCoordUnits
166       * we'll generate an unexpected error.
167       * From the GL_ARB_vertex_shader spec it sounds like we should instead
168       * do error checking in other places when we actually try to access
169       * texture matrices beyond MaxTextureCoordUnits.
170       */
171#if 0
172      if (ctx->Texture.CurrentUnit >= ctx->Const.MaxTextureCoordUnits) {
173         _mesa_error(ctx, GL_INVALID_OPERATION,
174                     "glMatrixMode(invalid tex unit %d)",
175                     ctx->Texture.CurrentUnit);
176         return;
177      }
178#endif
179      ASSERT(ctx->Texture.CurrentUnit < Elements(ctx->TextureMatrixStack));
180      ctx->CurrentStack = &ctx->TextureMatrixStack[ctx->Texture.CurrentUnit];
181      break;
182   case GL_MATRIX0_NV:
183   case GL_MATRIX1_NV:
184   case GL_MATRIX2_NV:
185   case GL_MATRIX3_NV:
186   case GL_MATRIX4_NV:
187   case GL_MATRIX5_NV:
188   case GL_MATRIX6_NV:
189   case GL_MATRIX7_NV:
190      if (ctx->Extensions.NV_vertex_program) {
191         ctx->CurrentStack = &ctx->ProgramMatrixStack[mode - GL_MATRIX0_NV];
192      }
193      else {
194         _mesa_error( ctx,  GL_INVALID_ENUM, "glMatrixMode(mode)" );
195         return;
196      }
197      break;
198   case GL_MATRIX0_ARB:
199   case GL_MATRIX1_ARB:
200   case GL_MATRIX2_ARB:
201   case GL_MATRIX3_ARB:
202   case GL_MATRIX4_ARB:
203   case GL_MATRIX5_ARB:
204   case GL_MATRIX6_ARB:
205   case GL_MATRIX7_ARB:
206      if (ctx->Extensions.ARB_vertex_program ||
207          ctx->Extensions.ARB_fragment_program) {
208         const GLuint m = mode - GL_MATRIX0_ARB;
209         if (m > ctx->Const.MaxProgramMatrices) {
210            _mesa_error(ctx, GL_INVALID_ENUM,
211                        "glMatrixMode(GL_MATRIX%d_ARB)", m);
212            return;
213         }
214         ctx->CurrentStack = &ctx->ProgramMatrixStack[m];
215      }
216      else {
217         _mesa_error( ctx,  GL_INVALID_ENUM, "glMatrixMode(mode)" );
218         return;
219      }
220      break;
221   default:
222      _mesa_error( ctx,  GL_INVALID_ENUM, "glMatrixMode(mode)" );
223      return;
224   }
225
226   ctx->Transform.MatrixMode = mode;
227}
228
229
230/**
231 * Push the current matrix stack.
232 *
233 * \sa glPushMatrix().
234 *
235 * Verifies the current matrix stack is not full, and duplicates the top-most
236 * matrix in the stack.
237 * Marks __struct gl_contextRec::NewState with the stack dirty flag.
238 */
239void GLAPIENTRY
240_mesa_PushMatrix( void )
241{
242   GET_CURRENT_CONTEXT(ctx);
243   struct gl_matrix_stack *stack = ctx->CurrentStack;
244   ASSERT_OUTSIDE_BEGIN_END(ctx);
245
246   if (MESA_VERBOSE&VERBOSE_API)
247      _mesa_debug(ctx, "glPushMatrix %s\n",
248                  _mesa_lookup_enum_by_nr(ctx->Transform.MatrixMode));
249
250   if (stack->Depth + 1 >= stack->MaxDepth) {
251      if (ctx->Transform.MatrixMode == GL_TEXTURE) {
252         _mesa_error(ctx,  GL_STACK_OVERFLOW,
253                     "glPushMatrix(mode=GL_TEXTURE, unit=%d)",
254                      ctx->Texture.CurrentUnit);
255      }
256      else {
257         _mesa_error(ctx,  GL_STACK_OVERFLOW, "glPushMatrix(mode=%s)",
258                     _mesa_lookup_enum_by_nr(ctx->Transform.MatrixMode));
259      }
260      return;
261   }
262   _math_matrix_copy( &stack->Stack[stack->Depth + 1],
263                      &stack->Stack[stack->Depth] );
264   stack->Depth++;
265   stack->Top = &(stack->Stack[stack->Depth]);
266   ctx->NewState |= stack->DirtyFlag;
267}
268
269
270/**
271 * Pop the current matrix stack.
272 *
273 * \sa glPopMatrix().
274 *
275 * Flushes the vertices, verifies the current matrix stack is not empty, and
276 * moves the stack head down.
277 * Marks __struct gl_contextRec::NewState with the dirty stack flag.
278 */
279void GLAPIENTRY
280_mesa_PopMatrix( void )
281{
282   GET_CURRENT_CONTEXT(ctx);
283   struct gl_matrix_stack *stack = ctx->CurrentStack;
284   ASSERT_OUTSIDE_BEGIN_END_AND_FLUSH(ctx);
285
286   if (MESA_VERBOSE&VERBOSE_API)
287      _mesa_debug(ctx, "glPopMatrix %s\n",
288                  _mesa_lookup_enum_by_nr(ctx->Transform.MatrixMode));
289
290   if (stack->Depth == 0) {
291      if (ctx->Transform.MatrixMode == GL_TEXTURE) {
292         _mesa_error(ctx,  GL_STACK_UNDERFLOW,
293                     "glPopMatrix(mode=GL_TEXTURE, unit=%d)",
294                      ctx->Texture.CurrentUnit);
295      }
296      else {
297         _mesa_error(ctx,  GL_STACK_UNDERFLOW, "glPopMatrix(mode=%s)",
298                     _mesa_lookup_enum_by_nr(ctx->Transform.MatrixMode));
299      }
300      return;
301   }
302   stack->Depth--;
303   stack->Top = &(stack->Stack[stack->Depth]);
304   ctx->NewState |= stack->DirtyFlag;
305}
306
307
308/**
309 * Replace the current matrix with the identity matrix.
310 *
311 * \sa glLoadIdentity().
312 *
313 * Flushes the vertices and calls _math_matrix_set_identity() with the
314 * top-most matrix in the current stack.
315 * Marks __struct gl_contextRec::NewState with the stack dirty flag.
316 */
317void GLAPIENTRY
318_mesa_LoadIdentity( void )
319{
320   GET_CURRENT_CONTEXT(ctx);
321   ASSERT_OUTSIDE_BEGIN_END_AND_FLUSH(ctx);
322
323   if (MESA_VERBOSE & VERBOSE_API)
324      _mesa_debug(ctx, "glLoadIdentity()\n");
325
326   _math_matrix_set_identity( ctx->CurrentStack->Top );
327   ctx->NewState |= ctx->CurrentStack->DirtyFlag;
328}
329
330
331/**
332 * Replace the current matrix with a given matrix.
333 *
334 * \param m matrix.
335 *
336 * \sa glLoadMatrixf().
337 *
338 * Flushes the vertices and calls _math_matrix_loadf() with the top-most
339 * matrix in the current stack and the given matrix.
340 * Marks __struct gl_contextRec::NewState with the dirty stack flag.
341 */
342void GLAPIENTRY
343_mesa_LoadMatrixf( const GLfloat *m )
344{
345   GET_CURRENT_CONTEXT(ctx);
346   if (!m) return;
347   if (MESA_VERBOSE & VERBOSE_API)
348      _mesa_debug(ctx,
349          "glLoadMatrix(%f %f %f %f, %f %f %f %f, %f %f %f %f, %f %f %f %f\n",
350          m[0], m[4], m[8], m[12],
351          m[1], m[5], m[9], m[13],
352          m[2], m[6], m[10], m[14],
353          m[3], m[7], m[11], m[15]);
354
355   ASSERT_OUTSIDE_BEGIN_END_AND_FLUSH(ctx);
356   _math_matrix_loadf( ctx->CurrentStack->Top, m );
357   ctx->NewState |= ctx->CurrentStack->DirtyFlag;
358}
359
360
361/**
362 * Multiply the current matrix with a given matrix.
363 *
364 * \param m matrix.
365 *
366 * \sa glMultMatrixf().
367 *
368 * Flushes the vertices and calls _math_matrix_mul_floats() with the top-most
369 * matrix in the current stack and the given matrix. Marks
370 * __struct gl_contextRec::NewState with the dirty stack flag.
371 */
372void GLAPIENTRY
373_mesa_MultMatrixf( const GLfloat *m )
374{
375   GET_CURRENT_CONTEXT(ctx);
376   if (!m) return;
377   if (MESA_VERBOSE & VERBOSE_API)
378      _mesa_debug(ctx,
379          "glMultMatrix(%f %f %f %f, %f %f %f %f, %f %f %f %f, %f %f %f %f\n",
380          m[0], m[4], m[8], m[12],
381          m[1], m[5], m[9], m[13],
382          m[2], m[6], m[10], m[14],
383          m[3], m[7], m[11], m[15]);
384   ASSERT_OUTSIDE_BEGIN_END_AND_FLUSH(ctx);
385   _math_matrix_mul_floats( ctx->CurrentStack->Top, m );
386   ctx->NewState |= ctx->CurrentStack->DirtyFlag;
387}
388
389
390/**
391 * Multiply the current matrix with a rotation matrix.
392 *
393 * \param angle angle of rotation, in degrees.
394 * \param x rotation vector x coordinate.
395 * \param y rotation vector y coordinate.
396 * \param z rotation vector z coordinate.
397 *
398 * \sa glRotatef().
399 *
400 * Flushes the vertices and calls _math_matrix_rotate() with the top-most
401 * matrix in the current stack and the given parameters. Marks
402 * __struct gl_contextRec::NewState with the dirty stack flag.
403 */
404void GLAPIENTRY
405_mesa_Rotatef( GLfloat angle, GLfloat x, GLfloat y, GLfloat z )
406{
407   GET_CURRENT_CONTEXT(ctx);
408   ASSERT_OUTSIDE_BEGIN_END_AND_FLUSH(ctx);
409   if (angle != 0.0F) {
410      _math_matrix_rotate( ctx->CurrentStack->Top, angle, x, y, z);
411      ctx->NewState |= ctx->CurrentStack->DirtyFlag;
412   }
413}
414
415
416/**
417 * Multiply the current matrix with a general scaling matrix.
418 *
419 * \param x x axis scale factor.
420 * \param y y axis scale factor.
421 * \param z z axis scale factor.
422 *
423 * \sa glScalef().
424 *
425 * Flushes the vertices and calls _math_matrix_scale() with the top-most
426 * matrix in the current stack and the given parameters. Marks
427 * __struct gl_contextRec::NewState with the dirty stack flag.
428 */
429void GLAPIENTRY
430_mesa_Scalef( GLfloat x, GLfloat y, GLfloat z )
431{
432   GET_CURRENT_CONTEXT(ctx);
433   ASSERT_OUTSIDE_BEGIN_END_AND_FLUSH(ctx);
434   _math_matrix_scale( ctx->CurrentStack->Top, x, y, z);
435   ctx->NewState |= ctx->CurrentStack->DirtyFlag;
436}
437
438
439/**
440 * Multiply the current matrix with a translation matrix.
441 *
442 * \param x translation vector x coordinate.
443 * \param y translation vector y coordinate.
444 * \param z translation vector z coordinate.
445 *
446 * \sa glTranslatef().
447 *
448 * Flushes the vertices and calls _math_matrix_translate() with the top-most
449 * matrix in the current stack and the given parameters. Marks
450 * __struct gl_contextRec::NewState with the dirty stack flag.
451 */
452void GLAPIENTRY
453_mesa_Translatef( GLfloat x, GLfloat y, GLfloat z )
454{
455   GET_CURRENT_CONTEXT(ctx);
456   ASSERT_OUTSIDE_BEGIN_END_AND_FLUSH(ctx);
457   _math_matrix_translate( ctx->CurrentStack->Top, x, y, z);
458   ctx->NewState |= ctx->CurrentStack->DirtyFlag;
459}
460
461
462#if _HAVE_FULL_GL
463void GLAPIENTRY
464_mesa_LoadMatrixd( const GLdouble *m )
465{
466   GLint i;
467   GLfloat f[16];
468   if (!m) return;
469   for (i = 0; i < 16; i++)
470      f[i] = (GLfloat) m[i];
471   _mesa_LoadMatrixf(f);
472}
473
474void GLAPIENTRY
475_mesa_MultMatrixd( const GLdouble *m )
476{
477   GLint i;
478   GLfloat f[16];
479   if (!m) return;
480   for (i = 0; i < 16; i++)
481      f[i] = (GLfloat) m[i];
482   _mesa_MultMatrixf( f );
483}
484
485
486void GLAPIENTRY
487_mesa_Rotated( GLdouble angle, GLdouble x, GLdouble y, GLdouble z )
488{
489   _mesa_Rotatef((GLfloat) angle, (GLfloat) x, (GLfloat) y, (GLfloat) z);
490}
491
492
493void GLAPIENTRY
494_mesa_Scaled( GLdouble x, GLdouble y, GLdouble z )
495{
496   _mesa_Scalef((GLfloat) x, (GLfloat) y, (GLfloat) z);
497}
498
499
500void GLAPIENTRY
501_mesa_Translated( GLdouble x, GLdouble y, GLdouble z )
502{
503   _mesa_Translatef((GLfloat) x, (GLfloat) y, (GLfloat) z);
504}
505#endif
506
507
508#if _HAVE_FULL_GL
509void GLAPIENTRY
510_mesa_LoadTransposeMatrixfARB( const GLfloat *m )
511{
512   GLfloat tm[16];
513   if (!m) return;
514   _math_transposef(tm, m);
515   _mesa_LoadMatrixf(tm);
516}
517
518
519void GLAPIENTRY
520_mesa_LoadTransposeMatrixdARB( const GLdouble *m )
521{
522   GLfloat tm[16];
523   if (!m) return;
524   _math_transposefd(tm, m);
525   _mesa_LoadMatrixf(tm);
526}
527
528
529void GLAPIENTRY
530_mesa_MultTransposeMatrixfARB( const GLfloat *m )
531{
532   GLfloat tm[16];
533   if (!m) return;
534   _math_transposef(tm, m);
535   _mesa_MultMatrixf(tm);
536}
537
538
539void GLAPIENTRY
540_mesa_MultTransposeMatrixdARB( const GLdouble *m )
541{
542   GLfloat tm[16];
543   if (!m) return;
544   _math_transposefd(tm, m);
545   _mesa_MultMatrixf(tm);
546}
547#endif
548
549
550
551/**********************************************************************/
552/** \name State management */
553/*@{*/
554
555
556/**
557 * Update the projection matrix stack.
558 *
559 * \param ctx GL context.
560 *
561 * Calls _math_matrix_analyse() with the top-matrix of the projection matrix
562 * stack, and recomputes user clip positions if necessary.
563 *
564 * \note This routine references __struct gl_contextRec::Tranform attribute
565 * values to compute userclip positions in clip space, but is only called on
566 * _NEW_PROJECTION.  The _mesa_ClipPlane() function keeps these values up to
567 * date across changes to the __struct gl_contextRec::Transform attributes.
568 */
569static void
570update_projection( struct gl_context *ctx )
571{
572   _math_matrix_analyse( ctx->ProjectionMatrixStack.Top );
573
574#if FEATURE_userclip
575   /* Recompute clip plane positions in clipspace.  This is also done
576    * in _mesa_ClipPlane().
577    */
578   if (ctx->Transform.ClipPlanesEnabled) {
579      GLuint p;
580      for (p = 0; p < ctx->Const.MaxClipPlanes; p++) {
581	 if (ctx->Transform.ClipPlanesEnabled & (1 << p)) {
582	    _mesa_transform_vector( ctx->Transform._ClipUserPlane[p],
583				 ctx->Transform.EyeUserPlane[p],
584				 ctx->ProjectionMatrixStack.Top->inv );
585	 }
586      }
587   }
588#endif
589}
590
591
592/**
593 * Calculate the combined modelview-projection matrix.
594 *
595 * \param ctx GL context.
596 *
597 * Multiplies the top matrices of the projection and model view stacks into
598 * __struct gl_contextRec::_ModelProjectMatrix via _math_matrix_mul_matrix()
599 * and analyzes the resulting matrix via _math_matrix_analyse().
600 */
601static void
602calculate_model_project_matrix( struct gl_context *ctx )
603{
604   _math_matrix_mul_matrix( &ctx->_ModelProjectMatrix,
605                            ctx->ProjectionMatrixStack.Top,
606                            ctx->ModelviewMatrixStack.Top );
607
608   _math_matrix_analyse( &ctx->_ModelProjectMatrix );
609}
610
611
612/**
613 * Updates the combined modelview-projection matrix.
614 *
615 * \param ctx GL context.
616 * \param new_state new state bit mask.
617 *
618 * If there is a new model view matrix then analyzes it. If there is a new
619 * projection matrix, updates it. Finally calls
620 * calculate_model_project_matrix() to recalculate the modelview-projection
621 * matrix.
622 */
623void _mesa_update_modelview_project( struct gl_context *ctx, GLuint new_state )
624{
625   if (new_state & _NEW_MODELVIEW) {
626      _math_matrix_analyse( ctx->ModelviewMatrixStack.Top );
627
628      /* Bring cull position up to date.
629       */
630      TRANSFORM_POINT3( ctx->Transform.CullObjPos,
631			ctx->ModelviewMatrixStack.Top->inv,
632			ctx->Transform.CullEyePos );
633   }
634
635
636   if (new_state & _NEW_PROJECTION)
637      update_projection( ctx );
638
639   /* Keep ModelviewProject up to date always to allow tnl
640    * implementations that go model->clip even when eye is required.
641    */
642   calculate_model_project_matrix(ctx);
643}
644
645/*@}*/
646
647
648/**********************************************************************/
649/** Matrix stack initialization */
650/*@{*/
651
652
653/**
654 * Initialize a matrix stack.
655 *
656 * \param stack matrix stack.
657 * \param maxDepth maximum stack depth.
658 * \param dirtyFlag dirty flag.
659 *
660 * Allocates an array of \p maxDepth elements for the matrix stack and calls
661 * _math_matrix_ctr() and _math_matrix_alloc_inv() for each element to
662 * initialize it.
663 */
664static void
665init_matrix_stack( struct gl_matrix_stack *stack,
666                   GLuint maxDepth, GLuint dirtyFlag )
667{
668   GLuint i;
669
670   stack->Depth = 0;
671   stack->MaxDepth = maxDepth;
672   stack->DirtyFlag = dirtyFlag;
673   /* The stack */
674   stack->Stack = (GLmatrix *) CALLOC(maxDepth * sizeof(GLmatrix));
675   for (i = 0; i < maxDepth; i++) {
676      _math_matrix_ctr(&stack->Stack[i]);
677      _math_matrix_alloc_inv(&stack->Stack[i]);
678   }
679   stack->Top = stack->Stack;
680}
681
682/**
683 * Free matrix stack.
684 *
685 * \param stack matrix stack.
686 *
687 * Calls _math_matrix_dtr() for each element of the matrix stack and
688 * frees the array.
689 */
690static void
691free_matrix_stack( struct gl_matrix_stack *stack )
692{
693   GLuint i;
694   for (i = 0; i < stack->MaxDepth; i++) {
695      _math_matrix_dtr(&stack->Stack[i]);
696   }
697   FREE(stack->Stack);
698   stack->Stack = stack->Top = NULL;
699}
700
701/*@}*/
702
703
704/**********************************************************************/
705/** \name Initialization */
706/*@{*/
707
708
709/**
710 * Initialize the context matrix data.
711 *
712 * \param ctx GL context.
713 *
714 * Initializes each of the matrix stacks and the combined modelview-projection
715 * matrix.
716 */
717void _mesa_init_matrix( struct gl_context * ctx )
718{
719   GLint i;
720
721   /* Initialize matrix stacks */
722   init_matrix_stack(&ctx->ModelviewMatrixStack, MAX_MODELVIEW_STACK_DEPTH,
723                     _NEW_MODELVIEW);
724   init_matrix_stack(&ctx->ProjectionMatrixStack, MAX_PROJECTION_STACK_DEPTH,
725                     _NEW_PROJECTION);
726   for (i = 0; i < Elements(ctx->TextureMatrixStack); i++)
727      init_matrix_stack(&ctx->TextureMatrixStack[i], MAX_TEXTURE_STACK_DEPTH,
728                        _NEW_TEXTURE_MATRIX);
729   for (i = 0; i < Elements(ctx->ProgramMatrixStack); i++)
730      init_matrix_stack(&ctx->ProgramMatrixStack[i],
731		        MAX_PROGRAM_MATRIX_STACK_DEPTH, _NEW_TRACK_MATRIX);
732   ctx->CurrentStack = &ctx->ModelviewMatrixStack;
733
734   /* Init combined Modelview*Projection matrix */
735   _math_matrix_ctr( &ctx->_ModelProjectMatrix );
736}
737
738
739/**
740 * Free the context matrix data.
741 *
742 * \param ctx GL context.
743 *
744 * Frees each of the matrix stacks and the combined modelview-projection
745 * matrix.
746 */
747void _mesa_free_matrix_data( struct gl_context *ctx )
748{
749   GLint i;
750
751   free_matrix_stack(&ctx->ModelviewMatrixStack);
752   free_matrix_stack(&ctx->ProjectionMatrixStack);
753   for (i = 0; i < Elements(ctx->TextureMatrixStack); i++)
754      free_matrix_stack(&ctx->TextureMatrixStack[i]);
755   for (i = 0; i < Elements(ctx->ProgramMatrixStack); i++)
756      free_matrix_stack(&ctx->ProgramMatrixStack[i]);
757   /* combined Modelview*Projection matrix */
758   _math_matrix_dtr( &ctx->_ModelProjectMatrix );
759
760}
761
762
763/**
764 * Initialize the context transform attribute group.
765 *
766 * \param ctx GL context.
767 *
768 * \todo Move this to a new file with other 'transform' routines.
769 */
770void _mesa_init_transform( struct gl_context *ctx )
771{
772   GLint i;
773
774   /* Transformation group */
775   ctx->Transform.MatrixMode = GL_MODELVIEW;
776   ctx->Transform.Normalize = GL_FALSE;
777   ctx->Transform.RescaleNormals = GL_FALSE;
778   ctx->Transform.RasterPositionUnclipped = GL_FALSE;
779   for (i=0;i<MAX_CLIP_PLANES;i++) {
780      ASSIGN_4V( ctx->Transform.EyeUserPlane[i], 0.0, 0.0, 0.0, 0.0 );
781   }
782   ctx->Transform.ClipPlanesEnabled = 0;
783
784   ASSIGN_4V( ctx->Transform.CullObjPos, 0.0, 0.0, 1.0, 0.0 );
785   ASSIGN_4V( ctx->Transform.CullEyePos, 0.0, 0.0, 1.0, 0.0 );
786}
787
788
789/*@}*/
790