matrix.c revision 4a49301e
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 "matrix.h"
44#include "mtypes.h"
45#include "math/m_matrix.h"
46
47
48/**
49 * Apply a perspective projection matrix.
50 *
51 * \param left left clipping plane coordinate.
52 * \param right right clipping plane coordinate.
53 * \param bottom bottom clipping plane coordinate.
54 * \param top top clipping plane coordinate.
55 * \param nearval distance to the near clipping plane.
56 * \param farval distance to the far clipping plane.
57 *
58 * \sa glFrustum().
59 *
60 * Flushes vertices and validates parameters. Calls _math_matrix_frustum() with
61 * the top matrix of the current matrix stack and sets
62 * __GLcontextRec::NewState.
63 */
64void GLAPIENTRY
65_mesa_Frustum( GLdouble left, GLdouble right,
66               GLdouble bottom, GLdouble top,
67               GLdouble nearval, GLdouble farval )
68{
69   GET_CURRENT_CONTEXT(ctx);
70   ASSERT_OUTSIDE_BEGIN_END_AND_FLUSH(ctx);
71
72   if (nearval <= 0.0 ||
73       farval <= 0.0 ||
74       nearval == farval ||
75       left == right ||
76       top == bottom)
77   {
78      _mesa_error( ctx,  GL_INVALID_VALUE, "glFrustum" );
79      return;
80   }
81
82   _math_matrix_frustum( ctx->CurrentStack->Top,
83                         (GLfloat) left, (GLfloat) right,
84			 (GLfloat) bottom, (GLfloat) top,
85			 (GLfloat) nearval, (GLfloat) farval );
86   ctx->NewState |= ctx->CurrentStack->DirtyFlag;
87}
88
89
90/**
91 * Apply an orthographic projection matrix.
92 *
93 * \param left left clipping plane coordinate.
94 * \param right right clipping plane coordinate.
95 * \param bottom bottom clipping plane coordinate.
96 * \param top top clipping plane coordinate.
97 * \param nearval distance to the near clipping plane.
98 * \param farval distance to the far clipping plane.
99 *
100 * \sa glOrtho().
101 *
102 * Flushes vertices and validates parameters. Calls _math_matrix_ortho() with
103 * the top matrix of the current matrix stack and sets
104 * __GLcontextRec::NewState.
105 */
106void GLAPIENTRY
107_mesa_Ortho( GLdouble left, GLdouble right,
108             GLdouble bottom, GLdouble top,
109             GLdouble nearval, GLdouble farval )
110{
111   GET_CURRENT_CONTEXT(ctx);
112   ASSERT_OUTSIDE_BEGIN_END_AND_FLUSH(ctx);
113
114   if (MESA_VERBOSE & VERBOSE_API)
115      _mesa_debug(ctx, "glOrtho(%f, %f, %f, %f, %f, %f)\n",
116                  left, right, bottom, top, nearval, farval);
117
118   if (left == right ||
119       bottom == top ||
120       nearval == farval)
121   {
122      _mesa_error( ctx,  GL_INVALID_VALUE, "glOrtho" );
123      return;
124   }
125
126   _math_matrix_ortho( ctx->CurrentStack->Top,
127                       (GLfloat) left, (GLfloat) right,
128		       (GLfloat) bottom, (GLfloat) top,
129		       (GLfloat) nearval, (GLfloat) farval );
130   ctx->NewState |= ctx->CurrentStack->DirtyFlag;
131}
132
133
134/**
135 * Set the current matrix stack.
136 *
137 * \param mode matrix stack.
138 *
139 * \sa glMatrixMode().
140 *
141 * Flushes the vertices, validates the parameter and updates
142 * __GLcontextRec::CurrentStack and gl_transform_attrib::MatrixMode with the
143 * specified matrix stack.
144 */
145void GLAPIENTRY
146_mesa_MatrixMode( GLenum mode )
147{
148   GET_CURRENT_CONTEXT(ctx);
149   ASSERT_OUTSIDE_BEGIN_END(ctx);
150
151   if (ctx->Transform.MatrixMode == mode && mode != GL_TEXTURE)
152      return;
153   FLUSH_VERTICES(ctx, _NEW_TRANSFORM);
154
155   switch (mode) {
156   case GL_MODELVIEW:
157      ctx->CurrentStack = &ctx->ModelviewMatrixStack;
158      break;
159   case GL_PROJECTION:
160      ctx->CurrentStack = &ctx->ProjectionMatrixStack;
161      break;
162   case GL_TEXTURE:
163      /* This error check is disabled because if we're called from
164       * glPopAttrib() when the active texture unit is >= MaxTextureCoordUnits
165       * we'll generate an unexpected error.
166       * From the GL_ARB_vertex_shader spec it sounds like we should instead
167       * do error checking in other places when we actually try to access
168       * texture matrices beyond MaxTextureCoordUnits.
169       */
170#if 0
171      if (ctx->Texture.CurrentUnit >= ctx->Const.MaxTextureCoordUnits) {
172         _mesa_error(ctx, GL_INVALID_OPERATION, "glMatrixMode(invalid tex unit %d)",
173                     ctx->Texture.CurrentUnit);
174         return;
175      }
176#endif
177      ASSERT(ctx->Texture.CurrentUnit < Elements(ctx->TextureMatrixStack));
178      ctx->CurrentStack = &ctx->TextureMatrixStack[ctx->Texture.CurrentUnit];
179      break;
180   case GL_COLOR:
181      ctx->CurrentStack = &ctx->ColorMatrixStack;
182      break;
183   case GL_MATRIX0_NV:
184   case GL_MATRIX1_NV:
185   case GL_MATRIX2_NV:
186   case GL_MATRIX3_NV:
187   case GL_MATRIX4_NV:
188   case GL_MATRIX5_NV:
189   case GL_MATRIX6_NV:
190   case GL_MATRIX7_NV:
191      if (ctx->Extensions.NV_vertex_program) {
192         ctx->CurrentStack = &ctx->ProgramMatrixStack[mode - GL_MATRIX0_NV];
193      }
194      else {
195         _mesa_error( ctx,  GL_INVALID_ENUM, "glMatrixMode(mode)" );
196         return;
197      }
198      break;
199   case GL_MATRIX0_ARB:
200   case GL_MATRIX1_ARB:
201   case GL_MATRIX2_ARB:
202   case GL_MATRIX3_ARB:
203   case GL_MATRIX4_ARB:
204   case GL_MATRIX5_ARB:
205   case GL_MATRIX6_ARB:
206   case GL_MATRIX7_ARB:
207      if (ctx->Extensions.ARB_vertex_program ||
208          ctx->Extensions.ARB_fragment_program) {
209         const GLuint m = mode - GL_MATRIX0_ARB;
210         if (m > ctx->Const.MaxProgramMatrices) {
211            _mesa_error(ctx, GL_INVALID_ENUM,
212                        "glMatrixMode(GL_MATRIX%d_ARB)", m);
213            return;
214         }
215         ctx->CurrentStack = &ctx->ProgramMatrixStack[m];
216      }
217      else {
218         _mesa_error( ctx,  GL_INVALID_ENUM, "glMatrixMode(mode)" );
219         return;
220      }
221      break;
222   default:
223      _mesa_error( ctx,  GL_INVALID_ENUM, "glMatrixMode(mode)" );
224      return;
225   }
226
227   ctx->Transform.MatrixMode = mode;
228}
229
230
231/**
232 * Push the current matrix stack.
233 *
234 * \sa glPushMatrix().
235 *
236 * Verifies the current matrix stack is not full, and duplicates the top-most
237 * matrix in the stack. Marks __GLcontextRec::NewState with the stack dirty
238 * flag.
239 */
240void GLAPIENTRY
241_mesa_PushMatrix( void )
242{
243   GET_CURRENT_CONTEXT(ctx);
244   struct gl_matrix_stack *stack = ctx->CurrentStack;
245   ASSERT_OUTSIDE_BEGIN_END(ctx);
246
247   if (MESA_VERBOSE&VERBOSE_API)
248      _mesa_debug(ctx, "glPushMatrix %s\n",
249                  _mesa_lookup_enum_by_nr(ctx->Transform.MatrixMode));
250
251   if (stack->Depth + 1 >= stack->MaxDepth) {
252      if (ctx->Transform.MatrixMode == GL_TEXTURE) {
253         _mesa_error(ctx,  GL_STACK_OVERFLOW,
254                     "glPushMatrix(mode=GL_TEXTURE, unit=%d)",
255                      ctx->Texture.CurrentUnit);
256      }
257      else {
258         _mesa_error(ctx,  GL_STACK_OVERFLOW, "glPushMatrix(mode=%s)",
259                     _mesa_lookup_enum_by_nr(ctx->Transform.MatrixMode));
260      }
261      return;
262   }
263   _math_matrix_copy( &stack->Stack[stack->Depth + 1],
264                      &stack->Stack[stack->Depth] );
265   stack->Depth++;
266   stack->Top = &(stack->Stack[stack->Depth]);
267   ctx->NewState |= stack->DirtyFlag;
268}
269
270
271/**
272 * Pop the current matrix stack.
273 *
274 * \sa glPopMatrix().
275 *
276 * Flushes the vertices, verifies the current matrix stack is not empty, and
277 * moves the stack head down. Marks __GLcontextRec::NewState with the dirty
278 * stack flag.
279 */
280void GLAPIENTRY
281_mesa_PopMatrix( void )
282{
283   GET_CURRENT_CONTEXT(ctx);
284   struct gl_matrix_stack *stack = ctx->CurrentStack;
285   ASSERT_OUTSIDE_BEGIN_END_AND_FLUSH(ctx);
286
287   if (MESA_VERBOSE&VERBOSE_API)
288      _mesa_debug(ctx, "glPopMatrix %s\n",
289                  _mesa_lookup_enum_by_nr(ctx->Transform.MatrixMode));
290
291   if (stack->Depth == 0) {
292      if (ctx->Transform.MatrixMode == GL_TEXTURE) {
293         _mesa_error(ctx,  GL_STACK_UNDERFLOW,
294                     "glPopMatrix(mode=GL_TEXTURE, unit=%d)",
295                      ctx->Texture.CurrentUnit);
296      }
297      else {
298         _mesa_error(ctx,  GL_STACK_UNDERFLOW, "glPopMatrix(mode=%s)",
299                     _mesa_lookup_enum_by_nr(ctx->Transform.MatrixMode));
300      }
301      return;
302   }
303   stack->Depth--;
304   stack->Top = &(stack->Stack[stack->Depth]);
305   ctx->NewState |= stack->DirtyFlag;
306}
307
308
309/**
310 * Replace the current matrix with the identity matrix.
311 *
312 * \sa glLoadIdentity().
313 *
314 * Flushes the vertices and calls _math_matrix_set_identity() with the top-most
315 * matrix in the current stack. Marks __GLcontextRec::NewState with the stack
316 * dirty flag.
317 */
318void GLAPIENTRY
319_mesa_LoadIdentity( void )
320{
321   GET_CURRENT_CONTEXT(ctx);
322   ASSERT_OUTSIDE_BEGIN_END_AND_FLUSH(ctx);
323
324   if (MESA_VERBOSE & VERBOSE_API)
325      _mesa_debug(ctx, "glLoadIdentity()");
326
327   _math_matrix_set_identity( ctx->CurrentStack->Top );
328   ctx->NewState |= ctx->CurrentStack->DirtyFlag;
329}
330
331
332/**
333 * Replace the current matrix with a given matrix.
334 *
335 * \param m matrix.
336 *
337 * \sa glLoadMatrixf().
338 *
339 * Flushes the vertices and calls _math_matrix_loadf() with the top-most matrix
340 * in the current stack and the given matrix. Marks __GLcontextRec::NewState
341 * with the dirty stack flag.
342 */
343void GLAPIENTRY
344_mesa_LoadMatrixf( const GLfloat *m )
345{
346   GET_CURRENT_CONTEXT(ctx);
347   if (!m) return;
348   if (MESA_VERBOSE & VERBOSE_API)
349      _mesa_debug(ctx,
350          "glLoadMatrix(%f %f %f %f, %f %f %f %f, %f %f %f %f, %f %f %f %f\n",
351          m[0], m[4], m[8], m[12],
352          m[1], m[5], m[9], m[13],
353          m[2], m[6], m[10], m[14],
354          m[3], m[7], m[11], m[15]);
355
356   ASSERT_OUTSIDE_BEGIN_END_AND_FLUSH(ctx);
357   _math_matrix_loadf( ctx->CurrentStack->Top, m );
358   ctx->NewState |= ctx->CurrentStack->DirtyFlag;
359}
360
361
362/**
363 * Multiply the current matrix with a given matrix.
364 *
365 * \param m matrix.
366 *
367 * \sa glMultMatrixf().
368 *
369 * Flushes the vertices and calls _math_matrix_mul_floats() with the top-most
370 * matrix in the current stack and the given matrix. Marks
371 * __GLcontextRec::NewState with the dirty stack flag.
372 */
373void GLAPIENTRY
374_mesa_MultMatrixf( const GLfloat *m )
375{
376   GET_CURRENT_CONTEXT(ctx);
377   if (!m) return;
378   if (MESA_VERBOSE & VERBOSE_API)
379      _mesa_debug(ctx,
380          "glMultMatrix(%f %f %f %f, %f %f %f %f, %f %f %f %f, %f %f %f %f\n",
381          m[0], m[4], m[8], m[12],
382          m[1], m[5], m[9], m[13],
383          m[2], m[6], m[10], m[14],
384          m[3], m[7], m[11], m[15]);
385   ASSERT_OUTSIDE_BEGIN_END_AND_FLUSH(ctx);
386   _math_matrix_mul_floats( ctx->CurrentStack->Top, m );
387   ctx->NewState |= ctx->CurrentStack->DirtyFlag;
388}
389
390
391/**
392 * Multiply the current matrix with a rotation matrix.
393 *
394 * \param angle angle of rotation, in degrees.
395 * \param x rotation vector x coordinate.
396 * \param y rotation vector y coordinate.
397 * \param z rotation vector z coordinate.
398 *
399 * \sa glRotatef().
400 *
401 * Flushes the vertices and calls _math_matrix_rotate() with the top-most
402 * matrix in the current stack and the given parameters. Marks
403 * __GLcontextRec::NewState with the dirty stack flag.
404 */
405void GLAPIENTRY
406_mesa_Rotatef( GLfloat angle, GLfloat x, GLfloat y, GLfloat z )
407{
408   GET_CURRENT_CONTEXT(ctx);
409   ASSERT_OUTSIDE_BEGIN_END_AND_FLUSH(ctx);
410   if (angle != 0.0F) {
411      _math_matrix_rotate( ctx->CurrentStack->Top, angle, x, y, z);
412      ctx->NewState |= ctx->CurrentStack->DirtyFlag;
413   }
414}
415
416
417/**
418 * Multiply the current matrix with a general scaling matrix.
419 *
420 * \param x x axis scale factor.
421 * \param y y axis scale factor.
422 * \param z z axis scale factor.
423 *
424 * \sa glScalef().
425 *
426 * Flushes the vertices and calls _math_matrix_scale() with the top-most
427 * matrix in the current stack and the given parameters. Marks
428 * __GLcontextRec::NewState with the dirty stack flag.
429 */
430void GLAPIENTRY
431_mesa_Scalef( GLfloat x, GLfloat y, GLfloat z )
432{
433   GET_CURRENT_CONTEXT(ctx);
434   ASSERT_OUTSIDE_BEGIN_END_AND_FLUSH(ctx);
435   _math_matrix_scale( ctx->CurrentStack->Top, x, y, z);
436   ctx->NewState |= ctx->CurrentStack->DirtyFlag;
437}
438
439
440/**
441 * Multiply the current matrix with a translation matrix.
442 *
443 * \param x translation vector x coordinate.
444 * \param y translation vector y coordinate.
445 * \param z translation vector z coordinate.
446 *
447 * \sa glTranslatef().
448 *
449 * Flushes the vertices and calls _math_matrix_translate() with the top-most
450 * matrix in the current stack and the given parameters. Marks
451 * __GLcontextRec::NewState with the dirty stack flag.
452 */
453void GLAPIENTRY
454_mesa_Translatef( GLfloat x, GLfloat y, GLfloat z )
455{
456   GET_CURRENT_CONTEXT(ctx);
457   ASSERT_OUTSIDE_BEGIN_END_AND_FLUSH(ctx);
458   _math_matrix_translate( ctx->CurrentStack->Top, x, y, z);
459   ctx->NewState |= ctx->CurrentStack->DirtyFlag;
460}
461
462
463#if _HAVE_FULL_GL
464void GLAPIENTRY
465_mesa_LoadMatrixd( const GLdouble *m )
466{
467   GLint i;
468   GLfloat f[16];
469   if (!m) return;
470   for (i = 0; i < 16; i++)
471      f[i] = (GLfloat) m[i];
472   _mesa_LoadMatrixf(f);
473}
474
475void GLAPIENTRY
476_mesa_MultMatrixd( const GLdouble *m )
477{
478   GLint i;
479   GLfloat f[16];
480   if (!m) return;
481   for (i = 0; i < 16; i++)
482      f[i] = (GLfloat) m[i];
483   _mesa_MultMatrixf( f );
484}
485
486
487void GLAPIENTRY
488_mesa_Rotated( GLdouble angle, GLdouble x, GLdouble y, GLdouble z )
489{
490   _mesa_Rotatef((GLfloat) angle, (GLfloat) x, (GLfloat) y, (GLfloat) z);
491}
492
493
494void GLAPIENTRY
495_mesa_Scaled( GLdouble x, GLdouble y, GLdouble z )
496{
497   _mesa_Scalef((GLfloat) x, (GLfloat) y, (GLfloat) z);
498}
499
500
501void GLAPIENTRY
502_mesa_Translated( GLdouble x, GLdouble y, GLdouble z )
503{
504   _mesa_Translatef((GLfloat) x, (GLfloat) y, (GLfloat) z);
505}
506#endif
507
508
509#if _HAVE_FULL_GL
510void GLAPIENTRY
511_mesa_LoadTransposeMatrixfARB( const GLfloat *m )
512{
513   GLfloat tm[16];
514   if (!m) return;
515   _math_transposef(tm, m);
516   _mesa_LoadMatrixf(tm);
517}
518
519
520void GLAPIENTRY
521_mesa_LoadTransposeMatrixdARB( const GLdouble *m )
522{
523   GLfloat tm[16];
524   if (!m) return;
525   _math_transposefd(tm, m);
526   _mesa_LoadMatrixf(tm);
527}
528
529
530void GLAPIENTRY
531_mesa_MultTransposeMatrixfARB( const GLfloat *m )
532{
533   GLfloat tm[16];
534   if (!m) return;
535   _math_transposef(tm, m);
536   _mesa_MultMatrixf(tm);
537}
538
539
540void GLAPIENTRY
541_mesa_MultTransposeMatrixdARB( const GLdouble *m )
542{
543   GLfloat tm[16];
544   if (!m) return;
545   _math_transposefd(tm, m);
546   _mesa_MultMatrixf(tm);
547}
548#endif
549
550
551
552/**********************************************************************/
553/** \name State management */
554/*@{*/
555
556
557/**
558 * Update the projection matrix stack.
559 *
560 * \param ctx GL context.
561 *
562 * Calls _math_matrix_analyse() with the top-matrix of the projection matrix
563 * stack, and recomputes user clip positions if necessary.
564 *
565 * \note This routine references __GLcontextRec::Tranform attribute values to
566 * compute userclip positions in clip space, but is only called on
567 * _NEW_PROJECTION.  The _mesa_ClipPlane() function keeps these values up to
568 * date across changes to the __GLcontextRec::Transform attributes.
569 */
570static void
571update_projection( GLcontext *ctx )
572{
573   _math_matrix_analyse( ctx->ProjectionMatrixStack.Top );
574
575#if FEATURE_userclip
576   /* Recompute clip plane positions in clipspace.  This is also done
577    * in _mesa_ClipPlane().
578    */
579   if (ctx->Transform.ClipPlanesEnabled) {
580      GLuint p;
581      for (p = 0; p < ctx->Const.MaxClipPlanes; p++) {
582	 if (ctx->Transform.ClipPlanesEnabled & (1 << p)) {
583	    _mesa_transform_vector( ctx->Transform._ClipUserPlane[p],
584				 ctx->Transform.EyeUserPlane[p],
585				 ctx->ProjectionMatrixStack.Top->inv );
586	 }
587      }
588   }
589#endif
590}
591
592
593/**
594 * Calculate the combined modelview-projection matrix.
595 *
596 * \param ctx GL context.
597 *
598 * Multiplies the top matrices of the projection and model view stacks into
599 * __GLcontextRec::_ModelProjectMatrix via _math_matrix_mul_matrix() and
600 * analyzes the resulting matrix via _math_matrix_analyse().
601 */
602static void
603calculate_model_project_matrix( GLcontext *ctx )
604{
605   _math_matrix_mul_matrix( &ctx->_ModelProjectMatrix,
606                            ctx->ProjectionMatrixStack.Top,
607                            ctx->ModelviewMatrixStack.Top );
608
609   _math_matrix_analyse( &ctx->_ModelProjectMatrix );
610}
611
612
613/**
614 * Updates the combined modelview-projection matrix.
615 *
616 * \param ctx GL context.
617 * \param new_state new state bit mask.
618 *
619 * If there is a new model view matrix then analyzes it. If there is a new
620 * projection matrix, updates it. Finally calls
621 * calculate_model_project_matrix() to recalculate the modelview-projection
622 * matrix.
623 */
624void _mesa_update_modelview_project( GLcontext *ctx, GLuint new_state )
625{
626   if (new_state & _NEW_MODELVIEW) {
627      _math_matrix_analyse( ctx->ModelviewMatrixStack.Top );
628
629      /* Bring cull position uptodate.
630       */
631      TRANSFORM_POINT3( ctx->Transform.CullObjPos,
632			ctx->ModelviewMatrixStack.Top->inv,
633			ctx->Transform.CullEyePos );
634   }
635
636
637   if (new_state & _NEW_PROJECTION)
638      update_projection( ctx );
639
640   /* Keep ModelviewProject uptodate always to allow tnl
641    * implementations that go model->clip even when eye is required.
642    */
643   calculate_model_project_matrix(ctx);
644}
645
646/*@}*/
647
648
649/**********************************************************************/
650/** Matrix stack initialization */
651/*@{*/
652
653
654/**
655 * Initialize a matrix stack.
656 *
657 * \param stack matrix stack.
658 * \param maxDepth maximum stack depth.
659 * \param dirtyFlag dirty flag.
660 *
661 * Allocates an array of \p maxDepth elements for the matrix stack and calls
662 * _math_matrix_ctr() and _math_matrix_alloc_inv() for each element to
663 * initialize it.
664 */
665static void
666init_matrix_stack( struct gl_matrix_stack *stack,
667                   GLuint maxDepth, GLuint dirtyFlag )
668{
669   GLuint i;
670
671   stack->Depth = 0;
672   stack->MaxDepth = maxDepth;
673   stack->DirtyFlag = dirtyFlag;
674   /* The stack */
675   stack->Stack = (GLmatrix *) CALLOC(maxDepth * sizeof(GLmatrix));
676   for (i = 0; i < maxDepth; i++) {
677      _math_matrix_ctr(&stack->Stack[i]);
678      _math_matrix_alloc_inv(&stack->Stack[i]);
679   }
680   stack->Top = stack->Stack;
681}
682
683/**
684 * Free matrix stack.
685 *
686 * \param stack matrix stack.
687 *
688 * Calls _math_matrix_dtr() for each element of the matrix stack and
689 * frees the array.
690 */
691static void
692free_matrix_stack( struct gl_matrix_stack *stack )
693{
694   GLuint i;
695   for (i = 0; i < stack->MaxDepth; i++) {
696      _math_matrix_dtr(&stack->Stack[i]);
697   }
698   FREE(stack->Stack);
699   stack->Stack = stack->Top = NULL;
700}
701
702/*@}*/
703
704
705/**********************************************************************/
706/** \name Initialization */
707/*@{*/
708
709
710/**
711 * Initialize the context matrix data.
712 *
713 * \param ctx GL context.
714 *
715 * Initializes each of the matrix stacks and the combined modelview-projection
716 * matrix.
717 */
718void _mesa_init_matrix( GLcontext * ctx )
719{
720   GLint i;
721
722   /* Initialize matrix stacks */
723   init_matrix_stack(&ctx->ModelviewMatrixStack, MAX_MODELVIEW_STACK_DEPTH,
724                     _NEW_MODELVIEW);
725   init_matrix_stack(&ctx->ProjectionMatrixStack, MAX_PROJECTION_STACK_DEPTH,
726                     _NEW_PROJECTION);
727   init_matrix_stack(&ctx->ColorMatrixStack, MAX_COLOR_STACK_DEPTH,
728                     _NEW_COLOR_MATRIX);
729   for (i = 0; i < MAX_TEXTURE_UNITS; i++)
730      init_matrix_stack(&ctx->TextureMatrixStack[i], MAX_TEXTURE_STACK_DEPTH,
731                        _NEW_TEXTURE_MATRIX);
732   for (i = 0; i < MAX_PROGRAM_MATRICES; i++)
733      init_matrix_stack(&ctx->ProgramMatrixStack[i],
734		        MAX_PROGRAM_MATRIX_STACK_DEPTH, _NEW_TRACK_MATRIX);
735   ctx->CurrentStack = &ctx->ModelviewMatrixStack;
736
737   /* Init combined Modelview*Projection matrix */
738   _math_matrix_ctr( &ctx->_ModelProjectMatrix );
739}
740
741
742/**
743 * Free the context matrix data.
744 *
745 * \param ctx GL context.
746 *
747 * Frees each of the matrix stacks and the combined modelview-projection
748 * matrix.
749 */
750void _mesa_free_matrix_data( GLcontext *ctx )
751{
752   GLint i;
753
754   free_matrix_stack(&ctx->ModelviewMatrixStack);
755   free_matrix_stack(&ctx->ProjectionMatrixStack);
756   free_matrix_stack(&ctx->ColorMatrixStack);
757   for (i = 0; i < MAX_TEXTURE_UNITS; i++)
758      free_matrix_stack(&ctx->TextureMatrixStack[i]);
759   for (i = 0; i < MAX_PROGRAM_MATRICES; i++)
760      free_matrix_stack(&ctx->ProgramMatrixStack[i]);
761   /* combined Modelview*Projection matrix */
762   _math_matrix_dtr( &ctx->_ModelProjectMatrix );
763
764}
765
766
767/**
768 * Initialize the context transform attribute group.
769 *
770 * \param ctx GL context.
771 *
772 * \todo Move this to a new file with other 'transform' routines.
773 */
774void _mesa_init_transform( GLcontext *ctx )
775{
776   GLint i;
777
778   /* Transformation group */
779   ctx->Transform.MatrixMode = GL_MODELVIEW;
780   ctx->Transform.Normalize = GL_FALSE;
781   ctx->Transform.RescaleNormals = GL_FALSE;
782   ctx->Transform.RasterPositionUnclipped = GL_FALSE;
783   for (i=0;i<MAX_CLIP_PLANES;i++) {
784      ASSIGN_4V( ctx->Transform.EyeUserPlane[i], 0.0, 0.0, 0.0, 0.0 );
785   }
786   ctx->Transform.ClipPlanesEnabled = 0;
787
788   ASSIGN_4V( ctx->Transform.CullObjPos, 0.0, 0.0, 1.0, 0.0 );
789   ASSIGN_4V( ctx->Transform.CullEyePos, 0.0, 0.0, 1.0, 0.0 );
790}
791
792
793/*@}*/
794