matrix.c revision 7117f1b4
1/*
2 * Mesa 3-D graphics library
3 * Version:  6.5.3
4 *
5 * Copyright (C) 1999-2007  Brian Paul   All Rights Reserved.
6 *
7 * Permission is hereby granted, free of charge, to any person obtaining a
8 * copy of this software and associated documentation files (the "Software"),
9 * to deal in the Software without restriction, including without limitation
10 * the rights to use, copy, modify, merge, publish, distribute, sublicense,
11 * and/or sell copies of the Software, and to permit persons to whom the
12 * Software is furnished to do so, subject to the following conditions:
13 *
14 * The above copyright notice and this permission notice shall be included
15 * in all copies or substantial portions of the Software.
16 *
17 * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS
18 * OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
19 * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.  IN NO EVENT SHALL
20 * BRIAN PAUL BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN
21 * AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN
22 * CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
23 */
24
25
26/**
27 * \file matrix.c
28 * Matrix operations.
29 *
30 * \note
31 * -# 4x4 transformation matrices are stored in memory in column major order.
32 * -# Points/vertices are to be thought of as column vectors.
33 * -# Transformation of a point p by a matrix M is: p' = M * p
34 */
35
36
37#include "glheader.h"
38#include "imports.h"
39#include "context.h"
40#include "enums.h"
41#include "macros.h"
42#include "matrix.h"
43#include "mtypes.h"
44#include "math/m_matrix.h"
45#include "math/m_xform.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      if (ctx->Texture.CurrentUnit >= ctx->Const.MaxTextureCoordUnits) {
164         _mesa_error(ctx, GL_INVALID_OPERATION, "glMatrixMode(texcoord unit)");
165         return;
166      }
167      ctx->CurrentStack = &ctx->TextureMatrixStack[ctx->Texture.CurrentUnit];
168      break;
169   case GL_COLOR:
170      ctx->CurrentStack = &ctx->ColorMatrixStack;
171      break;
172   case GL_MATRIX0_NV:
173   case GL_MATRIX1_NV:
174   case GL_MATRIX2_NV:
175   case GL_MATRIX3_NV:
176   case GL_MATRIX4_NV:
177   case GL_MATRIX5_NV:
178   case GL_MATRIX6_NV:
179   case GL_MATRIX7_NV:
180      if (ctx->Extensions.NV_vertex_program) {
181         ctx->CurrentStack = &ctx->ProgramMatrixStack[mode - GL_MATRIX0_NV];
182      }
183      else {
184         _mesa_error( ctx,  GL_INVALID_ENUM, "glMatrixMode(mode)" );
185         return;
186      }
187      break;
188   case GL_MATRIX0_ARB:
189   case GL_MATRIX1_ARB:
190   case GL_MATRIX2_ARB:
191   case GL_MATRIX3_ARB:
192   case GL_MATRIX4_ARB:
193   case GL_MATRIX5_ARB:
194   case GL_MATRIX6_ARB:
195   case GL_MATRIX7_ARB:
196      if (ctx->Extensions.ARB_vertex_program ||
197          ctx->Extensions.ARB_fragment_program) {
198         const GLuint m = mode - GL_MATRIX0_ARB;
199         if (m > ctx->Const.MaxProgramMatrices) {
200            _mesa_error(ctx, GL_INVALID_ENUM,
201                        "glMatrixMode(GL_MATRIX%d_ARB)", m);
202            return;
203         }
204         ctx->CurrentStack = &ctx->ProgramMatrixStack[m];
205      }
206      else {
207         _mesa_error( ctx,  GL_INVALID_ENUM, "glMatrixMode(mode)" );
208         return;
209      }
210      break;
211   default:
212      _mesa_error( ctx,  GL_INVALID_ENUM, "glMatrixMode(mode)" );
213      return;
214   }
215
216   ctx->Transform.MatrixMode = mode;
217}
218
219
220/**
221 * Push the current matrix stack.
222 *
223 * \sa glPushMatrix().
224 *
225 * Verifies the current matrix stack is not full, and duplicates the top-most
226 * matrix in the stack. Marks __GLcontextRec::NewState with the stack dirty
227 * flag.
228 */
229void GLAPIENTRY
230_mesa_PushMatrix( void )
231{
232   GET_CURRENT_CONTEXT(ctx);
233   struct gl_matrix_stack *stack = ctx->CurrentStack;
234   ASSERT_OUTSIDE_BEGIN_END(ctx);
235
236   if (MESA_VERBOSE&VERBOSE_API)
237      _mesa_debug(ctx, "glPushMatrix %s\n",
238                  _mesa_lookup_enum_by_nr(ctx->Transform.MatrixMode));
239
240   if (stack->Depth + 1 >= stack->MaxDepth) {
241      if (ctx->Transform.MatrixMode == GL_TEXTURE) {
242         _mesa_error(ctx,  GL_STACK_OVERFLOW,
243                     "glPushMatrix(mode=GL_TEXTURE, unit=%d)",
244                      ctx->Texture.CurrentUnit);
245      }
246      else {
247         _mesa_error(ctx,  GL_STACK_OVERFLOW, "glPushMatrix(mode=%s)",
248                     _mesa_lookup_enum_by_nr(ctx->Transform.MatrixMode));
249      }
250      return;
251   }
252   _math_matrix_copy( &stack->Stack[stack->Depth + 1],
253                      &stack->Stack[stack->Depth] );
254   stack->Depth++;
255   stack->Top = &(stack->Stack[stack->Depth]);
256   ctx->NewState |= stack->DirtyFlag;
257}
258
259
260/**
261 * Pop the current matrix stack.
262 *
263 * \sa glPopMatrix().
264 *
265 * Flushes the vertices, verifies the current matrix stack is not empty, and
266 * moves the stack head down. Marks __GLcontextRec::NewState with the dirty
267 * stack flag.
268 */
269void GLAPIENTRY
270_mesa_PopMatrix( void )
271{
272   GET_CURRENT_CONTEXT(ctx);
273   struct gl_matrix_stack *stack = ctx->CurrentStack;
274   ASSERT_OUTSIDE_BEGIN_END_AND_FLUSH(ctx);
275
276   if (MESA_VERBOSE&VERBOSE_API)
277      _mesa_debug(ctx, "glPopMatrix %s\n",
278                  _mesa_lookup_enum_by_nr(ctx->Transform.MatrixMode));
279
280   if (stack->Depth == 0) {
281      if (ctx->Transform.MatrixMode == GL_TEXTURE) {
282         _mesa_error(ctx,  GL_STACK_UNDERFLOW,
283                     "glPopMatrix(mode=GL_TEXTURE, unit=%d)",
284                      ctx->Texture.CurrentUnit);
285      }
286      else {
287         _mesa_error(ctx,  GL_STACK_UNDERFLOW, "glPopMatrix(mode=%s)",
288                     _mesa_lookup_enum_by_nr(ctx->Transform.MatrixMode));
289      }
290      return;
291   }
292   stack->Depth--;
293   stack->Top = &(stack->Stack[stack->Depth]);
294   ctx->NewState |= stack->DirtyFlag;
295}
296
297
298/**
299 * Replace the current matrix with the identity matrix.
300 *
301 * \sa glLoadIdentity().
302 *
303 * Flushes the vertices and calls _math_matrix_set_identity() with the top-most
304 * matrix in the current stack. Marks __GLcontextRec::NewState with the stack
305 * dirty flag.
306 */
307void GLAPIENTRY
308_mesa_LoadIdentity( void )
309{
310   GET_CURRENT_CONTEXT(ctx);
311   ASSERT_OUTSIDE_BEGIN_END_AND_FLUSH(ctx);
312
313   if (MESA_VERBOSE & VERBOSE_API)
314      _mesa_debug(ctx, "glLoadIdentity()");
315
316   _math_matrix_set_identity( ctx->CurrentStack->Top );
317   ctx->NewState |= ctx->CurrentStack->DirtyFlag;
318}
319
320
321/**
322 * Replace the current matrix with a given matrix.
323 *
324 * \param m matrix.
325 *
326 * \sa glLoadMatrixf().
327 *
328 * Flushes the vertices and calls _math_matrix_loadf() with the top-most matrix
329 * in the current stack and the given matrix. Marks __GLcontextRec::NewState
330 * with the dirty stack flag.
331 */
332void GLAPIENTRY
333_mesa_LoadMatrixf( const GLfloat *m )
334{
335   GET_CURRENT_CONTEXT(ctx);
336   if (!m) return;
337   if (MESA_VERBOSE & VERBOSE_API)
338      _mesa_debug(ctx,
339          "glLoadMatrix(%f %f %f %f, %f %f %f %f, %f %f %f %f, %f %f %f %f\n",
340          m[0], m[4], m[8], m[12],
341          m[1], m[5], m[9], m[13],
342          m[2], m[6], m[10], m[14],
343          m[3], m[7], m[11], m[15]);
344
345   ASSERT_OUTSIDE_BEGIN_END_AND_FLUSH(ctx);
346   _math_matrix_loadf( ctx->CurrentStack->Top, m );
347   ctx->NewState |= ctx->CurrentStack->DirtyFlag;
348}
349
350
351/**
352 * Multiply the current matrix with a given matrix.
353 *
354 * \param m matrix.
355 *
356 * \sa glMultMatrixf().
357 *
358 * Flushes the vertices and calls _math_matrix_mul_floats() with the top-most
359 * matrix in the current stack and the given matrix. Marks
360 * __GLcontextRec::NewState with the dirty stack flag.
361 */
362void GLAPIENTRY
363_mesa_MultMatrixf( const GLfloat *m )
364{
365   GET_CURRENT_CONTEXT(ctx);
366   if (!m) return;
367   if (MESA_VERBOSE & VERBOSE_API)
368      _mesa_debug(ctx,
369          "glMultMatrix(%f %f %f %f, %f %f %f %f, %f %f %f %f, %f %f %f %f\n",
370          m[0], m[4], m[8], m[12],
371          m[1], m[5], m[9], m[13],
372          m[2], m[6], m[10], m[14],
373          m[3], m[7], m[11], m[15]);
374   ASSERT_OUTSIDE_BEGIN_END_AND_FLUSH(ctx);
375   _math_matrix_mul_floats( ctx->CurrentStack->Top, m );
376   ctx->NewState |= ctx->CurrentStack->DirtyFlag;
377}
378
379
380/**
381 * Multiply the current matrix with a rotation matrix.
382 *
383 * \param angle angle of rotation, in degrees.
384 * \param x rotation vector x coordinate.
385 * \param y rotation vector y coordinate.
386 * \param z rotation vector z coordinate.
387 *
388 * \sa glRotatef().
389 *
390 * Flushes the vertices and calls _math_matrix_rotate() with the top-most
391 * matrix in the current stack and the given parameters. Marks
392 * __GLcontextRec::NewState with the dirty stack flag.
393 */
394void GLAPIENTRY
395_mesa_Rotatef( GLfloat angle, GLfloat x, GLfloat y, GLfloat z )
396{
397   GET_CURRENT_CONTEXT(ctx);
398   ASSERT_OUTSIDE_BEGIN_END_AND_FLUSH(ctx);
399   if (angle != 0.0F) {
400      _math_matrix_rotate( ctx->CurrentStack->Top, angle, x, y, z);
401      ctx->NewState |= ctx->CurrentStack->DirtyFlag;
402   }
403}
404
405
406/**
407 * Multiply the current matrix with a general scaling matrix.
408 *
409 * \param x x axis scale factor.
410 * \param y y axis scale factor.
411 * \param z z axis scale factor.
412 *
413 * \sa glScalef().
414 *
415 * Flushes the vertices and calls _math_matrix_scale() with the top-most
416 * matrix in the current stack and the given parameters. Marks
417 * __GLcontextRec::NewState with the dirty stack flag.
418 */
419void GLAPIENTRY
420_mesa_Scalef( GLfloat x, GLfloat y, GLfloat z )
421{
422   GET_CURRENT_CONTEXT(ctx);
423   ASSERT_OUTSIDE_BEGIN_END_AND_FLUSH(ctx);
424   _math_matrix_scale( ctx->CurrentStack->Top, x, y, z);
425   ctx->NewState |= ctx->CurrentStack->DirtyFlag;
426}
427
428
429/**
430 * Multiply the current matrix with a translation matrix.
431 *
432 * \param x translation vector x coordinate.
433 * \param y translation vector y coordinate.
434 * \param z translation vector z coordinate.
435 *
436 * \sa glTranslatef().
437 *
438 * Flushes the vertices and calls _math_matrix_translate() with the top-most
439 * matrix in the current stack and the given parameters. Marks
440 * __GLcontextRec::NewState with the dirty stack flag.
441 */
442void GLAPIENTRY
443_mesa_Translatef( GLfloat x, GLfloat y, GLfloat z )
444{
445   GET_CURRENT_CONTEXT(ctx);
446   ASSERT_OUTSIDE_BEGIN_END_AND_FLUSH(ctx);
447   _math_matrix_translate( ctx->CurrentStack->Top, x, y, z);
448   ctx->NewState |= ctx->CurrentStack->DirtyFlag;
449}
450
451
452#if _HAVE_FULL_GL
453void GLAPIENTRY
454_mesa_LoadMatrixd( const GLdouble *m )
455{
456   GLint i;
457   GLfloat f[16];
458   if (!m) return;
459   for (i = 0; i < 16; i++)
460      f[i] = (GLfloat) m[i];
461   _mesa_LoadMatrixf(f);
462}
463
464void GLAPIENTRY
465_mesa_MultMatrixd( 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_MultMatrixf( f );
473}
474
475
476void GLAPIENTRY
477_mesa_Rotated( GLdouble angle, GLdouble x, GLdouble y, GLdouble z )
478{
479   _mesa_Rotatef((GLfloat) angle, (GLfloat) x, (GLfloat) y, (GLfloat) z);
480}
481
482
483void GLAPIENTRY
484_mesa_Scaled( GLdouble x, GLdouble y, GLdouble z )
485{
486   _mesa_Scalef((GLfloat) x, (GLfloat) y, (GLfloat) z);
487}
488
489
490void GLAPIENTRY
491_mesa_Translated( GLdouble x, GLdouble y, GLdouble z )
492{
493   _mesa_Translatef((GLfloat) x, (GLfloat) y, (GLfloat) z);
494}
495#endif
496
497
498#if _HAVE_FULL_GL
499void GLAPIENTRY
500_mesa_LoadTransposeMatrixfARB( const GLfloat *m )
501{
502   GLfloat tm[16];
503   if (!m) return;
504   _math_transposef(tm, m);
505   _mesa_LoadMatrixf(tm);
506}
507
508
509void GLAPIENTRY
510_mesa_LoadTransposeMatrixdARB( const GLdouble *m )
511{
512   GLfloat tm[16];
513   if (!m) return;
514   _math_transposefd(tm, m);
515   _mesa_LoadMatrixf(tm);
516}
517
518
519void GLAPIENTRY
520_mesa_MultTransposeMatrixfARB( const GLfloat *m )
521{
522   GLfloat tm[16];
523   if (!m) return;
524   _math_transposef(tm, m);
525   _mesa_MultMatrixf(tm);
526}
527
528
529void GLAPIENTRY
530_mesa_MultTransposeMatrixdARB( const GLdouble *m )
531{
532   GLfloat tm[16];
533   if (!m) return;
534   _math_transposefd(tm, m);
535   _mesa_MultMatrixf(tm);
536}
537#endif
538
539/**
540 * Set the viewport.
541 *
542 * \param x, y coordinates of the lower-left corner of the viewport rectangle.
543 * \param width width of the viewport rectangle.
544 * \param height height of the viewport rectangle.
545 *
546 * \sa Called via glViewport() or display list execution.
547 *
548 * Flushes the vertices and calls _mesa_set_viewport() with the given
549 * parameters.
550 */
551void GLAPIENTRY
552_mesa_Viewport( GLint x, GLint y, GLsizei width, GLsizei height )
553{
554   GET_CURRENT_CONTEXT(ctx);
555   ASSERT_OUTSIDE_BEGIN_END_AND_FLUSH(ctx);
556   _mesa_set_viewport(ctx, x, y, width, height);
557}
558
559
560/**
561 * Set new viewport parameters and update derived state (the _WindowMap
562 * matrix).  Usually called from _mesa_Viewport().
563 *
564 * \param ctx GL context.
565 * \param x, y coordinates of the lower left corner of the viewport rectangle.
566 * \param width width of the viewport rectangle.
567 * \param height height of the viewport rectangle.
568 */
569void
570_mesa_set_viewport( GLcontext *ctx, GLint x, GLint y,
571                    GLsizei width, GLsizei height )
572{
573   if (MESA_VERBOSE & VERBOSE_API)
574      _mesa_debug(ctx, "glViewport %d %d %d %d\n", x, y, width, height);
575
576   if (width < 0 || height < 0) {
577      _mesa_error( ctx,  GL_INVALID_VALUE,
578                   "glViewport(%d, %d, %d, %d)", x, y, width, height );
579      return;
580   }
581
582   /* clamp width and height to the implementation dependent range */
583   width  = CLAMP(width,  1, (GLsizei) ctx->Const.MaxViewportWidth);
584   height = CLAMP(height, 1, (GLsizei) ctx->Const.MaxViewportHeight);
585
586   ctx->Viewport.X = x;
587   ctx->Viewport.Width = width;
588   ctx->Viewport.Y = y;
589   ctx->Viewport.Height = height;
590   ctx->NewState |= _NEW_VIEWPORT;
591
592#if 1
593   /* XXX remove this someday.  Currently the DRI drivers rely on
594    * the WindowMap matrix being up to date in the driver's Viewport
595    * and DepthRange functions.
596    */
597   _math_matrix_viewport(&ctx->Viewport._WindowMap,
598                         ctx->Viewport.X, ctx->Viewport.Y,
599                         ctx->Viewport.Width, ctx->Viewport.Height,
600                         ctx->Viewport.Near, ctx->Viewport.Far,
601                         ctx->DrawBuffer->_DepthMaxF);
602#endif
603
604   if (ctx->Driver.Viewport) {
605      /* Many drivers will use this call to check for window size changes
606       * and reallocate the z/stencil/accum/etc buffers if needed.
607       */
608      (*ctx->Driver.Viewport)( ctx, x, y, width, height );
609   }
610}
611
612
613#if _HAVE_FULL_GL
614/**
615 * Called by glDepthRange
616 *
617 * \param nearval  specifies the Z buffer value which should correspond to
618 *                 the near clip plane
619 * \param farval  specifies the Z buffer value which should correspond to
620 *                the far clip plane
621 */
622void GLAPIENTRY
623_mesa_DepthRange( GLclampd nearval, GLclampd farval )
624{
625   GET_CURRENT_CONTEXT(ctx);
626   ASSERT_OUTSIDE_BEGIN_END_AND_FLUSH(ctx);
627
628   if (MESA_VERBOSE&VERBOSE_API)
629      _mesa_debug(ctx, "glDepthRange %f %f\n", nearval, farval);
630
631   ctx->Viewport.Near = (GLfloat) CLAMP( nearval, 0.0, 1.0 );
632   ctx->Viewport.Far = (GLfloat) CLAMP( farval, 0.0, 1.0 );
633   ctx->NewState |= _NEW_VIEWPORT;
634
635#if 1
636   /* XXX remove this someday.  Currently the DRI drivers rely on
637    * the WindowMap matrix being up to date in the driver's Viewport
638    * and DepthRange functions.
639    */
640   _math_matrix_viewport(&ctx->Viewport._WindowMap,
641                         ctx->Viewport.X, ctx->Viewport.Y,
642                         ctx->Viewport.Width, ctx->Viewport.Height,
643                         ctx->Viewport.Near, ctx->Viewport.Far,
644                         ctx->DrawBuffer->_DepthMaxF);
645#endif
646
647   if (ctx->Driver.DepthRange) {
648      (*ctx->Driver.DepthRange)( ctx, nearval, farval );
649   }
650}
651#endif
652
653
654
655/**********************************************************************/
656/** \name State management */
657/*@{*/
658
659
660/**
661 * Update the projection matrix stack.
662 *
663 * \param ctx GL context.
664 *
665 * Calls _math_matrix_analyse() with the top-matrix of the projection matrix
666 * stack, and recomputes user clip positions if necessary.
667 *
668 * \note This routine references __GLcontextRec::Tranform attribute values to
669 * compute userclip positions in clip space, but is only called on
670 * _NEW_PROJECTION.  The _mesa_ClipPlane() function keeps these values up to
671 * date across changes to the __GLcontextRec::Transform attributes.
672 */
673static void
674update_projection( GLcontext *ctx )
675{
676   _math_matrix_analyse( ctx->ProjectionMatrixStack.Top );
677
678#if FEATURE_userclip
679   /* Recompute clip plane positions in clipspace.  This is also done
680    * in _mesa_ClipPlane().
681    */
682   if (ctx->Transform.ClipPlanesEnabled) {
683      GLuint p;
684      for (p = 0; p < ctx->Const.MaxClipPlanes; p++) {
685	 if (ctx->Transform.ClipPlanesEnabled & (1 << p)) {
686	    _mesa_transform_vector( ctx->Transform._ClipUserPlane[p],
687				 ctx->Transform.EyeUserPlane[p],
688				 ctx->ProjectionMatrixStack.Top->inv );
689	 }
690      }
691   }
692#endif
693}
694
695
696/**
697 * Calculate the combined modelview-projection matrix.
698 *
699 * \param ctx GL context.
700 *
701 * Multiplies the top matrices of the projection and model view stacks into
702 * __GLcontextRec::_ModelProjectMatrix via _math_matrix_mul_matrix() and
703 * analyzes the resulting matrix via _math_matrix_analyse().
704 */
705static void
706calculate_model_project_matrix( GLcontext *ctx )
707{
708   _math_matrix_mul_matrix( &ctx->_ModelProjectMatrix,
709                            ctx->ProjectionMatrixStack.Top,
710                            ctx->ModelviewMatrixStack.Top );
711
712   _math_matrix_analyse( &ctx->_ModelProjectMatrix );
713}
714
715
716/**
717 * Updates the combined modelview-projection matrix.
718 *
719 * \param ctx GL context.
720 * \param new_state new state bit mask.
721 *
722 * If there is a new model view matrix then analyzes it. If there is a new
723 * projection matrix, updates it. Finally calls
724 * calculate_model_project_matrix() to recalculate the modelview-projection
725 * matrix.
726 */
727void _mesa_update_modelview_project( GLcontext *ctx, GLuint new_state )
728{
729   if (new_state & _NEW_MODELVIEW) {
730      _math_matrix_analyse( ctx->ModelviewMatrixStack.Top );
731
732      /* Bring cull position uptodate.
733       */
734      TRANSFORM_POINT3( ctx->Transform.CullObjPos,
735			ctx->ModelviewMatrixStack.Top->inv,
736			ctx->Transform.CullEyePos );
737   }
738
739
740   if (new_state & _NEW_PROJECTION)
741      update_projection( ctx );
742
743   /* Keep ModelviewProject uptodate always to allow tnl
744    * implementations that go model->clip even when eye is required.
745    */
746   calculate_model_project_matrix(ctx);
747}
748
749/*@}*/
750
751
752/**********************************************************************/
753/** Matrix stack initialization */
754/*@{*/
755
756
757/**
758 * Initialize a matrix stack.
759 *
760 * \param stack matrix stack.
761 * \param maxDepth maximum stack depth.
762 * \param dirtyFlag dirty flag.
763 *
764 * Allocates an array of \p maxDepth elements for the matrix stack and calls
765 * _math_matrix_ctr() and _math_matrix_alloc_inv() for each element to
766 * initialize it.
767 */
768static void
769init_matrix_stack( struct gl_matrix_stack *stack,
770                   GLuint maxDepth, GLuint dirtyFlag )
771{
772   GLuint i;
773
774   stack->Depth = 0;
775   stack->MaxDepth = maxDepth;
776   stack->DirtyFlag = dirtyFlag;
777   /* The stack */
778   stack->Stack = (GLmatrix *) CALLOC(maxDepth * sizeof(GLmatrix));
779   for (i = 0; i < maxDepth; i++) {
780      _math_matrix_ctr(&stack->Stack[i]);
781      _math_matrix_alloc_inv(&stack->Stack[i]);
782   }
783   stack->Top = stack->Stack;
784}
785
786/**
787 * Free matrix stack.
788 *
789 * \param stack matrix stack.
790 *
791 * Calls _math_matrix_dtr() for each element of the matrix stack and
792 * frees the array.
793 */
794static void
795free_matrix_stack( struct gl_matrix_stack *stack )
796{
797   GLuint i;
798   for (i = 0; i < stack->MaxDepth; i++) {
799      _math_matrix_dtr(&stack->Stack[i]);
800   }
801   FREE(stack->Stack);
802   stack->Stack = stack->Top = NULL;
803}
804
805/*@}*/
806
807
808/**********************************************************************/
809/** \name Initialization */
810/*@{*/
811
812
813/**
814 * Initialize the context matrix data.
815 *
816 * \param ctx GL context.
817 *
818 * Initializes each of the matrix stacks and the combined modelview-projection
819 * matrix.
820 */
821void _mesa_init_matrix( GLcontext * ctx )
822{
823   GLint i;
824
825   /* Initialize matrix stacks */
826   init_matrix_stack(&ctx->ModelviewMatrixStack, MAX_MODELVIEW_STACK_DEPTH,
827                     _NEW_MODELVIEW);
828   init_matrix_stack(&ctx->ProjectionMatrixStack, MAX_PROJECTION_STACK_DEPTH,
829                     _NEW_PROJECTION);
830   init_matrix_stack(&ctx->ColorMatrixStack, MAX_COLOR_STACK_DEPTH,
831                     _NEW_COLOR_MATRIX);
832   for (i = 0; i < MAX_TEXTURE_UNITS; i++)
833      init_matrix_stack(&ctx->TextureMatrixStack[i], MAX_TEXTURE_STACK_DEPTH,
834                        _NEW_TEXTURE_MATRIX);
835   for (i = 0; i < MAX_PROGRAM_MATRICES; i++)
836      init_matrix_stack(&ctx->ProgramMatrixStack[i],
837		        MAX_PROGRAM_MATRIX_STACK_DEPTH, _NEW_TRACK_MATRIX);
838   ctx->CurrentStack = &ctx->ModelviewMatrixStack;
839
840   /* Init combined Modelview*Projection matrix */
841   _math_matrix_ctr( &ctx->_ModelProjectMatrix );
842}
843
844
845/**
846 * Free the context matrix data.
847 *
848 * \param ctx GL context.
849 *
850 * Frees each of the matrix stacks and the combined modelview-projection
851 * matrix.
852 */
853void _mesa_free_matrix_data( GLcontext *ctx )
854{
855   GLint i;
856
857   free_matrix_stack(&ctx->ModelviewMatrixStack);
858   free_matrix_stack(&ctx->ProjectionMatrixStack);
859   free_matrix_stack(&ctx->ColorMatrixStack);
860   for (i = 0; i < MAX_TEXTURE_UNITS; i++)
861      free_matrix_stack(&ctx->TextureMatrixStack[i]);
862   for (i = 0; i < MAX_PROGRAM_MATRICES; i++)
863      free_matrix_stack(&ctx->ProgramMatrixStack[i]);
864   /* combined Modelview*Projection matrix */
865   _math_matrix_dtr( &ctx->_ModelProjectMatrix );
866
867}
868
869
870/**
871 * Initialize the context transform attribute group.
872 *
873 * \param ctx GL context.
874 *
875 * \todo Move this to a new file with other 'transform' routines.
876 */
877void _mesa_init_transform( GLcontext *ctx )
878{
879   GLint i;
880
881   /* Transformation group */
882   ctx->Transform.MatrixMode = GL_MODELVIEW;
883   ctx->Transform.Normalize = GL_FALSE;
884   ctx->Transform.RescaleNormals = GL_FALSE;
885   ctx->Transform.RasterPositionUnclipped = GL_FALSE;
886   for (i=0;i<MAX_CLIP_PLANES;i++) {
887      ASSIGN_4V( ctx->Transform.EyeUserPlane[i], 0.0, 0.0, 0.0, 0.0 );
888   }
889   ctx->Transform.ClipPlanesEnabled = 0;
890
891   ASSIGN_4V( ctx->Transform.CullObjPos, 0.0, 0.0, 1.0, 0.0 );
892   ASSIGN_4V( ctx->Transform.CullEyePos, 0.0, 0.0, 1.0, 0.0 );
893}
894
895
896/**
897 * Initialize the context viewport attribute group.
898 *
899 * \param ctx GL context.
900 *
901 * \todo Move this to a new file with other 'viewport' routines.
902 */
903void _mesa_init_viewport( GLcontext *ctx )
904{
905   GLfloat depthMax = 65535.0F; /* sorf of arbitrary */
906
907   /* Viewport group */
908   ctx->Viewport.X = 0;
909   ctx->Viewport.Y = 0;
910   ctx->Viewport.Width = 0;
911   ctx->Viewport.Height = 0;
912   ctx->Viewport.Near = 0.0;
913   ctx->Viewport.Far = 1.0;
914   _math_matrix_ctr(&ctx->Viewport._WindowMap);
915
916   _math_matrix_viewport(&ctx->Viewport._WindowMap, 0, 0, 0, 0,
917                         0.0F, 1.0F, depthMax);
918}
919
920
921/**
922 * Free the context viewport attribute group data.
923 *
924 * \param ctx GL context.
925 *
926 * \todo Move this to a new file with other 'viewport' routines.
927 */
928void _mesa_free_viewport_data( GLcontext *ctx )
929{
930   _math_matrix_dtr(&ctx->Viewport._WindowMap);
931}
932
933/*@}*/
934