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|
/*
* Mesa 3-D graphics library
* 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
* BRIAN PAUL BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN
* AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN
* CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
*/
/**
* \file matrix.c
* Matrix operations.
*
* \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
*/
#include "glheader.h"
#include "imports.h"
#include "context.h"
#include "enums.h"
#include "macros.h"
#include "mfeatures.h"
#include "matrix.h"
#include "mtypes.h"
#include "math/m_matrix.h"
/**
* Apply a perspective projection matrix.
*
* \param left left clipping plane coordinate.
* \param right right clipping plane coordinate.
* \param bottom bottom clipping plane coordinate.
* \param top top clipping plane coordinate.
* \param nearval distance to the near clipping plane.
* \param farval distance to the far clipping plane.
*
* \sa glFrustum().
*
* Flushes vertices and validates parameters. Calls _math_matrix_frustum() with
* the top matrix of the current matrix stack and sets
* __struct gl_contextRec::NewState.
*/
void GLAPIENTRY
_mesa_Frustum( GLdouble left, GLdouble right,
GLdouble bottom, GLdouble top,
GLdouble nearval, GLdouble farval )
{
GET_CURRENT_CONTEXT(ctx);
FLUSH_VERTICES(ctx, 0);
if (nearval <= 0.0 ||
farval <= 0.0 ||
nearval == farval ||
left == right ||
top == bottom)
{
_mesa_error( ctx, GL_INVALID_VALUE, "glFrustum" );
return;
}
_math_matrix_frustum( ctx->CurrentStack->Top,
(GLfloat) left, (GLfloat) right,
(GLfloat) bottom, (GLfloat) top,
(GLfloat) nearval, (GLfloat) farval );
ctx->NewState |= ctx->CurrentStack->DirtyFlag;
}
/**
* Apply an orthographic projection matrix.
*
* \param left left clipping plane coordinate.
* \param right right clipping plane coordinate.
* \param bottom bottom clipping plane coordinate.
* \param top top clipping plane coordinate.
* \param nearval distance to the near clipping plane.
* \param farval distance to the far clipping plane.
*
* \sa glOrtho().
*
* Flushes vertices and validates parameters. Calls _math_matrix_ortho() with
* the top matrix of the current matrix stack and sets
* __struct gl_contextRec::NewState.
*/
void GLAPIENTRY
_mesa_Ortho( GLdouble left, GLdouble right,
GLdouble bottom, GLdouble top,
GLdouble nearval, GLdouble farval )
{
GET_CURRENT_CONTEXT(ctx);
FLUSH_VERTICES(ctx, 0);
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;
}
_math_matrix_ortho( ctx->CurrentStack->Top,
(GLfloat) left, (GLfloat) right,
(GLfloat) bottom, (GLfloat) top,
(GLfloat) nearval, (GLfloat) farval );
ctx->NewState |= ctx->CurrentStack->DirtyFlag;
}
/**
* Set the current matrix stack.
*
* \param mode matrix stack.
*
* \sa glMatrixMode().
*
* Flushes the vertices, validates the parameter and updates
* __struct gl_contextRec::CurrentStack and gl_transform_attrib::MatrixMode
* with the specified matrix stack.
*/
void GLAPIENTRY
_mesa_MatrixMode( GLenum mode )
{
GET_CURRENT_CONTEXT(ctx);
if (ctx->Transform.MatrixMode == mode && mode != GL_TEXTURE)
return;
FLUSH_VERTICES(ctx, _NEW_TRANSFORM);
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;
}
#endif
ASSERT(ctx->Texture.CurrentUnit < Elements(ctx->TextureMatrixStack));
ctx->CurrentStack = &ctx->TextureMatrixStack[ctx->Texture.CurrentUnit];
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->API == API_OPENGL_COMPAT
&& (ctx->Extensions.ARB_vertex_program ||
ctx->Extensions.ARB_fragment_program)) {
const GLuint m = mode - GL_MATRIX0_ARB;
if (m > ctx->Const.MaxProgramMatrices) {
_mesa_error(ctx, GL_INVALID_ENUM,
"glMatrixMode(GL_MATRIX%d_ARB)", m);
return;
}
ctx->CurrentStack = &ctx->ProgramMatrixStack[m];
}
else {
_mesa_error( ctx, GL_INVALID_ENUM, "glMatrixMode(mode)" );
return;
}
break;
default:
_mesa_error( ctx, GL_INVALID_ENUM, "glMatrixMode(mode)" );
return;
}
ctx->Transform.MatrixMode = mode;
}
/**
* Push the current matrix stack.
*
* \sa glPushMatrix().
*
* Verifies the current matrix stack is not full, and duplicates the top-most
* matrix in the stack.
* Marks __struct gl_contextRec::NewState with the stack dirty flag.
*/
void GLAPIENTRY
_mesa_PushMatrix( void )
{
GET_CURRENT_CONTEXT(ctx);
struct gl_matrix_stack *stack = ctx->CurrentStack;
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 {
_mesa_error(ctx, GL_STACK_OVERFLOW, "glPushMatrix(mode=%s)",
_mesa_lookup_enum_by_nr(ctx->Transform.MatrixMode));
}
return;
}
_math_matrix_copy( &stack->Stack[stack->Depth + 1],
&stack->Stack[stack->Depth] );
stack->Depth++;
stack->Top = &(stack->Stack[stack->Depth]);
ctx->NewState |= stack->DirtyFlag;
}
/**
* Pop the current matrix stack.
*
* \sa glPopMatrix().
*
* Flushes the vertices, verifies the current matrix stack is not empty, and
* moves the stack head down.
* Marks __struct gl_contextRec::NewState with the dirty stack flag.
*/
void GLAPIENTRY
_mesa_PopMatrix( void )
{
GET_CURRENT_CONTEXT(ctx);
struct gl_matrix_stack *stack = ctx->CurrentStack;
FLUSH_VERTICES(ctx, 0);
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 {
_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;
}
/**
* Replace the current matrix with the identity matrix.
*
* \sa glLoadIdentity().
*
* Flushes the vertices and calls _math_matrix_set_identity() with the
* top-most matrix in the current stack.
* Marks __struct gl_contextRec::NewState with the stack dirty flag.
*/
void GLAPIENTRY
_mesa_LoadIdentity( void )
{
GET_CURRENT_CONTEXT(ctx);
FLUSH_VERTICES(ctx, 0);
if (MESA_VERBOSE & VERBOSE_API)
_mesa_debug(ctx, "glLoadIdentity()\n");
_math_matrix_set_identity( ctx->CurrentStack->Top );
ctx->NewState |= ctx->CurrentStack->DirtyFlag;
}
/**
* Replace the current matrix with a given matrix.
*
* \param m matrix.
*
* \sa glLoadMatrixf().
*
* Flushes the vertices and calls _math_matrix_loadf() with the top-most
* matrix in the current stack and the given matrix.
* Marks __struct gl_contextRec::NewState with the dirty stack flag.
*/
void GLAPIENTRY
_mesa_LoadMatrixf( const GLfloat *m )
{
GET_CURRENT_CONTEXT(ctx);
if (!m) return;
if (MESA_VERBOSE & VERBOSE_API)
_mesa_debug(ctx,
"glLoadMatrix(%f %f %f %f, %f %f %f %f, %f %f %f %f, %f %f %f %f\n",
m[0], m[4], m[8], m[12],
m[1], m[5], m[9], m[13],
m[2], m[6], m[10], m[14],
m[3], m[7], m[11], m[15]);
FLUSH_VERTICES(ctx, 0);
_math_matrix_loadf( ctx->CurrentStack->Top, m );
ctx->NewState |= ctx->CurrentStack->DirtyFlag;
}
/**
* 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 )
{
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]);
FLUSH_VERTICES(ctx, 0);
_math_matrix_mul_floats( ctx->CurrentStack->Top, m );
ctx->NewState |= ctx->CurrentStack->DirtyFlag;
}
/**
* 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);
FLUSH_VERTICES(ctx, 0);
if (angle != 0.0F) {
_math_matrix_rotate( ctx->CurrentStack->Top, angle, x, y, z);
ctx->NewState |= ctx->CurrentStack->DirtyFlag;
}
}
/**
* 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);
FLUSH_VERTICES(ctx, 0);
_math_matrix_scale( ctx->CurrentStack->Top, x, y, z);
ctx->NewState |= ctx->CurrentStack->DirtyFlag;
}
/**
* 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);
FLUSH_VERTICES(ctx, 0);
_math_matrix_translate( ctx->CurrentStack->Top, x, y, z);
ctx->NewState |= ctx->CurrentStack->DirtyFlag;
}
void GLAPIENTRY
_mesa_LoadMatrixd( const GLdouble *m )
{
GLint i;
GLfloat f[16];
if (!m) return;
for (i = 0; i < 16; i++)
f[i] = (GLfloat) m[i];
_mesa_LoadMatrixf(f);
}
void GLAPIENTRY
_mesa_MultMatrixd( const GLdouble *m )
{
GLint i;
GLfloat f[16];
if (!m) return;
for (i = 0; i < 16; i++)
f[i] = (GLfloat) m[i];
_mesa_MultMatrixf( f );
}
void GLAPIENTRY
_mesa_Rotated( GLdouble angle, GLdouble x, GLdouble y, GLdouble z )
{
_mesa_Rotatef((GLfloat) angle, (GLfloat) x, (GLfloat) y, (GLfloat) z);
}
void GLAPIENTRY
_mesa_Scaled( GLdouble x, GLdouble y, GLdouble z )
{
_mesa_Scalef((GLfloat) x, (GLfloat) y, (GLfloat) z);
}
void GLAPIENTRY
_mesa_Translated( GLdouble x, GLdouble y, GLdouble z )
{
_mesa_Translatef((GLfloat) x, (GLfloat) y, (GLfloat) z);
}
void GLAPIENTRY
_mesa_LoadTransposeMatrixf( const GLfloat *m )
{
GLfloat tm[16];
if (!m) return;
_math_transposef(tm, m);
_mesa_LoadMatrixf(tm);
}
void GLAPIENTRY
_mesa_LoadTransposeMatrixd( const GLdouble *m )
{
GLfloat tm[16];
if (!m) return;
_math_transposefd(tm, m);
_mesa_LoadMatrixf(tm);
}
void GLAPIENTRY
_mesa_MultTransposeMatrixf( const GLfloat *m )
{
GLfloat tm[16];
if (!m) return;
_math_transposef(tm, m);
_mesa_MultMatrixf(tm);
}
void GLAPIENTRY
_mesa_MultTransposeMatrixd( const GLdouble *m )
{
GLfloat tm[16];
if (!m) return;
_math_transposefd(tm, m);
_mesa_MultMatrixf(tm);
}
/**********************************************************************/
/** \name State management */
/*@{*/
/**
* Update the projection matrix stack.
*
* \param ctx GL context.
*
* Calls _math_matrix_analyse() with the top-matrix of the projection matrix
* stack, and recomputes user clip positions if necessary.
*
* \note This routine references __struct gl_contextRec::Tranform attribute
* values to compute userclip positions in clip space, but is only called on
* _NEW_PROJECTION. The _mesa_ClipPlane() function keeps these values up to
* date across changes to the __struct gl_contextRec::Transform attributes.
*/
static void
update_projection( struct gl_context *ctx )
{
_math_matrix_analyse( ctx->ProjectionMatrixStack.Top );
/* Recompute clip plane positions in clipspace. This is also done
* in _mesa_ClipPlane().
*/
if (ctx->Transform.ClipPlanesEnabled) {
GLuint p;
for (p = 0; p < ctx->Const.MaxClipPlanes; p++) {
if (ctx->Transform.ClipPlanesEnabled & (1 << p)) {
_mesa_transform_vector( ctx->Transform._ClipUserPlane[p],
ctx->Transform.EyeUserPlane[p],
ctx->ProjectionMatrixStack.Top->inv );
}
}
}
}
/**
* 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().
*/
static void
calculate_model_project_matrix( struct gl_context *ctx )
{
_math_matrix_mul_matrix( &ctx->_ModelProjectMatrix,
ctx->ProjectionMatrixStack.Top,
ctx->ModelviewMatrixStack.Top );
_math_matrix_analyse( &ctx->_ModelProjectMatrix );
}
/**
* Updates the combined modelview-projection matrix.
*
* \param ctx GL context.
* \param new_state new state bit mask.
*
* If there is a new model view matrix then analyzes it. If there is a new
* projection matrix, updates it. Finally calls
* calculate_model_project_matrix() to recalculate the modelview-projection
* matrix.
*/
void _mesa_update_modelview_project( struct gl_context *ctx, GLuint new_state )
{
if (new_state & _NEW_MODELVIEW) {
_math_matrix_analyse( ctx->ModelviewMatrixStack.Top );
/* Bring cull position up to date.
*/
TRANSFORM_POINT3( ctx->Transform.CullObjPos,
ctx->ModelviewMatrixStack.Top->inv,
ctx->Transform.CullEyePos );
}
if (new_state & _NEW_PROJECTION)
update_projection( ctx );
/* Keep ModelviewProject up to date always to allow tnl
* implementations that go model->clip even when eye is required.
*/
calculate_model_project_matrix(ctx);
}
/*@}*/
/**********************************************************************/
/** Matrix stack initialization */
/*@{*/
/**
* Initialize a matrix stack.
*
* \param stack matrix stack.
* \param maxDepth maximum stack depth.
* \param dirtyFlag dirty flag.
*
* Allocates an array of \p maxDepth elements for the matrix stack and calls
* _math_matrix_ctr() for each element to initialize it.
*/
static void
init_matrix_stack( struct gl_matrix_stack *stack,
GLuint maxDepth, GLuint dirtyFlag )
{
GLuint i;
stack->Depth = 0;
stack->MaxDepth = maxDepth;
stack->DirtyFlag = dirtyFlag;
/* The stack */
stack->Stack = calloc(maxDepth, sizeof(GLmatrix));
for (i = 0; i < maxDepth; i++) {
_math_matrix_ctr(&stack->Stack[i]);
}
stack->Top = stack->Stack;
}
/**
* Free matrix stack.
*
* \param stack matrix stack.
*
* Calls _math_matrix_dtr() for each element of the matrix stack and
* frees the array.
*/
static void
free_matrix_stack( struct gl_matrix_stack *stack )
{
GLuint i;
for (i = 0; i < stack->MaxDepth; i++) {
_math_matrix_dtr(&stack->Stack[i]);
}
free(stack->Stack);
stack->Stack = stack->Top = NULL;
}
/*@}*/
/**********************************************************************/
/** \name Initialization */
/*@{*/
/**
* Initialize the context matrix data.
*
* \param ctx GL context.
*
* Initializes each of the matrix stacks and the combined modelview-projection
* matrix.
*/
void _mesa_init_matrix( struct gl_context * ctx )
{
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 );
}
/**
* Free the context matrix data.
*
* \param ctx GL context.
*
* Frees each of the matrix stacks and the combined modelview-projection
* matrix.
*/
void _mesa_free_matrix_data( struct gl_context *ctx )
{
GLint i;
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 );
}
/**
* Initialize the context transform attribute group.
*
* \param ctx GL context.
*
* \todo Move this to a new file with other 'transform' routines.
*/
void _mesa_init_transform( struct gl_context *ctx )
{
GLuint i;
/* Transformation group */
ctx->Transform.MatrixMode = GL_MODELVIEW;
ctx->Transform.Normalize = GL_FALSE;
ctx->Transform.RescaleNormals = GL_FALSE;
ctx->Transform.RasterPositionUnclipped = GL_FALSE;
for (i=0;i<ctx->Const.MaxClipPlanes;i++) {
ASSIGN_4V( ctx->Transform.EyeUserPlane[i], 0.0, 0.0, 0.0, 0.0 );
}
ctx->Transform.ClipPlanesEnabled = 0;
ASSIGN_4V( ctx->Transform.CullObjPos, 0.0, 0.0, 1.0, 0.0 );
ASSIGN_4V( ctx->Transform.CullEyePos, 0.0, 0.0, 1.0, 0.0 );
}
/*@}*/
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