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-rw-r--r--src/mesa/main/matrix.c565
1 files changed, 495 insertions, 70 deletions
diff --git a/src/mesa/main/matrix.c b/src/mesa/main/matrix.c
index 244b04ca40d..7e2d91e631c 100644
--- a/src/mesa/main/matrix.c
+++ b/src/mesa/main/matrix.c
@@ -1,3 +1,13 @@
+/**
+ * \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
+ */
+
/*
* Mesa 3-D graphics library
* Version: 5.1
@@ -23,16 +33,6 @@
*/
-/*
- * Matrix operations
- *
- * NOTES:
- * 1. 4x4 transformation matrices are stored in memory in column major order.
- * 2. Points/vertices are to be thought of as column vectors.
- * 3. Transformation of a point p by a matrix M is: p' = M * p
- */
-
-
#include "glheader.h"
#include "imports.h"
#include "buffers.h"
@@ -44,7 +44,22 @@
#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
+ * __GLcontextRec::NewState.
+ */
void
_mesa_Frustum( GLdouble left, GLdouble right,
GLdouble bottom, GLdouble top,
@@ -71,6 +86,22 @@ _mesa_Frustum( GLdouble left, GLdouble right,
}
+/**
+ * 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
+ * __GLcontextRec::NewState.
+ */
void
_mesa_Ortho( GLdouble left, GLdouble right,
GLdouble bottom, GLdouble top,
@@ -99,6 +130,17 @@ _mesa_Ortho( GLdouble left, GLdouble right,
}
+/**
+ * Set the current matrix stack.
+ *
+ * \param mode matrix stack.
+ *
+ * \sa glMatrixMode().
+ *
+ * Flushes the vertices, validates the parameter and updates
+ * __GLcontextRec::CurrentStack and gl_transform_attrib::MatrixMode with the
+ * specified matrix stack.
+ */
void
_mesa_MatrixMode( GLenum mode )
{
@@ -170,7 +212,15 @@ _mesa_MatrixMode( GLenum 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 __GLcontextRec::NewState with the stack dirty
+ * flag.
+ */
void
_mesa_PushMatrix( void )
{
@@ -194,7 +244,15 @@ _mesa_PushMatrix( void )
}
-
+/**
+ * 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 __GLcontextRec::NewState with the dirty
+ * stack flag.
+ */
void
_mesa_PopMatrix( void )
{
@@ -216,7 +274,15 @@ _mesa_PopMatrix( void )
}
-
+/**
+ * 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 __GLcontextRec::NewState with the stack
+ * dirty flag.
+ */
void
_mesa_LoadIdentity( void )
{
@@ -231,6 +297,17 @@ _mesa_LoadIdentity( void )
}
+/**
+ * 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 __GLcontextRec::NewState
+ * with the dirty stack flag.
+ */
void
_mesa_LoadMatrixf( const GLfloat *m )
{
@@ -250,21 +327,16 @@ _mesa_LoadMatrixf( const GLfloat *m )
}
-void
-_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);
-}
-
-
-
-/*
- * Multiply the active matrix by an arbitary matrix.
+/**
+ * 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
+ * __GLcontextRec::NewState with the dirty stack flag.
*/
void
_mesa_MultMatrixf( const GLfloat *m )
@@ -284,25 +356,19 @@ _mesa_MultMatrixf( const GLfloat *m )
}
-/*
- * Multiply the active matrix by an arbitary matrix.
- */
-void
-_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 );
-}
-
-
-
-
-/*
- * Execute a glRotate call
+/**
+ * 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
+ * __GLcontextRec::NewState with the dirty stack flag.
*/
void
_mesa_Rotatef( GLfloat angle, GLfloat x, GLfloat y, GLfloat z )
@@ -315,43 +381,88 @@ _mesa_Rotatef( GLfloat angle, GLfloat x, GLfloat y, GLfloat z )
}
}
+
+/**
+ * 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
+ * __GLcontextRec::NewState with the dirty stack flag.
+ */
void
-_mesa_Rotated( GLdouble angle, GLdouble x, GLdouble y, GLdouble z )
+_mesa_Scalef( GLfloat x, GLfloat y, GLfloat z )
{
- _mesa_Rotatef((GLfloat) angle, (GLfloat) x, (GLfloat) y, (GLfloat) z);
+ GET_CURRENT_CONTEXT(ctx);
+ ASSERT_OUTSIDE_BEGIN_END_AND_FLUSH(ctx);
+ _math_matrix_scale( ctx->CurrentStack->Top, x, y, z);
+ ctx->NewState |= ctx->CurrentStack->DirtyFlag;
}
-/*
- * Execute a glScale call
+/**
+ * Multiply the current matrix with a general scaling 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
+ * __GLcontextRec::NewState with the dirty stack flag.
*/
void
-_mesa_Scalef( GLfloat x, GLfloat y, GLfloat z )
+_mesa_Translatef( GLfloat x, GLfloat y, GLfloat z )
{
GET_CURRENT_CONTEXT(ctx);
ASSERT_OUTSIDE_BEGIN_END_AND_FLUSH(ctx);
- _math_matrix_scale( ctx->CurrentStack->Top, x, y, z);
+ _math_matrix_translate( ctx->CurrentStack->Top, x, y, z);
ctx->NewState |= ctx->CurrentStack->DirtyFlag;
}
+
+#if _HAVE_FULL_GL
+void
+_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
-_mesa_Scaled( GLdouble x, GLdouble y, GLdouble z )
+_mesa_MultMatrixd( const GLdouble *m )
{
- _mesa_Scalef((GLfloat) x, (GLfloat) y, (GLfloat) z);
+ GLint i;
+ GLfloat f[16];
+ if (!m) return;
+ for (i = 0; i < 16; i++)
+ f[i] = (GLfloat) m[i];
+ _mesa_MultMatrixf( f );
}
-/*
- * Execute a glTranslate call
- */
void
-_mesa_Translatef( GLfloat x, GLfloat y, GLfloat z )
+_mesa_Rotated( GLdouble angle, GLdouble x, GLdouble y, GLdouble z )
{
- GET_CURRENT_CONTEXT(ctx);
- ASSERT_OUTSIDE_BEGIN_END_AND_FLUSH(ctx);
- _math_matrix_translate( ctx->CurrentStack->Top, x, y, z);
- ctx->NewState |= ctx->CurrentStack->DirtyFlag;
+ _mesa_Rotatef((GLfloat) angle, (GLfloat) x, (GLfloat) y, (GLfloat) z);
+}
+
+
+void
+_mesa_Scaled( GLdouble x, GLdouble y, GLdouble z )
+{
+ _mesa_Scalef((GLfloat) x, (GLfloat) y, (GLfloat) z);
}
@@ -360,8 +471,10 @@ _mesa_Translated( GLdouble x, GLdouble y, GLdouble z )
{
_mesa_Translatef((GLfloat) x, (GLfloat) y, (GLfloat) z);
}
+#endif
+#if _HAVE_FULL_GL
void
_mesa_LoadTransposeMatrixfARB( const GLfloat *m )
{
@@ -400,10 +513,19 @@ _mesa_MultTransposeMatrixdARB( const GLdouble *m )
_math_transposefd(tm, m);
_mesa_MultMatrixf(tm);
}
+#endif
-
-/*
- * Called via glViewport or display list execution.
+/**
+ * Set the viewport.
+ *
+ * \param x, y coordinates of the lower-left corner of the viewport rectangle.
+ * \param width width of the viewport rectangle.
+ * \param height height of the viewport rectangle.
+ *
+ * \sa Called via glViewport() or display list execution.
+ *
+ * Flushes the vertices and calls _mesa_set_viewport() with the given
+ * parameters.
*/
void
_mesa_Viewport( GLint x, GLint y, GLsizei width, GLsizei height )
@@ -413,14 +535,24 @@ _mesa_Viewport( GLint x, GLint y, GLsizei width, GLsizei height )
_mesa_set_viewport(ctx, x, y, width, height);
}
-
/**
* Set new viewport parameters and update derived state (the _WindowMap
* matrix). Usually called from _mesa_Viewport().
+ *
* \note We also call _mesa_ResizeBuffersMESA() because this is a good
* time to check if the window has been resized. Many device drivers
* can't get direct notification from the window system of size changes
* so this is an ad-hoc solution to that problem.
+ *
+ * \param ctx GL context.
+ * \param x, y coordinates of the lower left corner of the viewport rectangle.
+ * \param width width of the viewport rectangle.
+ * \param height height of the viewport rectangle.
+ *
+ * Verifies the parameters, clamps them to the implementation dependent range
+ * and updates __GLcontextRec::Viewport. Computes the scale and bias values for
+ * the drivers and notifies the driver via the dd_function_table::Viewport
+ * callback.
*/
void
_mesa_set_viewport( GLcontext *ctx, GLint x, GLint y,
@@ -448,8 +580,24 @@ _mesa_set_viewport( GLcontext *ctx, GLint x, GLint y,
ctx->Viewport.Y = y;
ctx->Viewport.Height = height;
+ /* Check if window/buffer has been resized and if so, reallocate the
+ * ancillary buffers.
+ */
+/* _mesa_ResizeBuffersMESA(); */
+
+ if (ctx->Driver.Viewport) {
+ (*ctx->Driver.Viewport)( ctx, x, y, width, height );
+ }
+
+ if (ctx->_RotateMode) {
+ GLint tmp, tmps;
+ tmp = x; x = y; y = tmp;
+ tmps = width; width = height; height = tmps;
+ }
+
/* compute scale and bias values :: This is really driver-specific
- * and should be maintained elsewhere if at all.
+ * and should be maintained elsewhere if at all. NOTE: RasterPos
+ * uses this.
*/
ctx->Viewport._WindowMap.m[MAT_SX] = (GLfloat) width / 2.0F;
ctx->Viewport._WindowMap.m[MAT_TX] = ctx->Viewport._WindowMap.m[MAT_SX] + x;
@@ -475,7 +623,7 @@ _mesa_set_viewport( GLcontext *ctx, GLint x, GLint y,
}
-
+#if _HAVE_FULL_GL
void
_mesa_DepthRange( GLclampd nearval, GLclampd farval )
{
@@ -510,3 +658,280 @@ _mesa_DepthRange( GLclampd nearval, GLclampd farval )
(*ctx->Driver.DepthRange)( ctx, nearval, farval );
}
}
+#endif
+
+
+
+/**********************************************************************/
+/** \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 __GLcontextRec::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 __GLcontextRec::Transform attributes.
+ */
+static void
+update_projection( GLcontext *ctx )
+{
+ _math_matrix_analyse( ctx->ProjectionMatrixStack.Top );
+
+#if FEATURE_userclip
+ /* Recompute clip plane positions in clipspace. This is also done
+ * in _mesa_ClipPlane().
+ */
+ if (ctx->Transform.ClipPlanesEnabled) {
+ GLuint p;
+ for (p = 0; p < ctx->Const.MaxClipPlanes; p++) {
+ if (ctx->Transform.ClipPlanesEnabled & (1 << p)) {
+ _mesa_transform_vector( ctx->Transform._ClipUserPlane[p],
+ ctx->Transform.EyeUserPlane[p],
+ ctx->ProjectionMatrixStack.Top->inv );
+ }
+ }
+ }
+#endif
+}
+
+
+/**
+ * Calculate the combined modelview-projection matrix.
+ *
+ * \param ctx GL context.
+ *
+ * Multiplies the top matrices of the projection and model view stacks into
+ * __GLcontextRec::_ModelProjectMatrix via _math_matrix_mul_matrix() and
+ * analyzes the resulting matrix via _math_matrix_analyse().
+ */
+static void
+calculate_model_project_matrix( GLcontext *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( GLcontext *ctx, GLuint new_state )
+{
+ if (new_state & _NEW_MODELVIEW)
+ _math_matrix_analyse( ctx->ModelviewMatrixStack.Top );
+
+ if (new_state & _NEW_PROJECTION)
+ update_projection( ctx );
+
+ /* Keep ModelviewProject uptodate always to allow tnl
+ * implementations that go model->clip even when eye is required.
+ */
+ calculate_model_project_matrix(ctx);
+}
+
+/*@}*/
+
+
+/**********************************************************************/
+/** 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() and _math_matrix_alloc_inv() for each element to
+ * initialize it.
+ */
+static void
+init_matrix_stack( struct matrix_stack *stack,
+ GLuint maxDepth, GLuint dirtyFlag )
+{
+ GLuint i;
+
+ stack->Depth = 0;
+ stack->MaxDepth = maxDepth;
+ stack->DirtyFlag = dirtyFlag;
+ /* The stack */
+ stack->Stack = (GLmatrix *) CALLOC(maxDepth * sizeof(GLmatrix));
+ for (i = 0; i < maxDepth; i++) {
+ _math_matrix_ctr(&stack->Stack[i]);
+ _math_matrix_alloc_inv(&stack->Stack[i]);
+ }
+ stack->Top = stack->Stack;
+}
+
+/**
+ * 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 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( GLcontext * 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);
+ init_matrix_stack(&ctx->ColorMatrixStack, MAX_COLOR_STACK_DEPTH,
+ _NEW_COLOR_MATRIX);
+ for (i = 0; i < MAX_TEXTURE_UNITS; i++)
+ init_matrix_stack(&ctx->TextureMatrixStack[i], MAX_TEXTURE_STACK_DEPTH,
+ _NEW_TEXTURE_MATRIX);
+ for (i = 0; i < MAX_PROGRAM_MATRICES; 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( GLcontext *ctx )
+{
+ GLint i;
+
+ free_matrix_stack(&ctx->ModelviewMatrixStack);
+ free_matrix_stack(&ctx->ProjectionMatrixStack);
+ free_matrix_stack(&ctx->ColorMatrixStack);
+ for (i = 0; i < MAX_TEXTURE_UNITS; i++)
+ free_matrix_stack(&ctx->TextureMatrixStack[i]);
+ for (i = 0; i < MAX_PROGRAM_MATRICES; 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( GLcontext *ctx )
+{
+ GLint 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<MAX_CLIP_PLANES;i++) {
+ ASSIGN_4V( ctx->Transform.EyeUserPlane[i], 0.0, 0.0, 0.0, 0.0 );
+ }
+ ctx->Transform.ClipPlanesEnabled = 0;
+}
+
+
+/**
+ * Initialize the context viewport attribute group.
+ *
+ * \param ctx GL context.
+ *
+ * \todo Move this to a new file with other 'viewport' routines.
+ */
+void _mesa_init_viewport( GLcontext *ctx )
+{
+ /* Viewport group */
+ ctx->Viewport.X = 0;
+ ctx->Viewport.Y = 0;
+ ctx->Viewport.Width = 0;
+ ctx->Viewport.Height = 0;
+ ctx->Viewport.Near = 0.0;
+ ctx->Viewport.Far = 1.0;
+ _math_matrix_ctr(&ctx->Viewport._WindowMap);
+
+#define Sz 10
+#define Tz 14
+ ctx->Viewport._WindowMap.m[Sz] = 0.5F * ctx->DepthMaxF;
+ ctx->Viewport._WindowMap.m[Tz] = 0.5F * ctx->DepthMaxF;
+#undef Sz
+#undef Tz
+
+ ctx->Viewport._WindowMap.flags = MAT_FLAG_GENERAL_SCALE|MAT_FLAG_TRANSLATION;
+ ctx->Viewport._WindowMap.type = MATRIX_3D_NO_ROT;
+}
+
+
+/**
+ * Free the context viewport attribute group data.
+ *
+ * \param ctx GL context.
+ *
+ * \todo Move this to a new file with other 'viewport' routines.
+ */
+void _mesa_free_viewport_data( GLcontext *ctx )
+{
+ _math_matrix_dtr(&ctx->Viewport._WindowMap);
+}
+
+/*@}*/