/* $Id: matrix.c,v 1.45 2002/10/24 23:57:21 brianp Exp $ */ /* * Mesa 3-D graphics library * Version: 4.1 * * Copyright (C) 1999-2002 Brian Paul 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. */ /* * 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" #include "context.h" #include "enums.h" #include "macros.h" #include "matrix.h" #include "mmath.h" #include "mtypes.h" #include "math/m_matrix.h" void _mesa_Frustum( GLdouble left, GLdouble right, GLdouble bottom, GLdouble top, GLdouble nearval, GLdouble farval ) { GET_CURRENT_CONTEXT(ctx); ASSERT_OUTSIDE_BEGIN_END_AND_FLUSH(ctx); 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; } void _mesa_Ortho( GLdouble left, GLdouble right, GLdouble bottom, GLdouble top, GLdouble nearval, GLdouble farval ) { GET_CURRENT_CONTEXT(ctx); ASSERT_OUTSIDE_BEGIN_END_AND_FLUSH(ctx); if (MESA_VERBOSE & VERBOSE_API) _mesa_debug(ctx, "glFrustum(%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; } void _mesa_MatrixMode( GLenum mode ) { GET_CURRENT_CONTEXT(ctx); ASSERT_OUTSIDE_BEGIN_END(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: ctx->CurrentStack = &ctx->TextureMatrixStack[ctx->Texture.CurrentUnit]; break; case GL_COLOR: ctx->CurrentStack = &ctx->ColorMatrixStack; break; case GL_MATRIX0_NV: case GL_MATRIX1_NV: case GL_MATRIX2_NV: case GL_MATRIX3_NV: case GL_MATRIX4_NV: case GL_MATRIX5_NV: case GL_MATRIX6_NV: case GL_MATRIX7_NV: if (!ctx->Extensions.NV_vertex_program) { _mesa_error( ctx, GL_INVALID_ENUM, "glMatrixMode" ); return; } ctx->CurrentStack = &ctx->ProgramMatrixStack[mode - GL_MATRIX0_NV]; break; default: _mesa_error( ctx, GL_INVALID_ENUM, "glMatrixMode" ); return; } ctx->Transform.MatrixMode = mode; } void _mesa_PushMatrix( void ) { GET_CURRENT_CONTEXT(ctx); struct matrix_stack *stack = ctx->CurrentStack; ASSERT_OUTSIDE_BEGIN_END(ctx); 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) { _mesa_error( ctx, GL_STACK_OVERFLOW, "glPushMatrix" ); 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; } void _mesa_PopMatrix( void ) { GET_CURRENT_CONTEXT(ctx); struct matrix_stack *stack = ctx->CurrentStack; ASSERT_OUTSIDE_BEGIN_END_AND_FLUSH(ctx); if (MESA_VERBOSE&VERBOSE_API) _mesa_debug(ctx, "glPopMatrix %s\n", _mesa_lookup_enum_by_nr(ctx->Transform.MatrixMode)); if (stack->Depth == 0) { _mesa_error( ctx, GL_STACK_UNDERFLOW, "glPopMatrix" ); return; } stack->Depth--; stack->Top = &(stack->Stack[stack->Depth]); ctx->NewState |= stack->DirtyFlag; } void _mesa_LoadIdentity( void ) { GET_CURRENT_CONTEXT(ctx); ASSERT_OUTSIDE_BEGIN_END_AND_FLUSH(ctx); if (MESA_VERBOSE & VERBOSE_API) _mesa_debug(ctx, "glLoadIdentity()"); _math_matrix_set_identity( ctx->CurrentStack->Top ); ctx->NewState |= ctx->CurrentStack->DirtyFlag; } void _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]); ASSERT_OUTSIDE_BEGIN_END_AND_FLUSH(ctx); _math_matrix_loadf( ctx->CurrentStack->Top, m ); ctx->NewState |= ctx->CurrentStack->DirtyFlag; } 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. */ void _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]); ASSERT_OUTSIDE_BEGIN_END_AND_FLUSH(ctx); _math_matrix_mul_floats( ctx->CurrentStack->Top, m ); ctx->NewState |= ctx->CurrentStack->DirtyFlag; } /* * 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 */ void _mesa_Rotatef( GLfloat angle, GLfloat x, GLfloat y, GLfloat z ) { GET_CURRENT_CONTEXT(ctx); ASSERT_OUTSIDE_BEGIN_END_AND_FLUSH(ctx); if (angle != 0.0F) { _math_matrix_rotate( ctx->CurrentStack->Top, angle, x, y, z); ctx->NewState |= ctx->CurrentStack->DirtyFlag; } } void _mesa_Rotated( GLdouble angle, GLdouble x, GLdouble y, GLdouble z ) { _mesa_Rotatef((GLfloat) angle, (GLfloat) x, (GLfloat) y, (GLfloat) z); } /* * Execute a glScale call */ void _mesa_Scalef( 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; } void _mesa_Scaled( GLdouble x, GLdouble y, GLdouble z ) { _mesa_Scalef((GLfloat) x, (GLfloat) y, (GLfloat) z); } /* * Execute a glTranslate call */ void _mesa_Translatef( GLfloat x, GLfloat y, GLfloat 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; } void _mesa_Translated( GLdouble x, GLdouble y, GLdouble z ) { _mesa_Translatef((GLfloat) x, (GLfloat) y, (GLfloat) z); } void _mesa_LoadTransposeMatrixfARB( const GLfloat *m ) { GLfloat tm[16]; if (!m) return; _math_transposef(tm, m); _mesa_LoadMatrixf(tm); } void _mesa_LoadTransposeMatrixdARB( const GLdouble *m ) { GLfloat tm[16]; if (!m) return; _math_transposefd(tm, m); _mesa_LoadMatrixf(tm); } void _mesa_MultTransposeMatrixfARB( const GLfloat *m ) { GLfloat tm[16]; if (!m) return; _math_transposef(tm, m); _mesa_MultMatrixf(tm); } void _mesa_MultTransposeMatrixdARB( const GLdouble *m ) { GLfloat tm[16]; if (!m) return; _math_transposefd(tm, m); _mesa_MultMatrixf(tm); } /* * Called via glViewport or display list execution. */ void _mesa_Viewport( GLint x, GLint y, GLsizei width, GLsizei height ) { GET_CURRENT_CONTEXT(ctx); ASSERT_OUTSIDE_BEGIN_END_AND_FLUSH(ctx); _mesa_set_viewport(ctx, x, y, width, height); } /* * Define a new viewport and reallocate auxillary buffers if the size of * the window (color buffer) has changed. */ void _mesa_set_viewport( GLcontext *ctx, GLint x, GLint y, GLsizei width, GLsizei height ) { const GLfloat n = ctx->Viewport.Near; const GLfloat f = ctx->Viewport.Far; if (MESA_VERBOSE & VERBOSE_API) _mesa_debug(ctx, "glViewport %d %d %d %d\n", x, y, width, height); if (width < 0 || height < 0) { _mesa_error( ctx, GL_INVALID_VALUE, "glViewport(%d, %d, %d, %d)", x, y, width, height ); return; } /* clamp width, and height to implementation dependent range */ width = CLAMP( width, 1, MAX_WIDTH ); height = CLAMP( height, 1, MAX_HEIGHT ); /* Save viewport */ ctx->Viewport.X = x; ctx->Viewport.Width = width; ctx->Viewport.Y = y; ctx->Viewport.Height = height; /* compute scale and bias values :: This is really driver-specific * and should be maintained elsewhere if at all. */ ctx->Viewport._WindowMap.m[MAT_SX] = (GLfloat) width / 2.0F; ctx->Viewport._WindowMap.m[MAT_TX] = ctx->Viewport._WindowMap.m[MAT_SX] + x; ctx->Viewport._WindowMap.m[MAT_SY] = (GLfloat) height / 2.0F; ctx->Viewport._WindowMap.m[MAT_TY] = ctx->Viewport._WindowMap.m[MAT_SY] + y; ctx->Viewport._WindowMap.m[MAT_SZ] = ctx->DepthMaxF * ((f - n) / 2.0F); ctx->Viewport._WindowMap.m[MAT_TZ] = ctx->DepthMaxF * ((f - n) / 2.0F + n); ctx->Viewport._WindowMap.flags = MAT_FLAG_GENERAL_SCALE|MAT_FLAG_TRANSLATION; ctx->Viewport._WindowMap.type = MATRIX_3D_NO_ROT; ctx->NewState |= _NEW_VIEWPORT; /* 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 ); } } void _mesa_DepthRange( GLclampd nearval, GLclampd farval ) { /* * nearval - specifies mapping of the near clipping plane to window * coordinates, default is 0 * farval - specifies mapping of the far clipping plane to window * coordinates, default is 1 * * After clipping and div by w, z coords are in -1.0 to 1.0, * corresponding to near and far clipping planes. glDepthRange * specifies a linear mapping of the normalized z coords in * this range to window z coords. */ GLfloat n, f; GET_CURRENT_CONTEXT(ctx); ASSERT_OUTSIDE_BEGIN_END_AND_FLUSH(ctx); if (MESA_VERBOSE&VERBOSE_API) _mesa_debug(ctx, "glDepthRange %f %f\n", nearval, farval); n = (GLfloat) CLAMP( nearval, 0.0, 1.0 ); f = (GLfloat) CLAMP( farval, 0.0, 1.0 ); ctx->Viewport.Near = n; ctx->Viewport.Far = f; ctx->Viewport._WindowMap.m[MAT_SZ] = ctx->DepthMaxF * ((f - n) / 2.0F); ctx->Viewport._WindowMap.m[MAT_TZ] = ctx->DepthMaxF * ((f - n) / 2.0F + n); ctx->NewState |= _NEW_VIEWPORT; if (ctx->Driver.DepthRange) { (*ctx->Driver.DepthRange)( ctx, nearval, farval ); } }