matrix.c revision 75a8383e8d9940bd933dea1ef3b33d8321a6a723
1/*
2 * Mesa 3-D graphics library
3 * Version:  6.3
4 *
5 * Copyright (C) 1999-2005  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      ctx->CurrentStack = &ctx->TextureMatrixStack[ctx->Texture.CurrentUnit];
164      break;
165   case GL_COLOR:
166      ctx->CurrentStack = &ctx->ColorMatrixStack;
167      break;
168   case GL_MATRIX0_NV:
169   case GL_MATRIX1_NV:
170   case GL_MATRIX2_NV:
171   case GL_MATRIX3_NV:
172   case GL_MATRIX4_NV:
173   case GL_MATRIX5_NV:
174   case GL_MATRIX6_NV:
175   case GL_MATRIX7_NV:
176      if (ctx->Extensions.NV_vertex_program) {
177         ctx->CurrentStack = &ctx->ProgramMatrixStack[mode - GL_MATRIX0_NV];
178      }
179      else {
180         _mesa_error( ctx,  GL_INVALID_ENUM, "glMatrixMode(mode)" );
181         return;
182      }
183      break;
184   case GL_MATRIX0_ARB:
185   case GL_MATRIX1_ARB:
186   case GL_MATRIX2_ARB:
187   case GL_MATRIX3_ARB:
188   case GL_MATRIX4_ARB:
189   case GL_MATRIX5_ARB:
190   case GL_MATRIX6_ARB:
191   case GL_MATRIX7_ARB:
192      if (ctx->Extensions.ARB_vertex_program ||
193          ctx->Extensions.ARB_fragment_program) {
194         const GLuint m = mode - GL_MATRIX0_ARB;
195         if (m > ctx->Const.MaxProgramMatrices) {
196            _mesa_error(ctx, GL_INVALID_ENUM,
197                        "glMatrixMode(GL_MATRIX%d_ARB)", m);
198            return;
199         }
200         ctx->CurrentStack = &ctx->ProgramMatrixStack[m];
201      }
202      else {
203         _mesa_error( ctx,  GL_INVALID_ENUM, "glMatrixMode(mode)" );
204         return;
205      }
206      break;
207   default:
208      _mesa_error( ctx,  GL_INVALID_ENUM, "glMatrixMode(mode)" );
209      return;
210   }
211
212   ctx->Transform.MatrixMode = mode;
213}
214
215
216/**
217 * Push the current matrix stack.
218 *
219 * \sa glPushMatrix().
220 *
221 * Verifies the current matrix stack is not full, and duplicates the top-most
222 * matrix in the stack. Marks __GLcontextRec::NewState with the stack dirty
223 * flag.
224 */
225void GLAPIENTRY
226_mesa_PushMatrix( void )
227{
228   GET_CURRENT_CONTEXT(ctx);
229   struct matrix_stack *stack = ctx->CurrentStack;
230   ASSERT_OUTSIDE_BEGIN_END(ctx);
231
232   if (MESA_VERBOSE&VERBOSE_API)
233      _mesa_debug(ctx, "glPushMatrix %s\n",
234                  _mesa_lookup_enum_by_nr(ctx->Transform.MatrixMode));
235
236   if (stack->Depth + 1 >= stack->MaxDepth) {
237      if (ctx->Transform.MatrixMode == GL_TEXTURE) {
238         _mesa_error(ctx,  GL_STACK_OVERFLOW,
239                     "glPushMatrix(mode=GL_TEXTURE, unit=%d)",
240                      ctx->Texture.CurrentUnit);
241      }
242      else {
243         _mesa_error(ctx,  GL_STACK_OVERFLOW, "glPushMatrix(mode=%s)",
244                     _mesa_lookup_enum_by_nr(ctx->Transform.MatrixMode));
245      }
246      return;
247   }
248   _math_matrix_copy( &stack->Stack[stack->Depth + 1],
249                      &stack->Stack[stack->Depth] );
250   stack->Depth++;
251   stack->Top = &(stack->Stack[stack->Depth]);
252   ctx->NewState |= stack->DirtyFlag;
253}
254
255
256/**
257 * Pop the current matrix stack.
258 *
259 * \sa glPopMatrix().
260 *
261 * Flushes the vertices, verifies the current matrix stack is not empty, and
262 * moves the stack head down. Marks __GLcontextRec::NewState with the dirty
263 * stack flag.
264 */
265void GLAPIENTRY
266_mesa_PopMatrix( void )
267{
268   GET_CURRENT_CONTEXT(ctx);
269   struct matrix_stack *stack = ctx->CurrentStack;
270   ASSERT_OUTSIDE_BEGIN_END_AND_FLUSH(ctx);
271
272   if (MESA_VERBOSE&VERBOSE_API)
273      _mesa_debug(ctx, "glPopMatrix %s\n",
274                  _mesa_lookup_enum_by_nr(ctx->Transform.MatrixMode));
275
276   if (stack->Depth == 0) {
277      if (ctx->Transform.MatrixMode == GL_TEXTURE) {
278         _mesa_error(ctx,  GL_STACK_UNDERFLOW,
279                     "glPopMatrix(mode=GL_TEXTURE, unit=%d)",
280                      ctx->Texture.CurrentUnit);
281      }
282      else {
283         _mesa_error(ctx,  GL_STACK_UNDERFLOW, "glPopMatrix(mode=%s)",
284                     _mesa_lookup_enum_by_nr(ctx->Transform.MatrixMode));
285      }
286      return;
287   }
288   stack->Depth--;
289   stack->Top = &(stack->Stack[stack->Depth]);
290   ctx->NewState |= stack->DirtyFlag;
291}
292
293
294/**
295 * Replace the current matrix with the identity matrix.
296 *
297 * \sa glLoadIdentity().
298 *
299 * Flushes the vertices and calls _math_matrix_set_identity() with the top-most
300 * matrix in the current stack. Marks __GLcontextRec::NewState with the stack
301 * dirty flag.
302 */
303void GLAPIENTRY
304_mesa_LoadIdentity( void )
305{
306   GET_CURRENT_CONTEXT(ctx);
307   ASSERT_OUTSIDE_BEGIN_END_AND_FLUSH(ctx);
308
309   if (MESA_VERBOSE & VERBOSE_API)
310      _mesa_debug(ctx, "glLoadIdentity()");
311
312   _math_matrix_set_identity( ctx->CurrentStack->Top );
313   ctx->NewState |= ctx->CurrentStack->DirtyFlag;
314}
315
316
317/**
318 * Replace the current matrix with a given matrix.
319 *
320 * \param m matrix.
321 *
322 * \sa glLoadMatrixf().
323 *
324 * Flushes the vertices and calls _math_matrix_loadf() with the top-most matrix
325 * in the current stack and the given matrix. Marks __GLcontextRec::NewState
326 * with the dirty stack flag.
327 */
328void GLAPIENTRY
329_mesa_LoadMatrixf( const GLfloat *m )
330{
331   GET_CURRENT_CONTEXT(ctx);
332   if (!m) return;
333   if (MESA_VERBOSE & VERBOSE_API)
334      _mesa_debug(ctx,
335          "glLoadMatrix(%f %f %f %f, %f %f %f %f, %f %f %f %f, %f %f %f %f\n",
336          m[0], m[4], m[8], m[12],
337          m[1], m[5], m[9], m[13],
338          m[2], m[6], m[10], m[14],
339          m[3], m[7], m[11], m[15]);
340
341   ASSERT_OUTSIDE_BEGIN_END_AND_FLUSH(ctx);
342   _math_matrix_loadf( ctx->CurrentStack->Top, m );
343   ctx->NewState |= ctx->CurrentStack->DirtyFlag;
344}
345
346
347/**
348 * Multiply the current matrix with a given matrix.
349 *
350 * \param m matrix.
351 *
352 * \sa glMultMatrixf().
353 *
354 * Flushes the vertices and calls _math_matrix_mul_floats() with the top-most
355 * matrix in the current stack and the given matrix. Marks
356 * __GLcontextRec::NewState with the dirty stack flag.
357 */
358void GLAPIENTRY
359_mesa_MultMatrixf( const GLfloat *m )
360{
361   GET_CURRENT_CONTEXT(ctx);
362   if (!m) return;
363   if (MESA_VERBOSE & VERBOSE_API)
364      _mesa_debug(ctx,
365          "glMultMatrix(%f %f %f %f, %f %f %f %f, %f %f %f %f, %f %f %f %f\n",
366          m[0], m[4], m[8], m[12],
367          m[1], m[5], m[9], m[13],
368          m[2], m[6], m[10], m[14],
369          m[3], m[7], m[11], m[15]);
370   ASSERT_OUTSIDE_BEGIN_END_AND_FLUSH(ctx);
371   _math_matrix_mul_floats( ctx->CurrentStack->Top, m );
372   ctx->NewState |= ctx->CurrentStack->DirtyFlag;
373}
374
375
376/**
377 * Multiply the current matrix with a rotation matrix.
378 *
379 * \param angle angle of rotation, in degrees.
380 * \param x rotation vector x coordinate.
381 * \param y rotation vector y coordinate.
382 * \param z rotation vector z coordinate.
383 *
384 * \sa glRotatef().
385 *
386 * Flushes the vertices and calls _math_matrix_rotate() with the top-most
387 * matrix in the current stack and the given parameters. Marks
388 * __GLcontextRec::NewState with the dirty stack flag.
389 */
390void GLAPIENTRY
391_mesa_Rotatef( GLfloat angle, GLfloat x, GLfloat y, GLfloat z )
392{
393   GET_CURRENT_CONTEXT(ctx);
394   ASSERT_OUTSIDE_BEGIN_END_AND_FLUSH(ctx);
395   if (angle != 0.0F) {
396      _math_matrix_rotate( ctx->CurrentStack->Top, angle, x, y, z);
397      ctx->NewState |= ctx->CurrentStack->DirtyFlag;
398   }
399}
400
401
402/**
403 * Multiply the current matrix with a general scaling matrix.
404 *
405 * \param x x axis scale factor.
406 * \param y y axis scale factor.
407 * \param z z axis scale factor.
408 *
409 * \sa glScalef().
410 *
411 * Flushes the vertices and calls _math_matrix_scale() with the top-most
412 * matrix in the current stack and the given parameters. Marks
413 * __GLcontextRec::NewState with the dirty stack flag.
414 */
415void GLAPIENTRY
416_mesa_Scalef( GLfloat x, GLfloat y, GLfloat z )
417{
418   GET_CURRENT_CONTEXT(ctx);
419   ASSERT_OUTSIDE_BEGIN_END_AND_FLUSH(ctx);
420   _math_matrix_scale( ctx->CurrentStack->Top, x, y, z);
421   ctx->NewState |= ctx->CurrentStack->DirtyFlag;
422}
423
424
425/**
426 * Multiply the current matrix with a general scaling matrix.
427 *
428 * \param x translation vector x coordinate.
429 * \param y translation vector y coordinate.
430 * \param z translation vector z coordinate.
431 *
432 * \sa glTranslatef().
433 *
434 * Flushes the vertices and calls _math_matrix_translate() with the top-most
435 * matrix in the current stack and the given parameters. Marks
436 * __GLcontextRec::NewState with the dirty stack flag.
437 */
438void GLAPIENTRY
439_mesa_Translatef( GLfloat x, GLfloat y, GLfloat z )
440{
441   GET_CURRENT_CONTEXT(ctx);
442   ASSERT_OUTSIDE_BEGIN_END_AND_FLUSH(ctx);
443   _math_matrix_translate( ctx->CurrentStack->Top, x, y, z);
444   ctx->NewState |= ctx->CurrentStack->DirtyFlag;
445}
446
447
448#if _HAVE_FULL_GL
449void GLAPIENTRY
450_mesa_LoadMatrixd( const GLdouble *m )
451{
452   GLint i;
453   GLfloat f[16];
454   if (!m) return;
455   for (i = 0; i < 16; i++)
456      f[i] = (GLfloat) m[i];
457   _mesa_LoadMatrixf(f);
458}
459
460void GLAPIENTRY
461_mesa_MultMatrixd( const GLdouble *m )
462{
463   GLint i;
464   GLfloat f[16];
465   if (!m) return;
466   for (i = 0; i < 16; i++)
467      f[i] = (GLfloat) m[i];
468   _mesa_MultMatrixf( f );
469}
470
471
472void GLAPIENTRY
473_mesa_Rotated( GLdouble angle, GLdouble x, GLdouble y, GLdouble z )
474{
475   _mesa_Rotatef((GLfloat) angle, (GLfloat) x, (GLfloat) y, (GLfloat) z);
476}
477
478
479void GLAPIENTRY
480_mesa_Scaled( GLdouble x, GLdouble y, GLdouble z )
481{
482   _mesa_Scalef((GLfloat) x, (GLfloat) y, (GLfloat) z);
483}
484
485
486void GLAPIENTRY
487_mesa_Translated( GLdouble x, GLdouble y, GLdouble z )
488{
489   _mesa_Translatef((GLfloat) x, (GLfloat) y, (GLfloat) z);
490}
491#endif
492
493
494#if _HAVE_FULL_GL
495void GLAPIENTRY
496_mesa_LoadTransposeMatrixfARB( const GLfloat *m )
497{
498   GLfloat tm[16];
499   if (!m) return;
500   _math_transposef(tm, m);
501   _mesa_LoadMatrixf(tm);
502}
503
504
505void GLAPIENTRY
506_mesa_LoadTransposeMatrixdARB( const GLdouble *m )
507{
508   GLfloat tm[16];
509   if (!m) return;
510   _math_transposefd(tm, m);
511   _mesa_LoadMatrixf(tm);
512}
513
514
515void GLAPIENTRY
516_mesa_MultTransposeMatrixfARB( const GLfloat *m )
517{
518   GLfloat tm[16];
519   if (!m) return;
520   _math_transposef(tm, m);
521   _mesa_MultMatrixf(tm);
522}
523
524
525void GLAPIENTRY
526_mesa_MultTransposeMatrixdARB( const GLdouble *m )
527{
528   GLfloat tm[16];
529   if (!m) return;
530   _math_transposefd(tm, m);
531   _mesa_MultMatrixf(tm);
532}
533#endif
534
535/**
536 * Set the viewport.
537 *
538 * \param x, y coordinates of the lower-left corner of the viewport rectangle.
539 * \param width width of the viewport rectangle.
540 * \param height height of the viewport rectangle.
541 *
542 * \sa Called via glViewport() or display list execution.
543 *
544 * Flushes the vertices and calls _mesa_set_viewport() with the given
545 * parameters.
546 */
547void GLAPIENTRY
548_mesa_Viewport( GLint x, GLint y, GLsizei width, GLsizei height )
549{
550   GET_CURRENT_CONTEXT(ctx);
551   ASSERT_OUTSIDE_BEGIN_END_AND_FLUSH(ctx);
552   _mesa_set_viewport(ctx, x, y, width, height);
553}
554
555
556/**
557 * Set new viewport parameters and update derived state (the _WindowMap
558 * matrix).  Usually called from _mesa_Viewport().
559 *
560 * \param ctx GL context.
561 * \param x, y coordinates of the lower left corner of the viewport rectangle.
562 * \param width width of the viewport rectangle.
563 * \param height height of the viewport rectangle.
564 */
565void
566_mesa_set_viewport( GLcontext *ctx, GLint x, GLint y,
567                    GLsizei width, GLsizei height )
568{
569   if (MESA_VERBOSE & VERBOSE_API)
570      _mesa_debug(ctx, "glViewport %d %d %d %d\n", x, y, width, height);
571
572   if (width < 0 || height < 0) {
573      _mesa_error( ctx,  GL_INVALID_VALUE,
574                   "glViewport(%d, %d, %d, %d)", x, y, width, height );
575      return;
576   }
577
578   /* clamp width and height to the implementation dependent range */
579   width  = CLAMP(width,  1, ctx->Const.MaxViewportWidth);
580   height = CLAMP(height, 1, ctx->Const.MaxViewportHeight);
581
582   ctx->Viewport.X = x;
583   ctx->Viewport.Width = width;
584   ctx->Viewport.Y = y;
585   ctx->Viewport.Height = height;
586   ctx->NewState |= _NEW_VIEWPORT;
587
588#if 1
589   /* XXX remove this someday.  Currently the DRI drivers rely on
590    * the WindowMap matrix being up to date in the driver's Viewport
591    * and DepthRange functions.
592    */
593   _math_matrix_viewport(&ctx->Viewport._WindowMap,
594                         ctx->Viewport.X, ctx->Viewport.Y,
595                         ctx->Viewport.Width, ctx->Viewport.Height,
596                         ctx->Viewport.Near, ctx->Viewport.Far,
597                         ctx->DrawBuffer->_DepthMaxF);
598#endif
599
600   if (ctx->Driver.Viewport) {
601      /* Many drivers will use this call to check for window size changes
602       * and reallocate the z/stencil/accum/etc buffers if needed.
603       */
604      (*ctx->Driver.Viewport)( ctx, x, y, width, height );
605   }
606}
607
608
609#if _HAVE_FULL_GL
610/**
611 * Called by glDepthRange
612 *
613 * \param nearval  specifies the Z buffer value which should correspond to
614 *                 the near clip plane
615 * \param farval  specifies the Z buffer value which should correspond to
616 *                the far clip plane
617 */
618void GLAPIENTRY
619_mesa_DepthRange( GLclampd nearval, GLclampd farval )
620{
621   GET_CURRENT_CONTEXT(ctx);
622   ASSERT_OUTSIDE_BEGIN_END_AND_FLUSH(ctx);
623
624   if (MESA_VERBOSE&VERBOSE_API)
625      _mesa_debug(ctx, "glDepthRange %f %f\n", nearval, farval);
626
627   ctx->Viewport.Near = (GLfloat) CLAMP( nearval, 0.0, 1.0 );
628   ctx->Viewport.Far = (GLfloat) CLAMP( farval, 0.0, 1.0 );
629   ctx->NewState |= _NEW_VIEWPORT;
630
631#if 1
632   /* XXX remove this someday.  Currently the DRI drivers rely on
633    * the WindowMap matrix being up to date in the driver's Viewport
634    * and DepthRange functions.
635    */
636   _math_matrix_viewport(&ctx->Viewport._WindowMap,
637                         ctx->Viewport.X, ctx->Viewport.Y,
638                         ctx->Viewport.Width, ctx->Viewport.Height,
639                         ctx->Viewport.Near, ctx->Viewport.Far,
640                         ctx->DrawBuffer->_DepthMaxF);
641#endif
642
643   if (ctx->Driver.DepthRange) {
644      (*ctx->Driver.DepthRange)( ctx, nearval, farval );
645   }
646}
647#endif
648
649
650
651/**********************************************************************/
652/** \name State management */
653/*@{*/
654
655
656/**
657 * Update the projection matrix stack.
658 *
659 * \param ctx GL context.
660 *
661 * Calls _math_matrix_analyse() with the top-matrix of the projection matrix
662 * stack, and recomputes user clip positions if necessary.
663 *
664 * \note This routine references __GLcontextRec::Tranform attribute values to
665 * compute userclip positions in clip space, but is only called on
666 * _NEW_PROJECTION.  The _mesa_ClipPlane() function keeps these values up to
667 * date across changes to the __GLcontextRec::Transform attributes.
668 */
669static void
670update_projection( GLcontext *ctx )
671{
672   _math_matrix_analyse( ctx->ProjectionMatrixStack.Top );
673
674#if FEATURE_userclip
675   /* Recompute clip plane positions in clipspace.  This is also done
676    * in _mesa_ClipPlane().
677    */
678   if (ctx->Transform.ClipPlanesEnabled) {
679      GLuint p;
680      for (p = 0; p < ctx->Const.MaxClipPlanes; p++) {
681	 if (ctx->Transform.ClipPlanesEnabled & (1 << p)) {
682	    _mesa_transform_vector( ctx->Transform._ClipUserPlane[p],
683				 ctx->Transform.EyeUserPlane[p],
684				 ctx->ProjectionMatrixStack.Top->inv );
685	 }
686      }
687   }
688#endif
689}
690
691
692/**
693 * Calculate the combined modelview-projection matrix.
694 *
695 * \param ctx GL context.
696 *
697 * Multiplies the top matrices of the projection and model view stacks into
698 * __GLcontextRec::_ModelProjectMatrix via _math_matrix_mul_matrix() and
699 * analyzes the resulting matrix via _math_matrix_analyse().
700 */
701static void
702calculate_model_project_matrix( GLcontext *ctx )
703{
704   _math_matrix_mul_matrix( &ctx->_ModelProjectMatrix,
705                            ctx->ProjectionMatrixStack.Top,
706                            ctx->ModelviewMatrixStack.Top );
707
708   _math_matrix_analyse( &ctx->_ModelProjectMatrix );
709}
710
711
712/**
713 * Updates the combined modelview-projection matrix.
714 *
715 * \param ctx GL context.
716 * \param new_state new state bit mask.
717 *
718 * If there is a new model view matrix then analyzes it. If there is a new
719 * projection matrix, updates it. Finally calls
720 * calculate_model_project_matrix() to recalculate the modelview-projection
721 * matrix.
722 */
723void _mesa_update_modelview_project( GLcontext *ctx, GLuint new_state )
724{
725   if (new_state & _NEW_MODELVIEW) {
726      _math_matrix_analyse( ctx->ModelviewMatrixStack.Top );
727
728      /* Bring cull position uptodate.
729       */
730      TRANSFORM_POINT3( ctx->Transform.CullObjPos,
731			ctx->ModelviewMatrixStack.Top->inv,
732			ctx->Transform.CullEyePos );
733   }
734
735
736   if (new_state & _NEW_PROJECTION)
737      update_projection( ctx );
738
739   /* Keep ModelviewProject uptodate always to allow tnl
740    * implementations that go model->clip even when eye is required.
741    */
742   calculate_model_project_matrix(ctx);
743}
744
745/*@}*/
746
747
748/**********************************************************************/
749/** Matrix stack initialization */
750/*@{*/
751
752
753/**
754 * Initialize a matrix stack.
755 *
756 * \param stack matrix stack.
757 * \param maxDepth maximum stack depth.
758 * \param dirtyFlag dirty flag.
759 *
760 * Allocates an array of \p maxDepth elements for the matrix stack and calls
761 * _math_matrix_ctr() and _math_matrix_alloc_inv() for each element to
762 * initialize it.
763 */
764static void
765init_matrix_stack( struct matrix_stack *stack,
766                   GLuint maxDepth, GLuint dirtyFlag )
767{
768   GLuint i;
769
770   stack->Depth = 0;
771   stack->MaxDepth = maxDepth;
772   stack->DirtyFlag = dirtyFlag;
773   /* The stack */
774   stack->Stack = (GLmatrix *) CALLOC(maxDepth * sizeof(GLmatrix));
775   for (i = 0; i < maxDepth; i++) {
776      _math_matrix_ctr(&stack->Stack[i]);
777      _math_matrix_alloc_inv(&stack->Stack[i]);
778   }
779   stack->Top = stack->Stack;
780}
781
782/**
783 * Free matrix stack.
784 *
785 * \param stack matrix stack.
786 *
787 * Calls _math_matrix_dtr() for each element of the matrix stack and
788 * frees the array.
789 */
790static void
791free_matrix_stack( struct matrix_stack *stack )
792{
793   GLuint i;
794   for (i = 0; i < stack->MaxDepth; i++) {
795      _math_matrix_dtr(&stack->Stack[i]);
796   }
797   FREE(stack->Stack);
798   stack->Stack = stack->Top = NULL;
799}
800
801/*@}*/
802
803
804/**********************************************************************/
805/** \name Initialization */
806/*@{*/
807
808
809/**
810 * Initialize the context matrix data.
811 *
812 * \param ctx GL context.
813 *
814 * Initializes each of the matrix stacks and the combined modelview-projection
815 * matrix.
816 */
817void _mesa_init_matrix( GLcontext * ctx )
818{
819   GLint i;
820
821   /* Initialize matrix stacks */
822   init_matrix_stack(&ctx->ModelviewMatrixStack, MAX_MODELVIEW_STACK_DEPTH,
823                     _NEW_MODELVIEW);
824   init_matrix_stack(&ctx->ProjectionMatrixStack, MAX_PROJECTION_STACK_DEPTH,
825                     _NEW_PROJECTION);
826   init_matrix_stack(&ctx->ColorMatrixStack, MAX_COLOR_STACK_DEPTH,
827                     _NEW_COLOR_MATRIX);
828   for (i = 0; i < MAX_TEXTURE_UNITS; i++)
829      init_matrix_stack(&ctx->TextureMatrixStack[i], MAX_TEXTURE_STACK_DEPTH,
830                        _NEW_TEXTURE_MATRIX);
831   for (i = 0; i < MAX_PROGRAM_MATRICES; i++)
832      init_matrix_stack(&ctx->ProgramMatrixStack[i],
833		        MAX_PROGRAM_MATRIX_STACK_DEPTH, _NEW_TRACK_MATRIX);
834   ctx->CurrentStack = &ctx->ModelviewMatrixStack;
835
836   /* Init combined Modelview*Projection matrix */
837   _math_matrix_ctr( &ctx->_ModelProjectMatrix );
838}
839
840
841/**
842 * Free the context matrix data.
843 *
844 * \param ctx GL context.
845 *
846 * Frees each of the matrix stacks and the combined modelview-projection
847 * matrix.
848 */
849void _mesa_free_matrix_data( GLcontext *ctx )
850{
851   GLint i;
852
853   free_matrix_stack(&ctx->ModelviewMatrixStack);
854   free_matrix_stack(&ctx->ProjectionMatrixStack);
855   free_matrix_stack(&ctx->ColorMatrixStack);
856   for (i = 0; i < MAX_TEXTURE_UNITS; i++)
857      free_matrix_stack(&ctx->TextureMatrixStack[i]);
858   for (i = 0; i < MAX_PROGRAM_MATRICES; i++)
859      free_matrix_stack(&ctx->ProgramMatrixStack[i]);
860   /* combined Modelview*Projection matrix */
861   _math_matrix_dtr( &ctx->_ModelProjectMatrix );
862
863}
864
865
866/**
867 * Initialize the context transform attribute group.
868 *
869 * \param ctx GL context.
870 *
871 * \todo Move this to a new file with other 'transform' routines.
872 */
873void _mesa_init_transform( GLcontext *ctx )
874{
875   GLint i;
876
877   /* Transformation group */
878   ctx->Transform.MatrixMode = GL_MODELVIEW;
879   ctx->Transform.Normalize = GL_FALSE;
880   ctx->Transform.RescaleNormals = GL_FALSE;
881   ctx->Transform.RasterPositionUnclipped = GL_FALSE;
882   for (i=0;i<MAX_CLIP_PLANES;i++) {
883      ASSIGN_4V( ctx->Transform.EyeUserPlane[i], 0.0, 0.0, 0.0, 0.0 );
884   }
885   ctx->Transform.ClipPlanesEnabled = 0;
886
887   ASSIGN_4V( ctx->Transform.CullObjPos, 0.0, 0.0, 1.0, 0.0 );
888   ASSIGN_4V( ctx->Transform.CullEyePos, 0.0, 0.0, 1.0, 0.0 );
889}
890
891
892/**
893 * Initialize the context viewport attribute group.
894 *
895 * \param ctx GL context.
896 *
897 * \todo Move this to a new file with other 'viewport' routines.
898 */
899void _mesa_init_viewport( GLcontext *ctx )
900{
901   GLfloat depthMax = 65535.0F; /* sorf of arbitrary */
902
903   /* Viewport group */
904   ctx->Viewport.X = 0;
905   ctx->Viewport.Y = 0;
906   ctx->Viewport.Width = 0;
907   ctx->Viewport.Height = 0;
908   ctx->Viewport.Near = 0.0;
909   ctx->Viewport.Far = 1.0;
910   _math_matrix_ctr(&ctx->Viewport._WindowMap);
911
912   _math_matrix_viewport(&ctx->Viewport._WindowMap, 0, 0, 0, 0,
913                         0.0F, 1.0F, depthMax);
914}
915
916
917/**
918 * Free the context viewport attribute group data.
919 *
920 * \param ctx GL context.
921 *
922 * \todo Move this to a new file with other 'viewport' routines.
923 */
924void _mesa_free_viewport_data( GLcontext *ctx )
925{
926   _math_matrix_dtr(&ctx->Viewport._WindowMap);
927}
928
929/*@}*/
930