matrix.c revision b76f6d9557ff27140e18cf8aa2b57db8876d5d4d
1/* 2 * Mesa 3-D graphics library 3 * Version: 7.5 4 * 5 * Copyright (C) 1999-2008 Brian Paul All Rights Reserved. 6 * Copyright (C) 2009 VMware, Inc. All Rights Reserved. 7 * 8 * Permission is hereby granted, free of charge, to any person obtaining a 9 * copy of this software and associated documentation files (the "Software"), 10 * to deal in the Software without restriction, including without limitation 11 * the rights to use, copy, modify, merge, publish, distribute, sublicense, 12 * and/or sell copies of the Software, and to permit persons to whom the 13 * Software is furnished to do so, subject to the following conditions: 14 * 15 * The above copyright notice and this permission notice shall be included 16 * in all copies or substantial portions of the Software. 17 * 18 * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS 19 * OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, 20 * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL 21 * BRIAN PAUL BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN 22 * AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN 23 * CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. 24 */ 25 26 27/** 28 * \file matrix.c 29 * Matrix operations. 30 * 31 * \note 32 * -# 4x4 transformation matrices are stored in memory in column major order. 33 * -# Points/vertices are to be thought of as column vectors. 34 * -# Transformation of a point p by a matrix M is: p' = M * p 35 */ 36 37 38#include "glheader.h" 39#include "imports.h" 40#include "context.h" 41#include "enums.h" 42#include "macros.h" 43#include "matrix.h" 44#include "mtypes.h" 45#include "math/m_matrix.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 * __struct gl_contextRec::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 71 FLUSH_VERTICES(ctx, 0); 72 73 if (nearval <= 0.0 || 74 farval <= 0.0 || 75 nearval == farval || 76 left == right || 77 top == bottom) 78 { 79 _mesa_error( ctx, GL_INVALID_VALUE, "glFrustum" ); 80 return; 81 } 82 83 _math_matrix_frustum( ctx->CurrentStack->Top, 84 (GLfloat) left, (GLfloat) right, 85 (GLfloat) bottom, (GLfloat) top, 86 (GLfloat) nearval, (GLfloat) farval ); 87 ctx->NewState |= ctx->CurrentStack->DirtyFlag; 88} 89 90 91/** 92 * Apply an orthographic projection matrix. 93 * 94 * \param left left clipping plane coordinate. 95 * \param right right clipping plane coordinate. 96 * \param bottom bottom clipping plane coordinate. 97 * \param top top clipping plane coordinate. 98 * \param nearval distance to the near clipping plane. 99 * \param farval distance to the far clipping plane. 100 * 101 * \sa glOrtho(). 102 * 103 * Flushes vertices and validates parameters. Calls _math_matrix_ortho() with 104 * the top matrix of the current matrix stack and sets 105 * __struct gl_contextRec::NewState. 106 */ 107void GLAPIENTRY 108_mesa_Ortho( GLdouble left, GLdouble right, 109 GLdouble bottom, GLdouble top, 110 GLdouble nearval, GLdouble farval ) 111{ 112 GET_CURRENT_CONTEXT(ctx); 113 114 FLUSH_VERTICES(ctx, 0); 115 116 if (MESA_VERBOSE & VERBOSE_API) 117 _mesa_debug(ctx, "glOrtho(%f, %f, %f, %f, %f, %f)\n", 118 left, right, bottom, top, nearval, farval); 119 120 if (left == right || 121 bottom == top || 122 nearval == farval) 123 { 124 _mesa_error( ctx, GL_INVALID_VALUE, "glOrtho" ); 125 return; 126 } 127 128 _math_matrix_ortho( ctx->CurrentStack->Top, 129 (GLfloat) left, (GLfloat) right, 130 (GLfloat) bottom, (GLfloat) top, 131 (GLfloat) nearval, (GLfloat) farval ); 132 ctx->NewState |= ctx->CurrentStack->DirtyFlag; 133} 134 135 136/** 137 * Set the current matrix stack. 138 * 139 * \param mode matrix stack. 140 * 141 * \sa glMatrixMode(). 142 * 143 * Flushes the vertices, validates the parameter and updates 144 * __struct gl_contextRec::CurrentStack and gl_transform_attrib::MatrixMode 145 * with the specified matrix stack. 146 */ 147void GLAPIENTRY 148_mesa_MatrixMode( GLenum mode ) 149{ 150 GET_CURRENT_CONTEXT(ctx); 151 152 if (ctx->Transform.MatrixMode == mode && mode != GL_TEXTURE) 153 return; 154 FLUSH_VERTICES(ctx, _NEW_TRANSFORM); 155 156 switch (mode) { 157 case GL_MODELVIEW: 158 ctx->CurrentStack = &ctx->ModelviewMatrixStack; 159 break; 160 case GL_PROJECTION: 161 ctx->CurrentStack = &ctx->ProjectionMatrixStack; 162 break; 163 case GL_TEXTURE: 164 /* This error check is disabled because if we're called from 165 * glPopAttrib() when the active texture unit is >= MaxTextureCoordUnits 166 * we'll generate an unexpected error. 167 * From the GL_ARB_vertex_shader spec it sounds like we should instead 168 * do error checking in other places when we actually try to access 169 * texture matrices beyond MaxTextureCoordUnits. 170 */ 171#if 0 172 if (ctx->Texture.CurrentUnit >= ctx->Const.MaxTextureCoordUnits) { 173 _mesa_error(ctx, GL_INVALID_OPERATION, 174 "glMatrixMode(invalid tex unit %d)", 175 ctx->Texture.CurrentUnit); 176 return; 177 } 178#endif 179 ASSERT(ctx->Texture.CurrentUnit < Elements(ctx->TextureMatrixStack)); 180 ctx->CurrentStack = &ctx->TextureMatrixStack[ctx->Texture.CurrentUnit]; 181 break; 182 case GL_MATRIX0_ARB: 183 case GL_MATRIX1_ARB: 184 case GL_MATRIX2_ARB: 185 case GL_MATRIX3_ARB: 186 case GL_MATRIX4_ARB: 187 case GL_MATRIX5_ARB: 188 case GL_MATRIX6_ARB: 189 case GL_MATRIX7_ARB: 190 if (ctx->API == API_OPENGL_COMPAT 191 && (ctx->Extensions.ARB_vertex_program || 192 ctx->Extensions.ARB_fragment_program)) { 193 const GLuint m = mode - GL_MATRIX0_ARB; 194 if (m > ctx->Const.MaxProgramMatrices) { 195 _mesa_error(ctx, GL_INVALID_ENUM, 196 "glMatrixMode(GL_MATRIX%d_ARB)", m); 197 return; 198 } 199 ctx->CurrentStack = &ctx->ProgramMatrixStack[m]; 200 } 201 else { 202 _mesa_error( ctx, GL_INVALID_ENUM, "glMatrixMode(mode)" ); 203 return; 204 } 205 break; 206 default: 207 _mesa_error( ctx, GL_INVALID_ENUM, "glMatrixMode(mode)" ); 208 return; 209 } 210 211 ctx->Transform.MatrixMode = mode; 212} 213 214 215/** 216 * Push the current matrix stack. 217 * 218 * \sa glPushMatrix(). 219 * 220 * Verifies the current matrix stack is not full, and duplicates the top-most 221 * matrix in the stack. 222 * Marks __struct gl_contextRec::NewState with the stack dirty flag. 223 */ 224void GLAPIENTRY 225_mesa_PushMatrix( void ) 226{ 227 GET_CURRENT_CONTEXT(ctx); 228 struct gl_matrix_stack *stack = ctx->CurrentStack; 229 230 if (MESA_VERBOSE&VERBOSE_API) 231 _mesa_debug(ctx, "glPushMatrix %s\n", 232 _mesa_lookup_enum_by_nr(ctx->Transform.MatrixMode)); 233 234 if (stack->Depth + 1 >= stack->MaxDepth) { 235 if (ctx->Transform.MatrixMode == GL_TEXTURE) { 236 _mesa_error(ctx, GL_STACK_OVERFLOW, 237 "glPushMatrix(mode=GL_TEXTURE, unit=%d)", 238 ctx->Texture.CurrentUnit); 239 } 240 else { 241 _mesa_error(ctx, GL_STACK_OVERFLOW, "glPushMatrix(mode=%s)", 242 _mesa_lookup_enum_by_nr(ctx->Transform.MatrixMode)); 243 } 244 return; 245 } 246 _math_matrix_copy( &stack->Stack[stack->Depth + 1], 247 &stack->Stack[stack->Depth] ); 248 stack->Depth++; 249 stack->Top = &(stack->Stack[stack->Depth]); 250 ctx->NewState |= stack->DirtyFlag; 251} 252 253 254/** 255 * Pop the current matrix stack. 256 * 257 * \sa glPopMatrix(). 258 * 259 * Flushes the vertices, verifies the current matrix stack is not empty, and 260 * moves the stack head down. 261 * Marks __struct gl_contextRec::NewState with the dirty stack flag. 262 */ 263void GLAPIENTRY 264_mesa_PopMatrix( void ) 265{ 266 GET_CURRENT_CONTEXT(ctx); 267 struct gl_matrix_stack *stack = ctx->CurrentStack; 268 269 FLUSH_VERTICES(ctx, 0); 270 271 if (MESA_VERBOSE&VERBOSE_API) 272 _mesa_debug(ctx, "glPopMatrix %s\n", 273 _mesa_lookup_enum_by_nr(ctx->Transform.MatrixMode)); 274 275 if (stack->Depth == 0) { 276 if (ctx->Transform.MatrixMode == GL_TEXTURE) { 277 _mesa_error(ctx, GL_STACK_UNDERFLOW, 278 "glPopMatrix(mode=GL_TEXTURE, unit=%d)", 279 ctx->Texture.CurrentUnit); 280 } 281 else { 282 _mesa_error(ctx, GL_STACK_UNDERFLOW, "glPopMatrix(mode=%s)", 283 _mesa_lookup_enum_by_nr(ctx->Transform.MatrixMode)); 284 } 285 return; 286 } 287 stack->Depth--; 288 stack->Top = &(stack->Stack[stack->Depth]); 289 ctx->NewState |= stack->DirtyFlag; 290} 291 292 293/** 294 * Replace the current matrix with the identity matrix. 295 * 296 * \sa glLoadIdentity(). 297 * 298 * Flushes the vertices and calls _math_matrix_set_identity() with the 299 * top-most matrix in the current stack. 300 * Marks __struct gl_contextRec::NewState with the stack dirty flag. 301 */ 302void GLAPIENTRY 303_mesa_LoadIdentity( void ) 304{ 305 GET_CURRENT_CONTEXT(ctx); 306 307 FLUSH_VERTICES(ctx, 0); 308 309 if (MESA_VERBOSE & VERBOSE_API) 310 _mesa_debug(ctx, "glLoadIdentity()\n"); 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 325 * matrix in the current stack and the given matrix. 326 * Marks __struct gl_contextRec::NewState 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 FLUSH_VERTICES(ctx, 0); 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 * __struct gl_contextRec::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]); 370 371 FLUSH_VERTICES(ctx, 0); 372 _math_matrix_mul_floats( ctx->CurrentStack->Top, m ); 373 ctx->NewState |= ctx->CurrentStack->DirtyFlag; 374} 375 376 377/** 378 * Multiply the current matrix with a rotation matrix. 379 * 380 * \param angle angle of rotation, in degrees. 381 * \param x rotation vector x coordinate. 382 * \param y rotation vector y coordinate. 383 * \param z rotation vector z coordinate. 384 * 385 * \sa glRotatef(). 386 * 387 * Flushes the vertices and calls _math_matrix_rotate() with the top-most 388 * matrix in the current stack and the given parameters. Marks 389 * __struct gl_contextRec::NewState with the dirty stack flag. 390 */ 391void GLAPIENTRY 392_mesa_Rotatef( GLfloat angle, GLfloat x, GLfloat y, GLfloat z ) 393{ 394 GET_CURRENT_CONTEXT(ctx); 395 396 FLUSH_VERTICES(ctx, 0); 397 if (angle != 0.0F) { 398 _math_matrix_rotate( ctx->CurrentStack->Top, angle, x, y, z); 399 ctx->NewState |= ctx->CurrentStack->DirtyFlag; 400 } 401} 402 403 404/** 405 * Multiply the current matrix with a general scaling matrix. 406 * 407 * \param x x axis scale factor. 408 * \param y y axis scale factor. 409 * \param z z axis scale factor. 410 * 411 * \sa glScalef(). 412 * 413 * Flushes the vertices and calls _math_matrix_scale() with the top-most 414 * matrix in the current stack and the given parameters. Marks 415 * __struct gl_contextRec::NewState with the dirty stack flag. 416 */ 417void GLAPIENTRY 418_mesa_Scalef( GLfloat x, GLfloat y, GLfloat z ) 419{ 420 GET_CURRENT_CONTEXT(ctx); 421 422 FLUSH_VERTICES(ctx, 0); 423 _math_matrix_scale( ctx->CurrentStack->Top, x, y, z); 424 ctx->NewState |= ctx->CurrentStack->DirtyFlag; 425} 426 427 428/** 429 * Multiply the current matrix with a translation matrix. 430 * 431 * \param x translation vector x coordinate. 432 * \param y translation vector y coordinate. 433 * \param z translation vector z coordinate. 434 * 435 * \sa glTranslatef(). 436 * 437 * Flushes the vertices and calls _math_matrix_translate() with the top-most 438 * matrix in the current stack and the given parameters. Marks 439 * __struct gl_contextRec::NewState with the dirty stack flag. 440 */ 441void GLAPIENTRY 442_mesa_Translatef( GLfloat x, GLfloat y, GLfloat z ) 443{ 444 GET_CURRENT_CONTEXT(ctx); 445 446 FLUSH_VERTICES(ctx, 0); 447 _math_matrix_translate( ctx->CurrentStack->Top, x, y, z); 448 ctx->NewState |= ctx->CurrentStack->DirtyFlag; 449} 450 451 452void GLAPIENTRY 453_mesa_LoadMatrixd( const GLdouble *m ) 454{ 455 GLint i; 456 GLfloat f[16]; 457 if (!m) return; 458 for (i = 0; i < 16; i++) 459 f[i] = (GLfloat) m[i]; 460 _mesa_LoadMatrixf(f); 461} 462 463void GLAPIENTRY 464_mesa_MultMatrixd( const GLdouble *m ) 465{ 466 GLint i; 467 GLfloat f[16]; 468 if (!m) return; 469 for (i = 0; i < 16; i++) 470 f[i] = (GLfloat) m[i]; 471 _mesa_MultMatrixf( f ); 472} 473 474 475void GLAPIENTRY 476_mesa_Rotated( GLdouble angle, GLdouble x, GLdouble y, GLdouble z ) 477{ 478 _mesa_Rotatef((GLfloat) angle, (GLfloat) x, (GLfloat) y, (GLfloat) z); 479} 480 481 482void GLAPIENTRY 483_mesa_Scaled( GLdouble x, GLdouble y, GLdouble z ) 484{ 485 _mesa_Scalef((GLfloat) x, (GLfloat) y, (GLfloat) z); 486} 487 488 489void GLAPIENTRY 490_mesa_Translated( GLdouble x, GLdouble y, GLdouble z ) 491{ 492 _mesa_Translatef((GLfloat) x, (GLfloat) y, (GLfloat) z); 493} 494 495 496void GLAPIENTRY 497_mesa_LoadTransposeMatrixf( const GLfloat *m ) 498{ 499 GLfloat tm[16]; 500 if (!m) return; 501 _math_transposef(tm, m); 502 _mesa_LoadMatrixf(tm); 503} 504 505 506void GLAPIENTRY 507_mesa_LoadTransposeMatrixd( const GLdouble *m ) 508{ 509 GLfloat tm[16]; 510 if (!m) return; 511 _math_transposefd(tm, m); 512 _mesa_LoadMatrixf(tm); 513} 514 515 516void GLAPIENTRY 517_mesa_MultTransposeMatrixf( const GLfloat *m ) 518{ 519 GLfloat tm[16]; 520 if (!m) return; 521 _math_transposef(tm, m); 522 _mesa_MultMatrixf(tm); 523} 524 525 526void GLAPIENTRY 527_mesa_MultTransposeMatrixd( const GLdouble *m ) 528{ 529 GLfloat tm[16]; 530 if (!m) return; 531 _math_transposefd(tm, m); 532 _mesa_MultMatrixf(tm); 533} 534 535 536 537/**********************************************************************/ 538/** \name State management */ 539/*@{*/ 540 541 542/** 543 * Update the projection matrix stack. 544 * 545 * \param ctx GL context. 546 * 547 * Calls _math_matrix_analyse() with the top-matrix of the projection matrix 548 * stack, and recomputes user clip positions if necessary. 549 * 550 * \note This routine references __struct gl_contextRec::Tranform attribute 551 * values to compute userclip positions in clip space, but is only called on 552 * _NEW_PROJECTION. The _mesa_ClipPlane() function keeps these values up to 553 * date across changes to the __struct gl_contextRec::Transform attributes. 554 */ 555static void 556update_projection( struct gl_context *ctx ) 557{ 558 _math_matrix_analyse( ctx->ProjectionMatrixStack.Top ); 559 560 /* Recompute clip plane positions in clipspace. This is also done 561 * in _mesa_ClipPlane(). 562 */ 563 if (ctx->Transform.ClipPlanesEnabled) { 564 GLuint p; 565 for (p = 0; p < ctx->Const.MaxClipPlanes; p++) { 566 if (ctx->Transform.ClipPlanesEnabled & (1 << p)) { 567 _mesa_transform_vector( ctx->Transform._ClipUserPlane[p], 568 ctx->Transform.EyeUserPlane[p], 569 ctx->ProjectionMatrixStack.Top->inv ); 570 } 571 } 572 } 573} 574 575 576/** 577 * Calculate the combined modelview-projection matrix. 578 * 579 * \param ctx GL context. 580 * 581 * Multiplies the top matrices of the projection and model view stacks into 582 * __struct gl_contextRec::_ModelProjectMatrix via _math_matrix_mul_matrix() 583 * and analyzes the resulting matrix via _math_matrix_analyse(). 584 */ 585static void 586calculate_model_project_matrix( struct gl_context *ctx ) 587{ 588 _math_matrix_mul_matrix( &ctx->_ModelProjectMatrix, 589 ctx->ProjectionMatrixStack.Top, 590 ctx->ModelviewMatrixStack.Top ); 591 592 _math_matrix_analyse( &ctx->_ModelProjectMatrix ); 593} 594 595 596/** 597 * Updates the combined modelview-projection matrix. 598 * 599 * \param ctx GL context. 600 * \param new_state new state bit mask. 601 * 602 * If there is a new model view matrix then analyzes it. If there is a new 603 * projection matrix, updates it. Finally calls 604 * calculate_model_project_matrix() to recalculate the modelview-projection 605 * matrix. 606 */ 607void _mesa_update_modelview_project( struct gl_context *ctx, GLuint new_state ) 608{ 609 if (new_state & _NEW_MODELVIEW) { 610 _math_matrix_analyse( ctx->ModelviewMatrixStack.Top ); 611 612 /* Bring cull position up to date. 613 */ 614 TRANSFORM_POINT3( ctx->Transform.CullObjPos, 615 ctx->ModelviewMatrixStack.Top->inv, 616 ctx->Transform.CullEyePos ); 617 } 618 619 620 if (new_state & _NEW_PROJECTION) 621 update_projection( ctx ); 622 623 /* Keep ModelviewProject up to date always to allow tnl 624 * implementations that go model->clip even when eye is required. 625 */ 626 calculate_model_project_matrix(ctx); 627} 628 629/*@}*/ 630 631 632/**********************************************************************/ 633/** Matrix stack initialization */ 634/*@{*/ 635 636 637/** 638 * Initialize a matrix stack. 639 * 640 * \param stack matrix stack. 641 * \param maxDepth maximum stack depth. 642 * \param dirtyFlag dirty flag. 643 * 644 * Allocates an array of \p maxDepth elements for the matrix stack and calls 645 * _math_matrix_ctr() for each element to initialize it. 646 */ 647static void 648init_matrix_stack( struct gl_matrix_stack *stack, 649 GLuint maxDepth, GLuint dirtyFlag ) 650{ 651 GLuint i; 652 653 stack->Depth = 0; 654 stack->MaxDepth = maxDepth; 655 stack->DirtyFlag = dirtyFlag; 656 /* The stack */ 657 stack->Stack = calloc(maxDepth, sizeof(GLmatrix)); 658 for (i = 0; i < maxDepth; i++) { 659 _math_matrix_ctr(&stack->Stack[i]); 660 } 661 stack->Top = stack->Stack; 662} 663 664/** 665 * Free matrix stack. 666 * 667 * \param stack matrix stack. 668 * 669 * Calls _math_matrix_dtr() for each element of the matrix stack and 670 * frees the array. 671 */ 672static void 673free_matrix_stack( struct gl_matrix_stack *stack ) 674{ 675 GLuint i; 676 for (i = 0; i < stack->MaxDepth; i++) { 677 _math_matrix_dtr(&stack->Stack[i]); 678 } 679 free(stack->Stack); 680 stack->Stack = stack->Top = NULL; 681} 682 683/*@}*/ 684 685 686/**********************************************************************/ 687/** \name Initialization */ 688/*@{*/ 689 690 691/** 692 * Initialize the context matrix data. 693 * 694 * \param ctx GL context. 695 * 696 * Initializes each of the matrix stacks and the combined modelview-projection 697 * matrix. 698 */ 699void _mesa_init_matrix( struct gl_context * ctx ) 700{ 701 GLint i; 702 703 /* Initialize matrix stacks */ 704 init_matrix_stack(&ctx->ModelviewMatrixStack, MAX_MODELVIEW_STACK_DEPTH, 705 _NEW_MODELVIEW); 706 init_matrix_stack(&ctx->ProjectionMatrixStack, MAX_PROJECTION_STACK_DEPTH, 707 _NEW_PROJECTION); 708 for (i = 0; i < Elements(ctx->TextureMatrixStack); i++) 709 init_matrix_stack(&ctx->TextureMatrixStack[i], MAX_TEXTURE_STACK_DEPTH, 710 _NEW_TEXTURE_MATRIX); 711 for (i = 0; i < Elements(ctx->ProgramMatrixStack); i++) 712 init_matrix_stack(&ctx->ProgramMatrixStack[i], 713 MAX_PROGRAM_MATRIX_STACK_DEPTH, _NEW_TRACK_MATRIX); 714 ctx->CurrentStack = &ctx->ModelviewMatrixStack; 715 716 /* Init combined Modelview*Projection matrix */ 717 _math_matrix_ctr( &ctx->_ModelProjectMatrix ); 718} 719 720 721/** 722 * Free the context matrix data. 723 * 724 * \param ctx GL context. 725 * 726 * Frees each of the matrix stacks and the combined modelview-projection 727 * matrix. 728 */ 729void _mesa_free_matrix_data( struct gl_context *ctx ) 730{ 731 GLint i; 732 733 free_matrix_stack(&ctx->ModelviewMatrixStack); 734 free_matrix_stack(&ctx->ProjectionMatrixStack); 735 for (i = 0; i < Elements(ctx->TextureMatrixStack); i++) 736 free_matrix_stack(&ctx->TextureMatrixStack[i]); 737 for (i = 0; i < Elements(ctx->ProgramMatrixStack); i++) 738 free_matrix_stack(&ctx->ProgramMatrixStack[i]); 739 /* combined Modelview*Projection matrix */ 740 _math_matrix_dtr( &ctx->_ModelProjectMatrix ); 741 742} 743 744 745/** 746 * Initialize the context transform attribute group. 747 * 748 * \param ctx GL context. 749 * 750 * \todo Move this to a new file with other 'transform' routines. 751 */ 752void _mesa_init_transform( struct gl_context *ctx ) 753{ 754 GLuint i; 755 756 /* Transformation group */ 757 ctx->Transform.MatrixMode = GL_MODELVIEW; 758 ctx->Transform.Normalize = GL_FALSE; 759 ctx->Transform.RescaleNormals = GL_FALSE; 760 ctx->Transform.RasterPositionUnclipped = GL_FALSE; 761 for (i=0;i<ctx->Const.MaxClipPlanes;i++) { 762 ASSIGN_4V( ctx->Transform.EyeUserPlane[i], 0.0, 0.0, 0.0, 0.0 ); 763 } 764 ctx->Transform.ClipPlanesEnabled = 0; 765 766 ASSIGN_4V( ctx->Transform.CullObjPos, 0.0, 0.0, 1.0, 0.0 ); 767 ASSIGN_4V( ctx->Transform.CullEyePos, 0.0, 0.0, 1.0, 0.0 ); 768} 769 770 771/*@}*/ 772