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