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/* $Id: matrix.c,v 1.1 2003-02-28 11:42:03 pj 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 );
}
}