📄 matrix.c
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_mesa_Rotated( GLdouble angle, GLdouble x, GLdouble y, GLdouble z )
{
_mesa_Rotatef((GLfloat) angle, (GLfloat) x, (GLfloat) y, (GLfloat) z);
}
void GLAPIENTRY
_mesa_Scaled( GLdouble x, GLdouble y, GLdouble z )
{
_mesa_Scalef((GLfloat) x, (GLfloat) y, (GLfloat) z);
}
void GLAPIENTRY
_mesa_Translated( GLdouble x, GLdouble y, GLdouble z )
{
_mesa_Translatef((GLfloat) x, (GLfloat) y, (GLfloat) z);
}
#endif
#if _HAVE_FULL_GL
void GLAPIENTRY
_mesa_LoadTransposeMatrixfARB( const GLfloat *m )
{
GLfloat tm[16];
if (!m) return;
_math_transposef(tm, m);
_mesa_LoadMatrixf(tm);
}
void GLAPIENTRY
_mesa_LoadTransposeMatrixdARB( const GLdouble *m )
{
GLfloat tm[16];
if (!m) return;
_math_transposefd(tm, m);
_mesa_LoadMatrixf(tm);
}
void GLAPIENTRY
_mesa_MultTransposeMatrixfARB( const GLfloat *m )
{
GLfloat tm[16];
if (!m) return;
_math_transposef(tm, m);
_mesa_MultMatrixf(tm);
}
void GLAPIENTRY
_mesa_MultTransposeMatrixdARB( const GLdouble *m )
{
GLfloat tm[16];
if (!m) return;
_math_transposefd(tm, m);
_mesa_MultMatrixf(tm);
}
#endif
/**
* Set the viewport.
*
* \param x, y coordinates of the lower-left corner of the viewport rectangle.
* \param width width of the viewport rectangle.
* \param height height of the viewport rectangle.
*
* \sa Called via glViewport() or display list execution.
*
* Flushes the vertices and calls _mesa_set_viewport() with the given
* parameters.
*/
void GLAPIENTRY
_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);
}
/**
* Set new viewport parameters and update derived state (the _WindowMap
* matrix). Usually called from _mesa_Viewport().
*
* \param ctx GL context.
* \param x, y coordinates of the lower left corner of the viewport rectangle.
* \param width width of the viewport rectangle.
* \param height height of the viewport rectangle.
*
* Verifies the parameters, clamps them to the implementation dependent range
* and updates __GLcontextRec::Viewport. Computes the scale and bias values for
* the drivers and notifies the driver via the dd_function_table::Viewport
* callback.
*/
void
_mesa_set_viewport( GLcontext *ctx, GLint x, GLint y,
GLsizei width, GLsizei height )
{
const GLfloat depthMax = ctx->DrawBuffer->_DepthMaxF;
const GLfloat n = ctx->Viewport.Near;
const GLfloat f = ctx->Viewport.Far;
ASSERT(depthMax > 0);
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, ctx->Const.MaxViewportWidth );
height = CLAMP( height, 1, ctx->Const.MaxViewportHeight );
/* Save viewport */
ctx->Viewport.X = x;
ctx->Viewport.Width = width;
ctx->Viewport.Y = y;
ctx->Viewport.Height = height;
/* XXX send transposed width/height to Driver.Viewport() below??? */
if (ctx->_RotateMode) {
GLint tmp, tmps;
tmp = x; x = y; y = tmp;
tmps = width; width = height; height = tmps;
}
/* Compute scale and bias values. This is really driver-specific
* and should be maintained elsewhere if at all.
* NOTE: RasterPos uses this.
*/
_math_matrix_viewport(&ctx->Viewport._WindowMap, x, y, width, height,
n, f, depthMax);
ctx->NewState |= _NEW_VIEWPORT;
if (ctx->Driver.Viewport) {
/* Many drivers will use this call to check for window size changes
* and reallocate the z/stencil/accum/etc buffers if needed.
*/
(*ctx->Driver.Viewport)( ctx, x, y, width, height );
}
}
#if _HAVE_FULL_GL
void GLAPIENTRY
_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 depthMax;
GLfloat n, f;
GET_CURRENT_CONTEXT(ctx);
ASSERT_OUTSIDE_BEGIN_END_AND_FLUSH(ctx);
depthMax = ctx->DrawBuffer->_DepthMaxF;
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] = depthMax * ((f - n) / 2.0F);
ctx->Viewport._WindowMap.m[MAT_TZ] = depthMax * ((f - n) / 2.0F + n);
ctx->NewState |= _NEW_VIEWPORT;
if (ctx->Driver.DepthRange) {
(*ctx->Driver.DepthRange)( ctx, nearval, farval );
}
}
#endif
/**********************************************************************/
/** \name State management */
/*@{*/
/**
* Update the projection matrix stack.
*
* \param ctx GL context.
*
* Calls _math_matrix_analyse() with the top-matrix of the projection matrix
* stack, and recomputes user clip positions if necessary.
*
* \note This routine references __GLcontextRec::Tranform attribute values to
* compute userclip positions in clip space, but is only called on
* _NEW_PROJECTION. The _mesa_ClipPlane() function keeps these values up to
* date across changes to the __GLcontextRec::Transform attributes.
*/
static void
update_projection( GLcontext *ctx )
{
_math_matrix_analyse( ctx->ProjectionMatrixStack.Top );
#if FEATURE_userclip
/* Recompute clip plane positions in clipspace. This is also done
* in _mesa_ClipPlane().
*/
if (ctx->Transform.ClipPlanesEnabled) {
GLuint p;
for (p = 0; p < ctx->Const.MaxClipPlanes; p++) {
if (ctx->Transform.ClipPlanesEnabled & (1 << p)) {
_mesa_transform_vector( ctx->Transform._ClipUserPlane[p],
ctx->Transform.EyeUserPlane[p],
ctx->ProjectionMatrixStack.Top->inv );
}
}
}
#endif
}
/**
* Calculate the combined modelview-projection matrix.
*
* \param ctx GL context.
*
* Multiplies the top matrices of the projection and model view stacks into
* __GLcontextRec::_ModelProjectMatrix via _math_matrix_mul_matrix() and
* analyzes the resulting matrix via _math_matrix_analyse().
*/
static void
calculate_model_project_matrix( GLcontext *ctx )
{
_math_matrix_mul_matrix( &ctx->_ModelProjectMatrix,
ctx->ProjectionMatrixStack.Top,
ctx->ModelviewMatrixStack.Top );
_math_matrix_analyse( &ctx->_ModelProjectMatrix );
}
/**
* Updates the combined modelview-projection matrix.
*
* \param ctx GL context.
* \param new_state new state bit mask.
*
* If there is a new model view matrix then analyzes it. If there is a new
* projection matrix, updates it. Finally calls
* calculate_model_project_matrix() to recalculate the modelview-projection
* matrix.
*/
void _mesa_update_modelview_project( GLcontext *ctx, GLuint new_state )
{
if (new_state & _NEW_MODELVIEW) {
_math_matrix_analyse( ctx->ModelviewMatrixStack.Top );
/* Bring cull position uptodate.
*/
TRANSFORM_POINT3( ctx->Transform.CullObjPos,
ctx->ModelviewMatrixStack.Top->inv,
ctx->Transform.CullEyePos );
}
if (new_state & _NEW_PROJECTION)
update_projection( ctx );
/* Keep ModelviewProject uptodate always to allow tnl
* implementations that go model->clip even when eye is required.
*/
calculate_model_project_matrix(ctx);
}
/*@}*/
/**********************************************************************/
/** Matrix stack initialization */
/*@{*/
/**
* Initialize a matrix stack.
*
* \param stack matrix stack.
* \param maxDepth maximum stack depth.
* \param dirtyFlag dirty flag.
*
* Allocates an array of \p maxDepth elements for the matrix stack and calls
* _math_matrix_ctr() and _math_matrix_alloc_inv() for each element to
* initialize it.
*/
static void
init_matrix_stack( struct matrix_stack *stack,
GLuint maxDepth, GLuint dirtyFlag )
{
GLuint i;
stack->Depth = 0;
stack->MaxDepth = maxDepth;
stack->DirtyFlag = dirtyFlag;
/* The stack */
stack->Stack = (GLmatrix *) CALLOC(maxDepth * sizeof(GLmatrix));
for (i = 0; i < maxDepth; i++) {
_math_matrix_ctr(&stack->Stack[i]);
_math_matrix_alloc_inv(&stack->Stack[i]);
}
stack->Top = stack->Stack;
}
/**
* Free matrix stack.
*
* \param stack matrix stack.
*
* Calls _math_matrix_dtr() for each element of the matrix stack and
* frees the array.
*/
static void
free_matrix_stack( struct matrix_stack *stack )
{
GLuint i;
for (i = 0; i < stack->MaxDepth; i++) {
_math_matrix_dtr(&stack->Stack[i]);
}
FREE(stack->Stack);
stack->Stack = stack->Top = NULL;
}
/*@}*/
/**********************************************************************/
/** \name Initialization */
/*@{*/
/**
* Initialize the context matrix data.
*
* \param ctx GL context.
*
* Initializes each of the matrix stacks and the combined modelview-projection
* matrix.
*/
void _mesa_init_matrix( GLcontext * ctx )
{
GLint i;
/* Initialize matrix stacks */
init_matrix_stack(&ctx->ModelviewMatrixStack, MAX_MODELVIEW_STACK_DEPTH,
_NEW_MODELVIEW);
init_matrix_stack(&ctx->ProjectionMatrixStack, MAX_PROJECTION_STACK_DEPTH,
_NEW_PROJECTION);
init_matrix_stack(&ctx->ColorMatrixStack, MAX_COLOR_STACK_DEPTH,
_NEW_COLOR_MATRIX);
for (i = 0; i < MAX_TEXTURE_UNITS; i++)
init_matrix_stack(&ctx->TextureMatrixStack[i], MAX_TEXTURE_STACK_DEPTH,
_NEW_TEXTURE_MATRIX);
for (i = 0; i < MAX_PROGRAM_MATRICES; i++)
init_matrix_stack(&ctx->ProgramMatrixStack[i],
MAX_PROGRAM_MATRIX_STACK_DEPTH, _NEW_TRACK_MATRIX);
ctx->CurrentStack = &ctx->ModelviewMatrixStack;
/* Init combined Modelview*Projection matrix */
_math_matrix_ctr( &ctx->_ModelProjectMatrix );
}
/**
* Free the context matrix data.
*
* \param ctx GL context.
*
* Frees each of the matrix stacks and the combined modelview-projection
* matrix.
*/
void _mesa_free_matrix_data( GLcontext *ctx )
{
GLint i;
free_matrix_stack(&ctx->ModelviewMatrixStack);
free_matrix_stack(&ctx->ProjectionMatrixStack);
free_matrix_stack(&ctx->ColorMatrixStack);
for (i = 0; i < MAX_TEXTURE_UNITS; i++)
free_matrix_stack(&ctx->TextureMatrixStack[i]);
for (i = 0; i < MAX_PROGRAM_MATRICES; i++)
free_matrix_stack(&ctx->ProgramMatrixStack[i]);
/* combined Modelview*Projection matrix */
_math_matrix_dtr( &ctx->_ModelProjectMatrix );
}
/**
* Initialize the context transform attribute group.
*
* \param ctx GL context.
*
* \todo Move this to a new file with other 'transform' routines.
*/
void _mesa_init_transform( GLcontext *ctx )
{
GLint i;
/* Transformation group */
ctx->Transform.MatrixMode = GL_MODELVIEW;
ctx->Transform.Normalize = GL_FALSE;
ctx->Transform.RescaleNormals = GL_FALSE;
ctx->Transform.RasterPositionUnclipped = GL_FALSE;
for (i=0;i<MAX_CLIP_PLANES;i++) {
ASSIGN_4V( ctx->Transform.EyeUserPlane[i], 0.0, 0.0, 0.0, 0.0 );
}
ctx->Transform.ClipPlanesEnabled = 0;
ASSIGN_4V( ctx->Transform.CullObjPos, 0.0, 0.0, 1.0, 0.0 );
ASSIGN_4V( ctx->Transform.CullEyePos, 0.0, 0.0, 1.0, 0.0 );
}
/**
* Initialize the context viewport attribute group.
*
* \param ctx GL context.
*
* \todo Move this to a new file with other 'viewport' routines.
*/
void _mesa_init_viewport( GLcontext *ctx )
{
GLfloat depthMax = 65535.0F; /* sorf of arbitrary */
/* Viewport group */
ctx->Viewport.X = 0;
ctx->Viewport.Y = 0;
ctx->Viewport.Width = 0;
ctx->Viewport.Height = 0;
ctx->Viewport.Near = 0.0;
ctx->Viewport.Far = 1.0;
_math_matrix_ctr(&ctx->Viewport._WindowMap);
_math_matrix_viewport(&ctx->Viewport._WindowMap, 0, 0, 0, 0,
0.0F, 1.0F, depthMax);
}
/**
* Free the context viewport attribute group data.
*
* \param ctx GL context.
*
* \todo Move this to a new file with other 'viewport' routines.
*/
void _mesa_free_viewport_data( GLcontext *ctx )
{
_math_matrix_dtr(&ctx->Viewport._WindowMap);
}
/*@}*/
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