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📄 matrix.c

📁 这是一个开放源代码的与WINNT/WIN2K/WIN2003兼容的操作系统
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/*
 * Mesa 3-D graphics library
 * Version:  6.3
 *
 * Copyright (C) 1999-2005  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.
 */


/**
 * \file matrix.c
 * Matrix operations.
 *
 * \note
 * -# 4x4 transformation matrices are stored in memory in column major order.
 * -# Points/vertices are to be thought of as column vectors.
 * -# Transformation of a point p by a matrix M is: p' = M * p
 */


#include "glheader.h"
#include "imports.h"
#include "context.h"
#include "enums.h"
#include "macros.h"
#include "matrix.h"
#include "mtypes.h"
#include "math/m_matrix.h"
#include "math/m_xform.h"


/**
 * Apply a perspective projection matrix.
 *
 * \param left left clipping plane coordinate.
 * \param right right clipping plane coordinate.
 * \param bottom bottom clipping plane coordinate.
 * \param top top clipping plane coordinate.
 * \param nearval distance to the near clipping plane.
 * \param farval distance to the far clipping plane.
 *
 * \sa glFrustum().
 *
 * Flushes vertices and validates parameters. Calls _math_matrix_frustum() with
 * the top matrix of the current matrix stack and sets
 * __GLcontextRec::NewState.
 */
void GLAPIENTRY
_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;
}


/**
 * Apply an orthographic projection matrix.
 *
 * \param left left clipping plane coordinate.
 * \param right right clipping plane coordinate.
 * \param bottom bottom clipping plane coordinate.
 * \param top top clipping plane coordinate.
 * \param nearval distance to the near clipping plane.
 * \param farval distance to the far clipping plane.
 *
 * \sa glOrtho().
 *
 * Flushes vertices and validates parameters. Calls _math_matrix_ortho() with
 * the top matrix of the current matrix stack and sets
 * __GLcontextRec::NewState.
 */
void GLAPIENTRY
_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, "glOrtho(%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;
}


/**
 * Set the current matrix stack.
 *
 * \param mode matrix stack.
 *
 * \sa glMatrixMode().
 *
 * Flushes the vertices, validates the parameter and updates
 * __GLcontextRec::CurrentStack and gl_transform_attrib::MatrixMode with the
 * specified matrix stack.
 */
void GLAPIENTRY
_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) {
         ctx->CurrentStack = &ctx->ProgramMatrixStack[mode - GL_MATRIX0_NV];
      }
      else {
         _mesa_error( ctx,  GL_INVALID_ENUM, "glMatrixMode(mode)" );
         return;
      }
      break;
   case GL_MATRIX0_ARB:
   case GL_MATRIX1_ARB:
   case GL_MATRIX2_ARB:
   case GL_MATRIX3_ARB:
   case GL_MATRIX4_ARB:
   case GL_MATRIX5_ARB:
   case GL_MATRIX6_ARB:
   case GL_MATRIX7_ARB:
      if (ctx->Extensions.ARB_vertex_program ||
          ctx->Extensions.ARB_fragment_program) {
         const GLuint m = mode - GL_MATRIX0_ARB;
         if (m > ctx->Const.MaxProgramMatrices) {
            _mesa_error(ctx, GL_INVALID_ENUM,
                        "glMatrixMode(GL_MATRIX%d_ARB)", m);
            return;
         }
         ctx->CurrentStack = &ctx->ProgramMatrixStack[m];
      }
      else {
         _mesa_error( ctx,  GL_INVALID_ENUM, "glMatrixMode(mode)" );
         return;
      }
      break;
   default:
      _mesa_error( ctx,  GL_INVALID_ENUM, "glMatrixMode(mode)" );
      return;
   }

   ctx->Transform.MatrixMode = mode;
}


/**
 * Push the current matrix stack.
 *
 * \sa glPushMatrix().
 * 
 * Verifies the current matrix stack is not full, and duplicates the top-most
 * matrix in the stack. Marks __GLcontextRec::NewState with the stack dirty
 * flag.
 */
void GLAPIENTRY
_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) {
      if (ctx->Transform.MatrixMode == GL_TEXTURE) {
         _mesa_error(ctx,  GL_STACK_OVERFLOW,
                     "glPushMatrix(mode=GL_TEXTURE, unit=%d)",
                      ctx->Texture.CurrentUnit);
      }
      else {
         _mesa_error(ctx,  GL_STACK_OVERFLOW, "glPushMatrix(mode=%s)",
                     _mesa_lookup_enum_by_nr(ctx->Transform.MatrixMode));
      }
      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;
}


/**
 * Pop the current matrix stack.
 *
 * \sa glPopMatrix().
 * 
 * Flushes the vertices, verifies the current matrix stack is not empty, and
 * moves the stack head down. Marks __GLcontextRec::NewState with the dirty
 * stack flag.
 */
void GLAPIENTRY
_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) {
      if (ctx->Transform.MatrixMode == GL_TEXTURE) {
         _mesa_error(ctx,  GL_STACK_UNDERFLOW,
                     "glPopMatrix(mode=GL_TEXTURE, unit=%d)",
                      ctx->Texture.CurrentUnit);
      }
      else {
         _mesa_error(ctx,  GL_STACK_UNDERFLOW, "glPopMatrix(mode=%s)",
                     _mesa_lookup_enum_by_nr(ctx->Transform.MatrixMode));
      }
      return;
   }
   stack->Depth--;
   stack->Top = &(stack->Stack[stack->Depth]);
   ctx->NewState |= stack->DirtyFlag;
}


/**
 * Replace the current matrix with the identity matrix.
 *
 * \sa glLoadIdentity().
 *
 * Flushes the vertices and calls _math_matrix_set_identity() with the top-most
 * matrix in the current stack. Marks __GLcontextRec::NewState with the stack
 * dirty flag.
 */
void GLAPIENTRY
_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;
}


/**
 * Replace the current matrix with a given matrix.
 *
 * \param m matrix.
 *
 * \sa glLoadMatrixf().
 *
 * Flushes the vertices and calls _math_matrix_loadf() with the top-most matrix
 * in the current stack and the given matrix. Marks __GLcontextRec::NewState
 * with the dirty stack flag.
 */
void GLAPIENTRY
_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;
}


/**
 * Multiply the current matrix with a given matrix.
 *
 * \param m matrix.
 *
 * \sa glMultMatrixf().
 *
 * Flushes the vertices and calls _math_matrix_mul_floats() with the top-most
 * matrix in the current stack and the given matrix. Marks
 * __GLcontextRec::NewState with the dirty stack flag.
 */
void GLAPIENTRY
_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 current matrix with a rotation matrix.
 *
 * \param angle angle of rotation, in degrees.
 * \param x rotation vector x coordinate.
 * \param y rotation vector y coordinate.
 * \param z rotation vector z coordinate.
 *
 * \sa glRotatef().
 *
 * Flushes the vertices and calls _math_matrix_rotate() with the top-most
 * matrix in the current stack and the given parameters. Marks
 * __GLcontextRec::NewState with the dirty stack flag.
 */
void GLAPIENTRY
_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;
   }
}


/**
 * Multiply the current matrix with a general scaling matrix.
 *
 * \param x x axis scale factor.
 * \param y y axis scale factor.
 * \param z z axis scale factor.
 *
 * \sa glScalef().
 *
 * Flushes the vertices and calls _math_matrix_scale() with the top-most
 * matrix in the current stack and the given parameters. Marks
 * __GLcontextRec::NewState with the dirty stack flag.
 */
void GLAPIENTRY
_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;
}


/**
 * Multiply the current matrix with a general scaling matrix.
 *
 * \param x translation vector x coordinate.
 * \param y translation vector y coordinate.
 * \param z translation vector z coordinate.
 *
 * \sa glTranslatef().
 *
 * Flushes the vertices and calls _math_matrix_translate() with the top-most
 * matrix in the current stack and the given parameters. Marks
 * __GLcontextRec::NewState with the dirty stack flag.
 */
void GLAPIENTRY
_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;
}

 
#if _HAVE_FULL_GL
void GLAPIENTRY
_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);
}

void GLAPIENTRY
_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 );
}


void GLAPIENTRY

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