📄 matrix.c
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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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