📄 matrix.c
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/* * Mesa 3-D graphics library * Version: 6.5.3 * * Copyright (C) 1999-2007 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: if (ctx->Texture.CurrentUnit >= ctx->Const.MaxTextureCoordUnits) { _mesa_error(ctx, GL_INVALID_OPERATION, "glMatrixMode(texcoord unit)"); return; } 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 gl_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 gl_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 translation 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_GLvoid 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;
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