📄 matrix.c
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GLfloat f[16]; if (!m) return; for (i = 0; i < 16; i++) f[i] = (GLfloat) m[i]; _mesa_MultMatrixf( f );}void GLAPIENTRY_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_GLvoid 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. */void_mesa_set_viewport( GLcontext *ctx, GLint x, GLint y, GLsizei width, GLsizei height ){ 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 the implementation dependent range */ width = CLAMP(width, 1, (GLsizei) ctx->Const.MaxViewportWidth); height = CLAMP(height, 1, (GLsizei) ctx->Const.MaxViewportHeight); ctx->Viewport.X = x; ctx->Viewport.Width = width; ctx->Viewport.Y = y; ctx->Viewport.Height = height; ctx->NewState |= _NEW_VIEWPORT;#if 1 /* XXX remove this someday. Currently the DRI drivers rely on * the WindowMap matrix being up to date in the driver's Viewport * and DepthRange functions. */ _math_matrix_viewport(&ctx->Viewport._WindowMap, ctx->Viewport.X, ctx->Viewport.Y, ctx->Viewport.Width, ctx->Viewport.Height, ctx->Viewport.Near, ctx->Viewport.Far, ctx->DrawBuffer->_DepthMaxF);#endif 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/** * Called by glDepthRange * * \param nearval specifies the Z buffer value which should correspond to * the near clip plane * \param farval specifies the Z buffer value which should correspond to * the far clip plane */void GLAPIENTRY_mesa_DepthRange( GLclampd nearval, GLclampd farval ){ 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); ctx->Viewport.Near = (GLfloat) CLAMP( nearval, 0.0, 1.0 ); ctx->Viewport.Far = (GLfloat) CLAMP( farval, 0.0, 1.0 ); ctx->NewState |= _NEW_VIEWPORT;#if 1 /* XXX remove this someday. Currently the DRI drivers rely on * the WindowMap matrix being up to date in the driver's Viewport * and DepthRange functions. */ _math_matrix_viewport(&ctx->Viewport._WindowMap, ctx->Viewport.X, ctx->Viewport.Y, ctx->Viewport.Width, ctx->Viewport.Height, ctx->Viewport.Near, ctx->Viewport.Far, ctx->DrawBuffer->_DepthMaxF);#endif 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 voidupdate_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 voidcalculate_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 voidinit_matrix_stack( struct gl_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 voidfree_matrix_stack( struct gl_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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