⭐ 欢迎来到虫虫下载站! | 📦 资源下载 📁 资源专辑 ℹ️ 关于我们
⭐ 虫虫下载站

📄 matrix.c

📁 Mesa is an open-source implementation of the OpenGL specification - a system for rendering interacti
💻 C
📖 第 1 页 / 共 2 页
字号:
   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);}/*@}*/

⌨️ 快捷键说明

复制代码 Ctrl + C
搜索代码 Ctrl + F
全屏模式 F11
切换主题 Ctrl + Shift + D
显示快捷键 ?
增大字号 Ctrl + =
减小字号 Ctrl + -