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  1. /*
  2.  * Mesa 3-D graphics library
  3.  * Version:  7.5
  4.  *
  5.  * Copyright (C) 1999-2008  Brian Paul   All Rights Reserved.
  6.  * Copyright (C) 2009  VMware, Inc.  All Rights Reserved.
  7.  *
  8.  * Permission is hereby granted, free of charge, to any person obtaining a
  9.  * copy of this software and associated documentation files (the "Software"),
  10.  * to deal in the Software without restriction, including without limitation
  11.  * the rights to use, copy, modify, merge, publish, distribute, sublicense,
  12.  * and/or sell copies of the Software, and to permit persons to whom the
  13.  * Software is furnished to do so, subject to the following conditions:
  14.  *
  15.  * The above copyright notice and this permission notice shall be included
  16.  * in all copies or substantial portions of the Software.
  17.  *
  18.  * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS
  19.  * OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
  20.  * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.  IN NO EVENT SHALL
  21.  * BRIAN PAUL BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN
  22.  * AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN
  23.  * CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
  24.  */
  25.  
  26.  
  27. /**
  28.  * \file matrix.c
  29.  * Matrix operations.
  30.  *
  31.  * \note
  32.  * -# 4x4 transformation matrices are stored in memory in column major order.
  33.  * -# Points/vertices are to be thought of as column vectors.
  34.  * -# Transformation of a point p by a matrix M is: p' = M * p
  35.  */
  36.  
  37.  
  38. #include "glheader.h"
  39. #include "imports.h"
  40. #include "context.h"
  41. #include "enums.h"
  42. #include "macros.h"
  43. #include "matrix.h"
  44. #include "mtypes.h"
  45. #include "math/m_matrix.h"
  46.  
  47.  
  48. /**
  49.  * Apply a perspective projection matrix.
  50.  *
  51.  * \param left left clipping plane coordinate.
  52.  * \param right right clipping plane coordinate.
  53.  * \param bottom bottom clipping plane coordinate.
  54.  * \param top top clipping plane coordinate.
  55.  * \param nearval distance to the near clipping plane.
  56.  * \param farval distance to the far clipping plane.
  57.  *
  58.  * \sa glFrustum().
  59.  *
  60.  * Flushes vertices and validates parameters. Calls _math_matrix_frustum() with
  61.  * the top matrix of the current matrix stack and sets
  62.  * __struct gl_contextRec::NewState.
  63.  */
  64. void GLAPIENTRY
  65. _mesa_Frustum( GLdouble left, GLdouble right,
  66.                GLdouble bottom, GLdouble top,
  67.                GLdouble nearval, GLdouble farval )
  68. {
  69.    GET_CURRENT_CONTEXT(ctx);
  70.    ASSERT_OUTSIDE_BEGIN_END_AND_FLUSH(ctx);
  71.  
  72.    if (nearval <= 0.0 ||
  73.        farval <= 0.0 ||
  74.        nearval == farval ||
  75.        left == right ||
  76.        top == bottom)
  77.    {
  78.       _mesa_error( ctx,  GL_INVALID_VALUE, "glFrustum" );
  79.       return;
  80.    }
  81.  
  82.    _math_matrix_frustum( ctx->CurrentStack->Top,
  83.                          (GLfloat) left, (GLfloat) right,
  84.                          (GLfloat) bottom, (GLfloat) top,
  85.                          (GLfloat) nearval, (GLfloat) farval );
  86.    ctx->NewState |= ctx->CurrentStack->DirtyFlag;
  87. }
  88.  
  89.  
  90. /**
  91.  * Apply an orthographic projection matrix.
  92.  *
  93.  * \param left left clipping plane coordinate.
  94.  * \param right right clipping plane coordinate.
  95.  * \param bottom bottom clipping plane coordinate.
  96.  * \param top top clipping plane coordinate.
  97.  * \param nearval distance to the near clipping plane.
  98.  * \param farval distance to the far clipping plane.
  99.  *
  100.  * \sa glOrtho().
  101.  *
  102.  * Flushes vertices and validates parameters. Calls _math_matrix_ortho() with
  103.  * the top matrix of the current matrix stack and sets
  104.  * __struct gl_contextRec::NewState.
  105.  */
  106. void GLAPIENTRY
  107. _mesa_Ortho( GLdouble left, GLdouble right,
  108.              GLdouble bottom, GLdouble top,
  109.              GLdouble nearval, GLdouble farval )
  110. {
  111.    GET_CURRENT_CONTEXT(ctx);
  112.    ASSERT_OUTSIDE_BEGIN_END_AND_FLUSH(ctx);
  113.  
  114.    if (MESA_VERBOSE & VERBOSE_API)
  115.       _mesa_debug(ctx, "glOrtho(%f, %f, %f, %f, %f, %f)\n",
  116.                   left, right, bottom, top, nearval, farval);
  117.  
  118.    if (left == right ||
  119.        bottom == top ||
  120.        nearval == farval)
  121.    {
  122.       _mesa_error( ctx,  GL_INVALID_VALUE, "glOrtho" );
  123.       return;
  124.    }
  125.  
  126.    _math_matrix_ortho( ctx->CurrentStack->Top,
  127.                        (GLfloat) left, (GLfloat) right,
  128.                        (GLfloat) bottom, (GLfloat) top,
  129.                        (GLfloat) nearval, (GLfloat) farval );
  130.    ctx->NewState |= ctx->CurrentStack->DirtyFlag;
  131. }
  132.  
  133.  
  134. /**
  135.  * Set the current matrix stack.
  136.  *
  137.  * \param mode matrix stack.
  138.  *
  139.  * \sa glMatrixMode().
  140.  *
  141.  * Flushes the vertices, validates the parameter and updates
  142.  * __struct gl_contextRec::CurrentStack and gl_transform_attrib::MatrixMode with the
  143.  * specified matrix stack.
  144.  */
  145. void GLAPIENTRY
  146. _mesa_MatrixMode( GLenum mode )
  147. {
  148.    GET_CURRENT_CONTEXT(ctx);
  149.    ASSERT_OUTSIDE_BEGIN_END(ctx);
  150.  
  151.    if (ctx->Transform.MatrixMode == mode && mode != GL_TEXTURE)
  152.       return;
  153.    FLUSH_VERTICES(ctx, _NEW_TRANSFORM);
  154.  
  155.    switch (mode) {
  156.    case GL_MODELVIEW:
  157.       ctx->CurrentStack = &ctx->ModelviewMatrixStack;
  158.       break;
  159.    case GL_PROJECTION:
  160.       ctx->CurrentStack = &ctx->ProjectionMatrixStack;
  161.       break;
  162.    case GL_TEXTURE:
  163.       /* This error check is disabled because if we're called from
  164.        * glPopAttrib() when the active texture unit is >= MaxTextureCoordUnits
  165.        * we'll generate an unexpected error.
  166.        * From the GL_ARB_vertex_shader spec it sounds like we should instead
  167.        * do error checking in other places when we actually try to access
  168.        * texture matrices beyond MaxTextureCoordUnits.
  169.        */
  170. #if 0
  171.       if (ctx->Texture.CurrentUnit >= ctx->Const.MaxTextureCoordUnits) {
  172.          _mesa_error(ctx, GL_INVALID_OPERATION, "glMatrixMode(invalid tex unit %d)",
  173.                      ctx->Texture.CurrentUnit);
  174.          return;
  175.       }
  176. #endif
  177.       ASSERT(ctx->Texture.CurrentUnit < Elements(ctx->TextureMatrixStack));
  178.       ctx->CurrentStack = &ctx->TextureMatrixStack[ctx->Texture.CurrentUnit];
  179.       break;
  180.    case GL_MATRIX0_NV:
  181.    case GL_MATRIX1_NV:
  182.    case GL_MATRIX2_NV:
  183.    case GL_MATRIX3_NV:
  184.    case GL_MATRIX4_NV:
  185.    case GL_MATRIX5_NV:
  186.    case GL_MATRIX6_NV:
  187.    case GL_MATRIX7_NV:
  188.       if (ctx->Extensions.NV_vertex_program) {
  189.          ctx->CurrentStack = &ctx->ProgramMatrixStack[mode - GL_MATRIX0_NV];
  190.       }
  191.       else {
  192.          _mesa_error( ctx,  GL_INVALID_ENUM, "glMatrixMode(mode)" );
  193.          return;
  194.       }
  195.       break;
  196.    case GL_MATRIX0_ARB:
  197.    case GL_MATRIX1_ARB:
  198.    case GL_MATRIX2_ARB:
  199.    case GL_MATRIX3_ARB:
  200.    case GL_MATRIX4_ARB:
  201.    case GL_MATRIX5_ARB:
  202.    case GL_MATRIX6_ARB:
  203.    case GL_MATRIX7_ARB:
  204.       if (ctx->Extensions.ARB_vertex_program ||
  205.           ctx->Extensions.ARB_fragment_program) {
  206.          const GLuint m = mode - GL_MATRIX0_ARB;
  207.          if (m > ctx->Const.MaxProgramMatrices) {
  208.             _mesa_error(ctx, GL_INVALID_ENUM,
  209.                         "glMatrixMode(GL_MATRIX%d_ARB)", m);
  210.             return;
  211.          }
  212.          ctx->CurrentStack = &ctx->ProgramMatrixStack[m];
  213.       }
  214.       else {
  215.          _mesa_error( ctx,  GL_INVALID_ENUM, "glMatrixMode(mode)" );
  216.          return;
  217.       }
  218.       break;
  219.    default:
  220.       _mesa_error( ctx,  GL_INVALID_ENUM, "glMatrixMode(mode)" );
  221.       return;
  222.    }
  223.  
  224.    ctx->Transform.MatrixMode = mode;
  225. }
  226.  
  227.  
  228. /**
  229.  * Push the current matrix stack.
  230.  *
  231.  * \sa glPushMatrix().
  232.  *
  233.  * Verifies the current matrix stack is not full, and duplicates the top-most
  234.  * matrix in the stack. Marks __struct gl_contextRec::NewState with the stack dirty
  235.  * flag.
  236.  */
  237. void GLAPIENTRY
  238. _mesa_PushMatrix( void )
  239. {
  240.    GET_CURRENT_CONTEXT(ctx);
  241.    struct gl_matrix_stack *stack = ctx->CurrentStack;
  242.    ASSERT_OUTSIDE_BEGIN_END(ctx);
  243.  
  244.    if (MESA_VERBOSE&VERBOSE_API)
  245.       _mesa_debug(ctx, "glPushMatrix %s\n",
  246.                   _mesa_lookup_enum_by_nr(ctx->Transform.MatrixMode));
  247.  
  248.    if (stack->Depth + 1 >= stack->MaxDepth) {
  249.       if (ctx->Transform.MatrixMode == GL_TEXTURE) {
  250.          _mesa_error(ctx,  GL_STACK_OVERFLOW,
  251.                      "glPushMatrix(mode=GL_TEXTURE, unit=%d)",
  252.                       ctx->Texture.CurrentUnit);
  253.       }
  254.       else {
  255.          _mesa_error(ctx,  GL_STACK_OVERFLOW, "glPushMatrix(mode=%s)",
  256.                      _mesa_lookup_enum_by_nr(ctx->Transform.MatrixMode));
  257.       }
  258.       return;
  259.    }
  260.    _math_matrix_copy( &stack->Stack[stack->Depth + 1],
  261.                       &stack->Stack[stack->Depth] );
  262.    stack->Depth++;
  263.    stack->Top = &(stack->Stack[stack->Depth]);
  264.    ctx->NewState |= stack->DirtyFlag;
  265. }
  266.  
  267.  
  268. /**
  269.  * Pop the current matrix stack.
  270.  *
  271.  * \sa glPopMatrix().
  272.  *
  273.  * Flushes the vertices, verifies the current matrix stack is not empty, and
  274.  * moves the stack head down. Marks __struct gl_contextRec::NewState with the dirty
  275.  * stack flag.
  276.  */
  277. void GLAPIENTRY
  278. _mesa_PopMatrix( void )
  279. {
  280.    GET_CURRENT_CONTEXT(ctx);
  281.    struct gl_matrix_stack *stack = ctx->CurrentStack;
  282.    ASSERT_OUTSIDE_BEGIN_END_AND_FLUSH(ctx);
  283.  
  284.    if (MESA_VERBOSE&VERBOSE_API)
  285.       _mesa_debug(ctx, "glPopMatrix %s\n",
  286.                   _mesa_lookup_enum_by_nr(ctx->Transform.MatrixMode));
  287.  
  288.    if (stack->Depth == 0) {
  289.       if (ctx->Transform.MatrixMode == GL_TEXTURE) {
  290.          _mesa_error(ctx,  GL_STACK_UNDERFLOW,
  291.                      "glPopMatrix(mode=GL_TEXTURE, unit=%d)",
  292.                       ctx->Texture.CurrentUnit);
  293.       }
  294.       else {
  295.          _mesa_error(ctx,  GL_STACK_UNDERFLOW, "glPopMatrix(mode=%s)",
  296.                      _mesa_lookup_enum_by_nr(ctx->Transform.MatrixMode));
  297.       }
  298.       return;
  299.    }
  300.    stack->Depth--;
  301.    stack->Top = &(stack->Stack[stack->Depth]);
  302.    ctx->NewState |= stack->DirtyFlag;
  303. }
  304.  
  305.  
  306. /**
  307.  * Replace the current matrix with the identity matrix.
  308.  *
  309.  * \sa glLoadIdentity().
  310.  *
  311.  * Flushes the vertices and calls _math_matrix_set_identity() with the top-most
  312.  * matrix in the current stack. Marks __struct gl_contextRec::NewState with the stack
  313.  * dirty flag.
  314.  */
  315. void GLAPIENTRY
  316. _mesa_LoadIdentity( void )
  317. {
  318.    GET_CURRENT_CONTEXT(ctx);
  319.    ASSERT_OUTSIDE_BEGIN_END_AND_FLUSH(ctx);
  320.  
  321.    if (MESA_VERBOSE & VERBOSE_API)
  322.       _mesa_debug(ctx, "glLoadIdentity()\n");
  323.  
  324.    _math_matrix_set_identity( ctx->CurrentStack->Top );
  325.    ctx->NewState |= ctx->CurrentStack->DirtyFlag;
  326. }
  327.  
  328.  
  329. /**
  330.  * Replace the current matrix with a given matrix.
  331.  *
  332.  * \param m matrix.
  333.  *
  334.  * \sa glLoadMatrixf().
  335.  *
  336.  * Flushes the vertices and calls _math_matrix_loadf() with the top-most matrix
  337.  * in the current stack and the given matrix. Marks __struct gl_contextRec::NewState
  338.  * with the dirty stack flag.
  339.  */
  340. void GLAPIENTRY
  341. _mesa_LoadMatrixf( const GLfloat *m )
  342. {
  343.    GET_CURRENT_CONTEXT(ctx);
  344.    if (!m) return;
  345.    if (MESA_VERBOSE & VERBOSE_API)
  346.       _mesa_debug(ctx,
  347.           "glLoadMatrix(%f %f %f %f, %f %f %f %f, %f %f %f %f, %f %f %f %f\n",
  348.           m[0], m[4], m[8], m[12],
  349.           m[1], m[5], m[9], m[13],
  350.           m[2], m[6], m[10], m[14],
  351.           m[3], m[7], m[11], m[15]);
  352.  
  353.    ASSERT_OUTSIDE_BEGIN_END_AND_FLUSH(ctx);
  354.    _math_matrix_loadf( ctx->CurrentStack->Top, m );
  355.    ctx->NewState |= ctx->CurrentStack->DirtyFlag;
  356. }
  357.  
  358.  
  359. /**
  360.  * Multiply the current matrix with a given matrix.
  361.  *
  362.  * \param m matrix.
  363.  *
  364.  * \sa glMultMatrixf().
  365.  *
  366.  * Flushes the vertices and calls _math_matrix_mul_floats() with the top-most
  367.  * matrix in the current stack and the given matrix. Marks
  368.  * __struct gl_contextRec::NewState with the dirty stack flag.
  369.  */
  370. void GLAPIENTRY
  371. _mesa_MultMatrixf( const GLfloat *m )
  372. {
  373.    GET_CURRENT_CONTEXT(ctx);
  374.    if (!m) return;
  375.    if (MESA_VERBOSE & VERBOSE_API)
  376.       _mesa_debug(ctx,
  377.           "glMultMatrix(%f %f %f %f, %f %f %f %f, %f %f %f %f, %f %f %f %f\n",
  378.           m[0], m[4], m[8], m[12],
  379.           m[1], m[5], m[9], m[13],
  380.           m[2], m[6], m[10], m[14],
  381.           m[3], m[7], m[11], m[15]);
  382.    ASSERT_OUTSIDE_BEGIN_END_AND_FLUSH(ctx);
  383.    _math_matrix_mul_floats( ctx->CurrentStack->Top, m );
  384.    ctx->NewState |= ctx->CurrentStack->DirtyFlag;
  385. }
  386.  
  387.  
  388. /**
  389.  * Multiply the current matrix with a rotation matrix.
  390.  *
  391.  * \param angle angle of rotation, in degrees.
  392.  * \param x rotation vector x coordinate.
  393.  * \param y rotation vector y coordinate.
  394.  * \param z rotation vector z coordinate.
  395.  *
  396.  * \sa glRotatef().
  397.  *
  398.  * Flushes the vertices and calls _math_matrix_rotate() with the top-most
  399.  * matrix in the current stack and the given parameters. Marks
  400.  * __struct gl_contextRec::NewState with the dirty stack flag.
  401.  */
  402. void GLAPIENTRY
  403. _mesa_Rotatef( GLfloat angle, GLfloat x, GLfloat y, GLfloat z )
  404. {
  405.    GET_CURRENT_CONTEXT(ctx);
  406.    ASSERT_OUTSIDE_BEGIN_END_AND_FLUSH(ctx);
  407.    if (angle != 0.0F) {
  408.       _math_matrix_rotate( ctx->CurrentStack->Top, angle, x, y, z);
  409.       ctx->NewState |= ctx->CurrentStack->DirtyFlag;
  410.    }
  411. }
  412.  
  413.  
  414. /**
  415.  * Multiply the current matrix with a general scaling matrix.
  416.  *
  417.  * \param x x axis scale factor.
  418.  * \param y y axis scale factor.
  419.  * \param z z axis scale factor.
  420.  *
  421.  * \sa glScalef().
  422.  *
  423.  * Flushes the vertices and calls _math_matrix_scale() with the top-most
  424.  * matrix in the current stack and the given parameters. Marks
  425.  * __struct gl_contextRec::NewState with the dirty stack flag.
  426.  */
  427. void GLAPIENTRY
  428. _mesa_Scalef( GLfloat x, GLfloat y, GLfloat z )
  429. {
  430.    GET_CURRENT_CONTEXT(ctx);
  431.    ASSERT_OUTSIDE_BEGIN_END_AND_FLUSH(ctx);
  432.    _math_matrix_scale( ctx->CurrentStack->Top, x, y, z);
  433.    ctx->NewState |= ctx->CurrentStack->DirtyFlag;
  434. }
  435.  
  436.  
  437. /**
  438.  * Multiply the current matrix with a translation matrix.
  439.  *
  440.  * \param x translation vector x coordinate.
  441.  * \param y translation vector y coordinate.
  442.  * \param z translation vector z coordinate.
  443.  *
  444.  * \sa glTranslatef().
  445.  *
  446.  * Flushes the vertices and calls _math_matrix_translate() with the top-most
  447.  * matrix in the current stack and the given parameters. Marks
  448.  * __struct gl_contextRec::NewState with the dirty stack flag.
  449.  */
  450. void GLAPIENTRY
  451. _mesa_Translatef( GLfloat x, GLfloat y, GLfloat z )
  452. {
  453.    GET_CURRENT_CONTEXT(ctx);
  454.    ASSERT_OUTSIDE_BEGIN_END_AND_FLUSH(ctx);
  455.    _math_matrix_translate( ctx->CurrentStack->Top, x, y, z);
  456.    ctx->NewState |= ctx->CurrentStack->DirtyFlag;
  457. }
  458.  
  459.  
  460. #if _HAVE_FULL_GL
  461. void GLAPIENTRY
  462. _mesa_LoadMatrixd( const GLdouble *m )
  463. {
  464.    GLint i;
  465.    GLfloat f[16];
  466.    if (!m) return;
  467.    for (i = 0; i < 16; i++)
  468.       f[i] = (GLfloat) m[i];
  469.    _mesa_LoadMatrixf(f);
  470. }
  471.  
  472. void GLAPIENTRY
  473. _mesa_MultMatrixd( const GLdouble *m )
  474. {
  475.    GLint i;
  476.    GLfloat f[16];
  477.    if (!m) return;
  478.    for (i = 0; i < 16; i++)
  479.       f[i] = (GLfloat) m[i];
  480.    _mesa_MultMatrixf( f );
  481. }
  482.  
  483.  
  484. void GLAPIENTRY
  485. _mesa_Rotated( GLdouble angle, GLdouble x, GLdouble y, GLdouble z )
  486. {
  487.    _mesa_Rotatef((GLfloat) angle, (GLfloat) x, (GLfloat) y, (GLfloat) z);
  488. }
  489.  
  490.  
  491. void GLAPIENTRY
  492. _mesa_Scaled( GLdouble x, GLdouble y, GLdouble z )
  493. {
  494.    _mesa_Scalef((GLfloat) x, (GLfloat) y, (GLfloat) z);
  495. }
  496.  
  497.  
  498. void GLAPIENTRY
  499. _mesa_Translated( GLdouble x, GLdouble y, GLdouble z )
  500. {
  501.    _mesa_Translatef((GLfloat) x, (GLfloat) y, (GLfloat) z);
  502. }
  503. #endif
  504.  
  505.  
  506. #if _HAVE_FULL_GL
  507. void GLAPIENTRY
  508. _mesa_LoadTransposeMatrixfARB( const GLfloat *m )
  509. {
  510.    GLfloat tm[16];
  511.    if (!m) return;
  512.    _math_transposef(tm, m);
  513.    _mesa_LoadMatrixf(tm);
  514. }
  515.  
  516.  
  517. void GLAPIENTRY
  518. _mesa_LoadTransposeMatrixdARB( const GLdouble *m )
  519. {
  520.    GLfloat tm[16];
  521.    if (!m) return;
  522.    _math_transposefd(tm, m);
  523.    _mesa_LoadMatrixf(tm);
  524. }
  525.  
  526.  
  527. void GLAPIENTRY
  528. _mesa_MultTransposeMatrixfARB( const GLfloat *m )
  529. {
  530.    GLfloat tm[16];
  531.    if (!m) return;
  532.    _math_transposef(tm, m);
  533.    _mesa_MultMatrixf(tm);
  534. }
  535.  
  536.  
  537. void GLAPIENTRY
  538. _mesa_MultTransposeMatrixdARB( const GLdouble *m )
  539. {
  540.    GLfloat tm[16];
  541.    if (!m) return;
  542.    _math_transposefd(tm, m);
  543.    _mesa_MultMatrixf(tm);
  544. }
  545. #endif
  546.  
  547.  
  548.  
  549. /**********************************************************************/
  550. /** \name State management */
  551. /*@{*/
  552.  
  553.  
  554. /**
  555.  * Update the projection matrix stack.
  556.  *
  557.  * \param ctx GL context.
  558.  *
  559.  * Calls _math_matrix_analyse() with the top-matrix of the projection matrix
  560.  * stack, and recomputes user clip positions if necessary.
  561.  *
  562.  * \note This routine references __struct gl_contextRec::Tranform attribute values to
  563.  * compute userclip positions in clip space, but is only called on
  564.  * _NEW_PROJECTION.  The _mesa_ClipPlane() function keeps these values up to
  565.  * date across changes to the __struct gl_contextRec::Transform attributes.
  566.  */
  567. static void
  568. update_projection( struct gl_context *ctx )
  569. {
  570.    _math_matrix_analyse( ctx->ProjectionMatrixStack.Top );
  571.  
  572. #if FEATURE_userclip
  573.    /* Recompute clip plane positions in clipspace.  This is also done
  574.     * in _mesa_ClipPlane().
  575.     */
  576.    if (ctx->Transform.ClipPlanesEnabled) {
  577.       GLuint p;
  578.       for (p = 0; p < ctx->Const.MaxClipPlanes; p++) {
  579.          if (ctx->Transform.ClipPlanesEnabled & (1 << p)) {
  580.             _mesa_transform_vector( ctx->Transform._ClipUserPlane[p],
  581.                                  ctx->Transform.EyeUserPlane[p],
  582.                                  ctx->ProjectionMatrixStack.Top->inv );
  583.          }
  584.       }
  585.    }
  586. #endif
  587. }
  588.  
  589.  
  590. /**
  591.  * Calculate the combined modelview-projection matrix.
  592.  *
  593.  * \param ctx GL context.
  594.  *
  595.  * Multiplies the top matrices of the projection and model view stacks into
  596.  * __struct gl_contextRec::_ModelProjectMatrix via _math_matrix_mul_matrix() and
  597.  * analyzes the resulting matrix via _math_matrix_analyse().
  598.  */
  599. static void
  600. calculate_model_project_matrix( struct gl_context *ctx )
  601. {
  602.    _math_matrix_mul_matrix( &ctx->_ModelProjectMatrix,
  603.                             ctx->ProjectionMatrixStack.Top,
  604.                             ctx->ModelviewMatrixStack.Top );
  605.  
  606.    _math_matrix_analyse( &ctx->_ModelProjectMatrix );
  607. }
  608.  
  609.  
  610. /**
  611.  * Updates the combined modelview-projection matrix.
  612.  *
  613.  * \param ctx GL context.
  614.  * \param new_state new state bit mask.
  615.  *
  616.  * If there is a new model view matrix then analyzes it. If there is a new
  617.  * projection matrix, updates it. Finally calls
  618.  * calculate_model_project_matrix() to recalculate the modelview-projection
  619.  * matrix.
  620.  */
  621. void _mesa_update_modelview_project( struct gl_context *ctx, GLuint new_state )
  622. {
  623.    if (new_state & _NEW_MODELVIEW) {
  624.       _math_matrix_analyse( ctx->ModelviewMatrixStack.Top );
  625.    
  626.       /* Bring cull position uptodate.
  627.        */
  628.       TRANSFORM_POINT3( ctx->Transform.CullObjPos,
  629.                         ctx->ModelviewMatrixStack.Top->inv,
  630.                         ctx->Transform.CullEyePos );
  631.    }
  632.  
  633.  
  634.    if (new_state & _NEW_PROJECTION)
  635.       update_projection( ctx );
  636.  
  637.    /* Keep ModelviewProject uptodate always to allow tnl
  638.     * implementations that go model->clip even when eye is required.
  639.     */
  640.    calculate_model_project_matrix(ctx);
  641. }
  642.  
  643. /*@}*/
  644.  
  645.  
  646. /**********************************************************************/
  647. /** Matrix stack initialization */
  648. /*@{*/
  649.  
  650.  
  651. /**
  652.  * Initialize a matrix stack.
  653.  *
  654.  * \param stack matrix stack.
  655.  * \param maxDepth maximum stack depth.
  656.  * \param dirtyFlag dirty flag.
  657.  *
  658.  * Allocates an array of \p maxDepth elements for the matrix stack and calls
  659.  * _math_matrix_ctr() and _math_matrix_alloc_inv() for each element to
  660.  * initialize it.
  661.  */
  662. static void
  663. init_matrix_stack( struct gl_matrix_stack *stack,
  664.                    GLuint maxDepth, GLuint dirtyFlag )
  665. {
  666.    GLuint i;
  667.  
  668.    stack->Depth = 0;
  669.    stack->MaxDepth = maxDepth;
  670.    stack->DirtyFlag = dirtyFlag;
  671.    /* The stack */
  672.    stack->Stack = (GLmatrix *) CALLOC(maxDepth * sizeof(GLmatrix));
  673.    for (i = 0; i < maxDepth; i++) {
  674.       _math_matrix_ctr(&stack->Stack[i]);
  675.       _math_matrix_alloc_inv(&stack->Stack[i]);
  676.    }
  677.    stack->Top = stack->Stack;
  678. }
  679.  
  680. /**
  681.  * Free matrix stack.
  682.  *
  683.  * \param stack matrix stack.
  684.  *
  685.  * Calls _math_matrix_dtr() for each element of the matrix stack and
  686.  * frees the array.
  687.  */
  688. static void
  689. free_matrix_stack( struct gl_matrix_stack *stack )
  690. {
  691.    GLuint i;
  692.    for (i = 0; i < stack->MaxDepth; i++) {
  693.       _math_matrix_dtr(&stack->Stack[i]);
  694.    }
  695.    FREE(stack->Stack);
  696.    stack->Stack = stack->Top = NULL;
  697. }
  698.  
  699. /*@}*/
  700.  
  701.  
  702. /**********************************************************************/
  703. /** \name Initialization */
  704. /*@{*/
  705.  
  706.  
  707. /**
  708.  * Initialize the context matrix data.
  709.  *
  710.  * \param ctx GL context.
  711.  *
  712.  * Initializes each of the matrix stacks and the combined modelview-projection
  713.  * matrix.
  714.  */
  715. void _mesa_init_matrix( struct gl_context * ctx )
  716. {
  717.    GLint i;
  718.  
  719.    /* Initialize matrix stacks */
  720.    init_matrix_stack(&ctx->ModelviewMatrixStack, MAX_MODELVIEW_STACK_DEPTH,
  721.                      _NEW_MODELVIEW);
  722.    init_matrix_stack(&ctx->ProjectionMatrixStack, MAX_PROJECTION_STACK_DEPTH,
  723.                      _NEW_PROJECTION);
  724.    for (i = 0; i < Elements(ctx->TextureMatrixStack); i++)
  725.       init_matrix_stack(&ctx->TextureMatrixStack[i], MAX_TEXTURE_STACK_DEPTH,
  726.                         _NEW_TEXTURE_MATRIX);
  727.    for (i = 0; i < Elements(ctx->ProgramMatrixStack); i++)
  728.       init_matrix_stack(&ctx->ProgramMatrixStack[i],
  729.                         MAX_PROGRAM_MATRIX_STACK_DEPTH, _NEW_TRACK_MATRIX);
  730.    ctx->CurrentStack = &ctx->ModelviewMatrixStack;
  731.  
  732.    /* Init combined Modelview*Projection matrix */
  733.    _math_matrix_ctr( &ctx->_ModelProjectMatrix );
  734. }
  735.  
  736.  
  737. /**
  738.  * Free the context matrix data.
  739.  *
  740.  * \param ctx GL context.
  741.  *
  742.  * Frees each of the matrix stacks and the combined modelview-projection
  743.  * matrix.
  744.  */
  745. void _mesa_free_matrix_data( struct gl_context *ctx )
  746. {
  747.    GLint i;
  748.  
  749.    free_matrix_stack(&ctx->ModelviewMatrixStack);
  750.    free_matrix_stack(&ctx->ProjectionMatrixStack);
  751.    for (i = 0; i < Elements(ctx->TextureMatrixStack); i++)
  752.       free_matrix_stack(&ctx->TextureMatrixStack[i]);
  753.    for (i = 0; i < Elements(ctx->ProgramMatrixStack); i++)
  754.       free_matrix_stack(&ctx->ProgramMatrixStack[i]);
  755.    /* combined Modelview*Projection matrix */
  756.    _math_matrix_dtr( &ctx->_ModelProjectMatrix );
  757.  
  758. }
  759.  
  760.  
  761. /**
  762.  * Initialize the context transform attribute group.
  763.  *
  764.  * \param ctx GL context.
  765.  *
  766.  * \todo Move this to a new file with other 'transform' routines.
  767.  */
  768. void _mesa_init_transform( struct gl_context *ctx )
  769. {
  770.    GLint i;
  771.  
  772.    /* Transformation group */
  773.    ctx->Transform.MatrixMode = GL_MODELVIEW;
  774.    ctx->Transform.Normalize = GL_FALSE;
  775.    ctx->Transform.RescaleNormals = GL_FALSE;
  776.    ctx->Transform.RasterPositionUnclipped = GL_FALSE;
  777.    for (i=0;i<MAX_CLIP_PLANES;i++) {
  778.       ASSIGN_4V( ctx->Transform.EyeUserPlane[i], 0.0, 0.0, 0.0, 0.0 );
  779.    }
  780.    ctx->Transform.ClipPlanesEnabled = 0;
  781.  
  782.    ASSIGN_4V( ctx->Transform.CullObjPos, 0.0, 0.0, 1.0, 0.0 );
  783.    ASSIGN_4V( ctx->Transform.CullEyePos, 0.0, 0.0, 1.0, 0.0 );
  784. }
  785.  
  786.  
  787. /*@}*/
  788.