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1049 lines
30 KiB
C
1049 lines
30 KiB
C
![]() |
/* $Id: matrix.c,v 1.23 1997/12/29 23:48:53 brianp Exp $ */
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/*
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* Mesa 3-D graphics library
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* Version: 2.6
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* Copyright (C) 1995-1997 Brian Paul
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*
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* This library is free software; you can redistribute it and/or
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* modify it under the terms of the GNU Library General Public
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* License as published by the Free Software Foundation; either
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* version 2 of the License, or (at your option) any later version.
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*
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* This library is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
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* Library General Public License for more details.
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*
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* You should have received a copy of the GNU Library General Public
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* License along with this library; if not, write to the Free
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* Software Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
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*/
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/*
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* $Log: matrix.c,v $
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* Revision 1.23 1997/12/29 23:48:53 brianp
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* call Driver.NearFar() in gl_LoadMatrixf() for projection matrix
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*
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* Revision 1.22 1997/10/16 23:37:23 brianp
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* fixed scotter's email address
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*
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* Revision 1.21 1997/08/13 01:54:34 brianp
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* new matrix invert code from Scott McCaskill
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*
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* Revision 1.20 1997/07/24 01:23:16 brianp
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* changed precompiled header symbol from PCH to PC_HEADER
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*
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* Revision 1.19 1997/05/30 02:21:43 brianp
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* gl_PopMatrix() set ctx->New*Matrix flag incorrectly
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*
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* Revision 1.18 1997/05/28 04:06:03 brianp
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* implemented projection near/far value stack for Driver.NearFar() function
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*
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* Revision 1.17 1997/05/28 03:25:43 brianp
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* added precompiled header (PCH) support
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*
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* Revision 1.16 1997/05/01 01:39:40 brianp
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* replace sqrt() with GL_SQRT()
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*
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* Revision 1.15 1997/04/21 01:20:41 brianp
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* added MATRIX_2D_NO_ROT
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*
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* Revision 1.14 1997/04/20 20:28:49 brianp
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* replaced abort() with gl_problem()
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*
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* Revision 1.13 1997/04/20 16:31:08 brianp
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* added NearFar device driver function
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*
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* Revision 1.12 1997/04/20 16:18:15 brianp
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* added glOrtho and glFrustum API pointers
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*
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* Revision 1.11 1997/04/01 04:23:53 brianp
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* added gl_analyze_*_matrix() functions
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*
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* Revision 1.10 1997/02/10 19:47:53 brianp
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* moved buffer resize code out of gl_Viewport() into gl_ResizeBuffersMESA()
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*
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* Revision 1.9 1997/01/31 23:32:40 brianp
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* now clear depth buffer after reallocation due to window resize
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*
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* Revision 1.8 1997/01/29 19:06:04 brianp
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* removed extra, local definition of Identity[] matrix
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*
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* Revision 1.7 1997/01/28 22:19:17 brianp
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* new matrix inversion code from Stephane Rehel
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*
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* Revision 1.6 1996/12/22 17:53:11 brianp
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* faster invert_matrix() function from scotter@iname.com
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*
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* Revision 1.5 1996/12/02 18:58:34 brianp
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* gl_rotation_matrix() now returns identity matrix if given a 0 rotation axis
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*
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* Revision 1.4 1996/09/27 01:29:05 brianp
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* added missing default cases to switches
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*
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* Revision 1.3 1996/09/15 14:18:37 brianp
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* now use GLframebuffer and GLvisual
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*
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* Revision 1.2 1996/09/14 06:46:04 brianp
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* better matmul() from Jacques Leroy
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*
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* Revision 1.1 1996/09/13 01:38:16 brianp
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* Initial revision
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*
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*/
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/*
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* Matrix operations
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*
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*
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* NOTES:
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* 1. 4x4 transformation matrices are stored in memory in column major order.
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* 2. Points/vertices are to be thought of as column vectors.
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* 3. Transformation of a point p by a matrix M is: p' = M * p
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*
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*/
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#ifdef PC_HEADER
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#include "all.h"
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#else
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#include <math.h>
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#include <stdio.h>
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#include <stdlib.h>
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#include <string.h>
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#include "context.h"
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#include "dlist.h"
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#include "macros.h"
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#include "matrix.h"
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#include "mmath.h"
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#include "types.h"
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#endif
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static GLfloat Identity[16] = {
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1.0, 0.0, 0.0, 0.0,
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0.0, 1.0, 0.0, 0.0,
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0.0, 0.0, 1.0, 0.0,
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0.0, 0.0, 0.0, 1.0
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};
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#if 0
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static void print_matrix( const GLfloat m[16] )
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{
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int i;
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for (i=0;i<4;i++) {
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printf("%f %f %f %f\n", m[i], m[4+i], m[8+i], m[12+i] );
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}
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}
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#endif
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/*
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* Perform a 4x4 matrix multiplication (product = a x b).
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* Input: a, b - matrices to multiply
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* Output: product - product of a and b
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* WARNING: (product != b) assumed
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* NOTE: (product == a) allowed
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*/
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static void matmul( GLfloat *product, const GLfloat *a, const GLfloat *b )
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{
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/* This matmul was contributed by Thomas Malik */
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GLint i;
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#define A(row,col) a[(col<<2)+row]
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#define B(row,col) b[(col<<2)+row]
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#define P(row,col) product[(col<<2)+row]
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/* i-te Zeile */
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for (i = 0; i < 4; i++) {
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GLfloat ai0=A(i,0), ai1=A(i,1), ai2=A(i,2), ai3=A(i,3);
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P(i,0) = ai0 * B(0,0) + ai1 * B(1,0) + ai2 * B(2,0) + ai3 * B(3,0);
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P(i,1) = ai0 * B(0,1) + ai1 * B(1,1) + ai2 * B(2,1) + ai3 * B(3,1);
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P(i,2) = ai0 * B(0,2) + ai1 * B(1,2) + ai2 * B(2,2) + ai3 * B(3,2);
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P(i,3) = ai0 * B(0,3) + ai1 * B(1,3) + ai2 * B(2,3) + ai3 * B(3,3);
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}
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#undef A
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#undef B
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#undef P
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}
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/*
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* Compute the inverse of a 4x4 matrix.
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*
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* From an algorithm by V. Strassen, 1969, _Numerishe Mathematik_, vol. 13,
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* pp. 354-356.
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* 60 multiplies, 24 additions, 10 subtractions, 8 negations, 2 divisions,
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* 48 assignments, _0_ branches
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*
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* This implementation by Scott McCaskill
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*/
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typedef GLfloat Mat2[2][2];
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enum {
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M00 = 0, M01 = 4, M02 = 8, M03 = 12,
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M10 = 1, M11 = 5, M12 = 9, M13 = 13,
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M20 = 2, M21 = 6, M22 = 10,M23 = 14,
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M30 = 3, M31 = 7, M32 = 11,M33 = 15
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};
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static void invert_matrix_general( const GLfloat *m, GLfloat *out )
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{
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Mat2 r1, r2, r3, r4, r5, r6, r7;
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const GLfloat * A = m;
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GLfloat * C = out;
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GLfloat one_over_det;
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/*
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* A is the 4x4 source matrix (to be inverted).
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* C is the 4x4 destination matrix
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* a11 is the 2x2 matrix in the upper left quadrant of A
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* a12 is the 2x2 matrix in the upper right quadrant of A
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* a21 is the 2x2 matrix in the lower left quadrant of A
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* a22 is the 2x2 matrix in the lower right quadrant of A
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* similarly, cXX are the 2x2 quadrants of the destination matrix
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*/
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/* R1 = inverse( a11 ) */
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one_over_det = 1.0f / ( ( A[M00] * A[M11] ) - ( A[M10] * A[M01] ) );
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r1[0][0] = one_over_det * A[M11];
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r1[0][1] = one_over_det * -A[M01];
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r1[1][0] = one_over_det * -A[M10];
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r1[1][1] = one_over_det * A[M00];
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/* R2 = a21 x R1 */
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r2[0][0] = A[M20] * r1[0][0] + A[M21] * r1[1][0];
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r2[0][1] = A[M20] * r1[0][1] + A[M21] * r1[1][1];
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r2[1][0] = A[M30] * r1[0][0] + A[M31] * r1[1][0];
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r2[1][1] = A[M30] * r1[0][1] + A[M31] * r1[1][1];
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/* R3 = R1 x a12 */
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r3[0][0] = r1[0][0] * A[M02] + r1[0][1] * A[M12];
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r3[0][1] = r1[0][0] * A[M03] + r1[0][1] * A[M13];
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r3[1][0] = r1[1][0] * A[M02] + r1[1][1] * A[M12];
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r3[1][1] = r1[1][0] * A[M03] + r1[1][1] * A[M13];
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/* R4 = a21 x R3 */
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r4[0][0] = A[M20] * r3[0][0] + A[M21] * r3[1][0];
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r4[0][1] = A[M20] * r3[0][1] + A[M21] * r3[1][1];
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r4[1][0] = A[M30] * r3[0][0] + A[M31] * r3[1][0];
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r4[1][1] = A[M30] * r3[0][1] + A[M31] * r3[1][1];
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/* R5 = R4 - a22 */
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r5[0][0] = r4[0][0] - A[M22];
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r5[0][1] = r4[0][1] - A[M23];
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r5[1][0] = r4[1][0] - A[M32];
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r5[1][1] = r4[1][1] - A[M33];
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/* R6 = inverse( R5 ) */
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one_over_det = 1.0f / ( ( r5[0][0] * r5[1][1] ) - ( r5[1][0] * r5[0][1] ) );
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r6[0][0] = one_over_det * r5[1][1];
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r6[0][1] = one_over_det * -r5[0][1];
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r6[1][0] = one_over_det * -r5[1][0];
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r6[1][1] = one_over_det * r5[0][0];
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/* c12 = R3 x R6 */
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C[M02] = r3[0][0] * r6[0][0] + r3[0][1] * r6[1][0];
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C[M03] = r3[0][0] * r6[0][1] + r3[0][1] * r6[1][1];
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C[M12] = r3[1][0] * r6[0][0] + r3[1][1] * r6[1][0];
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C[M13] = r3[1][0] * r6[0][1] + r3[1][1] * r6[1][1];
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/* c21 = R6 x R2 */
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C[M20] = r6[0][0] * r2[0][0] + r6[0][1] * r2[1][0];
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C[M21] = r6[0][0] * r2[0][1] + r6[0][1] * r2[1][1];
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C[M30] = r6[1][0] * r2[0][0] + r6[1][1] * r2[1][0];
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C[M31] = r6[1][0] * r2[0][1] + r6[1][1] * r2[1][1];
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/* R7 = R3 x c21 */
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r7[0][0] = r3[0][0] * C[M20] + r3[0][1] * C[M30];
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r7[0][1] = r3[0][0] * C[M21] + r3[0][1] * C[M31];
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r7[1][0] = r3[1][0] * C[M20] + r3[1][1] * C[M30];
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r7[1][1] = r3[1][0] * C[M21] + r3[1][1] * C[M31];
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/* c11 = R1 - R7 */
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C[M00] = r1[0][0] - r7[0][0];
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C[M01] = r1[0][1] - r7[0][1];
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C[M10] = r1[1][0] - r7[1][0];
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C[M11] = r1[1][1] - r7[1][1];
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/* c22 = -R6 */
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C[M22] = -r6[0][0];
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C[M23] = -r6[0][1];
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C[M32] = -r6[1][0];
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C[M33] = -r6[1][1];
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}
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/*
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* Invert matrix m. This algorithm contributed by Stephane Rehel
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* <rehel@worldnet.fr>
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*/
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static void invert_matrix( const GLfloat *m, GLfloat *out )
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{
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/* NB. OpenGL Matrices are COLUMN major. */
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#define MAT(m,r,c) (m)[(c)*4+(r)]
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/* Here's some shorthand converting standard (row,column) to index. */
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#define m11 MAT(m,0,0)
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#define m12 MAT(m,0,1)
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#define m13 MAT(m,0,2)
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#define m14 MAT(m,0,3)
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#define m21 MAT(m,1,0)
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#define m22 MAT(m,1,1)
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#define m23 MAT(m,1,2)
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#define m24 MAT(m,1,3)
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#define m31 MAT(m,2,0)
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#define m32 MAT(m,2,1)
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#define m33 MAT(m,2,2)
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#define m34 MAT(m,2,3)
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#define m41 MAT(m,3,0)
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#define m42 MAT(m,3,1)
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#define m43 MAT(m,3,2)
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#define m44 MAT(m,3,3)
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register GLfloat det;
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GLfloat tmp[16]; /* Allow out == in. */
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if( m41 != 0. || m42 != 0. || m43 != 0. || m44 != 1. ) {
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invert_matrix_general(m, out);
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return;
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}
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/* Inverse = adjoint / det. (See linear algebra texts.)*/
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tmp[0]= m22 * m33 - m23 * m32;
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tmp[1]= m23 * m31 - m21 * m33;
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tmp[2]= m21 * m32 - m22 * m31;
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/* Compute determinant as early as possible using these cofactors. */
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det= m11 * tmp[0] + m12 * tmp[1] + m13 * tmp[2];
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/* Run singularity test. */
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if (det == 0.0F) {
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/* printf("invert_matrix: Warning: Singular matrix.\n"); */
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MEMCPY( out, Identity, 16*sizeof(GLfloat) );
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}
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else {
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GLfloat d12, d13, d23, d24, d34, d41;
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register GLfloat im11, im12, im13, im14;
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det= 1. / det;
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/* Compute rest of inverse. */
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tmp[0] *= det;
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tmp[1] *= det;
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tmp[2] *= det;
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tmp[3] = 0.;
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im11= m11 * det;
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im12= m12 * det;
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im13= m13 * det;
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im14= m14 * det;
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tmp[4] = im13 * m32 - im12 * m33;
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tmp[5] = im11 * m33 - im13 * m31;
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tmp[6] = im12 * m31 - im11 * m32;
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tmp[7] = 0.;
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/* Pre-compute 2x2 dets for first two rows when computing */
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/* cofactors of last two rows. */
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d12 = im11*m22 - m21*im12;
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d13 = im11*m23 - m21*im13;
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d23 = im12*m23 - m22*im13;
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d24 = im12*m24 - m22*im14;
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d34 = im13*m24 - m23*im14;
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d41 = im14*m21 - m24*im11;
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|
tmp[8] = d23;
|
||
|
tmp[9] = -d13;
|
||
|
tmp[10] = d12;
|
||
|
tmp[11] = 0.;
|
||
|
|
||
|
tmp[12] = -(m32 * d34 - m33 * d24 + m34 * d23);
|
||
|
tmp[13] = (m31 * d34 + m33 * d41 + m34 * d13);
|
||
|
tmp[14] = -(m31 * d24 + m32 * d41 + m34 * d12);
|
||
|
tmp[15] = 1.;
|
||
|
|
||
|
MEMCPY(out, tmp, 16*sizeof(GLfloat));
|
||
|
}
|
||
|
|
||
|
#undef m11
|
||
|
#undef m12
|
||
|
#undef m13
|
||
|
#undef m14
|
||
|
#undef m21
|
||
|
#undef m22
|
||
|
#undef m23
|
||
|
#undef m24
|
||
|
#undef m31
|
||
|
#undef m32
|
||
|
#undef m33
|
||
|
#undef m34
|
||
|
#undef m41
|
||
|
#undef m42
|
||
|
#undef m43
|
||
|
#undef m44
|
||
|
#undef MAT
|
||
|
}
|
||
|
|
||
|
|
||
|
|
||
|
/*
|
||
|
* Determine if the given matrix is the identity matrix.
|
||
|
*/
|
||
|
static GLboolean is_identity( const GLfloat m[16] )
|
||
|
{
|
||
|
if ( m[0]==1.0F && m[4]==0.0F && m[ 8]==0.0F && m[12]==0.0F
|
||
|
&& m[1]==0.0F && m[5]==1.0F && m[ 9]==0.0F && m[13]==0.0F
|
||
|
&& m[2]==0.0F && m[6]==0.0F && m[10]==1.0F && m[14]==0.0F
|
||
|
&& m[3]==0.0F && m[7]==0.0F && m[11]==0.0F && m[15]==1.0F) {
|
||
|
return GL_TRUE;
|
||
|
}
|
||
|
else {
|
||
|
return GL_FALSE;
|
||
|
}
|
||
|
}
|
||
|
|
||
|
|
||
|
/*
|
||
|
* Examine the current modelview matrix to determine its type.
|
||
|
* Later we use the matrix type to optimize vertex transformations.
|
||
|
*/
|
||
|
void gl_analyze_modelview_matrix( GLcontext *ctx )
|
||
|
{
|
||
|
const GLfloat *m = ctx->ModelViewMatrix;
|
||
|
if (is_identity(m)) {
|
||
|
ctx->ModelViewMatrixType = MATRIX_IDENTITY;
|
||
|
}
|
||
|
else if ( m[4]==0.0F && m[ 8]==0.0F
|
||
|
&& m[1]==0.0F && m[ 9]==0.0F
|
||
|
&& m[2]==0.0F && m[6]==0.0F && m[10]==1.0F && m[14]==0.0F
|
||
|
&& m[3]==0.0F && m[7]==0.0F && m[11]==0.0F && m[15]==1.0F) {
|
||
|
ctx->ModelViewMatrixType = MATRIX_2D_NO_ROT;
|
||
|
}
|
||
|
else if ( m[ 8]==0.0F
|
||
|
&& m[ 9]==0.0F
|
||
|
&& m[2]==0.0F && m[6]==0.0F && m[10]==1.0F && m[14]==0.0F
|
||
|
&& m[3]==0.0F && m[7]==0.0F && m[11]==0.0F && m[15]==1.0F) {
|
||
|
ctx->ModelViewMatrixType = MATRIX_2D;
|
||
|
}
|
||
|
else if (m[3]==0.0F && m[7]==0.0F && m[11]==0.0F && m[15]==1.0F) {
|
||
|
ctx->ModelViewMatrixType = MATRIX_3D;
|
||
|
}
|
||
|
else {
|
||
|
ctx->ModelViewMatrixType = MATRIX_GENERAL;
|
||
|
}
|
||
|
|
||
|
invert_matrix( ctx->ModelViewMatrix, ctx->ModelViewInv );
|
||
|
ctx->NewModelViewMatrix = GL_FALSE;
|
||
|
}
|
||
|
|
||
|
|
||
|
|
||
|
/*
|
||
|
* Examine the current projection matrix to determine its type.
|
||
|
* Later we use the matrix type to optimize vertex transformations.
|
||
|
*/
|
||
|
void gl_analyze_projection_matrix( GLcontext *ctx )
|
||
|
{
|
||
|
/* look for common-case ortho and perspective matrices */
|
||
|
const GLfloat *m = ctx->ProjectionMatrix;
|
||
|
if (is_identity(m)) {
|
||
|
ctx->ProjectionMatrixType = MATRIX_IDENTITY;
|
||
|
}
|
||
|
else if ( m[4]==0.0F && m[8] ==0.0F
|
||
|
&& m[1]==0.0F && m[9] ==0.0F
|
||
|
&& m[2]==0.0F && m[6]==0.0F
|
||
|
&& m[3]==0.0F && m[7]==0.0F && m[11]==0.0F && m[15]==1.0F) {
|
||
|
ctx->ProjectionMatrixType = MATRIX_ORTHO;
|
||
|
}
|
||
|
else if ( m[4]==0.0F && m[12]==0.0F
|
||
|
&& m[1]==0.0F && m[13]==0.0F
|
||
|
&& m[2]==0.0F && m[6]==0.0F
|
||
|
&& m[3]==0.0F && m[7]==0.0F && m[11]==-1.0F && m[15]==0.0F) {
|
||
|
ctx->ProjectionMatrixType = MATRIX_PERSPECTIVE;
|
||
|
}
|
||
|
else {
|
||
|
ctx->ProjectionMatrixType = MATRIX_GENERAL;
|
||
|
}
|
||
|
|
||
|
ctx->NewProjectionMatrix = GL_FALSE;
|
||
|
}
|
||
|
|
||
|
|
||
|
|
||
|
/*
|
||
|
* Examine the current texture matrix to determine its type.
|
||
|
* Later we use the matrix type to optimize texture coordinate transformations.
|
||
|
*/
|
||
|
void gl_analyze_texture_matrix( GLcontext *ctx )
|
||
|
{
|
||
|
const GLfloat *m = ctx->TextureMatrix;
|
||
|
if (is_identity(m)) {
|
||
|
ctx->TextureMatrixType = MATRIX_IDENTITY;
|
||
|
}
|
||
|
else if ( m[ 8]==0.0F
|
||
|
&& m[ 9]==0.0F
|
||
|
&& m[2]==0.0F && m[6]==0.0F && m[10]==1.0F && m[14]==0.0F
|
||
|
&& m[3]==0.0F && m[7]==0.0F && m[11]==0.0F && m[15]==1.0F) {
|
||
|
ctx->TextureMatrixType = MATRIX_2D;
|
||
|
}
|
||
|
else if (m[3]==0.0F && m[7]==0.0F && m[11]==0.0F && m[15]==1.0F) {
|
||
|
ctx->TextureMatrixType = MATRIX_3D;
|
||
|
}
|
||
|
else {
|
||
|
ctx->TextureMatrixType = MATRIX_GENERAL;
|
||
|
}
|
||
|
|
||
|
ctx->NewTextureMatrix = GL_FALSE;
|
||
|
}
|
||
|
|
||
|
|
||
|
|
||
|
void gl_Frustum( GLcontext *ctx,
|
||
|
GLdouble left, GLdouble right,
|
||
|
GLdouble bottom, GLdouble top,
|
||
|
GLdouble nearval, GLdouble farval )
|
||
|
{
|
||
|
GLfloat x, y, a, b, c, d;
|
||
|
GLfloat m[16];
|
||
|
|
||
|
if (nearval<=0.0 || farval<=0.0) {
|
||
|
gl_error( ctx, GL_INVALID_VALUE, "glFrustum(near or far)" );
|
||
|
}
|
||
|
|
||
|
x = (2.0*nearval) / (right-left);
|
||
|
y = (2.0*nearval) / (top-bottom);
|
||
|
a = (right+left) / (right-left);
|
||
|
b = (top+bottom) / (top-bottom);
|
||
|
c = -(farval+nearval) / ( farval-nearval);
|
||
|
d = -(2.0*farval*nearval) / (farval-nearval); /* error? */
|
||
|
|
||
|
#define M(row,col) m[col*4+row]
|
||
|
M(0,0) = x; M(0,1) = 0.0F; M(0,2) = a; M(0,3) = 0.0F;
|
||
|
M(1,0) = 0.0F; M(1,1) = y; M(1,2) = b; M(1,3) = 0.0F;
|
||
|
M(2,0) = 0.0F; M(2,1) = 0.0F; M(2,2) = c; M(2,3) = d;
|
||
|
M(3,0) = 0.0F; M(3,1) = 0.0F; M(3,2) = -1.0F; M(3,3) = 0.0F;
|
||
|
#undef M
|
||
|
|
||
|
gl_MultMatrixf( ctx, m );
|
||
|
|
||
|
|
||
|
/* Need to keep a stack of near/far values in case the user push/pops
|
||
|
* the projection matrix stack so that we can call Driver.NearFar()
|
||
|
* after a pop.
|
||
|
*/
|
||
|
ctx->NearFarStack[ctx->ProjectionStackDepth][0] = nearval;
|
||
|
ctx->NearFarStack[ctx->ProjectionStackDepth][1] = farval;
|
||
|
|
||
|
if (ctx->Driver.NearFar) {
|
||
|
(*ctx->Driver.NearFar)( ctx, nearval, farval );
|
||
|
}
|
||
|
}
|
||
|
|
||
|
|
||
|
void gl_Ortho( GLcontext *ctx,
|
||
|
GLdouble left, GLdouble right,
|
||
|
GLdouble bottom, GLdouble top,
|
||
|
GLdouble nearval, GLdouble farval )
|
||
|
{
|
||
|
GLfloat x, y, z;
|
||
|
GLfloat tx, ty, tz;
|
||
|
GLfloat m[16];
|
||
|
|
||
|
x = 2.0 / (right-left);
|
||
|
y = 2.0 / (top-bottom);
|
||
|
z = -2.0 / (farval-nearval);
|
||
|
tx = -(right+left) / (right-left);
|
||
|
ty = -(top+bottom) / (top-bottom);
|
||
|
tz = -(farval+nearval) / (farval-nearval);
|
||
|
|
||
|
#define M(row,col) m[col*4+row]
|
||
|
M(0,0) = x; M(0,1) = 0.0F; M(0,2) = 0.0F; M(0,3) = tx;
|
||
|
M(1,0) = 0.0F; M(1,1) = y; M(1,2) = 0.0F; M(1,3) = ty;
|
||
|
M(2,0) = 0.0F; M(2,1) = 0.0F; M(2,2) = z; M(2,3) = tz;
|
||
|
M(3,0) = 0.0F; M(3,1) = 0.0F; M(3,2) = 0.0F; M(3,3) = 1.0F;
|
||
|
#undef M
|
||
|
|
||
|
gl_MultMatrixf( ctx, m );
|
||
|
|
||
|
if (ctx->Driver.NearFar) {
|
||
|
(*ctx->Driver.NearFar)( ctx, nearval, farval );
|
||
|
}
|
||
|
}
|
||
|
|
||
|
|
||
|
void gl_MatrixMode( GLcontext *ctx, GLenum mode )
|
||
|
{
|
||
|
if (INSIDE_BEGIN_END(ctx)) {
|
||
|
gl_error( ctx, GL_INVALID_OPERATION, "glMatrixMode" );
|
||
|
return;
|
||
|
}
|
||
|
switch (mode) {
|
||
|
case GL_MODELVIEW:
|
||
|
case GL_PROJECTION:
|
||
|
case GL_TEXTURE:
|
||
|
ctx->Transform.MatrixMode = mode;
|
||
|
break;
|
||
|
default:
|
||
|
gl_error( ctx, GL_INVALID_ENUM, "glMatrixMode" );
|
||
|
}
|
||
|
}
|
||
|
|
||
|
|
||
|
|
||
|
void gl_PushMatrix( GLcontext *ctx )
|
||
|
{
|
||
|
if (INSIDE_BEGIN_END(ctx)) {
|
||
|
gl_error( ctx, GL_INVALID_OPERATION, "glPushMatrix" );
|
||
|
return;
|
||
|
}
|
||
|
switch (ctx->Transform.MatrixMode) {
|
||
|
case GL_MODELVIEW:
|
||
|
if (ctx->ModelViewStackDepth>=MAX_MODELVIEW_STACK_DEPTH-1) {
|
||
|
gl_error( ctx, GL_STACK_OVERFLOW, "glPushMatrix");
|
||
|
return;
|
||
|
}
|
||
|
MEMCPY( ctx->ModelViewStack[ctx->ModelViewStackDepth],
|
||
|
ctx->ModelViewMatrix,
|
||
|
16*sizeof(GLfloat) );
|
||
|
ctx->ModelViewStackDepth++;
|
||
|
break;
|
||
|
case GL_PROJECTION:
|
||
|
if (ctx->ProjectionStackDepth>=MAX_PROJECTION_STACK_DEPTH) {
|
||
|
gl_error( ctx, GL_STACK_OVERFLOW, "glPushMatrix");
|
||
|
return;
|
||
|
}
|
||
|
MEMCPY( ctx->ProjectionStack[ctx->ProjectionStackDepth],
|
||
|
ctx->ProjectionMatrix,
|
||
|
16*sizeof(GLfloat) );
|
||
|
ctx->ProjectionStackDepth++;
|
||
|
|
||
|
/* Save near and far projection values */
|
||
|
ctx->NearFarStack[ctx->ProjectionStackDepth][0]
|
||
|
= ctx->NearFarStack[ctx->ProjectionStackDepth-1][0];
|
||
|
ctx->NearFarStack[ctx->ProjectionStackDepth][1]
|
||
|
= ctx->NearFarStack[ctx->ProjectionStackDepth-1][1];
|
||
|
break;
|
||
|
case GL_TEXTURE:
|
||
|
if (ctx->TextureStackDepth>=MAX_TEXTURE_STACK_DEPTH) {
|
||
|
gl_error( ctx, GL_STACK_OVERFLOW, "glPushMatrix");
|
||
|
return;
|
||
|
}
|
||
|
MEMCPY( ctx->TextureStack[ctx->TextureStackDepth],
|
||
|
ctx->TextureMatrix,
|
||
|
16*sizeof(GLfloat) );
|
||
|
ctx->TextureStackDepth++;
|
||
|
break;
|
||
|
default:
|
||
|
gl_problem(ctx, "Bad matrix mode in gl_PushMatrix");
|
||
|
}
|
||
|
}
|
||
|
|
||
|
|
||
|
|
||
|
void gl_PopMatrix( GLcontext *ctx )
|
||
|
{
|
||
|
if (INSIDE_BEGIN_END(ctx)) {
|
||
|
gl_error( ctx, GL_INVALID_OPERATION, "glPopMatrix" );
|
||
|
return;
|
||
|
}
|
||
|
switch (ctx->Transform.MatrixMode) {
|
||
|
case GL_MODELVIEW:
|
||
|
if (ctx->ModelViewStackDepth==0) {
|
||
|
gl_error( ctx, GL_STACK_UNDERFLOW, "glPopMatrix");
|
||
|
return;
|
||
|
}
|
||
|
ctx->ModelViewStackDepth--;
|
||
|
MEMCPY( ctx->ModelViewMatrix,
|
||
|
ctx->ModelViewStack[ctx->ModelViewStackDepth],
|
||
|
16*sizeof(GLfloat) );
|
||
|
ctx->NewModelViewMatrix = GL_TRUE;
|
||
|
break;
|
||
|
case GL_PROJECTION:
|
||
|
if (ctx->ProjectionStackDepth==0) {
|
||
|
gl_error( ctx, GL_STACK_UNDERFLOW, "glPopMatrix");
|
||
|
return;
|
||
|
}
|
||
|
ctx->ProjectionStackDepth--;
|
||
|
MEMCPY( ctx->ProjectionMatrix,
|
||
|
ctx->ProjectionStack[ctx->ProjectionStackDepth],
|
||
|
16*sizeof(GLfloat) );
|
||
|
ctx->NewProjectionMatrix = GL_TRUE;
|
||
|
|
||
|
/* Device driver near/far values */
|
||
|
{
|
||
|
GLfloat nearVal = ctx->NearFarStack[ctx->ProjectionStackDepth][0];
|
||
|
GLfloat farVal = ctx->NearFarStack[ctx->ProjectionStackDepth][1];
|
||
|
if (ctx->Driver.NearFar) {
|
||
|
(*ctx->Driver.NearFar)( ctx, nearVal, farVal );
|
||
|
}
|
||
|
}
|
||
|
break;
|
||
|
case GL_TEXTURE:
|
||
|
if (ctx->TextureStackDepth==0) {
|
||
|
gl_error( ctx, GL_STACK_UNDERFLOW, "glPopMatrix");
|
||
|
return;
|
||
|
}
|
||
|
ctx->TextureStackDepth--;
|
||
|
MEMCPY( ctx->TextureMatrix,
|
||
|
ctx->TextureStack[ctx->TextureStackDepth],
|
||
|
16*sizeof(GLfloat) );
|
||
|
ctx->NewTextureMatrix = GL_TRUE;
|
||
|
break;
|
||
|
default:
|
||
|
gl_problem(ctx, "Bad matrix mode in gl_PopMatrix");
|
||
|
}
|
||
|
}
|
||
|
|
||
|
|
||
|
|
||
|
void gl_LoadIdentity( GLcontext *ctx )
|
||
|
{
|
||
|
if (INSIDE_BEGIN_END(ctx)) {
|
||
|
gl_error( ctx, GL_INVALID_OPERATION, "glLoadIdentity" );
|
||
|
return;
|
||
|
}
|
||
|
switch (ctx->Transform.MatrixMode) {
|
||
|
case GL_MODELVIEW:
|
||
|
MEMCPY( ctx->ModelViewMatrix, Identity, 16*sizeof(GLfloat) );
|
||
|
MEMCPY( ctx->ModelViewInv, Identity, 16*sizeof(GLfloat) );
|
||
|
ctx->ModelViewMatrixType = MATRIX_IDENTITY;
|
||
|
ctx->NewModelViewMatrix = GL_FALSE;
|
||
|
break;
|
||
|
case GL_PROJECTION:
|
||
|
MEMCPY( ctx->ProjectionMatrix, Identity, 16*sizeof(GLfloat) );
|
||
|
ctx->ProjectionMatrixType = MATRIX_IDENTITY;
|
||
|
ctx->NewProjectionMatrix = GL_FALSE;
|
||
|
break;
|
||
|
case GL_TEXTURE:
|
||
|
MEMCPY( ctx->TextureMatrix, Identity, 16*sizeof(GLfloat) );
|
||
|
ctx->TextureMatrixType = MATRIX_IDENTITY;
|
||
|
ctx->NewTextureMatrix = GL_FALSE;
|
||
|
break;
|
||
|
default:
|
||
|
gl_problem(ctx, "Bad matrix mode in gl_LoadIdentity");
|
||
|
}
|
||
|
}
|
||
|
|
||
|
|
||
|
void gl_LoadMatrixf( GLcontext *ctx, const GLfloat *m )
|
||
|
{
|
||
|
if (INSIDE_BEGIN_END(ctx)) {
|
||
|
gl_error( ctx, GL_INVALID_OPERATION, "glLoadMatrix" );
|
||
|
return;
|
||
|
}
|
||
|
switch (ctx->Transform.MatrixMode) {
|
||
|
case GL_MODELVIEW:
|
||
|
MEMCPY( ctx->ModelViewMatrix, m, 16*sizeof(GLfloat) );
|
||
|
ctx->NewModelViewMatrix = GL_TRUE;
|
||
|
break;
|
||
|
case GL_PROJECTION:
|
||
|
MEMCPY( ctx->ProjectionMatrix, m, 16*sizeof(GLfloat) );
|
||
|
ctx->NewProjectionMatrix = GL_TRUE;
|
||
|
{
|
||
|
float n,f,c,d;
|
||
|
|
||
|
#define M(row,col) m[col*4+row]
|
||
|
c = M(2,2);
|
||
|
d = M(2,3);
|
||
|
#undef M
|
||
|
n = d / (c-1);
|
||
|
f = d / (c+1);
|
||
|
|
||
|
/* Need to keep a stack of near/far values in case the user
|
||
|
* push/pops the projection matrix stack so that we can call
|
||
|
* Driver.NearFar() after a pop.
|
||
|
*/
|
||
|
ctx->NearFarStack[ctx->ProjectionStackDepth][0] = n;
|
||
|
ctx->NearFarStack[ctx->ProjectionStackDepth][1] = f;
|
||
|
|
||
|
if (ctx->Driver.NearFar) {
|
||
|
(*ctx->Driver.NearFar)( ctx, n, f );
|
||
|
}
|
||
|
}
|
||
|
break;
|
||
|
case GL_TEXTURE:
|
||
|
MEMCPY( ctx->TextureMatrix, m, 16*sizeof(GLfloat) );
|
||
|
ctx->NewTextureMatrix = GL_TRUE;
|
||
|
break;
|
||
|
default:
|
||
|
gl_problem(ctx, "Bad matrix mode in gl_LoadMatrixf");
|
||
|
}
|
||
|
}
|
||
|
|
||
|
|
||
|
|
||
|
void gl_MultMatrixf( GLcontext *ctx, const GLfloat *m )
|
||
|
{
|
||
|
if (INSIDE_BEGIN_END(ctx)) {
|
||
|
gl_error( ctx, GL_INVALID_OPERATION, "glMultMatrix" );
|
||
|
return;
|
||
|
}
|
||
|
switch (ctx->Transform.MatrixMode) {
|
||
|
case GL_MODELVIEW:
|
||
|
matmul( ctx->ModelViewMatrix, ctx->ModelViewMatrix, m );
|
||
|
ctx->NewModelViewMatrix = GL_TRUE;
|
||
|
break;
|
||
|
case GL_PROJECTION:
|
||
|
matmul( ctx->ProjectionMatrix, ctx->ProjectionMatrix, m );
|
||
|
ctx->NewProjectionMatrix = GL_TRUE;
|
||
|
break;
|
||
|
case GL_TEXTURE:
|
||
|
matmul( ctx->TextureMatrix, ctx->TextureMatrix, m );
|
||
|
ctx->NewTextureMatrix = GL_TRUE;
|
||
|
break;
|
||
|
default:
|
||
|
gl_problem(ctx, "Bad matrix mode in gl_MultMatrixf");
|
||
|
}
|
||
|
}
|
||
|
|
||
|
|
||
|
|
||
|
/*
|
||
|
* Generate a 4x4 transformation matrix from glRotate parameters.
|
||
|
*/
|
||
|
void gl_rotation_matrix( GLfloat angle, GLfloat x, GLfloat y, GLfloat z,
|
||
|
GLfloat m[] )
|
||
|
{
|
||
|
/* This function contributed by Erich Boleyn (erich@uruk.org) */
|
||
|
GLfloat mag, s, c;
|
||
|
GLfloat xx, yy, zz, xy, yz, zx, xs, ys, zs, one_c;
|
||
|
|
||
|
s = sin( angle * DEG2RAD );
|
||
|
c = cos( angle * DEG2RAD );
|
||
|
|
||
|
mag = GL_SQRT( x*x + y*y + z*z );
|
||
|
|
||
|
if (mag == 0.0) {
|
||
|
/* generate an identity matrix and return */
|
||
|
MEMCPY(m, Identity, sizeof(GLfloat)*16);
|
||
|
return;
|
||
|
}
|
||
|
|
||
|
x /= mag;
|
||
|
y /= mag;
|
||
|
z /= mag;
|
||
|
|
||
|
#define M(row,col) m[col*4+row]
|
||
|
|
||
|
/*
|
||
|
* Arbitrary axis rotation matrix.
|
||
|
*
|
||
|
* This is composed of 5 matrices, Rz, Ry, T, Ry', Rz', multiplied
|
||
|
* like so: Rz * Ry * T * Ry' * Rz'. T is the final rotation
|
||
|
* (which is about the X-axis), and the two composite transforms
|
||
|
* Ry' * Rz' and Rz * Ry are (respectively) the rotations necessary
|
||
|
* from the arbitrary axis to the X-axis then back. They are
|
||
|
* all elementary rotations.
|
||
|
*
|
||
|
* Rz' is a rotation about the Z-axis, to bring the axis vector
|
||
|
* into the x-z plane. Then Ry' is applied, rotating about the
|
||
|
* Y-axis to bring the axis vector parallel with the X-axis. The
|
||
|
* rotation about the X-axis is then performed. Ry and Rz are
|
||
|
* simply the respective inverse transforms to bring the arbitrary
|
||
|
* axis back to it's original orientation. The first transforms
|
||
|
* Rz' and Ry' are considered inverses, since the data from the
|
||
|
* arbitrary axis gives you info on how to get to it, not how
|
||
|
* to get away from it, and an inverse must be applied.
|
||
|
*
|
||
|
* The basic calculation used is to recognize that the arbitrary
|
||
|
* axis vector (x, y, z), since it is of unit length, actually
|
||
|
* represents the sines and cosines of the angles to rotate the
|
||
|
* X-axis to the same orientation, with theta being the angle about
|
||
|
* Z and phi the angle about Y (in the order described above)
|
||
|
* as follows:
|
||
|
*
|
||
|
* cos ( theta ) = x / sqrt ( 1 - z^2 )
|
||
|
* sin ( theta ) = y / sqrt ( 1 - z^2 )
|
||
|
*
|
||
|
* cos ( phi ) = sqrt ( 1 - z^2 )
|
||
|
* sin ( phi ) = z
|
||
|
*
|
||
|
* Note that cos ( phi ) can further be inserted to the above
|
||
|
* formulas:
|
||
|
*
|
||
|
* cos ( theta ) = x / cos ( phi )
|
||
|
* sin ( theta ) = y / sin ( phi )
|
||
|
*
|
||
|
* ...etc. Because of those relations and the standard trigonometric
|
||
|
* relations, it is pssible to reduce the transforms down to what
|
||
|
* is used below. It may be that any primary axis chosen will give the
|
||
|
* same results (modulo a sign convention) using thie method.
|
||
|
*
|
||
|
* Particularly nice is to notice that all divisions that might
|
||
|
* have caused trouble when parallel to certain planes or
|
||
|
* axis go away with care paid to reducing the expressions.
|
||
|
* After checking, it does perform correctly under all cases, since
|
||
|
* in all the cases of division where the denominator would have
|
||
|
* been zero, the numerator would have been zero as well, giving
|
||
|
* the expected result.
|
||
|
*/
|
||
|
|
||
|
xx = x * x;
|
||
|
yy = y * y;
|
||
|
zz = z * z;
|
||
|
xy = x * y;
|
||
|
yz = y * z;
|
||
|
zx = z * x;
|
||
|
xs = x * s;
|
||
|
ys = y * s;
|
||
|
zs = z * s;
|
||
|
one_c = 1.0F - c;
|
||
|
|
||
|
M(0,0) = (one_c * xx) + c;
|
||
|
M(0,1) = (one_c * xy) - zs;
|
||
|
M(0,2) = (one_c * zx) + ys;
|
||
|
M(0,3) = 0.0F;
|
||
|
|
||
|
M(1,0) = (one_c * xy) + zs;
|
||
|
M(1,1) = (one_c * yy) + c;
|
||
|
M(1,2) = (one_c * yz) - xs;
|
||
|
M(1,3) = 0.0F;
|
||
|
|
||
|
M(2,0) = (one_c * zx) - ys;
|
||
|
M(2,1) = (one_c * yz) + xs;
|
||
|
M(2,2) = (one_c * zz) + c;
|
||
|
M(2,3) = 0.0F;
|
||
|
|
||
|
M(3,0) = 0.0F;
|
||
|
M(3,1) = 0.0F;
|
||
|
M(3,2) = 0.0F;
|
||
|
M(3,3) = 1.0F;
|
||
|
|
||
|
#undef M
|
||
|
}
|
||
|
|
||
|
|
||
|
|
||
|
void gl_Rotatef( GLcontext *ctx,
|
||
|
GLfloat angle, GLfloat x, GLfloat y, GLfloat z )
|
||
|
{
|
||
|
GLfloat m[16];
|
||
|
gl_rotation_matrix( angle, x, y, z, m );
|
||
|
gl_MultMatrixf( ctx, m );
|
||
|
}
|
||
|
|
||
|
|
||
|
|
||
|
/*
|
||
|
* Execute a glScale call
|
||
|
*/
|
||
|
void gl_Scalef( GLcontext *ctx, GLfloat x, GLfloat y, GLfloat z )
|
||
|
{
|
||
|
GLfloat *m;
|
||
|
|
||
|
if (INSIDE_BEGIN_END(ctx)) {
|
||
|
gl_error( ctx, GL_INVALID_OPERATION, "glScale" );
|
||
|
return;
|
||
|
}
|
||
|
switch (ctx->Transform.MatrixMode) {
|
||
|
case GL_MODELVIEW:
|
||
|
m = ctx->ModelViewMatrix;
|
||
|
ctx->NewModelViewMatrix = GL_TRUE;
|
||
|
break;
|
||
|
case GL_PROJECTION:
|
||
|
m = ctx->ProjectionMatrix;
|
||
|
ctx->NewProjectionMatrix = GL_TRUE;
|
||
|
break;
|
||
|
case GL_TEXTURE:
|
||
|
m = ctx->TextureMatrix;
|
||
|
ctx->NewTextureMatrix = GL_TRUE;
|
||
|
break;
|
||
|
default:
|
||
|
gl_problem(ctx, "Bad matrix mode in gl_Scalef");
|
||
|
return;
|
||
|
}
|
||
|
m[0] *= x; m[4] *= y; m[8] *= z;
|
||
|
m[1] *= x; m[5] *= y; m[9] *= z;
|
||
|
m[2] *= x; m[6] *= y; m[10] *= z;
|
||
|
m[3] *= x; m[7] *= y; m[11] *= z;
|
||
|
}
|
||
|
|
||
|
|
||
|
|
||
|
/*
|
||
|
* Execute a glTranslate call
|
||
|
*/
|
||
|
void gl_Translatef( GLcontext *ctx, GLfloat x, GLfloat y, GLfloat z )
|
||
|
{
|
||
|
GLfloat *m;
|
||
|
if (INSIDE_BEGIN_END(ctx)) {
|
||
|
gl_error( ctx, GL_INVALID_OPERATION, "glTranslate" );
|
||
|
return;
|
||
|
}
|
||
|
switch (ctx->Transform.MatrixMode) {
|
||
|
case GL_MODELVIEW:
|
||
|
m = ctx->ModelViewMatrix;
|
||
|
ctx->NewModelViewMatrix = GL_TRUE;
|
||
|
break;
|
||
|
case GL_PROJECTION:
|
||
|
m = ctx->ProjectionMatrix;
|
||
|
ctx->NewProjectionMatrix = GL_TRUE;
|
||
|
break;
|
||
|
case GL_TEXTURE:
|
||
|
m = ctx->TextureMatrix;
|
||
|
ctx->NewTextureMatrix = GL_TRUE;
|
||
|
break;
|
||
|
default:
|
||
|
gl_problem(ctx, "Bad matrix mode in gl_Translatef");
|
||
|
return;
|
||
|
}
|
||
|
|
||
|
m[12] = m[0] * x + m[4] * y + m[8] * z + m[12];
|
||
|
m[13] = m[1] * x + m[5] * y + m[9] * z + m[13];
|
||
|
m[14] = m[2] * x + m[6] * y + m[10] * z + m[14];
|
||
|
m[15] = m[3] * x + m[7] * y + m[11] * z + m[15];
|
||
|
}
|
||
|
|
||
|
|
||
|
|
||
|
|
||
|
/*
|
||
|
* Define a new viewport and reallocate auxillary buffers if the size of
|
||
|
* the window (color buffer) has changed.
|
||
|
*/
|
||
|
void gl_Viewport( GLcontext *ctx,
|
||
|
GLint x, GLint y, GLsizei width, GLsizei height )
|
||
|
{
|
||
|
if (width<0 || height<0) {
|
||
|
gl_error( ctx, GL_INVALID_VALUE, "glViewport" );
|
||
|
return;
|
||
|
}
|
||
|
if (INSIDE_BEGIN_END(ctx)) {
|
||
|
gl_error( ctx, GL_INVALID_OPERATION, "glViewport" );
|
||
|
return;
|
||
|
}
|
||
|
|
||
|
/* clamp width, and height to implementation dependent range */
|
||
|
width = CLAMP( width, 1, MAX_WIDTH );
|
||
|
height = CLAMP( height, 1, MAX_HEIGHT );
|
||
|
|
||
|
/* Save viewport */
|
||
|
ctx->Viewport.X = x;
|
||
|
ctx->Viewport.Width = width;
|
||
|
ctx->Viewport.Y = y;
|
||
|
ctx->Viewport.Height = height;
|
||
|
|
||
|
/* compute scale and bias values */
|
||
|
ctx->Viewport.Sx = (GLfloat) width / 2.0F;
|
||
|
ctx->Viewport.Tx = ctx->Viewport.Sx + x;
|
||
|
ctx->Viewport.Sy = (GLfloat) height / 2.0F;
|
||
|
ctx->Viewport.Ty = ctx->Viewport.Sy + y;
|
||
|
|
||
|
ctx->NewState |= NEW_ALL; /* just to be safe */
|
||
|
|
||
|
/* Check if window/buffer has been resized and if so, reallocate the
|
||
|
* ancillary buffers.
|
||
|
*/
|
||
|
gl_ResizeBuffersMESA(ctx);
|
||
|
}
|