#include "glheader.h"
#include "imports.h"
#include "context.h"
#include "enums.h"
#include "macros.h"
#include "matrix.h"
#include "mtypes.h"
#include "math/m_matrix.h"
#include "math/m_xform.h"
void GLAPIENTRY
_mesa_Frustum( GLdouble left, GLdouble right,
GLdouble bottom, GLdouble top,
GLdouble nearval, GLdouble farval )
{
GET_CURRENT_CONTEXT(ctx);
ASSERT_OUTSIDE_BEGIN_END_AND_FLUSH(ctx);
if (nearval <= 0.0 ||
farval <= 0.0 ||
nearval == farval ||
left == right ||
top == bottom)
{
_mesa_error( ctx, GL_INVALID_VALUE, "glFrustum" );
return;
}
_math_matrix_frustum( ctx->CurrentStack->Top,
(GLfloat) left, (GLfloat) right,
(GLfloat) bottom, (GLfloat) top,
(GLfloat) nearval, (GLfloat) farval );
ctx->NewState |= ctx->CurrentStack->DirtyFlag;
}
void GLAPIENTRY
_mesa_Ortho( GLdouble left, GLdouble right,
GLdouble bottom, GLdouble top,
GLdouble nearval, GLdouble farval )
{
GET_CURRENT_CONTEXT(ctx);
ASSERT_OUTSIDE_BEGIN_END_AND_FLUSH(ctx);
if (MESA_VERBOSE & VERBOSE_API)
_mesa_debug(ctx, "glOrtho(%f, %f, %f, %f, %f, %f)\n",
left, right, bottom, top, nearval, farval);
if (left == right ||
bottom == top ||
nearval == farval)
{
_mesa_error( ctx, GL_INVALID_VALUE, "glOrtho" );
return;
}
_math_matrix_ortho( ctx->CurrentStack->Top,
(GLfloat) left, (GLfloat) right,
(GLfloat) bottom, (GLfloat) top,
(GLfloat) nearval, (GLfloat) farval );
ctx->NewState |= ctx->CurrentStack->DirtyFlag;
}
void GLAPIENTRY
_mesa_MatrixMode( GLenum mode )
{
GET_CURRENT_CONTEXT(ctx);
ASSERT_OUTSIDE_BEGIN_END(ctx);
if (ctx->Transform.MatrixMode == mode && mode != GL_TEXTURE)
return;
FLUSH_VERTICES(ctx, _NEW_TRANSFORM);
switch (mode) {
case GL_MODELVIEW:
ctx->CurrentStack = &ctx->ModelviewMatrixStack;
break;
case GL_PROJECTION:
ctx->CurrentStack = &ctx->ProjectionMatrixStack;
break;
case GL_TEXTURE:
if (ctx->Texture.CurrentUnit >= ctx->Const.MaxTextureCoordUnits) {
_mesa_error(ctx, GL_INVALID_OPERATION, "glMatrixMode(texcoord unit)");
return;
}
ctx->CurrentStack = &ctx->TextureMatrixStack[ctx->Texture.CurrentUnit];
break;
case GL_COLOR:
ctx->CurrentStack = &ctx->ColorMatrixStack;
break;
case GL_MATRIX0_NV:
case GL_MATRIX1_NV:
case GL_MATRIX2_NV:
case GL_MATRIX3_NV:
case GL_MATRIX4_NV:
case GL_MATRIX5_NV:
case GL_MATRIX6_NV:
case GL_MATRIX7_NV:
if (ctx->Extensions.NV_vertex_program) {
ctx->CurrentStack = &ctx->ProgramMatrixStack[mode - GL_MATRIX0_NV];
}
else {
_mesa_error( ctx, GL_INVALID_ENUM, "glMatrixMode(mode)" );
return;
}
break;
case GL_MATRIX0_ARB:
case GL_MATRIX1_ARB:
case GL_MATRIX2_ARB:
case GL_MATRIX3_ARB:
case GL_MATRIX4_ARB:
case GL_MATRIX5_ARB:
case GL_MATRIX6_ARB:
case GL_MATRIX7_ARB:
if (ctx->Extensions.ARB_vertex_program ||
ctx->Extensions.ARB_fragment_program) {
const GLuint m = mode - GL_MATRIX0_ARB;
if (m > ctx->Const.MaxProgramMatrices) {
_mesa_error(ctx, GL_INVALID_ENUM,
"glMatrixMode(GL_MATRIX%d_ARB)", m);
return;
}
ctx->CurrentStack = &ctx->ProgramMatrixStack[m];
}
else {
_mesa_error( ctx, GL_INVALID_ENUM, "glMatrixMode(mode)" );
return;
}
break;
default:
_mesa_error( ctx, GL_INVALID_ENUM, "glMatrixMode(mode)" );
return;
}
ctx->Transform.MatrixMode = mode;
}
void GLAPIENTRY
_mesa_PushMatrix( void )
{
GET_CURRENT_CONTEXT(ctx);
struct gl_matrix_stack *stack = ctx->CurrentStack;
ASSERT_OUTSIDE_BEGIN_END(ctx);
if (MESA_VERBOSE&VERBOSE_API)
_mesa_debug(ctx, "glPushMatrix %s\n",
_mesa_lookup_enum_by_nr(ctx->Transform.MatrixMode));
if (stack->Depth + 1 >= stack->MaxDepth) {
if (ctx->Transform.MatrixMode == GL_TEXTURE) {
_mesa_error(ctx, GL_STACK_OVERFLOW,
"glPushMatrix(mode=GL_TEXTURE, unit=%d)",
ctx->Texture.CurrentUnit);
}
else {
_mesa_error(ctx, GL_STACK_OVERFLOW, "glPushMatrix(mode=%s)",
_mesa_lookup_enum_by_nr(ctx->Transform.MatrixMode));
}
return;
}
_math_matrix_copy( &stack->Stack[stack->Depth + 1],
&stack->Stack[stack->Depth] );
stack->Depth++;
stack->Top = &(stack->Stack[stack->Depth]);
ctx->NewState |= stack->DirtyFlag;
}
void GLAPIENTRY
_mesa_PopMatrix( void )
{
GET_CURRENT_CONTEXT(ctx);
struct gl_matrix_stack *stack = ctx->CurrentStack;
ASSERT_OUTSIDE_BEGIN_END_AND_FLUSH(ctx);
if (MESA_VERBOSE&VERBOSE_API)
_mesa_debug(ctx, "glPopMatrix %s\n",
_mesa_lookup_enum_by_nr(ctx->Transform.MatrixMode));
if (stack->Depth == 0) {
if (ctx->Transform.MatrixMode == GL_TEXTURE) {
_mesa_error(ctx, GL_STACK_UNDERFLOW,
"glPopMatrix(mode=GL_TEXTURE, unit=%d)",
ctx->Texture.CurrentUnit);
}
else {
_mesa_error(ctx, GL_STACK_UNDERFLOW, "glPopMatrix(mode=%s)",
_mesa_lookup_enum_by_nr(ctx->Transform.MatrixMode));
}
return;
}
stack->Depth--;
stack->Top = &(stack->Stack[stack->Depth]);
ctx->NewState |= stack->DirtyFlag;
}
void GLAPIENTRY
_mesa_LoadIdentity( void )
{
GET_CURRENT_CONTEXT(ctx);
ASSERT_OUTSIDE_BEGIN_END_AND_FLUSH(ctx);
if (MESA_VERBOSE & VERBOSE_API)
_mesa_debug(ctx, "glLoadIdentity()");
_math_matrix_set_identity( ctx->CurrentStack->Top );
ctx->NewState |= ctx->CurrentStack->DirtyFlag;
}
void GLAPIENTRY
_mesa_LoadMatrixf( const GLfloat *m )
{
GET_CURRENT_CONTEXT(ctx);
if (!m) return;
if (MESA_VERBOSE & VERBOSE_API)
_mesa_debug(ctx,
"glLoadMatrix(%f %f %f %f, %f %f %f %f, %f %f %f %f, %f %f %f %f\n",
m[0], m[4], m[8], m[12],
m[1], m[5], m[9], m[13],
m[2], m[6], m[10], m[14],
m[3], m[7], m[11], m[15]);
ASSERT_OUTSIDE_BEGIN_END_AND_FLUSH(ctx);
_math_matrix_loadf( ctx->CurrentStack->Top, m );
ctx->NewState |= ctx->CurrentStack->DirtyFlag;
}
void GLAPIENTRY
_mesa_MultMatrixf( const GLfloat *m )
{
GET_CURRENT_CONTEXT(ctx);
if (!m) return;
if (MESA_VERBOSE & VERBOSE_API)
_mesa_debug(ctx,
"glMultMatrix(%f %f %f %f, %f %f %f %f, %f %f %f %f, %f %f %f %f\n",
m[0], m[4], m[8], m[12],
m[1], m[5], m[9], m[13],
m[2], m[6], m[10], m[14],
m[3], m[7], m[11], m[15]);
ASSERT_OUTSIDE_BEGIN_END_AND_FLUSH(ctx);
_math_matrix_mul_floats( ctx->CurrentStack->Top, m );
ctx->NewState |= ctx->CurrentStack->DirtyFlag;
}
void GLAPIENTRY
_mesa_Rotatef( GLfloat angle, GLfloat x, GLfloat y, GLfloat z )
{
GET_CURRENT_CONTEXT(ctx);
ASSERT_OUTSIDE_BEGIN_END_AND_FLUSH(ctx);
if (angle != 0.0F) {
_math_matrix_rotate( ctx->CurrentStack->Top, angle, x, y, z);
ctx->NewState |= ctx->CurrentStack->DirtyFlag;
}
}
void GLAPIENTRY
_mesa_Scalef( GLfloat x, GLfloat y, GLfloat z )
{
GET_CURRENT_CONTEXT(ctx);
ASSERT_OUTSIDE_BEGIN_END_AND_FLUSH(ctx);
_math_matrix_scale( ctx->CurrentStack->Top, x, y, z);
ctx->NewState |= ctx->CurrentStack->DirtyFlag;
}
void GLAPIENTRY
_mesa_Translatef( GLfloat x, GLfloat y, GLfloat z )
{
GET_CURRENT_CONTEXT(ctx);
ASSERT_OUTSIDE_BEGIN_END_AND_FLUSH(ctx);
_math_matrix_translate( ctx->CurrentStack->Top, x, y, z);
ctx->NewState |= ctx->CurrentStack->DirtyFlag;
}
#if _HAVE_FULL_GL
void GLAPIENTRY
_mesa_LoadMatrixd( const GLdouble *m )
{
GLint i;
GLfloat f[16];
if (!m) return;
for (i = 0; i < 16; i++)
f[i] = (GLfloat) m[i];
_mesa_LoadMatrixf(f);
}
void GLAPIENTRY
_mesa_MultMatrixd( const GLdouble *m )
{
GLint i;
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_GL
void 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
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);
}
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;
}
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
_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) {
(*ctx->Driver.Viewport)( ctx, x, y, width, height );
}
}
#if _HAVE_FULL_GL
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
_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
static void
update_projection( GLcontext *ctx )
{
_math_matrix_analyse( ctx->ProjectionMatrixStack.Top );
#if FEATURE_userclip
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
}
static void
calculate_model_project_matrix( GLcontext *ctx )
{
_math_matrix_mul_matrix( &ctx->_ModelProjectMatrix,
ctx->ProjectionMatrixStack.Top,
ctx->ModelviewMatrixStack.Top );
_math_matrix_analyse( &ctx->_ModelProjectMatrix );
}
void _mesa_update_modelview_project( GLcontext *ctx, GLuint new_state )
{
if (new_state & _NEW_MODELVIEW) {
_math_matrix_analyse( ctx->ModelviewMatrixStack.Top );
TRANSFORM_POINT3( ctx->Transform.CullObjPos,
ctx->ModelviewMatrixStack.Top->inv,
ctx->Transform.CullEyePos );
}
if (new_state & _NEW_PROJECTION)
update_projection( ctx );
calculate_model_project_matrix(ctx);
}
static void
init_matrix_stack( struct gl_matrix_stack *stack,
GLuint maxDepth, GLuint dirtyFlag )
{
GLuint i;
stack->Depth = 0;
stack->MaxDepth = maxDepth;
stack->DirtyFlag = dirtyFlag;
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;
}
static void
free_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;
}
void _mesa_init_matrix( GLcontext * ctx )
{
GLint i;
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;
_math_matrix_ctr( &ctx->_ModelProjectMatrix );
}
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]);
_math_matrix_dtr( &ctx->_ModelProjectMatrix );
}
void _mesa_init_transform( GLcontext *ctx )
{
GLint i;
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 );
}
void _mesa_init_viewport( GLcontext *ctx )
{
GLfloat depthMax = 65535.0F;
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);
}
void _mesa_free_viewport_data( GLcontext *ctx )
{
_math_matrix_dtr(&ctx->Viewport._WindowMap);
}