1*61046927SAndroid Build Coastguard Worker /*
2*61046927SAndroid Build Coastguard Worker * Mesa 3-D graphics library
3*61046927SAndroid Build Coastguard Worker *
4*61046927SAndroid Build Coastguard Worker * Copyright (C) 1999-2008 Brian Paul All Rights Reserved.
5*61046927SAndroid Build Coastguard Worker * Copyright (C) 2009 VMware, Inc. All Rights Reserved.
6*61046927SAndroid Build Coastguard Worker *
7*61046927SAndroid Build Coastguard Worker * Permission is hereby granted, free of charge, to any person obtaining a
8*61046927SAndroid Build Coastguard Worker * copy of this software and associated documentation files (the "Software"),
9*61046927SAndroid Build Coastguard Worker * to deal in the Software without restriction, including without limitation
10*61046927SAndroid Build Coastguard Worker * the rights to use, copy, modify, merge, publish, distribute, sublicense,
11*61046927SAndroid Build Coastguard Worker * and/or sell copies of the Software, and to permit persons to whom the
12*61046927SAndroid Build Coastguard Worker * Software is furnished to do so, subject to the following conditions:
13*61046927SAndroid Build Coastguard Worker *
14*61046927SAndroid Build Coastguard Worker * The above copyright notice and this permission notice shall be included
15*61046927SAndroid Build Coastguard Worker * in all copies or substantial portions of the Software.
16*61046927SAndroid Build Coastguard Worker *
17*61046927SAndroid Build Coastguard Worker * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS
18*61046927SAndroid Build Coastguard Worker * OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
19*61046927SAndroid Build Coastguard Worker * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL
20*61046927SAndroid Build Coastguard Worker * THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR
21*61046927SAndroid Build Coastguard Worker * OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE,
22*61046927SAndroid Build Coastguard Worker * ARISING FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR
23*61046927SAndroid Build Coastguard Worker * OTHER DEALINGS IN THE SOFTWARE.
24*61046927SAndroid Build Coastguard Worker */
25*61046927SAndroid Build Coastguard Worker
26*61046927SAndroid Build Coastguard Worker
27*61046927SAndroid Build Coastguard Worker /**
28*61046927SAndroid Build Coastguard Worker * \file matrix.c
29*61046927SAndroid Build Coastguard Worker * Matrix operations.
30*61046927SAndroid Build Coastguard Worker *
31*61046927SAndroid Build Coastguard Worker * \note
32*61046927SAndroid Build Coastguard Worker * -# 4x4 transformation matrices are stored in memory in column major order.
33*61046927SAndroid Build Coastguard Worker * -# Points/vertices are to be thought of as column vectors.
34*61046927SAndroid Build Coastguard Worker * -# Transformation of a point p by a matrix M is: p' = M * p
35*61046927SAndroid Build Coastguard Worker */
36*61046927SAndroid Build Coastguard Worker
37*61046927SAndroid Build Coastguard Worker
38*61046927SAndroid Build Coastguard Worker #include "util/glheader.h"
39*61046927SAndroid Build Coastguard Worker
40*61046927SAndroid Build Coastguard Worker #include "context.h"
41*61046927SAndroid Build Coastguard Worker #include "enums.h"
42*61046927SAndroid Build Coastguard Worker #include "macros.h"
43*61046927SAndroid Build Coastguard Worker #include "matrix.h"
44*61046927SAndroid Build Coastguard Worker #include "mtypes.h"
45*61046927SAndroid Build Coastguard Worker #include "math/m_matrix.h"
46*61046927SAndroid Build Coastguard Worker #include "util/bitscan.h"
47*61046927SAndroid Build Coastguard Worker #include "api_exec_decl.h"
48*61046927SAndroid Build Coastguard Worker
49*61046927SAndroid Build Coastguard Worker
50*61046927SAndroid Build Coastguard Worker static struct gl_matrix_stack *
get_named_matrix_stack(struct gl_context * ctx,GLenum mode,const char * caller)51*61046927SAndroid Build Coastguard Worker get_named_matrix_stack(struct gl_context *ctx, GLenum mode, const char* caller)
52*61046927SAndroid Build Coastguard Worker {
53*61046927SAndroid Build Coastguard Worker switch (mode) {
54*61046927SAndroid Build Coastguard Worker case GL_MODELVIEW:
55*61046927SAndroid Build Coastguard Worker return &ctx->ModelviewMatrixStack;
56*61046927SAndroid Build Coastguard Worker case GL_PROJECTION:
57*61046927SAndroid Build Coastguard Worker return &ctx->ProjectionMatrixStack;
58*61046927SAndroid Build Coastguard Worker case GL_TEXTURE:
59*61046927SAndroid Build Coastguard Worker /* This error check is disabled because if we're called from
60*61046927SAndroid Build Coastguard Worker * glPopAttrib() when the active texture unit is >= MaxTextureCoordUnits
61*61046927SAndroid Build Coastguard Worker * we'll generate an unexpected error.
62*61046927SAndroid Build Coastguard Worker * From the GL_ARB_vertex_shader spec it sounds like we should instead
63*61046927SAndroid Build Coastguard Worker * do error checking in other places when we actually try to access
64*61046927SAndroid Build Coastguard Worker * texture matrices beyond MaxTextureCoordUnits.
65*61046927SAndroid Build Coastguard Worker */
66*61046927SAndroid Build Coastguard Worker #if 0
67*61046927SAndroid Build Coastguard Worker if (ctx->Texture.CurrentUnit >= ctx->Const.MaxTextureCoordUnits) {
68*61046927SAndroid Build Coastguard Worker _mesa_error(ctx, GL_INVALID_OPERATION,
69*61046927SAndroid Build Coastguard Worker "glMatrixMode(invalid tex unit %d)",
70*61046927SAndroid Build Coastguard Worker ctx->Texture.CurrentUnit);
71*61046927SAndroid Build Coastguard Worker return;
72*61046927SAndroid Build Coastguard Worker }
73*61046927SAndroid Build Coastguard Worker #endif
74*61046927SAndroid Build Coastguard Worker assert(ctx->Texture.CurrentUnit < ARRAY_SIZE(ctx->TextureMatrixStack));
75*61046927SAndroid Build Coastguard Worker return &ctx->TextureMatrixStack[ctx->Texture.CurrentUnit];
76*61046927SAndroid Build Coastguard Worker case GL_MATRIX0_ARB:
77*61046927SAndroid Build Coastguard Worker case GL_MATRIX1_ARB:
78*61046927SAndroid Build Coastguard Worker case GL_MATRIX2_ARB:
79*61046927SAndroid Build Coastguard Worker case GL_MATRIX3_ARB:
80*61046927SAndroid Build Coastguard Worker case GL_MATRIX4_ARB:
81*61046927SAndroid Build Coastguard Worker case GL_MATRIX5_ARB:
82*61046927SAndroid Build Coastguard Worker case GL_MATRIX6_ARB:
83*61046927SAndroid Build Coastguard Worker case GL_MATRIX7_ARB:
84*61046927SAndroid Build Coastguard Worker if (_mesa_is_desktop_gl_compat(ctx)
85*61046927SAndroid Build Coastguard Worker && (ctx->Extensions.ARB_vertex_program ||
86*61046927SAndroid Build Coastguard Worker ctx->Extensions.ARB_fragment_program)) {
87*61046927SAndroid Build Coastguard Worker const GLuint m = mode - GL_MATRIX0_ARB;
88*61046927SAndroid Build Coastguard Worker if (m <= ctx->Const.MaxProgramMatrices)
89*61046927SAndroid Build Coastguard Worker return &ctx->ProgramMatrixStack[m];
90*61046927SAndroid Build Coastguard Worker }
91*61046927SAndroid Build Coastguard Worker FALLTHROUGH;
92*61046927SAndroid Build Coastguard Worker default:
93*61046927SAndroid Build Coastguard Worker break;
94*61046927SAndroid Build Coastguard Worker }
95*61046927SAndroid Build Coastguard Worker if (mode >= GL_TEXTURE0 && mode < (GL_TEXTURE0 + ctx->Const.MaxTextureCoordUnits)) {
96*61046927SAndroid Build Coastguard Worker return &ctx->TextureMatrixStack[mode - GL_TEXTURE0];
97*61046927SAndroid Build Coastguard Worker }
98*61046927SAndroid Build Coastguard Worker _mesa_error(ctx, GL_INVALID_ENUM, "%s", caller);
99*61046927SAndroid Build Coastguard Worker return NULL;
100*61046927SAndroid Build Coastguard Worker }
101*61046927SAndroid Build Coastguard Worker
102*61046927SAndroid Build Coastguard Worker
matrix_frustum(struct gl_matrix_stack * stack,GLdouble left,GLdouble right,GLdouble bottom,GLdouble top,GLdouble nearval,GLdouble farval,const char * caller)103*61046927SAndroid Build Coastguard Worker static void matrix_frustum(struct gl_matrix_stack* stack,
104*61046927SAndroid Build Coastguard Worker GLdouble left, GLdouble right,
105*61046927SAndroid Build Coastguard Worker GLdouble bottom, GLdouble top,
106*61046927SAndroid Build Coastguard Worker GLdouble nearval, GLdouble farval,
107*61046927SAndroid Build Coastguard Worker const char* caller)
108*61046927SAndroid Build Coastguard Worker {
109*61046927SAndroid Build Coastguard Worker GET_CURRENT_CONTEXT(ctx);
110*61046927SAndroid Build Coastguard Worker if (nearval <= 0.0 ||
111*61046927SAndroid Build Coastguard Worker farval <= 0.0 ||
112*61046927SAndroid Build Coastguard Worker nearval == farval ||
113*61046927SAndroid Build Coastguard Worker left == right ||
114*61046927SAndroid Build Coastguard Worker top == bottom) {
115*61046927SAndroid Build Coastguard Worker _mesa_error(ctx, GL_INVALID_VALUE, "%s", caller);
116*61046927SAndroid Build Coastguard Worker return;
117*61046927SAndroid Build Coastguard Worker }
118*61046927SAndroid Build Coastguard Worker
119*61046927SAndroid Build Coastguard Worker FLUSH_VERTICES(ctx, 0, 0);
120*61046927SAndroid Build Coastguard Worker
121*61046927SAndroid Build Coastguard Worker _math_matrix_frustum(stack->Top,
122*61046927SAndroid Build Coastguard Worker (GLfloat) left, (GLfloat) right,
123*61046927SAndroid Build Coastguard Worker (GLfloat) bottom, (GLfloat) top,
124*61046927SAndroid Build Coastguard Worker (GLfloat) nearval, (GLfloat) farval);
125*61046927SAndroid Build Coastguard Worker stack->ChangedSincePush = true;
126*61046927SAndroid Build Coastguard Worker ctx->NewState |= stack->DirtyFlag;
127*61046927SAndroid Build Coastguard Worker }
128*61046927SAndroid Build Coastguard Worker
129*61046927SAndroid Build Coastguard Worker
130*61046927SAndroid Build Coastguard Worker /**
131*61046927SAndroid Build Coastguard Worker * Apply a perspective projection matrix.
132*61046927SAndroid Build Coastguard Worker *
133*61046927SAndroid Build Coastguard Worker * \param left left clipping plane coordinate.
134*61046927SAndroid Build Coastguard Worker * \param right right clipping plane coordinate.
135*61046927SAndroid Build Coastguard Worker * \param bottom bottom clipping plane coordinate.
136*61046927SAndroid Build Coastguard Worker * \param top top clipping plane coordinate.
137*61046927SAndroid Build Coastguard Worker * \param nearval distance to the near clipping plane.
138*61046927SAndroid Build Coastguard Worker * \param farval distance to the far clipping plane.
139*61046927SAndroid Build Coastguard Worker *
140*61046927SAndroid Build Coastguard Worker * \sa glFrustum().
141*61046927SAndroid Build Coastguard Worker *
142*61046927SAndroid Build Coastguard Worker * Flushes vertices and validates parameters. Calls _math_matrix_frustum() with
143*61046927SAndroid Build Coastguard Worker * the top matrix of the current matrix stack and sets
144*61046927SAndroid Build Coastguard Worker * __struct gl_contextRec::NewState.
145*61046927SAndroid Build Coastguard Worker */
146*61046927SAndroid Build Coastguard Worker void GLAPIENTRY
_mesa_Frustum(GLdouble left,GLdouble right,GLdouble bottom,GLdouble top,GLdouble nearval,GLdouble farval)147*61046927SAndroid Build Coastguard Worker _mesa_Frustum( GLdouble left, GLdouble right,
148*61046927SAndroid Build Coastguard Worker GLdouble bottom, GLdouble top,
149*61046927SAndroid Build Coastguard Worker GLdouble nearval, GLdouble farval )
150*61046927SAndroid Build Coastguard Worker {
151*61046927SAndroid Build Coastguard Worker GET_CURRENT_CONTEXT(ctx);
152*61046927SAndroid Build Coastguard Worker matrix_frustum(ctx->CurrentStack,
153*61046927SAndroid Build Coastguard Worker (GLfloat) left, (GLfloat) right,
154*61046927SAndroid Build Coastguard Worker (GLfloat) bottom, (GLfloat) top,
155*61046927SAndroid Build Coastguard Worker (GLfloat) nearval, (GLfloat) farval,
156*61046927SAndroid Build Coastguard Worker "glFrustum");
157*61046927SAndroid Build Coastguard Worker }
158*61046927SAndroid Build Coastguard Worker
159*61046927SAndroid Build Coastguard Worker
160*61046927SAndroid Build Coastguard Worker void GLAPIENTRY
_mesa_MatrixFrustumEXT(GLenum matrixMode,GLdouble left,GLdouble right,GLdouble bottom,GLdouble top,GLdouble nearval,GLdouble farval)161*61046927SAndroid Build Coastguard Worker _mesa_MatrixFrustumEXT( GLenum matrixMode,
162*61046927SAndroid Build Coastguard Worker GLdouble left, GLdouble right,
163*61046927SAndroid Build Coastguard Worker GLdouble bottom, GLdouble top,
164*61046927SAndroid Build Coastguard Worker GLdouble nearval, GLdouble farval )
165*61046927SAndroid Build Coastguard Worker {
166*61046927SAndroid Build Coastguard Worker GET_CURRENT_CONTEXT(ctx);
167*61046927SAndroid Build Coastguard Worker struct gl_matrix_stack *stack = get_named_matrix_stack(ctx, matrixMode,
168*61046927SAndroid Build Coastguard Worker "glMatrixFrustumEXT");
169*61046927SAndroid Build Coastguard Worker if (!stack)
170*61046927SAndroid Build Coastguard Worker return;
171*61046927SAndroid Build Coastguard Worker
172*61046927SAndroid Build Coastguard Worker matrix_frustum(stack,
173*61046927SAndroid Build Coastguard Worker (GLfloat) left, (GLfloat) right,
174*61046927SAndroid Build Coastguard Worker (GLfloat) bottom, (GLfloat) top,
175*61046927SAndroid Build Coastguard Worker (GLfloat) nearval, (GLfloat) farval,
176*61046927SAndroid Build Coastguard Worker "glMatrixFrustumEXT");
177*61046927SAndroid Build Coastguard Worker }
178*61046927SAndroid Build Coastguard Worker
179*61046927SAndroid Build Coastguard Worker
180*61046927SAndroid Build Coastguard Worker static void
matrix_ortho(struct gl_matrix_stack * stack,GLdouble left,GLdouble right,GLdouble bottom,GLdouble top,GLdouble nearval,GLdouble farval,const char * caller)181*61046927SAndroid Build Coastguard Worker matrix_ortho(struct gl_matrix_stack* stack,
182*61046927SAndroid Build Coastguard Worker GLdouble left, GLdouble right,
183*61046927SAndroid Build Coastguard Worker GLdouble bottom, GLdouble top,
184*61046927SAndroid Build Coastguard Worker GLdouble nearval, GLdouble farval,
185*61046927SAndroid Build Coastguard Worker const char* caller)
186*61046927SAndroid Build Coastguard Worker {
187*61046927SAndroid Build Coastguard Worker GET_CURRENT_CONTEXT(ctx);
188*61046927SAndroid Build Coastguard Worker
189*61046927SAndroid Build Coastguard Worker if (MESA_VERBOSE & VERBOSE_API)
190*61046927SAndroid Build Coastguard Worker _mesa_debug(ctx, "%s(%f, %f, %f, %f, %f, %f)\n", caller,
191*61046927SAndroid Build Coastguard Worker left, right, bottom, top, nearval, farval);
192*61046927SAndroid Build Coastguard Worker
193*61046927SAndroid Build Coastguard Worker if (left == right ||
194*61046927SAndroid Build Coastguard Worker bottom == top ||
195*61046927SAndroid Build Coastguard Worker nearval == farval)
196*61046927SAndroid Build Coastguard Worker {
197*61046927SAndroid Build Coastguard Worker _mesa_error( ctx, GL_INVALID_VALUE, "%s", caller );
198*61046927SAndroid Build Coastguard Worker return;
199*61046927SAndroid Build Coastguard Worker }
200*61046927SAndroid Build Coastguard Worker
201*61046927SAndroid Build Coastguard Worker FLUSH_VERTICES(ctx, 0, 0);
202*61046927SAndroid Build Coastguard Worker
203*61046927SAndroid Build Coastguard Worker _math_matrix_ortho( stack->Top,
204*61046927SAndroid Build Coastguard Worker (GLfloat) left, (GLfloat) right,
205*61046927SAndroid Build Coastguard Worker (GLfloat) bottom, (GLfloat) top,
206*61046927SAndroid Build Coastguard Worker (GLfloat) nearval, (GLfloat) farval );
207*61046927SAndroid Build Coastguard Worker stack->ChangedSincePush = true;
208*61046927SAndroid Build Coastguard Worker ctx->NewState |= stack->DirtyFlag;
209*61046927SAndroid Build Coastguard Worker }
210*61046927SAndroid Build Coastguard Worker
211*61046927SAndroid Build Coastguard Worker
212*61046927SAndroid Build Coastguard Worker /**
213*61046927SAndroid Build Coastguard Worker * Apply an orthographic projection matrix.
214*61046927SAndroid Build Coastguard Worker *
215*61046927SAndroid Build Coastguard Worker * \param left left clipping plane coordinate.
216*61046927SAndroid Build Coastguard Worker * \param right right clipping plane coordinate.
217*61046927SAndroid Build Coastguard Worker * \param bottom bottom clipping plane coordinate.
218*61046927SAndroid Build Coastguard Worker * \param top top clipping plane coordinate.
219*61046927SAndroid Build Coastguard Worker * \param nearval distance to the near clipping plane.
220*61046927SAndroid Build Coastguard Worker * \param farval distance to the far clipping plane.
221*61046927SAndroid Build Coastguard Worker *
222*61046927SAndroid Build Coastguard Worker * \sa glOrtho().
223*61046927SAndroid Build Coastguard Worker *
224*61046927SAndroid Build Coastguard Worker * Flushes vertices and validates parameters. Calls _math_matrix_ortho() with
225*61046927SAndroid Build Coastguard Worker * the top matrix of the current matrix stack and sets
226*61046927SAndroid Build Coastguard Worker * __struct gl_contextRec::NewState.
227*61046927SAndroid Build Coastguard Worker */
228*61046927SAndroid Build Coastguard Worker void GLAPIENTRY
_mesa_Ortho(GLdouble left,GLdouble right,GLdouble bottom,GLdouble top,GLdouble nearval,GLdouble farval)229*61046927SAndroid Build Coastguard Worker _mesa_Ortho( GLdouble left, GLdouble right,
230*61046927SAndroid Build Coastguard Worker GLdouble bottom, GLdouble top,
231*61046927SAndroid Build Coastguard Worker GLdouble nearval, GLdouble farval )
232*61046927SAndroid Build Coastguard Worker {
233*61046927SAndroid Build Coastguard Worker GET_CURRENT_CONTEXT(ctx);
234*61046927SAndroid Build Coastguard Worker matrix_ortho(ctx->CurrentStack,
235*61046927SAndroid Build Coastguard Worker (GLfloat) left, (GLfloat) right,
236*61046927SAndroid Build Coastguard Worker (GLfloat) bottom, (GLfloat) top,
237*61046927SAndroid Build Coastguard Worker (GLfloat) nearval, (GLfloat) farval,
238*61046927SAndroid Build Coastguard Worker "glOrtho");
239*61046927SAndroid Build Coastguard Worker }
240*61046927SAndroid Build Coastguard Worker
241*61046927SAndroid Build Coastguard Worker
242*61046927SAndroid Build Coastguard Worker void GLAPIENTRY
_mesa_MatrixOrthoEXT(GLenum matrixMode,GLdouble left,GLdouble right,GLdouble bottom,GLdouble top,GLdouble nearval,GLdouble farval)243*61046927SAndroid Build Coastguard Worker _mesa_MatrixOrthoEXT( GLenum matrixMode,
244*61046927SAndroid Build Coastguard Worker GLdouble left, GLdouble right,
245*61046927SAndroid Build Coastguard Worker GLdouble bottom, GLdouble top,
246*61046927SAndroid Build Coastguard Worker GLdouble nearval, GLdouble farval )
247*61046927SAndroid Build Coastguard Worker {
248*61046927SAndroid Build Coastguard Worker GET_CURRENT_CONTEXT(ctx);
249*61046927SAndroid Build Coastguard Worker struct gl_matrix_stack *stack = get_named_matrix_stack(ctx, matrixMode,
250*61046927SAndroid Build Coastguard Worker "glMatrixOrthoEXT");
251*61046927SAndroid Build Coastguard Worker if (!stack)
252*61046927SAndroid Build Coastguard Worker return;
253*61046927SAndroid Build Coastguard Worker
254*61046927SAndroid Build Coastguard Worker matrix_ortho(stack,
255*61046927SAndroid Build Coastguard Worker (GLfloat) left, (GLfloat) right,
256*61046927SAndroid Build Coastguard Worker (GLfloat) bottom, (GLfloat) top,
257*61046927SAndroid Build Coastguard Worker (GLfloat) nearval, (GLfloat) farval,
258*61046927SAndroid Build Coastguard Worker "glMatrixOrthoEXT");
259*61046927SAndroid Build Coastguard Worker }
260*61046927SAndroid Build Coastguard Worker
261*61046927SAndroid Build Coastguard Worker
262*61046927SAndroid Build Coastguard Worker /**
263*61046927SAndroid Build Coastguard Worker * Set the current matrix stack.
264*61046927SAndroid Build Coastguard Worker *
265*61046927SAndroid Build Coastguard Worker * \param mode matrix stack.
266*61046927SAndroid Build Coastguard Worker *
267*61046927SAndroid Build Coastguard Worker * \sa glMatrixMode().
268*61046927SAndroid Build Coastguard Worker *
269*61046927SAndroid Build Coastguard Worker * Flushes the vertices, validates the parameter and updates
270*61046927SAndroid Build Coastguard Worker * __struct gl_contextRec::CurrentStack and gl_transform_attrib::MatrixMode
271*61046927SAndroid Build Coastguard Worker * with the specified matrix stack.
272*61046927SAndroid Build Coastguard Worker */
273*61046927SAndroid Build Coastguard Worker void GLAPIENTRY
_mesa_MatrixMode(GLenum mode)274*61046927SAndroid Build Coastguard Worker _mesa_MatrixMode( GLenum mode )
275*61046927SAndroid Build Coastguard Worker {
276*61046927SAndroid Build Coastguard Worker struct gl_matrix_stack * stack;
277*61046927SAndroid Build Coastguard Worker GET_CURRENT_CONTEXT(ctx);
278*61046927SAndroid Build Coastguard Worker
279*61046927SAndroid Build Coastguard Worker if (ctx->Transform.MatrixMode == mode && mode != GL_TEXTURE)
280*61046927SAndroid Build Coastguard Worker return;
281*61046927SAndroid Build Coastguard Worker
282*61046927SAndroid Build Coastguard Worker if (mode >= GL_TEXTURE0 && mode < (GL_TEXTURE0 + ctx->Const.MaxTextureCoordUnits)) {
283*61046927SAndroid Build Coastguard Worker stack = NULL;
284*61046927SAndroid Build Coastguard Worker } else {
285*61046927SAndroid Build Coastguard Worker stack = get_named_matrix_stack(ctx, mode, "glMatrixMode");
286*61046927SAndroid Build Coastguard Worker }
287*61046927SAndroid Build Coastguard Worker
288*61046927SAndroid Build Coastguard Worker if (stack) {
289*61046927SAndroid Build Coastguard Worker ctx->CurrentStack = stack;
290*61046927SAndroid Build Coastguard Worker ctx->Transform.MatrixMode = mode;
291*61046927SAndroid Build Coastguard Worker ctx->PopAttribState |= GL_TRANSFORM_BIT;
292*61046927SAndroid Build Coastguard Worker }
293*61046927SAndroid Build Coastguard Worker }
294*61046927SAndroid Build Coastguard Worker
295*61046927SAndroid Build Coastguard Worker
296*61046927SAndroid Build Coastguard Worker static void
push_matrix(struct gl_context * ctx,struct gl_matrix_stack * stack,GLenum matrixMode,const char * func)297*61046927SAndroid Build Coastguard Worker push_matrix(struct gl_context *ctx, struct gl_matrix_stack *stack,
298*61046927SAndroid Build Coastguard Worker GLenum matrixMode, const char *func)
299*61046927SAndroid Build Coastguard Worker {
300*61046927SAndroid Build Coastguard Worker if (stack->Depth + 1 >= stack->MaxDepth) {
301*61046927SAndroid Build Coastguard Worker if (ctx->Transform.MatrixMode == GL_TEXTURE) {
302*61046927SAndroid Build Coastguard Worker _mesa_error(ctx, GL_STACK_OVERFLOW, "%s(mode=GL_TEXTURE, unit=%d)",
303*61046927SAndroid Build Coastguard Worker func, ctx->Texture.CurrentUnit);
304*61046927SAndroid Build Coastguard Worker } else {
305*61046927SAndroid Build Coastguard Worker _mesa_error(ctx, GL_STACK_OVERFLOW, "%s(mode=%s)",
306*61046927SAndroid Build Coastguard Worker func, _mesa_enum_to_string(matrixMode));
307*61046927SAndroid Build Coastguard Worker }
308*61046927SAndroid Build Coastguard Worker return;
309*61046927SAndroid Build Coastguard Worker }
310*61046927SAndroid Build Coastguard Worker
311*61046927SAndroid Build Coastguard Worker if (stack->Depth + 1 >= stack->StackSize) {
312*61046927SAndroid Build Coastguard Worker unsigned new_stack_size = stack->StackSize * 2;
313*61046927SAndroid Build Coastguard Worker unsigned i;
314*61046927SAndroid Build Coastguard Worker GLmatrix *new_stack = realloc(stack->Stack,
315*61046927SAndroid Build Coastguard Worker sizeof(*new_stack) * new_stack_size);
316*61046927SAndroid Build Coastguard Worker
317*61046927SAndroid Build Coastguard Worker if (!new_stack) {
318*61046927SAndroid Build Coastguard Worker _mesa_error(ctx, GL_OUT_OF_MEMORY, "%s", func);
319*61046927SAndroid Build Coastguard Worker return;
320*61046927SAndroid Build Coastguard Worker }
321*61046927SAndroid Build Coastguard Worker
322*61046927SAndroid Build Coastguard Worker for (i = stack->StackSize; i < new_stack_size; i++)
323*61046927SAndroid Build Coastguard Worker _math_matrix_ctr(&new_stack[i]);
324*61046927SAndroid Build Coastguard Worker
325*61046927SAndroid Build Coastguard Worker stack->Stack = new_stack;
326*61046927SAndroid Build Coastguard Worker stack->StackSize = new_stack_size;
327*61046927SAndroid Build Coastguard Worker }
328*61046927SAndroid Build Coastguard Worker
329*61046927SAndroid Build Coastguard Worker _math_matrix_push_copy(&stack->Stack[stack->Depth + 1],
330*61046927SAndroid Build Coastguard Worker &stack->Stack[stack->Depth]);
331*61046927SAndroid Build Coastguard Worker stack->Depth++;
332*61046927SAndroid Build Coastguard Worker stack->Top = &(stack->Stack[stack->Depth]);
333*61046927SAndroid Build Coastguard Worker stack->ChangedSincePush = false;
334*61046927SAndroid Build Coastguard Worker }
335*61046927SAndroid Build Coastguard Worker
336*61046927SAndroid Build Coastguard Worker
337*61046927SAndroid Build Coastguard Worker /**
338*61046927SAndroid Build Coastguard Worker * Push the current matrix stack.
339*61046927SAndroid Build Coastguard Worker *
340*61046927SAndroid Build Coastguard Worker * \sa glPushMatrix().
341*61046927SAndroid Build Coastguard Worker *
342*61046927SAndroid Build Coastguard Worker * Verifies the current matrix stack is not full, and duplicates the top-most
343*61046927SAndroid Build Coastguard Worker * matrix in the stack.
344*61046927SAndroid Build Coastguard Worker * Marks __struct gl_contextRec::NewState with the stack dirty flag.
345*61046927SAndroid Build Coastguard Worker */
346*61046927SAndroid Build Coastguard Worker void GLAPIENTRY
_mesa_PushMatrix(void)347*61046927SAndroid Build Coastguard Worker _mesa_PushMatrix( void )
348*61046927SAndroid Build Coastguard Worker {
349*61046927SAndroid Build Coastguard Worker GET_CURRENT_CONTEXT(ctx);
350*61046927SAndroid Build Coastguard Worker struct gl_matrix_stack *stack = ctx->CurrentStack;
351*61046927SAndroid Build Coastguard Worker
352*61046927SAndroid Build Coastguard Worker if (MESA_VERBOSE&VERBOSE_API)
353*61046927SAndroid Build Coastguard Worker _mesa_debug(ctx, "glPushMatrix %s\n",
354*61046927SAndroid Build Coastguard Worker _mesa_enum_to_string(ctx->Transform.MatrixMode));
355*61046927SAndroid Build Coastguard Worker
356*61046927SAndroid Build Coastguard Worker push_matrix(ctx, stack, ctx->Transform.MatrixMode, "glPushMatrix");
357*61046927SAndroid Build Coastguard Worker }
358*61046927SAndroid Build Coastguard Worker
359*61046927SAndroid Build Coastguard Worker
360*61046927SAndroid Build Coastguard Worker void GLAPIENTRY
_mesa_MatrixPushEXT(GLenum matrixMode)361*61046927SAndroid Build Coastguard Worker _mesa_MatrixPushEXT( GLenum matrixMode )
362*61046927SAndroid Build Coastguard Worker {
363*61046927SAndroid Build Coastguard Worker GET_CURRENT_CONTEXT(ctx);
364*61046927SAndroid Build Coastguard Worker struct gl_matrix_stack *stack = get_named_matrix_stack(ctx, matrixMode,
365*61046927SAndroid Build Coastguard Worker "glMatrixPushEXT");
366*61046927SAndroid Build Coastguard Worker ASSERT_OUTSIDE_BEGIN_END(ctx);
367*61046927SAndroid Build Coastguard Worker if (stack)
368*61046927SAndroid Build Coastguard Worker push_matrix(ctx, stack, matrixMode, "glMatrixPushEXT");
369*61046927SAndroid Build Coastguard Worker }
370*61046927SAndroid Build Coastguard Worker
371*61046927SAndroid Build Coastguard Worker
372*61046927SAndroid Build Coastguard Worker static GLboolean
pop_matrix(struct gl_context * ctx,struct gl_matrix_stack * stack)373*61046927SAndroid Build Coastguard Worker pop_matrix( struct gl_context *ctx, struct gl_matrix_stack *stack )
374*61046927SAndroid Build Coastguard Worker {
375*61046927SAndroid Build Coastguard Worker if (stack->Depth == 0)
376*61046927SAndroid Build Coastguard Worker return GL_FALSE;
377*61046927SAndroid Build Coastguard Worker
378*61046927SAndroid Build Coastguard Worker stack->Depth--;
379*61046927SAndroid Build Coastguard Worker
380*61046927SAndroid Build Coastguard Worker /* If the popped matrix is the same as the current one, treat it as
381*61046927SAndroid Build Coastguard Worker * a no-op change.
382*61046927SAndroid Build Coastguard Worker */
383*61046927SAndroid Build Coastguard Worker if (stack->ChangedSincePush &&
384*61046927SAndroid Build Coastguard Worker memcmp(stack->Top, &stack->Stack[stack->Depth],
385*61046927SAndroid Build Coastguard Worker sizeof(GLmatrix))) {
386*61046927SAndroid Build Coastguard Worker FLUSH_VERTICES(ctx, 0, 0);
387*61046927SAndroid Build Coastguard Worker ctx->NewState |= stack->DirtyFlag;
388*61046927SAndroid Build Coastguard Worker }
389*61046927SAndroid Build Coastguard Worker
390*61046927SAndroid Build Coastguard Worker stack->Top = &(stack->Stack[stack->Depth]);
391*61046927SAndroid Build Coastguard Worker stack->ChangedSincePush = true;
392*61046927SAndroid Build Coastguard Worker return GL_TRUE;
393*61046927SAndroid Build Coastguard Worker }
394*61046927SAndroid Build Coastguard Worker
395*61046927SAndroid Build Coastguard Worker
396*61046927SAndroid Build Coastguard Worker /**
397*61046927SAndroid Build Coastguard Worker * Pop the current matrix stack.
398*61046927SAndroid Build Coastguard Worker *
399*61046927SAndroid Build Coastguard Worker * \sa glPopMatrix().
400*61046927SAndroid Build Coastguard Worker *
401*61046927SAndroid Build Coastguard Worker * Flushes the vertices, verifies the current matrix stack is not empty, and
402*61046927SAndroid Build Coastguard Worker * moves the stack head down.
403*61046927SAndroid Build Coastguard Worker * Marks __struct gl_contextRec::NewState with the dirty stack flag.
404*61046927SAndroid Build Coastguard Worker */
405*61046927SAndroid Build Coastguard Worker void GLAPIENTRY
_mesa_PopMatrix(void)406*61046927SAndroid Build Coastguard Worker _mesa_PopMatrix( void )
407*61046927SAndroid Build Coastguard Worker {
408*61046927SAndroid Build Coastguard Worker GET_CURRENT_CONTEXT(ctx);
409*61046927SAndroid Build Coastguard Worker struct gl_matrix_stack *stack = ctx->CurrentStack;
410*61046927SAndroid Build Coastguard Worker
411*61046927SAndroid Build Coastguard Worker if (MESA_VERBOSE&VERBOSE_API)
412*61046927SAndroid Build Coastguard Worker _mesa_debug(ctx, "glPopMatrix %s\n",
413*61046927SAndroid Build Coastguard Worker _mesa_enum_to_string(ctx->Transform.MatrixMode));
414*61046927SAndroid Build Coastguard Worker
415*61046927SAndroid Build Coastguard Worker if (!pop_matrix(ctx, stack)) {
416*61046927SAndroid Build Coastguard Worker if (ctx->Transform.MatrixMode == GL_TEXTURE) {
417*61046927SAndroid Build Coastguard Worker _mesa_error(ctx, GL_STACK_UNDERFLOW,
418*61046927SAndroid Build Coastguard Worker "glPopMatrix(mode=GL_TEXTURE, unit=%d)",
419*61046927SAndroid Build Coastguard Worker ctx->Texture.CurrentUnit);
420*61046927SAndroid Build Coastguard Worker }
421*61046927SAndroid Build Coastguard Worker else {
422*61046927SAndroid Build Coastguard Worker _mesa_error(ctx, GL_STACK_UNDERFLOW, "glPopMatrix(mode=%s)",
423*61046927SAndroid Build Coastguard Worker _mesa_enum_to_string(ctx->Transform.MatrixMode));
424*61046927SAndroid Build Coastguard Worker }
425*61046927SAndroid Build Coastguard Worker }
426*61046927SAndroid Build Coastguard Worker }
427*61046927SAndroid Build Coastguard Worker
428*61046927SAndroid Build Coastguard Worker
429*61046927SAndroid Build Coastguard Worker void GLAPIENTRY
_mesa_MatrixPopEXT(GLenum matrixMode)430*61046927SAndroid Build Coastguard Worker _mesa_MatrixPopEXT( GLenum matrixMode )
431*61046927SAndroid Build Coastguard Worker {
432*61046927SAndroid Build Coastguard Worker GET_CURRENT_CONTEXT(ctx);
433*61046927SAndroid Build Coastguard Worker struct gl_matrix_stack *stack = get_named_matrix_stack(ctx, matrixMode,
434*61046927SAndroid Build Coastguard Worker "glMatrixPopEXT");
435*61046927SAndroid Build Coastguard Worker if (!stack)
436*61046927SAndroid Build Coastguard Worker return;
437*61046927SAndroid Build Coastguard Worker
438*61046927SAndroid Build Coastguard Worker if (!pop_matrix(ctx, stack)) {
439*61046927SAndroid Build Coastguard Worker if (matrixMode == GL_TEXTURE) {
440*61046927SAndroid Build Coastguard Worker _mesa_error(ctx, GL_STACK_UNDERFLOW,
441*61046927SAndroid Build Coastguard Worker "glMatrixPopEXT(mode=GL_TEXTURE, unit=%d)",
442*61046927SAndroid Build Coastguard Worker ctx->Texture.CurrentUnit);
443*61046927SAndroid Build Coastguard Worker }
444*61046927SAndroid Build Coastguard Worker else {
445*61046927SAndroid Build Coastguard Worker _mesa_error(ctx, GL_STACK_UNDERFLOW, "glMatrixPopEXT(mode=%s)",
446*61046927SAndroid Build Coastguard Worker _mesa_enum_to_string(matrixMode));
447*61046927SAndroid Build Coastguard Worker }
448*61046927SAndroid Build Coastguard Worker }
449*61046927SAndroid Build Coastguard Worker }
450*61046927SAndroid Build Coastguard Worker
451*61046927SAndroid Build Coastguard Worker
452*61046927SAndroid Build Coastguard Worker void
_mesa_load_identity_matrix(struct gl_context * ctx,struct gl_matrix_stack * stack)453*61046927SAndroid Build Coastguard Worker _mesa_load_identity_matrix(struct gl_context *ctx, struct gl_matrix_stack *stack)
454*61046927SAndroid Build Coastguard Worker {
455*61046927SAndroid Build Coastguard Worker FLUSH_VERTICES(ctx, 0, 0);
456*61046927SAndroid Build Coastguard Worker
457*61046927SAndroid Build Coastguard Worker _math_matrix_set_identity(stack->Top);
458*61046927SAndroid Build Coastguard Worker stack->ChangedSincePush = true;
459*61046927SAndroid Build Coastguard Worker ctx->NewState |= stack->DirtyFlag;
460*61046927SAndroid Build Coastguard Worker }
461*61046927SAndroid Build Coastguard Worker
462*61046927SAndroid Build Coastguard Worker
463*61046927SAndroid Build Coastguard Worker /**
464*61046927SAndroid Build Coastguard Worker * Replace the current matrix with the identity matrix.
465*61046927SAndroid Build Coastguard Worker *
466*61046927SAndroid Build Coastguard Worker * \sa glLoadIdentity().
467*61046927SAndroid Build Coastguard Worker *
468*61046927SAndroid Build Coastguard Worker * Flushes the vertices and calls _math_matrix_set_identity() with the
469*61046927SAndroid Build Coastguard Worker * top-most matrix in the current stack.
470*61046927SAndroid Build Coastguard Worker * Marks __struct gl_contextRec::NewState with the stack dirty flag.
471*61046927SAndroid Build Coastguard Worker */
472*61046927SAndroid Build Coastguard Worker void GLAPIENTRY
_mesa_LoadIdentity(void)473*61046927SAndroid Build Coastguard Worker _mesa_LoadIdentity( void )
474*61046927SAndroid Build Coastguard Worker {
475*61046927SAndroid Build Coastguard Worker GET_CURRENT_CONTEXT(ctx);
476*61046927SAndroid Build Coastguard Worker
477*61046927SAndroid Build Coastguard Worker if (MESA_VERBOSE & VERBOSE_API)
478*61046927SAndroid Build Coastguard Worker _mesa_debug(ctx, "glLoadIdentity()\n");
479*61046927SAndroid Build Coastguard Worker
480*61046927SAndroid Build Coastguard Worker _mesa_load_identity_matrix(ctx, ctx->CurrentStack);
481*61046927SAndroid Build Coastguard Worker }
482*61046927SAndroid Build Coastguard Worker
483*61046927SAndroid Build Coastguard Worker
484*61046927SAndroid Build Coastguard Worker void GLAPIENTRY
_mesa_MatrixLoadIdentityEXT(GLenum matrixMode)485*61046927SAndroid Build Coastguard Worker _mesa_MatrixLoadIdentityEXT( GLenum matrixMode )
486*61046927SAndroid Build Coastguard Worker {
487*61046927SAndroid Build Coastguard Worker struct gl_matrix_stack *stack;
488*61046927SAndroid Build Coastguard Worker GET_CURRENT_CONTEXT(ctx);
489*61046927SAndroid Build Coastguard Worker stack = get_named_matrix_stack(ctx, matrixMode, "glMatrixLoadIdentityEXT");
490*61046927SAndroid Build Coastguard Worker if (!stack)
491*61046927SAndroid Build Coastguard Worker return;
492*61046927SAndroid Build Coastguard Worker
493*61046927SAndroid Build Coastguard Worker _mesa_load_identity_matrix(ctx, stack);
494*61046927SAndroid Build Coastguard Worker }
495*61046927SAndroid Build Coastguard Worker
496*61046927SAndroid Build Coastguard Worker
497*61046927SAndroid Build Coastguard Worker void
_mesa_load_matrix(struct gl_context * ctx,struct gl_matrix_stack * stack,const GLfloat * m)498*61046927SAndroid Build Coastguard Worker _mesa_load_matrix(struct gl_context *ctx, struct gl_matrix_stack *stack,
499*61046927SAndroid Build Coastguard Worker const GLfloat *m)
500*61046927SAndroid Build Coastguard Worker {
501*61046927SAndroid Build Coastguard Worker if (memcmp(m, stack->Top->m, 16 * sizeof(GLfloat)) != 0) {
502*61046927SAndroid Build Coastguard Worker FLUSH_VERTICES(ctx, 0, 0);
503*61046927SAndroid Build Coastguard Worker _math_matrix_loadf(stack->Top, m);
504*61046927SAndroid Build Coastguard Worker stack->ChangedSincePush = true;
505*61046927SAndroid Build Coastguard Worker ctx->NewState |= stack->DirtyFlag;
506*61046927SAndroid Build Coastguard Worker }
507*61046927SAndroid Build Coastguard Worker }
508*61046927SAndroid Build Coastguard Worker
509*61046927SAndroid Build Coastguard Worker
510*61046927SAndroid Build Coastguard Worker static void
matrix_load(struct gl_context * ctx,struct gl_matrix_stack * stack,const GLfloat * m,const char * caller)511*61046927SAndroid Build Coastguard Worker matrix_load(struct gl_context *ctx, struct gl_matrix_stack *stack,
512*61046927SAndroid Build Coastguard Worker const GLfloat *m, const char* caller)
513*61046927SAndroid Build Coastguard Worker {
514*61046927SAndroid Build Coastguard Worker if (!m) return;
515*61046927SAndroid Build Coastguard Worker if (MESA_VERBOSE & VERBOSE_API)
516*61046927SAndroid Build Coastguard Worker _mesa_debug(ctx,
517*61046927SAndroid Build Coastguard Worker "%s(%f %f %f %f, %f %f %f %f, %f %f %f %f, %f %f %f %f\n",
518*61046927SAndroid Build Coastguard Worker caller,
519*61046927SAndroid Build Coastguard Worker m[0], m[4], m[8], m[12],
520*61046927SAndroid Build Coastguard Worker m[1], m[5], m[9], m[13],
521*61046927SAndroid Build Coastguard Worker m[2], m[6], m[10], m[14],
522*61046927SAndroid Build Coastguard Worker m[3], m[7], m[11], m[15]);
523*61046927SAndroid Build Coastguard Worker
524*61046927SAndroid Build Coastguard Worker _mesa_load_matrix(ctx, stack, m);
525*61046927SAndroid Build Coastguard Worker }
526*61046927SAndroid Build Coastguard Worker
527*61046927SAndroid Build Coastguard Worker
528*61046927SAndroid Build Coastguard Worker /**
529*61046927SAndroid Build Coastguard Worker * Replace the current matrix with a given matrix.
530*61046927SAndroid Build Coastguard Worker *
531*61046927SAndroid Build Coastguard Worker * \param m matrix.
532*61046927SAndroid Build Coastguard Worker *
533*61046927SAndroid Build Coastguard Worker * \sa glLoadMatrixf().
534*61046927SAndroid Build Coastguard Worker *
535*61046927SAndroid Build Coastguard Worker * Flushes the vertices and calls _math_matrix_loadf() with the top-most
536*61046927SAndroid Build Coastguard Worker * matrix in the current stack and the given matrix.
537*61046927SAndroid Build Coastguard Worker * Marks __struct gl_contextRec::NewState with the dirty stack flag.
538*61046927SAndroid Build Coastguard Worker */
539*61046927SAndroid Build Coastguard Worker void GLAPIENTRY
_mesa_LoadMatrixf(const GLfloat * m)540*61046927SAndroid Build Coastguard Worker _mesa_LoadMatrixf( const GLfloat *m )
541*61046927SAndroid Build Coastguard Worker {
542*61046927SAndroid Build Coastguard Worker GET_CURRENT_CONTEXT(ctx);
543*61046927SAndroid Build Coastguard Worker matrix_load(ctx, ctx->CurrentStack, m, "glLoadMatrix");
544*61046927SAndroid Build Coastguard Worker }
545*61046927SAndroid Build Coastguard Worker
546*61046927SAndroid Build Coastguard Worker
547*61046927SAndroid Build Coastguard Worker /**
548*61046927SAndroid Build Coastguard Worker * Replace the named matrix with a given matrix.
549*61046927SAndroid Build Coastguard Worker *
550*61046927SAndroid Build Coastguard Worker * \param matrixMode matrix to replace
551*61046927SAndroid Build Coastguard Worker * \param m matrix
552*61046927SAndroid Build Coastguard Worker *
553*61046927SAndroid Build Coastguard Worker * \sa glLoadMatrixf().
554*61046927SAndroid Build Coastguard Worker */
555*61046927SAndroid Build Coastguard Worker void GLAPIENTRY
_mesa_MatrixLoadfEXT(GLenum matrixMode,const GLfloat * m)556*61046927SAndroid Build Coastguard Worker _mesa_MatrixLoadfEXT( GLenum matrixMode, const GLfloat *m )
557*61046927SAndroid Build Coastguard Worker {
558*61046927SAndroid Build Coastguard Worker GET_CURRENT_CONTEXT(ctx);
559*61046927SAndroid Build Coastguard Worker struct gl_matrix_stack * stack =
560*61046927SAndroid Build Coastguard Worker get_named_matrix_stack(ctx, matrixMode, "glMatrixLoadfEXT");
561*61046927SAndroid Build Coastguard Worker if (!stack)
562*61046927SAndroid Build Coastguard Worker return;
563*61046927SAndroid Build Coastguard Worker
564*61046927SAndroid Build Coastguard Worker matrix_load(ctx, stack, m, "glMatrixLoadfEXT");
565*61046927SAndroid Build Coastguard Worker }
566*61046927SAndroid Build Coastguard Worker
567*61046927SAndroid Build Coastguard Worker
568*61046927SAndroid Build Coastguard Worker static void
matrix_mult(struct gl_matrix_stack * stack,const GLfloat * m,const char * caller)569*61046927SAndroid Build Coastguard Worker matrix_mult(struct gl_matrix_stack *stack, const GLfloat *m, const char* caller)
570*61046927SAndroid Build Coastguard Worker {
571*61046927SAndroid Build Coastguard Worker GET_CURRENT_CONTEXT(ctx);
572*61046927SAndroid Build Coastguard Worker
573*61046927SAndroid Build Coastguard Worker /* glthread filters out identity matrices, so don't do it again. */
574*61046927SAndroid Build Coastguard Worker if (!m || (!ctx->GLThread.enabled && _mesa_matrix_is_identity(m)))
575*61046927SAndroid Build Coastguard Worker return;
576*61046927SAndroid Build Coastguard Worker
577*61046927SAndroid Build Coastguard Worker if (MESA_VERBOSE & VERBOSE_API)
578*61046927SAndroid Build Coastguard Worker _mesa_debug(ctx,
579*61046927SAndroid Build Coastguard Worker "%s(%f %f %f %f, %f %f %f %f, %f %f %f %f, %f %f %f %f\n",
580*61046927SAndroid Build Coastguard Worker caller,
581*61046927SAndroid Build Coastguard Worker m[0], m[4], m[8], m[12],
582*61046927SAndroid Build Coastguard Worker m[1], m[5], m[9], m[13],
583*61046927SAndroid Build Coastguard Worker m[2], m[6], m[10], m[14],
584*61046927SAndroid Build Coastguard Worker m[3], m[7], m[11], m[15]);
585*61046927SAndroid Build Coastguard Worker
586*61046927SAndroid Build Coastguard Worker FLUSH_VERTICES(ctx, 0, 0);
587*61046927SAndroid Build Coastguard Worker _math_matrix_mul_floats(stack->Top, m);
588*61046927SAndroid Build Coastguard Worker stack->ChangedSincePush = true;
589*61046927SAndroid Build Coastguard Worker ctx->NewState |= stack->DirtyFlag;
590*61046927SAndroid Build Coastguard Worker }
591*61046927SAndroid Build Coastguard Worker
592*61046927SAndroid Build Coastguard Worker
593*61046927SAndroid Build Coastguard Worker /**
594*61046927SAndroid Build Coastguard Worker * Multiply the current matrix with a given matrix.
595*61046927SAndroid Build Coastguard Worker *
596*61046927SAndroid Build Coastguard Worker * \param m matrix.
597*61046927SAndroid Build Coastguard Worker *
598*61046927SAndroid Build Coastguard Worker * \sa glMultMatrixf().
599*61046927SAndroid Build Coastguard Worker *
600*61046927SAndroid Build Coastguard Worker * Flushes the vertices and calls _math_matrix_mul_floats() with the top-most
601*61046927SAndroid Build Coastguard Worker * matrix in the current stack and the given matrix. Marks
602*61046927SAndroid Build Coastguard Worker * __struct gl_contextRec::NewState with the dirty stack flag.
603*61046927SAndroid Build Coastguard Worker */
604*61046927SAndroid Build Coastguard Worker void GLAPIENTRY
_mesa_MultMatrixf(const GLfloat * m)605*61046927SAndroid Build Coastguard Worker _mesa_MultMatrixf( const GLfloat *m )
606*61046927SAndroid Build Coastguard Worker {
607*61046927SAndroid Build Coastguard Worker GET_CURRENT_CONTEXT(ctx);
608*61046927SAndroid Build Coastguard Worker matrix_mult(ctx->CurrentStack, m, "glMultMatrix");
609*61046927SAndroid Build Coastguard Worker }
610*61046927SAndroid Build Coastguard Worker
611*61046927SAndroid Build Coastguard Worker
612*61046927SAndroid Build Coastguard Worker void GLAPIENTRY
_mesa_MatrixMultfEXT(GLenum matrixMode,const GLfloat * m)613*61046927SAndroid Build Coastguard Worker _mesa_MatrixMultfEXT( GLenum matrixMode, const GLfloat *m )
614*61046927SAndroid Build Coastguard Worker {
615*61046927SAndroid Build Coastguard Worker GET_CURRENT_CONTEXT(ctx);
616*61046927SAndroid Build Coastguard Worker struct gl_matrix_stack * stack =
617*61046927SAndroid Build Coastguard Worker get_named_matrix_stack(ctx, matrixMode, "glMatrixMultfEXT");
618*61046927SAndroid Build Coastguard Worker if (!stack)
619*61046927SAndroid Build Coastguard Worker return;
620*61046927SAndroid Build Coastguard Worker
621*61046927SAndroid Build Coastguard Worker matrix_mult(stack, m, "glMultMatrix");
622*61046927SAndroid Build Coastguard Worker }
623*61046927SAndroid Build Coastguard Worker
624*61046927SAndroid Build Coastguard Worker
625*61046927SAndroid Build Coastguard Worker static void
matrix_rotate(struct gl_matrix_stack * stack,GLfloat angle,GLfloat x,GLfloat y,GLfloat z,const char * caller)626*61046927SAndroid Build Coastguard Worker matrix_rotate(struct gl_matrix_stack *stack, GLfloat angle,
627*61046927SAndroid Build Coastguard Worker GLfloat x, GLfloat y, GLfloat z, const char* caller)
628*61046927SAndroid Build Coastguard Worker {
629*61046927SAndroid Build Coastguard Worker GET_CURRENT_CONTEXT(ctx);
630*61046927SAndroid Build Coastguard Worker
631*61046927SAndroid Build Coastguard Worker FLUSH_VERTICES(ctx, 0, 0);
632*61046927SAndroid Build Coastguard Worker if (angle != 0.0F) {
633*61046927SAndroid Build Coastguard Worker _math_matrix_rotate(stack->Top, angle, x, y, z);
634*61046927SAndroid Build Coastguard Worker stack->ChangedSincePush = true;
635*61046927SAndroid Build Coastguard Worker ctx->NewState |=stack->DirtyFlag;
636*61046927SAndroid Build Coastguard Worker }
637*61046927SAndroid Build Coastguard Worker }
638*61046927SAndroid Build Coastguard Worker
639*61046927SAndroid Build Coastguard Worker
640*61046927SAndroid Build Coastguard Worker /**
641*61046927SAndroid Build Coastguard Worker * Multiply the current matrix with a rotation matrix.
642*61046927SAndroid Build Coastguard Worker *
643*61046927SAndroid Build Coastguard Worker * \param angle angle of rotation, in degrees.
644*61046927SAndroid Build Coastguard Worker * \param x rotation vector x coordinate.
645*61046927SAndroid Build Coastguard Worker * \param y rotation vector y coordinate.
646*61046927SAndroid Build Coastguard Worker * \param z rotation vector z coordinate.
647*61046927SAndroid Build Coastguard Worker *
648*61046927SAndroid Build Coastguard Worker * \sa glRotatef().
649*61046927SAndroid Build Coastguard Worker *
650*61046927SAndroid Build Coastguard Worker * Flushes the vertices and calls _math_matrix_rotate() with the top-most
651*61046927SAndroid Build Coastguard Worker * matrix in the current stack and the given parameters. Marks
652*61046927SAndroid Build Coastguard Worker * __struct gl_contextRec::NewState with the dirty stack flag.
653*61046927SAndroid Build Coastguard Worker */
654*61046927SAndroid Build Coastguard Worker void GLAPIENTRY
_mesa_Rotatef(GLfloat angle,GLfloat x,GLfloat y,GLfloat z)655*61046927SAndroid Build Coastguard Worker _mesa_Rotatef( GLfloat angle, GLfloat x, GLfloat y, GLfloat z )
656*61046927SAndroid Build Coastguard Worker {
657*61046927SAndroid Build Coastguard Worker GET_CURRENT_CONTEXT(ctx);
658*61046927SAndroid Build Coastguard Worker matrix_rotate(ctx->CurrentStack, angle, x, y, z, "glRotatef");
659*61046927SAndroid Build Coastguard Worker }
660*61046927SAndroid Build Coastguard Worker
661*61046927SAndroid Build Coastguard Worker
662*61046927SAndroid Build Coastguard Worker void GLAPIENTRY
_mesa_MatrixRotatefEXT(GLenum matrixMode,GLfloat angle,GLfloat x,GLfloat y,GLfloat z)663*61046927SAndroid Build Coastguard Worker _mesa_MatrixRotatefEXT( GLenum matrixMode, GLfloat angle, GLfloat x, GLfloat y, GLfloat z )
664*61046927SAndroid Build Coastguard Worker {
665*61046927SAndroid Build Coastguard Worker GET_CURRENT_CONTEXT(ctx);
666*61046927SAndroid Build Coastguard Worker struct gl_matrix_stack *stack =
667*61046927SAndroid Build Coastguard Worker get_named_matrix_stack(ctx, matrixMode, "glMatrixRotatefEXT");
668*61046927SAndroid Build Coastguard Worker if (!stack)
669*61046927SAndroid Build Coastguard Worker return;
670*61046927SAndroid Build Coastguard Worker
671*61046927SAndroid Build Coastguard Worker matrix_rotate(stack, angle, x, y, z, "glMatrixRotatefEXT");
672*61046927SAndroid Build Coastguard Worker }
673*61046927SAndroid Build Coastguard Worker
674*61046927SAndroid Build Coastguard Worker
675*61046927SAndroid Build Coastguard Worker /**
676*61046927SAndroid Build Coastguard Worker * Multiply the current matrix with a general scaling matrix.
677*61046927SAndroid Build Coastguard Worker *
678*61046927SAndroid Build Coastguard Worker * \param x x axis scale factor.
679*61046927SAndroid Build Coastguard Worker * \param y y axis scale factor.
680*61046927SAndroid Build Coastguard Worker * \param z z axis scale factor.
681*61046927SAndroid Build Coastguard Worker *
682*61046927SAndroid Build Coastguard Worker * \sa glScalef().
683*61046927SAndroid Build Coastguard Worker *
684*61046927SAndroid Build Coastguard Worker * Flushes the vertices and calls _math_matrix_scale() with the top-most
685*61046927SAndroid Build Coastguard Worker * matrix in the current stack and the given parameters. Marks
686*61046927SAndroid Build Coastguard Worker * __struct gl_contextRec::NewState with the dirty stack flag.
687*61046927SAndroid Build Coastguard Worker */
688*61046927SAndroid Build Coastguard Worker void GLAPIENTRY
_mesa_Scalef(GLfloat x,GLfloat y,GLfloat z)689*61046927SAndroid Build Coastguard Worker _mesa_Scalef( GLfloat x, GLfloat y, GLfloat z )
690*61046927SAndroid Build Coastguard Worker {
691*61046927SAndroid Build Coastguard Worker GET_CURRENT_CONTEXT(ctx);
692*61046927SAndroid Build Coastguard Worker
693*61046927SAndroid Build Coastguard Worker FLUSH_VERTICES(ctx, 0, 0);
694*61046927SAndroid Build Coastguard Worker _math_matrix_scale( ctx->CurrentStack->Top, x, y, z);
695*61046927SAndroid Build Coastguard Worker ctx->CurrentStack->ChangedSincePush = true;
696*61046927SAndroid Build Coastguard Worker ctx->NewState |= ctx->CurrentStack->DirtyFlag;
697*61046927SAndroid Build Coastguard Worker }
698*61046927SAndroid Build Coastguard Worker
699*61046927SAndroid Build Coastguard Worker
700*61046927SAndroid Build Coastguard Worker void GLAPIENTRY
_mesa_MatrixScalefEXT(GLenum matrixMode,GLfloat x,GLfloat y,GLfloat z)701*61046927SAndroid Build Coastguard Worker _mesa_MatrixScalefEXT( GLenum matrixMode, GLfloat x, GLfloat y, GLfloat z )
702*61046927SAndroid Build Coastguard Worker {
703*61046927SAndroid Build Coastguard Worker struct gl_matrix_stack *stack;
704*61046927SAndroid Build Coastguard Worker GET_CURRENT_CONTEXT(ctx);
705*61046927SAndroid Build Coastguard Worker
706*61046927SAndroid Build Coastguard Worker stack = get_named_matrix_stack(ctx, matrixMode, "glMatrixScalefEXT");
707*61046927SAndroid Build Coastguard Worker if (!stack)
708*61046927SAndroid Build Coastguard Worker return;
709*61046927SAndroid Build Coastguard Worker
710*61046927SAndroid Build Coastguard Worker FLUSH_VERTICES(ctx, 0, 0);
711*61046927SAndroid Build Coastguard Worker _math_matrix_scale(stack->Top, x, y, z);
712*61046927SAndroid Build Coastguard Worker stack->ChangedSincePush = true;
713*61046927SAndroid Build Coastguard Worker ctx->NewState |= stack->DirtyFlag;
714*61046927SAndroid Build Coastguard Worker }
715*61046927SAndroid Build Coastguard Worker
716*61046927SAndroid Build Coastguard Worker
717*61046927SAndroid Build Coastguard Worker /**
718*61046927SAndroid Build Coastguard Worker * Multiply the current matrix with a translation matrix.
719*61046927SAndroid Build Coastguard Worker *
720*61046927SAndroid Build Coastguard Worker * \param x translation vector x coordinate.
721*61046927SAndroid Build Coastguard Worker * \param y translation vector y coordinate.
722*61046927SAndroid Build Coastguard Worker * \param z translation vector z coordinate.
723*61046927SAndroid Build Coastguard Worker *
724*61046927SAndroid Build Coastguard Worker * \sa glTranslatef().
725*61046927SAndroid Build Coastguard Worker *
726*61046927SAndroid Build Coastguard Worker * Flushes the vertices and calls _math_matrix_translate() with the top-most
727*61046927SAndroid Build Coastguard Worker * matrix in the current stack and the given parameters. Marks
728*61046927SAndroid Build Coastguard Worker * __struct gl_contextRec::NewState with the dirty stack flag.
729*61046927SAndroid Build Coastguard Worker */
730*61046927SAndroid Build Coastguard Worker void GLAPIENTRY
_mesa_Translatef(GLfloat x,GLfloat y,GLfloat z)731*61046927SAndroid Build Coastguard Worker _mesa_Translatef( GLfloat x, GLfloat y, GLfloat z )
732*61046927SAndroid Build Coastguard Worker {
733*61046927SAndroid Build Coastguard Worker GET_CURRENT_CONTEXT(ctx);
734*61046927SAndroid Build Coastguard Worker
735*61046927SAndroid Build Coastguard Worker FLUSH_VERTICES(ctx, 0, 0);
736*61046927SAndroid Build Coastguard Worker _math_matrix_translate( ctx->CurrentStack->Top, x, y, z);
737*61046927SAndroid Build Coastguard Worker ctx->CurrentStack->ChangedSincePush = true;
738*61046927SAndroid Build Coastguard Worker ctx->NewState |= ctx->CurrentStack->DirtyFlag;
739*61046927SAndroid Build Coastguard Worker }
740*61046927SAndroid Build Coastguard Worker
741*61046927SAndroid Build Coastguard Worker
742*61046927SAndroid Build Coastguard Worker void GLAPIENTRY
_mesa_MatrixTranslatefEXT(GLenum matrixMode,GLfloat x,GLfloat y,GLfloat z)743*61046927SAndroid Build Coastguard Worker _mesa_MatrixTranslatefEXT( GLenum matrixMode, GLfloat x, GLfloat y, GLfloat z )
744*61046927SAndroid Build Coastguard Worker {
745*61046927SAndroid Build Coastguard Worker GET_CURRENT_CONTEXT(ctx);
746*61046927SAndroid Build Coastguard Worker struct gl_matrix_stack *stack =
747*61046927SAndroid Build Coastguard Worker get_named_matrix_stack(ctx, matrixMode, "glMatrixTranslatefEXT");
748*61046927SAndroid Build Coastguard Worker if (!stack)
749*61046927SAndroid Build Coastguard Worker return;
750*61046927SAndroid Build Coastguard Worker
751*61046927SAndroid Build Coastguard Worker FLUSH_VERTICES(ctx, 0, 0);
752*61046927SAndroid Build Coastguard Worker _math_matrix_translate(stack->Top, x, y, z);
753*61046927SAndroid Build Coastguard Worker stack->ChangedSincePush = true;
754*61046927SAndroid Build Coastguard Worker ctx->NewState |= stack->DirtyFlag;
755*61046927SAndroid Build Coastguard Worker }
756*61046927SAndroid Build Coastguard Worker
757*61046927SAndroid Build Coastguard Worker
758*61046927SAndroid Build Coastguard Worker void GLAPIENTRY
_mesa_LoadMatrixd(const GLdouble * m)759*61046927SAndroid Build Coastguard Worker _mesa_LoadMatrixd( const GLdouble *m )
760*61046927SAndroid Build Coastguard Worker {
761*61046927SAndroid Build Coastguard Worker GLint i;
762*61046927SAndroid Build Coastguard Worker GLfloat f[16];
763*61046927SAndroid Build Coastguard Worker if (!m) return;
764*61046927SAndroid Build Coastguard Worker for (i = 0; i < 16; i++)
765*61046927SAndroid Build Coastguard Worker f[i] = (GLfloat) m[i];
766*61046927SAndroid Build Coastguard Worker _mesa_LoadMatrixf(f);
767*61046927SAndroid Build Coastguard Worker }
768*61046927SAndroid Build Coastguard Worker
769*61046927SAndroid Build Coastguard Worker
770*61046927SAndroid Build Coastguard Worker void GLAPIENTRY
_mesa_MatrixLoaddEXT(GLenum matrixMode,const GLdouble * m)771*61046927SAndroid Build Coastguard Worker _mesa_MatrixLoaddEXT( GLenum matrixMode, const GLdouble *m )
772*61046927SAndroid Build Coastguard Worker {
773*61046927SAndroid Build Coastguard Worker GLfloat f[16];
774*61046927SAndroid Build Coastguard Worker if (!m) return;
775*61046927SAndroid Build Coastguard Worker for (unsigned i = 0; i < 16; i++)
776*61046927SAndroid Build Coastguard Worker f[i] = (GLfloat) m[i];
777*61046927SAndroid Build Coastguard Worker _mesa_MatrixLoadfEXT(matrixMode, f);
778*61046927SAndroid Build Coastguard Worker }
779*61046927SAndroid Build Coastguard Worker
780*61046927SAndroid Build Coastguard Worker
781*61046927SAndroid Build Coastguard Worker void GLAPIENTRY
_mesa_MultMatrixd(const GLdouble * m)782*61046927SAndroid Build Coastguard Worker _mesa_MultMatrixd( const GLdouble *m )
783*61046927SAndroid Build Coastguard Worker {
784*61046927SAndroid Build Coastguard Worker GLint i;
785*61046927SAndroid Build Coastguard Worker GLfloat f[16];
786*61046927SAndroid Build Coastguard Worker if (!m) return;
787*61046927SAndroid Build Coastguard Worker for (i = 0; i < 16; i++)
788*61046927SAndroid Build Coastguard Worker f[i] = (GLfloat) m[i];
789*61046927SAndroid Build Coastguard Worker _mesa_MultMatrixf( f );
790*61046927SAndroid Build Coastguard Worker }
791*61046927SAndroid Build Coastguard Worker
792*61046927SAndroid Build Coastguard Worker
793*61046927SAndroid Build Coastguard Worker void GLAPIENTRY
_mesa_MatrixMultdEXT(GLenum matrixMode,const GLdouble * m)794*61046927SAndroid Build Coastguard Worker _mesa_MatrixMultdEXT( GLenum matrixMode, const GLdouble *m )
795*61046927SAndroid Build Coastguard Worker {
796*61046927SAndroid Build Coastguard Worker GLfloat f[16];
797*61046927SAndroid Build Coastguard Worker if (!m) return;
798*61046927SAndroid Build Coastguard Worker for (unsigned i = 0; i < 16; i++)
799*61046927SAndroid Build Coastguard Worker f[i] = (GLfloat) m[i];
800*61046927SAndroid Build Coastguard Worker _mesa_MatrixMultfEXT(matrixMode, f);
801*61046927SAndroid Build Coastguard Worker }
802*61046927SAndroid Build Coastguard Worker
803*61046927SAndroid Build Coastguard Worker
804*61046927SAndroid Build Coastguard Worker void GLAPIENTRY
_mesa_Rotated(GLdouble angle,GLdouble x,GLdouble y,GLdouble z)805*61046927SAndroid Build Coastguard Worker _mesa_Rotated( GLdouble angle, GLdouble x, GLdouble y, GLdouble z )
806*61046927SAndroid Build Coastguard Worker {
807*61046927SAndroid Build Coastguard Worker _mesa_Rotatef((GLfloat) angle, (GLfloat) x, (GLfloat) y, (GLfloat) z);
808*61046927SAndroid Build Coastguard Worker }
809*61046927SAndroid Build Coastguard Worker
810*61046927SAndroid Build Coastguard Worker
811*61046927SAndroid Build Coastguard Worker void GLAPIENTRY
_mesa_MatrixRotatedEXT(GLenum matrixMode,GLdouble angle,GLdouble x,GLdouble y,GLdouble z)812*61046927SAndroid Build Coastguard Worker _mesa_MatrixRotatedEXT( GLenum matrixMode, GLdouble angle,
813*61046927SAndroid Build Coastguard Worker GLdouble x, GLdouble y, GLdouble z )
814*61046927SAndroid Build Coastguard Worker {
815*61046927SAndroid Build Coastguard Worker _mesa_MatrixRotatefEXT(matrixMode, (GLfloat) angle,
816*61046927SAndroid Build Coastguard Worker (GLfloat) x, (GLfloat) y, (GLfloat) z);
817*61046927SAndroid Build Coastguard Worker }
818*61046927SAndroid Build Coastguard Worker
819*61046927SAndroid Build Coastguard Worker
820*61046927SAndroid Build Coastguard Worker void GLAPIENTRY
_mesa_Scaled(GLdouble x,GLdouble y,GLdouble z)821*61046927SAndroid Build Coastguard Worker _mesa_Scaled( GLdouble x, GLdouble y, GLdouble z )
822*61046927SAndroid Build Coastguard Worker {
823*61046927SAndroid Build Coastguard Worker _mesa_Scalef((GLfloat) x, (GLfloat) y, (GLfloat) z);
824*61046927SAndroid Build Coastguard Worker }
825*61046927SAndroid Build Coastguard Worker
826*61046927SAndroid Build Coastguard Worker
827*61046927SAndroid Build Coastguard Worker void GLAPIENTRY
_mesa_MatrixScaledEXT(GLenum matrixMode,GLdouble x,GLdouble y,GLdouble z)828*61046927SAndroid Build Coastguard Worker _mesa_MatrixScaledEXT( GLenum matrixMode, GLdouble x, GLdouble y, GLdouble z )
829*61046927SAndroid Build Coastguard Worker {
830*61046927SAndroid Build Coastguard Worker _mesa_MatrixScalefEXT(matrixMode, (GLfloat) x, (GLfloat) y, (GLfloat) z);
831*61046927SAndroid Build Coastguard Worker }
832*61046927SAndroid Build Coastguard Worker
833*61046927SAndroid Build Coastguard Worker
834*61046927SAndroid Build Coastguard Worker void GLAPIENTRY
_mesa_Translated(GLdouble x,GLdouble y,GLdouble z)835*61046927SAndroid Build Coastguard Worker _mesa_Translated( GLdouble x, GLdouble y, GLdouble z )
836*61046927SAndroid Build Coastguard Worker {
837*61046927SAndroid Build Coastguard Worker _mesa_Translatef((GLfloat) x, (GLfloat) y, (GLfloat) z);
838*61046927SAndroid Build Coastguard Worker }
839*61046927SAndroid Build Coastguard Worker
840*61046927SAndroid Build Coastguard Worker
841*61046927SAndroid Build Coastguard Worker void GLAPIENTRY
_mesa_MatrixTranslatedEXT(GLenum matrixMode,GLdouble x,GLdouble y,GLdouble z)842*61046927SAndroid Build Coastguard Worker _mesa_MatrixTranslatedEXT( GLenum matrixMode, GLdouble x, GLdouble y, GLdouble z )
843*61046927SAndroid Build Coastguard Worker {
844*61046927SAndroid Build Coastguard Worker _mesa_MatrixTranslatefEXT(matrixMode, (GLfloat) x, (GLfloat) y, (GLfloat) z);
845*61046927SAndroid Build Coastguard Worker }
846*61046927SAndroid Build Coastguard Worker
847*61046927SAndroid Build Coastguard Worker
848*61046927SAndroid Build Coastguard Worker void GLAPIENTRY
_mesa_LoadTransposeMatrixf(const GLfloat * m)849*61046927SAndroid Build Coastguard Worker _mesa_LoadTransposeMatrixf( const GLfloat *m )
850*61046927SAndroid Build Coastguard Worker {
851*61046927SAndroid Build Coastguard Worker GLfloat tm[16];
852*61046927SAndroid Build Coastguard Worker if (!m) return;
853*61046927SAndroid Build Coastguard Worker _math_transposef(tm, m);
854*61046927SAndroid Build Coastguard Worker _mesa_LoadMatrixf(tm);
855*61046927SAndroid Build Coastguard Worker }
856*61046927SAndroid Build Coastguard Worker
857*61046927SAndroid Build Coastguard Worker void GLAPIENTRY
_mesa_MatrixLoadTransposefEXT(GLenum matrixMode,const GLfloat * m)858*61046927SAndroid Build Coastguard Worker _mesa_MatrixLoadTransposefEXT( GLenum matrixMode, const GLfloat *m )
859*61046927SAndroid Build Coastguard Worker {
860*61046927SAndroid Build Coastguard Worker GLfloat tm[16];
861*61046927SAndroid Build Coastguard Worker if (!m) return;
862*61046927SAndroid Build Coastguard Worker _math_transposef(tm, m);
863*61046927SAndroid Build Coastguard Worker _mesa_MatrixLoadfEXT(matrixMode, tm);
864*61046927SAndroid Build Coastguard Worker }
865*61046927SAndroid Build Coastguard Worker
866*61046927SAndroid Build Coastguard Worker void GLAPIENTRY
_mesa_LoadTransposeMatrixd(const GLdouble * m)867*61046927SAndroid Build Coastguard Worker _mesa_LoadTransposeMatrixd( const GLdouble *m )
868*61046927SAndroid Build Coastguard Worker {
869*61046927SAndroid Build Coastguard Worker GLfloat tm[16];
870*61046927SAndroid Build Coastguard Worker if (!m) return;
871*61046927SAndroid Build Coastguard Worker _math_transposefd(tm, m);
872*61046927SAndroid Build Coastguard Worker _mesa_LoadMatrixf(tm);
873*61046927SAndroid Build Coastguard Worker }
874*61046927SAndroid Build Coastguard Worker
875*61046927SAndroid Build Coastguard Worker void GLAPIENTRY
_mesa_MatrixLoadTransposedEXT(GLenum matrixMode,const GLdouble * m)876*61046927SAndroid Build Coastguard Worker _mesa_MatrixLoadTransposedEXT( GLenum matrixMode, const GLdouble *m )
877*61046927SAndroid Build Coastguard Worker {
878*61046927SAndroid Build Coastguard Worker GLfloat tm[16];
879*61046927SAndroid Build Coastguard Worker if (!m) return;
880*61046927SAndroid Build Coastguard Worker _math_transposefd(tm, m);
881*61046927SAndroid Build Coastguard Worker _mesa_MatrixLoadfEXT(matrixMode, tm);
882*61046927SAndroid Build Coastguard Worker }
883*61046927SAndroid Build Coastguard Worker
884*61046927SAndroid Build Coastguard Worker void GLAPIENTRY
_mesa_MultTransposeMatrixf(const GLfloat * m)885*61046927SAndroid Build Coastguard Worker _mesa_MultTransposeMatrixf( const GLfloat *m )
886*61046927SAndroid Build Coastguard Worker {
887*61046927SAndroid Build Coastguard Worker GLfloat tm[16];
888*61046927SAndroid Build Coastguard Worker if (!m) return;
889*61046927SAndroid Build Coastguard Worker _math_transposef(tm, m);
890*61046927SAndroid Build Coastguard Worker _mesa_MultMatrixf(tm);
891*61046927SAndroid Build Coastguard Worker }
892*61046927SAndroid Build Coastguard Worker
893*61046927SAndroid Build Coastguard Worker void GLAPIENTRY
_mesa_MatrixMultTransposefEXT(GLenum matrixMode,const GLfloat * m)894*61046927SAndroid Build Coastguard Worker _mesa_MatrixMultTransposefEXT( GLenum matrixMode, const GLfloat *m )
895*61046927SAndroid Build Coastguard Worker {
896*61046927SAndroid Build Coastguard Worker GLfloat tm[16];
897*61046927SAndroid Build Coastguard Worker if (!m) return;
898*61046927SAndroid Build Coastguard Worker _math_transposef(tm, m);
899*61046927SAndroid Build Coastguard Worker _mesa_MatrixMultfEXT(matrixMode, tm);
900*61046927SAndroid Build Coastguard Worker }
901*61046927SAndroid Build Coastguard Worker
902*61046927SAndroid Build Coastguard Worker void GLAPIENTRY
_mesa_MultTransposeMatrixd(const GLdouble * m)903*61046927SAndroid Build Coastguard Worker _mesa_MultTransposeMatrixd( const GLdouble *m )
904*61046927SAndroid Build Coastguard Worker {
905*61046927SAndroid Build Coastguard Worker GLfloat tm[16];
906*61046927SAndroid Build Coastguard Worker if (!m) return;
907*61046927SAndroid Build Coastguard Worker _math_transposefd(tm, m);
908*61046927SAndroid Build Coastguard Worker _mesa_MultMatrixf(tm);
909*61046927SAndroid Build Coastguard Worker }
910*61046927SAndroid Build Coastguard Worker
911*61046927SAndroid Build Coastguard Worker void GLAPIENTRY
_mesa_MatrixMultTransposedEXT(GLenum matrixMode,const GLdouble * m)912*61046927SAndroid Build Coastguard Worker _mesa_MatrixMultTransposedEXT( GLenum matrixMode, const GLdouble *m )
913*61046927SAndroid Build Coastguard Worker {
914*61046927SAndroid Build Coastguard Worker GLfloat tm[16];
915*61046927SAndroid Build Coastguard Worker if (!m) return;
916*61046927SAndroid Build Coastguard Worker _math_transposefd(tm, m);
917*61046927SAndroid Build Coastguard Worker _mesa_MatrixMultfEXT(matrixMode, tm);
918*61046927SAndroid Build Coastguard Worker }
919*61046927SAndroid Build Coastguard Worker
920*61046927SAndroid Build Coastguard Worker /**********************************************************************/
921*61046927SAndroid Build Coastguard Worker /** \name State management */
922*61046927SAndroid Build Coastguard Worker /*@{*/
923*61046927SAndroid Build Coastguard Worker
924*61046927SAndroid Build Coastguard Worker
925*61046927SAndroid Build Coastguard Worker /**
926*61046927SAndroid Build Coastguard Worker * Update the projection matrix stack.
927*61046927SAndroid Build Coastguard Worker *
928*61046927SAndroid Build Coastguard Worker * \param ctx GL context.
929*61046927SAndroid Build Coastguard Worker *
930*61046927SAndroid Build Coastguard Worker * Recomputes user clip positions if necessary.
931*61046927SAndroid Build Coastguard Worker *
932*61046927SAndroid Build Coastguard Worker * \note This routine references __struct gl_contextRec::Tranform attribute
933*61046927SAndroid Build Coastguard Worker * values to compute userclip positions in clip space, but is only called on
934*61046927SAndroid Build Coastguard Worker * _NEW_PROJECTION. The _mesa_ClipPlane() function keeps these values up to
935*61046927SAndroid Build Coastguard Worker * date across changes to the __struct gl_contextRec::Transform attributes.
936*61046927SAndroid Build Coastguard Worker */
937*61046927SAndroid Build Coastguard Worker static void
update_projection(struct gl_context * ctx)938*61046927SAndroid Build Coastguard Worker update_projection( struct gl_context *ctx )
939*61046927SAndroid Build Coastguard Worker {
940*61046927SAndroid Build Coastguard Worker /* Recompute clip plane positions in clipspace. This is also done
941*61046927SAndroid Build Coastguard Worker * in _mesa_ClipPlane().
942*61046927SAndroid Build Coastguard Worker */
943*61046927SAndroid Build Coastguard Worker GLbitfield mask = ctx->Transform.ClipPlanesEnabled;
944*61046927SAndroid Build Coastguard Worker
945*61046927SAndroid Build Coastguard Worker if (mask) {
946*61046927SAndroid Build Coastguard Worker /* make sure the inverse is up to date */
947*61046927SAndroid Build Coastguard Worker _math_matrix_analyse(ctx->ProjectionMatrixStack.Top);
948*61046927SAndroid Build Coastguard Worker
949*61046927SAndroid Build Coastguard Worker do {
950*61046927SAndroid Build Coastguard Worker const int p = u_bit_scan(&mask);
951*61046927SAndroid Build Coastguard Worker
952*61046927SAndroid Build Coastguard Worker _mesa_transform_vector(ctx->Transform._ClipUserPlane[p],
953*61046927SAndroid Build Coastguard Worker ctx->Transform.EyeUserPlane[p],
954*61046927SAndroid Build Coastguard Worker ctx->ProjectionMatrixStack.Top->inv);
955*61046927SAndroid Build Coastguard Worker } while (mask);
956*61046927SAndroid Build Coastguard Worker }
957*61046927SAndroid Build Coastguard Worker }
958*61046927SAndroid Build Coastguard Worker
959*61046927SAndroid Build Coastguard Worker
960*61046927SAndroid Build Coastguard Worker /**
961*61046927SAndroid Build Coastguard Worker * Updates the combined modelview-projection matrix.
962*61046927SAndroid Build Coastguard Worker *
963*61046927SAndroid Build Coastguard Worker * \param ctx GL context.
964*61046927SAndroid Build Coastguard Worker * \param new_state new state bit mask.
965*61046927SAndroid Build Coastguard Worker *
966*61046927SAndroid Build Coastguard Worker * If there is a new model view matrix then analyzes it. If there is a new
967*61046927SAndroid Build Coastguard Worker * projection matrix, updates it. Finally calls
968*61046927SAndroid Build Coastguard Worker * calculate_model_project_matrix() to recalculate the modelview-projection
969*61046927SAndroid Build Coastguard Worker * matrix.
970*61046927SAndroid Build Coastguard Worker */
_mesa_update_modelview_project(struct gl_context * ctx,GLuint new_state)971*61046927SAndroid Build Coastguard Worker void _mesa_update_modelview_project( struct gl_context *ctx, GLuint new_state )
972*61046927SAndroid Build Coastguard Worker {
973*61046927SAndroid Build Coastguard Worker if (new_state & _NEW_MODELVIEW)
974*61046927SAndroid Build Coastguard Worker _math_matrix_analyse( ctx->ModelviewMatrixStack.Top );
975*61046927SAndroid Build Coastguard Worker
976*61046927SAndroid Build Coastguard Worker if (new_state & _NEW_PROJECTION)
977*61046927SAndroid Build Coastguard Worker update_projection( ctx );
978*61046927SAndroid Build Coastguard Worker
979*61046927SAndroid Build Coastguard Worker /* Calculate ModelViewMatrix * ProjectionMatrix. */
980*61046927SAndroid Build Coastguard Worker _math_matrix_mul_matrix(&ctx->_ModelProjectMatrix,
981*61046927SAndroid Build Coastguard Worker ctx->ProjectionMatrixStack.Top,
982*61046927SAndroid Build Coastguard Worker ctx->ModelviewMatrixStack.Top);
983*61046927SAndroid Build Coastguard Worker }
984*61046927SAndroid Build Coastguard Worker
985*61046927SAndroid Build Coastguard Worker /*@}*/
986*61046927SAndroid Build Coastguard Worker
987*61046927SAndroid Build Coastguard Worker
988*61046927SAndroid Build Coastguard Worker /**********************************************************************/
989*61046927SAndroid Build Coastguard Worker /** Matrix stack initialization */
990*61046927SAndroid Build Coastguard Worker /*@{*/
991*61046927SAndroid Build Coastguard Worker
992*61046927SAndroid Build Coastguard Worker
993*61046927SAndroid Build Coastguard Worker /**
994*61046927SAndroid Build Coastguard Worker * Initialize a matrix stack.
995*61046927SAndroid Build Coastguard Worker *
996*61046927SAndroid Build Coastguard Worker * \param stack matrix stack.
997*61046927SAndroid Build Coastguard Worker * \param maxDepth maximum stack depth.
998*61046927SAndroid Build Coastguard Worker * \param dirtyFlag dirty flag.
999*61046927SAndroid Build Coastguard Worker *
1000*61046927SAndroid Build Coastguard Worker * Allocates an array of \p maxDepth elements for the matrix stack and calls
1001*61046927SAndroid Build Coastguard Worker * _math_matrix_ctr() for each element to initialize it.
1002*61046927SAndroid Build Coastguard Worker */
1003*61046927SAndroid Build Coastguard Worker static void
init_matrix_stack(struct gl_matrix_stack * stack,GLuint maxDepth,GLuint dirtyFlag)1004*61046927SAndroid Build Coastguard Worker init_matrix_stack(struct gl_matrix_stack *stack,
1005*61046927SAndroid Build Coastguard Worker GLuint maxDepth, GLuint dirtyFlag)
1006*61046927SAndroid Build Coastguard Worker {
1007*61046927SAndroid Build Coastguard Worker stack->Depth = 0;
1008*61046927SAndroid Build Coastguard Worker stack->MaxDepth = maxDepth;
1009*61046927SAndroid Build Coastguard Worker stack->DirtyFlag = dirtyFlag;
1010*61046927SAndroid Build Coastguard Worker /* The stack will be dynamically resized at glPushMatrix() time */
1011*61046927SAndroid Build Coastguard Worker stack->Stack = calloc(1, sizeof(GLmatrix));
1012*61046927SAndroid Build Coastguard Worker stack->StackSize = 1;
1013*61046927SAndroid Build Coastguard Worker _math_matrix_ctr(&stack->Stack[0]);
1014*61046927SAndroid Build Coastguard Worker stack->Top = stack->Stack;
1015*61046927SAndroid Build Coastguard Worker stack->ChangedSincePush = false;
1016*61046927SAndroid Build Coastguard Worker }
1017*61046927SAndroid Build Coastguard Worker
1018*61046927SAndroid Build Coastguard Worker /**
1019*61046927SAndroid Build Coastguard Worker * Free matrix stack.
1020*61046927SAndroid Build Coastguard Worker *
1021*61046927SAndroid Build Coastguard Worker * \param stack matrix stack.
1022*61046927SAndroid Build Coastguard Worker */
1023*61046927SAndroid Build Coastguard Worker static void
free_matrix_stack(struct gl_matrix_stack * stack)1024*61046927SAndroid Build Coastguard Worker free_matrix_stack( struct gl_matrix_stack *stack )
1025*61046927SAndroid Build Coastguard Worker {
1026*61046927SAndroid Build Coastguard Worker free(stack->Stack);
1027*61046927SAndroid Build Coastguard Worker stack->Stack = stack->Top = NULL;
1028*61046927SAndroid Build Coastguard Worker stack->StackSize = 0;
1029*61046927SAndroid Build Coastguard Worker }
1030*61046927SAndroid Build Coastguard Worker
1031*61046927SAndroid Build Coastguard Worker /*@}*/
1032*61046927SAndroid Build Coastguard Worker
1033*61046927SAndroid Build Coastguard Worker
1034*61046927SAndroid Build Coastguard Worker /**********************************************************************/
1035*61046927SAndroid Build Coastguard Worker /** \name Initialization */
1036*61046927SAndroid Build Coastguard Worker /*@{*/
1037*61046927SAndroid Build Coastguard Worker
1038*61046927SAndroid Build Coastguard Worker
1039*61046927SAndroid Build Coastguard Worker /**
1040*61046927SAndroid Build Coastguard Worker * Initialize the context matrix data.
1041*61046927SAndroid Build Coastguard Worker *
1042*61046927SAndroid Build Coastguard Worker * \param ctx GL context.
1043*61046927SAndroid Build Coastguard Worker *
1044*61046927SAndroid Build Coastguard Worker * Initializes each of the matrix stacks and the combined modelview-projection
1045*61046927SAndroid Build Coastguard Worker * matrix.
1046*61046927SAndroid Build Coastguard Worker */
_mesa_init_matrix(struct gl_context * ctx)1047*61046927SAndroid Build Coastguard Worker void _mesa_init_matrix( struct gl_context * ctx )
1048*61046927SAndroid Build Coastguard Worker {
1049*61046927SAndroid Build Coastguard Worker GLuint i;
1050*61046927SAndroid Build Coastguard Worker
1051*61046927SAndroid Build Coastguard Worker /* Initialize matrix stacks */
1052*61046927SAndroid Build Coastguard Worker init_matrix_stack(&ctx->ModelviewMatrixStack, MAX_MODELVIEW_STACK_DEPTH,
1053*61046927SAndroid Build Coastguard Worker _NEW_MODELVIEW);
1054*61046927SAndroid Build Coastguard Worker init_matrix_stack(&ctx->ProjectionMatrixStack, MAX_PROJECTION_STACK_DEPTH,
1055*61046927SAndroid Build Coastguard Worker _NEW_PROJECTION);
1056*61046927SAndroid Build Coastguard Worker for (i = 0; i < ARRAY_SIZE(ctx->TextureMatrixStack); i++)
1057*61046927SAndroid Build Coastguard Worker init_matrix_stack(&ctx->TextureMatrixStack[i], MAX_TEXTURE_STACK_DEPTH,
1058*61046927SAndroid Build Coastguard Worker _NEW_TEXTURE_MATRIX);
1059*61046927SAndroid Build Coastguard Worker for (i = 0; i < ARRAY_SIZE(ctx->ProgramMatrixStack); i++)
1060*61046927SAndroid Build Coastguard Worker init_matrix_stack(&ctx->ProgramMatrixStack[i],
1061*61046927SAndroid Build Coastguard Worker MAX_PROGRAM_MATRIX_STACK_DEPTH, _NEW_TRACK_MATRIX);
1062*61046927SAndroid Build Coastguard Worker ctx->CurrentStack = &ctx->ModelviewMatrixStack;
1063*61046927SAndroid Build Coastguard Worker
1064*61046927SAndroid Build Coastguard Worker /* Init combined Modelview*Projection matrix */
1065*61046927SAndroid Build Coastguard Worker _math_matrix_ctr( &ctx->_ModelProjectMatrix );
1066*61046927SAndroid Build Coastguard Worker }
1067*61046927SAndroid Build Coastguard Worker
1068*61046927SAndroid Build Coastguard Worker
1069*61046927SAndroid Build Coastguard Worker /**
1070*61046927SAndroid Build Coastguard Worker * Free the context matrix data.
1071*61046927SAndroid Build Coastguard Worker *
1072*61046927SAndroid Build Coastguard Worker * \param ctx GL context.
1073*61046927SAndroid Build Coastguard Worker *
1074*61046927SAndroid Build Coastguard Worker * Frees each of the matrix stacks.
1075*61046927SAndroid Build Coastguard Worker */
_mesa_free_matrix_data(struct gl_context * ctx)1076*61046927SAndroid Build Coastguard Worker void _mesa_free_matrix_data( struct gl_context *ctx )
1077*61046927SAndroid Build Coastguard Worker {
1078*61046927SAndroid Build Coastguard Worker GLuint i;
1079*61046927SAndroid Build Coastguard Worker
1080*61046927SAndroid Build Coastguard Worker free_matrix_stack(&ctx->ModelviewMatrixStack);
1081*61046927SAndroid Build Coastguard Worker free_matrix_stack(&ctx->ProjectionMatrixStack);
1082*61046927SAndroid Build Coastguard Worker for (i = 0; i < ARRAY_SIZE(ctx->TextureMatrixStack); i++)
1083*61046927SAndroid Build Coastguard Worker free_matrix_stack(&ctx->TextureMatrixStack[i]);
1084*61046927SAndroid Build Coastguard Worker for (i = 0; i < ARRAY_SIZE(ctx->ProgramMatrixStack); i++)
1085*61046927SAndroid Build Coastguard Worker free_matrix_stack(&ctx->ProgramMatrixStack[i]);
1086*61046927SAndroid Build Coastguard Worker
1087*61046927SAndroid Build Coastguard Worker }
1088*61046927SAndroid Build Coastguard Worker
1089*61046927SAndroid Build Coastguard Worker
1090*61046927SAndroid Build Coastguard Worker /**
1091*61046927SAndroid Build Coastguard Worker * Initialize the context transform attribute group.
1092*61046927SAndroid Build Coastguard Worker *
1093*61046927SAndroid Build Coastguard Worker * \param ctx GL context.
1094*61046927SAndroid Build Coastguard Worker *
1095*61046927SAndroid Build Coastguard Worker * \todo Move this to a new file with other 'transform' routines.
1096*61046927SAndroid Build Coastguard Worker */
_mesa_init_transform(struct gl_context * ctx)1097*61046927SAndroid Build Coastguard Worker void _mesa_init_transform( struct gl_context *ctx )
1098*61046927SAndroid Build Coastguard Worker {
1099*61046927SAndroid Build Coastguard Worker GLuint i;
1100*61046927SAndroid Build Coastguard Worker
1101*61046927SAndroid Build Coastguard Worker /* Transformation group */
1102*61046927SAndroid Build Coastguard Worker ctx->Transform.MatrixMode = GL_MODELVIEW;
1103*61046927SAndroid Build Coastguard Worker ctx->Transform.Normalize = GL_FALSE;
1104*61046927SAndroid Build Coastguard Worker ctx->Transform.RescaleNormals = GL_FALSE;
1105*61046927SAndroid Build Coastguard Worker ctx->Transform.RasterPositionUnclipped = GL_FALSE;
1106*61046927SAndroid Build Coastguard Worker for (i=0;i<ctx->Const.MaxClipPlanes;i++) {
1107*61046927SAndroid Build Coastguard Worker ASSIGN_4V( ctx->Transform.EyeUserPlane[i], 0.0, 0.0, 0.0, 0.0 );
1108*61046927SAndroid Build Coastguard Worker }
1109*61046927SAndroid Build Coastguard Worker ctx->Transform.ClipPlanesEnabled = 0;
1110*61046927SAndroid Build Coastguard Worker }
1111*61046927SAndroid Build Coastguard Worker
1112*61046927SAndroid Build Coastguard Worker
1113*61046927SAndroid Build Coastguard Worker /*@}*/
1114