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