| 1 | /* $Id: matrix.c,v 1.2 2000-03-01 18:49:31 jeroen Exp $ */
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| 2 |
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| 3 | /*
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| 4 | * Mesa 3-D graphics library
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| 5 | * Version: 3.1
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| 6 | *
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| 7 | * Copyright (C) 1999 Brian Paul All Rights Reserved.
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| 8 | *
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| 9 | * Permission is hereby granted, free of charge, to any person obtaining a
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| 10 | * copy of this software and associated documentation files (the "Software"),
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| 11 | * to deal in the Software without restriction, including without limitation
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| 12 | * the rights to use, copy, modify, merge, publish, distribute, sublicense,
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| 13 | * and/or sell copies of the Software, and to permit persons to whom the
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| 14 | * Software is furnished to do so, subject to the following conditions:
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| 15 | *
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| 16 | * The above copyright notice and this permission notice shall be included
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| 17 | * in all copies or substantial portions of the Software.
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| 18 | *
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| 19 | * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS
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| 20 | * OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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| 21 | * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL
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| 22 | * BRIAN PAUL BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN
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| 23 | * AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN
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| 24 | * CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
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| 25 | */
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| 26 |
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| 27 |
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| 28 |
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| 29 |
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| 30 |
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| 31 | /*
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| 32 | * Matrix operations
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| 33 | *
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| 34 | *
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| 35 | * NOTES:
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| 36 | * 1. 4x4 transformation matrices are stored in memory in column major order.
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| 37 | * 2. Points/vertices are to be thought of as column vectors.
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| 38 | * 3. Transformation of a point p by a matrix M is: p' = M * p
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| 39 | *
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| 40 | */
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| 41 |
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| 42 |
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| 43 | #ifdef PC_HEADER
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| 44 | #include "all.h"
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| 45 | #else
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| 46 | #ifndef XFree86Server
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| 47 | #include <math.h>
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| 48 | #include <stdio.h>
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| 49 | #include <stdlib.h>
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| 50 | #include <string.h>
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| 51 | #else
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| 52 | #include "GL/xf86glx.h"
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| 53 | #endif
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| 54 | #include "types.h"
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| 55 | #include "context.h"
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| 56 | #include "enums.h"
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| 57 | #include "macros.h"
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| 58 | #include "matrix.h"
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| 59 | #include "mmath.h"
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| 60 | #endif
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| 61 |
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| 62 |
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| 63 | static const char *types[] = {
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| 64 | "MATRIX_GENERAL",
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| 65 | "MATRIX_IDENTITY",
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| 66 | "MATRIX_3D_NO_ROT",
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| 67 | "MATRIX_PERSPECTIVE",
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| 68 | "MATRIX_2D",
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| 69 | "MATRIX_2D_NO_ROT",
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| 70 | "MATRIX_3D"
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| 71 | };
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| 72 | static void matmul4( GLfloat *product, const GLfloat *a, const GLfloat *b );
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| 73 |
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| 74 |
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| 75 | static GLfloat Identity[16] = {
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| 76 | 1.0, 0.0, 0.0, 0.0,
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| 77 | 0.0, 1.0, 0.0, 0.0,
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| 78 | 0.0, 0.0, 1.0, 0.0,
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| 79 | 0.0, 0.0, 0.0, 1.0
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| 80 | };
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| 81 |
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| 82 |
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| 83 | static void print_matrix_floats( const GLfloat m[16] )
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| 84 | {
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| 85 | int i;
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| 86 | for (i=0;i<4;i++) {
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| 87 | fprintf(stderr,"\t%f %f %f %f\n", m[i], m[4+i], m[8+i], m[12+i] );
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| 88 | }
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| 89 | }
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| 90 |
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| 91 | void gl_print_matrix( const GLmatrix *m )
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| 92 | {
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| 93 | fprintf(stderr, "Matrix type: %s, flags: %x\n", types[m->type], m->flags);
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| 94 | print_matrix_floats(m->m);
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| 95 | #if 1
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| 96 | fprintf(stderr, "Inverse: \n");
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| 97 | if (m->inv) {
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| 98 | GLfloat prod[16];
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| 99 | print_matrix_floats(m->inv);
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| 100 | matmul4(prod, m->m, m->inv);
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| 101 | fprintf(stderr, "Mat * Inverse:\n");
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| 102 | print_matrix_floats(prod);
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| 103 | } else
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| 104 | fprintf(stderr, " - not available\n");
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| 105 | #endif
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| 106 | }
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| 107 |
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| 108 |
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| 109 |
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| 110 | /*
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| 111 | * This matmul was contributed by Thomas Malik
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| 112 | *
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| 113 | * Perform a 4x4 matrix multiplication (product = a x b).
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| 114 | * Input: a, b - matrices to multiply
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| 115 | * Output: product - product of a and b
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| 116 | * WARNING: (product != b) assumed
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| 117 | * NOTE: (product == a) allowed
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| 118 | *
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| 119 | * KW: 4*16 = 64 muls
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| 120 | */
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| 121 | #define A(row,col) a[(col<<2)+row]
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| 122 | #define B(row,col) b[(col<<2)+row]
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| 123 | #define P(row,col) product[(col<<2)+row]
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| 124 |
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| 125 | static void matmul4( GLfloat *product, const GLfloat *a, const GLfloat *b )
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| 126 | {
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| 127 | GLint i;
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| 128 | for (i = 0; i < 4; i++) {
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| 129 | GLfloat ai0=A(i,0), ai1=A(i,1), ai2=A(i,2), ai3=A(i,3);
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| 130 | P(i,0) = ai0 * B(0,0) + ai1 * B(1,0) + ai2 * B(2,0) + ai3 * B(3,0);
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| 131 | P(i,1) = ai0 * B(0,1) + ai1 * B(1,1) + ai2 * B(2,1) + ai3 * B(3,1);
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| 132 | P(i,2) = ai0 * B(0,2) + ai1 * B(1,2) + ai2 * B(2,2) + ai3 * B(3,2);
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| 133 | P(i,3) = ai0 * B(0,3) + ai1 * B(1,3) + ai2 * B(2,3) + ai3 * B(3,3);
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| 134 | }
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| 135 | }
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| 136 |
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| 137 |
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| 138 |
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| 139 |
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| 140 | /* Multiply two matrices known to occupy only the top three rows,
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| 141 | * such as typical modelling matrices, and ortho matrices.
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| 142 | *
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| 143 | * KW: 3*9 = 27 muls
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| 144 | */
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| 145 | static void matmul34( GLfloat *product, const GLfloat *a, const GLfloat *b )
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| 146 | {
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| 147 | GLint i;
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| 148 | for (i = 0; i < 3; i++) {
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| 149 | GLfloat ai0=A(i,0), ai1=A(i,1), ai2=A(i,2), ai3=A(i,3);
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| 150 | P(i,0) = ai0 * B(0,0) + ai1 * B(1,0) + ai2 * B(2,0);
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| 151 | P(i,1) = ai0 * B(0,1) + ai1 * B(1,1) + ai2 * B(2,1);
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| 152 | P(i,2) = ai0 * B(0,2) + ai1 * B(1,2) + ai2 * B(2,2);
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| 153 | P(i,3) = ai0 * B(0,3) + ai1 * B(1,3) + ai2 * B(2,3) + ai3;
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| 154 | }
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| 155 | P(3,0) = 0;
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| 156 | P(3,1) = 0;
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| 157 | P(3,2) = 0;
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| 158 | P(3,3) = 1;
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| 159 | }
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| 160 |
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| 161 | static void matmul4fd( GLfloat *product, const GLfloat *a, const GLdouble *b )
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| 162 | {
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| 163 | GLint i;
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| 164 | for (i = 0; i < 4; i++) {
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| 165 | GLfloat ai0=A(i,0), ai1=A(i,1), ai2=A(i,2), ai3=A(i,3);
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| 166 | P(i,0) = ai0 * B(0,0) + ai1 * B(1,0) + ai2 * B(2,0) + ai3 * B(3,0);
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| 167 | P(i,1) = ai0 * B(0,1) + ai1 * B(1,1) + ai2 * B(2,1) + ai3 * B(3,1);
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| 168 | P(i,2) = ai0 * B(0,2) + ai1 * B(1,2) + ai2 * B(2,2) + ai3 * B(3,2);
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| 169 | P(i,3) = ai0 * B(0,3) + ai1 * B(1,3) + ai2 * B(2,3) + ai3 * B(3,3);
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| 170 | }
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| 171 | }
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| 172 |
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| 173 | #undef A
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| 174 | #undef B
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| 175 | #undef P
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| 176 |
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| 177 |
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| 178 |
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| 179 | #define SWAP_ROWS(a, b) { GLfloat *_tmp = a; (a)=(b); (b)=_tmp; }
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| 180 | #define MAT(m,r,c) (m)[(c)*4+(r)]
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| 181 |
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| 182 | /*
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| 183 | * Compute inverse of 4x4 transformation matrix.
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| 184 | * Code contributed by Jacques Leroy jle@star.be
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| 185 | * Return GL_TRUE for success, GL_FALSE for failure (singular matrix)
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| 186 | */
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| 187 | static GLboolean invert_matrix_general( GLmatrix *mat )
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| 188 | {
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| 189 | const GLfloat *m = mat->m;
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| 190 | GLfloat *out = mat->inv;
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| 191 | GLfloat wtmp[4][8];
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| 192 | GLfloat m0, m1, m2, m3, s;
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| 193 | GLfloat *r0, *r1, *r2, *r3;
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| 194 |
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| 195 | r0 = wtmp[0], r1 = wtmp[1], r2 = wtmp[2], r3 = wtmp[3];
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| 196 |
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| 197 | r0[0] = MAT(m,0,0), r0[1] = MAT(m,0,1),
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| 198 | r0[2] = MAT(m,0,2), r0[3] = MAT(m,0,3),
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| 199 | r0[4] = 1.0, r0[5] = r0[6] = r0[7] = 0.0,
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| 200 |
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| 201 | r1[0] = MAT(m,1,0), r1[1] = MAT(m,1,1),
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| 202 | r1[2] = MAT(m,1,2), r1[3] = MAT(m,1,3),
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| 203 | r1[5] = 1.0, r1[4] = r1[6] = r1[7] = 0.0,
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| 204 |
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| 205 | r2[0] = MAT(m,2,0), r2[1] = MAT(m,2,1),
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| 206 | r2[2] = MAT(m,2,2), r2[3] = MAT(m,2,3),
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| 207 | r2[6] = 1.0, r2[4] = r2[5] = r2[7] = 0.0,
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| 208 |
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| 209 | r3[0] = MAT(m,3,0), r3[1] = MAT(m,3,1),
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| 210 | r3[2] = MAT(m,3,2), r3[3] = MAT(m,3,3),
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| 211 | r3[7] = 1.0, r3[4] = r3[5] = r3[6] = 0.0;
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| 212 |
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| 213 | /* choose pivot - or die */
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| 214 | if (fabs(r3[0])>fabs(r2[0])) SWAP_ROWS(r3, r2);
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| 215 | if (fabs(r2[0])>fabs(r1[0])) SWAP_ROWS(r2, r1);
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| 216 | if (fabs(r1[0])>fabs(r0[0])) SWAP_ROWS(r1, r0);
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| 217 | if (0.0 == r0[0]) return GL_FALSE;
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| 218 |
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| 219 | /* eliminate first variable */
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| 220 | m1 = r1[0]/r0[0]; m2 = r2[0]/r0[0]; m3 = r3[0]/r0[0];
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| 221 | s = r0[1]; r1[1] -= m1 * s; r2[1] -= m2 * s; r3[1] -= m3 * s;
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| 222 | s = r0[2]; r1[2] -= m1 * s; r2[2] -= m2 * s; r3[2] -= m3 * s;
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| 223 | s = r0[3]; r1[3] -= m1 * s; r2[3] -= m2 * s; r3[3] -= m3 * s;
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| 224 | s = r0[4];
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| 225 | if (s != 0.0) { r1[4] -= m1 * s; r2[4] -= m2 * s; r3[4] -= m3 * s; }
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| 226 | s = r0[5];
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| 227 | if (s != 0.0) { r1[5] -= m1 * s; r2[5] -= m2 * s; r3[5] -= m3 * s; }
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| 228 | s = r0[6];
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| 229 | if (s != 0.0) { r1[6] -= m1 * s; r2[6] -= m2 * s; r3[6] -= m3 * s; }
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| 230 | s = r0[7];
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| 231 | if (s != 0.0) { r1[7] -= m1 * s; r2[7] -= m2 * s; r3[7] -= m3 * s; }
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| 232 |
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| 233 | /* choose pivot - or die */
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| 234 | if (fabs(r3[1])>fabs(r2[1])) SWAP_ROWS(r3, r2);
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| 235 | if (fabs(r2[1])>fabs(r1[1])) SWAP_ROWS(r2, r1);
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| 236 | if (0.0 == r1[1]) return GL_FALSE;
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| 237 |
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| 238 | /* eliminate second variable */
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| 239 | m2 = r2[1]/r1[1]; m3 = r3[1]/r1[1];
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| 240 | r2[2] -= m2 * r1[2]; r3[2] -= m3 * r1[2];
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| 241 | r2[3] -= m2 * r1[3]; r3[3] -= m3 * r1[3];
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| 242 | s = r1[4]; if (0.0 != s) { r2[4] -= m2 * s; r3[4] -= m3 * s; }
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| 243 | s = r1[5]; if (0.0 != s) { r2[5] -= m2 * s; r3[5] -= m3 * s; }
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| 244 | s = r1[6]; if (0.0 != s) { r2[6] -= m2 * s; r3[6] -= m3 * s; }
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| 245 | s = r1[7]; if (0.0 != s) { r2[7] -= m2 * s; r3[7] -= m3 * s; }
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| 246 |
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| 247 | /* choose pivot - or die */
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| 248 | if (fabs(r3[2])>fabs(r2[2])) SWAP_ROWS(r3, r2);
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| 249 | if (0.0 == r2[2]) return GL_FALSE;
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| 250 |
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| 251 | /* eliminate third variable */
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| 252 | m3 = r3[2]/r2[2];
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| 253 | r3[3] -= m3 * r2[3], r3[4] -= m3 * r2[4],
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| 254 | r3[5] -= m3 * r2[5], r3[6] -= m3 * r2[6],
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| 255 | r3[7] -= m3 * r2[7];
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| 256 |
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| 257 | /* last check */
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| 258 | if (0.0 == r3[3]) return GL_FALSE;
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| 259 |
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| 260 | s = 1.0/r3[3]; /* now back substitute row 3 */
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| 261 | r3[4] *= s; r3[5] *= s; r3[6] *= s; r3[7] *= s;
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| 262 |
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| 263 | m2 = r2[3]; /* now back substitute row 2 */
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| 264 | s = 1.0/r2[2];
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| 265 | r2[4] = s * (r2[4] - r3[4] * m2), r2[5] = s * (r2[5] - r3[5] * m2),
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| 266 | r2[6] = s * (r2[6] - r3[6] * m2), r2[7] = s * (r2[7] - r3[7] * m2);
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| 267 | m1 = r1[3];
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| 268 | r1[4] -= r3[4] * m1, r1[5] -= r3[5] * m1,
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| 269 | r1[6] -= r3[6] * m1, r1[7] -= r3[7] * m1;
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| 270 | m0 = r0[3];
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| 271 | r0[4] -= r3[4] * m0, r0[5] -= r3[5] * m0,
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| 272 | r0[6] -= r3[6] * m0, r0[7] -= r3[7] * m0;
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| 273 |
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| 274 | m1 = r1[2]; /* now back substitute row 1 */
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| 275 | s = 1.0/r1[1];
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| 276 | r1[4] = s * (r1[4] - r2[4] * m1), r1[5] = s * (r1[5] - r2[5] * m1),
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| 277 | r1[6] = s * (r1[6] - r2[6] * m1), r1[7] = s * (r1[7] - r2[7] * m1);
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| 278 | m0 = r0[2];
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| 279 | r0[4] -= r2[4] * m0, r0[5] -= r2[5] * m0,
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| 280 | r0[6] -= r2[6] * m0, r0[7] -= r2[7] * m0;
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| 281 |
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| 282 | m0 = r0[1]; /* now back substitute row 0 */
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| 283 | s = 1.0/r0[0];
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| 284 | r0[4] = s * (r0[4] - r1[4] * m0), r0[5] = s * (r0[5] - r1[5] * m0),
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| 285 | r0[6] = s * (r0[6] - r1[6] * m0), r0[7] = s * (r0[7] - r1[7] * m0);
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| 286 |
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| 287 | MAT(out,0,0) = r0[4]; MAT(out,0,1) = r0[5],
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| 288 | MAT(out,0,2) = r0[6]; MAT(out,0,3) = r0[7],
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| 289 | MAT(out,1,0) = r1[4]; MAT(out,1,1) = r1[5],
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| 290 | MAT(out,1,2) = r1[6]; MAT(out,1,3) = r1[7],
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| 291 | MAT(out,2,0) = r2[4]; MAT(out,2,1) = r2[5],
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| 292 | MAT(out,2,2) = r2[6]; MAT(out,2,3) = r2[7],
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| 293 | MAT(out,3,0) = r3[4]; MAT(out,3,1) = r3[5],
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| 294 | MAT(out,3,2) = r3[6]; MAT(out,3,3) = r3[7];
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| 295 |
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| 296 | return GL_TRUE;
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| 297 | }
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| 298 | #undef SWAP_ROWS
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| 299 |
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| 300 | /* Adapted from graphics gems II.
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| 301 | */
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| 302 | static GLboolean invert_matrix_3d_general( GLmatrix *mat )
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| 303 | {
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| 304 | const GLfloat *in = mat->m;
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| 305 | GLfloat *out = mat->inv;
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| 306 | GLfloat pos, neg, t;
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| 307 | GLfloat det;
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| 308 |
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| 309 | /* Calculate the determinant of upper left 3x3 submatrix and
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| 310 | * determine if the matrix is singular.
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| 311 | */
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| 312 | pos = neg = 0.0;
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| 313 | t = MAT(in,0,0) * MAT(in,1,1) * MAT(in,2,2);
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| 314 | if (t >= 0.0) pos += t; else neg += t;
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| 315 |
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| 316 | t = MAT(in,1,0) * MAT(in,2,1) * MAT(in,0,2);
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| 317 | if (t >= 0.0) pos += t; else neg += t;
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| 318 |
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| 319 | t = MAT(in,2,0) * MAT(in,0,1) * MAT(in,1,2);
|
|---|
| 320 | if (t >= 0.0) pos += t; else neg += t;
|
|---|
| 321 |
|
|---|
| 322 | t = -MAT(in,2,0) * MAT(in,1,1) * MAT(in,0,2);
|
|---|
| 323 | if (t >= 0.0) pos += t; else neg += t;
|
|---|
| 324 |
|
|---|
| 325 | t = -MAT(in,1,0) * MAT(in,0,1) * MAT(in,2,2);
|
|---|
| 326 | if (t >= 0.0) pos += t; else neg += t;
|
|---|
| 327 |
|
|---|
| 328 | t = -MAT(in,0,0) * MAT(in,2,1) * MAT(in,1,2);
|
|---|
| 329 | if (t >= 0.0) pos += t; else neg += t;
|
|---|
| 330 |
|
|---|
| 331 | det = pos + neg;
|
|---|
| 332 |
|
|---|
| 333 | if (det*det < 1e-25)
|
|---|
| 334 | return GL_FALSE;
|
|---|
| 335 |
|
|---|
| 336 | det = 1.0 / det;
|
|---|
| 337 | MAT(out,0,0) = ( (MAT(in,1,1)*MAT(in,2,2) - MAT(in,2,1)*MAT(in,1,2) )*det);
|
|---|
| 338 | MAT(out,0,1) = (- (MAT(in,0,1)*MAT(in,2,2) - MAT(in,2,1)*MAT(in,0,2) )*det);
|
|---|
| 339 | MAT(out,0,2) = ( (MAT(in,0,1)*MAT(in,1,2) - MAT(in,1,1)*MAT(in,0,2) )*det);
|
|---|
| 340 | MAT(out,1,0) = (- (MAT(in,1,0)*MAT(in,2,2) - MAT(in,2,0)*MAT(in,1,2) )*det);
|
|---|
| 341 | MAT(out,1,1) = ( (MAT(in,0,0)*MAT(in,2,2) - MAT(in,2,0)*MAT(in,0,2) )*det);
|
|---|
| 342 | MAT(out,1,2) = (- (MAT(in,0,0)*MAT(in,1,2) - MAT(in,1,0)*MAT(in,0,2) )*det);
|
|---|
| 343 | MAT(out,2,0) = ( (MAT(in,1,0)*MAT(in,2,1) - MAT(in,2,0)*MAT(in,1,1) )*det);
|
|---|
| 344 | MAT(out,2,1) = (- (MAT(in,0,0)*MAT(in,2,1) - MAT(in,2,0)*MAT(in,0,1) )*det);
|
|---|
| 345 | MAT(out,2,2) = ( (MAT(in,0,0)*MAT(in,1,1) - MAT(in,1,0)*MAT(in,0,1) )*det);
|
|---|
| 346 |
|
|---|
| 347 | /* Do the translation part */
|
|---|
| 348 | MAT(out,0,3) = - (MAT(in,0,3) * MAT(out,0,0) +
|
|---|
| 349 | MAT(in,1,3) * MAT(out,0,1) +
|
|---|
| 350 | MAT(in,2,3) * MAT(out,0,2) );
|
|---|
| 351 | MAT(out,1,3) = - (MAT(in,0,3) * MAT(out,1,0) +
|
|---|
| 352 | MAT(in,1,3) * MAT(out,1,1) +
|
|---|
| 353 | MAT(in,2,3) * MAT(out,1,2) );
|
|---|
| 354 | MAT(out,2,3) = - (MAT(in,0,3) * MAT(out,2,0) +
|
|---|
| 355 | MAT(in,1,3) * MAT(out,2,1) +
|
|---|
| 356 | MAT(in,2,3) * MAT(out,2,2) );
|
|---|
| 357 |
|
|---|
| 358 | return GL_TRUE;
|
|---|
| 359 | }
|
|---|
| 360 |
|
|---|
| 361 |
|
|---|
| 362 | static GLboolean invert_matrix_3d( GLmatrix *mat )
|
|---|
| 363 | {
|
|---|
| 364 | const GLfloat *in = mat->m;
|
|---|
| 365 | GLfloat *out = mat->inv;
|
|---|
| 366 |
|
|---|
| 367 | if (!TEST_MAT_FLAGS(mat, MAT_FLAGS_ANGLE_PRESERVING))
|
|---|
| 368 | {
|
|---|
| 369 | return invert_matrix_3d_general( mat );
|
|---|
| 370 | }
|
|---|
| 371 |
|
|---|
| 372 | if (mat->flags & MAT_FLAG_UNIFORM_SCALE)
|
|---|
| 373 | {
|
|---|
| 374 | GLfloat scale = (MAT(in,0,0) * MAT(in,0,0) +
|
|---|
| 375 | MAT(in,0,1) * MAT(in,0,1) +
|
|---|
| 376 | MAT(in,0,2) * MAT(in,0,2));
|
|---|
| 377 |
|
|---|
| 378 | if (scale == 0.0)
|
|---|
| 379 | return GL_FALSE;
|
|---|
| 380 |
|
|---|
| 381 | scale = 1.0 / scale;
|
|---|
| 382 |
|
|---|
| 383 | /* Transpose and scale the 3 by 3 upper-left submatrix. */
|
|---|
| 384 | MAT(out,0,0) = scale * MAT(in,0,0);
|
|---|
| 385 | MAT(out,1,0) = scale * MAT(in,0,1);
|
|---|
| 386 | MAT(out,2,0) = scale * MAT(in,0,2);
|
|---|
| 387 | MAT(out,0,1) = scale * MAT(in,1,0);
|
|---|
| 388 | MAT(out,1,1) = scale * MAT(in,1,1);
|
|---|
| 389 | MAT(out,2,1) = scale * MAT(in,1,2);
|
|---|
| 390 | MAT(out,0,2) = scale * MAT(in,2,0);
|
|---|
| 391 | MAT(out,1,2) = scale * MAT(in,2,1);
|
|---|
| 392 | MAT(out,2,2) = scale * MAT(in,2,2);
|
|---|
| 393 | }
|
|---|
| 394 | else if (mat->flags & MAT_FLAG_ROTATION)
|
|---|
| 395 | {
|
|---|
| 396 | /* Transpose the 3 by 3 upper-left submatrix. */
|
|---|
| 397 | MAT(out,0,0) = MAT(in,0,0);
|
|---|
| 398 | MAT(out,1,0) = MAT(in,0,1);
|
|---|
| 399 | MAT(out,2,0) = MAT(in,0,2);
|
|---|
| 400 | MAT(out,0,1) = MAT(in,1,0);
|
|---|
| 401 | MAT(out,1,1) = MAT(in,1,1);
|
|---|
| 402 | MAT(out,2,1) = MAT(in,1,2);
|
|---|
| 403 | MAT(out,0,2) = MAT(in,2,0);
|
|---|
| 404 | MAT(out,1,2) = MAT(in,2,1);
|
|---|
| 405 | MAT(out,2,2) = MAT(in,2,2);
|
|---|
| 406 | }
|
|---|
| 407 | else /* pure translation */
|
|---|
| 408 | {
|
|---|
| 409 | MEMCPY( out, Identity, sizeof(Identity) );
|
|---|
| 410 | MAT(out,0,3) = - MAT(in,0,3);
|
|---|
| 411 | MAT(out,1,3) = - MAT(in,1,3);
|
|---|
| 412 | MAT(out,2,3) = - MAT(in,2,3);
|
|---|
| 413 | return GL_TRUE;
|
|---|
| 414 | }
|
|---|
| 415 |
|
|---|
| 416 | if (mat->flags & MAT_FLAG_TRANSLATION)
|
|---|
| 417 | {
|
|---|
| 418 | /* Do the translation part */
|
|---|
| 419 | MAT(out,0,3) = - (MAT(in,0,3) * MAT(out,0,0) +
|
|---|
| 420 | MAT(in,1,3) * MAT(out,0,1) +
|
|---|
| 421 | MAT(in,2,3) * MAT(out,0,2) );
|
|---|
| 422 | MAT(out,1,3) = - (MAT(in,0,3) * MAT(out,1,0) +
|
|---|
| 423 | MAT(in,1,3) * MAT(out,1,1) +
|
|---|
| 424 | MAT(in,2,3) * MAT(out,1,2) );
|
|---|
| 425 | MAT(out,2,3) = - (MAT(in,0,3) * MAT(out,2,0) +
|
|---|
| 426 | MAT(in,1,3) * MAT(out,2,1) +
|
|---|
| 427 | MAT(in,2,3) * MAT(out,2,2) );
|
|---|
| 428 | }
|
|---|
| 429 | else
|
|---|
| 430 | {
|
|---|
| 431 | MAT(out,0,3) = MAT(out,1,3) = MAT(out,2,3) = 0.0;
|
|---|
| 432 | }
|
|---|
| 433 |
|
|---|
| 434 | return GL_TRUE;
|
|---|
| 435 | }
|
|---|
| 436 |
|
|---|
| 437 |
|
|---|
| 438 |
|
|---|
| 439 | static GLboolean invert_matrix_identity( GLmatrix *mat )
|
|---|
| 440 | {
|
|---|
| 441 | MEMCPY( mat->inv, Identity, sizeof(Identity) );
|
|---|
| 442 | return GL_TRUE;
|
|---|
| 443 | }
|
|---|
| 444 |
|
|---|
| 445 |
|
|---|
| 446 | static GLboolean invert_matrix_3d_no_rot( GLmatrix *mat )
|
|---|
| 447 | {
|
|---|
| 448 | const GLfloat *in = mat->m;
|
|---|
| 449 | GLfloat *out = mat->inv;
|
|---|
| 450 |
|
|---|
| 451 | if (MAT(in,0,0) == 0 || MAT(in,1,1) == 0 || MAT(in,2,2) == 0 )
|
|---|
| 452 | return GL_FALSE;
|
|---|
| 453 |
|
|---|
| 454 | MEMCPY( out, Identity, 16 * sizeof(GLfloat) );
|
|---|
| 455 | MAT(out,0,0) = 1.0 / MAT(in,0,0);
|
|---|
| 456 | MAT(out,1,1) = 1.0 / MAT(in,1,1);
|
|---|
| 457 | MAT(out,2,2) = 1.0 / MAT(in,2,2);
|
|---|
| 458 |
|
|---|
| 459 | if (mat->flags & MAT_FLAG_TRANSLATION)
|
|---|
| 460 | {
|
|---|
| 461 | MAT(out,0,3) = - (MAT(in,0,3) * MAT(out,0,0));
|
|---|
| 462 | MAT(out,1,3) = - (MAT(in,1,3) * MAT(out,1,1));
|
|---|
| 463 | MAT(out,2,3) = - (MAT(in,2,3) * MAT(out,2,2));
|
|---|
| 464 | }
|
|---|
| 465 |
|
|---|
| 466 | return GL_TRUE;
|
|---|
| 467 | }
|
|---|
| 468 |
|
|---|
| 469 |
|
|---|
| 470 | static GLboolean invert_matrix_2d_no_rot( GLmatrix *mat )
|
|---|
| 471 | {
|
|---|
| 472 | const GLfloat *in = mat->m;
|
|---|
| 473 | GLfloat *out = mat->inv;
|
|---|
| 474 |
|
|---|
| 475 | if (MAT(in,0,0) == 0 || MAT(in,1,1) == 0)
|
|---|
| 476 | return GL_FALSE;
|
|---|
| 477 |
|
|---|
| 478 | MEMCPY( out, Identity, 16 * sizeof(GLfloat) );
|
|---|
| 479 | MAT(out,0,0) = 1.0 / MAT(in,0,0);
|
|---|
| 480 | MAT(out,1,1) = 1.0 / MAT(in,1,1);
|
|---|
| 481 |
|
|---|
| 482 | if (mat->flags & MAT_FLAG_TRANSLATION)
|
|---|
| 483 | {
|
|---|
| 484 | MAT(out,0,3) = - (MAT(in,0,3) * MAT(out,0,0));
|
|---|
| 485 | MAT(out,1,3) = - (MAT(in,1,3) * MAT(out,1,1));
|
|---|
| 486 | }
|
|---|
| 487 |
|
|---|
| 488 | return GL_TRUE;
|
|---|
| 489 | }
|
|---|
| 490 |
|
|---|
| 491 |
|
|---|
| 492 | static GLboolean invert_matrix_perspective( GLmatrix *mat )
|
|---|
| 493 | {
|
|---|
| 494 | const GLfloat *in = mat->m;
|
|---|
| 495 | GLfloat *out = mat->inv;
|
|---|
| 496 |
|
|---|
| 497 | if (MAT(in,2,3) == 0)
|
|---|
| 498 | return GL_FALSE;
|
|---|
| 499 |
|
|---|
| 500 | MEMCPY( out, Identity, 16 * sizeof(GLfloat) );
|
|---|
| 501 |
|
|---|
| 502 | MAT(out,0,0) = 1.0 / MAT(in,0,0);
|
|---|
| 503 | MAT(out,1,1) = 1.0 / MAT(in,1,1);
|
|---|
| 504 |
|
|---|
| 505 | MAT(out,0,3) = MAT(in,0,2);
|
|---|
| 506 | MAT(out,1,3) = MAT(in,1,2);
|
|---|
| 507 |
|
|---|
| 508 | MAT(out,2,2) = 0;
|
|---|
| 509 | MAT(out,2,3) = -1;
|
|---|
| 510 |
|
|---|
| 511 | MAT(out,3,2) = 1.0 / MAT(in,2,3);
|
|---|
| 512 | MAT(out,3,3) = MAT(in,2,2) * MAT(out,3,2);
|
|---|
| 513 |
|
|---|
| 514 | return GL_TRUE;
|
|---|
| 515 | }
|
|---|
| 516 |
|
|---|
| 517 |
|
|---|
| 518 | typedef GLboolean (*inv_mat_func)( GLmatrix *mat );
|
|---|
| 519 |
|
|---|
| 520 | static inv_mat_func inv_mat_tab[7] = {
|
|---|
| 521 | invert_matrix_general,
|
|---|
| 522 | invert_matrix_identity,
|
|---|
| 523 | invert_matrix_3d_no_rot,
|
|---|
| 524 | invert_matrix_perspective,
|
|---|
| 525 | invert_matrix_3d, /* lazy! */
|
|---|
| 526 | invert_matrix_2d_no_rot,
|
|---|
| 527 | invert_matrix_3d
|
|---|
| 528 | };
|
|---|
| 529 |
|
|---|
| 530 |
|
|---|
| 531 | GLboolean gl_matrix_invert( GLmatrix *mat )
|
|---|
| 532 | {
|
|---|
| 533 | if (inv_mat_tab[mat->type](mat)) {
|
|---|
| 534 | #if 0
|
|---|
| 535 | GLmatrix m; m.inv = 0; m.type = 0; m.flags = 0;
|
|---|
| 536 | matmul4( m.m, mat->m, mat->inv );
|
|---|
| 537 | printf("inverted matrix of type %s:\n", types[mat->type]);
|
|---|
| 538 | gl_print_matrix( mat );
|
|---|
| 539 | gl_print_matrix( &m );
|
|---|
| 540 | #endif
|
|---|
| 541 | return GL_TRUE;
|
|---|
| 542 | } else {
|
|---|
| 543 | MEMCPY( mat->inv, Identity, sizeof(Identity) );
|
|---|
| 544 | return GL_FALSE;
|
|---|
| 545 | }
|
|---|
| 546 | }
|
|---|
| 547 |
|
|---|
| 548 |
|
|---|
| 549 |
|
|---|
| 550 | /*
|
|---|
| 551 | * Generate a 4x4 transformation matrix from glRotate parameters.
|
|---|
| 552 | */
|
|---|
| 553 | void gl_rotation_matrix( GLfloat angle, GLfloat x, GLfloat y, GLfloat z,
|
|---|
| 554 | GLfloat m[] )
|
|---|
| 555 | {
|
|---|
| 556 | /* This function contributed by Erich Boleyn (erich@uruk.org) */
|
|---|
| 557 | GLfloat mag, s, c;
|
|---|
| 558 | GLfloat xx, yy, zz, xy, yz, zx, xs, ys, zs, one_c;
|
|---|
| 559 |
|
|---|
| 560 | s = sin( angle * DEG2RAD );
|
|---|
| 561 | c = cos( angle * DEG2RAD );
|
|---|
| 562 |
|
|---|
| 563 | mag = GL_SQRT( x*x + y*y + z*z );
|
|---|
| 564 |
|
|---|
| 565 | if (mag == 0.0) {
|
|---|
| 566 | /* generate an identity matrix and return */
|
|---|
| 567 | MEMCPY(m, Identity, sizeof(GLfloat)*16);
|
|---|
| 568 | return;
|
|---|
| 569 | }
|
|---|
| 570 |
|
|---|
| 571 | x /= mag;
|
|---|
| 572 | y /= mag;
|
|---|
| 573 | z /= mag;
|
|---|
| 574 |
|
|---|
| 575 | #define M(row,col) m[col*4+row]
|
|---|
| 576 |
|
|---|
| 577 | /*
|
|---|
| 578 | * Arbitrary axis rotation matrix.
|
|---|
| 579 | *
|
|---|
| 580 | * This is composed of 5 matrices, Rz, Ry, T, Ry', Rz', multiplied
|
|---|
| 581 | * like so: Rz * Ry * T * Ry' * Rz'. T is the final rotation
|
|---|
| 582 | * (which is about the X-axis), and the two composite transforms
|
|---|
| 583 | * Ry' * Rz' and Rz * Ry are (respectively) the rotations necessary
|
|---|
| 584 | * from the arbitrary axis to the X-axis then back. They are
|
|---|
| 585 | * all elementary rotations.
|
|---|
| 586 | *
|
|---|
| 587 | * Rz' is a rotation about the Z-axis, to bring the axis vector
|
|---|
| 588 | * into the x-z plane. Then Ry' is applied, rotating about the
|
|---|
| 589 | * Y-axis to bring the axis vector parallel with the X-axis. The
|
|---|
| 590 | * rotation about the X-axis is then performed. Ry and Rz are
|
|---|
| 591 | * simply the respective inverse transforms to bring the arbitrary
|
|---|
| 592 | * axis back to it's original orientation. The first transforms
|
|---|
| 593 | * Rz' and Ry' are considered inverses, since the data from the
|
|---|
| 594 | * arbitrary axis gives you info on how to get to it, not how
|
|---|
| 595 | * to get away from it, and an inverse must be applied.
|
|---|
| 596 | *
|
|---|
| 597 | * The basic calculation used is to recognize that the arbitrary
|
|---|
| 598 | * axis vector (x, y, z), since it is of unit length, actually
|
|---|
| 599 | * represents the sines and cosines of the angles to rotate the
|
|---|
| 600 | * X-axis to the same orientation, with theta being the angle about
|
|---|
| 601 | * Z and phi the angle about Y (in the order described above)
|
|---|
| 602 | * as follows:
|
|---|
| 603 | *
|
|---|
| 604 | * cos ( theta ) = x / sqrt ( 1 - z^2 )
|
|---|
| 605 | * sin ( theta ) = y / sqrt ( 1 - z^2 )
|
|---|
| 606 | *
|
|---|
| 607 | * cos ( phi ) = sqrt ( 1 - z^2 )
|
|---|
| 608 | * sin ( phi ) = z
|
|---|
| 609 | *
|
|---|
| 610 | * Note that cos ( phi ) can further be inserted to the above
|
|---|
| 611 | * formulas:
|
|---|
| 612 | *
|
|---|
| 613 | * cos ( theta ) = x / cos ( phi )
|
|---|
| 614 | * sin ( theta ) = y / sin ( phi )
|
|---|
| 615 | *
|
|---|
| 616 | * ...etc. Because of those relations and the standard trigonometric
|
|---|
| 617 | * relations, it is pssible to reduce the transforms down to what
|
|---|
| 618 | * is used below. It may be that any primary axis chosen will give the
|
|---|
| 619 | * same results (modulo a sign convention) using thie method.
|
|---|
| 620 | *
|
|---|
| 621 | * Particularly nice is to notice that all divisions that might
|
|---|
| 622 | * have caused trouble when parallel to certain planes or
|
|---|
| 623 | * axis go away with care paid to reducing the expressions.
|
|---|
| 624 | * After checking, it does perform correctly under all cases, since
|
|---|
| 625 | * in all the cases of division where the denominator would have
|
|---|
| 626 | * been zero, the numerator would have been zero as well, giving
|
|---|
| 627 | * the expected result.
|
|---|
| 628 | */
|
|---|
| 629 |
|
|---|
| 630 | xx = x * x;
|
|---|
| 631 | yy = y * y;
|
|---|
| 632 | zz = z * z;
|
|---|
| 633 | xy = x * y;
|
|---|
| 634 | yz = y * z;
|
|---|
| 635 | zx = z * x;
|
|---|
| 636 | xs = x * s;
|
|---|
| 637 | ys = y * s;
|
|---|
| 638 | zs = z * s;
|
|---|
| 639 | one_c = 1.0F - c;
|
|---|
| 640 |
|
|---|
| 641 | M(0,0) = (one_c * xx) + c;
|
|---|
| 642 | M(0,1) = (one_c * xy) - zs;
|
|---|
| 643 | M(0,2) = (one_c * zx) + ys;
|
|---|
| 644 | M(0,3) = 0.0F;
|
|---|
| 645 |
|
|---|
| 646 | M(1,0) = (one_c * xy) + zs;
|
|---|
| 647 | M(1,1) = (one_c * yy) + c;
|
|---|
| 648 | M(1,2) = (one_c * yz) - xs;
|
|---|
| 649 | M(1,3) = 0.0F;
|
|---|
| 650 |
|
|---|
| 651 | M(2,0) = (one_c * zx) - ys;
|
|---|
| 652 | M(2,1) = (one_c * yz) + xs;
|
|---|
| 653 | M(2,2) = (one_c * zz) + c;
|
|---|
| 654 | M(2,3) = 0.0F;
|
|---|
| 655 |
|
|---|
| 656 | M(3,0) = 0.0F;
|
|---|
| 657 | M(3,1) = 0.0F;
|
|---|
| 658 | M(3,2) = 0.0F;
|
|---|
| 659 | M(3,3) = 1.0F;
|
|---|
| 660 |
|
|---|
| 661 | #undef M
|
|---|
| 662 | }
|
|---|
| 663 |
|
|---|
| 664 | #define ZERO(x) (1<<x)
|
|---|
| 665 | #define ONE(x) (1<<(x+16))
|
|---|
| 666 |
|
|---|
| 667 | #define MASK_NO_TRX (ZERO(12) | ZERO(13) | ZERO(14))
|
|---|
| 668 | #define MASK_NO_2D_SCALE ( ONE(0) | ONE(5))
|
|---|
| 669 |
|
|---|
| 670 | #define MASK_IDENTITY ( ONE(0) | ZERO(4) | ZERO(8) | ZERO(12) |\
|
|---|
| 671 | ZERO(1) | ONE(5) | ZERO(9) | ZERO(13) |\
|
|---|
| 672 | ZERO(2) | ZERO(6) | ONE(10) | ZERO(14) |\
|
|---|
| 673 | ZERO(3) | ZERO(7) | ZERO(11) | ONE(15) )
|
|---|
| 674 |
|
|---|
| 675 | #define MASK_2D_NO_ROT ( ZERO(4) | ZERO(8) | \
|
|---|
| 676 | ZERO(1) | ZERO(9) | \
|
|---|
| 677 | ZERO(2) | ZERO(6) | ONE(10) | ZERO(14) |\
|
|---|
| 678 | ZERO(3) | ZERO(7) | ZERO(11) | ONE(15) )
|
|---|
| 679 |
|
|---|
| 680 | #define MASK_2D ( ZERO(8) | \
|
|---|
| 681 | ZERO(9) | \
|
|---|
| 682 | ZERO(2) | ZERO(6) | ONE(10) | ZERO(14) |\
|
|---|
| 683 | ZERO(3) | ZERO(7) | ZERO(11) | ONE(15) )
|
|---|
| 684 |
|
|---|
| 685 |
|
|---|
| 686 | #define MASK_3D_NO_ROT ( ZERO(4) | ZERO(8) | \
|
|---|
| 687 | ZERO(1) | ZERO(9) | \
|
|---|
| 688 | ZERO(2) | ZERO(6) | \
|
|---|
| 689 | ZERO(3) | ZERO(7) | ZERO(11) | ONE(15) )
|
|---|
| 690 |
|
|---|
| 691 | #define MASK_3D ( \
|
|---|
| 692 | \
|
|---|
| 693 | \
|
|---|
| 694 | ZERO(3) | ZERO(7) | ZERO(11) | ONE(15) )
|
|---|
| 695 |
|
|---|
| 696 |
|
|---|
| 697 | #define MASK_PERSPECTIVE ( ZERO(4) | ZERO(12) |\
|
|---|
| 698 | ZERO(1) | ZERO(13) |\
|
|---|
| 699 | ZERO(2) | ZERO(6) | \
|
|---|
| 700 | ZERO(3) | ZERO(7) | ZERO(15) )
|
|---|
| 701 |
|
|---|
| 702 | #define SQ(x) ((x)*(x))
|
|---|
| 703 |
|
|---|
| 704 | /* Determine type and flags from scratch. This is expensive enough to
|
|---|
| 705 | * only want to do it once.
|
|---|
| 706 | */
|
|---|
| 707 | static void analyze_from_scratch( GLmatrix *mat )
|
|---|
| 708 | {
|
|---|
| 709 | const GLfloat *m = mat->m;
|
|---|
| 710 | GLuint mask = 0;
|
|---|
| 711 | GLuint i;
|
|---|
| 712 |
|
|---|
| 713 | for (i = 0 ; i < 16 ; i++)
|
|---|
| 714 | {
|
|---|
| 715 | if (m[i] == 0.0) mask |= (1<<i);
|
|---|
| 716 | }
|
|---|
| 717 |
|
|---|
| 718 | if (m[0] == 1.0F) mask |= (1<<16);
|
|---|
| 719 | if (m[5] == 1.0F) mask |= (1<<21);
|
|---|
| 720 | if (m[10] == 1.0F) mask |= (1<<26);
|
|---|
| 721 | if (m[15] == 1.0F) mask |= (1<<31);
|
|---|
| 722 |
|
|---|
| 723 | mat->flags &= ~MAT_FLAGS_GEOMETRY;
|
|---|
| 724 |
|
|---|
| 725 | /* Check for translation - no-one really cares
|
|---|
| 726 | */
|
|---|
| 727 | if ((mask & MASK_NO_TRX) != MASK_NO_TRX)
|
|---|
| 728 | mat->flags |= MAT_FLAG_TRANSLATION;
|
|---|
| 729 |
|
|---|
| 730 | /* Do the real work
|
|---|
| 731 | */
|
|---|
| 732 | if (mask == MASK_IDENTITY) {
|
|---|
| 733 | mat->type = MATRIX_IDENTITY;
|
|---|
| 734 | }
|
|---|
| 735 | else if ((mask & MASK_2D_NO_ROT) == MASK_2D_NO_ROT)
|
|---|
| 736 | {
|
|---|
| 737 | mat->type = MATRIX_2D_NO_ROT;
|
|---|
| 738 |
|
|---|
| 739 | if ((mask & MASK_NO_2D_SCALE) != MASK_NO_2D_SCALE)
|
|---|
| 740 | mat->flags = MAT_FLAG_GENERAL_SCALE;
|
|---|
| 741 | }
|
|---|
| 742 | else if ((mask & MASK_2D) == MASK_2D)
|
|---|
| 743 | {
|
|---|
| 744 | GLfloat mm = DOT2(m, m);
|
|---|
| 745 | GLfloat m4m4 = DOT2(m+4,m+4);
|
|---|
| 746 | GLfloat mm4 = DOT2(m,m+4);
|
|---|
| 747 |
|
|---|
| 748 | mat->type = MATRIX_2D;
|
|---|
| 749 |
|
|---|
| 750 | /* Check for scale */
|
|---|
| 751 | if (SQ(mm-1) > SQ(1e-6) ||
|
|---|
| 752 | SQ(m4m4-1) > SQ(1e-6))
|
|---|
| 753 | mat->flags |= MAT_FLAG_GENERAL_SCALE;
|
|---|
| 754 |
|
|---|
| 755 | /* Check for rotation */
|
|---|
| 756 | if (SQ(mm4) > SQ(1e-6))
|
|---|
| 757 | mat->flags |= MAT_FLAG_GENERAL_3D;
|
|---|
| 758 | else
|
|---|
| 759 | mat->flags |= MAT_FLAG_ROTATION;
|
|---|
| 760 |
|
|---|
| 761 | }
|
|---|
| 762 | else if ((mask & MASK_3D_NO_ROT) == MASK_3D_NO_ROT)
|
|---|
| 763 | {
|
|---|
| 764 | mat->type = MATRIX_3D_NO_ROT;
|
|---|
| 765 |
|
|---|
| 766 | /* Check for scale */
|
|---|
| 767 | if (SQ(m[0]-m[5]) < SQ(1e-6) &&
|
|---|
| 768 | SQ(m[0]-m[10]) < SQ(1e-6)) {
|
|---|
| 769 | if (SQ(m[0]-1.0) > SQ(1e-6))
|
|---|
| 770 | mat->flags |= MAT_FLAG_UNIFORM_SCALE;
|
|---|
| 771 | } else
|
|---|
| 772 | mat->flags |= MAT_FLAG_GENERAL_SCALE;
|
|---|
| 773 | }
|
|---|
| 774 | else if ((mask & MASK_3D) == MASK_3D)
|
|---|
| 775 | {
|
|---|
| 776 | GLfloat c1 = DOT3(m,m);
|
|---|
| 777 | GLfloat c2 = DOT3(m+4,m+4);
|
|---|
| 778 | GLfloat c3 = DOT3(m+8,m+8);
|
|---|
| 779 | GLfloat d1 = DOT3(m, m+4);
|
|---|
| 780 | GLfloat cp[3];
|
|---|
| 781 |
|
|---|
| 782 | mat->type = MATRIX_3D;
|
|---|
| 783 |
|
|---|
| 784 | /* Check for scale */
|
|---|
| 785 | if (SQ(c1-c2) < SQ(1e-6) && SQ(c1-c3) < SQ(1e-6)) {
|
|---|
| 786 | if (SQ(c1-1.0) > SQ(1e-6))
|
|---|
| 787 | mat->flags |= MAT_FLAG_UNIFORM_SCALE;
|
|---|
| 788 | /* else no scale at all */
|
|---|
| 789 | } else
|
|---|
| 790 | mat->flags |= MAT_FLAG_GENERAL_SCALE;
|
|---|
| 791 |
|
|---|
| 792 | /* Check for rotation */
|
|---|
| 793 | if (SQ(d1) < SQ(1e-6)) {
|
|---|
| 794 | CROSS3( cp, m, m+4 );
|
|---|
| 795 | SUB_3V( cp, cp, (m+8) );
|
|---|
| 796 | if (LEN_SQUARED_3FV(cp) < SQ(1e-6))
|
|---|
| 797 | mat->flags |= MAT_FLAG_ROTATION;
|
|---|
| 798 | else
|
|---|
| 799 | mat->flags |= MAT_FLAG_GENERAL_3D;
|
|---|
| 800 | }
|
|---|
| 801 | else
|
|---|
| 802 | mat->flags |= MAT_FLAG_GENERAL_3D; /* shear, etc */
|
|---|
| 803 | }
|
|---|
| 804 | else if ((mask & MASK_PERSPECTIVE) == MASK_PERSPECTIVE && m[11]==-1.0F)
|
|---|
| 805 | {
|
|---|
| 806 | mat->type = MATRIX_PERSPECTIVE;
|
|---|
| 807 | mat->flags |= MAT_FLAG_GENERAL;
|
|---|
| 808 | }
|
|---|
| 809 | else {
|
|---|
| 810 | mat->type = MATRIX_GENERAL;
|
|---|
| 811 | mat->flags |= MAT_FLAG_GENERAL;
|
|---|
| 812 | }
|
|---|
| 813 | }
|
|---|
| 814 |
|
|---|
| 815 |
|
|---|
| 816 | /* Analyse a matrix given that its flags are accurate - this is the
|
|---|
| 817 | * more common operation, hopefully.
|
|---|
| 818 | */
|
|---|
| 819 | static void analyze_from_flags( GLmatrix *mat )
|
|---|
| 820 | {
|
|---|
| 821 | const GLfloat *m = mat->m;
|
|---|
| 822 |
|
|---|
| 823 | if (TEST_MAT_FLAGS(mat, 0)) {
|
|---|
| 824 | mat->type = MATRIX_IDENTITY;
|
|---|
| 825 | }
|
|---|
| 826 | else if (TEST_MAT_FLAGS(mat, (MAT_FLAG_TRANSLATION |
|
|---|
| 827 | MAT_FLAG_UNIFORM_SCALE |
|
|---|
| 828 | MAT_FLAG_GENERAL_SCALE)))
|
|---|
| 829 | {
|
|---|
| 830 | if ( m[10]==1.0F && m[14]==0.0F ) {
|
|---|
| 831 | mat->type = MATRIX_2D_NO_ROT;
|
|---|
| 832 | }
|
|---|
| 833 | else {
|
|---|
| 834 | mat->type = MATRIX_3D_NO_ROT;
|
|---|
| 835 | }
|
|---|
| 836 | }
|
|---|
| 837 | else if (TEST_MAT_FLAGS(mat, MAT_FLAGS_3D)) {
|
|---|
| 838 | if ( m[ 8]==0.0F
|
|---|
| 839 | && m[ 9]==0.0F
|
|---|
| 840 | && m[2]==0.0F && m[6]==0.0F && m[10]==1.0F && m[14]==0.0F)
|
|---|
| 841 | {
|
|---|
| 842 | mat->type = MATRIX_2D;
|
|---|
| 843 | }
|
|---|
| 844 | else
|
|---|
| 845 | {
|
|---|
| 846 | mat->type = MATRIX_3D;
|
|---|
| 847 | }
|
|---|
| 848 | }
|
|---|
| 849 | else if ( m[4]==0.0F && m[12]==0.0F
|
|---|
| 850 | && m[1]==0.0F && m[13]==0.0F
|
|---|
| 851 | && m[2]==0.0F && m[6]==0.0F
|
|---|
| 852 | && m[3]==0.0F && m[7]==0.0F && m[11]==-1.0F && m[15]==0.0F)
|
|---|
| 853 | {
|
|---|
| 854 | mat->type = MATRIX_PERSPECTIVE;
|
|---|
| 855 | }
|
|---|
| 856 | else {
|
|---|
| 857 | mat->type = MATRIX_GENERAL;
|
|---|
| 858 | }
|
|---|
| 859 |
|
|---|
| 860 | }
|
|---|
| 861 |
|
|---|
| 862 |
|
|---|
| 863 | void gl_matrix_analyze( GLmatrix *mat )
|
|---|
| 864 | {
|
|---|
| 865 | if (mat->flags & MAT_DIRTY_TYPE) {
|
|---|
| 866 | if (mat->flags & MAT_DIRTY_FLAGS)
|
|---|
| 867 | analyze_from_scratch( mat );
|
|---|
| 868 | else
|
|---|
| 869 | analyze_from_flags( mat );
|
|---|
| 870 | }
|
|---|
| 871 |
|
|---|
| 872 | if (mat->inv && (mat->flags & MAT_DIRTY_INVERSE)) {
|
|---|
| 873 | gl_matrix_invert( mat );
|
|---|
| 874 | }
|
|---|
| 875 |
|
|---|
| 876 | mat->flags &= ~(MAT_DIRTY_FLAGS|
|
|---|
| 877 | MAT_DIRTY_TYPE|
|
|---|
| 878 | MAT_DIRTY_INVERSE);
|
|---|
| 879 | }
|
|---|
| 880 |
|
|---|
| 881 |
|
|---|
| 882 | #define GET_ACTIVE_MATRIX(ctx, mat, flags, where) \
|
|---|
| 883 | do { \
|
|---|
| 884 | ASSERT_OUTSIDE_BEGIN_END_AND_FLUSH(ctx, where); \
|
|---|
| 885 | if (MESA_VERBOSE&VERBOSE_API) fprintf(stderr, "%s\n", where); \
|
|---|
| 886 | switch (ctx->Transform.MatrixMode) { \
|
|---|
| 887 | case GL_MODELVIEW: \
|
|---|
| 888 | mat = &ctx->ModelView; \
|
|---|
| 889 | flags |= NEW_MODELVIEW; \
|
|---|
| 890 | break; \
|
|---|
| 891 | case GL_PROJECTION: \
|
|---|
| 892 | mat = &ctx->ProjectionMatrix; \
|
|---|
| 893 | flags |= NEW_PROJECTION; \
|
|---|
| 894 | break; \
|
|---|
| 895 | case GL_TEXTURE: \
|
|---|
| 896 | mat = &ctx->TextureMatrix[ctx->Texture.CurrentTransformUnit]; \
|
|---|
| 897 | flags |= NEW_TEXTURE_MATRIX; \
|
|---|
| 898 | break; \
|
|---|
| 899 | default: \
|
|---|
| 900 | gl_problem(ctx, where); \
|
|---|
| 901 | } \
|
|---|
| 902 | } while (0)
|
|---|
| 903 |
|
|---|
| 904 |
|
|---|
| 905 | void gl_Frustum( GLcontext *ctx,
|
|---|
| 906 | GLdouble left, GLdouble right,
|
|---|
| 907 | GLdouble bottom, GLdouble top,
|
|---|
| 908 | GLdouble nearval, GLdouble farval )
|
|---|
| 909 | {
|
|---|
| 910 | GLfloat x, y, a, b, c, d;
|
|---|
| 911 | GLfloat m[16];
|
|---|
| 912 | GLmatrix *mat = 0;
|
|---|
| 913 |
|
|---|
| 914 | GET_ACTIVE_MATRIX( ctx, mat, ctx->NewState, "glFrustrum" );
|
|---|
| 915 |
|
|---|
| 916 | if ((nearval<=0.0 || farval<=0.0) || (nearval == farval) || (left == right) || (top == bottom)) {
|
|---|
| 917 | gl_error( ctx, GL_INVALID_VALUE, "glFrustum(near or far)" );
|
|---|
| 918 | return;
|
|---|
| 919 | }
|
|---|
| 920 |
|
|---|
| 921 | x = (2.0*nearval) / (right-left);
|
|---|
| 922 | y = (2.0*nearval) / (top-bottom);
|
|---|
| 923 | a = (right+left) / (right-left);
|
|---|
| 924 | b = (top+bottom) / (top-bottom);
|
|---|
| 925 | c = -(farval+nearval) / ( farval-nearval);
|
|---|
| 926 | d = -(2.0*farval*nearval) / (farval-nearval); /* error? */
|
|---|
| 927 |
|
|---|
| 928 | #define M(row,col) m[col*4+row]
|
|---|
| 929 | M(0,0) = x; M(0,1) = 0.0F; M(0,2) = a; M(0,3) = 0.0F;
|
|---|
| 930 | M(1,0) = 0.0F; M(1,1) = y; M(1,2) = b; M(1,3) = 0.0F;
|
|---|
| 931 | M(2,0) = 0.0F; M(2,1) = 0.0F; M(2,2) = c; M(2,3) = d;
|
|---|
| 932 | M(3,0) = 0.0F; M(3,1) = 0.0F; M(3,2) = -1.0F; M(3,3) = 0.0F;
|
|---|
| 933 | #undef M
|
|---|
| 934 |
|
|---|
| 935 |
|
|---|
| 936 | gl_mat_mul_floats( mat, m, MAT_FLAG_PERSPECTIVE );
|
|---|
| 937 |
|
|---|
| 938 |
|
|---|
| 939 | if (ctx->Transform.MatrixMode == GL_PROJECTION)
|
|---|
| 940 | {
|
|---|
| 941 | /* Need to keep a stack of near/far values in case the user push/pops
|
|---|
| 942 | * the projection matrix stack so that we can call Driver.NearFar()
|
|---|
| 943 | * after a pop.
|
|---|
| 944 | */
|
|---|
| 945 | ctx->NearFarStack[ctx->ProjectionStackDepth][0] = nearval;
|
|---|
| 946 | ctx->NearFarStack[ctx->ProjectionStackDepth][1] = farval;
|
|---|
| 947 |
|
|---|
| 948 | if (ctx->Driver.NearFar) {
|
|---|
| 949 | (*ctx->Driver.NearFar)( ctx, nearval, farval );
|
|---|
| 950 | }
|
|---|
| 951 | }
|
|---|
| 952 | }
|
|---|
| 953 |
|
|---|
| 954 |
|
|---|
| 955 | void gl_Ortho( GLcontext *ctx,
|
|---|
| 956 | GLdouble left, GLdouble right,
|
|---|
| 957 | GLdouble bottom, GLdouble top,
|
|---|
| 958 | GLdouble nearval, GLdouble farval )
|
|---|
| 959 | {
|
|---|
| 960 | GLfloat x, y, z;
|
|---|
| 961 | GLfloat tx, ty, tz;
|
|---|
| 962 | GLfloat m[16];
|
|---|
| 963 | GLmatrix *mat = 0;
|
|---|
| 964 |
|
|---|
| 965 | GET_ACTIVE_MATRIX( ctx, mat, ctx->NewState, "glOrtho" );
|
|---|
| 966 |
|
|---|
| 967 | if ((left == right) || (bottom == top) || (nearval == farval)) {
|
|---|
| 968 | gl_error( ctx, GL_INVALID_VALUE, "gl_Ortho((l = r) or (b = top) or (n=f)" );
|
|---|
| 969 | return;
|
|---|
| 970 | }
|
|---|
| 971 |
|
|---|
| 972 | x = 2.0 / (right-left);
|
|---|
| 973 | y = 2.0 / (top-bottom);
|
|---|
| 974 | z = -2.0 / (farval-nearval);
|
|---|
| 975 | tx = -(right+left) / (right-left);
|
|---|
| 976 | ty = -(top+bottom) / (top-bottom);
|
|---|
| 977 | tz = -(farval+nearval) / (farval-nearval);
|
|---|
| 978 |
|
|---|
| 979 | #define M(row,col) m[col*4+row]
|
|---|
| 980 | M(0,0) = x; M(0,1) = 0.0F; M(0,2) = 0.0F; M(0,3) = tx;
|
|---|
| 981 | M(1,0) = 0.0F; M(1,1) = y; M(1,2) = 0.0F; M(1,3) = ty;
|
|---|
| 982 | M(2,0) = 0.0F; M(2,1) = 0.0F; M(2,2) = z; M(2,3) = tz;
|
|---|
| 983 | M(3,0) = 0.0F; M(3,1) = 0.0F; M(3,2) = 0.0F; M(3,3) = 1.0F;
|
|---|
| 984 | #undef M
|
|---|
| 985 |
|
|---|
| 986 | gl_mat_mul_floats( mat, m, (MAT_FLAG_GENERAL_SCALE|MAT_FLAG_TRANSLATION));
|
|---|
| 987 |
|
|---|
| 988 | if (ctx->Driver.NearFar) {
|
|---|
| 989 | (*ctx->Driver.NearFar)( ctx, nearval, farval );
|
|---|
| 990 | }
|
|---|
| 991 | }
|
|---|
| 992 |
|
|---|
| 993 |
|
|---|
| 994 | void gl_MatrixMode( GLcontext *ctx, GLenum mode )
|
|---|
| 995 | {
|
|---|
| 996 | ASSERT_OUTSIDE_BEGIN_END_AND_FLUSH(ctx, "glMatrixMode");
|
|---|
| 997 | switch (mode) {
|
|---|
| 998 | case GL_MODELVIEW:
|
|---|
| 999 | case GL_PROJECTION:
|
|---|
| 1000 | case GL_TEXTURE:
|
|---|
| 1001 | ctx->Transform.MatrixMode = mode;
|
|---|
| 1002 | break;
|
|---|
| 1003 | default:
|
|---|
| 1004 | gl_error( ctx, GL_INVALID_ENUM, "glMatrixMode" );
|
|---|
| 1005 | }
|
|---|
| 1006 | }
|
|---|
| 1007 |
|
|---|
| 1008 |
|
|---|
| 1009 |
|
|---|
| 1010 | void gl_PushMatrix( GLcontext *ctx )
|
|---|
| 1011 | {
|
|---|
| 1012 | ASSERT_OUTSIDE_BEGIN_END_AND_FLUSH(ctx, "glPushMatrix");
|
|---|
| 1013 |
|
|---|
| 1014 | if (MESA_VERBOSE&VERBOSE_API)
|
|---|
| 1015 | fprintf(stderr, "glPushMatrix %s\n",
|
|---|
| 1016 | gl_lookup_enum_by_nr(ctx->Transform.MatrixMode));
|
|---|
| 1017 |
|
|---|
| 1018 | switch (ctx->Transform.MatrixMode) {
|
|---|
| 1019 | case GL_MODELVIEW:
|
|---|
| 1020 | if (ctx->ModelViewStackDepth>=MAX_MODELVIEW_STACK_DEPTH-1) {
|
|---|
| 1021 | gl_error( ctx, GL_STACK_OVERFLOW, "glPushMatrix");
|
|---|
| 1022 | return;
|
|---|
| 1023 | }
|
|---|
| 1024 | gl_matrix_copy( &ctx->ModelViewStack[ctx->ModelViewStackDepth++],
|
|---|
| 1025 | &ctx->ModelView );
|
|---|
| 1026 | break;
|
|---|
| 1027 | case GL_PROJECTION:
|
|---|
| 1028 | if (ctx->ProjectionStackDepth>=MAX_PROJECTION_STACK_DEPTH) {
|
|---|
| 1029 | gl_error( ctx, GL_STACK_OVERFLOW, "glPushMatrix");
|
|---|
| 1030 | return;
|
|---|
| 1031 | }
|
|---|
| 1032 | gl_matrix_copy( &ctx->ProjectionStack[ctx->ProjectionStackDepth++],
|
|---|
| 1033 | &ctx->ProjectionMatrix );
|
|---|
| 1034 |
|
|---|
| 1035 | /* Save near and far projection values */
|
|---|
| 1036 | ctx->NearFarStack[ctx->ProjectionStackDepth][0]
|
|---|
| 1037 | = ctx->NearFarStack[ctx->ProjectionStackDepth-1][0];
|
|---|
| 1038 | ctx->NearFarStack[ctx->ProjectionStackDepth][1]
|
|---|
| 1039 | = ctx->NearFarStack[ctx->ProjectionStackDepth-1][1];
|
|---|
| 1040 | break;
|
|---|
| 1041 | case GL_TEXTURE:
|
|---|
| 1042 | {
|
|---|
| 1043 | GLuint t = ctx->Texture.CurrentTransformUnit;
|
|---|
| 1044 | if (ctx->TextureStackDepth[t] >= MAX_TEXTURE_STACK_DEPTH) {
|
|---|
| 1045 | gl_error( ctx, GL_STACK_OVERFLOW, "glPushMatrix");
|
|---|
| 1046 | return;
|
|---|
| 1047 | }
|
|---|
| 1048 | gl_matrix_copy( &ctx->TextureStack[t][ctx->TextureStackDepth[t]++],
|
|---|
| 1049 | &ctx->TextureMatrix[t] );
|
|---|
| 1050 | }
|
|---|
| 1051 | break;
|
|---|
| 1052 | default:
|
|---|
| 1053 | gl_problem(ctx, "Bad matrix mode in gl_PushMatrix");
|
|---|
| 1054 | }
|
|---|
| 1055 | }
|
|---|
| 1056 |
|
|---|
| 1057 |
|
|---|
| 1058 |
|
|---|
| 1059 | void gl_PopMatrix( GLcontext *ctx )
|
|---|
| 1060 | {
|
|---|
| 1061 | ASSERT_OUTSIDE_BEGIN_END_AND_FLUSH(ctx, "glPopMatrix");
|
|---|
| 1062 |
|
|---|
| 1063 | if (MESA_VERBOSE&VERBOSE_API)
|
|---|
| 1064 | fprintf(stderr, "glPopMatrix %s\n",
|
|---|
| 1065 | gl_lookup_enum_by_nr(ctx->Transform.MatrixMode));
|
|---|
| 1066 |
|
|---|
| 1067 | switch (ctx->Transform.MatrixMode) {
|
|---|
| 1068 | case GL_MODELVIEW:
|
|---|
| 1069 | if (ctx->ModelViewStackDepth==0) {
|
|---|
| 1070 | gl_error( ctx, GL_STACK_UNDERFLOW, "glPopMatrix");
|
|---|
| 1071 | return;
|
|---|
| 1072 | }
|
|---|
| 1073 | gl_matrix_copy( &ctx->ModelView,
|
|---|
| 1074 | &ctx->ModelViewStack[--ctx->ModelViewStackDepth] );
|
|---|
| 1075 | ctx->NewState |= NEW_MODELVIEW;
|
|---|
| 1076 | break;
|
|---|
| 1077 | case GL_PROJECTION:
|
|---|
| 1078 | if (ctx->ProjectionStackDepth==0) {
|
|---|
| 1079 | gl_error( ctx, GL_STACK_UNDERFLOW, "glPopMatrix");
|
|---|
| 1080 | return;
|
|---|
| 1081 | }
|
|---|
| 1082 |
|
|---|
| 1083 | gl_matrix_copy( &ctx->ProjectionMatrix,
|
|---|
| 1084 | &ctx->ProjectionStack[--ctx->ProjectionStackDepth] );
|
|---|
| 1085 | ctx->NewState |= NEW_PROJECTION;
|
|---|
| 1086 |
|
|---|
| 1087 | /* Device driver near/far values */
|
|---|
| 1088 | {
|
|---|
| 1089 | GLfloat nearVal = ctx->NearFarStack[ctx->ProjectionStackDepth][0];
|
|---|
| 1090 | GLfloat farVal = ctx->NearFarStack[ctx->ProjectionStackDepth][1];
|
|---|
| 1091 | if (ctx->Driver.NearFar) {
|
|---|
| 1092 | (*ctx->Driver.NearFar)( ctx, nearVal, farVal );
|
|---|
| 1093 | }
|
|---|
| 1094 | }
|
|---|
| 1095 | break;
|
|---|
| 1096 | case GL_TEXTURE:
|
|---|
| 1097 | {
|
|---|
| 1098 | GLuint t = ctx->Texture.CurrentTransformUnit;
|
|---|
| 1099 | if (ctx->TextureStackDepth[t]==0) {
|
|---|
| 1100 | gl_error( ctx, GL_STACK_UNDERFLOW, "glPopMatrix");
|
|---|
| 1101 | return;
|
|---|
| 1102 | }
|
|---|
| 1103 | gl_matrix_copy(&ctx->TextureMatrix[t],
|
|---|
| 1104 | &ctx->TextureStack[t][--ctx->TextureStackDepth[t]]);
|
|---|
| 1105 | }
|
|---|
| 1106 | break;
|
|---|
| 1107 | default:
|
|---|
| 1108 | gl_problem(ctx, "Bad matrix mode in gl_PopMatrix");
|
|---|
| 1109 | }
|
|---|
| 1110 | }
|
|---|
| 1111 |
|
|---|
| 1112 |
|
|---|
| 1113 |
|
|---|
| 1114 | void gl_LoadIdentity( GLcontext *ctx )
|
|---|
| 1115 | {
|
|---|
| 1116 | GLmatrix *mat = 0;
|
|---|
| 1117 | GET_ACTIVE_MATRIX(ctx, mat, ctx->NewState, "glLoadIdentity");
|
|---|
| 1118 |
|
|---|
| 1119 | MEMCPY( mat->m, Identity, 16*sizeof(GLfloat) );
|
|---|
| 1120 |
|
|---|
| 1121 | if (mat->inv)
|
|---|
| 1122 | MEMCPY( mat->inv, Identity, 16*sizeof(GLfloat) );
|
|---|
| 1123 |
|
|---|
| 1124 | mat->type = MATRIX_IDENTITY;
|
|---|
| 1125 |
|
|---|
| 1126 | /* Have to set this to dirty to make sure we recalculate the
|
|---|
| 1127 | * combined matrix later. The update_matrix in this case is a
|
|---|
| 1128 | * shortcircuit anyway...
|
|---|
| 1129 | */
|
|---|
| 1130 | mat->flags = MAT_DIRTY_DEPENDENTS;
|
|---|
| 1131 | }
|
|---|
| 1132 |
|
|---|
| 1133 |
|
|---|
| 1134 | void gl_LoadMatrixf( GLcontext *ctx, const GLfloat *m )
|
|---|
| 1135 | {
|
|---|
| 1136 | GLmatrix *mat = 0;
|
|---|
| 1137 | GET_ACTIVE_MATRIX(ctx, mat, ctx->NewState, "glLoadMatrix");
|
|---|
| 1138 |
|
|---|
| 1139 | MEMCPY( mat->m, m, 16*sizeof(GLfloat) );
|
|---|
| 1140 | mat->flags = (MAT_FLAG_GENERAL | MAT_DIRTY_ALL_OVER);
|
|---|
| 1141 |
|
|---|
| 1142 | if (ctx->Transform.MatrixMode == GL_PROJECTION) {
|
|---|
| 1143 |
|
|---|
| 1144 | #define M(row,col) m[col*4+row]
|
|---|
| 1145 | GLfloat c = M(2,2);
|
|---|
| 1146 | GLfloat d = M(2,3);
|
|---|
| 1147 | #undef M
|
|---|
| 1148 | GLfloat n = (c == 1.0 ? 0.0 : d / (c - 1.0));
|
|---|
| 1149 | GLfloat f = (c == -1.0 ? 1.0 : d / (c + 1.0));
|
|---|
| 1150 |
|
|---|
| 1151 | /* Need to keep a stack of near/far values in case the user
|
|---|
| 1152 | * push/pops the projection matrix stack so that we can call
|
|---|
| 1153 | * Driver.NearFar() after a pop.
|
|---|
| 1154 | */
|
|---|
| 1155 | ctx->NearFarStack[ctx->ProjectionStackDepth][0] = n;
|
|---|
| 1156 | ctx->NearFarStack[ctx->ProjectionStackDepth][1] = f;
|
|---|
| 1157 |
|
|---|
| 1158 | if (ctx->Driver.NearFar) {
|
|---|
| 1159 | (*ctx->Driver.NearFar)( ctx, n, f );
|
|---|
| 1160 | }
|
|---|
| 1161 | }
|
|---|
| 1162 | }
|
|---|
| 1163 |
|
|---|
| 1164 |
|
|---|
| 1165 |
|
|---|
| 1166 | /*
|
|---|
| 1167 | * Multiply the active matrix by an arbitary matrix.
|
|---|
| 1168 | */
|
|---|
| 1169 | void gl_MultMatrixf( GLcontext *ctx, const GLfloat *m )
|
|---|
| 1170 | {
|
|---|
| 1171 | GLmatrix *mat = 0;
|
|---|
| 1172 | GET_ACTIVE_MATRIX( ctx, mat, ctx->NewState, "glMultMatrix" );
|
|---|
| 1173 | matmul4( mat->m, mat->m, m );
|
|---|
| 1174 | mat->flags = (MAT_FLAG_GENERAL | MAT_DIRTY_ALL_OVER);
|
|---|
| 1175 | }
|
|---|
| 1176 |
|
|---|
| 1177 |
|
|---|
| 1178 | /*
|
|---|
| 1179 | * Multiply the active matrix by an arbitary matrix.
|
|---|
| 1180 | */
|
|---|
| 1181 | void gl_MultMatrixd( GLcontext *ctx, const GLdouble *m )
|
|---|
| 1182 | {
|
|---|
| 1183 | GLmatrix *mat = 0;
|
|---|
| 1184 | GET_ACTIVE_MATRIX( ctx, mat, ctx->NewState, "glMultMatrix" );
|
|---|
| 1185 | matmul4fd( mat->m, mat->m, m );
|
|---|
| 1186 | mat->flags = (MAT_FLAG_GENERAL | MAT_DIRTY_ALL_OVER);
|
|---|
| 1187 | }
|
|---|
| 1188 |
|
|---|
| 1189 |
|
|---|
| 1190 |
|
|---|
| 1191 |
|
|---|
| 1192 | /*
|
|---|
| 1193 | * Multiply a matrix by an array of floats with known properties.
|
|---|
| 1194 | */
|
|---|
| 1195 | void gl_mat_mul_floats( GLmatrix *mat, const GLfloat *m, GLuint flags )
|
|---|
| 1196 | {
|
|---|
| 1197 | mat->flags |= (flags |
|
|---|
| 1198 | MAT_DIRTY_TYPE |
|
|---|
| 1199 | MAT_DIRTY_INVERSE |
|
|---|
| 1200 | MAT_DIRTY_DEPENDENTS);
|
|---|
| 1201 |
|
|---|
| 1202 | if (TEST_MAT_FLAGS(mat, MAT_FLAGS_3D))
|
|---|
| 1203 | matmul34( mat->m, mat->m, m );
|
|---|
| 1204 | else
|
|---|
| 1205 | matmul4( mat->m, mat->m, m );
|
|---|
| 1206 |
|
|---|
| 1207 | }
|
|---|
| 1208 |
|
|---|
| 1209 | /*
|
|---|
| 1210 | * Multiply a matrix by an array of floats with known properties.
|
|---|
| 1211 | */
|
|---|
| 1212 | void gl_mat_mul_mat( GLmatrix *mat, const GLmatrix *m )
|
|---|
| 1213 | {
|
|---|
| 1214 | mat->flags |= (m->flags |
|
|---|
| 1215 | MAT_DIRTY_TYPE |
|
|---|
| 1216 | MAT_DIRTY_INVERSE |
|
|---|
| 1217 | MAT_DIRTY_DEPENDENTS);
|
|---|
| 1218 |
|
|---|
| 1219 | if (TEST_MAT_FLAGS(mat, MAT_FLAGS_3D))
|
|---|
| 1220 | matmul34( mat->m, mat->m, m->m );
|
|---|
| 1221 | else
|
|---|
| 1222 | matmul4( mat->m, mat->m, m->m );
|
|---|
| 1223 | }
|
|---|
| 1224 |
|
|---|
| 1225 |
|
|---|
| 1226 |
|
|---|
| 1227 | /*
|
|---|
| 1228 | * Execute a glRotate call
|
|---|
| 1229 | */
|
|---|
| 1230 | void gl_Rotatef( GLcontext *ctx,
|
|---|
| 1231 | GLfloat angle, GLfloat x, GLfloat y, GLfloat z )
|
|---|
| 1232 | {
|
|---|
| 1233 | GLfloat m[16];
|
|---|
| 1234 | if (angle != 0.0F) {
|
|---|
| 1235 | GLmatrix *mat = 0;
|
|---|
| 1236 | GET_ACTIVE_MATRIX( ctx, mat, ctx->NewState, "glRotate" );
|
|---|
| 1237 |
|
|---|
| 1238 | gl_rotation_matrix( angle, x, y, z, m );
|
|---|
| 1239 | gl_mat_mul_floats( mat, m, MAT_FLAG_ROTATION );
|
|---|
| 1240 | }
|
|---|
| 1241 | }
|
|---|
| 1242 |
|
|---|
| 1243 | /*
|
|---|
| 1244 | * Execute a glScale call
|
|---|
| 1245 | */
|
|---|
| 1246 | void gl_Scalef( GLcontext *ctx, GLfloat x, GLfloat y, GLfloat z )
|
|---|
| 1247 | {
|
|---|
| 1248 | GLmatrix *mat = 0;
|
|---|
| 1249 | GLfloat *m;
|
|---|
| 1250 | GET_ACTIVE_MATRIX(ctx, mat, ctx->NewState, "glScale");
|
|---|
| 1251 |
|
|---|
| 1252 | m = mat->m;
|
|---|
| 1253 | m[0] *= x; m[4] *= y; m[8] *= z;
|
|---|
| 1254 | m[1] *= x; m[5] *= y; m[9] *= z;
|
|---|
| 1255 | m[2] *= x; m[6] *= y; m[10] *= z;
|
|---|
| 1256 | m[3] *= x; m[7] *= y; m[11] *= z;
|
|---|
| 1257 |
|
|---|
| 1258 | if (fabs(x - y) < 1e-8 && fabs(x - z) < 1e-8)
|
|---|
| 1259 | mat->flags |= MAT_FLAG_UNIFORM_SCALE;
|
|---|
| 1260 | else
|
|---|
| 1261 | mat->flags |= MAT_FLAG_GENERAL_SCALE;
|
|---|
| 1262 |
|
|---|
| 1263 | mat->flags |= (MAT_DIRTY_TYPE |
|
|---|
| 1264 | MAT_DIRTY_INVERSE |
|
|---|
| 1265 | MAT_DIRTY_DEPENDENTS);
|
|---|
| 1266 | }
|
|---|
| 1267 |
|
|---|
| 1268 | /*
|
|---|
| 1269 | * Execute a glTranslate call
|
|---|
| 1270 | */
|
|---|
| 1271 | void gl_Translatef( GLcontext *ctx, GLfloat x, GLfloat y, GLfloat z )
|
|---|
| 1272 | {
|
|---|
| 1273 | GLmatrix *mat = 0;
|
|---|
| 1274 | GLfloat *m;
|
|---|
| 1275 | GET_ACTIVE_MATRIX(ctx, mat, ctx->NewState, "glTranslate");
|
|---|
| 1276 | m = mat->m;
|
|---|
| 1277 | m[12] = m[0] * x + m[4] * y + m[8] * z + m[12];
|
|---|
| 1278 | m[13] = m[1] * x + m[5] * y + m[9] * z + m[13];
|
|---|
| 1279 | m[14] = m[2] * x + m[6] * y + m[10] * z + m[14];
|
|---|
| 1280 | m[15] = m[3] * x + m[7] * y + m[11] * z + m[15];
|
|---|
| 1281 |
|
|---|
| 1282 | mat->flags |= (MAT_FLAG_TRANSLATION |
|
|---|
| 1283 | MAT_DIRTY_TYPE |
|
|---|
| 1284 | MAT_DIRTY_INVERSE |
|
|---|
| 1285 | MAT_DIRTY_DEPENDENTS);
|
|---|
| 1286 | }
|
|---|
| 1287 |
|
|---|
| 1288 |
|
|---|
| 1289 | /*
|
|---|
| 1290 | * Define a new viewport and reallocate auxillary buffers if the size of
|
|---|
| 1291 | * the window (color buffer) has changed.
|
|---|
| 1292 | */
|
|---|
| 1293 | void gl_Viewport( GLcontext *ctx,
|
|---|
| 1294 | GLint x, GLint y, GLsizei width, GLsizei height )
|
|---|
| 1295 | {
|
|---|
| 1296 | ASSERT_OUTSIDE_BEGIN_END_AND_FLUSH(ctx, "glViewport");
|
|---|
| 1297 |
|
|---|
| 1298 | if (width<0 || height<0) {
|
|---|
| 1299 | gl_error( ctx, GL_INVALID_VALUE, "glViewport" );
|
|---|
| 1300 | return;
|
|---|
| 1301 | }
|
|---|
| 1302 |
|
|---|
| 1303 | if (MESA_VERBOSE & VERBOSE_API)
|
|---|
| 1304 | fprintf(stderr, "glViewport %d %d %d %d\n", x, y, width, height);
|
|---|
| 1305 |
|
|---|
| 1306 | /* clamp width, and height to implementation dependent range */
|
|---|
| 1307 | width = CLAMP( width, 1, MAX_WIDTH );
|
|---|
| 1308 | height = CLAMP( height, 1, MAX_HEIGHT );
|
|---|
| 1309 |
|
|---|
| 1310 | /* Save viewport */
|
|---|
| 1311 | ctx->Viewport.X = x;
|
|---|
| 1312 | ctx->Viewport.Width = width;
|
|---|
| 1313 | ctx->Viewport.Y = y;
|
|---|
| 1314 | ctx->Viewport.Height = height;
|
|---|
| 1315 |
|
|---|
| 1316 | /* compute scale and bias values */
|
|---|
| 1317 | ctx->Viewport.WindowMap.m[MAT_SX] = (GLfloat) width / 2.0F;
|
|---|
| 1318 | ctx->Viewport.WindowMap.m[MAT_TX] = ctx->Viewport.WindowMap.m[MAT_SX] + x;
|
|---|
| 1319 | ctx->Viewport.WindowMap.m[MAT_SY] = (GLfloat) height / 2.0F;
|
|---|
| 1320 | ctx->Viewport.WindowMap.m[MAT_TY] = ctx->Viewport.WindowMap.m[MAT_SY] + y;
|
|---|
| 1321 | ctx->Viewport.WindowMap.m[MAT_SZ] = 0.5 * DEPTH_SCALE;
|
|---|
| 1322 | ctx->Viewport.WindowMap.m[MAT_TZ] = 0.5 * DEPTH_SCALE;
|
|---|
| 1323 |
|
|---|
| 1324 | ctx->Viewport.WindowMap.flags = MAT_FLAG_GENERAL_SCALE|MAT_FLAG_TRANSLATION;
|
|---|
| 1325 | ctx->Viewport.WindowMap.type = MATRIX_3D_NO_ROT;
|
|---|
| 1326 |
|
|---|
| 1327 | ctx->ModelProjectWinMatrixUptodate = GL_FALSE;
|
|---|
| 1328 | ctx->NewState |= NEW_VIEWPORT;
|
|---|
| 1329 |
|
|---|
| 1330 | /* Check if window/buffer has been resized and if so, reallocate the
|
|---|
| 1331 | * ancillary buffers.
|
|---|
| 1332 | */
|
|---|
| 1333 | gl_ResizeBuffersMESA(ctx);
|
|---|
| 1334 |
|
|---|
| 1335 |
|
|---|
| 1336 | ctx->RasterMask &= ~WINCLIP_BIT;
|
|---|
| 1337 |
|
|---|
| 1338 | if ( ctx->Viewport.X<0
|
|---|
| 1339 | || ctx->Viewport.X + ctx->Viewport.Width > ctx->Buffer->Width
|
|---|
| 1340 | || ctx->Viewport.Y<0
|
|---|
| 1341 | || ctx->Viewport.Y + ctx->Viewport.Height > ctx->Buffer->Height) {
|
|---|
| 1342 | ctx->RasterMask |= WINCLIP_BIT;
|
|---|
| 1343 | }
|
|---|
| 1344 |
|
|---|
| 1345 |
|
|---|
| 1346 | if (ctx->Driver.Viewport) {
|
|---|
| 1347 | (*ctx->Driver.Viewport)( ctx, x, y, width, height );
|
|---|
| 1348 | }
|
|---|
| 1349 | }
|
|---|
| 1350 |
|
|---|
| 1351 |
|
|---|
| 1352 |
|
|---|
| 1353 | void gl_DepthRange( GLcontext *ctx, GLclampd nearval, GLclampd farval )
|
|---|
| 1354 | {
|
|---|
| 1355 | /*
|
|---|
| 1356 | * nearval - specifies mapping of the near clipping plane to window
|
|---|
| 1357 | * coordinates, default is 0
|
|---|
| 1358 | * farval - specifies mapping of the far clipping plane to window
|
|---|
| 1359 | * coordinates, default is 1
|
|---|
| 1360 | *
|
|---|
| 1361 | * After clipping and div by w, z coords are in -1.0 to 1.0,
|
|---|
| 1362 | * corresponding to near and far clipping planes. glDepthRange
|
|---|
| 1363 | * specifies a linear mapping of the normalized z coords in
|
|---|
| 1364 | * this range to window z coords.
|
|---|
| 1365 | */
|
|---|
| 1366 | GLfloat n, f;
|
|---|
| 1367 |
|
|---|
| 1368 | ASSERT_OUTSIDE_BEGIN_END_AND_FLUSH(ctx, "glDepthRange");
|
|---|
| 1369 |
|
|---|
| 1370 | if (MESA_VERBOSE&VERBOSE_API)
|
|---|
| 1371 | fprintf(stderr, "glDepthRange %f %f\n", nearval, farval);
|
|---|
| 1372 |
|
|---|
| 1373 | n = (GLfloat) CLAMP( nearval, 0.0, 1.0 );
|
|---|
| 1374 | f = (GLfloat) CLAMP( farval, 0.0, 1.0 );
|
|---|
| 1375 |
|
|---|
| 1376 | ctx->Viewport.Near = n;
|
|---|
| 1377 | ctx->Viewport.Far = f;
|
|---|
| 1378 | ctx->Viewport.WindowMap.m[MAT_SZ] = DEPTH_SCALE * ((f - n) / 2.0);
|
|---|
| 1379 | ctx->Viewport.WindowMap.m[MAT_TZ] = DEPTH_SCALE * ((f - n) / 2.0 + n);
|
|---|
| 1380 |
|
|---|
| 1381 | ctx->ModelProjectWinMatrixUptodate = GL_FALSE;
|
|---|
| 1382 |
|
|---|
| 1383 | if (ctx->Driver.DepthRange) {
|
|---|
| 1384 | (*ctx->Driver.DepthRange)( ctx, nearval, farval );
|
|---|
| 1385 | }
|
|---|
| 1386 | }
|
|---|
| 1387 |
|
|---|
| 1388 |
|
|---|
| 1389 | void gl_calculate_model_project_matrix( GLcontext *ctx )
|
|---|
| 1390 | {
|
|---|
| 1391 | gl_matrix_mul( &ctx->ModelProjectMatrix,
|
|---|
| 1392 | &ctx->ProjectionMatrix,
|
|---|
| 1393 | &ctx->ModelView );
|
|---|
| 1394 |
|
|---|
| 1395 | gl_matrix_analyze( &ctx->ModelProjectMatrix );
|
|---|
| 1396 | }
|
|---|
| 1397 |
|
|---|
| 1398 |
|
|---|
| 1399 | void gl_matrix_ctr( GLmatrix *m )
|
|---|
| 1400 | {
|
|---|
| 1401 | m->inv = 0;
|
|---|
| 1402 | MEMCPY( m->m, Identity, sizeof(Identity));
|
|---|
| 1403 | m->type = MATRIX_IDENTITY;
|
|---|
| 1404 | m->flags = MAT_DIRTY_DEPENDENTS;
|
|---|
| 1405 | }
|
|---|
| 1406 |
|
|---|
| 1407 | void gl_matrix_dtr( GLmatrix *m )
|
|---|
| 1408 | {
|
|---|
| 1409 | if (m->inv != 0) {
|
|---|
| 1410 | FREE(m->inv);
|
|---|
| 1411 | m->inv = 0;
|
|---|
| 1412 | }
|
|---|
| 1413 | }
|
|---|
| 1414 |
|
|---|
| 1415 | void gl_matrix_set_identity( GLmatrix *m )
|
|---|
| 1416 | {
|
|---|
| 1417 | MEMCPY( m->m, Identity, sizeof(Identity));
|
|---|
| 1418 | m->type = MATRIX_IDENTITY;
|
|---|
| 1419 | m->flags = MAT_DIRTY_DEPENDENTS;
|
|---|
| 1420 | }
|
|---|
| 1421 |
|
|---|
| 1422 |
|
|---|
| 1423 | void gl_matrix_alloc_inv( GLmatrix *m )
|
|---|
| 1424 | {
|
|---|
| 1425 | if (m->inv == 0) {
|
|---|
| 1426 | m->inv = (GLfloat *)MALLOC(16*sizeof(GLfloat));
|
|---|
| 1427 | MEMCPY( m->inv, Identity, 16 * sizeof(GLfloat) );
|
|---|
| 1428 | }
|
|---|
| 1429 | }
|
|---|
| 1430 |
|
|---|
| 1431 | void gl_matrix_copy( GLmatrix *to, const GLmatrix *from )
|
|---|
| 1432 | {
|
|---|
| 1433 | MEMCPY( to->m, from->m, sizeof(Identity));
|
|---|
| 1434 | to->flags = from->flags | MAT_DIRTY_DEPENDENTS;
|
|---|
| 1435 | to->type = from->type;
|
|---|
| 1436 |
|
|---|
| 1437 | if (to->inv != 0) {
|
|---|
| 1438 | if (from->inv == 0) {
|
|---|
| 1439 | gl_matrix_invert( to );
|
|---|
| 1440 | } else {
|
|---|
| 1441 | MEMCPY(to->inv, from->inv, sizeof(GLfloat)*16);
|
|---|
| 1442 | }
|
|---|
| 1443 | }
|
|---|
| 1444 | }
|
|---|
| 1445 |
|
|---|
| 1446 | void gl_matrix_mul( GLmatrix *dest, const GLmatrix *a, const GLmatrix *b )
|
|---|
| 1447 | {
|
|---|
| 1448 | dest->flags = (a->flags |
|
|---|
| 1449 | b->flags |
|
|---|
| 1450 | MAT_DIRTY_TYPE |
|
|---|
| 1451 | MAT_DIRTY_INVERSE |
|
|---|
| 1452 | MAT_DIRTY_DEPENDENTS);
|
|---|
| 1453 |
|
|---|
| 1454 | if (TEST_MAT_FLAGS(dest, MAT_FLAGS_3D))
|
|---|
| 1455 | matmul34( dest->m, a->m, b->m );
|
|---|
| 1456 | else
|
|---|
| 1457 | matmul4( dest->m, a->m, b->m );
|
|---|
| 1458 | }
|
|---|