/* ** Copyright 1991, Silicon Graphics, Inc. ** All Rights Reserved. ** ** This is UNPUBLISHED PROPRIETARY SOURCE CODE of Silicon Graphics, Inc.; ** the contents of this file may not be disclosed to third parties, copied or ** duplicated in any form, in whole or in part, without the prior written ** permission of Silicon Graphics, Inc. ** ** RESTRICTED RIGHTS LEGEND: ** Use, duplication or disclosure by the Government is subject to restrictions ** as set forth in subdivision (c)(1)(ii) of the Rights in Technical Data ** and Computer Software clause at DFARS 252.227-7013, and/or in similar or ** successor clauses in the FAR, DOD or NASA FAR Supplement. Unpublished - ** rights reserved under the Copyright Laws of the United States. ** ** Transformation procedures. ** ** $Revision: 1.38 $ ** $Date: 1993/11/29 20:34:48 $ */ #include "precomp.h" #pragma hdrstop #include "mips.h" #define __glGenericPickIdentityMatrixProcs(gc, m) \ { \ (m)->xf1 = __glXForm1_2DNRW; \ (m)->xf2 = __glXForm2_2DNRW; \ (m)->xf3 = __glXForm3_2DNRW; \ (m)->xf4 = __glXForm4_2DNRW; \ } void FASTCALL __glScaleMatrix(__GLcontext *gc, __GLmatrix *m, void *data); void FASTCALL __glTranslateMatrix(__GLcontext *gc, __GLmatrix *m, void *data); void FASTCALL __glMultiplyMatrix(__GLcontext *gc, __GLmatrix *m, void *data); #ifdef SGI /* ** Assuming that a->matrixType and b->matrixType are already correct, ** and dst = a * b, then compute dst's matrix type. */ void FASTCALL __glPickMatrixType(__GLmatrix *dst, __GLmatrix *a, __GLmatrix *b) { switch(a->matrixType) { case __GL_MT_GENERAL: dst->matrixType = a->matrixType; break; case __GL_MT_W0001: if (b->matrixType == __GL_MT_GENERAL) { dst->matrixType = b->matrixType; } else { dst->matrixType = a->matrixType; } break; case __GL_MT_IS2D: if (b->matrixType < __GL_MT_IS2D) { dst->matrixType = b->matrixType; } else { dst->matrixType = a->matrixType; } break; case __GL_MT_IS2DNR: if (b->matrixType < __GL_MT_IS2DNR) { dst->matrixType = b->matrixType; } else { dst->matrixType = a->matrixType; } break; case __GL_MT_IDENTITY: #ifdef NT_DEADCODE_MATRIX if (b->matrixType == __GL_MT_IS2DNRSC) { dst->width = b->width; dst->height = b->height; } #endif // NT_DEADCODE_MATRIX dst->matrixType = b->matrixType; break; #ifdef NT_DEADCODE_MATRIX case __GL_MT_IS2DNRSC: if (b->matrixType == __GL_MT_IDENTITY) { dst->matrixType = __GL_MT_IS2DNRSC; dst->width = a->width; dst->height = a->height; } else if (b->matrixType < __GL_MT_IS2DNR) { dst->matrixType = b->matrixType; } else { dst->matrixType = __GL_MT_IS2DNR; } break; #endif // NT_DEADCODE_MATRIX } } #endif // SGI // Bit flags that identify matrix entries that contain 0 or 1. #define _M00_0 0x00000001 #define _M01_0 0x00000002 #define _M02_0 0x00000004 #define _M03_0 0x00000008 #define _M10_0 0x00000010 #define _M11_0 0x00000020 #define _M12_0 0x00000040 #define _M13_0 0x00000080 #define _M20_0 0x00000100 #define _M21_0 0x00000200 #define _M22_0 0x00000400 #define _M23_0 0x00000800 #define _M30_0 0x00001000 #define _M31_0 0x00002000 #define _M32_0 0x00004000 #define _M33_0 0x00008000 #define _M00_1 0x00010000 #define _M01_1 0x00020000 #define _M02_1 0x00040000 #define _M03_1 0x00080000 #define _M10_1 0x00100000 #define _M11_1 0x00200000 #define _M12_1 0x00400000 #define _M13_1 0x00800000 #define _M20_1 0x01000000 #define _M21_1 0x02000000 #define _M22_1 0x04000000 #define _M23_1 0x08000000 #define _M30_1 0x10000000 #define _M31_1 0x20000000 #define _M32_1 0x40000000 #define _M33_1 0x80000000 // Pre-defined matrix types. #define _MT_IDENTITY \ (_M00_1 | _M01_0 | _M02_0 | _M03_0 | \ _M10_0 | _M11_1 | _M12_0 | _M13_0 | \ _M20_0 | _M21_0 | _M22_1 | _M23_0 | \ _M30_0 | _M31_0 | _M32_0 | _M33_1) #define _MT_IS2DNR \ ( _M01_0 | _M02_0 | _M03_0 | \ _M10_0 | _M12_0 | _M13_0 | \ _M20_0 | _M21_0 | _M23_0 | \ _M33_1) #define _MT_IS2D \ ( _M02_0 | _M03_0 | \ _M12_0 | _M13_0 | \ _M20_0 | _M21_0 | _M23_0 | \ _M33_1) #define _MT_W0001 \ ( _M03_0 | \ _M13_0 | \ _M23_0 | \ _M33_1) #define GET_MATRIX_MASK(m,i,j) \ if ((m)->matrix[i][j] == zer) rowMask |= _M##i##j##_0; \ else if ((m)->matrix[i][j] == one) rowMask |= _M##i##j##_1; // Note: If you are adding a new type, make sure all functions // using matrixType are correct! (__glScaleMatrix, __glTranslateMatrix, // __glInvertTransposeMatrix, and __glGenericPickVertexProcs) void FASTCALL __glUpdateMatrixType(__GLmatrix *m) { register __GLfloat zer = __glZero; register __GLfloat one = __glOne; DWORD rowMask = 0; // identifies 0 and 1 entries GET_MATRIX_MASK(m,0,0); GET_MATRIX_MASK(m,0,1); GET_MATRIX_MASK(m,0,2); GET_MATRIX_MASK(m,0,3); GET_MATRIX_MASK(m,1,0); GET_MATRIX_MASK(m,1,1); GET_MATRIX_MASK(m,1,2); GET_MATRIX_MASK(m,1,3); GET_MATRIX_MASK(m,2,0); GET_MATRIX_MASK(m,2,1); GET_MATRIX_MASK(m,2,2); GET_MATRIX_MASK(m,2,3); GET_MATRIX_MASK(m,3,0); GET_MATRIX_MASK(m,3,1); GET_MATRIX_MASK(m,3,2); GET_MATRIX_MASK(m,3,3); // Some common cases. // Order of finding matrix type is important! if ((rowMask & _MT_IDENTITY) == _MT_IDENTITY) m->matrixType = __GL_MT_IDENTITY; else if ((rowMask & _MT_IS2DNR) == _MT_IS2DNR) m->matrixType = __GL_MT_IS2DNR; else if ((rowMask & _MT_IS2D) == _MT_IS2D) m->matrixType = __GL_MT_IS2D; else if ((rowMask & _MT_W0001) == _MT_W0001) m->matrixType = __GL_MT_W0001; else m->matrixType = __GL_MT_GENERAL; } static void SetDepthRange(__GLcontext *gc, double zNear, double zFar) { __GLviewport *vp = &gc->state.viewport; double scale, zero = __glZero, one = __glOne; /* Clamp depth range to legal values */ if (zNear < zero) zNear = zero; if (zNear > one) zNear = one; if (zFar < zero) zFar = zero; if (zFar > one) zFar = one; vp->zNear = zNear; vp->zFar = zFar; /* Compute viewport values for the new depth range */ if (((__GLGENcontext *)gc)->pMcdState) scale = GENACCEL(gc).zDevScale * __glHalf; else scale = gc->depthBuffer.scale * __glHalf; gc->state.viewport.zScale = (zFar - zNear) * scale; gc->state.viewport.zCenter = (zFar + zNear) * scale; #ifdef _MCD_ MCD_STATE_DIRTY(gc, VIEWPORT); #endif } #ifdef NT_DEADCODE_NOT_USED void FASTCALL __glUpdateDepthRange(__GLcontext *gc) { __GLviewport *vp = &gc->state.viewport; SetDepthRange(gc, vp->zNear, vp->zFar); } #endif // NT_DEADCODE_NOT_USED void FASTCALL __glInitTransformState(__GLcontext *gc) { GLint i, numClipPlanes; __GLtransform *tr; __GLtransformP *ptr; __GLtransformT *ttr; __GLvertex *vx; /* Allocate memory for clip planes */ numClipPlanes = gc->constants.numberOfClipPlanes; gc->state.transform.eyeClipPlanes = (__GLcoord *) (*gc->imports.calloc)(gc, (size_t) numClipPlanes, sizeof(__GLcoord)); #ifdef NT if (NULL == gc->state.transform.eyeClipPlanes) return; #endif /* Allocate memory for matrix stacks */ gc->transform.modelViewStack = (__GLtransform*) (*gc->imports.calloc)(gc, (size_t) __GL_WGL_MAX_MODELVIEW_STACK_DEPTH, sizeof(__GLtransform)); #ifdef NT if (NULL == gc->transform.modelViewStack) return; #endif gc->transform.projectionStack = (__GLtransformP*) (*gc->imports.calloc)(gc, (size_t) __GL_WGL_MAX_PROJECTION_STACK_DEPTH, sizeof(__GLtransformP)); #ifdef NT if (NULL == gc->transform.projectionStack) return; #endif gc->transform.textureStack = (__GLtransformT*) (*gc->imports.calloc)(gc, (size_t) __GL_WGL_MAX_TEXTURE_STACK_DEPTH, sizeof(__GLtransformT)); #ifdef NT if (NULL == gc->transform.textureStack) return; #endif /* Allocate memory for clipping temporaries */ gc->transform.clipTemp = (__GLvertex*) (*gc->imports.calloc)(gc, (size_t) (6 + numClipPlanes), sizeof(__GLvertex)); #ifdef NT if (NULL == gc->transform.clipTemp) return; #endif gc->state.transform.matrixMode = GL_MODELVIEW; SetDepthRange(gc, __glZero, __glOne); gc->transform.modelView = tr = &gc->transform.modelViewStack[0]; __glMakeIdentity(&tr->matrix); __glGenericPickIdentityMatrixProcs(gc, &tr->matrix); __glMakeIdentity(&tr->inverseTranspose); __glGenericPickIdentityMatrixProcs(gc, &tr->inverseTranspose); tr->updateInverse = GL_FALSE; __glMakeIdentity(&tr->mvp); gc->transform.projection = ptr = &gc->transform.projectionStack[0]; __glMakeIdentity((__GLmatrix *) &ptr->matrix); __glGenericPickMvpMatrixProcs(gc, &tr->mvp); gc->transform.texture = ttr = &gc->transform.textureStack[0]; __glMakeIdentity(&ttr->matrix); __glGenericPickIdentityMatrixProcs(gc, &ttr->matrix); vx = &gc->transform.clipTemp[0]; for (i = 0; i < 6 + numClipPlanes; i++, vx++) {/*XXX*/ vx->color = &vx->colors[__GL_FRONTFACE]; #ifdef NT_DEADCODE_POLYARRAY vx->validate = __glValidateVertex4; #endif } gc->state.current.normal.z = __glOne; } #ifdef NT_DEADCODE_MATRIX // The probability is practically nil, don't bother to check this. - hockl /* ** An amazing thing has happened. More than 2^32 changes to the projection ** matrix has occured. Run through the modelView and projection stacks ** and reset the sequence numbers to force a revalidate on next usage. */ void FASTCALL __glInvalidateSequenceNumbers(__GLcontext *gc) { __GLtransform *tr, *lasttr; __GLtransformP *ptr, *lastptr; GLuint s; /* Make all mvp matricies refer to sequence number zero */ s = 0; tr = &gc->transform.modelViewStack[0]; lasttr = tr + __GL_WGL_MAX_MODELVIEW_STACK_DEPTH; while (tr < lasttr) { tr->sequence = s; tr++; } /* Make all projection matricies sequence up starting at one */ s = 1; ptr = &gc->transform.projectionStack[0]; lastptr = ptr + __GL_WGL_MAX_PROJECTION_STACK_DEPTH; while (ptr < lastptr) { ptr->sequence = s++; ptr++; } gc->transform.projectionSequence = s; } #endif // NT_DEADCODE_MATRIX /************************************************************************/ void APIPRIVATE __glim_MatrixMode(GLenum mode) { __GL_SETUP_NOT_IN_BEGIN(); switch (mode) { case GL_MODELVIEW: case GL_PROJECTION: case GL_TEXTURE: break; default: __glSetError(GL_INVALID_ENUM); return; } gc->state.transform.matrixMode = mode; #ifdef NT_DEADCODE_MATRIX __GL_DELAY_VALIDATE(gc); #endif // NT_DEADCODE_MATRIX } void APIPRIVATE __glim_LoadIdentity(void) { __GL_SETUP_NOT_IN_BEGIN(); __glDoLoadMatrix(gc, NULL, TRUE); } void APIPRIVATE __glim_LoadMatrixf(const GLfloat m[16]) { __GL_SETUP_NOT_IN_BEGIN(); __glDoLoadMatrix(gc, (__GLfloat (*)[4])m, FALSE); } #ifdef NT_DEADCODE_MATRIX void APIPRIVATE __glim_LoadMatrixd(const GLdouble m[16]) { GLfloat m1[16]; __GL_SETUP_NOT_IN_BEGIN(); m1[0] = m[0]; m1[1] = m[1]; m1[2] = m[2]; m1[3] = m[3]; m1[4] = m[4]; m1[5] = m[5]; m1[6] = m[6]; m1[7] = m[7]; m1[8] = m[8]; m1[9] = m[9]; m1[10] = m[10]; m1[11] = m[11]; m1[12] = m[12]; m1[13] = m[13]; m1[14] = m[14]; m1[15] = m[15]; __glDoLoadMatrix(gc, m1, FALSE); } #endif // NT_DEADCODE_MATRIX void APIPRIVATE __glim_MultMatrixf(const GLfloat m[16]) { __GL_SETUP_NOT_IN_BEGIN(); __glDoMultMatrix(gc, (void *) m, __glMultiplyMatrix); } #ifdef NT_DEADCODE_MATRIX void APIPRIVATE __glim_MultMatrixd(const GLdouble m[16]) { __GLmatrix m1; __GL_SETUP_NOT_IN_BEGIN(); m1.matrix[0][0] = m[0]; m1.matrix[0][1] = m[1]; m1.matrix[0][2] = m[2]; m1.matrix[0][3] = m[3]; m1.matrix[1][0] = m[4]; m1.matrix[1][1] = m[5]; m1.matrix[1][2] = m[6]; m1.matrix[1][3] = m[7]; m1.matrix[2][0] = m[8]; m1.matrix[2][1] = m[9]; m1.matrix[2][2] = m[10]; m1.matrix[2][3] = m[11]; m1.matrix[3][0] = m[12]; m1.matrix[3][1] = m[13]; m1.matrix[3][2] = m[14]; m1.matrix[3][3] = m[15]; __glDoMultMatrix(gc, &m1.matrix, __glMultiplyMatrix); } #endif // NT_DEADCODE_MATRIX void APIPRIVATE __glim_Rotatef(GLfloat angle, GLfloat ax, GLfloat ay, GLfloat az) { __GLmatrix m; __GLfloat radians, sine, cosine, ab, bc, ca, t; __GLfloat av[4], axis[4]; __GL_SETUP_NOT_IN_BEGIN(); av[0] = ax; av[1] = ay; av[2] = az; av[3] = 0; __glNormalize(axis, av); radians = angle * __glDegreesToRadians; sine = __GL_SINF(radians); cosine = __GL_COSF(radians); ab = axis[0] * axis[1] * (1 - cosine); bc = axis[1] * axis[2] * (1 - cosine); ca = axis[2] * axis[0] * (1 - cosine); #ifdef NT m.matrix[0][3] = __glZero; m.matrix[1][3] = __glZero; m.matrix[2][3] = __glZero; m.matrix[3][0] = __glZero; m.matrix[3][1] = __glZero; m.matrix[3][2] = __glZero; m.matrix[3][3] = __glOne; #else __glMakeIdentity(&m); #endif // NT t = axis[0] * axis[0]; m.matrix[0][0] = t + cosine * (1 - t); m.matrix[2][1] = bc - axis[0] * sine; m.matrix[1][2] = bc + axis[0] * sine; t = axis[1] * axis[1]; m.matrix[1][1] = t + cosine * (1 - t); m.matrix[2][0] = ca + axis[1] * sine; m.matrix[0][2] = ca - axis[1] * sine; t = axis[2] * axis[2]; m.matrix[2][2] = t + cosine * (1 - t); m.matrix[1][0] = ab - axis[2] * sine; m.matrix[0][1] = ab + axis[2] * sine; #ifdef NT_DEADCODE_MATRIX if (ax == __glZero && ay == __glZero) { m.matrixType = __GL_MT_IS2D; } else { m.matrixType = __GL_MT_W0001; } #endif // NT_DEADCODE_MATRIX __glDoMultMatrix(gc, &m, __glMultiplyMatrix); } #ifdef NT_DEADCODE_MATRIX void APIPRIVATE __glim_Rotated(GLdouble angle, GLdouble x, GLdouble y, GLdouble z) { __glim_Rotatef((GLfloat) angle, (GLfloat) x, (GLfloat) y, (GLfloat) z); } #endif // NT_DEADCODE_MATRIX struct __glScaleRec { __GLfloat x,y,z; }; void APIPRIVATE __glim_Scalef(GLfloat x, GLfloat y, GLfloat z) { struct __glScaleRec scale; __GL_SETUP_NOT_IN_BEGIN(); scale.x = x; scale.y = y; scale.z = z; __glDoMultMatrix(gc, &scale, __glScaleMatrix); } #ifdef NT_DEADCODE_MATRIX void APIPRIVATE __glim_Scaled(GLdouble x, GLdouble y, GLdouble z) { __glim_Scalef((GLfloat) x, (GLfloat) y, (GLfloat) z); } #endif // NT_DEADCODE_MATRIX struct __glTranslationRec { __GLfloat x,y,z; }; void APIPRIVATE __glim_Translatef(GLfloat x, GLfloat y, GLfloat z) { struct __glTranslationRec trans; __GL_SETUP_NOT_IN_BEGIN(); trans.x = x; trans.y = y; trans.z = z; __glDoMultMatrix(gc, &trans, __glTranslateMatrix); } #ifdef NT_DEADCODE_MATRIX void APIPRIVATE __glim_Translated(GLdouble x, GLdouble y, GLdouble z) { __glim_Translate((GLfloat) x, (GLfloat) y, (GLfloat) z); } #endif // NT_DEADCODE_MATRIX void APIPRIVATE __glim_PushMatrix(void) { #ifdef NT __GL_SETUP_NOT_IN_BEGIN(); // no need to validate switch (gc->state.transform.matrixMode) { case GL_MODELVIEW: __glPushModelViewMatrix(gc); break; case GL_PROJECTION: __glPushProjectionMatrix(gc); break; case GL_TEXTURE: __glPushTextureMatrix(gc); break; } #else __GL_SETUP_NOT_IN_BEGIN_VALIDATE(); (*gc->procs.pushMatrix)(gc); #endif } void APIPRIVATE __glim_PopMatrix(void) { #ifdef NT __GL_SETUP_NOT_IN_BEGIN(); // no need to validate switch (gc->state.transform.matrixMode) { case GL_MODELVIEW: __glPopModelViewMatrix(gc); break; case GL_PROJECTION: __glPopProjectionMatrix(gc); break; case GL_TEXTURE: __glPopTextureMatrix(gc); break; } #else __GL_SETUP_NOT_IN_BEGIN_VALIDATE(); (*gc->procs.popMatrix)(gc); #endif } void APIPRIVATE __glim_Frustum(GLdouble left, GLdouble right, GLdouble bottom, GLdouble top, GLdouble zNear, GLdouble zFar) { __GLmatrix m; __GLfloat deltaX, deltaY, deltaZ; __GL_SETUP_NOT_IN_BEGIN(); deltaX = right - left; deltaY = top - bottom; deltaZ = zFar - zNear; if ((zNear <= (GLdouble) __glZero) || (zFar <= (GLdouble) __glZero) || (deltaX == __glZero) || (deltaY == __glZero) || (deltaZ == __glZero)) { __glSetError(GL_INVALID_VALUE); return; } #ifdef NT m.matrix[0][1] = __glZero; m.matrix[0][2] = __glZero; m.matrix[0][3] = __glZero; m.matrix[1][0] = __glZero; m.matrix[1][2] = __glZero; m.matrix[1][3] = __glZero; m.matrix[3][0] = __glZero; m.matrix[3][1] = __glZero; #else __glMakeIdentity(&m); #endif m.matrix[0][0] = zNear * __glDoubleTwo / deltaX; m.matrix[1][1] = zNear * __glDoubleTwo / deltaY; m.matrix[2][0] = (right + left) / deltaX; m.matrix[2][1] = (top + bottom) / deltaY; m.matrix[2][2] = -(zFar + zNear) / deltaZ; m.matrix[2][3] = __glMinusOne; m.matrix[3][2] = __glDoubleMinusTwo * zNear * zFar / deltaZ; m.matrix[3][3] = __glZero; #ifdef NT_DEADCODE_MATRIX m.matrixType = __GL_MT_GENERAL; #endif // NT_DEADCODE_MATRIX __glDoMultMatrix(gc, &m, __glMultiplyMatrix); } void APIPRIVATE __glim_Ortho(GLdouble left, GLdouble right, GLdouble bottom, GLdouble top, GLdouble zNear, GLdouble zFar) { __GLmatrix m; GLdouble deltax, deltay, deltaz; __GL_SETUP_NOT_IN_BEGIN(); deltax = right - left; deltay = top - bottom; deltaz = zFar - zNear; if ((deltax == (GLdouble) __glZero) || (deltay == (GLdouble) __glZero) || (deltaz == (GLdouble) __glZero)) { __glSetError(GL_INVALID_VALUE); return; } #ifdef NT m.matrix[0][1] = __glZero; m.matrix[0][2] = __glZero; m.matrix[0][3] = __glZero; m.matrix[1][0] = __glZero; m.matrix[1][2] = __glZero; m.matrix[1][3] = __glZero; m.matrix[2][0] = __glZero; m.matrix[2][1] = __glZero; m.matrix[2][3] = __glZero; m.matrix[3][3] = __glOne; #else __glMakeIdentity(&m); #endif m.matrix[0][0] = __glDoubleTwo / deltax; m.matrix[3][0] = -(right + left) / deltax; m.matrix[1][1] = __glDoubleTwo / deltay; m.matrix[3][1] = -(top + bottom) / deltay; m.matrix[2][2] = __glDoubleMinusTwo / deltaz; m.matrix[3][2] = -(zFar + zNear) / deltaz; #ifdef NT_DEADCODE_MATRIX /* ** Screen coordinates matrix? */ zero = (GLdouble) 0.0; if (left == zero && bottom == zero && right == (GLdouble) gc->state.viewport.width && top == (GLdouble) gc->state.viewport.height && zNear <= zero && zFar >= zero) { m.matrixType = __GL_MT_IS2DNRSC; m.width = gc->state.viewport.width; m.height = gc->state.viewport.height; } else { m.matrixType = __GL_MT_IS2DNR; } #endif // NT_DEADCODE_MATRIX __glDoMultMatrix(gc, &m, __glMultiplyMatrix); } void FASTCALL __glUpdateViewport(__GLcontext *gc) { __GLfloat ww, hh, w2, h2; /* Compute operational viewport values */ w2 = gc->state.viewport.width * __glHalf; h2 = gc->state.viewport.height * __glHalf; ww = w2 - gc->constants.viewportEpsilon; hh = h2 - gc->constants.viewportEpsilon; gc->state.viewport.xScale = ww; gc->state.viewport.xCenter = gc->state.viewport.x + w2 + gc->constants.fviewportXAdjust; if (gc->constants.yInverted) { gc->state.viewport.yScale = -hh; gc->state.viewport.yCenter = gc->constants.height - (gc->state.viewport.y + h2) + gc->constants.fviewportYAdjust; #if 0 DbgPrint("UV ys %.3lf, yc %.3lf (%.3lf)\n", -hh, gc->state.viewport.yCenter, gc->constants.height - (gc->state.viewport.y + h2)); #endif } else { gc->state.viewport.yScale = hh; gc->state.viewport.yCenter = gc->state.viewport.y + h2 + gc->constants.fviewportYAdjust; } } void FASTCALL __glUpdateViewportDependents(__GLcontext *gc) { /* ** Now that the implementation may have found us a new window size, ** we compute these offsets... */ gc->transform.minx = gc->state.viewport.x + gc->constants.viewportXAdjust; gc->transform.maxx = gc->transform.minx + gc->state.viewport.width; gc->transform.fminx = gc->transform.minx; gc->transform.fmaxx = gc->transform.maxx; gc->transform.miny = (gc->constants.height - (gc->state.viewport.y + gc->state.viewport.height)) + gc->constants.viewportYAdjust; gc->transform.maxy = gc->transform.miny + gc->state.viewport.height; gc->transform.fminy = gc->transform.miny; gc->transform.fmaxy = gc->transform.maxy; } void APIPRIVATE __glim_Viewport(GLint x, GLint y, GLsizei w, GLsizei h) { __GLfloat ww, hh; __GL_SETUP_NOT_IN_BEGIN(); if ((w < 0) || (h < 0)) { __glSetError(GL_INVALID_VALUE); return; } if (h > gc->constants.maxViewportHeight) { h = gc->constants.maxViewportHeight; } if (w > gc->constants.maxViewportWidth) { w = gc->constants.maxViewportWidth; } gc->state.viewport.x = x; gc->state.viewport.y = y; gc->state.viewport.width = w; gc->state.viewport.height = h; __glUpdateViewport(gc); (*gc->procs.applyViewport)(gc); __glUpdateViewportDependents(gc); /* ** Pickers that notice when the transformation matches the viewport ** exactly need to be revalidated. Ugh. */ __GL_DELAY_VALIDATE(gc); } void APIPRIVATE __glim_DepthRange(GLdouble zNear, GLdouble zFar) { __GL_SETUP_NOT_IN_BEGIN(); SetDepthRange(gc, zNear, zFar); __GL_DELAY_VALIDATE_MASK(gc, __GL_DIRTY_DEPTH); } void APIPRIVATE __glim_Scissor(GLint x, GLint y, GLsizei w, GLsizei h) { __GL_SETUP_NOT_IN_BEGIN(); if ((w < 0) || (h < 0)) { __glSetError(GL_INVALID_VALUE); return; } gc->state.scissor.scissorX = x; gc->state.scissor.scissorY = y; gc->state.scissor.scissorWidth = w; gc->state.scissor.scissorHeight = h; #ifdef NT #ifdef _MCD_ MCD_STATE_DIRTY(gc, SCISSOR); #endif // applyViewport does both (*gc->procs.applyViewport)(gc); #else (*gc->procs.applyScissor)(gc); (*gc->procs.computeClipBox)(gc); #endif } void APIPRIVATE __glim_ClipPlane(GLenum pi, const GLdouble pv[]) { __GLfloat p[4]; __GLtransform *tr; __GL_SETUP_NOT_IN_BEGIN(); pi -= GL_CLIP_PLANE0; #ifdef NT // pi is unsigned! if (pi >= (GLenum) gc->constants.numberOfClipPlanes) { #else if ((pi < 0) || (pi >= gc->constants.numberOfClipPlanes)) { #endif // NT __glSetError(GL_INVALID_ENUM); return; } p[0] = pv[0]; p[1] = pv[1]; p[2] = pv[2]; p[3] = pv[3]; /* ** Project user clip plane into eye space. */ tr = gc->transform.modelView; if (tr->updateInverse) { __glComputeInverseTranspose(gc, tr); } (*tr->inverseTranspose.xf4)(&gc->state.transform.eyeClipPlanes[pi], p, &tr->inverseTranspose); __GL_DELAY_VALIDATE(gc); #ifdef _MCD_ MCD_STATE_DIRTY(gc, CLIPCTRL); #endif } /************************************************************************/ void FASTCALL __glPushModelViewMatrix(__GLcontext *gc) { __GLtransform **trp, *tr, *stack; trp = &gc->transform.modelView; stack = gc->transform.modelViewStack; tr = *trp; if (tr < &stack[__GL_WGL_MAX_MODELVIEW_STACK_DEPTH-1]) { tr[1] = tr[0]; *trp = tr + 1; } else { __glSetError(GL_STACK_OVERFLOW); } } void FASTCALL __glPopModelViewMatrix(__GLcontext *gc) { __GLtransform **trp, *tr, *stack, *mvtr; __GLtransformP *ptr; trp = &gc->transform.modelView; stack = gc->transform.modelViewStack; tr = *trp; if (tr > &stack[0]) { *trp = tr - 1; /* ** See if sequence number of modelView matrix is the same as the ** sequence number of the projection matrix. If not, then ** recompute the mvp matrix. */ mvtr = gc->transform.modelView; ptr = gc->transform.projection; if (mvtr->sequence != ptr->sequence) { mvtr->sequence = ptr->sequence; __glMultMatrix(&mvtr->mvp, &mvtr->matrix, (__GLmatrix *) &ptr->matrix); __glUpdateMatrixType(&mvtr->mvp); } __glGenericPickMvpMatrixProcs(gc, &mvtr->mvp); } else { __glSetError(GL_STACK_UNDERFLOW); return; } } void FASTCALL __glComputeInverseTranspose(__GLcontext *gc, __GLtransform *tr) { __GLmatrix inv; __glInvertTransposeMatrix(&tr->inverseTranspose, &tr->matrix); __glUpdateMatrixType(&tr->inverseTranspose); __glGenericPickMatrixProcs(gc, &tr->inverseTranspose); tr->updateInverse = GL_FALSE; } /************************************************************************/ void FASTCALL __glPushProjectionMatrix(__GLcontext *gc) { __GLtransformP **trp, *tr, *stack; trp = &gc->transform.projection; stack = gc->transform.projectionStack; tr = *trp; if (tr < &stack[__GL_WGL_MAX_PROJECTION_STACK_DEPTH-1]) { tr[1] = tr[0]; *trp = tr + 1; } else { __glSetError(GL_STACK_OVERFLOW); } } void FASTCALL __glPopProjectionMatrix(__GLcontext *gc) { __GLtransform *mvtr; __GLtransformP **trp, *tr, *stack, *ptr; trp = &gc->transform.projection; stack = gc->transform.projectionStack; tr = *trp; if (tr > &stack[0]) { *trp = tr - 1; /* ** See if sequence number of modelView matrix is the same as the ** sequence number of the projection matrix. If not, then ** recompute the mvp matrix. */ mvtr = gc->transform.modelView; ptr = gc->transform.projection; if (mvtr->sequence != ptr->sequence) { mvtr->sequence = ptr->sequence; __glMultMatrix(&mvtr->mvp, &mvtr->matrix, (__GLmatrix *) &ptr->matrix); __glUpdateMatrixType(&mvtr->mvp); } __glGenericPickMvpMatrixProcs(gc, &mvtr->mvp); } else { __glSetError(GL_STACK_UNDERFLOW); return; } } /************************************************************************/ void FASTCALL __glPushTextureMatrix(__GLcontext *gc) { __GLtransformT **trp, *tr, *stack; trp = &gc->transform.texture; stack = gc->transform.textureStack; tr = *trp; if (tr < &stack[__GL_WGL_MAX_TEXTURE_STACK_DEPTH-1]) { tr[1] = tr[0]; *trp = tr + 1; } else { __glSetError(GL_STACK_OVERFLOW); } } void FASTCALL __glPopTextureMatrix(__GLcontext *gc) { __GLtransformT **trp, *tr, *stack; trp = &gc->transform.texture; stack = gc->transform.textureStack; tr = *trp; if (tr > &stack[0]) { *trp = tr - 1; } else { __glSetError(GL_STACK_UNDERFLOW); return; } } /************************************************************************/ void FASTCALL __glDoLoadMatrix(__GLcontext *gc, const __GLfloat m[4][4], BOOL bIsIdentity) { __GLtransform *mvtr; __GLtransformP *ptr; __GLtransformT *ttr; switch (gc->state.transform.matrixMode) { case GL_MODELVIEW: mvtr = gc->transform.modelView; if (bIsIdentity) { __glMakeIdentity(&mvtr->matrix); __glGenericPickIdentityMatrixProcs(gc, &mvtr->matrix); __glMakeIdentity(&mvtr->inverseTranspose); __glGenericPickIdentityMatrixProcs(gc, &mvtr->inverseTranspose); mvtr->updateInverse = GL_FALSE; } else { *(__GLmatrixBase *)mvtr->matrix.matrix = *(__GLmatrixBase *)m; __glUpdateMatrixType(&mvtr->matrix); __glGenericPickMatrixProcs(gc, &mvtr->matrix); mvtr->updateInverse = GL_TRUE; } /* Update mvp matrix */ ptr = gc->transform.projection; ASSERTOPENGL(mvtr->sequence == ptr->sequence, "__glDoLoadMatrix: bad projection sequence\n"); if (bIsIdentity) { *(__GLmatrixBase *)mvtr->mvp.matrix = *(__GLmatrixBase *)ptr->matrix.matrix; mvtr->mvp.matrixType = ptr->matrix.matrixType; } else { __glMultMatrix(&mvtr->mvp, &mvtr->matrix, (__GLmatrix *) &ptr->matrix); __glUpdateMatrixType(&mvtr->mvp); } __glGenericPickMvpMatrixProcs(gc, &mvtr->mvp); break; case GL_PROJECTION: ptr = gc->transform.projection; if (bIsIdentity) { __glMakeIdentity((__GLmatrix *) &ptr->matrix); } else { *(__GLmatrixBase *)ptr->matrix.matrix = *(__GLmatrixBase *)m; __glUpdateMatrixType((__GLmatrix *) &ptr->matrix); } #ifdef NT ptr->sequence = ++gc->transform.projectionSequence; #else if (++gc->transform.projectionSequence == 0) { __glInvalidateSequenceNumbers(gc); } else { ptr->sequence = gc->transform.projectionSequence; } #endif // NT /* Update mvp matrix */ mvtr = gc->transform.modelView; mvtr->sequence = ptr->sequence; if (bIsIdentity) { *(__GLmatrixBase *)mvtr->mvp.matrix = *(__GLmatrixBase *)mvtr->matrix.matrix; mvtr->mvp.matrixType = mvtr->matrix.matrixType; } else { __glMultMatrix(&mvtr->mvp, &mvtr->matrix, (__GLmatrix *) &ptr->matrix); __glUpdateMatrixType(&mvtr->mvp); } __glGenericPickMvpMatrixProcs(gc, &mvtr->mvp); break; case GL_TEXTURE: ttr = gc->transform.texture; if (bIsIdentity) { __glMakeIdentity(&ttr->matrix); __glGenericPickIdentityMatrixProcs(gc, &ttr->matrix); } else { *(__GLmatrixBase *)ttr->matrix.matrix = *(__GLmatrixBase *)m; __glUpdateMatrixType(&ttr->matrix); __glGenericPickMatrixProcs(gc, &ttr->matrix); } break; } } void FASTCALL __glDoMultMatrix(__GLcontext *gc, void *data, void (FASTCALL *multiply)(__GLcontext *gc, __GLmatrix *m, void *data)) { __GLtransform *mvtr; __GLtransformT *ttr; __GLtransformP *ptr; switch (gc->state.transform.matrixMode) { case GL_MODELVIEW: mvtr = gc->transform.modelView; (*multiply)(gc, &mvtr->matrix, data); mvtr->updateInverse = GL_TRUE; __glGenericPickMatrixProcs(gc, &mvtr->matrix); /* Update mvp matrix */ ASSERTOPENGL(mvtr->sequence == gc->transform.projection->sequence, "__glDoMultMatrix: bad projection sequence\n"); (*multiply)(gc, &mvtr->mvp, data); __glGenericPickMvpMatrixProcs(gc, &mvtr->mvp); break; case GL_PROJECTION: ptr = gc->transform.projection; (*multiply)(gc, (__GLmatrix *) &ptr->matrix, data); #ifdef NT ptr->sequence = ++gc->transform.projectionSequence; #else if (++gc->transform.projectionSequence == 0) { __glInvalidateSequenceNumbers(gc); } else { ptr->sequence = gc->transform.projectionSequence; } #endif // NT_DEADCODE_MATRIX /* Update mvp matrix */ mvtr = gc->transform.modelView; mvtr->sequence = ptr->sequence; __glMultMatrix(&mvtr->mvp, &mvtr->matrix, (__GLmatrix *) &ptr->matrix); __glUpdateMatrixType(&mvtr->mvp); __glGenericPickMvpMatrixProcs(gc, &mvtr->mvp); break; case GL_TEXTURE: ttr = gc->transform.texture; (*multiply)(gc, &ttr->matrix, data); __glGenericPickMatrixProcs(gc, &ttr->matrix); break; } } /************************************************************************/ /* ** Muliply the first matrix by the second one keeping track of the matrix ** type of the newly combined matrix. */ void FASTCALL __glMultiplyMatrix(__GLcontext *gc, __GLmatrix *m, void *data) { __GLmatrix *tm; tm = data; __glMultMatrix(m, tm, m); __glUpdateMatrixType(m); } void FASTCALL __glScaleMatrix(__GLcontext *gc, __GLmatrix *m, void *data) { struct __glScaleRec *scale; __GLfloat x,y,z; __GLfloat M0, M1, M2, M3; if (m->matrixType > __GL_MT_IS2DNR) { m->matrixType = __GL_MT_IS2DNR; } scale = data; x = scale->x; y = scale->y; z = scale->z; M0 = x * m->matrix[0][0]; M1 = x * m->matrix[0][1]; M2 = x * m->matrix[0][2]; M3 = x * m->matrix[0][3]; m->matrix[0][0] = M0; m->matrix[0][1] = M1; m->matrix[0][2] = M2; m->matrix[0][3] = M3; M0 = y * m->matrix[1][0]; M1 = y * m->matrix[1][1]; M2 = y * m->matrix[1][2]; M3 = y * m->matrix[1][3]; m->matrix[1][0] = M0; m->matrix[1][1] = M1; m->matrix[1][2] = M2; m->matrix[1][3] = M3; M0 = z * m->matrix[2][0]; M1 = z * m->matrix[2][1]; M2 = z * m->matrix[2][2]; M3 = z * m->matrix[2][3]; m->matrix[2][0] = M0; m->matrix[2][1] = M1; m->matrix[2][2] = M2; m->matrix[2][3] = M3; } /* ** Matrix type of m stays the same. */ void FASTCALL __glTranslateMatrix(__GLcontext *gc, __GLmatrix *m, void *data) { struct __glTranslationRec *trans; __GLfloat x,y,z; __GLfloat M30, M31, M32, M33; if (m->matrixType > __GL_MT_IS2DNR) { m->matrixType = __GL_MT_IS2DNR; } trans = data; x = trans->x; y = trans->y; z = trans->z; M30 = x * m->matrix[0][0] + y * m->matrix[1][0] + z * m->matrix[2][0] + m->matrix[3][0]; M31 = x * m->matrix[0][1] + y * m->matrix[1][1] + z * m->matrix[2][1] + m->matrix[3][1]; M32 = x * m->matrix[0][2] + y * m->matrix[1][2] + z * m->matrix[2][2] + m->matrix[3][2]; M33 = x * m->matrix[0][3] + y * m->matrix[1][3] + z * m->matrix[2][3] + m->matrix[3][3]; m->matrix[3][0] = M30; m->matrix[3][1] = M31; m->matrix[3][2] = M32; m->matrix[3][3] = M33; } /************************************************************************/ #ifdef NT_DEADCODE_CLIPBOX /* ** Compute the clip box from the scissor (if enabled) and the window ** size. The resulting clip box is used to clip primitive rasterization ** against. The "window system" is responsible for doing the fine ** grain clipping (i.e., dealing with overlapping windows, etc.). */ void FASTCALL __glComputeClipBox(__GLcontext *gc) { __GLscissor *sp = &gc->state.scissor; GLint llx; GLint lly; GLint urx; GLint ury; if (gc->state.enables.general & __GL_SCISSOR_TEST_ENABLE) { llx = sp->scissorX; lly = sp->scissorY; urx = llx + sp->scissorWidth; ury = lly + sp->scissorHeight; if ((urx < 0) || (ury < 0) || (urx <= llx) || (ury <= lly) || (llx >= gc->constants.width) || (lly >= gc->constants.height)) { llx = lly = urx = ury = 0; } else { if (llx < 0) llx = 0; if (lly < 0) lly = 0; if (urx > gc->constants.width) urx = gc->constants.width; if (ury > gc->constants.height) ury = gc->constants.height; } } else { llx = 0; lly = 0; urx = gc->constants.width; ury = gc->constants.height; } gc->transform.clipX0 = llx + gc->constants.viewportXAdjust; gc->transform.clipX1 = urx + gc->constants.viewportXAdjust; if (gc->constants.yInverted) { gc->transform.clipY0 = (gc->constants.height - ury) + gc->constants.viewportYAdjust; gc->transform.clipY1 = (gc->constants.height - lly) + gc->constants.viewportYAdjust; } else { gc->transform.clipY0 = lly + gc->constants.viewportYAdjust; gc->transform.clipY1 = ury + gc->constants.viewportYAdjust; } } #endif // NT_DEADCODE_CLIPBOX /************************************************************************/ /* ** Note: These xform routines must allow for the case where the result ** vector is equal to the source vector. */ #ifndef __GL_ASM_XFORM1 /* ** Avoid some transformation computations by knowing that the incoming ** vertex has y=0, z=0 and w=1. */ void FASTCALL __glXForm1(__GLcoord *res, const __GLfloat v[1], const __GLmatrix *m) { __GLfloat x = v[0]; res->x = x*m->matrix[0][0] + m->matrix[3][0]; res->y = x*m->matrix[0][1] + m->matrix[3][1]; res->z = x*m->matrix[0][2] + m->matrix[3][2]; res->w = x*m->matrix[0][3] + m->matrix[3][3]; } #endif /* !__GL_ASM_XFORM1 */ #ifndef __GL_ASM_XFORM2 /* ** Avoid some transformation computations by knowing that the incoming ** vertex has z=0 and w=1 */ void FASTCALL __glXForm2(__GLcoord *res, const __GLfloat v[2], const __GLmatrix *m) { __GLfloat x = v[0]; __GLfloat y = v[1]; res->x = x*m->matrix[0][0] + y*m->matrix[1][0] + m->matrix[3][0]; res->y = x*m->matrix[0][1] + y*m->matrix[1][1] + m->matrix[3][1]; res->z = x*m->matrix[0][2] + y*m->matrix[1][2] + m->matrix[3][2]; res->w = x*m->matrix[0][3] + y*m->matrix[1][3] + m->matrix[3][3]; } #endif /* !__GL_ASM_XFORM2 */ #ifndef __GL_ASM_XFORM3 /* ** Avoid some transformation computations by knowing that the incoming ** vertex has w=1. */ void FASTCALL __glXForm3(__GLcoord *res, const __GLfloat v[3], const __GLmatrix *m) { __GLfloat x = v[0]; __GLfloat y = v[1]; __GLfloat z = v[2]; res->x = x*m->matrix[0][0] + y*m->matrix[1][0] + z*m->matrix[2][0] + m->matrix[3][0]; res->y = x*m->matrix[0][1] + y*m->matrix[1][1] + z*m->matrix[2][1] + m->matrix[3][1]; res->z = x*m->matrix[0][2] + y*m->matrix[1][2] + z*m->matrix[2][2] + m->matrix[3][2]; res->w = x*m->matrix[0][3] + y*m->matrix[1][3] + z*m->matrix[2][3] + m->matrix[3][3]; } #endif /* !__GL_ASM_XFORM3 */ #ifndef __GL_ASM_XFORM4 /* ** Full 4x4 transformation. */ void FASTCALL __glXForm4(__GLcoord *res, const __GLfloat v[4], const __GLmatrix *m) { __GLfloat x = v[0]; __GLfloat y = v[1]; __GLfloat z = v[2]; __GLfloat w = v[3]; if (w == ((__GLfloat) 1.0)) { res->x = x*m->matrix[0][0] + y*m->matrix[1][0] + z*m->matrix[2][0] + m->matrix[3][0]; res->y = x*m->matrix[0][1] + y*m->matrix[1][1] + z*m->matrix[2][1] + m->matrix[3][1]; res->z = x*m->matrix[0][2] + y*m->matrix[1][2] + z*m->matrix[2][2] + m->matrix[3][2]; res->w = x*m->matrix[0][3] + y*m->matrix[1][3] + z*m->matrix[2][3] + m->matrix[3][3]; } else { res->x = x*m->matrix[0][0] + y*m->matrix[1][0] + z*m->matrix[2][0] + w*m->matrix[3][0]; res->y = x*m->matrix[0][1] + y*m->matrix[1][1] + z*m->matrix[2][1] + w*m->matrix[3][1]; res->z = x*m->matrix[0][2] + y*m->matrix[1][2] + z*m->matrix[2][2] + w*m->matrix[3][2]; res->w = x*m->matrix[0][3] + y*m->matrix[1][3] + z*m->matrix[2][3] + w*m->matrix[3][3]; } } #endif /* !__GL_ASM_XFORM4 */ /************************************************************************/ #ifndef __GL_ASM_XFORM1_W /* ** Avoid some transformation computations by knowing that the incoming ** vertex has y=0, z=0 and w=1. The w column of the matrix is [0 0 0 1]. */ void FASTCALL __glXForm1_W(__GLcoord *res, const __GLfloat v[1], const __GLmatrix *m) { __GLfloat x = v[0]; res->x = x*m->matrix[0][0] + m->matrix[3][0]; res->y = x*m->matrix[0][1] + m->matrix[3][1]; res->z = x*m->matrix[0][2] + m->matrix[3][2]; res->w = ((__GLfloat) 1.0); } #endif /* !__GL_ASM_XFORM1_W */ #ifndef __GL_ASM_XFORM2_W /* ** Avoid some transformation computations by knowing that the incoming ** vertex has z=0 and w=1. The w column of the matrix is [0 0 0 1]. */ void FASTCALL __glXForm2_W(__GLcoord *res, const __GLfloat v[2], const __GLmatrix *m) { __GLfloat x = v[0]; __GLfloat y = v[1]; res->x = x*m->matrix[0][0] + y*m->matrix[1][0] + m->matrix[3][0]; res->y = x*m->matrix[0][1] + y*m->matrix[1][1] + m->matrix[3][1]; res->z = x*m->matrix[0][2] + y*m->matrix[1][2] + m->matrix[3][2]; res->w = ((__GLfloat) 1.0); } #endif /* !__GL_ASM_XFORM2_W */ #ifndef __GL_ASM_XFORM3_W /* ** Avoid some transformation computations by knowing that the incoming ** vertex has w=1. The w column of the matrix is [0 0 0 1]. */ void FASTCALL __glXForm3_W(__GLcoord *res, const __GLfloat v[3], const __GLmatrix *m) { __GLfloat x = v[0]; __GLfloat y = v[1]; __GLfloat z = v[2]; res->x = x*m->matrix[0][0] + y*m->matrix[1][0] + z*m->matrix[2][0] + m->matrix[3][0]; res->y = x*m->matrix[0][1] + y*m->matrix[1][1] + z*m->matrix[2][1] + m->matrix[3][1]; res->z = x*m->matrix[0][2] + y*m->matrix[1][2] + z*m->matrix[2][2] + m->matrix[3][2]; res->w = ((__GLfloat) 1.0); } #endif /* !__GL_ASM_XFORM3_W */ #ifndef __GL_ASM_XFORM4_W /* ** Full 4x4 transformation. The w column of the matrix is [0 0 0 1]. */ void FASTCALL __glXForm4_W(__GLcoord *res, const __GLfloat v[4], const __GLmatrix *m) { __GLfloat x = v[0]; __GLfloat y = v[1]; __GLfloat z = v[2]; __GLfloat w = v[3]; if (w == ((__GLfloat) 1.0)) { res->x = x*m->matrix[0][0] + y*m->matrix[1][0] + z*m->matrix[2][0] + m->matrix[3][0]; res->y = x*m->matrix[0][1] + y*m->matrix[1][1] + z*m->matrix[2][1] + m->matrix[3][1]; res->z = x*m->matrix[0][2] + y*m->matrix[1][2] + z*m->matrix[2][2] + m->matrix[3][2]; } else { res->x = x*m->matrix[0][0] + y*m->matrix[1][0] + z*m->matrix[2][0] + w*m->matrix[3][0]; res->y = x*m->matrix[0][1] + y*m->matrix[1][1] + z*m->matrix[2][1] + w*m->matrix[3][1]; res->z = x*m->matrix[0][2] + y*m->matrix[1][2] + z*m->matrix[2][2] + w*m->matrix[3][2]; } res->w = w; } #endif /* !__GL_ASM_XFORM4_W */ #ifndef __GL_ASM_XFORM1_2DW /* ** Avoid some transformation computations by knowing that the incoming ** vertex has y=0, z=0 and w=1. ** ** The matrix looks like: ** | . . 0 0 | ** | . . 0 0 | ** | 0 0 . 0 | ** | . . . 1 | */ void FASTCALL __glXForm1_2DW(__GLcoord *res, const __GLfloat v[1], const __GLmatrix *m) { __GLfloat x = v[0]; res->x = x*m->matrix[0][0] + m->matrix[3][0]; res->y = x*m->matrix[0][1] + m->matrix[3][1]; res->z = m->matrix[3][2]; res->w = ((__GLfloat) 1.0); } #endif /* !__GL_ASM_XFORM1_2DW */ #ifndef __GL_ASM_XFORM2_2DW /* ** Avoid some transformation computations by knowing that the incoming ** vertex has z=0 and w=1. ** ** The matrix looks like: ** | . . 0 0 | ** | . . 0 0 | ** | 0 0 . 0 | ** | . . . 1 | */ void FASTCALL __glXForm2_2DW(__GLcoord *res, const __GLfloat v[2], const __GLmatrix *m) { __GLfloat x = v[0]; __GLfloat y = v[1]; res->x = x*m->matrix[0][0] + y*m->matrix[1][0] + m->matrix[3][0]; res->y = x*m->matrix[0][1] + y*m->matrix[1][1] + m->matrix[3][1]; res->z = m->matrix[3][2]; res->w = ((__GLfloat) 1.0); } #endif /* !__GL_ASM_XFORM2_2DW */ #ifndef __GL_ASM_XFORM3_2DW /* ** Avoid some transformation computations by knowing that the incoming ** vertex has w=1. ** ** The matrix looks like: ** | . . 0 0 | ** | . . 0 0 | ** | 0 0 . 0 | ** | . . . 1 | */ void FASTCALL __glXForm3_2DW(__GLcoord *res, const __GLfloat v[3], const __GLmatrix *m) { __GLfloat x = v[0]; __GLfloat y = v[1]; __GLfloat z = v[2]; res->x = x*m->matrix[0][0] + y*m->matrix[1][0] + m->matrix[3][0]; res->y = x*m->matrix[0][1] + y*m->matrix[1][1] + m->matrix[3][1]; res->z = z*m->matrix[2][2] + m->matrix[3][2]; res->w = ((__GLfloat) 1.0); } #endif /* !__GL_ASM_XFORM3_2DW */ #ifndef __GL_ASM_XFORM4_2DW /* ** Full 4x4 transformation. ** ** The matrix looks like: ** | . . 0 0 | ** | . . 0 0 | ** | 0 0 . 0 | ** | . . . 1 | */ void FASTCALL __glXForm4_2DW(__GLcoord *res, const __GLfloat v[4], const __GLmatrix *m) { __GLfloat x = v[0]; __GLfloat y = v[1]; __GLfloat z = v[2]; __GLfloat w = v[3]; if (w == ((__GLfloat) 1.0)) { res->x = x*m->matrix[0][0] + y*m->matrix[1][0] + m->matrix[3][0]; res->y = x*m->matrix[0][1] + y*m->matrix[1][1] + m->matrix[3][1]; res->z = z*m->matrix[2][2] + m->matrix[3][2]; } else { res->x = x*m->matrix[0][0] + y*m->matrix[1][0] + w*m->matrix[3][0]; res->y = x*m->matrix[0][1] + y*m->matrix[1][1] + w*m->matrix[3][1]; res->z = z*m->matrix[2][2] + w*m->matrix[3][2]; } res->w = w; } #endif /* !__GL_ASM_XFORM4_2DW */ #ifndef __GL_ASM_XFORM1_2DNRW /* ** Avoid some transformation computations by knowing that the incoming ** vertex has y=0, z=0 and w=1. ** ** The matrix looks like: ** | . 0 0 0 | ** | 0 . 0 0 | ** | 0 0 . 0 | ** | . . . 1 | */ void FASTCALL __glXForm1_2DNRW(__GLcoord *res, const __GLfloat v[1], const __GLmatrix *m) { __GLfloat x = v[0]; res->x = x*m->matrix[0][0] + m->matrix[3][0]; res->y = m->matrix[3][1]; res->z = m->matrix[3][2]; res->w = ((__GLfloat) 1.0); } #endif /* !__GL_ASM_XFORM1_2DNRW */ #ifndef __GL_ASM_XFORM2_2DNRW /* ** Avoid some transformation computations by knowing that the incoming ** vertex has z=0 and w=1. ** ** The matrix looks like: ** | . 0 0 0 | ** | 0 . 0 0 | ** | 0 0 . 0 | ** | . . . 1 | */ void FASTCALL __glXForm2_2DNRW(__GLcoord *res, const __GLfloat v[2], const __GLmatrix *m) { __GLfloat x = v[0]; __GLfloat y = v[1]; res->x = x*m->matrix[0][0] + m->matrix[3][0]; res->y = y*m->matrix[1][1] + m->matrix[3][1]; res->z = m->matrix[3][2]; res->w = ((__GLfloat) 1.0); } #endif /* !__GL_ASM_XFORM2_2DNRW */ #ifndef __GL_ASM_XFORM3_2DNRW /* ** Avoid some transformation computations by knowing that the incoming ** vertex has w=1. ** ** The matrix looks like: ** | . 0 0 0 | ** | 0 . 0 0 | ** | 0 0 . 0 | ** | . . . 1 | */ void FASTCALL __glXForm3_2DNRW(__GLcoord *res, const __GLfloat v[3], const __GLmatrix *m) { __GLfloat x = v[0]; __GLfloat y = v[1]; __GLfloat z = v[2]; res->x = x*m->matrix[0][0] + m->matrix[3][0]; res->y = y*m->matrix[1][1] + m->matrix[3][1]; res->z = z*m->matrix[2][2] + m->matrix[3][2]; res->w = ((__GLfloat) 1.0); } #endif /* !__GL_ASM_XFORM3_2DNRW */ #ifndef __GL_ASM_XFORM4_2DNRW /* ** Full 4x4 transformation. ** ** The matrix looks like: ** | . 0 0 0 | ** | 0 . 0 0 | ** | 0 0 . 0 | ** | . . . 1 | */ void FASTCALL __glXForm4_2DNRW(__GLcoord *res, const __GLfloat v[4], const __GLmatrix *m) { __GLfloat x = v[0]; __GLfloat y = v[1]; __GLfloat z = v[2]; __GLfloat w = v[3]; if (w == ((__GLfloat) 1.0)) { res->x = x*m->matrix[0][0] + m->matrix[3][0]; res->y = y*m->matrix[1][1] + m->matrix[3][1]; res->z = z*m->matrix[2][2] + m->matrix[3][2]; } else { res->x = x*m->matrix[0][0] + w*m->matrix[3][0]; res->y = y*m->matrix[1][1] + w*m->matrix[3][1]; res->z = z*m->matrix[2][2] + w*m->matrix[3][2]; } res->w = w; } #endif /* !__GL_ASM_XFORM4_2DNRW */ /************************************************************************/ #ifdef SGI // Not used! /* ** Recompute the cached 2D matrix from the current mvp matrix and the viewport ** transformation. This allows us to transform object coordinates directly ** to window coordinates. */ static void FASTCALL ReCompute2DMatrix(__GLcontext *gc, __GLmatrix *mvp) { __GLviewport *vp; __GLmatrix *m; if (mvp->matrixType >= __GL_MT_IS2D) { m = &(gc->transform.matrix2D); vp = &(gc->state.viewport); m->matrix[0][0] = mvp->matrix[0][0] * vp->xScale; m->matrix[0][1] = mvp->matrix[0][1] * vp->yScale; m->matrix[1][0] = mvp->matrix[1][0] * vp->xScale; m->matrix[1][1] = mvp->matrix[1][1] * vp->yScale; m->matrix[2][2] = mvp->matrix[2][2]; m->matrix[3][0] = mvp->matrix[3][0] * vp->xScale + vp->xCenter; m->matrix[3][1] = mvp->matrix[3][1] * vp->yScale + vp->yCenter; m->matrix[3][2] = mvp->matrix[3][2]; m->matrix[3][3] = (__GLfloat) 1.0; m->matrixType = mvp->matrixType; } } #endif // SGI /* ** A special picker for the mvp matrix which picks the mvp matrix, then ** calls the vertex picker, because the vertex picker depends upon the mvp ** matrix. */ void FASTCALL __glGenericPickMvpMatrixProcs(__GLcontext *gc, __GLmatrix *m) { #ifdef SGI __glPickMatrixType(m, &gc->transform.modelView->matrix, (__GLmatrix *) &gc->transform.projection->matrix); // not used! ReCompute2DMatrix(gc, m); #endif // SGI __glGenericPickMatrixProcs(gc, m); (*gc->procs.pickVertexProcs)(gc); } void FASTCALL __glGenericPickMatrixProcs(__GLcontext *gc, __GLmatrix *m) { switch(m->matrixType) { case __GL_MT_GENERAL: m->xf1 = __glXForm1; m->xf2 = __glXForm2; m->xf3 = __glXForm3; m->xf4 = __glXForm4; break; case __GL_MT_W0001: m->xf1 = __glXForm1_W; m->xf2 = __glXForm2_W; m->xf3 = __glXForm3_W; m->xf4 = __glXForm4_W; break; case __GL_MT_IS2D: m->xf1 = __glXForm1_2DW; m->xf2 = __glXForm2_2DW; m->xf3 = __glXForm3_2DW; m->xf4 = __glXForm4_2DW; break; case __GL_MT_IS2DNR: #ifdef NT_DEADCODE_MATRIX case __GL_MT_IS2DNRSC: #endif // NT_DEADCODE_MATRIX case __GL_MT_IDENTITY: /* probably never hit */ // Update __glGenericPickIdentityMatrixProcs if we change __GL_MT_IDENTITY // procs! m->xf1 = __glXForm1_2DNRW; m->xf2 = __glXForm2_2DNRW; m->xf3 = __glXForm3_2DNRW; m->xf4 = __glXForm4_2DNRW; break; } } #ifdef SGI // This differs from the normal matrix pick routine by always // setting xf4 to the general case and then picking a specific xf3 void FASTCALL __glGenericPickInvTransposeProcs(__GLcontext *gc, __GLmatrix *m) { m->xf4 = __glXForm4; switch(m->matrixType) { case __GL_MT_GENERAL: m->xf3 = __glXForm3; // was __glXForm4! break; case __GL_MT_W0001: m->xf3 = __glXForm3_W; break; case __GL_MT_IS2D: m->xf3 = __glXForm3_2DW; break; case __GL_MT_IS2DNR: #ifdef NT_DEADCODE_MATRIX case __GL_MT_IS2DNRSC: #endif // NT_DEADCODE_MATRIX case __GL_MT_IDENTITY: /* probably never hit */ m->xf3 = __glXForm3_2DNRW; break; } } #endif