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1779 lines
48 KiB
1779 lines
48 KiB
/*
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** Copyright 1991, Silicon Graphics, Inc.
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** All Rights Reserved.
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**
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** This is UNPUBLISHED PROPRIETARY SOURCE CODE of Silicon Graphics, Inc.;
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** the contents of this file may not be disclosed to third parties, copied or
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** duplicated in any form, in whole or in part, without the prior written
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** permission of Silicon Graphics, Inc.
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**
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** RESTRICTED RIGHTS LEGEND:
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** Use, duplication or disclosure by the Government is subject to restrictions
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** as set forth in subdivision (c)(1)(ii) of the Rights in Technical Data
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** and Computer Software clause at DFARS 252.227-7013, and/or in similar or
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** successor clauses in the FAR, DOD or NASA FAR Supplement. Unpublished -
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** rights reserved under the Copyright Laws of the United States.
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**
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** Transformation procedures.
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**
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** $Revision: 1.38 $
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** $Date: 1993/11/29 20:34:48 $
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*/
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#include "precomp.h"
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#pragma hdrstop
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#include "mips.h"
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#define __glGenericPickIdentityMatrixProcs(gc, m) \
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{ \
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(m)->xf1 = __glXForm1_2DNRW; \
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(m)->xf2 = __glXForm2_2DNRW; \
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(m)->xf3 = __glXForm3_2DNRW; \
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(m)->xf4 = __glXForm4_2DNRW; \
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}
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void FASTCALL __glScaleMatrix(__GLcontext *gc, __GLmatrix *m, void *data);
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void FASTCALL __glTranslateMatrix(__GLcontext *gc, __GLmatrix *m, void *data);
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void FASTCALL __glMultiplyMatrix(__GLcontext *gc, __GLmatrix *m, void *data);
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#ifdef SGI
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/*
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** Assuming that a->matrixType and b->matrixType are already correct,
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** and dst = a * b, then compute dst's matrix type.
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*/
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void FASTCALL __glPickMatrixType(__GLmatrix *dst, __GLmatrix *a, __GLmatrix *b)
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{
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switch(a->matrixType) {
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case __GL_MT_GENERAL:
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dst->matrixType = a->matrixType;
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break;
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case __GL_MT_W0001:
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if (b->matrixType == __GL_MT_GENERAL) {
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dst->matrixType = b->matrixType;
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} else {
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dst->matrixType = a->matrixType;
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}
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break;
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case __GL_MT_IS2D:
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if (b->matrixType < __GL_MT_IS2D) {
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dst->matrixType = b->matrixType;
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} else {
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dst->matrixType = a->matrixType;
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}
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break;
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case __GL_MT_IS2DNR:
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if (b->matrixType < __GL_MT_IS2DNR) {
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dst->matrixType = b->matrixType;
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} else {
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dst->matrixType = a->matrixType;
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}
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break;
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case __GL_MT_IDENTITY:
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#ifdef NT_DEADCODE_MATRIX
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if (b->matrixType == __GL_MT_IS2DNRSC) {
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dst->width = b->width;
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dst->height = b->height;
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}
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#endif // NT_DEADCODE_MATRIX
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dst->matrixType = b->matrixType;
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break;
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#ifdef NT_DEADCODE_MATRIX
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case __GL_MT_IS2DNRSC:
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if (b->matrixType == __GL_MT_IDENTITY) {
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dst->matrixType = __GL_MT_IS2DNRSC;
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dst->width = a->width;
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dst->height = a->height;
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} else if (b->matrixType < __GL_MT_IS2DNR) {
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dst->matrixType = b->matrixType;
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} else {
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dst->matrixType = __GL_MT_IS2DNR;
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}
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break;
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#endif // NT_DEADCODE_MATRIX
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}
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}
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#endif // SGI
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// Bit flags that identify matrix entries that contain 0 or 1.
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#define _M00_0 0x00000001
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#define _M01_0 0x00000002
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#define _M02_0 0x00000004
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#define _M03_0 0x00000008
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#define _M10_0 0x00000010
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#define _M11_0 0x00000020
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#define _M12_0 0x00000040
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#define _M13_0 0x00000080
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#define _M20_0 0x00000100
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#define _M21_0 0x00000200
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#define _M22_0 0x00000400
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#define _M23_0 0x00000800
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#define _M30_0 0x00001000
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#define _M31_0 0x00002000
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#define _M32_0 0x00004000
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#define _M33_0 0x00008000
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#define _M00_1 0x00010000
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#define _M01_1 0x00020000
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#define _M02_1 0x00040000
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#define _M03_1 0x00080000
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#define _M10_1 0x00100000
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#define _M11_1 0x00200000
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#define _M12_1 0x00400000
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#define _M13_1 0x00800000
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#define _M20_1 0x01000000
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#define _M21_1 0x02000000
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#define _M22_1 0x04000000
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#define _M23_1 0x08000000
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#define _M30_1 0x10000000
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#define _M31_1 0x20000000
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#define _M32_1 0x40000000
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#define _M33_1 0x80000000
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// Pre-defined matrix types.
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#define _MT_IDENTITY \
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(_M00_1 | _M01_0 | _M02_0 | _M03_0 | \
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_M10_0 | _M11_1 | _M12_0 | _M13_0 | \
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_M20_0 | _M21_0 | _M22_1 | _M23_0 | \
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_M30_0 | _M31_0 | _M32_0 | _M33_1)
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#define _MT_IS2DNR \
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( _M01_0 | _M02_0 | _M03_0 | \
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_M10_0 | _M12_0 | _M13_0 | \
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_M20_0 | _M21_0 | _M23_0 | \
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_M33_1)
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#define _MT_IS2D \
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( _M02_0 | _M03_0 | \
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_M12_0 | _M13_0 | \
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_M20_0 | _M21_0 | _M23_0 | \
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_M33_1)
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#define _MT_W0001 \
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( _M03_0 | \
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_M13_0 | \
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_M23_0 | \
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_M33_1)
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#define GET_MATRIX_MASK(m,i,j) \
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if ((m)->matrix[i][j] == zer) rowMask |= _M##i##j##_0; \
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else if ((m)->matrix[i][j] == one) rowMask |= _M##i##j##_1;
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// Note: If you are adding a new type, make sure all functions
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// using matrixType are correct! (__glScaleMatrix, __glTranslateMatrix,
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// __glInvertTransposeMatrix, and __glGenericPickVertexProcs)
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void FASTCALL __glUpdateMatrixType(__GLmatrix *m)
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{
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register __GLfloat zer = __glZero;
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register __GLfloat one = __glOne;
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DWORD rowMask = 0; // identifies 0 and 1 entries
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GET_MATRIX_MASK(m,0,0);
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GET_MATRIX_MASK(m,0,1);
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GET_MATRIX_MASK(m,0,2);
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GET_MATRIX_MASK(m,0,3);
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GET_MATRIX_MASK(m,1,0);
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GET_MATRIX_MASK(m,1,1);
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GET_MATRIX_MASK(m,1,2);
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GET_MATRIX_MASK(m,1,3);
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GET_MATRIX_MASK(m,2,0);
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GET_MATRIX_MASK(m,2,1);
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GET_MATRIX_MASK(m,2,2);
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GET_MATRIX_MASK(m,2,3);
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GET_MATRIX_MASK(m,3,0);
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GET_MATRIX_MASK(m,3,1);
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GET_MATRIX_MASK(m,3,2);
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GET_MATRIX_MASK(m,3,3);
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// Some common cases.
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// Order of finding matrix type is important!
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if ((rowMask & _MT_IDENTITY) == _MT_IDENTITY)
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m->matrixType = __GL_MT_IDENTITY;
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else if ((rowMask & _MT_IS2DNR) == _MT_IS2DNR)
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m->matrixType = __GL_MT_IS2DNR;
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else if ((rowMask & _MT_IS2D) == _MT_IS2D)
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m->matrixType = __GL_MT_IS2D;
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else if ((rowMask & _MT_W0001) == _MT_W0001)
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m->matrixType = __GL_MT_W0001;
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else
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m->matrixType = __GL_MT_GENERAL;
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}
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static void SetDepthRange(__GLcontext *gc, double zNear, double zFar)
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{
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__GLviewport *vp = &gc->state.viewport;
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double scale, zero = __glZero, one = __glOne;
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/* Clamp depth range to legal values */
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if (zNear < zero) zNear = zero;
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if (zNear > one) zNear = one;
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if (zFar < zero) zFar = zero;
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if (zFar > one) zFar = one;
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vp->zNear = zNear;
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vp->zFar = zFar;
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/* Compute viewport values for the new depth range */
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if (((__GLGENcontext *)gc)->pMcdState)
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scale = GENACCEL(gc).zDevScale * __glHalf;
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else
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scale = gc->depthBuffer.scale * __glHalf;
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gc->state.viewport.zScale = (zFar - zNear) * scale;
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gc->state.viewport.zCenter = (zFar + zNear) * scale;
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#ifdef _MCD_
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MCD_STATE_DIRTY(gc, VIEWPORT);
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#endif
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}
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#ifdef NT_DEADCODE_NOT_USED
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void FASTCALL __glUpdateDepthRange(__GLcontext *gc)
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{
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__GLviewport *vp = &gc->state.viewport;
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SetDepthRange(gc, vp->zNear, vp->zFar);
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}
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#endif // NT_DEADCODE_NOT_USED
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void FASTCALL __glInitTransformState(__GLcontext *gc)
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{
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GLint i, numClipPlanes;
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__GLtransform *tr;
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__GLtransformP *ptr;
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__GLtransformT *ttr;
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__GLvertex *vx;
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/* Allocate memory for clip planes */
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numClipPlanes = gc->constants.numberOfClipPlanes;
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gc->state.transform.eyeClipPlanes = (__GLcoord *)
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(*gc->imports.calloc)(gc, (size_t) numClipPlanes, sizeof(__GLcoord));
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#ifdef NT
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if (NULL == gc->state.transform.eyeClipPlanes)
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return;
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#endif
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/* Allocate memory for matrix stacks */
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gc->transform.modelViewStack = (__GLtransform*)
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(*gc->imports.calloc)(gc, (size_t) __GL_WGL_MAX_MODELVIEW_STACK_DEPTH,
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sizeof(__GLtransform));
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#ifdef NT
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if (NULL == gc->transform.modelViewStack)
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return;
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#endif
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gc->transform.projectionStack = (__GLtransformP*)
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(*gc->imports.calloc)(gc, (size_t) __GL_WGL_MAX_PROJECTION_STACK_DEPTH,
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sizeof(__GLtransformP));
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#ifdef NT
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if (NULL == gc->transform.projectionStack)
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return;
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#endif
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gc->transform.textureStack = (__GLtransformT*)
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(*gc->imports.calloc)(gc, (size_t) __GL_WGL_MAX_TEXTURE_STACK_DEPTH,
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sizeof(__GLtransformT));
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#ifdef NT
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if (NULL == gc->transform.textureStack)
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return;
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#endif
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/* Allocate memory for clipping temporaries */
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gc->transform.clipTemp = (__GLvertex*)
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(*gc->imports.calloc)(gc, (size_t) (6 + numClipPlanes),
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sizeof(__GLvertex));
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#ifdef NT
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if (NULL == gc->transform.clipTemp)
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return;
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#endif
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gc->state.transform.matrixMode = GL_MODELVIEW;
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SetDepthRange(gc, __glZero, __glOne);
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gc->transform.modelView = tr = &gc->transform.modelViewStack[0];
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__glMakeIdentity(&tr->matrix);
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__glGenericPickIdentityMatrixProcs(gc, &tr->matrix);
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__glMakeIdentity(&tr->inverseTranspose);
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__glGenericPickIdentityMatrixProcs(gc, &tr->inverseTranspose);
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tr->updateInverse = GL_FALSE;
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__glMakeIdentity(&tr->mvp);
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gc->transform.projection = ptr = &gc->transform.projectionStack[0];
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__glMakeIdentity((__GLmatrix *) &ptr->matrix);
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__glGenericPickMvpMatrixProcs(gc, &tr->mvp);
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gc->transform.texture = ttr = &gc->transform.textureStack[0];
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__glMakeIdentity(&ttr->matrix);
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__glGenericPickIdentityMatrixProcs(gc, &ttr->matrix);
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vx = &gc->transform.clipTemp[0];
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for (i = 0; i < 6 + numClipPlanes; i++, vx++) {/*XXX*/
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vx->color = &vx->colors[__GL_FRONTFACE];
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#ifdef NT_DEADCODE_POLYARRAY
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vx->validate = __glValidateVertex4;
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#endif
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}
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gc->state.current.normal.z = __glOne;
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}
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#ifdef NT_DEADCODE_MATRIX
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// The probability is practically nil, don't bother to check this. - hockl
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/*
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** An amazing thing has happened. More than 2^32 changes to the projection
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** matrix has occured. Run through the modelView and projection stacks
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** and reset the sequence numbers to force a revalidate on next usage.
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*/
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void FASTCALL __glInvalidateSequenceNumbers(__GLcontext *gc)
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{
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__GLtransform *tr, *lasttr;
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__GLtransformP *ptr, *lastptr;
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GLuint s;
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/* Make all mvp matricies refer to sequence number zero */
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s = 0;
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tr = &gc->transform.modelViewStack[0];
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lasttr = tr + __GL_WGL_MAX_MODELVIEW_STACK_DEPTH;
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while (tr < lasttr) {
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tr->sequence = s;
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tr++;
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}
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/* Make all projection matricies sequence up starting at one */
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s = 1;
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ptr = &gc->transform.projectionStack[0];
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lastptr = ptr + __GL_WGL_MAX_PROJECTION_STACK_DEPTH;
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while (ptr < lastptr) {
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ptr->sequence = s++;
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ptr++;
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}
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gc->transform.projectionSequence = s;
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}
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#endif // NT_DEADCODE_MATRIX
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/************************************************************************/
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void APIPRIVATE __glim_MatrixMode(GLenum mode)
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{
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__GL_SETUP_NOT_IN_BEGIN();
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switch (mode) {
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case GL_MODELVIEW:
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case GL_PROJECTION:
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case GL_TEXTURE:
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break;
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default:
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__glSetError(GL_INVALID_ENUM);
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return;
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}
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gc->state.transform.matrixMode = mode;
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#ifdef NT_DEADCODE_MATRIX
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__GL_DELAY_VALIDATE(gc);
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#endif // NT_DEADCODE_MATRIX
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}
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void APIPRIVATE __glim_LoadIdentity(void)
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{
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__GL_SETUP_NOT_IN_BEGIN();
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__glDoLoadMatrix(gc, NULL, TRUE);
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}
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void APIPRIVATE __glim_LoadMatrixf(const GLfloat m[16])
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{
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__GL_SETUP_NOT_IN_BEGIN();
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__glDoLoadMatrix(gc, (__GLfloat (*)[4])m, FALSE);
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}
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#ifdef NT_DEADCODE_MATRIX
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void APIPRIVATE __glim_LoadMatrixd(const GLdouble m[16])
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{
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GLfloat m1[16];
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__GL_SETUP_NOT_IN_BEGIN();
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m1[0] = m[0];
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m1[1] = m[1];
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m1[2] = m[2];
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m1[3] = m[3];
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m1[4] = m[4];
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m1[5] = m[5];
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m1[6] = m[6];
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m1[7] = m[7];
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m1[8] = m[8];
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m1[9] = m[9];
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m1[10] = m[10];
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m1[11] = m[11];
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m1[12] = m[12];
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m1[13] = m[13];
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m1[14] = m[14];
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m1[15] = m[15];
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__glDoLoadMatrix(gc, m1, FALSE);
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}
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#endif // NT_DEADCODE_MATRIX
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void APIPRIVATE __glim_MultMatrixf(const GLfloat m[16])
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{
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__GL_SETUP_NOT_IN_BEGIN();
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__glDoMultMatrix(gc, (void *) m, __glMultiplyMatrix);
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}
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#ifdef NT_DEADCODE_MATRIX
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void APIPRIVATE __glim_MultMatrixd(const GLdouble m[16])
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{
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__GLmatrix m1;
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__GL_SETUP_NOT_IN_BEGIN();
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m1.matrix[0][0] = m[0];
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m1.matrix[0][1] = m[1];
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m1.matrix[0][2] = m[2];
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m1.matrix[0][3] = m[3];
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m1.matrix[1][0] = m[4];
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m1.matrix[1][1] = m[5];
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m1.matrix[1][2] = m[6];
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m1.matrix[1][3] = m[7];
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m1.matrix[2][0] = m[8];
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m1.matrix[2][1] = m[9];
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m1.matrix[2][2] = m[10];
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m1.matrix[2][3] = m[11];
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m1.matrix[3][0] = m[12];
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m1.matrix[3][1] = m[13];
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m1.matrix[3][2] = m[14];
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m1.matrix[3][3] = m[15];
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__glDoMultMatrix(gc, &m1.matrix, __glMultiplyMatrix);
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}
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#endif // NT_DEADCODE_MATRIX
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void APIPRIVATE __glim_Rotatef(GLfloat angle, GLfloat ax, GLfloat ay, GLfloat az)
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{
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__GLmatrix m;
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__GLfloat radians, sine, cosine, ab, bc, ca, t;
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__GLfloat av[4], axis[4];
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__GL_SETUP_NOT_IN_BEGIN();
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av[0] = ax;
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av[1] = ay;
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av[2] = az;
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av[3] = 0;
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__glNormalize(axis, av);
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radians = angle * __glDegreesToRadians;
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sine = __GL_SINF(radians);
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cosine = __GL_COSF(radians);
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ab = axis[0] * axis[1] * (1 - cosine);
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bc = axis[1] * axis[2] * (1 - cosine);
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ca = axis[2] * axis[0] * (1 - cosine);
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#ifdef NT
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m.matrix[0][3] = __glZero;
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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
|