Add a set of predicate functions for testing matrices instead of directly
testing the flags field. Move definition of all the MAT_FLAGs into the m_matrix.c file since they're now private.
This commit is contained in:
parent
f138b977d0
commit
049e320f46
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@ -2,7 +2,7 @@
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* Mesa 3-D graphics library
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* Version: 6.3
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*
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* Copyright (C) 1999-2004 Brian Paul All Rights Reserved.
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* Copyright (C) 1999-2005 Brian Paul All Rights Reserved.
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*
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* Permission is hereby granted, free of charge, to any person obtaining a
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* copy of this software and associated documentation files (the "Software"),
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@ -945,7 +945,7 @@ _mesa_PopAttrib(void)
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/* lighting enable */
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_mesa_set_enable(ctx, GL_LIGHTING, light->Enabled);
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/* per-light state */
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if (ctx->ModelviewMatrixStack.Top->flags & MAT_DIRTY_INVERSE)
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if (_math_matrix_is_dirty(ctx->ModelviewMatrixStack.Top))
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_math_matrix_analyse( ctx->ModelviewMatrixStack.Top );
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for (i = 0; i < MAX_LIGHTS; i++) {
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@ -1106,7 +1106,7 @@ _mesa_PopAttrib(void)
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const struct gl_transform_attrib *xform;
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xform = (const struct gl_transform_attrib *) attr->data;
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_mesa_MatrixMode(xform->MatrixMode);
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if (ctx->ProjectionMatrixStack.Top->flags & MAT_DIRTY)
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if (_math_matrix_is_dirty(ctx->ProjectionMatrixStack.Top))
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_math_matrix_analyse( ctx->ProjectionMatrixStack.Top );
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/* restore clip planes */
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@ -1,9 +1,8 @@
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/*
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* Mesa 3-D graphics library
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* Version: 5.1
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* Version: 6.3
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*
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* Copyright (C) 1999-2001 Brian Paul All Rights Reserved.
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* Copyright (C) 1999-2005 Brian Paul All Rights Reserved.
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*
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* Permission is hereby granted, free of charge, to any person obtaining a
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* copy of this software and associated documentation files (the "Software"),
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@ -68,7 +67,7 @@ _mesa_ClipPlane( GLenum plane, const GLdouble *eq )
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* clipping now takes place. The clip-space equations are recalculated
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* whenever the projection matrix changes.
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*/
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if (ctx->ModelviewMatrixStack.Top->flags & MAT_DIRTY)
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if (_math_matrix_is_dirty(ctx->ModelviewMatrixStack.Top))
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_math_matrix_analyse( ctx->ModelviewMatrixStack.Top );
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_mesa_transform_vector( equation, equation,
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@ -85,7 +84,7 @@ _mesa_ClipPlane( GLenum plane, const GLdouble *eq )
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* code in _mesa_update_state().
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*/
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if (ctx->Transform.ClipPlanesEnabled & (1 << p)) {
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if (ctx->ProjectionMatrixStack.Top->flags & MAT_DIRTY)
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if (_math_matrix_is_dirty(ctx->ProjectionMatrixStack.Top))
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_math_matrix_analyse( ctx->ProjectionMatrixStack.Top );
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_mesa_transform_vector( ctx->Transform._ClipUserPlane[p],
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@ -257,7 +257,7 @@ void _mesa_set_enable( GLcontext *ctx, GLenum cap, GLboolean state )
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if (state) {
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ctx->Transform.ClipPlanesEnabled |= (1 << p);
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if (ctx->ProjectionMatrixStack.Top->flags & MAT_DIRTY)
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if (_math_matrix_is_dirty(ctx->ProjectionMatrixStack.Top))
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_math_matrix_analyse( ctx->ProjectionMatrixStack.Top );
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/* This derived state also calculated in clip.c and
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@ -1,8 +1,8 @@
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/*
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* Mesa 3-D graphics library
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* Version: 6.1
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* Version: 6.3
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*
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* Copyright (C) 1999-2004 Brian Paul All Rights Reserved.
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* Copyright (C) 1999-2005 Brian Paul All Rights Reserved.
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*
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* Permission is hereby granted, free of charge, to any person obtaining a
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* copy of this software and associated documentation files (the "Software"),
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@ -114,7 +114,7 @@ _mesa_Lightfv( GLenum light, GLenum pname, const GLfloat *params )
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case GL_SPOT_DIRECTION: {
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GLfloat tmp[4];
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/* transform direction by inverse modelview */
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if (ctx->ModelviewMatrixStack.Top->flags & MAT_DIRTY_INVERSE) {
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if (_math_matrix_is_dirty(ctx->ModelviewMatrixStack.Top)) {
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_math_matrix_analyse( ctx->ModelviewMatrixStack.Top );
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}
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TRANSFORM_NORMAL( tmp, params, ctx->ModelviewMatrixStack.Top->inv );
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@ -1107,10 +1107,7 @@ static void
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update_modelview_scale( GLcontext *ctx )
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{
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ctx->_ModelViewInvScale = 1.0F;
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if (ctx->ModelviewMatrixStack.Top->flags & (MAT_FLAG_UNIFORM_SCALE |
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MAT_FLAG_GENERAL_SCALE |
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MAT_FLAG_GENERAL_3D |
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MAT_FLAG_GENERAL) ) {
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if (!_math_matrix_is_length_preserving(ctx->ModelviewMatrixStack.Top)) {
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const GLfloat *m = ctx->ModelviewMatrixStack.Top->inv;
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GLfloat f = m[2] * m[2] + m[6] * m[6] + m[10] * m[10];
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if (f < 1e-12) f = 1.0;
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@ -1139,8 +1136,7 @@ _mesa_update_tnl_spaces( GLcontext *ctx, GLuint new_state )
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ctx->_NeedEyeCoords = 1;
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if (ctx->Light.Enabled &&
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!TEST_MAT_FLAGS( ctx->ModelviewMatrixStack.Top,
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MAT_FLAGS_LENGTH_PRESERVING))
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!_math_matrix_is_length_preserving(ctx->ModelviewMatrixStack.Top))
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ctx->_NeedEyeCoords = 1;
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@ -1,13 +1,3 @@
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/**
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* \file matrix.c
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* Matrix operations.
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*
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* \note
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* -# 4x4 transformation matrices are stored in memory in column major order.
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* -# Points/vertices are to be thought of as column vectors.
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* -# Transformation of a point p by a matrix M is: p' = M * p
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*/
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/*
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* Mesa 3-D graphics library
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* Version: 6.3
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@ -33,6 +23,17 @@
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*/
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/**
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* \file matrix.c
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* Matrix operations.
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*
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* \note
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* -# 4x4 transformation matrices are stored in memory in column major order.
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* -# Points/vertices are to be thought of as column vectors.
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* -# Transformation of a point p by a matrix M is: p' = M * p
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*/
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#include "glheader.h"
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#include "imports.h"
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#include "context.h"
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@ -601,18 +602,13 @@ _mesa_set_viewport( GLcontext *ctx, GLint x, GLint y,
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tmps = width; width = height; height = tmps;
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}
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/* compute scale and bias values :: This is really driver-specific
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* and should be maintained elsewhere if at all. NOTE: RasterPos
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* uses this.
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/* Compute scale and bias values. This is really driver-specific
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* and should be maintained elsewhere if at all.
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* NOTE: RasterPos uses this.
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*/
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ctx->Viewport._WindowMap.m[MAT_SX] = (GLfloat) width / 2.0F;
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ctx->Viewport._WindowMap.m[MAT_TX] = ctx->Viewport._WindowMap.m[MAT_SX] + x;
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ctx->Viewport._WindowMap.m[MAT_SY] = (GLfloat) height / 2.0F;
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ctx->Viewport._WindowMap.m[MAT_TY] = ctx->Viewport._WindowMap.m[MAT_SY] + y;
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ctx->Viewport._WindowMap.m[MAT_SZ] = depthMax * ((f - n) / 2.0F);
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ctx->Viewport._WindowMap.m[MAT_TZ] = depthMax * ((f - n) / 2.0F + n);
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ctx->Viewport._WindowMap.flags = MAT_FLAG_GENERAL_SCALE|MAT_FLAG_TRANSLATION;
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ctx->Viewport._WindowMap.type = MATRIX_3D_NO_ROT;
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_math_matrix_viewport(&ctx->Viewport._WindowMap, x, y, width, height,
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n, f, depthMax);
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ctx->NewState |= _NEW_VIEWPORT;
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if (ctx->Driver.Viewport) {
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@ -916,6 +912,8 @@ void _mesa_init_transform( GLcontext *ctx )
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*/
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void _mesa_init_viewport( GLcontext *ctx )
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{
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GLfloat depthMax = 65535.0F; /* sorf of arbitrary */
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/* Viewport group */
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ctx->Viewport.X = 0;
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ctx->Viewport.Y = 0;
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@ -925,17 +923,8 @@ void _mesa_init_viewport( GLcontext *ctx )
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ctx->Viewport.Far = 1.0;
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_math_matrix_ctr(&ctx->Viewport._WindowMap);
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#if 0000
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#define Sz 10
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#define Tz 14
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ctx->Viewport._WindowMap.m[Sz] = 0.5F * ctx->DepthMaxF;
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ctx->Viewport._WindowMap.m[Tz] = 0.5F * ctx->DepthMaxF;
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#undef Sz
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#undef Tz
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#endif
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ctx->Viewport._WindowMap.flags = MAT_FLAG_GENERAL_SCALE|MAT_FLAG_TRANSLATION;
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ctx->Viewport._WindowMap.type = MATRIX_3D_NO_ROT;
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_math_matrix_viewport(&ctx->Viewport._WindowMap, 0, 0, 0, 0,
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0.0F, 1.0F, depthMax);
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}
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@ -2176,7 +2176,7 @@ _mesa_TexGenfv( GLenum coord, GLenum pname, const GLfloat *params )
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GLfloat tmp[4];
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/* Transform plane equation by the inverse modelview matrix */
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if (ctx->ModelviewMatrixStack.Top->flags & MAT_DIRTY_INVERSE) {
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if (_math_matrix_is_dirty(ctx->ModelviewMatrixStack.Top)) {
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_math_matrix_analyse( ctx->ModelviewMatrixStack.Top );
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}
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_mesa_transform_vector( tmp, params, ctx->ModelviewMatrixStack.Top->inv );
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@ -2232,7 +2232,7 @@ _mesa_TexGenfv( GLenum coord, GLenum pname, const GLfloat *params )
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else if (pname==GL_EYE_PLANE) {
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GLfloat tmp[4];
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/* Transform plane equation by the inverse modelview matrix */
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if (ctx->ModelviewMatrixStack.Top->flags & MAT_DIRTY_INVERSE) {
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if (_math_matrix_is_dirty(ctx->ModelviewMatrixStack.Top)) {
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_math_matrix_analyse( ctx->ModelviewMatrixStack.Top );
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}
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_mesa_transform_vector( tmp, params, ctx->ModelviewMatrixStack.Top->inv );
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@ -2285,7 +2285,7 @@ _mesa_TexGenfv( GLenum coord, GLenum pname, const GLfloat *params )
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else if (pname==GL_EYE_PLANE) {
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GLfloat tmp[4];
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/* Transform plane equation by the inverse modelview matrix */
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if (ctx->ModelviewMatrixStack.Top->flags & MAT_DIRTY_INVERSE) {
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if (_math_matrix_is_dirty(ctx->ModelviewMatrixStack.Top)) {
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_math_matrix_analyse( ctx->ModelviewMatrixStack.Top );
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}
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_mesa_transform_vector( tmp, params, ctx->ModelviewMatrixStack.Top->inv );
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@ -2332,7 +2332,7 @@ _mesa_TexGenfv( GLenum coord, GLenum pname, const GLfloat *params )
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else if (pname==GL_EYE_PLANE) {
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GLfloat tmp[4];
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/* Transform plane equation by the inverse modelview matrix */
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if (ctx->ModelviewMatrixStack.Top->flags & MAT_DIRTY_INVERSE) {
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if (_math_matrix_is_dirty(ctx->ModelviewMatrixStack.Top)) {
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_math_matrix_analyse( ctx->ModelviewMatrixStack.Top );
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}
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_mesa_transform_vector( tmp, params, ctx->ModelviewMatrixStack.Top->inv );
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@ -2874,7 +2874,7 @@ update_texture_matrices( GLcontext *ctx )
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ctx->Texture._TexMatEnabled = 0;
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for (i=0; i < ctx->Const.MaxTextureUnits; i++) {
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if (ctx->TextureMatrixStack[i].Top->flags & MAT_DIRTY) {
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if (_math_matrix_is_dirty(ctx->TextureMatrixStack[i].Top)) {
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_math_matrix_analyse( ctx->TextureMatrixStack[i].Top );
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if (ctx->Texture.Unit[i]._ReallyEnabled &&
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@ -42,6 +42,79 @@
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#include "m_matrix.h"
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/**
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* \defgroup MatFlags MAT_FLAG_XXX-flags
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*
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* Bitmasks to indicate different kinds of 4x4 matrices in GLmatrix::flags
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* It would be nice to make all these flags private to m_matrix.c
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*/
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/*@{*/
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#define MAT_FLAG_IDENTITY 0 /**< is an identity matrix flag.
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* (Not actually used - the identity
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* matrix is identified by the absense
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* of all other flags.)
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*/
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#define MAT_FLAG_GENERAL 0x1 /**< is a general matrix flag */
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#define MAT_FLAG_ROTATION 0x2 /**< is a rotation matrix flag */
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#define MAT_FLAG_TRANSLATION 0x4 /**< is a translation matrix flag */
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#define MAT_FLAG_UNIFORM_SCALE 0x8 /**< is an uniform scaling matrix flag */
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#define MAT_FLAG_GENERAL_SCALE 0x10 /**< is a general scaling matrix flag */
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#define MAT_FLAG_GENERAL_3D 0x20 /**< general 3D matrix flag */
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#define MAT_FLAG_PERSPECTIVE 0x40 /**< is a perspective proj matrix flag */
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#define MAT_FLAG_SINGULAR 0x80 /**< is a singular matrix flag */
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#define MAT_DIRTY_TYPE 0x100 /**< matrix type is dirty */
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#define MAT_DIRTY_FLAGS 0x200 /**< matrix flags are dirty */
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#define MAT_DIRTY_INVERSE 0x400 /**< matrix inverse is dirty */
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/** angle preserving matrix flags mask */
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#define MAT_FLAGS_ANGLE_PRESERVING (MAT_FLAG_ROTATION | \
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MAT_FLAG_TRANSLATION | \
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MAT_FLAG_UNIFORM_SCALE)
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/** geometry related matrix flags mask */
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#define MAT_FLAGS_GEOMETRY (MAT_FLAG_GENERAL | \
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MAT_FLAG_ROTATION | \
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MAT_FLAG_TRANSLATION | \
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MAT_FLAG_UNIFORM_SCALE | \
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MAT_FLAG_GENERAL_SCALE | \
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MAT_FLAG_GENERAL_3D | \
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MAT_FLAG_PERSPECTIVE | \
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MAT_FLAG_SINGULAR)
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/** length preserving matrix flags mask */
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#define MAT_FLAGS_LENGTH_PRESERVING (MAT_FLAG_ROTATION | \
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MAT_FLAG_TRANSLATION)
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/** 3D (non-perspective) matrix flags mask */
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#define MAT_FLAGS_3D (MAT_FLAG_ROTATION | \
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MAT_FLAG_TRANSLATION | \
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MAT_FLAG_UNIFORM_SCALE | \
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MAT_FLAG_GENERAL_SCALE | \
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MAT_FLAG_GENERAL_3D)
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/** dirty matrix flags mask */
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#define MAT_DIRTY (MAT_DIRTY_TYPE | \
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MAT_DIRTY_FLAGS | \
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MAT_DIRTY_INVERSE)
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/*@}*/
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/**
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* Test geometry related matrix flags.
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*
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* \param mat a pointer to a GLmatrix structure.
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* \param a flags mask.
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*
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* \returns non-zero if all geometry related matrix flags are contained within
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* the mask, or zero otherwise.
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*/
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#define TEST_MAT_FLAGS(mat, a) \
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((MAT_FLAGS_GEOMETRY & (~(a)) & ((mat)->flags) ) == 0)
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/**
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* Names of the corresponding GLmatrixtype values.
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*/
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@ -1037,6 +1110,26 @@ _math_matrix_translate( GLmatrix *mat, GLfloat x, GLfloat y, GLfloat z )
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MAT_DIRTY_INVERSE);
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}
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/**
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* Set matrix to do viewport and depthrange mapping.
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* Transforms Normalized Device Coords to window/Z values.
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*/
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void
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_math_matrix_viewport(GLmatrix *m, GLint x, GLint y, GLint width, GLint height,
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GLfloat zNear, GLfloat zFar, GLfloat depthMax)
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{
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m->m[MAT_SX] = (GLfloat) width / 2.0F;
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m->m[MAT_TX] = m->m[MAT_SX] + x;
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m->m[MAT_SY] = (GLfloat) height / 2.0F;
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m->m[MAT_TY] = m->m[MAT_SY] + y;
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m->m[MAT_SZ] = depthMax * ((zFar - zNear) / 2.0F);
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m->m[MAT_TZ] = depthMax * ((zFar - zNear) / 2.0F + zNear);
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m->flags = MAT_FLAG_GENERAL_SCALE | MAT_FLAG_TRANSLATION;
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m->type = MATRIX_3D_NO_ROT;
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}
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/**
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* Set a matrix to the identity matrix.
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*
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@ -1296,6 +1389,47 @@ _math_matrix_analyse( GLmatrix *mat )
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/*@}*/
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/**
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* Test if the given matrix preserves vector lengths.
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*/
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GLboolean
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_math_matrix_is_length_preserving( const GLmatrix *m )
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{
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return TEST_MAT_FLAGS( m, MAT_FLAGS_LENGTH_PRESERVING);
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}
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/**
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* Test if the given matrix does any rotation.
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* (or perhaps if the upper-left 3x3 is non-identity)
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*/
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GLboolean
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_math_matrix_has_rotation( const GLmatrix *m )
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{
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if (m->flags & (MAT_FLAG_GENERAL |
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MAT_FLAG_ROTATION |
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MAT_FLAG_GENERAL_3D |
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MAT_FLAG_PERSPECTIVE))
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return GL_TRUE;
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else
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return GL_FALSE;
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}
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GLboolean
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_math_matrix_is_general_scale( const GLmatrix *m )
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{
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return (m->flags & MAT_FLAG_GENERAL_SCALE) ? GL_TRUE : GL_FALSE;
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}
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GLboolean
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_math_matrix_is_dirty( const GLmatrix *m )
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{
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return (m->flags & MAT_DIRTY) ? GL_TRUE : GL_FALSE;
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}
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/**********************************************************************/
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/** \name Matrix setup */
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/*@{*/
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|
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@ -1,8 +1,8 @@
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/*
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* Mesa 3-D graphics library
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* Version: 6.2
|
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* Version: 6.3
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*
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* Copyright (C) 1999-2004 Brian Paul All Rights Reserved.
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* Copyright (C) 1999-2005 Brian Paul All Rights Reserved.
|
||||
*
|
||||
* Permission is hereby granted, free of charge, to any person obtaining a
|
||||
* copy of this software and associated documentation files (the "Software"),
|
||||
|
@ -48,77 +48,6 @@
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/*@}*/
|
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|
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|
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/**
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* \defgroup MatFlags MAT_FLAG_XXX-flags
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*
|
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* Bitmasks to indicate different kinds of 4x4 matrices in GLmatrix::flags
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* It would be nice to make all these flags private to m_matrix.c
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*/
|
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/*@{*/
|
||||
#define MAT_FLAG_IDENTITY 0 /**< is an identity matrix flag.
|
||||
* (Not actually used - the identity
|
||||
* matrix is identified by the absense
|
||||
* of all other flags.)
|
||||
*/
|
||||
#define MAT_FLAG_GENERAL 0x1 /**< is a general matrix flag */
|
||||
#define MAT_FLAG_ROTATION 0x2 /**< is a rotation matrix flag */
|
||||
#define MAT_FLAG_TRANSLATION 0x4 /**< is a translation matrix flag */
|
||||
#define MAT_FLAG_UNIFORM_SCALE 0x8 /**< is an uniform scaling matrix flag */
|
||||
#define MAT_FLAG_GENERAL_SCALE 0x10 /**< is a general scaling matrix flag */
|
||||
#define MAT_FLAG_GENERAL_3D 0x20 /**< general 3D matrix flag */
|
||||
#define MAT_FLAG_PERSPECTIVE 0x40 /**< is a perspective proj matrix flag */
|
||||
#define MAT_FLAG_SINGULAR 0x80 /**< is a singular matrix flag */
|
||||
#define MAT_DIRTY_TYPE 0x100 /**< matrix type is dirty */
|
||||
#define MAT_DIRTY_FLAGS 0x200 /**< matrix flags are dirty */
|
||||
#define MAT_DIRTY_INVERSE 0x400 /**< matrix inverse is dirty */
|
||||
|
||||
/** angle preserving matrix flags mask */
|
||||
#define MAT_FLAGS_ANGLE_PRESERVING (MAT_FLAG_ROTATION | \
|
||||
MAT_FLAG_TRANSLATION | \
|
||||
MAT_FLAG_UNIFORM_SCALE)
|
||||
|
||||
/** length preserving matrix flags mask */
|
||||
#define MAT_FLAGS_LENGTH_PRESERVING (MAT_FLAG_ROTATION | \
|
||||
MAT_FLAG_TRANSLATION)
|
||||
|
||||
/** 3D (non-perspective) matrix flags mask */
|
||||
#define MAT_FLAGS_3D (MAT_FLAG_ROTATION | \
|
||||
MAT_FLAG_TRANSLATION | \
|
||||
MAT_FLAG_UNIFORM_SCALE | \
|
||||
MAT_FLAG_GENERAL_SCALE | \
|
||||
MAT_FLAG_GENERAL_3D)
|
||||
|
||||
/** geometry related matrix flags mask */
|
||||
#define MAT_FLAGS_GEOMETRY (MAT_FLAG_GENERAL | \
|
||||
MAT_FLAG_ROTATION | \
|
||||
MAT_FLAG_TRANSLATION | \
|
||||
MAT_FLAG_UNIFORM_SCALE | \
|
||||
MAT_FLAG_GENERAL_SCALE | \
|
||||
MAT_FLAG_GENERAL_3D | \
|
||||
MAT_FLAG_PERSPECTIVE | \
|
||||
MAT_FLAG_SINGULAR)
|
||||
|
||||
/** dirty matrix flags mask */
|
||||
#define MAT_DIRTY (MAT_DIRTY_TYPE | \
|
||||
MAT_DIRTY_FLAGS | \
|
||||
MAT_DIRTY_INVERSE)
|
||||
|
||||
/*@}*/
|
||||
|
||||
|
||||
/**
|
||||
* Test geometry related matrix flags.
|
||||
*
|
||||
* \param mat a pointer to a GLmatrix structure.
|
||||
* \param a flags mask.
|
||||
*
|
||||
* \returns non-zero if all geometry related matrix flags are contained within
|
||||
* the mask, or zero otherwise.
|
||||
*/
|
||||
#define TEST_MAT_FLAGS(mat, a) \
|
||||
((MAT_FLAGS_GEOMETRY & (~(a)) & ((mat)->flags) ) == 0)
|
||||
|
||||
|
||||
/**
|
||||
* Different kinds of 4x4 transformation matrices.
|
||||
* We use these to select specific optimized vertex transformation routines.
|
||||
|
@ -188,6 +117,10 @@ _math_matrix_frustum( GLmatrix *mat,
|
|||
GLfloat bottom, GLfloat top,
|
||||
GLfloat nearval, GLfloat farval );
|
||||
|
||||
extern void
|
||||
_math_matrix_viewport(GLmatrix *m, GLint x, GLint y, GLint width, GLint height,
|
||||
GLfloat zNear, GLfloat zFar, GLfloat depthMax);
|
||||
|
||||
extern void
|
||||
_math_matrix_set_identity( GLmatrix *dest );
|
||||
|
||||
|
@ -200,6 +133,17 @@ _math_matrix_analyse( GLmatrix *mat );
|
|||
extern void
|
||||
_math_matrix_print( const GLmatrix *m );
|
||||
|
||||
extern GLboolean
|
||||
_math_matrix_is_length_preserving( const GLmatrix *m );
|
||||
|
||||
extern GLboolean
|
||||
_math_matrix_has_rotation( const GLmatrix *m );
|
||||
|
||||
extern GLboolean
|
||||
_math_matrix_is_general_scale( const GLmatrix *m );
|
||||
|
||||
extern GLboolean
|
||||
_math_matrix_is_dirty( const GLmatrix *m );
|
||||
|
||||
|
||||
/**
|
||||
|
|
|
@ -2,7 +2,7 @@
|
|||
* Mesa 3-D graphics library
|
||||
* Version: 6.3
|
||||
*
|
||||
* Copyright (C) 1999-2004 Brian Paul All Rights Reserved.
|
||||
* Copyright (C) 1999-2005 Brian Paul All Rights Reserved.
|
||||
*
|
||||
* Permission is hereby granted, free of charge, to any person obtaining a
|
||||
* copy of this software and associated documentation files (the "Software"),
|
||||
|
@ -145,7 +145,7 @@ _mesa_init_vp_per_primitive_registers(GLcontext *ctx)
|
|||
}
|
||||
else if (ctx->VertexProgram.TrackMatrixTransform[i] == GL_INVERSE_NV) {
|
||||
_math_matrix_analyse(mat); /* update the inverse */
|
||||
assert((mat->flags & MAT_DIRTY_INVERSE) == 0);
|
||||
ASSERT(!math_matrix_is_dirty(mat));
|
||||
load_matrix(ctx->VertexProgram.Parameters, i*4, mat->inv);
|
||||
}
|
||||
else if (ctx->VertexProgram.TrackMatrixTransform[i] == GL_TRANSPOSE_NV) {
|
||||
|
@ -155,7 +155,7 @@ _mesa_init_vp_per_primitive_registers(GLcontext *ctx)
|
|||
assert(ctx->VertexProgram.TrackMatrixTransform[i]
|
||||
== GL_INVERSE_TRANSPOSE_NV);
|
||||
_math_matrix_analyse(mat); /* update the inverse */
|
||||
assert((mat->flags & MAT_DIRTY_INVERSE) == 0);
|
||||
ASSERT(!math_matrix_is_dirty(mat));
|
||||
load_transpose_matrix(ctx->VertexProgram.Parameters, i*4, mat->inv);
|
||||
}
|
||||
}
|
||||
|
|
|
@ -60,7 +60,7 @@ run_normal_stage(GLcontext *ctx, struct tnl_pipeline_stage *stage)
|
|||
/* We can only use the display list's saved normal lengths if we've
|
||||
* got a transformation matrix with uniform scaling.
|
||||
*/
|
||||
if (ctx->ModelviewMatrixStack.Top->flags & MAT_FLAG_GENERAL_SCALE)
|
||||
if (_math_matrix_is_general_scale(ctx->ModelviewMatrixStack.Top))
|
||||
lengths = NULL;
|
||||
else
|
||||
lengths = VB->NormalLengthPtr;
|
||||
|
@ -108,10 +108,7 @@ validate_normal_stage(GLcontext *ctx, struct tnl_pipeline_stage *stage)
|
|||
*/
|
||||
GLuint transform = NORM_TRANSFORM_NO_ROT;
|
||||
|
||||
if (ctx->ModelviewMatrixStack.Top->flags & (MAT_FLAG_GENERAL |
|
||||
MAT_FLAG_ROTATION |
|
||||
MAT_FLAG_GENERAL_3D |
|
||||
MAT_FLAG_PERSPECTIVE)) {
|
||||
if (_math_matrix_has_rotation(ctx->ModelviewMatrixStack.Top)) {
|
||||
/* need to do full (3x3) matrix transform */
|
||||
transform = NORM_TRANSFORM;
|
||||
}
|
||||
|
|
Loading…
Reference in New Issue