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authorKeith Whitwell <[email protected]>2001-06-04 13:57:35 +0000
committerKeith Whitwell <[email protected]>2001-06-04 13:57:35 +0000
commitbd58a63fe891f6e42c71e8a8f2c8a7990b59eae8 (patch)
treee62a84d479f5b9721e5c3dff31ef80f0b2d15ed0 /src/mesa/main/api_eval.c
parent2c2a956a3a88f5f5868b701f0157320169d19bd4 (diff)
New files to provide glEvalPoint, glEvalCoord implementations for
driver tnl modules.
Diffstat (limited to 'src/mesa/main/api_eval.c')
-rw-r--r--src/mesa/main/api_eval.c324
1 files changed, 324 insertions, 0 deletions
diff --git a/src/mesa/main/api_eval.c b/src/mesa/main/api_eval.c
new file mode 100644
index 00000000000..f25ede9bdaf
--- /dev/null
+++ b/src/mesa/main/api_eval.c
@@ -0,0 +1,324 @@
+/* $Id: api_eval.c,v 1.1 2001/06/04 13:57:35 keithw Exp $ */
+
+/*
+ * Mesa 3-D graphics library
+ * Version: 3.5
+ *
+ * Copyright (C) 1999-2001 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"),
+ * to deal in the Software without restriction, including without limitation
+ * the rights to use, copy, modify, merge, publish, distribute, sublicense,
+ * and/or sell copies of the Software, and to permit persons to whom the
+ * Software is furnished to do so, subject to the following conditions:
+ *
+ * The above copyright notice and this permission notice shall be included
+ * in all copies or substantial portions of the Software.
+ *
+ * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS
+ * OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
+ * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL
+ * BRIAN PAUL BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN
+ * AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN
+ * CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
+ *
+ * Authors:
+ * Keith Whitwell <[email protected]>
+ */
+
+#include "glheader.h"
+#include "api_eval.h"
+#include "context.h"
+#include "macros.h"
+#include "mmath.h"
+#include "math/m_eval.h"
+
+static void do_EvalCoord1f(GLcontext* ctx, GLfloat u)
+{
+
+ /** Color Index **/
+ if (ctx->Eval.Map1Index)
+ {
+ GLfloat findex;
+ struct gl_1d_map *map = &ctx->EvalMap.Map1Index;
+ GLfloat uu = (u - map->u1) * map->du;
+ _math_horner_bezier_curve(map->Points, &findex, uu, 1, map->Order);
+ glIndexi( (GLint) findex );
+ }
+
+ /** Color **/
+ if (ctx->Eval.Map1Color4) {
+ GLfloat fcolor[4];
+ struct gl_1d_map *map = &ctx->EvalMap.Map1Color4;
+ GLfloat uu = (u - map->u1) * map->du;
+ _math_horner_bezier_curve(map->Points, fcolor, uu, 4, map->Order);
+ glColor4fv( fcolor );
+ }
+
+ /** Normal Vector **/
+ if (ctx->Eval.Map1Normal) {
+ GLfloat normal[3];
+ struct gl_1d_map *map = &ctx->EvalMap.Map1Normal;
+ GLfloat uu = (u - map->u1) * map->du;
+ _math_horner_bezier_curve(map->Points, normal, uu, 3, map->Order);
+ glNormal3fv( normal );
+ }
+
+ /** Texture Coordinates **/
+ if (ctx->Eval.Map1TextureCoord4) {
+ GLfloat texcoord[4];
+ struct gl_1d_map *map = &ctx->EvalMap.Map1Texture4;
+ GLfloat uu = (u - map->u1) * map->du;
+ _math_horner_bezier_curve(map->Points, texcoord, uu, 4, map->Order);
+ glTexCoord4fv( texcoord );
+ }
+ else if (ctx->Eval.Map1TextureCoord3) {
+ GLfloat texcoord[4];
+ struct gl_1d_map *map = &ctx->EvalMap.Map1Texture3;
+ GLfloat uu = (u - map->u1) * map->du;
+ _math_horner_bezier_curve(map->Points, texcoord, uu, 3, map->Order);
+ glTexCoord3fv( texcoord );
+ }
+ else if (ctx->Eval.Map1TextureCoord2) {
+ GLfloat texcoord[4];
+ struct gl_1d_map *map = &ctx->EvalMap.Map1Texture2;
+ GLfloat uu = (u - map->u1) * map->du;
+ _math_horner_bezier_curve(map->Points, texcoord, uu, 2, map->Order);
+ glTexCoord2fv( texcoord );
+ }
+ else if (ctx->Eval.Map1TextureCoord1) {
+ GLfloat texcoord[4];
+ struct gl_1d_map *map = &ctx->EvalMap.Map1Texture1;
+ GLfloat uu = (u - map->u1) * map->du;
+ _math_horner_bezier_curve(map->Points, texcoord, uu, 1, map->Order);
+ glTexCoord1fv( texcoord );
+ }
+
+ /** Vertex **/
+ if (ctx->Eval.Map1Vertex4)
+ {
+ GLfloat vertex[4];
+ struct gl_1d_map *map = &ctx->EvalMap.Map1Vertex4;
+ GLfloat uu = (u - map->u1) * map->du;
+ _math_horner_bezier_curve(map->Points, vertex, uu, 4, map->Order);
+ glVertex4fv( vertex );
+ }
+ else if (ctx->Eval.Map1Vertex3)
+ {
+ GLfloat vertex[4];
+ struct gl_1d_map *map = &ctx->EvalMap.Map1Vertex3;
+ GLfloat uu = (u - map->u1) * map->du;
+ _math_horner_bezier_curve(map->Points, vertex, uu, 3, map->Order);
+ glVertex3fv( vertex );
+ }
+}
+
+#define CROSS_PROD(n, u, v) \
+ (n)[0] = (u)[1]*(v)[2] - (u)[2]*(v)[1]; \
+ (n)[1] = (u)[2]*(v)[0] - (u)[0]*(v)[2]; \
+ (n)[2] = (u)[0]*(v)[1] - (u)[1]*(v)[0]
+
+
+static void do_EvalCoord2f( GLcontext* ctx, GLfloat u, GLfloat v )
+{
+ /** Color Index **/
+ if (ctx->Eval.Map2Index) {
+ GLfloat findex;
+ struct gl_2d_map *map = &ctx->EvalMap.Map2Index;
+ GLfloat uu = (u - map->u1) * map->du;
+ GLfloat vv = (v - map->v1) * map->dv;
+ _math_horner_bezier_surf(map->Points, &findex, uu, vv, 1,
+ map->Uorder, map->Vorder);
+ glIndexi( (GLuint) (GLint) findex );
+ }
+
+ /** Color **/
+ if (ctx->Eval.Map2Color4) {
+ GLfloat fcolor[4];
+ struct gl_2d_map *map = &ctx->EvalMap.Map2Color4;
+ GLfloat uu = (u - map->u1) * map->du;
+ GLfloat vv = (v - map->v1) * map->dv;
+ _math_horner_bezier_surf(map->Points, fcolor, uu, vv, 4,
+ map->Uorder, map->Vorder);
+ glColor4fv( fcolor );
+ }
+
+ /** Normal **/
+ if (ctx->Eval.Map2Normal &&
+ (!ctx->Eval.AutoNormal || (!ctx->Eval.Map2Vertex3 &&
+ !ctx->Eval.Map2Vertex4))) {
+ GLfloat normal[3];
+ struct gl_2d_map *map = &ctx->EvalMap.Map2Normal;
+ GLfloat uu = (u - map->u1) * map->du;
+ GLfloat vv = (v - map->v1) * map->dv;
+ _math_horner_bezier_surf(map->Points, normal, uu, vv, 3,
+ map->Uorder, map->Vorder);
+ glNormal3fv( normal );
+ }
+
+ /** Texture Coordinates **/
+ if (ctx->Eval.Map2TextureCoord4) {
+ GLfloat texcoord[4];
+ struct gl_2d_map *map = &ctx->EvalMap.Map2Texture4;
+ GLfloat uu = (u - map->u1) * map->du;
+ GLfloat vv = (v - map->v1) * map->dv;
+ _math_horner_bezier_surf(map->Points, texcoord, uu, vv, 4,
+ map->Uorder, map->Vorder);
+ glTexCoord4fv( texcoord );
+ }
+ else if (ctx->Eval.Map2TextureCoord3) {
+ GLfloat texcoord[4];
+ struct gl_2d_map *map = &ctx->EvalMap.Map2Texture3;
+ GLfloat uu = (u - map->u1) * map->du;
+ GLfloat vv = (v - map->v1) * map->dv;
+ _math_horner_bezier_surf(map->Points, texcoord, uu, vv, 3,
+ map->Uorder, map->Vorder);
+ glTexCoord3fv( texcoord );
+ }
+ else if (ctx->Eval.Map2TextureCoord2) {
+ GLfloat texcoord[4];
+ struct gl_2d_map *map = &ctx->EvalMap.Map2Texture2;
+ GLfloat uu = (u - map->u1) * map->du;
+ GLfloat vv = (v - map->v1) * map->dv;
+ _math_horner_bezier_surf(map->Points, texcoord, uu, vv, 2,
+ map->Uorder, map->Vorder);
+ glTexCoord2fv( texcoord );
+ }
+ else if (ctx->Eval.Map2TextureCoord1) {
+ GLfloat texcoord[4];
+ struct gl_2d_map *map = &ctx->EvalMap.Map2Texture1;
+ GLfloat uu = (u - map->u1) * map->du;
+ GLfloat vv = (v - map->v1) * map->dv;
+ _math_horner_bezier_surf(map->Points, texcoord, uu, vv, 1,
+ map->Uorder, map->Vorder);
+ glTexCoord1fv( texcoord );
+ }
+
+ /** Vertex **/
+ if(ctx->Eval.Map2Vertex4) {
+ GLfloat vertex[4];
+ GLfloat normal[3];
+ struct gl_2d_map *map = &ctx->EvalMap.Map2Vertex4;
+ GLfloat uu = (u - map->u1) * map->du;
+ GLfloat vv = (v - map->v1) * map->dv;
+
+ if (ctx->Eval.AutoNormal) {
+ GLfloat du[4], dv[4];
+
+ _math_de_casteljau_surf(map->Points, vertex, du, dv, uu, vv, 4,
+ map->Uorder, map->Vorder);
+
+ CROSS_PROD(normal, du, dv);
+ NORMALIZE_3FV(normal);
+ }
+ else {
+ _math_horner_bezier_surf(map->Points, vertex, uu, vv, 4,
+ map->Uorder, map->Vorder);
+ }
+ }
+ else if (ctx->Eval.Map2Vertex3) {
+ GLfloat vertex[4];
+ struct gl_2d_map *map = &ctx->EvalMap.Map2Vertex3;
+ GLfloat uu = (u - map->u1) * map->du;
+ GLfloat vv = (v - map->v1) * map->dv;
+ if (ctx->Eval.AutoNormal) {
+ GLfloat du[3], dv[3];
+ GLfloat normal[3];
+ _math_de_casteljau_surf(map->Points, vertex, du, dv, uu, vv, 3,
+ map->Uorder, map->Vorder);
+ CROSS_PROD(normal, du, dv);
+ NORMALIZE_3FV(normal);
+ glNormal3fv( normal );
+ glVertex3fv( vertex );
+ }
+ else {
+ _math_horner_bezier_surf(map->Points, vertex, uu, vv, 3,
+ map->Uorder, map->Vorder);
+ glVertex3fv( vertex );
+ }
+ }
+}
+
+
+void _mesa_EvalPoint1( GLint i )
+{
+ GET_CURRENT_CONTEXT( ctx );
+ GLfloat du = ((ctx->Eval.MapGrid1u2 - ctx->Eval.MapGrid1u1) /
+ (GLfloat) ctx->Eval.MapGrid1un);
+ GLfloat u = i * du + ctx->Eval.MapGrid1u1;
+
+ glEvalCoord1f( u );
+}
+
+
+void _mesa_EvalPoint2( GLint i, GLint j )
+{
+ GET_CURRENT_CONTEXT( ctx );
+ GLfloat du = ((ctx->Eval.MapGrid2u2 - ctx->Eval.MapGrid2u1) /
+ (GLfloat) ctx->Eval.MapGrid2un);
+ GLfloat dv = ((ctx->Eval.MapGrid2v2 - ctx->Eval.MapGrid2v1) /
+ (GLfloat) ctx->Eval.MapGrid2vn);
+ GLfloat u = i * du + ctx->Eval.MapGrid2u1;
+ GLfloat v = j * dv + ctx->Eval.MapGrid2v1;
+
+ glEvalCoord2f( u, v );
+}
+
+/* Wierd thing about eval is that it doesn't affect 'current' values.
+ * This technique of saving and resetting current values requires
+ * that:
+ *
+ * 1) Current values are updated immediately in the glColor,
+ * etc. functions.
+ *
+ * 2) Hardware color values are stored seperately from ctx->Current,
+ * for example in dma buffers, or direct emit to registers.
+ */
+void _mesa_EvalCoord1f( GLfloat u )
+{
+ GET_CURRENT_CONTEXT( ctx );
+ GLfloat normal[3], texcoord[4], color[4];
+ GLuint index;
+
+ COPY_3FV( normal, ctx->Current.Normal );
+ COPY_4FV( texcoord, ctx->Current.Texcoord[0] );
+ COPY_4FV( color, ctx->Current.Color );
+ index = ctx->Current.Index;
+
+ do_EvalCoord1f( ctx, u );
+
+ COPY_3FV( ctx->Current.Normal, normal );
+ COPY_4FV( ctx->Current.Texcoord[0], texcoord );
+ COPY_4FV( ctx->Current.Color, color );
+ ctx->Current.Index = index;
+}
+
+void _mesa_EvalCoord2f( GLfloat u, GLfloat v )
+{
+ GET_CURRENT_CONTEXT( ctx );
+ GLfloat normal[3], texcoord[4], color[4];
+ GLuint index;
+
+ COPY_3FV( normal, ctx->Current.Normal );
+ COPY_4FV( texcoord, ctx->Current.Texcoord[0] );
+ COPY_4FV( color, ctx->Current.Color );
+ index = ctx->Current.Index;
+
+ do_EvalCoord2f( ctx, u, v );
+
+ COPY_3FV( ctx->Current.Normal, normal );
+ COPY_4FV( ctx->Current.Texcoord[0], texcoord );
+ COPY_4FV( ctx->Current.Color, color );
+ ctx->Current.Index = index;
+}
+
+void _mesa_EvalCoord1fv( const GLfloat *u )
+{
+ glEvalCoord1f( u[0] );
+}
+
+void _mesa_EvalCoord2fv( const GLfloat *u )
+{
+ glEvalCoord2f( u[0], u[1] );
+}