diff options
author | Keith Whitwell <[email protected]> | 2001-06-04 13:57:35 +0000 |
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committer | Keith Whitwell <[email protected]> | 2001-06-04 13:57:35 +0000 |
commit | bd58a63fe891f6e42c71e8a8f2c8a7990b59eae8 (patch) | |
tree | e62a84d479f5b9721e5c3dff31ef80f0b2d15ed0 /src/mesa/main/api_eval.c | |
parent | 2c2a956a3a88f5f5868b701f0157320169d19bd4 (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.c | 324 |
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] ); +} |