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authorKeith Whitwell <[email protected]>2000-11-16 21:05:34 +0000
committerKeith Whitwell <[email protected]>2000-11-16 21:05:34 +0000
commit23caf20169ac38436ee9c13914f1d6aa7cf6bb5e (patch)
tree21307f7bbcaf9ee1e841d7e7bee130570a7b5b95 /src/mesa/math/m_vector.c
parent179516673211a2350e479d5321840291f339f5dd (diff)
Move the transform and lighting code to two new directories
math: Provides basic matrix and vector functionality that might be useful to multiple software t&l implementations, and is used by core mesa to manage the Model, Project, etc matrices. tnl: The real transform & lighting code from core mesa, including everything from glVertex3f through vertex buffer handling, transformation, clipping, lighting and handoff to a driver for rasterization. The interfaces of these can be further tightened up, but the basic splitting up of state and code move is done.
Diffstat (limited to 'src/mesa/math/m_vector.c')
-rw-r--r--src/mesa/math/m_vector.c367
1 files changed, 367 insertions, 0 deletions
diff --git a/src/mesa/math/m_vector.c b/src/mesa/math/m_vector.c
new file mode 100644
index 00000000000..4dbf68f8e0f
--- /dev/null
+++ b/src/mesa/math/m_vector.c
@@ -0,0 +1,367 @@
+/* $Id: m_vector.c,v 1.1 2000/11/16 21:05:41 keithw Exp $ */
+
+/*
+ * Mesa 3-D graphics library
+ * Version: 3.5
+ *
+ * Copyright (C) 1999-2000 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.
+ */
+
+/*
+ * New (3.1) transformation code written by Keith Whitwell.
+ */
+
+
+#include "glheader.h"
+#include "macros.h"
+#include "mem.h"
+
+#include "m_vector.h"
+
+
+
+/*
+ * Given a vector [count][4] of floats, set all the [][elt] values
+ * to 0 (if elt = 0, 1, 2) or 1.0 (if elt = 3).
+ */
+void gl_vector4f_clean_elem( GLvector4f *vec, GLuint count, GLuint elt )
+{
+ static const GLubyte elem_bits[4] = {
+ VEC_DIRTY_0,
+ VEC_DIRTY_1,
+ VEC_DIRTY_2,
+ VEC_DIRTY_3
+ };
+ static const GLfloat clean[4] = { 0, 0, 0, 1 };
+ const GLfloat v = clean[elt];
+ GLfloat (*data)[4] = (GLfloat (*)[4])vec->start;
+ GLuint i;
+
+ for (i = 0 ; i < count ; i++)
+ data[i][elt] = v;
+
+ vec->flags &= ~elem_bits[elt];
+}
+
+static const GLubyte size_bits[5] = {
+ 0,
+ VEC_SIZE_1,
+ VEC_SIZE_2,
+ VEC_SIZE_3,
+ VEC_SIZE_4,
+};
+
+
+
+/*
+ * Initialize GLvector objects.
+ * Input: v - the vector object to initialize.
+ * flags - bitwise-OR of VEC_* flags
+ * storage - pointer to storage for the vector's data
+ */
+
+
+void gl_vector4f_init( GLvector4f *v, GLuint flags, GLfloat (*storage)[4] )
+{
+ v->stride = 4 * sizeof(GLfloat);
+ v->size = 2; /* may change: 2-4 for vertices and 1-4 for texcoords */
+ v->data = storage;
+ v->start = (GLfloat *) storage;
+ v->count = 0;
+ v->flags = size_bits[4] | flags | VEC_GOOD_STRIDE;
+}
+
+void gl_vector3f_init( GLvector3f *v, GLuint flags, GLfloat (*storage)[3] )
+{
+ v->stride = 3 * sizeof(GLfloat);
+ v->data = storage;
+ v->start = (GLfloat *) storage;
+ v->count = 0;
+ v->flags = flags | VEC_GOOD_STRIDE;
+}
+
+void gl_vector1f_init( GLvector1f *v, GLuint flags, GLfloat *storage )
+{
+ v->stride = 1*sizeof(GLfloat);
+ v->data = storage;
+ v->start = (GLfloat *)storage;
+ v->count = 0;
+ v->flags = flags | VEC_GOOD_STRIDE;
+}
+
+void gl_vector4ub_init( GLvector4ub *v, GLuint flags, GLubyte (*storage)[4] )
+{
+ v->stride = 4 * sizeof(GLubyte);
+ v->data = storage;
+ v->start = (GLubyte *) storage;
+ v->count = 0;
+ v->flags = flags | VEC_GOOD_STRIDE;
+}
+
+void gl_vector1ub_init( GLvector1ub *v, GLuint flags, GLubyte *storage )
+{
+ v->stride = 1 * sizeof(GLubyte);
+ v->data = storage;
+ v->start = (GLubyte *) storage;
+ v->count = 0;
+ v->flags = flags | VEC_GOOD_STRIDE;
+}
+
+void gl_vector1ui_init( GLvector1ui *v, GLuint flags, GLuint *storage )
+{
+ v->stride = 1 * sizeof(GLuint);
+ v->data = storage;
+ v->start = (GLuint *) storage;
+ v->count = 0;
+ v->flags = flags | VEC_GOOD_STRIDE;
+}
+
+
+/*
+ * Initialize GLvector objects and allocate storage.
+ * Input: v - the vector object
+ * sz - unused????
+ * flags - bitwise-OR of VEC_* flags
+ * count - number of elements to allocate in vector
+ * alignment - desired memory alignment for the data (in bytes)
+ */
+
+
+void gl_vector4f_alloc( GLvector4f *v, GLuint flags, GLuint count,
+ GLuint alignment )
+{
+ v->stride = 4 * sizeof(GLfloat);
+ v->size = 2;
+ v->storage = ALIGN_MALLOC( count * 4 * sizeof(GLfloat), alignment );
+ v->start = (GLfloat *) v->storage;
+ v->data = (GLfloat (*)[4]) v->storage;
+ v->count = 0;
+ v->flags = size_bits[4] | flags | VEC_MALLOC | VEC_GOOD_STRIDE;
+}
+
+void gl_vector3f_alloc( GLvector3f *v, GLuint flags, GLuint count,
+ GLuint alignment )
+{
+ v->stride = 3 * sizeof(GLfloat);
+ v->storage = ALIGN_MALLOC( count * 3 * sizeof(GLfloat), alignment );
+ v->start = (GLfloat *) v->storage;
+ v->data = (GLfloat (*)[3]) v->storage;
+ v->count = 0;
+ v->flags = flags | VEC_MALLOC | VEC_GOOD_STRIDE;
+}
+
+void gl_vector1f_alloc( GLvector1f *v, GLuint flags, GLuint count,
+ GLuint alignment )
+{
+ v->stride = sizeof(GLfloat);
+ v->storage = v->start = (GLfloat *)
+ ALIGN_MALLOC( count * sizeof(GLfloat), alignment );
+ v->data = v->start;
+ v->count = 0;
+ v->flags = flags | VEC_MALLOC | VEC_GOOD_STRIDE;
+}
+
+void gl_vector4ub_alloc( GLvector4ub *v, GLuint flags, GLuint count,
+ GLuint alignment )
+{
+ v->stride = 4 * sizeof(GLubyte);
+ v->storage = ALIGN_MALLOC( count * 4 * sizeof(GLubyte), alignment );
+ v->start = (GLubyte *) v->storage;
+ v->data = (GLubyte (*)[4]) v->storage;
+ v->count = 0;
+ v->flags = flags | VEC_MALLOC | VEC_GOOD_STRIDE;
+}
+
+void gl_vector1ub_alloc( GLvector1ub *v, GLuint flags, GLuint count,
+ GLuint alignment )
+{
+ v->stride = 1 * sizeof(GLubyte);
+ v->storage = ALIGN_MALLOC( count * sizeof(GLubyte), alignment );
+ v->start = (GLubyte *) v->storage;
+ v->data = (GLubyte *) v->storage;
+ v->count = 0;
+ v->flags = flags | VEC_MALLOC | VEC_GOOD_STRIDE;
+}
+
+void gl_vector1ui_alloc( GLvector1ui *v, GLuint flags, GLuint count,
+ GLuint alignment )
+{
+ v->stride = 1 * sizeof(GLuint);
+ v->storage = ALIGN_MALLOC( count * sizeof(GLuint), alignment );
+ v->start = (GLuint *) v->storage;
+ v->data = (GLuint *) v->storage;
+ v->count = 0;
+ v->flags = flags | VEC_MALLOC | VEC_GOOD_STRIDE;
+}
+
+
+
+/*
+ * Vector deallocation. Free whatever memory is pointed to by the
+ * vector's storage field if the VEC_MALLOC flag is set.
+ * DO NOT free the GLvector object itself, though.
+ */
+
+
+void gl_vector4f_free( GLvector4f *v )
+{
+ if (v->flags & VEC_MALLOC) {
+ ALIGN_FREE( v->storage );
+ v->data = NULL;
+ v->start = NULL;
+ v->storage = NULL;
+ v->flags &= ~VEC_MALLOC;
+ }
+}
+
+void gl_vector3f_free( GLvector3f *v )
+{
+ if (v->flags & VEC_MALLOC) {
+ ALIGN_FREE( v->storage );
+ v->data = 0;
+ v->start = 0;
+ v->storage = 0;
+ v->flags &= ~VEC_MALLOC;
+ }
+}
+
+void gl_vector1f_free( GLvector1f *v )
+{
+ if (v->flags & VEC_MALLOC) {
+ ALIGN_FREE( v->storage );
+ v->data = NULL;
+ v->start = NULL;
+ v->storage = NULL;
+ v->flags &= ~VEC_MALLOC;
+ }
+}
+
+void gl_vector4ub_free( GLvector4ub *v )
+{
+ if (v->flags & VEC_MALLOC) {
+ ALIGN_FREE( v->storage );
+ v->data = NULL;
+ v->start = NULL;
+ v->storage = NULL;
+ v->flags &= ~VEC_MALLOC;
+ }
+}
+
+void gl_vector1ub_free( GLvector1ub *v )
+{
+ if (v->flags & VEC_MALLOC) {
+ ALIGN_FREE( v->storage );
+ v->data = NULL;
+ v->start = NULL;
+ v->storage = NULL;
+ v->flags &= ~VEC_MALLOC;
+ }
+}
+
+void gl_vector1ui_free( GLvector1ui *v )
+{
+ if (v->flags & VEC_MALLOC) {
+ ALIGN_FREE( v->storage );
+ v->data = NULL;
+ v->start = NULL;
+ v->storage = NULL;
+ v->flags &= ~VEC_MALLOC;
+ }
+}
+
+
+/*
+ * For debugging
+ */
+void gl_vector4f_print( GLvector4f *v, GLubyte *cullmask, GLboolean culling )
+{
+ GLfloat c[4] = { 0, 0, 0, 1 };
+ const char *templates[5] = {
+ "%d:\t0, 0, 0, 1\n",
+ "%d:\t%f, 0, 0, 1\n",
+ "%d:\t%f, %f, 0, 1\n",
+ "%d:\t%f, %f, %f, 1\n",
+ "%d:\t%f, %f, %f, %f\n"
+ };
+
+ const char *t = templates[v->size];
+ GLfloat *d = (GLfloat *)v->data;
+ GLuint j, i = 0, count;
+
+ printf("data-start\n");
+ for ( ; d != v->start ; STRIDE_F(d, v->stride), i++)
+ printf( t, i, d[0], d[1], d[2], d[3]);
+
+ printf("start-count(%u)\n", v->count);
+ count = i + v->count;
+
+ if (culling) {
+ for ( ; i < count ; STRIDE_F(d, v->stride), i++)
+ if (cullmask[i])
+ printf( t, i, d[0], d[1], d[2], d[3]);
+ }
+ else {
+ for ( ; i < count ; STRIDE_F(d, v->stride), i++)
+ printf( t, i, d[0], d[1], d[2], d[3]);
+ }
+
+ for (j = v->size ; j < 4; j++) {
+ if ((v->flags & (1<<j)) == 0) {
+
+ printf("checking col %u is clean as advertised ", j);
+
+ for (i = 0, d = (GLfloat *) v->data ;
+ i < count && d[j] == c[j] ;
+ i++, STRIDE_F(d, v->stride)) {};
+
+ if (i == count)
+ printf(" --> ok\n");
+ else
+ printf(" --> Failed at %u ******\n", i);
+ }
+ }
+}
+
+
+/*
+ * For debugging
+ */
+void gl_vector3f_print( GLvector3f *v, GLubyte *cullmask, GLboolean culling )
+{
+ GLfloat *d = (GLfloat *)v->data;
+ GLuint i = 0, count;
+
+ printf("data-start\n");
+ for ( ; d != v->start ; STRIDE_F(d,v->stride), i++)
+ printf( "%u:\t%f, %f, %f\n", i, d[0], d[1], d[2]);
+
+ printf("start-count(%u)\n", v->count);
+ count = i + v->count;
+
+ if (culling) {
+ for ( ; i < count ; STRIDE_F(d,v->stride), i++)
+ if (cullmask[i])
+ printf( "%u:\t%f, %f, %f\n", i, d[0], d[1], d[2]);
+ }
+ else {
+ for ( ; i < count ; STRIDE_F(d,v->stride), i++)
+ printf( "%u:\t%f, %f, %f\n", i, d[0], d[1], d[2]);
+ }
+}