diff options
author | Keith Whitwell <[email protected]> | 2000-11-16 21:05:34 +0000 |
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committer | Keith Whitwell <[email protected]> | 2000-11-16 21:05:34 +0000 |
commit | 23caf20169ac38436ee9c13914f1d6aa7cf6bb5e (patch) | |
tree | 21307f7bbcaf9ee1e841d7e7bee130570a7b5b95 /src/mesa/math/m_vector.c | |
parent | 179516673211a2350e479d5321840291f339f5dd (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.c | 367 |
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]); + } +} |