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.h | |
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.h')
-rw-r--r-- | src/mesa/math/m_vector.h | 188 |
1 files changed, 188 insertions, 0 deletions
diff --git a/src/mesa/math/m_vector.h b/src/mesa/math/m_vector.h new file mode 100644 index 00000000000..c4af1eaade5 --- /dev/null +++ b/src/mesa/math/m_vector.h @@ -0,0 +1,188 @@ +/* $Id: m_vector.h,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. + */ + + +#ifndef _M_VECTOR_H_ +#define _M_VECTOR_H_ + +#include "glheader.h" + + +#define VEC_DIRTY_0 0x1 /* dirty flags not really used any more */ +#define VEC_DIRTY_1 0x2 +#define VEC_DIRTY_2 0x4 +#define VEC_DIRTY_3 0x8 +#define VEC_MALLOC 0x10 /* storage field points to self-allocated mem*/ +#define VEC_WRITABLE 0x20 /* keep both + and - bits for easy testing */ +#define VEC_NOT_WRITABLE 0x40 +#define VEC_GOOD_STRIDE 0x80 +#define VEC_BAD_STRIDE 0x100 + +#define VEC_WRITABLE_FLAGS (VEC_WRITABLE|VEC_NOT_WRITABLE) +#define VEC_STRIDE_FLAGS (VEC_GOOD_STRIDE|VEC_BAD_STRIDE) + + +#define VEC_SIZE_1 VEC_DIRTY_0 +#define VEC_SIZE_2 (VEC_DIRTY_0|VEC_DIRTY_1) +#define VEC_SIZE_3 (VEC_DIRTY_0|VEC_DIRTY_1|VEC_DIRTY_2) +#define VEC_SIZE_4 (VEC_DIRTY_0|VEC_DIRTY_1|VEC_DIRTY_2|VEC_DIRTY_3) + + + +/* Wrap all the information about vectors up in a struct. Has + * additional fields compared to the other vectors to help us track of + * different vertex sizes, and whether we need to clean columns out + * because they contain non-(0,0,0,1) values. + * + * The start field is used to reserve data for copied vertices at the + * end of gl_transform_vb, and avoids the need for a multiplication in + * the transformation routines. + */ +typedef struct { + GLfloat (*data)[4]; /* may be malloc'd or point to client data */ + GLfloat *start; /* points somewhere inside of <data> */ + GLuint count; /* size of the vector (in elements) */ + GLuint stride; /* stride from one element to the next (in bytes) */ + GLuint size; /* 2-4 for vertices and 1-4 for texcoords */ + GLuint flags; /* which columns are dirty */ + void *storage; /* self-allocated storage */ +} GLvector4f; + + +extern void gl_vector4f_init( GLvector4f *v, GLuint flags, + GLfloat (*storage)[4] ); +extern void gl_vector4f_alloc( GLvector4f *v, GLuint flags, + GLuint count, GLuint alignment ); +extern void gl_vector4f_free( GLvector4f *v ); +extern void gl_vector4f_print( GLvector4f *v, GLubyte *, GLboolean ); +extern void gl_vector4f_clean_elem( GLvector4f *vec, GLuint nr, GLuint elt ); + + +/* Could use a single vector type for normals and vertices, but + * this way avoids some casts. + */ +typedef struct { + GLfloat (*data)[3]; + GLfloat *start; + GLuint count; + GLuint stride; + GLuint flags; + void *storage; +} GLvector3f; + +extern void gl_vector3f_init( GLvector3f *v, GLuint flags, GLfloat (*)[3] ); +extern void gl_vector3f_alloc( GLvector3f *v, GLuint flags, GLuint count, + GLuint alignment ); +extern void gl_vector3f_free( GLvector3f *v ); +extern void gl_vector3f_print( GLvector3f *v, GLubyte *, GLboolean ); + + +typedef struct { + GLfloat *data; + GLfloat *start; + GLuint count; + GLuint stride; + GLuint flags; + void *storage; +} GLvector1f; + +extern void gl_vector1f_free( GLvector1f *v ); +extern void gl_vector1f_init( GLvector1f *v, GLuint flags, GLfloat * ); +extern void gl_vector1f_alloc( GLvector1f *v, GLuint flags, GLuint count, + GLuint alignment ); + + +/* For 4ub rgba values. + */ +typedef struct { + GLubyte (*data)[4]; + GLubyte *start; + GLuint count; + GLuint stride; + GLuint flags; + void *storage; +} GLvector4ub; + +extern void gl_vector4ub_init( GLvector4ub *v, GLuint flags, + GLubyte (*storage)[4] ); +extern void gl_vector4ub_alloc( GLvector4ub *v, GLuint flags, GLuint count, + GLuint alignment ); +extern void gl_vector4ub_free( GLvector4ub * ); + + + + +/* For 1ub values, eg edgeflag. + */ +typedef struct { + GLubyte *data; + GLubyte *start; + GLuint count; + GLuint stride; + GLuint flags; + void *storage; +} GLvector1ub; + +extern void gl_vector1ub_init( GLvector1ub *v, GLuint flags, GLubyte *storage); +extern void gl_vector1ub_alloc( GLvector1ub *v, GLuint flags, GLuint count, + GLuint alignment ); +extern void gl_vector1ub_free( GLvector1ub * ); + + + + +/* For, eg Index, Array element. + */ +typedef struct { + GLuint *data; + GLuint *start; + GLuint count; + GLuint stride; + GLuint flags; + void *storage; +} GLvector1ui; + +extern void gl_vector1ui_init( GLvector1ui *v, GLuint flags, GLuint *storage ); +extern void gl_vector1ui_alloc( GLvector1ui *v, GLuint flags, GLuint count, + GLuint alignment ); +extern void gl_vector1ui_free( GLvector1ui * ); + + + +/* + * Given vector <v>, return a pointer (cast to <type *> to the <i>-th element. + * + * End up doing a lot of slow imuls if not careful. + */ +#define VEC_ELT( v, type, i ) \ + ( (type *) ( ((GLbyte *) ((v)->data)) + (i) * (v)->stride) ) + + +#endif |