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_xform_tmp.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_xform_tmp.h')
-rw-r--r-- | src/mesa/math/m_xform_tmp.h | 974 |
1 files changed, 974 insertions, 0 deletions
diff --git a/src/mesa/math/m_xform_tmp.h b/src/mesa/math/m_xform_tmp.h new file mode 100644 index 00000000000..289255a9cf5 --- /dev/null +++ b/src/mesa/math/m_xform_tmp.h @@ -0,0 +1,974 @@ +/* $Id: m_xform_tmp.h,v 1.1 2000/11/16 21:05:41 keithw Exp $ */ + +/* + * Mesa 3-D graphics library + * Version: 3.1 + * + * Copyright (C) 1999 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. + */ + + +/*---------------------------------------------------------------------- + * Begin Keith's new code + * + *---------------------------------------------------------------------- + */ + +/* KW: Fixed stride, now measured in bytes as is the OpenGL array stride. + */ + +/* KW: These are now parameterized to produce two versions, one + * which transforms all incoming points, and a second which + * takes notice of a cullmask array, and only transforms + * unculled vertices. + */ + +/* KW: 1-vectors can sneak into the texture pipeline via the array + * interface. These functions are here because I want consistant + * treatment of the vertex sizes and a lazy strategy for + * cleaning unused parts of the vector, and so as not to exclude + * them from the vertex array interface. + * + * Under our current analysis of matrices, there is no way that + * the product of a matrix and a 1-vector can remain a 1-vector, + * with the exception of the identity transform. + */ + +/* KW: No longer zero-pad outgoing vectors. Now that external + * vectors can get into the pipeline we cannot ever assume + * that there is more to a vector than indicated by its + * size. + */ + +/* KW: Now uses clipmask and a flag to allow us to skip both/either + * cliped and/or culled vertices. + */ + +static void _XFORMAPI +TAG(transform_points1_general)( GLvector4f *to_vec, + const GLfloat m[16], + const GLvector4f *from_vec, + const GLubyte *mask, + const GLubyte flag ) +{ + const GLuint stride = from_vec->stride; + GLfloat *from = from_vec->start; + GLfloat (*to)[4] = (GLfloat (*)[4])to_vec->start; + GLuint count = from_vec->count; + const GLfloat m0 = m[0], m12 = m[12]; + const GLfloat m1 = m[1], m13 = m[13]; + const GLfloat m2 = m[2], m14 = m[14]; + const GLfloat m3 = m[3], m15 = m[15]; + GLuint i; + (void) mask; + (void) flag; + STRIDE_LOOP { + CLIP_CHECK { + const GLfloat ox = from[0]; + to[i][0] = m0 * ox + m12; + to[i][1] = m1 * ox + m13; + to[i][2] = m2 * ox + m14; + to[i][3] = m3 * ox + m15; + } + } + + to_vec->size = 4; + to_vec->flags |= VEC_SIZE_4; + to_vec->count = from_vec->count; +} + +static void _XFORMAPI +TAG(transform_points1_identity)( GLvector4f *to_vec, + const GLfloat m[16], + const GLvector4f *from_vec, + const GLubyte *mask, + const GLubyte flag ) +{ + const GLuint stride = from_vec->stride; + GLfloat *from = from_vec->start; + GLuint count = from_vec->count; + GLfloat (*to)[4] = (GLfloat (*)[4])to_vec->start; + GLuint i; + (void) mask; + (void) flag; + if (to_vec == from_vec) return; + STRIDE_LOOP { + CLIP_CHECK { + to[i][0] = from[0]; + } + } + + to_vec->size = 1; + to_vec->flags |= VEC_SIZE_1; + to_vec->count = from_vec->count; +} + +static void _XFORMAPI +TAG(transform_points1_2d)( GLvector4f *to_vec, + const GLfloat m[16], + const GLvector4f *from_vec, + const GLubyte *mask, + const GLubyte flag ) +{ + const GLuint stride = from_vec->stride; + GLfloat *from = from_vec->start; + GLfloat (*to)[4] = (GLfloat (*)[4])to_vec->start; + GLuint count = from_vec->count; + const GLfloat m0 = m[0], m1 = m[1]; + const GLfloat m12 = m[12], m13 = m[13]; + GLuint i; + (void) mask; + (void) flag; + STRIDE_LOOP { + CLIP_CHECK { + const GLfloat ox = from[0]; + to[i][0] = m0 * ox + m12; + to[i][1] = m1 * ox + m13; + } + } + to_vec->size = 2; + to_vec->flags |= VEC_SIZE_2; + to_vec->count = from_vec->count; +} + +static void _XFORMAPI +TAG(transform_points1_2d_no_rot)( GLvector4f *to_vec, + const GLfloat m[16], + const GLvector4f *from_vec, + const GLubyte *mask, + const GLubyte flag ) +{ + const GLuint stride = from_vec->stride; + GLfloat *from = from_vec->start; + GLfloat (*to)[4] = (GLfloat (*)[4])to_vec->start; + GLuint count = from_vec->count; + const GLfloat m0 = m[0], m12 = m[12], m13 = m[13]; + GLuint i; + (void) mask; + (void) flag; + STRIDE_LOOP { + CLIP_CHECK { + const GLfloat ox = from[0]; + to[i][0] = m0 * ox + m12; + to[i][1] = m13; + } + } + + to_vec->size = 2; + to_vec->flags |= VEC_SIZE_2; + to_vec->count = from_vec->count; +} + +static void _XFORMAPI +TAG(transform_points1_3d)( GLvector4f *to_vec, + const GLfloat m[16], + const GLvector4f *from_vec, + const GLubyte *mask, + const GLubyte flag ) +{ + const GLuint stride = from_vec->stride; + GLfloat *from = from_vec->start; + GLfloat (*to)[4] = (GLfloat (*)[4])to_vec->start; + GLuint count = from_vec->count; + const GLfloat m0 = m[0], m1 = m[1], m2 = m[2]; + const GLfloat m12 = m[12], m13 = m[13], m14 = m[14]; + GLuint i; + (void) mask; + (void) flag; + STRIDE_LOOP { + CLIP_CHECK { + const GLfloat ox = from[0]; + to[i][0] = m0 * ox + m12; + to[i][1] = m1 * ox + m13; + to[i][2] = m2 * ox + m14; + } + } + to_vec->size = 3; + to_vec->flags |= VEC_SIZE_3; + to_vec->count = from_vec->count; +} + + +static void _XFORMAPI +TAG(transform_points1_3d_no_rot)( GLvector4f *to_vec, + const GLfloat m[16], + const GLvector4f *from_vec, + const GLubyte *mask, + const GLubyte flag ) +{ + const GLuint stride = from_vec->stride; + GLfloat *from = from_vec->start; + GLfloat (*to)[4] = (GLfloat (*)[4])to_vec->start; + GLuint count = from_vec->count; + const GLfloat m0 = m[0]; + const GLfloat m12 = m[12], m13 = m[13], m14 = m[14]; + GLuint i; + (void) mask; + (void) flag; + STRIDE_LOOP { + CLIP_CHECK { + const GLfloat ox = from[0]; + to[i][0] = m0 * ox + m12; + to[i][1] = m13; + to[i][2] = m14; + } + } + to_vec->size = 3; + to_vec->flags |= VEC_SIZE_3; + to_vec->count = from_vec->count; +} + +static void _XFORMAPI +TAG(transform_points1_perspective)( GLvector4f *to_vec, + const GLfloat m[16], + const GLvector4f *from_vec, + const GLubyte *mask, + const GLubyte flag ) +{ + const GLuint stride = from_vec->stride; + GLfloat *from = from_vec->start; + GLfloat (*to)[4] = (GLfloat (*)[4])to_vec->start; + GLuint count = from_vec->count; + const GLfloat m0 = m[0], m14 = m[14]; + GLuint i; + (void) mask; + (void) flag; + STRIDE_LOOP { + CLIP_CHECK { + const GLfloat ox = from[0]; + to[i][0] = m0 * ox ; + to[i][1] = 0 ; + to[i][2] = m14; + to[i][3] = 0; + } + } + to_vec->size = 4; + to_vec->flags |= VEC_SIZE_4; + to_vec->count = from_vec->count; +} + + + + +/* 2-vectors, which are a lot more relevant than 1-vectors, are + * present early in the geometry pipeline and throughout the + * texture pipeline. + */ +static void _XFORMAPI +TAG(transform_points2_general)( GLvector4f *to_vec, + const GLfloat m[16], + const GLvector4f *from_vec, + const GLubyte *mask, + const GLubyte flag ) +{ + const GLuint stride = from_vec->stride; + GLfloat *from = from_vec->start; + GLfloat (*to)[4] = (GLfloat (*)[4])to_vec->start; + GLuint count = from_vec->count; + const GLfloat m0 = m[0], m4 = m[4], m12 = m[12]; + const GLfloat m1 = m[1], m5 = m[5], m13 = m[13]; + const GLfloat m2 = m[2], m6 = m[6], m14 = m[14]; + const GLfloat m3 = m[3], m7 = m[7], m15 = m[15]; + GLuint i; + (void) mask; + (void) flag; + STRIDE_LOOP { + CLIP_CHECK { + const GLfloat ox = from[0], oy = from[1]; + to[i][0] = m0 * ox + m4 * oy + m12; + to[i][1] = m1 * ox + m5 * oy + m13; + to[i][2] = m2 * ox + m6 * oy + m14; + to[i][3] = m3 * ox + m7 * oy + m15; + } + } + to_vec->size = 4; + to_vec->flags |= VEC_SIZE_4; + to_vec->count = from_vec->count; +} + +static void _XFORMAPI +TAG(transform_points2_identity)( GLvector4f *to_vec, + const GLfloat m[16], + const GLvector4f *from_vec, + const GLubyte *mask, + const GLubyte flag ) +{ + const GLuint stride = from_vec->stride; + GLfloat *from = from_vec->start; + GLfloat (*to)[4] = (GLfloat (*)[4])to_vec->start; + GLuint count = from_vec->count; + GLuint i; + (void) mask; + (void) flag; + if (to_vec == from_vec) return; + STRIDE_LOOP { + CLIP_CHECK { + to[i][0] = from[0]; + to[i][1] = from[1]; + } + } + to_vec->size = 2; + to_vec->flags |= VEC_SIZE_2; + to_vec->count = from_vec->count; +} + +static void _XFORMAPI +TAG(transform_points2_2d)( GLvector4f *to_vec, + const GLfloat m[16], + const GLvector4f *from_vec, + const GLubyte *mask, + const GLubyte flag ) +{ + const GLuint stride = from_vec->stride; + GLfloat *from = from_vec->start; + GLfloat (*to)[4] = (GLfloat (*)[4])to_vec->start; + GLuint count = from_vec->count; + const GLfloat m0 = m[0], m1 = m[1], m4 = m[4], m5 = m[5]; + const GLfloat m12 = m[12], m13 = m[13]; + GLuint i; + (void) mask; + (void) flag; + STRIDE_LOOP { + CLIP_CHECK { + const GLfloat ox = from[0], oy = from[1]; + to[i][0] = m0 * ox + m4 * oy + m12; + to[i][1] = m1 * ox + m5 * oy + m13; + } + } + + to_vec->size = 2; + to_vec->flags |= VEC_SIZE_2; + to_vec->count = from_vec->count; +} + +static void _XFORMAPI +TAG(transform_points2_2d_no_rot)( GLvector4f *to_vec, + const GLfloat m[16], + const GLvector4f *from_vec, + const GLubyte *mask, + const GLubyte flag ) +{ + const GLuint stride = from_vec->stride; + GLfloat *from = from_vec->start; + GLfloat (*to)[4] = (GLfloat (*)[4])to_vec->start; + GLuint count = from_vec->count; + const GLfloat m0 = m[0], m5 = m[5], m12 = m[12], m13 = m[13]; + GLuint i; + (void) mask; + (void) flag; + STRIDE_LOOP { + CLIP_CHECK { + const GLfloat ox = from[0], oy = from[1]; + to[i][0] = m0 * ox + m12; + to[i][1] = m5 * oy + m13; + } + } + + to_vec->size = 2; + to_vec->flags |= VEC_SIZE_2; + to_vec->count = from_vec->count; +} + +static void _XFORMAPI +TAG(transform_points2_3d)( GLvector4f *to_vec, + const GLfloat m[16], + const GLvector4f *from_vec, + const GLubyte *mask, + const GLubyte flag ) +{ + const GLuint stride = from_vec->stride; + GLfloat *from = from_vec->start; + GLfloat (*to)[4] = (GLfloat (*)[4])to_vec->start; + GLuint count = from_vec->count; + const GLfloat m0 = m[0], m1 = m[1], m2 = m[2], m4 = m[4], m5 = m[5]; + const GLfloat m6 = m[6], m12 = m[12], m13 = m[13], m14 = m[14]; + GLuint i; + (void) mask; + (void) flag; + STRIDE_LOOP { + CLIP_CHECK { + const GLfloat ox = from[0], oy = from[1]; + to[i][0] = m0 * ox + m4 * oy + m12; + to[i][1] = m1 * ox + m5 * oy + m13; + to[i][2] = m2 * ox + m6 * oy + m14; + } + } + to_vec->size = 3; + to_vec->flags |= VEC_SIZE_3; + to_vec->count = from_vec->count; +} + + +/* I would actually say this was a fairly important function, from + * a texture transformation point of view. + */ +static void _XFORMAPI +TAG(transform_points2_3d_no_rot)( GLvector4f *to_vec, + const GLfloat m[16], + const GLvector4f *from_vec, + const GLubyte *mask, + const GLubyte flag ) +{ + const GLuint stride = from_vec->stride; + GLfloat *from = from_vec->start; + GLfloat (*to)[4] = (GLfloat (*)[4])to_vec->start; + GLuint count = from_vec->count; + const GLfloat m0 = m[0], m5 = m[5]; + const GLfloat m12 = m[12], m13 = m[13], m14 = m[14]; + GLuint i; + (void) mask; + (void) flag; + STRIDE_LOOP { + CLIP_CHECK { + const GLfloat ox = from[0], oy = from[1]; + to[i][0] = m0 * ox + m12; + to[i][1] = m5 * oy + m13; + to[i][2] = m14; + } + } + if (m14 == 0) { + to_vec->size = 2; + to_vec->flags |= VEC_SIZE_2; + } else { + to_vec->size = 3; + to_vec->flags |= VEC_SIZE_3; + } + to_vec->count = from_vec->count; +} + +/* This may not be called too often, but I wouldn't say it was dead + * code. It's also hard to remove any of these functions if you are + * attached to the assertions that have appeared in them. + */ +static void _XFORMAPI +TAG(transform_points2_perspective)( GLvector4f *to_vec, + const GLfloat m[16], + const GLvector4f *from_vec, + const GLubyte *mask, + const GLubyte flag ) +{ + const GLuint stride = from_vec->stride; + GLfloat *from = from_vec->start; + GLfloat (*to)[4] = (GLfloat (*)[4])to_vec->start; + GLuint count = from_vec->count; + const GLfloat m0 = m[0], m5 = m[5], m14 = m[14]; + GLuint i; + (void) mask; + (void) flag; + STRIDE_LOOP { + CLIP_CHECK { + const GLfloat ox = from[0], oy = from[1]; + to[i][0] = m0 * ox ; + to[i][1] = m5 * oy ; + to[i][2] = m14; + to[i][3] = 0; + } + } + to_vec->size = 4; + to_vec->flags |= VEC_SIZE_4; + to_vec->count = from_vec->count; +} + + + +static void _XFORMAPI +TAG(transform_points3_general)( GLvector4f *to_vec, + const GLfloat m[16], + const GLvector4f *from_vec, + const GLubyte *mask, + const GLubyte flag ) +{ + const GLuint stride = from_vec->stride; + GLfloat *from = from_vec->start; + GLfloat (*to)[4] = (GLfloat (*)[4])to_vec->start; + GLuint count = from_vec->count; + const GLfloat m0 = m[0], m4 = m[4], m8 = m[8], m12 = m[12]; + const GLfloat m1 = m[1], m5 = m[5], m9 = m[9], m13 = m[13]; + const GLfloat m2 = m[2], m6 = m[6], m10 = m[10], m14 = m[14]; + const GLfloat m3 = m[3], m7 = m[7], m11 = m[11], m15 = m[15]; + GLuint i; + (void) mask; + (void) flag; + STRIDE_LOOP { + CLIP_CHECK { + const GLfloat ox = from[0], oy = from[1], oz = from[2]; + to[i][0] = m0 * ox + m4 * oy + m8 * oz + m12; + to[i][1] = m1 * ox + m5 * oy + m9 * oz + m13; + to[i][2] = m2 * ox + m6 * oy + m10 * oz + m14; + to[i][3] = m3 * ox + m7 * oy + m11 * oz + m15; + } + } + to_vec->size = 4; + to_vec->flags |= VEC_SIZE_4; + to_vec->count = from_vec->count; +} + +static void _XFORMAPI +TAG(transform_points3_identity)( GLvector4f *to_vec, + const GLfloat m[16], + const GLvector4f *from_vec, + const GLubyte *mask, + const GLubyte flag ) +{ + const GLuint stride = from_vec->stride; + GLfloat *from = from_vec->start; + GLfloat (*to)[4] = (GLfloat (*)[4])to_vec->start; + GLuint count = from_vec->count; + GLuint i; + (void) mask; + (void) flag; + if (to_vec == from_vec) return; + STRIDE_LOOP { + CLIP_CHECK { + to[i][0] = from[0]; + to[i][1] = from[1]; + to[i][2] = from[2]; + } + } + to_vec->size = 3; + to_vec->flags |= VEC_SIZE_3; + to_vec->count = from_vec->count; +} + +static void _XFORMAPI +TAG(transform_points3_2d)( GLvector4f *to_vec, + const GLfloat m[16], + const GLvector4f *from_vec, + const GLubyte *mask, + const GLubyte flag ) +{ + const GLuint stride = from_vec->stride; + GLfloat *from = from_vec->start; + GLfloat (*to)[4] = (GLfloat (*)[4])to_vec->start; + GLuint count = from_vec->count; + const GLfloat m0 = m[0], m1 = m[1], m4 = m[4], m5 = m[5]; + const GLfloat m12 = m[12], m13 = m[13]; + GLuint i; + (void) mask; + (void) flag; + STRIDE_LOOP { + CLIP_CHECK { + const GLfloat ox = from[0], oy = from[1], oz = from[2]; + to[i][0] = m0 * ox + m4 * oy + m12 ; + to[i][1] = m1 * ox + m5 * oy + m13 ; + to[i][2] = + oz ; + } + } + to_vec->size = 3; + to_vec->flags |= VEC_SIZE_3; + to_vec->count = from_vec->count; +} + +static void _XFORMAPI +TAG(transform_points3_2d_no_rot)( GLvector4f *to_vec, + const GLfloat m[16], + const GLvector4f *from_vec, + const GLubyte *mask, + const GLubyte flag ) +{ + const GLuint stride = from_vec->stride; + GLfloat *from = from_vec->start; + GLfloat (*to)[4] = (GLfloat (*)[4])to_vec->start; + GLuint count = from_vec->count; + const GLfloat m0 = m[0], m5 = m[5], m12 = m[12], m13 = m[13]; + GLuint i; + (void) mask; + (void) flag; + STRIDE_LOOP { + CLIP_CHECK { + const GLfloat ox = from[0], oy = from[1], oz = from[2]; + to[i][0] = m0 * ox + m12 ; + to[i][1] = m5 * oy + m13 ; + to[i][2] = + oz ; + } + } + to_vec->size = 3; + to_vec->flags |= VEC_SIZE_3; + to_vec->count = from_vec->count; +} + +static void _XFORMAPI +TAG(transform_points3_3d)( GLvector4f *to_vec, + const GLfloat m[16], + const GLvector4f *from_vec, + const GLubyte *mask, + const GLubyte flag ) +{ + const GLuint stride = from_vec->stride; + GLfloat *from = from_vec->start; + GLfloat (*to)[4] = (GLfloat (*)[4])to_vec->start; + GLuint count = from_vec->count; + const GLfloat m0 = m[0], m1 = m[1], m2 = m[2], m4 = m[4], m5 = m[5]; + const GLfloat m6 = m[6], m8 = m[8], m9 = m[9], m10 = m[10]; + const GLfloat m12 = m[12], m13 = m[13], m14 = m[14]; + GLuint i; + (void) mask; + (void) flag; + STRIDE_LOOP { + CLIP_CHECK { + const GLfloat ox = from[0], oy = from[1], oz = from[2]; + to[i][0] = m0 * ox + m4 * oy + m8 * oz + m12 ; + to[i][1] = m1 * ox + m5 * oy + m9 * oz + m13 ; + to[i][2] = m2 * ox + m6 * oy + m10 * oz + m14 ; + } + } + to_vec->size = 3; + to_vec->flags |= VEC_SIZE_3; + to_vec->count = from_vec->count; +} + +/* previously known as ortho... + */ +static void _XFORMAPI +TAG(transform_points3_3d_no_rot)( GLvector4f *to_vec, + const GLfloat m[16], + const GLvector4f *from_vec, + const GLubyte *mask, + const GLubyte flag ) +{ + const GLuint stride = from_vec->stride; + GLfloat *from = from_vec->start; + GLfloat (*to)[4] = (GLfloat (*)[4])to_vec->start; + GLuint count = from_vec->count; + const GLfloat m0 = m[0], m5 = m[5]; + const GLfloat m10 = m[10], m12 = m[12], m13 = m[13], m14 = m[14]; + GLuint i; + (void) mask; + (void) flag; + STRIDE_LOOP { + CLIP_CHECK { + const GLfloat ox = from[0], oy = from[1], oz = from[2]; + to[i][0] = m0 * ox + m12 ; + to[i][1] = m5 * oy + m13 ; + to[i][2] = m10 * oz + m14 ; + } + } + to_vec->size = 3; + to_vec->flags |= VEC_SIZE_3; + to_vec->count = from_vec->count; +} + +static void _XFORMAPI +TAG(transform_points3_perspective)( GLvector4f *to_vec, + const GLfloat m[16], + const GLvector4f *from_vec, + const GLubyte *mask, + const GLubyte flag ) +{ + const GLuint stride = from_vec->stride; + GLfloat *from = from_vec->start; + GLfloat (*to)[4] = (GLfloat (*)[4])to_vec->start; + GLuint count = from_vec->count; + const GLfloat m0 = m[0], m5 = m[5], m8 = m[8], m9 = m[9]; + const GLfloat m10 = m[10], m14 = m[14]; + GLuint i; + (void) mask; + (void) flag; + STRIDE_LOOP { + CLIP_CHECK { + const GLfloat ox = from[0], oy = from[1], oz = from[2]; + to[i][0] = m0 * ox + m8 * oz ; + to[i][1] = m5 * oy + m9 * oz ; + to[i][2] = m10 * oz + m14 ; + to[i][3] = -oz ; + } + } + to_vec->size = 4; + to_vec->flags |= VEC_SIZE_4; + to_vec->count = from_vec->count; +} + + + +static void _XFORMAPI +TAG(transform_points4_general)( GLvector4f *to_vec, + const GLfloat m[16], + const GLvector4f *from_vec, + const GLubyte *mask, + const GLubyte flag ) +{ + const GLuint stride = from_vec->stride; + GLfloat *from = from_vec->start; + GLfloat (*to)[4] = (GLfloat (*)[4])to_vec->start; + GLuint count = from_vec->count; + const GLfloat m0 = m[0], m4 = m[4], m8 = m[8], m12 = m[12]; + const GLfloat m1 = m[1], m5 = m[5], m9 = m[9], m13 = m[13]; + const GLfloat m2 = m[2], m6 = m[6], m10 = m[10], m14 = m[14]; + const GLfloat m3 = m[3], m7 = m[7], m11 = m[11], m15 = m[15]; + GLuint i; + (void) mask; + (void) flag; + STRIDE_LOOP { + CLIP_CHECK { + const GLfloat ox = from[0], oy = from[1], oz = from[2], ow = from[3]; + to[i][0] = m0 * ox + m4 * oy + m8 * oz + m12 * ow; + to[i][1] = m1 * ox + m5 * oy + m9 * oz + m13 * ow; + to[i][2] = m2 * ox + m6 * oy + m10 * oz + m14 * ow; + to[i][3] = m3 * ox + m7 * oy + m11 * oz + m15 * ow; + } + } + to_vec->size = 4; + to_vec->flags |= VEC_SIZE_4; + to_vec->count = from_vec->count; +} + +static void _XFORMAPI +TAG(transform_points4_identity)( GLvector4f *to_vec, + const GLfloat m[16], + const GLvector4f *from_vec, + const GLubyte *mask, + const GLubyte flag ) +{ + const GLuint stride = from_vec->stride; + GLfloat *from = from_vec->start; + GLfloat (*to)[4] = (GLfloat (*)[4])to_vec->start; + GLuint count = from_vec->count; + GLuint i; + (void) mask; + (void) flag; + if (to_vec == from_vec) return; + STRIDE_LOOP { + CLIP_CHECK { + to[i][0] = from[0]; + to[i][1] = from[1]; + to[i][2] = from[2]; + to[i][3] = from[3]; + } + } + to_vec->size = 4; + to_vec->flags |= VEC_SIZE_4; + to_vec->count = from_vec->count; +} + +static void _XFORMAPI +TAG(transform_points4_2d)( GLvector4f *to_vec, + const GLfloat m[16], + const GLvector4f *from_vec, + const GLubyte *mask, + const GLubyte flag ) +{ + const GLuint stride = from_vec->stride; + GLfloat *from = from_vec->start; + GLfloat (*to)[4] = (GLfloat (*)[4])to_vec->start; + GLuint count = from_vec->count; + const GLfloat m0 = m[0], m1 = m[1], m4 = m[4], m5 = m[5]; + const GLfloat m12 = m[12], m13 = m[13]; + GLuint i; + (void) mask; + (void) flag; + STRIDE_LOOP { + CLIP_CHECK { + const GLfloat ox = from[0], oy = from[1], oz = from[2], ow = from[3]; + to[i][0] = m0 * ox + m4 * oy + m12 * ow; + to[i][1] = m1 * ox + m5 * oy + m13 * ow; + to[i][2] = + oz ; + to[i][3] = ow; + } + } + to_vec->size = 4; + to_vec->flags |= VEC_SIZE_4; + to_vec->count = from_vec->count; +} + +static void _XFORMAPI +TAG(transform_points4_2d_no_rot)( GLvector4f *to_vec, + const GLfloat m[16], + const GLvector4f *from_vec, + const GLubyte *mask, + const GLubyte flag ) +{ + const GLuint stride = from_vec->stride; + GLfloat *from = from_vec->start; + GLfloat (*to)[4] = (GLfloat (*)[4])to_vec->start; + GLuint count = from_vec->count; + const GLfloat m0 = m[0], m5 = m[5], m12 = m[12], m13 = m[13]; + GLuint i; + (void) mask; + (void) flag; + STRIDE_LOOP { + CLIP_CHECK { + const GLfloat ox = from[0], oy = from[1], oz = from[2], ow = from[3]; + to[i][0] = m0 * ox + m12 * ow; + to[i][1] = m5 * oy + m13 * ow; + to[i][2] = + oz ; + to[i][3] = ow; + } + } + to_vec->size = 4; + to_vec->flags |= VEC_SIZE_4; + to_vec->count = from_vec->count; +} + +static void _XFORMAPI +TAG(transform_points4_3d)( GLvector4f *to_vec, + const GLfloat m[16], + const GLvector4f *from_vec, + const GLubyte *mask, + const GLubyte flag ) +{ + const GLuint stride = from_vec->stride; + GLfloat *from = from_vec->start; + GLfloat (*to)[4] = (GLfloat (*)[4])to_vec->start; + GLuint count = from_vec->count; + const GLfloat m0 = m[0], m1 = m[1], m2 = m[2], m4 = m[4], m5 = m[5]; + const GLfloat m6 = m[6], m8 = m[8], m9 = m[9], m10 = m[10]; + const GLfloat m12 = m[12], m13 = m[13], m14 = m[14]; + GLuint i; + (void) mask; + (void) flag; + STRIDE_LOOP { + CLIP_CHECK { + const GLfloat ox = from[0], oy = from[1], oz = from[2], ow = from[3]; + to[i][0] = m0 * ox + m4 * oy + m8 * oz + m12 * ow; + to[i][1] = m1 * ox + m5 * oy + m9 * oz + m13 * ow; + to[i][2] = m2 * ox + m6 * oy + m10 * oz + m14 * ow; + to[i][3] = ow; + } + } + to_vec->size = 4; + to_vec->flags |= VEC_SIZE_4; + to_vec->count = from_vec->count; +} + +static void _XFORMAPI +TAG(transform_points4_3d_no_rot)( GLvector4f *to_vec, + const GLfloat m[16], + const GLvector4f *from_vec, + const GLubyte *mask, + const GLubyte flag ) +{ + const GLuint stride = from_vec->stride; + GLfloat *from = from_vec->start; + GLfloat (*to)[4] = (GLfloat (*)[4])to_vec->start; + GLuint count = from_vec->count; + const GLfloat m0 = m[0], m5 = m[5]; + const GLfloat m10 = m[10], m12 = m[12], m13 = m[13], m14 = m[14]; + GLuint i; + (void) mask; + (void) flag; + STRIDE_LOOP { + CLIP_CHECK { + const GLfloat ox = from[0], oy = from[1], oz = from[2], ow = from[3]; + to[i][0] = m0 * ox + m12 * ow; + to[i][1] = m5 * oy + m13 * ow; + to[i][2] = m10 * oz + m14 * ow; + to[i][3] = ow; + } + } + to_vec->size = 4; + to_vec->flags |= VEC_SIZE_4; + to_vec->count = from_vec->count; +} + +static void _XFORMAPI +TAG(transform_points4_perspective)( GLvector4f *to_vec, + const GLfloat m[16], + const GLvector4f *from_vec, + const GLubyte *mask, + const GLubyte flag ) +{ + const GLuint stride = from_vec->stride; + GLfloat *from = from_vec->start; + GLfloat (*to)[4] = (GLfloat (*)[4])to_vec->start; + GLuint count = from_vec->count; + const GLfloat m0 = m[0], m5 = m[5], m8 = m[8], m9 = m[9]; + const GLfloat m10 = m[10], m14 = m[14]; + GLuint i; + (void) mask; + (void) flag; + STRIDE_LOOP { + CLIP_CHECK { + const GLfloat ox = from[0], oy = from[1], oz = from[2], ow = from[3]; + to[i][0] = m0 * ox + m8 * oz ; + to[i][1] = m5 * oy + m9 * oz ; + to[i][2] = m10 * oz + m14 * ow ; + to[i][3] = -oz ; + } + } + + to_vec->size = 4; + to_vec->flags |= VEC_SIZE_4; + to_vec->count = from_vec->count; +} + +static transform_func _XFORMAPI TAG(transform_tab_1)[7]; +static transform_func _XFORMAPI TAG(transform_tab_2)[7]; +static transform_func _XFORMAPI TAG(transform_tab_3)[7]; +static transform_func _XFORMAPI TAG(transform_tab_4)[7]; + +/* Similar functions could be called several times, with more highly + * optimized routines overwriting the arrays. This only occurs during + * startup. + */ +static void _XFORMAPI TAG(init_c_transformations)( void ) +{ +#define TAG_TAB gl_transform_tab[IDX] +#define TAG_TAB_1 TAG(transform_tab_1) +#define TAG_TAB_2 TAG(transform_tab_2) +#define TAG_TAB_3 TAG(transform_tab_3) +#define TAG_TAB_4 TAG(transform_tab_4) + + TAG_TAB[1] = TAG_TAB_1; + TAG_TAB[2] = TAG_TAB_2; + TAG_TAB[3] = TAG_TAB_3; + TAG_TAB[4] = TAG_TAB_4; + + /* 1-D points (ie texcoords) */ + TAG_TAB_1[MATRIX_GENERAL] = TAG(transform_points1_general); + TAG_TAB_1[MATRIX_IDENTITY] = TAG(transform_points1_identity); + TAG_TAB_1[MATRIX_3D_NO_ROT] = TAG(transform_points1_3d_no_rot); + TAG_TAB_1[MATRIX_PERSPECTIVE] = TAG(transform_points1_perspective) ; + TAG_TAB_1[MATRIX_2D] = TAG(transform_points1_2d); + TAG_TAB_1[MATRIX_2D_NO_ROT] = TAG(transform_points1_2d_no_rot); + TAG_TAB_1[MATRIX_3D] = TAG(transform_points1_3d); + + /* 2-D points */ + TAG_TAB_2[MATRIX_GENERAL] = TAG(transform_points2_general); + TAG_TAB_2[MATRIX_IDENTITY] = TAG(transform_points2_identity); + TAG_TAB_2[MATRIX_3D_NO_ROT] = TAG(transform_points2_3d_no_rot); + TAG_TAB_2[MATRIX_PERSPECTIVE] = TAG(transform_points2_perspective) ; + TAG_TAB_2[MATRIX_2D] = TAG(transform_points2_2d); + TAG_TAB_2[MATRIX_2D_NO_ROT] = TAG(transform_points2_2d_no_rot); + TAG_TAB_2[MATRIX_3D] = TAG(transform_points2_3d); + + /* 3-D points */ + TAG_TAB_3[MATRIX_GENERAL] = TAG(transform_points3_general); + TAG_TAB_3[MATRIX_IDENTITY] = TAG(transform_points3_identity); + TAG_TAB_3[MATRIX_3D_NO_ROT] = TAG(transform_points3_3d_no_rot); + TAG_TAB_3[MATRIX_PERSPECTIVE] = TAG(transform_points3_perspective); + TAG_TAB_3[MATRIX_2D] = TAG(transform_points3_2d); + TAG_TAB_3[MATRIX_2D_NO_ROT] = TAG(transform_points3_2d_no_rot); + TAG_TAB_3[MATRIX_3D] = TAG(transform_points3_3d); + + /* 4-D points */ + TAG_TAB_4[MATRIX_GENERAL] = TAG(transform_points4_general); + TAG_TAB_4[MATRIX_IDENTITY] = TAG(transform_points4_identity); + TAG_TAB_4[MATRIX_3D_NO_ROT] = TAG(transform_points4_3d_no_rot); + TAG_TAB_4[MATRIX_PERSPECTIVE] = TAG(transform_points4_perspective); + TAG_TAB_4[MATRIX_2D] = TAG(transform_points4_2d); + TAG_TAB_4[MATRIX_2D_NO_ROT] = TAG(transform_points4_2d_no_rot); + TAG_TAB_4[MATRIX_3D] = TAG(transform_points4_3d); + +#undef TAG_TAB +} |