diff options
author | Keith Whitwell <[email protected]> | 2000-11-16 21:05:34 +0000 |
---|---|---|
committer | Keith Whitwell <[email protected]> | 2000-11-16 21:05:34 +0000 |
commit | 23caf20169ac38436ee9c13914f1d6aa7cf6bb5e (patch) | |
tree | 21307f7bbcaf9ee1e841d7e7bee130570a7b5b95 /src/mesa/math | |
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')
-rw-r--r-- | src/mesa/math/m_clip_tmp.h | 175 | ||||
-rw-r--r-- | src/mesa/math/m_copy_tmp.h | 126 | ||||
-rw-r--r-- | src/mesa/math/m_debug_xform.c | 930 | ||||
-rw-r--r-- | src/mesa/math/m_dotprod_tmp.h | 128 | ||||
-rw-r--r-- | src/mesa/math/m_matrix.c | 1113 | ||||
-rw-r--r-- | src/mesa/math/m_matrix.h | 176 | ||||
-rw-r--r-- | src/mesa/math/m_norm_tmp.h | 413 | ||||
-rw-r--r-- | src/mesa/math/m_trans_tmp.h | 210 | ||||
-rw-r--r-- | src/mesa/math/m_translate.c | 478 | ||||
-rw-r--r-- | src/mesa/math/m_translate.h | 92 | ||||
-rw-r--r-- | src/mesa/math/m_vector.c | 367 | ||||
-rw-r--r-- | src/mesa/math/m_vector.h | 188 | ||||
-rw-r--r-- | src/mesa/math/m_xform.c | 251 | ||||
-rw-r--r-- | src/mesa/math/m_xform.h | 224 | ||||
-rw-r--r-- | src/mesa/math/m_xform_tmp.h | 974 |
15 files changed, 5845 insertions, 0 deletions
diff --git a/src/mesa/math/m_clip_tmp.h b/src/mesa/math/m_clip_tmp.h new file mode 100644 index 00000000000..321d3a9e616 --- /dev/null +++ b/src/mesa/math/m_clip_tmp.h @@ -0,0 +1,175 @@ +/* $Id: m_clip_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. + */ + + +/* KW: a clever asm implementation would nestle integer versions + * of the outcode calculation underneath the division. Gcc won't + * do this, strangely enough, so I only do the divide in + * the case where the cliptest passes. This isn't essential, + * and an asm implementation needn't replicate that behaviour. + */ +static GLvector4f * _XFORMAPI TAG(cliptest_points4)( GLvector4f *clip_vec, + GLvector4f *proj_vec, + GLubyte clipMask[], + GLubyte *orMask, + GLubyte *andMask ) +{ + const GLuint stride = clip_vec->stride; + const GLfloat *from = (GLfloat *)clip_vec->start; + const GLuint count = clip_vec->count; + GLuint c = 0; + GLfloat (*vProj)[4] = (GLfloat (*)[4])proj_vec->start; + GLubyte tmpAndMask = *andMask; + GLubyte tmpOrMask = *orMask; + GLuint i; + STRIDE_LOOP { + const GLfloat cx = from[0]; + const GLfloat cy = from[1]; + const GLfloat cz = from[2]; + const GLfloat cw = from[3]; +#if defined(macintosh) + /* on powerpc cliptest is 17% faster in this way. */ + GLuint mask; + mask = (((cw < cx) << CLIP_RIGHT_SHIFT)); + mask |= (((cw < -cx) << CLIP_LEFT_SHIFT)); + mask |= (((cw < cy) << CLIP_TOP_SHIFT)); + mask |= (((cw < -cy) << CLIP_BOTTOM_SHIFT)); + mask |= (((cw < cz) << CLIP_FAR_SHIFT)); + mask |= (((cw < -cz) << CLIP_NEAR_SHIFT)); +#else /* !defined(macintosh)) */ + GLubyte mask = 0; + if (-cx + cw < 0) mask |= CLIP_RIGHT_BIT; + if ( cx + cw < 0) mask |= CLIP_LEFT_BIT; + if (-cy + cw < 0) mask |= CLIP_TOP_BIT; + if ( cy + cw < 0) mask |= CLIP_BOTTOM_BIT; + if (-cz + cw < 0) mask |= CLIP_FAR_BIT; + if ( cz + cw < 0) mask |= CLIP_NEAR_BIT; +#endif /* defined(macintosh) */ + + clipMask[i] = mask; + if (mask) { + c++; + tmpAndMask &= mask; + tmpOrMask |= mask; + vProj[i][0] = 0; /* no longer required? */ + vProj[i][1] = 0; + vProj[i][2] = 0; + vProj[i][3] = 1; + } else { + GLfloat oow = 1.0F / cw; + vProj[i][3] = oow; + vProj[i][0] = cx * oow; + vProj[i][1] = cy * oow; + vProj[i][2] = cz * oow; + } + } + + *orMask = tmpOrMask; + *andMask = (GLubyte) (c < count ? 0 : tmpAndMask); + + proj_vec->flags |= VEC_SIZE_4; + proj_vec->size = 3; + proj_vec->count = clip_vec->count; + return proj_vec; +} + +static GLvector4f * _XFORMAPI TAG(cliptest_points3)( GLvector4f *clip_vec, + GLvector4f *proj_vec, + GLubyte clipMask[], + GLubyte *orMask, + GLubyte *andMask ) +{ + const GLuint stride = clip_vec->stride; + const GLuint count = clip_vec->count; + const GLfloat *from = (GLfloat *)clip_vec->start; + + GLubyte tmpOrMask = *orMask; + GLubyte tmpAndMask = *andMask; + GLuint i; + STRIDE_LOOP { + const GLfloat cx = from[0], cy = from[1], cz = from[2]; + GLubyte mask = 0; + if (cx > 1.0) mask |= CLIP_RIGHT_BIT; + else if (cx < -1.0) mask |= CLIP_LEFT_BIT; + if (cy > 1.0) mask |= CLIP_TOP_BIT; + else if (cy < -1.0) mask |= CLIP_BOTTOM_BIT; + if (cz > 1.0) mask |= CLIP_FAR_BIT; + else if (cz < -1.0) mask |= CLIP_NEAR_BIT; + clipMask[i] = mask; + tmpOrMask |= mask; + tmpAndMask &= mask; + } + + gl_vector4f_clean_elem(proj_vec, count, 3); + + *orMask = tmpOrMask; + *andMask = tmpAndMask; + return clip_vec; +} + +static GLvector4f * _XFORMAPI TAG(cliptest_points2)( GLvector4f *clip_vec, + GLvector4f *proj_vec, + GLubyte clipMask[], + GLubyte *orMask, + GLubyte *andMask ) +{ + const GLuint stride = clip_vec->stride; + const GLuint count = clip_vec->count; + const GLfloat *from = (GLfloat *)clip_vec->start; + + GLubyte tmpOrMask = *orMask; + GLubyte tmpAndMask = *andMask; + GLuint i; + STRIDE_LOOP { + const GLfloat cx = from[0], cy = from[1]; + GLubyte mask = 0; + if (cx > 1.0) mask |= CLIP_RIGHT_BIT; + else if (cx < -1.0) mask |= CLIP_LEFT_BIT; + if (cy > 1.0) mask |= CLIP_TOP_BIT; + else if (cy < -1.0) mask |= CLIP_BOTTOM_BIT; + clipMask[i] = mask; + tmpOrMask |= mask; + tmpAndMask &= mask; + } + + gl_vector4f_clean_elem(proj_vec, count, 3); + + *orMask = tmpOrMask; + *andMask = tmpAndMask; + return clip_vec; +} + + +static void TAG(init_c_cliptest)( void ) +{ + gl_clip_tab[4] = TAG(cliptest_points4); + gl_clip_tab[3] = TAG(cliptest_points3); + gl_clip_tab[2] = TAG(cliptest_points2); +} diff --git a/src/mesa/math/m_copy_tmp.h b/src/mesa/math/m_copy_tmp.h new file mode 100644 index 00000000000..b328537fafa --- /dev/null +++ b/src/mesa/math/m_copy_tmp.h @@ -0,0 +1,126 @@ +/* $Id: m_copy_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. + */ + + +#define COPY_FUNC( BITS ) \ +static void TAG2(copy, BITS)(GLvector4f *to, const GLvector4f *f, \ + const GLubyte mask[] ) \ +{ \ + GLfloat (*t)[4] = (GLfloat (*)[4])to->start; \ + GLfloat *from = f->start; \ + GLuint stride = f->stride; \ + GLuint count = f->count; \ + GLuint i; \ + (void) mask; \ + \ + if (BITS) \ + STRIDE_LOOP { \ + CULL_CHECK { \ + if (BITS&1) t[i][0] = from[0]; \ + if (BITS&2) t[i][1] = from[1]; \ + if (BITS&4) t[i][2] = from[2]; \ + if (BITS&8) t[i][3] = from[3]; \ + } \ + } \ +} + + + +/* static void TAG2(clean, BITS)(GLvector4f *to ) */ +/* { */ +/* GLfloat (*t)[4] = to->data; */ +/* GLuint i; */ + +/* if (BITS) */ +/* for (i = 0 ; i < VB_SIZE ; i++) { */ +/* if (BITS&1) t[i][0] = 0; */ +/* if (BITS&2) t[i][1] = 0; */ +/* if (BITS&4) t[i][2] = 0; */ +/* if (BITS&8) t[i][3] = 1; */ +/* } */ +/* to->flags &= ~BITS; */ +/* } */ + + +/* We got them all here: + */ +COPY_FUNC( 0x0 ) /* noop */ +COPY_FUNC( 0x1 ) +COPY_FUNC( 0x2 ) +COPY_FUNC( 0x3 ) +COPY_FUNC( 0x4 ) +COPY_FUNC( 0x5 ) +COPY_FUNC( 0x6 ) +COPY_FUNC( 0x7 ) +COPY_FUNC( 0x8 ) +COPY_FUNC( 0x9 ) +COPY_FUNC( 0xa ) +COPY_FUNC( 0xb ) +COPY_FUNC( 0xc ) +COPY_FUNC( 0xd ) +COPY_FUNC( 0xe ) +COPY_FUNC( 0xf ) + +static void TAG2(init_copy, 0 ) ( void ) +{ + gl_copy_tab[IDX][0x0] = TAG2(copy, 0x0); + gl_copy_tab[IDX][0x1] = TAG2(copy, 0x1); + gl_copy_tab[IDX][0x2] = TAG2(copy, 0x2); + gl_copy_tab[IDX][0x3] = TAG2(copy, 0x3); + gl_copy_tab[IDX][0x4] = TAG2(copy, 0x4); + gl_copy_tab[IDX][0x5] = TAG2(copy, 0x5); + gl_copy_tab[IDX][0x6] = TAG2(copy, 0x6); + gl_copy_tab[IDX][0x7] = TAG2(copy, 0x7); + gl_copy_tab[IDX][0x8] = TAG2(copy, 0x8); + gl_copy_tab[IDX][0x9] = TAG2(copy, 0x9); + gl_copy_tab[IDX][0xa] = TAG2(copy, 0xa); + gl_copy_tab[IDX][0xb] = TAG2(copy, 0xb); + gl_copy_tab[IDX][0xc] = TAG2(copy, 0xc); + gl_copy_tab[IDX][0xd] = TAG2(copy, 0xd); + gl_copy_tab[IDX][0xe] = TAG2(copy, 0xe); + gl_copy_tab[IDX][0xf] = TAG2(copy, 0xf); + +/* gl_clean_tab[IDX][0x0] = TAG2(clean, 0x0); */ +/* gl_clean_tab[IDX][0x1] = TAG2(clean, 0x1); */ +/* gl_clean_tab[IDX][0x2] = TAG2(clean, 0x2); */ +/* gl_clean_tab[IDX][0x3] = TAG2(clean, 0x3); */ +/* gl_clean_tab[IDX][0x4] = TAG2(clean, 0x4); */ +/* gl_clean_tab[IDX][0x5] = TAG2(clean, 0x5); */ +/* gl_clean_tab[IDX][0x6] = TAG2(clean, 0x6); */ +/* gl_clean_tab[IDX][0x7] = TAG2(clean, 0x7); */ +/* gl_clean_tab[IDX][0x8] = TAG2(clean, 0x8); */ +/* gl_clean_tab[IDX][0x9] = TAG2(clean, 0x9); */ +/* gl_clean_tab[IDX][0xa] = TAG2(clean, 0xa); */ +/* gl_clean_tab[IDX][0xb] = TAG2(clean, 0xb); */ +/* gl_clean_tab[IDX][0xc] = TAG2(clean, 0xc); */ +/* gl_clean_tab[IDX][0xd] = TAG2(clean, 0xd); */ +/* gl_clean_tab[IDX][0xe] = TAG2(clean, 0xe); */ +/* gl_clean_tab[IDX][0xf] = TAG2(clean, 0xf); */ +} diff --git a/src/mesa/math/m_debug_xform.c b/src/mesa/math/m_debug_xform.c new file mode 100644 index 00000000000..5041fc4ee07 --- /dev/null +++ b/src/mesa/math/m_debug_xform.c @@ -0,0 +1,930 @@ +/* $Id: m_debug_xform.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. + */ + +/* + * Updated for P6 architecture by Gareth Hughes. + */ + +#include "glheader.h" +#include "context.h" +#include "mem.h" + +#include "m_debug_xform.h" +#include "m_matrix.h" +#include "m_xform.h" + + +#ifdef DEBUG /* This code only used for debugging */ + + +/* Comment this out to deactivate the cycle counter. + * NOTE: it works only on CPUs which know the 'rdtsc' command (586 or higher) + * (hope, you don't try to debug Mesa on a 386 ;) + */ +#if defined(__GNUC__) && defined(__i386__) && defined(USE_X86_ASM) +#define RUN_XFORM_BENCHMARK +#endif + +#define TEST_COUNT 128 /* size of the tested vector array */ + +#define REQUIRED_PRECISION 10 /* allow 4 bits to miss */ +#define MAX_PRECISION 24 /* max. precision possible */ + + +#ifdef RUN_XFORM_BENCHMARK +/* Overhead of profiling counter in cycles. Automatically adjusted to + * your machine at run time - counter initialization should give very + * consistent results. + */ +static int need_counter = 1; +static long counter_overhead = 0; + +/* Modify the the number of tests if you like. + * We take the minimum of all results, because every error should be + * positive (time used by other processes, task switches etc). + * It is assumed that all calculations are done in the cache. + */ + +#if 1 /* PPro, PII, PIII version */ + +/* Profiling on the P6 architecture requires a little more work, due to + * the internal out-of-order execution. We must perform a serializing + * 'cpuid' instruction before and after the 'rdtsc' instructions to make + * sure no other uops are executed when we sample the timestamp counter. + */ +#define INIT_COUNTER() \ + do { \ + int cycle_i; \ + counter_overhead = LONG_MAX; \ + for ( cycle_i = 0 ; cycle_i < 4 ; cycle_i++ ) { \ + long cycle_tmp1 = 0, cycle_tmp2 = 0; \ + __asm__ ( "push %%ebx \n" \ + "xor %%eax, %%eax \n" \ + "cpuid \n" \ + "rdtsc \n" \ + "mov %%eax, %0 \n" \ + "xor %%eax, %%eax \n" \ + "cpuid \n" \ + "pop %%ebx \n" \ + "push %%ebx \n" \ + "xor %%eax, %%eax \n" \ + "cpuid \n" \ + "rdtsc \n" \ + "mov %%eax, %1 \n" \ + "xor %%eax, %%eax \n" \ + "cpuid \n" \ + "pop %%ebx \n" \ + : "=m" (cycle_tmp1), "=m" (cycle_tmp2) \ + : : "eax", "ecx", "edx" ); \ + if ( counter_overhead > (cycle_tmp2 - cycle_tmp1) ) { \ + counter_overhead = cycle_tmp2 - cycle_tmp1; \ + } \ + } \ + } while (0) + +#define BEGIN_RACE(x) \ + x = LONG_MAX; \ + for ( cycle_i = 0 ; cycle_i < 10 ; cycle_i++ ) { \ + long cycle_tmp1 = 0, cycle_tmp2 = 0; \ + __asm__ ( "push %%ebx \n" \ + "xor %%eax, %%eax \n" \ + "cpuid \n" \ + "rdtsc \n" \ + "mov %%eax, %0 \n" \ + "xor %%eax, %%eax \n" \ + "cpuid \n" \ + "pop %%ebx \n" \ + : "=m" (cycle_tmp1) \ + : : "eax", "ecx", "edx" ); + +#define END_RACE(x) \ + __asm__ ( "push %%ebx \n" \ + "xor %%eax, %%eax \n" \ + "cpuid \n" \ + "rdtsc \n" \ + "mov %%eax, %0 \n" \ + "xor %%eax, %%eax \n" \ + "cpuid \n" \ + "pop %%ebx \n" \ + : "=m" (cycle_tmp2) \ + : : "eax", "ecx", "edx" ); \ + if ( x > (cycle_tmp2 - cycle_tmp1) ) { \ + x = cycle_tmp2 - cycle_tmp1; \ + } \ + } \ + x -= counter_overhead; + +#else /* PPlain, PMMX version */ + +/* To ensure accurate results, we stall the pipelines with the + * non-pairable 'cdq' instruction. This ensures all the code being + * profiled is complete when the 'rdtsc' instruction executes. + */ +#define INIT_COUNTER(x) \ + do { \ + int cycle_i; \ + x = LONG_MAX; \ + for ( cycle_i = 0 ; cycle_i < 32 ; cycle_i++ ) { \ + long cycle_tmp1, cycle_tmp2, dummy; \ + __asm__ ( "mov %%eax, %0" : "=a" (cycle_tmp1) ); \ + __asm__ ( "mov %%eax, %0" : "=a" (cycle_tmp2) ); \ + __asm__ ( "cdq" ); \ + __asm__ ( "cdq" ); \ + __asm__ ( "rdtsc" : "=a" (cycle_tmp1), "=d" (dummy) ); \ + __asm__ ( "cdq" ); \ + __asm__ ( "cdq" ); \ + __asm__ ( "rdtsc" : "=a" (cycle_tmp2), "=d" (dummy) ); \ + if ( x > (cycle_tmp2 - cycle_tmp1) ) \ + x = cycle_tmp2 - cycle_tmp1; \ + } \ + } while (0) + +#define BEGIN_RACE(x) \ + x = LONG_MAX; \ + for ( cycle_i = 0 ; cycle_i < 16 ; cycle_i++ ) { \ + long cycle_tmp1, cycle_tmp2, dummy; \ + __asm__ ( "mov %%eax, %0" : "=a" (cycle_tmp1) ); \ + __asm__ ( "mov %%eax, %0" : "=a" (cycle_tmp2) ); \ + __asm__ ( "cdq" ); \ + __asm__ ( "cdq" ); \ + __asm__ ( "rdtsc" : "=a" (cycle_tmp1), "=d" (dummy) ); + + +#define END_RACE(x) \ + __asm__ ( "cdq" ); \ + __asm__ ( "cdq" ); \ + __asm__ ( "rdtsc" : "=a" (cycle_tmp2), "=d" (dummy) ); \ + if ( x > (cycle_tmp2 - cycle_tmp1) ) \ + x = cycle_tmp2 - cycle_tmp1; \ + } \ + x -= counter_overhead; + +#endif + +#else + +#define BEGIN_RACE(x) +#define END_RACE(x) + +#endif + + +static char *mesa_profile = NULL; + + +enum { NIL=0, ONE=1, NEG=-1, VAR=2 }; + +static int m_general[16] = { + VAR, VAR, VAR, VAR, + VAR, VAR, VAR, VAR, + VAR, VAR, VAR, VAR, + VAR, VAR, VAR, VAR +}; +static int m_identity[16] = { + ONE, NIL, NIL, NIL, + NIL, ONE, NIL, NIL, + NIL, NIL, ONE, NIL, + NIL, NIL, NIL, ONE +}; +static int m_2d[16] = { + VAR, VAR, NIL, VAR, + VAR, VAR, NIL, VAR, + NIL, NIL, ONE, NIL, + NIL, NIL, NIL, ONE +}; +static int m_2d_no_rot[16] = { + VAR, NIL, NIL, VAR, + NIL, VAR, NIL, VAR, + NIL, NIL, ONE, NIL, + NIL, NIL, NIL, ONE +}; +static int m_3d[16] = { + VAR, VAR, VAR, VAR, + VAR, VAR, VAR, VAR, + VAR, VAR, VAR, VAR, + NIL, NIL, NIL, ONE +}; +static int m_3d_no_rot[16] = { + VAR, NIL, NIL, VAR, + NIL, VAR, NIL, VAR, + NIL, NIL, VAR, VAR, + NIL, NIL, NIL, ONE +}; +static int m_perspective[16] = { + VAR, NIL, VAR, NIL, + NIL, VAR, VAR, NIL, + NIL, NIL, VAR, VAR, + NIL, NIL, NEG, NIL +}; +static int *templates[7] = { + m_general, + m_identity, + m_3d_no_rot, + m_perspective, + m_2d, + m_2d_no_rot, + m_3d +}; +static int mtypes[7] = { + MATRIX_GENERAL, + MATRIX_IDENTITY, + MATRIX_3D_NO_ROT, + MATRIX_PERSPECTIVE, + MATRIX_2D, + MATRIX_2D_NO_ROT, + MATRIX_3D +}; +static char *mstrings[7] = { + "MATRIX_GENERAL", + "MATRIX_IDENTITY", + "MATRIX_3D_NO_ROT", + "MATRIX_PERSPECTIVE", + "MATRIX_2D", + "MATRIX_2D_NO_ROT", + "MATRIX_3D" +}; + + + +static int m_norm_identity[16] = { + ONE, NIL, NIL, NIL, + NIL, ONE, NIL, NIL, + NIL, NIL, ONE, NIL, + NIL, NIL, NIL, NIL +}; +static int m_norm_general[16] = { + VAR, VAR, VAR, NIL, + VAR, VAR, VAR, NIL, + VAR, VAR, VAR, NIL, + NIL, NIL, NIL, NIL +}; +static int m_norm_no_rot[16] = { + VAR, NIL, NIL, NIL, + NIL, VAR, NIL, NIL, + NIL, NIL, VAR, NIL, + NIL, NIL, NIL, NIL +}; +static int *norm_templates[8] = { + m_norm_no_rot, + m_norm_no_rot, + m_norm_no_rot, + m_norm_general, + m_norm_general, + m_norm_general, + m_norm_identity, + m_norm_identity +}; +static int norm_types[8] = { + NORM_TRANSFORM_NO_ROT, + NORM_TRANSFORM_NO_ROT | NORM_RESCALE, + NORM_TRANSFORM_NO_ROT | NORM_NORMALIZE, + NORM_TRANSFORM, + NORM_TRANSFORM | NORM_RESCALE, + NORM_TRANSFORM | NORM_NORMALIZE, + NORM_RESCALE, + NORM_NORMALIZE +}; +static int norm_scale_types[8] = { /* rescale factor */ + NIL, /* NIL disables rescaling */ + VAR, + NIL, + NIL, + VAR, + NIL, + VAR, + NIL +}; +static int norm_normalize_types[8] = { /* normalizing ?? (no = 0) */ + 0, + 0, + 1, + 0, + 0, + 1, + 0, + 1 +}; +static char *norm_strings[8] = { + "NORM_TRANSFORM_NO_ROT", + "NORM_TRANSFORM_NO_ROT | NORM_RESCALE", + "NORM_TRANSFORM_NO_ROT | NORM_NORMALIZE", + "NORM_TRANSFORM", + "NORM_TRANSFORM | NORM_RESCALE", + "NORM_TRANSFORM | NORM_NORMALIZE", + "NORM_RESCALE", + "NORM_NORMALIZE" +}; + + + +/* ================================================================ + * Helper functions + */ + +static GLfloat rnd( void ) +{ + GLfloat f = (GLfloat)rand() / (GLfloat)RAND_MAX; + GLfloat gran = (GLfloat)(1 << 13); + + f = (GLfloat)(GLint)(f * gran) / gran; + + return f * 2.0 - 1.0; +} + +static int significand_match( GLfloat a, GLfloat b ) +{ + GLfloat d = a - b; + int a_ex, b_ex, d_ex; + + if ( d == 0.0F ) { + return MAX_PRECISION; /* Exact match */ + } + + if ( a == 0.0F || b == 0.0F ) { + /* It would probably be better to check if the + * non-zero number is denormalized and return + * the index of the highest set bit here. + */ + return 0; + } + + frexp( a, &a_ex ); + frexp( b, &b_ex ); + frexp( d, &d_ex ); + + if ( a_ex < b_ex ) + return a_ex - d_ex; + else + return b_ex - d_ex; +} + + + +/* ================================================================ + * Reference transformations + */ + +static void ref_transform( GLvector4f *dst, + const GLmatrix *mat, + const GLvector4f *src, + const GLubyte *clipmask, + const GLubyte flag ) +{ + int i; + GLfloat *s = (GLfloat *)src->start; + GLfloat (*d)[4] = (GLfloat (*)[4])dst->start; + const GLfloat *m = mat->m; + + (void) clipmask; + (void) flag; + + for ( i = 0 ; i < src->count ; i++ ) { + GLfloat x = s[0], y = s[1], z = s[2], w = s[3]; + d[i][0] = m[0]*x + m[4]*y + m[ 8]*z + m[12]*w; + d[i][1] = m[1]*x + m[5]*y + m[ 9]*z + m[13]*w; + d[i][2] = m[2]*x + m[6]*y + m[10]*z + m[14]*w; + d[i][3] = m[3]*x + m[7]*y + m[11]*z + m[15]*w; + s = (GLfloat *)((char *)s + src->stride); + } +} + +static void ref_norm_transform_rescale( const GLmatrix *mat, + GLfloat scale, + const GLvector3f *in, + const GLfloat *lengths, + const GLubyte mask[], + GLvector3f *dest ) +{ + int i; + const GLfloat *s = in->start; + const GLfloat *m = mat->inv; + GLfloat (*out)[3] = (GLfloat (*)[3])dest->start; + + (void) mask; + (void) lengths; + + for ( i = 0 ; i < in->count ; i++ ) { + GLfloat x = s[0], y = s[1], z = s[2] ; + GLfloat tx = m[0]*x + m[1]*y + m[ 2]*z ; + GLfloat ty = m[4]*x + m[5]*y + m[ 6]*z ; + GLfloat tz = m[8]*x + m[9]*y + m[10]*z ; + + out[i][0] = tx * scale; + out[i][1] = ty * scale; + out[i][2] = tz * scale; + + s = (GLfloat *)((char *)s + in->stride); + } +} + +static void ref_norm_transform_normalize( const GLmatrix *mat, + GLfloat scale, + const GLvector3f *in, + const GLfloat *lengths, + const GLubyte mask[], + GLvector3f *dest ) +{ + int i; + const GLfloat *s = in->start; + const GLfloat *m = mat->inv; + GLfloat (*out)[3] = (GLfloat (*)[3])dest->start; + + (void) mask; + + for ( i = 0 ; i < in->count ; i++ ) { + GLfloat x = s[0], y = s[1], z = s[2] ; + GLfloat tx = m[0]*x + m[1]*y + m[ 2]*z ; + GLfloat ty = m[4]*x + m[5]*y + m[ 6]*z ; + GLfloat tz = m[8]*x + m[9]*y + m[10]*z ; + + if ( !lengths ) { + GLfloat len = tx*tx + ty*ty + tz*tz; + if ( len > 1e-20 ) { + /* Hmmm, don't know how we could test the precalculated + * length case... + */ + scale = 1.0 / sqrt( len ); + out[i][0] = tx * scale; + out[i][1] = ty * scale; + out[i][2] = tz * scale; + } else { + out[i][0] = out[i][1] = out[i][2] = 0; + } + } else { + scale = lengths[i];; + out[i][0] = tx * scale; + out[i][1] = ty * scale; + out[i][2] = tz * scale; + } + + s = (GLfloat *)((char *)s + in->stride); + } +} + + + +/* ================================================================ + * Vertex transformation tests + */ + +/* Ensure our arrays are correctly aligned. + */ +#if defined(__GNUC__) +#define ALIGN16(x) x __attribute__ ((aligned (16))) +#else +#define ALIGN16(x) x +#endif +static GLfloat ALIGN16(s[TEST_COUNT][5]); +static GLfloat ALIGN16(d[TEST_COUNT][4]); +static GLfloat ALIGN16(r[TEST_COUNT][4]); + +static int test_transform_function( transform_func func, int psize, int mtype, + int masked, long *cycles ) +{ + GLvector4f source[1], dest[1], ref[1]; + GLmatrix mat[1]; + GLfloat *m; + GLubyte mask[TEST_COUNT]; + int i, j; +#ifdef RUN_XFORM_BENCHMARK + int cycle_i; /* the counter for the benchmarks we run */ +#endif + + (void) cycles; + + if ( psize > 4 ) { + gl_problem( NULL, "test_transform_function called with psize > 4\n" ); + return 0; + } + + mat->m = (GLfloat *) ALIGN_MALLOC( 16 * sizeof(GLfloat), 16 ); + mat->type = mtypes[mtype]; + + m = mat->m; + + m[0] = 63.0; m[4] = 43.0; m[ 8] = 29.0; m[12] = 43.0; + m[1] = 55.0; m[5] = 17.0; m[ 9] = 31.0; m[13] = 7.0; + m[2] = 44.0; m[6] = 9.0; m[10] = 7.0; m[14] = 3.0; + m[3] = 11.0; m[7] = 23.0; m[11] = 91.0; m[15] = 9.0; + + for ( i = 0 ; i < 4 ; i++ ) { + for ( j = 0 ; j < 4 ; j++ ) { + switch ( templates[mtype][i * 4 + j] ) { + case NIL: + m[j * 4 + i] = 0.0; + break; + case ONE: + m[j * 4 + i] = 1.0; + break; + case NEG: + m[j * 4 + i] = -1.0; + break; + case VAR: + break; + default: + abort(); + } + } + } + + for ( i = 0 ; i < TEST_COUNT ; i++) { + mask[i] = i % 2; /* mask every 2nd element */ + d[i][0] = s[i][0] = 0.0; + d[i][1] = s[i][1] = 0.0; + d[i][2] = s[i][2] = 0.0; + d[i][3] = s[i][3] = 1.0; + for ( j = 0 ; j < psize ; j++ ) + s[i][j] = rnd(); + } + + source->data = (GLfloat(*)[4])s; + source->start = (GLfloat *)s; + source->count = TEST_COUNT; + source->stride = sizeof(s[0]); + source->size = 4; + source->flags = 0; + + dest->data = (GLfloat(*)[4])d; + dest->start = (GLfloat *)d; + dest->count = TEST_COUNT; + dest->stride = sizeof(float[4]); + dest->size = 0; + dest->flags = 0; + + ref->data = (GLfloat(*)[4])r; + ref->start = (GLfloat *)r; + ref->count = TEST_COUNT; + ref->stride = sizeof(float[4]); + ref->size = 0; + ref->flags = 0; + + ref_transform( ref, mat, source, NULL, 0 ); + + if ( mesa_profile ) { + if ( masked ) { + BEGIN_RACE( *cycles ); + func( dest, mat->m, source, mask, 1 ); + END_RACE( *cycles ); + } else { + BEGIN_RACE( *cycles ); + func( dest, mat->m, source, NULL, 0 ); + END_RACE( *cycles ); + } + } + else { + if ( masked ) { + func( dest, mat->m, source, mask, 1 ); + } else { + func( dest, mat->m, source, NULL, 0 ); + } + } + + for ( i = 0 ; i < TEST_COUNT ; i++ ) { + if ( masked && (mask[i] & 1) ) + continue; + + for ( j = 0 ; j < 4 ; j++ ) { + if ( significand_match( d[i][j], r[i][j] ) < REQUIRED_PRECISION ) { + printf( "-----------------------------\n" ); + printf( "(i = %i, j = %i)\n", i, j ); + printf( "%f \t %f \t [diff = %e - %i bit missed]\n", + d[i][0], r[i][0], r[i][0]-d[i][0], + MAX_PRECISION - significand_match( d[i][0], r[i][0] ) ); + printf( "%f \t %f \t [diff = %e - %i bit missed]\n", + d[i][1], r[i][1], r[i][1]-d[i][1], + MAX_PRECISION - significand_match( d[i][1], r[i][1] ) ); + printf( "%f \t %f \t [diff = %e - %i bit missed]\n", + d[i][2], r[i][2], r[i][2]-d[i][2], + MAX_PRECISION - significand_match( d[i][2], r[i][2] ) ); + printf( "%f \t %f \t [diff = %e - %i bit missed]\n", + d[i][3], r[i][3], r[i][3]-d[i][3], + MAX_PRECISION - significand_match( d[i][3], r[i][3] ) ); + return 0; + } + } + } + + ALIGN_FREE( mat->m ); + return 1; +} + +void gl_test_all_transform_functions( char *description ) +{ + int masked, psize, mtype; + long benchmark_tab[2][4][7]; + static int first_time = 1; + + if ( first_time ) { + first_time = 0; + mesa_profile = getenv( "MESA_PROFILE" ); + } + +#ifdef RUN_XFORM_BENCHMARK + if ( mesa_profile ) { + if ( need_counter ) { + need_counter = 0; + INIT_COUNTER(); + printf( "counter overhead: %ld cycles\n\n", counter_overhead ); + } + printf( "transform results after hooking in %s functions:\n", description ); + } +#endif + + for ( masked = 0 ; masked <= 1 ; masked++ ) { + int cma = masked ? 1 : 0; + char *cmastring = masked ? "CULL_MASK_ACTIVE" : "0"; + +#ifdef RUN_XFORM_BENCHMARK + if ( mesa_profile ) { + printf( "\n culling: %s \n", masked ? "CULL_MASK_ACTIVE" : "0" ); + for ( psize = 1 ; psize <= 4 ; psize++ ) { + printf( " p%d\t", psize ); + } + printf( "\n--------------------------------------------------------\n" ); + } +#endif + + for ( mtype = 0 ; mtype < 7 ; mtype++ ) { + for ( psize = 1 ; psize <= 4 ; psize++ ) { + transform_func func = gl_transform_tab[cma][psize][mtypes[mtype]]; + long *cycles = &(benchmark_tab[cma][psize-1][mtype]); + + if ( test_transform_function( func, psize, mtype, + masked, cycles ) == 0 ) { + char buf[100]; + sprintf( buf, "gl_transform_tab[%s][%d][%s] failed test (%s)", + cmastring, psize, mstrings[mtype], description ); + gl_problem( NULL, buf ); + } +#ifdef RUN_XFORM_BENCHMARK + if ( mesa_profile ) + printf( " %li\t", benchmark_tab[cma][psize-1][mtype] ); +#endif + } +#ifdef RUN_XFORM_BENCHMARK + if ( mesa_profile ) + printf( " | [%s]\n", mstrings[mtype] ); +#endif + } +#ifdef RUN_XFORM_BENCHMARK + if ( mesa_profile ) + printf( "\n" ); +#endif + } +} + + + +/* ================================================================ + * Normal transformation tests + */ + +static int test_norm_function( normal_func func, int mtype, + int masked, long *cycles ) +{ + GLvector3f source[1], dest[1], dest2[1], ref[1], ref2[1]; + GLmatrix mat[1]; + GLfloat s[TEST_COUNT][5], d[TEST_COUNT][3], r[TEST_COUNT][3]; + GLfloat d2[TEST_COUNT][3], r2[TEST_COUNT][3], length[TEST_COUNT]; + GLfloat scale; + GLfloat *m; + GLubyte mask[TEST_COUNT]; + int i, j; +#ifdef RUN_XFORM_BENCHMARK + int cycle_i; /* the counter for the benchmarks we run */ +#endif + + (void) cycles; + + mat->m = (GLfloat *) ALIGN_MALLOC( 16 * sizeof(GLfloat), 16 ); + mat->inv = m = mat->m; + + m[0] = 63.0; m[4] = 43.0; m[ 8] = 29.0; m[12] = 43.0; + m[1] = 55.0; m[5] = 17.0; m[ 9] = 31.0; m[13] = 7.0; + m[2] = 44.0; m[6] = 9.0; m[10] = 7.0; m[14] = 3.0; + m[3] = 11.0; m[7] = 23.0; m[11] = 91.0; m[15] = 9.0; + + scale = 1.0F + rnd () * norm_scale_types[mtype]; + + for ( i = 0 ; i < 4 ; i++ ) { + for ( j = 0 ; j < 4 ; j++ ) { + switch ( norm_templates[mtype][i * 4 + j] ) { + case NIL: + m[j * 4 + i] = 0.0; + break; + case ONE: + m[j * 4 + i] = 1.0; + break; + case NEG: + m[j * 4 + i] = -1.0; + break; + case VAR: + break; + default: + abort(); + } + } + } + + for ( i = 0 ; i < TEST_COUNT ; i++ ) { + mask[i] = i % 2; /* mask every 2nd element */ + d[i][0] = s[i][0] = d2[i][0] = 0.0; + d[i][1] = s[i][1] = d2[i][1] = 0.0; + d[i][2] = s[i][2] = d2[i][2] = 0.0; + for ( j = 0 ; j < 3 ; j++ ) + s[i][j] = rnd(); + length[i] = 1 / sqrt( s[i][0]*s[i][0] + + s[i][1]*s[i][1] + + s[i][2]*s[i][2] ); + } + + source->data = (GLfloat(*)[3])s; + source->start = (GLfloat *)s; + source->count = TEST_COUNT; + source->stride = sizeof(s[0]); + source->flags = 0; + + dest->data = (GLfloat(*)[3])d; + dest->start = (GLfloat *)d; + dest->count = TEST_COUNT; + dest->stride = sizeof(float[3]); + dest->flags = 0; + + dest2->data = (GLfloat(*)[3])d2; + dest2->start = (GLfloat *)d2; + dest2->count = TEST_COUNT; + dest2->stride = sizeof(float[3]); + dest2->flags = 0; + + ref->data = (GLfloat(*)[3])r; + ref->start = (GLfloat *)r; + ref->count = TEST_COUNT; + ref->stride = sizeof(float[3]); + ref->flags = 0; + + ref2->data = (GLfloat(*)[3])r2; + ref2->start = (GLfloat *)r2; + ref2->count = TEST_COUNT; + ref2->stride = sizeof(float[3]); + ref2->flags = 0; + + if ( norm_normalize_types[mtype] == 0 ) { + ref_norm_transform_rescale( mat, scale, source, NULL, NULL, ref ); + } else { + ref_norm_transform_normalize( mat, scale, source, NULL, NULL, ref ); + ref_norm_transform_normalize( mat, scale, source, length, NULL, ref2 ); + } + + if ( mesa_profile ) { + if ( masked ) { + BEGIN_RACE( *cycles ); + func( mat, scale, source, NULL, mask, dest ); + END_RACE( *cycles ); + func( mat, scale, source, length, mask, dest2 ); + } else { + BEGIN_RACE( *cycles ); + func( mat, scale, source, NULL, NULL, dest ); + END_RACE( *cycles ); + func( mat, scale, source, length, NULL, dest2 ); + } + } else { + if ( masked ) { + func( mat, scale, source, NULL, mask, dest ); + func( mat, scale, source, length, mask, dest2 ); + } else { + func( mat, scale, source, NULL, NULL, dest ); + func( mat, scale, source, length, NULL, dest2 ); + } + } + + for ( i = 0 ; i < TEST_COUNT ; i++ ) { + if ( masked && !(mask[i] & 1) ) + continue; + + for ( j = 0 ; j < 3 ; j++ ) { + if ( significand_match( d[i][j], r[i][j] ) < REQUIRED_PRECISION ) { + printf( "-----------------------------\n" ); + printf( "(i = %i, j = %i)\n", i, j ); + printf( "%f \t %f \t [ratio = %e - %i bit missed]\n", + d[i][0], r[i][0], r[i][0]/d[i][0], + MAX_PRECISION - significand_match( d[i][0], r[i][0] ) ); + printf( "%f \t %f \t [ratio = %e - %i bit missed]\n", + d[i][1], r[i][1], r[i][1]/d[i][1], + MAX_PRECISION - significand_match( d[i][1], r[i][1] ) ); + printf( "%f \t %f \t [ratio = %e - %i bit missed]\n", + d[i][2], r[i][2], r[i][2]/d[i][2], + MAX_PRECISION - significand_match( d[i][2], r[i][2] ) ); + return 0; + } + + if ( norm_normalize_types[mtype] != 0 ) { + if ( significand_match( d2[i][j], r2[i][j] ) < REQUIRED_PRECISION ) { + printf( "------------------- precalculated length case ------\n" ); + printf( "(i = %i, j = %i)\n", i, j ); + printf( "%f \t %f \t [ratio = %e - %i bit missed]\n", + d2[i][0], r2[i][0], r2[i][0]/d2[i][0], + MAX_PRECISION - significand_match( d2[i][0], r2[i][0] ) ); + printf( "%f \t %f \t [ratio = %e - %i bit missed]\n", + d2[i][1], r2[i][1], r2[i][1]/d2[i][1], + MAX_PRECISION - significand_match( d2[i][1], r2[i][1] ) ); + printf( "%f \t %f \t [ratio = %e - %i bit missed]\n", + d2[i][2], r2[i][2], r2[i][2]/d2[i][2], + MAX_PRECISION - significand_match( d2[i][2], r2[i][2] ) ); + return 0; + } + } + } + } + + ALIGN_FREE( mat->m ); + return 1; +} + +void gl_test_all_normal_transform_functions( char *description ) +{ + int masked; + int mtype; + long benchmark_tab[0xf][0x4]; + static int first_time = 1; + + if ( first_time ) { + first_time = 0; + mesa_profile = getenv( "MESA_PROFILE" ); + } + +#ifdef RUN_XFORM_BENCHMARK + if ( mesa_profile ) { + if ( need_counter ) { + need_counter = 0; + INIT_COUNTER(); + printf( "counter overhead: %ld cycles\n\n", counter_overhead ); + } + printf( "normal transform results after hooking in %s functions:\n", + description ); + } +#endif + + for ( masked = 0 ; masked <= 1 ; masked++ ) { + int cma = masked ? 1 : 0; + char *cmastring = masked ? "CULL_MASK_ACTIVE" : "0"; + +#ifdef RUN_XFORM_BENCHMARK + if ( mesa_profile ) { + printf( "\n culling: %s \n", masked ? "CULL_MASK_ACTIVE" : "0" ); + printf( "\n-------------------------------------------------------\n" ); + } +#endif + + for ( mtype = 0 ; mtype < 8 ; mtype++ ) { + normal_func func = gl_normal_tab[norm_types[mtype]][cma]; + long *cycles = &(benchmark_tab[mtype][cma]); + + if ( test_norm_function( func, mtype, masked, cycles ) == 0 ) { + char buf[100]; + sprintf( buf, "gl_normal_tab[%s][%s] failed test (%s)", + cmastring, norm_strings[mtype], description ); + gl_problem( NULL, buf ); + } + +#ifdef RUN_XFORM_BENCHMARK + if ( mesa_profile ) { + printf( " %li\t", benchmark_tab[mtype][cma] ); + printf( " | [%s]\n", norm_strings[mtype] ); + } + } + if ( mesa_profile ) + printf( "\n" ); +#else + } +#endif + } +#ifdef RUN_XFORM_BENCHMARK + if ( mesa_profile ) + fflush( stdout ); +#endif +} + +#endif /* DEBUG */ diff --git a/src/mesa/math/m_dotprod_tmp.h b/src/mesa/math/m_dotprod_tmp.h new file mode 100644 index 00000000000..637e35fd587 --- /dev/null +++ b/src/mesa/math/m_dotprod_tmp.h @@ -0,0 +1,128 @@ +/* $Id: m_dotprod_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. + */ + + +/* Note - respects the stride of the output vector. + */ +static void TAG(dotprod_vec2)( GLvector4f *out_vec, + GLuint elt, + const GLvector4f *coord_vec, + const GLfloat plane[4], + const GLubyte mask[]) +{ + GLuint stride = coord_vec->stride; + GLfloat *coord = coord_vec->start; + GLuint count = coord_vec->count; + + GLuint outstride = out_vec->stride; + GLfloat *out = out_vec->start + elt; + GLuint i; + + const GLfloat plane0 = plane[0], plane1 = plane[1], plane3 = plane[3]; + + (void) mask; + + for (i=0;i<count;i++,STRIDE_F(coord,stride),STRIDE_F(out,outstride)) { + CULL_CHECK { + *out = (coord[0] * plane0 + + coord[1] * plane1 + + plane3); + } + } + out_vec->count = coord_vec->count; +} + +static void TAG(dotprod_vec3)( GLvector4f *out_vec, + GLuint elt, + const GLvector4f *coord_vec, + const GLfloat plane[4], + const GLubyte mask[]) +{ + GLuint stride = coord_vec->stride; + GLfloat *coord = coord_vec->start; + GLuint count = coord_vec->count; + + GLuint outstride = out_vec->stride; + GLfloat *out = out_vec->start + elt; + GLuint i; + + const GLfloat plane0 = plane[0], plane1 = plane[1], plane2 = plane[2]; + const GLfloat plane3 = plane[3]; + + (void) mask; + + for (i=0;i<count;i++,STRIDE_F(coord,stride),STRIDE_F(out,outstride)) { + CULL_CHECK { + *out = (coord[0] * plane0 + + coord[1] * plane1 + + coord[2] * plane2 + + plane3); + } + } + out_vec->count = coord_vec->count; +} + +static void TAG(dotprod_vec4)( GLvector4f *out_vec, + GLuint elt, + const GLvector4f *coord_vec, + const GLfloat plane[4], + const GLubyte mask[]) +{ + GLuint stride = coord_vec->stride; + GLfloat *coord = coord_vec->start; + GLuint count = coord_vec->count; + + GLuint outstride = out_vec->stride; + GLfloat *out = out_vec->start + elt; + GLuint i; + + const GLfloat plane0 = plane[0], plane1 = plane[1], plane2 = plane[2]; + const GLfloat plane3 = plane[3]; + + (void) mask; + + for (i=0;i<count;i++,STRIDE_F(coord,stride),STRIDE_F(out,outstride)) { + CULL_CHECK { + *out = (coord[0] * plane0 + + coord[1] * plane1 + + coord[2] * plane2 + + coord[3] * plane3); + } + } + out_vec->count = coord_vec->count; +} + + +static void TAG(init_dotprod)( void ) +{ + gl_dotprod_tab[IDX&1][2] = TAG(dotprod_vec2); + gl_dotprod_tab[IDX&1][3] = TAG(dotprod_vec3); + gl_dotprod_tab[IDX&1][4] = TAG(dotprod_vec4); +} diff --git a/src/mesa/math/m_matrix.c b/src/mesa/math/m_matrix.c new file mode 100644 index 00000000000..ae55c946d9c --- /dev/null +++ b/src/mesa/math/m_matrix.c @@ -0,0 +1,1113 @@ +/* $Id: m_matrix.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. + */ + + +/* + * Matrix operations + * + * NOTES: + * 1. 4x4 transformation matrices are stored in memory in column major order. + * 2. Points/vertices are to be thought of as column vectors. + * 3. Transformation of a point p by a matrix M is: p' = M * p + */ + + +#include "glheader.h" +#include "macros.h" +#include "mem.h" +#include "mmath.h" + +#include "m_matrix.h" + + +static const char *types[] = { + "MATRIX_GENERAL", + "MATRIX_IDENTITY", + "MATRIX_3D_NO_ROT", + "MATRIX_PERSPECTIVE", + "MATRIX_2D", + "MATRIX_2D_NO_ROT", + "MATRIX_3D" +}; + + +static GLfloat Identity[16] = { + 1.0, 0.0, 0.0, 0.0, + 0.0, 1.0, 0.0, 0.0, + 0.0, 0.0, 1.0, 0.0, + 0.0, 0.0, 0.0, 1.0 +}; + + + + +/* + * This matmul was contributed by Thomas Malik + * + * Perform a 4x4 matrix multiplication (product = a x b). + * Input: a, b - matrices to multiply + * Output: product - product of a and b + * WARNING: (product != b) assumed + * NOTE: (product == a) allowed + * + * KW: 4*16 = 64 muls + */ +#define A(row,col) a[(col<<2)+row] +#define B(row,col) b[(col<<2)+row] +#define P(row,col) product[(col<<2)+row] + +static void matmul4( GLfloat *product, const GLfloat *a, const GLfloat *b ) +{ + GLint i; + for (i = 0; i < 4; i++) { + const GLfloat ai0=A(i,0), ai1=A(i,1), ai2=A(i,2), ai3=A(i,3); + P(i,0) = ai0 * B(0,0) + ai1 * B(1,0) + ai2 * B(2,0) + ai3 * B(3,0); + P(i,1) = ai0 * B(0,1) + ai1 * B(1,1) + ai2 * B(2,1) + ai3 * B(3,1); + P(i,2) = ai0 * B(0,2) + ai1 * B(1,2) + ai2 * B(2,2) + ai3 * B(3,2); + P(i,3) = ai0 * B(0,3) + ai1 * B(1,3) + ai2 * B(2,3) + ai3 * B(3,3); + } +} + + +/* Multiply two matrices known to occupy only the top three rows, such + * as typical model matrices, and ortho matrices. + */ +static void matmul34( GLfloat *product, const GLfloat *a, const GLfloat *b ) +{ + GLint i; + for (i = 0; i < 3; i++) { + const GLfloat ai0=A(i,0), ai1=A(i,1), ai2=A(i,2), ai3=A(i,3); + P(i,0) = ai0 * B(0,0) + ai1 * B(1,0) + ai2 * B(2,0); + P(i,1) = ai0 * B(0,1) + ai1 * B(1,1) + ai2 * B(2,1); + P(i,2) = ai0 * B(0,2) + ai1 * B(1,2) + ai2 * B(2,2); + P(i,3) = ai0 * B(0,3) + ai1 * B(1,3) + ai2 * B(2,3) + ai3; + } + P(3,0) = 0; + P(3,1) = 0; + P(3,2) = 0; + P(3,3) = 1; +} + + +#undef A +#undef B +#undef P + + +/* + * Multiply a matrix by an array of floats with known properties. + */ +static void matrix_multf( GLmatrix *mat, const GLfloat *m, GLuint flags ) +{ + mat->flags |= (flags | MAT_DIRTY_TYPE | MAT_DIRTY_INVERSE); + + if (TEST_MAT_FLAGS(mat, MAT_FLAGS_3D)) + matmul34( mat->m, mat->m, m ); + else + matmul4( mat->m, mat->m, m ); +} + + +static void print_matrix_floats( const GLfloat m[16] ) +{ + int i; + for (i=0;i<4;i++) { + fprintf(stderr,"\t%f %f %f %f\n", m[i], m[4+i], m[8+i], m[12+i] ); + } +} + +void +_math_matrix_print( const GLmatrix *m ) +{ + fprintf(stderr, "Matrix type: %s, flags: %x\n", types[m->type], m->flags); + print_matrix_floats(m->m); + fprintf(stderr, "Inverse: \n"); + if (m->inv) { + GLfloat prod[16]; + print_matrix_floats(m->inv); + matmul4(prod, m->m, m->inv); + fprintf(stderr, "Mat * Inverse:\n"); + print_matrix_floats(prod); + } + else { + fprintf(stderr, " - not available\n"); + } +} + + + + +#define SWAP_ROWS(a, b) { GLfloat *_tmp = a; (a)=(b); (b)=_tmp; } +#define MAT(m,r,c) (m)[(c)*4+(r)] + +/* + * Compute inverse of 4x4 transformation matrix. + * Code contributed by Jacques Leroy [email protected] + * Return GL_TRUE for success, GL_FALSE for failure (singular matrix) + */ +static GLboolean invert_matrix_general( GLmatrix *mat ) +{ + const GLfloat *m = mat->m; + GLfloat *out = mat->inv; + GLfloat wtmp[4][8]; + GLfloat m0, m1, m2, m3, s; + GLfloat *r0, *r1, *r2, *r3; + + r0 = wtmp[0], r1 = wtmp[1], r2 = wtmp[2], r3 = wtmp[3]; + + r0[0] = MAT(m,0,0), r0[1] = MAT(m,0,1), + r0[2] = MAT(m,0,2), r0[3] = MAT(m,0,3), + r0[4] = 1.0, r0[5] = r0[6] = r0[7] = 0.0, + + r1[0] = MAT(m,1,0), r1[1] = MAT(m,1,1), + r1[2] = MAT(m,1,2), r1[3] = MAT(m,1,3), + r1[5] = 1.0, r1[4] = r1[6] = r1[7] = 0.0, + + r2[0] = MAT(m,2,0), r2[1] = MAT(m,2,1), + r2[2] = MAT(m,2,2), r2[3] = MAT(m,2,3), + r2[6] = 1.0, r2[4] = r2[5] = r2[7] = 0.0, + + r3[0] = MAT(m,3,0), r3[1] = MAT(m,3,1), + r3[2] = MAT(m,3,2), r3[3] = MAT(m,3,3), + r3[7] = 1.0, r3[4] = r3[5] = r3[6] = 0.0; + + /* choose pivot - or die */ + if (fabs(r3[0])>fabs(r2[0])) SWAP_ROWS(r3, r2); + if (fabs(r2[0])>fabs(r1[0])) SWAP_ROWS(r2, r1); + if (fabs(r1[0])>fabs(r0[0])) SWAP_ROWS(r1, r0); + if (0.0 == r0[0]) return GL_FALSE; + + /* eliminate first variable */ + m1 = r1[0]/r0[0]; m2 = r2[0]/r0[0]; m3 = r3[0]/r0[0]; + s = r0[1]; r1[1] -= m1 * s; r2[1] -= m2 * s; r3[1] -= m3 * s; + s = r0[2]; r1[2] -= m1 * s; r2[2] -= m2 * s; r3[2] -= m3 * s; + s = r0[3]; r1[3] -= m1 * s; r2[3] -= m2 * s; r3[3] -= m3 * s; + s = r0[4]; + if (s != 0.0) { r1[4] -= m1 * s; r2[4] -= m2 * s; r3[4] -= m3 * s; } + s = r0[5]; + if (s != 0.0) { r1[5] -= m1 * s; r2[5] -= m2 * s; r3[5] -= m3 * s; } + s = r0[6]; + if (s != 0.0) { r1[6] -= m1 * s; r2[6] -= m2 * s; r3[6] -= m3 * s; } + s = r0[7]; + if (s != 0.0) { r1[7] -= m1 * s; r2[7] -= m2 * s; r3[7] -= m3 * s; } + + /* choose pivot - or die */ + if (fabs(r3[1])>fabs(r2[1])) SWAP_ROWS(r3, r2); + if (fabs(r2[1])>fabs(r1[1])) SWAP_ROWS(r2, r1); + if (0.0 == r1[1]) return GL_FALSE; + + /* eliminate second variable */ + m2 = r2[1]/r1[1]; m3 = r3[1]/r1[1]; + r2[2] -= m2 * r1[2]; r3[2] -= m3 * r1[2]; + r2[3] -= m2 * r1[3]; r3[3] -= m3 * r1[3]; + s = r1[4]; if (0.0 != s) { r2[4] -= m2 * s; r3[4] -= m3 * s; } + s = r1[5]; if (0.0 != s) { r2[5] -= m2 * s; r3[5] -= m3 * s; } + s = r1[6]; if (0.0 != s) { r2[6] -= m2 * s; r3[6] -= m3 * s; } + s = r1[7]; if (0.0 != s) { r2[7] -= m2 * s; r3[7] -= m3 * s; } + + /* choose pivot - or die */ + if (fabs(r3[2])>fabs(r2[2])) SWAP_ROWS(r3, r2); + if (0.0 == r2[2]) return GL_FALSE; + + /* eliminate third variable */ + m3 = r3[2]/r2[2]; + r3[3] -= m3 * r2[3], r3[4] -= m3 * r2[4], + r3[5] -= m3 * r2[5], r3[6] -= m3 * r2[6], + r3[7] -= m3 * r2[7]; + + /* last check */ + if (0.0 == r3[3]) return GL_FALSE; + + s = 1.0/r3[3]; /* now back substitute row 3 */ + r3[4] *= s; r3[5] *= s; r3[6] *= s; r3[7] *= s; + + m2 = r2[3]; /* now back substitute row 2 */ + s = 1.0/r2[2]; + r2[4] = s * (r2[4] - r3[4] * m2), r2[5] = s * (r2[5] - r3[5] * m2), + r2[6] = s * (r2[6] - r3[6] * m2), r2[7] = s * (r2[7] - r3[7] * m2); + m1 = r1[3]; + r1[4] -= r3[4] * m1, r1[5] -= r3[5] * m1, + r1[6] -= r3[6] * m1, r1[7] -= r3[7] * m1; + m0 = r0[3]; + r0[4] -= r3[4] * m0, r0[5] -= r3[5] * m0, + r0[6] -= r3[6] * m0, r0[7] -= r3[7] * m0; + + m1 = r1[2]; /* now back substitute row 1 */ + s = 1.0/r1[1]; + r1[4] = s * (r1[4] - r2[4] * m1), r1[5] = s * (r1[5] - r2[5] * m1), + r1[6] = s * (r1[6] - r2[6] * m1), r1[7] = s * (r1[7] - r2[7] * m1); + m0 = r0[2]; + r0[4] -= r2[4] * m0, r0[5] -= r2[5] * m0, + r0[6] -= r2[6] * m0, r0[7] -= r2[7] * m0; + + m0 = r0[1]; /* now back substitute row 0 */ + s = 1.0/r0[0]; + r0[4] = s * (r0[4] - r1[4] * m0), r0[5] = s * (r0[5] - r1[5] * m0), + r0[6] = s * (r0[6] - r1[6] * m0), r0[7] = s * (r0[7] - r1[7] * m0); + + MAT(out,0,0) = r0[4]; MAT(out,0,1) = r0[5], + MAT(out,0,2) = r0[6]; MAT(out,0,3) = r0[7], + MAT(out,1,0) = r1[4]; MAT(out,1,1) = r1[5], + MAT(out,1,2) = r1[6]; MAT(out,1,3) = r1[7], + MAT(out,2,0) = r2[4]; MAT(out,2,1) = r2[5], + MAT(out,2,2) = r2[6]; MAT(out,2,3) = r2[7], + MAT(out,3,0) = r3[4]; MAT(out,3,1) = r3[5], + MAT(out,3,2) = r3[6]; MAT(out,3,3) = r3[7]; + + return GL_TRUE; +} +#undef SWAP_ROWS + + +/* Adapted from graphics gems II. + */ +static GLboolean invert_matrix_3d_general( GLmatrix *mat ) +{ + const GLfloat *in = mat->m; + GLfloat *out = mat->inv; + GLfloat pos, neg, t; + GLfloat det; + + /* Calculate the determinant of upper left 3x3 submatrix and + * determine if the matrix is singular. + */ + pos = neg = 0.0; + t = MAT(in,0,0) * MAT(in,1,1) * MAT(in,2,2); + if (t >= 0.0) pos += t; else neg += t; + + t = MAT(in,1,0) * MAT(in,2,1) * MAT(in,0,2); + if (t >= 0.0) pos += t; else neg += t; + + t = MAT(in,2,0) * MAT(in,0,1) * MAT(in,1,2); + if (t >= 0.0) pos += t; else neg += t; + + t = -MAT(in,2,0) * MAT(in,1,1) * MAT(in,0,2); + if (t >= 0.0) pos += t; else neg += t; + + t = -MAT(in,1,0) * MAT(in,0,1) * MAT(in,2,2); + if (t >= 0.0) pos += t; else neg += t; + + t = -MAT(in,0,0) * MAT(in,2,1) * MAT(in,1,2); + if (t >= 0.0) pos += t; else neg += t; + + det = pos + neg; + + if (det*det < 1e-25) + return GL_FALSE; + + det = 1.0 / det; + MAT(out,0,0) = ( (MAT(in,1,1)*MAT(in,2,2) - MAT(in,2,1)*MAT(in,1,2) )*det); + MAT(out,0,1) = (- (MAT(in,0,1)*MAT(in,2,2) - MAT(in,2,1)*MAT(in,0,2) )*det); + MAT(out,0,2) = ( (MAT(in,0,1)*MAT(in,1,2) - MAT(in,1,1)*MAT(in,0,2) )*det); + MAT(out,1,0) = (- (MAT(in,1,0)*MAT(in,2,2) - MAT(in,2,0)*MAT(in,1,2) )*det); + MAT(out,1,1) = ( (MAT(in,0,0)*MAT(in,2,2) - MAT(in,2,0)*MAT(in,0,2) )*det); + MAT(out,1,2) = (- (MAT(in,0,0)*MAT(in,1,2) - MAT(in,1,0)*MAT(in,0,2) )*det); + MAT(out,2,0) = ( (MAT(in,1,0)*MAT(in,2,1) - MAT(in,2,0)*MAT(in,1,1) )*det); + MAT(out,2,1) = (- (MAT(in,0,0)*MAT(in,2,1) - MAT(in,2,0)*MAT(in,0,1) )*det); + MAT(out,2,2) = ( (MAT(in,0,0)*MAT(in,1,1) - MAT(in,1,0)*MAT(in,0,1) )*det); + + /* Do the translation part */ + MAT(out,0,3) = - (MAT(in,0,3) * MAT(out,0,0) + + MAT(in,1,3) * MAT(out,0,1) + + MAT(in,2,3) * MAT(out,0,2) ); + MAT(out,1,3) = - (MAT(in,0,3) * MAT(out,1,0) + + MAT(in,1,3) * MAT(out,1,1) + + MAT(in,2,3) * MAT(out,1,2) ); + MAT(out,2,3) = - (MAT(in,0,3) * MAT(out,2,0) + + MAT(in,1,3) * MAT(out,2,1) + + MAT(in,2,3) * MAT(out,2,2) ); + + return GL_TRUE; +} + + +static GLboolean invert_matrix_3d( GLmatrix *mat ) +{ + const GLfloat *in = mat->m; + GLfloat *out = mat->inv; + + if (!TEST_MAT_FLAGS(mat, MAT_FLAGS_ANGLE_PRESERVING)) { + return invert_matrix_3d_general( mat ); + } + + if (mat->flags & MAT_FLAG_UNIFORM_SCALE) { + GLfloat scale = (MAT(in,0,0) * MAT(in,0,0) + + MAT(in,0,1) * MAT(in,0,1) + + MAT(in,0,2) * MAT(in,0,2)); + + if (scale == 0.0) + return GL_FALSE; + + scale = 1.0 / scale; + + /* Transpose and scale the 3 by 3 upper-left submatrix. */ + MAT(out,0,0) = scale * MAT(in,0,0); + MAT(out,1,0) = scale * MAT(in,0,1); + MAT(out,2,0) = scale * MAT(in,0,2); + MAT(out,0,1) = scale * MAT(in,1,0); + MAT(out,1,1) = scale * MAT(in,1,1); + MAT(out,2,1) = scale * MAT(in,1,2); + MAT(out,0,2) = scale * MAT(in,2,0); + MAT(out,1,2) = scale * MAT(in,2,1); + MAT(out,2,2) = scale * MAT(in,2,2); + } + else if (mat->flags & MAT_FLAG_ROTATION) { + /* Transpose the 3 by 3 upper-left submatrix. */ + MAT(out,0,0) = MAT(in,0,0); + MAT(out,1,0) = MAT(in,0,1); + MAT(out,2,0) = MAT(in,0,2); + MAT(out,0,1) = MAT(in,1,0); + MAT(out,1,1) = MAT(in,1,1); + MAT(out,2,1) = MAT(in,1,2); + MAT(out,0,2) = MAT(in,2,0); + MAT(out,1,2) = MAT(in,2,1); + MAT(out,2,2) = MAT(in,2,2); + } + else { + /* pure translation */ + MEMCPY( out, Identity, sizeof(Identity) ); + MAT(out,0,3) = - MAT(in,0,3); + MAT(out,1,3) = - MAT(in,1,3); + MAT(out,2,3) = - MAT(in,2,3); + return GL_TRUE; + } + + if (mat->flags & MAT_FLAG_TRANSLATION) { + /* Do the translation part */ + MAT(out,0,3) = - (MAT(in,0,3) * MAT(out,0,0) + + MAT(in,1,3) * MAT(out,0,1) + + MAT(in,2,3) * MAT(out,0,2) ); + MAT(out,1,3) = - (MAT(in,0,3) * MAT(out,1,0) + + MAT(in,1,3) * MAT(out,1,1) + + MAT(in,2,3) * MAT(out,1,2) ); + MAT(out,2,3) = - (MAT(in,0,3) * MAT(out,2,0) + + MAT(in,1,3) * MAT(out,2,1) + + MAT(in,2,3) * MAT(out,2,2) ); + } + else { + MAT(out,0,3) = MAT(out,1,3) = MAT(out,2,3) = 0.0; + } + + return GL_TRUE; +} + + + +static GLboolean invert_matrix_identity( GLmatrix *mat ) +{ + MEMCPY( mat->inv, Identity, sizeof(Identity) ); + return GL_TRUE; +} + + +static GLboolean invert_matrix_3d_no_rot( GLmatrix *mat ) +{ + const GLfloat *in = mat->m; + GLfloat *out = mat->inv; + + if (MAT(in,0,0) == 0 || MAT(in,1,1) == 0 || MAT(in,2,2) == 0 ) + return GL_FALSE; + + MEMCPY( out, Identity, 16 * sizeof(GLfloat) ); + MAT(out,0,0) = 1.0 / MAT(in,0,0); + MAT(out,1,1) = 1.0 / MAT(in,1,1); + MAT(out,2,2) = 1.0 / MAT(in,2,2); + + if (mat->flags & MAT_FLAG_TRANSLATION) { + MAT(out,0,3) = - (MAT(in,0,3) * MAT(out,0,0)); + MAT(out,1,3) = - (MAT(in,1,3) * MAT(out,1,1)); + MAT(out,2,3) = - (MAT(in,2,3) * MAT(out,2,2)); + } + + return GL_TRUE; +} + + +static GLboolean invert_matrix_2d_no_rot( GLmatrix *mat ) +{ + const GLfloat *in = mat->m; + GLfloat *out = mat->inv; + + if (MAT(in,0,0) == 0 || MAT(in,1,1) == 0) + return GL_FALSE; + + MEMCPY( out, Identity, 16 * sizeof(GLfloat) ); + MAT(out,0,0) = 1.0 / MAT(in,0,0); + MAT(out,1,1) = 1.0 / MAT(in,1,1); + + if (mat->flags & MAT_FLAG_TRANSLATION) { + MAT(out,0,3) = - (MAT(in,0,3) * MAT(out,0,0)); + MAT(out,1,3) = - (MAT(in,1,3) * MAT(out,1,1)); + } + + return GL_TRUE; +} + + +static GLboolean invert_matrix_perspective( GLmatrix *mat ) +{ + const GLfloat *in = mat->m; + GLfloat *out = mat->inv; + + if (MAT(in,2,3) == 0) + return GL_FALSE; + + MEMCPY( out, Identity, 16 * sizeof(GLfloat) ); + + MAT(out,0,0) = 1.0 / MAT(in,0,0); + MAT(out,1,1) = 1.0 / MAT(in,1,1); + + MAT(out,0,3) = MAT(in,0,2); + MAT(out,1,3) = MAT(in,1,2); + + MAT(out,2,2) = 0; + MAT(out,2,3) = -1; + + MAT(out,3,2) = 1.0 / MAT(in,2,3); + MAT(out,3,3) = MAT(in,2,2) * MAT(out,3,2); + + return GL_TRUE; +} + + +typedef GLboolean (*inv_mat_func)( GLmatrix *mat ); + + +static inv_mat_func inv_mat_tab[7] = { + invert_matrix_general, + invert_matrix_identity, + invert_matrix_3d_no_rot, + invert_matrix_perspective, + invert_matrix_3d, /* lazy! */ + invert_matrix_2d_no_rot, + invert_matrix_3d +}; + + +static GLboolean matrix_invert( GLmatrix *mat ) +{ + if (inv_mat_tab[mat->type](mat)) { + mat->flags &= ~MAT_FLAG_SINGULAR; + return GL_TRUE; + } else { + mat->flags |= MAT_FLAG_SINGULAR; + MEMCPY( mat->inv, Identity, sizeof(Identity) ); + return GL_FALSE; + } +} + + + + + + +/* + * Generate a 4x4 transformation matrix from glRotate parameters, and + * postmultiply the input matrix by it. + */ +void +_math_matrix_rotate( GLmatrix *mat, + GLfloat angle, GLfloat x, GLfloat y, GLfloat z ) +{ + /* This function contributed by Erich Boleyn ([email protected]) */ + GLfloat mag, s, c; + GLfloat xx, yy, zz, xy, yz, zx, xs, ys, zs, one_c; + GLfloat m[16]; + + s = sin( angle * DEG2RAD ); + c = cos( angle * DEG2RAD ); + + mag = GL_SQRT( x*x + y*y + z*z ); + + if (mag <= 1.0e-4) { + /* generate an identity matrix and return */ + MEMCPY(m, Identity, sizeof(GLfloat)*16); + return; + } + + x /= mag; + y /= mag; + z /= mag; + +#define M(row,col) m[col*4+row] + + /* + * Arbitrary axis rotation matrix. + * + * This is composed of 5 matrices, Rz, Ry, T, Ry', Rz', multiplied + * like so: Rz * Ry * T * Ry' * Rz'. T is the final rotation + * (which is about the X-axis), and the two composite transforms + * Ry' * Rz' and Rz * Ry are (respectively) the rotations necessary + * from the arbitrary axis to the X-axis then back. They are + * all elementary rotations. + * + * Rz' is a rotation about the Z-axis, to bring the axis vector + * into the x-z plane. Then Ry' is applied, rotating about the + * Y-axis to bring the axis vector parallel with the X-axis. The + * rotation about the X-axis is then performed. Ry and Rz are + * simply the respective inverse transforms to bring the arbitrary + * axis back to it's original orientation. The first transforms + * Rz' and Ry' are considered inverses, since the data from the + * arbitrary axis gives you info on how to get to it, not how + * to get away from it, and an inverse must be applied. + * + * The basic calculation used is to recognize that the arbitrary + * axis vector (x, y, z), since it is of unit length, actually + * represents the sines and cosines of the angles to rotate the + * X-axis to the same orientation, with theta being the angle about + * Z and phi the angle about Y (in the order described above) + * as follows: + * + * cos ( theta ) = x / sqrt ( 1 - z^2 ) + * sin ( theta ) = y / sqrt ( 1 - z^2 ) + * + * cos ( phi ) = sqrt ( 1 - z^2 ) + * sin ( phi ) = z + * + * Note that cos ( phi ) can further be inserted to the above + * formulas: + * + * cos ( theta ) = x / cos ( phi ) + * sin ( theta ) = y / sin ( phi ) + * + * ...etc. Because of those relations and the standard trigonometric + * relations, it is pssible to reduce the transforms down to what + * is used below. It may be that any primary axis chosen will give the + * same results (modulo a sign convention) using thie method. + * + * Particularly nice is to notice that all divisions that might + * have caused trouble when parallel to certain planes or + * axis go away with care paid to reducing the expressions. + * After checking, it does perform correctly under all cases, since + * in all the cases of division where the denominator would have + * been zero, the numerator would have been zero as well, giving + * the expected result. + */ + + xx = x * x; + yy = y * y; + zz = z * z; + xy = x * y; + yz = y * z; + zx = z * x; + xs = x * s; + ys = y * s; + zs = z * s; + one_c = 1.0F - c; + + M(0,0) = (one_c * xx) + c; + M(0,1) = (one_c * xy) - zs; + M(0,2) = (one_c * zx) + ys; + M(0,3) = 0.0F; + + M(1,0) = (one_c * xy) + zs; + M(1,1) = (one_c * yy) + c; + M(1,2) = (one_c * yz) - xs; + M(1,3) = 0.0F; + + M(2,0) = (one_c * zx) - ys; + M(2,1) = (one_c * yz) + xs; + M(2,2) = (one_c * zz) + c; + M(2,3) = 0.0F; + + M(3,0) = 0.0F; + M(3,1) = 0.0F; + M(3,2) = 0.0F; + M(3,3) = 1.0F; + +#undef M + + matrix_multf( mat, m, MAT_FLAG_ROTATION ); +} + + +void +_math_matrix_frustrum( GLmatrix *mat, + GLfloat left, GLfloat right, + GLfloat bottom, GLfloat top, + GLfloat nearval, GLfloat farval ) +{ + GLfloat x, y, a, b, c, d; + GLfloat m[16]; + + x = (2.0*nearval) / (right-left); + y = (2.0*nearval) / (top-bottom); + a = (right+left) / (right-left); + b = (top+bottom) / (top-bottom); + c = -(farval+nearval) / ( farval-nearval); + d = -(2.0*farval*nearval) / (farval-nearval); /* error? */ + +#define M(row,col) m[col*4+row] + M(0,0) = x; M(0,1) = 0.0F; M(0,2) = a; M(0,3) = 0.0F; + M(1,0) = 0.0F; M(1,1) = y; M(1,2) = b; M(1,3) = 0.0F; + M(2,0) = 0.0F; M(2,1) = 0.0F; M(2,2) = c; M(2,3) = d; + M(3,0) = 0.0F; M(3,1) = 0.0F; M(3,2) = -1.0F; M(3,3) = 0.0F; +#undef M + + matrix_multf( mat, m, MAT_FLAG_PERSPECTIVE ); +} + +void +_math_matrix_ortho( GLmatrix *mat, + GLfloat left, GLfloat right, + GLfloat bottom, GLfloat top, + GLfloat nearval, GLfloat farval ) +{ + GLfloat x, y, z; + GLfloat tx, ty, tz; + GLfloat m[16]; + + x = 2.0 / (right-left); + y = 2.0 / (top-bottom); + z = -2.0 / (farval-nearval); + tx = -(right+left) / (right-left); + ty = -(top+bottom) / (top-bottom); + tz = -(farval+nearval) / (farval-nearval); + +#define M(row,col) m[col*4+row] + M(0,0) = x; M(0,1) = 0.0F; M(0,2) = 0.0F; M(0,3) = tx; + M(1,0) = 0.0F; M(1,1) = y; M(1,2) = 0.0F; M(1,3) = ty; + M(2,0) = 0.0F; M(2,1) = 0.0F; M(2,2) = z; M(2,3) = tz; + M(3,0) = 0.0F; M(3,1) = 0.0F; M(3,2) = 0.0F; M(3,3) = 1.0F; +#undef M + + matrix_multf( mat, m, (MAT_FLAG_GENERAL_SCALE|MAT_FLAG_TRANSLATION)); +} + + +#define ZERO(x) (1<<x) +#define ONE(x) (1<<(x+16)) + +#define MASK_NO_TRX (ZERO(12) | ZERO(13) | ZERO(14)) +#define MASK_NO_2D_SCALE ( ONE(0) | ONE(5)) + +#define MASK_IDENTITY ( ONE(0) | ZERO(4) | ZERO(8) | ZERO(12) |\ + ZERO(1) | ONE(5) | ZERO(9) | ZERO(13) |\ + ZERO(2) | ZERO(6) | ONE(10) | ZERO(14) |\ + ZERO(3) | ZERO(7) | ZERO(11) | ONE(15) ) + +#define MASK_2D_NO_ROT ( ZERO(4) | ZERO(8) | \ + ZERO(1) | ZERO(9) | \ + ZERO(2) | ZERO(6) | ONE(10) | ZERO(14) |\ + ZERO(3) | ZERO(7) | ZERO(11) | ONE(15) ) + +#define MASK_2D ( ZERO(8) | \ + ZERO(9) | \ + ZERO(2) | ZERO(6) | ONE(10) | ZERO(14) |\ + ZERO(3) | ZERO(7) | ZERO(11) | ONE(15) ) + + +#define MASK_3D_NO_ROT ( ZERO(4) | ZERO(8) | \ + ZERO(1) | ZERO(9) | \ + ZERO(2) | ZERO(6) | \ + ZERO(3) | ZERO(7) | ZERO(11) | ONE(15) ) + +#define MASK_3D ( \ + \ + \ + ZERO(3) | ZERO(7) | ZERO(11) | ONE(15) ) + + +#define MASK_PERSPECTIVE ( ZERO(4) | ZERO(12) |\ + ZERO(1) | ZERO(13) |\ + ZERO(2) | ZERO(6) | \ + ZERO(3) | ZERO(7) | ZERO(15) ) + +#define SQ(x) ((x)*(x)) + +/* Determine type and flags from scratch. This is expensive enough to + * only want to do it once. + */ +static void analyze_from_scratch( GLmatrix *mat ) +{ + const GLfloat *m = mat->m; + GLuint mask = 0; + GLuint i; + + for (i = 0 ; i < 16 ; i++) { + if (m[i] == 0.0) mask |= (1<<i); + } + + if (m[0] == 1.0F) mask |= (1<<16); + if (m[5] == 1.0F) mask |= (1<<21); + if (m[10] == 1.0F) mask |= (1<<26); + if (m[15] == 1.0F) mask |= (1<<31); + + mat->flags &= ~MAT_FLAGS_GEOMETRY; + + /* Check for translation - no-one really cares + */ + if ((mask & MASK_NO_TRX) != MASK_NO_TRX) + mat->flags |= MAT_FLAG_TRANSLATION; + + /* Do the real work + */ + if (mask == MASK_IDENTITY) { + mat->type = MATRIX_IDENTITY; + } + else if ((mask & MASK_2D_NO_ROT) == MASK_2D_NO_ROT) { + mat->type = MATRIX_2D_NO_ROT; + + if ((mask & MASK_NO_2D_SCALE) != MASK_NO_2D_SCALE) + mat->flags = MAT_FLAG_GENERAL_SCALE; + } + else if ((mask & MASK_2D) == MASK_2D) { + GLfloat mm = DOT2(m, m); + GLfloat m4m4 = DOT2(m+4,m+4); + GLfloat mm4 = DOT2(m,m+4); + + mat->type = MATRIX_2D; + + /* Check for scale */ + if (SQ(mm-1) > SQ(1e-6) || + SQ(m4m4-1) > SQ(1e-6)) + mat->flags |= MAT_FLAG_GENERAL_SCALE; + + /* Check for rotation */ + if (SQ(mm4) > SQ(1e-6)) + mat->flags |= MAT_FLAG_GENERAL_3D; + else + mat->flags |= MAT_FLAG_ROTATION; + + } + else if ((mask & MASK_3D_NO_ROT) == MASK_3D_NO_ROT) { + mat->type = MATRIX_3D_NO_ROT; + + /* Check for scale */ + if (SQ(m[0]-m[5]) < SQ(1e-6) && + SQ(m[0]-m[10]) < SQ(1e-6)) { + if (SQ(m[0]-1.0) > SQ(1e-6)) { + mat->flags |= MAT_FLAG_UNIFORM_SCALE; + } + } + else { + mat->flags |= MAT_FLAG_GENERAL_SCALE; + } + } + else if ((mask & MASK_3D) == MASK_3D) { + GLfloat c1 = DOT3(m,m); + GLfloat c2 = DOT3(m+4,m+4); + GLfloat c3 = DOT3(m+8,m+8); + GLfloat d1 = DOT3(m, m+4); + GLfloat cp[3]; + + mat->type = MATRIX_3D; + + /* Check for scale */ + if (SQ(c1-c2) < SQ(1e-6) && SQ(c1-c3) < SQ(1e-6)) { + if (SQ(c1-1.0) > SQ(1e-6)) + mat->flags |= MAT_FLAG_UNIFORM_SCALE; + /* else no scale at all */ + } + else { + mat->flags |= MAT_FLAG_GENERAL_SCALE; + } + + /* Check for rotation */ + if (SQ(d1) < SQ(1e-6)) { + CROSS3( cp, m, m+4 ); + SUB_3V( cp, cp, (m+8) ); + if (LEN_SQUARED_3FV(cp) < SQ(1e-6)) + mat->flags |= MAT_FLAG_ROTATION; + else + mat->flags |= MAT_FLAG_GENERAL_3D; + } + else { + mat->flags |= MAT_FLAG_GENERAL_3D; /* shear, etc */ + } + } + else if ((mask & MASK_PERSPECTIVE) == MASK_PERSPECTIVE && m[11]==-1.0F) { + mat->type = MATRIX_PERSPECTIVE; + mat->flags |= MAT_FLAG_GENERAL; + } + else { + mat->type = MATRIX_GENERAL; + mat->flags |= MAT_FLAG_GENERAL; + } +} + + +/* Analyse a matrix given that its flags are accurate - this is the + * more common operation, hopefully. + */ +static void analyze_from_flags( GLmatrix *mat ) +{ + const GLfloat *m = mat->m; + + if (TEST_MAT_FLAGS(mat, 0)) { + mat->type = MATRIX_IDENTITY; + } + else if (TEST_MAT_FLAGS(mat, (MAT_FLAG_TRANSLATION | + MAT_FLAG_UNIFORM_SCALE | + MAT_FLAG_GENERAL_SCALE))) { + if ( m[10]==1.0F && m[14]==0.0F ) { + mat->type = MATRIX_2D_NO_ROT; + } + else { + mat->type = MATRIX_3D_NO_ROT; + } + } + else if (TEST_MAT_FLAGS(mat, MAT_FLAGS_3D)) { + if ( m[ 8]==0.0F + && m[ 9]==0.0F + && m[2]==0.0F && m[6]==0.0F && m[10]==1.0F && m[14]==0.0F) { + mat->type = MATRIX_2D; + } + else { + mat->type = MATRIX_3D; + } + } + else if ( m[4]==0.0F && m[12]==0.0F + && m[1]==0.0F && m[13]==0.0F + && m[2]==0.0F && m[6]==0.0F + && m[3]==0.0F && m[7]==0.0F && m[11]==-1.0F && m[15]==0.0F) { + mat->type = MATRIX_PERSPECTIVE; + } + else { + mat->type = MATRIX_GENERAL; + } +} + + +void +_math_matrix_analyze( GLmatrix *mat ) +{ + if (mat->flags & MAT_DIRTY_TYPE) { + if (mat->flags & MAT_DIRTY_FLAGS) + analyze_from_scratch( mat ); + else + analyze_from_flags( mat ); + } + + if (mat->inv && (mat->flags & MAT_DIRTY_INVERSE)) { + matrix_invert( mat ); + } + + mat->flags &= ~(MAT_DIRTY_FLAGS| + MAT_DIRTY_TYPE| + MAT_DIRTY_INVERSE); +} + + +void +_math_matrix_copy( GLmatrix *to, const GLmatrix *from ) +{ + MEMCPY( to->m, from->m, sizeof(Identity) ); + to->flags = from->flags; + to->type = from->type; + + if (to->inv != 0) { + if (from->inv == 0) { + matrix_invert( to ); + } + else { + MEMCPY(to->inv, from->inv, sizeof(GLfloat)*16); + } + } +} + + +void +_math_matrix_scale( GLmatrix *mat, GLfloat x, GLfloat y, GLfloat z ) +{ + GLfloat *m = mat->m; + m[0] *= x; m[4] *= y; m[8] *= z; + m[1] *= x; m[5] *= y; m[9] *= z; + m[2] *= x; m[6] *= y; m[10] *= z; + m[3] *= x; m[7] *= y; m[11] *= z; + + if (fabs(x - y) < 1e-8 && fabs(x - z) < 1e-8) + mat->flags |= MAT_FLAG_UNIFORM_SCALE; + else + mat->flags |= MAT_FLAG_GENERAL_SCALE; + + mat->flags |= (MAT_DIRTY_TYPE | + MAT_DIRTY_INVERSE); +} + + +void +_math_matrix_translate( GLmatrix *mat, GLfloat x, GLfloat y, GLfloat z ) +{ + GLfloat *m = mat->m; + m[12] = m[0] * x + m[4] * y + m[8] * z + m[12]; + m[13] = m[1] * x + m[5] * y + m[9] * z + m[13]; + m[14] = m[2] * x + m[6] * y + m[10] * z + m[14]; + m[15] = m[3] * x + m[7] * y + m[11] * z + m[15]; + + mat->flags |= (MAT_FLAG_TRANSLATION | + MAT_DIRTY_TYPE | + MAT_DIRTY_INVERSE); +} + + +void +_math_matrix_loadf( GLmatrix *mat, const GLfloat *m ) +{ + MEMCPY( mat->m, m, 16*sizeof(GLfloat) ); + mat->flags = (MAT_FLAG_GENERAL | MAT_DIRTY); +} + +void +_math_matrix_ctr( GLmatrix *m ) +{ + if ( m->m == 0 ) { + m->m = (GLfloat *) ALIGN_MALLOC( 16 * sizeof(GLfloat), 16 ); + } + MEMCPY( m->m, Identity, sizeof(Identity) ); + m->inv = 0; + m->type = MATRIX_IDENTITY; + m->flags = 0; +} + +void +_math_matrix_dtr( GLmatrix *m ) +{ + if ( m->m != 0 ) { + ALIGN_FREE( m->m ); + m->m = 0; + } + if ( m->inv != 0 ) { + ALIGN_FREE( m->inv ); + m->inv = 0; + } +} + + +void +_math_matrix_alloc_inv( GLmatrix *m ) +{ + if ( m->inv == 0 ) { + m->inv = (GLfloat *) ALIGN_MALLOC( 16 * sizeof(GLfloat), 16 ); + MEMCPY( m->inv, Identity, 16 * sizeof(GLfloat) ); + } +} + + +void +_math_matrix_mul_matrix( GLmatrix *dest, const GLmatrix *a, const GLmatrix *b ) +{ + dest->flags = (a->flags | + b->flags | + MAT_DIRTY_TYPE | + MAT_DIRTY_INVERSE); + + if (TEST_MAT_FLAGS(dest, MAT_FLAGS_3D)) + matmul34( dest->m, a->m, b->m ); + else + matmul4( dest->m, a->m, b->m ); +} + + +void +_math_matrix_mul_floats( GLmatrix *dest, const GLfloat *m ) +{ + dest->flags |= (MAT_FLAG_GENERAL | + MAT_DIRTY_TYPE | + MAT_DIRTY_INVERSE); + + matmul4( dest->m, dest->m, m ); +} + +void +_math_matrix_set_identity( GLmatrix *mat ) +{ + MEMCPY( mat->m, Identity, 16*sizeof(GLfloat) ); + + if (mat->inv) + MEMCPY( mat->inv, Identity, 16*sizeof(GLfloat) ); + + mat->type = MATRIX_IDENTITY; + mat->flags &= ~(MAT_DIRTY_FLAGS| + MAT_DIRTY_TYPE| + MAT_DIRTY_INVERSE); +} + + + +void +_math_transposef( GLfloat to[16], const GLfloat from[16] ) +{ + to[0] = from[0]; + to[1] = from[4]; + to[2] = from[8]; + to[3] = from[12]; + to[4] = from[1]; + to[5] = from[5]; + to[6] = from[9]; + to[7] = from[13]; + to[8] = from[2]; + to[9] = from[6]; + to[10] = from[10]; + to[11] = from[14]; + to[12] = from[3]; + to[13] = from[7]; + to[14] = from[11]; + to[15] = from[15]; +} + + +void +_math_transposed( GLdouble to[16], const GLdouble from[16] ) +{ + to[0] = from[0]; + to[1] = from[4]; + to[2] = from[8]; + to[3] = from[12]; + to[4] = from[1]; + to[5] = from[5]; + to[6] = from[9]; + to[7] = from[13]; + to[8] = from[2]; + to[9] = from[6]; + to[10] = from[10]; + to[11] = from[14]; + to[12] = from[3]; + to[13] = from[7]; + to[14] = from[11]; + to[15] = from[15]; +} + +void +_math_transposefd( GLfloat to[16], const GLdouble from[16] ) +{ + to[0] = from[0]; + to[1] = from[4]; + to[2] = from[8]; + to[3] = from[12]; + to[4] = from[1]; + to[5] = from[5]; + to[6] = from[9]; + to[7] = from[13]; + to[8] = from[2]; + to[9] = from[6]; + to[10] = from[10]; + to[11] = from[14]; + to[12] = from[3]; + to[13] = from[7]; + to[14] = from[11]; + to[15] = from[15]; +} diff --git a/src/mesa/math/m_matrix.h b/src/mesa/math/m_matrix.h new file mode 100644 index 00000000000..8eedbdb9424 --- /dev/null +++ b/src/mesa/math/m_matrix.h @@ -0,0 +1,176 @@ +/* $Id: m_matrix.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. + */ + + +#ifndef _M_MATRIX_H +#define _M_MATRIX_H + + + +/* Give symbolic names to some of the entries in the matrix to help + * out with the rework of the viewport_map as a matrix transform. + */ +#define MAT_SX 0 +#define MAT_SY 5 +#define MAT_SZ 10 +#define MAT_TX 12 +#define MAT_TY 13 +#define MAT_TZ 14 + +/* + * Different kinds of 4x4 transformation matrices: + */ +#define MATRIX_GENERAL 0 /* general 4x4 matrix */ +#define MATRIX_IDENTITY 1 /* identity matrix */ +#define MATRIX_3D_NO_ROT 2 /* ortho projection and others... */ +#define MATRIX_PERSPECTIVE 3 /* perspective projection matrix */ +#define MATRIX_2D 4 /* 2-D transformation */ +#define MATRIX_2D_NO_ROT 5 /* 2-D scale & translate only */ +#define MATRIX_3D 6 /* 3-D transformation */ + +#define MAT_FLAG_IDENTITY 0 +#define MAT_FLAG_GENERAL 0x1 +#define MAT_FLAG_ROTATION 0x2 +#define MAT_FLAG_TRANSLATION 0x4 +#define MAT_FLAG_UNIFORM_SCALE 0x8 +#define MAT_FLAG_GENERAL_SCALE 0x10 +#define MAT_FLAG_GENERAL_3D 0x20 +#define MAT_FLAG_PERSPECTIVE 0x40 +#define MAT_FLAG_SINGULAR 0x80 +#define MAT_DIRTY_TYPE 0x100 +#define MAT_DIRTY_FLAGS 0x200 +#define MAT_DIRTY_INVERSE 0x400 + +#define MAT_FLAGS_ANGLE_PRESERVING (MAT_FLAG_ROTATION | \ + MAT_FLAG_TRANSLATION | \ + MAT_FLAG_UNIFORM_SCALE) + +#define MAT_FLAGS_LENGTH_PRESERVING (MAT_FLAG_ROTATION | \ + MAT_FLAG_TRANSLATION) + +#define MAT_FLAGS_3D (MAT_FLAG_ROTATION | \ + MAT_FLAG_TRANSLATION | \ + MAT_FLAG_UNIFORM_SCALE | \ + MAT_FLAG_GENERAL_SCALE | \ + MAT_FLAG_GENERAL_3D) + +#define MAT_FLAGS_GEOMETRY (MAT_FLAG_GENERAL | \ + MAT_FLAG_ROTATION | \ + MAT_FLAG_TRANSLATION | \ + MAT_FLAG_UNIFORM_SCALE | \ + MAT_FLAG_GENERAL_SCALE | \ + MAT_FLAG_GENERAL_3D | \ + MAT_FLAG_PERSPECTIVE | \ + MAT_FLAG_SINGULAR) + +#define MAT_DIRTY (MAT_DIRTY_TYPE | \ + MAT_DIRTY_FLAGS | \ + MAT_DIRTY_INVERSE) + +#define TEST_MAT_FLAGS(mat, a) \ + ((MAT_FLAGS_GEOMETRY & (~(a)) & ((mat)->flags) ) == 0) + + +typedef struct { + GLfloat *m; /* 16-byte aligned */ + GLfloat *inv; /* optional, 16-byte aligned */ + GLuint flags; + GLuint type; /* one of the MATRIX_* values */ +} GLmatrix; + + + + +extern void +_math_matrix_ctr( GLmatrix *m ); + +extern void +_math_matrix_dtr( GLmatrix *m ); + +extern void +_math_matrix_alloc_inv( GLmatrix *m ); + +extern void +_math_matrix_mul_matrix( GLmatrix *dest, const GLmatrix *a, const GLmatrix *b ); + +extern void +_math_matrix_mul_floats( GLmatrix *dest, const GLfloat *b ); + +extern void +_math_matrix_loadf( GLmatrix *mat, const GLfloat *m ); + +extern void +_math_matrix_translate( GLmatrix *mat, GLfloat x, GLfloat y, GLfloat z ); + +extern void +_math_matrix_rotate( GLmatrix *m, GLfloat angle, + GLfloat x, GLfloat y, GLfloat z ); + +extern void +_math_matrix_scale( GLmatrix *mat, GLfloat x, GLfloat y, GLfloat z ); + +extern void +_math_matrix_ortho( GLmatrix *mat, + GLfloat left, GLfloat right, + GLfloat bottom, GLfloat top, + GLfloat nearval, GLfloat farval ); + +extern void +_math_matrix_frustrum( GLmatrix *mat, + GLfloat left, GLfloat right, + GLfloat bottom, GLfloat top, + GLfloat nearval, GLfloat farval ); + +extern void +_math_matrix_set_identity( GLmatrix *dest ); + +extern void +_math_matrix_copy( GLmatrix *to, const GLmatrix *from ); + +extern void +_math_matrix_analyze( GLmatrix *mat ); + +extern void +_math_matrix_print( const GLmatrix *m ); + + + + +/* Related functions that don't actually operate on GLmatrix structs: + */ +extern void +_math_transposef( GLfloat to[16], const GLfloat from[16] ); + +extern void +_math_transposed( GLdouble to[16], const GLdouble from[16] ); + +extern void +_math_transposefd( GLfloat to[16], const GLdouble from[16] ); + + + + +#endif diff --git a/src/mesa/math/m_norm_tmp.h b/src/mesa/math/m_norm_tmp.h new file mode 100644 index 00000000000..72770c2075e --- /dev/null +++ b/src/mesa/math/m_norm_tmp.h @@ -0,0 +1,413 @@ +/* $Id: m_norm_tmp.h,v 1.1 2000/11/16 21:05:41 keithw Exp $ */ + +/* + * Mesa 3-D graphics library + * Version: 3.3 + * + * 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. + */ + + +static void _XFORMAPI +TAG(transform_normalize_normals)( const GLmatrix *mat, + GLfloat scale, + const GLvector3f *in, + const GLfloat *lengths, + const GLubyte mask[], + GLvector3f *dest ) +{ + GLuint i; + const GLfloat *from = in->start; + GLuint stride = in->stride; + GLuint count = in->count; + GLfloat (*out)[3] = (GLfloat (*)[3])dest->start; + GLfloat *m = mat->inv; + GLfloat m0 = m[0], m4 = m[4], m8 = m[8]; + GLfloat m1 = m[1], m5 = m[5], m9 = m[9]; + GLfloat m2 = m[2], m6 = m[6], m10 = m[10]; + + (void) mask; + if (!lengths) { + STRIDE_LOOP { + CULL_CHECK { + GLfloat tx, ty, tz; + { + const GLfloat ux = from[0], uy = from[1], uz = from[2]; + tx = ux * m0 + uy * m1 + uz * m2; + ty = ux * m4 + uy * m5 + uz * m6; + tz = ux * m8 + uy * m9 + uz * m10; + } + { + GLdouble len = tx*tx + ty*ty + tz*tz; + if (len > 1e-20) { + GLdouble scale = 1.0 / GL_SQRT(len); + out[i][0] = (GLfloat) (tx * scale); + out[i][1] = (GLfloat) (ty * scale); + out[i][2] = (GLfloat) (tz * scale); + } + else + { + out[i][0] = out[i][1] = out[i][2] = 0; + } + } + } + } + } + else { + /* scale has been snapped to 1.0 if it is close. + */ + if (scale != 1.0) { + m0 *= scale, m4 *= scale, m8 *= scale; + m1 *= scale, m5 *= scale, m9 *= scale; + m2 *= scale, m6 *= scale, m10 *= scale; + } + + STRIDE_LOOP { + CULL_CHECK { + GLfloat tx, ty, tz; + { + const GLfloat ux = from[0], uy = from[1], uz = from[2]; + tx = ux * m0 + uy * m1 + uz * m2; + ty = ux * m4 + uy * m5 + uz * m6; + tz = ux * m8 + uy * m9 + uz * m10; + } + { + GLfloat len = lengths[i]; + out[i][0] = tx * len; + out[i][1] = ty * len; + out[i][2] = tz * len; + } + } + } + } + dest->count = in->count; +} + + +static void _XFORMAPI +TAG(transform_normalize_normals_no_rot)( const GLmatrix *mat, + GLfloat scale, + const GLvector3f *in, + const GLfloat *lengths, + const GLubyte mask[], + GLvector3f *dest ) +{ + GLuint i; + const GLfloat *from = in->start; + GLuint stride = in->stride; + GLuint count = in->count; + GLfloat (*out)[3] = (GLfloat (*)[3])dest->start; + GLfloat *m = mat->inv; + GLfloat m0 = m[0]; + GLfloat m5 = m[5]; + GLfloat m10 = m[10]; + (void) mask; + if (!lengths) { + STRIDE_LOOP { + CULL_CHECK { + GLfloat tx, ty, tz; + { + const GLfloat ux = from[0], uy = from[1], uz = from[2]; + tx = ux * m0 ; + ty = uy * m5 ; + tz = uz * m10; + } + { + GLdouble len = tx*tx + ty*ty + tz*tz; + if (len > 1e-20) { + GLdouble scale = 1.0 / GL_SQRT(len); + out[i][0] = (GLfloat) (tx * scale); + out[i][1] = (GLfloat) (ty * scale); + out[i][2] = (GLfloat) (tz * scale); + } + else + { + out[i][0] = out[i][1] = out[i][2] = 0; + } + } + } + } + } + else { + /* scale has been snapped to 1.0 if it is close. + */ + if (scale != 1.0) { + m0 *= scale; + m5 *= scale; + m10 *= scale; + } + + STRIDE_LOOP { + CULL_CHECK { + GLfloat tx, ty, tz; + { + const GLfloat ux = from[0], uy = from[1], uz = from[2]; + tx = ux * m0 ; + ty = uy * m5 ; + tz = uz * m10; + } + { + GLfloat len = lengths[i]; + out[i][0] = tx * len; + out[i][1] = ty * len; + out[i][2] = tz * len; + } + } + } + } + dest->count = in->count; +} + + +static void _XFORMAPI +TAG(transform_rescale_normals_no_rot)( const GLmatrix *mat, + GLfloat scale, + const GLvector3f *in, + const GLfloat *lengths, + const GLubyte mask[], + GLvector3f *dest ) +{ + GLuint i; + const GLfloat *from = in->start; + GLuint stride = in->stride; + GLuint count = in->count; + GLfloat (*out)[3] = (GLfloat (*)[3])dest->start; + const GLfloat *m = mat->inv; + GLfloat m0 = scale*m[0]; + GLfloat m5 = scale*m[5]; + GLfloat m10 = scale*m[10]; + (void) lengths; + (void) mask; + STRIDE_LOOP { + CULL_CHECK { + GLfloat ux = from[0], uy = from[1], uz = from[2]; + out[i][0] = ux * m0; + out[i][1] = uy * m5; + out[i][2] = uz * m10; + } + } + dest->count = in->count; +} + +static void _XFORMAPI +TAG(transform_rescale_normals)( const GLmatrix *mat, + GLfloat scale, + const GLvector3f *in, + const GLfloat *lengths, + const GLubyte mask[], + GLvector3f *dest ) +{ + GLuint i; + const GLfloat *from = in->start; + GLuint stride = in->stride; + GLuint count = in->count; + GLfloat (*out)[3] = (GLfloat (*)[3])dest->start; + /* Since we are unlikely to have < 3 vertices in the buffer, + * it makes sense to pre-multiply by scale. + */ + const GLfloat *m = mat->inv; + GLfloat m0 = scale*m[0], m4 = scale*m[4], m8 = scale*m[8]; + GLfloat m1 = scale*m[1], m5 = scale*m[5], m9 = scale*m[9]; + GLfloat m2 = scale*m[2], m6 = scale*m[6], m10 = scale*m[10]; + (void) lengths; + (void) mask; + STRIDE_LOOP { + CULL_CHECK { + GLfloat ux = from[0], uy = from[1], uz = from[2]; + out[i][0] = ux * m0 + uy * m1 + uz * m2; + out[i][1] = ux * m4 + uy * m5 + uz * m6; + out[i][2] = ux * m8 + uy * m9 + uz * m10; + } + } + dest->count = in->count; +} + + +static void _XFORMAPI +TAG(transform_normals_no_rot)(const GLmatrix *mat, + GLfloat scale, + const GLvector3f *in, + const GLfloat *lengths, + const GLubyte mask[], + GLvector3f *dest ) +{ + GLuint i; + const GLfloat *from = in->start; + GLuint stride = in->stride; + GLuint count = in->count; + GLfloat (*out)[3] = (GLfloat (*)[3])dest->start; + const GLfloat *m = mat->inv; + GLfloat m0 = m[0]; + GLfloat m5 = m[5]; + GLfloat m10 = m[10]; + (void) scale; + (void) lengths; + (void) mask; + STRIDE_LOOP { + CULL_CHECK { + GLfloat ux = from[0], uy = from[1], uz = from[2]; + out[i][0] = ux * m0; + out[i][1] = uy * m5; + out[i][2] = uz * m10; + } + } + dest->count = in->count; +} + + +static void _XFORMAPI +TAG(transform_normals)( const GLmatrix *mat, + GLfloat scale, + const GLvector3f *in, + const GLfloat *lengths, + const GLubyte mask[], + GLvector3f *dest ) +{ + GLuint i; + const GLfloat *from = in->start; + GLuint stride = in->stride; + GLuint count = in->count; + GLfloat (*out)[3] = (GLfloat (*)[3])dest->start; + const GLfloat *m = mat->inv; + GLfloat m0 = m[0], m4 = m[4], m8 = m[8]; + GLfloat m1 = m[1], m5 = m[5], m9 = m[9]; + GLfloat m2 = m[2], m6 = m[6], m10 = m[10]; + (void) scale; + (void) lengths; + (void) mask; + STRIDE_LOOP { + CULL_CHECK { + GLfloat ux = from[0], uy = from[1], uz = from[2]; + out[i][0] = ux * m0 + uy * m1 + uz * m2; + out[i][1] = ux * m4 + uy * m5 + uz * m6; + out[i][2] = ux * m8 + uy * m9 + uz * m10; + } + } + dest->count = in->count; +} + + +static void _XFORMAPI +TAG(normalize_normals)( const GLmatrix *mat, + GLfloat scale, + const GLvector3f *in, + const GLfloat *lengths, + const GLubyte mask[], + GLvector3f *dest ) +{ + GLuint i; + const GLfloat *from = in->start; + GLuint stride = in->stride; + GLuint count = in->count; + GLfloat (*out)[3] = (GLfloat (*)[3])dest->start; + (void) mat; + (void) mask; + (void) scale; + if (lengths) { + STRIDE_LOOP { + CULL_CHECK { + const GLfloat x = from[0], y = from[1], z = from[2]; + GLfloat invlen = lengths[i]; + out[i][0] = x * invlen; + out[i][1] = y * invlen; + out[i][2] = z * invlen; + } + } + } + else { + STRIDE_LOOP { + CULL_CHECK { + const GLfloat x = from[0], y = from[1], z = from[2]; + GLdouble len = x * x + y * y + z * z; + if (len > 1e-50) { + len = 1.0 / GL_SQRT(len); + out[i][0] = (GLfloat) (x * len); + out[i][1] = (GLfloat) (y * len); + out[i][2] = (GLfloat) (z * len); + } + else { + out[i][0] = x; + out[i][1] = y; + out[i][2] = z; + } + } + } + } + dest->count = in->count; +} + + +static void _XFORMAPI +TAG(rescale_normals)( const GLmatrix *mat, + GLfloat scale, + const GLvector3f *in, + const GLfloat *lengths, + const GLubyte mask[], + GLvector3f *dest ) +{ + GLuint i; + const GLfloat *from = in->start; + GLuint stride = in->stride; + GLuint count = in->count; + GLfloat (*out)[3] = (GLfloat (*)[3])dest->start; + (void) mat; + (void) lengths; + (void) mask; + + STRIDE_LOOP { + CULL_CHECK { + SCALE_SCALAR_3V( out[i], scale, from ); + } + } + dest->count = in->count; +} + + +static void _XFORMAPI +TAG(init_c_norm_transform)( void ) +{ + gl_normal_tab[NORM_TRANSFORM_NO_ROT][IDX] = + TAG(transform_normals_no_rot); + + gl_normal_tab[NORM_TRANSFORM_NO_ROT | NORM_RESCALE][IDX] = + TAG(transform_rescale_normals_no_rot); + + gl_normal_tab[NORM_TRANSFORM_NO_ROT | NORM_NORMALIZE][IDX] = + TAG(transform_normalize_normals_no_rot); + + gl_normal_tab[NORM_TRANSFORM][IDX] = + TAG(transform_normals); + + gl_normal_tab[NORM_TRANSFORM | NORM_RESCALE][IDX] = + TAG(transform_rescale_normals); + + gl_normal_tab[NORM_TRANSFORM | NORM_NORMALIZE][IDX] = + TAG(transform_normalize_normals); + + gl_normal_tab[NORM_RESCALE][IDX] = + TAG(rescale_normals); + + gl_normal_tab[NORM_NORMALIZE][IDX] = + TAG(normalize_normals); +} diff --git a/src/mesa/math/m_trans_tmp.h b/src/mesa/math/m_trans_tmp.h new file mode 100644 index 00000000000..952fde55942 --- /dev/null +++ b/src/mesa/math/m_trans_tmp.h @@ -0,0 +1,210 @@ +/* $Id: m_trans_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. + */ + + +/* KW: This file also included by tnl/trans_elt.c to build code + * specific to the implementation of array-elements in the + * tnl module. + */ + + +#ifdef DEST_4F +static void DEST_4F( GLfloat (*t)[4], + CONST void *ptr, + GLuint stride, + ARGS) +{ + const GLubyte *f = (GLubyte *) ptr + SRC_START * stride; + const GLubyte *first = f; + GLuint i; + + (void) first; + (void) start; + for (i = DST_START ; i < n ; i++, NEXT_F) { + CHECK { + NEXT_F2; + if (SZ >= 1) t[i][0] = TRX_4F(f, 0); + if (SZ >= 2) t[i][1] = TRX_4F(f, 1); + if (SZ >= 3) t[i][2] = TRX_4F(f, 2); + if (SZ == 4) t[i][3] = TRX_4F(f, 3); + } + } +} +#endif + + +#ifdef DEST_3F +static void DEST_3F( GLfloat (*t)[3], + CONST void *ptr, + GLuint stride, + ARGS) +{ + const GLubyte *f = (GLubyte *) ptr + SRC_START * stride; + const GLubyte *first = f; + GLuint i; + (void) first; + (void) start; + for (i = DST_START ; i < n ; i++, NEXT_F) { + CHECK { + NEXT_F2; + t[i][0] = TRX_3F(f, 0); + t[i][1] = TRX_3F(f, 1); + t[i][2] = TRX_3F(f, 2); + } + } +} +#endif + +#ifdef DEST_1F +static void DEST_1F( GLfloat *t, + CONST void *ptr, + GLuint stride, + ARGS) +{ + const GLubyte *f = (GLubyte *) ptr + SRC_START * stride; + const GLubyte *first = f; + GLuint i; + (void) first; + (void) start; + for (i = DST_START ; i < n ; i++, NEXT_F) { + CHECK { + NEXT_F2; + t[i] = TRX_1F(f, 0); + } + } +} +#endif + +#ifdef DEST_4UB +static void DEST_4UB( GLubyte (*t)[4], + CONST void *ptr, + GLuint stride, + ARGS) +{ + const GLubyte *f = (GLubyte *) ptr + SRC_START * stride; + const GLubyte *first = f; + GLuint i; + (void) start; + (void) first; + for (i = DST_START ; i < n ; i++, NEXT_F) { + CHECK { + NEXT_F2; + if (SZ >= 1) TRX_UB(t[i][0], f, 0); + if (SZ >= 2) TRX_UB(t[i][1], f, 1); + if (SZ >= 3) TRX_UB(t[i][2], f, 2); + if (SZ == 4) TRX_UB(t[i][3], f, 3); else t[i][3] = 255; + } + } +} +#endif + + +#ifdef DEST_1UB +static void DEST_1UB( GLubyte *t, + CONST void *ptr, + GLuint stride, + ARGS) +{ + const GLubyte *f = (GLubyte *) ptr + SRC_START * stride; + const GLubyte *first = f; + GLuint i; + (void) start; + (void) first; + for (i = DST_START ; i < n ; i++, NEXT_F) { + CHECK { + NEXT_F2; + TRX_UB(t[i], f, 0); + } + } +} +#endif + + +#ifdef DEST_1UI +static void DEST_1UI( GLuint *t, + CONST void *ptr, + GLuint stride, + ARGS) +{ + const GLubyte *f = (GLubyte *) ptr + SRC_START * stride; + const GLubyte *first = f; + GLuint i; + (void) start; + (void) first; + + for (i = DST_START ; i < n ; i++, NEXT_F) { + CHECK { + NEXT_F2; + t[i] = TRX_UI(f, 0); + } + } +} +#endif + + +static void INIT(void) +{ +#ifdef DEST_1UI + ASSERT(SZ == 1); + TAB(_1ui)[SRC_IDX] = DEST_1UI; +#endif +#ifdef DEST_1UB + ASSERT(SZ == 1); + TAB(_1ub)[SRC_IDX] = DEST_1UB; +#endif +#ifdef DEST_1F + ASSERT(SZ == 1); + TAB(_1f)[SRC_IDX] = DEST_1F; +#endif +#ifdef DEST_3F + ASSERT(SZ == 3); + TAB(_3f)[SRC_IDX] = DEST_3F; +#endif +#ifdef DEST_4UB + TAB(_4ub)[SZ][SRC_IDX] = DEST_4UB; +#endif +#ifdef DEST_4F + TAB(_4f)[SZ][SRC_IDX] = DEST_4F; +#endif + +} + + +#undef INIT +#undef DEST_1UI +#undef DEST_1UB +#undef DEST_4UB +#undef DEST_3F +#undef DEST_4F +#undef DEST_1F +#undef SZ +#undef TAG + + diff --git a/src/mesa/math/m_translate.c b/src/mesa/math/m_translate.c new file mode 100644 index 00000000000..945e35706c4 --- /dev/null +++ b/src/mesa/math/m_translate.c @@ -0,0 +1,478 @@ +/* $Id: m_translate.c,v 1.1 2000/11/16 21:05:41 keithw Exp $ */ + +/* + * Mesa 3-D graphics library + * Version: 3.3 + * + * 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. + */ + + +#include "glheader.h" +#include "colormac.h" +#include "mem.h" +#include "mmath.h" + +#include "m_translate.h" + +/* This macro is used on other systems, so undefine it for this module */ + +#undef CHECK + +trans_1f_func gl_trans_1f_tab[MAX_TYPES]; +trans_1ui_func gl_trans_1ui_tab[MAX_TYPES]; +trans_1ub_func gl_trans_1ub_tab[MAX_TYPES]; +trans_3f_func gl_trans_3f_tab[MAX_TYPES]; +trans_4ub_func gl_trans_4ub_tab[5][MAX_TYPES]; +trans_4f_func gl_trans_4f_tab[5][MAX_TYPES]; + + +#define PTR_ELT(ptr, elt) (((SRC *)ptr)[elt]) + + +#define TAB(x) gl_trans##x##_tab +#define ARGS GLuint start, GLuint n +#define SRC_START start +#define DST_START 0 +#define STRIDE stride +#define NEXT_F f += stride +#define NEXT_F2 +#define CHECK + + + + +/* GL_BYTE + */ +#define SRC GLbyte +#define SRC_IDX TYPE_IDX(GL_BYTE) +#define TRX_3F(f,n) BYTE_TO_FLOAT( PTR_ELT(f,n) ) +#define TRX_4F(f,n) (GLfloat)( PTR_ELT(f,n) ) +#define TRX_UB(ub, f,n) ub = BYTE_TO_UBYTE( PTR_ELT(f,n) ) +#define TRX_UI(f,n) (PTR_ELT(f,n) < 0 ? 0 : (GLuint) PTR_ELT(f,n)) + + +#define SZ 4 +#define INIT init_trans_4_GLbyte_raw +#define DEST_4F trans_4_GLbyte_4f_raw +#define DEST_4UB trans_4_GLbyte_4ub_raw +#include "m_trans_tmp.h" + +#define SZ 3 +#define INIT init_trans_3_GLbyte_raw +#define DEST_4F trans_3_GLbyte_4f_raw +#define DEST_4UB trans_3_GLbyte_4ub_raw +#define DEST_3F trans_3_GLbyte_3f_raw +#include "m_trans_tmp.h" + +#define SZ 2 +#define INIT init_trans_2_GLbyte_raw +#define DEST_4F trans_2_GLbyte_4f_raw +#include "m_trans_tmp.h" + +#define SZ 1 +#define INIT init_trans_1_GLbyte_raw +#define DEST_4F trans_1_GLbyte_4f_raw +#define DEST_1UB trans_1_GLbyte_1ub_raw +#define DEST_1UI trans_1_GLbyte_1ui_raw +#include "m_trans_tmp.h" + +#undef SRC +#undef TRX_3F +#undef TRX_4F +#undef TRX_UB +#undef TRX_UI +#undef SRC_IDX + +/* GL_UNSIGNED_BYTE + */ +#define SRC GLubyte +#define SRC_IDX TYPE_IDX(GL_UNSIGNED_BYTE) +#define TRX_3F(f,n) /* unused */ +#define TRX_4F(f,n) /* unused */ +#define TRX_UB(ub, f,n) ub = PTR_ELT(f,n) +#define TRX_UI(f,n) (GLuint)PTR_ELT(f,n) + +/* 4ub->4ub handled in special case below. + */ + +#define SZ 3 +#define INIT init_trans_3_GLubyte_raw +#define DEST_4UB trans_3_GLubyte_4ub_raw +#include "m_trans_tmp.h" + + +#define SZ 1 +#define INIT init_trans_1_GLubyte_raw +#define DEST_1UI trans_1_GLubyte_1ui_raw +#define DEST_1UB trans_1_GLubyte_1ub_raw +#include "m_trans_tmp.h" + +#undef SRC +#undef SRC_IDX +#undef TRX_3F +#undef TRX_4F +#undef TRX_UB +#undef TRX_UI + + +/* GL_SHORT + */ +#define SRC GLshort +#define SRC_IDX TYPE_IDX(GL_SHORT) +#define TRX_3F(f,n) SHORT_TO_FLOAT( PTR_ELT(f,n) ) +#define TRX_4F(f,n) (GLfloat)( PTR_ELT(f,n) ) +#define TRX_UB(ub, f,n) ub = SHORT_TO_UBYTE(PTR_ELT(f,n)) +#define TRX_UI(f,n) (PTR_ELT(f,n) < 0 ? 0 : (GLuint) PTR_ELT(f,n)) + + +#define SZ 4 +#define INIT init_trans_4_GLshort_raw +#define DEST_4F trans_4_GLshort_4f_raw +#define DEST_4UB trans_4_GLshort_4ub_raw +#include "m_trans_tmp.h" + +#define SZ 3 +#define INIT init_trans_3_GLshort_raw +#define DEST_4F trans_3_GLshort_4f_raw +#define DEST_4UB trans_3_GLshort_4ub_raw +#define DEST_3F trans_3_GLshort_3f_raw +#include "m_trans_tmp.h" + +#define SZ 2 +#define INIT init_trans_2_GLshort_raw +#define DEST_4F trans_2_GLshort_4f_raw +#include "m_trans_tmp.h" + +#define SZ 1 +#define INIT init_trans_1_GLshort_raw +#define DEST_4F trans_1_GLshort_4f_raw +#define DEST_1UB trans_1_GLshort_1ub_raw +#define DEST_1UI trans_1_GLshort_1ui_raw +#include "m_trans_tmp.h" + + +#undef SRC +#undef SRC_IDX +#undef TRX_3F +#undef TRX_4F +#undef TRX_UB +#undef TRX_UI + + +/* GL_UNSIGNED_SHORT + */ +#define SRC GLushort +#define SRC_IDX TYPE_IDX(GL_UNSIGNED_SHORT) +#define TRX_3F(f,n) USHORT_TO_FLOAT( PTR_ELT(f,n) ) +#define TRX_4F(f,n) (GLfloat)( PTR_ELT(f,n) ) +#define TRX_UB(ub,f,n) ub = (GLubyte) (PTR_ELT(f,n) >> 8) +#define TRX_UI(f,n) (GLuint) PTR_ELT(f,n) + + +#define SZ 4 +#define INIT init_trans_4_GLushort_raw +#define DEST_4F trans_4_GLushort_4f_raw +#define DEST_4UB trans_4_GLushort_4ub_raw +#include "m_trans_tmp.h" + +#define SZ 3 +#define INIT init_trans_3_GLushort_raw +#define DEST_4F trans_3_GLushort_4f_raw +#define DEST_4UB trans_3_GLushort_4ub_raw +#define DEST_3F trans_3_GLushort_3f_raw +#include "m_trans_tmp.h" + +#define SZ 2 +#define INIT init_trans_2_GLushort_raw +#define DEST_4F trans_2_GLushort_4f_raw +#include "m_trans_tmp.h" + +#define SZ 1 +#define INIT init_trans_1_GLushort_raw +#define DEST_4F trans_1_GLushort_4f_raw +#define DEST_1UB trans_1_GLushort_1ub_raw +#define DEST_1UI trans_1_GLushort_1ui_raw +#include "m_trans_tmp.h" + +#undef SRC +#undef SRC_IDX +#undef TRX_3F +#undef TRX_4F +#undef TRX_UB +#undef TRX_UI + + +/* GL_INT + */ +#define SRC GLint +#define SRC_IDX TYPE_IDX(GL_INT) +#define TRX_3F(f,n) INT_TO_FLOAT( PTR_ELT(f,n) ) +#define TRX_4F(f,n) (GLfloat)( PTR_ELT(f,n) ) +#define TRX_UB(ub, f,n) ub = INT_TO_UBYTE(PTR_ELT(f,n)) +#define TRX_UI(f,n) (PTR_ELT(f,n) < 0 ? 0 : (GLuint) PTR_ELT(f,n)) + + +#define SZ 4 +#define INIT init_trans_4_GLint_raw +#define DEST_4F trans_4_GLint_4f_raw +#define DEST_4UB trans_4_GLint_4ub_raw +#include "m_trans_tmp.h" + +#define SZ 3 +#define INIT init_trans_3_GLint_raw +#define DEST_4F trans_3_GLint_4f_raw +#define DEST_4UB trans_3_GLint_4ub_raw +#define DEST_3F trans_3_GLint_3f_raw +#include "m_trans_tmp.h" + +#define SZ 2 +#define INIT init_trans_2_GLint_raw +#define DEST_4F trans_2_GLint_4f_raw +#include "m_trans_tmp.h" + +#define SZ 1 +#define INIT init_trans_1_GLint_raw +#define DEST_4F trans_1_GLint_4f_raw +#define DEST_1UB trans_1_GLint_1ub_raw +#define DEST_1UI trans_1_GLint_1ui_raw +#include "m_trans_tmp.h" + + +#undef SRC +#undef SRC_IDX +#undef TRX_3F +#undef TRX_4F +#undef TRX_UB +#undef TRX_UI + + +/* GL_UNSIGNED_INT + */ +#define SRC GLuint +#define SRC_IDX TYPE_IDX(GL_UNSIGNED_INT) +#define TRX_3F(f,n) INT_TO_FLOAT( PTR_ELT(f,n) ) +#define TRX_4F(f,n) (GLfloat)( PTR_ELT(f,n) ) +#define TRX_UB(ub, f,n) ub = (GLubyte) (PTR_ELT(f,n) >> 24) +#define TRX_UI(f,n) PTR_ELT(f,n) + + +#define SZ 4 +#define INIT init_trans_4_GLuint_raw +#define DEST_4F trans_4_GLuint_4f_raw +#define DEST_4UB trans_4_GLuint_4ub_raw +#include "m_trans_tmp.h" + +#define SZ 3 +#define INIT init_trans_3_GLuint_raw +#define DEST_4F trans_3_GLuint_4f_raw +#define DEST_4UB trans_3_GLuint_4ub_raw +#define DEST_3F trans_3_GLuint_3f_raw +#include "m_trans_tmp.h" + +#define SZ 2 +#define INIT init_trans_2_GLuint_raw +#define DEST_4F trans_2_GLuint_4f_raw +#include "m_trans_tmp.h" + +#define SZ 1 +#define INIT init_trans_1_GLuint_raw +#define DEST_4F trans_1_GLuint_4f_raw +#define DEST_1UB trans_1_GLuint_1ub_raw +#define DEST_1UI trans_1_GLuint_1ui_raw +#include "m_trans_tmp.h" + +#undef SRC +#undef SRC_IDX +#undef TRX_3F +#undef TRX_4F +#undef TRX_UB +#undef TRX_UI + + +/* GL_DOUBLE + */ +#define SRC GLdouble +#define SRC_IDX TYPE_IDX(GL_DOUBLE) +#define TRX_3F(f,n) PTR_ELT(f,n) +#define TRX_4F(f,n) PTR_ELT(f,n) +#define TRX_UB(ub,f,n) FLOAT_COLOR_TO_CHAN(ub, PTR_ELT(f,n)) +#define TRX_UI(f,n) (GLuint) (GLint) PTR_ELT(f,n) +#define TRX_1F(f,n) PTR_ELT(f,n) + + +#define SZ 4 +#define INIT init_trans_4_GLdouble_raw +#define DEST_4F trans_4_GLdouble_4f_raw +#define DEST_4UB trans_4_GLdouble_4ub_raw +#include "m_trans_tmp.h" + +#define SZ 3 +#define INIT init_trans_3_GLdouble_raw +#define DEST_4F trans_3_GLdouble_4f_raw +#define DEST_4UB trans_3_GLdouble_4ub_raw +#define DEST_3F trans_3_GLdouble_3f_raw +#include "m_trans_tmp.h" + +#define SZ 2 +#define INIT init_trans_2_GLdouble_raw +#define DEST_4F trans_2_GLdouble_4f_raw +#include "m_trans_tmp.h" + +#define SZ 1 +#define INIT init_trans_1_GLdouble_raw +#define DEST_4F trans_1_GLdouble_4f_raw +#define DEST_1UB trans_1_GLdouble_1ub_raw +#define DEST_1UI trans_1_GLdouble_1ui_raw +#define DEST_1F trans_1_GLdouble_1f_raw +#include "m_trans_tmp.h" + +#undef SRC +#undef SRC_IDX + +/* GL_FLOAT + */ +#define SRC GLfloat +#define SRC_IDX TYPE_IDX(GL_FLOAT) +#define SZ 4 +#define INIT init_trans_4_GLfloat_raw +#define DEST_4UB trans_4_GLfloat_4ub_raw +#define DEST_4F trans_4_GLfloat_4f_raw +#include "m_trans_tmp.h" + +#define SZ 3 +#define INIT init_trans_3_GLfloat_raw +#define DEST_4F trans_3_GLfloat_4f_raw +#define DEST_4UB trans_3_GLfloat_4ub_raw +#define DEST_3F trans_3_GLfloat_3f_raw +#include "m_trans_tmp.h" + +#define SZ 2 +#define INIT init_trans_2_GLfloat_raw +#define DEST_4F trans_2_GLfloat_4f_raw +#include "m_trans_tmp.h" + +#define SZ 1 +#define INIT init_trans_1_GLfloat_raw +#define DEST_4F trans_1_GLfloat_4f_raw +#define DEST_1UB trans_1_GLfloat_1ub_raw +#define DEST_1UI trans_1_GLfloat_1ui_raw +#define DEST_1F trans_1_GLfloat_1f_raw + +#include "m_trans_tmp.h" + +#undef SRC +#undef SRC_IDX +#undef TRX_3F +#undef TRX_4F +#undef TRX_UB +#undef TRX_UI + + +static void trans_4_GLubyte_4ub_raw (GLubyte (*t)[4], + CONST void *Ptr, + GLuint stride, + ARGS ) +{ + const GLubyte *f = (GLubyte *) Ptr + SRC_START * stride; + GLuint i; + + if (((((long) f | (long) stride)) & 3L) == 0L) { + /* Aligned. + */ + for (i = DST_START ; i < n ; i++, f += stride) { + COPY_4UBV( t[i], f ); + } + } else { + for (i = DST_START ; i < n ; i++, f += stride) { + t[i][0] = f[0]; + t[i][1] = f[1]; + t[i][2] = f[2]; + t[i][3] = f[3]; + } + } +} + + +static void init_translate_raw(void) +{ + MEMSET( TAB(_1ui), 0, sizeof(TAB(_1ui)) ); + MEMSET( TAB(_1ub), 0, sizeof(TAB(_1ub)) ); + MEMSET( TAB(_3f), 0, sizeof(TAB(_3f)) ); + MEMSET( TAB(_4ub), 0, sizeof(TAB(_4ub)) ); + MEMSET( TAB(_4f), 0, sizeof(TAB(_4f)) ); + + TAB(_4ub)[4][TYPE_IDX(GL_UNSIGNED_BYTE)] = trans_4_GLubyte_4ub_raw; + + init_trans_4_GLbyte_raw(); + init_trans_3_GLbyte_raw(); + init_trans_2_GLbyte_raw(); + init_trans_1_GLbyte_raw(); + init_trans_1_GLubyte_raw(); + init_trans_3_GLubyte_raw(); + init_trans_4_GLshort_raw(); + init_trans_3_GLshort_raw(); + init_trans_2_GLshort_raw(); + init_trans_1_GLshort_raw(); + init_trans_4_GLushort_raw(); + init_trans_3_GLushort_raw(); + init_trans_2_GLushort_raw(); + init_trans_1_GLushort_raw(); + init_trans_4_GLint_raw(); + init_trans_3_GLint_raw(); + init_trans_2_GLint_raw(); + init_trans_1_GLint_raw(); + init_trans_4_GLuint_raw(); + init_trans_3_GLuint_raw(); + init_trans_2_GLuint_raw(); + init_trans_1_GLuint_raw(); + init_trans_4_GLdouble_raw(); + init_trans_3_GLdouble_raw(); + init_trans_2_GLdouble_raw(); + init_trans_1_GLdouble_raw(); + init_trans_4_GLfloat_raw(); + init_trans_3_GLfloat_raw(); + init_trans_2_GLfloat_raw(); + init_trans_1_GLfloat_raw(); +} + + +#undef TAB +#undef CLASS +#undef ARGS +#undef CHECK +#undef SRC_START +#undef DST_START +#undef NEXT_F +#undef NEXT_F2 + + + + + +void +_math_init_translate( void ) +{ + init_translate_raw(); +} diff --git a/src/mesa/math/m_translate.h b/src/mesa/math/m_translate.h new file mode 100644 index 00000000000..5c60b972ff5 --- /dev/null +++ b/src/mesa/math/m_translate.h @@ -0,0 +1,92 @@ +/* $Id: m_translate.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. + */ + + +#ifndef _M_TRANSLATE_H_ +#define _M_TRANSLATE_H_ + + +typedef void (*trans_1f_func)(GLfloat *to, + CONST void *ptr, + GLuint stride, + GLuint start, + GLuint n ); + +typedef void (*trans_1ui_func)(GLuint *to, + CONST void *ptr, + GLuint stride, + GLuint start, + GLuint n ); + +typedef void (*trans_1ub_func)(GLubyte *to, + CONST void *ptr, + GLuint stride, + GLuint start, + GLuint n ); + +typedef void (*trans_4ub_func)(GLubyte (*to)[4], + CONST void *ptr, + GLuint stride, + GLuint start, + GLuint n ); + +typedef void (*trans_4f_func)(GLfloat (*to)[4], + CONST void *ptr, + GLuint stride, + GLuint start, + GLuint n ); + +typedef void (*trans_3f_func)(GLfloat (*to)[3], + CONST void *ptr, + GLuint stride, + GLuint start, + GLuint n ); + + + + +/* Translate GL_UNSIGNED_BYTE, etc to the indexes used in the arrays + * below. + */ +#define TYPE_IDX(t) ((t) & 0xf) + +#define MAX_TYPES TYPE_IDX(GL_DOUBLE)+1 /* 0xa + 1 */ + +/* Only useful combinations are defined, thus there is no function to + * translate eg, ubyte->float or ubyte->ubyte, which are never used. + */ +extern trans_1f_func gl_trans_1f_tab[MAX_TYPES]; +extern trans_1ui_func gl_trans_1ui_tab[MAX_TYPES]; +extern trans_1ub_func gl_trans_1ub_tab[MAX_TYPES]; +extern trans_3f_func gl_trans_3f_tab[MAX_TYPES]; +extern trans_4ub_func gl_trans_4ub_tab[5][MAX_TYPES]; +extern trans_4f_func gl_trans_4f_tab[5][MAX_TYPES]; + + +extern void gl_init_translate( void ); + + +#endif 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]); + } +} 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 diff --git a/src/mesa/math/m_xform.c b/src/mesa/math/m_xform.c new file mode 100644 index 00000000000..6bc6a9cea3b --- /dev/null +++ b/src/mesa/math/m_xform.c @@ -0,0 +1,251 @@ +/* $Id: m_xform.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. + */ + + +/* + * Matrix/vertex/vector transformation stuff + * + * + * NOTES: + * 1. 4x4 transformation matrices are stored in memory in column major order. + * 2. Points/vertices are to be thought of as column vectors. + * 3. Transformation of a point p by a matrix M is: p' = M * p + */ + + +#include "glheader.h" +#include "macros.h" +#include "mmath.h" + +#include "m_matrix.h" +#include "m_xform.h" + + +#ifdef DEBUG +#include "m_debug_xform.h" +#endif + +#ifdef USE_X86_ASM +#include "X86/common_x86_asm.h" +#endif + +clip_func gl_clip_tab[5]; +dotprod_func gl_dotprod_tab[2][5]; +vec_copy_func gl_copy_tab[2][0x10]; +normal_func gl_normal_tab[0xf][0x4]; +transform_func **(gl_transform_tab[2]); +static transform_func *cull_transform_tab[5]; +static transform_func *raw_transform_tab[5]; + + +/* Raw data format used for: + * - Object-to-eye transform prior to culling, although this too + * could be culled under some circumstances. + * - Eye-to-clip transform (via the function above). + * - Cliptesting + * - And everything else too, if culling happens to be disabled. + */ +#define TAG(x) x##_raw +#define TAG2(x,y) x##y##_raw +#define IDX 0 +#define STRIDE_LOOP for (i=0;i<count;i++, STRIDE_F(from, stride)) +#define LOOP for (i=0;i<n;i++) +#define CULL_CHECK +#define CLIP_CHECK +#define ARGS +#include "m_xform_tmp.h" +#include "m_clip_tmp.h" +#include "m_norm_tmp.h" +#include "m_dotprod_tmp.h" +#include "m_copy_tmp.h" +#undef TAG +#undef TAG2 +#undef LOOP +#undef CULL_CHECK +#undef CLIP_CHECK +#undef ARGS +#undef IDX + +/* Culled data used for: + * - texture transformations + * - viewport map transformation + * - normal transformations prior to lighting + * - user cliptests + */ +#define TAG(x) x##_masked +#define TAG2(x,y) x##y##_masked +#define IDX 1 +#define STRIDE_LOOP for (i=0;i<count;i++, STRIDE_F(from, stride)) +#define LOOP for (i=0;i<n;i++) +#define CULL_CHECK if (mask[i]) +#define CLIP_CHECK if ((mask[i] & flag) == 0) +#define ARGS , const GLubyte mask[] +#include "m_xform_tmp.h" +#include "m_norm_tmp.h" +#include "m_dotprod_tmp.h" +#include "m_copy_tmp.h" +#undef TAG +#undef TAG2 +#undef LOOP +#undef CULL_CHECK +#undef CLIP_CHECK +#undef ARGS +#undef IDX + + + + + + +GLvector4f *gl_project_points( GLvector4f *proj_vec, + const GLvector4f *clip_vec ) +{ + const GLuint stride = clip_vec->stride; + const GLfloat *from = (GLfloat *)clip_vec->start; + const GLuint count = clip_vec->count; + GLfloat (*vProj)[4] = (GLfloat (*)[4])proj_vec->start; + GLuint i; + + for (i = 0 ; i < count ; i++, STRIDE_F(from, stride)) + { + GLfloat oow = 1.0F / from[3]; + vProj[i][3] = oow; + vProj[i][0] = from[0] * oow; + vProj[i][1] = from[1] * oow; + vProj[i][2] = from[2] * oow; + } + + proj_vec->flags |= VEC_SIZE_4; + proj_vec->size = 3; + proj_vec->count = clip_vec->count; + return proj_vec; +} + + + + + + +/* + * Transform a 4-element row vector (1x4 matrix) by a 4x4 matrix. This + * function is used for transforming clipping plane equations and spotlight + * directions. + * Mathematically, u = v * m. + * Input: v - input vector + * m - transformation matrix + * Output: u - transformed vector + */ +void gl_transform_vector( GLfloat u[4], const GLfloat v[4], const GLfloat m[16] ) +{ + GLfloat v0=v[0], v1=v[1], v2=v[2], v3=v[3]; +#define M(row,col) m[row + col*4] + u[0] = v0 * M(0,0) + v1 * M(1,0) + v2 * M(2,0) + v3 * M(3,0); + u[1] = v0 * M(0,1) + v1 * M(1,1) + v2 * M(2,1) + v3 * M(3,1); + u[2] = v0 * M(0,2) + v1 * M(1,2) + v2 * M(2,2) + v3 * M(3,2); + u[3] = v0 * M(0,3) + v1 * M(1,3) + v2 * M(2,3) + v3 * M(3,3); +#undef M +} + + +/* Useful for one-off point transformations, as in clipping. + * Note that because the matrix isn't analyzed we do too many + * multiplies, and that the result is always 4-clean. + */ +void gl_transform_point_sz( GLfloat Q[4], const GLfloat M[16], + const GLfloat P[4], GLuint sz ) +{ + if (Q == P) + return; + + if (sz == 4) + { + Q[0] = M[0] * P[0] + M[4] * P[1] + M[8] * P[2] + M[12] * P[3]; + Q[1] = M[1] * P[0] + M[5] * P[1] + M[9] * P[2] + M[13] * P[3]; + Q[2] = M[2] * P[0] + M[6] * P[1] + M[10] * P[2] + M[14] * P[3]; + Q[3] = M[3] * P[0] + M[7] * P[1] + M[11] * P[2] + M[15] * P[3]; + } + else if (sz == 3) + { + Q[0] = M[0] * P[0] + M[4] * P[1] + M[8] * P[2] + M[12]; + Q[1] = M[1] * P[0] + M[5] * P[1] + M[9] * P[2] + M[13]; + Q[2] = M[2] * P[0] + M[6] * P[1] + M[10] * P[2] + M[14]; + Q[3] = M[3] * P[0] + M[7] * P[1] + M[11] * P[2] + M[15]; + } + else if (sz == 2) + { + Q[0] = M[0] * P[0] + M[4] * P[1] + M[12]; + Q[1] = M[1] * P[0] + M[5] * P[1] + M[13]; + Q[2] = M[2] * P[0] + M[6] * P[1] + M[14]; + Q[3] = M[3] * P[0] + M[7] * P[1] + M[15]; + } + else if (sz == 1) + { + Q[0] = M[0] * P[0] + M[12]; + Q[1] = M[1] * P[0] + M[13]; + Q[2] = M[2] * P[0] + M[14]; + Q[3] = M[3] * P[0] + M[15]; + } +} + + +/* + * This is called only once. It initializes several tables with pointers + * to optimized transformation functions. This is where we can test for + * AMD 3Dnow! capability, Intel Katmai, etc. and hook in the right code. + */ +void +_math_init_transformation( void ) +{ + gl_transform_tab[0] = raw_transform_tab; + gl_transform_tab[1] = cull_transform_tab; + + init_c_transformations_raw(); + init_c_transformations_masked(); + init_c_norm_transform_raw(); + init_c_norm_transform_masked(); + init_c_cliptest_raw(); + init_copy0_raw(); + init_copy0_masked(); + init_dotprod_raw(); + init_dotprod_masked(); + +#ifdef DEBUG + gl_test_all_transform_functions( "default" ); + gl_test_all_normal_transform_functions( "default" ); +#endif + +#ifdef USE_X86_ASM + gl_init_all_x86_transform_asm(); +#endif +} + +void +_math_init( void ) +{ + _math_init_transformation(); + _math_init_translate(); + _math_init_vertices(); +} diff --git a/src/mesa/math/m_xform.h b/src/mesa/math/m_xform.h new file mode 100644 index 00000000000..1c6ac461e82 --- /dev/null +++ b/src/mesa/math/m_xform.h @@ -0,0 +1,224 @@ +/* $Id: m_xform.h,v 1.1 2000/11/16 21:05:41 keithw Exp $ */ + +/* + * Mesa 3-D graphics library + * Version: 3.3 + * + * 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. + */ + + + + + +#ifndef _M_XFORM_H +#define _M_XFORM_H + + +#include "glheader.h" +#include "config.h" +#include "math/m_vector.h" +#include "math/m_matrix.h" + +#ifdef USE_X86_ASM +#define _XFORMAPI _ASMAPI +#define _XFORMAPIP _ASMAPIP +#else +#define _XFORMAPI +#define _XFORMAPIP * +#endif + +/* + * Transform a point (column vector) by a matrix: Q = M * P + */ +#define TRANSFORM_POINT( Q, M, P ) \ + Q[0] = M[0] * P[0] + M[4] * P[1] + M[8] * P[2] + M[12] * P[3]; \ + Q[1] = M[1] * P[0] + M[5] * P[1] + M[9] * P[2] + M[13] * P[3]; \ + Q[2] = M[2] * P[0] + M[6] * P[1] + M[10] * P[2] + M[14] * P[3]; \ + Q[3] = M[3] * P[0] + M[7] * P[1] + M[11] * P[2] + M[15] * P[3]; + + +#define TRANSFORM_POINT3( Q, M, P ) \ + Q[0] = M[0] * P[0] + M[4] * P[1] + M[8] * P[2] + M[12]; \ + Q[1] = M[1] * P[0] + M[5] * P[1] + M[9] * P[2] + M[13]; \ + Q[2] = M[2] * P[0] + M[6] * P[1] + M[10] * P[2] + M[14]; \ + Q[3] = M[3] * P[0] + M[7] * P[1] + M[11] * P[2] + M[15]; + + +/* + * Transform a normal (row vector) by a matrix: [NX NY NZ] = N * MAT + */ +#define TRANSFORM_NORMAL( TO, N, MAT ) \ +do { \ + TO[0] = N[0] * MAT[0] + N[1] * MAT[1] + N[2] * MAT[2]; \ + TO[1] = N[0] * MAT[4] + N[1] * MAT[5] + N[2] * MAT[6]; \ + TO[2] = N[0] * MAT[8] + N[1] * MAT[9] + N[2] * MAT[10]; \ +} while (0) + + +extern void gl_transform_vector( GLfloat u[4], + const GLfloat v[4], + const GLfloat m[16] ); + + +extern void gl_init_transformation( void ); + + +/* KW: Clip functions now do projective divide as well. The projected + * coordinates are very useful to us because they let us cull + * backfaces and eliminate vertices from lighting, fogging, etc + * calculations. Despite the fact that this divide could be done one + * day in hardware, we would still have a reason to want to do it here + * as long as those other calculations remain in software. + * + * Clipping is a convenient place to do the divide on x86 as it should be + * possible to overlap with integer outcode calculations. + * + * There are two cases where we wouldn't want to do the divide in cliptest: + * - When we aren't clipping. We still might want to cull backfaces + * so the divide should be done elsewhere. This currently never + * happens. + * + * - When culling isn't likely to help us, such as when the GL culling + * is disabled and we not lighting or are only lighting + * one-sided. In this situation, backface determination provides + * us with no useful information. A tricky case to detect is when + * all input data is already culled, although hopefully the + * application wouldn't turn on culling in such cases. + * + * We supply a buffer to hold the [x/w,y/w,z/w,1/w] values which + * are the result of the projection. This is only used in the + * 4-vector case - in other cases, we just use the clip coordinates + * as the projected coordinates - they are identical. + * + * This is doubly convenient because it means the Win[] array is now + * of the same stride as all the others, so I can now turn map_vertices + * into a straight-forward matrix transformation, with asm acceleration + * automatically available. + */ + +/* Vertex buffer clipping flags + */ +#define CLIP_RIGHT_SHIFT 0 +#define CLIP_LEFT_SHIFT 1 +#define CLIP_TOP_SHIFT 2 +#define CLIP_BOTTOM_SHIFT 3 +#define CLIP_NEAR_SHIFT 4 +#define CLIP_FAR_SHIFT 5 + +#define CLIP_RIGHT_BIT 0x01 +#define CLIP_LEFT_BIT 0x02 +#define CLIP_TOP_BIT 0x04 +#define CLIP_BOTTOM_BIT 0x08 +#define CLIP_NEAR_BIT 0x10 +#define CLIP_FAR_BIT 0x20 +#define CLIP_USER_BIT 0x40 +#define CLIP_CULLED_BIT 0x80 /* Vertex has been culled */ +#define CLIP_ALL_BITS 0x3f + + +typedef GLvector4f * (_XFORMAPIP clip_func)( GLvector4f *vClip, + GLvector4f *vProj, + GLubyte clipMask[], + GLubyte *orMask, + GLubyte *andMask ); + +typedef void (*dotprod_func)( GLvector4f *out_vec, + GLuint elt, + const GLvector4f *coord_vec, + const GLfloat plane[4], + const GLubyte mask[]); + +typedef void (*vec_copy_func)( GLvector4f *to, + const GLvector4f *from, + const GLubyte mask[]); + + + +/* + * Functions for transformation of normals in the VB. + */ +typedef void (_NORMAPIP normal_func)( const GLmatrix *mat, + GLfloat scale, + const GLvector3f *in, + const GLfloat lengths[], + const GLubyte mask[], + GLvector3f *dest ); + + +/* Flags for selecting a normal transformation function. + */ +#define NORM_RESCALE 0x1 /* apply the scale factor */ +#define NORM_NORMALIZE 0x2 /* normalize */ +#define NORM_TRANSFORM 0x4 /* apply the transformation matrix */ +#define NORM_TRANSFORM_NO_ROT 0x8 /* apply the transformation matrix */ + + + + +/* KW: New versions of the transform function allow a mask array + * specifying that individual vector transform should be skipped + * when the mask byte is zero. This is always present as a + * parameter, to allow a unified interface. + */ +typedef void (_XFORMAPIP transform_func)( GLvector4f *to_vec, + const GLfloat m[16], + const GLvector4f *from_vec, + const GLubyte *clipmask, + const GLubyte flag ); + + +extern GLvector4f *gl_project_points( GLvector4f *to, + const GLvector4f *from ); + +extern void gl_transform_bounds3( GLubyte *orMask, GLubyte *andMask, + const GLfloat m[16], + CONST GLfloat src[][3] ); + +extern void gl_transform_bounds2( GLubyte *orMask, GLubyte *andMask, + const GLfloat m[16], + CONST GLfloat src[][3] ); + + +extern dotprod_func gl_dotprod_tab[2][5]; +extern vec_copy_func gl_copy_tab[2][0x10]; +extern clip_func gl_clip_tab[5]; +extern normal_func gl_normal_tab[0xf][0x4]; + +/* Use of 3 layers of linked 1-dimensional arrays to reduce + * cost of lookup. + */ +extern transform_func **(gl_transform_tab[2]); + + +extern void gl_transform_point_sz( GLfloat Q[4], const GLfloat M[16], + const GLfloat P[4], GLuint sz ); + + +#define TransformRaw( to, mat, from ) \ + ( (*gl_transform_tab[0][(from)->size][(mat)->type])( to, (mat)->m, from, 0, 0 ), \ + (to) ) + +#define Transform( to, mat, from, mask, cull ) \ + ( (*gl_transform_tab[cull!=0][(from)->size][(mat)->type])( to, (mat)->m, from, mask, cull ), \ + (to) ) + + +#endif 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 +} |