diff options
Diffstat (limited to 'src/mesa/tnl/t_vb_texgen.c')
-rw-r--r-- | src/mesa/tnl/t_vb_texgen.c | 685 |
1 files changed, 685 insertions, 0 deletions
diff --git a/src/mesa/tnl/t_vb_texgen.c b/src/mesa/tnl/t_vb_texgen.c new file mode 100644 index 00000000000..e975665e8a4 --- /dev/null +++ b/src/mesa/tnl/t_vb_texgen.c @@ -0,0 +1,685 @@ +/* $Id: t_vb_texgen.c,v 1.1 2000/12/26 05:09:33 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. + * + * Authors: + * Brian Paul <[email protected]> + * Keith Whitwell <[email protected]> + */ + + +#include "glheader.h" +#include "colormac.h" +#include "context.h" +#include "macros.h" +#include "mmath.h" +#include "mem.h" +#include "mtypes.h" + +#include "math/m_xform.h" + +#include "t_context.h" +#include "t_pipeline.h" + + +/*********************************************************************** + * Automatic texture coordinate generation (texgen) code. + */ + + +struct texgen_stage_data; + +typedef void (*texgen_func)( GLcontext *ctx, + struct texgen_stage_data *store, + GLuint unit); + + +struct texgen_stage_data { + + /* Per-texunit derived state. + */ + GLuint TexgenSize[MAX_TEXTURE_UNITS]; + GLuint TexgenHoles[MAX_TEXTURE_UNITS]; + texgen_func TexgenFunc[MAX_TEXTURE_UNITS]; + + /* Temporary values used in texgen. + */ + GLfloat (*tmp_f)[3]; + GLfloat *tmp_m; + + /* Buffered outputs of the stage. + */ + GLvector4f texcoord[MAX_TEXTURE_UNITS]; +}; + + +#define TEXGEN_STAGE_DATA(stage) ((struct texgen_stage_data *)stage->private) + + + + +static GLuint all_bits[5] = { + 0, + VEC_SIZE_1, + VEC_SIZE_2, + VEC_SIZE_3, + VEC_SIZE_4, +}; + +#define VEC_SIZE_FLAGS (VEC_SIZE_1|VEC_SIZE_2|VEC_SIZE_3|VEC_SIZE_4) + +/* + */ +static void build_m3(GLfloat f[][3], GLfloat m[], + const GLvector3f *normal, + const GLvector4f *eye ) +{ + GLuint stride = eye->stride; + GLfloat *coord = (GLfloat *)eye->start; + GLuint count = eye->count; + const GLfloat *norm = normal->start; + GLuint i; + + + /* KW: Had to rearrange this loop to avoid a compiler bug with gcc + * 2.7.3.1 at -O3 optimization. Using -fno-strength-reduce + * also fixed the bug - is this generally necessary? + */ + for (i=0;i<count;i++,STRIDE_F(coord,stride)) { + GLfloat u[3], two_nu, fx, fy, fz; + COPY_3V( u, coord ); + NORMALIZE_3FV( u ); + two_nu = 2.0F * DOT3(norm,u); + fx = f[i][0] = u[0] - norm[0] * two_nu; + fy = f[i][1] = u[1] - norm[1] * two_nu; + fz = f[i][2] = u[2] - norm[2] * two_nu; + m[i] = fx * fx + fy * fy + (fz + 1.0F) * (fz + 1.0F); + if (m[i] != 0.0F) { + m[i] = 0.5F / (GLfloat) GL_SQRT(m[i]); + } + + STRIDE_F(norm, normal->stride); + } +} + + + +static void build_m2(GLfloat f[][3], GLfloat m[], + const GLvector3f *normal, + const GLvector4f *eye ) +{ + GLuint stride = eye->stride; + GLfloat *coord = eye->start; + GLuint count = eye->count; + + GLfloat *norm = normal->start; + GLuint i; + + for (i=0;i<count;i++,STRIDE_F(coord,stride)) { + + GLfloat u[3], two_nu, fx, fy, fz; + COPY_2V( u, coord ); + u[2] = 0; + NORMALIZE_3FV( u ); + two_nu = 2.0F * DOT3(norm,u); + fx = f[i][0] = u[0] - norm[0] * two_nu; + fy = f[i][1] = u[1] - norm[1] * two_nu; + fz = f[i][2] = u[2] - norm[2] * two_nu; + m[i] = fx * fx + fy * fy + (fz + 1.0F) * (fz + 1.0F); + if (m[i] != 0.0F) { + m[i] = 0.5F / (GLfloat) GL_SQRT(m[i]); + } + + STRIDE_F(norm, normal->stride); + } +} + + + +typedef void (*build_m_func)(GLfloat f[][3], + GLfloat m[], + const GLvector3f *normal, + const GLvector4f *eye ); + + + +static build_m_func build_m_tab[5] = { + 0, + 0, + build_m2, + build_m3, + build_m3 +}; + + +/* This is unusual in that we respect the stride of the output vector + * (f). This allows us to pass in either a texcoord vector4f, or a + * temporary vector3f. + */ +static void build_f3( GLfloat *f, + GLuint fstride, + const GLvector3f *normal, + const GLvector4f *eye ) +{ + GLuint stride = eye->stride; + GLfloat *coord = eye->start; + GLuint count = eye->count; + + GLfloat *norm = normal->start; + GLuint i; + + for (i=0;i<count;i++) { + GLfloat u[3], two_nu; + COPY_3V( u, coord ); + NORMALIZE_3FV( u ); + two_nu = 2.0F * DOT3(norm,u); + f[0] = u[0] - norm[0] * two_nu; + f[1] = u[1] - norm[1] * two_nu; + f[2] = u[2] - norm[2] * two_nu; + STRIDE_F(coord,stride); + STRIDE_F(f,fstride); + STRIDE_F(norm, normal->stride); + } +} + + +static void build_f2( GLfloat *f, + GLuint fstride, + const GLvector3f *normal, + const GLvector4f *eye ) +{ + GLuint stride = eye->stride; + GLfloat *coord = eye->start; + GLuint count = eye->count; + GLfloat *norm = normal->start; + GLuint i; + + for (i=0;i<count;i++) { + + GLfloat u[3], two_nu; + COPY_2V( u, coord ); + u[2] = 0; + NORMALIZE_3FV( u ); + two_nu = 2.0F * DOT3(norm,u); + f[0] = u[0] - norm[0] * two_nu; + f[1] = u[1] - norm[1] * two_nu; + f[2] = u[2] - norm[2] * two_nu; + + STRIDE_F(coord,stride); + STRIDE_F(f,fstride); + STRIDE_F(norm, normal->stride); + } +} + +typedef void (*build_f_func)( GLfloat *f, + GLuint fstride, + const GLvector3f *normal_vec, + const GLvector4f *eye ); + + + +/* Just treat 4-vectors as 3-vectors. + */ +static build_f_func build_f_tab[5] = { + 0, + 0, + build_f2, + build_f3, + build_f3 +}; + + +/* Special case texgen functions. + */ +static void texgen_reflection_map_nv( GLcontext *ctx, + struct texgen_stage_data *store, + GLuint unit ) +{ + struct vertex_buffer *VB = &TNL_CONTEXT(ctx)->vb; + GLvector4f *in = VB->TexCoordPtr[unit]; + GLvector4f *out = &store->texcoord[unit]; + + build_f_tab[VB->EyePtr->size]( out->start, + out->stride, + VB->NormalPtr, + VB->EyePtr ); + + if (in) { + out->flags |= (in->flags & VEC_SIZE_FLAGS) | VEC_SIZE_3; + out->count = in->count; + out->size = MAX2(in->size, 3); + if (in->size == 4) + gl_copy_tab[0][0x8](out, in, 0); + } + else { + out->flags |= VEC_SIZE_3; + out->size = 3; + out->count = in->count; + } + +} + + + +static void texgen_normal_map_nv( GLcontext *ctx, + struct texgen_stage_data *store, + GLuint unit ) +{ + struct vertex_buffer *VB = &TNL_CONTEXT(ctx)->vb; + GLvector4f *in = VB->TexCoordPtr[unit]; + GLvector4f *out = &store->texcoord[unit]; + GLvector3f *normal = VB->NormalPtr; + GLfloat (*texcoord)[4] = (GLfloat (*)[4])out->start; + GLuint count = VB->Count; + GLuint i; + const GLfloat *norm = normal->start; + + for (i=0;i<count;i++, STRIDE_F(norm, normal->stride)) { + texcoord[i][0] = norm[0]; + texcoord[i][1] = norm[1]; + texcoord[i][2] = norm[2]; + } + + + if (in) { + out->flags |= (in->flags & VEC_SIZE_FLAGS) | VEC_SIZE_3; + out->count = in->count; + out->size = MAX2(in->size, 3); + if (in->size == 4) + gl_copy_tab[0][0x8](out, in, 0); + } + else { + out->flags |= VEC_SIZE_3; + out->size = 3; + out->count = in->count; + } +} + + +static void texgen_sphere_map( GLcontext *ctx, + struct texgen_stage_data *store, + GLuint unit ) +{ + struct vertex_buffer *VB = &TNL_CONTEXT(ctx)->vb; + GLvector4f *in = VB->TexCoordPtr[unit]; + GLvector4f *out = &store->texcoord[unit]; + GLfloat (*texcoord)[4] = (GLfloat (*)[4]) out->start; + GLuint count = VB->Count; + GLuint i; + GLfloat (*f)[3] = store->tmp_f; + GLfloat *m = store->tmp_m; + + (build_m_tab[VB->EyePtr->size])( store->tmp_f, + store->tmp_m, + VB->NormalPtr, + VB->EyePtr ); + + for (i=0;i<count;i++) { + texcoord[i][0] = f[i][0] * m[i] + 0.5F; + texcoord[i][1] = f[i][1] * m[i] + 0.5F; + } + + if (in) { + out->size = MAX2(in->size,2); + out->count = in->count; + out->flags |= (in->flags & VEC_SIZE_FLAGS) | VEC_SIZE_2; + if (in->size > 2) + gl_copy_tab[0][all_bits[in->size] & ~0x3](out, in, 0); + } else { + out->size = 2; + out->flags |= VEC_SIZE_2; + out->count = in->count; + } +} + + + +static void texgen( GLcontext *ctx, + struct texgen_stage_data *store, + GLuint unit ) +{ + TNLcontext *tnl = TNL_CONTEXT(ctx); + struct vertex_buffer *VB = &tnl->vb; + GLvector4f *in = VB->TexCoordPtr[unit]; + GLvector4f *out = &store->texcoord[unit]; + struct gl_texture_unit *texUnit = &ctx->Texture.Unit[unit]; + const GLvector4f *obj = VB->ObjPtr; + const GLvector4f *eye = VB->EyePtr; + const GLvector3f *normal = VB->NormalPtr; + GLfloat (*texcoord)[4] = (GLfloat (*)[4])out->data; + GLfloat *indata; + GLuint count = VB->Count; + GLfloat (*f)[3] = store->tmp_f; + GLfloat *m = store->tmp_m; + + + if (texUnit->_GenFlags & TEXGEN_NEED_M) { + build_m_tab[in->size]( store->tmp_f, store->tmp_m, normal, eye ); + } else if (texUnit->_GenFlags & TEXGEN_NEED_F) { + build_f_tab[in->size]( (GLfloat *)store->tmp_f, 3, normal, eye ); + } + + if (in != out) { + GLuint copy = (all_bits[in->size] & ~texUnit->TexGenEnabled); + if (copy) + gl_copy_tab[0][copy](out, in, 0); + } + + if (store->TexgenHoles[unit]) + { + GLuint holes = (~all_bits[in->size] & store->TexgenHoles[unit]); + if (holes) { + if (holes & VEC_DIRTY_2) gl_vector4f_clean_elem(out, count, 2); + if (holes & VEC_DIRTY_1) gl_vector4f_clean_elem(out, count, 1); + if (holes & VEC_DIRTY_0) gl_vector4f_clean_elem(out, count, 0); + } + } + + out->size = MAX2(in->size, store->TexgenSize[unit]); + out->flags |= (in->flags & VEC_SIZE_FLAGS) | texUnit->TexGenEnabled; + out->count = in->count; + + if (texUnit->TexGenEnabled & S_BIT) { + GLuint i; + switch (texUnit->GenModeS) { + case GL_OBJECT_LINEAR: + (gl_dotprod_tab[0][obj->size])((GLfloat *)out->data, + sizeof(out->data[0]), obj, + texUnit->ObjectPlaneS, 0); + break; + case GL_EYE_LINEAR: + (gl_dotprod_tab[0][eye->size])((GLfloat *)out->data, + sizeof(out->data[0]), eye, + texUnit->EyePlaneS, 0); + break; + case GL_SPHERE_MAP: + for (indata=in->start,i=0 ; i<count ; i++, STRIDE_F(indata,in->stride)) + texcoord[i][0] = indata[0] * m[i] + 0.5F; + break; + case GL_REFLECTION_MAP_NV: + for (i=0;i<count;i++) + texcoord[i][0] = f[i][0]; + break; + case GL_NORMAL_MAP_NV: { + const GLfloat *norm = normal->start; + for (i=0;i<count;i++, STRIDE_F(norm, normal->stride)) { + texcoord[i][0] = norm[0]; + } + break; + } + default: + gl_problem(ctx, "Bad S texgen"); + } + } + + if (texUnit->TexGenEnabled & T_BIT) { + GLuint i; + switch (texUnit->GenModeT) { + case GL_OBJECT_LINEAR: + (gl_dotprod_tab[0][obj->size])(&(out->data[0][1]), + sizeof(out->data[0]), obj, + texUnit->ObjectPlaneT, 0); + break; + case GL_EYE_LINEAR: + (gl_dotprod_tab[0][eye->size])(&(out->data[0][1]), + sizeof(out->data[0]), eye, + texUnit->EyePlaneT, 0); + break; + case GL_SPHERE_MAP: + for (indata=in->start,i=0; i<count ;i++,STRIDE_F(indata,in->stride)) + texcoord[i][1] = indata[1] * m[i] + 0.5F; + break; + case GL_REFLECTION_MAP_NV: + for (i=0;i<count;i++) + texcoord[i][0] = f[i][0]; + break; + case GL_NORMAL_MAP_NV: { + const GLfloat *norm = normal->start; + for (i=0;i<count;i++, STRIDE_F(norm, normal->stride)) { + texcoord[i][1] = norm[1]; + } + break; + } + default: + gl_problem(ctx, "Bad T texgen"); + } + } + + if (texUnit->TexGenEnabled & R_BIT) { + GLuint i; + switch (texUnit->GenModeR) { + case GL_OBJECT_LINEAR: + (gl_dotprod_tab[0][obj->size])(&(out->data[0][2]), + sizeof(out->data[0]), obj, + texUnit->ObjectPlaneR, 0); + break; + case GL_EYE_LINEAR: + (gl_dotprod_tab[0][eye->size])(&(out->data[0][2]), + sizeof(out->data[0]), eye, + texUnit->EyePlaneR, 0); + break; + case GL_REFLECTION_MAP_NV: + for (i=0;i<count;i++) + texcoord[i][2] = f[i][2]; + break; + case GL_NORMAL_MAP_NV: { + const GLfloat *norm = normal->start; + for (i=0;i<count;i++,STRIDE_F(norm, normal->stride)) { + texcoord[i][2] = norm[2]; + } + break; + } + default: + gl_problem(ctx, "Bad R texgen"); + } + } + + if (texUnit->TexGenEnabled & Q_BIT) { + switch (texUnit->GenModeQ) { + case GL_OBJECT_LINEAR: + (gl_dotprod_tab[0][obj->size])(&(out->data[0][3]), + sizeof(out->data[0]), obj, + texUnit->ObjectPlaneQ, 0); + break; + case GL_EYE_LINEAR: + (gl_dotprod_tab[0][eye->size])(&(out->data[0][3]), + sizeof(out->data[0]), eye, + texUnit->EyePlaneQ, 0); + break; + default: + gl_problem(ctx, "Bad Q texgen"); + } + } +} + + + +static GLboolean run_texgen_stage( GLcontext *ctx, + struct gl_pipeline_stage *stage ) +{ + struct vertex_buffer *VB = &TNL_CONTEXT(ctx)->vb; + struct texgen_stage_data *store = TEXGEN_STAGE_DATA( stage ); + GLuint i; + + for (i = 0 ; i < ctx->Const.MaxTextureUnits ; i++) + if (ctx->_Enabled & ENABLE_TEXGEN(i)) { + if (stage->changed_inputs & (VERT_EYE | VERT_NORM | VERT_TEX(i))) + store->TexgenFunc[i]( ctx, store, i ); + + VB->TexCoordPtr[i] = &store->texcoord[i]; + } + + return GL_TRUE; +} + + + + +static GLboolean run_validate_texgen_stage( GLcontext *ctx, + struct gl_pipeline_stage *stage ) +{ + struct texgen_stage_data *store = TEXGEN_STAGE_DATA(stage); + GLuint i; + + for (i = 0 ; i < ctx->Const.MaxTextureUnits ; i++) { + struct gl_texture_unit *texUnit = &ctx->Texture.Unit[i]; + + if (texUnit->TexGenEnabled) { + GLuint sz; + + if (texUnit->TexGenEnabled & R_BIT) + sz = 4; + else if (texUnit->TexGenEnabled & Q_BIT) + sz = 3; + else if (texUnit->TexGenEnabled & T_BIT) + sz = 2; + else + sz = 1; + + store->TexgenSize[i] = sz; + store->TexgenHoles[i] = (all_bits[sz] & ~texUnit->TexGenEnabled); + store->TexgenFunc[i] = texgen; + + if (texUnit->TexGenEnabled == (S_BIT|T_BIT|R_BIT)) { + if (texUnit->_GenFlags == TEXGEN_REFLECTION_MAP_NV) { + store->TexgenFunc[i] = texgen_reflection_map_nv; + } + else if (texUnit->_GenFlags == TEXGEN_NORMAL_MAP_NV) { + store->TexgenFunc[i] = texgen_normal_map_nv; + } + } + else if (texUnit->TexGenEnabled == (S_BIT|T_BIT) && + texUnit->_GenFlags == TEXGEN_SPHERE_MAP) { + store->TexgenFunc[i] = texgen_sphere_map; + } + } + } + + stage->run = run_texgen_stage; + return stage->run( ctx, stage ); +} + + +static void check_texgen( GLcontext *ctx, struct gl_pipeline_stage *stage ) +{ + GLuint i; + stage->active = 0; + + if (ctx->_Enabled & ENABLE_TEXGEN_ANY) { + GLuint inputs = 0; + GLuint outputs = 0; + + if (ctx->Texture._GenFlags & TEXGEN_NEED_VERTICES) + inputs |= VERT_EYE; + + if (ctx->Texture._GenFlags & TEXGEN_NEED_NORMALS) + inputs |= VERT_NORM; + + for (i = 0 ; i < ctx->Const.MaxTextureUnits ; i++) + if (ctx->_Enabled & ENABLE_TEXGEN(i)) + { + outputs |= VERT_TEX(i); + + /* Need the original input in case it contains a Q coord: + * (sigh) + */ + if ((ctx->Texture.Unit[i]._ReallyEnabled|Q_BIT) & + ~ctx->Texture.Unit[i].TexGenEnabled) + inputs |= VERT_TEX(i); + + /* Something for Feedback? */ + } + + if (stage->private) + stage->run = run_validate_texgen_stage; + stage->active = 1; + stage->inputs = inputs; + stage->outputs = outputs; + } +} + + + + +/* Called the first time stage->run() is invoked. + */ +static GLboolean alloc_texgen_data( GLcontext *ctx, + struct gl_pipeline_stage *stage ) +{ + struct vertex_buffer *VB = &TNL_CONTEXT(ctx)->vb; + struct texgen_stage_data *store; + GLuint i; + + stage->private = CALLOC(sizeof(*store)); + store = TEXGEN_STAGE_DATA(stage); + if (!store) + return GL_FALSE; + + for (i = 0 ; i < ctx->Const.MaxTextureUnits ; i++) + gl_vector4f_alloc( &store->texcoord[i], 0, VB->Size, 32 ); + + store->tmp_f = (GLfloat (*)[3]) MALLOC(VB->Size * sizeof(GLfloat) * 3); + store->tmp_m = (GLfloat *) MALLOC(VB->Size * sizeof(GLfloat)); + + /* Now validate and run the stage. + */ + stage->run = run_validate_texgen_stage; + return stage->run( ctx, stage ); +} + + +static void free_texgen_data( struct gl_pipeline_stage *stage ) + +{ + struct texgen_stage_data *store = TEXGEN_STAGE_DATA(stage); + GLuint i; + + if (store) { + for (i = 0 ; i < MAX_TEXTURE_UNITS ; i++) + if (store->texcoord[i].data) + gl_vector4f_free( &store->texcoord[i] ); + + + if (store->tmp_f) FREE( store->tmp_f ); + if (store->tmp_m) FREE( store->tmp_m ); + FREE( store ); + stage->private = 0; + } +} + + + +const struct gl_pipeline_stage _tnl_texgen_stage = +{ + "texgen", + _NEW_TEXTURE, /* when to call check() */ + _NEW_TEXTURE, /* when to invalidate stored data */ + 0,0,0, /* active, inputs, outputs */ + 0,0, /* changed_inputs, private */ + free_texgen_data, /* destructor */ + check_texgen, /* check */ + alloc_texgen_data /* run -- initially set to alloc data */ +}; + + |