/* $Id: api_eval.c,v 1.2 2001/12/14 02:50:01 brianp Exp $ */ /* * Mesa 3-D graphics library * Version: 3.5 * * Copyright (C) 1999-2001 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: * Keith Whitwell <keithw@valinux.com> */ #include "glheader.h" #include "api_eval.h" #include "context.h" #include "macros.h" #include "mmath.h" #include "math/m_eval.h" static void do_EvalCoord1f(GLcontext* ctx, GLfloat u) { /** Color Index **/ if (ctx->Eval.Map1Index) { GLfloat findex; struct gl_1d_map *map = &ctx->EvalMap.Map1Index; GLfloat uu = (u - map->u1) * map->du; _math_horner_bezier_curve(map->Points, &findex, uu, 1, map->Order); glIndexi( (GLint) findex ); } /** Color **/ if (ctx->Eval.Map1Color4) { GLfloat fcolor[4]; struct gl_1d_map *map = &ctx->EvalMap.Map1Color4; GLfloat uu = (u - map->u1) * map->du; _math_horner_bezier_curve(map->Points, fcolor, uu, 4, map->Order); glColor4fv( fcolor ); } /** Normal Vector **/ if (ctx->Eval.Map1Normal) { GLfloat normal[3]; struct gl_1d_map *map = &ctx->EvalMap.Map1Normal; GLfloat uu = (u - map->u1) * map->du; _math_horner_bezier_curve(map->Points, normal, uu, 3, map->Order); glNormal3fv( normal ); } /** Texture Coordinates **/ if (ctx->Eval.Map1TextureCoord4) { GLfloat texcoord[4]; struct gl_1d_map *map = &ctx->EvalMap.Map1Texture4; GLfloat uu = (u - map->u1) * map->du; _math_horner_bezier_curve(map->Points, texcoord, uu, 4, map->Order); glTexCoord4fv( texcoord ); } else if (ctx->Eval.Map1TextureCoord3) { GLfloat texcoord[4]; struct gl_1d_map *map = &ctx->EvalMap.Map1Texture3; GLfloat uu = (u - map->u1) * map->du; _math_horner_bezier_curve(map->Points, texcoord, uu, 3, map->Order); glTexCoord3fv( texcoord ); } else if (ctx->Eval.Map1TextureCoord2) { GLfloat texcoord[4]; struct gl_1d_map *map = &ctx->EvalMap.Map1Texture2; GLfloat uu = (u - map->u1) * map->du; _math_horner_bezier_curve(map->Points, texcoord, uu, 2, map->Order); glTexCoord2fv( texcoord ); } else if (ctx->Eval.Map1TextureCoord1) { GLfloat texcoord[4]; struct gl_1d_map *map = &ctx->EvalMap.Map1Texture1; GLfloat uu = (u - map->u1) * map->du; _math_horner_bezier_curve(map->Points, texcoord, uu, 1, map->Order); glTexCoord1fv( texcoord ); } /** Vertex **/ if (ctx->Eval.Map1Vertex4) { GLfloat vertex[4]; struct gl_1d_map *map = &ctx->EvalMap.Map1Vertex4; GLfloat uu = (u - map->u1) * map->du; _math_horner_bezier_curve(map->Points, vertex, uu, 4, map->Order); glVertex4fv( vertex ); } else if (ctx->Eval.Map1Vertex3) { GLfloat vertex[4]; struct gl_1d_map *map = &ctx->EvalMap.Map1Vertex3; GLfloat uu = (u - map->u1) * map->du; _math_horner_bezier_curve(map->Points, vertex, uu, 3, map->Order); glVertex3fv( vertex ); } } #define CROSS_PROD(n, u, v) \ (n)[0] = (u)[1]*(v)[2] - (u)[2]*(v)[1]; \ (n)[1] = (u)[2]*(v)[0] - (u)[0]*(v)[2]; \ (n)[2] = (u)[0]*(v)[1] - (u)[1]*(v)[0] static void do_EvalCoord2f( GLcontext* ctx, GLfloat u, GLfloat v ) { /** Color Index **/ if (ctx->Eval.Map2Index) { GLfloat findex; struct gl_2d_map *map = &ctx->EvalMap.Map2Index; GLfloat uu = (u - map->u1) * map->du; GLfloat vv = (v - map->v1) * map->dv; _math_horner_bezier_surf(map->Points, &findex, uu, vv, 1, map->Uorder, map->Vorder); glIndexi( (GLuint) (GLint) findex ); } /** Color **/ if (ctx->Eval.Map2Color4) { GLfloat fcolor[4]; struct gl_2d_map *map = &ctx->EvalMap.Map2Color4; GLfloat uu = (u - map->u1) * map->du; GLfloat vv = (v - map->v1) * map->dv; _math_horner_bezier_surf(map->Points, fcolor, uu, vv, 4, map->Uorder, map->Vorder); glColor4fv( fcolor ); } /** Normal **/ if (ctx->Eval.Map2Normal && (!ctx->Eval.AutoNormal || (!ctx->Eval.Map2Vertex3 && !ctx->Eval.Map2Vertex4))) { GLfloat normal[3]; struct gl_2d_map *map = &ctx->EvalMap.Map2Normal; GLfloat uu = (u - map->u1) * map->du; GLfloat vv = (v - map->v1) * map->dv; _math_horner_bezier_surf(map->Points, normal, uu, vv, 3, map->Uorder, map->Vorder); glNormal3fv( normal ); } /** Texture Coordinates **/ if (ctx->Eval.Map2TextureCoord4) { GLfloat texcoord[4]; struct gl_2d_map *map = &ctx->EvalMap.Map2Texture4; GLfloat uu = (u - map->u1) * map->du; GLfloat vv = (v - map->v1) * map->dv; _math_horner_bezier_surf(map->Points, texcoord, uu, vv, 4, map->Uorder, map->Vorder); glTexCoord4fv( texcoord ); } else if (ctx->Eval.Map2TextureCoord3) { GLfloat texcoord[4]; struct gl_2d_map *map = &ctx->EvalMap.Map2Texture3; GLfloat uu = (u - map->u1) * map->du; GLfloat vv = (v - map->v1) * map->dv; _math_horner_bezier_surf(map->Points, texcoord, uu, vv, 3, map->Uorder, map->Vorder); glTexCoord3fv( texcoord ); } else if (ctx->Eval.Map2TextureCoord2) { GLfloat texcoord[4]; struct gl_2d_map *map = &ctx->EvalMap.Map2Texture2; GLfloat uu = (u - map->u1) * map->du; GLfloat vv = (v - map->v1) * map->dv; _math_horner_bezier_surf(map->Points, texcoord, uu, vv, 2, map->Uorder, map->Vorder); glTexCoord2fv( texcoord ); } else if (ctx->Eval.Map2TextureCoord1) { GLfloat texcoord[4]; struct gl_2d_map *map = &ctx->EvalMap.Map2Texture1; GLfloat uu = (u - map->u1) * map->du; GLfloat vv = (v - map->v1) * map->dv; _math_horner_bezier_surf(map->Points, texcoord, uu, vv, 1, map->Uorder, map->Vorder); glTexCoord1fv( texcoord ); } /** Vertex **/ if(ctx->Eval.Map2Vertex4) { GLfloat vertex[4]; GLfloat normal[3]; struct gl_2d_map *map = &ctx->EvalMap.Map2Vertex4; GLfloat uu = (u - map->u1) * map->du; GLfloat vv = (v - map->v1) * map->dv; if (ctx->Eval.AutoNormal) { GLfloat du[4], dv[4]; _math_de_casteljau_surf(map->Points, vertex, du, dv, uu, vv, 4, map->Uorder, map->Vorder); CROSS_PROD(normal, du, dv); NORMALIZE_3FV(normal); } else { _math_horner_bezier_surf(map->Points, vertex, uu, vv, 4, map->Uorder, map->Vorder); } } else if (ctx->Eval.Map2Vertex3) { GLfloat vertex[4]; struct gl_2d_map *map = &ctx->EvalMap.Map2Vertex3; GLfloat uu = (u - map->u1) * map->du; GLfloat vv = (v - map->v1) * map->dv; if (ctx->Eval.AutoNormal) { GLfloat du[3], dv[3]; GLfloat normal[3]; _math_de_casteljau_surf(map->Points, vertex, du, dv, uu, vv, 3, map->Uorder, map->Vorder); CROSS_PROD(normal, du, dv); NORMALIZE_3FV(normal); glNormal3fv( normal ); glVertex3fv( vertex ); } else { _math_horner_bezier_surf(map->Points, vertex, uu, vv, 3, map->Uorder, map->Vorder); glVertex3fv( vertex ); } } } void _mesa_EvalPoint1( GLint i ) { GET_CURRENT_CONTEXT( ctx ); GLfloat du = ((ctx->Eval.MapGrid1u2 - ctx->Eval.MapGrid1u1) / (GLfloat) ctx->Eval.MapGrid1un); GLfloat u = i * du + ctx->Eval.MapGrid1u1; glEvalCoord1f( u ); } void _mesa_EvalPoint2( GLint i, GLint j ) { GET_CURRENT_CONTEXT( ctx ); GLfloat du = ((ctx->Eval.MapGrid2u2 - ctx->Eval.MapGrid2u1) / (GLfloat) ctx->Eval.MapGrid2un); GLfloat dv = ((ctx->Eval.MapGrid2v2 - ctx->Eval.MapGrid2v1) / (GLfloat) ctx->Eval.MapGrid2vn); GLfloat u = i * du + ctx->Eval.MapGrid2u1; GLfloat v = j * dv + ctx->Eval.MapGrid2v1; glEvalCoord2f( u, v ); } /* Wierd thing about eval is that it doesn't affect 'current' values. * This technique of saving and resetting current values requires * that: * * 1) Current values are updated immediately in the glColor, * etc. functions. * * 2) Hardware color values are stored seperately from ctx->Current, * for example in dma buffers, or direct emit to registers. */ void _mesa_EvalCoord1f( GLfloat u ) { GET_CURRENT_CONTEXT( ctx ); GLfloat normal[3], texcoord[4], color[4]; GLuint index; COPY_3FV( normal, ctx->Current.Attrib[VERT_ATTRIB_NORMAL] ); COPY_4FV( texcoord, ctx->Current.Attrib[VERT_ATTRIB_TEX0] ); COPY_4FV( color, ctx->Current.Attrib[VERT_ATTRIB_COLOR0] ); index = ctx->Current.Index; do_EvalCoord1f( ctx, u ); COPY_3FV( ctx->Current.Attrib[VERT_ATTRIB_NORMAL], normal ); COPY_4FV( ctx->Current.Attrib[VERT_ATTRIB_TEX0], texcoord ); COPY_4FV( ctx->Current.Attrib[VERT_ATTRIB_COLOR0], color ); ctx->Current.Index = index; } void _mesa_EvalCoord2f( GLfloat u, GLfloat v ) { GET_CURRENT_CONTEXT( ctx ); GLfloat normal[3], texcoord[4], color[4]; GLuint index; COPY_3FV( normal, ctx->Current.Attrib[VERT_ATTRIB_NORMAL] ); COPY_4FV( texcoord, ctx->Current.Attrib[VERT_ATTRIB_TEX0] ); COPY_4FV( color, ctx->Current.Attrib[VERT_ATTRIB_COLOR0] ); index = ctx->Current.Index; do_EvalCoord2f( ctx, u, v ); COPY_3FV( ctx->Current.Attrib[VERT_ATTRIB_NORMAL], normal ); COPY_4FV( ctx->Current.Attrib[VERT_ATTRIB_TEX0], texcoord ); COPY_4FV( ctx->Current.Attrib[VERT_ATTRIB_COLOR0], color ); ctx->Current.Index = index; } void _mesa_EvalCoord1fv( const GLfloat *u ) { glEvalCoord1f( u[0] ); } void _mesa_EvalCoord2fv( const GLfloat *u ) { glEvalCoord2f( u[0], u[1] ); }