/* $Id: m_eval.c,v 1.3 2001/03/08 17:15:01 brianp 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. */ /* * eval.c was written by * Bernd Barsuhn (bdbarsuh@cip.informatik.uni-erlangen.de) and * Volker Weiss (vrweiss@cip.informatik.uni-erlangen.de). * * My original implementation of evaluators was simplistic and didn't * compute surface normal vectors properly. Bernd and Volker applied * used more sophisticated methods to get better results. * * Thanks guys! */ #include "glheader.h" #include "config.h" #include "m_eval.h" static GLfloat inv_tab[MAX_EVAL_ORDER]; /* * Horner scheme for Bezier curves * * Bezier curves can be computed via a Horner scheme. * Horner is numerically less stable than the de Casteljau * algorithm, but it is faster. For curves of degree n * the complexity of Horner is O(n) and de Casteljau is O(n^2). * Since stability is not important for displaying curve * points I decided to use the Horner scheme. * * A cubic Bezier curve with control points b0, b1, b2, b3 can be * written as * * (([3] [3] ) [3] ) [3] * c(t) = (([0]*s*b0 + [1]*t*b1)*s + [2]*t^2*b2)*s + [3]*t^2*b3 * * [n] * where s=1-t and the binomial coefficients [i]. These can * be computed iteratively using the identity: * * [n] [n ] [n] * [i] = (n-i+1)/i * [i-1] and [0] = 1 */ void _math_horner_bezier_curve(const GLfloat *cp, GLfloat *out, GLfloat t, GLuint dim, GLuint order) { GLfloat s, powert, bincoeff; GLuint i, k; if(order >= 2) { bincoeff = (GLfloat) (order - 1); s = 1.0-t; for(k=0; k constant curve */ { for(k=0; k uorder) { if(uorder >= 2) { GLfloat s, poweru, bincoeff; GLuint j, k; /* Compute the control polygon for the surface-curve in u-direction */ for(j=0; j cn defines a curve in v */ _math_horner_bezier_curve(cn, out, v, dim, vorder); } else /* vorder <= uorder */ { if(vorder > 1) { GLuint i; /* Compute the control polygon for the surface-curve in u-direction */ for(i=0; i cn defines a curve in u */ _math_horner_bezier_curve(cn, out, u, dim, uorder); } } /* * The direct de Casteljau algorithm is used when a point on the * surface and the tangent directions spanning the tangent plane * should be computed (this is needed to compute normals to the * surface). In this case the de Casteljau algorithm approach is * nicer because a point and the partial derivatives can be computed * at the same time. To get the correct tangent length du and dv * must be multiplied with the (u2-u1)/uorder-1 and (v2-v1)/vorder-1. * Since only the directions are needed, this scaling step is omitted. * * De Casteljau needs additional storage for uorder*vorder * values in the control net cn. */ void _math_de_casteljau_surf(GLfloat *cn, GLfloat *out, GLfloat *du, GLfloat *dv, GLfloat u, GLfloat v, GLuint dim, GLuint uorder, GLuint vorder) { GLfloat *dcn = cn + uorder*vorder*dim; GLfloat us = 1.0-u, vs = 1.0-v; GLuint h, i, j, k; GLuint minorder = uorder < vorder ? uorder : vorder; GLuint uinc = vorder*dim; GLuint dcuinc = vorder; /* Each component is evaluated separately to save buffer space */ /* This does not drasticaly decrease the performance of the */ /* algorithm. If additional storage for (uorder-1)*(vorder-1) */ /* points would be available, the components could be accessed */ /* in the innermost loop which could lead to less cache misses. */ #define CN(I,J,K) cn[(I)*uinc+(J)*dim+(K)] #define DCN(I, J) dcn[(I)*dcuinc+(J)] if(minorder < 3) { if(uorder==vorder) { for(k=0; k