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-rw-r--r--src/mesa/tnl/t_imm_eval.c623
1 files changed, 623 insertions, 0 deletions
diff --git a/src/mesa/tnl/t_imm_eval.c b/src/mesa/tnl/t_imm_eval.c
new file mode 100644
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+++ b/src/mesa/tnl/t_imm_eval.c
@@ -0,0 +1,623 @@
+/* $Id: t_imm_eval.c,v 1.1 2000/12/26 05:09:32 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.
+ */
+
+
+#include "glheader.h"
+#include "colormac.h"
+#include "context.h"
+#include "macros.h"
+#include "mem.h"
+#include "mmath.h"
+#include "mtypes.h"
+#include "math/m_eval.h"
+
+#include "t_context.h"
+#include "t_imm_eval.h"
+#include "t_imm_exec.h"
+#include "t_imm_fixup.h"
+
+
+static void eval_points1( GLfloat outcoord[][4],
+ GLfloat coord[][4],
+ const GLuint *flags,
+ GLfloat du, GLfloat u1 )
+{
+ GLuint i;
+ for (i = 0 ; !(flags[i] & VERT_END_VB) ; i++)
+ if (flags[i] & VERT_EVAL_ANY) {
+ outcoord[i][0] = coord[i][0];
+ outcoord[i][1] = coord[i][1];
+ if (flags[i] & VERT_EVAL_P1)
+ outcoord[i][0] = coord[i][0] * du + u1;
+ }
+}
+
+static void eval_points2( GLfloat outcoord[][4],
+ GLfloat coord[][4],
+ const GLuint *flags,
+ GLfloat du, GLfloat u1,
+ GLfloat dv, GLfloat v1 )
+{
+ GLuint i;
+ for (i = 0 ; !(flags[i] & VERT_END_VB) ; i++) {
+ if (flags[i] & VERT_EVAL_ANY) {
+ outcoord[i][0] = coord[i][0];
+ outcoord[i][1] = coord[i][1];
+ if (flags[i] & VERT_EVAL_P2) {
+ outcoord[i][0] = coord[i][0] * du + u1;
+ outcoord[i][1] = coord[i][1] * dv + v1;
+ }
+ }
+ }
+}
+
+static const GLubyte dirty_flags[5] = {
+ 0, /* not possible */
+ VEC_DIRTY_0,
+ VEC_DIRTY_1,
+ VEC_DIRTY_2,
+ VEC_DIRTY_3
+};
+
+
+static void eval1_4f( GLvector4f *dest,
+ GLfloat coord[][4],
+ const GLuint *flags,
+ GLuint dimension,
+ struct gl_1d_map *map )
+{
+ const GLfloat u1 = map->u1;
+ const GLfloat du = map->du;
+ GLfloat (*to)[4] = dest->data;
+ GLuint i;
+
+ for (i = 0 ; !(flags[i] & VERT_END_VB) ; i++)
+ if (flags[i] & (VERT_EVAL_C1|VERT_EVAL_P1)) {
+ GLfloat u = (coord[i][0] - u1) * du;
+ ASSIGN_4V(to[i], 0,0,0,1);
+ _math_horner_bezier_curve(map->Points, to[i], u,
+ dimension, map->Order);
+ }
+
+ dest->size = MAX2(dest->size, dimension);
+ dest->flags |= dirty_flags[dimension];
+}
+
+
+static void eval1_1ui( GLvector1ui *dest,
+ GLfloat coord[][4],
+ const GLuint *flags,
+ struct gl_1d_map *map )
+{
+ const GLfloat u1 = map->u1;
+ const GLfloat du = map->du;
+ GLuint *to = dest->data;
+ GLuint i;
+
+ for (i = 0 ; !(flags[i] & VERT_END_VB) ; i++)
+ if (flags[i] & (VERT_EVAL_C1|VERT_EVAL_P1)) {
+ GLfloat u = (coord[i][0] - u1) * du;
+ GLfloat tmp;
+ _math_horner_bezier_curve(map->Points, &tmp, u, 1, map->Order);
+ to[i] = (GLuint) (GLint) tmp;
+ }
+
+}
+
+static void eval1_norm( GLvector3f *dest,
+ GLfloat coord[][4],
+ const GLuint *flags,
+ struct gl_1d_map *map )
+{
+ const GLfloat u1 = map->u1;
+ const GLfloat du = map->du;
+ GLfloat (*to)[3] = dest->data;
+ GLuint i;
+
+ for (i = 0 ; !(flags[i] & VERT_END_VB) ; i++)
+ if (flags[i] & (VERT_EVAL_C1|VERT_EVAL_P1)) {
+ GLfloat u = (coord[i][0] - u1) * du;
+ _math_horner_bezier_curve(map->Points, to[i], u, 3, map->Order);
+ }
+}
+
+static void eval1_color( GLvector4ub *dest,
+ GLfloat coord[][4],
+ const GLuint *flags,
+ struct gl_1d_map *map )
+{
+ const GLfloat u1 = map->u1;
+ const GLfloat du = map->du;
+ GLubyte (*to)[4] = dest->data;
+ GLuint i;
+
+ for (i = 0 ; !(flags[i] & VERT_END_VB) ; i++)
+ if (flags[i] & (VERT_EVAL_C1|VERT_EVAL_P1)) {
+ GLfloat u = (coord[i][0] - u1) * du;
+ GLfloat fcolor[4];
+ _math_horner_bezier_curve(map->Points, fcolor, u, 4, map->Order);
+ FLOAT_RGBA_TO_CHAN_RGBA(to[i], fcolor);
+ }
+}
+
+
+
+
+static void eval2_obj_norm( GLvector4f *obj_ptr,
+ GLvector3f *norm_ptr,
+ GLfloat coord[][4],
+ GLuint *flags,
+ GLuint dimension,
+ struct gl_2d_map *map )
+{
+ const GLfloat u1 = map->u1;
+ const GLfloat du = map->du;
+ const GLfloat v1 = map->v1;
+ const GLfloat dv = map->dv;
+ GLfloat (*obj)[4] = obj_ptr->data;
+ GLfloat (*normal)[3] = norm_ptr->data;
+ GLuint i;
+
+ for (i = 0 ; !(flags[i] & VERT_END_VB) ; i++)
+ if (flags[i] & (VERT_EVAL_C2|VERT_EVAL_P2)) {
+ GLfloat u = (coord[i][0] - u1) * du;
+ GLfloat v = (coord[i][1] - v1) * dv;
+ GLfloat du[4], dv[4];
+
+ ASSIGN_4V(obj[i], 0,0,0,1);
+ _math_de_casteljau_surf(map->Points, obj[i], du, dv, u, v, dimension,
+ map->Uorder, map->Vorder);
+
+ CROSS3(normal[i], du, dv);
+ NORMALIZE_3FV(normal[i]);
+ }
+
+ obj_ptr->size = MAX2(obj_ptr->size, dimension);
+ obj_ptr->flags |= dirty_flags[dimension];
+}
+
+
+static void eval2_4f( GLvector4f *dest,
+ GLfloat coord[][4],
+ const GLuint *flags,
+ GLuint dimension,
+ struct gl_2d_map *map )
+{
+ const GLfloat u1 = map->u1;
+ const GLfloat du = map->du;
+ const GLfloat v1 = map->v1;
+ const GLfloat dv = map->dv;
+ GLfloat (*to)[4] = dest->data;
+ GLuint i;
+
+ for (i = 0 ; !(flags[i] & VERT_END_VB) ; i++)
+ if (flags[i] & (VERT_EVAL_C2|VERT_EVAL_P2)) {
+ GLfloat u = (coord[i][0] - u1) * du;
+ GLfloat v = (coord[i][1] - v1) * dv;
+ _math_horner_bezier_surf(map->Points, to[i], u, v, dimension,
+ map->Uorder, map->Vorder);
+ }
+
+ dest->size = MAX2(dest->size, dimension);
+ dest->flags |= dirty_flags[dimension];
+}
+
+
+static void eval2_norm( GLvector3f *dest,
+ GLfloat coord[][4],
+ GLuint *flags,
+ struct gl_2d_map *map )
+{
+ const GLfloat u1 = map->u1;
+ const GLfloat du = map->du;
+ const GLfloat v1 = map->v1;
+ const GLfloat dv = map->dv;
+ GLfloat (*to)[3] = dest->data;
+ GLuint i;
+
+ for (i = 0 ; !(flags[i] & VERT_END_VB) ; i++)
+ if (flags[i] & (VERT_EVAL_C2|VERT_EVAL_P2)) {
+ GLfloat u = (coord[i][0] - u1) * du;
+ GLfloat v = (coord[i][1] - v1) * dv;
+ _math_horner_bezier_surf(map->Points, to[i], u, v, 3,
+ map->Uorder, map->Vorder);
+ }
+
+}
+
+
+static void eval2_1ui( GLvector1ui *dest,
+ GLfloat coord[][4],
+ const GLuint *flags,
+ struct gl_2d_map *map )
+{
+ const GLfloat u1 = map->u1;
+ const GLfloat du = map->du;
+ const GLfloat v1 = map->v1;
+ const GLfloat dv = map->dv;
+ GLuint *to = dest->data;
+ GLuint i;
+
+ for (i = 0 ; !(flags[i] & VERT_END_VB) ; i++)
+ if (flags[i] & (VERT_EVAL_C2|VERT_EVAL_P2)) {
+ GLfloat u = (coord[i][0] - u1) * du;
+ GLfloat v = (coord[i][1] - v1) * dv;
+ GLfloat tmp;
+ _math_horner_bezier_surf(map->Points, &tmp, u, v, 1,
+ map->Uorder, map->Vorder);
+
+ to[i] = (GLuint) (GLint) tmp;
+ }
+}
+
+
+
+static void eval2_color( GLvector4ub *dest,
+ GLfloat coord[][4],
+ GLuint *flags,
+ struct gl_2d_map *map )
+{
+ const GLfloat u1 = map->u1;
+ const GLfloat du = map->du;
+ const GLfloat v1 = map->v1;
+ const GLfloat dv = map->dv;
+ GLubyte (*to)[4] = dest->data;
+ GLuint i;
+
+ for (i = 0 ; !(flags[i] & VERT_END_VB) ; i++)
+ if (flags[i] & (VERT_EVAL_C2|VERT_EVAL_P2)) {
+ GLfloat u = (coord[i][0] - u1) * du;
+ GLfloat v = (coord[i][1] - v1) * dv;
+ GLfloat fcolor[4];
+ _math_horner_bezier_surf(map->Points, fcolor, u, v, 4,
+ map->Uorder, map->Vorder);
+ FLOAT_RGBA_TO_CHAN_RGBA(to[i], fcolor);
+ }
+
+}
+
+
+
+static void copy_4f( GLfloat to[][4], GLfloat from[][4], GLuint count )
+{
+ MEMCPY( to, from, count * sizeof(to[0]));
+}
+
+static void copy_3f( GLfloat to[][3], GLfloat from[][3], GLuint count )
+{
+ MEMCPY( to, from, (count) * sizeof(to[0]));
+}
+
+static void copy_4ub( GLubyte to[][4], GLubyte from[][4], GLuint count )
+{
+ MEMCPY( to, from, (count) * sizeof(to[0]));
+}
+
+static void copy_1ui( GLuint to[], GLuint from[], GLuint count )
+{
+ MEMCPY( to, from, (count) * sizeof(to[0]));
+}
+
+
+
+/* Translate eval enabled flags to VERT_* flags.
+ */
+static void update_eval( GLcontext *ctx )
+{
+ TNLcontext *tnl = TNL_CONTEXT(ctx);
+ GLuint eval1 = 0, eval2 = 0;
+
+ if (ctx->Eval.Map1Index)
+ eval1 |= VERT_INDEX;
+
+ if (ctx->Eval.Map2Index)
+ eval2 |= VERT_INDEX;
+
+ if (ctx->Eval.Map1Color4)
+ eval1 |= VERT_RGBA;
+
+ if (ctx->Eval.Map2Color4)
+ eval2 |= VERT_RGBA;
+
+ if (ctx->Eval.Map1Normal)
+ eval1 |= VERT_NORM;
+
+ if (ctx->Eval.Map2Normal)
+ eval2 |= VERT_NORM;
+
+ if (ctx->Eval.Map1TextureCoord4 ||
+ ctx->Eval.Map1TextureCoord3 ||
+ ctx->Eval.Map1TextureCoord2 ||
+ ctx->Eval.Map1TextureCoord1)
+ eval1 |= VERT_TEX0;
+
+ if (ctx->Eval.Map2TextureCoord4 ||
+ ctx->Eval.Map2TextureCoord3 ||
+ ctx->Eval.Map2TextureCoord2 ||
+ ctx->Eval.Map2TextureCoord1)
+ eval2 |= VERT_TEX0;
+
+ if (ctx->Eval.Map1Vertex4)
+ eval1 |= VERT_OBJ_234;
+
+ if (ctx->Eval.Map1Vertex3)
+ eval1 |= VERT_OBJ_23;
+
+ if (ctx->Eval.Map2Vertex4) {
+ if (ctx->Eval.AutoNormal)
+ eval2 |= VERT_OBJ_234 | VERT_NORM;
+ else
+ eval2 |= VERT_OBJ_234;
+ }
+ else if (ctx->Eval.Map2Vertex3) {
+ if (ctx->Eval.AutoNormal)
+ eval2 |= VERT_OBJ_23 | VERT_NORM;
+ else
+ eval2 |= VERT_OBJ_23;
+ }
+
+ tnl->eval.EvalMap1Flags = eval1;
+ tnl->eval.EvalMap2Flags = eval2;
+ tnl->eval.EvalNewState = 0;
+}
+
+
+/* This looks a lot like a pipeline stage, but for various reasons is
+ * better handled outside the pipeline, and considered the final stage
+ * of fixing up an immediate struct for execution.
+ *
+ * Really want to cache the results of this function in display lists,
+ * at least for EvalMesh commands.
+ */
+void _tnl_eval_vb( GLcontext *ctx,
+ GLfloat (*coord)[4],
+ GLuint orflag,
+ GLuint andflag )
+{
+ TNLcontext *tnl = TNL_CONTEXT(ctx);
+ struct vertex_arrays *tmp = &tnl->imm_inputs;
+ struct tnl_eval_store *store = &tnl->eval;
+ GLuint *flags = tnl->vb.Flag;
+ GLuint count = tnl->vb.Count;
+ GLuint any_eval1 = orflag & (VERT_EVAL_C1|VERT_EVAL_P1);
+ GLuint any_eval2 = orflag & (VERT_EVAL_C2|VERT_EVAL_P2);
+ GLuint all_eval = andflag & VERT_EVAL_ANY; /* may have false negatives */
+ GLuint req = 0;
+ GLuint purge_flags = 0;
+
+ if (tnl->eval.EvalNewState & _NEW_EVAL)
+ update_eval( ctx );
+
+ /* Handle the degenerate cases.
+ */
+ if (any_eval1 && !ctx->Eval.Map1Vertex4 && !ctx->Eval.Map1Vertex3)
+ purge_flags = (VERT_EVAL_P1|VERT_EVAL_C1);
+
+ if (any_eval2 && !ctx->Eval.Map2Vertex4 && !ctx->Eval.Map2Vertex3)
+ purge_flags |= (VERT_EVAL_P1|VERT_EVAL_C1);
+
+ if (any_eval1)
+ req |= tnl->pipeline.inputs & tnl->eval.EvalMap1Flags;
+
+ if (any_eval2)
+ req |= tnl->pipeline.inputs & tnl->eval.EvalMap2Flags;
+
+
+ /* Translate points into coords. Use store->Obj to hold the
+ * new data.
+ */
+ if (any_eval1 && (orflag & VERT_EVAL_P1))
+ {
+ eval_points1( store->Obj, coord, flags,
+ ctx->Eval.MapGrid1du,
+ ctx->Eval.MapGrid1u1);
+
+ coord = store->Obj;
+ }
+
+ if (any_eval2 && (orflag & VERT_EVAL_P2))
+ {
+ eval_points2( store->Obj, coord, flags,
+ ctx->Eval.MapGrid2du,
+ ctx->Eval.MapGrid2u1,
+ ctx->Eval.MapGrid2dv,
+ ctx->Eval.MapGrid2v1 );
+
+ coord = store->Obj;
+ }
+
+
+ /* Perform the evaluations on active data elements.
+ */
+ if (req & VERT_INDEX)
+ {
+ if (!all_eval)
+ copy_1ui( store->Index, tmp->Index.data, count );
+
+ tmp->Index.data = store->Index;
+ tmp->Index.start = store->Index;
+
+ if (ctx->Eval.Map1Index && any_eval1)
+ eval1_1ui( &tmp->Index, coord, flags, &ctx->EvalMap.Map1Index );
+
+ if (ctx->Eval.Map2Index && any_eval2)
+ eval2_1ui( &tmp->Index, coord, flags, &ctx->EvalMap.Map2Index );
+
+ }
+
+ if (req & VERT_RGBA)
+ {
+ if (!all_eval)
+ copy_4ub( store->Color, tmp->Color.data, count );
+
+ tmp->Color.data = store->Color;
+ tmp->Color.start = (GLubyte *)store->Color;
+
+ if (ctx->Eval.Map1Color4 && any_eval1)
+ eval1_color( &tmp->Color, coord, flags, &ctx->EvalMap.Map1Color4 );
+
+ if (ctx->Eval.Map2Color4 && any_eval2)
+ eval2_color( &tmp->Color, coord, flags, &ctx->EvalMap.Map2Color4 );
+ }
+
+
+ if (req & VERT_TEX(0))
+ {
+ if (!all_eval)
+ copy_4f( store->TexCoord, tmp->TexCoord[0].data, count );
+ else
+ tmp->TexCoord[0].size = 0;
+
+ tmp->TexCoord[0].data = store->TexCoord;
+ tmp->TexCoord[0].start = (GLfloat *)store->TexCoord;
+
+ if (any_eval1) {
+ if (ctx->Eval.Map1TextureCoord4) {
+ eval1_4f( &tmp->TexCoord[0], coord, flags, 4,
+ &ctx->EvalMap.Map1Texture4 );
+ }
+ else if (ctx->Eval.Map1TextureCoord3) {
+ eval1_4f( &tmp->TexCoord[0], coord, flags, 3,
+ &ctx->EvalMap.Map1Texture3 );
+ }
+ else if (ctx->Eval.Map1TextureCoord2) {
+ eval1_4f( &tmp->TexCoord[0], coord, flags, 2,
+ &ctx->EvalMap.Map1Texture2 );
+ }
+ else if (ctx->Eval.Map1TextureCoord1) {
+ eval1_4f( &tmp->TexCoord[0], coord, flags, 1,
+ &ctx->EvalMap.Map1Texture1 );
+ }
+ }
+
+ if (any_eval2) {
+ if (ctx->Eval.Map2TextureCoord4) {
+ eval2_4f( &tmp->TexCoord[0], coord, flags, 4,
+ &ctx->EvalMap.Map2Texture4 );
+ }
+ else if (ctx->Eval.Map2TextureCoord3) {
+ eval2_4f( &tmp->TexCoord[0], coord, flags, 3,
+ &ctx->EvalMap.Map2Texture3 );
+ }
+ else if (ctx->Eval.Map2TextureCoord2) {
+ eval2_4f( &tmp->TexCoord[0], coord, flags, 2,
+ &ctx->EvalMap.Map2Texture2 );
+ }
+ else if (ctx->Eval.Map2TextureCoord1) {
+ eval2_4f( &tmp->TexCoord[0], coord, flags, 1,
+ &ctx->EvalMap.Map2Texture1 );
+ }
+ }
+ }
+
+
+ if (req & VERT_NORM)
+ {
+ if (!all_eval)
+ copy_3f( store->Normal, tmp->Normal.data, count );
+
+ tmp->Normal.data = store->Normal;
+ tmp->Normal.start = (GLfloat *)store->Normal;
+
+ if (ctx->Eval.Map1Normal && any_eval1)
+ eval1_norm( &tmp->Normal, coord, flags,
+ &ctx->EvalMap.Map1Normal );
+
+ if (ctx->Eval.Map2Normal && any_eval2)
+ eval2_norm( &tmp->Normal, coord, flags,
+ &ctx->EvalMap.Map2Normal );
+ }
+
+
+
+ /* In the AutoNormal case, the copy and assignment of tmp->NormalPtr
+ * are done above.
+ */
+ if (req & VERT_OBJ)
+ {
+ if (!all_eval) {
+ copy_4f( store->Obj, tmp->Obj.data, count );
+ } else
+ tmp->Obj.size = 0;
+
+ tmp->Obj.data = store->Obj;
+ tmp->Obj.start = (GLfloat *)store->Obj;
+
+ if (any_eval1) {
+ if (ctx->Eval.Map1Vertex4) {
+ eval1_4f( &tmp->Obj, coord, flags, 4,
+ &ctx->EvalMap.Map1Vertex4 );
+ }
+ else if (ctx->Eval.Map1Vertex3) {
+ eval1_4f( &tmp->Obj, coord, flags, 3,
+ &ctx->EvalMap.Map1Vertex3 );
+ }
+ }
+
+ if (any_eval2) {
+ if (ctx->Eval.Map2Vertex4)
+ {
+ if (ctx->Eval.AutoNormal && (req & VERT_NORM))
+ eval2_obj_norm( &tmp->Obj, &tmp->Normal, coord, flags, 4,
+ &ctx->EvalMap.Map2Vertex4 );
+ else
+ eval2_4f( &tmp->Obj, coord, flags, 4,
+ &ctx->EvalMap.Map2Vertex4 );
+ }
+ else if (ctx->Eval.Map2Vertex3)
+ {
+ if (ctx->Eval.AutoNormal && (req & VERT_NORM))
+ eval2_obj_norm( &tmp->Obj, &tmp->Normal, coord, flags, 3,
+ &ctx->EvalMap.Map2Vertex3 );
+ else
+ eval2_4f( &tmp->Obj, coord, flags, 3,
+ &ctx->EvalMap.Map2Vertex3 );
+ }
+ }
+ }
+
+
+ {
+ GLuint i;
+ copy_1ui( store->Flag, flags, count );
+ tnl->vb.Flag = store->Flag;
+
+ /* This is overkill, but correct as fixup will have copied the
+ * values to all vertices in the VB - we may be falsely stating
+ * that some repeated values are new, but doing so is fairly
+ * harmless.
+ */
+ for (i = 0 ; i < count ; i++)
+ store->Flag[i] |= req;
+ }
+}
+
+
+
+
+
+
+