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00001 00002 /* 00003 * Mesa 3-D graphics library 00004 * Version: 3.5 00005 * 00006 * Copyright (C) 1999-2001 Brian Paul All Rights Reserved. 00007 * 00008 * Permission is hereby granted, free of charge, to any person obtaining a 00009 * copy of this software and associated documentation files (the "Software"), 00010 * to deal in the Software without restriction, including without limitation 00011 * the rights to use, copy, modify, merge, publish, distribute, sublicense, 00012 * and/or sell copies of the Software, and to permit persons to whom the 00013 * Software is furnished to do so, subject to the following conditions: 00014 * 00015 * The above copyright notice and this permission notice shall be included 00016 * in all copies or substantial portions of the Software. 00017 * 00018 * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS 00019 * OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, 00020 * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL 00021 * BRIAN PAUL BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN 00022 * AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN 00023 * CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. 00024 */ 00025 00026 #ifndef _M_EVAL_H 00027 #define _M_EVAL_H 00028 00029 #include "main/glheader.h" 00030 00031 void _math_init_eval( void ); 00032 00033 00034 /* 00035 * Horner scheme for Bezier curves 00036 * 00037 * Bezier curves can be computed via a Horner scheme. 00038 * Horner is numerically less stable than the de Casteljau 00039 * algorithm, but it is faster. For curves of degree n 00040 * the complexity of Horner is O(n) and de Casteljau is O(n^2). 00041 * Since stability is not important for displaying curve 00042 * points I decided to use the Horner scheme. 00043 * 00044 * A cubic Bezier curve with control points b0, b1, b2, b3 can be 00045 * written as 00046 * 00047 * (([3] [3] ) [3] ) [3] 00048 * c(t) = (([0]*s*b0 + [1]*t*b1)*s + [2]*t^2*b2)*s + [3]*t^2*b3 00049 * 00050 * [n] 00051 * where s=1-t and the binomial coefficients [i]. These can 00052 * be computed iteratively using the identity: 00053 * 00054 * [n] [n ] [n] 00055 * [i] = (n-i+1)/i * [i-1] and [0] = 1 00056 */ 00057 00058 00059 void 00060 _math_horner_bezier_curve(const GLfloat *cp, GLfloat *out, GLfloat t, 00061 GLuint dim, GLuint order); 00062 00063 00064 /* 00065 * Tensor product Bezier surfaces 00066 * 00067 * Again the Horner scheme is used to compute a point on a 00068 * TP Bezier surface. First a control polygon for a curve 00069 * on the surface in one parameter direction is computed, 00070 * then the point on the curve for the other parameter 00071 * direction is evaluated. 00072 * 00073 * To store the curve control polygon additional storage 00074 * for max(uorder,vorder) points is needed in the 00075 * control net cn. 00076 */ 00077 00078 void 00079 _math_horner_bezier_surf(GLfloat *cn, GLfloat *out, GLfloat u, GLfloat v, 00080 GLuint dim, GLuint uorder, GLuint vorder); 00081 00082 00083 /* 00084 * The direct de Casteljau algorithm is used when a point on the 00085 * surface and the tangent directions spanning the tangent plane 00086 * should be computed (this is needed to compute normals to the 00087 * surface). In this case the de Casteljau algorithm approach is 00088 * nicer because a point and the partial derivatives can be computed 00089 * at the same time. To get the correct tangent length du and dv 00090 * must be multiplied with the (u2-u1)/uorder-1 and (v2-v1)/vorder-1. 00091 * Since only the directions are needed, this scaling step is omitted. 00092 * 00093 * De Casteljau needs additional storage for uorder*vorder 00094 * values in the control net cn. 00095 */ 00096 00097 void 00098 _math_de_casteljau_surf(GLfloat *cn, GLfloat *out, GLfloat *du, GLfloat *dv, 00099 GLfloat u, GLfloat v, GLuint dim, 00100 GLuint uorder, GLuint vorder); 00101 00102 00103 #endif Generated on Fri May 25 2012 04:18:42 for ReactOS by
1.7.6.1
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