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ReactOS Development > Doxygenvbo_exec_eval.c
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00001 /* 00002 * Mesa 3-D graphics library 00003 * Version: 6.1 00004 * 00005 * Copyright (C) 1999-2004 Brian Paul All Rights Reserved. 00006 * 00007 * Permission is hereby granted, free of charge, to any person obtaining a 00008 * copy of this software and associated documentation files (the "Software"), 00009 * to deal in the Software without restriction, including without limitation 00010 * the rights to use, copy, modify, merge, publish, distribute, sublicense, 00011 * and/or sell copies of the Software, and to permit persons to whom the 00012 * Software is furnished to do so, subject to the following conditions: 00013 * 00014 * The above copyright notice and this permission notice shall be included 00015 * in all copies or substantial portions of the Software. 00016 * 00017 * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS 00018 * OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, 00019 * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL 00020 * BRIAN PAUL BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN 00021 * AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN 00022 * CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. 00023 * 00024 * Authors: 00025 * Keith Whitwell <keith@tungstengraphics.com> 00026 */ 00027 00028 #include "main/glheader.h" 00029 #include "main/context.h" 00030 #include "main/macros.h" 00031 #include "math/m_eval.h" 00032 #include "glapi/dispatch.h" 00033 #include "vbo_exec.h" 00034 00035 00036 static void clear_active_eval1( struct vbo_exec_context *exec, GLuint attr ) 00037 { 00038 exec->eval.map1[attr].map = NULL; 00039 } 00040 00041 static void clear_active_eval2( struct vbo_exec_context *exec, GLuint attr ) 00042 { 00043 exec->eval.map2[attr].map = NULL; 00044 } 00045 00046 static void set_active_eval1( struct vbo_exec_context *exec, GLuint attr, GLuint dim, 00047 struct gl_1d_map *map ) 00048 { 00049 if (!exec->eval.map1[attr].map) { 00050 exec->eval.map1[attr].map = map; 00051 exec->eval.map1[attr].sz = dim; 00052 } 00053 } 00054 00055 static void set_active_eval2( struct vbo_exec_context *exec, GLuint attr, GLuint dim, 00056 struct gl_2d_map *map ) 00057 { 00058 if (!exec->eval.map2[attr].map) { 00059 exec->eval.map2[attr].map = map; 00060 exec->eval.map2[attr].sz = dim; 00061 } 00062 } 00063 00064 void vbo_exec_eval_update( struct vbo_exec_context *exec ) 00065 { 00066 GLcontext *ctx = exec->ctx; 00067 GLuint attr; 00068 00069 /* Vertex program maps have priority over conventional attribs */ 00070 00071 for (attr = 0; attr < VBO_ATTRIB_FIRST_MATERIAL; attr++) { 00072 clear_active_eval1( exec, attr ); 00073 clear_active_eval2( exec, attr ); 00074 } 00075 00076 /* _NEW_PROGRAM */ 00077 if (ctx->VertexProgram._Enabled) { 00078 for (attr = 0; attr < VBO_ATTRIB_FIRST_MATERIAL; attr++) { 00079 /* _NEW_EVAL */ 00080 if (ctx->Eval.Map1Attrib[attr]) 00081 set_active_eval1( exec, attr, 4, &ctx->EvalMap.Map1Attrib[attr] ); 00082 00083 if (ctx->Eval.Map2Attrib[attr]) 00084 set_active_eval2( exec, attr, 4, &ctx->EvalMap.Map2Attrib[attr] ); 00085 } 00086 } 00087 00088 if (ctx->Eval.Map1Color4) 00089 set_active_eval1( exec, VBO_ATTRIB_COLOR0, 4, &ctx->EvalMap.Map1Color4 ); 00090 00091 if (ctx->Eval.Map2Color4) 00092 set_active_eval2( exec, VBO_ATTRIB_COLOR0, 4, &ctx->EvalMap.Map2Color4 ); 00093 00094 if (ctx->Eval.Map1TextureCoord4) 00095 set_active_eval1( exec, VBO_ATTRIB_TEX0, 4, &ctx->EvalMap.Map1Texture4 ); 00096 else if (ctx->Eval.Map1TextureCoord3) 00097 set_active_eval1( exec, VBO_ATTRIB_TEX0, 3, &ctx->EvalMap.Map1Texture3 ); 00098 else if (ctx->Eval.Map1TextureCoord2) 00099 set_active_eval1( exec, VBO_ATTRIB_TEX0, 2, &ctx->EvalMap.Map1Texture2 ); 00100 else if (ctx->Eval.Map1TextureCoord1) 00101 set_active_eval1( exec, VBO_ATTRIB_TEX0, 1, &ctx->EvalMap.Map1Texture1 ); 00102 00103 if (ctx->Eval.Map2TextureCoord4) 00104 set_active_eval2( exec, VBO_ATTRIB_TEX0, 4, &ctx->EvalMap.Map2Texture4 ); 00105 else if (ctx->Eval.Map2TextureCoord3) 00106 set_active_eval2( exec, VBO_ATTRIB_TEX0, 3, &ctx->EvalMap.Map2Texture3 ); 00107 else if (ctx->Eval.Map2TextureCoord2) 00108 set_active_eval2( exec, VBO_ATTRIB_TEX0, 2, &ctx->EvalMap.Map2Texture2 ); 00109 else if (ctx->Eval.Map2TextureCoord1) 00110 set_active_eval2( exec, VBO_ATTRIB_TEX0, 1, &ctx->EvalMap.Map2Texture1 ); 00111 00112 if (ctx->Eval.Map1Normal) 00113 set_active_eval1( exec, VBO_ATTRIB_NORMAL, 3, &ctx->EvalMap.Map1Normal ); 00114 00115 if (ctx->Eval.Map2Normal) 00116 set_active_eval2( exec, VBO_ATTRIB_NORMAL, 3, &ctx->EvalMap.Map2Normal ); 00117 00118 if (ctx->Eval.Map1Vertex4) 00119 set_active_eval1( exec, VBO_ATTRIB_POS, 4, &ctx->EvalMap.Map1Vertex4 ); 00120 else if (ctx->Eval.Map1Vertex3) 00121 set_active_eval1( exec, VBO_ATTRIB_POS, 3, &ctx->EvalMap.Map1Vertex3 ); 00122 00123 if (ctx->Eval.Map2Vertex4) 00124 set_active_eval2( exec, VBO_ATTRIB_POS, 4, &ctx->EvalMap.Map2Vertex4 ); 00125 else if (ctx->Eval.Map2Vertex3) 00126 set_active_eval2( exec, VBO_ATTRIB_POS, 3, &ctx->EvalMap.Map2Vertex3 ); 00127 00128 exec->eval.recalculate_maps = 0; 00129 } 00130 00131 00132 00133 void vbo_exec_do_EvalCoord1f(struct vbo_exec_context *exec, GLfloat u) 00134 { 00135 GLuint attr; 00136 00137 for (attr = 1; attr <= VBO_ATTRIB_TEX7; attr++) { 00138 struct gl_1d_map *map = exec->eval.map1[attr].map; 00139 if (map) { 00140 GLfloat uu = (u - map->u1) * map->du; 00141 GLfloat data[4]; 00142 00143 ASSIGN_4V(data, 0, 0, 0, 1); 00144 00145 _math_horner_bezier_curve(map->Points, data, uu, 00146 exec->eval.map1[attr].sz, 00147 map->Order); 00148 00149 COPY_SZ_4V( exec->vtx.attrptr[attr], 00150 exec->vtx.attrsz[attr], 00151 data ); 00152 } 00153 } 00154 00157 if (exec->eval.map1[0].map) { 00158 struct gl_1d_map *map = exec->eval.map1[0].map; 00159 GLfloat uu = (u - map->u1) * map->du; 00160 GLfloat vertex[4]; 00161 00162 ASSIGN_4V(vertex, 0, 0, 0, 1); 00163 00164 _math_horner_bezier_curve(map->Points, vertex, uu, 00165 exec->eval.map1[0].sz, 00166 map->Order); 00167 00168 if (exec->eval.map1[0].sz == 4) 00169 CALL_Vertex4fv(GET_DISPATCH(), ( vertex )); 00170 else 00171 CALL_Vertex3fv(GET_DISPATCH(), ( vertex )); 00172 } 00173 } 00174 00175 00176 00177 void vbo_exec_do_EvalCoord2f( struct vbo_exec_context *exec, 00178 GLfloat u, GLfloat v ) 00179 { 00180 GLuint attr; 00181 00182 for (attr = 1; attr <= VBO_ATTRIB_TEX7; attr++) { 00183 struct gl_2d_map *map = exec->eval.map2[attr].map; 00184 if (map) { 00185 GLfloat uu = (u - map->u1) * map->du; 00186 GLfloat vv = (v - map->v1) * map->dv; 00187 GLfloat data[4]; 00188 00189 ASSIGN_4V(data, 0, 0, 0, 1); 00190 00191 _math_horner_bezier_surf(map->Points, 00192 data, 00193 uu, vv, 00194 exec->eval.map2[attr].sz, 00195 map->Uorder, map->Vorder); 00196 00197 COPY_SZ_4V( exec->vtx.attrptr[attr], 00198 exec->vtx.attrsz[attr], 00199 data ); 00200 } 00201 } 00202 00205 if (exec->eval.map2[0].map) { 00206 struct gl_2d_map *map = exec->eval.map2[0].map; 00207 GLfloat uu = (u - map->u1) * map->du; 00208 GLfloat vv = (v - map->v1) * map->dv; 00209 GLfloat vertex[4]; 00210 00211 ASSIGN_4V(vertex, 0, 0, 0, 1); 00212 00213 if (exec->ctx->Eval.AutoNormal) { 00214 GLfloat normal[4]; 00215 GLfloat du[4], dv[4]; 00216 00217 _math_de_casteljau_surf(map->Points, vertex, du, dv, uu, vv, 00218 exec->eval.map2[0].sz, 00219 map->Uorder, map->Vorder); 00220 00221 if (exec->eval.map2[0].sz == 4) { 00222 du[0] = du[0]*vertex[3] - du[3]*vertex[0]; 00223 du[1] = du[1]*vertex[3] - du[3]*vertex[1]; 00224 du[2] = du[2]*vertex[3] - du[3]*vertex[2]; 00225 00226 dv[0] = dv[0]*vertex[3] - dv[3]*vertex[0]; 00227 dv[1] = dv[1]*vertex[3] - dv[3]*vertex[1]; 00228 dv[2] = dv[2]*vertex[3] - dv[3]*vertex[2]; 00229 } 00230 00231 00232 CROSS3(normal, du, dv); 00233 NORMALIZE_3FV(normal); 00234 normal[3] = 1.0; 00235 00236 COPY_SZ_4V( exec->vtx.attrptr[VBO_ATTRIB_NORMAL], 00237 exec->vtx.attrsz[VBO_ATTRIB_NORMAL], 00238 normal ); 00239 00240 } 00241 else { 00242 _math_horner_bezier_surf(map->Points, vertex, uu, vv, 00243 exec->eval.map2[0].sz, 00244 map->Uorder, map->Vorder); 00245 } 00246 00247 if (exec->vtx.attrsz[0] == 4) 00248 CALL_Vertex4fv(GET_DISPATCH(), ( vertex )); 00249 else 00250 CALL_Vertex3fv(GET_DISPATCH(), ( vertex )); 00251 } 00252 } 00253 00254 Generated on Sat May 26 2012 04:19:38 for ReactOS by
1.7.6.1
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