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ReactOS Development > Doxygenm_xform.c
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00001 /* 00002 * Mesa 3-D graphics library 00003 * Version: 5.1 00004 * 00005 * Copyright (C) 1999-2003 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 00025 00026 /* 00027 * Matrix/vertex/vector transformation stuff 00028 * 00029 * 00030 * NOTES: 00031 * 1. 4x4 transformation matrices are stored in memory in column major order. 00032 * 2. Points/vertices are to be thought of as column vectors. 00033 * 3. Transformation of a point p by a matrix M is: p' = M * p 00034 */ 00035 00036 #include "main/glheader.h" 00037 #include "main/macros.h" 00038 00039 #include "m_eval.h" 00040 #include "m_matrix.h" 00041 #include "m_translate.h" 00042 #include "m_xform.h" 00043 #include "mathmod.h" 00044 00045 00046 #ifdef DEBUG_MATH 00047 #include "m_debug.h" 00048 #endif 00049 00050 #ifdef USE_X86_ASM 00051 #include "x86/common_x86_asm.h" 00052 #endif 00053 00054 #ifdef USE_X86_64_ASM 00055 #include "x86-64/x86-64.h" 00056 #endif 00057 00058 #ifdef USE_SPARC_ASM 00059 #include "sparc/sparc.h" 00060 #endif 00061 00062 #ifdef USE_PPC_ASM 00063 #include "ppc/common_ppc_features.h" 00064 #endif 00065 00066 clip_func _mesa_clip_tab[5]; 00067 clip_func _mesa_clip_np_tab[5]; 00068 dotprod_func _mesa_dotprod_tab[5]; 00069 vec_copy_func _mesa_copy_tab[0x10]; 00070 normal_func _mesa_normal_tab[0xf]; 00071 transform_func *_mesa_transform_tab[5]; 00072 00073 00074 /* Raw data format used for: 00075 * - Object-to-eye transform prior to culling, although this too 00076 * could be culled under some circumstances. 00077 * - Eye-to-clip transform (via the function above). 00078 * - Cliptesting 00079 * - And everything else too, if culling happens to be disabled. 00080 * 00081 * GH: It's used for everything now, as clipping/culling is done 00082 * elsewhere (most often by the driver itself). 00083 */ 00084 #define TAG(x) x 00085 #define TAG2(x,y) x##y 00086 #define STRIDE_LOOP for ( i = 0 ; i < count ; i++, STRIDE_F(from, stride) ) 00087 #define LOOP for ( i = 0 ; i < n ; i++ ) 00088 #define ARGS 00089 #include "m_xform_tmp.h" 00090 #include "m_clip_tmp.h" 00091 #include "m_norm_tmp.h" 00092 #include "m_dotprod_tmp.h" 00093 #include "m_copy_tmp.h" 00094 #undef TAG 00095 #undef TAG2 00096 #undef LOOP 00097 #undef ARGS 00098 00099 00100 00101 00102 GLvector4f *_mesa_project_points( GLvector4f *proj_vec, 00103 const GLvector4f *clip_vec ) 00104 { 00105 const GLuint stride = clip_vec->stride; 00106 const GLfloat *from = (GLfloat *)clip_vec->start; 00107 const GLuint count = clip_vec->count; 00108 GLfloat (*vProj)[4] = (GLfloat (*)[4])proj_vec->start; 00109 GLuint i; 00110 00111 for (i = 0 ; i < count ; i++, STRIDE_F(from, stride)) 00112 { 00113 GLfloat oow = 1.0F / from[3]; 00114 vProj[i][3] = oow; 00115 vProj[i][0] = from[0] * oow; 00116 vProj[i][1] = from[1] * oow; 00117 vProj[i][2] = from[2] * oow; 00118 } 00119 00120 proj_vec->flags |= VEC_SIZE_4; 00121 proj_vec->size = 3; 00122 proj_vec->count = clip_vec->count; 00123 return proj_vec; 00124 } 00125 00126 00127 00128 00129 00130 00131 /* 00132 * Transform a 4-element row vector (1x4 matrix) by a 4x4 matrix. This 00133 * function is used for transforming clipping plane equations and spotlight 00134 * directions. 00135 * Mathematically, u = v * m. 00136 * Input: v - input vector 00137 * m - transformation matrix 00138 * Output: u - transformed vector 00139 */ 00140 void _mesa_transform_vector( GLfloat u[4], const GLfloat v[4], const GLfloat m[16] ) 00141 { 00142 GLfloat v0=v[0], v1=v[1], v2=v[2], v3=v[3]; 00143 #define M(row,col) m[row + col*4] 00144 u[0] = v0 * M(0,0) + v1 * M(1,0) + v2 * M(2,0) + v3 * M(3,0); 00145 u[1] = v0 * M(0,1) + v1 * M(1,1) + v2 * M(2,1) + v3 * M(3,1); 00146 u[2] = v0 * M(0,2) + v1 * M(1,2) + v2 * M(2,2) + v3 * M(3,2); 00147 u[3] = v0 * M(0,3) + v1 * M(1,3) + v2 * M(2,3) + v3 * M(3,3); 00148 #undef M 00149 } 00150 00151 00152 /* Useful for one-off point transformations, as in clipping. 00153 * Note that because the matrix isn't analysed we do too many 00154 * multiplies, and that the result is always 4-clean. 00155 */ 00156 void _mesa_transform_point_sz( GLfloat Q[4], const GLfloat M[16], 00157 const GLfloat P[4], GLuint sz ) 00158 { 00159 if (Q == P) 00160 return; 00161 00162 if (sz == 4) 00163 { 00164 Q[0] = M[0] * P[0] + M[4] * P[1] + M[8] * P[2] + M[12] * P[3]; 00165 Q[1] = M[1] * P[0] + M[5] * P[1] + M[9] * P[2] + M[13] * P[3]; 00166 Q[2] = M[2] * P[0] + M[6] * P[1] + M[10] * P[2] + M[14] * P[3]; 00167 Q[3] = M[3] * P[0] + M[7] * P[1] + M[11] * P[2] + M[15] * P[3]; 00168 } 00169 else if (sz == 3) 00170 { 00171 Q[0] = M[0] * P[0] + M[4] * P[1] + M[8] * P[2] + M[12]; 00172 Q[1] = M[1] * P[0] + M[5] * P[1] + M[9] * P[2] + M[13]; 00173 Q[2] = M[2] * P[0] + M[6] * P[1] + M[10] * P[2] + M[14]; 00174 Q[3] = M[3] * P[0] + M[7] * P[1] + M[11] * P[2] + M[15]; 00175 } 00176 else if (sz == 2) 00177 { 00178 Q[0] = M[0] * P[0] + M[4] * P[1] + M[12]; 00179 Q[1] = M[1] * P[0] + M[5] * P[1] + M[13]; 00180 Q[2] = M[2] * P[0] + M[6] * P[1] + M[14]; 00181 Q[3] = M[3] * P[0] + M[7] * P[1] + M[15]; 00182 } 00183 else if (sz == 1) 00184 { 00185 Q[0] = M[0] * P[0] + M[12]; 00186 Q[1] = M[1] * P[0] + M[13]; 00187 Q[2] = M[2] * P[0] + M[14]; 00188 Q[3] = M[3] * P[0] + M[15]; 00189 } 00190 } 00191 00192 00193 /* 00194 * This is called only once. It initializes several tables with pointers 00195 * to optimized transformation functions. This is where we can test for 00196 * AMD 3Dnow! capability, Intel SSE, etc. and hook in the right code. 00197 */ 00198 void 00199 _math_init_transformation( void ) 00200 { 00201 init_c_transformations(); 00202 init_c_norm_transform(); 00203 init_c_cliptest(); 00204 init_copy0(); 00205 init_dotprod(); 00206 00207 #ifdef DEBUG_MATH 00208 _math_test_all_transform_functions( "default" ); 00209 _math_test_all_normal_transform_functions( "default" ); 00210 _math_test_all_cliptest_functions( "default" ); 00211 #endif 00212 00213 #ifdef USE_X86_ASM 00214 _mesa_init_all_x86_transform_asm(); 00215 #elif defined( USE_SPARC_ASM ) 00216 _mesa_init_all_sparc_transform_asm(); 00217 #elif defined( USE_PPC_ASM ) 00218 _mesa_init_all_ppc_transform_asm(); 00219 #elif defined( USE_X86_64_ASM ) 00220 _mesa_init_all_x86_64_transform_asm(); 00221 #endif 00222 } 00223 00224 void 00225 _math_init( void ) 00226 { 00227 _math_init_transformation(); 00228 _math_init_translate(); 00229 _math_init_eval(); 00230 } Generated on Sat May 26 2012 04:19:18 for ReactOS by
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