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xform.c
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1/* $Id: xform.c,v 1.10 1997/10/30 06:00:06 brianp Exp $ */
2
3/*
4 * Mesa 3-D graphics library
5 * Version: 2.5
6 * Copyright (C) 1995-1997 Brian Paul
7 *
8 * This library is free software; you can redistribute it and/or
9 * modify it under the terms of the GNU Library General Public
10 * License as published by the Free Software Foundation; either
11 * version 2 of the License, or (at your option) any later version.
12 *
13 * This library is distributed in the hope that it will be useful,
14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
16 * Library General Public License for more details.
17 *
18 * You should have received a copy of the GNU Library General Public
19 * License along with this library; if not, write to the Free
20 * Software Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
21 */
22
23
24/*
25 * $Log: xform.c,v $
26 * Revision 1.10 1997/10/30 06:00:06 brianp
27 * added Intel X86 assembly optimzations (Josh Vanderhoof)
28 *
29 * Revision 1.9 1997/07/24 01:25:54 brianp
30 * changed precompiled header symbol from PCH to PC_HEADER
31 *
32 * Revision 1.8 1997/05/28 03:27:03 brianp
33 * added precompiled header (PCH) support
34 *
35 * Revision 1.7 1997/05/01 01:40:51 brianp
36 * replaced sqrt() with GL_SQRT()
37 *
38 * Revision 1.6 1997/04/02 03:15:02 brianp
39 * removed gl_xform_texcoords_4fv()
40 *
41 * Revision 1.5 1997/01/03 23:54:17 brianp
42 * changed length threshold in gl_xform_normals_3fv() to 1E-30 per Jeroen
43 *
44 * Revision 1.4 1996/11/09 01:50:49 brianp
45 * relaxed the minimum normal threshold in gl_xform_normals_3fv()
46 *
47 * Revision 1.3 1996/11/08 02:20:39 brianp
48 * added gl_xform_texcoords_4fv()
49 *
50 * Revision 1.2 1996/11/05 01:38:50 brianp
51 * fixed some comments
52 *
53 * Revision 1.1 1996/09/13 01:38:16 brianp
54 * Initial revision
55 *
56 */
57
58
59/*
60 * Matrix/vertex/vector transformation stuff
61 *
62 *
63 * NOTES:
64 * 1. 4x4 transformation matrices are stored in memory in column major order.
65 * 2. Points/vertices are to be thought of as column vectors.
66 * 3. Transformation of a point p by a matrix M is: p' = M * p
67 *
68 */
69
70
71#ifdef PC_HEADER
72#include "all.h"
73#else
74#include <math.h>
75#include "mmath.h"
76#include "types.h"
77#include "xform.h"
78#endif
79
80
81
82/*
83 * Apply a transformation matrix to an array of [X Y Z W] coordinates:
84 * for i in 0 to n-1 do q[i] = m * p[i]
85 * where p[i] and q[i] are 4-element column vectors and m is a 16-element
86 * transformation matrix.
87 */
88void gl_xform_points_4fv( GLuint n, GLfloat q[][4], const GLfloat m[16],
89 GLfloat p[][4] )
90{
91 /* This function has been carefully crafted to maximize register usage
92 * and use loop unrolling with IRIX 5.3's cc. Hopefully other compilers
93 * will like this code too.
94 */
95 {
96 GLuint i;
97 GLfloat m0 = m[0], m4 = m[4], m8 = m[8], m12 = m[12];
98 GLfloat m1 = m[1], m5 = m[5], m9 = m[9], m13 = m[13];
99 if (m12==0.0F && m13==0.0F) {
100 /* common case */
101 for (i=0;i<n;i++) {
102 GLfloat p0 = p[i][0], p1 = p[i][1], p2 = p[i][2];
103 q[i][0] = m0 * p0 + m4 * p1 + m8 * p2;
104 q[i][1] = m1 * p0 + m5 * p1 + m9 * p2;
105 }
106 }
107 else {
108 /* general case */
109 for (i=0;i<n;i++) {
110 GLfloat p0 = p[i][0], p1 = p[i][1], p2 = p[i][2], p3 = p[i][3];
111 q[i][0] = m0 * p0 + m4 * p1 + m8 * p2 + m12 * p3;
112 q[i][1] = m1 * p0 + m5 * p1 + m9 * p2 + m13 * p3;
113 }
114 }
115 }
116 {
117 GLuint i;
118 GLfloat m2 = m[2], m6 = m[6], m10 = m[10], m14 = m[14];
119 GLfloat m3 = m[3], m7 = m[7], m11 = m[11], m15 = m[15];
120 if (m3==0.0F && m7==0.0F && m11==0.0F && m15==1.0F) {
121 /* common case */
122 for (i=0;i<n;i++) {
123 GLfloat p0 = p[i][0], p1 = p[i][1], p2 = p[i][2], p3 = p[i][3];
124 q[i][2] = m2 * p0 + m6 * p1 + m10 * p2 + m14 * p3;
125 q[i][3] = p3;
126 }
127 }
128 else {
129 /* general case */
130 for (i=0;i<n;i++) {
131 GLfloat p0 = p[i][0], p1 = p[i][1], p2 = p[i][2], p3 = p[i][3];
132 q[i][2] = m2 * p0 + m6 * p1 + m10 * p2 + m14 * p3;
133 q[i][3] = m3 * p0 + m7 * p1 + m11 * p2 + m15 * p3;
134 }
135 }
136 }
137}
138
139
140
141/*
142 * Apply a transformation matrix to an array of [X Y Z] coordinates:
143 * for i in 0 to n-1 do q[i] = m * p[i]
144 */
146 GLfloat p[][3] )
147{
148 /* This function has been carefully crafted to maximize register usage
149 * and use loop unrolling with IRIX 5.3's cc. Hopefully other compilers
150 * will like this code too.
151 */
152 {
153 GLuint i;
154 GLfloat m0 = m[0], m4 = m[4], m8 = m[8], m12 = m[12];
155 GLfloat m1 = m[1], m5 = m[5], m9 = m[9], m13 = m[13];
156 for (i=0;i<n;i++) {
157 GLfloat p0 = p[i][0], p1 = p[i][1], p2 = p[i][2];
158 q[i][0] = m0 * p0 + m4 * p1 + m8 * p2 + m12;
159 q[i][1] = m1 * p0 + m5 * p1 + m9 * p2 + m13;
160 }
161 }
162 {
163 GLuint i;
164 GLfloat m2 = m[2], m6 = m[6], m10 = m[10], m14 = m[14];
165 GLfloat m3 = m[3], m7 = m[7], m11 = m[11], m15 = m[15];
166 if (m3==0.0F && m7==0.0F && m11==0.0F && m15==1.0F) {
167 /* common case */
168 for (i=0;i<n;i++) {
169 GLfloat p0 = p[i][0], p1 = p[i][1], p2 = p[i][2];
170 q[i][2] = m2 * p0 + m6 * p1 + m10 * p2 + m14;
171 q[i][3] = 1.0F;
172 }
173 }
174 else {
175 /* general case */
176 for (i=0;i<n;i++) {
177 GLfloat p0 = p[i][0], p1 = p[i][1], p2 = p[i][2];
178 q[i][2] = m2 * p0 + m6 * p1 + m10 * p2 + m14;
179 q[i][3] = m3 * p0 + m7 * p1 + m11 * p2 + m15;
180 }
181 }
182 }
183}
184
185
186
187#ifndef USE_ASM
188/*
189 * Apply a transformation matrix to an array of normal vectors:
190 * for i in 0 to n-1 do v[i] = u[i] * m
191 * where u[i] and v[i] are 3-element row vectors and m is a 16-element
192 * transformation matrix.
193 * If the normalize flag is true the normals will be scaled to length 1.
194 */
197{
198 if (normalize) {
199 /* Transform normals and scale to unit length */
200 GLuint i;
201 GLfloat m0 = m[0], m4 = m[4], m8 = m[8];
202 GLfloat m1 = m[1], m5 = m[5], m9 = m[9];
203 GLfloat m2 = m[2], m6 = m[6], m10 = m[10];
204 for (i=0;i<n;i++) {
205 GLdouble tx, ty, tz;
206 {
207 GLfloat ux = u[i][0], uy = u[i][1], uz = u[i][2];
208 tx = ux * m0 + uy * m1 + uz * m2;
209 ty = ux * m4 + uy * m5 + uz * m6;
210 tz = ux * m8 + uy * m9 + uz * m10;
211 }
212 {
214 len = GL_SQRT( tx*tx + ty*ty + tz*tz );
215 scale = (len>1E-30) ? (1.0 / len) : 1.0;
216 v[i][0] = tx * scale;
217 v[i][1] = ty * scale;
218 v[i][2] = tz * scale;
219 }
220 }
221 }
222 else {
223 /* Just transform normals, don't scale */
224 GLuint i;
225 GLfloat m0 = m[0], m4 = m[4], m8 = m[8];
226 GLfloat m1 = m[1], m5 = m[5], m9 = m[9];
227 GLfloat m2 = m[2], m6 = m[6], m10 = m[10];
228 for (i=0;i<n;i++) {
229 GLfloat ux = u[i][0], uy = u[i][1], uz = u[i][2];
230 v[i][0] = ux * m0 + uy * m1 + uz * m2;
231 v[i][1] = ux * m4 + uy * m5 + uz * m6;
232 v[i][2] = ux * m8 + uy * m9 + uz * m10;
233 }
234 }
235}
236#endif
237
238
239/*
240 * Transform a 4-element row vector (1x4 matrix) by a 4x4 matrix. This
241 * function is used for transforming clipping plane equations and spotlight
242 * directions.
243 * Mathematically, u = v * m.
244 * Input: v - input vector
245 * m - transformation matrix
246 * Output: u - transformed vector
247 */
248void gl_transform_vector( GLfloat u[4], const GLfloat v[4], const GLfloat m[16] )
249{
250 GLfloat v0=v[0], v1=v[1], v2=v[2], v3=v[3];
251#define M(row,col) m[col*4+row]
252 u[0] = v0 * M(0,0) + v1 * M(1,0) + v2 * M(2,0) + v3 * M(3,0);
253 u[1] = v0 * M(0,1) + v1 * M(1,1) + v2 * M(2,1) + v3 * M(3,1);
254 u[2] = v0 * M(0,2) + v1 * M(1,2) + v2 * M(2,2) + v3 * M(3,2);
255 u[3] = v0 * M(0,3) + v1 * M(1,3) + v2 * M(2,3) + v3 * M(3,3);
256#undef M
257}
258
static void normalize(float vec[3])
Definition: bezierEval.cc:234
#define m14
#define m11
#define m13
#define m12
static const WCHAR E[]
Definition: oid.c:1253
float GLfloat
Definition: gl.h:161
const GLdouble * v
Definition: gl.h:2040
double GLdouble
Definition: gl.h:163
unsigned int GLuint
Definition: gl.h:159
unsigned char GLboolean
Definition: gl.h:151
GLdouble GLdouble GLdouble GLdouble q
Definition: gl.h:2063
GLbyte GLbyte tz
Definition: glext.h:8756
GLdouble n
Definition: glext.h:7729
GLenum GLenum GLenum GLenum GLenum scale
Definition: glext.h:9032
GLfloat v0
Definition: glext.h:6061
GLfloat GLfloat p
Definition: glext.h:8902
GLfloat GLfloat GLfloat GLfloat v3
Definition: glext.h:6064
GLenum GLsizei len
Definition: glext.h:6722
GLfloat GLfloat v1
Definition: glext.h:6062
GLfloat GLfloat GLfloat v2
Definition: glext.h:6063
GLbyte ty
Definition: glext.h:8756
const GLfloat * m
Definition: glext.h:10848
GLsizei GLenum const GLvoid GLsizei GLenum GLbyte GLbyte GLbyte GLdouble GLdouble GLdouble GLfloat GLfloat GLfloat GLint GLint GLint GLshort GLshort GLshort GLubyte GLubyte GLubyte GLuint GLuint GLuint GLushort GLushort GLushort GLbyte GLbyte GLbyte GLbyte GLdouble GLdouble GLdouble GLdouble GLfloat GLfloat GLfloat GLfloat GLint GLint GLint GLint GLshort GLshort GLshort GLshort GLubyte GLubyte GLubyte GLubyte GLuint GLuint GLuint GLuint GLushort GLushort GLushort GLushort GLboolean const GLdouble const GLfloat const GLint const GLshort const GLbyte const GLdouble const GLfloat const GLint const GLshort const GLdouble const GLfloat const GLint const GLshort const GLdouble const GLfloat const GLint const GLshort const GLdouble const GLfloat const GLint const GLshort const GLdouble const GLdouble const GLfloat const GLfloat const GLint const GLint const GLshort const GLshort const GLdouble const GLfloat const GLint const GLshort const GLdouble const GLfloat const GLint const GLshort const GLdouble const GLfloat const GLint const GLshort const GLdouble const GLfloat const GLint const GLshort const GLdouble const GLfloat const GLint const GLshort const GLdouble const GLfloat const GLint const GLshort const GLdouble const GLfloat const GLint const GLshort GLenum GLenum GLenum GLfloat GLenum GLint GLenum GLenum GLenum GLfloat GLenum GLenum GLint GLenum GLfloat GLenum GLint GLint GLushort GLenum GLenum GLfloat GLenum GLenum GLint GLfloat const GLubyte GLenum GLenum GLenum const GLfloat GLenum GLenum const GLint GLenum GLint GLint GLsizei GLsizei GLint GLenum GLenum const GLvoid GLenum GLenum const GLfloat GLenum GLenum const GLint GLenum GLenum const GLdouble GLenum GLenum const GLfloat GLenum GLenum const GLint GLsizei GLuint GLfloat GLuint GLbitfield GLfloat GLint GLuint GLboolean GLenum GLfloat GLenum GLbitfield GLenum GLfloat GLfloat GLint GLint const GLfloat GLenum GLfloat GLfloat GLint GLint GLfloat GLfloat GLint GLint const GLfloat GLint GLfloat GLfloat GLint GLfloat GLfloat GLint GLfloat GLfloat const GLdouble const GLfloat const GLdouble const GLfloat GLint i
Definition: glfuncs.h:248
GLsizei GLenum const GLvoid GLsizei GLenum GLbyte GLbyte GLbyte GLdouble GLdouble GLdouble GLfloat GLfloat GLfloat GLint GLint GLint GLshort GLshort GLshort GLubyte GLubyte GLubyte GLuint GLuint GLuint GLushort GLushort GLushort GLbyte GLbyte GLbyte GLbyte GLdouble GLdouble GLdouble GLdouble GLfloat GLfloat GLfloat GLfloat GLint GLint GLint GLint GLshort GLshort GLshort GLshort GLubyte GLubyte GLubyte GLubyte GLuint GLuint GLuint GLuint GLushort GLushort GLushort GLushort GLboolean const GLdouble const GLfloat const GLint const GLshort const GLbyte const GLdouble const GLfloat const GLint const GLshort const GLdouble const GLfloat const GLint const GLshort const GLdouble const GLfloat const GLint const GLshort const GLdouble const GLfloat const GLint const GLshort const GLdouble const GLdouble const GLfloat const GLfloat const GLint const GLint const GLshort const GLshort const GLdouble const GLfloat const GLint const GLshort const GLdouble const GLfloat const GLint const GLshort const GLdouble const GLfloat const GLint const GLshort const GLdouble const GLfloat const GLint const GLshort const GLdouble const GLfloat const GLint const GLshort const GLdouble const GLfloat const GLint const GLshort const GLdouble const GLfloat const GLint const GLshort GLenum GLenum GLenum GLfloat GLenum GLint GLenum GLenum GLenum GLfloat GLenum GLenum GLint GLenum GLfloat GLenum GLint GLint GLushort GLenum GLenum GLfloat GLenum GLenum GLint GLfloat const GLubyte GLenum GLenum GLenum const GLfloat GLenum GLenum const GLint GLenum GLint GLint GLsizei GLsizei GLint GLenum GLenum const GLvoid GLenum GLenum const GLfloat GLenum GLenum const GLint GLenum GLenum const GLdouble GLenum GLenum const GLfloat GLenum GLenum const GLint GLsizei GLuint GLfloat GLuint GLbitfield GLfloat GLint GLuint GLboolean GLenum GLfloat GLenum GLbitfield GLenum GLfloat GLfloat GLint GLint const GLfloat GLenum GLfloat GLfloat GLint GLint GLfloat GLfloat GLint GLint const GLfloat GLint GLfloat GLfloat GLint GLfloat GLfloat GLint GLfloat GLfloat const GLdouble * u
Definition: glfuncs.h:240
#define GL_SQRT(X)
Definition: mmath.h:63
void gl_xform_points_4fv(GLuint n, GLfloat q[][4], const GLfloat m[16], GLfloat p[][4])
Definition: xform.c:88
void gl_transform_vector(GLfloat u[4], const GLfloat v[4], const GLfloat m[16])
Definition: xform.c:248
void gl_xform_points_3fv(GLuint n, GLfloat q[][4], const GLfloat m[16], GLfloat p[][3])
Definition: xform.c:145
#define M(row, col)
void gl_xform_normals_3fv(GLuint n, GLfloat v[][3], const GLfloat m[16], GLfloat u[][3], GLboolean normalize)
Definition: xform.c:195