ReactOS 0.4.15-dev-8408-g466a198
vbxform.h File Reference
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Functions

void gl_transform_vb_part1 (GLcontext *ctx, GLboolean alldone)
 
void gl_transform_vb_part2 (GLcontext *ctx, GLboolean alldone)
 

Function Documentation

◆ gl_transform_vb_part1()

void gl_transform_vb_part1 ( GLcontext ctx,
GLboolean  alldone 
)

Definition at line 1120 of file vbxform.c.

1121{
1122 struct vertex_buffer *VB = ctx->VB;
1123#ifdef PROFILE
1124 GLdouble t0 = gl_time();
1125#endif
1126
1127 ASSERT( VB->Count>0 );
1128
1129 /* Apply the modelview matrix to transform vertexes from Object
1130 * to Eye coords.
1131 */
1132 if (VB->VertexSizeMask==VERTEX4_BIT) {
1133 transform_points4( ctx, VB->Count - VB->Start,
1134 VB->Obj + VB->Start, VB->Eye + VB->Start );
1135 }
1136 else {
1137 transform_points3( ctx, VB->Count - VB->Start,
1138 VB->Obj + VB->Start, VB->Eye + VB->Start );
1139 }
1140
1141 /* Now transform the normal vectors */
1142 if (ctx->NeedNormals) {
1143 gl_xform_normals_3fv( VB->Count - VB->Start,
1144 VB->Normal + VB->Start, ctx->ModelViewInv,
1145 VB->Normal + VB->Start, ctx->Transform.Normalize );
1146 }
1147
1148#ifdef PROFILE
1149 ctx->VertexTime += gl_time() - t0;
1150#endif
1151
1152 /* lighting, project, etc */
1153 gl_transform_vb_part2( ctx, allDone );
1154}
double GLdouble
Definition: gl.h:163
#define ASSERT(a)
Definition: mode.c:44
struct vertex_buffer * VB
Definition: tritemp.h:139
#define VERTEX4_BIT
Definition: vb.h:95
static void transform_points3(GLcontext *ctx, GLuint n, GLfloat vObj[][4], GLfloat vEye[][4])
Definition: vbxform.c:232
void gl_transform_vb_part2(GLcontext *ctx, GLboolean allDone)
Definition: vbxform.c:1165
static void transform_points4(GLcontext *ctx, GLuint n, GLfloat vObj[][4], GLfloat vEye[][4])
Definition: vbxform.c:361
void gl_xform_normals_3fv(GLuint n, GLfloat v[][3], const GLfloat m[16], GLfloat u[][3], GLboolean normalize)
Definition: xform.c:195

Referenced by gl_ArrayElement(), gl_End(), gl_eval_vertex(), vertex2f_color(), vertex2f_color_tex2(), vertex2f_color_tex4(), vertex2f_index(), vertex2f_normal(), vertex2f_normal_color_tex2(), vertex2f_normal_color_tex4(), vertex3f_color(), vertex3f_color_tex2(), vertex3f_color_tex4(), vertex3f_index(), vertex3f_normal(), vertex3f_normal_color_tex2(), vertex3f_normal_color_tex4(), vertex3fv_color(), vertex3fv_color_tex2(), vertex3fv_color_tex4(), vertex3fv_index(), vertex3fv_normal(), vertex3fv_normal_color_tex2(), vertex3fv_normal_color_tex4(), vertex4(), and vertex4f_feedback().

◆ gl_transform_vb_part2()

void gl_transform_vb_part2 ( GLcontext ctx,
GLboolean  alldone 
)

Definition at line 1165 of file vbxform.c.

1166{
1167 struct vertex_buffer *VB = ctx->VB;
1168#ifdef PROFILE
1169 GLdouble t0 = gl_time();
1170#endif
1171
1172 ASSERT( VB->Count>0 );
1173
1174 /* Test vertices in eye coordinate space against user clipping planes */
1175 if (ctx->Transform.AnyClip) {
1176 GLuint result = userclip_vertices( ctx, VB->Count - VB->Start,
1177 VB->Eye + VB->Start,
1178 VB->ClipMask + VB->Start );
1179 if (result==CLIP_ALL) {
1180 /* All vertices were outside one of the clip planes! */
1181 VB->ClipOrMask = CLIP_ALL_BITS; /* force reset of clipping flags */
1182 gl_reset_vb( ctx, allDone );
1183 return;
1184 }
1185 else if (result==CLIP_SOME) {
1186 VB->ClipOrMask = CLIP_USER_BIT;
1187 }
1188 else {
1189 VB->ClipAndMask = 0;
1190 }
1191 }
1192
1193 /* Apply the projection matrix to the Eye coordinates, resulting in
1194 * Clip coordinates. Also, compute the ClipMask for each vertex.
1195 */
1196 project_and_cliptest( ctx, VB->Count - VB->Start, VB->Eye + VB->Start,
1197 VB->Clip + VB->Start, VB->ClipMask + VB->Start,
1198 &VB->ClipOrMask, &VB->ClipAndMask );
1199
1200 if (VB->ClipAndMask) {
1201 /* All vertices clipped by one plane, all done! */
1202 /*assert(VB->ClipOrMask);*/
1203 VB->ClipOrMask = CLIP_ALL_BITS; /* force reset of clipping flags */
1204 gl_reset_vb( ctx, allDone );
1205 return;
1206 }
1207
1208 /* Lighting */
1209 if (ctx->Light.Enabled) {
1211 }
1212
1213 /* Per-vertex fog */
1214 if (ctx->Fog.Enabled && ctx->Hint.Fog!=GL_NICEST) {
1216 }
1217
1218 /* Generate/transform texture coords */
1219 if (ctx->Texture.Enabled || ctx->RenderMode==GL_FEEDBACK) {
1220 if (ctx->Texture.TexGenEnabled) {
1221 gl_texgen( ctx, VB->Count - VB->Start,
1222 VB->Obj + VB->Start,
1223 VB->Eye + VB->Start,
1224 VB->Normal + VB->Start,
1225 VB->TexCoord + VB->Start );
1226 }
1227 if (ctx->NewTextureMatrix) {
1229 }
1230 if (ctx->TextureMatrixType!=MATRIX_IDENTITY) {
1231 transform_texcoords( ctx, VB->Count - VB->Start,
1232 VB->TexCoord + VB->Start );
1233 }
1234 }
1235
1236 /* Use the viewport parameters to transform vertices from Clip
1237 * coordinates to Window coordinates.
1238 */
1239 viewport_map_vertices( ctx, VB->Count - VB->Start, VB->Clip + VB->Start,
1240 VB->ClipOrMask ? VB->ClipMask + VB->Start : NULL,
1241 VB->Win + VB->Start );
1242
1243 /* Device driver rasterization setup. 3Dfx driver, for example. */
1244 if (ctx->Driver.RasterSetup) {
1245 (*ctx->Driver.RasterSetup)( ctx, 0, VB->Count );
1246 }
1247
1248
1249#ifdef PROFILE
1250 ctx->VertexTime += gl_time() - t0;
1251 ctx->VertexCount += VB->Count - VB->Start;
1252#endif
1253
1254 /*
1255 * Now we're ready to rasterize the Vertex Buffer!!!
1256 *
1257 * If the device driver can't rasterize the vertex buffer then we'll
1258 * do it ourselves.
1259 */
1260 if (!ctx->Driver.RenderVB || !(*ctx->Driver.RenderVB)(ctx,allDone)) {
1261 gl_render_vb( ctx, allDone );
1262 }
1263}
#define NULL
Definition: types.h:112
void gl_analyze_texture_matrix(GLcontext *ctx)
Definition: matrix.c:487
void gl_texgen(GLcontext *ctx, GLint n, GLfloat obj[][4], GLfloat eye[][4], GLfloat normal[][3], GLfloat texcoord[][4])
Definition: texture.c:163
#define MATRIX_IDENTITY
Definition: types.h:1243
#define GL_NICEST
Definition: gl.h:585
#define GL_FEEDBACK
Definition: gl.h:387
unsigned int GLuint
Definition: gl.h:159
GLuint64EXT * result
Definition: glext.h:11304
#define CLIP_SOME
Definition: vb.h:152
#define CLIP_USER_BIT
Definition: vb.h:147
#define CLIP_ALL
Definition: vb.h:150
#define CLIP_ALL_BITS
Definition: vb.h:148
void gl_render_vb(GLcontext *ctx, GLboolean allDone)
Definition: vbrender.c:774
void gl_reset_vb(GLcontext *ctx, GLboolean allDone)
Definition: vbrender.c:1155
static GLuint userclip_vertices(GLcontext *ctx, GLuint n, GLfloat vEye[][4], GLubyte clipMask[])
Definition: vbxform.c:759
static void project_and_cliptest(GLcontext *ctx, GLuint n, GLfloat vEye[][4], GLfloat vClip[][4], GLubyte clipMask[], GLubyte *orMask, GLubyte *andMask)
Definition: vbxform.c:581
static void viewport_map_vertices(GLcontext *ctx, GLuint n, GLfloat vClip[][4], const GLubyte clipMask[], GLfloat vWin[][3])
Definition: vbxform.c:809
static void shade_vertices(GLcontext *ctx)
Definition: vbxform.c:963
static void transform_texcoords(GLcontext *ctx, GLuint n, GLfloat t[][4])
Definition: vbxform.c:481
static void fog_vertices(GLcontext *ctx)
Definition: vbxform.c:1084

Referenced by gl_DrawArrays(), and gl_transform_vb_part1().