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1264 lines
44 KiB
C
1264 lines
44 KiB
C
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/* $Id: vbxform.c,v 1.22 1997/12/17 00:53:18 brianp Exp $ */
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/*
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* Mesa 3-D graphics library
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* Version: 2.6
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* Copyright (C) 1995-1997 Brian Paul
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*
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* This library is free software; you can redistribute it and/or
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* modify it under the terms of the GNU Library General Public
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* License as published by the Free Software Foundation; either
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* version 2 of the License, or (at your option) any later version.
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*
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* This library is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
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* Library General Public License for more details.
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*
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* You should have received a copy of the GNU Library General Public
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* License along with this library; if not, write to the Free
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* Software Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
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*/
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/*
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* $Log: vbxform.c,v $
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* Revision 1.22 1997/12/17 00:53:18 brianp
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* added #include "asm-386.h"
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*
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* Revision 1.21 1997/12/09 02:58:27 brianp
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* added volatile keyword to prevent excess precision in clip mask computation
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* fixed bug involving clip flags and user clipping planes
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*
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* Revision 1.20 1997/11/20 00:09:38 brianp
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* transform_points4() wasn't calling asm routines
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*
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* Revision 1.19 1997/10/30 06:00:06 brianp
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* added Intel X86 assembly optimzations (Josh Vanderhoof)
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*
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* Revision 1.18 1997/10/15 00:36:36 brianp
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* renamed the FAST/REGULAR_MATH macros
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*
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* Revision 1.17 1997/10/04 00:30:52 brianp
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* vertices specified with glVertex4 weren't always projected correctly
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*
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* Revision 1.16 1997/09/29 22:24:22 brianp
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* added REGULAR/FAST_MATH macros
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*
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* Revision 1.15 1997/09/18 01:32:47 brianp
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* fixed divide by zero problem for "weird" projection matrices
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*
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* Revision 1.14 1997/09/10 00:28:11 brianp
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* fixed an optimization bug in viewport_map_vertices()
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*
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* Revision 1.13 1997/07/24 01:25:27 brianp
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* changed precompiled header symbol from PCH to PC_HEADER
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*
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* Revision 1.12 1997/06/20 02:57:59 brianp
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* changed color components from GLfixed to GLubyte
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*
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* Revision 1.11 1997/05/28 03:26:49 brianp
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* added precompiled header (PCH) support
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*
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* Revision 1.10 1997/05/23 03:01:45 brianp
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* commented out a few const keywords because IRIX cc chokes on them
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*
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* Revision 1.9 1997/04/29 01:31:07 brianp
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* added RasterSetup() function to device driver
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*
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* Revision 1.8 1997/04/21 01:21:52 brianp
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* added MATRIX_2D_NO_ROT
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*
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* Revision 1.7 1997/04/20 19:47:27 brianp
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* added RenderVB to device driver
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*
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* Revision 1.6 1997/04/20 15:59:30 brianp
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* removed VERTEX2_BIT stuff
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*
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* Revision 1.5 1997/04/14 02:12:53 brianp
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* small optimization in transform_texcoords()
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*
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* Revision 1.4 1997/04/12 16:22:22 brianp
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* removed gl_init_vb()
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*
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* Revision 1.3 1997/04/12 12:28:39 brianp
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* fixed <= material_update bug, removed some unused vars
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*
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* Revision 1.2 1997/04/07 03:01:11 brianp
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* optimized vertex[234] code
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*
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* Revision 1.1 1997/04/02 03:14:29 brianp
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* Initial revision
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*
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*/
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/*
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* This file implements transformation, clip testing and projection of
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* vertices in the vertex buffer.
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*
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* The entry points to this file are the functions:
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* gl_transform_vb_part1() - first stage of vertex transformation
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* gl_transform_vb_part2() - second stage of vertex transformation
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*/
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#ifdef PC_HEADER
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#include "all.h"
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#else
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#include <stdlib.h>
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#include "asm-386.h"
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#include "context.h"
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#include "fog.h"
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#include "light.h"
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#include "macros.h"
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#include "matrix.h"
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#include "mmath.h"
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#include "shade.h"
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#include "texture.h"
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#include "types.h"
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#include "vb.h"
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#include "vbrender.h"
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#include "vbxform.h"
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#include "xform.h"
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#include <wine/debug.h>
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#endif
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WINE_DEFAULT_DEBUG_CHANNEL(opengl32);
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#if 0 /* NOT USED AT THIS TIME */
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/*
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* Use the current modelview matrix to transform XY vertices from object
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* to eye coordinates.
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* Input: ctx - the context
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* n - number of vertices to transform
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* vObj - array [n][4] of object coordinates
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* In/Out; vEye - array [n][4] of eye coordinates
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*/
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static void transform_points2( GLcontext *ctx, GLuint n,
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const GLfloat vObj[][4], GLfloat vEye[][4] )
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{
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switch (ctx->ModelViewMatrixType) {
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case MATRIX_GENERAL:
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{
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const GLfloat *m = ctx->ModelViewMatrix;
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GLfloat m0 = m[0], m4 = m[4], m12 = m[12];
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GLfloat m1 = m[1], m5 = m[5], m13 = m[13];
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GLfloat m2 = m[2], m6 = m[6], m14 = m[14];
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GLfloat m3 = m[3], m7 = m[7], m15 = m[15];
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GLuint i;
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for (i=0;i<n;i++) {
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GLfloat ox = vObj[i][0], oy = vObj[i][1];
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vEye[i][0] = m0 * ox + m4 * oy + m12;
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vEye[i][1] = m1 * ox + m5 * oy + m13;
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vEye[i][2] = m2 * ox + m6 * oy + m14;
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vEye[i][3] = m3 * ox + m7 * oy + m15;
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}
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}
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break;
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case MATRIX_IDENTITY:
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{
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GLuint i;
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for (i=0;i<n;i++) {
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vEye[i][0] = vObj[i][0];
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vEye[i][1] = vObj[i][1];
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vEye[i][2] = 0.0F;
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vEye[i][3] = 1.0F;
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}
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}
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break;
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case MATRIX_2D:
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{
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const GLfloat *m = ctx->ModelViewMatrix;
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GLfloat m0 = m[0], m1 = m[1], m4 = m[4], m5 = m[5];
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GLfloat m12 = m[12], m13 = m[13];
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GLuint i;
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for (i=0;i<n;i++) {
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GLfloat ox = vObj[i][0], oy = vObj[i][1];
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vEye[i][0] = m0 * ox + m4 * oy + m12;
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vEye[i][1] = m1 * ox + m5 * oy + m13;
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vEye[i][2] = 0.0F;
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vEye[i][3] = 1.0F;
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}
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}
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break;
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case MATRIX_2D_NO_ROT:
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{
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const GLfloat *m = ctx->ModelViewMatrix;
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GLfloat m0 = m[0], m5 = m[5], m12 = m[12], m13 = m[13];
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GLuint i;
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for (i=0;i<n;i++) {
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GLfloat ox = vObj[i][0], oy = vObj[i][1];
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vEye[i][0] = m0 * ox + m12;
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vEye[i][1] = m5 * oy + m13;
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vEye[i][2] = 0.0F;
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vEye[i][3] = 1.0F;
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}
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}
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break;
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case MATRIX_3D:
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{
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const GLfloat *m = ctx->ModelViewMatrix;
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GLfloat m0 = m[0], m1 = m[1], m2 = m[2], m4 = m[4], m5 = m[5];
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GLfloat m6 = m[6], m12 = m[12], m13 = m[13], m14 = m[14];
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GLuint i;
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for (i=0;i<n;i++) {
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GLfloat ox = vObj[i][0], oy = vObj[i][1];
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vEye[i][0] = m0 * ox + m4 * oy + m12;
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vEye[i][1] = m1 * ox + m5 * oy + m13;
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vEye[i][2] = m2 * ox + m6 * oy + m14;
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vEye[i][3] = 1.0F;
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}
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}
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break;
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default:
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/* should never get here */
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gl_problem( NULL, "invalid matrix type in transform_points3()" );
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return;
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}
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}
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#endif
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/*
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* Use the current modelview matrix to transform XYZ vertices from object
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* to eye coordinates.
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* Input: ctx - the context
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* n - number of vertices to transform
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* vObj - array [n][4] of object coordinates
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* In/Out; vEye - array [n][4] of eye coordinates
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*/
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static void transform_points3( GLcontext *ctx, GLuint n,
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/*const*/ GLfloat vObj[][4], GLfloat vEye[][4] )
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{
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#ifndef USE_ASM
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switch (ctx->ModelViewMatrixType) {
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case MATRIX_GENERAL:
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{
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const GLfloat *m = ctx->ModelViewMatrix;
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GLfloat m0 = m[0], m4 = m[4], m8 = m[8], m12 = m[12];
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GLfloat m1 = m[1], m5 = m[5], m9 = m[9], m13 = m[13];
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GLfloat m2 = m[2], m6 = m[6], m10 = m[10], m14 = m[14];
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GLfloat m3 = m[3], m7 = m[7], m11 = m[11], m15 = m[15];
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GLuint i;
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for (i=0;i<n;i++) {
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GLfloat ox = vObj[i][0], oy = vObj[i][1], oz = vObj[i][2];
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vEye[i][0] = m0 * ox + m4 * oy + m8 * oz + m12;
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vEye[i][1] = m1 * ox + m5 * oy + m9 * oz + m13;
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vEye[i][2] = m2 * ox + m6 * oy + m10 * oz + m14;
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vEye[i][3] = m3 * ox + m7 * oy + m11 * oz + m15;
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}
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}
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break;
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case MATRIX_IDENTITY:
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{
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GLuint i;
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for (i=0;i<n;i++) {
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vEye[i][0] = vObj[i][0];
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vEye[i][1] = vObj[i][1];
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vEye[i][2] = vObj[i][2];
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vEye[i][3] = 1.0F;
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}
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}
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break;
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case MATRIX_2D:
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{
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const GLfloat *m = ctx->ModelViewMatrix;
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GLfloat m0 = m[0], m1 = m[1], m4 = m[4], m5 = m[5];
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GLfloat m12 = m[12], m13 = m[13];
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GLuint i;
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for (i=0;i<n;i++) {
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GLfloat ox = vObj[i][0], oy = vObj[i][1], oz = vObj[i][2];
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vEye[i][0] = m0 * ox + m4 * oy + m12 ;
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vEye[i][1] = m1 * ox + m5 * oy + m13 ;
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vEye[i][2] = + oz ;
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vEye[i][3] = 1.0F;
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}
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}
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break;
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case MATRIX_2D_NO_ROT:
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{
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const GLfloat *m = ctx->ModelViewMatrix;
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GLfloat m0 = m[0], m5 = m[5], m12 = m[12], m13 = m[13];
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GLuint i;
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for (i=0;i<n;i++) {
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GLfloat ox = vObj[i][0], oy = vObj[i][1], oz = vObj[i][2];
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vEye[i][0] = m0 * ox + m12 ;
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vEye[i][1] = m5 * oy + m13 ;
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vEye[i][2] = + oz ;
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vEye[i][3] = 1.0F;
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}
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}
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break;
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case MATRIX_3D:
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{
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const GLfloat *m = ctx->ModelViewMatrix;
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GLfloat m0 = m[0], m1 = m[1], m2 = m[2], m4 = m[4], m5 = m[5];
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GLfloat m6 = m[6], m8 = m[8], m9 = m[9], m10 = m[10];
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GLfloat m12 = m[12], m13 = m[13], m14 = m[14];
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GLuint i;
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for (i=0;i<n;i++) {
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GLfloat ox = vObj[i][0], oy = vObj[i][1], oz = vObj[i][2];
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vEye[i][0] = m0 * ox + m4 * oy + m8 * oz + m12 ;
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vEye[i][1] = m1 * ox + m5 * oy + m9 * oz + m13 ;
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vEye[i][2] = m2 * ox + m6 * oy + m10 * oz + m14 ;
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vEye[i][3] = 1.0F;
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}
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}
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break;
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|
default:
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/* should never get here */
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|
gl_problem( NULL, "invalid matrix type in transform_points3()" );
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|
}
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|
#else
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|
switch (ctx->ModelViewMatrixType) {
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|
case MATRIX_GENERAL:
|
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asm_transform_points3_general( n, vEye, ctx->ModelViewMatrix, vObj );
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|
break;
|
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|
case MATRIX_IDENTITY:
|
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asm_transform_points3_identity( n, vEye, vObj );
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break;
|
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|
case MATRIX_2D:
|
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|
asm_transform_points3_2d( n, vEye, ctx->ModelViewMatrix, vObj );
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break;
|
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|
case MATRIX_2D_NO_ROT:
|
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|
asm_transform_points3_2d_no_rot( n, vEye, ctx->ModelViewMatrix,
|
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|
vObj );
|
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|
break;
|
||
|
case MATRIX_3D:
|
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|
asm_transform_points3_3d( n, vEye, ctx->ModelViewMatrix, vObj );
|
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|
break;
|
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|
default:
|
||
|
/* should never get here */
|
||
|
gl_problem( NULL, "invalid matrix type in transform_points3()" );
|
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|
return;
|
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|
}
|
||
|
#endif
|
||
|
if (1)
|
||
|
{
|
||
|
GLuint i;
|
||
|
for (i = 0; i < n; i++)
|
||
|
{
|
||
|
TRACE("(%3.1f, %3.1f, %3.1f, %3.1f) --> (%3.1f, %3.1f, %3.1f, %3.1f)\n",
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|
vObj[i][0], vObj[i][1], vObj[i][2], vObj[i][3],
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|
vEye[i][0], vEye[i][1], vEye[i][2], vEye[i][3]);
|
||
|
}
|
||
|
}
|
||
|
|
||
|
}
|
||
|
|
||
|
|
||
|
|
||
|
/*
|
||
|
* Use the current modelview matrix to transform XYZW vertices from object
|
||
|
* to eye coordinates.
|
||
|
* Input: ctx - the context
|
||
|
* n - number of vertices to transform
|
||
|
* vObj - array [n][4] of object coordinates
|
||
|
* In/Out; vEye - array [n][4] of eye coordinates
|
||
|
*/
|
||
|
static void transform_points4( GLcontext *ctx, GLuint n,
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||
|
/*const*/ GLfloat vObj[][4], GLfloat vEye[][4] )
|
||
|
{
|
||
|
#ifndef USE_ASM
|
||
|
switch (ctx->ModelViewMatrixType) {
|
||
|
case MATRIX_GENERAL:
|
||
|
{
|
||
|
const GLfloat *m = ctx->ModelViewMatrix;
|
||
|
GLfloat m0 = m[0], m4 = m[4], m8 = m[8], m12 = m[12];
|
||
|
GLfloat m1 = m[1], m5 = m[5], m9 = m[9], m13 = m[13];
|
||
|
GLfloat m2 = m[2], m6 = m[6], m10 = m[10], m14 = m[14];
|
||
|
GLfloat m3 = m[3], m7 = m[7], m11 = m[11], m15 = m[15];
|
||
|
GLuint i;
|
||
|
for (i=0;i<n;i++) {
|
||
|
GLfloat ox = vObj[i][0], oy = vObj[i][1];
|
||
|
GLfloat oz = vObj[i][2], ow = vObj[i][3];
|
||
|
vEye[i][0] = m0 * ox + m4 * oy + m8 * oz + m12 * ow;
|
||
|
vEye[i][1] = m1 * ox + m5 * oy + m9 * oz + m13 * ow;
|
||
|
vEye[i][2] = m2 * ox + m6 * oy + m10 * oz + m14 * ow;
|
||
|
vEye[i][3] = m3 * ox + m7 * oy + m11 * oz + m15 * ow;
|
||
|
}
|
||
|
}
|
||
|
break;
|
||
|
case MATRIX_IDENTITY:
|
||
|
{
|
||
|
GLuint i;
|
||
|
for (i=0;i<n;i++) {
|
||
|
vEye[i][0] = vObj[i][0];
|
||
|
vEye[i][1] = vObj[i][1];
|
||
|
vEye[i][2] = vObj[i][2];
|
||
|
vEye[i][3] = vObj[i][3];
|
||
|
}
|
||
|
}
|
||
|
break;
|
||
|
case MATRIX_2D:
|
||
|
{
|
||
|
const GLfloat *m = ctx->ModelViewMatrix;
|
||
|
GLfloat m0 = m[0], m1 = m[1], m4 = m[4], m5 = m[5];
|
||
|
GLfloat m12 = m[12], m13 = m[13];
|
||
|
GLuint i;
|
||
|
for (i=0;i<n;i++) {
|
||
|
GLfloat ox = vObj[i][0], oy = vObj[i][1];
|
||
|
GLfloat oz = vObj[i][2], ow = vObj[i][3];
|
||
|
vEye[i][0] = m0 * ox + m4 * oy + m12 * ow;
|
||
|
vEye[i][1] = m1 * ox + m5 * oy + m13 * ow;
|
||
|
vEye[i][2] = + oz ;
|
||
|
vEye[i][3] = ow;
|
||
|
}
|
||
|
}
|
||
|
break;
|
||
|
case MATRIX_2D_NO_ROT:
|
||
|
{
|
||
|
const GLfloat *m = ctx->ModelViewMatrix;
|
||
|
GLfloat m0 = m[0], m5 = m[5], m12 = m[12], m13 = m[13];
|
||
|
GLuint i;
|
||
|
for (i=0;i<n;i++) {
|
||
|
GLfloat ox = vObj[i][0], oy = vObj[i][1];
|
||
|
GLfloat oz = vObj[i][2], ow = vObj[i][3];
|
||
|
vEye[i][0] = m0 * ox + m12 * ow;
|
||
|
vEye[i][1] = m5 * oy + m13 * ow;
|
||
|
vEye[i][2] = + oz ;
|
||
|
vEye[i][3] = ow;
|
||
|
}
|
||
|
}
|
||
|
break;
|
||
|
case MATRIX_3D:
|
||
|
{
|
||
|
const GLfloat *m = ctx->ModelViewMatrix;
|
||
|
GLfloat m0 = m[0], m1 = m[1], m2 = m[2], m4 = m[4], m5 = m[5];
|
||
|
GLfloat m6 = m[6], m8 = m[8], m9 = m[9], m10 = m[10];
|
||
|
GLfloat m12 = m[12], m13 = m[13], m14 = m[14];
|
||
|
GLuint i;
|
||
|
for (i=0;i<n;i++) {
|
||
|
GLfloat ox = vObj[i][0], oy = vObj[i][1];
|
||
|
GLfloat oz = vObj[i][2], ow = vObj[i][3];
|
||
|
vEye[i][0] = m0 * ox + m4 * oy + m8 * oz + m12 * ow;
|
||
|
vEye[i][1] = m1 * ox + m5 * oy + m9 * oz + m13 * ow;
|
||
|
vEye[i][2] = m2 * ox + m6 * oy + m10 * oz + m14 * ow;
|
||
|
vEye[i][3] = ow;
|
||
|
}
|
||
|
}
|
||
|
break;
|
||
|
default:
|
||
|
/* should never get here */
|
||
|
gl_problem( NULL, "invalid matrix type in transform_points4()" );
|
||
|
}
|
||
|
#else
|
||
|
switch (ctx->ModelViewMatrixType) {
|
||
|
case MATRIX_GENERAL:
|
||
|
asm_transform_points4_general( n, vEye, ctx->ModelViewMatrix, vObj );
|
||
|
break;
|
||
|
case MATRIX_IDENTITY:
|
||
|
asm_transform_points4_identity( n, vEye, vObj );
|
||
|
break;
|
||
|
case MATRIX_2D:
|
||
|
asm_transform_points4_2d( n, vEye, ctx->ModelViewMatrix, vObj );
|
||
|
break;
|
||
|
case MATRIX_2D_NO_ROT:
|
||
|
asm_transform_points4_2d_no_rot( n, vEye, ctx->ModelViewMatrix,
|
||
|
vObj );
|
||
|
break;
|
||
|
case MATRIX_3D:
|
||
|
asm_transform_points4_3d( n, vEye, ctx->ModelViewMatrix, vObj );
|
||
|
break;
|
||
|
default:
|
||
|
/* should never get here */
|
||
|
gl_problem( NULL, "invalid matrix type in transform_points4()" );
|
||
|
return;
|
||
|
}
|
||
|
#endif
|
||
|
}
|
||
|
|
||
|
|
||
|
|
||
|
/*
|
||
|
* Transform an array of texture coordinates by the current texture matrix.
|
||
|
* Input: ctx - the context
|
||
|
* n - number of texture coordinates in array
|
||
|
* In/Out: t - array [n][4] of texture coordinates to transform
|
||
|
*/
|
||
|
static void transform_texcoords( GLcontext *ctx, GLuint n, GLfloat t[][4] )
|
||
|
{
|
||
|
#ifndef USE_ASM
|
||
|
switch (ctx->TextureMatrixType) {
|
||
|
case MATRIX_GENERAL:
|
||
|
{
|
||
|
const GLfloat *m = ctx->TextureMatrix;
|
||
|
GLfloat m0 = m[0], m4 = m[4], m8 = m[8], m12 = m[12];
|
||
|
GLfloat m1 = m[1], m5 = m[5], m9 = m[9], m13 = m[13];
|
||
|
GLfloat m2 = m[2], m6 = m[6], m10 = m[10], m14 = m[14];
|
||
|
GLfloat m3 = m[3], m7 = m[7], m11 = m[11], m15 = m[15];
|
||
|
GLuint i;
|
||
|
for (i=0;i<n;i++) {
|
||
|
GLfloat t0 = t[i][0], t1 = t[i][1], t2 = t[i][2], t3 = t[i][3];
|
||
|
t[i][0] = m0 * t0 + m4 * t1 + m8 * t2 + m12 * t3;
|
||
|
t[i][1] = m1 * t0 + m5 * t1 + m9 * t2 + m13 * t3;
|
||
|
t[i][2] = m2 * t0 + m6 * t1 + m10 * t2 + m14 * t3;
|
||
|
t[i][3] = m3 * t0 + m7 * t1 + m11 * t2 + m15 * t3;
|
||
|
}
|
||
|
}
|
||
|
break;
|
||
|
case MATRIX_IDENTITY:
|
||
|
/* Do nothing */
|
||
|
break;
|
||
|
case MATRIX_2D:
|
||
|
{
|
||
|
const GLfloat *m = ctx->TextureMatrix;
|
||
|
GLfloat m0 = m[0], m1 = m[1], m4 = m[4], m5 = m[5];
|
||
|
GLfloat m12 = m[12], m13 = m[13];
|
||
|
GLuint i;
|
||
|
for (i=0;i<n;i++) {
|
||
|
GLfloat t0 = t[i][0], t1 = t[i][1], t2 = t[i][2], t3 = t[i][3];
|
||
|
t[i][0] = m0 * t0 + m4 * t1 + m12 * t3;
|
||
|
t[i][1] = m1 * t0 + m5 * t1 + m13 * t3;
|
||
|
t[i][2] = + t2 ;
|
||
|
/*t[i][3] unchanged*/
|
||
|
}
|
||
|
}
|
||
|
break;
|
||
|
case MATRIX_3D:
|
||
|
{
|
||
|
const GLfloat *m = ctx->TextureMatrix;
|
||
|
GLfloat m0 = m[0], m1 = m[1], m2 = m[2], m4 = m[4], m5 = m[5];
|
||
|
GLfloat m6 = m[6], m8 = m[8], m9 = m[9], m10 = m[10];
|
||
|
GLfloat m12 = m[12], m13 = m[13], m14 = m[14];
|
||
|
GLuint i;
|
||
|
for (i=0;i<n;i++) {
|
||
|
GLfloat t0 = t[i][0], t1 = t[i][1], t2 = t[i][2], t3 = t[i][3];
|
||
|
t[i][0] = m0 * t0 + m4 * t1 + m8 * t2 + m12 * t3;
|
||
|
t[i][1] = m1 * t0 + m5 * t1 + m9 * t2 + m13 * t3;
|
||
|
t[i][2] = m2 * t0 + m6 * t1 + m10 * t2 + m14 * t3;
|
||
|
/*t[i][3] unchanged*/
|
||
|
}
|
||
|
}
|
||
|
break;
|
||
|
default:
|
||
|
/* should never get here */
|
||
|
gl_problem( NULL, "invalid matrix type in transform_texcoords()" );
|
||
|
}
|
||
|
#else
|
||
|
switch (ctx->TextureMatrixType) {
|
||
|
case MATRIX_GENERAL:
|
||
|
asm_transform_points4_general( n, t, ctx->TextureMatrix, t );
|
||
|
break;
|
||
|
case MATRIX_IDENTITY:
|
||
|
/* Do nothing */
|
||
|
break;
|
||
|
case MATRIX_2D:
|
||
|
asm_transform_points4_2d( n, t, ctx->TextureMatrix, t );
|
||
|
break;
|
||
|
case MATRIX_3D:
|
||
|
asm_transform_points4_3d( n, t, ctx->TextureMatrix, t );
|
||
|
break;
|
||
|
default:
|
||
|
/* should never get here */
|
||
|
gl_problem( NULL, "invalid matrix type in transform_texcoords()" );
|
||
|
return;
|
||
|
}
|
||
|
#endif
|
||
|
}
|
||
|
|
||
|
|
||
|
|
||
|
/*
|
||
|
* Apply the projection matrix to an array of vertices in Eye coordinates
|
||
|
* resulting in Clip coordinates. Also, compute the ClipMask bitfield for
|
||
|
* each vertex.
|
||
|
*
|
||
|
* NOTE: the volatile keyword is used in this function to ensure that the
|
||
|
* FP computations are computed to low-precision. If high precision is
|
||
|
* used (ala 80-bit X86 arithmetic) then the clipMask results may be
|
||
|
* inconsistant with the computations in clip.c. Later, clipped polygons
|
||
|
* may be rendered incorrectly.
|
||
|
*
|
||
|
* Input: ctx - the context
|
||
|
* n - number of vertices
|
||
|
* vEye - array [n][4] of Eye coordinates
|
||
|
* Output: vClip - array [n][4] of Clip coordinates
|
||
|
* clipMask - array [n] of clip masks
|
||
|
*/
|
||
|
static void project_and_cliptest( GLcontext *ctx,
|
||
|
GLuint n, /*const*/ GLfloat vEye[][4],
|
||
|
GLfloat vClip[][4], GLubyte clipMask[],
|
||
|
GLubyte *orMask, GLubyte *andMask )
|
||
|
|
||
|
{
|
||
|
#ifndef USE_ASM
|
||
|
GLubyte tmpOrMask = *orMask;
|
||
|
GLubyte tmpAndMask = *andMask;
|
||
|
|
||
|
switch (ctx->ProjectionMatrixType) {
|
||
|
case MATRIX_GENERAL:
|
||
|
{
|
||
|
const GLfloat *m = ctx->ProjectionMatrix;
|
||
|
GLfloat m0 = m[0], m4 = m[4], m8 = m[8], m12 = m[12];
|
||
|
GLfloat m1 = m[1], m5 = m[5], m9 = m[9], m13 = m[13];
|
||
|
GLfloat m2 = m[2], m6 = m[6], m10 = m[10], m14 = m[14];
|
||
|
GLfloat m3 = m[3], m7 = m[7], m11 = m[11], m15 = m[15];
|
||
|
GLuint i;
|
||
|
for (i=0;i<n;i++) {
|
||
|
GLfloat ex = vEye[i][0], ey = vEye[i][1];
|
||
|
GLfloat ez = vEye[i][2], ew = vEye[i][3];
|
||
|
GLfloat cx = m0 * ex + m4 * ey + m8 * ez + m12 * ew;
|
||
|
GLfloat cy = m1 * ex + m5 * ey + m9 * ez + m13 * ew;
|
||
|
GLfloat cz = m2 * ex + m6 * ey + m10 * ez + m14 * ew;
|
||
|
GLfloat cw = m3 * ex + m7 * ey + m11 * ez + m15 * ew;
|
||
|
GLubyte mask = 0;
|
||
|
vClip[i][0] = cx;
|
||
|
vClip[i][1] = cy;
|
||
|
vClip[i][2] = cz;
|
||
|
vClip[i][3] = cw;
|
||
|
if (cx > cw) mask |= CLIP_RIGHT_BIT;
|
||
|
else if (cx < -cw) mask |= CLIP_LEFT_BIT;
|
||
|
if (cy > cw) mask |= CLIP_TOP_BIT;
|
||
|
else if (cy < -cw) mask |= CLIP_BOTTOM_BIT;
|
||
|
if (cz > cw) mask |= CLIP_FAR_BIT;
|
||
|
else if (cz < -cw) mask |= CLIP_NEAR_BIT;
|
||
|
if (mask) {
|
||
|
clipMask[i] |= mask;
|
||
|
tmpOrMask |= mask;
|
||
|
}
|
||
|
tmpAndMask &= mask;
|
||
|
}
|
||
|
}
|
||
|
break;
|
||
|
case MATRIX_IDENTITY:
|
||
|
{
|
||
|
GLuint i;
|
||
|
for (i=0;i<n;i++) {
|
||
|
GLfloat cx = vClip[i][0] = vEye[i][0];
|
||
|
GLfloat cy = vClip[i][1] = vEye[i][1];
|
||
|
GLfloat cz = vClip[i][2] = vEye[i][2];
|
||
|
GLfloat cw = vClip[i][3] = vEye[i][3];
|
||
|
GLubyte mask = 0;
|
||
|
if (cx > cw) mask |= CLIP_RIGHT_BIT;
|
||
|
else if (cx < -cw) mask |= CLIP_LEFT_BIT;
|
||
|
if (cy > cw) mask |= CLIP_TOP_BIT;
|
||
|
else if (cy < -cw) mask |= CLIP_BOTTOM_BIT;
|
||
|
if (cz > cw) mask |= CLIP_FAR_BIT;
|
||
|
else if (cz < -cw) mask |= CLIP_NEAR_BIT;
|
||
|
if (mask) {
|
||
|
clipMask[i] |= mask;
|
||
|
tmpOrMask |= mask;
|
||
|
}
|
||
|
tmpAndMask &= mask;
|
||
|
}
|
||
|
}
|
||
|
break;
|
||
|
case MATRIX_ORTHO:
|
||
|
{
|
||
|
const GLfloat *m = ctx->ProjectionMatrix;
|
||
|
GLfloat m0 = m[0], m5 = m[5], m10 = m[10], m12 = m[12];
|
||
|
GLfloat m13 = m[13], m14 = m[14];
|
||
|
GLuint i;
|
||
|
for (i=0;i<n;i++) {
|
||
|
GLfloat ex = vEye[i][0], ey = vEye[i][1];
|
||
|
GLfloat ez = vEye[i][2], ew = vEye[i][3];
|
||
|
volatile GLfloat cx = m0 * ex + m12 * ew;
|
||
|
volatile GLfloat cy = m5 * ey + m13 * ew;
|
||
|
volatile GLfloat cz = m10 * ez + m14 * ew;
|
||
|
volatile GLfloat cw = ew;
|
||
|
GLubyte mask = 0;
|
||
|
vClip[i][0] = cx;
|
||
|
vClip[i][1] = cy;
|
||
|
vClip[i][2] = cz;
|
||
|
vClip[i][3] = cw;
|
||
|
if (cx > cw) mask |= CLIP_RIGHT_BIT;
|
||
|
else if (cx < -cw) mask |= CLIP_LEFT_BIT;
|
||
|
if (cy > cw) mask |= CLIP_TOP_BIT;
|
||
|
else if (cy < -cw) mask |= CLIP_BOTTOM_BIT;
|
||
|
if (cz > cw) mask |= CLIP_FAR_BIT;
|
||
|
else if (cz < -cw) mask |= CLIP_NEAR_BIT;
|
||
|
if (mask) {
|
||
|
clipMask[i] |= mask;
|
||
|
tmpOrMask |= mask;
|
||
|
}
|
||
|
tmpAndMask &= mask;
|
||
|
}
|
||
|
}
|
||
|
break;
|
||
|
case MATRIX_PERSPECTIVE:
|
||
|
{
|
||
|
const GLfloat *m = ctx->ProjectionMatrix;
|
||
|
GLfloat m0 = m[0], m5 = m[5], m8 = m[8], m9 = m[9];
|
||
|
GLfloat m10 = m[10], m14 = m[14];
|
||
|
GLuint i;
|
||
|
for (i=0;i<n;i++) {
|
||
|
GLfloat ex = vEye[i][0], ey = vEye[i][1];
|
||
|
GLfloat ez = vEye[i][2], ew = vEye[i][3];
|
||
|
volatile GLfloat cx = m0 * ex + m8 * ez ;
|
||
|
volatile GLfloat cy = m5 * ey + m9 * ez ;
|
||
|
volatile GLfloat cz = m10 * ez + m14 * ew;
|
||
|
volatile GLfloat cw = -ez ;
|
||
|
GLubyte mask = 0;
|
||
|
vClip[i][0] = cx;
|
||
|
vClip[i][1] = cy;
|
||
|
vClip[i][2] = cz;
|
||
|
vClip[i][3] = cw;
|
||
|
if (cx > cw) mask |= CLIP_RIGHT_BIT;
|
||
|
else if (cx < -cw) mask |= CLIP_LEFT_BIT;
|
||
|
if (cy > cw) mask |= CLIP_TOP_BIT;
|
||
|
else if (cy < -cw) mask |= CLIP_BOTTOM_BIT;
|
||
|
if (cz > cw) mask |= CLIP_FAR_BIT;
|
||
|
else if (cz < -cw) mask |= CLIP_NEAR_BIT;
|
||
|
if (mask) {
|
||
|
clipMask[i] |= mask;
|
||
|
tmpOrMask |= mask;
|
||
|
}
|
||
|
tmpAndMask &= mask;
|
||
|
}
|
||
|
}
|
||
|
break;
|
||
|
default:
|
||
|
/* should never get here */
|
||
|
gl_problem( NULL, "invalid matrix type in project_and_cliptest()" );
|
||
|
}
|
||
|
|
||
|
*orMask = tmpOrMask;
|
||
|
*andMask = tmpAndMask;
|
||
|
#else
|
||
|
switch (ctx->ProjectionMatrixType) {
|
||
|
case MATRIX_GENERAL:
|
||
|
asm_project_and_cliptest_general( n, vClip, ctx->ProjectionMatrix, vEye,
|
||
|
clipMask, orMask, andMask );
|
||
|
break;
|
||
|
case MATRIX_IDENTITY:
|
||
|
asm_project_and_cliptest_identity( n, vClip, vEye, clipMask, orMask, andMask );
|
||
|
break;
|
||
|
case MATRIX_ORTHO:
|
||
|
asm_project_and_cliptest_ortho( n, vClip, ctx->ProjectionMatrix, vEye,
|
||
|
clipMask, orMask, andMask );
|
||
|
break;
|
||
|
case MATRIX_PERSPECTIVE:
|
||
|
asm_project_and_cliptest_perspective( n, vClip, ctx->ProjectionMatrix,
|
||
|
vEye, clipMask, orMask, andMask );
|
||
|
break;
|
||
|
default:
|
||
|
/* should never get here */
|
||
|
gl_problem( NULL, "invalid matrix type in project_and_cliptest()" );
|
||
|
return;
|
||
|
}
|
||
|
#endif
|
||
|
}
|
||
|
|
||
|
|
||
|
/* This value matches the one in clip.c, used to cope with numeric error. */
|
||
|
#define MAGIC_NUMBER -0.8e-03F
|
||
|
|
||
|
/*
|
||
|
* Test an array of vertices against the user-defined clipping planes.
|
||
|
* Input: ctx - the context
|
||
|
* n - number of vertices
|
||
|
* vEye - array [n] of vertices, in eye coordinate system
|
||
|
* Output: clipMask - array [n] of clip values: 0=not clipped, !0=clipped
|
||
|
* Return: CLIP_ALL - if all vertices are clipped by one of the planes
|
||
|
* CLIP_NONE - if no vertices were clipped
|
||
|
* CLIP_SOME - if some vertices were clipped
|
||
|
*/
|
||
|
static GLuint userclip_vertices( GLcontext *ctx, GLuint n,
|
||
|
/*const*/ GLfloat vEye[][4],
|
||
|
GLubyte clipMask[] )
|
||
|
{
|
||
|
GLboolean anyClipped = GL_FALSE;
|
||
|
GLuint p;
|
||
|
|
||
|
ASSERT(ctx->Transform.AnyClip);
|
||
|
|
||
|
for (p=0;p<MAX_CLIP_PLANES;p++) {
|
||
|
if (ctx->Transform.ClipEnabled[p]) {
|
||
|
GLfloat a = ctx->Transform.ClipEquation[p][0];
|
||
|
GLfloat b = ctx->Transform.ClipEquation[p][1];
|
||
|
GLfloat c = ctx->Transform.ClipEquation[p][2];
|
||
|
GLfloat d = ctx->Transform.ClipEquation[p][3];
|
||
|
GLboolean allClipped = GL_TRUE;
|
||
|
GLuint i;
|
||
|
for (i=0;i<n;i++) {
|
||
|
GLfloat dot = vEye[i][0] * a + vEye[i][1] * b
|
||
|
+ vEye[i][2] * c + vEye[i][3] * d;
|
||
|
if (dot < MAGIC_NUMBER) {
|
||
|
/* this vertex is clipped */
|
||
|
clipMask[i] = CLIP_USER_BIT;
|
||
|
anyClipped = GL_TRUE;
|
||
|
}
|
||
|
else {
|
||
|
/* vertex not clipped */
|
||
|
allClipped = GL_FALSE;
|
||
|
}
|
||
|
}
|
||
|
if (allClipped) {
|
||
|
return CLIP_ALL;
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
|
||
|
return anyClipped ? CLIP_SOME : CLIP_NONE;
|
||
|
}
|
||
|
|
||
|
|
||
|
|
||
|
/*
|
||
|
* Transform an array of vertices from clip coordinate space to window
|
||
|
* coordinates.
|
||
|
* Input: ctx - the context
|
||
|
* n - number of vertices to transform
|
||
|
* vClip - array [n] of input vertices
|
||
|
* clipMask - array [n] of vertex clip masks. NULL = no clipped verts
|
||
|
* Output: vWin - array [n] of vertices in window coordinate system
|
||
|
*/
|
||
|
static void viewport_map_vertices( GLcontext *ctx,
|
||
|
GLuint n, /*const*/ GLfloat vClip[][4],
|
||
|
const GLubyte clipMask[], GLfloat vWin[][3])
|
||
|
{
|
||
|
GLfloat sx = ctx->Viewport.Sx;
|
||
|
GLfloat tx = ctx->Viewport.Tx;
|
||
|
GLfloat sy = ctx->Viewport.Sy;
|
||
|
GLfloat ty = ctx->Viewport.Ty;
|
||
|
GLfloat sz = ctx->Viewport.Sz;
|
||
|
GLfloat tz = ctx->Viewport.Tz;
|
||
|
|
||
|
if ((ctx->ProjectionMatrixType==MATRIX_ORTHO ||
|
||
|
ctx->ProjectionMatrixType==MATRIX_IDENTITY)
|
||
|
&& ctx->ModelViewMatrixType!=MATRIX_GENERAL
|
||
|
&& (ctx->VB->VertexSizeMask & VERTEX4_BIT)==0) {
|
||
|
/* don't need to divide by W */
|
||
|
if (clipMask) {
|
||
|
/* one or more vertices are clipped */
|
||
|
GLuint i;
|
||
|
for (i=0;i<n;i++) {
|
||
|
if (clipMask[i]==0) {
|
||
|
vWin[i][0] = vClip[i][0] * sx + tx;
|
||
|
vWin[i][1] = vClip[i][1] * sy + ty;
|
||
|
vWin[i][2] = vClip[i][2] * sz + tz;
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
else {
|
||
|
/* no vertices are clipped */
|
||
|
GLuint i;
|
||
|
for (i=0;i<n;i++) {
|
||
|
vWin[i][0] = vClip[i][0] * sx + tx;
|
||
|
vWin[i][1] = vClip[i][1] * sy + ty;
|
||
|
vWin[i][2] = vClip[i][2] * sz + tz;
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
else {
|
||
|
/* need to divide by W */
|
||
|
if (clipMask) {
|
||
|
/* one or more vertices are clipped */
|
||
|
GLuint i;
|
||
|
for (i=0;i<n;i++) {
|
||
|
if (clipMask[i] == 0) {
|
||
|
if (vClip[i][3] != 0.0F) {
|
||
|
GLfloat wInv = 1.0F / vClip[i][3];
|
||
|
vWin[i][0] = vClip[i][0] * wInv * sx + tx;
|
||
|
vWin[i][1] = vClip[i][1] * wInv * sy + ty;
|
||
|
vWin[i][2] = vClip[i][2] * wInv * sz + tz;
|
||
|
}
|
||
|
else {
|
||
|
/* Div by zero! Can't set window coords to infinity, so...*/
|
||
|
vWin[i][0] = 0.0F;
|
||
|
vWin[i][1] = 0.0F;
|
||
|
vWin[i][2] = 0.0F;
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
else {
|
||
|
/* no vertices are clipped */
|
||
|
GLuint i;
|
||
|
for (i=0;i<n;i++) {
|
||
|
if (vClip[i][3] != 0.0F) {
|
||
|
GLfloat wInv = 1.0F / vClip[i][3];
|
||
|
vWin[i][0] = vClip[i][0] * wInv * sx + tx;
|
||
|
vWin[i][1] = vClip[i][1] * wInv * sy + ty;
|
||
|
vWin[i][2] = vClip[i][2] * wInv * sz + tz;
|
||
|
}
|
||
|
else {
|
||
|
/* Divide by zero! Can't set window coords to infinity, so...*/
|
||
|
vWin[i][0] = 0.0F;
|
||
|
vWin[i][1] = 0.0F;
|
||
|
vWin[i][2] = 0.0F;
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
if (1)
|
||
|
{
|
||
|
GLuint i;
|
||
|
for (i = 0; i < n; i++)
|
||
|
{
|
||
|
TRACE("(%3.1f, %3.1f, %3.1f, %3.1f) --> (%3.1f, %3.1f, %3.1f)\n",
|
||
|
vClip[i][0], vClip[i][1], vClip[i][2], vClip[i][3],
|
||
|
vWin[i][0], vWin[i][1], vWin[i][2]);
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
|
||
|
|
||
|
|
||
|
/*
|
||
|
* Check if the global material has to be updated with info that was
|
||
|
* associated with a vertex via glMaterial.
|
||
|
* This function is used when any material values get changed between
|
||
|
* glBegin/glEnd either by calling glMaterial() or by calling glColor()
|
||
|
* when GL_COLOR_MATERIAL is enabled.
|
||
|
*/
|
||
|
static void update_material( GLcontext *ctx, GLuint i )
|
||
|
{
|
||
|
struct vertex_buffer *VB = ctx->VB;
|
||
|
|
||
|
if (VB->MaterialMask[i]) {
|
||
|
if (VB->MaterialMask[i] & FRONT_AMBIENT_BIT) {
|
||
|
COPY_4V( ctx->Light.Material[0].Ambient, VB->Material[i][0].Ambient );
|
||
|
}
|
||
|
if (VB->MaterialMask[i] & BACK_AMBIENT_BIT) {
|
||
|
COPY_4V( ctx->Light.Material[1].Ambient, VB->Material[i][1].Ambient );
|
||
|
}
|
||
|
if (VB->MaterialMask[i] & FRONT_DIFFUSE_BIT) {
|
||
|
COPY_4V( ctx->Light.Material[0].Diffuse, VB->Material[i][0].Diffuse );
|
||
|
}
|
||
|
if (VB->MaterialMask[i] & BACK_DIFFUSE_BIT) {
|
||
|
COPY_4V( ctx->Light.Material[1].Diffuse, VB->Material[i][1].Diffuse );
|
||
|
}
|
||
|
if (VB->MaterialMask[i] & FRONT_SPECULAR_BIT) {
|
||
|
COPY_4V( ctx->Light.Material[0].Specular, VB->Material[i][0].Specular );
|
||
|
}
|
||
|
if (VB->MaterialMask[i] & BACK_SPECULAR_BIT) {
|
||
|
COPY_4V( ctx->Light.Material[1].Specular, VB->Material[i][1].Specular );
|
||
|
}
|
||
|
if (VB->MaterialMask[i] & FRONT_EMISSION_BIT) {
|
||
|
COPY_4V( ctx->Light.Material[0].Emission, VB->Material[i][0].Emission );
|
||
|
}
|
||
|
if (VB->MaterialMask[i] & BACK_EMISSION_BIT) {
|
||
|
COPY_4V( ctx->Light.Material[1].Emission, VB->Material[i][1].Emission );
|
||
|
}
|
||
|
if (VB->MaterialMask[i] & FRONT_SHININESS_BIT) {
|
||
|
ctx->Light.Material[0].Shininess = VB->Material[i][0].Shininess;
|
||
|
gl_compute_material_shine_table( &ctx->Light.Material[0] );
|
||
|
}
|
||
|
if (VB->MaterialMask[i] & BACK_SHININESS_BIT) {
|
||
|
ctx->Light.Material[1].Shininess = VB->Material[i][1].Shininess;
|
||
|
gl_compute_material_shine_table( &ctx->Light.Material[1] );
|
||
|
}
|
||
|
if (VB->MaterialMask[i] & FRONT_INDEXES_BIT) {
|
||
|
ctx->Light.Material[0].AmbientIndex = VB->Material[i][0].AmbientIndex;
|
||
|
ctx->Light.Material[0].DiffuseIndex = VB->Material[i][0].DiffuseIndex;
|
||
|
ctx->Light.Material[0].SpecularIndex = VB->Material[i][0].SpecularIndex;
|
||
|
}
|
||
|
if (VB->MaterialMask[i] & BACK_INDEXES_BIT) {
|
||
|
ctx->Light.Material[1].AmbientIndex = VB->Material[i][1].AmbientIndex;
|
||
|
ctx->Light.Material[1].DiffuseIndex = VB->Material[i][1].DiffuseIndex;
|
||
|
ctx->Light.Material[1].SpecularIndex = VB->Material[i][1].SpecularIndex;
|
||
|
}
|
||
|
VB->MaterialMask[i] = 0; /* reset now */
|
||
|
}
|
||
|
}
|
||
|
|
||
|
|
||
|
/*
|
||
|
* Compute the shading (lighting) for the vertices in the vertex buffer.
|
||
|
*/
|
||
|
static void shade_vertices( GLcontext *ctx )
|
||
|
{
|
||
|
struct vertex_buffer *VB = ctx->VB;
|
||
|
|
||
|
if (ctx->Visual->RGBAflag) {
|
||
|
if (!VB->MonoMaterial) {
|
||
|
/* Material may change with each vertex */
|
||
|
GLuint i;
|
||
|
for (i=VB->Start; i<VB->Count; i++) {
|
||
|
update_material( ctx, i );
|
||
|
gl_color_shade_vertices( ctx, 0, 1, &VB->Eye[i],
|
||
|
&VB->Normal[i], &VB->Fcolor[i]);
|
||
|
if (ctx->Light.Model.TwoSide) {
|
||
|
gl_color_shade_vertices( ctx, 1, 1, &VB->Eye[i],
|
||
|
&VB->Normal[i], &VB->Bcolor[i]);
|
||
|
}
|
||
|
}
|
||
|
/* Need this in case a glColor/glMaterial is called after the
|
||
|
* last vertex between glBegin/glEnd.
|
||
|
*/
|
||
|
update_material( ctx, VB->Count );
|
||
|
}
|
||
|
else {
|
||
|
if (ctx->Light.Fast) {
|
||
|
if (VB->MonoNormal) {
|
||
|
/* call optimized shader */
|
||
|
GLubyte color[1][4];
|
||
|
GLuint i;
|
||
|
gl_color_shade_vertices_fast( ctx, 0, /* front side */
|
||
|
1,
|
||
|
VB->Normal + VB->Start,
|
||
|
color );
|
||
|
for (i=VB->Start; i<VB->Count; i++) {
|
||
|
COPY_4V( VB->Fcolor[i], color[0] );
|
||
|
}
|
||
|
if (ctx->Light.Model.TwoSide) {
|
||
|
gl_color_shade_vertices_fast( ctx, 1, /* back side */
|
||
|
1,
|
||
|
VB->Normal + VB->Start,
|
||
|
color );
|
||
|
for (i=VB->Start; i<VB->Count; i++) {
|
||
|
COPY_4V( VB->Bcolor[i], color[0] );
|
||
|
}
|
||
|
}
|
||
|
|
||
|
}
|
||
|
else {
|
||
|
/* call optimized shader */
|
||
|
gl_color_shade_vertices_fast( ctx, 0, /* front side */
|
||
|
VB->Count - VB->Start,
|
||
|
VB->Normal + VB->Start,
|
||
|
VB->Fcolor + VB->Start );
|
||
|
if (ctx->Light.Model.TwoSide) {
|
||
|
gl_color_shade_vertices_fast( ctx, 1, /* back side */
|
||
|
VB->Count - VB->Start,
|
||
|
VB->Normal + VB->Start,
|
||
|
VB->Bcolor + VB->Start );
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
else {
|
||
|
/* call slower, full-featured shader */
|
||
|
gl_color_shade_vertices( ctx, 0,
|
||
|
VB->Count - VB->Start,
|
||
|
VB->Eye + VB->Start,
|
||
|
VB->Normal + VB->Start,
|
||
|
VB->Fcolor + VB->Start );
|
||
|
if (ctx->Light.Model.TwoSide) {
|
||
|
gl_color_shade_vertices( ctx, 1,
|
||
|
VB->Count - VB->Start,
|
||
|
VB->Eye + VB->Start,
|
||
|
VB->Normal + VB->Start,
|
||
|
VB->Bcolor + VB->Start );
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
else {
|
||
|
/* Color index mode */
|
||
|
if (!VB->MonoMaterial) {
|
||
|
/* Material may change with each vertex */
|
||
|
GLuint i;
|
||
|
/* NOTE the <= here. This is needed in case glColor/glMaterial
|
||
|
* is called after the last glVertex inside a glBegin/glEnd pair.
|
||
|
*/
|
||
|
for (i=VB->Start; i<VB->Count; i++) {
|
||
|
update_material( ctx, i );
|
||
|
gl_index_shade_vertices( ctx, 0, 1, &VB->Eye[i],
|
||
|
&VB->Normal[i], &VB->Findex[i] );
|
||
|
if (ctx->Light.Model.TwoSide) {
|
||
|
gl_index_shade_vertices( ctx, 1, 1, &VB->Eye[i],
|
||
|
&VB->Normal[i], &VB->Bindex[i] );
|
||
|
}
|
||
|
}
|
||
|
/* Need this in case a glColor/glMaterial is called after the
|
||
|
* last vertex between glBegin/glEnd.
|
||
|
*/
|
||
|
update_material( ctx, VB->Count );
|
||
|
}
|
||
|
else {
|
||
|
gl_index_shade_vertices( ctx, 0,
|
||
|
VB->Count - VB->Start,
|
||
|
VB->Eye + VB->Start,
|
||
|
VB->Normal + VB->Start,
|
||
|
VB->Findex + VB->Start );
|
||
|
if (ctx->Light.Model.TwoSide) {
|
||
|
gl_index_shade_vertices( ctx, 1,
|
||
|
VB->Count - VB->Start,
|
||
|
VB->Eye + VB->Start,
|
||
|
VB->Normal + VB->Start,
|
||
|
VB->Bindex + VB->Start );
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
|
||
|
|
||
|
|
||
|
/*
|
||
|
* Compute fog for the vertices in the vertex buffer.
|
||
|
*/
|
||
|
static void fog_vertices( GLcontext *ctx )
|
||
|
{
|
||
|
struct vertex_buffer *VB = ctx->VB;
|
||
|
|
||
|
if (ctx->Visual->RGBAflag) {
|
||
|
/* Fog RGB colors */
|
||
|
gl_fog_color_vertices( ctx, VB->Count - VB->Start,
|
||
|
VB->Eye + VB->Start,
|
||
|
VB->Fcolor + VB->Start );
|
||
|
if (ctx->LightTwoSide) {
|
||
|
gl_fog_color_vertices( ctx, VB->Count - VB->Start,
|
||
|
VB->Eye + VB->Start,
|
||
|
VB->Bcolor + VB->Start );
|
||
|
}
|
||
|
}
|
||
|
else {
|
||
|
/* Fog color indexes */
|
||
|
gl_fog_index_vertices( ctx, VB->Count - VB->Start,
|
||
|
VB->Eye + VB->Start,
|
||
|
VB->Findex + VB->Start );
|
||
|
if (ctx->LightTwoSide) {
|
||
|
gl_fog_index_vertices( ctx, VB->Count - VB->Start,
|
||
|
VB->Eye + VB->Start,
|
||
|
VB->Bindex + VB->Start );
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
|
||
|
|
||
|
|
||
|
/*
|
||
|
* When the Vertex Buffer is full, this function applies the modelview
|
||
|
* matrix to transform vertices and normals from object coordinates to
|
||
|
* eye coordinates. Next, we'll call gl_transform_vb_part2()...
|
||
|
* This function might not be called when using vertex arrays.
|
||
|
*/
|
||
|
void gl_transform_vb_part1( GLcontext *ctx, GLboolean allDone )
|
||
|
{
|
||
|
struct vertex_buffer *VB = ctx->VB;
|
||
|
#ifdef PROFILE
|
||
|
GLdouble t0 = gl_time();
|
||
|
#endif
|
||
|
|
||
|
ASSERT( VB->Count>0 );
|
||
|
|
||
|
/* Apply the modelview matrix to transform vertexes from Object
|
||
|
* to Eye coords.
|
||
|
*/
|
||
|
if (VB->VertexSizeMask==VERTEX4_BIT) {
|
||
|
transform_points4( ctx, VB->Count - VB->Start,
|
||
|
VB->Obj + VB->Start, VB->Eye + VB->Start );
|
||
|
}
|
||
|
else {
|
||
|
transform_points3( ctx, VB->Count - VB->Start,
|
||
|
VB->Obj + VB->Start, VB->Eye + VB->Start );
|
||
|
}
|
||
|
|
||
|
/* Now transform the normal vectors */
|
||
|
if (ctx->NeedNormals) {
|
||
|
gl_xform_normals_3fv( VB->Count - VB->Start,
|
||
|
VB->Normal + VB->Start, ctx->ModelViewInv,
|
||
|
VB->Normal + VB->Start, ctx->Transform.Normalize );
|
||
|
}
|
||
|
|
||
|
#ifdef PROFILE
|
||
|
ctx->VertexTime += gl_time() - t0;
|
||
|
#endif
|
||
|
|
||
|
/* lighting, project, etc */
|
||
|
gl_transform_vb_part2( ctx, allDone );
|
||
|
}
|
||
|
|
||
|
|
||
|
|
||
|
/*
|
||
|
* Part 2 of Vertex Buffer transformation: compute lighting, clipflags,
|
||
|
* fog, texture coords, etc.
|
||
|
* Before this function is called the VB->Eye coordinates must have
|
||
|
* already been computed.
|
||
|
* Callers: gl_transform_vb_part1(), glDrawArraysEXT()
|
||
|
*/
|
||
|
void gl_transform_vb_part2( GLcontext *ctx, GLboolean allDone )
|
||
|
{
|
||
|
struct vertex_buffer *VB = ctx->VB;
|
||
|
#ifdef PROFILE
|
||
|
GLdouble t0 = gl_time();
|
||
|
#endif
|
||
|
|
||
|
ASSERT( VB->Count>0 );
|
||
|
|
||
|
/* Test vertices in eye coordinate space against user clipping planes */
|
||
|
if (ctx->Transform.AnyClip) {
|
||
|
GLuint result = userclip_vertices( ctx, VB->Count - VB->Start,
|
||
|
VB->Eye + VB->Start,
|
||
|
VB->ClipMask + VB->Start );
|
||
|
if (result==CLIP_ALL) {
|
||
|
/* All vertices were outside one of the clip planes! */
|
||
|
VB->ClipOrMask = CLIP_ALL_BITS; /* force reset of clipping flags */
|
||
|
gl_reset_vb( ctx, allDone );
|
||
|
return;
|
||
|
}
|
||
|
else if (result==CLIP_SOME) {
|
||
|
VB->ClipOrMask = CLIP_USER_BIT;
|
||
|
}
|
||
|
else {
|
||
|
VB->ClipAndMask = 0;
|
||
|
}
|
||
|
}
|
||
|
|
||
|
/* Apply the projection matrix to the Eye coordinates, resulting in
|
||
|
* Clip coordinates. Also, compute the ClipMask for each vertex.
|
||
|
*/
|
||
|
project_and_cliptest( ctx, VB->Count - VB->Start, VB->Eye + VB->Start,
|
||
|
VB->Clip + VB->Start, VB->ClipMask + VB->Start,
|
||
|
&VB->ClipOrMask, &VB->ClipAndMask );
|
||
|
|
||
|
if (VB->ClipAndMask) {
|
||
|
/* All vertices clipped by one plane, all done! */
|
||
|
/*assert(VB->ClipOrMask);*/
|
||
|
VB->ClipOrMask = CLIP_ALL_BITS; /* force reset of clipping flags */
|
||
|
gl_reset_vb( ctx, allDone );
|
||
|
return;
|
||
|
}
|
||
|
|
||
|
/* Lighting */
|
||
|
if (ctx->Light.Enabled) {
|
||
|
shade_vertices(ctx);
|
||
|
}
|
||
|
|
||
|
/* Per-vertex fog */
|
||
|
if (ctx->Fog.Enabled && ctx->Hint.Fog!=GL_NICEST) {
|
||
|
fog_vertices(ctx);
|
||
|
}
|
||
|
|
||
|
/* Generate/transform texture coords */
|
||
|
if (ctx->Texture.Enabled || ctx->RenderMode==GL_FEEDBACK) {
|
||
|
if (ctx->Texture.TexGenEnabled) {
|
||
|
gl_texgen( ctx, VB->Count - VB->Start,
|
||
|
VB->Obj + VB->Start,
|
||
|
VB->Eye + VB->Start,
|
||
|
VB->Normal + VB->Start,
|
||
|
VB->TexCoord + VB->Start );
|
||
|
}
|
||
|
if (ctx->NewTextureMatrix) {
|
||
|
gl_analyze_texture_matrix(ctx);
|
||
|
}
|
||
|
if (ctx->TextureMatrixType!=MATRIX_IDENTITY) {
|
||
|
transform_texcoords( ctx, VB->Count - VB->Start,
|
||
|
VB->TexCoord + VB->Start );
|
||
|
}
|
||
|
}
|
||
|
|
||
|
/* Use the viewport parameters to transform vertices from Clip
|
||
|
* coordinates to Window coordinates.
|
||
|
*/
|
||
|
viewport_map_vertices( ctx, VB->Count - VB->Start, VB->Clip + VB->Start,
|
||
|
VB->ClipOrMask ? VB->ClipMask + VB->Start : NULL,
|
||
|
VB->Win + VB->Start );
|
||
|
|
||
|
/* Device driver rasterization setup. 3Dfx driver, for example. */
|
||
|
if (ctx->Driver.RasterSetup) {
|
||
|
(*ctx->Driver.RasterSetup)( ctx, 0, VB->Count );
|
||
|
}
|
||
|
|
||
|
|
||
|
#ifdef PROFILE
|
||
|
ctx->VertexTime += gl_time() - t0;
|
||
|
ctx->VertexCount += VB->Count - VB->Start;
|
||
|
#endif
|
||
|
|
||
|
/*
|
||
|
* Now we're ready to rasterize the Vertex Buffer!!!
|
||
|
*
|
||
|
* If the device driver can't rasterize the vertex buffer then we'll
|
||
|
* do it ourselves.
|
||
|
*/
|
||
|
if (!ctx->Driver.RenderVB || !(*ctx->Driver.RenderVB)(ctx,allDone)) {
|
||
|
gl_render_vb( ctx, allDone );
|
||
|
}
|
||
|
}
|