reactos/dll/opengl/mesa/vbxform.c
Jérôme Gardou 5f2bebf7a5 [OPENGL32][MESA] Downgrade Mesa library to version 2.6
With this commit, we now use a forked version of MESA which only supports OpenGL 1.1, like the windows implementation does.
It exposes :
  - The same pixel formats
  - The same set of extensions
  - Nothing more
All of this without taking 10% of your build time.
If you need a more modern option, look at the MESA package from Rapps, which is (and must be) maintained outside of this code tree.
CORE-7499
2019-01-19 14:23:54 +01:00

1263 lines
44 KiB
C

/* $Id: vbxform.c,v 1.22 1997/12/17 00:53:18 brianp Exp $ */
/*
* Mesa 3-D graphics library
* Version: 2.6
* Copyright (C) 1995-1997 Brian Paul
*
* This library is free software; you can redistribute it and/or
* modify it under the terms of the GNU Library General Public
* License as published by the Free Software Foundation; either
* version 2 of the License, or (at your option) any later version.
*
* This library is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
* Library General Public License for more details.
*
* You should have received a copy of the GNU Library General Public
* License along with this library; if not, write to the Free
* Software Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
*/
/*
* $Log: vbxform.c,v $
* Revision 1.22 1997/12/17 00:53:18 brianp
* added #include "asm-386.h"
*
* Revision 1.21 1997/12/09 02:58:27 brianp
* added volatile keyword to prevent excess precision in clip mask computation
* fixed bug involving clip flags and user clipping planes
*
* Revision 1.20 1997/11/20 00:09:38 brianp
* transform_points4() wasn't calling asm routines
*
* Revision 1.19 1997/10/30 06:00:06 brianp
* added Intel X86 assembly optimzations (Josh Vanderhoof)
*
* Revision 1.18 1997/10/15 00:36:36 brianp
* renamed the FAST/REGULAR_MATH macros
*
* Revision 1.17 1997/10/04 00:30:52 brianp
* vertices specified with glVertex4 weren't always projected correctly
*
* Revision 1.16 1997/09/29 22:24:22 brianp
* added REGULAR/FAST_MATH macros
*
* Revision 1.15 1997/09/18 01:32:47 brianp
* fixed divide by zero problem for "weird" projection matrices
*
* Revision 1.14 1997/09/10 00:28:11 brianp
* fixed an optimization bug in viewport_map_vertices()
*
* Revision 1.13 1997/07/24 01:25:27 brianp
* changed precompiled header symbol from PCH to PC_HEADER
*
* Revision 1.12 1997/06/20 02:57:59 brianp
* changed color components from GLfixed to GLubyte
*
* Revision 1.11 1997/05/28 03:26:49 brianp
* added precompiled header (PCH) support
*
* Revision 1.10 1997/05/23 03:01:45 brianp
* commented out a few const keywords because IRIX cc chokes on them
*
* Revision 1.9 1997/04/29 01:31:07 brianp
* added RasterSetup() function to device driver
*
* Revision 1.8 1997/04/21 01:21:52 brianp
* added MATRIX_2D_NO_ROT
*
* Revision 1.7 1997/04/20 19:47:27 brianp
* added RenderVB to device driver
*
* Revision 1.6 1997/04/20 15:59:30 brianp
* removed VERTEX2_BIT stuff
*
* Revision 1.5 1997/04/14 02:12:53 brianp
* small optimization in transform_texcoords()
*
* Revision 1.4 1997/04/12 16:22:22 brianp
* removed gl_init_vb()
*
* Revision 1.3 1997/04/12 12:28:39 brianp
* fixed <= material_update bug, removed some unused vars
*
* Revision 1.2 1997/04/07 03:01:11 brianp
* optimized vertex[234] code
*
* Revision 1.1 1997/04/02 03:14:29 brianp
* Initial revision
*
*/
/*
* This file implements transformation, clip testing and projection of
* vertices in the vertex buffer.
*
* The entry points to this file are the functions:
* gl_transform_vb_part1() - first stage of vertex transformation
* gl_transform_vb_part2() - second stage of vertex transformation
*/
#ifdef PC_HEADER
#include "all.h"
#else
#include <stdlib.h>
#include "asm-386.h"
#include "context.h"
#include "fog.h"
#include "light.h"
#include "macros.h"
#include "matrix.h"
#include "mmath.h"
#include "shade.h"
#include "texture.h"
#include "types.h"
#include "vb.h"
#include "vbrender.h"
#include "vbxform.h"
#include "xform.h"
#include <wine/debug.h>
#endif
WINE_DEFAULT_DEBUG_CHANNEL(opengl32);
#if 0 /* NOT USED AT THIS TIME */
/*
* Use the current modelview matrix to transform XY 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_points2( GLcontext *ctx, GLuint n,
const GLfloat vObj[][4], GLfloat vEye[][4] )
{
switch (ctx->ModelViewMatrixType) {
case MATRIX_GENERAL:
{
const GLfloat *m = ctx->ModelViewMatrix;
GLfloat m0 = m[0], m4 = m[4], m12 = m[12];
GLfloat m1 = m[1], m5 = m[5], m13 = m[13];
GLfloat m2 = m[2], m6 = m[6], m14 = m[14];
GLfloat m3 = m[3], m7 = m[7], m15 = m[15];
GLuint i;
for (i=0;i<n;i++) {
GLfloat ox = vObj[i][0], oy = vObj[i][1];
vEye[i][0] = m0 * ox + m4 * oy + m12;
vEye[i][1] = m1 * ox + m5 * oy + m13;
vEye[i][2] = m2 * ox + m6 * oy + m14;
vEye[i][3] = m3 * ox + m7 * oy + m15;
}
}
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] = 0.0F;
vEye[i][3] = 1.0F;
}
}
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];
vEye[i][0] = m0 * ox + m4 * oy + m12;
vEye[i][1] = m1 * ox + m5 * oy + m13;
vEye[i][2] = 0.0F;
vEye[i][3] = 1.0F;
}
}
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];
vEye[i][0] = m0 * ox + m12;
vEye[i][1] = m5 * oy + m13;
vEye[i][2] = 0.0F;
vEye[i][3] = 1.0F;
}
}
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], 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];
vEye[i][0] = m0 * ox + m4 * oy + m12;
vEye[i][1] = m1 * ox + m5 * oy + m13;
vEye[i][2] = m2 * ox + m6 * oy + m14;
vEye[i][3] = 1.0F;
}
}
break;
default:
/* should never get here */
gl_problem( NULL, "invalid matrix type in transform_points3()" );
return;
}
}
#endif
/*
* Use the current modelview matrix to transform XYZ 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_points3( GLcontext *ctx, GLuint n,
/*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], oz = vObj[i][2];
vEye[i][0] = m0 * ox + m4 * oy + m8 * oz + m12;
vEye[i][1] = m1 * ox + m5 * oy + m9 * oz + m13;
vEye[i][2] = m2 * ox + m6 * oy + m10 * oz + m14;
vEye[i][3] = m3 * ox + m7 * oy + m11 * oz + m15;
}
}
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] = 1.0F;
}
}
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], oz = vObj[i][2];
vEye[i][0] = m0 * ox + m4 * oy + m12 ;
vEye[i][1] = m1 * ox + m5 * oy + m13 ;
vEye[i][2] = + oz ;
vEye[i][3] = 1.0F;
}
}
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], oz = vObj[i][2];
vEye[i][0] = m0 * ox + m12 ;
vEye[i][1] = m5 * oy + m13 ;
vEye[i][2] = + oz ;
vEye[i][3] = 1.0F;
}
}
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], oz = vObj[i][2];
vEye[i][0] = m0 * ox + m4 * oy + m8 * oz + m12 ;
vEye[i][1] = m1 * ox + m5 * oy + m9 * oz + m13 ;
vEye[i][2] = m2 * ox + m6 * oy + m10 * oz + m14 ;
vEye[i][3] = 1.0F;
}
}
break;
default:
/* should never get here */
gl_problem( NULL, "invalid matrix type in transform_points3()" );
}
#else
switch (ctx->ModelViewMatrixType) {
case MATRIX_GENERAL:
asm_transform_points3_general( n, vEye, ctx->ModelViewMatrix, vObj );
break;
case MATRIX_IDENTITY:
asm_transform_points3_identity( n, vEye, vObj );
break;
case MATRIX_2D:
asm_transform_points3_2d( n, vEye, ctx->ModelViewMatrix, vObj );
break;
case MATRIX_2D_NO_ROT:
asm_transform_points3_2d_no_rot( n, vEye, ctx->ModelViewMatrix,
vObj );
break;
case MATRIX_3D:
asm_transform_points3_3d( n, vEye, ctx->ModelViewMatrix, vObj );
break;
default:
/* should never get here */
gl_problem( NULL, "invalid matrix type in transform_points3()" );
return;
}
#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",
vObj[i][0], vObj[i][1], vObj[i][2], vObj[i][3],
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,
/*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 );
}
}