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c424146e2c
svn path=/branches/cmake-bringup/; revision=48236
301 lines
10 KiB
C++
301 lines
10 KiB
C++
/*
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** License Applicability. Except to the extent portions of this file are
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** made subject to an alternative license as permitted in the SGI Free
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** Software License B, Version 1.1 (the "License"), the contents of this
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** file are subject only to the provisions of the License. You may not use
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** this file except in compliance with the License. You may obtain a copy
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** of the License at Silicon Graphics, Inc., attn: Legal Services, 1600
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** Amphitheatre Parkway, Mountain View, CA 94043-1351, or at:
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**
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** http://oss.sgi.com/projects/FreeB
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**
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** Note that, as provided in the License, the Software is distributed on an
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** "AS IS" basis, with ALL EXPRESS AND IMPLIED WARRANTIES AND CONDITIONS
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** DISCLAIMED, INCLUDING, WITHOUT LIMITATION, ANY IMPLIED WARRANTIES AND
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** CONDITIONS OF MERCHANTABILITY, SATISFACTORY QUALITY, FITNESS FOR A
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** PARTICULAR PURPOSE, AND NON-INFRINGEMENT.
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**
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** Original Code. The Original Code is: OpenGL Sample Implementation,
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** Version 1.2.1, released January 26, 2000, developed by Silicon Graphics,
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** Inc. The Original Code is Copyright (c) 1991-2000 Silicon Graphics, Inc.
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** Copyright in any portions created by third parties is as indicated
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** elsewhere herein. All Rights Reserved.
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**
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** Additional Notice Provisions: The application programming interfaces
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** established by SGI in conjunction with the Original Code are The
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** OpenGL(R) Graphics System: A Specification (Version 1.2.1), released
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** April 1, 1999; The OpenGL(R) Graphics System Utility Library (Version
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** 1.3), released November 4, 1998; and OpenGL(R) Graphics with the X
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** Window System(R) (Version 1.3), released October 19, 1998. This software
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** was created using the OpenGL(R) version 1.2.1 Sample Implementation
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** published by SGI, but has not been independently verified as being
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** compliant with the OpenGL(R) version 1.2.1 Specification.
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**
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*/
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/*
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*/
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#include "gluos.h"
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#include "glimports.h"
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#include "glrenderer.h"
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GLUnurbs::GLUnurbs()
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: NurbsTessellator(curveEvaluator, surfaceEvaluator)
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{
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redefineMaps();
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defineMap(GL_MAP2_NORMAL, 0, 3);
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defineMap(GL_MAP1_NORMAL, 0, 3);
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defineMap(GL_MAP2_TEXTURE_COORD_1, 0, 1);
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defineMap(GL_MAP1_TEXTURE_COORD_1, 0, 1);
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defineMap(GL_MAP2_TEXTURE_COORD_2, 0, 2);
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defineMap(GL_MAP1_TEXTURE_COORD_2, 0, 2);
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defineMap(GL_MAP2_TEXTURE_COORD_3, 0, 3);
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defineMap(GL_MAP1_TEXTURE_COORD_3, 0, 3);
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defineMap(GL_MAP2_TEXTURE_COORD_4, 1, 4);
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defineMap(GL_MAP1_TEXTURE_COORD_4, 1, 4);
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defineMap(GL_MAP2_VERTEX_4, 1, 4);
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defineMap(GL_MAP1_VERTEX_4, 1, 4);
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defineMap(GL_MAP2_VERTEX_3, 0, 3);
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defineMap(GL_MAP1_VERTEX_3, 0, 3);
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defineMap(GL_MAP2_COLOR_4, 0, 4);
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defineMap(GL_MAP1_COLOR_4, 0, 4);
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defineMap(GL_MAP2_INDEX, 0, 1);
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defineMap(GL_MAP1_INDEX, 0, 1);
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setnurbsproperty(GL_MAP1_VERTEX_3, N_SAMPLINGMETHOD, (float) N_PATHLENGTH);
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setnurbsproperty(GL_MAP1_VERTEX_4, N_SAMPLINGMETHOD, (float) N_PATHLENGTH);
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setnurbsproperty(GL_MAP2_VERTEX_3, N_SAMPLINGMETHOD, (float) N_PATHLENGTH);
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setnurbsproperty(GL_MAP2_VERTEX_4, N_SAMPLINGMETHOD, (float) N_PATHLENGTH);
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setnurbsproperty(GL_MAP1_VERTEX_3, N_PIXEL_TOLERANCE, (float) 50.0);
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setnurbsproperty(GL_MAP1_VERTEX_4, N_PIXEL_TOLERANCE, (float) 50.0);
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setnurbsproperty(GL_MAP2_VERTEX_3, N_PIXEL_TOLERANCE, (float) 50.0);
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setnurbsproperty(GL_MAP2_VERTEX_4, N_PIXEL_TOLERANCE, (float) 50.0);
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setnurbsproperty(GL_MAP1_VERTEX_3, N_ERROR_TOLERANCE, (float) 0.50);
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setnurbsproperty(GL_MAP1_VERTEX_4, N_ERROR_TOLERANCE, (float) 0.50);
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setnurbsproperty(GL_MAP2_VERTEX_3, N_ERROR_TOLERANCE, (float) 0.50);
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setnurbsproperty(GL_MAP2_VERTEX_4, N_ERROR_TOLERANCE, (float) 0.50);
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setnurbsproperty(GL_MAP1_VERTEX_3, N_S_STEPS, (float) 100.0);
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setnurbsproperty(GL_MAP1_VERTEX_4, N_S_STEPS, (float) 100.0);
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setnurbsproperty(GL_MAP2_VERTEX_3, N_S_STEPS, (float) 100.0);
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setnurbsproperty(GL_MAP2_VERTEX_4, N_S_STEPS, (float) 100.0);
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//added for optimizing untrimmed case
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set_domain_distance_u_rate(100.0);
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setnurbsproperty(GL_MAP1_VERTEX_3, N_T_STEPS, (float) 100.0);
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setnurbsproperty(GL_MAP1_VERTEX_4, N_T_STEPS, (float) 100.0);
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setnurbsproperty(GL_MAP2_VERTEX_3, N_T_STEPS, (float) 100.0);
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setnurbsproperty(GL_MAP2_VERTEX_4, N_T_STEPS, (float) 100.0);
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//added for optimizing untrimmed case
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set_domain_distance_v_rate(100.0);
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set_is_domain_distance_sampling(0); //since the default is path_length
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//default autoloadmode is true
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autoloadmode = 1;
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//default callbackFlag is 0
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callbackFlag = 0;
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errorCallback = NULL;
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}
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void
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GLUnurbs::bgnrender(void)
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{
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if (autoloadmode) {
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loadGLMatrices();
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}
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}
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void
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GLUnurbs::endrender(void)
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{
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}
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void
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GLUnurbs::errorHandler(int i)
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{
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int gluError;
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gluError = i + (GLU_NURBS_ERROR1 - 1);
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postError( gluError );
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}
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void
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GLUnurbs::loadGLMatrices(void)
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{
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GLfloat vmat[4][4];
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GLint viewport[4];
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grabGLMatrix((GLfloat (*)[4]) vmat);
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loadCullingMatrix((GLfloat (*)[4]) vmat);
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::glGetIntegerv((GLenum) GL_VIEWPORT, (GLint *) viewport);
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loadSamplingMatrix((const GLfloat (*)[4]) vmat, (const GLint *) viewport);
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}
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void
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GLUnurbs::useGLMatrices(const GLfloat modelMatrix[16],
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const GLfloat projMatrix[16],
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const GLint viewport[4])
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{
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GLfloat vmat[4][4];
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multmatrix4d(vmat, (const GLfloat (*)[4]) modelMatrix,
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(const GLfloat (*)[4]) projMatrix);
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loadCullingMatrix((GLfloat (*)[4]) vmat);
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loadSamplingMatrix((const GLfloat (*)[4]) vmat, (const GLint *) viewport);
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}
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/*--------------------------------------------------------------------------
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* grabGLMatrix
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*--------------------------------------------------------------------------
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*/
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void
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GLUnurbs::grabGLMatrix(GLfloat vmat[4][4])
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{
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GLfloat m1[4][4], m2[4][4];
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::glGetFloatv((GLenum) GL_MODELVIEW_MATRIX, (GLfloat *) &(m1[0][0]));
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::glGetFloatv((GLenum) GL_PROJECTION_MATRIX, (GLfloat *) &(m2[0][0]));
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multmatrix4d((GLfloat (*)[4]) vmat,
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(const GLfloat (*)[4]) m1, (const GLfloat (*)[4]) m2);
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}
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//for object space tesselation: view independent
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void
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GLUnurbs::setSamplingMatrixIdentity( void )
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{
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INREAL smat[4][4] = {
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{1,0,0,0},
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{0,1,0,0},
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{0,0,1,0},
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{0,0,0,1}
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};
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const long rstride = sizeof(smat[0]) / sizeof(smat[0][0]);
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const long cstride = 1;
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setnurbsproperty(GL_MAP1_VERTEX_3, N_SAMPLINGMATRIX, &smat[0][0], rstride,
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cstride);
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setnurbsproperty(GL_MAP1_VERTEX_4, N_SAMPLINGMATRIX, &smat[0][0], rstride,
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cstride);
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setnurbsproperty(GL_MAP2_VERTEX_3, N_SAMPLINGMATRIX, &smat[0][0], rstride,
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cstride);
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setnurbsproperty(GL_MAP2_VERTEX_4, N_SAMPLINGMATRIX, &smat[0][0], rstride,
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cstride);
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}
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void
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GLUnurbs::loadSamplingMatrix(const GLfloat vmat[4][4],
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const GLint viewport[4])
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{
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/* rescale the mapping to correspond to pixels in x/y */
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REAL xsize = 0.5 * (REAL) (viewport[2]);
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REAL ysize = 0.5 * (REAL) (viewport[3]);
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INREAL smat[4][4];
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smat[0][0] = vmat[0][0] * xsize;
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smat[1][0] = vmat[1][0] * xsize;
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smat[2][0] = vmat[2][0] * xsize;
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smat[3][0] = vmat[3][0] * xsize;
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smat[0][1] = vmat[0][1] * ysize;
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smat[1][1] = vmat[1][1] * ysize;
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smat[2][1] = vmat[2][1] * ysize;
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smat[3][1] = vmat[3][1] * ysize;
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smat[0][2] = 0.0;
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smat[1][2] = 0.0;
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smat[2][2] = 0.0;
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smat[3][2] = 0.0;
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smat[0][3] = vmat[0][3];
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smat[1][3] = vmat[1][3];
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smat[2][3] = vmat[2][3];
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smat[3][3] = vmat[3][3];
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const long rstride = sizeof(smat[0]) / sizeof(smat[0][0]);
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const long cstride = 1;
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setnurbsproperty(GL_MAP1_VERTEX_3, N_SAMPLINGMATRIX, &smat[0][0], rstride,
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cstride);
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setnurbsproperty(GL_MAP1_VERTEX_4, N_SAMPLINGMATRIX, &smat[0][0], rstride,
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cstride);
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setnurbsproperty(GL_MAP2_VERTEX_3, N_SAMPLINGMATRIX, &smat[0][0], rstride,
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cstride);
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setnurbsproperty(GL_MAP2_VERTEX_4, N_SAMPLINGMATRIX, &smat[0][0], rstride,
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cstride);
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}
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void
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GLUnurbs::loadCullingMatrix(GLfloat vmat[4][4])
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{
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INREAL cmat[4][4];
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cmat[0][0] = vmat[0][0];
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cmat[0][1] = vmat[0][1];
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cmat[0][2] = vmat[0][2];
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cmat[0][3] = vmat[0][3];
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cmat[1][0] = vmat[1][0];
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cmat[1][1] = vmat[1][1];
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cmat[1][2] = vmat[1][2];
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cmat[1][3] = vmat[1][3];
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cmat[2][0] = vmat[2][0];
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cmat[2][1] = vmat[2][1];
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cmat[2][2] = vmat[2][2];
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cmat[2][3] = vmat[2][3];
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cmat[3][0] = vmat[3][0];
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cmat[3][1] = vmat[3][1];
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cmat[3][2] = vmat[3][2];
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cmat[3][3] = vmat[3][3];
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const long rstride = sizeof(cmat[0]) / sizeof(cmat[0][0]);
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const long cstride = 1;
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setnurbsproperty(GL_MAP2_VERTEX_3, N_CULLINGMATRIX, &cmat[0][0], rstride,
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cstride);
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setnurbsproperty(GL_MAP2_VERTEX_4, N_CULLINGMATRIX, &cmat[0][0], rstride,
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cstride);
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//added for curves by zl
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setnurbsproperty(GL_MAP1_VERTEX_3, N_CULLINGMATRIX, &cmat[0][0], rstride,
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cstride);
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setnurbsproperty(GL_MAP1_VERTEX_4, N_CULLINGMATRIX, &cmat[0][0], rstride,
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cstride);
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}
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/*---------------------------------------------------------------------
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* A = B * MAT ; transform a 4d vector through a 4x4 matrix
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*---------------------------------------------------------------------
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*/
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void
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GLUnurbs::transform4d(GLfloat A[4], GLfloat B[4], GLfloat mat[4][4])
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{
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A[0] = B[0]*mat[0][0] + B[1]*mat[1][0] + B[2]*mat[2][0] + B[3]*mat[3][0];
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A[1] = B[0]*mat[0][1] + B[1]*mat[1][1] + B[2]*mat[2][1] + B[3]*mat[3][1];
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A[2] = B[0]*mat[0][2] + B[1]*mat[1][2] + B[2]*mat[2][2] + B[3]*mat[3][2];
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A[3] = B[0]*mat[0][3] + B[1]*mat[1][3] + B[2]*mat[2][3] + B[3]*mat[3][3];
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}
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/*---------------------------------------------------------------------
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* new = [left][right] ; multiply two matrices together
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*---------------------------------------------------------------------
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*/
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void
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GLUnurbs::multmatrix4d (GLfloat n[4][4], const GLfloat left[4][4],
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const GLfloat right[4][4])
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{
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transform4d ((GLfloat *) n[0],(GLfloat *) left[0],(GLfloat (*)[4]) right);
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transform4d ((GLfloat *) n[1],(GLfloat *) left[1],(GLfloat (*)[4]) right);
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transform4d ((GLfloat *) n[2],(GLfloat *) left[2],(GLfloat (*)[4]) right);
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transform4d ((GLfloat *) n[3],(GLfloat *) left[3],(GLfloat (*)[4]) right);
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}
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