mirror of
https://github.com/reactos/reactos.git
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810 lines
26 KiB
C
810 lines
26 KiB
C
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/*
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* Mesa 3-D graphics library
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* Version: 3.5
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*
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* Copyright (C) 1999-2001 Brian Paul All Rights Reserved.
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*
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* Permission is hereby granted, free of charge, to any person obtaining a
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* copy of this software and associated documentation files (the "Software"),
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* to deal in the Software without restriction, including without limitation
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* the rights to use, copy, modify, merge, publish, distribute, sublicense,
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* and/or sell copies of the Software, and to permit persons to whom the
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* Software is furnished to do so, subject to the following conditions:
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*
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* The above copyright notice and this permission notice shall be included
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* in all copies or substantial portions of the Software.
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*
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* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS
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* OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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* FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL
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* BRIAN PAUL BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN
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* AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN
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* CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
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*/
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/*
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* New (3.1) transformation code written by Keith Whitwell.
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*/
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/*----------------------------------------------------------------------
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* Begin Keith's new code
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*
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*----------------------------------------------------------------------
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*/
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/* KW: Fixed stride, now measured in bytes as is the OpenGL array stride.
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*/
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/* KW: These are now parameterized to produce two versions, one
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* which transforms all incoming points, and a second which
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* takes notice of a cullmask array, and only transforms
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* unculled vertices.
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*/
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/* KW: 1-vectors can sneak into the texture pipeline via the array
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* interface. These functions are here because I want consistant
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* treatment of the vertex sizes and a lazy strategy for
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* cleaning unused parts of the vector, and so as not to exclude
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* them from the vertex array interface.
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*
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* Under our current analysis of matrices, there is no way that
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* the product of a matrix and a 1-vector can remain a 1-vector,
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* with the exception of the identity transform.
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*/
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/* KW: No longer zero-pad outgoing vectors. Now that external
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* vectors can get into the pipeline we cannot ever assume
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* that there is more to a vector than indicated by its
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* size.
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*/
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/* KW: Now uses clipmask and a flag to allow us to skip both/either
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* cliped and/or culled vertices.
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*/
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/* GH: Not any more -- it's easier (and faster) to just process the
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* entire vector. Clipping and culling are handled further down
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* the pipe, most often during or after the conversion to some
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* driver-specific vertex format.
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*/
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static void _XFORMAPI
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TAG(transform_points1_general)( GLvector4f *to_vec,
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const GLfloat m[16],
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const GLvector4f *from_vec )
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{
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const GLuint stride = from_vec->stride;
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GLfloat *from = from_vec->start;
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GLfloat (*to)[4] = (GLfloat (*)[4])to_vec->start;
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GLuint count = from_vec->count;
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const GLfloat m0 = m[0], m12 = m[12];
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const GLfloat m1 = m[1], m13 = m[13];
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const GLfloat m2 = m[2], m14 = m[14];
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const GLfloat m3 = m[3], m15 = m[15];
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GLuint i;
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STRIDE_LOOP {
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const GLfloat ox = from[0];
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to[i][0] = m0 * ox + m12;
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to[i][1] = m1 * ox + m13;
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to[i][2] = m2 * ox + m14;
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to[i][3] = m3 * ox + m15;
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}
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to_vec->size = 4;
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to_vec->flags |= VEC_SIZE_4;
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to_vec->count = from_vec->count;
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}
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static void _XFORMAPI
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TAG(transform_points1_identity)( GLvector4f *to_vec,
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const GLfloat m[16],
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const GLvector4f *from_vec )
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{
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const GLuint stride = from_vec->stride;
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GLfloat *from = from_vec->start;
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GLuint count = from_vec->count;
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GLfloat (*to)[4] = (GLfloat (*)[4])to_vec->start;
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GLuint i;
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(void) m;
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if (to_vec == from_vec) return;
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STRIDE_LOOP {
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to[i][0] = from[0];
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}
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to_vec->size = 1;
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to_vec->flags |= VEC_SIZE_1;
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to_vec->count = from_vec->count;
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}
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static void _XFORMAPI
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TAG(transform_points1_2d)( GLvector4f *to_vec,
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const GLfloat m[16],
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const GLvector4f *from_vec )
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{
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const GLuint stride = from_vec->stride;
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GLfloat *from = from_vec->start;
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GLfloat (*to)[4] = (GLfloat (*)[4])to_vec->start;
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GLuint count = from_vec->count;
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const GLfloat m0 = m[0], m1 = m[1];
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const GLfloat m12 = m[12], m13 = m[13];
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GLuint i;
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STRIDE_LOOP {
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const GLfloat ox = from[0];
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to[i][0] = m0 * ox + m12;
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to[i][1] = m1 * ox + m13;
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}
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to_vec->size = 2;
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to_vec->flags |= VEC_SIZE_2;
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to_vec->count = from_vec->count;
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}
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static void _XFORMAPI
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TAG(transform_points1_2d_no_rot)( GLvector4f *to_vec,
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const GLfloat m[16],
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const GLvector4f *from_vec )
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{
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const GLuint stride = from_vec->stride;
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GLfloat *from = from_vec->start;
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GLfloat (*to)[4] = (GLfloat (*)[4])to_vec->start;
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GLuint count = from_vec->count;
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const GLfloat m0 = m[0], m12 = m[12], m13 = m[13];
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GLuint i;
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STRIDE_LOOP {
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const GLfloat ox = from[0];
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to[i][0] = m0 * ox + m12;
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to[i][1] = m13;
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}
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to_vec->size = 2;
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to_vec->flags |= VEC_SIZE_2;
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to_vec->count = from_vec->count;
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}
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static void _XFORMAPI
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TAG(transform_points1_3d)( GLvector4f *to_vec,
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const GLfloat m[16],
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const GLvector4f *from_vec )
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{
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const GLuint stride = from_vec->stride;
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GLfloat *from = from_vec->start;
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GLfloat (*to)[4] = (GLfloat (*)[4])to_vec->start;
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GLuint count = from_vec->count;
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const GLfloat m0 = m[0], m1 = m[1], m2 = m[2];
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const GLfloat m12 = m[12], m13 = m[13], m14 = m[14];
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GLuint i;
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STRIDE_LOOP {
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const GLfloat ox = from[0];
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to[i][0] = m0 * ox + m12;
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to[i][1] = m1 * ox + m13;
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to[i][2] = m2 * ox + m14;
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}
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to_vec->size = 3;
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to_vec->flags |= VEC_SIZE_3;
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to_vec->count = from_vec->count;
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}
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static void _XFORMAPI
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TAG(transform_points1_3d_no_rot)( GLvector4f *to_vec,
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const GLfloat m[16],
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const GLvector4f *from_vec )
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{
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const GLuint stride = from_vec->stride;
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GLfloat *from = from_vec->start;
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GLfloat (*to)[4] = (GLfloat (*)[4])to_vec->start;
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GLuint count = from_vec->count;
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const GLfloat m0 = m[0];
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const GLfloat m12 = m[12], m13 = m[13], m14 = m[14];
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GLuint i;
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STRIDE_LOOP {
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const GLfloat ox = from[0];
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to[i][0] = m0 * ox + m12;
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to[i][1] = m13;
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to[i][2] = m14;
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}
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to_vec->size = 3;
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to_vec->flags |= VEC_SIZE_3;
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to_vec->count = from_vec->count;
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}
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static void _XFORMAPI
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TAG(transform_points1_perspective)( GLvector4f *to_vec,
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const GLfloat m[16],
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const GLvector4f *from_vec )
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{
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const GLuint stride = from_vec->stride;
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GLfloat *from = from_vec->start;
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GLfloat (*to)[4] = (GLfloat (*)[4])to_vec->start;
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GLuint count = from_vec->count;
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const GLfloat m0 = m[0], m14 = m[14];
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GLuint i;
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STRIDE_LOOP {
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const GLfloat ox = from[0];
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to[i][0] = m0 * ox ;
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to[i][1] = 0 ;
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to[i][2] = m14;
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to[i][3] = 0;
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}
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to_vec->size = 4;
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to_vec->flags |= VEC_SIZE_4;
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to_vec->count = from_vec->count;
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}
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/* 2-vectors, which are a lot more relevant than 1-vectors, are
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* present early in the geometry pipeline and throughout the
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* texture pipeline.
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*/
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static void _XFORMAPI
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TAG(transform_points2_general)( GLvector4f *to_vec,
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const GLfloat m[16],
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const GLvector4f *from_vec )
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{
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const GLuint stride = from_vec->stride;
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GLfloat *from = from_vec->start;
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GLfloat (*to)[4] = (GLfloat (*)[4])to_vec->start;
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GLuint count = from_vec->count;
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const GLfloat m0 = m[0], m4 = m[4], m12 = m[12];
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const GLfloat m1 = m[1], m5 = m[5], m13 = m[13];
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const GLfloat m2 = m[2], m6 = m[6], m14 = m[14];
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const GLfloat m3 = m[3], m7 = m[7], m15 = m[15];
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GLuint i;
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STRIDE_LOOP {
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const GLfloat ox = from[0], oy = from[1];
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to[i][0] = m0 * ox + m4 * oy + m12;
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to[i][1] = m1 * ox + m5 * oy + m13;
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to[i][2] = m2 * ox + m6 * oy + m14;
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to[i][3] = m3 * ox + m7 * oy + m15;
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}
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to_vec->size = 4;
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to_vec->flags |= VEC_SIZE_4;
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to_vec->count = from_vec->count;
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}
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static void _XFORMAPI
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TAG(transform_points2_identity)( GLvector4f *to_vec,
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const GLfloat m[16],
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const GLvector4f *from_vec )
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{
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const GLuint stride = from_vec->stride;
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GLfloat *from = from_vec->start;
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GLfloat (*to)[4] = (GLfloat (*)[4])to_vec->start;
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GLuint count = from_vec->count;
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GLuint i;
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(void) m;
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if (to_vec == from_vec) return;
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STRIDE_LOOP {
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to[i][0] = from[0];
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to[i][1] = from[1];
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}
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to_vec->size = 2;
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to_vec->flags |= VEC_SIZE_2;
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to_vec->count = from_vec->count;
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}
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static void _XFORMAPI
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TAG(transform_points2_2d)( GLvector4f *to_vec,
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const GLfloat m[16],
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const GLvector4f *from_vec )
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{
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const GLuint stride = from_vec->stride;
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GLfloat *from = from_vec->start;
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GLfloat (*to)[4] = (GLfloat (*)[4])to_vec->start;
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GLuint count = from_vec->count;
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const GLfloat m0 = m[0], m1 = m[1], m4 = m[4], m5 = m[5];
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const GLfloat m12 = m[12], m13 = m[13];
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GLuint i;
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STRIDE_LOOP {
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const GLfloat ox = from[0], oy = from[1];
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to[i][0] = m0 * ox + m4 * oy + m12;
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to[i][1] = m1 * ox + m5 * oy + m13;
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}
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to_vec->size = 2;
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to_vec->flags |= VEC_SIZE_2;
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to_vec->count = from_vec->count;
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}
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static void _XFORMAPI
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TAG(transform_points2_2d_no_rot)( GLvector4f *to_vec,
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const GLfloat m[16],
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const GLvector4f *from_vec )
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{
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const GLuint stride = from_vec->stride;
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GLfloat *from = from_vec->start;
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GLfloat (*to)[4] = (GLfloat (*)[4])to_vec->start;
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GLuint count = from_vec->count;
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const GLfloat m0 = m[0], m5 = m[5], m12 = m[12], m13 = m[13];
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GLuint i;
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STRIDE_LOOP {
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const GLfloat ox = from[0], oy = from[1];
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to[i][0] = m0 * ox + m12;
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to[i][1] = m5 * oy + m13;
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}
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to_vec->size = 2;
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to_vec->flags |= VEC_SIZE_2;
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to_vec->count = from_vec->count;
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}
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static void _XFORMAPI
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TAG(transform_points2_3d)( GLvector4f *to_vec,
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const GLfloat m[16],
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const GLvector4f *from_vec )
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{
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const GLuint stride = from_vec->stride;
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GLfloat *from = from_vec->start;
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GLfloat (*to)[4] = (GLfloat (*)[4])to_vec->start;
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GLuint count = from_vec->count;
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const GLfloat m0 = m[0], m1 = m[1], m2 = m[2], m4 = m[4], m5 = m[5];
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const GLfloat m6 = m[6], m12 = m[12], m13 = m[13], m14 = m[14];
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GLuint i;
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STRIDE_LOOP {
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const GLfloat ox = from[0], oy = from[1];
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to[i][0] = m0 * ox + m4 * oy + m12;
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to[i][1] = m1 * ox + m5 * oy + m13;
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to[i][2] = m2 * ox + m6 * oy + m14;
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}
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to_vec->size = 3;
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to_vec->flags |= VEC_SIZE_3;
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to_vec->count = from_vec->count;
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}
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/* I would actually say this was a fairly important function, from
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* a texture transformation point of view.
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*/
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static void _XFORMAPI
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TAG(transform_points2_3d_no_rot)( GLvector4f *to_vec,
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const GLfloat m[16],
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const GLvector4f *from_vec )
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{
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const GLuint stride = from_vec->stride;
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GLfloat *from = from_vec->start;
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GLfloat (*to)[4] = (GLfloat (*)[4])to_vec->start;
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GLuint count = from_vec->count;
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const GLfloat m0 = m[0], m5 = m[5];
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const GLfloat m12 = m[12], m13 = m[13], m14 = m[14];
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GLuint i;
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STRIDE_LOOP {
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const GLfloat ox = from[0], oy = from[1];
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to[i][0] = m0 * ox + m12;
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to[i][1] = m5 * oy + m13;
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to[i][2] = m14;
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}
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if (m14 == 0) {
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to_vec->size = 2;
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to_vec->flags |= VEC_SIZE_2;
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} else {
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to_vec->size = 3;
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to_vec->flags |= VEC_SIZE_3;
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}
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to_vec->count = from_vec->count;
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}
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static void _XFORMAPI
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TAG(transform_points2_perspective)( GLvector4f *to_vec,
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const GLfloat m[16],
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const GLvector4f *from_vec )
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{
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const GLuint stride = from_vec->stride;
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GLfloat *from = from_vec->start;
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GLfloat (*to)[4] = (GLfloat (*)[4])to_vec->start;
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GLuint count = from_vec->count;
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const GLfloat m0 = m[0], m5 = m[5], m14 = m[14];
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GLuint i;
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STRIDE_LOOP {
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const GLfloat ox = from[0], oy = from[1];
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to[i][0] = m0 * ox ;
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to[i][1] = m5 * oy ;
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to[i][2] = m14;
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to[i][3] = 0;
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}
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to_vec->size = 4;
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to_vec->flags |= VEC_SIZE_4;
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to_vec->count = from_vec->count;
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}
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static void _XFORMAPI
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TAG(transform_points3_general)( GLvector4f *to_vec,
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const GLfloat m[16],
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const GLvector4f *from_vec )
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{
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const GLuint stride = from_vec->stride;
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GLfloat *from = from_vec->start;
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GLfloat (*to)[4] = (GLfloat (*)[4])to_vec->start;
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GLuint count = from_vec->count;
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const GLfloat m0 = m[0], m4 = m[4], m8 = m[8], m12 = m[12];
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const GLfloat m1 = m[1], m5 = m[5], m9 = m[9], m13 = m[13];
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const GLfloat m2 = m[2], m6 = m[6], m10 = m[10], m14 = m[14];
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const GLfloat m3 = m[3], m7 = m[7], m11 = m[11], m15 = m[15];
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GLuint i;
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STRIDE_LOOP {
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const GLfloat ox = from[0], oy = from[1], oz = from[2];
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to[i][0] = m0 * ox + m4 * oy + m8 * oz + m12;
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to[i][1] = m1 * ox + m5 * oy + m9 * oz + m13;
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to[i][2] = m2 * ox + m6 * oy + m10 * oz + m14;
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to[i][3] = m3 * ox + m7 * oy + m11 * oz + m15;
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}
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to_vec->size = 4;
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to_vec->flags |= VEC_SIZE_4;
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to_vec->count = from_vec->count;
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}
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static void _XFORMAPI
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TAG(transform_points3_identity)( GLvector4f *to_vec,
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const GLfloat m[16],
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const GLvector4f *from_vec )
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{
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const GLuint stride = from_vec->stride;
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GLfloat *from = from_vec->start;
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GLfloat (*to)[4] = (GLfloat (*)[4])to_vec->start;
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GLuint count = from_vec->count;
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GLuint i;
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(void) m;
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if (to_vec == from_vec) return;
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STRIDE_LOOP {
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to[i][0] = from[0];
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to[i][1] = from[1];
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to[i][2] = from[2];
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}
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to_vec->size = 3;
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to_vec->flags |= VEC_SIZE_3;
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to_vec->count = from_vec->count;
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}
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static void _XFORMAPI
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TAG(transform_points3_2d)( GLvector4f *to_vec,
|
|
const GLfloat m[16],
|
|
const GLvector4f *from_vec )
|
|
{
|
|
const GLuint stride = from_vec->stride;
|
|
GLfloat *from = from_vec->start;
|
|
GLfloat (*to)[4] = (GLfloat (*)[4])to_vec->start;
|
|
GLuint count = from_vec->count;
|
|
const GLfloat m0 = m[0], m1 = m[1], m4 = m[4], m5 = m[5];
|
|
const GLfloat m12 = m[12], m13 = m[13];
|
|
GLuint i;
|
|
STRIDE_LOOP {
|
|
const GLfloat ox = from[0], oy = from[1], oz = from[2];
|
|
to[i][0] = m0 * ox + m4 * oy + m12 ;
|
|
to[i][1] = m1 * ox + m5 * oy + m13 ;
|
|
to[i][2] = + oz ;
|
|
}
|
|
to_vec->size = 3;
|
|
to_vec->flags |= VEC_SIZE_3;
|
|
to_vec->count = from_vec->count;
|
|
}
|
|
|
|
static void _XFORMAPI
|
|
TAG(transform_points3_2d_no_rot)( GLvector4f *to_vec,
|
|
const GLfloat m[16],
|
|
const GLvector4f *from_vec )
|
|
{
|
|
const GLuint stride = from_vec->stride;
|
|
GLfloat *from = from_vec->start;
|
|
GLfloat (*to)[4] = (GLfloat (*)[4])to_vec->start;
|
|
GLuint count = from_vec->count;
|
|
const GLfloat m0 = m[0], m5 = m[5], m12 = m[12], m13 = m[13];
|
|
GLuint i;
|
|
STRIDE_LOOP {
|
|
const GLfloat ox = from[0], oy = from[1], oz = from[2];
|
|
to[i][0] = m0 * ox + m12 ;
|
|
to[i][1] = m5 * oy + m13 ;
|
|
to[i][2] = + oz ;
|
|
}
|
|
to_vec->size = 3;
|
|
to_vec->flags |= VEC_SIZE_3;
|
|
to_vec->count = from_vec->count;
|
|
}
|
|
|
|
static void _XFORMAPI
|
|
TAG(transform_points3_3d)( GLvector4f *to_vec,
|
|
const GLfloat m[16],
|
|
const GLvector4f *from_vec )
|
|
{
|
|
const GLuint stride = from_vec->stride;
|
|
GLfloat *from = from_vec->start;
|
|
GLfloat (*to)[4] = (GLfloat (*)[4])to_vec->start;
|
|
GLuint count = from_vec->count;
|
|
const GLfloat m0 = m[0], m1 = m[1], m2 = m[2], m4 = m[4], m5 = m[5];
|
|
const GLfloat m6 = m[6], m8 = m[8], m9 = m[9], m10 = m[10];
|
|
const GLfloat m12 = m[12], m13 = m[13], m14 = m[14];
|
|
GLuint i;
|
|
STRIDE_LOOP {
|
|
const GLfloat ox = from[0], oy = from[1], oz = from[2];
|
|
to[i][0] = m0 * ox + m4 * oy + m8 * oz + m12 ;
|
|
to[i][1] = m1 * ox + m5 * oy + m9 * oz + m13 ;
|
|
to[i][2] = m2 * ox + m6 * oy + m10 * oz + m14 ;
|
|
}
|
|
to_vec->size = 3;
|
|
to_vec->flags |= VEC_SIZE_3;
|
|
to_vec->count = from_vec->count;
|
|
}
|
|
|
|
/* previously known as ortho...
|
|
*/
|
|
static void _XFORMAPI
|
|
TAG(transform_points3_3d_no_rot)( GLvector4f *to_vec,
|
|
const GLfloat m[16],
|
|
const GLvector4f *from_vec )
|
|
{
|
|
const GLuint stride = from_vec->stride;
|
|
GLfloat *from = from_vec->start;
|
|
GLfloat (*to)[4] = (GLfloat (*)[4])to_vec->start;
|
|
GLuint count = from_vec->count;
|
|
const GLfloat m0 = m[0], m5 = m[5];
|
|
const GLfloat m10 = m[10], m12 = m[12], m13 = m[13], m14 = m[14];
|
|
GLuint i;
|
|
STRIDE_LOOP {
|
|
const GLfloat ox = from[0], oy = from[1], oz = from[2];
|
|
to[i][0] = m0 * ox + m12 ;
|
|
to[i][1] = m5 * oy + m13 ;
|
|
to[i][2] = m10 * oz + m14 ;
|
|
}
|
|
to_vec->size = 3;
|
|
to_vec->flags |= VEC_SIZE_3;
|
|
to_vec->count = from_vec->count;
|
|
}
|
|
|
|
static void _XFORMAPI
|
|
TAG(transform_points3_perspective)( GLvector4f *to_vec,
|
|
const GLfloat m[16],
|
|
const GLvector4f *from_vec )
|
|
{
|
|
const GLuint stride = from_vec->stride;
|
|
GLfloat *from = from_vec->start;
|
|
GLfloat (*to)[4] = (GLfloat (*)[4])to_vec->start;
|
|
GLuint count = from_vec->count;
|
|
const GLfloat m0 = m[0], m5 = m[5], m8 = m[8], m9 = m[9];
|
|
const GLfloat m10 = m[10], m14 = m[14];
|
|
GLuint i;
|
|
STRIDE_LOOP {
|
|
const GLfloat ox = from[0], oy = from[1], oz = from[2];
|
|
to[i][0] = m0 * ox + m8 * oz ;
|
|
to[i][1] = m5 * oy + m9 * oz ;
|
|
to[i][2] = m10 * oz + m14 ;
|
|
to[i][3] = -oz ;
|
|
}
|
|
to_vec->size = 4;
|
|
to_vec->flags |= VEC_SIZE_4;
|
|
to_vec->count = from_vec->count;
|
|
}
|
|
|
|
|
|
|
|
static void _XFORMAPI
|
|
TAG(transform_points4_general)( GLvector4f *to_vec,
|
|
const GLfloat m[16],
|
|
const GLvector4f *from_vec )
|
|
{
|
|
const GLuint stride = from_vec->stride;
|
|
GLfloat *from = from_vec->start;
|
|
GLfloat (*to)[4] = (GLfloat (*)[4])to_vec->start;
|
|
GLuint count = from_vec->count;
|
|
const GLfloat m0 = m[0], m4 = m[4], m8 = m[8], m12 = m[12];
|
|
const GLfloat m1 = m[1], m5 = m[5], m9 = m[9], m13 = m[13];
|
|
const GLfloat m2 = m[2], m6 = m[6], m10 = m[10], m14 = m[14];
|
|
const GLfloat m3 = m[3], m7 = m[7], m11 = m[11], m15 = m[15];
|
|
GLuint i;
|
|
STRIDE_LOOP {
|
|
const GLfloat ox = from[0], oy = from[1], oz = from[2], ow = from[3];
|
|
to[i][0] = m0 * ox + m4 * oy + m8 * oz + m12 * ow;
|
|
to[i][1] = m1 * ox + m5 * oy + m9 * oz + m13 * ow;
|
|
to[i][2] = m2 * ox + m6 * oy + m10 * oz + m14 * ow;
|
|
to[i][3] = m3 * ox + m7 * oy + m11 * oz + m15 * ow;
|
|
}
|
|
to_vec->size = 4;
|
|
to_vec->flags |= VEC_SIZE_4;
|
|
to_vec->count = from_vec->count;
|
|
}
|
|
|
|
static void _XFORMAPI
|
|
TAG(transform_points4_identity)( GLvector4f *to_vec,
|
|
const GLfloat m[16],
|
|
const GLvector4f *from_vec )
|
|
{
|
|
const GLuint stride = from_vec->stride;
|
|
GLfloat *from = from_vec->start;
|
|
GLfloat (*to)[4] = (GLfloat (*)[4])to_vec->start;
|
|
GLuint count = from_vec->count;
|
|
GLuint i;
|
|
(void) m;
|
|
if (to_vec == from_vec) return;
|
|
STRIDE_LOOP {
|
|
to[i][0] = from[0];
|
|
to[i][1] = from[1];
|
|
to[i][2] = from[2];
|
|
to[i][3] = from[3];
|
|
}
|
|
to_vec->size = 4;
|
|
to_vec->flags |= VEC_SIZE_4;
|
|
to_vec->count = from_vec->count;
|
|
}
|
|
|
|
static void _XFORMAPI
|
|
TAG(transform_points4_2d)( GLvector4f *to_vec,
|
|
const GLfloat m[16],
|
|
const GLvector4f *from_vec )
|
|
{
|
|
const GLuint stride = from_vec->stride;
|
|
GLfloat *from = from_vec->start;
|
|
GLfloat (*to)[4] = (GLfloat (*)[4])to_vec->start;
|
|
GLuint count = from_vec->count;
|
|
const GLfloat m0 = m[0], m1 = m[1], m4 = m[4], m5 = m[5];
|
|
const GLfloat m12 = m[12], m13 = m[13];
|
|
GLuint i;
|
|
STRIDE_LOOP {
|
|
const GLfloat ox = from[0], oy = from[1], oz = from[2], ow = from[3];
|
|
to[i][0] = m0 * ox + m4 * oy + m12 * ow;
|
|
to[i][1] = m1 * ox + m5 * oy + m13 * ow;
|
|
to[i][2] = + oz ;
|
|
to[i][3] = ow;
|
|
}
|
|
to_vec->size = 4;
|
|
to_vec->flags |= VEC_SIZE_4;
|
|
to_vec->count = from_vec->count;
|
|
}
|
|
|
|
static void _XFORMAPI
|
|
TAG(transform_points4_2d_no_rot)( GLvector4f *to_vec,
|
|
const GLfloat m[16],
|
|
const GLvector4f *from_vec )
|
|
{
|
|
const GLuint stride = from_vec->stride;
|
|
GLfloat *from = from_vec->start;
|
|
GLfloat (*to)[4] = (GLfloat (*)[4])to_vec->start;
|
|
GLuint count = from_vec->count;
|
|
const GLfloat m0 = m[0], m5 = m[5], m12 = m[12], m13 = m[13];
|
|
GLuint i;
|
|
STRIDE_LOOP {
|
|
const GLfloat ox = from[0], oy = from[1], oz = from[2], ow = from[3];
|
|
to[i][0] = m0 * ox + m12 * ow;
|
|
to[i][1] = m5 * oy + m13 * ow;
|
|
to[i][2] = + oz ;
|
|
to[i][3] = ow;
|
|
}
|
|
to_vec->size = 4;
|
|
to_vec->flags |= VEC_SIZE_4;
|
|
to_vec->count = from_vec->count;
|
|
}
|
|
|
|
static void _XFORMAPI
|
|
TAG(transform_points4_3d)( GLvector4f *to_vec,
|
|
const GLfloat m[16],
|
|
const GLvector4f *from_vec )
|
|
{
|
|
const GLuint stride = from_vec->stride;
|
|
GLfloat *from = from_vec->start;
|
|
GLfloat (*to)[4] = (GLfloat (*)[4])to_vec->start;
|
|
GLuint count = from_vec->count;
|
|
const GLfloat m0 = m[0], m1 = m[1], m2 = m[2], m4 = m[4], m5 = m[5];
|
|
const GLfloat m6 = m[6], m8 = m[8], m9 = m[9], m10 = m[10];
|
|
const GLfloat m12 = m[12], m13 = m[13], m14 = m[14];
|
|
GLuint i;
|
|
STRIDE_LOOP {
|
|
const GLfloat ox = from[0], oy = from[1], oz = from[2], ow = from[3];
|
|
to[i][0] = m0 * ox + m4 * oy + m8 * oz + m12 * ow;
|
|
to[i][1] = m1 * ox + m5 * oy + m9 * oz + m13 * ow;
|
|
to[i][2] = m2 * ox + m6 * oy + m10 * oz + m14 * ow;
|
|
to[i][3] = ow;
|
|
}
|
|
to_vec->size = 4;
|
|
to_vec->flags |= VEC_SIZE_4;
|
|
to_vec->count = from_vec->count;
|
|
}
|
|
|
|
static void _XFORMAPI
|
|
TAG(transform_points4_3d_no_rot)( GLvector4f *to_vec,
|
|
const GLfloat m[16],
|
|
const GLvector4f *from_vec )
|
|
{
|
|
const GLuint stride = from_vec->stride;
|
|
GLfloat *from = from_vec->start;
|
|
GLfloat (*to)[4] = (GLfloat (*)[4])to_vec->start;
|
|
GLuint count = from_vec->count;
|
|
const GLfloat m0 = m[0], m5 = m[5];
|
|
const GLfloat m10 = m[10], m12 = m[12], m13 = m[13], m14 = m[14];
|
|
GLuint i;
|
|
STRIDE_LOOP {
|
|
const GLfloat ox = from[0], oy = from[1], oz = from[2], ow = from[3];
|
|
to[i][0] = m0 * ox + m12 * ow;
|
|
to[i][1] = m5 * oy + m13 * ow;
|
|
to[i][2] = m10 * oz + m14 * ow;
|
|
to[i][3] = ow;
|
|
}
|
|
to_vec->size = 4;
|
|
to_vec->flags |= VEC_SIZE_4;
|
|
to_vec->count = from_vec->count;
|
|
}
|
|
|
|
static void _XFORMAPI
|
|
TAG(transform_points4_perspective)( GLvector4f *to_vec,
|
|
const GLfloat m[16],
|
|
const GLvector4f *from_vec )
|
|
{
|
|
const GLuint stride = from_vec->stride;
|
|
GLfloat *from = from_vec->start;
|
|
GLfloat (*to)[4] = (GLfloat (*)[4])to_vec->start;
|
|
GLuint count = from_vec->count;
|
|
const GLfloat m0 = m[0], m5 = m[5], m8 = m[8], m9 = m[9];
|
|
const GLfloat m10 = m[10], m14 = m[14];
|
|
GLuint i;
|
|
STRIDE_LOOP {
|
|
const GLfloat ox = from[0], oy = from[1], oz = from[2], ow = from[3];
|
|
to[i][0] = m0 * ox + m8 * oz ;
|
|
to[i][1] = m5 * oy + m9 * oz ;
|
|
to[i][2] = m10 * oz + m14 * ow ;
|
|
to[i][3] = -oz ;
|
|
}
|
|
to_vec->size = 4;
|
|
to_vec->flags |= VEC_SIZE_4;
|
|
to_vec->count = from_vec->count;
|
|
}
|
|
|
|
static transform_func TAG(transform_tab_1)[7];
|
|
static transform_func TAG(transform_tab_2)[7];
|
|
static transform_func TAG(transform_tab_3)[7];
|
|
static transform_func TAG(transform_tab_4)[7];
|
|
|
|
/* Similar functions could be called several times, with more highly
|
|
* optimized routines overwriting the arrays. This only occurs during
|
|
* startup.
|
|
*/
|
|
static void _XFORMAPI TAG(init_c_transformations)( void )
|
|
{
|
|
#define TAG_TAB _mesa_transform_tab
|
|
#define TAG_TAB_1 TAG(transform_tab_1)
|
|
#define TAG_TAB_2 TAG(transform_tab_2)
|
|
#define TAG_TAB_3 TAG(transform_tab_3)
|
|
#define TAG_TAB_4 TAG(transform_tab_4)
|
|
|
|
TAG_TAB[1] = TAG_TAB_1;
|
|
TAG_TAB[2] = TAG_TAB_2;
|
|
TAG_TAB[3] = TAG_TAB_3;
|
|
TAG_TAB[4] = TAG_TAB_4;
|
|
|
|
/* 1-D points (ie texcoords) */
|
|
TAG_TAB_1[MATRIX_GENERAL] = TAG(transform_points1_general);
|
|
TAG_TAB_1[MATRIX_IDENTITY] = TAG(transform_points1_identity);
|
|
TAG_TAB_1[MATRIX_3D_NO_ROT] = TAG(transform_points1_3d_no_rot);
|
|
TAG_TAB_1[MATRIX_PERSPECTIVE] = TAG(transform_points1_perspective);
|
|
TAG_TAB_1[MATRIX_2D] = TAG(transform_points1_2d);
|
|
TAG_TAB_1[MATRIX_2D_NO_ROT] = TAG(transform_points1_2d_no_rot);
|
|
TAG_TAB_1[MATRIX_3D] = TAG(transform_points1_3d);
|
|
|
|
/* 2-D points */
|
|
TAG_TAB_2[MATRIX_GENERAL] = TAG(transform_points2_general);
|
|
TAG_TAB_2[MATRIX_IDENTITY] = TAG(transform_points2_identity);
|
|
TAG_TAB_2[MATRIX_3D_NO_ROT] = TAG(transform_points2_3d_no_rot);
|
|
TAG_TAB_2[MATRIX_PERSPECTIVE] = TAG(transform_points2_perspective);
|
|
TAG_TAB_2[MATRIX_2D] = TAG(transform_points2_2d);
|
|
TAG_TAB_2[MATRIX_2D_NO_ROT] = TAG(transform_points2_2d_no_rot);
|
|
TAG_TAB_2[MATRIX_3D] = TAG(transform_points2_3d);
|
|
|
|
/* 3-D points */
|
|
TAG_TAB_3[MATRIX_GENERAL] = TAG(transform_points3_general);
|
|
TAG_TAB_3[MATRIX_IDENTITY] = TAG(transform_points3_identity);
|
|
TAG_TAB_3[MATRIX_3D_NO_ROT] = TAG(transform_points3_3d_no_rot);
|
|
TAG_TAB_3[MATRIX_PERSPECTIVE] = TAG(transform_points3_perspective);
|
|
TAG_TAB_3[MATRIX_2D] = TAG(transform_points3_2d);
|
|
TAG_TAB_3[MATRIX_2D_NO_ROT] = TAG(transform_points3_2d_no_rot);
|
|
TAG_TAB_3[MATRIX_3D] = TAG(transform_points3_3d);
|
|
|
|
/* 4-D points */
|
|
TAG_TAB_4[MATRIX_GENERAL] = TAG(transform_points4_general);
|
|
TAG_TAB_4[MATRIX_IDENTITY] = TAG(transform_points4_identity);
|
|
TAG_TAB_4[MATRIX_3D_NO_ROT] = TAG(transform_points4_3d_no_rot);
|
|
TAG_TAB_4[MATRIX_PERSPECTIVE] = TAG(transform_points4_perspective);
|
|
TAG_TAB_4[MATRIX_2D] = TAG(transform_points4_2d);
|
|
TAG_TAB_4[MATRIX_2D_NO_ROT] = TAG(transform_points4_2d_no_rot);
|
|
TAG_TAB_4[MATRIX_3D] = TAG(transform_points4_3d);
|
|
|
|
#undef TAG_TAB
|
|
#undef TAG_TAB_1
|
|
#undef TAG_TAB_2
|
|
#undef TAG_TAB_3
|
|
#undef TAG_TAB_4
|
|
}
|