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- /* $Id: xform.c,v 1.3 1999/11/05 06:43:11 brianp Exp $ */
-
- /*
- * Mesa 3-D graphics library
- * Version: 3.1
- *
- * Copyright (C) 1999 Brian Paul All Rights Reserved.
- *
- * Permission is hereby granted, free of charge, to any person obtaining a
- * copy of this software and associated documentation files (the "Software"),
- * to deal in the Software without restriction, including without limitation
- * the rights to use, copy, modify, merge, publish, distribute, sublicense,
- * and/or sell copies of the Software, and to permit persons to whom the
- * Software is furnished to do so, subject to the following conditions:
- *
- * The above copyright notice and this permission notice shall be included
- * in all copies or substantial portions of the Software.
- *
- * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS
- * OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
- * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL
- * BRIAN PAUL BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN
- * AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN
- * CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
- */
-
-
- /* $XFree86: xc/lib/GL/mesa/src/xform.c,v 1.4 1999/04/04 00:20:36 dawes Exp $ */
-
- /*
- * Matrix/vertex/vector transformation stuff
- *
- *
- * NOTES:
- * 1. 4x4 transformation matrices are stored in memory in column major order.
- * 2. Points/vertices are to be thought of as column vectors.
- * 3. Transformation of a point p by a matrix M is: p' = M * p
- */
-
-
- #ifdef PC_HEADER
- #include "all.h"
- #else
- #ifndef XFree86Server
- #include <math.h>
- #include <stdio.h>
- #include <stdlib.h>
- #else
- #include "GL/xf86glx.h"
- #endif
- #include "vb.h"
- #include "context.h"
- #include "mmath.h"
- #include "types.h"
- #include "vb.h"
- #include "xform.h"
- #endif
-
- #ifdef DEBUG
- #include "debug_xform.h"
- #endif
-
- #ifdef USE_X86_ASM
- #include "X86/common_x86asm.h"
- #endif
-
- clip_func gl_clip_tab[5];
- dotprod_func gl_dotprod_tab[2][5];
- vec_copy_func gl_copy_tab[2][0x10];
- normal_func gl_normal_tab[0xf][0x4];
- transform_func **(gl_transform_tab[2]);
- static transform_func *cull_transform_tab[5];
- static transform_func *raw_transform_tab[5];
-
-
- /* Raw data format used for:
- * - Object-to-eye transform prior to culling, although this too
- * could be culled under some circumstances.
- * - Eye-to-clip transform (via the function above).
- * - Cliptesting
- * - And everything else too, if culling happens to be disabled.
- */
- #define TAG(x) x##_raw
- #define TAG2(x,y) x##y##_raw
- #define IDX 0
- #define STRIDE_LOOP for (i=0;i<count;i++, STRIDE_F(from, stride))
- #define LOOP for (i=0;i<n;i++)
- #define CULL_CHECK
- #define CLIP_CHECK
- #define ARGS
- #include "xform_tmp.h"
- #include "clip_tmp.h"
- #include "norm_tmp.h"
- #include "dotprod_tmp.h"
- #include "copy_tmp.h"
- #undef TAG
- #undef TAG2
- #undef LOOP
- #undef CULL_CHECK
- #undef CLIP_CHECK
- #undef ARGS
- #undef IDX
-
- /* Culled data used for:
- * - texture transformations
- * - viewport map transformation
- * - normal transformations prior to lighting
- * - user cliptests
- */
- #define TAG(x) x##_masked
- #define TAG2(x,y) x##y##_masked
- #define IDX CULL_MASK_ACTIVE
- #define STRIDE_LOOP for (i=0;i<count;i++, STRIDE_F(from, stride))
- #define LOOP for (i=0;i<n;i++)
- #define CULL_CHECK if (mask[i])
- #define CLIP_CHECK if ((mask[i] & flag) == 0)
- #define ARGS , const GLubyte mask[]
- #include "xform_tmp.h"
- #include "norm_tmp.h"
- #include "dotprod_tmp.h"
- #include "copy_tmp.h"
- #undef TAG
- #undef TAG2
- #undef LOOP
- #undef CULL_CHECK
- #undef CLIP_CHECK
- #undef ARGS
- #undef IDX
-
-
-
-
- #if 0
-
- #define TAG(x) x##_raw_compacted
- #define TAG2(x,y) x##y##_raw_compacted
- #define IDX COMPACTED_NORMALS
- #define STRIDE_LOOP for (i=0;i<count;i++, STRIDE_F(from, stride))
- #define LOOP for (i=0;i<n;i++)
- #define CHECK if (flag[i] & VERT_NORM)
- #define ARGS
- #include "norm_tmp.h"
- #undef TAG
- #undef TAG2
- #undef LOOP
- #undef CHECK
- #undef ARGS
- #undef IDX
-
-
- #define TAG(x) x##_masked
- #define TAG2(x,y) x##y##_masked
- #define IDX CULL_MASK_ACTIVE|COMPACTED_NORMALS
- #define DUPLICATE_FUNCTIONS
- #include "norm_tmp.h"
- #undef TAG
- #undef TAG2
- #undef LOOP
- #undef CHECK
- #undef ARGS
- #undef IDX
-
- #endif
-
-
- GLvector4f *gl_project_points( GLvector4f *proj_vec,
- const GLvector4f *clip_vec )
- {
- const GLuint stride = clip_vec->stride;
- const GLfloat *from = (GLfloat *)clip_vec->start;
- const GLuint count = clip_vec->count;
- GLfloat (*vProj)[4] = (GLfloat (*)[4])proj_vec->start;
- GLuint i;
-
- for (i = 0 ; i < count ; i++, STRIDE_F(from, stride))
- {
- GLfloat oow = 1.0F / from[3];
- vProj[i][3] = oow;
- vProj[i][0] = from[0] * oow;
- vProj[i][1] = from[1] * oow;
- vProj[i][2] = from[2] * oow;
- }
-
- proj_vec->flags |= VEC_SIZE_4;
- proj_vec->size = 3;
- proj_vec->count = clip_vec->count;
- return proj_vec;
- }
-
-
-
- /*
- * This is called only once. It initializes several tables with pointers
- * to optimized transformation functions. This is where we can test for
- * AMD 3Dnow! capability, Intel Katmai, etc. and hook in the right code.
- */
- void gl_init_transformation( void )
- {
- gl_transform_tab[0] = raw_transform_tab;
- gl_transform_tab[1] = cull_transform_tab;
-
- init_c_transformations_raw();
- init_c_transformations_masked();
- init_c_norm_transform_raw();
- init_c_norm_transform_masked();
- init_c_cliptest_raw();
- init_copy0_raw();
- init_copy0_masked();
- init_dotprod_raw();
- init_dotprod_masked();
-
- #ifdef DEBUG
- gl_test_all_transform_functions ("default");
- gl_test_all_normal_transform_functions ("default");
- #endif
-
- #ifdef USE_X86_ASM
- gl_init_all_x86_asm ();
- #endif
- }
-
-
-
- /*
- * Transform a 4-element row vector (1x4 matrix) by a 4x4 matrix. This
- * function is used for transforming clipping plane equations and spotlight
- * directions.
- * Mathematically, u = v * m.
- * Input: v - input vector
- * m - transformation matrix
- * Output: u - transformed vector
- */
- void gl_transform_vector( GLfloat u[4], const GLfloat v[4], const GLfloat m[16] )
- {
- GLfloat v0=v[0], v1=v[1], v2=v[2], v3=v[3];
- #define M(row,col) m[row + col*4]
- u[0] = v0 * M(0,0) + v1 * M(1,0) + v2 * M(2,0) + v3 * M(3,0);
- u[1] = v0 * M(0,1) + v1 * M(1,1) + v2 * M(2,1) + v3 * M(3,1);
- u[2] = v0 * M(0,2) + v1 * M(1,2) + v2 * M(2,2) + v3 * M(3,2);
- u[3] = v0 * M(0,3) + v1 * M(1,3) + v2 * M(2,3) + v3 * M(3,3);
- #undef M
- }
-
-
- /* Useful for one-off point transformations, as in clipping.
- * Note that because the matrix isn't analyzed we do too many
- * multiplies, and that the result is always 4-clean.
- */
- void gl_transform_point_sz( GLfloat Q[4], const GLfloat M[16],
- const GLfloat P[4], GLuint sz )
- {
- if (Q == P)
- return;
-
- if (sz == 4)
- {
- Q[0] = M[0] * P[0] + M[4] * P[1] + M[8] * P[2] + M[12] * P[3];
- Q[1] = M[1] * P[0] + M[5] * P[1] + M[9] * P[2] + M[13] * P[3];
- Q[2] = M[2] * P[0] + M[6] * P[1] + M[10] * P[2] + M[14] * P[3];
- Q[3] = M[3] * P[0] + M[7] * P[1] + M[11] * P[2] + M[15] * P[3];
- }
- else if (sz == 3)
- {
- Q[0] = M[0] * P[0] + M[4] * P[1] + M[8] * P[2] + M[12];
- Q[1] = M[1] * P[0] + M[5] * P[1] + M[9] * P[2] + M[13];
- Q[2] = M[2] * P[0] + M[6] * P[1] + M[10] * P[2] + M[14];
- Q[3] = M[3] * P[0] + M[7] * P[1] + M[11] * P[2] + M[15];
- }
- else if (sz == 2)
- {
- Q[0] = M[0] * P[0] + M[4] * P[1] + M[12];
- Q[1] = M[1] * P[0] + M[5] * P[1] + M[13];
- Q[2] = M[2] * P[0] + M[6] * P[1] + M[14];
- Q[3] = M[3] * P[0] + M[7] * P[1] + M[15];
- }
- else if (sz == 1)
- {
- Q[0] = M[0] * P[0] + M[12];
- Q[1] = M[1] * P[0] + M[13];
- Q[2] = M[2] * P[0] + M[14];
- Q[3] = M[3] * P[0] + M[15];
- }
- }
-