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- /* eval2.c */
-
- /*
- * Mesa 3-D graphics library
- * Version: 1.2
- * Copyright (C) 1995 Brian Paul (brianp@ssec.wisc.edu)
- *
- * 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.
- */
-
-
- /*
- $Id: eval2.c,v 1.8 1995/11/09 16:57:28 brianp Exp $
-
- $Log: eval2.c,v $
- * Revision 1.8 1995/11/09 16:57:28 brianp
- * recompute strides in glMap[12][df] functions per Johan Nouvel
- *
- * Revision 1.7 1995/11/03 17:40:12 brianp
- * removed unused variables
- *
- * Revision 1.6 1995/05/30 15:10:25 brianp
- * added glGetMap[dfi]v() functions
- *
- * Revision 1.5 1995/05/29 21:22:57 brianp
- * added glEvalCoord[12][df]v() functions
- *
- * Revision 1.4 1995/05/22 21:02:41 brianp
- * Release 1.2
- *
- * Revision 1.3 1995/05/12 19:26:43 brianp
- * replaced CC.Mode!=0 with INSIDE_BEGIN_END
- *
- * Revision 1.2 1995/03/04 19:29:44 brianp
- * 1.1 beta revision
- *
- * Revision 1.1 1995/03/03 16:03:16 brianp
- * Initial revision
- *
- */
-
-
- /*
- * Version 2 of eval.c was written by
- * Bernd Barsuhn (bdbarsuh@cip.informatik.uni-erlangen.de) and
- * Volker Weiss (vrweiss@cip.informatik.uni-erlangen.de).
- *
- * My original implementation of evaluators was simplistic and didn't
- * compute surface normal vectors properly. Bernd and Volker applied
- * used more sophisticated methods to get better results.
- *
- * Thanks guys!
- */
-
-
-
- #include <math.h>
- #include <stdlib.h>
- #include <string.h>
- #include "context.h"
- #include "draw.h"
- #include "list.h"
- #include "macros.h"
-
-
- /*
- * Horner scheme for Bezier curves
- *
- * Bezier curves can be computed via a Horner scheme.
- * Horner is numerically less stable than the de Casteljau
- * algorithm, but it is faster. For curves of degree n
- * the complexity of Horner is O(n) and de Casteljau is O(n^2).
- * Since stability is not important for displaying curve
- * points I decided to use the Horner scheme.
- *
- * A cubic Bezier curve with control points b0, b1, b2, b3 can be
- * written as
- *
- * (([3] [3] ) [3] ) [3]
- * c(t) = (([0]*s*b0 + [1]*t*b1)*s + [2]*t^2*b2)*s + [3]*t^2*b3
- *
- * [n]
- * where s=1-t and the binomial coefficients [i]. These can
- * be computed iteratively using the identity:
- *
- * [n] [n ] [n]
- * [i] = (n-i+1)/i * [i-1] and [0] = 1
- */
-
- static void
- horner_bezier_curve(GLfloat *cp, GLfloat *out, GLfloat t,
- GLuint dim, GLuint order)
- {
- GLfloat s, powert;
- GLuint i, k, bincoeff;
-
- if(order >= 2)
- {
- bincoeff = order-1;
- s = 1.0-t;
-
- for(k=0; k<dim; k++)
- out[k] = s*cp[k] + bincoeff*t*cp[dim+k];
-
- for(i=2, cp+=2*dim, powert=t*t; i<order; i++, powert*=t, cp +=dim)
- {
- bincoeff *= order-i;
- bincoeff /= i;
-
- for(k=0; k<dim; k++)
- out[k] = s*out[k] + bincoeff*powert*cp[k];
- }
- }
- else /* order=1 -> constant curve */
- {
- for(k=0; k<dim; k++)
- out[k] = cp[k];
- }
- }
-
- /*
- * Tensor product Bezier surfaces
- *
- * Again the Horner scheme is used to compute a point on a
- * TP Bezier surface. First a control polygon for a curve
- * on the surface in one parameter direction is computed,
- * then the point on the curve for the other parameter
- * direction is evaluated.
- *
- * To store the curve control polygon additional storage
- * for max(uorder,vorder) points is needed in the
- * control net cn.
- */
-
- static void
- horner_bezier_surf(GLfloat *cn, GLfloat *out, GLfloat u, GLfloat v,
- GLuint dim, GLuint uorder, GLuint vorder)
- {
- GLfloat *cp = cn + uorder*vorder*dim;
- GLuint i, uinc = vorder*dim;
-
- if(vorder > uorder)
- {
- if(uorder >= 2)
- {
- GLfloat s, poweru;
- GLuint j, k, bincoeff;
-
- /* Compute the control polygon for the surface-curve in u-direction */
- for(j=0; j<vorder; j++)
- {
- GLfloat *ucp = &cn[j*dim];
-
- /* Each control point is the point for parameter u on a */
- /* curve defined by the control polygons in u-direction */
- bincoeff = uorder-1;
- s = 1.0-u;
-
- for(k=0; k<dim; k++)
- cp[j*dim+k] = s*ucp[k] + bincoeff*u*ucp[uinc+k];
-
- for(i=2, ucp+=2*uinc, poweru=u*u; i<uorder;
- i++, poweru*=u, ucp +=uinc)
- {
- bincoeff *= uorder-i;
- bincoeff /= i;
-
- for(k=0; k<dim; k++)
- cp[j*dim+k] = s*cp[j*dim+k] + bincoeff*poweru*ucp[k];
- }
- }
-
- /* Evaluate curve point in v */
- horner_bezier_curve(cp, out, v, dim, vorder);
- }
- else /* uorder=1 -> cn defines a curve in v */
- horner_bezier_curve(cn, out, v, dim, vorder);
- }
- else /* vorder <= uorder */
- {
- if(vorder > 1)
- {
- GLuint i;
-
- /* Compute the control polygon for the surface-curve in u-direction */
- for(i=0; i<uorder; i++, cn += uinc)
- {
- /* For constant i all cn[i][j] (j=0..vorder) are located */
- /* on consecutive memory locations, so we can use */
- /* horner_bezier_curve to compute the control points */
-
- horner_bezier_curve(cn, &cp[i*dim], v, dim, vorder);
- }
-
- /* Evaluate curve point in u */
- horner_bezier_curve(cp, out, u, dim, uorder);
- }
- else /* vorder=1 -> cn defines a curve in u */
- horner_bezier_curve(cn, out, u, dim, uorder);
- }
- }
-
- /*
- * The direct de Casteljau algorithm is used when a point on the
- * surface and the tangent directions spanning the tangent plane
- * should be computed (this is needed to compute normals to the
- * surface). In this case the de Casteljau algorithm approach is
- * nicer because a point and the partial derivatives can be computed
- * at the same time. To get the correct tangent length du and dv
- * must be multiplied with the (u2-u1)/uorder-1 and (v2-v1)/vorder-1.
- * Since only the directions are needed, this scaling step is omitted.
- *
- * De Casteljau needs additional storage for uorder*vorder
- * values in the control net cn.
- */
-
- static void
- de_casteljau_surf(GLfloat *cn, GLfloat *out, GLfloat *du, GLfloat *dv,
- GLfloat u, GLfloat v, GLuint dim,
- GLuint uorder, GLuint vorder)
- {
- GLfloat *dcn = cn + uorder*vorder*dim;
- GLfloat us = 1.0-u, vs = 1.0-v;
- GLuint h, i, j, k;
- GLuint minorder = uorder < vorder ? uorder : vorder;
- GLuint uinc = vorder*dim;
- GLuint dcuinc = vorder;
-
- /* Each component is evaluated separately to save buffer space */
- /* This does not drasticaly decrease the performance of the */
- /* algorithm. If additional storage for (uorder-1)*(vorder-1) */
- /* points would be available, the components could be accessed */
- /* in the innermost loop which could lead to less cache misses. */
-
- #define CN(I,J,K) cn[(I)*uinc+(J)*dim+(K)]
- #define DCN(I, J) dcn[(I)*dcuinc+(J)]
- if(minorder < 3)
- {
- if(uorder==vorder)
- {
- for(k=0; k<dim; k++)
- {
- /* Derivative direction in u */
- du[k] = vs*(CN(1,0,k) - CN(0,0,k)) +
- v*(CN(1,1,k) - CN(0,1,k));
-
- /* Derivative direction in v */
- dv[k] = us*(CN(0,1,k) - CN(0,0,k)) +
- u*(CN(1,1,k) - CN(1,0,k));
-
- /* bilinear de Casteljau step */
- out[k] = us*(vs*CN(0,0,k) + v*CN(0,1,k)) +
- u*(vs*CN(1,0,k) + v*CN(1,1,k));
- }
- }
- else if(minorder == uorder)
- {
- for(k=0; k<dim; k++)
- {
- /* bilinear de Casteljau step */
- DCN(1,0) = CN(1,0,k) - CN(0,0,k);
- DCN(0,0) = us*CN(0,0,k) + u*CN(1,0,k);
-
- for(j=0; j<vorder-1; j++)
- {
- /* for the derivative in u */
- DCN(1,j+1) = CN(1,j+1,k) - CN(0,j+1,k);
- DCN(1,j) = vs*DCN(1,j) + v*DCN(1,j+1);
-
- /* for the `point' */
- DCN(0,j+1) = us*CN(0,j+1,k) + u*CN(1,j+1,k);
- DCN(0,j) = vs*DCN(0,j) + v*DCN(0,j+1);
- }
-
- /* remaining linear de Casteljau steps until the second last step */
- for(h=minorder; h<vorder-1; h++)
- for(j=0; j<vorder-h; j++)
- {
- /* for the derivative in u */
- DCN(1,j) = vs*DCN(1,j) + v*DCN(1,j+1);
-
- /* for the `point' */
- DCN(0,j) = vs*DCN(0,j) + v*DCN(0,j+1);
- }
-
- /* derivative direction in v */
- dv[k] = DCN(0,1) - DCN(0,0);
-
- /* derivative direction in u */
- du[k] = vs*DCN(1,0) + v*DCN(1,1);
-
- /* last linear de Casteljau step */
- out[k] = vs*DCN(0,0) + v*DCN(0,1);
- }
- }
- else /* minorder == vorder */
- {
- for(k=0; k<dim; k++)
- {
- /* bilinear de Casteljau step */
- DCN(0,1) = CN(0,1,k) - CN(0,0,k);
- DCN(0,0) = vs*CN(0,0,k) + v*CN(0,1,k);
- for(i=0; i<uorder-1; i++)
- {
- /* for the derivative in v */
- DCN(i+1,1) = CN(i+1,1,k) - CN(i+1,0,k);
- DCN(i,1) = us*DCN(i,1) + u*DCN(i+1,1);
-
- /* for the `point' */
- DCN(i+1,0) = vs*CN(i+1,0,k) + v*CN(i+1,1,k);
- DCN(i,0) = us*DCN(i,0) + u*DCN(i+1,0);
- }
-
- /* remaining linear de Casteljau steps until the second last step */
- for(h=minorder; h<uorder-1; h++)
- for(i=0; i<uorder-h; i++)
- {
- /* for the derivative in v */
- DCN(i,1) = us*DCN(i,1) + u*DCN(i+1,1);
-
- /* for the `point' */
- DCN(i,0) = us*DCN(i,0) + u*DCN(i+1,0);
- }
-
- /* derivative direction in u */
- du[k] = DCN(1,0) - DCN(0,0);
-
- /* derivative direction in v */
- dv[k] = us*DCN(0,1) + u*DCN(1,1);
-
- /* last linear de Casteljau step */
- out[k] = us*DCN(0,0) + u*DCN(1,0);
- }
- }
- }
- else if(uorder == vorder)
- {
- for(k=0; k<dim; k++)
- {
- /* first bilinear de Casteljau step */
- for(i=0; i<uorder-1; i++)
- {
- DCN(i,0) = us*CN(i,0,k) + u*CN(i+1,0,k);
- for(j=0; j<vorder-1; j++)
- {
- DCN(i,j+1) = us*CN(i,j+1,k) + u*CN(i+1,j+1,k);
- DCN(i,j) = vs*DCN(i,j) + v*DCN(i,j+1);
- }
- }
-
- /* remaining bilinear de Casteljau steps until the second last step */
- for(h=2; h<minorder-1; h++)
- for(i=0; i<uorder-h; i++)
- {
- DCN(i,0) = us*DCN(i,0) + u*DCN(i+1,0);
- for(j=0; j<vorder-h; j++)
- {
- DCN(i,j+1) = us*DCN(i,j+1) + u*DCN(i+1,j+1);
- DCN(i,j) = vs*DCN(i,j) + v*DCN(i,j+1);
- }
- }
-
- /* derivative direction in u */
- du[k] = vs*(DCN(1,0) - DCN(0,0)) +
- v*(DCN(1,1) - DCN(0,1));
-
- /* derivative direction in v */
- dv[k] = us*(DCN(0,1) - DCN(0,0)) +
- u*(DCN(1,1) - DCN(1,0));
-
- /* last bilinear de Casteljau step */
- out[k] = us*(vs*DCN(0,0) + v*DCN(0,1)) +
- u*(vs*DCN(1,0) + v*DCN(1,1));
- }
- }
- else if(minorder == uorder)
- {
- for(k=0; k<dim; k++)
- {
- /* first bilinear de Casteljau step */
- for(i=0; i<uorder-1; i++)
- {
- DCN(i,0) = us*CN(i,0,k) + u*CN(i+1,0,k);
- for(j=0; j<vorder-1; j++)
- {
- DCN(i,j+1) = us*CN(i,j+1,k) + u*CN(i+1,j+1,k);
- DCN(i,j) = vs*DCN(i,j) + v*DCN(i,j+1);
- }
- }
-
- /* remaining bilinear de Casteljau steps until the second last step */
- for(h=2; h<minorder-1; h++)
- for(i=0; i<uorder-h; i++)
- {
- DCN(i,0) = us*DCN(i,0) + u*DCN(i+1,0);
- for(j=0; j<vorder-h; j++)
- {
- DCN(i,j+1) = us*DCN(i,j+1) + u*DCN(i+1,j+1);
- DCN(i,j) = vs*DCN(i,j) + v*DCN(i,j+1);
- }
- }
-
- /* last bilinear de Casteljau step */
- DCN(2,0) = DCN(1,0) - DCN(0,0);
- DCN(0,0) = us*DCN(0,0) + u*DCN(1,0);
- for(j=0; j<vorder-1; j++)
- {
- /* for the derivative in u */
- DCN(2,j+1) = DCN(1,j+1) - DCN(0,j+1);
- DCN(2,j) = vs*DCN(2,j) + v*DCN(2,j+1);
-
- /* for the `point' */
- DCN(0,j+1) = us*DCN(0,j+1 ) + u*DCN(1,j+1);
- DCN(0,j) = vs*DCN(0,j) + v*DCN(0,j+1);
- }
-
- /* remaining linear de Casteljau steps until the second last step */
- for(h=minorder; h<vorder-1; h++)
- for(j=0; j<vorder-h; j++)
- {
- /* for the derivative in u */
- DCN(2,j) = vs*DCN(2,j) + v*DCN(2,j+1);
-
- /* for the `point' */
- DCN(0,j) = vs*DCN(0,j) + v*DCN(0,j+1);
- }
-
- /* derivative direction in v */
- dv[k] = DCN(0,1) - DCN(0,0);
-
- /* derivative direction in u */
- du[k] = vs*DCN(2,0) + v*DCN(2,1);
-
- /* last linear de Casteljau step */
- out[k] = vs*DCN(0,0) + v*DCN(0,1);
- }
- }
- else /* minorder == vorder */
- {
- for(k=0; k<dim; k++)
- {
- /* first bilinear de Casteljau step */
- for(i=0; i<uorder-1; i++)
- {
- DCN(i,0) = us*CN(i,0,k) + u*CN(i+1,0,k);
- for(j=0; j<vorder-1; j++)
- {
- DCN(i,j+1) = us*CN(i,j+1,k) + u*CN(i+1,j+1,k);
- DCN(i,j) = vs*DCN(i,j) + v*DCN(i,j+1);
- }
- }
-
- /* remaining bilinear de Casteljau steps until the second last step */
- for(h=2; h<minorder-1; h++)
- for(i=0; i<uorder-h; i++)
- {
- DCN(i,0) = us*DCN(i,0) + u*DCN(i+1,0);
- for(j=0; j<vorder-h; j++)
- {
- DCN(i,j+1) = us*DCN(i,j+1) + u*DCN(i+1,j+1);
- DCN(i,j) = vs*DCN(i,j) + v*DCN(i,j+1);
- }
- }
-
- /* last bilinear de Casteljau step */
- DCN(0,2) = DCN(0,1) - DCN(0,0);
- DCN(0,0) = vs*DCN(0,0) + v*DCN(0,1);
- for(i=0; i<uorder-1; i++)
- {
- /* for the derivative in v */
- DCN(i+1,2) = DCN(i+1,1) - DCN(i+1,0);
- DCN(i,2) = us*DCN(i,2) + u*DCN(i+1,2);
-
- /* for the `point' */
- DCN(i+1,0) = vs*DCN(i+1,0) + v*DCN(i+1,1);
- DCN(i,0) = us*DCN(i,0) + u*DCN(i+1,0);
- }
-
- /* remaining linear de Casteljau steps until the second last step */
- for(h=minorder; h<uorder-1; h++)
- for(i=0; i<uorder-h; i++)
- {
- /* for the derivative in v */
- DCN(i,2) = us*DCN(i,2) + u*DCN(i+1,2);
-
- /* for the `point' */
- DCN(i,0) = us*DCN(i,0) + u*DCN(i+1,0);
- }
-
- /* derivative direction in u */
- du[k] = DCN(1,0) - DCN(0,0);
-
- /* derivative direction in v */
- dv[k] = us*DCN(0,2) + u*DCN(1,2);
-
- /* last linear de Casteljau step */
- out[k] = us*DCN(0,0) + u*DCN(1,0);
- }
- }
- #undef DCN
- #undef CN
- }
-
- /*
- * Return the number of components per control point for any type of
- * evaluator. Return 0 if bad target.
- */
-
- static GLint components( GLenum target )
- {
- switch (target) {
- case GL_MAP1_VERTEX_3: return 3;
- case GL_MAP1_VERTEX_4: return 4;
- case GL_MAP1_INDEX: return 1;
- case GL_MAP1_COLOR_4: return 4;
- case GL_MAP1_NORMAL: return 3;
- case GL_MAP1_TEXTURE_COORD_1: return 1;
- case GL_MAP1_TEXTURE_COORD_2: return 2;
- case GL_MAP1_TEXTURE_COORD_3: return 3;
- case GL_MAP1_TEXTURE_COORD_4: return 4;
- case GL_MAP2_VERTEX_3: return 3;
- case GL_MAP2_VERTEX_4: return 4;
- case GL_MAP2_INDEX: return 1;
- case GL_MAP2_COLOR_4: return 4;
- case GL_MAP2_NORMAL: return 3;
- case GL_MAP2_TEXTURE_COORD_1: return 1;
- case GL_MAP2_TEXTURE_COORD_2: return 2;
- case GL_MAP2_TEXTURE_COORD_3: return 3;
- case GL_MAP2_TEXTURE_COORD_4: return 4;
- default: return 0;
- }
- }
-
-
-
- /*
- * Copy 1-parametric evaluator control points from user-specified
- * memory space to a buffer of contiguous control points.
- * Input: see glMap1f for details
- * Return: pointer to buffer of contiguous control points or NULL if out
- * of memory.
- */
-
- static GLfloat *copy_points1_f( GLenum target,
- GLint ustride, GLint uorder,
- const GLfloat *points )
- {
- GLfloat *buffer, *p;
- GLuint i, k, size = components(target);
-
- buffer = (GLfloat *) malloc(uorder * size * sizeof(GLfloat));
-
- if(buffer)
- for(i=0, p=buffer; i<uorder; i++, points+=ustride)
- for(k=0; k<size; k++)
- *p++ = points[k];
-
- return buffer;
- }
-
-
-
- /*
- * Same as above but convert doubles to floats.
- */
-
- static GLfloat *copy_points1_d( GLenum target,
- GLint ustride, GLint uorder,
- const GLdouble *points )
- {
- GLfloat *buffer, *p;
- GLuint i, k, size = components(target);
-
- buffer = (GLfloat *) malloc(uorder * size * sizeof(GLfloat));
-
- if(buffer)
- for(i=0, p=buffer; i<uorder; i++, points+=ustride)
- for(k=0; k<size; k++)
- *p++ = (GLfloat) points[k];
-
- return buffer;
- }
-
- /*
- * Copy 2-parametric evaluator control points from user-specified
- * memory space to a buffer of contiguous control points.
- * Additional memory is allocated to be used by the horner and
- * de Casteljau evaluation schemes.
- *
- * Input: see glMap2f for details
- * Return: pointer to buffer of contiguous control points or NULL if out
- * of memory.
- */
-
- static GLfloat *copy_points2_f( GLenum target,
- GLint ustride, GLint uorder,
- GLint vstride, GLint vorder,
- const GLfloat *points )
- {
- GLfloat *buffer, *p;
- GLuint i, j, k, size, dsize, hsize;
- GLint uinc;
-
- size = components(target);
-
- /* max(uorder, vorder) additional points are used in */
- /* horner evaluation and uorder*vorder additional */
- /* values are needed for de Casteljau */
- dsize = (uorder == 2 && vorder == 2)? 0 : uorder*vorder;
- hsize = (uorder > vorder ? uorder : vorder)*size;
-
- if(hsize>dsize)
- buffer = (GLfloat *) malloc((uorder*vorder*size+hsize)*sizeof(GLfloat));
- else
- buffer = (GLfloat *) malloc((uorder*vorder*size+dsize)*sizeof(GLfloat));
-
- /* compute the increment value for the u-loop */
- uinc = ustride - vorder*vstride;
-
- if (buffer)
- for (i=0, p=buffer; i<uorder; i++, points += uinc)
- for (j=0; j<vorder; j++, points += vstride)
- for (k=0; k<size; k++)
- *p++ = points[k];
-
- return buffer;
- }
-
-
-
- /*
- * Same as above but convert doubles to floats.
- */
-
- static GLfloat *copy_points2_d(GLenum target,
- GLint ustride, GLint uorder,
- GLint vstride, GLint vorder,
- const GLdouble *points )
- {
- GLfloat *buffer, *p;
- GLuint i, j, k, size, hsize, dsize;
- GLint uinc;
-
- size = components(target);
-
- /* max(uorder, vorder) additional points are used in */
- /* horner evaluation and uorder*vorder additional */
- /* values are needed for de Casteljau */
- dsize = (uorder == 2 && vorder == 2)? 0 : uorder*vorder;
- hsize = (uorder > vorder ? uorder : vorder)*size;
-
- if(hsize>dsize)
- buffer = (GLfloat *) malloc((uorder*vorder*size+hsize)*sizeof(GLfloat));
- else
- buffer = (GLfloat *) malloc((uorder*vorder*size+dsize)*sizeof(GLfloat));
-
- /* compute the increment value for the u-loop */
- uinc = ustride - vorder*vstride;
-
- if (buffer)
- for (i=0, p=buffer; i<uorder; i++, points += uinc)
- for (j=0; j<vorder; j++, points += vstride)
- for (k=0; k<size; k++)
- *p++ = (GLfloat) points[k];
-
- return buffer;
- }
-
- /**********************************************************************/
- /* Internal */
- /**********************************************************************/
-
-
- /*
- * Do one-time initialization for evaluators.
- */
-
- void gl_init_eval( void )
- {
- static int init_flag = 0;
-
- /* Compute a table of nCr (combination) values used by the
- * Bernstein polynomial generator.
- */
-
- if (init_flag==0)
- { /* no initialization needed */
- }
-
- init_flag = 1;
- }
-
-
- /*
- * Control points and info are shared by all contexts in the address space.
- * The discard flag indicates whether the current control point data can be
- * free()'d when new control points are given via glMap[12][fd]. It can't
- * freed be when the current control points are also in a display list.
- */
-
-
- /* Map 1, Vertex_3 */
- static GLuint Map1Vertex3order;
- static GLfloat Map1Vertex3u1, Map1Vertex3u2;
- static GLfloat *Map1Vertex3 = NULL;
- static GLboolean DiscardMap1Vertex3 = GL_FALSE;
-
- /* Map 1, Vertex_4 */
- static GLuint Map1Vertex4order;
- static GLfloat Map1Vertex4u1, Map1Vertex4u2;
- static GLfloat *Map1Vertex4 = NULL;
- static GLboolean DiscardMap1Vertex4 = GL_FALSE;
-
- /* Map 1, Index */
- static GLuint Map1Indexorder;
- static GLfloat Map1Indexu1, Map1Indexu2;
- static GLfloat *Map1Index = NULL;
- static GLboolean DiscardMap1Index = GL_FALSE;
-
- /* Map 1, Color_4 */
- static GLuint Map1Color4order;
- static GLfloat Map1Color4u1, Map1Color4u2;
- static GLfloat *Map1Color4 = NULL;
- static GLboolean DiscardMap1Color4 = GL_FALSE;
-
- /* Map 1, Normal */
- static GLuint Map1Normalorder;
- static GLfloat Map1Normalu1, Map1Normalu2;
- static GLfloat *Map1Normal = NULL;
- static GLboolean DiscardMap1Normal = GL_FALSE;
-
- /* Map 1, Texture_1 */
- static GLuint Map1Texture1order;
- static GLfloat Map1Texture1u1, Map1Texture1u2;
- static GLfloat *Map1Texture1 = NULL;
- static GLboolean DiscardMap1Texture1 = GL_FALSE;
-
- /* Map 1, Texture_2 */
- static GLuint Map1Texture2order;
- static GLfloat Map1Texture2u1, Map1Texture2u2;
- static GLfloat *Map1Texture2 = NULL;
- static GLboolean DiscardMap1Texture2 = GL_FALSE;
-
- /* Map 1, Texture_3 */
- static GLuint Map1Texture3order;
- static GLfloat Map1Texture3u1, Map1Texture3u2;
- static GLfloat *Map1Texture3 = NULL;
- static GLboolean DiscardMap1Texture3 = GL_FALSE;
-
- /* Map 1, Texture_4 */
- static GLuint Map1Texture4order;
- static GLfloat Map1Texture4u1, Map1Texture4u2;
- static GLfloat *Map1Texture4 = NULL;
- static GLboolean DiscardMap1Texture4 = GL_FALSE;
-
-
- /* Map 2, Vertex_3 */
- static GLuint Map2Vertex3uorder;
- static GLuint Map2Vertex3vorder;
- static GLfloat Map2Vertex3u1, Map2Vertex3u2;
- static GLfloat Map2Vertex3v1, Map2Vertex3v2;
- static GLfloat *Map2Vertex3 = NULL;
- static GLboolean DiscardMap2Vertex3 = GL_FALSE;
-
- /* Map 2, Vertex_4 */
- static GLuint Map2Vertex4uorder;
- static GLuint Map2Vertex4vorder;
- static GLfloat Map2Vertex4u1, Map2Vertex4u2;
- static GLfloat Map2Vertex4v1, Map2Vertex4v2;
- static GLfloat *Map2Vertex4 = NULL;
- static GLboolean DiscardMap2Vertex4 = GL_FALSE;
-
- /* Map 2, Index */
- static GLuint Map2Indexuorder;
- static GLuint Map2Indexvorder;
- static GLfloat Map2Indexu1, Map2Indexu2;
- static GLfloat Map2Indexv1, Map2Indexv2;
- static GLfloat *Map2Index = NULL;
- static GLboolean DiscardMap2Index = GL_FALSE;
-
- /* Map 2, Color_4 */
- static GLuint Map2Color4uorder;
- static GLuint Map2Color4vorder;
- static GLfloat Map2Color4u1, Map2Color4u2;
- static GLfloat Map2Color4v1, Map2Color4v2;
- static GLfloat *Map2Color4 = NULL;
- static GLboolean DiscardMap2Color4 = GL_FALSE;
-
- /* Map 2, Normal */
- static GLuint Map2Normaluorder;
- static GLuint Map2Normalvorder;
- static GLfloat Map2Normalu1, Map2Normalu2;
- static GLfloat Map2Normalv1, Map2Normalv2;
- static GLfloat *Map2Normal = NULL;
- static GLboolean DiscardMap2Normal = GL_FALSE;
-
- /* Map 2, Texture_1 */
- static GLuint Map2Texture1uorder;
- static GLuint Map2Texture1vorder;
- static GLfloat Map2Texture1u1, Map2Texture1u2;
- static GLfloat Map2Texture1v1, Map2Texture1v2;
- static GLfloat *Map2Texture1 = NULL;
- static GLboolean DiscardMap2Texture1 = GL_FALSE;
-
- /* Map 2, Texture_2 */
- static GLuint Map2Texture2uorder;
- static GLuint Map2Texture2vorder;
- static GLfloat Map2Texture2u1, Map2Texture2u2;
- static GLfloat Map2Texture2v1, Map2Texture2v2;
- static GLfloat *Map2Texture2 = NULL;
- static GLboolean DiscardMap2Texture2 = GL_FALSE;
-
- /* Map 2, Texture_3 */
- static GLuint Map2Texture3uorder;
- static GLuint Map2Texture3vorder;
- static GLfloat Map2Texture3u1, Map2Texture3u2;
- static GLfloat Map2Texture3v1, Map2Texture3v2;
- static GLfloat *Map2Texture3 = NULL;
- static GLboolean DiscardMap2Texture3 = GL_FALSE;
-
- /* Map 2, Texture_4 */
- static GLuint Map2Texture4uorder;
- static GLuint Map2Texture4vorder;
- static GLfloat Map2Texture4u1, Map2Texture4u2;
- static GLfloat Map2Texture4v1, Map2Texture4v2;
- static GLfloat *Map2Texture4 = NULL;
- static GLboolean DiscardMap2Texture4 = GL_FALSE;
-
- /*
- * Given a Map target, return a pointer to the corresponding Discard
- * variable.
- */
- static GLboolean *discard_target( GLenum target )
- {
- switch (target) {
- case GL_MAP1_VERTEX_3: return &DiscardMap1Vertex3;
- case GL_MAP1_VERTEX_4: return &DiscardMap1Vertex4;
- case GL_MAP1_INDEX: return &DiscardMap1Index;
- case GL_MAP1_COLOR_4: return &DiscardMap1Color4;
- case GL_MAP1_NORMAL: return &DiscardMap1Normal;
- case GL_MAP1_TEXTURE_COORD_1: return &DiscardMap1Texture1;
- case GL_MAP1_TEXTURE_COORD_2: return &DiscardMap1Texture2;
- case GL_MAP1_TEXTURE_COORD_3: return &DiscardMap1Texture3;
- case GL_MAP1_TEXTURE_COORD_4: return &DiscardMap1Texture4;
- case GL_MAP2_VERTEX_3: return &DiscardMap2Vertex3;
- case GL_MAP2_VERTEX_4: return &DiscardMap2Vertex4;
- case GL_MAP2_INDEX: return &DiscardMap2Index;
- case GL_MAP2_COLOR_4: return &DiscardMap2Color4;
- case GL_MAP2_NORMAL: return &DiscardMap2Normal;
- case GL_MAP2_TEXTURE_COORD_1: return &DiscardMap2Texture1;
- case GL_MAP2_TEXTURE_COORD_2: return &DiscardMap2Texture2;
- case GL_MAP2_TEXTURE_COORD_3: return &DiscardMap2Texture3;
- case GL_MAP2_TEXTURE_COORD_4: return &DiscardMap2Texture4;
- default:
- gl_error( GL_INVALID_ENUM, "discard_target" );
- return NULL;
- }
- }
-
- /**********************************************************************/
- /* Public */
- /**********************************************************************/
-
- /*
- * This function is called by the display list deallocator function to
- * specify that a given set of control points are no longer needed.
- * Under certain conditions, we can deallocate the control points memory,
- * otherwise, we mark it as discard-able.
- */
-
- void gl_free_control_points( GLenum target, GLfloat *data )
- {
- switch (target) {
- case GL_MAP1_VERTEX_3:
- if (data==Map1Vertex3) {
- /* The control points in the display list are currently */
- /* being used so we can mark them as discard-able. */
- DiscardMap1Vertex3 = GL_TRUE;
- }
- else {
- /* The control points in the display list are not currently */
- /* being used. */
- free( data );
- }
- break;
- case GL_MAP1_VERTEX_4:
- if (data==Map1Vertex4)
- DiscardMap1Vertex4 = GL_TRUE;
- else
- free( data );
- break;
- case GL_MAP1_INDEX:
- if (data==Map1Index)
- DiscardMap1Index = GL_TRUE;
- else
- free( data );
- break;
- case GL_MAP1_COLOR_4:
- if (data==Map1Vertex4)
- DiscardMap1Vertex4 = GL_TRUE;
- else
- free( data );
- break;
- case GL_MAP1_NORMAL:
- if (data==Map1Normal)
- DiscardMap1Normal = GL_TRUE;
- else
- free( data );
- break;
- case GL_MAP1_TEXTURE_COORD_1:
- if (data==Map1Texture1)
- DiscardMap1Texture1 = GL_TRUE;
- else
- free( data );
- break;
- case GL_MAP1_TEXTURE_COORD_2:
- if (data==Map1Texture2)
- DiscardMap1Texture2 = GL_TRUE;
- else
- free( data );
- break;
- case GL_MAP1_TEXTURE_COORD_3:
- if (data==Map1Texture3)
- DiscardMap1Texture3 = GL_TRUE;
- else
- free( data );
- break;
- case GL_MAP1_TEXTURE_COORD_4:
- if (data==Map1Texture4)
- DiscardMap1Texture4 = GL_TRUE;
- else
- free( data );
- break;
- case GL_MAP2_VERTEX_3:
- if (data==Map2Vertex3)
- DiscardMap2Vertex3 = GL_TRUE;
- else
- free( data );
- break;
- case GL_MAP2_VERTEX_4:
- if (data==Map2Vertex4)
- DiscardMap2Vertex4 = GL_TRUE;
- else
- free( data );
- break;
- case GL_MAP2_INDEX:
- if (data==Map2Index)
- DiscardMap2Index = GL_TRUE;
- else
- free( data );
- break;
- case GL_MAP2_COLOR_4:
- if (data==Map2Color4)
- DiscardMap2Color4 = GL_TRUE;
- else
- free( data );
- break;
- case GL_MAP2_NORMAL:
- if (data==Map2Normal)
- DiscardMap2Normal = GL_TRUE;
- else
- free( data );
- break;
- case GL_MAP2_TEXTURE_COORD_1:
- if (data==Map2Texture1)
- DiscardMap2Texture1 = GL_TRUE;
- else
- free( data );
- break;
- case GL_MAP2_TEXTURE_COORD_2:
- if (data==Map2Texture2)
- DiscardMap2Texture2 = GL_TRUE;
- else
- free( data );
- break;
- case GL_MAP2_TEXTURE_COORD_3:
- if (data==Map2Texture3)
- DiscardMap2Texture3 = GL_TRUE;
- else
- free( data );
- break;
- case GL_MAP2_TEXTURE_COORD_4:
- if (data==Map2Texture4)
- DiscardMap2Texture4 = GL_TRUE;
- else
- free( data );
- break;
- default:
- gl_error( GL_INVALID_ENUM, "gl_free_control_points" );
- }
- }
-
- /*
- * Internal glMap1{fd} function. Note that points must be a contiguous
- * array of control points.
- */
-
- void gl_map1( GLenum target, GLfloat u1, GLfloat u2, GLint stride,
- GLint order, const GLfloat *points )
- {
- GLuint k;
-
- if (INSIDE_BEGIN_END) {
- gl_error( GL_INVALID_OPERATION, "glMap1" );
- return;
- }
-
- if (u1==u2) {
- gl_error( GL_INVALID_VALUE, "glMap1(u1,u2)" );
- return;
- }
-
- if (order<1 || order>MAX_EVAL_ORDER) {
- gl_error( GL_INVALID_VALUE, "glMap1(order)" );
- return;
- }
-
- k = components( target );
- if (k==0) {
- gl_error( GL_INVALID_ENUM, "glMap1(target)" );
- }
-
- if (stride < k) {
- gl_error( GL_INVALID_VALUE, "glMap1(stride)" );
- return;
- }
-
- switch (target) {
- case GL_MAP1_VERTEX_3:
- Map1Vertex3order = order;
- Map1Vertex3u1 = u1;
- Map1Vertex3u2 = u2;
- if (Map1Vertex3 && DiscardMap1Vertex3) {
- free( Map1Vertex3 );
- }
- DiscardMap1Vertex3 = GL_FALSE;
- Map1Vertex3 = (GLfloat *) points;
- break;
- case GL_MAP1_VERTEX_4:
- Map1Vertex4order = order;
- Map1Vertex4u1 = u1;
- Map1Vertex4u2 = u2;
- if (Map1Vertex4 && DiscardMap1Vertex4) {
- free( Map1Vertex4 );
- }
- DiscardMap1Vertex4 = GL_FALSE;
- Map1Vertex4 = (GLfloat *) points;
- break;
- case GL_MAP1_INDEX:
- Map1Indexorder = order;
- Map1Indexu1 = u1;
- Map1Indexu2 = u2;
- if (Map1Index && DiscardMap1Index) {
- free( Map1Index );
- }
- DiscardMap1Index = GL_FALSE;
- Map1Index = (GLfloat *) points;
- break;
- case GL_MAP1_COLOR_4:
- Map1Color4order = order;
- Map1Color4u1 = u1;
- Map1Color4u2 = u2;
- if (Map1Color4 && DiscardMap1Color4) {
- free( Map1Color4 );
- }
- DiscardMap1Color4 = GL_FALSE;
- Map1Color4 = (GLfloat *) points;
- break;
- case GL_MAP1_NORMAL:
- Map1Normalorder = order;
- Map1Normalu1 = u1;
- Map1Normalu2 = u2;
- if (Map1Normal && DiscardMap1Normal) {
- free( Map1Normal );
- }
- DiscardMap1Normal = GL_FALSE;
- Map1Normal = (GLfloat *) points;
- break;
- case GL_MAP1_TEXTURE_COORD_1:
- Map1Texture1order = order;
- Map1Texture1u1 = u1;
- Map1Texture1u2 = u2;
- if (Map1Texture1 && DiscardMap1Texture1) {
- free( Map1Texture1 );
- }
- DiscardMap1Texture1 = GL_FALSE;
- Map1Texture1 = (GLfloat *) points;
- break;
- case GL_MAP1_TEXTURE_COORD_2:
- Map1Texture2order = order;
- Map1Texture2u1 = u1;
- Map1Texture2u2 = u2;
- if (Map1Texture2 && DiscardMap1Texture2) {
- free( Map1Texture2 );
- }
- DiscardMap1Texture2 = GL_FALSE;
- Map1Texture2 = (GLfloat *) points;
- break;
- case GL_MAP1_TEXTURE_COORD_3:
- Map1Texture3order = order;
- Map1Texture3u1 = u1;
- Map1Texture3u2 = u2;
- if (Map1Texture3 && DiscardMap1Texture3) {
- free( Map1Texture3 );
- }
- DiscardMap1Texture3 = GL_FALSE;
- Map1Texture3 = (GLfloat *) points;
- break;
- case GL_MAP1_TEXTURE_COORD_4:
- Map1Texture4order = order;
- Map1Texture4u1 = u1;
- Map1Texture4u2 = u2;
- if (Map1Texture4 && DiscardMap1Texture4) {
- free( Map1Texture4 );
- }
- DiscardMap1Texture4 = GL_FALSE;
- Map1Texture4 = (GLfloat *) points;
- break;
- default:
- gl_error( GL_INVALID_ENUM, "glMap1(target)" );
- }
- }
-
- void glMap1f( GLenum target, GLfloat u1, GLfloat u2, GLint stride,
- GLint order, const GLfloat *points )
- {
- float *p;
-
- p = copy_points1_f(target, stride, order, points);
-
- if (!p) {
- gl_error( GL_OUT_OF_MEMORY, "glMap1f" );
- return;
- }
-
- /* may be a new stride after copying control points */
- stride = components( target );
-
- if (CC.CompileFlag) {
- gl_save_map1( target, u1, u2, stride, order, p );
- }
- if (CC.ExecuteFlag) {
- gl_map1( target, u1, u2, stride, order, p );
- if (!CC.CompileFlag) {
- /* get pointer to the discard flag for the given target */
- GLboolean *discard = discard_target( target );
- /* the control points can be discarded when new ones are bound */
- *discard = GL_TRUE;
- }
- }
- }
-
- void glMap1d( GLenum target, GLdouble u1, GLdouble u2, GLint stride,
- GLint order, const GLdouble *points )
- {
- float *p;
-
- p = copy_points1_d(target, stride, order, points);
-
- if (!p) {
- gl_error( GL_OUT_OF_MEMORY, "glMap1d" );
- return;
- }
-
- /* may be a new stride after copying control points */
- stride = components( target );
-
- if (CC.CompileFlag) {
- gl_save_map1( target, u1, u2, stride, order, p );
- }
- if (CC.ExecuteFlag) {
- gl_map1( target, u1, u2, stride, order, p );
- if (!CC.CompileFlag) {
- /* get pointer to the discard flag for the given target */
- GLboolean *discard = discard_target( target );
- /* the control points can be discarded when new ones are bound */
- *discard = GL_TRUE;
- }
- }
- }
-
-
-
-
- void gl_map2( GLenum target,
- GLfloat u1, GLfloat u2, GLint ustride, GLint uorder,
- GLfloat v1, GLfloat v2, GLint vstride, GLint vorder,
- const GLfloat *points )
- {
- GLuint k;
-
- if (INSIDE_BEGIN_END) {
- gl_error( GL_INVALID_OPERATION, "glMap2" );
- return;
- }
-
- if (u1==u2) {
- gl_error( GL_INVALID_VALUE, "glMap2(u1,u2)" );
- return;
- }
-
- if (v1==v2) {
- gl_error( GL_INVALID_VALUE, "glMap2(v1,v2)" );
- return;
- }
-
- if (uorder<1 || uorder>MAX_EVAL_ORDER) {
- gl_error( GL_INVALID_VALUE, "glMap2(uorder)" );
- return;
- }
-
- if (vorder<1 || vorder>MAX_EVAL_ORDER) {
- gl_error( GL_INVALID_VALUE, "glMap2(vorder)" );
- return;
- }
-
- k = components( target );
- if (k==0) {
- gl_error( GL_INVALID_ENUM, "glMap2(target)" );
- }
-
- if (ustride < k) {
- gl_error( GL_INVALID_VALUE, "glMap2(ustride)" );
- return;
- }
- if (vstride < k) {
- gl_error( GL_INVALID_VALUE, "glMap2(vstride)" );
- return;
- }
-
- switch (target) {
- case GL_MAP2_VERTEX_3:
- Map2Vertex3uorder = uorder;
- Map2Vertex3u1 = u1;
- Map2Vertex3u2 = u2;
- Map2Vertex3vorder = vorder;
- Map2Vertex3v1 = v1;
- Map2Vertex3v2 = v2;
- if (Map2Vertex3 && DiscardMap2Vertex3) {
- free( Map2Vertex3 );
- }
- DiscardMap2Vertex3 = GL_FALSE;
- Map2Vertex3 = (GLfloat *) points;
- break;
- case GL_MAP2_VERTEX_4:
- Map2Vertex4uorder = uorder;
- Map2Vertex4u1 = u1;
- Map2Vertex4u2 = u2;
- Map2Vertex4vorder = vorder;
- Map2Vertex4v1 = v1;
- Map2Vertex4v2 = v2;
- if (Map2Vertex4 && DiscardMap2Vertex4) {
- free( Map2Vertex4 );
- }
- DiscardMap2Vertex4 = GL_FALSE;
- Map2Vertex4 = (GLfloat *) points;
- break;
- case GL_MAP2_INDEX:
- Map2Indexuorder = uorder;
- Map2Indexu1 = u1;
- Map2Indexu2 = u2;
- Map2Indexvorder = vorder;
- Map2Indexv1 = v1;
- Map2Indexv2 = v2;
- if (Map2Index && DiscardMap2Index) {
- free( Map2Index );
- }
- DiscardMap2Index = GL_FALSE;
- Map2Index = (GLfloat *) points;
- break;
- case GL_MAP2_COLOR_4:
- Map2Color4uorder = uorder;
- Map2Color4u1 = u1;
- Map2Color4u2 = u2;
- Map2Color4vorder = vorder;
- Map2Color4v1 = v1;
- Map2Color4v2 = v2;
- if (Map2Color4 && DiscardMap2Color4) {
- free( Map2Color4 );
- }
- DiscardMap2Color4 = GL_FALSE;
- Map2Color4 = (GLfloat *) points;
- break;
- case GL_MAP2_NORMAL:
- Map2Normaluorder = uorder;
- Map2Normalu1 = u1;
- Map2Normalu2 = u2;
- Map2Normalvorder = vorder;
- Map2Normalv1 = v1;
- Map2Normalv2 = v2;
- if (Map2Normal && DiscardMap2Normal) {
- free( Map2Normal );
- }
- DiscardMap2Normal = GL_FALSE;
- Map2Normal = (GLfloat *) points;
- break;
- case GL_MAP2_TEXTURE_COORD_1:
- Map2Texture1uorder = uorder;
- Map2Texture1u1 = u1;
- Map2Texture1u2 = u2;
- Map2Texture1vorder = vorder;
- Map2Texture1v1 = v1;
- Map2Texture1v2 = v2;
- if (Map2Texture1 && DiscardMap2Texture1) {
- free( Map2Texture1 );
- }
- DiscardMap2Texture1 = GL_FALSE;
- Map2Texture1 = (GLfloat *) points;
- break;
- case GL_MAP2_TEXTURE_COORD_2:
- Map2Texture2uorder = uorder;
- Map2Texture2u1 = u1;
- Map2Texture2u2 = u2;
- Map2Texture2vorder = vorder;
- Map2Texture2v1 = v1;
- Map2Texture2v2 = v2;
- if (Map2Texture2 && DiscardMap2Texture2) {
- free( Map2Texture2 );
- }
- DiscardMap2Texture2 = GL_FALSE;
- Map2Texture2 = (GLfloat *) points;
- break;
- case GL_MAP2_TEXTURE_COORD_3:
- Map2Texture3uorder = uorder;
- Map2Texture3u1 = u1;
- Map2Texture3u2 = u2;
- Map2Texture3vorder = vorder;
- Map2Texture3v1 = v1;
- Map2Texture3v2 = v2;
- if (Map2Texture3 && DiscardMap2Texture3) {
- free( Map2Texture3 );
- }
- DiscardMap2Texture3 = GL_FALSE;
- Map2Texture3 = (GLfloat *) points;
- break;
- case GL_MAP2_TEXTURE_COORD_4:
- Map2Texture4uorder = uorder;
- Map2Texture4u1 = u1;
- Map2Texture4u2 = u2;
- Map2Texture4vorder = vorder;
- Map2Texture4v1 = v1;
- Map2Texture4v2 = v2;
- if (Map2Texture4 && DiscardMap2Texture4) {
- free( Map2Texture4 );
- }
- DiscardMap2Texture4 = GL_FALSE;
- Map2Texture4 = (GLfloat *) points;
- break;
- default:
- gl_error( GL_INVALID_ENUM, "glMap1f(target)" );
- }
-
- }
-
-
-
- void glMap2f( GLenum target,
- GLfloat u1, GLfloat u2, GLint ustride, GLint uorder,
- GLfloat v1, GLfloat v2, GLint vstride, GLint vorder,
- const GLfloat *points )
- {
- GLfloat *p;
-
- p = copy_points2_f(target, ustride, uorder, vstride, vorder, points);
-
- if (!p) {
- gl_error( GL_OUT_OF_MEMORY, "glMap2f" );
- return;
- }
-
- /* may be a new strides after copying control points */
- vstride = components( target );
- ustride = vorder * vstride;
-
- if (CC.CompileFlag) {
- gl_save_map2( target, u1, u2, ustride, uorder,
- v1, v2, vstride, vorder, p );
- }
- if (CC.ExecuteFlag) {
- gl_map2( target, u1, u2, ustride, uorder,
- v1, v2, vstride, vorder, p );
- if (!CC.CompileFlag) {
- /* get pointer to the discard flag for the given target */
- GLboolean *discard = discard_target( target );
- /* the control points can be discarded when new ones are bound */
- *discard = GL_TRUE;
- }
- }
- }
-
-
-
- void glMap2d( GLenum target,
- GLdouble u1, GLdouble u2, GLint ustride, GLint uorder,
- GLdouble v1, GLdouble v2, GLint vstride, GLint vorder,
- const GLdouble *points )
- {
- GLfloat *p;
-
- p = copy_points2_d(target, ustride, uorder, vstride, vorder, points);
-
- if (!p) {
- gl_error( GL_OUT_OF_MEMORY, "glMap2d" );
- return;
- }
-
- /* may be a new strides after copying control points */
- vstride = components( target );
- ustride = vorder * vstride;
-
- if (CC.CompileFlag) {
- gl_save_map2( target, u1, u2, ustride, uorder,
- v1, v2, vstride, vorder, p );
- }
- if (CC.ExecuteFlag) {
- gl_map2( target, u1, u2, ustride, uorder,
- v1, v2, vstride, vorder, p );
- if (!CC.CompileFlag) {
- /* get pointer to the discard flag for the given target */
- GLboolean *discard = discard_target( target );
- /* the control points can be discarded when new ones are bound */
- *discard = GL_TRUE;
- }
- }
- }
-
-
-
- void glGetMapdv( GLenum target, GLenum query, GLdouble *v )
- {
- GLuint i, n;
- GLfloat *data;
-
- switch (query) {
- case GL_COEFF:
- switch (target) {
- case GL_MAP1_COLOR_4:
- data = Map1Color4;
- n = Map1Color4order * 4;
- break;
- case GL_MAP1_INDEX:
- data = Map1Index;
- n = Map1Indexorder;
- break;
- case GL_MAP1_NORMAL:
- data = Map1Normal;
- n = Map1Normalorder * 3;
- break;
- case GL_MAP1_TEXTURE_COORD_1:
- data = Map1Texture1;
- n = Map1Texture1order * 1;
- break;
- case GL_MAP1_TEXTURE_COORD_2:
- data = Map1Texture2;
- n = Map1Texture2order * 2;
- break;
- case GL_MAP1_TEXTURE_COORD_3:
- data = Map1Texture3;
- n = Map1Texture3order * 3;
- break;
- case GL_MAP1_TEXTURE_COORD_4:
- data = Map1Texture4;
- n = Map1Texture4order * 4;
- break;
- case GL_MAP1_VERTEX_3:
- data = Map1Vertex3;
- n = Map1Vertex3order * 3;
- break;
- case GL_MAP1_VERTEX_4:
- data = Map1Vertex4;
- n = Map1Vertex4order * 4;
- break;
- case GL_MAP2_COLOR_4:
- data = Map2Color4;
- n = Map2Color4uorder * Map2Color4vorder * 4;
- break;
- case GL_MAP2_INDEX:
- data = Map2Index;
- n = Map2Indexuorder * Map2Indexvorder;
- break;
- case GL_MAP2_NORMAL:
- data = Map2Normal;
- n = Map2Normaluorder * Map2Normalvorder * 3;
- break;
- case GL_MAP2_TEXTURE_COORD_1:
- data = Map2Texture1;
- n = Map2Texture1uorder * Map2Texture1vorder * 1;
- break;
- case GL_MAP2_TEXTURE_COORD_2:
- data = Map2Texture2;
- n = Map2Texture2uorder * Map2Texture2vorder * 2;
- break;
- case GL_MAP2_TEXTURE_COORD_3:
- data = Map2Texture3;
- n = Map2Texture3uorder * Map2Texture3vorder * 3;
- break;
- case GL_MAP2_TEXTURE_COORD_4:
- data = Map2Texture4;
- n = Map2Texture4uorder * Map2Texture4vorder * 4;
- break;
- case GL_MAP2_VERTEX_3:
- data = Map2Vertex3;
- n = Map2Vertex3uorder * Map2Vertex3vorder * 3;
- break;
- case GL_MAP2_VERTEX_4:
- data = Map2Vertex4;
- n = Map2Vertex4uorder * Map2Vertex4vorder * 4;
- break;
- default:
- gl_error( GL_INVALID_ENUM, "glGetMapdv(target)" );
- }
- if (data) {
- for (i=0;i<n;i++) {
- v[i] = data[i];
- }
- }
- break;
- case GL_ORDER:
- switch (target) {
- case GL_MAP1_COLOR_4:
- *v = Map1Color4order;
- break;
- case GL_MAP1_INDEX:
- *v = Map1Indexorder;
- break;
- case GL_MAP1_NORMAL:
- *v = Map1Normalorder;
- break;
- case GL_MAP1_TEXTURE_COORD_1:
- *v = Map1Texture1order;
- break;
- case GL_MAP1_TEXTURE_COORD_2:
- *v = Map1Texture2order;
- break;
- case GL_MAP1_TEXTURE_COORD_3:
- *v = Map1Texture3order;
- break;
- case GL_MAP1_TEXTURE_COORD_4:
- *v = Map1Texture4order;
- break;
- case GL_MAP1_VERTEX_3:
- *v = Map1Vertex3order;
- break;
- case GL_MAP1_VERTEX_4:
- *v = Map1Vertex4order;
- break;
- case GL_MAP2_COLOR_4:
- v[0] = Map2Color4uorder;
- v[1] = Map2Color4vorder;
- break;
- case GL_MAP2_INDEX:
- v[0] = Map2Indexuorder;
- v[1] = Map2Indexvorder;
- break;
- case GL_MAP2_NORMAL:
- v[0] = Map2Normaluorder;
- v[1] = Map2Normalvorder;
- break;
- case GL_MAP2_TEXTURE_COORD_1:
- v[0] = Map2Texture1uorder;
- v[1] = Map2Texture1vorder;
- break;
- case GL_MAP2_TEXTURE_COORD_2:
- v[0] = Map2Texture2uorder;
- v[1] = Map2Texture2vorder;
- break;
- case GL_MAP2_TEXTURE_COORD_3:
- v[0] = Map2Texture3uorder;
- v[1] = Map2Texture3vorder;
- break;
- case GL_MAP2_TEXTURE_COORD_4:
- v[0] = Map2Texture4uorder;
- v[1] = Map2Texture4vorder;
- break;
- case GL_MAP2_VERTEX_3:
- v[0] = Map2Vertex3uorder;
- v[1] = Map2Vertex3vorder;
- break;
- case GL_MAP2_VERTEX_4:
- v[0] = Map2Vertex4uorder;
- v[1] = Map2Vertex4vorder;
- break;
- default:
- gl_error( GL_INVALID_ENUM, "glGetMapdv(target)" );
- }
- break;
- case GL_DOMAIN:
- switch (target) {
- case GL_MAP1_COLOR_4:
- v[0] = Map1Color4u1;
- v[1] = Map1Color4u2;
- break;
- case GL_MAP1_INDEX:
- v[0] = Map1Indexu1;
- v[1] = Map1Indexu2;
- break;
- case GL_MAP1_NORMAL:
- v[0] = Map1Normalu1;
- v[1] = Map1Normalu2;
- break;
- case GL_MAP1_TEXTURE_COORD_1:
- v[0] = Map1Texture1u1;
- v[1] = Map1Texture1u2;
- break;
- case GL_MAP1_TEXTURE_COORD_2:
- v[0] = Map1Texture2u1;
- v[1] = Map1Texture2u2;
- break;
- case GL_MAP1_TEXTURE_COORD_3:
- v[0] = Map1Texture3u1;
- v[1] = Map1Texture3u2;
- break;
- case GL_MAP1_TEXTURE_COORD_4:
- v[0] = Map1Texture4u1;
- v[1] = Map1Texture4u2;
- break;
- case GL_MAP1_VERTEX_3:
- v[0] = Map1Vertex3u1;
- v[1] = Map1Vertex3u2;
- break;
- case GL_MAP1_VERTEX_4:
- v[0] = Map1Vertex4u1;
- v[1] = Map1Vertex4u2;
- break;
- case GL_MAP2_COLOR_4:
- v[0] = Map2Color4u1;
- v[1] = Map2Color4u2;
- v[2] = Map2Color4v1;
- v[3] = Map2Color4v2;
- break;
- case GL_MAP2_INDEX:
- v[0] = Map2Indexu1;
- v[1] = Map2Indexu2;
- v[2] = Map2Indexv1;
- v[3] = Map2Indexv2;
- break;
- case GL_MAP2_NORMAL:
- v[0] = Map2Normalu1;
- v[1] = Map2Normalu2;
- v[2] = Map2Normalv1;
- v[3] = Map2Normalv2;
- break;
- case GL_MAP2_TEXTURE_COORD_1:
- v[0] = Map2Texture1u1;
- v[1] = Map2Texture1u2;
- v[2] = Map2Texture1v1;
- v[3] = Map2Texture1v2;
- break;
- case GL_MAP2_TEXTURE_COORD_2:
- v[0] = Map2Texture2u1;
- v[1] = Map2Texture2u2;
- v[2] = Map2Texture2v1;
- v[3] = Map2Texture2v2;
- break;
- case GL_MAP2_TEXTURE_COORD_3:
- v[0] = Map2Texture3u1;
- v[1] = Map2Texture3u2;
- v[2] = Map2Texture3v1;
- v[3] = Map2Texture3v2;
- break;
- case GL_MAP2_TEXTURE_COORD_4:
- v[0] = Map2Texture4u1;
- v[1] = Map2Texture4u2;
- v[2] = Map2Texture4v1;
- v[3] = Map2Texture4v2;
- break;
- case GL_MAP2_VERTEX_3:
- v[0] = Map2Vertex3u1;
- v[1] = Map2Vertex3u2;
- v[2] = Map2Vertex3v1;
- v[3] = Map2Vertex3v2;
- break;
- case GL_MAP2_VERTEX_4:
- v[0] = Map2Vertex4u1;
- v[1] = Map2Vertex4u2;
- v[2] = Map2Vertex4v1;
- v[3] = Map2Vertex4v2;
- break;
- default:
- gl_error( GL_INVALID_ENUM, "glGetMapdv(target)" );
- }
- break;
- default:
- gl_error( GL_INVALID_ENUM, "glGetMapdv(query)" );
- }
- }
-
-
- void glGetMapfv( GLenum target, GLenum query, GLfloat *v )
- {
- GLuint i, n;
- GLfloat *data;
-
- switch (query) {
- case GL_COEFF:
- switch (target) {
- case GL_MAP1_COLOR_4:
- data = Map1Color4;
- n = Map1Color4order * 4;
- break;
- case GL_MAP1_INDEX:
- data = Map1Index;
- n = Map1Indexorder;
- break;
- case GL_MAP1_NORMAL:
- data = Map1Normal;
- n = Map1Normalorder * 3;
- break;
- case GL_MAP1_TEXTURE_COORD_1:
- data = Map1Texture1;
- n = Map1Texture1order * 1;
- break;
- case GL_MAP1_TEXTURE_COORD_2:
- data = Map1Texture2;
- n = Map1Texture2order * 2;
- break;
- case GL_MAP1_TEXTURE_COORD_3:
- data = Map1Texture3;
- n = Map1Texture3order * 3;
- break;
- case GL_MAP1_TEXTURE_COORD_4:
- data = Map1Texture4;
- n = Map1Texture4order * 4;
- break;
- case GL_MAP1_VERTEX_3:
- data = Map1Vertex3;
- n = Map1Vertex3order * 3;
- break;
- case GL_MAP1_VERTEX_4:
- data = Map1Vertex4;
- n = Map1Vertex4order * 4;
- break;
- case GL_MAP2_COLOR_4:
- data = Map2Color4;
- n = Map2Color4uorder * Map2Color4vorder * 4;
- break;
- case GL_MAP2_INDEX:
- data = Map2Index;
- n = Map2Indexuorder * Map2Indexvorder;
- break;
- case GL_MAP2_NORMAL:
- data = Map2Normal;
- n = Map2Normaluorder * Map2Normalvorder * 3;
- break;
- case GL_MAP2_TEXTURE_COORD_1:
- data = Map2Texture1;
- n = Map2Texture1uorder * Map2Texture1vorder * 1;
- break;
- case GL_MAP2_TEXTURE_COORD_2:
- data = Map2Texture2;
- n = Map2Texture2uorder * Map2Texture2vorder * 2;
- break;
- case GL_MAP2_TEXTURE_COORD_3:
- data = Map2Texture3;
- n = Map2Texture3uorder * Map2Texture3vorder * 3;
- break;
- case GL_MAP2_TEXTURE_COORD_4:
- data = Map2Texture4;
- n = Map2Texture4uorder * Map2Texture4vorder * 4;
- break;
- case GL_MAP2_VERTEX_3:
- data = Map2Vertex3;
- n = Map2Vertex3uorder * Map2Vertex3vorder * 3;
- break;
- case GL_MAP2_VERTEX_4:
- data = Map2Vertex4;
- n = Map2Vertex4uorder * Map2Vertex4vorder * 4;
- break;
- default:
- gl_error( GL_INVALID_ENUM, "glGetMapfv(target)" );
- }
- if (data) {
- for (i=0;i<n;i++) {
- v[i] = data[i];
- }
- }
- break;
- case GL_ORDER:
- switch (target) {
- case GL_MAP1_COLOR_4:
- *v = Map1Color4order;
- break;
- case GL_MAP1_INDEX:
- *v = Map1Indexorder;
- break;
- case GL_MAP1_NORMAL:
- *v = Map1Normalorder;
- break;
- case GL_MAP1_TEXTURE_COORD_1:
- *v = Map1Texture1order;
- break;
- case GL_MAP1_TEXTURE_COORD_2:
- *v = Map1Texture2order;
- break;
- case GL_MAP1_TEXTURE_COORD_3:
- *v = Map1Texture3order;
- break;
- case GL_MAP1_TEXTURE_COORD_4:
- *v = Map1Texture4order;
- break;
- case GL_MAP1_VERTEX_3:
- *v = Map1Vertex3order;
- break;
- case GL_MAP1_VERTEX_4:
- *v = Map1Vertex4order;
- break;
- case GL_MAP2_COLOR_4:
- v[0] = Map2Color4uorder;
- v[1] = Map2Color4vorder;
- break;
- case GL_MAP2_INDEX:
- v[0] = Map2Indexuorder;
- v[1] = Map2Indexvorder;
- break;
- case GL_MAP2_NORMAL:
- v[0] = Map2Normaluorder;
- v[1] = Map2Normalvorder;
- break;
- case GL_MAP2_TEXTURE_COORD_1:
- v[0] = Map2Texture1uorder;
- v[1] = Map2Texture1vorder;
- break;
- case GL_MAP2_TEXTURE_COORD_2:
- v[0] = Map2Texture2uorder;
- v[1] = Map2Texture2vorder;
- break;
- case GL_MAP2_TEXTURE_COORD_3:
- v[0] = Map2Texture3uorder;
- v[1] = Map2Texture3vorder;
- break;
- case GL_MAP2_TEXTURE_COORD_4:
- v[0] = Map2Texture4uorder;
- v[1] = Map2Texture4vorder;
- break;
- case GL_MAP2_VERTEX_3:
- v[0] = Map2Vertex3uorder;
- v[1] = Map2Vertex3vorder;
- break;
- case GL_MAP2_VERTEX_4:
- v[0] = Map2Vertex4uorder;
- v[1] = Map2Vertex4vorder;
- break;
- default:
- gl_error( GL_INVALID_ENUM, "glGetMapfv(target)" );
- }
- break;
- case GL_DOMAIN:
- switch (target) {
- case GL_MAP1_COLOR_4:
- v[0] = Map1Color4u1;
- v[1] = Map1Color4u2;
- break;
- case GL_MAP1_INDEX:
- v[0] = Map1Indexu1;
- v[1] = Map1Indexu2;
- break;
- case GL_MAP1_NORMAL:
- v[0] = Map1Normalu1;
- v[1] = Map1Normalu2;
- break;
- case GL_MAP1_TEXTURE_COORD_1:
- v[0] = Map1Texture1u1;
- v[1] = Map1Texture1u2;
- break;
- case GL_MAP1_TEXTURE_COORD_2:
- v[0] = Map1Texture2u1;
- v[1] = Map1Texture2u2;
- break;
- case GL_MAP1_TEXTURE_COORD_3:
- v[0] = Map1Texture3u1;
- v[1] = Map1Texture3u2;
- break;
- case GL_MAP1_TEXTURE_COORD_4:
- v[0] = Map1Texture4u1;
- v[1] = Map1Texture4u2;
- break;
- case GL_MAP1_VERTEX_3:
- v[0] = Map1Vertex3u1;
- v[1] = Map1Vertex3u2;
- break;
- case GL_MAP1_VERTEX_4:
- v[0] = Map1Vertex4u1;
- v[1] = Map1Vertex4u2;
- break;
- case GL_MAP2_COLOR_4:
- v[0] = Map2Color4u1;
- v[1] = Map2Color4u2;
- v[2] = Map2Color4v1;
- v[3] = Map2Color4v2;
- break;
- case GL_MAP2_INDEX:
- v[0] = Map2Indexu1;
- v[1] = Map2Indexu2;
- v[2] = Map2Indexv1;
- v[3] = Map2Indexv2;
- break;
- case GL_MAP2_NORMAL:
- v[0] = Map2Normalu1;
- v[1] = Map2Normalu2;
- v[2] = Map2Normalv1;
- v[3] = Map2Normalv2;
- break;
- case GL_MAP2_TEXTURE_COORD_1:
- v[0] = Map2Texture1u1;
- v[1] = Map2Texture1u2;
- v[2] = Map2Texture1v1;
- v[3] = Map2Texture1v2;
- break;
- case GL_MAP2_TEXTURE_COORD_2:
- v[0] = Map2Texture2u1;
- v[1] = Map2Texture2u2;
- v[2] = Map2Texture2v1;
- v[3] = Map2Texture2v2;
- break;
- case GL_MAP2_TEXTURE_COORD_3:
- v[0] = Map2Texture3u1;
- v[1] = Map2Texture3u2;
- v[2] = Map2Texture3v1;
- v[3] = Map2Texture3v2;
- break;
- case GL_MAP2_TEXTURE_COORD_4:
- v[0] = Map2Texture4u1;
- v[1] = Map2Texture4u2;
- v[2] = Map2Texture4v1;
- v[3] = Map2Texture4v2;
- break;
- case GL_MAP2_VERTEX_3:
- v[0] = Map2Vertex3u1;
- v[1] = Map2Vertex3u2;
- v[2] = Map2Vertex3v1;
- v[3] = Map2Vertex3v2;
- break;
- case GL_MAP2_VERTEX_4:
- v[0] = Map2Vertex4u1;
- v[1] = Map2Vertex4u2;
- v[2] = Map2Vertex4v1;
- v[3] = Map2Vertex4v2;
- break;
- default:
- gl_error( GL_INVALID_ENUM, "glGetMapfv(target)" );
- }
- break;
- default:
- gl_error( GL_INVALID_ENUM, "glGetMapfv(query)" );
- }
- }
-
-
- void glGetMapiv( GLenum target, GLenum query, GLint *v )
- {
- GLuint i, n;
- GLfloat *data;
-
- switch (query) {
- case GL_COEFF:
- switch (target) {
- case GL_MAP1_COLOR_4:
- data = Map1Color4;
- n = Map1Color4order * 4;
- break;
- case GL_MAP1_INDEX:
- data = Map1Index;
- n = Map1Indexorder;
- break;
- case GL_MAP1_NORMAL:
- data = Map1Normal;
- n = Map1Normalorder * 3;
- break;
- case GL_MAP1_TEXTURE_COORD_1:
- data = Map1Texture1;
- n = Map1Texture1order * 1;
- break;
- case GL_MAP1_TEXTURE_COORD_2:
- data = Map1Texture2;
- n = Map1Texture2order * 2;
- break;
- case GL_MAP1_TEXTURE_COORD_3:
- data = Map1Texture3;
- n = Map1Texture3order * 3;
- break;
- case GL_MAP1_TEXTURE_COORD_4:
- data = Map1Texture4;
- n = Map1Texture4order * 4;
- break;
- case GL_MAP1_VERTEX_3:
- data = Map1Vertex3;
- n = Map1Vertex3order * 3;
- break;
- case GL_MAP1_VERTEX_4:
- data = Map1Vertex4;
- n = Map1Vertex4order * 4;
- break;
- case GL_MAP2_COLOR_4:
- data = Map2Color4;
- n = Map2Color4uorder * Map2Color4vorder * 4;
- break;
- case GL_MAP2_INDEX:
- data = Map2Index;
- n = Map2Indexuorder * Map2Indexvorder;
- break;
- case GL_MAP2_NORMAL:
- data = Map2Normal;
- n = Map2Normaluorder * Map2Normalvorder * 3;
- break;
- case GL_MAP2_TEXTURE_COORD_1:
- data = Map2Texture1;
- n = Map2Texture1uorder * Map2Texture1vorder * 1;
- break;
- case GL_MAP2_TEXTURE_COORD_2:
- data = Map2Texture2;
- n = Map2Texture2uorder * Map2Texture2vorder * 2;
- break;
- case GL_MAP2_TEXTURE_COORD_3:
- data = Map2Texture3;
- n = Map2Texture3uorder * Map2Texture3vorder * 3;
- break;
- case GL_MAP2_TEXTURE_COORD_4:
- data = Map2Texture4;
- n = Map2Texture4uorder * Map2Texture4vorder * 4;
- break;
- case GL_MAP2_VERTEX_3:
- data = Map2Vertex3;
- n = Map2Vertex3uorder * Map2Vertex3vorder * 3;
- break;
- case GL_MAP2_VERTEX_4:
- data = Map2Vertex4;
- n = Map2Vertex4uorder * Map2Vertex4vorder * 4;
- break;
- default:
- gl_error( GL_INVALID_ENUM, "glGetMapiv(target)" );
- }
- if (data) {
- for (i=0;i<n;i++) {
- v[i] = ROUND(data[i]);
- }
- }
- break;
- case GL_ORDER:
- switch (target) {
- case GL_MAP1_COLOR_4:
- *v = Map1Color4order;
- break;
- case GL_MAP1_INDEX:
- *v = Map1Indexorder;
- break;
- case GL_MAP1_NORMAL:
- *v = Map1Normalorder;
- break;
- case GL_MAP1_TEXTURE_COORD_1:
- *v = Map1Texture1order;
- break;
- case GL_MAP1_TEXTURE_COORD_2:
- *v = Map1Texture2order;
- break;
- case GL_MAP1_TEXTURE_COORD_3:
- *v = Map1Texture3order;
- break;
- case GL_MAP1_TEXTURE_COORD_4:
- *v = Map1Texture4order;
- break;
- case GL_MAP1_VERTEX_3:
- *v = Map1Vertex3order;
- break;
- case GL_MAP1_VERTEX_4:
- *v = Map1Vertex4order;
- break;
- case GL_MAP2_COLOR_4:
- v[0] = Map2Color4uorder;
- v[1] = Map2Color4vorder;
- break;
- case GL_MAP2_INDEX:
- v[0] = Map2Indexuorder;
- v[1] = Map2Indexvorder;
- break;
- case GL_MAP2_NORMAL:
- v[0] = Map2Normaluorder;
- v[1] = Map2Normalvorder;
- break;
- case GL_MAP2_TEXTURE_COORD_1:
- v[0] = Map2Texture1uorder;
- v[1] = Map2Texture1vorder;
- break;
- case GL_MAP2_TEXTURE_COORD_2:
- v[0] = Map2Texture2uorder;
- v[1] = Map2Texture2vorder;
- break;
- case GL_MAP2_TEXTURE_COORD_3:
- v[0] = Map2Texture3uorder;
- v[1] = Map2Texture3vorder;
- break;
- case GL_MAP2_TEXTURE_COORD_4:
- v[0] = Map2Texture4uorder;
- v[1] = Map2Texture4vorder;
- break;
- case GL_MAP2_VERTEX_3:
- v[0] = Map2Vertex3uorder;
- v[1] = Map2Vertex3vorder;
- break;
- case GL_MAP2_VERTEX_4:
- v[0] = Map2Vertex4uorder;
- v[1] = Map2Vertex4vorder;
- break;
- default:
- gl_error( GL_INVALID_ENUM, "glGetMapiv(target)" );
- }
- break;
- case GL_DOMAIN:
- switch (target) {
- case GL_MAP1_COLOR_4:
- v[0] = ROUND(Map1Color4u1);
- v[1] = ROUND(Map1Color4u2);
- break;
- case GL_MAP1_INDEX:
- v[0] = ROUND(Map1Indexu1);
- v[1] = ROUND(Map1Indexu2);
- break;
- case GL_MAP1_NORMAL:
- v[0] = ROUND(Map1Normalu1);
- v[1] = ROUND(Map1Normalu2);
- break;
- case GL_MAP1_TEXTURE_COORD_1:
- v[0] = ROUND(Map1Texture1u1);
- v[1] = ROUND(Map1Texture1u2);
- break;
- case GL_MAP1_TEXTURE_COORD_2:
- v[0] = ROUND(Map1Texture2u1);
- v[1] = ROUND(Map1Texture2u2);
- break;
- case GL_MAP1_TEXTURE_COORD_3:
- v[0] = ROUND(Map1Texture3u1);
- v[1] = ROUND(Map1Texture3u2);
- break;
- case GL_MAP1_TEXTURE_COORD_4:
- v[0] = ROUND(Map1Texture4u1);
- v[1] = ROUND(Map1Texture4u2);
- break;
- case GL_MAP1_VERTEX_3:
- v[0] = ROUND(Map1Vertex3u1);
- v[1] = ROUND(Map1Vertex3u2);
- break;
- case GL_MAP1_VERTEX_4:
- v[0] = ROUND(Map1Vertex4u1);
- v[1] = ROUND(Map1Vertex4u2);
- break;
- case GL_MAP2_COLOR_4:
- v[0] = ROUND(Map2Color4u1);
- v[1] = ROUND(Map2Color4u2);
- v[2] = ROUND(Map2Color4v1);
- v[3] = ROUND(Map2Color4v2);
- break;
- case GL_MAP2_INDEX:
- v[0] = ROUND(Map2Indexu1);
- v[1] = ROUND(Map2Indexu2);
- v[2] = ROUND(Map2Indexv1);
- v[3] = ROUND(Map2Indexv2);
- break;
- case GL_MAP2_NORMAL:
- v[0] = ROUND(Map2Normalu1);
- v[1] = ROUND(Map2Normalu2);
- v[2] = ROUND(Map2Normalv1);
- v[3] = ROUND(Map2Normalv2);
- break;
- case GL_MAP2_TEXTURE_COORD_1:
- v[0] = ROUND(Map2Texture1u1);
- v[1] = ROUND(Map2Texture1u2);
- v[2] = ROUND(Map2Texture1v1);
- v[3] = ROUND(Map2Texture1v2);
- break;
- case GL_MAP2_TEXTURE_COORD_2:
- v[0] = ROUND(Map2Texture2u1);
- v[1] = ROUND(Map2Texture2u2);
- v[2] = ROUND(Map2Texture2v1);
- v[3] = ROUND(Map2Texture2v2);
- break;
- case GL_MAP2_TEXTURE_COORD_3:
- v[0] = ROUND(Map2Texture3u1);
- v[1] = ROUND(Map2Texture3u2);
- v[2] = ROUND(Map2Texture3v1);
- v[3] = ROUND(Map2Texture3v2);
- break;
- case GL_MAP2_TEXTURE_COORD_4:
- v[0] = ROUND(Map2Texture4u1);
- v[1] = ROUND(Map2Texture4u2);
- v[2] = ROUND(Map2Texture4v1);
- v[3] = ROUND(Map2Texture4v2);
- break;
- case GL_MAP2_VERTEX_3:
- v[0] = ROUND(Map2Vertex3u1);
- v[1] = ROUND(Map2Vertex3u2);
- v[2] = ROUND(Map2Vertex3v1);
- v[3] = ROUND(Map2Vertex3v2);
- break;
- case GL_MAP2_VERTEX_4:
- v[0] = ROUND(Map2Vertex4u1);
- v[1] = ROUND(Map2Vertex4u2);
- v[2] = ROUND(Map2Vertex4v1);
- v[3] = ROUND(Map2Vertex4v2);
- break;
- default:
- gl_error( GL_INVALID_ENUM, "glGetMapiv(target)" );
- }
- break;
- default:
- gl_error( GL_INVALID_ENUM, "glGetMapiv(query)" );
- }
- }
-
-
-
- void gl_evalcoord1(GLfloat u)
- {
- GLfloat vertex[4];
- GLfloat index;
- GLfloat color[4];
- GLfloat normal[3];
- GLfloat texcoord[4];
- register GLfloat uu;
-
- /** Vertex **/
- if (CC.Eval.Map1Vertex4)
- {
- uu = (u-Map1Vertex4u1) / (Map1Vertex4u2-Map1Vertex4u1);
- horner_bezier_curve(Map1Vertex4, vertex, uu, 4, Map1Vertex4order);
- }
- else if (CC.Eval.Map1Vertex3)
- {
- uu = (u-Map1Vertex3u1) / (Map1Vertex3u2-Map1Vertex3u1);
- horner_bezier_curve(Map1Vertex3, vertex, uu, 3, Map1Vertex3order);
-
- vertex[3] = 1.0;
- }
-
- /** Color Index **/
- if (CC.Eval.Map1Index)
- {
- uu = (u-Map1Indexu1) / (Map1Indexu2-Map1Indexu1);
- horner_bezier_curve(Map1Index, &index, uu, 1, Map1Indexorder);
- }
- else
- index = (GLfloat) CC.Current.Index;
-
- /** Color **/
- if (CC.Eval.Map1Color4)
- {
- uu = (u-Map1Color4u1) / (Map1Color4u2-Map1Color4u1);
- horner_bezier_curve(Map1Color4, color, uu, 4, Map1Color4order);
- }
- else
- {
- color[0] = CC.Current.Color[0];
- color[1] = CC.Current.Color[1];
- color[2] = CC.Current.Color[2];
- color[3] = CC.Current.Color[3];
- }
-
- /** Normal Vector **/
- if (CC.Eval.Map1Normal)
- {
- uu = (u-Map1Normalu1) / (Map1Normalu2-Map1Normalu1);
- horner_bezier_curve(Map1Normal, normal, uu, 3, Map1Normalorder);
- }
- else
- {
- normal[0] = CC.Current.Normal[0];
- normal[1] = CC.Current.Normal[1];
- normal[2] = CC.Current.Normal[2];
- }
-
- /** Texture Coordinates **/
- if (CC.Eval.Map1TextureCoord4)
- {
- uu = (u-Map1Texture4u1) / (Map1Texture4u2-Map1Texture4u1);
- horner_bezier_curve(Map1Texture4, texcoord, uu, 4, Map1Texture4order);
- }
- else if (CC.Eval.Map1TextureCoord3)
- {
- uu = (u-Map1Texture3u1) / (Map1Texture3u2-Map1Texture3u1);
- horner_bezier_curve(Map1Texture3, texcoord, uu, 3, Map1Texture3order);
- texcoord[3] = 1.0;
- }
- else if (CC.Eval.Map1TextureCoord2)
- {
- uu = (u-Map1Texture2u1) / (Map1Texture2u2-Map1Texture2u1);
- horner_bezier_curve(Map1Texture2, texcoord, uu, 2, Map1Texture2order);
-
- texcoord[2] = 0.0;
- texcoord[3] = 1.0;
- }
- else if (CC.Eval.Map1TextureCoord1)
- {
- uu = (u-Map1Texture1u1) / (Map1Texture1u2-Map1Texture1u1);
- horner_bezier_curve(Map1Texture1, texcoord, uu, 1, Map1Texture1order);
-
- texcoord[1] = 0.0;
- texcoord[2] = 0.0;
- texcoord[3] = 1.0;
- }
- else
- {
- texcoord[0] = CC.Current.TexCoord[0];
- texcoord[1] = CC.Current.TexCoord[1];
- texcoord[2] = CC.Current.TexCoord[2];
- texcoord[3] = CC.Current.TexCoord[3];
- }
-
- gl_eval_vertex( vertex, normal, color, index, texcoord );
- }
-
- void glEvalCoord1f( GLfloat u )
- {
- if (CC.CompileFlag) {
- gl_save_evalcoord1( u );
- }
- if (CC.ExecuteFlag) {
- gl_evalcoord1( u );
- }
- }
-
-
- void glEvalCoord1fv( const GLfloat *u )
- {
- if (CC.CompileFlag) {
- gl_save_evalcoord1( *u );
- }
- if (CC.ExecuteFlag) {
- gl_evalcoord1( *u );
- }
- }
-
-
- void glEvalCoord1d( GLdouble u )
- {
- if (CC.CompileFlag) {
- gl_save_evalcoord1( (GLfloat) u );
- }
- if (CC.ExecuteFlag) {
- gl_evalcoord1( (GLfloat) u );
- }
- }
-
-
- void glEvalCoord1dv( const GLdouble *u )
- {
- if (CC.CompileFlag) {
- gl_save_evalcoord1( (GLfloat) *u );
- }
- if (CC.ExecuteFlag) {
- gl_evalcoord1( (GLfloat) *u );
- }
- }
-
-
- void gl_evalcoord2( GLfloat u, GLfloat v )
- {
- GLfloat vertex[4];
- GLfloat normal[3];
- GLfloat color[4];
- GLfloat texcoord[4];
- GLfloat index;
- register GLfloat uu, vv;
-
- #define CROSS_PROD(n, u, v) \
- (n)[0] = (u)[1]*(v)[2] - (u)[2]*(v)[1]; \
- (n)[1] = (u)[2]*(v)[0] - (u)[0]*(v)[2]; \
- (n)[2] = (u)[0]*(v)[1] - (u)[1]*(v)[0]
- #define NORMALIZE(n) \
- { GLfloat l = sqrt((n)[0]*(n)[0] + (n)[1]*n[1] + (n)[2]*(n)[2]); \
- if(l > 0.000001) { (n)[0]/=l; (n)[1]/=l; (n)[2]/=l; } }
-
- /** Vertex **/
- if(CC.Eval.Map2Vertex4)
- {
- uu = (u-Map2Vertex4u1) / (Map2Vertex4u2-Map2Vertex4u1);
- vv = (v-Map2Vertex4v1) / (Map2Vertex4v2-Map2Vertex4v1);
-
- if (CC.Eval.AutoNormal)
- {
- GLfloat du[4], dv[4];
-
- de_casteljau_surf(Map2Vertex4, vertex, du, dv, uu, vv, 4,
- Map2Vertex4uorder, Map2Vertex4vorder);
-
- CROSS_PROD(normal, du, dv);
- NORMALIZE(normal);
- }
- else
- horner_bezier_surf(Map2Vertex4, vertex, uu, vv, 4,
- Map2Vertex4uorder, Map2Vertex4vorder);
- }
- else if (CC.Eval.Map2Vertex3)
- {
- uu = (u-Map2Vertex3u1) / (Map2Vertex3u2-Map2Vertex3u1);
- vv = (v-Map2Vertex3v1) / (Map2Vertex3v2-Map2Vertex3v1);
-
- if (CC.Eval.AutoNormal)
- {
- GLfloat du[3], dv[3];
- de_casteljau_surf(Map2Vertex3, vertex, du, dv, uu, vv, 3,
- Map2Vertex3uorder, Map2Vertex3vorder);
-
- CROSS_PROD(normal, du, dv);
- NORMALIZE(normal);
- }
- else
- horner_bezier_surf(Map2Vertex3, vertex, uu, vv, 3,
- Map2Vertex3uorder, Map2Vertex3vorder);
-
- vertex[3] = 1.0;
- }
- #undef NORMALIZE
- #undef CROSS_PROD
-
- /** Color Index **/
- if (CC.Eval.Map2Index)
- {
- uu = (u-Map2Indexu1) / (Map2Indexu2-Map2Indexu1);
- vv = (v-Map2Indexv1) / (Map2Indexv2-Map2Indexv1);
-
- horner_bezier_surf(Map2Index, &index, uu, vv, 1,
- Map2Indexuorder, Map2Indexvorder);
- }
- else
- index = (GLfloat) CC.Current.Index;
-
- /** Color **/
- if (CC.Eval.Map2Color4)
- {
- uu = (u-Map2Color4u1) / (Map2Color4u2-Map2Color4u1);
- vv = (v-Map2Color4v1) / (Map2Color4v2-Map2Color4v1);
-
- horner_bezier_surf(Map2Color4, color, uu, vv, 4,
- Map2Color4uorder, Map2Color4vorder);
- }
- else
- {
- color[0] = CC.Current.Color[0];
- color[1] = CC.Current.Color[1];
- color[2] = CC.Current.Color[2];
- color[3] = CC.Current.Color[3];
- }
-
- /** Normal **/
- if(!CC.Eval.AutoNormal || (!CC.Eval.Map2Vertex3 && !CC.Eval.Map2Vertex4))
- {
- if (CC.Eval.Map2Normal)
- {
- uu = (u-Map2Normalu1) / (Map2Normalu2-Map2Normalu1);
- vv = (v-Map2Normalv1) / (Map2Normalv2-Map2Normalv1);
-
- horner_bezier_surf(Map2Normal, normal, uu, vv, 3,
- Map2Normaluorder, Map2Normalvorder);
- }
- else
- {
- normal[0] = CC.Current.Normal[0];
- normal[1] = CC.Current.Normal[1];
- normal[2] = CC.Current.Normal[2];
- }
- }
-
- /** Texture Coordinates **/
- if (CC.Eval.Map2TextureCoord4)
- {
- uu = (u-Map2Texture4u1) / (Map2Texture4u2-Map2Texture4u1);
- vv = (v-Map2Texture4v1) / (Map2Texture4v2-Map2Texture4v1);
-
- horner_bezier_surf(Map2Texture4, texcoord, uu, vv, 4,
- Map2Texture4uorder, Map2Texture4vorder);
- }
- else if (CC.Eval.Map2TextureCoord3)
- {
- uu = (u-Map2Texture3u1) / (Map2Texture3u2-Map2Texture3u1);
- vv = (v-Map2Texture3v1) / (Map2Texture3v2-Map2Texture3v1);
-
- horner_bezier_surf(Map2Texture3, texcoord, uu, vv, 3,
- Map2Texture3uorder, Map2Texture3vorder);
-
- texcoord[3] = 1.0;
- }
- else if (CC.Eval.Map2TextureCoord2)
- {
- uu = (u-Map2Texture2u1) / (Map2Texture2u2-Map2Texture2u1);
- vv = (v-Map2Texture2v1) / (Map2Texture2v2-Map2Texture2v1);
-
- horner_bezier_surf(Map2Texture2, texcoord, uu, vv, 2,
- Map2Texture2uorder, Map2Texture2vorder);
-
- texcoord[2] = 0.0;
- texcoord[3] = 1.0;
- }
- else if (CC.Eval.Map2TextureCoord1)
- {
- uu = (u-Map2Texture1u1) / (Map2Texture1u2-Map2Texture1u1);
- vv = (v-Map2Texture1v1) / (Map2Texture1v2-Map2Texture1v1);
-
- horner_bezier_surf(Map2Texture1, texcoord, uu, vv, 1,
- Map2Texture1uorder, Map2Texture1vorder);
-
- texcoord[1] = 0.0;
- texcoord[2] = 0.0;
- texcoord[3] = 1.0;
- }
- else
- {
- texcoord[0] = CC.Current.TexCoord[0];
- texcoord[1] = CC.Current.TexCoord[1];
- texcoord[2] = CC.Current.TexCoord[2];
- texcoord[3] = CC.Current.TexCoord[3];
- }
-
- gl_eval_vertex( vertex, normal, color, index, texcoord );
- }
-
-
- void glEvalCoord2f( GLfloat u, GLfloat v )
- {
- if (CC.CompileFlag) {
- gl_save_evalcoord2( u, v );
- }
- if (CC.ExecuteFlag) {
- gl_evalcoord2( u, v );
- }
- }
-
-
- void glEvalCoord2fv( const GLfloat *u )
- {
- if (CC.CompileFlag) {
- gl_save_evalcoord2( u[0], u[1] );
- }
- if (CC.ExecuteFlag) {
- gl_evalcoord2( u[0], u[1] );
- }
- }
-
-
- void glEvalCoord2d( GLdouble u, GLdouble v )
- {
- if (CC.CompileFlag) {
- gl_save_evalcoord2( (GLfloat) u, (GLfloat) v );
- }
- if (CC.ExecuteFlag) {
- gl_evalcoord2( (GLfloat) u, (GLfloat) v );
- }
- }
-
-
- void glEvalCoord2dv( const GLdouble *u )
- {
- if (CC.CompileFlag) {
- gl_save_evalcoord2( (GLfloat) u[0], (GLfloat) u[1] );
- }
- if (CC.ExecuteFlag) {
- gl_evalcoord2( (GLfloat) u[0], (GLfloat) u[1] );
- }
- }
-
-
-
- void gl_mapgrid1( GLint un, GLfloat u1, GLfloat u2 )
- {
- if (INSIDE_BEGIN_END) {
- gl_error( GL_INVALID_OPERATION, "glMapGrid1f" );
- return;
- }
- if (un<1) {
- gl_error( GL_INVALID_VALUE, "glMapGrid1f" );
- return;
- }
- CC.Eval.MapGrid1un = un;
- CC.Eval.MapGrid1u1 = u1;
- CC.Eval.MapGrid1u2 = u2;
- }
-
-
- void glMapGrid1f( GLint un, GLfloat u1, GLfloat u2 )
- {
- if (CC.CompileFlag) {
- gl_save_mapgrid1( un, u1, u2 );
- }
- if (CC.ExecuteFlag) {
- gl_mapgrid1( un, u1, u2 );
- }
- }
-
-
- void glMapGrid1d( GLint un, GLdouble u1, GLdouble u2 )
- {
- if (CC.CompileFlag) {
- gl_save_mapgrid1( un, (GLfloat) u1, (GLfloat) u2 );
- }
- if (CC.ExecuteFlag) {
- gl_mapgrid1( un, (GLfloat) u1, (GLfloat) u2 );
- }
- }
-
-
-
- void gl_mapgrid2( GLint un, GLfloat u1, GLfloat u2,
- GLint vn, GLfloat v1, GLfloat v2 )
- {
- if (INSIDE_BEGIN_END) {
- gl_error( GL_INVALID_OPERATION, "glMapGrid2f" );
- return;
- }
- if (un<1) {
- gl_error( GL_INVALID_VALUE, "glMapGrid2f(un)" );
- return;
- }
- if (vn<1) {
- gl_error( GL_INVALID_VALUE, "glMapGrid2f(vn)" );
- return;
- }
- CC.Eval.MapGrid2un = un;
- CC.Eval.MapGrid2u1 = u1;
- CC.Eval.MapGrid2u2 = u2;
- CC.Eval.MapGrid2vn = vn;
- CC.Eval.MapGrid2v1 = v1;
- CC.Eval.MapGrid2v2 = v2;
- }
-
-
- void glMapGrid2f( GLint un, GLfloat u1, GLfloat u2,
- GLint vn, GLfloat v1, GLfloat v2 )
- {
- if (CC.CompileFlag) {
- gl_save_mapgrid2( un, u1, u2, vn, v1, v2 );
- }
- if (CC.ExecuteFlag) {
- gl_mapgrid2( un, u1, u2, vn, v1, v2 );
- }
- }
-
-
- void glMapGrid2d( GLint un, GLdouble u1, GLdouble u2,
- GLint vn, GLdouble v1, GLdouble v2 )
- {
- if (CC.CompileFlag) {
- gl_save_mapgrid2( un, (GLfloat) u1, (GLfloat) u2,
- vn, (GLfloat) v1, (GLfloat) v2 );
- }
- if (CC.ExecuteFlag) {
- gl_mapgrid2( un, (GLfloat) u1, (GLfloat) u2,
- vn, (GLfloat) v1, (GLfloat) v2 );
- }
- }
-
-
-
- void glEvalPoint1( GLint i )
- {
- if (CC.CompileFlag) {
- gl_save_evalpoint1( i );
- }
- if (CC.ExecuteFlag) {
- GLfloat u, du;
-
- if (i==0) {
- u = CC.Eval.MapGrid1u1;
- }
- else if (i==CC.Eval.MapGrid1un) {
- u = CC.Eval.MapGrid1u2;
- }
- else {
- du = (CC.Eval.MapGrid1u2 - CC.Eval.MapGrid1u1)
- / (GLfloat) CC.Eval.MapGrid1un;
- u = i * du + CC.Eval.MapGrid1u1;
- }
- gl_evalcoord1( u );
- }
- }
-
-
-
- void glEvalPoint2( GLint i, GLint j )
- {
- if (CC.CompileFlag) {
- gl_save_evalpoint2( i, j );
- }
- if (CC.ExecuteFlag) {
- GLfloat u, du;
- GLfloat v, dv;
-
- if (i==0) {
- u = CC.Eval.MapGrid2u1;
- }
- else if (i==CC.Eval.MapGrid2un) {
- u = CC.Eval.MapGrid2u2;
- }
- else {
- du = (CC.Eval.MapGrid2u2 - CC.Eval.MapGrid2u1)
- / (GLfloat) CC.Eval.MapGrid2un;
- u = i * du + CC.Eval.MapGrid2u1;
- }
-
- if (j==0) {
- v = CC.Eval.MapGrid2v1;
- }
- else if (j==CC.Eval.MapGrid2vn) {
- v = CC.Eval.MapGrid2v2;
- }
- else {
- dv = (CC.Eval.MapGrid2v2 - CC.Eval.MapGrid2v1)
- / (GLfloat) CC.Eval.MapGrid2vn;
- v = j * dv + CC.Eval.MapGrid2v1;
- }
-
- gl_evalcoord2( u, v );
- }
- }
-
-
-
- void glEvalMesh1( GLenum mode, GLint i1, GLint i2 )
- {
- GLint i;
- GLfloat u, du;
- GLenum prim;
-
- if (CC.CompileFlag) {
- gl_save_evalmesh1( mode, i1, i2 );
- }
- if (CC.ExecuteFlag) {
-
- if (INSIDE_BEGIN_END) {
- gl_error( GL_INVALID_OPERATION, "glEvalMesh1" );
- return;
- }
-
- switch (mode) {
- case GL_POINT:
- prim = GL_POINTS;
- break;
- case GL_LINE:
- prim = GL_LINE_STRIP;
- break;
- default:
- gl_error( GL_INVALID_ENUM, "glEvalMesh1(mode)" );
- return;
- }
-
- du = (CC.Eval.MapGrid1u2 - CC.Eval.MapGrid1u1)
- / (GLfloat) CC.Eval.MapGrid1un;
-
- gl_begin( prim );
- for (i=i1;i<=i2;i++) {
- if (i==0) {
- u = CC.Eval.MapGrid1u1;
- }
- else if (i==CC.Eval.MapGrid1un) {
- u = CC.Eval.MapGrid1u2;
- }
- else {
- u = i * du + CC.Eval.MapGrid1u1;
- }
- gl_evalcoord1( u );
- }
- gl_end();
- }
- }
-
-
-
- void glEvalMesh2( GLenum mode, GLint i1, GLint i2, GLint j1, GLint j2 )
- {
- GLint i, j;
- GLfloat u, du, v, dv, v1, v2;
-
- if (CC.CompileFlag) {
- gl_save_evalmesh2( mode, i1, i2, j1, j2 );
- }
- if (CC.ExecuteFlag) {
-
- if (INSIDE_BEGIN_END) {
- gl_error( GL_INVALID_OPERATION, "glEvalMesh2" );
- return;
- }
-
- du = (CC.Eval.MapGrid2u2 - CC.Eval.MapGrid2u1)
- / (GLfloat) CC.Eval.MapGrid2un;
- dv = (CC.Eval.MapGrid2v2 - CC.Eval.MapGrid2v1)
- / (GLfloat) CC.Eval.MapGrid2vn;
-
- #define I_TO_U( I, U ) \
- if ((I)==0) { \
- U = CC.Eval.MapGrid2u1; \
- } \
- else if ((I)==CC.Eval.MapGrid2un) { \
- U = CC.Eval.MapGrid2u2; \
- } \
- else { \
- U = (I) * du + CC.Eval.MapGrid2u1;\
- }
-
- #define J_TO_V( J, V ) \
- if ((J)==0) { \
- V = CC.Eval.MapGrid2v1; \
- } \
- else if ((J)==CC.Eval.MapGrid2vn) { \
- V = CC.Eval.MapGrid2v2; \
- } \
- else { \
- V = (J) * dv + CC.Eval.MapGrid2v1;\
- }
-
- switch (mode) {
- case GL_POINT:
- gl_begin( GL_POINTS );
- for (j=j1;j<=j2;j++) {
- J_TO_V( j, v );
- for (i=i1;i<=i2;i++) {
- I_TO_U( i, u );
- gl_evalcoord2( u, v );
- }
- }
- gl_end();
- break;
- case GL_LINE:
- for (j=j1;j<=j2;j++) {
- J_TO_V( j, v );
- gl_begin( GL_LINE_STRIP );
- for (i=i1;i<=i2;i++) {
- I_TO_U( i, u );
- gl_evalcoord2( u, v );
- }
- gl_end();
- }
- for (i=i1;i<=i2;i++) {
- I_TO_U( i, u );
- gl_begin( GL_LINE_STRIP );
- for (j=j1;j<=j2;j++) {
- J_TO_V( j, v );
- gl_evalcoord2( u, v );
- }
- gl_end();
- }
- break;
- case GL_FILL:
- for (j=j1;j<j2;j++) {
- /* NOTE: a quad strip can't be used because the four */
- /* can't be guaranteed to be coplanar! */
- gl_begin( GL_TRIANGLE_STRIP );
- J_TO_V( j, v1 );
- J_TO_V( j+1, v2 );
- for (i=i1;i<=i2;i++) {
- I_TO_U( i, u );
- gl_evalcoord2( u, v1 );
- gl_evalcoord2( u, v2 );
- }
- gl_end();
- }
- break;
- default:
- gl_error( GL_INVALID_ENUM, "glEvalMesh2(mode)" );
- return;
- }
-
- #undef I_TO_U
- #undef J_TO_V
- }
- }
-
-