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- /* $Id: vbxform.c,v 1.20 1997/11/20 00:09:38 brianp Exp $ */
-
- /*
- * Mesa 3-D graphics library
- * Version: 2.5
- * Copyright (C) 1995-1997 Brian Paul
- *
- * This library is free software; you can redistribute it and/or
- * modify it under the terms of the GNU Library General Public
- * License as published by the Free Software Foundation; either
- * version 2 of the License, or (at your option) any later version.
- *
- * This library is distributed in the hope that it will be useful,
- * but WITHOUT ANY WARRANTY; without even the implied warranty of
- * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
- * Library General Public License for more details.
- *
- * You should have received a copy of the GNU Library General Public
- * License along with this library; if not, write to the Free
- * Software Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
- */
-
-
- /*
- * $Log: vbxform.c,v $
- * Revision 1.20 1997/11/20 00:09:38 brianp
- * transform_points4() wasn't calling asm routines
- *
- * Revision 1.19 1997/10/30 06:00:06 brianp
- * added Intel X86 assembly optimzations (Josh Vanderhoof)
- *
- * Revision 1.18 1997/10/15 00:36:36 brianp
- * renamed the FAST/REGULAR_MATH macros
- *
- * Revision 1.17 1997/10/04 00:30:52 brianp
- * vertices specified with glVertex4 weren't always projected correctly
- *
- * Revision 1.16 1997/09/29 22:24:22 brianp
- * added REGULAR/FAST_MATH macros
- *
- * Revision 1.15 1997/09/18 01:32:47 brianp
- * fixed divide by zero problem for "weird" projection matrices
- *
- * Revision 1.14 1997/09/10 00:28:11 brianp
- * fixed an optimization bug in viewport_map_vertices()
- *
- * Revision 1.13 1997/07/24 01:25:27 brianp
- * changed precompiled header symbol from PCH to PC_HEADER
- *
- * Revision 1.12 1997/06/20 02:57:59 brianp
- * changed color components from GLfixed to GLubyte
- *
- * Revision 1.11 1997/05/28 03:26:49 brianp
- * added precompiled header (PCH) support
- *
- * Revision 1.10 1997/05/23 03:01:45 brianp
- * commented out a few const keywords because IRIX cc chokes on them
- *
- * Revision 1.9 1997/04/29 01:31:07 brianp
- * added RasterSetup() function to device driver
- *
- * Revision 1.8 1997/04/21 01:21:52 brianp
- * added MATRIX_2D_NO_ROT
- *
- * Revision 1.7 1997/04/20 19:47:27 brianp
- * added RenderVB to device driver
- *
- * Revision 1.6 1997/04/20 15:59:30 brianp
- * removed VERTEX2_BIT stuff
- *
- * Revision 1.5 1997/04/14 02:12:53 brianp
- * small optimization in transform_texcoords()
- *
- * Revision 1.4 1997/04/12 16:22:22 brianp
- * removed gl_init_vb()
- *
- * Revision 1.3 1997/04/12 12:28:39 brianp
- * fixed <= material_update bug, removed some unused vars
- *
- * Revision 1.2 1997/04/07 03:01:11 brianp
- * optimized vertex[234] code
- *
- * Revision 1.1 1997/04/02 03:14:29 brianp
- * Initial revision
- *
- */
-
-
- /*
- * This file implements transformation, clip testing, and lighting of
- * vertices in the vertex buffer.
- *
- * The entry points to this file are the functions:
- * gl_init_vb() - initialize the vertex buffer
- * gl_transform_vb_part1() - first stage of vertex transformation
- * gl_transform_vb_part2() - second stage of vertex transformation
- */
-
-
- #ifdef PC_HEADER
- #include "all.h"
- #else
- #include <stdio.h>
- #include <stdlib.h>
- #include "context.h"
- #include "fog.h"
- #include "light.h"
- #include "macros.h"
- #include "matrix.h"
- #include "mmath.h"
- #include "shade.h"
- #include "texture.h"
- #include "types.h"
- #include "vb.h"
- #include "vbrender.h"
- #include "vbxform.h"
- #include "xform.h"
- #endif
-
-
- #if 0
- /*
- * Use the current modelview matrix to transform XY vertices from object
- * to eye coordinates.
- * Input: ctx - the context
- * n - number of vertices to transform
- * vObj - array [n][4] of object coordinates
- * In/Out; vEye - array [n][4] of eye coordinates
- */
- static void transform_points2( GLcontext *ctx, GLuint n,
- const GLfloat vObj[][4], GLfloat vEye[][4] )
- {
- switch (ctx->ModelViewMatrixType) {
- case MATRIX_GENERAL:
- {
- const GLfloat *m = ctx->ModelViewMatrix;
- GLfloat m0 = m[0], m4 = m[4], m12 = m[12];
- GLfloat m1 = m[1], m5 = m[5], m13 = m[13];
- GLfloat m2 = m[2], m6 = m[6], m14 = m[14];
- GLfloat m3 = m[3], m7 = m[7], m15 = m[15];
- GLuint i;
- for (i=0;i<n;i++) {
- GLfloat ox = vObj[i][0], oy = vObj[i][1];
- vEye[i][0] = m0 * ox + m4 * oy + m12;
- vEye[i][1] = m1 * ox + m5 * oy + m13;
- vEye[i][2] = m2 * ox + m6 * oy + m14;
- vEye[i][3] = m3 * ox + m7 * oy + m15;
- }
- }
- break;
- case MATRIX_IDENTITY:
- {
- GLuint i;
- for (i=0;i<n;i++) {
- vEye[i][0] = vObj[i][0];
- vEye[i][1] = vObj[i][1];
- vEye[i][2] = 0.0F;
- vEye[i][3] = 1.0F;
- }
- }
- break;
- case MATRIX_2D:
- {
- const GLfloat *m = ctx->ModelViewMatrix;
- GLfloat m0 = m[0], m1 = m[1], m4 = m[4], m5 = m[5];
- GLfloat m12 = m[12], m13 = m[13];
- GLuint i;
- for (i=0;i<n;i++) {
- GLfloat ox = vObj[i][0], oy = vObj[i][1];
- vEye[i][0] = m0 * ox + m4 * oy + m12;
- vEye[i][1] = m1 * ox + m5 * oy + m13;
- vEye[i][2] = 0.0F;
- vEye[i][3] = 1.0F;
- }
- }
- break;
- case MATRIX_2D_NO_ROT:
- {
- const GLfloat *m = ctx->ModelViewMatrix;
- GLfloat m0 = m[0], m5 = m[5], m12 = m[12], m13 = m[13];
- GLuint i;
- for (i=0;i<n;i++) {
- GLfloat ox = vObj[i][0], oy = vObj[i][1];
- vEye[i][0] = m0 * ox + m12;
- vEye[i][1] = m5 * oy + m13;
- vEye[i][2] = 0.0F;
- vEye[i][3] = 1.0F;
- }
- }
- break;
- case MATRIX_3D:
- {
- const GLfloat *m = ctx->ModelViewMatrix;
- GLfloat m0 = m[0], m1 = m[1], m2 = m[2], m4 = m[4], m5 = m[5];
- GLfloat m6 = m[6], m12 = m[12], m13 = m[13], m14 = m[14];
- GLuint i;
- for (i=0;i<n;i++) {
- GLfloat ox = vObj[i][0], oy = vObj[i][1];
- vEye[i][0] = m0 * ox + m4 * oy + m12;
- vEye[i][1] = m1 * ox + m5 * oy + m13;
- vEye[i][2] = m2 * ox + m6 * oy + m14;
- vEye[i][3] = 1.0F;
- }
- }
- break;
- default:
- /* should never get here */
- gl_problem( NULL, "invalid matrix type in transform_points3()" );
- return;
- }
- }
- #endif
-
-
- /*
- * Use the current modelview matrix to transform XYZ vertices from object
- * to eye coordinates.
- * Input: ctx - the context
- * n - number of vertices to transform
- * vObj - array [n][4] of object coordinates
- * In/Out; vEye - array [n][4] of eye coordinates
- */
- static void transform_points3( GLcontext *ctx, GLuint n,
- /*const*/ GLfloat vObj[][4], GLfloat vEye[][4] )
- {
- #ifndef USE_ASM
- START_FAST_MATH;
- switch (ctx->ModelViewMatrixType) {
- case MATRIX_GENERAL:
- {
- const GLfloat *m = ctx->ModelViewMatrix;
- GLfloat m0 = m[0], m4 = m[4], m8 = m[8], m12 = m[12];
- GLfloat m1 = m[1], m5 = m[5], m9 = m[9], m13 = m[13];
- GLfloat m2 = m[2], m6 = m[6], m10 = m[10], m14 = m[14];
- GLfloat m3 = m[3], m7 = m[7], m11 = m[11], m15 = m[15];
- GLuint i;
- for (i=0;i<n;i++) {
- GLfloat ox = vObj[i][0], oy = vObj[i][1], oz = vObj[i][2];
- vEye[i][0] = m0 * ox + m4 * oy + m8 * oz + m12;
- vEye[i][1] = m1 * ox + m5 * oy + m9 * oz + m13;
- vEye[i][2] = m2 * ox + m6 * oy + m10 * oz + m14;
- vEye[i][3] = m3 * ox + m7 * oy + m11 * oz + m15;
- }
- }
- break;
- case MATRIX_IDENTITY:
- {
- GLuint i;
- for (i=0;i<n;i++) {
- vEye[i][0] = vObj[i][0];
- vEye[i][1] = vObj[i][1];
- vEye[i][2] = vObj[i][2];
- vEye[i][3] = 1.0F;
- }
- }
- break;
- case MATRIX_2D:
- {
- const GLfloat *m = ctx->ModelViewMatrix;
- GLfloat m0 = m[0], m1 = m[1], m4 = m[4], m5 = m[5];
- GLfloat m12 = m[12], m13 = m[13];
- GLuint i;
- for (i=0;i<n;i++) {
- GLfloat ox = vObj[i][0], oy = vObj[i][1], oz = vObj[i][2];
- vEye[i][0] = m0 * ox + m4 * oy + m12 ;
- vEye[i][1] = m1 * ox + m5 * oy + m13 ;
- vEye[i][2] = + oz ;
- vEye[i][3] = 1.0F;
- }
- }
- break;
- case MATRIX_2D_NO_ROT:
- {
- const GLfloat *m = ctx->ModelViewMatrix;
- GLfloat m0 = m[0], m5 = m[5], m12 = m[12], m13 = m[13];
- GLuint i;
- for (i=0;i<n;i++) {
- GLfloat ox = vObj[i][0], oy = vObj[i][1], oz = vObj[i][2];
- vEye[i][0] = m0 * ox + m12 ;
- vEye[i][1] = m5 * oy + m13 ;
- vEye[i][2] = + oz ;
- vEye[i][3] = 1.0F;
- }
- }
- break;
- case MATRIX_3D:
- {
- const GLfloat *m = ctx->ModelViewMatrix;
- GLfloat m0 = m[0], m1 = m[1], m2 = m[2], m4 = m[4], m5 = m[5];
- GLfloat m6 = m[6], m8 = m[8], m9 = m[9], m10 = m[10];
- GLfloat m12 = m[12], m13 = m[13], m14 = m[14];
- GLuint i;
- for (i=0;i<n;i++) {
- GLfloat ox = vObj[i][0], oy = vObj[i][1], oz = vObj[i][2];
- vEye[i][0] = m0 * ox + m4 * oy + m8 * oz + m12 ;
- vEye[i][1] = m1 * ox + m5 * oy + m9 * oz + m13 ;
- vEye[i][2] = m2 * ox + m6 * oy + m10 * oz + m14 ;
- vEye[i][3] = 1.0F;
- }
- }
- break;
- default:
- /* should never get here */
- gl_problem( NULL, "invalid matrix type in transform_points3()" );
- }
- END_FAST_MATH;
- #else
- switch (ctx->ModelViewMatrixType) {
- case MATRIX_GENERAL:
- asm_transform_points3_general( n, vEye, ctx->ModelViewMatrix, vObj );
- break;
- case MATRIX_IDENTITY:
- asm_transform_points3_identity( n, vEye, vObj );
- break;
- case MATRIX_2D:
- asm_transform_points3_2d( n, vEye, ctx->ModelViewMatrix, vObj );
- break;
- case MATRIX_2D_NO_ROT:
- asm_transform_points3_2d_no_rot( n, vEye, ctx->ModelViewMatrix,
- vObj );
- break;
- case MATRIX_3D:
- asm_transform_points3_3d( n, vEye, ctx->ModelViewMatrix, vObj );
- break;
- default:
- /* should never get here */
- gl_problem( NULL, "invalid matrix type in transform_points3()" );
- return;
- }
- #endif
- }
-
-
-
- /*
- * Use the current modelview matrix to transform XYZW vertices from object
- * to eye coordinates.
- * Input: ctx - the context
- * n - number of vertices to transform
- * vObj - array [n][4] of object coordinates
- * In/Out; vEye - array [n][4] of eye coordinates
- */
- static void transform_points4( GLcontext *ctx, GLuint n,
- /*const*/ GLfloat vObj[][4], GLfloat vEye[][4] )
- {
- #ifndef USE_ASM
- START_FAST_MATH;
- switch (ctx->ModelViewMatrixType) {
- case MATRIX_GENERAL:
- {
- const GLfloat *m = ctx->ModelViewMatrix;
- GLfloat m0 = m[0], m4 = m[4], m8 = m[8], m12 = m[12];
- GLfloat m1 = m[1], m5 = m[5], m9 = m[9], m13 = m[13];
- GLfloat m2 = m[2], m6 = m[6], m10 = m[10], m14 = m[14];
- GLfloat m3 = m[3], m7 = m[7], m11 = m[11], m15 = m[15];
- GLuint i;
- for (i=0;i<n;i++) {
- GLfloat ox = vObj[i][0], oy = vObj[i][1];
- GLfloat oz = vObj[i][2], ow = vObj[i][3];
- vEye[i][0] = m0 * ox + m4 * oy + m8 * oz + m12 * ow;
- vEye[i][1] = m1 * ox + m5 * oy + m9 * oz + m13 * ow;
- vEye[i][2] = m2 * ox + m6 * oy + m10 * oz + m14 * ow;
- vEye[i][3] = m3 * ox + m7 * oy + m11 * oz + m15 * ow;
- }
- }
- break;
- case MATRIX_IDENTITY:
- {
- GLuint i;
- for (i=0;i<n;i++) {
- vEye[i][0] = vObj[i][0];
- vEye[i][1] = vObj[i][1];
- vEye[i][2] = vObj[i][2];
- vEye[i][3] = vObj[i][3];
- }
- }
- break;
- case MATRIX_2D:
- {
- const GLfloat *m = ctx->ModelViewMatrix;
- GLfloat m0 = m[0], m1 = m[1], m4 = m[4], m5 = m[5];
- GLfloat m12 = m[12], m13 = m[13];
- GLuint i;
- for (i=0;i<n;i++) {
- GLfloat ox = vObj[i][0], oy = vObj[i][1];
- GLfloat oz = vObj[i][2], ow = vObj[i][3];
- vEye[i][0] = m0 * ox + m4 * oy + m12 * ow;
- vEye[i][1] = m1 * ox + m5 * oy + m13 * ow;
- vEye[i][2] = + oz ;
- vEye[i][3] = ow;
- }
- }
- break;
- case MATRIX_2D_NO_ROT:
- {
- const GLfloat *m = ctx->ModelViewMatrix;
- GLfloat m0 = m[0], m5 = m[5], m12 = m[12], m13 = m[13];
- GLuint i;
- for (i=0;i<n;i++) {
- GLfloat ox = vObj[i][0], oy = vObj[i][1];
- GLfloat oz = vObj[i][2], ow = vObj[i][3];
- vEye[i][0] = m0 * ox + m12 * ow;
- vEye[i][1] = m5 * oy + m13 * ow;
- vEye[i][2] = + oz ;
- vEye[i][3] = ow;
- }
- }
- break;
- case MATRIX_3D:
- {
- const GLfloat *m = ctx->ModelViewMatrix;
- GLfloat m0 = m[0], m1 = m[1], m2 = m[2], m4 = m[4], m5 = m[5];
- GLfloat m6 = m[6], m8 = m[8], m9 = m[9], m10 = m[10];
- GLfloat m12 = m[12], m13 = m[13], m14 = m[14];
- GLuint i;
- for (i=0;i<n;i++) {
- GLfloat ox = vObj[i][0], oy = vObj[i][1];
- GLfloat oz = vObj[i][2], ow = vObj[i][3];
- vEye[i][0] = m0 * ox + m4 * oy + m8 * oz + m12 * ow;
- vEye[i][1] = m1 * ox + m5 * oy + m9 * oz + m13 * ow;
- vEye[i][2] = m2 * ox + m6 * oy + m10 * oz + m14 * ow;
- vEye[i][3] = ow;
- }
- }
- break;
- default:
- /* should never get here */
- gl_problem( NULL, "invalid matrix type in transform_points4()" );
- }
- END_FAST_MATH;
- #else
- switch (ctx->ModelViewMatrixType) {
- case MATRIX_GENERAL:
- asm_transform_points4_general( n, vEye, ctx->ModelViewMatrix, vObj );
- break;
- case MATRIX_IDENTITY:
- asm_transform_points4_identity( n, vEye, vObj );
- break;
- case MATRIX_2D:
- asm_transform_points4_2d( n, vEye, ctx->ModelViewMatrix, vObj );
- break;
- case MATRIX_2D_NO_ROT:
- asm_transform_points4_2d_no_rot( n, vEye, ctx->ModelViewMatrix,
- vObj );
- break;
- case MATRIX_3D:
- asm_transform_points4_3d( n, vEye, ctx->ModelViewMatrix, vObj );
- break;
- default:
- /* should never get here */
- gl_problem( NULL, "invalid matrix type in transform_points4()" );
- return;
- }
- #endif
- }
-
-
-
- /*
- * Transform an array of texture coordinates by the current texture matrix.
- * Input: ctx - the context
- * n - number of texture coordinates in array
- * In/Out: t - array [n][4] of texture coordinates to transform
- */
- static void transform_texcoords( GLcontext *ctx, GLuint n, GLfloat t[][4] )
- {
- #ifndef USE_ASM
- START_FAST_MATH;
- switch (ctx->TextureMatrixType) {
- case MATRIX_GENERAL:
- {
- const GLfloat *m = ctx->TextureMatrix;
- GLfloat m0 = m[0], m4 = m[4], m8 = m[8], m12 = m[12];
- GLfloat m1 = m[1], m5 = m[5], m9 = m[9], m13 = m[13];
- GLfloat m2 = m[2], m6 = m[6], m10 = m[10], m14 = m[14];
- GLfloat m3 = m[3], m7 = m[7], m11 = m[11], m15 = m[15];
- GLuint i;
- for (i=0;i<n;i++) {
- GLfloat t0 = t[i][0], t1 = t[i][1], t2 = t[i][2], t3 = t[i][3];
- t[i][0] = m0 * t0 + m4 * t1 + m8 * t2 + m12 * t3;
- t[i][1] = m1 * t0 + m5 * t1 + m9 * t2 + m13 * t3;
- t[i][2] = m2 * t0 + m6 * t1 + m10 * t2 + m14 * t3;
- t[i][3] = m3 * t0 + m7 * t1 + m11 * t2 + m15 * t3;
- }
- }
- break;
- case MATRIX_IDENTITY:
- /* Do nothing */
- break;
- case MATRIX_2D:
- {
- const GLfloat *m = ctx->TextureMatrix;
- GLfloat m0 = m[0], m1 = m[1], m4 = m[4], m5 = m[5];
- GLfloat m12 = m[12], m13 = m[13];
- GLuint i;
- for (i=0;i<n;i++) {
- GLfloat t0 = t[i][0], t1 = t[i][1], t2 = t[i][2], t3 = t[i][3];
- t[i][0] = m0 * t0 + m4 * t1 + m12 * t3;
- t[i][1] = m1 * t0 + m5 * t1 + m13 * t3;
- t[i][2] = + t2 ;
- /*t[i][3] unchanged*/
- }
- }
- break;
- case MATRIX_3D:
- {
- const GLfloat *m = ctx->TextureMatrix;
- GLfloat m0 = m[0], m1 = m[1], m2 = m[2], m4 = m[4], m5 = m[5];
- GLfloat m6 = m[6], m8 = m[8], m9 = m[9], m10 = m[10];
- GLfloat m12 = m[12], m13 = m[13], m14 = m[14];
- GLuint i;
- for (i=0;i<n;i++) {
- GLfloat t0 = t[i][0], t1 = t[i][1], t2 = t[i][2], t3 = t[i][3];
- t[i][0] = m0 * t0 + m4 * t1 + m8 * t2 + m12 * t3;
- t[i][1] = m1 * t0 + m5 * t1 + m9 * t2 + m13 * t3;
- t[i][2] = m2 * t0 + m6 * t1 + m10 * t2 + m14 * t3;
- /*t[i][3] unchanged*/
- }
- }
- break;
- default:
- /* should never get here */
- gl_problem( NULL, "invalid matrix type in transform_texcoords()" );
- }
- END_FAST_MATH;
- #else
- switch (ctx->TextureMatrixType) {
- case MATRIX_GENERAL:
- asm_transform_points4_general( n, t, ctx->TextureMatrix, t );
- break;
- case MATRIX_IDENTITY:
- /* Do nothing */
- break;
- case MATRIX_2D:
- asm_transform_points4_2d( n, t, ctx->TextureMatrix, t );
- break;
- case MATRIX_3D:
- asm_transform_points4_3d( n, t, ctx->TextureMatrix, t );
- break;
- default:
- /* should never get here */
- gl_problem( NULL, "invalid matrix type in transform_texcoords()" );
- return;
- }
- #endif
- }
-
-
-
- /*
- * Apply the projection matrix to an array of vertices in Eye coordinates
- * resulting in Clip coordinates. Also, compute the ClipMask bitfield for
- * each vertex.
- * Input: ctx - the context
- * n - number of vertices
- * vEye - array [n][4] of Eye coordinates
- * Output: vClip - array [n][4] of Clip coordinates
- * clipMask - array [n] of clip masks
- */
- static void project_and_cliptest( GLcontext *ctx,
- GLuint n, /*const*/ GLfloat vEye[][4],
- GLfloat vClip[][4], GLubyte clipMask[],
- GLubyte *orMask, GLubyte *andMask )
-
- {
- #ifndef USE_ASM
- GLubyte tmpOrMask = *orMask;
- GLubyte tmpAndMask = *andMask;
-
- START_FAST_MATH;
- switch (ctx->ProjectionMatrixType) {
- case MATRIX_GENERAL:
- {
- const GLfloat *m = ctx->ProjectionMatrix;
- GLfloat m0 = m[0], m4 = m[4], m8 = m[8], m12 = m[12];
- GLfloat m1 = m[1], m5 = m[5], m9 = m[9], m13 = m[13];
- GLfloat m2 = m[2], m6 = m[6], m10 = m[10], m14 = m[14];
- GLfloat m3 = m[3], m7 = m[7], m11 = m[11], m15 = m[15];
- GLuint i;
- for (i=0;i<n;i++) {
- GLfloat ex = vEye[i][0], ey = vEye[i][1];
- GLfloat ez = vEye[i][2], ew = vEye[i][3];
- GLfloat cx = m0 * ex + m4 * ey + m8 * ez + m12 * ew;
- GLfloat cy = m1 * ex + m5 * ey + m9 * ez + m13 * ew;
- GLfloat cz = m2 * ex + m6 * ey + m10 * ez + m14 * ew;
- GLfloat cw = m3 * ex + m7 * ey + m11 * ez + m15 * ew;
- GLubyte mask = 0;
- vClip[i][0] = cx;
- vClip[i][1] = cy;
- vClip[i][2] = cz;
- vClip[i][3] = cw;
- if (cx > cw) mask |= CLIP_RIGHT_BIT;
- else if (cx < -cw) mask |= CLIP_LEFT_BIT;
- if (cy > cw) mask |= CLIP_TOP_BIT;
- else if (cy < -cw) mask |= CLIP_BOTTOM_BIT;
- if (cz > cw) mask |= CLIP_FAR_BIT;
- else if (cz < -cw) mask |= CLIP_NEAR_BIT;
- if (mask) {
- clipMask[i] |= mask;
- tmpOrMask |= mask;
- }
- tmpAndMask &= mask;
- }
- }
- break;
- case MATRIX_IDENTITY:
- {
- GLuint i;
- for (i=0;i<n;i++) {
- GLfloat cx = vClip[i][0] = vEye[i][0];
- GLfloat cy = vClip[i][1] = vEye[i][1];
- GLfloat cz = vClip[i][2] = vEye[i][2];
- GLfloat cw = vClip[i][3] = vEye[i][3];
- GLubyte mask = 0;
- if (cx > cw) mask |= CLIP_RIGHT_BIT;
- else if (cx < -cw) mask |= CLIP_LEFT_BIT;
- if (cy > cw) mask |= CLIP_TOP_BIT;
- else if (cy < -cw) mask |= CLIP_BOTTOM_BIT;
- if (cz > cw) mask |= CLIP_FAR_BIT;
- else if (cz < -cw) mask |= CLIP_NEAR_BIT;
- if (mask) {
- clipMask[i] |= mask;
- tmpOrMask |= mask;
- }
- tmpAndMask &= mask;
- }
- }
- break;
- case MATRIX_ORTHO:
- {
- const GLfloat *m = ctx->ProjectionMatrix;
- GLfloat m0 = m[0], m5 = m[5], m10 = m[10], m12 = m[12];
- GLfloat m13 = m[13], m14 = m[14];
- GLuint i;
- for (i=0;i<n;i++) {
- GLfloat ex = vEye[i][0], ey = vEye[i][1];
- GLfloat ez = vEye[i][2], ew = vEye[i][3];
- GLfloat cx = m0 * ex + m12 * ew;
- GLfloat cy = m5 * ey + m13 * ew;
- GLfloat cz = m10 * ez + m14 * ew;
- GLfloat cw = ew;
- GLubyte mask = 0;
- vClip[i][0] = cx;
- vClip[i][1] = cy;
- vClip[i][2] = cz;
- vClip[i][3] = cw;
- if (cx > cw) mask |= CLIP_RIGHT_BIT;
- else if (cx < -cw) mask |= CLIP_LEFT_BIT;
- if (cy > cw) mask |= CLIP_TOP_BIT;
- else if (cy < -cw) mask |= CLIP_BOTTOM_BIT;
- if (cz > cw) mask |= CLIP_FAR_BIT;
- else if (cz < -cw) mask |= CLIP_NEAR_BIT;
- if (mask) {
- clipMask[i] |= mask;
- tmpOrMask |= mask;
- }
- tmpAndMask &= mask;
- }
- }
- break;
- case MATRIX_PERSPECTIVE:
- {
- const GLfloat *m = ctx->ProjectionMatrix;
- GLfloat m0 = m[0], m5 = m[5], m8 = m[8], m9 = m[9];
- GLfloat m10 = m[10], m14 = m[14];
- GLuint i;
- for (i=0;i<n;i++) {
- GLfloat ex = vEye[i][0], ey = vEye[i][1];
- GLfloat ez = vEye[i][2], ew = vEye[i][3];
- GLfloat cx = m0 * ex + m8 * ez ;
- GLfloat cy = m5 * ey + m9 * ez ;
- GLfloat cz = m10 * ez + m14 * ew;
- GLfloat cw = -ez ;
- GLubyte mask = 0;
- vClip[i][0] = cx;
- vClip[i][1] = cy;
- vClip[i][2] = cz;
- vClip[i][3] = cw;
- if (cx > cw) mask |= CLIP_RIGHT_BIT;
- else if (cx < -cw) mask |= CLIP_LEFT_BIT;
- if (cy > cw) mask |= CLIP_TOP_BIT;
- else if (cy < -cw) mask |= CLIP_BOTTOM_BIT;
- if (cz > cw) mask |= CLIP_FAR_BIT;
- else if (cz < -cw) mask |= CLIP_NEAR_BIT;
- if (mask) {
- clipMask[i] |= mask;
- tmpOrMask |= mask;
- }
- tmpAndMask &= mask;
- }
- }
- break;
- default:
- /* should never get here */
- gl_problem( NULL, "invalid matrix type in project_and_cliptest()" );
- }
-
- *orMask = tmpOrMask;
- *andMask = tmpAndMask;
- END_FAST_MATH;
- #else
- switch (ctx->ProjectionMatrixType) {
- case MATRIX_GENERAL:
- asm_project_and_cliptest_general( n, vClip, ctx->ProjectionMatrix, vEye,
- clipMask, orMask, andMask );
- break;
- case MATRIX_IDENTITY:
- asm_project_and_cliptest_identity( n, vClip, vEye, clipMask, orMask, andMask );
- break;
- case MATRIX_ORTHO:
- asm_project_and_cliptest_ortho( n, vClip, ctx->ProjectionMatrix, vEye,
- clipMask, orMask, andMask );
- break;
- case MATRIX_PERSPECTIVE:
- asm_project_and_cliptest_perspective( n, vClip, ctx->ProjectionMatrix,
- vEye, clipMask, orMask, andMask );
- break;
- default:
- /* should never get here */
- gl_problem( NULL, "invalid matrix type in project_and_cliptest()" );
- return;
- }
- #endif
- }
-
-
-
- /*
- * Test an array of vertices against the user-defined clipping planes.
- * Input: ctx - the context
- * n - number of vertices
- * vEye - array [n] of vertices, in eye coordinate system
- * Output: clipMask - array [n] of clip values: 0=not clipped, !0=clipped
- * Return: CLIP_ALL - if all vertices are clipped by one of the planes
- * CLIP_NONE - if no vertices were clipped
- * CLIP_SOME - if some vertices were clipped
- */
- static GLuint userclip_vertices( GLcontext *ctx, GLuint n,
- /*const*/ GLfloat vEye[][4],
- GLubyte clipMask[] )
- {
- GLboolean anyClipped = GL_FALSE;
- GLuint p;
-
- ASSERT(ctx->Transform.AnyClip);
-
- START_FAST_MATH;
-
- for (p=0;p<MAX_CLIP_PLANES;p++) {
- if (ctx->Transform.ClipEnabled[p]) {
- GLfloat a = ctx->Transform.ClipEquation[p][0];
- GLfloat b = ctx->Transform.ClipEquation[p][1];
- GLfloat c = ctx->Transform.ClipEquation[p][2];
- GLfloat d = ctx->Transform.ClipEquation[p][3];
- GLboolean allClipped = GL_TRUE;
- GLuint i;
- for (i=0;i<n;i++) {
- GLfloat dot = vEye[i][0] * a + vEye[i][1] * b
- + vEye[i][2] * c + vEye[i][3] * d;
- if (dot < 0.0F) {
- /* this vertex is clipped */
- clipMask[i] = CLIP_USER_BIT;
- anyClipped = GL_TRUE;
- }
- else {
- /* vertex not clipped */
- allClipped = GL_FALSE;
- }
- }
- if (allClipped) {
- return CLIP_ALL;
- }
- }
- }
-
- END_FAST_MATH;
-
- return anyClipped ? CLIP_SOME : CLIP_NONE;
- }
-
-
-
- /*
- * Transform an array of vertices from clip coordinate space to window
- * coordinates.
- * Input: ctx - the context
- * n - number of vertices to transform
- * vClip - array [n] of input vertices
- * clipMask - array [n] of vertex clip masks. NULL = no clipped verts
- * Output: vWin - array [n] of vertices in window coordinate system
- */
- static void viewport_map_vertices( GLcontext *ctx,
- GLuint n, /*const*/ GLfloat vClip[][4],
- const GLubyte clipMask[], GLfloat vWin[][3])
- {
- GLfloat sx = ctx->Viewport.Sx;
- GLfloat tx = ctx->Viewport.Tx;
- GLfloat sy = ctx->Viewport.Sy;
- GLfloat ty = ctx->Viewport.Ty;
- GLfloat sz = ctx->Viewport.Sz;
- GLfloat tz = ctx->Viewport.Tz;
-
- START_FAST_MATH;
- if ((ctx->ProjectionMatrixType==MATRIX_ORTHO ||
- ctx->ProjectionMatrixType==MATRIX_IDENTITY)
- && ctx->ModelViewMatrixType!=MATRIX_GENERAL
- && (ctx->VB->VertexSizeMask & VERTEX4_BIT)==0) {
- /* don't need to divide by W */
- if (clipMask) {
- /* one or more vertices are clipped */
- GLuint i;
- for (i=0;i<n;i++) {
- if (clipMask[i]==0) {
- vWin[i][0] = vClip[i][0] * sx + tx;
- vWin[i][1] = vClip[i][1] * sy + ty;
- vWin[i][2] = vClip[i][2] * sz + tz;
- }
- }
- }
- else {
- /* no vertices are clipped */
- GLuint i;
- for (i=0;i<n;i++) {
- vWin[i][0] = vClip[i][0] * sx + tx;
- vWin[i][1] = vClip[i][1] * sy + ty;
- vWin[i][2] = vClip[i][2] * sz + tz;
- }
- }
- }
- else {
- /* need to divide by W */
- if (clipMask) {
- /* one or more vertices are clipped */
- GLuint i;
- for (i=0;i<n;i++) {
- if (clipMask[i] == 0) {
- if (vClip[i][3] != 0.0F) {
- GLfloat wInv = 1.0F / vClip[i][3];
- vWin[i][0] = vClip[i][0] * wInv * sx + tx;
- vWin[i][1] = vClip[i][1] * wInv * sy + ty;
- vWin[i][2] = vClip[i][2] * wInv * sz + tz;
- }
- else {
- /* Div by zero! Can't set window coords to infinity, so...*/
- vWin[i][0] = 0.0F;
- vWin[i][1] = 0.0F;
- vWin[i][2] = 0.0F;
- }
- }
- }
- }
- else {
- /* no vertices are clipped */
- GLuint i;
- for (i=0;i<n;i++) {
- if (vClip[i][3] != 0.0F) {
- GLfloat wInv = 1.0F / vClip[i][3];
- vWin[i][0] = vClip[i][0] * wInv * sx + tx;
- vWin[i][1] = vClip[i][1] * wInv * sy + ty;
- vWin[i][2] = vClip[i][2] * wInv * sz + tz;
- }
- else {
- /* Divide by zero! Can't set window coords to infinity, so...*/
- vWin[i][0] = 0.0F;
- vWin[i][1] = 0.0F;
- vWin[i][2] = 0.0F;
- }
- }
- }
- }
-
- END_FAST_MATH;
- }
-
-
-
- /*
- * Check if the global material has to be updated with info that was
- * associated with a vertex via glMaterial.
- * This function is used when any material values get changed between
- * glBegin/glEnd either by calling glMaterial() or by calling glColor()
- * when GL_COLOR_MATERIAL is enabled.
- */
- static void update_material( GLcontext *ctx, GLuint i )
- {
- struct vertex_buffer *VB = ctx->VB;
-
- if (VB->MaterialMask[i]) {
- if (VB->MaterialMask[i] & FRONT_AMBIENT_BIT) {
- COPY_4V( ctx->Light.Material[0].Ambient, VB->Material[i][0].Ambient );
- }
- if (VB->MaterialMask[i] & BACK_AMBIENT_BIT) {
- COPY_4V( ctx->Light.Material[1].Ambient, VB->Material[i][1].Ambient );
- }
- if (VB->MaterialMask[i] & FRONT_DIFFUSE_BIT) {
- COPY_4V( ctx->Light.Material[0].Diffuse, VB->Material[i][0].Diffuse );
- }
- if (VB->MaterialMask[i] & BACK_DIFFUSE_BIT) {
- COPY_4V( ctx->Light.Material[1].Diffuse, VB->Material[i][1].Diffuse );
- }
- if (VB->MaterialMask[i] & FRONT_SPECULAR_BIT) {
- COPY_4V( ctx->Light.Material[0].Specular, VB->Material[i][0].Specular );
- }
- if (VB->MaterialMask[i] & BACK_SPECULAR_BIT) {
- COPY_4V( ctx->Light.Material[1].Specular, VB->Material[i][1].Specular );
- }
- if (VB->MaterialMask[i] & FRONT_EMISSION_BIT) {
- COPY_4V( ctx->Light.Material[0].Emission, VB->Material[i][0].Emission );
- }
- if (VB->MaterialMask[i] & BACK_EMISSION_BIT) {
- COPY_4V( ctx->Light.Material[1].Emission, VB->Material[i][1].Emission );
- }
- if (VB->MaterialMask[i] & FRONT_SHININESS_BIT) {
- ctx->Light.Material[0].Shininess = VB->Material[i][0].Shininess;
- gl_compute_material_shine_table( &ctx->Light.Material[0] );
- }
- if (VB->MaterialMask[i] & BACK_SHININESS_BIT) {
- ctx->Light.Material[1].Shininess = VB->Material[i][1].Shininess;
- gl_compute_material_shine_table( &ctx->Light.Material[1] );
- }
- if (VB->MaterialMask[i] & FRONT_INDEXES_BIT) {
- ctx->Light.Material[0].AmbientIndex = VB->Material[i][0].AmbientIndex;
- ctx->Light.Material[0].DiffuseIndex = VB->Material[i][0].DiffuseIndex;
- ctx->Light.Material[0].SpecularIndex = VB->Material[i][0].SpecularIndex;
- }
- if (VB->MaterialMask[i] & BACK_INDEXES_BIT) {
- ctx->Light.Material[1].AmbientIndex = VB->Material[i][1].AmbientIndex;
- ctx->Light.Material[1].DiffuseIndex = VB->Material[i][1].DiffuseIndex;
- ctx->Light.Material[1].SpecularIndex = VB->Material[i][1].SpecularIndex;
- }
- VB->MaterialMask[i] = 0; /* reset now */
- }
- }
-
-
- /*
- * Compute the shading (lighting) for the vertices in the vertex buffer.
- */
- static void shade_vertices( GLcontext *ctx )
- {
- struct vertex_buffer *VB = ctx->VB;
-
- if (ctx->Visual->RGBAflag) {
- if (!VB->MonoMaterial) {
- /* Material may change with each vertex */
- GLuint i;
- for (i=VB->Start; i<VB->Count; i++) {
- update_material( ctx, i );
- gl_color_shade_vertices( ctx, 0, 1, &VB->Eye[i],
- &VB->Normal[i], &VB->Fcolor[i]);
- if (ctx->Light.Model.TwoSide) {
- gl_color_shade_vertices( ctx, 1, 1, &VB->Eye[i],
- &VB->Normal[i], &VB->Bcolor[i]);
- }
- }
- /* Need this in case a glColor/glMaterial is called after the
- * last vertex between glBegin/glEnd.
- */
- update_material( ctx, VB->Count );
- }
- else {
- if (ctx->Light.Fast) {
- if (VB->MonoNormal) {
- /* call optimized shader */
- GLubyte color[1][4];
- GLuint i;
- gl_color_shade_vertices_fast( ctx, 0, /* front side */
- 1,
- VB->Normal + VB->Start,
- color );
- for (i=VB->Start; i<VB->Count; i++) {
- COPY_4V( VB->Fcolor[i], color[0] );
- }
- if (ctx->Light.Model.TwoSide) {
- gl_color_shade_vertices_fast( ctx, 1, /* back side */
- 1,
- VB->Normal + VB->Start,
- color );
- for (i=VB->Start; i<VB->Count; i++) {
- COPY_4V( VB->Bcolor[i], color[0] );
- }
- }
-
- }
- else {
- /* call optimized shader */
- gl_color_shade_vertices_fast( ctx, 0, /* front side */
- VB->Count - VB->Start,
- VB->Normal + VB->Start,
- VB->Fcolor + VB->Start );
- if (ctx->Light.Model.TwoSide) {
- gl_color_shade_vertices_fast( ctx, 1, /* back side */
- VB->Count - VB->Start,
- VB->Normal + VB->Start,
- VB->Bcolor + VB->Start );
- }
- }
- }
- else {
- /* call slower, full-featured shader */
- gl_color_shade_vertices( ctx, 0,
- VB->Count - VB->Start,
- VB->Eye + VB->Start,
- VB->Normal + VB->Start,
- VB->Fcolor + VB->Start );
- if (ctx->Light.Model.TwoSide) {
- gl_color_shade_vertices( ctx, 1,
- VB->Count - VB->Start,
- VB->Eye + VB->Start,
- VB->Normal + VB->Start,
- VB->Bcolor + VB->Start );
- }
- }
- }
- }
- else {
- /* Color index mode */
- if (!VB->MonoMaterial) {
- /* Material may change with each vertex */
- GLuint i;
- /* NOTE the <= here. This is needed in case glColor/glMaterial
- * is called after the last glVertex inside a glBegin/glEnd pair.
- */
- for (i=VB->Start; i<VB->Count; i++) {
- update_material( ctx, i );
- gl_index_shade_vertices( ctx, 0, 1, &VB->Eye[i],
- &VB->Normal[i], &VB->Findex[i] );
- if (ctx->Light.Model.TwoSide) {
- gl_index_shade_vertices( ctx, 1, 1, &VB->Eye[i],
- &VB->Normal[i], &VB->Bindex[i] );
- }
- }
- /* Need this in case a glColor/glMaterial is called after the
- * last vertex between glBegin/glEnd.
- */
- update_material( ctx, VB->Count );
- }
- else {
- gl_index_shade_vertices( ctx, 0,
- VB->Count - VB->Start,
- VB->Eye + VB->Start,
- VB->Normal + VB->Start,
- VB->Findex + VB->Start );
- if (ctx->Light.Model.TwoSide) {
- gl_index_shade_vertices( ctx, 1,
- VB->Count - VB->Start,
- VB->Eye + VB->Start,
- VB->Normal + VB->Start,
- VB->Bindex + VB->Start );
- }
- }
- }
- }
-
-
-
- /*
- * Compute fog for the vertices in the vertex buffer.
- */
- static void fog_vertices( GLcontext *ctx )
- {
- struct vertex_buffer *VB = ctx->VB;
-
- if (ctx->Visual->RGBAflag) {
- /* Fog RGB colors */
- gl_fog_color_vertices( ctx, VB->Count - VB->Start,
- VB->Eye + VB->Start,
- VB->Fcolor + VB->Start );
- if (ctx->LightTwoSide) {
- gl_fog_color_vertices( ctx, VB->Count - VB->Start,
- VB->Eye + VB->Start,
- VB->Bcolor + VB->Start );
- }
- }
- else {
- /* Fog color indexes */
- gl_fog_index_vertices( ctx, VB->Count - VB->Start,
- VB->Eye + VB->Start,
- VB->Findex + VB->Start );
- if (ctx->LightTwoSide) {
- gl_fog_index_vertices( ctx, VB->Count - VB->Start,
- VB->Eye + VB->Start,
- VB->Bindex + VB->Start );
- }
- }
- }
-
-
-
- /*
- * When the Vertex Buffer is full, this function applies the modelview
- * matrix to transform vertices and normals from object coordinates to
- * eye coordinates. Next, we'll call gl_transform_vb_part2()...
- * This function might not be called when using vertex arrays.
- */
- void gl_transform_vb_part1( GLcontext *ctx, GLboolean allDone )
- {
- struct vertex_buffer *VB = ctx->VB;
- #ifdef PROFILE
- GLdouble t0 = gl_time();
- #endif
-
- ASSERT( VB->Count>0 );
-
- /* Apply the modelview matrix to transform vertexes from Object
- * to Eye coords.
- */
- if (VB->VertexSizeMask==VERTEX4_BIT) {
- transform_points4( ctx, VB->Count - VB->Start,
- VB->Obj + VB->Start, VB->Eye + VB->Start );
- }
- else {
- transform_points3( ctx, VB->Count - VB->Start,
- VB->Obj + VB->Start, VB->Eye + VB->Start );
- }
-
- /* Now transform the normal vectors */
- if (ctx->NeedNormals) {
- gl_xform_normals_3fv( VB->Count - VB->Start,
- VB->Normal + VB->Start, ctx->ModelViewInv,
- VB->Normal + VB->Start, ctx->Transform.Normalize );
- }
-
- #ifdef PROFILE
- ctx->VertexTime += gl_time() - t0;
- #endif
-
- /* lighting, project, etc */
- gl_transform_vb_part2( ctx, allDone );
- }
-
-
-
- /*
- * Part 2 of Vertex Buffer transformation: compute lighting, clipflags,
- * fog, texture coords, etc.
- * Before this function is called the VB->Eye coordinates must have
- * already been computed.
- * Callers: gl_transform_vb_part1(), glDrawArraysEXT()
- */
- void gl_transform_vb_part2( GLcontext *ctx, GLboolean allDone )
- {
- struct vertex_buffer *VB = ctx->VB;
- #ifdef PROFILE
- GLdouble t0 = gl_time();
- #endif
-
- ASSERT( VB->Count>0 );
-
- /* Test vertices in eye coordinate space against user clipping planes */
- if (ctx->Transform.AnyClip) {
- GLuint result = userclip_vertices( ctx, VB->Count - VB->Start,
- VB->Eye + VB->Start,
- VB->ClipMask + VB->Start );
- if (result==CLIP_ALL) {
- /* All vertices were outside one of the clip planes! */
- gl_reset_vb( ctx, allDone );
- return;
- }
- else if (result==CLIP_SOME) {
- VB->ClipOrMask = CLIP_USER_BIT;
- }
- else {
- VB->ClipAndMask = 0;
- }
- }
-
- /* Apply the projection matrix to the Eye coordinates, resulting in
- * Clip coordinates. Also, compute the ClipMask for each vertex.
- */
- project_and_cliptest( ctx, VB->Count - VB->Start, VB->Eye + VB->Start,
- VB->Clip + VB->Start, VB->ClipMask + VB->Start,
- &VB->ClipOrMask, &VB->ClipAndMask );
-
- if (VB->ClipAndMask) {
- /* All vertices clipped by one plane, all done! */
- gl_reset_vb( ctx, allDone );
- return;
- }
-
- /* Lighting */
- if (ctx->Light.Enabled) {
- shade_vertices(ctx);
- }
-
- /* Per-vertex fog */
- if (ctx->Fog.Enabled && ctx->Hint.Fog!=GL_NICEST) {
- fog_vertices(ctx);
- }
-
- /* Generate/transform texture coords */
- if (ctx->Texture.Enabled || ctx->RenderMode==GL_FEEDBACK) {
- if (ctx->Texture.TexGenEnabled) {
- gl_texgen( ctx, VB->Count - VB->Start,
- VB->Obj + VB->Start,
- VB->Eye + VB->Start,
- VB->Normal + VB->Start,
- VB->TexCoord + VB->Start );
- }
- if (ctx->NewTextureMatrix) {
- gl_analyze_texture_matrix(ctx);
- }
- if (ctx->TextureMatrixType!=MATRIX_IDENTITY) {
- transform_texcoords( ctx, VB->Count - VB->Start,
- VB->TexCoord + VB->Start );
- }
- }
-
- /* Use the viewport parameters to transform vertices from Clip
- * coordinates to Window coordinates.
- */
- viewport_map_vertices( ctx, VB->Count - VB->Start, VB->Clip + VB->Start,
- VB->ClipOrMask ? VB->ClipMask + VB->Start : NULL,
- VB->Win + VB->Start );
-
- /* Device driver rasterization setup. 3Dfx driver, for example. */
- if (ctx->Driver.RasterSetup) {
- (*ctx->Driver.RasterSetup)( ctx, 0, VB->Count );
- }
-
-
- #ifdef PROFILE
- ctx->VertexTime += gl_time() - t0;
- ctx->VertexCount += VB->Count - VB->Start;
- #endif
-
- /*
- * Now we're ready to rasterize the Vertex Buffer!!!
- *
- * If the device driver can't rasterize the vertex buffer then we'll
- * do it ourselves.
- */
- if (!ctx->Driver.RenderVB || !(*ctx->Driver.RenderVB)(ctx,allDone)) {
- gl_render_vb( ctx, allDone );
- }
- }
-