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texgen_tmp.h
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/* $Id: texgen_tmp.h,v 1.3 1999/11/08 15:30:49 brianp Exp $ */
/*
* Mesa 3-D graphics library
* Version: 3.1
*
* Copyright (C) 1999 Brian Paul All Rights Reserved.
*
* Permission is hereby granted, free of charge, to any person obtaining a
* copy of this software and associated documentation files (the "Software"),
* to deal in the Software without restriction, including without limitation
* the rights to use, copy, modify, merge, publish, distribute, sublicense,
* and/or sell copies of the Software, and to permit persons to whom the
* Software is furnished to do so, subject to the following conditions:
*
* The above copyright notice and this permission notice shall be included
* in all copies or substantial portions of the Software.
*
* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS
* OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
* FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL
* BRIAN PAUL BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN
* AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN
* CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
*/
/*
* New (3.1) transformation code written by Keith Whitwell.
*/
/* Need to transform the eye plane equations into object space, and
* use ctx->EyeZDir in spheregen.
*/
#define CULL IDX&1
/*
*/
static void TAG(build_m3)(GLfloat f[][3],
GLfloat m[],
const GLvector3f *normals,
const GLvector4f *coord_vec,
const GLuint flags[],
const GLubyte cullmask[] )
{
GLuint stride = coord_vec->stride;
GLfloat *coord = (GLfloat *)coord_vec->start;
GLuint count = coord_vec->count;
const GLfloat *normal = FIRST_NORMAL;
GLuint i;
LOCAL_VARS;
(void) flags;
(void) cullmask;
/* KW: Had to rearrange this loop to avoid a compiler bug with gcc
* 2.7.3.1 at -O3 optimization. Using -fno-strength-reduce
* also fixed the bug - is this generally necessary?
*/
for (i=0;i<count;i++,STRIDE_F(coord,stride)) {
CHECK {
const GLfloat *norm = normal;
GLfloat u[3], two_nu, fx, fy, fz;
COPY_3V( u, coord );
NORMALIZE_3FV( u );
two_nu = 2.0F * DOT3(norm,u);
fx = f[i][0] = u[0] - norm[0] * two_nu;
fy = f[i][1] = u[1] - norm[1] * two_nu;
fz = f[i][2] = u[2] - norm[2] * two_nu;
m[i] = fx*fx + fy*fy + (fz + 1.0F) * (fz + 1.0F);
if (m[i] != 0.0F) {
m[i] = 0.5F / (GLfloat) GL_SQRT(m[i]);
}
}
NEXT_NORMAL;
}
}
static void TAG(build_m2)(GLfloat f[][3],
GLfloat m[],
const GLvector3f *normals,
const GLvector4f *coord_vec,
const GLuint flags[],
const GLubyte cullmask[] )
{
GLuint stride = coord_vec->stride;
GLfloat *coord = coord_vec->start;
GLuint count = coord_vec->count;
GLfloat *normal = FIRST_NORMAL;
GLuint i;
LOCAL_VARS;
(void) flags;
(void) cullmask;
for (i=0;i<count;i++,STRIDE_F(coord,stride)) {
CHECK {
GLfloat *norm = normal;
GLfloat u[3], two_nu, fx, fy, fz;
COPY_2V( u, coord );
u[2] = 0;
NORMALIZE_3FV( u );
two_nu = 2.0F * DOT3(norm,u);
fx = f[i][0] = u[0] - norm[0] * two_nu;
fy = f[i][1] = u[1] - norm[1] * two_nu;
fz = f[i][2] = u[2] - norm[2] * two_nu;
m[i] = fx*fx + fy*fy + (fz + 1.0F) * (fz + 1.0F);
if (m[i] != 0.0F) {
m[i] = 0.5F / (GLfloat) GL_SQRT(m[i]);
}
}
NEXT_NORMAL;
}
}
static build_m_func TAG(build_m_tab)[5] = {
0,
0,
TAG(build_m2),
TAG(build_m3),
TAG(build_m3)
};
/* This is unusual in that we respect the stride of the output vector
* (f). This allows us to pass in either a texcoord vector4f, or a
* temporary vector3f.
*/
static void TAG(build_f3)( GLfloat *f,
GLuint fstride,
const GLvector3f *normals,
const GLvector4f *coord_vec,
const GLuint flags[],
const GLubyte cullmask[] )
{
GLuint stride = coord_vec->stride;
GLfloat *coord = coord_vec->start;
GLuint count = coord_vec->count;
GLfloat *normal = FIRST_NORMAL;
GLuint i;
LOCAL_VARS;
(void) flags;
(void) cullmask;
for (i=0;i<count;i++, STRIDE_F(coord,stride), STRIDE_F(f,fstride), NEXT_NORMAL) {
CHECK {
GLfloat u[3], two_nu;
COPY_3V( u, coord );
NORMALIZE_3FV( u );
two_nu = 2.0F * DOT3(normal,u);
f[0] = u[0] - normal[0] * two_nu;
f[1] = u[1] - normal[1] * two_nu;
f[2] = u[2] - normal[2] * two_nu;
}
}
}
static void TAG(build_f2)( GLfloat *f,
GLuint fstride,
const GLvector3f *normals,
const GLvector4f *coord_vec,
const GLuint flags[],
const GLubyte cullmask[] )
{
GLuint stride = coord_vec->stride;
GLfloat *coord = coord_vec->start;
GLuint count = coord_vec->count;
GLfloat *normal = FIRST_NORMAL;
GLuint i;
LOCAL_VARS;
(void) flags;
(void) cullmask;
for (i=0;i<count;i++,STRIDE_F(coord,stride), STRIDE_F(f,fstride), NEXT_NORMAL) {
CHECK {
GLfloat u[3], two_nu;
COPY_2V( u, coord );
u[2] = 0;
NORMALIZE_3FV( u );
two_nu = 2.0F * DOT3(normal,u);
f[0] = u[0] - normal[0] * two_nu;
f[1] = u[1] - normal[1] * two_nu;
f[2] = u[2] - normal[2] * two_nu;
}
}
}
/* Just treat 4-vectors as 3-vectors.
*/
static build_f_func TAG(build_f_tab)[5] = {
0,
0,
TAG(build_f2),
TAG(build_f3),
TAG(build_f3)
};
/* Special case texgen functions.
*/
static void TAG(texgen_reflection_map_nv)( struct vertex_buffer *VB,
GLuint textureUnit )
{
GLvector4f *in = VB->TexCoordPtr[textureUnit];
GLvector4f *out = VB->store.TexCoord[textureUnit];
GLubyte *cullmask = VB->CullMask + VB->Start;
TAG(build_f_tab)[VB->Unprojected->size]( out->start,
out->stride,
VB->NormalPtr,
VB->Unprojected,
VB->Flag + VB->Start,
cullmask );
if (!in) in = out;
if (in != out && in->size == 4) {
gl_copy_tab[CULL][0x8](out, in, cullmask);
}
VB->TexCoordPtr[textureUnit] = out;
out->size = MAX2(in->size, 3);
out->flags |= in->flags | VEC_SIZE_3;
}
static void TAG(texgen_normal_map_nv)( struct vertex_buffer *VB,
GLuint textureUnit )
{
GLvector4f *in = VB->TexCoordPtr[textureUnit];
GLvector4f *out = VB->store.TexCoord[textureUnit];
GLvector3f *normals = VB->NormalPtr;
GLfloat (*texcoord)[4] = (GLfloat (*)[4])out->start;
GLubyte *cullmask = VB->CullMask + VB->Start;
GLuint *flags = VB->Flag + VB->Start;
GLuint count = VB->Count;
GLuint i;
const GLfloat *normal = FIRST_NORMAL;
LOCAL_VARS;
(void) flags;
for (i=0;i<count;i++, NEXT_NORMAL) {
CHECK {
texcoord[i][0] = normal[0];
texcoord[i][1] = normal[1];
texcoord[i][2] = normal[2];
}
}
if (!in) in = out;
if (in != out && in->size == 4) {
gl_copy_tab[CULL][0x8](out, in, cullmask);
}
VB->TexCoordPtr[textureUnit] = out;
out->size = MAX2(in->size, 3);
out->flags |= in->flags | VEC_SIZE_3;
}
static void TAG(texgen_sphere_map)( struct vertex_buffer *VB,
GLuint textureUnit )
{
GLvector4f *in = VB->TexCoordPtr[textureUnit];
GLvector4f *out = VB->store.TexCoord[textureUnit];
GLfloat (*texcoord)[4] = (GLfloat (*)[4]) out->start;
GLubyte *cullmask = VB->CullMask + VB->Start;
GLuint count = VB->Count;
GLuint i;
GLfloat (*f)[3], *m;
if (!VB->tmp_f)
VB->tmp_f = (GLfloat (*)[3])malloc(VB->Size * sizeof(GLfloat) * 3);
if (!VB->tmp_m)
VB->tmp_m = (GLfloat *)malloc(VB->Size * sizeof(GLfloat));
f = VB->tmp_f;
m = VB->tmp_m;
(TAG(build_m_tab)[VB->Unprojected->size])( f, m,
VB->NormalPtr,
VB->Unprojected,
VB->Flag + VB->Start,
cullmask );
for (i=0;i<count;i++) {
CHECK {
texcoord[i][0] = f[i][0] * m[i] + 0.5F;
texcoord[i][1] = f[i][1] * m[i] + 0.5F;
}
}
if (!in) in = out;
if (in != out) {
struct gl_texture_unit *texUnit = &VB->ctx->Texture.Unit[textureUnit];
GLuint copy = (all_bits[in->size] & ~texUnit->TexGenEnabled);
if (copy)
gl_copy_tab[CULL][copy](out, in, cullmask);
}
VB->TexCoordPtr[textureUnit] = out;
out->size = MAX2(in->size,2);
out->flags |= in->flags | VEC_SIZE_2;
}
static void TAG(texgen)( struct vertex_buffer *VB, GLuint textureUnit )
{
GLcontext *ctx = VB->ctx;
struct gl_texture_unit *texUnit = &ctx->Texture.Unit[textureUnit];
const GLvector4f *obj = VB->ObjPtr;
const GLvector4f *eye = VB->EyePtr;
const GLvector3f *normals = VB->NormalPtr;
const GLubyte *cullmask = VB->CullMask + VB->Start;
const GLuint *flags = VB->Flag + VB->Start;
GLvector4f *in = VB->TexCoordPtr[textureUnit];
GLvector4f *out = VB->store.TexCoord[textureUnit];
GLfloat (*texcoord)[4] = (GLfloat (*)[4])out->start;
GLfloat *indata;
GLuint instride;
GLuint count = VB->Count;
GLfloat (*f)[3], *m;
LOCAL_VARS;
if (!VB->tmp_f)
VB->tmp_f = (GLfloat (*)[3])malloc(VB->Size * sizeof(GLfloat) * 3);
if (!VB->tmp_m)
VB->tmp_m = (GLfloat *)malloc(VB->Size * sizeof(GLfloat));
f = VB->tmp_f;
m = VB->tmp_m;
if (!in) in = out;
instride = in->stride;
if (texUnit->GenFlags & TEXGEN_NEED_M) {
TAG(build_m_tab)[in->size]( f, m, normals, eye, flags, cullmask );
} else if (texUnit->GenFlags & TEXGEN_NEED_F) {
TAG(build_f_tab)[in->size]( (GLfloat *)f, 3, normals, eye,
flags, cullmask );
}
if (in != out) {
GLuint copy = (all_bits[in->size] & ~texUnit->TexGenEnabled);
if (copy)
gl_copy_tab[CULL][copy](out, in, cullmask);
}
if (texUnit->Holes)
{
GLubyte holes = (GLubyte) (texUnit->Holes & ~all_bits[in->size]);
if (holes) {
if (holes & VEC_DIRTY_2) gl_vector4f_clean_elem(out, count, 2);
if (holes & VEC_DIRTY_1) gl_vector4f_clean_elem(out, count, 1);
if (holes & VEC_DIRTY_0) gl_vector4f_clean_elem(out, count, 0);
}
}
VB->TexCoordPtr[textureUnit] = out;
out->size = MAX2(in->size, texUnit->TexgenSize);
out->flags |= in->flags | texUnit->TexGenEnabled;
if (texUnit->TexGenEnabled & S_BIT) {
GLuint i;
switch (texUnit->GenModeS) {
case GL_OBJECT_LINEAR:
(gl_dotprod_tab[CULL][obj->size])(out, 0, obj,
texUnit->ObjectPlaneS, cullmask);
break;
case GL_EYE_LINEAR:
(gl_dotprod_tab[CULL][eye->size])(out, 0, eye,
texUnit->EyePlaneS, cullmask);
break;
case GL_SPHERE_MAP:
for (indata=in->start,i=0 ; i<count ; i++, STRIDE_F(indata,instride) )
CHECK texcoord[i][0] = indata[0] * m[i] + 0.5F;
break;
case GL_REFLECTION_MAP_NV:
for (i=0;i<count;i++)
CHECK texcoord[i][0] = f[i][0];
break;
case GL_NORMAL_MAP_NV: {
const GLfloat *normal = FIRST_NORMAL;
for (i=0;i<count;i++, NEXT_NORMAL) {
CHECK texcoord[i][0] = normal[0];
}
break;
}
default:
gl_problem(ctx, "Bad S texgen");
}
}
if (texUnit->TexGenEnabled & T_BIT) {
GLuint i;
switch (texUnit->GenModeT) {
case GL_OBJECT_LINEAR:
(gl_dotprod_tab[CULL][obj->size])(out, 1, obj,
texUnit->ObjectPlaneT, cullmask);
break;
case GL_EYE_LINEAR:
(gl_dotprod_tab[CULL][eye->size])(out, 1, eye,
texUnit->EyePlaneT, cullmask);
break;
case GL_SPHERE_MAP:
for (indata=in->start,i=0; i<count ;i++,STRIDE_F(indata,instride))
CHECK texcoord[i][1] = indata[1] * m[i] + 0.5F;
break;
case GL_REFLECTION_MAP_NV:
for (i=0;i<count;i++)
CHECK texcoord[i][0] = f[i][0];
break;
case GL_NORMAL_MAP_NV: {
const GLfloat *normal = FIRST_NORMAL;
for (i=0;i<count;i++, NEXT_NORMAL) {
CHECK texcoord[i][1] = normal[1];
}
break;
}
default:
gl_problem(ctx, "Bad T texgen");
}
}
if (texUnit->TexGenEnabled & R_BIT) {
GLuint i;
switch (texUnit->GenModeR) {
case GL_OBJECT_LINEAR:
(gl_dotprod_tab[CULL][obj->size])(out, 2, obj,
texUnit->ObjectPlaneR, cullmask);
break;
case GL_EYE_LINEAR:
(gl_dotprod_tab[CULL][eye->size])(out, 2, eye,
texUnit->EyePlaneR, cullmask);
break;
case GL_REFLECTION_MAP_NV:
for (i=0;i<count;i++)
CHECK texcoord[i][2] = f[i][2];
break;
case GL_NORMAL_MAP_NV: {
const GLfloat *normal = FIRST_NORMAL;
for (i=0;i<count;i++,NEXT_NORMAL) {
CHECK texcoord[i][2] = normal[2];
}
break;
}
default:
gl_problem(ctx, "Bad R texgen");
}
}
if (texUnit->TexGenEnabled & Q_BIT) {
switch (texUnit->GenModeQ) {
case GL_OBJECT_LINEAR:
(gl_dotprod_tab[CULL][obj->size])(out, 3, obj,
texUnit->ObjectPlaneQ, cullmask);
break;
case GL_EYE_LINEAR:
(gl_dotprod_tab[CULL][eye->size])(out, 3, eye,
texUnit->EyePlaneQ, cullmask);
break;
default:
gl_problem(ctx, "Bad Q texgen");
}
}
}
static void TAG(init_texgen)( void )
{
texgen_generic_tab[IDX] = TAG(texgen);
texgen_reflection_map_nv_tab[IDX] = TAG(texgen_reflection_map_nv);
texgen_normal_map_nv_tab[IDX] = TAG(texgen_normal_map_nv);
texgen_sphere_map_tab[IDX] = TAG(texgen_sphere_map);
}
#undef TAG
#undef IDX
#undef CULL
#undef FIRST_NORMAL
#undef NEXT_NORMAL
#undef LOCAL_VARS
#undef CHECK