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vector.c
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2000-01-07
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/* $Id: vector.c,v 1.6 1999/11/08 07:36:45 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.
*/
#ifndef XFree86Server
#include <stdlib.h>
#include <stdio.h>
#else
#include "GL/xf86glx.h"
#endif
#include "config.h"
#include "macros.h"
#include "vector.h"
static const GLubyte elem_bits[4] = {
VEC_DIRTY_0,
VEC_DIRTY_1,
VEC_DIRTY_2,
VEC_DIRTY_3
};
void gl_vector4f_clean_elem( GLvector4f *vec, GLuint count, GLuint elt )
{
static GLfloat clean[4] = { 0, 0, 0, 1 };
GLfloat v = clean[elt];
GLfloat (*data)[4] = (GLfloat (*)[4])vec->start;
GLuint i;
for (i = 0 ; i < count ; i++)
data[i][elt] = v;
vec->flags &= ~elem_bits[elt];
}
static const GLubyte size_bits[5] = {
0,
VEC_SIZE_1,
VEC_SIZE_2,
VEC_SIZE_3,
VEC_SIZE_4,
};
void gl_vector4f_init( GLvector4f *v, GLuint flags, GLfloat (*storage)[4] )
{
v->stride = 4*sizeof(GLfloat);
v->size = 2;
v->data = storage;
v->start = (GLfloat *)storage;
v->count = 0;
v->flags = size_bits[4] | flags | VEC_GOOD_STRIDE;
}
void gl_vector3f_init( GLvector3f *v, GLuint flags, GLfloat (*storage)[3] )
{
v->stride = 3*sizeof(GLfloat);
v->data = storage;
v->start = (GLfloat *)storage;
v->count = 0;
v->flags = flags | VEC_GOOD_STRIDE;
}
void gl_vector4ub_init( GLvector4ub *v, GLuint flags, GLubyte (*storage)[4] )
{
v->stride = 4*sizeof(GLubyte);
v->data = storage;
v->start = (GLubyte *)storage;
v->count = 0;
v->flags = flags | VEC_GOOD_STRIDE;
}
void gl_vector1ub_init( GLvector1ub *v, GLuint flags, GLubyte *storage )
{
v->stride = 1*sizeof(GLubyte);
v->data = storage;
v->start = (GLubyte *)storage;
v->count = 0;
v->flags = flags | VEC_GOOD_STRIDE;
}
void gl_vector1ui_init( GLvector1ui *v, GLuint flags, GLuint *storage )
{
v->stride = 1*sizeof(GLuint);
v->data = storage;
v->start = (GLuint *)storage;
v->count = 0;
v->flags = flags | VEC_GOOD_STRIDE;
}
#define ALIGN_MALLOC(vec, type, bytes, alignment) \
do { \
vec->storage = MALLOC( bytes + alignment - 1 ); \
vec->start = type (((unsigned long)vec->storage + alignment - 1) \
& ~(unsigned long)(alignment - 1)); \
} while (0)
void gl_vector4f_alloc( GLvector4f *v, GLuint sz, GLuint flags, GLuint count,
GLuint alignment )
{
(void) sz;
v->stride = 4*sizeof(GLfloat);
v->size = 2;
ALIGN_MALLOC(v, (GLfloat *), count * 4 * sizeof(GLfloat), alignment);
v->data = (GLfloat (*)[4])v->start;
v->count = 0;
v->flags = size_bits[4] | flags | VEC_MALLOC | VEC_GOOD_STRIDE;
}
void gl_vector3f_alloc( GLvector3f *v, GLuint flags, GLuint count,
GLuint alignment )
{
v->stride = 3*sizeof(GLfloat);
ALIGN_MALLOC(v, (GLfloat *), count * 3 * sizeof(GLfloat), alignment);
v->data = (GLfloat (*)[3])v->start;
v->count = 0;
v->flags = flags | VEC_MALLOC | VEC_GOOD_STRIDE;
}
void gl_vector4ub_alloc( GLvector4ub *v, GLuint flags, GLuint count,
GLuint alignment )
{
v->stride = 4*sizeof(GLubyte);
ALIGN_MALLOC(v, (GLubyte *), count * 4 * sizeof(GLubyte), alignment);
v->data = (GLubyte (*)[4])v->start;
v->count = 0;
v->flags = flags | VEC_MALLOC | VEC_GOOD_STRIDE;
}
void gl_vector1ub_alloc( GLvector1ub *v, GLuint flags, GLuint count,
GLuint alignment )
{
v->stride = 1*sizeof(GLubyte);
ALIGN_MALLOC(v, (GLubyte *), count * sizeof(GLubyte), alignment);
v->data = v->start;
v->count = 0;
v->flags = flags | VEC_MALLOC | VEC_GOOD_STRIDE;
}
void gl_vector1ui_alloc( GLvector1ui *v, GLuint flags, GLuint count,
GLuint alignment )
{
v->stride = 1*sizeof(GLuint);
ALIGN_MALLOC(v, (GLuint *), count * sizeof(GLuint), alignment);
v->data = v->start;
v->count = 0;
v->flags = flags | VEC_MALLOC | VEC_GOOD_STRIDE;
}
void gl_vector4f_free( GLvector4f *v )
{
if (v->flags & VEC_MALLOC) {
FREE( v->storage );
v->data = 0;
v->start = 0;
v->storage = 0;
v->flags &= ~VEC_MALLOC;
}
}
void gl_vector3f_free( GLvector3f *v )
{
if (v->flags & VEC_MALLOC) {
FREE( v->storage );
v->data = 0;
v->start = 0;
v->storage = 0;
v->flags &= ~VEC_MALLOC;
}
}
void gl_vector4ub_free( GLvector4ub *v )
{
if (v->flags & VEC_MALLOC) {
FREE( v->storage );
v->data = 0;
v->start = 0;
v->storage = 0;
v->flags &= ~VEC_MALLOC;
}
}
void gl_vector1ub_free( GLvector1ub *v )
{
if (v->flags & VEC_MALLOC) {
FREE( v->storage );
v->data = 0;
v->start = 0;
v->storage = 0;
v->flags &= ~VEC_MALLOC;
}
}
void gl_vector1ui_free( GLvector1ui *v )
{
if (v->flags & VEC_MALLOC) {
FREE( v->storage );
v->data = 0;
v->start = 0;
v->storage = 0;
v->flags &= ~VEC_MALLOC;
}
}
void gl_vector4f_print( GLvector4f *v, GLubyte *cullmask, GLboolean culling )
{
GLfloat c[4] = { 0, 0, 0, 1 };
const char *templates[5] = {
"%d:\t0, 0, 0, 1\n",
"%d:\t%f, 0, 0, 1\n",
"%d:\t%f, %f, 0, 1\n",
"%d:\t%f, %f, %f, 1\n",
"%d:\t%f, %f, %f, %f\n"
};
const char *t = templates[v->size];
GLfloat *d = (GLfloat *)v->data;
GLuint j, i = 0, count;
printf("data-start\n");
for ( ; d != v->start ; STRIDE_F(d, v->stride), i++)
printf( t, i, d[0], d[1], d[2], d[3]);
printf("start-count(%u)\n", v->count);
count = i + v->count;
if (culling) {
for ( ; i < count ; STRIDE_F(d, v->stride), i++)
if (cullmask[i])
printf( t, i, d[0], d[1], d[2], d[3]);
} else {
for ( ; i < count ; STRIDE_F(d, v->stride), i++)
printf( t, i, d[0], d[1], d[2], d[3]);
}
for (j = v->size ; j < 4; j++) {
if ((v->flags & (1<<j)) == 0) {
printf("checking col %u is clean as advertised ", j);
for (i = 0, d = (GLfloat *) v->data ;
i < count && d[j] == c[j] ;
i++, STRIDE_F(d, v->stride)) {};
if (i == count)
printf(" --> ok\n");
else
printf(" --> Failed at %u ******\n", i);
}
}
}
void gl_vector3f_print( GLvector3f *v, GLubyte *cullmask, GLboolean culling )
{
GLfloat *d = (GLfloat *)v->data;
GLuint i = 0, count;
printf("data-start\n");
for ( ; d != v->start ; STRIDE_F(d,v->stride), i++)
printf( "%u:\t%f, %f, %f\n", i, d[0], d[1], d[2]);
printf("start-count(%u)\n", v->count);
count = i + v->count;
if (culling) {
for ( ; i < count ; STRIDE_F(d,v->stride), i++)
if (cullmask[i])
printf( "%u:\t%f, %f, %f\n", i, d[0], d[1], d[2]);
} else {
for ( ; i < count ; STRIDE_F(d,v->stride), i++)
printf( "%u:\t%f, %f, %f\n", i, d[0], d[1], d[2]);
}
}