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authorKeith Whitwell <keith@tungstengraphics.com>2000-11-16 21:05:34 +0000
committerKeith Whitwell <keith@tungstengraphics.com>2000-11-16 21:05:34 +0000
commit23caf20169ac38436ee9c13914f1d6aa7cf6bb5e (patch)
tree21307f7bbcaf9ee1e841d7e7bee130570a7b5b95 /src/mesa/main/eval.c
parent179516673211a2350e479d5321840291f339f5dd (diff)
Move the transform and lighting code to two new directories
math: Provides basic matrix and vector functionality that might be useful to multiple software t&l implementations, and is used by core mesa to manage the Model, Project, etc matrices. tnl: The real transform & lighting code from core mesa, including everything from glVertex3f through vertex buffer handling, transformation, clipping, lighting and handoff to a driver for rasterization. The interfaces of these can be further tightened up, but the basic splitting up of state and code move is done.
Diffstat (limited to 'src/mesa/main/eval.c')
-rw-r--r--src/mesa/main/eval.c1397
1 files changed, 1 insertions, 1396 deletions
diff --git a/src/mesa/main/eval.c b/src/mesa/main/eval.c
index 1c779eb5e3..1cb8e26d1a 100644
--- a/src/mesa/main/eval.c
+++ b/src/mesa/main/eval.c
@@ -1,4 +1,4 @@
-/* $Id: eval.c,v 1.14 2000/10/30 13:32:00 keithw Exp $ */
+/* $Id: eval.c,v 1.15 2000/11/16 21:05:35 keithw Exp $ */
/*
* Mesa 3-D graphics library
@@ -49,479 +49,9 @@
#include "mem.h"
#include "mmath.h"
#include "types.h"
-#include "vb.h"
-#include "vbcull.h"
-#include "vbfill.h"
-#include "vbxform.h"
#endif
-static GLfloat inv_tab[MAX_EVAL_ORDER];
-
-/*
- * Do one-time initialization for evaluators.
- */
-void gl_init_eval( void )
-{
- static int init_flag = 0;
- GLuint i;
-
- /* Compute a table of nCr (combination) values used by the
- * Bernstein polynomial generator.
- */
-
- /* KW: precompute 1/x for useful x.
- */
- if (init_flag==0)
- {
- for (i = 1 ; i < MAX_EVAL_ORDER ; i++)
- inv_tab[i] = 1.0 / i;
- }
-
- init_flag = 1;
-}
-
-
-
-/*
- * 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(const 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 *= inv_tab[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 *= inv_tab[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.
@@ -1982,656 +1512,6 @@ _mesa_GetMapiv( GLenum target, GLenum query, GLint *v )
-static void eval_points1( GLfloat outcoord[][4],
- GLfloat coord[][4],
- const GLuint *flags,
- GLuint start,
- GLfloat du, GLfloat u1 )
-{
- GLuint i;
- for (i = start ; !(flags[i] & VERT_END_VB) ; i++)
- if (flags[i] & VERT_EVAL_P1)
- outcoord[i][0] = coord[i][0] * du + u1;
- else if (flags[i] & VERT_EVAL_ANY) {
- outcoord[i][0] = coord[i][0];
- outcoord[i][1] = coord[i][1];
- }
-}
-
-static void eval_points2( GLfloat outcoord[][4],
- GLfloat coord[][4],
- const GLuint *flags,
- GLuint start,
- GLfloat du, GLfloat u1,
- GLfloat dv, GLfloat v1 )
-{
- GLuint i;
- for (i = start ; !(flags[i] & VERT_END_VB) ; i++)
- if (flags[i] & VERT_EVAL_P2) {
- outcoord[i][0] = coord[i][0] * du + u1;
- outcoord[i][1] = coord[i][1] * dv + v1;
- } else if (flags[i] & VERT_EVAL_ANY) {
- outcoord[i][0] = coord[i][0];
- outcoord[i][1] = coord[i][1];
- }
-}
-
-
-static const GLubyte dirty_flags[5] = {
- 0, /* not possible */
- VEC_DIRTY_0,
- VEC_DIRTY_1,
- VEC_DIRTY_2,
- VEC_DIRTY_3
-};
-
-
-static GLvector4f *eval1_4f( GLvector4f *dest,
- GLfloat coord[][4],
- const GLuint *flags,
- GLuint start,
- GLuint dimension,
- struct gl_1d_map *map )
-{
- const GLfloat u1 = map->u1;
- const GLfloat du = map->du;
- GLfloat (*to)[4] = dest->data;
- GLuint i;
-
- for (i = start ; !(flags[i] & VERT_END_VB) ; i++)
- if (flags[i] & (VERT_EVAL_C1|VERT_EVAL_P1)) {
- GLfloat u = (coord[i][0] - u1) * du;
- ASSIGN_4V(to[i], 0,0,0,1);
- horner_bezier_curve(map->Points, to[i], u, dimension, map->Order);
- }
-
- dest->count = i;
- dest->start = VEC_ELT(dest, GLfloat, start);
- dest->size = MAX2(dest->size, dimension);
- dest->flags |= dirty_flags[dimension];
- return dest;
-}
-
-
-static GLvector1ui *eval1_1ui( GLvector1ui *dest,
- GLfloat coord[][4],
- const GLuint *flags,
- GLuint start,
- struct gl_1d_map *map )
-{
- const GLfloat u1 = map->u1;
- const GLfloat du = map->du;
- GLuint *to = dest->data;
- GLuint i;
-
- for (i = start ; !(flags[i] & VERT_END_VB) ; i++)
- if (flags[i] & (VERT_EVAL_C1|VERT_EVAL_P1)) {
- GLfloat u = (coord[i][0] - u1) * du;
- GLfloat tmp;
- horner_bezier_curve(map->Points, &tmp, u, 1, map->Order);
- to[i] = (GLuint) (GLint) tmp;
- }
-
- dest->start = VEC_ELT(dest, GLuint, start);
- dest->count = i;
- return dest;
-}
-
-static GLvector3f *eval1_norm( GLvector3f *dest,
- GLfloat coord[][4],
- GLuint *flags, /* not const */
- GLuint start,
- struct gl_1d_map *map )
-{
- const GLfloat u1 = map->u1;
- const GLfloat du = map->du;
- GLfloat (*to)[3] = dest->data;
- GLuint i;
-
- for (i = start ; !(flags[i] & VERT_END_VB) ; i++)
- if (flags[i] & (VERT_EVAL_C1|VERT_EVAL_P1)) {
- GLfloat u = (coord[i][0] - u1) * du;
- horner_bezier_curve(map->Points, to[i], u, 3, map->Order);
- flags[i+1] |= VERT_NORM; /* reset */
- }
-
- dest->start = VEC_ELT(dest, GLfloat, start);
- dest->count = i;
- return dest;
-}
-
-static GLvector4ub *eval1_color( GLvector4ub *dest,
- GLfloat coord[][4],
- GLuint *flags, /* not const */
- GLuint start,
- struct gl_1d_map *map )
-{
- const GLfloat u1 = map->u1;
- const GLfloat du = map->du;
- GLubyte (*to)[4] = dest->data;
- GLuint i;
-
- for (i = start ; !(flags[i] & VERT_END_VB) ; i++)
- if (flags[i] & (VERT_EVAL_C1|VERT_EVAL_P1)) {
- GLfloat u = (coord[i][0] - u1) * du;
- GLfloat fcolor[4];
- horner_bezier_curve(map->Points, fcolor, u, 4, map->Order);
- FLOAT_RGBA_TO_CHAN_RGBA(to[i], fcolor);
- flags[i+1] |= VERT_RGBA; /* reset */
- }
-
- dest->start = VEC_ELT(dest, GLubyte, start);
- dest->count = i;
- return dest;
-}
-
-
-
-
-static GLvector4f *eval2_obj_norm( GLvector4f *obj_ptr,
- GLvector3f *norm_ptr,
- GLfloat coord[][4],
- GLuint *flags,
- GLuint start,
- GLuint dimension,
- struct gl_2d_map *map )
-{
- const GLfloat u1 = map->u1;
- const GLfloat du = map->du;
- const GLfloat v1 = map->v1;
- const GLfloat dv = map->dv;
- GLfloat (*obj)[4] = obj_ptr->data;
- GLfloat (*normal)[3] = norm_ptr->data;
- GLuint i;
-
- for (i = start ; !(flags[i] & VERT_END_VB) ; i++)
- if (flags[i] & (VERT_EVAL_C2|VERT_EVAL_P2)) {
- GLfloat u = (coord[i][0] - u1) * du;
- GLfloat v = (coord[i][1] - v1) * dv;
- GLfloat du[4], dv[4];
-
- ASSIGN_4V(obj[i], 0,0,0,1);
- de_casteljau_surf(map->Points, obj[i], du, dv, u, v, dimension,
- map->Uorder, map->Vorder);
-
- CROSS3(normal[i], du, dv);
- NORMALIZE_3FV(normal[i]);
- flags[i+1] |= VERT_NORM;
- }
-
- obj_ptr->start = VEC_ELT(obj_ptr, GLfloat, start);
- obj_ptr->count = i;
- obj_ptr->size = MAX2(obj_ptr->size, dimension);
- obj_ptr->flags |= dirty_flags[dimension];
- return obj_ptr;
-}
-
-
-static GLvector4f *eval2_4f( GLvector4f *dest,
- GLfloat coord[][4],
- const GLuint *flags,
- GLuint start,
- GLuint dimension,
- struct gl_2d_map *map )
-{
- const GLfloat u1 = map->u1;
- const GLfloat du = map->du;
- const GLfloat v1 = map->v1;
- const GLfloat dv = map->dv;
- GLfloat (*to)[4] = dest->data;
- GLuint i;
-
- for (i = start ; !(flags[i] & VERT_END_VB) ; i++)
- if (flags[i] & (VERT_EVAL_C2|VERT_EVAL_P2)) {
- GLfloat u = (coord[i][0] - u1) * du;
- GLfloat v = (coord[i][1] - v1) * dv;
- horner_bezier_surf(map->Points, to[i], u, v, dimension,
- map->Uorder, map->Vorder);
- }
-
- dest->start = VEC_ELT(dest, GLfloat, start);
- dest->count = i;
- dest->size = MAX2(dest->size, dimension);
- dest->flags |= dirty_flags[dimension];
- return dest;
-}
-
-
-static GLvector3f *eval2_norm( GLvector3f *dest,
- GLfloat coord[][4],
- GLuint *flags,
- GLuint start,
- struct gl_2d_map *map )
-{
- const GLfloat u1 = map->u1;
- const GLfloat du = map->du;
- const GLfloat v1 = map->v1;
- const GLfloat dv = map->dv;
- GLfloat (*to)[3] = dest->data;
- GLuint i;
-
- for (i = start ; !(flags[i] & VERT_END_VB) ; i++)
- if (flags[i] & (VERT_EVAL_C2|VERT_EVAL_P2)) {
- GLfloat u = (coord[i][0] - u1) * du;
- GLfloat v = (coord[i][1] - v1) * dv;
- horner_bezier_surf(map->Points, to[i], u, v, 3,
- map->Uorder, map->Vorder);
- flags[i+1] |= VERT_NORM; /* reset */
- }
-
- dest->start = VEC_ELT(dest, GLfloat, start);
- dest->count = i;
- return dest;
-}
-
-
-static GLvector1ui *eval2_1ui( GLvector1ui *dest,
- GLfloat coord[][4],
- const GLuint *flags,
- GLuint start,
- struct gl_2d_map *map )
-{
- const GLfloat u1 = map->u1;
- const GLfloat du = map->du;
- const GLfloat v1 = map->v1;
- const GLfloat dv = map->dv;
- GLuint *to = dest->data;
- GLuint i;
-
- for (i = start ; !(flags[i] & VERT_END_VB) ; i++)
- if (flags[i] & (VERT_EVAL_C2|VERT_EVAL_P2)) {
- GLfloat u = (coord[i][0] - u1) * du;
- GLfloat v = (coord[i][1] - v1) * dv;
- GLfloat tmp;
- horner_bezier_surf(map->Points, &tmp, u, v, 1,
- map->Uorder, map->Vorder);
-
- to[i] = (GLuint) (GLint) tmp;
- }
-
- dest->start = VEC_ELT(dest, GLuint, start);
- dest->count = i;
- return dest;
-}
-
-
-
-static GLvector4ub *eval2_color( GLvector4ub *dest,
- GLfloat coord[][4],
- GLuint *flags,
- GLuint start,
- struct gl_2d_map *map )
-{
- const GLfloat u1 = map->u1;
- const GLfloat du = map->du;
- const GLfloat v1 = map->v1;
- const GLfloat dv = map->dv;
- GLubyte (*to)[4] = dest->data;
- GLuint i;
-
- for (i = start ; !(flags[i] & VERT_END_VB) ; i++)
- if (flags[i] & (VERT_EVAL_C2|VERT_EVAL_P2)) {
- GLfloat u = (coord[i][0] - u1) * du;
- GLfloat v = (coord[i][1] - v1) * dv;
- GLfloat fcolor[4];
- horner_bezier_surf(map->Points, fcolor, u, v, 4,
- map->Uorder, map->Vorder);
- FLOAT_RGBA_TO_CHAN_RGBA(to[i], fcolor);
- flags[i+1] |= VERT_RGBA; /* reset */
- }
-
- dest->start = VEC_ELT(dest, GLubyte, start);
- dest->count = i;
- return dest;
-}
-
-
-static GLvector4f *copy_4f( GLvector4f *out, CONST GLvector4f *in,
- const GLuint *flags,
- GLuint start )
-{
- GLfloat (*to)[4] = out->data;
- GLfloat (*from)[4] = in->data;
- GLuint i;
-
- for ( i = start ; !(flags[i] & VERT_END_VB) ; i++)
- if (!(flags[i] & VERT_EVAL_ANY))
- COPY_4FV( to[i], from[i] );
-
- out->start = VEC_ELT(out, GLfloat, start);
- return out;
-}
-
-static GLvector3f *copy_3f( GLvector3f *out, CONST GLvector3f *in,
- const GLuint *flags,
- GLuint start )
-{
- GLfloat (*to)[3] = out->data;
- GLfloat (*from)[3] = in->data;
- GLuint i;
-
- for ( i = start ; !(flags[i] & VERT_END_VB) ; i++)
- if (!(flags[i] & VERT_EVAL_ANY))
- COPY_3V( to[i], from[i] );
-
- out->start = VEC_ELT(out, GLfloat, start);
- return out;
-}
-
-static GLvector4ub *copy_4ub( GLvector4ub *out,
- CONST GLvector4ub *in,
- const GLuint *flags,
- GLuint start )
-{
- GLubyte (*to)[4] = out->data;
- GLubyte (*from)[4] = in->data;
- GLuint i;
-
- for ( i = start ; !(flags[i] & VERT_END_VB) ; i++)
- if (!(flags[i] & VERT_EVAL_ANY))
- COPY_4UBV( to[i], from[i] );
-
- out->start = VEC_ELT(out, GLubyte, start);
- return out;
-}
-
-static GLvector1ui *copy_1ui( GLvector1ui *out,
- CONST GLvector1ui *in,
- const GLuint *flags,
- GLuint start )
-{
- GLuint *to = out->data;
- CONST GLuint *from = in->data;
- GLuint i;
-
- for ( i = start ; !(flags[i] & VERT_END_VB) ; i++)
- if (!(flags[i] & VERT_EVAL_ANY))
- to[i] = from[i];
-
- out->start = VEC_ELT(out, GLuint, start);
- return out;
-}
-
-
-/* KW: Rewrote this to perform eval on a whole buffer at once.
- * Only evaluates active data items, and avoids scribbling
- * the source buffer if we are running from a display list.
- *
- * If the user (in this case looser) sends eval coordinates
- * or runs a display list containing eval coords with no
- * vertex maps enabled, we have to either copy all non-eval
- * data to a new buffer, or find a way of working around
- * the eval data. I choose the second option.
- *
- * KW: This code not reached by cva - use IM to access storage.
- */
-void gl_eval_vb( struct vertex_buffer *VB )
-{
- struct immediate *IM = VB->IM;
- GLcontext *ctx = VB->ctx;
- GLuint req = ctx->CVA.elt.inputs;
- GLfloat (*coord)[4] = VB->ObjPtr->data;
- GLuint *flags = VB->Flag;
- GLuint new_flags = 0;
-
-
- GLuint any_eval1 = VB->OrFlag & (VERT_EVAL_C1|VERT_EVAL_P1);
- GLuint any_eval2 = VB->OrFlag & (VERT_EVAL_C2|VERT_EVAL_P2);
- GLuint all_eval = IM->AndFlag & VERT_EVAL_ANY;
-
- /* Handle the degenerate cases.
- */
- if (any_eval1 && !ctx->Eval.Map1Vertex4 && !ctx->Eval.Map1Vertex3) {
- VB->PurgeFlags |= (VERT_EVAL_C1|VERT_EVAL_P1);
- VB->EarlyCull = 0;
- any_eval1 = GL_FALSE;
- }
-
- if (any_eval2 && !ctx->Eval.Map2Vertex4 && !ctx->Eval.Map2Vertex3) {
- VB->PurgeFlags |= (VERT_EVAL_C2|VERT_EVAL_P2);
- VB->EarlyCull = 0;
- any_eval2 = GL_FALSE;
- }
-
- /* KW: This really is a degenerate case - doing this disables
- * culling, and causes dummy values for the missing vertices to be
- * transformed and clip tested. It also forces the individual
- * cliptesting of each primitive in vb_render. I wish there was a
- * nice alternative, but I can't say I want to put effort into
- * optimizing such a bad usage of the library - I'd much rather
- * work on useful changes.
- */
- if (VB->PurgeFlags) {
- if (!any_eval1 && !any_eval2 && all_eval) VB->Count = VB->Start;
- gl_purge_vertices( VB );
- if (!any_eval1 && !any_eval2) return;
- } else
- VB->IndirectCount = VB->Count;
-
- /* Translate points into coords.
- */
- if (any_eval1 && (VB->OrFlag & VERT_EVAL_P1))
- {
- eval_points1( IM->Obj, coord, flags, IM->Start,
- ctx->Eval.MapGrid1du,
- ctx->Eval.MapGrid1u1);
-
- coord = IM->Obj;
- }
-
- if (any_eval2 && (VB->OrFlag & VERT_EVAL_P2))
- {
- eval_points2( IM->Obj, coord, flags, IM->Start,
- ctx->Eval.MapGrid2du,
- ctx->Eval.MapGrid2u1,
- ctx->Eval.MapGrid2dv,
- ctx->Eval.MapGrid2v1 );
-
- coord = IM->Obj;
- }
-
- /* Perform the evaluations on active data elements.
- */
- if (req & VERT_INDEX)
- {
- GLvector1ui *in_index = VB->IndexPtr;
- GLvector1ui *out_index = &IM->v.Index;
-
- if (ctx->Eval.Map1Index && any_eval1)
- VB->IndexPtr = eval1_1ui( out_index, coord, flags, IM->Start,
- &ctx->EvalMap.Map1Index );
-
- if (ctx->Eval.Map2Index && any_eval2)
- VB->IndexPtr = eval2_1ui( out_index, coord, flags, IM->Start,
- &ctx->EvalMap.Map2Index );
-
- if (VB->IndexPtr != in_index) {
- new_flags |= VERT_INDEX;
- if (!all_eval)
- VB->IndexPtr = copy_1ui( out_index, in_index, flags, IM->Start );
- }
- }
-
- if (req & VERT_RGBA)
- {
- GLvector4ub *in_color = VB->ColorPtr;
- GLvector4ub *out_color = &IM->v.Color;
-
- if (ctx->Eval.Map1Color4 && any_eval1)
- VB->ColorPtr = eval1_color( out_color, coord, flags, IM->Start,
- &ctx->EvalMap.Map1Color4 );
-
- if (ctx->Eval.Map2Color4 && any_eval2)
- VB->ColorPtr = eval2_color( out_color, coord, flags, IM->Start,
- &ctx->EvalMap.Map2Color4 );
-
- if (VB->ColorPtr != in_color) {
- new_flags |= VERT_RGBA;
- if (!all_eval)
- VB->ColorPtr = copy_4ub( out_color, in_color, flags, IM->Start );
- }
-
- VB->Color[0] = VB->Color[1] = VB->ColorPtr;
- }
-
-
- if (req & VERT_NORM)
- {
- GLvector3f *in_normal = VB->NormalPtr;
- GLvector3f *out_normal = &IM->v.Normal;
-
- if (ctx->Eval.Map1Normal && any_eval1)
- VB->NormalPtr = eval1_norm( out_normal, coord, flags, IM->Start,
- &ctx->EvalMap.Map1Normal );
-
- if (ctx->Eval.Map2Normal && any_eval2)
- VB->NormalPtr = eval2_norm( out_normal, coord, flags, IM->Start,
- &ctx->EvalMap.Map2Normal );
-
- new_flags |= VERT_NORM;
-
- if (VB->NormalPtr != in_normal) {
- if (!all_eval)
- VB->NormalPtr = copy_3f( out_normal, in_normal, flags, IM->Start );
- }
- }
-
-
- if (req & VERT_TEX_ANY(0))
- {
- GLvector4f *tc = VB->TexCoordPtr[0];
- GLvector4f *in = tc;
- GLvector4f *out = &IM->v.TexCoord[0];
-
- if (any_eval1) {
- if (ctx->Eval.Map1TextureCoord4)
- tc = eval1_4f( out, coord, flags, IM->Start,
- 4, &ctx->EvalMap.Map1Texture4);
- else if (ctx->Eval.Map1TextureCoord3)
- tc = eval1_4f( out, coord, flags, IM->Start, 3,
- &ctx->EvalMap.Map1Texture3);
- else if (ctx->Eval.Map1TextureCoord2)
- tc = eval1_4f( out, coord, flags, IM->Start, 2,
- &ctx->EvalMap.Map1Texture2);
- else if (ctx->Eval.Map1TextureCoord1)
- tc = eval1_4f( out, coord, flags, IM->Start, 1,
- &ctx->EvalMap.Map1Texture1);
- }
-
- if (any_eval2) {
- if (ctx->Eval.Map2TextureCoord4)
- tc = eval2_4f( out, coord, flags, IM->Start,
- 4, &ctx->EvalMap.Map2Texture4);
- else if (ctx->Eval.Map2TextureCoord3)
- tc = eval2_4f( out, coord, flags, IM->Start,
- 3, &ctx->EvalMap.Map2Texture3);
- else if (ctx->Eval.Map2TextureCoord2)
- tc = eval2_4f( out, coord, flags, IM->Start,
- 2, &ctx->EvalMap.Map2Texture2);
- else if (ctx->Eval.Map2TextureCoord1)
- tc = eval2_4f( out, coord, flags, IM->Start,
- 1, &ctx->EvalMap.Map2Texture1);
- }
-
- if (tc != in) {
- new_flags |= VERT_TEX_ANY(0); /* fix for sizes.. */
- if (!all_eval)
- tc = copy_4f( out, in, flags, IM->Start );
- }
-
- VB->TexCoordPtr[0] = tc;
- }
-
-
- {
- GLvector4f *in = VB->ObjPtr;
- GLvector4f *out = &IM->v.Obj;
- GLvector4f *obj = in;
-
- if (any_eval1) {
- if (ctx->Eval.Map1Vertex4)
- obj = eval1_4f( out, coord, flags, IM->Start,
- 4, &ctx->EvalMap.Map1Vertex4);
- else
- obj = eval1_4f( out, coord, flags, IM->Start,
- 3, &ctx->EvalMap.Map1Vertex3);
- }
-
- if (any_eval2) {
- GLvector3f *in_normal = VB->NormalPtr;
- GLvector3f *out_normal = &IM->v.Normal;
-
- if (ctx->Eval.Map2Vertex4)
- {
- if (ctx->Eval.AutoNormal && (req & VERT_NORM)) {
- obj = eval2_obj_norm( out, out_normal, coord, flags,
- IM->Start, 4, &ctx->EvalMap.Map2Vertex4 );
- VB->NormalPtr = out_normal;
- new_flags |= VERT_NORM;
- }
- else
- obj = eval2_4f( out, coord, flags, IM->Start,
- 4, &ctx->EvalMap.Map2Vertex4 );
- }
- else if (ctx->Eval.Map2Vertex3)
- {
- if (ctx->Eval.AutoNormal && (req & VERT_NORM)) {
- obj = eval2_obj_norm( out, out_normal, coord, flags,
- IM->Start, 3, &ctx->EvalMap.Map2Vertex3 );
- VB->NormalPtr = out_normal;
- new_flags |= VERT_NORM;
- }
- else
- obj = eval2_4f( out, coord, flags, IM->Start,
- 3, &ctx->EvalMap.Map2Vertex3 );
- }
-
-
- if (VB->NormalPtr != in_normal) {
- if (!all_eval)
- VB->NormalPtr = copy_3f( out_normal, in_normal, flags,
- IM->Start );
- }
- }
-
- if (obj != in && !all_eval)
- obj = copy_4f( out, in, flags, IM->Start );
-
- VB->ObjPtr = obj;
- }
-
- if (new_flags) {
- GLuint *oldflags = VB->Flag;
- GLuint *flags = VB->Flag = VB->EvaluatedFlags;
- GLuint i;
- GLuint count = VB->Count;
- GLuint andflag = VB->IM->AndFlag;
-
- if (!flags) {
- VB->EvaluatedFlags = (GLuint *) MALLOC(VB->Size * sizeof(GLuint));
- flags = VB->Flag = VB->EvaluatedFlags;
- }
-
- if (all_eval) {
- for (i = 0 ; i <= count ; i++)
- flags[i] = oldflags[i] | new_flags;
- andflag |= new_flags;
- } else {
- andflag = ~0;
- for (i = 0 ; i <= count ; i++) {
- flags[i] = oldflags[i];
- if (flags[i] & VERT_EVAL_ANY)
- flags[i] |= new_flags;
- andflag &= flags[i];
- }
- }
-
- VB->OrFlag |= new_flags;
- VB->CullMode = (GLubyte) ((andflag & VERT_NORM) ? 0 : COMPACTED_NORMALS);
- }
-}
-
-
void
_mesa_MapGrid1f( GLint un, GLfloat u1, GLfloat u2 )
{
@@ -2694,279 +1574,4 @@ _mesa_MapGrid2d( GLint un, GLdouble u1, GLdouble u2,
-/* KW: If are compiling, we don't know whether eval will produce a
- * vertex when it is run in the future. If this is pure immediate
- * mode, eval is a noop if neither vertex map is enabled.
- *
- * Thus we need to have a check in the display list code or
- * elsewhere for eval(1,2) vertices in the case where
- * map(1,2)_vertex is disabled, and to purge those vertices from
- * the vb. This is currently done
- * via modifications to the cull_vb and render_vb operations, and
- * by using the existing cullmask mechanism for all other operations.
- */
-
-
-/* KW: Because the eval values don't become 'current', fixup will flow
- * through these vertices, and then evaluation will write on top
- * of the fixup results.
- *
- * This is a little inefficient, but at least it is correct. This
- * could be short-circuited in the case where all vertices are
- * eval-vertices, or more generally by a cullmask in fixup.
- *
- * Note: using Obj to hold eval coord data. This data is actually
- * transformed if eval is disabled. But disabling eval & sending
- * eval coords is stupid, right?
- */
-
-
-#define EVALCOORD1(IM, x) \
-{ \
- GLuint count = IM->Count++; \
- IM->Flag[count] |= VERT_EVAL_C1; \
- ASSIGN_4V(IM->Obj[count], x, 0, 0, 1); \
- if (count == VB_MAX-1) \
- _mesa_maybe_transform_vb( IM ); \
-}
-
-#define EVALCOORD2(IM, x, y) \
-{ \
- GLuint count = IM->Count++; \
- IM->Flag[count] |= VERT_EVAL_C2; \
- ASSIGN_4V(IM->Obj[count], x, y, 0, 1); \
- if (count == VB_MAX-1) \
- _mesa_maybe_transform_vb( IM ); \
-}
-
-#define EVALPOINT1(IM, x) \
-{ \
- GLuint count = IM->Count++; \
- IM->Flag[count] |= VERT_EVAL_P1; \
- ASSIGN_4V(IM->Obj[count], x, 0, 0, 1); \
- if (count == VB_MAX-1) \
- _mesa_maybe_transform_vb( IM ); \
-}
-
-#define EVALPOINT2(IM, x, y) \
-{ \
- GLuint count = IM->Count++; \
- IM->Flag[count] |= VERT_EVAL_P2; \
- ASSIGN_4V(IM->Obj[count], x, y, 0, 1); \
- if (count == VB_MAX-1) \
- _mesa_maybe_transform_vb( IM ); \
-}
-
-
-/* Lame internal function:
- */
-static void
-eval_coord1f( GLcontext *CC, GLfloat u )
-{
- struct immediate *i = CC->input;
- EVALCOORD1( i, u );
-}
-
-
-void
-_mesa_EvalCoord1d( GLdouble u )
-{
- GET_IMMEDIATE;
- EVALCOORD1( IM, (GLfloat) u );
-}
-
-
-void
-_mesa_EvalCoord1f( GLfloat u )
-{
- GET_IMMEDIATE;
- EVALCOORD1( IM, u );
-}
-
-
-void
-_mesa_EvalCoord1dv( const GLdouble *u )
-{
- GET_IMMEDIATE;
- EVALCOORD1( IM, (GLfloat) *u );
-}
-
-
-void
-_mesa_EvalCoord1fv( const GLfloat *u )
-{
- GET_IMMEDIATE;
- EVALCOORD1( IM, (GLfloat) *u );
-}
-
-
-void
-_mesa_EvalCoord2d( GLdouble u, GLdouble v )
-{
- GET_IMMEDIATE;
- EVALCOORD2( IM, (GLfloat) u, (GLfloat) v );
-}
-
-
-void
-_mesa_EvalCoord2f( GLfloat u, GLfloat v )
-{
- GET_IMMEDIATE;
- EVALCOORD2( IM, u, v );
-}
-
-
-/* Lame internal function:
- */
-static void
-eval_coord2f( GLcontext *CC, GLfloat u, GLfloat v )
-{
- struct immediate *i = CC->input;
- EVALCOORD2( i, u, v );
-}
-
-
-void
-_mesa_EvalCoord2dv( const GLdouble *u )
-{
- GET_IMMEDIATE;
- EVALCOORD2( IM, (GLfloat) u[0], (GLfloat) u[1] );
-}
-
-
-void
-_mesa_EvalCoord2fv( const GLfloat *u )
-{
- GET_IMMEDIATE;
- EVALCOORD2( IM, u[0], u[1] );
-}
-
-
-void
-_mesa_EvalPoint1( GLint i )
-{
- GET_IMMEDIATE;
- EVALPOINT1( IM, i );
-}
-
-
-void
-_mesa_EvalPoint2( GLint i, GLint j )
-{
- GET_IMMEDIATE;
- EVALPOINT2( IM, i, j );
-}
-
-
-
-
-void
-_mesa_EvalMesh1( GLenum mode, GLint i1, GLint i2 )
-{
- GET_CURRENT_CONTEXT(ctx);
- GLint i;
- GLfloat u, du;
- GLenum prim;
-
- ASSERT_OUTSIDE_BEGIN_END_AND_FLUSH(ctx, "glEvalMesh1");
-
- switch (mode) {
- case GL_POINT:
- prim = GL_POINTS;
- break;
- case GL_LINE:
- prim = GL_LINE_STRIP;
- break;
- default:
- gl_error( ctx, GL_INVALID_ENUM, "glEvalMesh1(mode)" );
- return;
- }
-
- /* No effect if vertex maps disabled.
- */
- if (!ctx->Eval.Map1Vertex4 && !ctx->Eval.Map1Vertex3)
- return;
-
- du = ctx->Eval.MapGrid1du;
- u = ctx->Eval.MapGrid1u1 + i1 * du;
-
- /* KW: Could short-circuit this to avoid the immediate mechanism.
- */
- RESET_IMMEDIATE(ctx);
-
- gl_Begin( ctx, prim );
- for (i=i1;i<=i2;i++,u+=du) {
- eval_coord1f( ctx, u );
- }
- gl_End(ctx);
-}
-
-
-
-void
-_mesa_EvalMesh2( GLenum mode, GLint i1, GLint i2, GLint j1, GLint j2 )
-{
- GET_CURRENT_CONTEXT(ctx);
- GLint i, j;
- GLfloat u, du, v, dv, v1, u1;
-
- ASSERT_OUTSIDE_BEGIN_END_AND_FLUSH(ctx, "glEvalMesh2");
-
- /* No effect if vertex maps disabled.
- */
- if (!ctx->Eval.Map2Vertex4 && !ctx->Eval.Map2Vertex3)
- return;
-
- du = ctx->Eval.MapGrid2du;
- dv = ctx->Eval.MapGrid2dv;
- v1 = ctx->Eval.MapGrid2v1 + j1 * dv;
- u1 = ctx->Eval.MapGrid2u1 + i1 * du;
-
- RESET_IMMEDIATE(ctx);
-
- switch (mode) {
- case GL_POINT:
- gl_Begin( ctx, GL_POINTS );
- for (v=v1,j=j1;j<=j2;j++,v+=dv) {
- for (u=u1,i=i1;i<=i2;i++,u+=du) {
- eval_coord2f( ctx, u, v );
- }
- }
- gl_End(ctx);
- break;
- case GL_LINE:
- for (v=v1,j=j1;j<=j2;j++,v+=dv) {
- gl_Begin( ctx, GL_LINE_STRIP );
- for (u=u1,i=i1;i<=i2;i++,u+=du) {
- eval_coord2f( ctx, u, v );
- }
- gl_End(ctx);
- }
- for (u=u1,i=i1;i<=i2;i++,u+=du) {
- gl_Begin( ctx, GL_LINE_STRIP );
- for (v=v1,j=j1;j<=j2;j++,v+=dv) {
- eval_coord2f( ctx, u, v );
- }
- gl_End(ctx);
- }
- break;
- case GL_FILL:
- for (v=v1,j=j1;j<j2;j++,v+=dv) {
- /* NOTE: a quad strip can't be used because the four */
- /* can't be guaranteed to be coplanar! */
- gl_Begin( ctx, GL_TRIANGLE_STRIP );
- for (u=u1,i=i1;i<=i2;i++,u+=du) {
- eval_coord2f( ctx, u, v );
- eval_coord2f( ctx, u, v+dv );
- }
- gl_End(ctx);
- }
- break;
- default:
- gl_error( ctx, GL_INVALID_ENUM, "glEvalMesh2(mode)" );
- return;
- }
-}
-
-