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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/math/m_vector.h
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/math/m_vector.h')
-rw-r--r--src/mesa/math/m_vector.h188
1 files changed, 188 insertions, 0 deletions
diff --git a/src/mesa/math/m_vector.h b/src/mesa/math/m_vector.h
new file mode 100644
index 0000000000..c4af1eaade
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+++ b/src/mesa/math/m_vector.h
@@ -0,0 +1,188 @@
+/* $Id: m_vector.h,v 1.1 2000/11/16 21:05:41 keithw Exp $ */
+
+/*
+ * Mesa 3-D graphics library
+ * Version: 3.5
+ *
+ * Copyright (C) 1999-2000 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 _M_VECTOR_H_
+#define _M_VECTOR_H_
+
+#include "glheader.h"
+
+
+#define VEC_DIRTY_0 0x1 /* dirty flags not really used any more */
+#define VEC_DIRTY_1 0x2
+#define VEC_DIRTY_2 0x4
+#define VEC_DIRTY_3 0x8
+#define VEC_MALLOC 0x10 /* storage field points to self-allocated mem*/
+#define VEC_WRITABLE 0x20 /* keep both + and - bits for easy testing */
+#define VEC_NOT_WRITABLE 0x40
+#define VEC_GOOD_STRIDE 0x80
+#define VEC_BAD_STRIDE 0x100
+
+#define VEC_WRITABLE_FLAGS (VEC_WRITABLE|VEC_NOT_WRITABLE)
+#define VEC_STRIDE_FLAGS (VEC_GOOD_STRIDE|VEC_BAD_STRIDE)
+
+
+#define VEC_SIZE_1 VEC_DIRTY_0
+#define VEC_SIZE_2 (VEC_DIRTY_0|VEC_DIRTY_1)
+#define VEC_SIZE_3 (VEC_DIRTY_0|VEC_DIRTY_1|VEC_DIRTY_2)
+#define VEC_SIZE_4 (VEC_DIRTY_0|VEC_DIRTY_1|VEC_DIRTY_2|VEC_DIRTY_3)
+
+
+
+/* Wrap all the information about vectors up in a struct. Has
+ * additional fields compared to the other vectors to help us track of
+ * different vertex sizes, and whether we need to clean columns out
+ * because they contain non-(0,0,0,1) values.
+ *
+ * The start field is used to reserve data for copied vertices at the
+ * end of gl_transform_vb, and avoids the need for a multiplication in
+ * the transformation routines.
+ */
+typedef struct {
+ GLfloat (*data)[4]; /* may be malloc'd or point to client data */
+ GLfloat *start; /* points somewhere inside of <data> */
+ GLuint count; /* size of the vector (in elements) */
+ GLuint stride; /* stride from one element to the next (in bytes) */
+ GLuint size; /* 2-4 for vertices and 1-4 for texcoords */
+ GLuint flags; /* which columns are dirty */
+ void *storage; /* self-allocated storage */
+} GLvector4f;
+
+
+extern void gl_vector4f_init( GLvector4f *v, GLuint flags,
+ GLfloat (*storage)[4] );
+extern void gl_vector4f_alloc( GLvector4f *v, GLuint flags,
+ GLuint count, GLuint alignment );
+extern void gl_vector4f_free( GLvector4f *v );
+extern void gl_vector4f_print( GLvector4f *v, GLubyte *, GLboolean );
+extern void gl_vector4f_clean_elem( GLvector4f *vec, GLuint nr, GLuint elt );
+
+
+/* Could use a single vector type for normals and vertices, but
+ * this way avoids some casts.
+ */
+typedef struct {
+ GLfloat (*data)[3];
+ GLfloat *start;
+ GLuint count;
+ GLuint stride;
+ GLuint flags;
+ void *storage;
+} GLvector3f;
+
+extern void gl_vector3f_init( GLvector3f *v, GLuint flags, GLfloat (*)[3] );
+extern void gl_vector3f_alloc( GLvector3f *v, GLuint flags, GLuint count,
+ GLuint alignment );
+extern void gl_vector3f_free( GLvector3f *v );
+extern void gl_vector3f_print( GLvector3f *v, GLubyte *, GLboolean );
+
+
+typedef struct {
+ GLfloat *data;
+ GLfloat *start;
+ GLuint count;
+ GLuint stride;
+ GLuint flags;
+ void *storage;
+} GLvector1f;
+
+extern void gl_vector1f_free( GLvector1f *v );
+extern void gl_vector1f_init( GLvector1f *v, GLuint flags, GLfloat * );
+extern void gl_vector1f_alloc( GLvector1f *v, GLuint flags, GLuint count,
+ GLuint alignment );
+
+
+/* For 4ub rgba values.
+ */
+typedef struct {
+ GLubyte (*data)[4];
+ GLubyte *start;
+ GLuint count;
+ GLuint stride;
+ GLuint flags;
+ void *storage;
+} GLvector4ub;
+
+extern void gl_vector4ub_init( GLvector4ub *v, GLuint flags,
+ GLubyte (*storage)[4] );
+extern void gl_vector4ub_alloc( GLvector4ub *v, GLuint flags, GLuint count,
+ GLuint alignment );
+extern void gl_vector4ub_free( GLvector4ub * );
+
+
+
+
+/* For 1ub values, eg edgeflag.
+ */
+typedef struct {
+ GLubyte *data;
+ GLubyte *start;
+ GLuint count;
+ GLuint stride;
+ GLuint flags;
+ void *storage;
+} GLvector1ub;
+
+extern void gl_vector1ub_init( GLvector1ub *v, GLuint flags, GLubyte *storage);
+extern void gl_vector1ub_alloc( GLvector1ub *v, GLuint flags, GLuint count,
+ GLuint alignment );
+extern void gl_vector1ub_free( GLvector1ub * );
+
+
+
+
+/* For, eg Index, Array element.
+ */
+typedef struct {
+ GLuint *data;
+ GLuint *start;
+ GLuint count;
+ GLuint stride;
+ GLuint flags;
+ void *storage;
+} GLvector1ui;
+
+extern void gl_vector1ui_init( GLvector1ui *v, GLuint flags, GLuint *storage );
+extern void gl_vector1ui_alloc( GLvector1ui *v, GLuint flags, GLuint count,
+ GLuint alignment );
+extern void gl_vector1ui_free( GLvector1ui * );
+
+
+
+/*
+ * Given vector <v>, return a pointer (cast to <type *> to the <i>-th element.
+ *
+ * End up doing a lot of slow imuls if not careful.
+ */
+#define VEC_ELT( v, type, i ) \
+ ( (type *) ( ((GLbyte *) ((v)->data)) + (i) * (v)->stride) )
+
+
+#endif