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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_xform.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/math/m_xform.c')
-rw-r--r--src/mesa/math/m_xform.c251
1 files changed, 251 insertions, 0 deletions
diff --git a/src/mesa/math/m_xform.c b/src/mesa/math/m_xform.c
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+++ b/src/mesa/math/m_xform.c
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+/* $Id: m_xform.c,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.
+ */
+
+
+/*
+ * Matrix/vertex/vector transformation stuff
+ *
+ *
+ * NOTES:
+ * 1. 4x4 transformation matrices are stored in memory in column major order.
+ * 2. Points/vertices are to be thought of as column vectors.
+ * 3. Transformation of a point p by a matrix M is: p' = M * p
+ */
+
+
+#include "glheader.h"
+#include "macros.h"
+#include "mmath.h"
+
+#include "m_matrix.h"
+#include "m_xform.h"
+
+
+#ifdef DEBUG
+#include "m_debug_xform.h"
+#endif
+
+#ifdef USE_X86_ASM
+#include "X86/common_x86_asm.h"
+#endif
+
+clip_func gl_clip_tab[5];
+dotprod_func gl_dotprod_tab[2][5];
+vec_copy_func gl_copy_tab[2][0x10];
+normal_func gl_normal_tab[0xf][0x4];
+transform_func **(gl_transform_tab[2]);
+static transform_func *cull_transform_tab[5];
+static transform_func *raw_transform_tab[5];
+
+
+/* Raw data format used for:
+ * - Object-to-eye transform prior to culling, although this too
+ * could be culled under some circumstances.
+ * - Eye-to-clip transform (via the function above).
+ * - Cliptesting
+ * - And everything else too, if culling happens to be disabled.
+ */
+#define TAG(x) x##_raw
+#define TAG2(x,y) x##y##_raw
+#define IDX 0
+#define STRIDE_LOOP for (i=0;i<count;i++, STRIDE_F(from, stride))
+#define LOOP for (i=0;i<n;i++)
+#define CULL_CHECK
+#define CLIP_CHECK
+#define ARGS
+#include "m_xform_tmp.h"
+#include "m_clip_tmp.h"
+#include "m_norm_tmp.h"
+#include "m_dotprod_tmp.h"
+#include "m_copy_tmp.h"
+#undef TAG
+#undef TAG2
+#undef LOOP
+#undef CULL_CHECK
+#undef CLIP_CHECK
+#undef ARGS
+#undef IDX
+
+/* Culled data used for:
+ * - texture transformations
+ * - viewport map transformation
+ * - normal transformations prior to lighting
+ * - user cliptests
+ */
+#define TAG(x) x##_masked
+#define TAG2(x,y) x##y##_masked
+#define IDX 1
+#define STRIDE_LOOP for (i=0;i<count;i++, STRIDE_F(from, stride))
+#define LOOP for (i=0;i<n;i++)
+#define CULL_CHECK if (mask[i])
+#define CLIP_CHECK if ((mask[i] & flag) == 0)
+#define ARGS , const GLubyte mask[]
+#include "m_xform_tmp.h"
+#include "m_norm_tmp.h"
+#include "m_dotprod_tmp.h"
+#include "m_copy_tmp.h"
+#undef TAG
+#undef TAG2
+#undef LOOP
+#undef CULL_CHECK
+#undef CLIP_CHECK
+#undef ARGS
+#undef IDX
+
+
+
+
+
+
+GLvector4f *gl_project_points( GLvector4f *proj_vec,
+ const GLvector4f *clip_vec )
+{
+ const GLuint stride = clip_vec->stride;
+ const GLfloat *from = (GLfloat *)clip_vec->start;
+ const GLuint count = clip_vec->count;
+ GLfloat (*vProj)[4] = (GLfloat (*)[4])proj_vec->start;
+ GLuint i;
+
+ for (i = 0 ; i < count ; i++, STRIDE_F(from, stride))
+ {
+ GLfloat oow = 1.0F / from[3];
+ vProj[i][3] = oow;
+ vProj[i][0] = from[0] * oow;
+ vProj[i][1] = from[1] * oow;
+ vProj[i][2] = from[2] * oow;
+ }
+
+ proj_vec->flags |= VEC_SIZE_4;
+ proj_vec->size = 3;
+ proj_vec->count = clip_vec->count;
+ return proj_vec;
+}
+
+
+
+
+
+
+/*
+ * Transform a 4-element row vector (1x4 matrix) by a 4x4 matrix. This
+ * function is used for transforming clipping plane equations and spotlight
+ * directions.
+ * Mathematically, u = v * m.
+ * Input: v - input vector
+ * m - transformation matrix
+ * Output: u - transformed vector
+ */
+void gl_transform_vector( GLfloat u[4], const GLfloat v[4], const GLfloat m[16] )
+{
+ GLfloat v0=v[0], v1=v[1], v2=v[2], v3=v[3];
+#define M(row,col) m[row + col*4]
+ u[0] = v0 * M(0,0) + v1 * M(1,0) + v2 * M(2,0) + v3 * M(3,0);
+ u[1] = v0 * M(0,1) + v1 * M(1,1) + v2 * M(2,1) + v3 * M(3,1);
+ u[2] = v0 * M(0,2) + v1 * M(1,2) + v2 * M(2,2) + v3 * M(3,2);
+ u[3] = v0 * M(0,3) + v1 * M(1,3) + v2 * M(2,3) + v3 * M(3,3);
+#undef M
+}
+
+
+/* Useful for one-off point transformations, as in clipping.
+ * Note that because the matrix isn't analyzed we do too many
+ * multiplies, and that the result is always 4-clean.
+ */
+void gl_transform_point_sz( GLfloat Q[4], const GLfloat M[16],
+ const GLfloat P[4], GLuint sz )
+{
+ if (Q == P)
+ return;
+
+ if (sz == 4)
+ {
+ Q[0] = M[0] * P[0] + M[4] * P[1] + M[8] * P[2] + M[12] * P[3];
+ Q[1] = M[1] * P[0] + M[5] * P[1] + M[9] * P[2] + M[13] * P[3];
+ Q[2] = M[2] * P[0] + M[6] * P[1] + M[10] * P[2] + M[14] * P[3];
+ Q[3] = M[3] * P[0] + M[7] * P[1] + M[11] * P[2] + M[15] * P[3];
+ }
+ else if (sz == 3)
+ {
+ Q[0] = M[0] * P[0] + M[4] * P[1] + M[8] * P[2] + M[12];
+ Q[1] = M[1] * P[0] + M[5] * P[1] + M[9] * P[2] + M[13];
+ Q[2] = M[2] * P[0] + M[6] * P[1] + M[10] * P[2] + M[14];
+ Q[3] = M[3] * P[0] + M[7] * P[1] + M[11] * P[2] + M[15];
+ }
+ else if (sz == 2)
+ {
+ Q[0] = M[0] * P[0] + M[4] * P[1] + M[12];
+ Q[1] = M[1] * P[0] + M[5] * P[1] + M[13];
+ Q[2] = M[2] * P[0] + M[6] * P[1] + M[14];
+ Q[3] = M[3] * P[0] + M[7] * P[1] + M[15];
+ }
+ else if (sz == 1)
+ {
+ Q[0] = M[0] * P[0] + M[12];
+ Q[1] = M[1] * P[0] + M[13];
+ Q[2] = M[2] * P[0] + M[14];
+ Q[3] = M[3] * P[0] + M[15];
+ }
+}
+
+
+/*
+ * This is called only once. It initializes several tables with pointers
+ * to optimized transformation functions. This is where we can test for
+ * AMD 3Dnow! capability, Intel Katmai, etc. and hook in the right code.
+ */
+void
+_math_init_transformation( void )
+{
+ gl_transform_tab[0] = raw_transform_tab;
+ gl_transform_tab[1] = cull_transform_tab;
+
+ init_c_transformations_raw();
+ init_c_transformations_masked();
+ init_c_norm_transform_raw();
+ init_c_norm_transform_masked();
+ init_c_cliptest_raw();
+ init_copy0_raw();
+ init_copy0_masked();
+ init_dotprod_raw();
+ init_dotprod_masked();
+
+#ifdef DEBUG
+ gl_test_all_transform_functions( "default" );
+ gl_test_all_normal_transform_functions( "default" );
+#endif
+
+#ifdef USE_X86_ASM
+ gl_init_all_x86_transform_asm();
+#endif
+}
+
+void
+_math_init( void )
+{
+ _math_init_transformation();
+ _math_init_translate();
+ _math_init_vertices();
+}