/* $Id: eval.c,v 1.16 2000/11/22 07:32:16 joukj 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. */ /* * eval.c was written by * Bernd Barsuhn (bdbarsuh@cip.informatik.uni-erlangen.de) and * Volker Weiss (vrweiss@cip.informatik.uni-erlangen.de). * * My original implementation of evaluators was simplistic and didn't * compute surface normal vectors properly. Bernd and Volker applied * used more sophisticated methods to get better results. * * Thanks guys! */ #ifdef PC_HEADER #include "all.h" #else #include "glheader.h" #include "colormac.h" #include "context.h" #include "eval.h" #include "macros.h" #include "mem.h" #include "mmath.h" #include "mtypes.h" #endif /* * Return the number of components per control point for any type of * evaluator. Return 0 if bad target. * See table 5.1 in the OpenGL 1.2 spec. */ GLuint _mesa_evaluator_components( GLenum target ) { switch (target) { case GL_MAP1_VERTEX_3: return 3; case GL_MAP1_VERTEX_4: return 4; case GL_MAP1_INDEX: return 1; case GL_MAP1_COLOR_4: return 4; case GL_MAP1_NORMAL: return 3; case GL_MAP1_TEXTURE_COORD_1: return 1; case GL_MAP1_TEXTURE_COORD_2: return 2; case GL_MAP1_TEXTURE_COORD_3: return 3; case GL_MAP1_TEXTURE_COORD_4: return 4; case GL_MAP2_VERTEX_3: return 3; case GL_MAP2_VERTEX_4: return 4; case GL_MAP2_INDEX: return 1; case GL_MAP2_COLOR_4: return 4; case GL_MAP2_NORMAL: return 3; case GL_MAP2_TEXTURE_COORD_1: return 1; case GL_MAP2_TEXTURE_COORD_2: return 2; case GL_MAP2_TEXTURE_COORD_3: return 3; case GL_MAP2_TEXTURE_COORD_4: return 4; default: return 0; } } /**********************************************************************/ /*** Copy and deallocate control points ***/ /**********************************************************************/ /* * Copy 1-parametric evaluator control points from user-specified * memory space to a buffer of contiguous control points. * Input: see glMap1f for details * Return: pointer to buffer of contiguous control points or NULL if out * of memory. */ GLfloat *gl_copy_map_points1f( GLenum target, GLint ustride, GLint uorder, const GLfloat *points ) { GLfloat *buffer, *p; GLint i, k, size = _mesa_evaluator_components(target); if (!points || size==0) { return NULL; } buffer = (GLfloat *) MALLOC(uorder * size * sizeof(GLfloat)); if(buffer) for(i=0, p=buffer; i vorder ? uorder : vorder)*size; if(hsize>dsize) buffer = (GLfloat *) MALLOC((uorder*vorder*size+hsize)*sizeof(GLfloat)); else buffer = (GLfloat *) MALLOC((uorder*vorder*size+dsize)*sizeof(GLfloat)); /* compute the increment value for the u-loop */ uinc = ustride - vorder*vstride; if (buffer) for (i=0, p=buffer; i vorder ? uorder : vorder)*size; if(hsize>dsize) buffer = (GLfloat *) MALLOC((uorder*vorder*size+hsize)*sizeof(GLfloat)); else buffer = (GLfloat *) MALLOC((uorder*vorder*size+dsize)*sizeof(GLfloat)); /* compute the increment value for the u-loop */ uinc = ustride - vorder*vstride; if (buffer) for (i=0, p=buffer; iEvalMap.Map1Vertex3; break; case GL_MAP1_VERTEX_4: map1 = &ctx->EvalMap.Map1Vertex4; break; case GL_MAP1_INDEX: map1 = &ctx->EvalMap.Map1Index; break; case GL_MAP1_COLOR_4: map1 = &ctx->EvalMap.Map1Color4; break; case GL_MAP1_NORMAL: map1 = &ctx->EvalMap.Map1Normal; break; case GL_MAP1_TEXTURE_COORD_1: map1 = &ctx->EvalMap.Map1Texture1; break; case GL_MAP1_TEXTURE_COORD_2: map1 = &ctx->EvalMap.Map1Texture2; break; case GL_MAP1_TEXTURE_COORD_3: map1 = &ctx->EvalMap.Map1Texture3; break; case GL_MAP1_TEXTURE_COORD_4: map1 = &ctx->EvalMap.Map1Texture4; break; case GL_MAP2_VERTEX_3: map2 = &ctx->EvalMap.Map2Vertex3; break; case GL_MAP2_VERTEX_4: map2 = &ctx->EvalMap.Map2Vertex4; break; case GL_MAP2_INDEX: map2 = &ctx->EvalMap.Map2Index; break; case GL_MAP2_COLOR_4: map2 = &ctx->EvalMap.Map2Color4; break; case GL_MAP2_NORMAL: map2 = &ctx->EvalMap.Map2Normal; break; case GL_MAP2_TEXTURE_COORD_1: map2 = &ctx->EvalMap.Map2Texture1; break; case GL_MAP2_TEXTURE_COORD_2: map2 = &ctx->EvalMap.Map2Texture2; break; case GL_MAP2_TEXTURE_COORD_3: map2 = &ctx->EvalMap.Map2Texture3; break; case GL_MAP2_TEXTURE_COORD_4: map2 = &ctx->EvalMap.Map2Texture4; break; default: gl_error( ctx, GL_INVALID_ENUM, "gl_free_control_points" ); return; } if (map1) { if (data==map1->Points) { /* The control points in the display list are currently */ /* being used so we can mark them as discard-able. */ map1->Retain = GL_FALSE; } else { /* The control points in the display list are not currently */ /* being used. */ FREE( data ); } } if (map2) { if (data==map2->Points) { /* The control points in the display list are currently */ /* being used so we can mark them as discard-able. */ map2->Retain = GL_FALSE; } else { /* The control points in the display list are not currently */ /* being used. */ FREE( data ); } } } #endif /**********************************************************************/ /*** API entry points ***/ /**********************************************************************/ /* * This does the work of glMap1[fd]. */ static void map1(GLenum target, GLfloat u1, GLfloat u2, GLint ustride, GLint uorder, const GLvoid *points, GLenum type ) { GET_CURRENT_CONTEXT(ctx); GLint k; GLfloat *pnts; ASSERT_OUTSIDE_BEGIN_END_AND_FLUSH(ctx, "glMap1"); assert(type == GL_FLOAT || type == GL_DOUBLE); if (u1 == u2) { gl_error( ctx, GL_INVALID_VALUE, "glMap1(u1,u2)" ); return; } if (uorder < 1 || uorder > MAX_EVAL_ORDER) { gl_error( ctx, GL_INVALID_VALUE, "glMap1(order)" ); return; } if (!points) { gl_error( ctx, GL_INVALID_VALUE, "glMap1(points)" ); return; } k = _mesa_evaluator_components( target ); if (k == 0) { gl_error( ctx, GL_INVALID_ENUM, "glMap1(target)" ); } if (ustride < k) { gl_error( ctx, GL_INVALID_VALUE, "glMap1(stride)" ); return; } /* make copy of the control points */ if (type == GL_FLOAT) pnts = gl_copy_map_points1f(target, ustride, uorder, (GLfloat*) points); else pnts = gl_copy_map_points1d(target, ustride, uorder, (GLdouble*) points); switch (target) { case GL_MAP1_VERTEX_3: ctx->EvalMap.Map1Vertex3.Order = uorder; ctx->EvalMap.Map1Vertex3.u1 = u1; ctx->EvalMap.Map1Vertex3.u2 = u2; ctx->EvalMap.Map1Vertex3.du = 1.0 / (u2 - u1); if (ctx->EvalMap.Map1Vertex3.Points) FREE( ctx->EvalMap.Map1Vertex3.Points ); ctx->EvalMap.Map1Vertex3.Points = pnts; break; case GL_MAP1_VERTEX_4: ctx->EvalMap.Map1Vertex4.Order = uorder; ctx->EvalMap.Map1Vertex4.u1 = u1; ctx->EvalMap.Map1Vertex4.u2 = u2; ctx->EvalMap.Map1Vertex4.du = 1.0 / (u2 - u1); if (ctx->EvalMap.Map1Vertex4.Points) FREE( ctx->EvalMap.Map1Vertex4.Points ); ctx->EvalMap.Map1Vertex4.Points = pnts; break; case GL_MAP1_INDEX: ctx->EvalMap.Map1Index.Order = uorder; ctx->EvalMap.Map1Index.u1 = u1; ctx->EvalMap.Map1Index.u2 = u2; ctx->EvalMap.Map1Index.du = 1.0 / (u2 - u1); if (ctx->EvalMap.Map1Index.Points) FREE( ctx->EvalMap.Map1Index.Points ); ctx->EvalMap.Map1Index.Points = pnts; break; case GL_MAP1_COLOR_4: ctx->EvalMap.Map1Color4.Order = uorder; ctx->EvalMap.Map1Color4.u1 = u1; ctx->EvalMap.Map1Color4.u2 = u2; ctx->EvalMap.Map1Color4.du = 1.0 / (u2 - u1); if (ctx->EvalMap.Map1Color4.Points) FREE( ctx->EvalMap.Map1Color4.Points ); ctx->EvalMap.Map1Color4.Points = pnts; break; case GL_MAP1_NORMAL: ctx->EvalMap.Map1Normal.Order = uorder; ctx->EvalMap.Map1Normal.u1 = u1; ctx->EvalMap.Map1Normal.u2 = u2; ctx->EvalMap.Map1Normal.du = 1.0 / (u2 - u1); if (ctx->EvalMap.Map1Normal.Points) FREE( ctx->EvalMap.Map1Normal.Points ); ctx->EvalMap.Map1Normal.Points = pnts; break; case GL_MAP1_TEXTURE_COORD_1: ctx->EvalMap.Map1Texture1.Order = uorder; ctx->EvalMap.Map1Texture1.u1 = u1; ctx->EvalMap.Map1Texture1.u2 = u2; ctx->EvalMap.Map1Texture1.du = 1.0 / (u2 - u1); if (ctx->EvalMap.Map1Texture1.Points) FREE( ctx->EvalMap.Map1Texture1.Points ); ctx->EvalMap.Map1Texture1.Points = pnts; break; case GL_MAP1_TEXTURE_COORD_2: ctx->EvalMap.Map1Texture2.Order = uorder; ctx->EvalMap.Map1Texture2.u1 = u1; ctx->EvalMap.Map1Texture2.u2 = u2; ctx->EvalMap.Map1Texture2.du = 1.0 / (u2 - u1); if (ctx->EvalMap.Map1Texture2.Points) FREE( ctx->EvalMap.Map1Texture2.Points ); ctx->EvalMap.Map1Texture2.Points = pnts; break; case GL_MAP1_TEXTURE_COORD_3: ctx->EvalMap.Map1Texture3.Order = uorder; ctx->EvalMap.Map1Texture3.u1 = u1; ctx->EvalMap.Map1Texture3.u2 = u2; ctx->EvalMap.Map1Texture3.du = 1.0 / (u2 - u1); if (ctx->EvalMap.Map1Texture3.Points) FREE( ctx->EvalMap.Map1Texture3.Points ); ctx->EvalMap.Map1Texture3.Points = pnts; break; case GL_MAP1_TEXTURE_COORD_4: ctx->EvalMap.Map1Texture4.Order = uorder; ctx->EvalMap.Map1Texture4.u1 = u1; ctx->EvalMap.Map1Texture4.u2 = u2; ctx->EvalMap.Map1Texture4.du = 1.0 / (u2 - u1); if (ctx->EvalMap.Map1Texture4.Points) FREE( ctx->EvalMap.Map1Texture4.Points ); ctx->EvalMap.Map1Texture4.Points = pnts; break; default: gl_error( ctx, GL_INVALID_ENUM, "glMap1(target)" ); } ctx->NewState |= _NEW_EVAL; } void _mesa_Map1f( GLenum target, GLfloat u1, GLfloat u2, GLint stride, GLint order, const GLfloat *points ) { map1(target, u1, u2, stride, order, points, GL_FLOAT); } void _mesa_Map1d( GLenum target, GLdouble u1, GLdouble u2, GLint stride, GLint order, const GLdouble *points ) { map1(target, u1, u2, stride, order, points, GL_DOUBLE); } static void map2( GLenum target, GLfloat u1, GLfloat u2, GLint ustride, GLint uorder, GLfloat v1, GLfloat v2, GLint vstride, GLint vorder, const GLvoid *points, GLenum type ) { GET_CURRENT_CONTEXT(ctx); GLint k; GLfloat *pnts; ASSERT_OUTSIDE_BEGIN_END_AND_FLUSH(ctx, "glMap2"); if (u1==u2) { gl_error( ctx, GL_INVALID_VALUE, "glMap2(u1,u2)" ); return; } if (v1==v2) { gl_error( ctx, GL_INVALID_VALUE, "glMap2(v1,v2)" ); return; } if (uorder<1 || uorder>MAX_EVAL_ORDER) { gl_error( ctx, GL_INVALID_VALUE, "glMap2(uorder)" ); return; } if (vorder<1 || vorder>MAX_EVAL_ORDER) { gl_error( ctx, GL_INVALID_VALUE, "glMap2(vorder)" ); return; } k = _mesa_evaluator_components( target ); if (k==0) { gl_error( ctx, GL_INVALID_ENUM, "glMap2(target)" ); } if (ustride < k) { gl_error( ctx, GL_INVALID_VALUE, "glMap2(ustride)" ); return; } if (vstride < k) { gl_error( ctx, GL_INVALID_VALUE, "glMap2(vstride)" ); return; } /* make copy of the control points */ if (type == GL_FLOAT) pnts = gl_copy_map_points2f(target, ustride, uorder, vstride, vorder, (GLfloat*) points); else pnts = gl_copy_map_points2d(target, ustride, uorder, vstride, vorder, (GLdouble*) points); switch (target) { case GL_MAP2_VERTEX_3: ctx->EvalMap.Map2Vertex3.Uorder = uorder; ctx->EvalMap.Map2Vertex3.u1 = u1; ctx->EvalMap.Map2Vertex3.u2 = u2; ctx->EvalMap.Map2Vertex3.du = 1.0 / (u2 - u1); ctx->EvalMap.Map2Vertex3.Vorder = vorder; ctx->EvalMap.Map2Vertex3.v1 = v1; ctx->EvalMap.Map2Vertex3.v2 = v2; ctx->EvalMap.Map2Vertex3.dv = 1.0 / (v2 - v1); if (ctx->EvalMap.Map2Vertex3.Points) FREE( ctx->EvalMap.Map2Vertex3.Points ); ctx->EvalMap.Map2Vertex3.Points = pnts; break; case GL_MAP2_VERTEX_4: ctx->EvalMap.Map2Vertex4.Uorder = uorder; ctx->EvalMap.Map2Vertex4.u1 = u1; ctx->EvalMap.Map2Vertex4.u2 = u2; ctx->EvalMap.Map2Vertex4.du = 1.0 / (u2 - u1); ctx->EvalMap.Map2Vertex4.Vorder = vorder; ctx->EvalMap.Map2Vertex4.v1 = v1; ctx->EvalMap.Map2Vertex4.v2 = v2; ctx->EvalMap.Map2Vertex4.dv = 1.0 / (v2 - v1); if (ctx->EvalMap.Map2Vertex4.Points) FREE( ctx->EvalMap.Map2Vertex4.Points ); ctx->EvalMap.Map2Vertex4.Points = pnts; break; case GL_MAP2_INDEX: ctx->EvalMap.Map2Index.Uorder = uorder; ctx->EvalMap.Map2Index.u1 = u1; ctx->EvalMap.Map2Index.u2 = u2; ctx->EvalMap.Map2Index.du = 1.0 / (u2 - u1); ctx->EvalMap.Map2Index.Vorder = vorder; ctx->EvalMap.Map2Index.v1 = v1; ctx->EvalMap.Map2Index.v2 = v2; ctx->EvalMap.Map2Index.dv = 1.0 / (v2 - v1); if (ctx->EvalMap.Map2Index.Points) FREE( ctx->EvalMap.Map2Index.Points ); ctx->EvalMap.Map2Index.Points = pnts; break; case GL_MAP2_COLOR_4: ctx->EvalMap.Map2Color4.Uorder = uorder; ctx->EvalMap.Map2Color4.u1 = u1; ctx->EvalMap.Map2Color4.u2 = u2; ctx->EvalMap.Map2Color4.du = 1.0 / (u2 - u1); ctx->EvalMap.Map2Color4.Vorder = vorder; ctx->EvalMap.Map2Color4.v1 = v1; ctx->EvalMap.Map2Color4.v2 = v2; ctx->EvalMap.Map2Color4.dv = 1.0 / (v2 - v1); if (ctx->EvalMap.Map2Color4.Points) FREE( ctx->EvalMap.Map2Color4.Points ); ctx->EvalMap.Map2Color4.Points = pnts; break; case GL_MAP2_NORMAL: ctx->EvalMap.Map2Normal.Uorder = uorder; ctx->EvalMap.Map2Normal.u1 = u1; ctx->EvalMap.Map2Normal.u2 = u2; ctx->EvalMap.Map2Normal.du = 1.0 / (u2 - u1); ctx->EvalMap.Map2Normal.Vorder = vorder; ctx->EvalMap.Map2Normal.v1 = v1; ctx->EvalMap.Map2Normal.v2 = v2; ctx->EvalMap.Map2Normal.dv = 1.0 / (v2 - v1); if (ctx->EvalMap.Map2Normal.Points) FREE( ctx->EvalMap.Map2Normal.Points ); ctx->EvalMap.Map2Normal.Points = pnts; break; case GL_MAP2_TEXTURE_COORD_1: ctx->EvalMap.Map2Texture1.Uorder = uorder; ctx->EvalMap.Map2Texture1.u1 = u1; ctx->EvalMap.Map2Texture1.u2 = u2; ctx->EvalMap.Map2Texture1.du = 1.0 / (u2 - u1); ctx->EvalMap.Map2Texture1.Vorder = vorder; ctx->EvalMap.Map2Texture1.v1 = v1; ctx->EvalMap.Map2Texture1.v2 = v2; ctx->EvalMap.Map2Texture1.dv = 1.0 / (v2 - v1); if (ctx->EvalMap.Map2Texture1.Points) FREE( ctx->EvalMap.Map2Texture1.Points ); ctx->EvalMap.Map2Texture1.Points = pnts; break; case GL_MAP2_TEXTURE_COORD_2: ctx->EvalMap.Map2Texture2.Uorder = uorder; ctx->EvalMap.Map2Texture2.u1 = u1; ctx->EvalMap.Map2Texture2.u2 = u2; ctx->EvalMap.Map2Texture2.du = 1.0 / (u2 - u1); ctx->EvalMap.Map2Texture2.Vorder = vorder; ctx->EvalMap.Map2Texture2.v1 = v1; ctx->EvalMap.Map2Texture2.v2 = v2; ctx->EvalMap.Map2Texture2.dv = 1.0 / (v2 - v1); if (ctx->EvalMap.Map2Texture2.Points) FREE( ctx->EvalMap.Map2Texture2.Points ); ctx->EvalMap.Map2Texture2.Points = pnts; break; case GL_MAP2_TEXTURE_COORD_3: ctx->EvalMap.Map2Texture3.Uorder = uorder; ctx->EvalMap.Map2Texture3.u1 = u1; ctx->EvalMap.Map2Texture3.u2 = u2; ctx->EvalMap.Map2Texture3.du = 1.0 / (u2 - u1); ctx->EvalMap.Map2Texture3.Vorder = vorder; ctx->EvalMap.Map2Texture3.v1 = v1; ctx->EvalMap.Map2Texture3.v2 = v2; ctx->EvalMap.Map2Texture3.dv = 1.0 / (v2 - v1); if (ctx->EvalMap.Map2Texture3.Points) FREE( ctx->EvalMap.Map2Texture3.Points ); ctx->EvalMap.Map2Texture3.Points = pnts; break; case GL_MAP2_TEXTURE_COORD_4: ctx->EvalMap.Map2Texture4.Uorder = uorder; ctx->EvalMap.Map2Texture4.u1 = u1; ctx->EvalMap.Map2Texture4.u2 = u2; ctx->EvalMap.Map2Texture4.du = 1.0 / (u2 - u1); ctx->EvalMap.Map2Texture4.Vorder = vorder; ctx->EvalMap.Map2Texture4.v1 = v1; ctx->EvalMap.Map2Texture4.v2 = v2; ctx->EvalMap.Map2Texture4.dv = 1.0 / (v2 - v1); if (ctx->EvalMap.Map2Texture4.Points) FREE( ctx->EvalMap.Map2Texture4.Points ); ctx->EvalMap.Map2Texture4.Points = pnts; break; default: gl_error( ctx, GL_INVALID_ENUM, "glMap2(target)" ); } ctx->NewState |= _NEW_EVAL; } void _mesa_Map2f( GLenum target, GLfloat u1, GLfloat u2, GLint ustride, GLint uorder, GLfloat v1, GLfloat v2, GLint vstride, GLint vorder, const GLfloat *points) { map2(target, u1, u2, ustride, uorder, v1, v2, vstride, vorder, points, GL_FLOAT); } void _mesa_Map2d( GLenum target, GLdouble u1, GLdouble u2, GLint ustride, GLint uorder, GLdouble v1, GLdouble v2, GLint vstride, GLint vorder, const GLdouble *points ) { map2(target, u1, u2, ustride, uorder, v1, v2, vstride, vorder, points, GL_DOUBLE); } void _mesa_GetMapdv( GLenum target, GLenum query, GLdouble *v ) { GET_CURRENT_CONTEXT(ctx); GLint i, n; GLfloat *data; switch (query) { case GL_COEFF: switch (target) { case GL_MAP1_COLOR_4: data = ctx->EvalMap.Map1Color4.Points; n = ctx->EvalMap.Map1Color4.Order * 4; break; case GL_MAP1_INDEX: data = ctx->EvalMap.Map1Index.Points; n = ctx->EvalMap.Map1Index.Order; break; case GL_MAP1_NORMAL: data = ctx->EvalMap.Map1Normal.Points; n = ctx->EvalMap.Map1Normal.Order * 3; break; case GL_MAP1_TEXTURE_COORD_1: data = ctx->EvalMap.Map1Texture1.Points; n = ctx->EvalMap.Map1Texture1.Order * 1; break; case GL_MAP1_TEXTURE_COORD_2: data = ctx->EvalMap.Map1Texture2.Points; n = ctx->EvalMap.Map1Texture2.Order * 2; break; case GL_MAP1_TEXTURE_COORD_3: data = ctx->EvalMap.Map1Texture3.Points; n = ctx->EvalMap.Map1Texture3.Order * 3; break; case GL_MAP1_TEXTURE_COORD_4: data = ctx->EvalMap.Map1Texture4.Points; n = ctx->EvalMap.Map1Texture4.Order * 4; break; case GL_MAP1_VERTEX_3: data = ctx->EvalMap.Map1Vertex3.Points; n = ctx->EvalMap.Map1Vertex3.Order * 3; break; case GL_MAP1_VERTEX_4: data = ctx->EvalMap.Map1Vertex4.Points; n = ctx->EvalMap.Map1Vertex4.Order * 4; break; case GL_MAP2_COLOR_4: data = ctx->EvalMap.Map2Color4.Points; n = ctx->EvalMap.Map2Color4.Uorder * ctx->EvalMap.Map2Color4.Vorder * 4; break; case GL_MAP2_INDEX: data = ctx->EvalMap.Map2Index.Points; n = ctx->EvalMap.Map2Index.Uorder * ctx->EvalMap.Map2Index.Vorder; break; case GL_MAP2_NORMAL: data = ctx->EvalMap.Map2Normal.Points; n = ctx->EvalMap.Map2Normal.Uorder * ctx->EvalMap.Map2Normal.Vorder * 3; break; case GL_MAP2_TEXTURE_COORD_1: data = ctx->EvalMap.Map2Texture1.Points; n = ctx->EvalMap.Map2Texture1.Uorder * ctx->EvalMap.Map2Texture1.Vorder * 1; break; case GL_MAP2_TEXTURE_COORD_2: data = ctx->EvalMap.Map2Texture2.Points; n = ctx->EvalMap.Map2Texture2.Uorder * ctx->EvalMap.Map2Texture2.Vorder * 2; break; case GL_MAP2_TEXTURE_COORD_3: data = ctx->EvalMap.Map2Texture3.Points; n = ctx->EvalMap.Map2Texture3.Uorder * ctx->EvalMap.Map2Texture3.Vorder * 3; break; case GL_MAP2_TEXTURE_COORD_4: data = ctx->EvalMap.Map2Texture4.Points; n = ctx->EvalMap.Map2Texture4.Uorder * ctx->EvalMap.Map2Texture4.Vorder * 4; break; case GL_MAP2_VERTEX_3: data = ctx->EvalMap.Map2Vertex3.Points; n = ctx->EvalMap.Map2Vertex3.Uorder * ctx->EvalMap.Map2Vertex3.Vorder * 3; break; case GL_MAP2_VERTEX_4: data = ctx->EvalMap.Map2Vertex4.Points; n = ctx->EvalMap.Map2Vertex4.Uorder * ctx->EvalMap.Map2Vertex4.Vorder * 4; break; default: gl_error( ctx, GL_INVALID_ENUM, "glGetMapdv(target)" ); return; } if (data) { for (i=0;iEvalMap.Map1Color4.Order; break; case GL_MAP1_INDEX: *v = ctx->EvalMap.Map1Index.Order; break; case GL_MAP1_NORMAL: *v = ctx->EvalMap.Map1Normal.Order; break; case GL_MAP1_TEXTURE_COORD_1: *v = ctx->EvalMap.Map1Texture1.Order; break; case GL_MAP1_TEXTURE_COORD_2: *v = ctx->EvalMap.Map1Texture2.Order; break; case GL_MAP1_TEXTURE_COORD_3: *v = ctx->EvalMap.Map1Texture3.Order; break; case GL_MAP1_TEXTURE_COORD_4: *v = ctx->EvalMap.Map1Texture4.Order; break; case GL_MAP1_VERTEX_3: *v = ctx->EvalMap.Map1Vertex3.Order; break; case GL_MAP1_VERTEX_4: *v = ctx->EvalMap.Map1Vertex4.Order; break; case GL_MAP2_COLOR_4: v[0] = ctx->EvalMap.Map2Color4.Uorder; v[1] = ctx->EvalMap.Map2Color4.Vorder; break; case GL_MAP2_INDEX: v[0] = ctx->EvalMap.Map2Index.Uorder; v[1] = ctx->EvalMap.Map2Index.Vorder; break; case GL_MAP2_NORMAL: v[0] = ctx->EvalMap.Map2Normal.Uorder; v[1] = ctx->EvalMap.Map2Normal.Vorder; break; case GL_MAP2_TEXTURE_COORD_1: v[0] = ctx->EvalMap.Map2Texture1.Uorder; v[1] = ctx->EvalMap.Map2Texture1.Vorder; break; case GL_MAP2_TEXTURE_COORD_2: v[0] = ctx->EvalMap.Map2Texture2.Uorder; v[1] = ctx->EvalMap.Map2Texture2.Vorder; break; case GL_MAP2_TEXTURE_COORD_3: v[0] = ctx->EvalMap.Map2Texture3.Uorder; v[1] = ctx->EvalMap.Map2Texture3.Vorder; break; case GL_MAP2_TEXTURE_COORD_4: v[0] = ctx->EvalMap.Map2Texture4.Uorder; v[1] = ctx->EvalMap.Map2Texture4.Vorder; break; case GL_MAP2_VERTEX_3: v[0] = ctx->EvalMap.Map2Vertex3.Uorder; v[1] = ctx->EvalMap.Map2Vertex3.Vorder; break; case GL_MAP2_VERTEX_4: v[0] = ctx->EvalMap.Map2Vertex4.Uorder; v[1] = ctx->EvalMap.Map2Vertex4.Vorder; break; default: gl_error( ctx, GL_INVALID_ENUM, "glGetMapdv(target)" ); return; } break; case GL_DOMAIN: switch (target) { case GL_MAP1_COLOR_4: v[0] = ctx->EvalMap.Map1Color4.u1; v[1] = ctx->EvalMap.Map1Color4.u2; break; case GL_MAP1_INDEX: v[0] = ctx->EvalMap.Map1Index.u1; v[1] = ctx->EvalMap.Map1Index.u2; break; case GL_MAP1_NORMAL: v[0] = ctx->EvalMap.Map1Normal.u1; v[1] = ctx->EvalMap.Map1Normal.u2; break; case GL_MAP1_TEXTURE_COORD_1: v[0] = ctx->EvalMap.Map1Texture1.u1; v[1] = ctx->EvalMap.Map1Texture1.u2; break; case GL_MAP1_TEXTURE_COORD_2: v[0] = ctx->EvalMap.Map1Texture2.u1; v[1] = ctx->EvalMap.Map1Texture2.u2; break; case GL_MAP1_TEXTURE_COORD_3: v[0] = ctx->EvalMap.Map1Texture3.u1; v[1] = ctx->EvalMap.Map1Texture3.u2; break; case GL_MAP1_TEXTURE_COORD_4: v[0] = ctx->EvalMap.Map1Texture4.u1; v[1] = ctx->EvalMap.Map1Texture4.u2; break; case GL_MAP1_VERTEX_3: v[0] = ctx->EvalMap.Map1Vertex3.u1; v[1] = ctx->EvalMap.Map1Vertex3.u2; break; case GL_MAP1_VERTEX_4: v[0] = ctx->EvalMap.Map1Vertex4.u1; v[1] = ctx->EvalMap.Map1Vertex4.u2; break; case GL_MAP2_COLOR_4: v[0] = ctx->EvalMap.Map2Color4.u1; v[1] = ctx->EvalMap.Map2Color4.u2; v[2] = ctx->EvalMap.Map2Color4.v1; v[3] = ctx->EvalMap.Map2Color4.v2; break; case GL_MAP2_INDEX: v[0] = ctx->EvalMap.Map2Index.u1; v[1] = ctx->EvalMap.Map2Index.u2; v[2] = ctx->EvalMap.Map2Index.v1; v[3] = ctx->EvalMap.Map2Index.v2; break; case GL_MAP2_NORMAL: v[0] = ctx->EvalMap.Map2Normal.u1; v[1] = ctx->EvalMap.Map2Normal.u2; v[2] = ctx->EvalMap.Map2Normal.v1; v[3] = ctx->EvalMap.Map2Normal.v2; break; case GL_MAP2_TEXTURE_COORD_1: v[0] = ctx->EvalMap.Map2Texture1.u1; v[1] = ctx->EvalMap.Map2Texture1.u2; v[2] = ctx->EvalMap.Map2Texture1.v1; v[3] = ctx->EvalMap.Map2Texture1.v2; break; case GL_MAP2_TEXTURE_COORD_2: v[0] = ctx->EvalMap.Map2Texture2.u1; v[1] = ctx->EvalMap.Map2Texture2.u2; v[2] = ctx->EvalMap.Map2Texture2.v1; v[3] = ctx->EvalMap.Map2Texture2.v2; break; case GL_MAP2_TEXTURE_COORD_3: v[0] = ctx->EvalMap.Map2Texture3.u1; v[1] = ctx->EvalMap.Map2Texture3.u2; v[2] = ctx->EvalMap.Map2Texture3.v1; v[3] = ctx->EvalMap.Map2Texture3.v2; break; case GL_MAP2_TEXTURE_COORD_4: v[0] = ctx->EvalMap.Map2Texture4.u1; v[1] = ctx->EvalMap.Map2Texture4.u2; v[2] = ctx->EvalMap.Map2Texture4.v1; v[3] = ctx->EvalMap.Map2Texture4.v2; break; case GL_MAP2_VERTEX_3: v[0] = ctx->EvalMap.Map2Vertex3.u1; v[1] = ctx->EvalMap.Map2Vertex3.u2; v[2] = ctx->EvalMap.Map2Vertex3.v1; v[3] = ctx->EvalMap.Map2Vertex3.v2; break; case GL_MAP2_VERTEX_4: v[0] = ctx->EvalMap.Map2Vertex4.u1; v[1] = ctx->EvalMap.Map2Vertex4.u2; v[2] = ctx->EvalMap.Map2Vertex4.v1; v[3] = ctx->EvalMap.Map2Vertex4.v2; break; default: gl_error( ctx, GL_INVALID_ENUM, "glGetMapdv(target)" ); } break; default: gl_error( ctx, GL_INVALID_ENUM, "glGetMapdv(query)" ); } } void _mesa_GetMapfv( GLenum target, GLenum query, GLfloat *v ) { GET_CURRENT_CONTEXT(ctx); GLint i, n; GLfloat *data; switch (query) { case GL_COEFF: switch (target) { case GL_MAP1_COLOR_4: data = ctx->EvalMap.Map1Color4.Points; n = ctx->EvalMap.Map1Color4.Order * 4; break; case GL_MAP1_INDEX: data = ctx->EvalMap.Map1Index.Points; n = ctx->EvalMap.Map1Index.Order; break; case GL_MAP1_NORMAL: data = ctx->EvalMap.Map1Normal.Points; n = ctx->EvalMap.Map1Normal.Order * 3; break; case GL_MAP1_TEXTURE_COORD_1: data = ctx->EvalMap.Map1Texture1.Points; n = ctx->EvalMap.Map1Texture1.Order * 1; break; case GL_MAP1_TEXTURE_COORD_2: data = ctx->EvalMap.Map1Texture2.Points; n = ctx->EvalMap.Map1Texture2.Order * 2; break; case GL_MAP1_TEXTURE_COORD_3: data = ctx->EvalMap.Map1Texture3.Points; n = ctx->EvalMap.Map1Texture3.Order * 3; break; case GL_MAP1_TEXTURE_COORD_4: data = ctx->EvalMap.Map1Texture4.Points; n = ctx->EvalMap.Map1Texture4.Order * 4; break; case GL_MAP1_VERTEX_3: data = ctx->EvalMap.Map1Vertex3.Points; n = ctx->EvalMap.Map1Vertex3.Order * 3; break; case GL_MAP1_VERTEX_4: data = ctx->EvalMap.Map1Vertex4.Points; n = ctx->EvalMap.Map1Vertex4.Order * 4; break; case GL_MAP2_COLOR_4: data = ctx->EvalMap.Map2Color4.Points; n = ctx->EvalMap.Map2Color4.Uorder * ctx->EvalMap.Map2Color4.Vorder * 4; break; case GL_MAP2_INDEX: data = ctx->EvalMap.Map2Index.Points; n = ctx->EvalMap.Map2Index.Uorder * ctx->EvalMap.Map2Index.Vorder; break; case GL_MAP2_NORMAL: data = ctx->EvalMap.Map2Normal.Points; n = ctx->EvalMap.Map2Normal.Uorder * ctx->EvalMap.Map2Normal.Vorder * 3; break; case GL_MAP2_TEXTURE_COORD_1: data = ctx->EvalMap.Map2Texture1.Points; n = ctx->EvalMap.Map2Texture1.Uorder * ctx->EvalMap.Map2Texture1.Vorder * 1; break; case GL_MAP2_TEXTURE_COORD_2: data = ctx->EvalMap.Map2Texture2.Points; n = ctx->EvalMap.Map2Texture2.Uorder * ctx->EvalMap.Map2Texture2.Vorder * 2; break; case GL_MAP2_TEXTURE_COORD_3: data = ctx->EvalMap.Map2Texture3.Points; n = ctx->EvalMap.Map2Texture3.Uorder * ctx->EvalMap.Map2Texture3.Vorder * 3; break; case GL_MAP2_TEXTURE_COORD_4: data = ctx->EvalMap.Map2Texture4.Points; n = ctx->EvalMap.Map2Texture4.Uorder * ctx->EvalMap.Map2Texture4.Vorder * 4; break; case GL_MAP2_VERTEX_3: data = ctx->EvalMap.Map2Vertex3.Points; n = ctx->EvalMap.Map2Vertex3.Uorder * ctx->EvalMap.Map2Vertex3.Vorder * 3; break; case GL_MAP2_VERTEX_4: data = ctx->EvalMap.Map2Vertex4.Points; n = ctx->EvalMap.Map2Vertex4.Uorder * ctx->EvalMap.Map2Vertex4.Vorder * 4; break; default: gl_error( ctx, GL_INVALID_ENUM, "glGetMapfv(target)" ); return; } if (data) { for (i=0;iEvalMap.Map1Color4.Order; break; case GL_MAP1_INDEX: *v = ctx->EvalMap.Map1Index.Order; break; case GL_MAP1_NORMAL: *v = ctx->EvalMap.Map1Normal.Order; break; case GL_MAP1_TEXTURE_COORD_1: *v = ctx->EvalMap.Map1Texture1.Order; break; case GL_MAP1_TEXTURE_COORD_2: *v = ctx->EvalMap.Map1Texture2.Order; break; case GL_MAP1_TEXTURE_COORD_3: *v = ctx->EvalMap.Map1Texture3.Order; break; case GL_MAP1_TEXTURE_COORD_4: *v = ctx->EvalMap.Map1Texture4.Order; break; case GL_MAP1_VERTEX_3: *v = ctx->EvalMap.Map1Vertex3.Order; break; case GL_MAP1_VERTEX_4: *v = ctx->EvalMap.Map1Vertex4.Order; break; case GL_MAP2_COLOR_4: v[0] = ctx->EvalMap.Map2Color4.Uorder; v[1] = ctx->EvalMap.Map2Color4.Vorder; break; case GL_MAP2_INDEX: v[0] = ctx->EvalMap.Map2Index.Uorder; v[1] = ctx->EvalMap.Map2Index.Vorder; break; case GL_MAP2_NORMAL: v[0] = ctx->EvalMap.Map2Normal.Uorder; v[1] = ctx->EvalMap.Map2Normal.Vorder; break; case GL_MAP2_TEXTURE_COORD_1: v[0] = ctx->EvalMap.Map2Texture1.Uorder; v[1] = ctx->EvalMap.Map2Texture1.Vorder; break; case GL_MAP2_TEXTURE_COORD_2: v[0] = ctx->EvalMap.Map2Texture2.Uorder; v[1] = ctx->EvalMap.Map2Texture2.Vorder; break; case GL_MAP2_TEXTURE_COORD_3: v[0] = ctx->EvalMap.Map2Texture3.Uorder; v[1] = ctx->EvalMap.Map2Texture3.Vorder; break; case GL_MAP2_TEXTURE_COORD_4: v[0] = ctx->EvalMap.Map2Texture4.Uorder; v[1] = ctx->EvalMap.Map2Texture4.Vorder; break; case GL_MAP2_VERTEX_3: v[0] = ctx->EvalMap.Map2Vertex3.Uorder; v[1] = ctx->EvalMap.Map2Vertex3.Vorder; break; case GL_MAP2_VERTEX_4: v[0] = ctx->EvalMap.Map2Vertex4.Uorder; v[1] = ctx->EvalMap.Map2Vertex4.Vorder; break; default: gl_error( ctx, GL_INVALID_ENUM, "glGetMapfv(target)" ); return; } break; case GL_DOMAIN: switch (target) { case GL_MAP1_COLOR_4: v[0] = ctx->EvalMap.Map1Color4.u1; v[1] = ctx->EvalMap.Map1Color4.u2; break; case GL_MAP1_INDEX: v[0] = ctx->EvalMap.Map1Index.u1; v[1] = ctx->EvalMap.Map1Index.u2; break; case GL_MAP1_NORMAL: v[0] = ctx->EvalMap.Map1Normal.u1; v[1] = ctx->EvalMap.Map1Normal.u2; break; case GL_MAP1_TEXTURE_COORD_1: v[0] = ctx->EvalMap.Map1Texture1.u1; v[1] = ctx->EvalMap.Map1Texture1.u2; break; case GL_MAP1_TEXTURE_COORD_2: v[0] = ctx->EvalMap.Map1Texture2.u1; v[1] = ctx->EvalMap.Map1Texture2.u2; break; case GL_MAP1_TEXTURE_COORD_3: v[0] = ctx->EvalMap.Map1Texture3.u1; v[1] = ctx->EvalMap.Map1Texture3.u2; break; case GL_MAP1_TEXTURE_COORD_4: v[0] = ctx->EvalMap.Map1Texture4.u1; v[1] = ctx->EvalMap.Map1Texture4.u2; break; case GL_MAP1_VERTEX_3: v[0] = ctx->EvalMap.Map1Vertex3.u1; v[1] = ctx->EvalMap.Map1Vertex3.u2; break; case GL_MAP1_VERTEX_4: v[0] = ctx->EvalMap.Map1Vertex4.u1; v[1] = ctx->EvalMap.Map1Vertex4.u2; break; case GL_MAP2_COLOR_4: v[0] = ctx->EvalMap.Map2Color4.u1; v[1] = ctx->EvalMap.Map2Color4.u2; v[2] = ctx->EvalMap.Map2Color4.v1; v[3] = ctx->EvalMap.Map2Color4.v2; break; case GL_MAP2_INDEX: v[0] = ctx->EvalMap.Map2Index.u1; v[1] = ctx->EvalMap.Map2Index.u2; v[2] = ctx->EvalMap.Map2Index.v1; v[3] = ctx->EvalMap.Map2Index.v2; break; case GL_MAP2_NORMAL: v[0] = ctx->EvalMap.Map2Normal.u1; v[1] = ctx->EvalMap.Map2Normal.u2; v[2] = ctx->EvalMap.Map2Normal.v1; v[3] = ctx->EvalMap.Map2Normal.v2; break; case GL_MAP2_TEXTURE_COORD_1: v[0] = ctx->EvalMap.Map2Texture1.u1; v[1] = ctx->EvalMap.Map2Texture1.u2; v[2] = ctx->EvalMap.Map2Texture1.v1; v[3] = ctx->EvalMap.Map2Texture1.v2; break; case GL_MAP2_TEXTURE_COORD_2: v[0] = ctx->EvalMap.Map2Texture2.u1; v[1] = ctx->EvalMap.Map2Texture2.u2; v[2] = ctx->EvalMap.Map2Texture2.v1; v[3] = ctx->EvalMap.Map2Texture2.v2; break; case GL_MAP2_TEXTURE_COORD_3: v[0] = ctx->EvalMap.Map2Texture3.u1; v[1] = ctx->EvalMap.Map2Texture3.u2; v[2] = ctx->EvalMap.Map2Texture3.v1; v[3] = ctx->EvalMap.Map2Texture3.v2; break; case GL_MAP2_TEXTURE_COORD_4: v[0] = ctx->EvalMap.Map2Texture4.u1; v[1] = ctx->EvalMap.Map2Texture4.u2; v[2] = ctx->EvalMap.Map2Texture4.v1; v[3] = ctx->EvalMap.Map2Texture4.v2; break; case GL_MAP2_VERTEX_3: v[0] = ctx->EvalMap.Map2Vertex3.u1; v[1] = ctx->EvalMap.Map2Vertex3.u2; v[2] = ctx->EvalMap.Map2Vertex3.v1; v[3] = ctx->EvalMap.Map2Vertex3.v2; break; case GL_MAP2_VERTEX_4: v[0] = ctx->EvalMap.Map2Vertex4.u1; v[1] = ctx->EvalMap.Map2Vertex4.u2; v[2] = ctx->EvalMap.Map2Vertex4.v1; v[3] = ctx->EvalMap.Map2Vertex4.v2; break; default: gl_error( ctx, GL_INVALID_ENUM, "glGetMapfv(target)" ); } break; default: gl_error( ctx, GL_INVALID_ENUM, "glGetMapfv(query)" ); } } void _mesa_GetMapiv( GLenum target, GLenum query, GLint *v ) { GET_CURRENT_CONTEXT(ctx); GLuint i, n; GLfloat *data; switch (query) { case GL_COEFF: switch (target) { case GL_MAP1_COLOR_4: data = ctx->EvalMap.Map1Color4.Points; n = ctx->EvalMap.Map1Color4.Order * 4; break; case GL_MAP1_INDEX: data = ctx->EvalMap.Map1Index.Points; n = ctx->EvalMap.Map1Index.Order; break; case GL_MAP1_NORMAL: data = ctx->EvalMap.Map1Normal.Points; n = ctx->EvalMap.Map1Normal.Order * 3; break; case GL_MAP1_TEXTURE_COORD_1: data = ctx->EvalMap.Map1Texture1.Points; n = ctx->EvalMap.Map1Texture1.Order * 1; break; case GL_MAP1_TEXTURE_COORD_2: data = ctx->EvalMap.Map1Texture2.Points; n = ctx->EvalMap.Map1Texture2.Order * 2; break; case GL_MAP1_TEXTURE_COORD_3: data = ctx->EvalMap.Map1Texture3.Points; n = ctx->EvalMap.Map1Texture3.Order * 3; break; case GL_MAP1_TEXTURE_COORD_4: data = ctx->EvalMap.Map1Texture4.Points; n = ctx->EvalMap.Map1Texture4.Order * 4; break; case GL_MAP1_VERTEX_3: data = ctx->EvalMap.Map1Vertex3.Points; n = ctx->EvalMap.Map1Vertex3.Order * 3; break; case GL_MAP1_VERTEX_4: data = ctx->EvalMap.Map1Vertex4.Points; n = ctx->EvalMap.Map1Vertex4.Order * 4; break; case GL_MAP2_COLOR_4: data = ctx->EvalMap.Map2Color4.Points; n = ctx->EvalMap.Map2Color4.Uorder * ctx->EvalMap.Map2Color4.Vorder * 4; break; case GL_MAP2_INDEX: data = ctx->EvalMap.Map2Index.Points; n = ctx->EvalMap.Map2Index.Uorder * ctx->EvalMap.Map2Index.Vorder; break; case GL_MAP2_NORMAL: data = ctx->EvalMap.Map2Normal.Points; n = ctx->EvalMap.Map2Normal.Uorder * ctx->EvalMap.Map2Normal.Vorder * 3; break; case GL_MAP2_TEXTURE_COORD_1: data = ctx->EvalMap.Map2Texture1.Points; n = ctx->EvalMap.Map2Texture1.Uorder * ctx->EvalMap.Map2Texture1.Vorder * 1; break; case GL_MAP2_TEXTURE_COORD_2: data = ctx->EvalMap.Map2Texture2.Points; n = ctx->EvalMap.Map2Texture2.Uorder * ctx->EvalMap.Map2Texture2.Vorder * 2; break; case GL_MAP2_TEXTURE_COORD_3: data = ctx->EvalMap.Map2Texture3.Points; n = ctx->EvalMap.Map2Texture3.Uorder * ctx->EvalMap.Map2Texture3.Vorder * 3; break; case GL_MAP2_TEXTURE_COORD_4: data = ctx->EvalMap.Map2Texture4.Points; n = ctx->EvalMap.Map2Texture4.Uorder * ctx->EvalMap.Map2Texture4.Vorder * 4; break; case GL_MAP2_VERTEX_3: data = ctx->EvalMap.Map2Vertex3.Points; n = ctx->EvalMap.Map2Vertex3.Uorder * ctx->EvalMap.Map2Vertex3.Vorder * 3; break; case GL_MAP2_VERTEX_4: data = ctx->EvalMap.Map2Vertex4.Points; n = ctx->EvalMap.Map2Vertex4.Uorder * ctx->EvalMap.Map2Vertex4.Vorder * 4; break; default: gl_error( ctx, GL_INVALID_ENUM, "glGetMapiv(target)" ); return; } if (data) { for (i=0;iEvalMap.Map1Color4.Order; break; case GL_MAP1_INDEX: *v = ctx->EvalMap.Map1Index.Order; break; case GL_MAP1_NORMAL: *v = ctx->EvalMap.Map1Normal.Order; break; case GL_MAP1_TEXTURE_COORD_1: *v = ctx->EvalMap.Map1Texture1.Order; break; case GL_MAP1_TEXTURE_COORD_2: *v = ctx->EvalMap.Map1Texture2.Order; break; case GL_MAP1_TEXTURE_COORD_3: *v = ctx->EvalMap.Map1Texture3.Order; break; case GL_MAP1_TEXTURE_COORD_4: *v = ctx->EvalMap.Map1Texture4.Order; break; case GL_MAP1_VERTEX_3: *v = ctx->EvalMap.Map1Vertex3.Order; break; case GL_MAP1_VERTEX_4: *v = ctx->EvalMap.Map1Vertex4.Order; break; case GL_MAP2_COLOR_4: v[0] = ctx->EvalMap.Map2Color4.Uorder; v[1] = ctx->EvalMap.Map2Color4.Vorder; break; case GL_MAP2_INDEX: v[0] = ctx->EvalMap.Map2Index.Uorder; v[1] = ctx->EvalMap.Map2Index.Vorder; break; case GL_MAP2_NORMAL: v[0] = ctx->EvalMap.Map2Normal.Uorder; v[1] = ctx->EvalMap.Map2Normal.Vorder; break; case GL_MAP2_TEXTURE_COORD_1: v[0] = ctx->EvalMap.Map2Texture1.Uorder; v[1] = ctx->EvalMap.Map2Texture1.Vorder; break; case GL_MAP2_TEXTURE_COORD_2: v[0] = ctx->EvalMap.Map2Texture2.Uorder; v[1] = ctx->EvalMap.Map2Texture2.Vorder; break; case GL_MAP2_TEXTURE_COORD_3: v[0] = ctx->EvalMap.Map2Texture3.Uorder; v[1] = ctx->EvalMap.Map2Texture3.Vorder; break; case GL_MAP2_TEXTURE_COORD_4: v[0] = ctx->EvalMap.Map2Texture4.Uorder; v[1] = ctx->EvalMap.Map2Texture4.Vorder; break; case GL_MAP2_VERTEX_3: v[0] = ctx->EvalMap.Map2Vertex3.Uorder; v[1] = ctx->EvalMap.Map2Vertex3.Vorder; break; case GL_MAP2_VERTEX_4: v[0] = ctx->EvalMap.Map2Vertex4.Uorder; v[1] = ctx->EvalMap.Map2Vertex4.Vorder; break; default: gl_error( ctx, GL_INVALID_ENUM, "glGetMapiv(target)" ); return; } break; case GL_DOMAIN: switch (target) { case GL_MAP1_COLOR_4: v[0] = ROUNDF(ctx->EvalMap.Map1Color4.u1); v[1] = ROUNDF(ctx->EvalMap.Map1Color4.u2); break; case GL_MAP1_INDEX: v[0] = ROUNDF(ctx->EvalMap.Map1Index.u1); v[1] = ROUNDF(ctx->EvalMap.Map1Index.u2); break; case GL_MAP1_NORMAL: v[0] = ROUNDF(ctx->EvalMap.Map1Normal.u1); v[1] = ROUNDF(ctx->EvalMap.Map1Normal.u2); break; case GL_MAP1_TEXTURE_COORD_1: v[0] = ROUNDF(ctx->EvalMap.Map1Texture1.u1); v[1] = ROUNDF(ctx->EvalMap.Map1Texture1.u2); break; case GL_MAP1_TEXTURE_COORD_2: v[0] = ROUNDF(ctx->EvalMap.Map1Texture2.u1); v[1] = ROUNDF(ctx->EvalMap.Map1Texture2.u2); break; case GL_MAP1_TEXTURE_COORD_3: v[0] = ROUNDF(ctx->EvalMap.Map1Texture3.u1); v[1] = ROUNDF(ctx->EvalMap.Map1Texture3.u2); break; case GL_MAP1_TEXTURE_COORD_4: v[0] = ROUNDF(ctx->EvalMap.Map1Texture4.u1); v[1] = ROUNDF(ctx->EvalMap.Map1Texture4.u2); break; case GL_MAP1_VERTEX_3: v[0] = ROUNDF(ctx->EvalMap.Map1Vertex3.u1); v[1] = ROUNDF(ctx->EvalMap.Map1Vertex3.u2); break; case GL_MAP1_VERTEX_4: v[0] = ROUNDF(ctx->EvalMap.Map1Vertex4.u1); v[1] = ROUNDF(ctx->EvalMap.Map1Vertex4.u2); break; case GL_MAP2_COLOR_4: v[0] = ROUNDF(ctx->EvalMap.Map2Color4.u1); v[1] = ROUNDF(ctx->EvalMap.Map2Color4.u2); v[2] = ROUNDF(ctx->EvalMap.Map2Color4.v1); v[3] = ROUNDF(ctx->EvalMap.Map2Color4.v2); break; case GL_MAP2_INDEX: v[0] = ROUNDF(ctx->EvalMap.Map2Index.u1); v[1] = ROUNDF(ctx->EvalMap.Map2Index.u2); v[2] = ROUNDF(ctx->EvalMap.Map2Index.v1); v[3] = ROUNDF(ctx->EvalMap.Map2Index.v2); break; case GL_MAP2_NORMAL: v[0] = ROUNDF(ctx->EvalMap.Map2Normal.u1); v[1] = ROUNDF(ctx->EvalMap.Map2Normal.u2); v[2] = ROUNDF(ctx->EvalMap.Map2Normal.v1); v[3] = ROUNDF(ctx->EvalMap.Map2Normal.v2); break; case GL_MAP2_TEXTURE_COORD_1: v[0] = ROUNDF(ctx->EvalMap.Map2Texture1.u1); v[1] = ROUNDF(ctx->EvalMap.Map2Texture1.u2); v[2] = ROUNDF(ctx->EvalMap.Map2Texture1.v1); v[3] = ROUNDF(ctx->EvalMap.Map2Texture1.v2); break; case GL_MAP2_TEXTURE_COORD_2: v[0] = ROUNDF(ctx->EvalMap.Map2Texture2.u1); v[1] = ROUNDF(ctx->EvalMap.Map2Texture2.u2); v[2] = ROUNDF(ctx->EvalMap.Map2Texture2.v1); v[3] = ROUNDF(ctx->EvalMap.Map2Texture2.v2); break; case GL_MAP2_TEXTURE_COORD_3: v[0] = ROUNDF(ctx->EvalMap.Map2Texture3.u1); v[1] = ROUNDF(ctx->EvalMap.Map2Texture3.u2); v[2] = ROUNDF(ctx->EvalMap.Map2Texture3.v1); v[3] = ROUNDF(ctx->EvalMap.Map2Texture3.v2); break; case GL_MAP2_TEXTURE_COORD_4: v[0] = ROUNDF(ctx->EvalMap.Map2Texture4.u1); v[1] = ROUNDF(ctx->EvalMap.Map2Texture4.u2); v[2] = ROUNDF(ctx->EvalMap.Map2Texture4.v1); v[3] = ROUNDF(ctx->EvalMap.Map2Texture4.v2); break; case GL_MAP2_VERTEX_3: v[0] = ROUNDF(ctx->EvalMap.Map2Vertex3.u1); v[1] = ROUNDF(ctx->EvalMap.Map2Vertex3.u2); v[2] = ROUNDF(ctx->EvalMap.Map2Vertex3.v1); v[3] = ROUNDF(ctx->EvalMap.Map2Vertex3.v2); break; case GL_MAP2_VERTEX_4: v[0] = ROUNDF(ctx->EvalMap.Map2Vertex4.u1); v[1] = ROUNDF(ctx->EvalMap.Map2Vertex4.u2); v[2] = ROUNDF(ctx->EvalMap.Map2Vertex4.v1); v[3] = ROUNDF(ctx->EvalMap.Map2Vertex4.v2); break; default: gl_error( ctx, GL_INVALID_ENUM, "glGetMapiv(target)" ); } break; default: gl_error( ctx, GL_INVALID_ENUM, "glGetMapiv(query)" ); } } void _mesa_MapGrid1f( GLint un, GLfloat u1, GLfloat u2 ) { GET_CURRENT_CONTEXT(ctx); ASSERT_OUTSIDE_BEGIN_END_AND_FLUSH(ctx, "glMapGrid1f"); if (un<1) { gl_error( ctx, GL_INVALID_VALUE, "glMapGrid1f" ); return; } ctx->Eval.MapGrid1un = un; ctx->Eval.MapGrid1u1 = u1; ctx->Eval.MapGrid1u2 = u2; ctx->Eval.MapGrid1du = (u2 - u1) / (GLfloat) un; ctx->NewState |= _NEW_EVAL; } void _mesa_MapGrid1d( GLint un, GLdouble u1, GLdouble u2 ) { _mesa_MapGrid1f( un, u1, u2 ); } void _mesa_MapGrid2f( GLint un, GLfloat u1, GLfloat u2, GLint vn, GLfloat v1, GLfloat v2 ) { GET_CURRENT_CONTEXT(ctx); ASSERT_OUTSIDE_BEGIN_END_AND_FLUSH(ctx, "glMapGrid2f"); if (un<1) { gl_error( ctx, GL_INVALID_VALUE, "glMapGrid2f(un)" ); return; } if (vn<1) { gl_error( ctx, GL_INVALID_VALUE, "glMapGrid2f(vn)" ); return; } ctx->Eval.MapGrid2un = un; ctx->Eval.MapGrid2u1 = u1; ctx->Eval.MapGrid2u2 = u2; ctx->Eval.MapGrid2du = (u2 - u1) / (GLfloat) un; ctx->Eval.MapGrid2vn = vn; ctx->Eval.MapGrid2v1 = v1; ctx->Eval.MapGrid2v2 = v2; ctx->Eval.MapGrid2dv = (v2 - v1) / (GLfloat) vn; ctx->NewState |= _NEW_EVAL; } void _mesa_MapGrid2d( GLint un, GLdouble u1, GLdouble u2, GLint vn, GLdouble v1, GLdouble v2 ) { _mesa_MapGrid2f( un, u1, u2, vn, v1, v2 ); }