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|
/* $Id: t_imm_eval.c,v 1.4 2001/01/24 00:04:59 brianp 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.
*/
#include "glheader.h"
#include "colormac.h"
#include "context.h"
#include "macros.h"
#include "mem.h"
#include "mmath.h"
#include "mtypes.h"
#include "math/m_eval.h"
#include "t_context.h"
#include "t_imm_eval.h"
#include "t_imm_exec.h"
#include "t_imm_fixup.h"
static void eval_points1( GLfloat outcoord[][4],
GLfloat coord[][4],
const GLuint *flags,
GLfloat du, GLfloat u1 )
{
GLuint i;
for (i = 0 ; !(flags[i] & VERT_END_VB) ; i++)
if (flags[i] & VERT_EVAL_ANY) {
outcoord[i][0] = coord[i][0];
outcoord[i][1] = coord[i][1];
if (flags[i] & VERT_EVAL_P1)
outcoord[i][0] = coord[i][0] * du + u1;
}
}
static void eval_points2( GLfloat outcoord[][4],
GLfloat coord[][4],
const GLuint *flags,
GLfloat du, GLfloat u1,
GLfloat dv, GLfloat v1 )
{
GLuint i;
for (i = 0 ; !(flags[i] & VERT_END_VB) ; i++) {
if (flags[i] & VERT_EVAL_ANY) {
outcoord[i][0] = coord[i][0];
outcoord[i][1] = coord[i][1];
if (flags[i] & VERT_EVAL_P2) {
outcoord[i][0] = coord[i][0] * du + u1;
outcoord[i][1] = coord[i][1] * dv + v1;
}
}
}
}
static const GLubyte dirty_flags[5] = {
0, /* not possible */
VEC_DIRTY_0,
VEC_DIRTY_1,
VEC_DIRTY_2,
VEC_DIRTY_3
};
static void eval1_4f( GLvector4f *dest,
GLfloat coord[][4],
const GLuint *flags,
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 = 0 ; !(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);
_math_horner_bezier_curve(map->Points, to[i], u,
dimension, map->Order);
}
dest->size = MAX2(dest->size, dimension);
dest->flags |= dirty_flags[dimension];
}
static void eval1_1ui( GLvector1ui *dest,
GLfloat coord[][4],
const GLuint *flags,
struct gl_1d_map *map )
{
const GLfloat u1 = map->u1;
const GLfloat du = map->du;
GLuint *to = dest->data;
GLuint i;
for (i = 0 ; !(flags[i] & VERT_END_VB) ; i++)
if (flags[i] & (VERT_EVAL_C1|VERT_EVAL_P1)) {
GLfloat u = (coord[i][0] - u1) * du;
GLfloat tmp;
_math_horner_bezier_curve(map->Points, &tmp, u, 1, map->Order);
to[i] = (GLuint) (GLint) tmp;
}
}
static void eval1_norm( GLvector3f *dest,
GLfloat coord[][4],
const GLuint *flags,
struct gl_1d_map *map )
{
const GLfloat u1 = map->u1;
const GLfloat du = map->du;
GLfloat (*to)[3] = dest->data;
GLuint i;
for (i = 0 ; !(flags[i] & VERT_END_VB) ; i++)
if (flags[i] & (VERT_EVAL_C1|VERT_EVAL_P1)) {
GLfloat u = (coord[i][0] - u1) * du;
_math_horner_bezier_curve(map->Points, to[i], u, 3, map->Order);
}
}
static void eval1_color(
#if CHAN_TYPE == GL_UNSIGNED_BYTE
GLvector4ub *dest,
#elif CHAN_TYPE == GL_UNSIGNED_SHORT
GLvector4us *dest,
#elif CHAN_TYPE == GL_FLOAT
GLvector4f *dest,
#endif
GLfloat coord[][4],
const GLuint *flags,
struct gl_1d_map *map )
{
const GLfloat u1 = map->u1;
const GLfloat du = map->du;
GLchan (*to)[4] = dest->data;
GLuint i;
for (i = 0 ; !(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];
_math_horner_bezier_curve(map->Points, fcolor, u, 4, map->Order);
UNCLAMPED_FLOAT_TO_RGBA_CHAN(to[i], fcolor);
}
}
}
static void eval2_obj_norm( GLvector4f *obj_ptr,
GLvector3f *norm_ptr,
GLfloat coord[][4],
GLuint *flags,
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 = 0 ; !(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);
_math_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]);
}
obj_ptr->size = MAX2(obj_ptr->size, dimension);
obj_ptr->flags |= dirty_flags[dimension];
}
static void eval2_4f( GLvector4f *dest,
GLfloat coord[][4],
const GLuint *flags,
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 = 0 ; !(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;
_math_horner_bezier_surf(map->Points, to[i], u, v, dimension,
map->Uorder, map->Vorder);
}
dest->size = MAX2(dest->size, dimension);
dest->flags |= dirty_flags[dimension];
}
static void eval2_norm( GLvector3f *dest,
GLfloat coord[][4],
GLuint *flags,
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 = 0 ; !(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;
_math_horner_bezier_surf(map->Points, to[i], u, v, 3,
map->Uorder, map->Vorder);
}
}
static void eval2_1ui( GLvector1ui *dest,
GLfloat coord[][4],
const GLuint *flags,
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 = 0 ; !(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;
_math_horner_bezier_surf(map->Points, &tmp, u, v, 1,
map->Uorder, map->Vorder);
to[i] = (GLuint) (GLint) tmp;
}
}
static void eval2_color(
#if CHAN_TYPE == GL_UNSIGNED_BYTE
GLvector4ub *dest,
#elif CHAN_TYPE == GL_UNSIGNED_SHORT
GLvector4us *dest,
#elif CHAN_TYPE == GL_FLOAT
GLvector4f *dest,
#endif
GLfloat coord[][4],
GLuint *flags,
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;
GLchan (*to)[4] = dest->data;
GLuint i;
for (i = 0 ; !(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];
_math_horner_bezier_surf(map->Points, fcolor, u, v, 4,
map->Uorder, map->Vorder);
UNCLAMPED_FLOAT_TO_RGBA_CHAN(to[i], fcolor);
}
}
}
static void copy_4f( GLfloat to[][4], GLfloat from[][4], GLuint count )
{
MEMCPY( to, from, count * sizeof(to[0]));
}
static void copy_3f( GLfloat to[][3], GLfloat from[][3], GLuint count )
{
MEMCPY( to, from, (count) * sizeof(to[0]));
}
static void copy_4chan( GLchan to[][4], GLchan from[][4], GLuint count )
{
MEMCPY( to, from, (count) * sizeof(to[0]));
}
static void copy_1ui( GLuint to[], GLuint from[], GLuint count )
{
MEMCPY( to, from, (count) * sizeof(to[0]));
}
/* Translate eval enabled flags to VERT_* flags.
*/
static void update_eval( GLcontext *ctx )
{
TNLcontext *tnl = TNL_CONTEXT(ctx);
GLuint eval1 = 0, eval2 = 0;
if (ctx->Eval.Map1Index)
eval1 |= VERT_INDEX;
if (ctx->Eval.Map2Index)
eval2 |= VERT_INDEX;
if (ctx->Eval.Map1Color4)
eval1 |= VERT_RGBA;
if (ctx->Eval.Map2Color4)
eval2 |= VERT_RGBA;
if (ctx->Eval.Map1Normal)
eval1 |= VERT_NORM;
if (ctx->Eval.Map2Normal)
eval2 |= VERT_NORM;
if (ctx->Eval.Map1TextureCoord4 ||
ctx->Eval.Map1TextureCoord3 ||
ctx->Eval.Map1TextureCoord2 ||
ctx->Eval.Map1TextureCoord1)
eval1 |= VERT_TEX0;
if (ctx->Eval.Map2TextureCoord4 ||
ctx->Eval.Map2TextureCoord3 ||
ctx->Eval.Map2TextureCoord2 ||
ctx->Eval.Map2TextureCoord1)
eval2 |= VERT_TEX0;
if (ctx->Eval.Map1Vertex4)
eval1 |= VERT_OBJ_234;
if (ctx->Eval.Map1Vertex3)
eval1 |= VERT_OBJ_23;
if (ctx->Eval.Map2Vertex4) {
if (ctx->Eval.AutoNormal)
eval2 |= VERT_OBJ_234 | VERT_NORM;
else
eval2 |= VERT_OBJ_234;
}
else if (ctx->Eval.Map2Vertex3) {
if (ctx->Eval.AutoNormal)
eval2 |= VERT_OBJ_23 | VERT_NORM;
else
eval2 |= VERT_OBJ_23;
}
tnl->eval.EvalMap1Flags = eval1;
tnl->eval.EvalMap2Flags = eval2;
tnl->eval.EvalNewState = 0;
}
/* This looks a lot like a pipeline stage, but for various reasons is
* better handled outside the pipeline, and considered the final stage
* of fixing up an immediate struct for execution.
*
* Really want to cache the results of this function in display lists,
* at least for EvalMesh commands.
*/
void _tnl_eval_vb( GLcontext *ctx,
GLfloat (*coord)[4],
GLuint orflag,
GLuint andflag )
{
TNLcontext *tnl = TNL_CONTEXT(ctx);
struct vertex_arrays *tmp = &tnl->imm_inputs;
struct tnl_eval_store *store = &tnl->eval;
GLuint *flags = tnl->vb.Flag;
GLuint count = tnl->vb.Count;
GLuint any_eval1 = orflag & (VERT_EVAL_C1|VERT_EVAL_P1);
GLuint any_eval2 = orflag & (VERT_EVAL_C2|VERT_EVAL_P2);
GLuint all_eval = andflag & VERT_EVAL_ANY; /* may have false negatives */
GLuint req = 0;
GLuint purge_flags = 0;
if (tnl->eval.EvalNewState & _NEW_EVAL)
update_eval( ctx );
/* Handle the degenerate cases.
*/
if (any_eval1 && !ctx->Eval.Map1Vertex4 && !ctx->Eval.Map1Vertex3)
purge_flags = (VERT_EVAL_P1|VERT_EVAL_C1);
if (any_eval2 && !ctx->Eval.Map2Vertex4 && !ctx->Eval.Map2Vertex3)
purge_flags |= (VERT_EVAL_P1|VERT_EVAL_C1);
if (any_eval1)
req |= tnl->pipeline.inputs & tnl->eval.EvalMap1Flags;
if (any_eval2)
req |= tnl->pipeline.inputs & tnl->eval.EvalMap2Flags;
/* Translate points into coords. Use store->Coord to hold the
* new data.
*/
if (any_eval1 && (orflag & VERT_EVAL_P1))
{
eval_points1( store->Coord, coord, flags,
ctx->Eval.MapGrid1du,
ctx->Eval.MapGrid1u1);
coord = store->Coord;
}
if (any_eval2 && (orflag & VERT_EVAL_P2))
{
eval_points2( store->Coord, coord, flags,
ctx->Eval.MapGrid2du,
ctx->Eval.MapGrid2u1,
ctx->Eval.MapGrid2dv,
ctx->Eval.MapGrid2v1 );
coord = store->Coord;
}
/* Perform the evaluations on active data elements.
*/
if (req & VERT_INDEX)
{
if (!all_eval)
copy_1ui( store->Index, tmp->Index.data, count );
tmp->Index.data = store->Index;
tmp->Index.start = store->Index;
if (ctx->Eval.Map1Index && any_eval1)
eval1_1ui( &tmp->Index, coord, flags, &ctx->EvalMap.Map1Index );
if (ctx->Eval.Map2Index && any_eval2)
eval2_1ui( &tmp->Index, coord, flags, &ctx->EvalMap.Map2Index );
}
if (req & VERT_RGBA)
{
if (!all_eval)
copy_4chan( store->Color, tmp->Color.data, count );
tmp->Color.data = store->Color;
tmp->Color.start = (GLchan *) store->Color;
if (ctx->Eval.Map1Color4 && any_eval1)
eval1_color( &tmp->Color, coord, flags, &ctx->EvalMap.Map1Color4 );
if (ctx->Eval.Map2Color4 && any_eval2)
eval2_color( &tmp->Color, coord, flags, &ctx->EvalMap.Map2Color4 );
}
if (req & VERT_TEX(0))
{
if (!all_eval)
copy_4f( store->TexCoord, tmp->TexCoord[0].data, count );
else
tmp->TexCoord[0].size = 0;
tmp->TexCoord[0].data = store->TexCoord;
tmp->TexCoord[0].start = (GLfloat *)store->TexCoord;
if (any_eval1) {
if (ctx->Eval.Map1TextureCoord4) {
eval1_4f( &tmp->TexCoord[0], coord, flags, 4,
&ctx->EvalMap.Map1Texture4 );
}
else if (ctx->Eval.Map1TextureCoord3) {
eval1_4f( &tmp->TexCoord[0], coord, flags, 3,
&ctx->EvalMap.Map1Texture3 );
}
else if (ctx->Eval.Map1TextureCoord2) {
eval1_4f( &tmp->TexCoord[0], coord, flags, 2,
&ctx->EvalMap.Map1Texture2 );
}
else if (ctx->Eval.Map1TextureCoord1) {
eval1_4f( &tmp->TexCoord[0], coord, flags, 1,
&ctx->EvalMap.Map1Texture1 );
}
}
if (any_eval2) {
if (ctx->Eval.Map2TextureCoord4) {
eval2_4f( &tmp->TexCoord[0], coord, flags, 4,
&ctx->EvalMap.Map2Texture4 );
}
else if (ctx->Eval.Map2TextureCoord3) {
eval2_4f( &tmp->TexCoord[0], coord, flags, 3,
&ctx->EvalMap.Map2Texture3 );
}
else if (ctx->Eval.Map2TextureCoord2) {
eval2_4f( &tmp->TexCoord[0], coord, flags, 2,
&ctx->EvalMap.Map2Texture2 );
}
else if (ctx->Eval.Map2TextureCoord1) {
eval2_4f( &tmp->TexCoord[0], coord, flags, 1,
&ctx->EvalMap.Map2Texture1 );
}
}
}
if (req & VERT_NORM)
{
if (!all_eval)
copy_3f( store->Normal, tmp->Normal.data, count );
tmp->Normal.data = store->Normal;
tmp->Normal.start = (GLfloat *)store->Normal;
if (ctx->Eval.Map1Normal && any_eval1)
eval1_norm( &tmp->Normal, coord, flags,
&ctx->EvalMap.Map1Normal );
if (ctx->Eval.Map2Normal && any_eval2)
eval2_norm( &tmp->Normal, coord, flags,
&ctx->EvalMap.Map2Normal );
}
/* In the AutoNormal case, the copy and assignment of tmp->NormalPtr
* are done above.
*/
if (req & VERT_OBJ)
{
if (!all_eval) {
copy_4f( store->Obj, tmp->Obj.data, count );
} else
tmp->Obj.size = 0;
tmp->Obj.data = store->Obj;
tmp->Obj.start = (GLfloat *)store->Obj;
if (any_eval1) {
if (ctx->Eval.Map1Vertex4) {
eval1_4f( &tmp->Obj, coord, flags, 4,
&ctx->EvalMap.Map1Vertex4 );
}
else if (ctx->Eval.Map1Vertex3) {
eval1_4f( &tmp->Obj, coord, flags, 3,
&ctx->EvalMap.Map1Vertex3 );
}
}
if (any_eval2) {
if (ctx->Eval.Map2Vertex4)
{
if (ctx->Eval.AutoNormal && (req & VERT_NORM))
eval2_obj_norm( &tmp->Obj, &tmp->Normal, coord, flags, 4,
&ctx->EvalMap.Map2Vertex4 );
else
eval2_4f( &tmp->Obj, coord, flags, 4,
&ctx->EvalMap.Map2Vertex4 );
}
else if (ctx->Eval.Map2Vertex3)
{
if (ctx->Eval.AutoNormal && (req & VERT_NORM))
eval2_obj_norm( &tmp->Obj, &tmp->Normal, coord, flags, 3,
&ctx->EvalMap.Map2Vertex3 );
else
eval2_4f( &tmp->Obj, coord, flags, 3,
&ctx->EvalMap.Map2Vertex3 );
}
}
}
{
GLuint i;
copy_1ui( store->Flag, flags, count );
tnl->vb.Flag = store->Flag;
/* This is overkill, but correct as fixup will have copied the
* values to all vertices in the VB - we may be falsely stating
* that some repeated values are new, but doing so is fairly
* harmless.
*/
for (i = 0 ; i < count ; i++)
store->Flag[i] |= req;
}
}
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