| /* $Id: eval.c,v 1.5 1999/10/19 18:37:03 keithw Exp $ */ |
| |
| /* |
| * Mesa 3-D graphics library |
| * Version: 3.1 |
| * |
| * Copyright (C) 1999 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 |
| #ifndef XFree86Server |
| #include <math.h> |
| #include <stdlib.h> |
| #include <string.h> |
| #else |
| #include "GL/xf86glx.h" |
| #endif |
| #include "context.h" |
| #include "eval.h" |
| #include "macros.h" |
| #include "mmath.h" |
| #include "types.h" |
| #include "vbcull.h" |
| #include "vbfill.h" |
| #include "vbxform.h" |
| #ifdef XFree86Server |
| #include "GL/xf86glx.h" |
| #endif |
| #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. |
| */ |
| |
| static GLint 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 = components(target); |
| |
| if (!points || size==0) { |
| return NULL; |
| } |
| |
| buffer = (GLfloat *) MALLOC(uorder * size * sizeof(GLfloat)); |
| |
| if(buffer) |
| for(i=0, p=buffer; i<uorder; i++, points+=ustride) |
| for(k=0; k<size; k++) |
| *p++ = points[k]; |
| |
| return buffer; |
| } |
| |
| |
| |
| /* |
| * Same as above but convert doubles to floats. |
| */ |
| GLfloat *gl_copy_map_points1d( GLenum target, |
| GLint ustride, GLint uorder, |
| const GLdouble *points ) |
| { |
| GLfloat *buffer, *p; |
| GLint i, k, size = components(target); |
| |
| if (!points || size==0) { |
| return NULL; |
| } |
| |
| buffer = (GLfloat *) MALLOC(uorder * size * sizeof(GLfloat)); |
| |
| if(buffer) |
| for(i=0, p=buffer; i<uorder; i++, points+=ustride) |
| for(k=0; k<size; k++) |
| *p++ = (GLfloat) points[k]; |
| |
| return buffer; |
| } |
| |
| |
| |
| /* |
| * Copy 2-parametric evaluator control points from user-specified |
| * memory space to a buffer of contiguous control points. |
| * Additional memory is allocated to be used by the horner and |
| * de Casteljau evaluation schemes. |
| * |
| * Input: see glMap2f for details |
| * Return: pointer to buffer of contiguous control points or NULL if out |
| * of memory. |
| */ |
| GLfloat *gl_copy_map_points2f( GLenum target, |
| GLint ustride, GLint uorder, |
| GLint vstride, GLint vorder, |
| const GLfloat *points ) |
| { |
| GLfloat *buffer, *p; |
| GLint i, j, k, size, dsize, hsize; |
| GLint uinc; |
| |
| size = components(target); |
| |
| if (!points || size==0) { |
| return NULL; |
| } |
| |
| /* max(uorder, vorder) additional points are used in */ |
| /* horner evaluation and uorder*vorder additional */ |
| /* values are needed for de Casteljau */ |
| dsize = (uorder == 2 && vorder == 2)? 0 : uorder*vorder; |
| hsize = (uorder > 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<uorder; i++, points += uinc) |
| for (j=0; j<vorder; j++, points += vstride) |
| for (k=0; k<size; k++) |
| *p++ = points[k]; |
| |
| return buffer; |
| } |
| |
| |
| |
| /* |
| * Same as above but convert doubles to floats. |
| */ |
| GLfloat *gl_copy_map_points2d(GLenum target, |
| GLint ustride, GLint uorder, |
| GLint vstride, GLint vorder, |
| const GLdouble *points ) |
| { |
| GLfloat *buffer, *p; |
| GLint i, j, k, size, hsize, dsize; |
| GLint uinc; |
| |
| size = components(target); |
| |
| if (!points || size==0) { |
| return NULL; |
| } |
| |
| /* max(uorder, vorder) additional points are used in */ |
| /* horner evaluation and uorder*vorder additional */ |
| /* values are needed for de Casteljau */ |
| dsize = (uorder == 2 && vorder == 2)? 0 : uorder*vorder; |
| hsize = (uorder > 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<uorder; i++, points += uinc) |
| for (j=0; j<vorder; j++, points += vstride) |
| for (k=0; k<size; k++) |
| *p++ = (GLfloat) points[k]; |
| |
| return buffer; |
| } |
| |
| |
| /* |
| * This function is called by the display list deallocator function to |
| * specify that a given set of control points are no longer needed. |
| */ |
| void gl_free_control_points( GLcontext* ctx, GLenum target, GLfloat *data ) |
| { |
| struct gl_1d_map *map1 = NULL; |
| struct gl_2d_map *map2 = NULL; |
| |
| switch (target) { |
| case GL_MAP1_VERTEX_3: |
| map1 = &ctx->EvalMap.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 ); |
| } |
| } |
| |
| } |
| |
| |
| |
| /**********************************************************************/ |
| /*** API entry points ***/ |
| /**********************************************************************/ |
| |
| |
| /* |
| * Note that the array of control points must be 'unpacked' at this time. |
| * Input: retain - if TRUE, this control point data is also in a display |
| * list and can't be freed until the list is freed. |
| */ |
| void gl_Map1f( GLcontext* ctx, GLenum target, |
| GLfloat u1, GLfloat u2, GLint stride, |
| GLint order, const GLfloat *points, GLboolean retain ) |
| { |
| GLint k; |
| |
| if (!points) { |
| gl_error( ctx, GL_OUT_OF_MEMORY, "glMap1f" ); |
| return; |
| } |
| |
| /* may be a new stride after copying control points */ |
| stride = components( target ); |
| |
| ASSERT_OUTSIDE_BEGIN_END_AND_FLUSH(ctx, "glMap1"); |
| |
| if (u1==u2) { |
| gl_error( ctx, GL_INVALID_VALUE, "glMap1(u1,u2)" ); |
| return; |
| } |
| |
| if (order<1 || order>MAX_EVAL_ORDER) { |
| gl_error( ctx, GL_INVALID_VALUE, "glMap1(order)" ); |
| return; |
| } |
| |
| k = components( target ); |
| if (k==0) { |
| gl_error( ctx, GL_INVALID_ENUM, "glMap1(target)" ); |
| } |
| |
| if (stride < k) { |
| gl_error( ctx, GL_INVALID_VALUE, "glMap1(stride)" ); |
| return; |
| } |
| |
| switch (target) { |
| case GL_MAP1_VERTEX_3: |
| ctx->EvalMap.Map1Vertex3.Order = order; |
| ctx->EvalMap.Map1Vertex3.u1 = u1; |
| ctx->EvalMap.Map1Vertex3.u2 = u2; |
| ctx->EvalMap.Map1Vertex3.du = 1.0 / (u2 - u1); |
| if (ctx->EvalMap.Map1Vertex3.Points |
| && !ctx->EvalMap.Map1Vertex3.Retain) { |
| FREE( ctx->EvalMap.Map1Vertex3.Points ); |
| } |
| ctx->EvalMap.Map1Vertex3.Points = (GLfloat *) points; |
| ctx->EvalMap.Map1Vertex3.Retain = retain; |
| break; |
| case GL_MAP1_VERTEX_4: |
| ctx->EvalMap.Map1Vertex4.Order = order; |
| ctx->EvalMap.Map1Vertex4.u1 = u1; |
| ctx->EvalMap.Map1Vertex4.u2 = u2; |
| ctx->EvalMap.Map1Vertex4.du = 1.0 / (u2 - u1); |
| if (ctx->EvalMap.Map1Vertex4.Points |
| && !ctx->EvalMap.Map1Vertex4.Retain) { |
| FREE( ctx->EvalMap.Map1Vertex4.Points ); |
| } |
| ctx->EvalMap.Map1Vertex4.Points = (GLfloat *) points; |
| ctx->EvalMap.Map1Vertex4.Retain = retain; |
| break; |
| case GL_MAP1_INDEX: |
| ctx->EvalMap.Map1Index.Order = order; |
| ctx->EvalMap.Map1Index.u1 = u1; |
| ctx->EvalMap.Map1Index.u2 = u2; |
| ctx->EvalMap.Map1Index.du = 1.0 / (u2 - u1); |
| if (ctx->EvalMap.Map1Index.Points |
| && !ctx->EvalMap.Map1Index.Retain) { |
| FREE( ctx->EvalMap.Map1Index.Points ); |
| } |
| ctx->EvalMap.Map1Index.Points = (GLfloat *) points; |
| ctx->EvalMap.Map1Index.Retain = retain; |
| break; |
| case GL_MAP1_COLOR_4: |
| ctx->EvalMap.Map1Color4.Order = order; |
| ctx->EvalMap.Map1Color4.u1 = u1; |
| ctx->EvalMap.Map1Color4.u2 = u2; |
| ctx->EvalMap.Map1Color4.du = 1.0 / (u2 - u1); |
| if (ctx->EvalMap.Map1Color4.Points |
| && !ctx->EvalMap.Map1Color4.Retain) { |
| FREE( ctx->EvalMap.Map1Color4.Points ); |
| } |
| ctx->EvalMap.Map1Color4.Points = (GLfloat *) points; |
| ctx->EvalMap.Map1Color4.Retain = retain; |
| break; |
| case GL_MAP1_NORMAL: |
| ctx->EvalMap.Map1Normal.Order = order; |
| ctx->EvalMap.Map1Normal.u1 = u1; |
| ctx->EvalMap.Map1Normal.u2 = u2; |
| ctx->EvalMap.Map1Normal.du = 1.0 / (u2 - u1); |
| if (ctx->EvalMap.Map1Normal.Points |
| && !ctx->EvalMap.Map1Normal.Retain) { |
| FREE( ctx->EvalMap.Map1Normal.Points ); |
| } |
| ctx->EvalMap.Map1Normal.Points = (GLfloat *) points; |
| ctx->EvalMap.Map1Normal.Retain = retain; |
| break; |
| case GL_MAP1_TEXTURE_COORD_1: |
| ctx->EvalMap.Map1Texture1.Order = order; |
| ctx->EvalMap.Map1Texture1.u1 = u1; |
| ctx->EvalMap.Map1Texture1.u2 = u2; |
| ctx->EvalMap.Map1Texture1.du = 1.0 / (u2 - u1); |
| if (ctx->EvalMap.Map1Texture1.Points |
| && !ctx->EvalMap.Map1Texture1.Retain) { |
| FREE( ctx->EvalMap.Map1Texture1.Points ); |
| } |
| ctx->EvalMap.Map1Texture1.Points = (GLfloat *) points; |
| ctx->EvalMap.Map1Texture1.Retain = retain; |
| break; |
| case GL_MAP1_TEXTURE_COORD_2: |
| ctx->EvalMap.Map1Texture2.Order = order; |
| ctx->EvalMap.Map1Texture2.u1 = u1; |
| ctx->EvalMap.Map1Texture2.u2 = u2; |
| ctx->EvalMap.Map1Texture2.du = 1.0 / (u2 - u1); |
| if (ctx->EvalMap.Map1Texture2.Points |
| && !ctx->EvalMap.Map1Texture2.Retain) { |
| FREE( ctx->EvalMap.Map1Texture2.Points ); |
| } |
| ctx->EvalMap.Map1Texture2.Points = (GLfloat *) points; |
| ctx->EvalMap.Map1Texture2.Retain = retain; |
| break; |
| case GL_MAP1_TEXTURE_COORD_3: |
| ctx->EvalMap.Map1Texture3.Order = order; |
| ctx->EvalMap.Map1Texture3.u1 = u1; |
| ctx->EvalMap.Map1Texture3.u2 = u2; |
| ctx->EvalMap.Map1Texture3.du = 1.0 / (u2 - u1); |
| if (ctx->EvalMap.Map1Texture3.Points |
| && !ctx->EvalMap.Map1Texture3.Retain) { |
| FREE( ctx->EvalMap.Map1Texture3.Points ); |
| } |
| ctx->EvalMap.Map1Texture3.Points = (GLfloat *) points; |
| ctx->EvalMap.Map1Texture3.Retain = retain; |
| break; |
| case GL_MAP1_TEXTURE_COORD_4: |
| ctx->EvalMap.Map1Texture4.Order = order; |
| ctx->EvalMap.Map1Texture4.u1 = u1; |
| ctx->EvalMap.Map1Texture4.u2 = u2; |
| ctx->EvalMap.Map1Texture4.du = 1.0 / (u2 - u1); |
| if (ctx->EvalMap.Map1Texture4.Points |
| && !ctx->EvalMap.Map1Texture4.Retain) { |
| FREE( ctx->EvalMap.Map1Texture4.Points ); |
| } |
| ctx->EvalMap.Map1Texture4.Points = (GLfloat *) points; |
| ctx->EvalMap.Map1Texture4.Retain = retain; |
| break; |
| default: |
| gl_error( ctx, GL_INVALID_ENUM, "glMap1(target)" ); |
| } |
| } |
| |
| |
| |
| |
| /* |
| * Note that the array of control points must be 'unpacked' at this time. |
| * Input: retain - if TRUE, this control point data is also in a display |
| * list and can't be freed until the list is freed. |
| */ |
| void gl_Map2f( GLcontext* ctx, GLenum target, |
| GLfloat u1, GLfloat u2, GLint ustride, GLint uorder, |
| GLfloat v1, GLfloat v2, GLint vstride, GLint vorder, |
| const GLfloat *points, GLboolean retain ) |
| { |
| GLint k; |
| |
| 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 = 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; |
| } |
| |
| 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 |
| && !ctx->EvalMap.Map2Vertex3.Retain) { |
| FREE( ctx->EvalMap.Map2Vertex3.Points ); |
| } |
| ctx->EvalMap.Map2Vertex3.Retain = retain; |
| ctx->EvalMap.Map2Vertex3.Points = (GLfloat *) points; |
| 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 |
| && !ctx->EvalMap.Map2Vertex4.Retain) { |
| FREE( ctx->EvalMap.Map2Vertex4.Points ); |
| } |
| ctx->EvalMap.Map2Vertex4.Points = (GLfloat *) points; |
| ctx->EvalMap.Map2Vertex4.Retain = retain; |
| 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 |
| && !ctx->EvalMap.Map2Index.Retain) { |
| FREE( ctx->EvalMap.Map2Index.Points ); |
| } |
| ctx->EvalMap.Map2Index.Retain = retain; |
| ctx->EvalMap.Map2Index.Points = (GLfloat *) points; |
| 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 |
| && !ctx->EvalMap.Map2Color4.Retain) { |
| FREE( ctx->EvalMap.Map2Color4.Points ); |
| } |
| ctx->EvalMap.Map2Color4.Retain = retain; |
| ctx->EvalMap.Map2Color4.Points = (GLfloat *) points; |
| 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 |
| && !ctx->EvalMap.Map2Normal.Retain) { |
| FREE( ctx->EvalMap.Map2Normal.Points ); |
| } |
| ctx->EvalMap.Map2Normal.Retain = retain; |
| ctx->EvalMap.Map2Normal.Points = (GLfloat *) points; |
| 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 |
| && !ctx->EvalMap.Map2Texture1.Retain) { |
| FREE( ctx->EvalMap.Map2Texture1.Points ); |
| } |
| ctx->EvalMap.Map2Texture1.Retain = retain; |
| ctx->EvalMap.Map2Texture1.Points = (GLfloat *) points; |
| 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 |
| && !ctx->EvalMap.Map2Texture2.Retain) { |
| FREE( ctx->EvalMap.Map2Texture2.Points ); |
| } |
| ctx->EvalMap.Map2Texture2.Retain = retain; |
| ctx->EvalMap.Map2Texture2.Points = (GLfloat *) points; |
| 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 |
| && !ctx->EvalMap.Map2Texture3.Retain) { |
| FREE( ctx->EvalMap.Map2Texture3.Points ); |
| } |
| ctx->EvalMap.Map2Texture3.Retain = retain; |
| ctx->EvalMap.Map2Texture3.Points = (GLfloat *) points; |
| 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 |
| && !ctx->EvalMap.Map2Texture4.Retain) { |
| FREE( ctx->EvalMap.Map2Texture4.Points ); |
| } |
| ctx->EvalMap.Map2Texture4.Retain = retain; |
| ctx->EvalMap.Map2Texture4.Points = (GLfloat *) points; |
| break; |
| default: |
| gl_error( ctx, GL_INVALID_ENUM, "glMap2(target)" ); |
| } |
| } |
| |
| |
| |
| |
| |
| void gl_GetMapdv( GLcontext* ctx, GLenum target, GLenum query, GLdouble *v ) |
| { |
| 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;i<n;i++) { |
| v[i] = data[i]; |
| } |
| } |
| break; |
| case GL_ORDER: |
| switch (target) { |
| case GL_MAP1_COLOR_4: |
| *v = ctx->EvalMap.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 gl_GetMapfv( GLcontext* ctx, GLenum target, GLenum query, GLfloat *v ) |
| { |
| 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;i<n;i++) { |
| v[i] = data[i]; |
| } |
| } |
| break; |
| case GL_ORDER: |
| switch (target) { |
| case GL_MAP1_COLOR_4: |
| *v = ctx->EvalMap.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 gl_GetMapiv( GLcontext* ctx, GLenum target, GLenum query, GLint *v ) |
| { |
| 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;i<n;i++) { |
| v[i] = ROUNDF(data[i]); |
| } |
| } |
| break; |
| case GL_ORDER: |
| switch (target) { |
| case GL_MAP1_COLOR_4: |
| *v = ctx->EvalMap.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)" ); |
| } |
| } |
| |
| |
| |
| 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_UBYTE_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_UBYTE_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 ); |
| |
| if (VB->NormalPtr != in_normal) { |
| new_flags |= VERT_NORM; |
| 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) { |
| if (ctx->Eval.Map2Vertex4) |
| { |
| if (ctx->Eval.AutoNormal && (req & VERT_NORM)) |
| obj = eval2_obj_norm( out, VB->NormalPtr, coord, flags, IM->Start, |
| 4, &ctx->EvalMap.Map2Vertex4 ); |
| 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, VB->NormalPtr, coord, flags, IM->Start, |
| 3, &ctx->EvalMap.Map2Vertex3 ); |
| else |
| obj = eval2_4f( out, coord, flags, IM->Start, |
| 3, &ctx->EvalMap.Map2Vertex3 ); |
| } |
| } |
| |
| 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; |
| |
| 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; |
| } else { |
| GLuint andflag = ~0; |
| for (i = 0 ; i < count ; i++) { |
| if (oldflags[i] & VERT_EVAL_ANY) |
| flags[i] = oldflags[i] | new_flags; |
| andflag &= flags[i]; |
| } |
| } |
| } |
| } |
| |
| |
| void gl_MapGrid1f( GLcontext* ctx, GLint un, GLfloat u1, GLfloat u2 ) |
| { |
| 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; |
| } |
| |
| |
| void gl_MapGrid2f( GLcontext* ctx, GLint un, GLfloat u1, GLfloat u2, |
| GLint vn, GLfloat v1, GLfloat v2 ) |
| { |
| 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; |
| } |
| |
| |
| |
| void gl_EvalMesh1( GLcontext* ctx, GLenum mode, GLint i1, GLint i2 ) |
| { |
| 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) { |
| gl_EvalCoord1f( ctx, u ); |
| } |
| gl_End(ctx); |
| } |
| |
| |
| |
| void gl_EvalMesh2( GLcontext* ctx, |
| GLenum mode, |
| GLint i1, GLint i2, |
| GLint j1, GLint j2 ) |
| { |
| 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) { |
| gl_EvalCoord2f( 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) { |
| gl_EvalCoord2f( 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) { |
| gl_EvalCoord2f( 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) { |
| gl_EvalCoord2f( ctx, u, v ); |
| gl_EvalCoord2f( ctx, u, v+dv ); |
| } |
| gl_End(ctx); |
| } |
| break; |
| default: |
| gl_error( ctx, GL_INVALID_ENUM, "glEvalMesh2(mode)" ); |
| return; |
| } |
| } |