Move the transform and lighting code to two new directories
math: Provides basic matrix and vector functionality that might be useful to multiple software t&l implementations, and is used by core mesa to manage the Model, Project, etc matrices. tnl: The real transform & lighting code from core mesa, including everything from glVertex3f through vertex buffer handling, transformation, clipping, lighting and handoff to a driver for rasterization. The interfaces of these can be further tightened up, but the basic splitting up of state and code move is done.
This commit is contained in:
367
src/mesa/math/m_vector.c
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367
src/mesa/math/m_vector.c
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/* $Id: m_vector.c,v 1.1 2000/11/16 21:05:41 keithw Exp $ */
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/*
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* Mesa 3-D graphics library
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* Version: 3.5
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*
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* Copyright (C) 1999-2000 Brian Paul All Rights Reserved.
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*
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* Permission is hereby granted, free of charge, to any person obtaining a
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* copy of this software and associated documentation files (the "Software"),
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* to deal in the Software without restriction, including without limitation
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* the rights to use, copy, modify, merge, publish, distribute, sublicense,
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* and/or sell copies of the Software, and to permit persons to whom the
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* Software is furnished to do so, subject to the following conditions:
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*
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* The above copyright notice and this permission notice shall be included
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* in all copies or substantial portions of the Software.
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*
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* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS
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* OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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* FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL
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* BRIAN PAUL BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN
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* AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN
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* CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
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*/
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/*
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* New (3.1) transformation code written by Keith Whitwell.
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*/
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#include "glheader.h"
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#include "macros.h"
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#include "mem.h"
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#include "m_vector.h"
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/*
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* Given a vector [count][4] of floats, set all the [][elt] values
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* to 0 (if elt = 0, 1, 2) or 1.0 (if elt = 3).
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*/
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void gl_vector4f_clean_elem( GLvector4f *vec, GLuint count, GLuint elt )
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{
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static const GLubyte elem_bits[4] = {
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VEC_DIRTY_0,
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VEC_DIRTY_1,
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VEC_DIRTY_2,
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VEC_DIRTY_3
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};
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static const GLfloat clean[4] = { 0, 0, 0, 1 };
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const GLfloat v = clean[elt];
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GLfloat (*data)[4] = (GLfloat (*)[4])vec->start;
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GLuint i;
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for (i = 0 ; i < count ; i++)
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data[i][elt] = v;
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vec->flags &= ~elem_bits[elt];
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}
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static const GLubyte size_bits[5] = {
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0,
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VEC_SIZE_1,
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VEC_SIZE_2,
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VEC_SIZE_3,
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VEC_SIZE_4,
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};
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/*
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* Initialize GLvector objects.
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* Input: v - the vector object to initialize.
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* flags - bitwise-OR of VEC_* flags
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* storage - pointer to storage for the vector's data
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*/
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void gl_vector4f_init( GLvector4f *v, GLuint flags, GLfloat (*storage)[4] )
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{
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v->stride = 4 * sizeof(GLfloat);
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v->size = 2; /* may change: 2-4 for vertices and 1-4 for texcoords */
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v->data = storage;
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v->start = (GLfloat *) storage;
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v->count = 0;
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v->flags = size_bits[4] | flags | VEC_GOOD_STRIDE;
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}
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void gl_vector3f_init( GLvector3f *v, GLuint flags, GLfloat (*storage)[3] )
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{
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v->stride = 3 * sizeof(GLfloat);
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v->data = storage;
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v->start = (GLfloat *) storage;
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v->count = 0;
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v->flags = flags | VEC_GOOD_STRIDE;
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}
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void gl_vector1f_init( GLvector1f *v, GLuint flags, GLfloat *storage )
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{
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v->stride = 1*sizeof(GLfloat);
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v->data = storage;
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v->start = (GLfloat *)storage;
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v->count = 0;
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v->flags = flags | VEC_GOOD_STRIDE;
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}
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void gl_vector4ub_init( GLvector4ub *v, GLuint flags, GLubyte (*storage)[4] )
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{
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v->stride = 4 * sizeof(GLubyte);
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v->data = storage;
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v->start = (GLubyte *) storage;
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v->count = 0;
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v->flags = flags | VEC_GOOD_STRIDE;
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}
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void gl_vector1ub_init( GLvector1ub *v, GLuint flags, GLubyte *storage )
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{
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v->stride = 1 * sizeof(GLubyte);
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v->data = storage;
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v->start = (GLubyte *) storage;
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v->count = 0;
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v->flags = flags | VEC_GOOD_STRIDE;
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}
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void gl_vector1ui_init( GLvector1ui *v, GLuint flags, GLuint *storage )
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{
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v->stride = 1 * sizeof(GLuint);
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v->data = storage;
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v->start = (GLuint *) storage;
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v->count = 0;
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v->flags = flags | VEC_GOOD_STRIDE;
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}
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/*
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* Initialize GLvector objects and allocate storage.
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* Input: v - the vector object
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* sz - unused????
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* flags - bitwise-OR of VEC_* flags
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* count - number of elements to allocate in vector
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* alignment - desired memory alignment for the data (in bytes)
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*/
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void gl_vector4f_alloc( GLvector4f *v, GLuint flags, GLuint count,
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GLuint alignment )
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{
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v->stride = 4 * sizeof(GLfloat);
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v->size = 2;
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v->storage = ALIGN_MALLOC( count * 4 * sizeof(GLfloat), alignment );
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v->start = (GLfloat *) v->storage;
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v->data = (GLfloat (*)[4]) v->storage;
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v->count = 0;
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v->flags = size_bits[4] | flags | VEC_MALLOC | VEC_GOOD_STRIDE;
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}
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void gl_vector3f_alloc( GLvector3f *v, GLuint flags, GLuint count,
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GLuint alignment )
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{
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v->stride = 3 * sizeof(GLfloat);
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v->storage = ALIGN_MALLOC( count * 3 * sizeof(GLfloat), alignment );
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v->start = (GLfloat *) v->storage;
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v->data = (GLfloat (*)[3]) v->storage;
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v->count = 0;
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v->flags = flags | VEC_MALLOC | VEC_GOOD_STRIDE;
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}
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void gl_vector1f_alloc( GLvector1f *v, GLuint flags, GLuint count,
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GLuint alignment )
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{
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v->stride = sizeof(GLfloat);
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v->storage = v->start = (GLfloat *)
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ALIGN_MALLOC( count * sizeof(GLfloat), alignment );
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v->data = v->start;
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v->count = 0;
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v->flags = flags | VEC_MALLOC | VEC_GOOD_STRIDE;
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}
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void gl_vector4ub_alloc( GLvector4ub *v, GLuint flags, GLuint count,
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GLuint alignment )
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{
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v->stride = 4 * sizeof(GLubyte);
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v->storage = ALIGN_MALLOC( count * 4 * sizeof(GLubyte), alignment );
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v->start = (GLubyte *) v->storage;
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v->data = (GLubyte (*)[4]) v->storage;
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v->count = 0;
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v->flags = flags | VEC_MALLOC | VEC_GOOD_STRIDE;
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}
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void gl_vector1ub_alloc( GLvector1ub *v, GLuint flags, GLuint count,
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GLuint alignment )
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{
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v->stride = 1 * sizeof(GLubyte);
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v->storage = ALIGN_MALLOC( count * sizeof(GLubyte), alignment );
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v->start = (GLubyte *) v->storage;
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v->data = (GLubyte *) v->storage;
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v->count = 0;
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v->flags = flags | VEC_MALLOC | VEC_GOOD_STRIDE;
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}
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void gl_vector1ui_alloc( GLvector1ui *v, GLuint flags, GLuint count,
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GLuint alignment )
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{
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v->stride = 1 * sizeof(GLuint);
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v->storage = ALIGN_MALLOC( count * sizeof(GLuint), alignment );
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v->start = (GLuint *) v->storage;
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v->data = (GLuint *) v->storage;
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v->count = 0;
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v->flags = flags | VEC_MALLOC | VEC_GOOD_STRIDE;
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}
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/*
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* Vector deallocation. Free whatever memory is pointed to by the
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* vector's storage field if the VEC_MALLOC flag is set.
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* DO NOT free the GLvector object itself, though.
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*/
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void gl_vector4f_free( GLvector4f *v )
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{
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if (v->flags & VEC_MALLOC) {
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ALIGN_FREE( v->storage );
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v->data = NULL;
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v->start = NULL;
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v->storage = NULL;
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v->flags &= ~VEC_MALLOC;
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}
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}
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void gl_vector3f_free( GLvector3f *v )
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{
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if (v->flags & VEC_MALLOC) {
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ALIGN_FREE( v->storage );
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v->data = 0;
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v->start = 0;
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v->storage = 0;
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v->flags &= ~VEC_MALLOC;
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}
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}
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void gl_vector1f_free( GLvector1f *v )
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{
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if (v->flags & VEC_MALLOC) {
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ALIGN_FREE( v->storage );
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v->data = NULL;
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v->start = NULL;
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v->storage = NULL;
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v->flags &= ~VEC_MALLOC;
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}
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}
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void gl_vector4ub_free( GLvector4ub *v )
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{
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if (v->flags & VEC_MALLOC) {
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ALIGN_FREE( v->storage );
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v->data = NULL;
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v->start = NULL;
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v->storage = NULL;
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v->flags &= ~VEC_MALLOC;
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}
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}
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void gl_vector1ub_free( GLvector1ub *v )
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{
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if (v->flags & VEC_MALLOC) {
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ALIGN_FREE( v->storage );
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v->data = NULL;
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v->start = NULL;
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v->storage = NULL;
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v->flags &= ~VEC_MALLOC;
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}
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}
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void gl_vector1ui_free( GLvector1ui *v )
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{
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if (v->flags & VEC_MALLOC) {
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ALIGN_FREE( v->storage );
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v->data = NULL;
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v->start = NULL;
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v->storage = NULL;
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v->flags &= ~VEC_MALLOC;
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}
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}
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/*
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* For debugging
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*/
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void gl_vector4f_print( GLvector4f *v, GLubyte *cullmask, GLboolean culling )
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{
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GLfloat c[4] = { 0, 0, 0, 1 };
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const char *templates[5] = {
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"%d:\t0, 0, 0, 1\n",
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"%d:\t%f, 0, 0, 1\n",
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"%d:\t%f, %f, 0, 1\n",
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"%d:\t%f, %f, %f, 1\n",
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"%d:\t%f, %f, %f, %f\n"
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};
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const char *t = templates[v->size];
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GLfloat *d = (GLfloat *)v->data;
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GLuint j, i = 0, count;
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printf("data-start\n");
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for ( ; d != v->start ; STRIDE_F(d, v->stride), i++)
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printf( t, i, d[0], d[1], d[2], d[3]);
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printf("start-count(%u)\n", v->count);
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count = i + v->count;
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if (culling) {
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for ( ; i < count ; STRIDE_F(d, v->stride), i++)
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if (cullmask[i])
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printf( t, i, d[0], d[1], d[2], d[3]);
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}
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else {
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for ( ; i < count ; STRIDE_F(d, v->stride), i++)
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printf( t, i, d[0], d[1], d[2], d[3]);
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}
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for (j = v->size ; j < 4; j++) {
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if ((v->flags & (1<<j)) == 0) {
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printf("checking col %u is clean as advertised ", j);
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for (i = 0, d = (GLfloat *) v->data ;
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i < count && d[j] == c[j] ;
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i++, STRIDE_F(d, v->stride)) {};
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if (i == count)
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printf(" --> ok\n");
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else
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printf(" --> Failed at %u ******\n", i);
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}
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}
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}
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/*
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* For debugging
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*/
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void gl_vector3f_print( GLvector3f *v, GLubyte *cullmask, GLboolean culling )
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{
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GLfloat *d = (GLfloat *)v->data;
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GLuint i = 0, count;
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printf("data-start\n");
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for ( ; d != v->start ; STRIDE_F(d,v->stride), i++)
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printf( "%u:\t%f, %f, %f\n", i, d[0], d[1], d[2]);
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printf("start-count(%u)\n", v->count);
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count = i + v->count;
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if (culling) {
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for ( ; i < count ; STRIDE_F(d,v->stride), i++)
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if (cullmask[i])
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printf( "%u:\t%f, %f, %f\n", i, d[0], d[1], d[2]);
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}
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else {
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for ( ; i < count ; STRIDE_F(d,v->stride), i++)
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printf( "%u:\t%f, %f, %f\n", i, d[0], d[1], d[2]);
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}
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}
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