1357 lines
41 KiB
C
1357 lines
41 KiB
C
/* $Id: eval.c,v 1.19 2001/03/12 00:48:37 gareth 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) 1999-2001 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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* eval.c was written by
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* Bernd Barsuhn (bdbarsuh@cip.informatik.uni-erlangen.de) and
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* Volker Weiss (vrweiss@cip.informatik.uni-erlangen.de).
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*
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* My original implementation of evaluators was simplistic and didn't
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* compute surface normal vectors properly. Bernd and Volker applied
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* used more sophisticated methods to get better results.
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*
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* Thanks guys!
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*/
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#ifdef PC_HEADER
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#include "all.h"
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#else
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#include "glheader.h"
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#include "colormac.h"
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#include "context.h"
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#include "eval.h"
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#include "macros.h"
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#include "mem.h"
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#include "mmath.h"
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#include "mtypes.h"
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#endif
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/*
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* Return the number of components per control point for any type of
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* evaluator. Return 0 if bad target.
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* See table 5.1 in the OpenGL 1.2 spec.
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*/
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GLuint _mesa_evaluator_components( GLenum target )
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{
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switch (target) {
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case GL_MAP1_VERTEX_3: return 3;
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case GL_MAP1_VERTEX_4: return 4;
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case GL_MAP1_INDEX: return 1;
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case GL_MAP1_COLOR_4: return 4;
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case GL_MAP1_NORMAL: return 3;
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case GL_MAP1_TEXTURE_COORD_1: return 1;
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case GL_MAP1_TEXTURE_COORD_2: return 2;
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case GL_MAP1_TEXTURE_COORD_3: return 3;
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case GL_MAP1_TEXTURE_COORD_4: return 4;
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case GL_MAP2_VERTEX_3: return 3;
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case GL_MAP2_VERTEX_4: return 4;
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case GL_MAP2_INDEX: return 1;
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case GL_MAP2_COLOR_4: return 4;
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case GL_MAP2_NORMAL: return 3;
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case GL_MAP2_TEXTURE_COORD_1: return 1;
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case GL_MAP2_TEXTURE_COORD_2: return 2;
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case GL_MAP2_TEXTURE_COORD_3: return 3;
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case GL_MAP2_TEXTURE_COORD_4: return 4;
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default: return 0;
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}
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}
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/**********************************************************************/
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/*** Copy and deallocate control points ***/
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/**********************************************************************/
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/*
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* Copy 1-parametric evaluator control points from user-specified
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* memory space to a buffer of contiguous control points.
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* Input: see glMap1f for details
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* Return: pointer to buffer of contiguous control points or NULL if out
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* of memory.
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*/
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GLfloat *_mesa_copy_map_points1f( GLenum target, GLint ustride, GLint uorder,
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const GLfloat *points )
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{
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GLfloat *buffer, *p;
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GLint i, k, size = _mesa_evaluator_components(target);
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if (!points || size==0) {
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return NULL;
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}
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buffer = (GLfloat *) MALLOC(uorder * size * sizeof(GLfloat));
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if(buffer)
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for(i=0, p=buffer; i<uorder; i++, points+=ustride)
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for(k=0; k<size; k++)
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*p++ = points[k];
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return buffer;
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}
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/*
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* Same as above but convert doubles to floats.
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*/
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GLfloat *_mesa_copy_map_points1d( GLenum target, GLint ustride, GLint uorder,
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const GLdouble *points )
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{
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GLfloat *buffer, *p;
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GLint i, k, size = _mesa_evaluator_components(target);
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if (!points || size==0) {
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return NULL;
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}
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buffer = (GLfloat *) MALLOC(uorder * size * sizeof(GLfloat));
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if(buffer)
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for(i=0, p=buffer; i<uorder; i++, points+=ustride)
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for(k=0; k<size; k++)
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*p++ = (GLfloat) points[k];
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return buffer;
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}
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/*
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* Copy 2-parametric evaluator control points from user-specified
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* memory space to a buffer of contiguous control points.
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* Additional memory is allocated to be used by the horner and
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* de Casteljau evaluation schemes.
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*
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* Input: see glMap2f for details
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* Return: pointer to buffer of contiguous control points or NULL if out
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* of memory.
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*/
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GLfloat *_mesa_copy_map_points2f( GLenum target,
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GLint ustride, GLint uorder,
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GLint vstride, GLint vorder,
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const GLfloat *points )
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{
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GLfloat *buffer, *p;
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GLint i, j, k, size, dsize, hsize;
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GLint uinc;
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size = _mesa_evaluator_components(target);
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if (!points || size==0) {
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return NULL;
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}
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/* max(uorder, vorder) additional points are used in */
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/* horner evaluation and uorder*vorder additional */
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/* values are needed for de Casteljau */
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dsize = (uorder == 2 && vorder == 2)? 0 : uorder*vorder;
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hsize = (uorder > vorder ? uorder : vorder)*size;
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if(hsize>dsize)
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buffer = (GLfloat *) MALLOC((uorder*vorder*size+hsize)*sizeof(GLfloat));
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else
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buffer = (GLfloat *) MALLOC((uorder*vorder*size+dsize)*sizeof(GLfloat));
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/* compute the increment value for the u-loop */
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uinc = ustride - vorder*vstride;
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if (buffer)
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for (i=0, p=buffer; i<uorder; i++, points += uinc)
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for (j=0; j<vorder; j++, points += vstride)
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for (k=0; k<size; k++)
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*p++ = points[k];
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return buffer;
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}
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/*
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* Same as above but convert doubles to floats.
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*/
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GLfloat *_mesa_copy_map_points2d(GLenum target,
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GLint ustride, GLint uorder,
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GLint vstride, GLint vorder,
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const GLdouble *points )
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{
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GLfloat *buffer, *p;
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GLint i, j, k, size, hsize, dsize;
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GLint uinc;
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size = _mesa_evaluator_components(target);
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if (!points || size==0) {
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return NULL;
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}
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/* max(uorder, vorder) additional points are used in */
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/* horner evaluation and uorder*vorder additional */
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/* values are needed for de Casteljau */
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dsize = (uorder == 2 && vorder == 2)? 0 : uorder*vorder;
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hsize = (uorder > vorder ? uorder : vorder)*size;
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if(hsize>dsize)
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buffer = (GLfloat *) MALLOC((uorder*vorder*size+hsize)*sizeof(GLfloat));
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else
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buffer = (GLfloat *) MALLOC((uorder*vorder*size+dsize)*sizeof(GLfloat));
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/* compute the increment value for the u-loop */
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uinc = ustride - vorder*vstride;
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if (buffer)
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for (i=0, p=buffer; i<uorder; i++, points += uinc)
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for (j=0; j<vorder; j++, points += vstride)
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for (k=0; k<size; k++)
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*p++ = (GLfloat) points[k];
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return buffer;
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}
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/**********************************************************************/
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/*** API entry points ***/
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/**********************************************************************/
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/*
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* This does the work of glMap1[fd].
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*/
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static void
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map1(GLenum target, GLfloat u1, GLfloat u2, GLint ustride,
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GLint uorder, const GLvoid *points, GLenum type )
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{
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GET_CURRENT_CONTEXT(ctx);
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GLint k;
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GLfloat *pnts;
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struct gl_1d_map *map = 0;
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ASSERT_OUTSIDE_BEGIN_END(ctx);
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assert(type == GL_FLOAT || type == GL_DOUBLE);
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if (u1 == u2) {
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_mesa_error( ctx, GL_INVALID_VALUE, "glMap1(u1,u2)" );
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return;
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}
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if (uorder < 1 || uorder > MAX_EVAL_ORDER) {
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_mesa_error( ctx, GL_INVALID_VALUE, "glMap1(order)" );
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return;
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}
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if (!points) {
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_mesa_error( ctx, GL_INVALID_VALUE, "glMap1(points)" );
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return;
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}
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k = _mesa_evaluator_components( target );
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if (k == 0) {
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_mesa_error( ctx, GL_INVALID_ENUM, "glMap1(target)" );
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}
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if (ustride < k) {
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_mesa_error( ctx, GL_INVALID_VALUE, "glMap1(stride)" );
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return;
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}
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switch (target) {
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case GL_MAP1_VERTEX_3:
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map = &ctx->EvalMap.Map1Vertex3;
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break;
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case GL_MAP1_VERTEX_4:
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map = &ctx->EvalMap.Map1Vertex4;
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break;
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case GL_MAP1_INDEX:
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map = &ctx->EvalMap.Map1Index;
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break;
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case GL_MAP1_COLOR_4:
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map = &ctx->EvalMap.Map1Color4;
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break;
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case GL_MAP1_NORMAL:
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map = &ctx->EvalMap.Map1Normal;
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break;
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case GL_MAP1_TEXTURE_COORD_1:
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map = &ctx->EvalMap.Map1Texture1;
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break;
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case GL_MAP1_TEXTURE_COORD_2:
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map = &ctx->EvalMap.Map1Texture2;
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break;
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case GL_MAP1_TEXTURE_COORD_3:
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map = &ctx->EvalMap.Map1Texture3;
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break;
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case GL_MAP1_TEXTURE_COORD_4:
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map = &ctx->EvalMap.Map1Texture4;
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break;
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default:
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_mesa_error( ctx, GL_INVALID_ENUM, "glMap1(target)" );
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return;
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}
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/* make copy of the control points */
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if (type == GL_FLOAT)
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pnts = _mesa_copy_map_points1f(target, ustride, uorder, (GLfloat*) points);
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else
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pnts = _mesa_copy_map_points1d(target, ustride, uorder, (GLdouble*) points);
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FLUSH_VERTICES(ctx, _NEW_EVAL);
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map->Order = uorder;
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map->u1 = u1;
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map->u2 = u2;
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map->du = 1.0 / (u2 - u1);
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if (map->Points)
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FREE( map->Points );
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map->Points = pnts;
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}
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void
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_mesa_Map1f( GLenum target, GLfloat u1, GLfloat u2, GLint stride,
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GLint order, const GLfloat *points )
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{
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map1(target, u1, u2, stride, order, points, GL_FLOAT);
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}
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void
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_mesa_Map1d( GLenum target, GLdouble u1, GLdouble u2, GLint stride,
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GLint order, const GLdouble *points )
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{
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map1(target, u1, u2, stride, order, points, GL_DOUBLE);
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}
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static void
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map2( GLenum target, GLfloat u1, GLfloat u2, GLint ustride, GLint uorder,
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GLfloat v1, GLfloat v2, GLint vstride, GLint vorder,
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const GLvoid *points, GLenum type )
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{
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GET_CURRENT_CONTEXT(ctx);
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GLint k;
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GLfloat *pnts;
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struct gl_2d_map *map = 0;
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ASSERT_OUTSIDE_BEGIN_END(ctx);
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if (u1==u2) {
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_mesa_error( ctx, GL_INVALID_VALUE, "glMap2(u1,u2)" );
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return;
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}
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if (v1==v2) {
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_mesa_error( ctx, GL_INVALID_VALUE, "glMap2(v1,v2)" );
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return;
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}
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if (uorder<1 || uorder>MAX_EVAL_ORDER) {
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_mesa_error( ctx, GL_INVALID_VALUE, "glMap2(uorder)" );
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return;
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}
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if (vorder<1 || vorder>MAX_EVAL_ORDER) {
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_mesa_error( ctx, GL_INVALID_VALUE, "glMap2(vorder)" );
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return;
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}
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k = _mesa_evaluator_components( target );
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if (k==0) {
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_mesa_error( ctx, GL_INVALID_ENUM, "glMap2(target)" );
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}
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if (ustride < k) {
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_mesa_error( ctx, GL_INVALID_VALUE, "glMap2(ustride)" );
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return;
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}
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if (vstride < k) {
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_mesa_error( ctx, GL_INVALID_VALUE, "glMap2(vstride)" );
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return;
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}
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switch (target) {
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case GL_MAP2_VERTEX_3:
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map = &ctx->EvalMap.Map2Vertex3;
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break;
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case GL_MAP2_VERTEX_4:
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map = &ctx->EvalMap.Map2Vertex4;
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break;
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case GL_MAP2_INDEX:
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map = &ctx->EvalMap.Map2Index;
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break;
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case GL_MAP2_COLOR_4:
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map = &ctx->EvalMap.Map2Color4;
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break;
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case GL_MAP2_NORMAL:
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map = &ctx->EvalMap.Map2Normal;
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break;
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case GL_MAP2_TEXTURE_COORD_1:
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map = &ctx->EvalMap.Map2Texture1;
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break;
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case GL_MAP2_TEXTURE_COORD_2:
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map = &ctx->EvalMap.Map2Texture2;
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break;
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case GL_MAP2_TEXTURE_COORD_3:
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map = &ctx->EvalMap.Map2Texture3;
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break;
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case GL_MAP2_TEXTURE_COORD_4:
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map = &ctx->EvalMap.Map2Texture4;
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break;
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default:
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_mesa_error( ctx, GL_INVALID_ENUM, "glMap2(target)" );
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return;
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}
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/* make copy of the control points */
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if (type == GL_FLOAT)
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pnts = _mesa_copy_map_points2f(target, ustride, uorder,
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vstride, vorder, (GLfloat*) points);
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else
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pnts = _mesa_copy_map_points2d(target, ustride, uorder,
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vstride, vorder, (GLdouble*) points);
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FLUSH_VERTICES(ctx, _NEW_EVAL);
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map->Uorder = uorder;
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map->u1 = u1;
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map->u2 = u2;
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map->du = 1.0 / (u2 - u1);
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map->Vorder = vorder;
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map->v1 = v1;
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map->v2 = v2;
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map->dv = 1.0 / (v2 - v1);
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if (map->Points)
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FREE( map->Points );
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map->Points = pnts;
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}
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void
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_mesa_Map2f( GLenum target,
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GLfloat u1, GLfloat u2, GLint ustride, GLint uorder,
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GLfloat v1, GLfloat v2, GLint vstride, GLint vorder,
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const GLfloat *points)
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{
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map2(target, u1, u2, ustride, uorder, v1, v2, vstride, vorder,
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points, GL_FLOAT);
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}
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void
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_mesa_Map2d( GLenum target,
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GLdouble u1, GLdouble u2, GLint ustride, GLint uorder,
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GLdouble v1, GLdouble v2, GLint vstride, GLint vorder,
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const GLdouble *points )
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{
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map2(target, u1, u2, ustride, uorder, v1, v2, vstride, vorder,
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points, GL_DOUBLE);
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}
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void
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_mesa_GetMapdv( GLenum target, GLenum query, GLdouble *v )
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{
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GET_CURRENT_CONTEXT(ctx);
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GLint i, n;
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GLfloat *data;
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ASSERT_OUTSIDE_BEGIN_END(ctx);
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switch (query) {
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case GL_COEFF:
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switch (target) {
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case GL_MAP1_COLOR_4:
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data = ctx->EvalMap.Map1Color4.Points;
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n = ctx->EvalMap.Map1Color4.Order * 4;
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break;
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case GL_MAP1_INDEX:
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data = ctx->EvalMap.Map1Index.Points;
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n = ctx->EvalMap.Map1Index.Order;
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break;
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case GL_MAP1_NORMAL:
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data = ctx->EvalMap.Map1Normal.Points;
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n = ctx->EvalMap.Map1Normal.Order * 3;
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break;
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case GL_MAP1_TEXTURE_COORD_1:
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data = ctx->EvalMap.Map1Texture1.Points;
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n = ctx->EvalMap.Map1Texture1.Order * 1;
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break;
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case GL_MAP1_TEXTURE_COORD_2:
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data = ctx->EvalMap.Map1Texture2.Points;
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n = ctx->EvalMap.Map1Texture2.Order * 2;
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break;
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case GL_MAP1_TEXTURE_COORD_3:
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data = ctx->EvalMap.Map1Texture3.Points;
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n = ctx->EvalMap.Map1Texture3.Order * 3;
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break;
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case GL_MAP1_TEXTURE_COORD_4:
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data = ctx->EvalMap.Map1Texture4.Points;
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n = ctx->EvalMap.Map1Texture4.Order * 4;
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break;
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case GL_MAP1_VERTEX_3:
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|
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:
|
|
_mesa_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:
|
|
_mesa_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:
|
|
_mesa_error( ctx, GL_INVALID_ENUM, "glGetMapdv(target)" );
|
|
}
|
|
break;
|
|
default:
|
|
_mesa_error( ctx, GL_INVALID_ENUM, "glGetMapdv(query)" );
|
|
}
|
|
}
|
|
|
|
|
|
void
|
|
_mesa_GetMapfv( GLenum target, GLenum query, GLfloat *v )
|
|
{
|
|
GET_CURRENT_CONTEXT(ctx);
|
|
GLint i, n;
|
|
GLfloat *data;
|
|
ASSERT_OUTSIDE_BEGIN_END(ctx);
|
|
|
|
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:
|
|
_mesa_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:
|
|
_mesa_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:
|
|
_mesa_error( ctx, GL_INVALID_ENUM, "glGetMapfv(target)" );
|
|
}
|
|
break;
|
|
default:
|
|
_mesa_error( ctx, GL_INVALID_ENUM, "glGetMapfv(query)" );
|
|
}
|
|
}
|
|
|
|
|
|
void
|
|
_mesa_GetMapiv( GLenum target, GLenum query, GLint *v )
|
|
{
|
|
GET_CURRENT_CONTEXT(ctx);
|
|
GLuint i, n;
|
|
GLfloat *data;
|
|
ASSERT_OUTSIDE_BEGIN_END(ctx);
|
|
|
|
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:
|
|
_mesa_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:
|
|
_mesa_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:
|
|
_mesa_error( ctx, GL_INVALID_ENUM, "glGetMapiv(target)" );
|
|
}
|
|
break;
|
|
default:
|
|
_mesa_error( ctx, GL_INVALID_ENUM, "glGetMapiv(query)" );
|
|
}
|
|
}
|
|
|
|
|
|
|
|
void
|
|
_mesa_MapGrid1f( GLint un, GLfloat u1, GLfloat u2 )
|
|
{
|
|
GET_CURRENT_CONTEXT(ctx);
|
|
ASSERT_OUTSIDE_BEGIN_END(ctx);
|
|
|
|
if (un<1) {
|
|
_mesa_error( ctx, GL_INVALID_VALUE, "glMapGrid1f" );
|
|
return;
|
|
}
|
|
FLUSH_VERTICES(ctx, _NEW_EVAL);
|
|
ctx->Eval.MapGrid1un = un;
|
|
ctx->Eval.MapGrid1u1 = u1;
|
|
ctx->Eval.MapGrid1u2 = u2;
|
|
ctx->Eval.MapGrid1du = (u2 - u1) / (GLfloat) un;
|
|
}
|
|
|
|
|
|
void
|
|
_mesa_MapGrid1d( GLint un, GLdouble u1, GLdouble u2 )
|
|
{
|
|
_mesa_MapGrid1f( un, u1, u2 );
|
|
}
|
|
|
|
|
|
void
|
|
_mesa_MapGrid2f( GLint un, GLfloat u1, GLfloat u2,
|
|
GLint vn, GLfloat v1, GLfloat v2 )
|
|
{
|
|
GET_CURRENT_CONTEXT(ctx);
|
|
ASSERT_OUTSIDE_BEGIN_END(ctx);
|
|
|
|
if (un<1) {
|
|
_mesa_error( ctx, GL_INVALID_VALUE, "glMapGrid2f(un)" );
|
|
return;
|
|
}
|
|
if (vn<1) {
|
|
_mesa_error( ctx, GL_INVALID_VALUE, "glMapGrid2f(vn)" );
|
|
return;
|
|
}
|
|
|
|
FLUSH_VERTICES(ctx, _NEW_EVAL);
|
|
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
|
|
_mesa_MapGrid2d( GLint un, GLdouble u1, GLdouble u2,
|
|
GLint vn, GLdouble v1, GLdouble v2 )
|
|
{
|
|
_mesa_MapGrid2f( un, u1, u2, vn, v1, v2 );
|
|
}
|