231 lines
6.5 KiB
C
231 lines
6.5 KiB
C
/*
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* Mesa 3-D graphics library
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* Version: 5.1
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*
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* Copyright (C) 1999-2003 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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* Matrix/vertex/vector transformation stuff
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*
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*
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* NOTES:
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* 1. 4x4 transformation matrices are stored in memory in column major order.
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* 2. Points/vertices are to be thought of as column vectors.
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* 3. Transformation of a point p by a matrix M is: p' = M * p
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*/
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#include "main/glheader.h"
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#include "main/macros.h"
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#include "m_eval.h"
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#include "m_matrix.h"
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#include "m_translate.h"
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#include "m_xform.h"
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#include "mathmod.h"
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#ifdef DEBUG_MATH
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#include "m_debug.h"
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#endif
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#ifdef USE_X86_ASM
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#include "x86/common_x86_asm.h"
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#endif
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#ifdef USE_X86_64_ASM
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#include "x86-64/x86-64.h"
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#endif
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#ifdef USE_SPARC_ASM
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#include "sparc/sparc.h"
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#endif
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#ifdef USE_PPC_ASM
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#include "ppc/common_ppc_features.h"
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#endif
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clip_func _mesa_clip_tab[5];
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clip_func _mesa_clip_np_tab[5];
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dotprod_func _mesa_dotprod_tab[5];
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vec_copy_func _mesa_copy_tab[0x10];
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normal_func _mesa_normal_tab[0xf];
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transform_func *_mesa_transform_tab[5];
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/* Raw data format used for:
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* - Object-to-eye transform prior to culling, although this too
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* could be culled under some circumstances.
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* - Eye-to-clip transform (via the function above).
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* - Cliptesting
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* - And everything else too, if culling happens to be disabled.
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*
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* GH: It's used for everything now, as clipping/culling is done
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* elsewhere (most often by the driver itself).
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*/
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#define TAG(x) x
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#define TAG2(x,y) x##y
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#define STRIDE_LOOP for ( i = 0 ; i < count ; i++, STRIDE_F(from, stride) )
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#define LOOP for ( i = 0 ; i < n ; i++ )
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#define ARGS
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#include "m_xform_tmp.h"
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#include "m_clip_tmp.h"
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#include "m_norm_tmp.h"
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#include "m_dotprod_tmp.h"
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#include "m_copy_tmp.h"
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#undef TAG
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#undef TAG2
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#undef LOOP
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#undef ARGS
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GLvector4f *_mesa_project_points( GLvector4f *proj_vec,
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const GLvector4f *clip_vec )
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{
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const GLuint stride = clip_vec->stride;
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const GLfloat *from = (GLfloat *)clip_vec->start;
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const GLuint count = clip_vec->count;
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GLfloat (*vProj)[4] = (GLfloat (*)[4])proj_vec->start;
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GLuint i;
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for (i = 0 ; i < count ; i++, STRIDE_F(from, stride))
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{
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GLfloat oow = 1.0F / from[3];
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vProj[i][3] = oow;
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vProj[i][0] = from[0] * oow;
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vProj[i][1] = from[1] * oow;
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vProj[i][2] = from[2] * oow;
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}
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proj_vec->flags |= VEC_SIZE_4;
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proj_vec->size = 3;
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proj_vec->count = clip_vec->count;
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return proj_vec;
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}
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/*
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* Transform a 4-element row vector (1x4 matrix) by a 4x4 matrix. This
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* function is used for transforming clipping plane equations and spotlight
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* directions.
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* Mathematically, u = v * m.
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* Input: v - input vector
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* m - transformation matrix
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* Output: u - transformed vector
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*/
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void _mesa_transform_vector( GLfloat u[4], const GLfloat v[4], const GLfloat m[16] )
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{
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GLfloat v0=v[0], v1=v[1], v2=v[2], v3=v[3];
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#define M(row,col) m[row + col*4]
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u[0] = v0 * M(0,0) + v1 * M(1,0) + v2 * M(2,0) + v3 * M(3,0);
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u[1] = v0 * M(0,1) + v1 * M(1,1) + v2 * M(2,1) + v3 * M(3,1);
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u[2] = v0 * M(0,2) + v1 * M(1,2) + v2 * M(2,2) + v3 * M(3,2);
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u[3] = v0 * M(0,3) + v1 * M(1,3) + v2 * M(2,3) + v3 * M(3,3);
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#undef M
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}
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/* Useful for one-off point transformations, as in clipping.
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* Note that because the matrix isn't analysed we do too many
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* multiplies, and that the result is always 4-clean.
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*/
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void _mesa_transform_point_sz( GLfloat Q[4], const GLfloat M[16],
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const GLfloat P[4], GLuint sz )
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{
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if (Q == P)
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return;
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if (sz == 4)
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{
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Q[0] = M[0] * P[0] + M[4] * P[1] + M[8] * P[2] + M[12] * P[3];
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Q[1] = M[1] * P[0] + M[5] * P[1] + M[9] * P[2] + M[13] * P[3];
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Q[2] = M[2] * P[0] + M[6] * P[1] + M[10] * P[2] + M[14] * P[3];
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Q[3] = M[3] * P[0] + M[7] * P[1] + M[11] * P[2] + M[15] * P[3];
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}
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else if (sz == 3)
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{
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Q[0] = M[0] * P[0] + M[4] * P[1] + M[8] * P[2] + M[12];
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Q[1] = M[1] * P[0] + M[5] * P[1] + M[9] * P[2] + M[13];
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Q[2] = M[2] * P[0] + M[6] * P[1] + M[10] * P[2] + M[14];
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Q[3] = M[3] * P[0] + M[7] * P[1] + M[11] * P[2] + M[15];
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}
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else if (sz == 2)
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{
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Q[0] = M[0] * P[0] + M[4] * P[1] + M[12];
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Q[1] = M[1] * P[0] + M[5] * P[1] + M[13];
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Q[2] = M[2] * P[0] + M[6] * P[1] + M[14];
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Q[3] = M[3] * P[0] + M[7] * P[1] + M[15];
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}
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else if (sz == 1)
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{
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Q[0] = M[0] * P[0] + M[12];
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Q[1] = M[1] * P[0] + M[13];
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Q[2] = M[2] * P[0] + M[14];
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Q[3] = M[3] * P[0] + M[15];
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}
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}
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/*
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* This is called only once. It initializes several tables with pointers
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* to optimized transformation functions. This is where we can test for
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* AMD 3Dnow! capability, Intel SSE, etc. and hook in the right code.
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*/
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void
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_math_init_transformation( void )
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{
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init_c_transformations();
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init_c_norm_transform();
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init_c_cliptest();
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init_copy0();
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init_dotprod();
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#ifdef DEBUG_MATH
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_math_test_all_transform_functions( "default" );
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_math_test_all_normal_transform_functions( "default" );
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_math_test_all_cliptest_functions( "default" );
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#endif
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#ifdef USE_X86_ASM
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_mesa_init_all_x86_transform_asm();
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#elif defined( USE_SPARC_ASM )
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_mesa_init_all_sparc_transform_asm();
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#elif defined( USE_PPC_ASM )
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_mesa_init_all_ppc_transform_asm();
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#elif defined( USE_X86_64_ASM )
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_mesa_init_all_x86_64_transform_asm();
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#endif
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}
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void
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_math_init( void )
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{
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_math_init_transformation();
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_math_init_translate();
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_math_init_eval();
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}
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