1 /* 2 * Mesa 3-D graphics library 3 * Version: 6.1 4 * 5 * Copyright (C) 1999-2004 Brian Paul All Rights Reserved. 6 * 7 * Permission is hereby granted, free of charge, to any person obtaining a 8 * copy of this software and associated documentation files (the "Software"), 9 * to deal in the Software without restriction, including without limitation 10 * the rights to use, copy, modify, merge, publish, distribute, sublicense, 11 * and/or sell copies of the Software, and to permit persons to whom the 12 * Software is furnished to do so, subject to the following conditions: 13 * 14 * The above copyright notice and this permission notice shall be included 15 * in all copies or substantial portions of the Software. 16 * 17 * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS 18 * OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, 19 * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL 20 * BRIAN PAUL BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN 21 * AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN 22 * CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. 23 * 24 * Authors: 25 * Keith Whitwell <keith (at) tungstengraphics.com> 26 */ 27 28 #include "main/glheader.h" 29 #include "main/context.h" 30 #include "main/macros.h" 31 #include "math/m_eval.h" 32 #include "main/dispatch.h" 33 #include "vbo_exec.h" 34 35 36 static void clear_active_eval1( struct vbo_exec_context *exec, GLuint attr ) 37 { 38 assert(attr < Elements(exec->eval.map1)); 39 exec->eval.map1[attr].map = NULL; 40 } 41 42 static void clear_active_eval2( struct vbo_exec_context *exec, GLuint attr ) 43 { 44 assert(attr < Elements(exec->eval.map2)); 45 exec->eval.map2[attr].map = NULL; 46 } 47 48 static void set_active_eval1( struct vbo_exec_context *exec, GLuint attr, GLuint dim, 49 struct gl_1d_map *map ) 50 { 51 assert(attr < Elements(exec->eval.map1)); 52 if (!exec->eval.map1[attr].map) { 53 exec->eval.map1[attr].map = map; 54 exec->eval.map1[attr].sz = dim; 55 } 56 } 57 58 static void set_active_eval2( struct vbo_exec_context *exec, GLuint attr, GLuint dim, 59 struct gl_2d_map *map ) 60 { 61 assert(attr < Elements(exec->eval.map2)); 62 if (!exec->eval.map2[attr].map) { 63 exec->eval.map2[attr].map = map; 64 exec->eval.map2[attr].sz = dim; 65 } 66 } 67 68 void vbo_exec_eval_update( struct vbo_exec_context *exec ) 69 { 70 struct gl_context *ctx = exec->ctx; 71 GLuint attr; 72 73 /* Vertex program maps have priority over conventional attribs */ 74 75 for (attr = 0; attr < VBO_ATTRIB_FIRST_MATERIAL; attr++) { 76 clear_active_eval1( exec, attr ); 77 clear_active_eval2( exec, attr ); 78 } 79 80 if (ctx->Eval.Map1Color4) 81 set_active_eval1( exec, VBO_ATTRIB_COLOR0, 4, &ctx->EvalMap.Map1Color4 ); 82 83 if (ctx->Eval.Map2Color4) 84 set_active_eval2( exec, VBO_ATTRIB_COLOR0, 4, &ctx->EvalMap.Map2Color4 ); 85 86 if (ctx->Eval.Map1TextureCoord4) 87 set_active_eval1( exec, VBO_ATTRIB_TEX0, 4, &ctx->EvalMap.Map1Texture4 ); 88 else if (ctx->Eval.Map1TextureCoord3) 89 set_active_eval1( exec, VBO_ATTRIB_TEX0, 3, &ctx->EvalMap.Map1Texture3 ); 90 else if (ctx->Eval.Map1TextureCoord2) 91 set_active_eval1( exec, VBO_ATTRIB_TEX0, 2, &ctx->EvalMap.Map1Texture2 ); 92 else if (ctx->Eval.Map1TextureCoord1) 93 set_active_eval1( exec, VBO_ATTRIB_TEX0, 1, &ctx->EvalMap.Map1Texture1 ); 94 95 if (ctx->Eval.Map2TextureCoord4) 96 set_active_eval2( exec, VBO_ATTRIB_TEX0, 4, &ctx->EvalMap.Map2Texture4 ); 97 else if (ctx->Eval.Map2TextureCoord3) 98 set_active_eval2( exec, VBO_ATTRIB_TEX0, 3, &ctx->EvalMap.Map2Texture3 ); 99 else if (ctx->Eval.Map2TextureCoord2) 100 set_active_eval2( exec, VBO_ATTRIB_TEX0, 2, &ctx->EvalMap.Map2Texture2 ); 101 else if (ctx->Eval.Map2TextureCoord1) 102 set_active_eval2( exec, VBO_ATTRIB_TEX0, 1, &ctx->EvalMap.Map2Texture1 ); 103 104 if (ctx->Eval.Map1Normal) 105 set_active_eval1( exec, VBO_ATTRIB_NORMAL, 3, &ctx->EvalMap.Map1Normal ); 106 107 if (ctx->Eval.Map2Normal) 108 set_active_eval2( exec, VBO_ATTRIB_NORMAL, 3, &ctx->EvalMap.Map2Normal ); 109 110 if (ctx->Eval.Map1Vertex4) 111 set_active_eval1( exec, VBO_ATTRIB_POS, 4, &ctx->EvalMap.Map1Vertex4 ); 112 else if (ctx->Eval.Map1Vertex3) 113 set_active_eval1( exec, VBO_ATTRIB_POS, 3, &ctx->EvalMap.Map1Vertex3 ); 114 115 if (ctx->Eval.Map2Vertex4) 116 set_active_eval2( exec, VBO_ATTRIB_POS, 4, &ctx->EvalMap.Map2Vertex4 ); 117 else if (ctx->Eval.Map2Vertex3) 118 set_active_eval2( exec, VBO_ATTRIB_POS, 3, &ctx->EvalMap.Map2Vertex3 ); 119 120 /* _NEW_PROGRAM */ 121 if (ctx->VertexProgram._Enabled) { 122 /* These are the 16 evaluators which GL_NV_vertex_program defines. 123 * They alias and override the conventional vertex attributs. 124 */ 125 for (attr = 0; attr < 16; attr++) { 126 /* _NEW_EVAL */ 127 assert(attr < Elements(ctx->Eval.Map1Attrib)); 128 if (ctx->Eval.Map1Attrib[attr]) 129 set_active_eval1( exec, attr, 4, &ctx->EvalMap.Map1Attrib[attr] ); 130 131 assert(attr < Elements(ctx->Eval.Map2Attrib)); 132 if (ctx->Eval.Map2Attrib[attr]) 133 set_active_eval2( exec, attr, 4, &ctx->EvalMap.Map2Attrib[attr] ); 134 } 135 } 136 137 exec->eval.recalculate_maps = 0; 138 } 139 140 141 142 void vbo_exec_do_EvalCoord1f(struct vbo_exec_context *exec, GLfloat u) 143 { 144 GLuint attr; 145 146 for (attr = 1; attr <= VBO_ATTRIB_TEX7; attr++) { 147 struct gl_1d_map *map = exec->eval.map1[attr].map; 148 if (map) { 149 GLfloat uu = (u - map->u1) * map->du; 150 GLfloat data[4]; 151 152 ASSIGN_4V(data, 0, 0, 0, 1); 153 154 _math_horner_bezier_curve(map->Points, data, uu, 155 exec->eval.map1[attr].sz, 156 map->Order); 157 158 COPY_SZ_4V( exec->vtx.attrptr[attr], 159 exec->vtx.attrsz[attr], 160 data ); 161 } 162 } 163 164 /** Vertex -- EvalCoord1f is a noop if this map not enabled: 165 **/ 166 if (exec->eval.map1[0].map) { 167 struct gl_1d_map *map = exec->eval.map1[0].map; 168 GLfloat uu = (u - map->u1) * map->du; 169 GLfloat vertex[4]; 170 171 ASSIGN_4V(vertex, 0, 0, 0, 1); 172 173 _math_horner_bezier_curve(map->Points, vertex, uu, 174 exec->eval.map1[0].sz, 175 map->Order); 176 177 if (exec->eval.map1[0].sz == 4) 178 CALL_Vertex4fv(GET_DISPATCH(), ( vertex )); 179 else 180 CALL_Vertex3fv(GET_DISPATCH(), ( vertex )); 181 } 182 } 183 184 185 186 void vbo_exec_do_EvalCoord2f( struct vbo_exec_context *exec, 187 GLfloat u, GLfloat v ) 188 { 189 GLuint attr; 190 191 for (attr = 1; attr <= VBO_ATTRIB_TEX7; attr++) { 192 struct gl_2d_map *map = exec->eval.map2[attr].map; 193 if (map) { 194 GLfloat uu = (u - map->u1) * map->du; 195 GLfloat vv = (v - map->v1) * map->dv; 196 GLfloat data[4]; 197 198 ASSIGN_4V(data, 0, 0, 0, 1); 199 200 _math_horner_bezier_surf(map->Points, 201 data, 202 uu, vv, 203 exec->eval.map2[attr].sz, 204 map->Uorder, map->Vorder); 205 206 COPY_SZ_4V( exec->vtx.attrptr[attr], 207 exec->vtx.attrsz[attr], 208 data ); 209 } 210 } 211 212 /** Vertex -- EvalCoord2f is a noop if this map not enabled: 213 **/ 214 if (exec->eval.map2[0].map) { 215 struct gl_2d_map *map = exec->eval.map2[0].map; 216 GLfloat uu = (u - map->u1) * map->du; 217 GLfloat vv = (v - map->v1) * map->dv; 218 GLfloat vertex[4]; 219 220 ASSIGN_4V(vertex, 0, 0, 0, 1); 221 222 if (exec->ctx->Eval.AutoNormal) { 223 GLfloat normal[4]; 224 GLfloat du[4], dv[4]; 225 226 _math_de_casteljau_surf(map->Points, vertex, du, dv, uu, vv, 227 exec->eval.map2[0].sz, 228 map->Uorder, map->Vorder); 229 230 if (exec->eval.map2[0].sz == 4) { 231 du[0] = du[0]*vertex[3] - du[3]*vertex[0]; 232 du[1] = du[1]*vertex[3] - du[3]*vertex[1]; 233 du[2] = du[2]*vertex[3] - du[3]*vertex[2]; 234 235 dv[0] = dv[0]*vertex[3] - dv[3]*vertex[0]; 236 dv[1] = dv[1]*vertex[3] - dv[3]*vertex[1]; 237 dv[2] = dv[2]*vertex[3] - dv[3]*vertex[2]; 238 } 239 240 241 CROSS3(normal, du, dv); 242 NORMALIZE_3FV(normal); 243 normal[3] = 1.0; 244 245 COPY_SZ_4V( exec->vtx.attrptr[VBO_ATTRIB_NORMAL], 246 exec->vtx.attrsz[VBO_ATTRIB_NORMAL], 247 normal ); 248 249 } 250 else { 251 _math_horner_bezier_surf(map->Points, vertex, uu, vv, 252 exec->eval.map2[0].sz, 253 map->Uorder, map->Vorder); 254 } 255 256 if (exec->vtx.attrsz[0] == 4) 257 CALL_Vertex4fv(GET_DISPATCH(), ( vertex )); 258 else 259 CALL_Vertex3fv(GET_DISPATCH(), ( vertex )); 260 } 261 } 262 263 264