0,0 → 1,810 |
|
/* |
* Mesa 3-D graphics library |
* |
* Copyright (C) 1999-2001 Brian Paul All Rights Reserved. |
* |
* Permission is hereby granted, free of charge, to any person obtaining a |
* copy of this software and associated documentation files (the "Software"), |
* to deal in the Software without restriction, including without limitation |
* the rights to use, copy, modify, merge, publish, distribute, sublicense, |
* and/or sell copies of the Software, and to permit persons to whom the |
* Software is furnished to do so, subject to the following conditions: |
* |
* The above copyright notice and this permission notice shall be included |
* in all copies or substantial portions of the Software. |
* |
* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS |
* OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, |
* FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL |
* THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR |
* OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, |
* ARISING FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR |
* OTHER DEALINGS IN THE SOFTWARE. |
*/ |
|
/* |
* New (3.1) transformation code written by Keith Whitwell. |
*/ |
|
|
/*---------------------------------------------------------------------- |
* Begin Keith's new code |
* |
*---------------------------------------------------------------------- |
*/ |
|
/* KW: Fixed stride, now measured in bytes as is the OpenGL array stride. |
*/ |
|
/* KW: These are now parameterized to produce two versions, one |
* which transforms all incoming points, and a second which |
* takes notice of a cullmask array, and only transforms |
* unculled vertices. |
*/ |
|
/* KW: 1-vectors can sneak into the texture pipeline via the array |
* interface. These functions are here because I want consistant |
* treatment of the vertex sizes and a lazy strategy for |
* cleaning unused parts of the vector, and so as not to exclude |
* them from the vertex array interface. |
* |
* Under our current analysis of matrices, there is no way that |
* the product of a matrix and a 1-vector can remain a 1-vector, |
* with the exception of the identity transform. |
*/ |
|
/* KW: No longer zero-pad outgoing vectors. Now that external |
* vectors can get into the pipeline we cannot ever assume |
* that there is more to a vector than indicated by its |
* size. |
*/ |
|
/* KW: Now uses clipmask and a flag to allow us to skip both/either |
* cliped and/or culled vertices. |
*/ |
|
/* GH: Not any more -- it's easier (and faster) to just process the |
* entire vector. Clipping and culling are handled further down |
* the pipe, most often during or after the conversion to some |
* driver-specific vertex format. |
*/ |
|
static void |
TAG(transform_points1_general)( GLvector4f *to_vec, |
const GLfloat m[16], |
const GLvector4f *from_vec ) |
{ |
const GLuint stride = from_vec->stride; |
GLfloat *from = from_vec->start; |
GLfloat (*to)[4] = (GLfloat (*)[4])to_vec->start; |
GLuint count = from_vec->count; |
const GLfloat m0 = m[0], m12 = m[12]; |
const GLfloat m1 = m[1], m13 = m[13]; |
const GLfloat m2 = m[2], m14 = m[14]; |
const GLfloat m3 = m[3], m15 = m[15]; |
GLuint i; |
STRIDE_LOOP { |
const GLfloat ox = from[0]; |
to[i][0] = m0 * ox + m12; |
to[i][1] = m1 * ox + m13; |
to[i][2] = m2 * ox + m14; |
to[i][3] = m3 * ox + m15; |
} |
to_vec->size = 4; |
to_vec->flags |= VEC_SIZE_4; |
to_vec->count = from_vec->count; |
} |
|
static void |
TAG(transform_points1_identity)( GLvector4f *to_vec, |
const GLfloat m[16], |
const GLvector4f *from_vec ) |
{ |
const GLuint stride = from_vec->stride; |
GLfloat *from = from_vec->start; |
GLuint count = from_vec->count; |
GLfloat (*to)[4] = (GLfloat (*)[4])to_vec->start; |
GLuint i; |
(void) m; |
if (to_vec == from_vec) return; |
STRIDE_LOOP { |
to[i][0] = from[0]; |
} |
to_vec->size = 1; |
to_vec->flags |= VEC_SIZE_1; |
to_vec->count = from_vec->count; |
} |
|
static void |
TAG(transform_points1_2d)( GLvector4f *to_vec, |
const GLfloat m[16], |
const GLvector4f *from_vec ) |
{ |
const GLuint stride = from_vec->stride; |
GLfloat *from = from_vec->start; |
GLfloat (*to)[4] = (GLfloat (*)[4])to_vec->start; |
GLuint count = from_vec->count; |
const GLfloat m0 = m[0], m1 = m[1]; |
const GLfloat m12 = m[12], m13 = m[13]; |
GLuint i; |
STRIDE_LOOP { |
const GLfloat ox = from[0]; |
to[i][0] = m0 * ox + m12; |
to[i][1] = m1 * ox + m13; |
} |
to_vec->size = 2; |
to_vec->flags |= VEC_SIZE_2; |
to_vec->count = from_vec->count; |
} |
|
static void |
TAG(transform_points1_2d_no_rot)( GLvector4f *to_vec, |
const GLfloat m[16], |
const GLvector4f *from_vec ) |
{ |
const GLuint stride = from_vec->stride; |
GLfloat *from = from_vec->start; |
GLfloat (*to)[4] = (GLfloat (*)[4])to_vec->start; |
GLuint count = from_vec->count; |
const GLfloat m0 = m[0], m12 = m[12], m13 = m[13]; |
GLuint i; |
STRIDE_LOOP { |
const GLfloat ox = from[0]; |
to[i][0] = m0 * ox + m12; |
to[i][1] = m13; |
} |
to_vec->size = 2; |
to_vec->flags |= VEC_SIZE_2; |
to_vec->count = from_vec->count; |
} |
|
static void |
TAG(transform_points1_3d)( GLvector4f *to_vec, |
const GLfloat m[16], |
const GLvector4f *from_vec ) |
{ |
const GLuint stride = from_vec->stride; |
GLfloat *from = from_vec->start; |
GLfloat (*to)[4] = (GLfloat (*)[4])to_vec->start; |
GLuint count = from_vec->count; |
const GLfloat m0 = m[0], m1 = m[1], m2 = m[2]; |
const GLfloat m12 = m[12], m13 = m[13], m14 = m[14]; |
GLuint i; |
STRIDE_LOOP { |
const GLfloat ox = from[0]; |
to[i][0] = m0 * ox + m12; |
to[i][1] = m1 * ox + m13; |
to[i][2] = m2 * ox + m14; |
} |
to_vec->size = 3; |
to_vec->flags |= VEC_SIZE_3; |
to_vec->count = from_vec->count; |
} |
|
|
static void |
TAG(transform_points1_3d_no_rot)( GLvector4f *to_vec, |
const GLfloat m[16], |
const GLvector4f *from_vec ) |
{ |
const GLuint stride = from_vec->stride; |
GLfloat *from = from_vec->start; |
GLfloat (*to)[4] = (GLfloat (*)[4])to_vec->start; |
GLuint count = from_vec->count; |
const GLfloat m0 = m[0]; |
const GLfloat m12 = m[12], m13 = m[13], m14 = m[14]; |
GLuint i; |
STRIDE_LOOP { |
const GLfloat ox = from[0]; |
to[i][0] = m0 * ox + m12; |
to[i][1] = m13; |
to[i][2] = m14; |
} |
to_vec->size = 3; |
to_vec->flags |= VEC_SIZE_3; |
to_vec->count = from_vec->count; |
} |
|
static void |
TAG(transform_points1_perspective)( GLvector4f *to_vec, |
const GLfloat m[16], |
const GLvector4f *from_vec ) |
{ |
const GLuint stride = from_vec->stride; |
GLfloat *from = from_vec->start; |
GLfloat (*to)[4] = (GLfloat (*)[4])to_vec->start; |
GLuint count = from_vec->count; |
const GLfloat m0 = m[0], m14 = m[14]; |
GLuint i; |
STRIDE_LOOP { |
const GLfloat ox = from[0]; |
to[i][0] = m0 * ox ; |
to[i][1] = 0 ; |
to[i][2] = m14; |
to[i][3] = 0; |
} |
to_vec->size = 4; |
to_vec->flags |= VEC_SIZE_4; |
to_vec->count = from_vec->count; |
} |
|
|
|
|
/* 2-vectors, which are a lot more relevant than 1-vectors, are |
* present early in the geometry pipeline and throughout the |
* texture pipeline. |
*/ |
static void |
TAG(transform_points2_general)( GLvector4f *to_vec, |
const GLfloat m[16], |
const GLvector4f *from_vec ) |
{ |
const GLuint stride = from_vec->stride; |
GLfloat *from = from_vec->start; |
GLfloat (*to)[4] = (GLfloat (*)[4])to_vec->start; |
GLuint count = from_vec->count; |
const GLfloat m0 = m[0], m4 = m[4], m12 = m[12]; |
const GLfloat m1 = m[1], m5 = m[5], m13 = m[13]; |
const GLfloat m2 = m[2], m6 = m[6], m14 = m[14]; |
const GLfloat m3 = m[3], m7 = m[7], m15 = m[15]; |
GLuint i; |
STRIDE_LOOP { |
const GLfloat ox = from[0], oy = from[1]; |
to[i][0] = m0 * ox + m4 * oy + m12; |
to[i][1] = m1 * ox + m5 * oy + m13; |
to[i][2] = m2 * ox + m6 * oy + m14; |
to[i][3] = m3 * ox + m7 * oy + m15; |
} |
to_vec->size = 4; |
to_vec->flags |= VEC_SIZE_4; |
to_vec->count = from_vec->count; |
} |
|
static void |
TAG(transform_points2_identity)( GLvector4f *to_vec, |
const GLfloat m[16], |
const GLvector4f *from_vec ) |
{ |
const GLuint stride = from_vec->stride; |
GLfloat *from = from_vec->start; |
GLfloat (*to)[4] = (GLfloat (*)[4])to_vec->start; |
GLuint count = from_vec->count; |
GLuint i; |
(void) m; |
if (to_vec == from_vec) return; |
STRIDE_LOOP { |
to[i][0] = from[0]; |
to[i][1] = from[1]; |
} |
to_vec->size = 2; |
to_vec->flags |= VEC_SIZE_2; |
to_vec->count = from_vec->count; |
} |
|
static void |
TAG(transform_points2_2d)( GLvector4f *to_vec, |
const GLfloat m[16], |
const GLvector4f *from_vec ) |
{ |
const GLuint stride = from_vec->stride; |
GLfloat *from = from_vec->start; |
GLfloat (*to)[4] = (GLfloat (*)[4])to_vec->start; |
GLuint count = from_vec->count; |
const GLfloat m0 = m[0], m1 = m[1], m4 = m[4], m5 = m[5]; |
const GLfloat m12 = m[12], m13 = m[13]; |
GLuint i; |
STRIDE_LOOP { |
const GLfloat ox = from[0], oy = from[1]; |
to[i][0] = m0 * ox + m4 * oy + m12; |
to[i][1] = m1 * ox + m5 * oy + m13; |
} |
to_vec->size = 2; |
to_vec->flags |= VEC_SIZE_2; |
to_vec->count = from_vec->count; |
} |
|
static void |
TAG(transform_points2_2d_no_rot)( GLvector4f *to_vec, |
const GLfloat m[16], |
const GLvector4f *from_vec ) |
{ |
const GLuint stride = from_vec->stride; |
GLfloat *from = from_vec->start; |
GLfloat (*to)[4] = (GLfloat (*)[4])to_vec->start; |
GLuint count = from_vec->count; |
const GLfloat m0 = m[0], m5 = m[5], m12 = m[12], m13 = m[13]; |
GLuint i; |
STRIDE_LOOP { |
const GLfloat ox = from[0], oy = from[1]; |
to[i][0] = m0 * ox + m12; |
to[i][1] = m5 * oy + m13; |
} |
to_vec->size = 2; |
to_vec->flags |= VEC_SIZE_2; |
to_vec->count = from_vec->count; |
} |
|
static void |
TAG(transform_points2_3d)( GLvector4f *to_vec, |
const GLfloat m[16], |
const GLvector4f *from_vec ) |
{ |
const GLuint stride = from_vec->stride; |
GLfloat *from = from_vec->start; |
GLfloat (*to)[4] = (GLfloat (*)[4])to_vec->start; |
GLuint count = from_vec->count; |
const GLfloat m0 = m[0], m1 = m[1], m2 = m[2], m4 = m[4], m5 = m[5]; |
const GLfloat m6 = m[6], m12 = m[12], m13 = m[13], m14 = m[14]; |
GLuint i; |
STRIDE_LOOP { |
const GLfloat ox = from[0], oy = from[1]; |
to[i][0] = m0 * ox + m4 * oy + m12; |
to[i][1] = m1 * ox + m5 * oy + m13; |
to[i][2] = m2 * ox + m6 * oy + m14; |
} |
to_vec->size = 3; |
to_vec->flags |= VEC_SIZE_3; |
to_vec->count = from_vec->count; |
} |
|
|
/* I would actually say this was a fairly important function, from |
* a texture transformation point of view. |
*/ |
static void |
TAG(transform_points2_3d_no_rot)( GLvector4f *to_vec, |
const GLfloat m[16], |
const GLvector4f *from_vec ) |
{ |
const GLuint stride = from_vec->stride; |
GLfloat *from = from_vec->start; |
GLfloat (*to)[4] = (GLfloat (*)[4])to_vec->start; |
GLuint count = from_vec->count; |
const GLfloat m0 = m[0], m5 = m[5]; |
const GLfloat m12 = m[12], m13 = m[13], m14 = m[14]; |
GLuint i; |
STRIDE_LOOP { |
const GLfloat ox = from[0], oy = from[1]; |
to[i][0] = m0 * ox + m12; |
to[i][1] = m5 * oy + m13; |
to[i][2] = m14; |
} |
if (m14 == 0) { |
to_vec->size = 2; |
to_vec->flags |= VEC_SIZE_2; |
} else { |
to_vec->size = 3; |
to_vec->flags |= VEC_SIZE_3; |
} |
to_vec->count = from_vec->count; |
} |
|
|
static void |
TAG(transform_points2_perspective)( GLvector4f *to_vec, |
const GLfloat m[16], |
const GLvector4f *from_vec ) |
{ |
const GLuint stride = from_vec->stride; |
GLfloat *from = from_vec->start; |
GLfloat (*to)[4] = (GLfloat (*)[4])to_vec->start; |
GLuint count = from_vec->count; |
const GLfloat m0 = m[0], m5 = m[5], m14 = m[14]; |
GLuint i; |
STRIDE_LOOP { |
const GLfloat ox = from[0], oy = from[1]; |
to[i][0] = m0 * ox ; |
to[i][1] = m5 * oy ; |
to[i][2] = m14; |
to[i][3] = 0; |
} |
to_vec->size = 4; |
to_vec->flags |= VEC_SIZE_4; |
to_vec->count = from_vec->count; |
} |
|
|
|
static void |
TAG(transform_points3_general)( GLvector4f *to_vec, |
const GLfloat m[16], |
const GLvector4f *from_vec ) |
{ |
const GLuint stride = from_vec->stride; |
GLfloat *from = from_vec->start; |
GLfloat (*to)[4] = (GLfloat (*)[4])to_vec->start; |
GLuint count = from_vec->count; |
const GLfloat m0 = m[0], m4 = m[4], m8 = m[8], m12 = m[12]; |
const GLfloat m1 = m[1], m5 = m[5], m9 = m[9], m13 = m[13]; |
const GLfloat m2 = m[2], m6 = m[6], m10 = m[10], m14 = m[14]; |
const GLfloat m3 = m[3], m7 = m[7], m11 = m[11], m15 = m[15]; |
GLuint i; |
STRIDE_LOOP { |
const GLfloat ox = from[0], oy = from[1], oz = from[2]; |
to[i][0] = m0 * ox + m4 * oy + m8 * oz + m12; |
to[i][1] = m1 * ox + m5 * oy + m9 * oz + m13; |
to[i][2] = m2 * ox + m6 * oy + m10 * oz + m14; |
to[i][3] = m3 * ox + m7 * oy + m11 * oz + m15; |
} |
to_vec->size = 4; |
to_vec->flags |= VEC_SIZE_4; |
to_vec->count = from_vec->count; |
} |
|
static void |
TAG(transform_points3_identity)( GLvector4f *to_vec, |
const GLfloat m[16], |
const GLvector4f *from_vec ) |
{ |
const GLuint stride = from_vec->stride; |
GLfloat *from = from_vec->start; |
GLfloat (*to)[4] = (GLfloat (*)[4])to_vec->start; |
GLuint count = from_vec->count; |
GLuint i; |
(void) m; |
if (to_vec == from_vec) return; |
STRIDE_LOOP { |
to[i][0] = from[0]; |
to[i][1] = from[1]; |
to[i][2] = from[2]; |
} |
to_vec->size = 3; |
to_vec->flags |= VEC_SIZE_3; |
to_vec->count = from_vec->count; |
} |
|
static void |
TAG(transform_points3_2d)( GLvector4f *to_vec, |
const GLfloat m[16], |
const GLvector4f *from_vec ) |
{ |
const GLuint stride = from_vec->stride; |
GLfloat *from = from_vec->start; |
GLfloat (*to)[4] = (GLfloat (*)[4])to_vec->start; |
GLuint count = from_vec->count; |
const GLfloat m0 = m[0], m1 = m[1], m4 = m[4], m5 = m[5]; |
const GLfloat m12 = m[12], m13 = m[13]; |
GLuint i; |
STRIDE_LOOP { |
const GLfloat ox = from[0], oy = from[1], oz = from[2]; |
to[i][0] = m0 * ox + m4 * oy + m12 ; |
to[i][1] = m1 * ox + m5 * oy + m13 ; |
to[i][2] = + oz ; |
} |
to_vec->size = 3; |
to_vec->flags |= VEC_SIZE_3; |
to_vec->count = from_vec->count; |
} |
|
static void |
TAG(transform_points3_2d_no_rot)( GLvector4f *to_vec, |
const GLfloat m[16], |
const GLvector4f *from_vec ) |
{ |
const GLuint stride = from_vec->stride; |
GLfloat *from = from_vec->start; |
GLfloat (*to)[4] = (GLfloat (*)[4])to_vec->start; |
GLuint count = from_vec->count; |
const GLfloat m0 = m[0], m5 = m[5], m12 = m[12], m13 = m[13]; |
GLuint i; |
STRIDE_LOOP { |
const GLfloat ox = from[0], oy = from[1], oz = from[2]; |
to[i][0] = m0 * ox + m12 ; |
to[i][1] = m5 * oy + m13 ; |
to[i][2] = + oz ; |
} |
to_vec->size = 3; |
to_vec->flags |= VEC_SIZE_3; |
to_vec->count = from_vec->count; |
} |
|
static void |
TAG(transform_points3_3d)( GLvector4f *to_vec, |
const GLfloat m[16], |
const GLvector4f *from_vec ) |
{ |
const GLuint stride = from_vec->stride; |
GLfloat *from = from_vec->start; |
GLfloat (*to)[4] = (GLfloat (*)[4])to_vec->start; |
GLuint count = from_vec->count; |
const GLfloat m0 = m[0], m1 = m[1], m2 = m[2], m4 = m[4], m5 = m[5]; |
const GLfloat m6 = m[6], m8 = m[8], m9 = m[9], m10 = m[10]; |
const GLfloat m12 = m[12], m13 = m[13], m14 = m[14]; |
GLuint i; |
STRIDE_LOOP { |
const GLfloat ox = from[0], oy = from[1], oz = from[2]; |
to[i][0] = m0 * ox + m4 * oy + m8 * oz + m12 ; |
to[i][1] = m1 * ox + m5 * oy + m9 * oz + m13 ; |
to[i][2] = m2 * ox + m6 * oy + m10 * oz + m14 ; |
} |
to_vec->size = 3; |
to_vec->flags |= VEC_SIZE_3; |
to_vec->count = from_vec->count; |
} |
|
/* previously known as ortho... |
*/ |
static void |
TAG(transform_points3_3d_no_rot)( GLvector4f *to_vec, |
const GLfloat m[16], |
const GLvector4f *from_vec ) |
{ |
const GLuint stride = from_vec->stride; |
GLfloat *from = from_vec->start; |
GLfloat (*to)[4] = (GLfloat (*)[4])to_vec->start; |
GLuint count = from_vec->count; |
const GLfloat m0 = m[0], m5 = m[5]; |
const GLfloat m10 = m[10], m12 = m[12], m13 = m[13], m14 = m[14]; |
GLuint i; |
STRIDE_LOOP { |
const GLfloat ox = from[0], oy = from[1], oz = from[2]; |
to[i][0] = m0 * ox + m12 ; |
to[i][1] = m5 * oy + m13 ; |
to[i][2] = m10 * oz + m14 ; |
} |
to_vec->size = 3; |
to_vec->flags |= VEC_SIZE_3; |
to_vec->count = from_vec->count; |
} |
|
static void |
TAG(transform_points3_perspective)( GLvector4f *to_vec, |
const GLfloat m[16], |
const GLvector4f *from_vec ) |
{ |
const GLuint stride = from_vec->stride; |
GLfloat *from = from_vec->start; |
GLfloat (*to)[4] = (GLfloat (*)[4])to_vec->start; |
GLuint count = from_vec->count; |
const GLfloat m0 = m[0], m5 = m[5], m8 = m[8], m9 = m[9]; |
const GLfloat m10 = m[10], m14 = m[14]; |
GLuint i; |
STRIDE_LOOP { |
const GLfloat ox = from[0], oy = from[1], oz = from[2]; |
to[i][0] = m0 * ox + m8 * oz ; |
to[i][1] = m5 * oy + m9 * oz ; |
to[i][2] = m10 * oz + m14 ; |
to[i][3] = -oz ; |
} |
to_vec->size = 4; |
to_vec->flags |= VEC_SIZE_4; |
to_vec->count = from_vec->count; |
} |
|
|
|
static void |
TAG(transform_points4_general)( GLvector4f *to_vec, |
const GLfloat m[16], |
const GLvector4f *from_vec ) |
{ |
const GLuint stride = from_vec->stride; |
GLfloat *from = from_vec->start; |
GLfloat (*to)[4] = (GLfloat (*)[4])to_vec->start; |
GLuint count = from_vec->count; |
const GLfloat m0 = m[0], m4 = m[4], m8 = m[8], m12 = m[12]; |
const GLfloat m1 = m[1], m5 = m[5], m9 = m[9], m13 = m[13]; |
const GLfloat m2 = m[2], m6 = m[6], m10 = m[10], m14 = m[14]; |
const GLfloat m3 = m[3], m7 = m[7], m11 = m[11], m15 = m[15]; |
GLuint i; |
STRIDE_LOOP { |
const GLfloat ox = from[0], oy = from[1], oz = from[2], ow = from[3]; |
to[i][0] = m0 * ox + m4 * oy + m8 * oz + m12 * ow; |
to[i][1] = m1 * ox + m5 * oy + m9 * oz + m13 * ow; |
to[i][2] = m2 * ox + m6 * oy + m10 * oz + m14 * ow; |
to[i][3] = m3 * ox + m7 * oy + m11 * oz + m15 * ow; |
} |
to_vec->size = 4; |
to_vec->flags |= VEC_SIZE_4; |
to_vec->count = from_vec->count; |
} |
|
static void |
TAG(transform_points4_identity)( GLvector4f *to_vec, |
const GLfloat m[16], |
const GLvector4f *from_vec ) |
{ |
const GLuint stride = from_vec->stride; |
GLfloat *from = from_vec->start; |
GLfloat (*to)[4] = (GLfloat (*)[4])to_vec->start; |
GLuint count = from_vec->count; |
GLuint i; |
(void) m; |
if (to_vec == from_vec) return; |
STRIDE_LOOP { |
to[i][0] = from[0]; |
to[i][1] = from[1]; |
to[i][2] = from[2]; |
to[i][3] = from[3]; |
} |
to_vec->size = 4; |
to_vec->flags |= VEC_SIZE_4; |
to_vec->count = from_vec->count; |
} |
|
static void |
TAG(transform_points4_2d)( GLvector4f *to_vec, |
const GLfloat m[16], |
const GLvector4f *from_vec ) |
{ |
const GLuint stride = from_vec->stride; |
GLfloat *from = from_vec->start; |
GLfloat (*to)[4] = (GLfloat (*)[4])to_vec->start; |
GLuint count = from_vec->count; |
const GLfloat m0 = m[0], m1 = m[1], m4 = m[4], m5 = m[5]; |
const GLfloat m12 = m[12], m13 = m[13]; |
GLuint i; |
STRIDE_LOOP { |
const GLfloat ox = from[0], oy = from[1], oz = from[2], ow = from[3]; |
to[i][0] = m0 * ox + m4 * oy + m12 * ow; |
to[i][1] = m1 * ox + m5 * oy + m13 * ow; |
to[i][2] = + oz ; |
to[i][3] = ow; |
} |
to_vec->size = 4; |
to_vec->flags |= VEC_SIZE_4; |
to_vec->count = from_vec->count; |
} |
|
static void |
TAG(transform_points4_2d_no_rot)( GLvector4f *to_vec, |
const GLfloat m[16], |
const GLvector4f *from_vec ) |
{ |
const GLuint stride = from_vec->stride; |
GLfloat *from = from_vec->start; |
GLfloat (*to)[4] = (GLfloat (*)[4])to_vec->start; |
GLuint count = from_vec->count; |
const GLfloat m0 = m[0], m5 = m[5], m12 = m[12], m13 = m[13]; |
GLuint i; |
STRIDE_LOOP { |
const GLfloat ox = from[0], oy = from[1], oz = from[2], ow = from[3]; |
to[i][0] = m0 * ox + m12 * ow; |
to[i][1] = m5 * oy + m13 * ow; |
to[i][2] = + oz ; |
to[i][3] = ow; |
} |
to_vec->size = 4; |
to_vec->flags |= VEC_SIZE_4; |
to_vec->count = from_vec->count; |
} |
|
static void |
TAG(transform_points4_3d)( GLvector4f *to_vec, |
const GLfloat m[16], |
const GLvector4f *from_vec ) |
{ |
const GLuint stride = from_vec->stride; |
GLfloat *from = from_vec->start; |
GLfloat (*to)[4] = (GLfloat (*)[4])to_vec->start; |
GLuint count = from_vec->count; |
const GLfloat m0 = m[0], m1 = m[1], m2 = m[2], m4 = m[4], m5 = m[5]; |
const GLfloat m6 = m[6], m8 = m[8], m9 = m[9], m10 = m[10]; |
const GLfloat m12 = m[12], m13 = m[13], m14 = m[14]; |
GLuint i; |
STRIDE_LOOP { |
const GLfloat ox = from[0], oy = from[1], oz = from[2], ow = from[3]; |
to[i][0] = m0 * ox + m4 * oy + m8 * oz + m12 * ow; |
to[i][1] = m1 * ox + m5 * oy + m9 * oz + m13 * ow; |
to[i][2] = m2 * ox + m6 * oy + m10 * oz + m14 * ow; |
to[i][3] = ow; |
} |
to_vec->size = 4; |
to_vec->flags |= VEC_SIZE_4; |
to_vec->count = from_vec->count; |
} |
|
static void |
TAG(transform_points4_3d_no_rot)( GLvector4f *to_vec, |
const GLfloat m[16], |
const GLvector4f *from_vec ) |
{ |
const GLuint stride = from_vec->stride; |
GLfloat *from = from_vec->start; |
GLfloat (*to)[4] = (GLfloat (*)[4])to_vec->start; |
GLuint count = from_vec->count; |
const GLfloat m0 = m[0], m5 = m[5]; |
const GLfloat m10 = m[10], m12 = m[12], m13 = m[13], m14 = m[14]; |
GLuint i; |
STRIDE_LOOP { |
const GLfloat ox = from[0], oy = from[1], oz = from[2], ow = from[3]; |
to[i][0] = m0 * ox + m12 * ow; |
to[i][1] = m5 * oy + m13 * ow; |
to[i][2] = m10 * oz + m14 * ow; |
to[i][3] = ow; |
} |
to_vec->size = 4; |
to_vec->flags |= VEC_SIZE_4; |
to_vec->count = from_vec->count; |
} |
|
static void |
TAG(transform_points4_perspective)( GLvector4f *to_vec, |
const GLfloat m[16], |
const GLvector4f *from_vec ) |
{ |
const GLuint stride = from_vec->stride; |
GLfloat *from = from_vec->start; |
GLfloat (*to)[4] = (GLfloat (*)[4])to_vec->start; |
GLuint count = from_vec->count; |
const GLfloat m0 = m[0], m5 = m[5], m8 = m[8], m9 = m[9]; |
const GLfloat m10 = m[10], m14 = m[14]; |
GLuint i; |
STRIDE_LOOP { |
const GLfloat ox = from[0], oy = from[1], oz = from[2], ow = from[3]; |
to[i][0] = m0 * ox + m8 * oz ; |
to[i][1] = m5 * oy + m9 * oz ; |
to[i][2] = m10 * oz + m14 * ow ; |
to[i][3] = -oz ; |
} |
to_vec->size = 4; |
to_vec->flags |= VEC_SIZE_4; |
to_vec->count = from_vec->count; |
} |
|
static transform_func TAG(transform_tab_1)[7]; |
static transform_func TAG(transform_tab_2)[7]; |
static transform_func TAG(transform_tab_3)[7]; |
static transform_func TAG(transform_tab_4)[7]; |
|
/* Similar functions could be called several times, with more highly |
* optimized routines overwriting the arrays. This only occurs during |
* startup. |
*/ |
static void TAG(init_c_transformations)( void ) |
{ |
#define TAG_TAB _mesa_transform_tab |
#define TAG_TAB_1 TAG(transform_tab_1) |
#define TAG_TAB_2 TAG(transform_tab_2) |
#define TAG_TAB_3 TAG(transform_tab_3) |
#define TAG_TAB_4 TAG(transform_tab_4) |
|
TAG_TAB[1] = TAG_TAB_1; |
TAG_TAB[2] = TAG_TAB_2; |
TAG_TAB[3] = TAG_TAB_3; |
TAG_TAB[4] = TAG_TAB_4; |
|
/* 1-D points (ie texcoords) */ |
TAG_TAB_1[MATRIX_GENERAL] = TAG(transform_points1_general); |
TAG_TAB_1[MATRIX_IDENTITY] = TAG(transform_points1_identity); |
TAG_TAB_1[MATRIX_3D_NO_ROT] = TAG(transform_points1_3d_no_rot); |
TAG_TAB_1[MATRIX_PERSPECTIVE] = TAG(transform_points1_perspective); |
TAG_TAB_1[MATRIX_2D] = TAG(transform_points1_2d); |
TAG_TAB_1[MATRIX_2D_NO_ROT] = TAG(transform_points1_2d_no_rot); |
TAG_TAB_1[MATRIX_3D] = TAG(transform_points1_3d); |
|
/* 2-D points */ |
TAG_TAB_2[MATRIX_GENERAL] = TAG(transform_points2_general); |
TAG_TAB_2[MATRIX_IDENTITY] = TAG(transform_points2_identity); |
TAG_TAB_2[MATRIX_3D_NO_ROT] = TAG(transform_points2_3d_no_rot); |
TAG_TAB_2[MATRIX_PERSPECTIVE] = TAG(transform_points2_perspective); |
TAG_TAB_2[MATRIX_2D] = TAG(transform_points2_2d); |
TAG_TAB_2[MATRIX_2D_NO_ROT] = TAG(transform_points2_2d_no_rot); |
TAG_TAB_2[MATRIX_3D] = TAG(transform_points2_3d); |
|
/* 3-D points */ |
TAG_TAB_3[MATRIX_GENERAL] = TAG(transform_points3_general); |
TAG_TAB_3[MATRIX_IDENTITY] = TAG(transform_points3_identity); |
TAG_TAB_3[MATRIX_3D_NO_ROT] = TAG(transform_points3_3d_no_rot); |
TAG_TAB_3[MATRIX_PERSPECTIVE] = TAG(transform_points3_perspective); |
TAG_TAB_3[MATRIX_2D] = TAG(transform_points3_2d); |
TAG_TAB_3[MATRIX_2D_NO_ROT] = TAG(transform_points3_2d_no_rot); |
TAG_TAB_3[MATRIX_3D] = TAG(transform_points3_3d); |
|
/* 4-D points */ |
TAG_TAB_4[MATRIX_GENERAL] = TAG(transform_points4_general); |
TAG_TAB_4[MATRIX_IDENTITY] = TAG(transform_points4_identity); |
TAG_TAB_4[MATRIX_3D_NO_ROT] = TAG(transform_points4_3d_no_rot); |
TAG_TAB_4[MATRIX_PERSPECTIVE] = TAG(transform_points4_perspective); |
TAG_TAB_4[MATRIX_2D] = TAG(transform_points4_2d); |
TAG_TAB_4[MATRIX_2D_NO_ROT] = TAG(transform_points4_2d_no_rot); |
TAG_TAB_4[MATRIX_3D] = TAG(transform_points4_3d); |
|
#undef TAG_TAB |
#undef TAG_TAB_1 |
#undef TAG_TAB_2 |
#undef TAG_TAB_3 |
#undef TAG_TAB_4 |
} |