📄 eval.c
字号:
if (ctx->Texture.CurrentUnit != 0) {
/* See OpenGL 1.2.1 spec, section F.2.13 */
_mesa_error( ctx, GL_INVALID_OPERATION, "glMap2(ACTIVE_TEXTURE != 0)" );
return;
}
map = get_2d_map(ctx, target);
if (!map) {
_mesa_error( ctx, GL_INVALID_ENUM, "glMap2(target)" );
return;
}
/* make copy of the control points */
if (type == GL_FLOAT)
pnts = _mesa_copy_map_points2f(target, ustride, uorder,
vstride, vorder, (GLfloat*) points);
else
pnts = _mesa_copy_map_points2d(target, ustride, uorder,
vstride, vorder, (GLdouble*) points);
FLUSH_VERTICES(ctx, _NEW_EVAL);
map->Uorder = uorder;
map->u1 = u1;
map->u2 = u2;
map->du = 1.0F / (u2 - u1);
map->Vorder = vorder;
map->v1 = v1;
map->v2 = v2;
map->dv = 1.0F / (v2 - v1);
if (map->Points)
FREE( map->Points );
map->Points = pnts;
}
void GLAPIENTRY
_mesa_Map2f( GLenum target,
GLfloat u1, GLfloat u2, GLint ustride, GLint uorder,
GLfloat v1, GLfloat v2, GLint vstride, GLint vorder,
const GLfloat *points)
{
map2(target, u1, u2, ustride, uorder, v1, v2, vstride, vorder,
points, GL_FLOAT);
}
void GLAPIENTRY
_mesa_Map2d( GLenum target,
GLdouble u1, GLdouble u2, GLint ustride, GLint uorder,
GLdouble v1, GLdouble v2, GLint vstride, GLint vorder,
const GLdouble *points )
{
map2(target, (GLfloat) u1, (GLfloat) u2, ustride, uorder,
(GLfloat) v1, (GLfloat) v2, vstride, vorder, points, GL_DOUBLE);
}
void GLAPIENTRY
_mesa_GetMapdv( GLenum target, GLenum query, GLdouble *v )
{
GET_CURRENT_CONTEXT(ctx);
struct gl_1d_map *map1d;
struct gl_2d_map *map2d;
GLint i, n;
GLfloat *data;
GLuint comps;
ASSERT_OUTSIDE_BEGIN_END(ctx);
comps = _mesa_evaluator_components(target);
if (!comps) {
_mesa_error( ctx, GL_INVALID_ENUM, "glGetMapdv(target)" );
return;
}
map1d = get_1d_map(ctx, target);
map2d = get_2d_map(ctx, target);
ASSERT(map1d || map2d);
switch (query) {
case GL_COEFF:
if (map1d) {
data = map1d->Points;
n = map1d->Order * comps;
}
else {
data = map2d->Points;
n = map2d->Uorder * map2d->Vorder * comps;
}
if (data) {
for (i=0;i<n;i++) {
v[i] = data[i];
}
}
break;
case GL_ORDER:
if (map1d) {
v[0] = (GLdouble) map1d->Order;
}
else {
v[0] = (GLdouble) map2d->Uorder;
v[1] = (GLdouble) map2d->Vorder;
}
break;
case GL_DOMAIN:
if (map1d) {
v[0] = (GLdouble) map1d->u1;
v[1] = (GLdouble) map1d->u2;
}
else {
v[0] = (GLdouble) map2d->u1;
v[1] = (GLdouble) map2d->u2;
v[2] = (GLdouble) map2d->v1;
v[3] = (GLdouble) map2d->v2;
}
break;
default:
_mesa_error( ctx, GL_INVALID_ENUM, "glGetMapdv(query)" );
}
}
void GLAPIENTRY
_mesa_GetMapfv( GLenum target, GLenum query, GLfloat *v )
{
GET_CURRENT_CONTEXT(ctx);
struct gl_1d_map *map1d;
struct gl_2d_map *map2d;
GLint i, n;
GLfloat *data;
GLuint comps;
ASSERT_OUTSIDE_BEGIN_END(ctx);
comps = _mesa_evaluator_components(target);
if (!comps) {
_mesa_error( ctx, GL_INVALID_ENUM, "glGetMapfv(target)" );
return;
}
map1d = get_1d_map(ctx, target);
map2d = get_2d_map(ctx, target);
ASSERT(map1d || map2d);
switch (query) {
case GL_COEFF:
if (map1d) {
data = map1d->Points;
n = map1d->Order * comps;
}
else {
data = map2d->Points;
n = map2d->Uorder * map2d->Vorder * comps;
}
if (data) {
for (i=0;i<n;i++) {
v[i] = data[i];
}
}
break;
case GL_ORDER:
if (map1d) {
v[0] = (GLfloat) map1d->Order;
}
else {
v[0] = (GLfloat) map2d->Uorder;
v[1] = (GLfloat) map2d->Vorder;
}
break;
case GL_DOMAIN:
if (map1d) {
v[0] = map1d->u1;
v[1] = map1d->u2;
}
else {
v[0] = map2d->u1;
v[1] = map2d->u2;
v[2] = map2d->v1;
v[3] = map2d->v2;
}
break;
default:
_mesa_error( ctx, GL_INVALID_ENUM, "glGetMapfv(query)" );
}
}
void GLAPIENTRY
_mesa_GetMapiv( GLenum target, GLenum query, GLint *v )
{
GET_CURRENT_CONTEXT(ctx);
struct gl_1d_map *map1d;
struct gl_2d_map *map2d;
GLuint i, n;
GLfloat *data;
GLuint comps;
ASSERT_OUTSIDE_BEGIN_END(ctx);
comps = _mesa_evaluator_components(target);
if (!comps) {
_mesa_error( ctx, GL_INVALID_ENUM, "glGetMapiv(target)" );
return;
}
map1d = get_1d_map(ctx, target);
map2d = get_2d_map(ctx, target);
ASSERT(map1d || map2d);
switch (query) {
case GL_COEFF:
if (map1d) {
data = map1d->Points;
n = map1d->Order * comps;
}
else {
data = map2d->Points;
n = map2d->Uorder * map2d->Vorder * comps;
}
if (data) {
for (i=0;i<n;i++) {
v[i] = IROUND(data[i]);
}
}
break;
case GL_ORDER:
if (map1d) {
v[0] = map1d->Order;
}
else {
v[0] = map2d->Uorder;
v[1] = map2d->Vorder;
}
break;
case GL_DOMAIN:
if (map1d) {
v[0] = IROUND(map1d->u1);
v[1] = IROUND(map1d->u2);
}
else {
v[0] = IROUND(map2d->u1);
v[1] = IROUND(map2d->u2);
v[2] = IROUND(map2d->v1);
v[3] = IROUND(map2d->v2);
}
break;
default:
_mesa_error( ctx, GL_INVALID_ENUM, "glGetMapiv(query)" );
}
}
void GLAPIENTRY
_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 GLAPIENTRY
_mesa_MapGrid1d( GLint un, GLdouble u1, GLdouble u2 )
{
_mesa_MapGrid1f( un, (GLfloat) u1, (GLfloat) u2 );
}
void GLAPIENTRY
_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 GLAPIENTRY
_mesa_MapGrid2d( GLint un, GLdouble u1, GLdouble u2,
GLint vn, GLdouble v1, GLdouble v2 )
{
_mesa_MapGrid2f( un, (GLfloat) u1, (GLfloat) u2,
vn, (GLfloat) v1, (GLfloat) v2 );
}
/**********************************************************************/
/***** Initialization *****/
/**********************************************************************/
/**
* Initialize a 1-D evaluator map.
*/
static void
init_1d_map( struct gl_1d_map *map, int n, const float *initial )
{
map->Order = 1;
map->u1 = 0.0;
map->u2 = 1.0;
map->Points = (GLfloat *) MALLOC(n * sizeof(GLfloat));
if (map->Points) {
GLint i;
for (i=0;i<n;i++)
map->Points[i] = initial[i];
}
}
/**
* Initialize a 2-D evaluator map
*/
static void
init_2d_map( struct gl_2d_map *map, int n, const float *initial )
{
map->Uorder = 1;
map->Vorder = 1;
map->u1 = 0.0;
map->u2 = 1.0;
map->v1 = 0.0;
map->v2 = 1.0;
map->Points = (GLfloat *) MALLOC(n * sizeof(GLfloat));
if (map->Points) {
GLint i;
for (i=0;i<n;i++)
map->Points[i] = initial[i];
}
}
void _mesa_init_eval( GLcontext *ctx )
{
int i;
/* Evaluators group */
ctx->Eval.Map1Color4 = GL_FALSE;
ctx->Eval.Map1Index = GL_FALSE;
ctx->Eval.Map1Normal = GL_FALSE;
ctx->Eval.Map1TextureCoord1 = GL_FALSE;
ctx->Eval.Map1TextureCoord2 = GL_FALSE;
ctx->Eval.Map1TextureCoord3 = GL_FALSE;
ctx->Eval.Map1TextureCoord4 = GL_FALSE;
ctx->Eval.Map1Vertex3 = GL_FALSE;
ctx->Eval.Map1Vertex4 = GL_FALSE;
MEMSET(ctx->Eval.Map1Attrib, 0, sizeof(ctx->Eval.Map1Attrib));
ctx->Eval.Map2Color4 = GL_FALSE;
ctx->Eval.Map2Index = GL_FALSE;
ctx->Eval.Map2Normal = GL_FALSE;
ctx->Eval.Map2TextureCoord1 = GL_FALSE;
ctx->Eval.Map2TextureCoord2 = GL_FALSE;
ctx->Eval.Map2TextureCoord3 = GL_FALSE;
ctx->Eval.Map2TextureCoord4 = GL_FALSE;
ctx->Eval.Map2Vertex3 = GL_FALSE;
ctx->Eval.Map2Vertex4 = GL_FALSE;
MEMSET(ctx->Eval.Map2Attrib, 0, sizeof(ctx->Eval.Map2Attrib));
ctx->Eval.AutoNormal = GL_FALSE;
ctx->Eval.MapGrid1un = 1;
ctx->Eval.MapGrid1u1 = 0.0;
ctx->Eval.MapGrid1u2 = 1.0;
ctx->Eval.MapGrid2un = 1;
ctx->Eval.MapGrid2vn = 1;
ctx->Eval.MapGrid2u1 = 0.0;
ctx->Eval.MapGrid2u2 = 1.0;
ctx->Eval.MapGrid2v1 = 0.0;
ctx->Eval.MapGrid2v2 = 1.0;
/* Evaluator data */
{
static GLfloat vertex[4] = { 0.0, 0.0, 0.0, 1.0 };
static GLfloat normal[3] = { 0.0, 0.0, 1.0 };
static GLfloat index[1] = { 1.0 };
static GLfloat color[4] = { 1.0, 1.0, 1.0, 1.0 };
static GLfloat texcoord[4] = { 0.0, 0.0, 0.0, 1.0 };
static GLfloat attrib[4] = { 0.0, 0.0, 0.0, 1.0 };
init_1d_map( &ctx->EvalMap.Map1Vertex3, 3, vertex );
init_1d_map( &ctx->EvalMap.Map1Vertex4, 4, vertex );
init_1d_map( &ctx->EvalMap.Map1Index, 1, index );
init_1d_map( &ctx->EvalMap.Map1Color4, 4, color );
init_1d_map( &ctx->EvalMap.Map1Normal, 3, normal );
init_1d_map( &ctx->EvalMap.Map1Texture1, 1, texcoord );
init_1d_map( &ctx->EvalMap.Map1Texture2, 2, texcoord );
init_1d_map( &ctx->EvalMap.Map1Texture3, 3, texcoord );
init_1d_map( &ctx->EvalMap.Map1Texture4, 4, texcoord );
for (i = 0; i < 16; i++)
init_1d_map( ctx->EvalMap.Map1Attrib + i, 4, attrib );
init_2d_map( &ctx->EvalMap.Map2Vertex3, 3, vertex );
init_2d_map( &ctx->EvalMap.Map2Vertex4, 4, vertex );
init_2d_map( &ctx->EvalMap.Map2Index, 1, index );
init_2d_map( &ctx->EvalMap.Map2Color4, 4, color );
init_2d_map( &ctx->EvalMap.Map2Normal, 3, normal );
init_2d_map( &ctx->EvalMap.Map2Texture1, 1, texcoord );
init_2d_map( &ctx->EvalMap.Map2Texture2, 2, texcoord );
init_2d_map( &ctx->EvalMap.Map2Texture3, 3, texcoord );
init_2d_map( &ctx->EvalMap.Map2Texture4, 4, texcoord );
for (i = 0; i < 16; i++)
init_2d_map( ctx->EvalMap.Map2Attrib + i, 4, attrib );
}
}
void _mesa_free_eval_data( GLcontext *ctx )
{
int i;
/* Free evaluator data */
if (ctx->EvalMap.Map1Vertex3.Points)
FREE( ctx->EvalMap.Map1Vertex3.Points );
if (ctx->EvalMap.Map1Vertex4.Points)
FREE( ctx->EvalMap.Map1Vertex4.Points );
if (ctx->EvalMap.Map1Index.Points)
FREE( ctx->EvalMap.Map1Index.Points );
if (ctx->EvalMap.Map1Color4.Points)
FREE( ctx->EvalMap.Map1Color4.Points );
if (ctx->EvalMap.Map1Normal.Points)
FREE( ctx->EvalMap.Map1Normal.Points );
if (ctx->EvalMap.Map1Texture1.Points)
FREE( ctx->EvalMap.Map1Texture1.Points );
if (ctx->EvalMap.Map1Texture2.Points)
FREE( ctx->EvalMap.Map1Texture2.Points );
if (ctx->EvalMap.Map1Texture3.Points)
FREE( ctx->EvalMap.Map1Texture3.Points );
if (ctx->EvalMap.Map1Texture4.Points)
FREE( ctx->EvalMap.Map1Texture4.Points );
for (i = 0; i < 16; i++)
FREE((ctx->EvalMap.Map1Attrib[i].Points));
if (ctx->EvalMap.Map2Vertex3.Points)
FREE( ctx->EvalMap.Map2Vertex3.Points );
if (ctx->EvalMap.Map2Vertex4.Points)
FREE( ctx->EvalMap.Map2Vertex4.Points );
if (ctx->EvalMap.Map2Index.Points)
FREE( ctx->EvalMap.Map2Index.Points );
if (ctx->EvalMap.Map2Color4.Points)
FREE( ctx->EvalMap.Map2Color4.Points );
if (ctx->EvalMap.Map2Normal.Points)
FREE( ctx->EvalMap.Map2Normal.Points );
if (ctx->EvalMap.Map2Texture1.Points)
FREE( ctx->EvalMap.Map2Texture1.Points );
if (ctx->EvalMap.Map2Texture2.Points)
FREE( ctx->EvalMap.Map2Texture2.Points );
if (ctx->EvalMap.Map2Texture3.Points)
FREE( ctx->EvalMap.Map2Texture3.Points );
if (ctx->EvalMap.Map2Texture4.Points)
FREE( ctx->EvalMap.Map2Texture4.Points );
for (i = 0; i < 16; i++)
FREE((ctx->EvalMap.Map2Attrib[i].Points));
}
⌨️ 快捷键说明
复制代码
Ctrl + C
搜索代码
Ctrl + F
全屏模式
F11
切换主题
Ctrl + Shift + D
显示快捷键
?
增大字号
Ctrl + =
减小字号
Ctrl + -