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📄 xf1.c

📁 [Game.Programming].Academic - Graphics Gems (6 books source code)
💻 C
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/* transform, clip test, and project a vertex list *//* oflo and division traps should be disabled, by the way */#define FI(x)	(*(int *)&x)/********************************************************/xform_ctp(vc, vpi, vpo, visiz, vosiz, mtx, prj, pf, pa)int vc	;	/* vertex count */int visiz;	/* input vertex array stride */int vosiz;	/* output vertex array stride */int *pf;	/* flag array */int *pa;	/* 2 element - global or_flag, and_flag */float *vpi, *vpo, *mtx, *prj;{register int flag, flag_or, flag_and;register int ti0, s, t, u;register int sign = 0x80000000;/* flpt registers, total 32 */register float xx, xy, xz, xw;		/* transformation matrix */register float yx, yy, yz, yw;register float zx, zy, zz, zw;register float wx, wy, wz, ww;register float xo, yo, zo, wo;		/* output vertex */register float xs, xt, ys, yt, zs /*zt*/;	/* projection scale and translate */register float t0, t1, t2, t3, t4, t5;	/* temps */register float one = 1.0;/* load up local projection matrix */xs = *(prj+0); xt = *(prj+1);ys = *(prj+2); yt = *(prj+3);zs = *(prj+4); /* zt = *(prj+5); later *//* load up local transform matrix */xx = *(mtx+0 ); xy = *(mtx+1 ); xz = *(mtx+2 ); xw = *(mtx+3 );yx = *(mtx+4 ); yy = *(mtx+5 ); yz = *(mtx+6 ); yw = *(mtx+7 );zx = *(mtx+8 ); zy = *(mtx+9 ); zz = *(mtx+10); zw = *(mtx+11);wx = *(mtx+12); wy = *(mtx+13); wz = *(mtx+14); ww = *(mtx+15);/* initialize accumulated flags */flag_or = 0;flag_and = -1;do {#define wi	t4	wi = vpi[3];	/* wi */#define xi	t5	xi = vpi[0];	/* xi */	/* calculate 4x4 transform, use as few regs as possible */	wo = wi*ww; xo = wi*wx; yo = wi*wy; zo = wi*wz;#define yi	t4	yi = vpi[1];	/* yi */	t0 = xi*xw; t1 = xi*xx; t2 = xi*xy; t3 = xi*xz;#define zi	t5	zi = vpi[2];	/* zi */	wo += t0; xo += t1; yo += t2; zo += t3;	t0 = yi*yw; t1 = yi*yx; t2 = yi*yy; t3 = yi*yz;	wo += t0; xo += t1; yo += t2; zo += t3;	t0 = zi*zw; t1 = zi*zx; t2 = zi*zy; t3 = zi*zz;	wo += t0; xo += t1; yo += t2; zo += t3;#define winv	t0	winv = one / wo;	{	/* put values on stack so we can get them as integers */	float sxo, syo, szo, swo;	/* stacked output values */	swo = wo;	sxo = xo;	syo = yo;	szo = zo;#define zt	t1	/* ready for this now */	zt =	prj[5];	/* interleave clip checking with projection to DC */	xo *= xs;	yo *= ys;	zo *= zs;	/* branch-free clip checker*/	ti0 = FI(swo);	s = ti0 & ~sign;	  /* abs(w) */	ti0 = FI(sxo);	t = ti0 & ~sign;	  /* abs(x) */	u = s - t;		/* compare to abs(w) */	u = (unsigned int)u >> 31; /* extract sign, 1 is abs(x) > abs(w) */	t = (unsigned int)ti0 >> 31; /* x sign */	flag = u << t;		 /* bit 0: x pos bit 1: x neg */	xo *= winv;	yo *= winv;	zo *= winv;	ti0 = FI(syo);	t = ti0 & ~sign;	  /* abs(y) */	u = s - t;		/* compare to w */	u = (unsigned int)u >> 31;	/* extract sign, 1 is abs(y) > w */	t = (unsigned int)ti0 >> 31;	  /* y sign */	t += 2;	t = u << t;		/* bit 2: y pos bit 3: y neg */	flag |= t;	xo += xt;	yo += yt;	zo += zt;	ti0 = FI(szo);	t = ti0 & ~sign;	  /* abs(z) */	u = s - t;		/* compare to w */	u = (unsigned int)u >> 31;	/* extract sign, 1 is abs(z) > w */	t = (unsigned int)ti0 >> 31;	  /* z sign */	t += 4;	t = u << t;		/* bit 4: z pos bit 5: z neg */	flag |= t;	}	flag_or |= flag;	flag_and &= flag;	*(vpo+0) = xo;	*(vpo+1) = yo;	*(vpo+2) = zo;	*pf = flag;	vpi += visiz;	vpo += vosiz;	pf++;} while (--vc > 0);*(pa+0) = flag_or;*(pa+1) = flag_and;return;}

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