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📄 vbo_exec_eval.c

📁 Mesa is an open-source implementation of the OpenGL specification - a system for rendering interacti
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/* * Mesa 3-D graphics library * Version:  6.1 * * Copyright (C) 1999-2004  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 * BRIAN PAUL 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. * * Authors: *    Keith Whitwell <keith@tungstengraphics.com> */#include "main/glheader.h"#include "main/api_eval.h"#include "main/context.h"#include "main/macros.h"#include "math/m_eval.h"#include "glapi/dispatch.h"#include "vbo_exec.h"static void clear_active_eval1( struct vbo_exec_context *exec, GLuint attr ) {   exec->eval.map1[attr].map = NULL;}static void clear_active_eval2( struct vbo_exec_context *exec, GLuint attr ) {   exec->eval.map2[attr].map = NULL;}static void set_active_eval1( struct vbo_exec_context *exec, GLuint attr, GLuint dim, 			      struct gl_1d_map *map ){   if (!exec->eval.map1[attr].map) {      exec->eval.map1[attr].map = map;      exec->eval.map1[attr].sz = dim;   }} static void set_active_eval2( struct vbo_exec_context *exec, GLuint attr, GLuint dim, 			      struct gl_2d_map *map ){   if (!exec->eval.map2[attr].map) {      exec->eval.map2[attr].map = map;      exec->eval.map2[attr].sz = dim;   }} void vbo_exec_eval_update( struct vbo_exec_context *exec ){   GLcontext *ctx = exec->ctx;   GLuint attr;   /* Vertex program maps have priority over conventional attribs */   for (attr = 0; attr < VBO_ATTRIB_FIRST_MATERIAL; attr++) {      clear_active_eval1( exec, attr );      clear_active_eval2( exec, attr );   }   /* _NEW_PROGRAM */   if (ctx->VertexProgram._Enabled) {      for (attr = 0; attr < VBO_ATTRIB_FIRST_MATERIAL; attr++) {	 /* _NEW_EVAL */	 if (ctx->Eval.Map1Attrib[attr]) 	    set_active_eval1( exec, attr, 4, &ctx->EvalMap.Map1Attrib[attr] );	 if (ctx->Eval.Map2Attrib[attr]) 	    set_active_eval2( exec, attr, 4, &ctx->EvalMap.Map2Attrib[attr] );      }   }   if (ctx->Eval.Map1Color4)       set_active_eval1( exec, VBO_ATTRIB_COLOR0, 4, &ctx->EvalMap.Map1Color4 );         if (ctx->Eval.Map2Color4)       set_active_eval2( exec, VBO_ATTRIB_COLOR0, 4, &ctx->EvalMap.Map2Color4 );   if (ctx->Eval.Map1TextureCoord4)       set_active_eval1( exec, VBO_ATTRIB_TEX0, 4, &ctx->EvalMap.Map1Texture4 );   else if (ctx->Eval.Map1TextureCoord3)       set_active_eval1( exec, VBO_ATTRIB_TEX0, 3, &ctx->EvalMap.Map1Texture3 );   else if (ctx->Eval.Map1TextureCoord2)       set_active_eval1( exec, VBO_ATTRIB_TEX0, 2, &ctx->EvalMap.Map1Texture2 );   else if (ctx->Eval.Map1TextureCoord1)       set_active_eval1( exec, VBO_ATTRIB_TEX0, 1, &ctx->EvalMap.Map1Texture1 );   if (ctx->Eval.Map2TextureCoord4)       set_active_eval2( exec, VBO_ATTRIB_TEX0, 4, &ctx->EvalMap.Map2Texture4 );   else if (ctx->Eval.Map2TextureCoord3)       set_active_eval2( exec, VBO_ATTRIB_TEX0, 3, &ctx->EvalMap.Map2Texture3 );   else if (ctx->Eval.Map2TextureCoord2)       set_active_eval2( exec, VBO_ATTRIB_TEX0, 2, &ctx->EvalMap.Map2Texture2 );   else if (ctx->Eval.Map2TextureCoord1)       set_active_eval2( exec, VBO_ATTRIB_TEX0, 1, &ctx->EvalMap.Map2Texture1 );   if (ctx->Eval.Map1Normal)       set_active_eval1( exec, VBO_ATTRIB_NORMAL, 3, &ctx->EvalMap.Map1Normal );   if (ctx->Eval.Map2Normal)       set_active_eval2( exec, VBO_ATTRIB_NORMAL, 3, &ctx->EvalMap.Map2Normal );   if (ctx->Eval.Map1Vertex4)       set_active_eval1( exec, VBO_ATTRIB_POS, 4, &ctx->EvalMap.Map1Vertex4 );   else if (ctx->Eval.Map1Vertex3)       set_active_eval1( exec, VBO_ATTRIB_POS, 3, &ctx->EvalMap.Map1Vertex3 );   if (ctx->Eval.Map2Vertex4)       set_active_eval2( exec, VBO_ATTRIB_POS, 4, &ctx->EvalMap.Map2Vertex4 );   else if (ctx->Eval.Map2Vertex3)       set_active_eval2( exec, VBO_ATTRIB_POS, 3, &ctx->EvalMap.Map2Vertex3 );   exec->eval.recalculate_maps = 0;}void vbo_exec_do_EvalCoord1f(struct vbo_exec_context *exec, GLfloat u){   GLuint attr;   for (attr = 1; attr <= VBO_ATTRIB_TEX7; attr++) {      struct gl_1d_map *map = exec->eval.map1[attr].map;      if (map) {	 GLfloat uu = (u - map->u1) * map->du;	 GLfloat data[4];	 ASSIGN_4V(data, 0, 0, 0, 1);	 _math_horner_bezier_curve(map->Points, data, uu, 				   exec->eval.map1[attr].sz, 				   map->Order);	 COPY_SZ_4V( exec->vtx.attrptr[attr],		     exec->vtx.attrsz[attr],		     data );      }   }   /** Vertex -- EvalCoord1f is a noop if this map not enabled:    **/   if (exec->eval.map1[0].map) {      struct gl_1d_map *map = exec->eval.map1[0].map;      GLfloat uu = (u - map->u1) * map->du;      GLfloat vertex[4];      ASSIGN_4V(vertex, 0, 0, 0, 1);      _math_horner_bezier_curve(map->Points, vertex, uu, 				exec->eval.map1[0].sz, 				map->Order);      if (exec->eval.map1[0].sz == 4) 	 CALL_Vertex4fv(GET_DISPATCH(), ( vertex ));      else	 CALL_Vertex3fv(GET_DISPATCH(), ( vertex ));    }}void vbo_exec_do_EvalCoord2f( struct vbo_exec_context *exec, 			      GLfloat u, GLfloat v ){      GLuint attr;   for (attr = 1; attr <= VBO_ATTRIB_TEX7; attr++) {      struct gl_2d_map *map = exec->eval.map2[attr].map;      if (map) {	 GLfloat uu = (u - map->u1) * map->du;	 GLfloat vv = (v - map->v1) * map->dv;	 GLfloat data[4];	 ASSIGN_4V(data, 0, 0, 0, 1);	 _math_horner_bezier_surf(map->Points, 				  data, 				  uu, vv, 				  exec->eval.map2[attr].sz, 				  map->Uorder, map->Vorder);	 COPY_SZ_4V( exec->vtx.attrptr[attr],		     exec->vtx.attrsz[attr],		     data );      }   }   /** Vertex -- EvalCoord2f is a noop if this map not enabled:    **/   if (exec->eval.map2[0].map) {      struct gl_2d_map *map = exec->eval.map2[0].map;      GLfloat uu = (u - map->u1) * map->du;      GLfloat vv = (v - map->v1) * map->dv;      GLfloat vertex[4];      ASSIGN_4V(vertex, 0, 0, 0, 1);      if (exec->ctx->Eval.AutoNormal) {	 GLfloat normal[4];         GLfloat du[4], dv[4];         _math_de_casteljau_surf(map->Points, vertex, du, dv, uu, vv, 				 exec->eval.map2[0].sz,				 map->Uorder, map->Vorder);	 if (exec->eval.map2[0].sz == 4) {	    du[0] = du[0]*vertex[3] - du[3]*vertex[0];	    du[1] = du[1]*vertex[3] - du[3]*vertex[1];	    du[2] = du[2]*vertex[3] - du[3]*vertex[2];	 	    dv[0] = dv[0]*vertex[3] - dv[3]*vertex[0];	    dv[1] = dv[1]*vertex[3] - dv[3]*vertex[1];	    dv[2] = dv[2]*vertex[3] - dv[3]*vertex[2];	 }         CROSS3(normal, du, dv);         NORMALIZE_3FV(normal);	 normal[3] = 1.0;	 COPY_SZ_4V( exec->vtx.attrptr[VBO_ATTRIB_NORMAL],		     exec->vtx.attrsz[VBO_ATTRIB_NORMAL],		     normal );      }      else {         _math_horner_bezier_surf(map->Points, vertex, uu, vv, 				  exec->eval.map2[0].sz,				  map->Uorder, map->Vorder);      }      if (exec->vtx.attrsz[0] == 4) 	 CALL_Vertex4fv(GET_DISPATCH(), ( vertex ));      else	 CALL_Vertex3fv(GET_DISPATCH(), ( vertex ));    }}

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