📄 eval.c
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/* * Mesa 3-D graphics library * Version: 5.1 * * Copyright (C) 1999-2003 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. *//* * eval.c was written by * Bernd Barsuhn (bdbarsuh@cip.informatik.uni-erlangen.de) and * Volker Weiss (vrweiss@cip.informatik.uni-erlangen.de). * * My original implementation of evaluators was simplistic and didn't * compute surface normal vectors properly. Bernd and Volker applied * used more sophisticated methods to get better results. * * Thanks guys! */#include "glheader.h"#include "imports.h"#include "colormac.h"#include "context.h"#include "eval.h"#include "macros.h"#include "mtypes.h"/* * Return the number of components per control point for any type of * evaluator. Return 0 if bad target. * See table 5.1 in the OpenGL 1.2 spec. */GLuint _mesa_evaluator_components( GLenum target ){ switch (target) { case GL_MAP1_VERTEX_3: return 3; case GL_MAP1_VERTEX_4: return 4; case GL_MAP1_INDEX: return 1; case GL_MAP1_COLOR_4: return 4; case GL_MAP1_NORMAL: return 3; case GL_MAP1_TEXTURE_COORD_1: return 1; case GL_MAP1_TEXTURE_COORD_2: return 2; case GL_MAP1_TEXTURE_COORD_3: return 3; case GL_MAP1_TEXTURE_COORD_4: return 4; case GL_MAP2_VERTEX_3: return 3; case GL_MAP2_VERTEX_4: return 4; case GL_MAP2_INDEX: return 1; case GL_MAP2_COLOR_4: return 4; case GL_MAP2_NORMAL: return 3; case GL_MAP2_TEXTURE_COORD_1: return 1; case GL_MAP2_TEXTURE_COORD_2: return 2; case GL_MAP2_TEXTURE_COORD_3: return 3; case GL_MAP2_TEXTURE_COORD_4: return 4; default: break; } /* XXX need to check for the vertex program extension if (!ctx->Extensions.NV_vertex_program) return 0; */ if (target >= GL_MAP1_VERTEX_ATTRIB0_4_NV && target <= GL_MAP1_VERTEX_ATTRIB15_4_NV) return 4; if (target >= GL_MAP2_VERTEX_ATTRIB0_4_NV && target <= GL_MAP2_VERTEX_ATTRIB15_4_NV) return 4; return 0;}/* * Return pointer to the gl_1d_map struct for the named target. */static struct gl_1d_map *get_1d_map( GLcontext *ctx, GLenum target ){ switch (target) { case GL_MAP1_VERTEX_3: return &ctx->EvalMap.Map1Vertex3; case GL_MAP1_VERTEX_4: return &ctx->EvalMap.Map1Vertex4; case GL_MAP1_INDEX: return &ctx->EvalMap.Map1Index; case GL_MAP1_COLOR_4: return &ctx->EvalMap.Map1Color4; case GL_MAP1_NORMAL: return &ctx->EvalMap.Map1Normal; case GL_MAP1_TEXTURE_COORD_1: return &ctx->EvalMap.Map1Texture1; case GL_MAP1_TEXTURE_COORD_2: return &ctx->EvalMap.Map1Texture2; case GL_MAP1_TEXTURE_COORD_3: return &ctx->EvalMap.Map1Texture3; case GL_MAP1_TEXTURE_COORD_4: return &ctx->EvalMap.Map1Texture4; case GL_MAP1_VERTEX_ATTRIB0_4_NV: case GL_MAP1_VERTEX_ATTRIB1_4_NV: case GL_MAP1_VERTEX_ATTRIB2_4_NV: case GL_MAP1_VERTEX_ATTRIB3_4_NV: case GL_MAP1_VERTEX_ATTRIB4_4_NV: case GL_MAP1_VERTEX_ATTRIB5_4_NV: case GL_MAP1_VERTEX_ATTRIB6_4_NV: case GL_MAP1_VERTEX_ATTRIB7_4_NV: case GL_MAP1_VERTEX_ATTRIB8_4_NV: case GL_MAP1_VERTEX_ATTRIB9_4_NV: case GL_MAP1_VERTEX_ATTRIB10_4_NV: case GL_MAP1_VERTEX_ATTRIB11_4_NV: case GL_MAP1_VERTEX_ATTRIB12_4_NV: case GL_MAP1_VERTEX_ATTRIB13_4_NV: case GL_MAP1_VERTEX_ATTRIB14_4_NV: case GL_MAP1_VERTEX_ATTRIB15_4_NV: if (!ctx->Extensions.NV_vertex_program) return NULL; return &ctx->EvalMap.Map1Attrib[target - GL_MAP1_VERTEX_ATTRIB0_4_NV]; default: return NULL; }}/* * Return pointer to the gl_2d_map struct for the named target. */static struct gl_2d_map *get_2d_map( GLcontext *ctx, GLenum target ){ switch (target) { case GL_MAP2_VERTEX_3: return &ctx->EvalMap.Map2Vertex3; case GL_MAP2_VERTEX_4: return &ctx->EvalMap.Map2Vertex4; case GL_MAP2_INDEX: return &ctx->EvalMap.Map2Index; case GL_MAP2_COLOR_4: return &ctx->EvalMap.Map2Color4; case GL_MAP2_NORMAL: return &ctx->EvalMap.Map2Normal; case GL_MAP2_TEXTURE_COORD_1: return &ctx->EvalMap.Map2Texture1; case GL_MAP2_TEXTURE_COORD_2: return &ctx->EvalMap.Map2Texture2; case GL_MAP2_TEXTURE_COORD_3: return &ctx->EvalMap.Map2Texture3; case GL_MAP2_TEXTURE_COORD_4: return &ctx->EvalMap.Map2Texture4; case GL_MAP2_VERTEX_ATTRIB0_4_NV: case GL_MAP2_VERTEX_ATTRIB1_4_NV: case GL_MAP2_VERTEX_ATTRIB2_4_NV: case GL_MAP2_VERTEX_ATTRIB3_4_NV: case GL_MAP2_VERTEX_ATTRIB4_4_NV: case GL_MAP2_VERTEX_ATTRIB5_4_NV: case GL_MAP2_VERTEX_ATTRIB6_4_NV: case GL_MAP2_VERTEX_ATTRIB7_4_NV: case GL_MAP2_VERTEX_ATTRIB8_4_NV: case GL_MAP2_VERTEX_ATTRIB9_4_NV: case GL_MAP2_VERTEX_ATTRIB10_4_NV: case GL_MAP2_VERTEX_ATTRIB11_4_NV: case GL_MAP2_VERTEX_ATTRIB12_4_NV: case GL_MAP2_VERTEX_ATTRIB13_4_NV: case GL_MAP2_VERTEX_ATTRIB14_4_NV: case GL_MAP2_VERTEX_ATTRIB15_4_NV: if (!ctx->Extensions.NV_vertex_program) return NULL; return &ctx->EvalMap.Map2Attrib[target - GL_MAP2_VERTEX_ATTRIB0_4_NV]; default: return NULL; }}/**********************************************************************//*** Copy and deallocate control points ***//**********************************************************************//* * Copy 1-parametric evaluator control points from user-specified * memory space to a buffer of contiguous control points. * \param see glMap1f for details * \return pointer to buffer of contiguous control points or NULL if out * of memory. */GLfloat *_mesa_copy_map_points1f( GLenum target, GLint ustride, GLint uorder, const GLfloat *points ){ GLfloat *buffer, *p; GLint i, k, size = _mesa_evaluator_components(target); if (!points || !size) return NULL; buffer = (GLfloat *) MALLOC(uorder * size * sizeof(GLfloat)); if (buffer) for (i = 0, p = buffer; i < uorder; i++, points += ustride) for (k = 0; k < size; k++) *p++ = points[k]; return buffer;}/* * Same as above but convert doubles to floats. */GLfloat *_mesa_copy_map_points1d( GLenum target, GLint ustride, GLint uorder, const GLdouble *points ){ GLfloat *buffer, *p; GLint i, k, size = _mesa_evaluator_components(target); if (!points || !size) return NULL; buffer = (GLfloat *) MALLOC(uorder * size * sizeof(GLfloat)); if (buffer) for (i = 0, p = buffer; i < uorder; i++, points += ustride) for (k = 0; k < size; k++) *p++ = (GLfloat) points[k]; return buffer;}/* * Copy 2-parametric evaluator control points from user-specified * memory space to a buffer of contiguous control points. * Additional memory is allocated to be used by the horner and * de Casteljau evaluation schemes. * * \param see glMap2f for details * \return pointer to buffer of contiguous control points or NULL if out * of memory. */GLfloat *_mesa_copy_map_points2f( GLenum target, GLint ustride, GLint uorder, GLint vstride, GLint vorder, const GLfloat *points ){ GLfloat *buffer, *p; GLint i, j, k, size, dsize, hsize; GLint uinc; size = _mesa_evaluator_components(target); if (!points || size==0) { return NULL; } /* max(uorder, vorder) additional points are used in */ /* horner evaluation and uorder*vorder additional */ /* values are needed for de Casteljau */ dsize = (uorder == 2 && vorder == 2)? 0 : uorder*vorder; hsize = (uorder > vorder ? uorder : vorder)*size; if(hsize>dsize) buffer = (GLfloat *) MALLOC((uorder*vorder*size+hsize)*sizeof(GLfloat)); else buffer = (GLfloat *) MALLOC((uorder*vorder*size+dsize)*sizeof(GLfloat)); /* compute the increment value for the u-loop */ uinc = ustride - vorder*vstride; if (buffer) for (i=0, p=buffer; i<uorder; i++, points += uinc) for (j=0; j<vorder; j++, points += vstride) for (k=0; k<size; k++) *p++ = points[k]; return buffer;}/* * Same as above but convert doubles to floats. */GLfloat *_mesa_copy_map_points2d(GLenum target, GLint ustride, GLint uorder, GLint vstride, GLint vorder, const GLdouble *points ){ GLfloat *buffer, *p; GLint i, j, k, size, hsize, dsize; GLint uinc; size = _mesa_evaluator_components(target); if (!points || size==0) { return NULL; } /* max(uorder, vorder) additional points are used in */ /* horner evaluation and uorder*vorder additional */ /* values are needed for de Casteljau */ dsize = (uorder == 2 && vorder == 2)? 0 : uorder*vorder; hsize = (uorder > vorder ? uorder : vorder)*size; if(hsize>dsize) buffer = (GLfloat *) MALLOC((uorder*vorder*size+hsize)*sizeof(GLfloat)); else buffer = (GLfloat *) MALLOC((uorder*vorder*size+dsize)*sizeof(GLfloat)); /* compute the increment value for the u-loop */ uinc = ustride - vorder*vstride; if (buffer) for (i=0, p=buffer; i<uorder; i++, points += uinc) for (j=0; j<vorder; j++, points += vstride) for (k=0; k<size; k++) *p++ = (GLfloat) points[k]; return buffer;}/**********************************************************************//*** API entry points ***//**********************************************************************//* * This does the work of glMap1[fd]. */static voidmap1(GLenum target, GLfloat u1, GLfloat u2, GLint ustride, GLint uorder, const GLvoid *points, GLenum type ){ GET_CURRENT_CONTEXT(ctx); GLint k; GLfloat *pnts; struct gl_1d_map *map = NULL; ASSERT_OUTSIDE_BEGIN_END(ctx); ASSERT(type == GL_FLOAT || type == GL_DOUBLE); if (u1 == u2) { _mesa_error( ctx, GL_INVALID_VALUE, "glMap1(u1,u2)" ); return; } if (uorder < 1 || uorder > MAX_EVAL_ORDER) { _mesa_error( ctx, GL_INVALID_VALUE, "glMap1(order)" ); return; } if (!points) { _mesa_error( ctx, GL_INVALID_VALUE, "glMap1(points)" ); return; } k = _mesa_evaluator_components( target ); if (k == 0) { _mesa_error( ctx, GL_INVALID_ENUM, "glMap1(target)" ); } if (ustride < k) { _mesa_error( ctx, GL_INVALID_VALUE, "glMap1(stride)" ); return; } 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_1d_map(ctx, target); if (!map) { _mesa_error( ctx, GL_INVALID_ENUM, "glMap1(target)" ); return; } /* make copy of the control points */ if (type == GL_FLOAT) pnts = _mesa_copy_map_points1f(target, ustride, uorder, (GLfloat*) points); else pnts = _mesa_copy_map_points1d(target, ustride, uorder, (GLdouble*) points); FLUSH_VERTICES(ctx, _NEW_EVAL); map->Order = uorder; map->u1 = u1; map->u2 = u2; map->du = 1.0F / (u2 - u1); if (map->Points) FREE( map->Points ); map->Points = pnts;}void GLAPIENTRY_mesa_Map1f( GLenum target, GLfloat u1, GLfloat u2, GLint stride, GLint order, const GLfloat *points ){ map1(target, u1, u2, stride, order, points, GL_FLOAT);}void GLAPIENTRY_mesa_Map1d( GLenum target, GLdouble u1, GLdouble u2, GLint stride, GLint order, const GLdouble *points ){ map1(target, (GLfloat) u1, (GLfloat) u2, stride, order, points, GL_DOUBLE);}static voidmap2( GLenum target, GLfloat u1, GLfloat u2, GLint ustride, GLint uorder, GLfloat v1, GLfloat v2, GLint vstride, GLint vorder, const GLvoid *points, GLenum type ){ GET_CURRENT_CONTEXT(ctx); GLint k; GLfloat *pnts; struct gl_2d_map *map = NULL; ASSERT_OUTSIDE_BEGIN_END(ctx); ASSERT(type == GL_FLOAT || type == GL_DOUBLE); if (u1==u2) { _mesa_error( ctx, GL_INVALID_VALUE, "glMap2(u1,u2)" ); return; } if (v1==v2) { _mesa_error( ctx, GL_INVALID_VALUE, "glMap2(v1,v2)" ); return; } if (uorder<1 || uorder>MAX_EVAL_ORDER) { _mesa_error( ctx, GL_INVALID_VALUE, "glMap2(uorder)" ); return; } if (vorder<1 || vorder>MAX_EVAL_ORDER) { _mesa_error( ctx, GL_INVALID_VALUE, "glMap2(vorder)" ); return; } k = _mesa_evaluator_components( target ); if (k==0) { _mesa_error( ctx, GL_INVALID_ENUM, "glMap2(target)" ); } if (ustride < k) { _mesa_error( ctx, GL_INVALID_VALUE, "glMap2(ustride)" ); return; } if (vstride < k) { _mesa_error( ctx, GL_INVALID_VALUE, "glMap2(vstride)" ); return; }
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