⭐ 欢迎来到虫虫下载站! | 📦 资源下载 📁 资源专辑 ℹ️ 关于我们
⭐ 虫虫下载站

📄 eval.c

📁 Mesa is an open-source implementation of the OpenGL specification - a system for rendering interacti
💻 C
📖 第 1 页 / 共 2 页
字号:
/* * 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;   }

⌨️ 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 + -