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📄 eval.c

📁 Mesa is an open-source implementation of the OpenGL specification - a system for rendering interacti
💻 C
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   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 voidinit_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 voidinit_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));}

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