📄 m_xform_tmp.h
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/* * Mesa 3-D graphics library * Version: 3.5 * * Copyright (C) 1999-2001 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. *//* * New (3.1) transformation code written by Keith Whitwell. *//*---------------------------------------------------------------------- * Begin Keith's new code * *---------------------------------------------------------------------- *//* KW: Fixed stride, now measured in bytes as is the OpenGL array stride. *//* KW: These are now parameterized to produce two versions, one * which transforms all incoming points, and a second which * takes notice of a cullmask array, and only transforms * unculled vertices. *//* KW: 1-vectors can sneak into the texture pipeline via the array * interface. These functions are here because I want consistant * treatment of the vertex sizes and a lazy strategy for * cleaning unused parts of the vector, and so as not to exclude * them from the vertex array interface. * * Under our current analysis of matrices, there is no way that * the product of a matrix and a 1-vector can remain a 1-vector, * with the exception of the identity transform. *//* KW: No longer zero-pad outgoing vectors. Now that external * vectors can get into the pipeline we cannot ever assume * that there is more to a vector than indicated by its * size. *//* KW: Now uses clipmask and a flag to allow us to skip both/either * cliped and/or culled vertices. *//* GH: Not any more -- it's easier (and faster) to just process the * entire vector. Clipping and culling are handled further down * the pipe, most often during or after the conversion to some * driver-specific vertex format. */static void _XFORMAPITAG(transform_points1_general)( GLvector4f *to_vec, const GLfloat m[16], const GLvector4f *from_vec ){ const GLuint stride = from_vec->stride; GLfloat *from = from_vec->start; GLfloat (*to)[4] = (GLfloat (*)[4])to_vec->start; GLuint count = from_vec->count; const GLfloat m0 = m[0], m12 = m[12]; const GLfloat m1 = m[1], m13 = m[13]; const GLfloat m2 = m[2], m14 = m[14]; const GLfloat m3 = m[3], m15 = m[15]; GLuint i; STRIDE_LOOP { const GLfloat ox = from[0]; to[i][0] = m0 * ox + m12; to[i][1] = m1 * ox + m13; to[i][2] = m2 * ox + m14; to[i][3] = m3 * ox + m15; } to_vec->size = 4; to_vec->flags |= VEC_SIZE_4; to_vec->count = from_vec->count;}static void _XFORMAPITAG(transform_points1_identity)( GLvector4f *to_vec, const GLfloat m[16], const GLvector4f *from_vec ){ const GLuint stride = from_vec->stride; GLfloat *from = from_vec->start; GLuint count = from_vec->count; GLfloat (*to)[4] = (GLfloat (*)[4])to_vec->start; GLuint i; (void) m; if (to_vec == from_vec) return; STRIDE_LOOP { to[i][0] = from[0]; } to_vec->size = 1; to_vec->flags |= VEC_SIZE_1; to_vec->count = from_vec->count;}static void _XFORMAPITAG(transform_points1_2d)( GLvector4f *to_vec, const GLfloat m[16], const GLvector4f *from_vec ){ const GLuint stride = from_vec->stride; GLfloat *from = from_vec->start; GLfloat (*to)[4] = (GLfloat (*)[4])to_vec->start; GLuint count = from_vec->count; const GLfloat m0 = m[0], m1 = m[1]; const GLfloat m12 = m[12], m13 = m[13]; GLuint i; STRIDE_LOOP { const GLfloat ox = from[0]; to[i][0] = m0 * ox + m12; to[i][1] = m1 * ox + m13; } to_vec->size = 2; to_vec->flags |= VEC_SIZE_2; to_vec->count = from_vec->count;}static void _XFORMAPITAG(transform_points1_2d_no_rot)( GLvector4f *to_vec, const GLfloat m[16], const GLvector4f *from_vec ){ const GLuint stride = from_vec->stride; GLfloat *from = from_vec->start; GLfloat (*to)[4] = (GLfloat (*)[4])to_vec->start; GLuint count = from_vec->count; const GLfloat m0 = m[0], m12 = m[12], m13 = m[13]; GLuint i; STRIDE_LOOP { const GLfloat ox = from[0]; to[i][0] = m0 * ox + m12; to[i][1] = m13; } to_vec->size = 2; to_vec->flags |= VEC_SIZE_2; to_vec->count = from_vec->count;}static void _XFORMAPITAG(transform_points1_3d)( GLvector4f *to_vec, const GLfloat m[16], const GLvector4f *from_vec ){ const GLuint stride = from_vec->stride; GLfloat *from = from_vec->start; GLfloat (*to)[4] = (GLfloat (*)[4])to_vec->start; GLuint count = from_vec->count; const GLfloat m0 = m[0], m1 = m[1], m2 = m[2]; const GLfloat m12 = m[12], m13 = m[13], m14 = m[14]; GLuint i; STRIDE_LOOP { const GLfloat ox = from[0]; to[i][0] = m0 * ox + m12; to[i][1] = m1 * ox + m13; to[i][2] = m2 * ox + m14; } to_vec->size = 3; to_vec->flags |= VEC_SIZE_3; to_vec->count = from_vec->count;}static void _XFORMAPITAG(transform_points1_3d_no_rot)( GLvector4f *to_vec, const GLfloat m[16], const GLvector4f *from_vec ){ const GLuint stride = from_vec->stride; GLfloat *from = from_vec->start; GLfloat (*to)[4] = (GLfloat (*)[4])to_vec->start; GLuint count = from_vec->count; const GLfloat m0 = m[0]; const GLfloat m12 = m[12], m13 = m[13], m14 = m[14]; GLuint i; STRIDE_LOOP { const GLfloat ox = from[0]; to[i][0] = m0 * ox + m12; to[i][1] = m13; to[i][2] = m14; } to_vec->size = 3; to_vec->flags |= VEC_SIZE_3; to_vec->count = from_vec->count;}static void _XFORMAPITAG(transform_points1_perspective)( GLvector4f *to_vec, const GLfloat m[16], const GLvector4f *from_vec ){ const GLuint stride = from_vec->stride; GLfloat *from = from_vec->start; GLfloat (*to)[4] = (GLfloat (*)[4])to_vec->start; GLuint count = from_vec->count; const GLfloat m0 = m[0], m14 = m[14]; GLuint i; STRIDE_LOOP { const GLfloat ox = from[0]; to[i][0] = m0 * ox ; to[i][1] = 0 ; to[i][2] = m14; to[i][3] = 0; } to_vec->size = 4; to_vec->flags |= VEC_SIZE_4; to_vec->count = from_vec->count;}/* 2-vectors, which are a lot more relevant than 1-vectors, are * present early in the geometry pipeline and throughout the * texture pipeline. */static void _XFORMAPITAG(transform_points2_general)( GLvector4f *to_vec, const GLfloat m[16], const GLvector4f *from_vec ){ const GLuint stride = from_vec->stride; GLfloat *from = from_vec->start; GLfloat (*to)[4] = (GLfloat (*)[4])to_vec->start; GLuint count = from_vec->count; const GLfloat m0 = m[0], m4 = m[4], m12 = m[12]; const GLfloat m1 = m[1], m5 = m[5], m13 = m[13]; const GLfloat m2 = m[2], m6 = m[6], m14 = m[14]; const GLfloat m3 = m[3], m7 = m[7], m15 = m[15]; GLuint i; STRIDE_LOOP { const GLfloat ox = from[0], oy = from[1]; to[i][0] = m0 * ox + m4 * oy + m12; to[i][1] = m1 * ox + m5 * oy + m13; to[i][2] = m2 * ox + m6 * oy + m14; to[i][3] = m3 * ox + m7 * oy + m15; } to_vec->size = 4; to_vec->flags |= VEC_SIZE_4; to_vec->count = from_vec->count;}static void _XFORMAPITAG(transform_points2_identity)( GLvector4f *to_vec, const GLfloat m[16], const GLvector4f *from_vec ){ const GLuint stride = from_vec->stride; GLfloat *from = from_vec->start; GLfloat (*to)[4] = (GLfloat (*)[4])to_vec->start; GLuint count = from_vec->count; GLuint i; (void) m; if (to_vec == from_vec) return; STRIDE_LOOP { to[i][0] = from[0]; to[i][1] = from[1]; } to_vec->size = 2; to_vec->flags |= VEC_SIZE_2; to_vec->count = from_vec->count;}static void _XFORMAPITAG(transform_points2_2d)( GLvector4f *to_vec, const GLfloat m[16], const GLvector4f *from_vec ){ const GLuint stride = from_vec->stride; GLfloat *from = from_vec->start; GLfloat (*to)[4] = (GLfloat (*)[4])to_vec->start; GLuint count = from_vec->count; const GLfloat m0 = m[0], m1 = m[1], m4 = m[4], m5 = m[5]; const GLfloat m12 = m[12], m13 = m[13]; GLuint i; STRIDE_LOOP { const GLfloat ox = from[0], oy = from[1]; to[i][0] = m0 * ox + m4 * oy + m12; to[i][1] = m1 * ox + m5 * oy + m13; } to_vec->size = 2; to_vec->flags |= VEC_SIZE_2; to_vec->count = from_vec->count;}static void _XFORMAPITAG(transform_points2_2d_no_rot)( GLvector4f *to_vec, const GLfloat m[16], const GLvector4f *from_vec ){ const GLuint stride = from_vec->stride; GLfloat *from = from_vec->start; GLfloat (*to)[4] = (GLfloat (*)[4])to_vec->start; GLuint count = from_vec->count; const GLfloat m0 = m[0], m5 = m[5], m12 = m[12], m13 = m[13]; GLuint i; STRIDE_LOOP { const GLfloat ox = from[0], oy = from[1]; to[i][0] = m0 * ox + m12; to[i][1] = m5 * oy + m13; } to_vec->size = 2; to_vec->flags |= VEC_SIZE_2; to_vec->count = from_vec->count;}static void _XFORMAPITAG(transform_points2_3d)( GLvector4f *to_vec, const GLfloat m[16], const GLvector4f *from_vec ){ const GLuint stride = from_vec->stride; GLfloat *from = from_vec->start; GLfloat (*to)[4] = (GLfloat (*)[4])to_vec->start; GLuint count = from_vec->count; const GLfloat m0 = m[0], m1 = m[1], m2 = m[2], m4 = m[4], m5 = m[5]; const GLfloat m6 = m[6], m12 = m[12], m13 = m[13], m14 = m[14]; GLuint i; STRIDE_LOOP { const GLfloat ox = from[0], oy = from[1]; to[i][0] = m0 * ox + m4 * oy + m12; to[i][1] = m1 * ox + m5 * oy + m13; to[i][2] = m2 * ox + m6 * oy + m14; } to_vec->size = 3; to_vec->flags |= VEC_SIZE_3; to_vec->count = from_vec->count;}/* I would actually say this was a fairly important function, from * a texture transformation point of view. */static void _XFORMAPITAG(transform_points2_3d_no_rot)( GLvector4f *to_vec, const GLfloat m[16], const GLvector4f *from_vec ){ const GLuint stride = from_vec->stride; GLfloat *from = from_vec->start; GLfloat (*to)[4] = (GLfloat (*)[4])to_vec->start; GLuint count = from_vec->count; const GLfloat m0 = m[0], m5 = m[5]; const GLfloat m12 = m[12], m13 = m[13], m14 = m[14]; GLuint i; STRIDE_LOOP { const GLfloat ox = from[0], oy = from[1]; to[i][0] = m0 * ox + m12; to[i][1] = m5 * oy + m13; to[i][2] = m14; } if (m14 == 0) { to_vec->size = 2; to_vec->flags |= VEC_SIZE_2; } else { to_vec->size = 3; to_vec->flags |= VEC_SIZE_3; } to_vec->count = from_vec->count;}static void _XFORMAPITAG(transform_points2_perspective)( GLvector4f *to_vec, const GLfloat m[16], const GLvector4f *from_vec ){ const GLuint stride = from_vec->stride; GLfloat *from = from_vec->start; GLfloat (*to)[4] = (GLfloat (*)[4])to_vec->start; GLuint count = from_vec->count; const GLfloat m0 = m[0], m5 = m[5], m14 = m[14]; GLuint i; STRIDE_LOOP { const GLfloat ox = from[0], oy = from[1]; to[i][0] = m0 * ox ; to[i][1] = m5 * oy ; to[i][2] = m14; to[i][3] = 0; } to_vec->size = 4; to_vec->flags |= VEC_SIZE_4; to_vec->count = from_vec->count;}
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