⭐ 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

📄 m_xform_tmp.h

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

⌨️ 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 + -