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📄 t_vb_texgen.c

📁 Mesa is an open-source implementation of the OpenGL specification - a system for rendering interacti
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/* * Mesa 3-D graphics library * Version:  6.5 * * Copyright (C) 1999-2006  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. * * Authors: *    Brian Paul *    Keith Whitwell <keith@tungstengraphics.com> *//* * Regarding GL_NV_texgen_reflection: * * Portions of this software may use or implement intellectual * property owned and licensed by NVIDIA Corporation. NVIDIA disclaims * any and all warranties with respect to such intellectual property, * including any use thereof or modifications thereto. */#include "glheader.h"#include "colormac.h"#include "context.h"#include "macros.h"#include "imports.h"#include "mtypes.h"#include "math/m_xform.h"#include "t_context.h"#include "t_pipeline.h"/*********************************************************************** * Automatic texture coordinate generation (texgen) code. */struct texgen_stage_data;typedef void (*texgen_func)( GLcontext *ctx,			     struct texgen_stage_data *store,			     GLuint unit);struct texgen_stage_data {   /* Per-texunit derived state.    */   GLuint TexgenSize[MAX_TEXTURE_COORD_UNITS];   texgen_func TexgenFunc[MAX_TEXTURE_COORD_UNITS];   /* Temporary values used in texgen.    */   GLfloat (*tmp_f)[3];   GLfloat *tmp_m;   /* Buffered outputs of the stage.    */   GLvector4f texcoord[MAX_TEXTURE_COORD_UNITS];};#define TEXGEN_STAGE_DATA(stage) ((struct texgen_stage_data *)stage->privatePtr)static GLuint all_bits[5] = {   0,   VEC_SIZE_1,   VEC_SIZE_2,   VEC_SIZE_3,   VEC_SIZE_4,};#define VEC_SIZE_FLAGS (VEC_SIZE_1|VEC_SIZE_2|VEC_SIZE_3|VEC_SIZE_4)#define TEXGEN_NEED_M            (TEXGEN_SPHERE_MAP)#define TEXGEN_NEED_F            (TEXGEN_SPHERE_MAP        | \				  TEXGEN_REFLECTION_MAP_NV)static void build_m3( GLfloat f[][3], GLfloat m[],		      const GLvector4f *normal,		      const GLvector4f *eye ){   GLuint stride = eye->stride;   GLfloat *coord = (GLfloat *)eye->start;   GLuint count = eye->count;   const GLfloat *norm = normal->start;   GLuint i;   for (i=0;i<count;i++,STRIDE_F(coord,stride),STRIDE_F(norm,normal->stride)) {      GLfloat u[3], two_nu, fx, fy, fz;      COPY_3V( u, coord );      NORMALIZE_3FV( u );      two_nu = 2.0F * DOT3(norm,u);      fx = f[i][0] = u[0] - norm[0] * two_nu;      fy = f[i][1] = u[1] - norm[1] * two_nu;      fz = f[i][2] = u[2] - norm[2] * two_nu;      m[i] = fx * fx + fy * fy + (fz + 1.0F) * (fz + 1.0F);      if (m[i] != 0.0F) {	 m[i] = 0.5F * _mesa_inv_sqrtf(m[i]);      }   }}static void build_m2( GLfloat f[][3], GLfloat m[],		      const GLvector4f *normal,		      const GLvector4f *eye ){   GLuint stride = eye->stride;   GLfloat *coord = eye->start;   GLuint count = eye->count;   GLfloat *norm = normal->start;   GLuint i;   for (i=0;i<count;i++,STRIDE_F(coord,stride),STRIDE_F(norm,normal->stride)) {      GLfloat u[3], two_nu, fx, fy, fz;      COPY_2V( u, coord );      u[2] = 0;      NORMALIZE_3FV( u );      two_nu = 2.0F * DOT3(norm,u);      fx = f[i][0] = u[0] - norm[0] * two_nu;      fy = f[i][1] = u[1] - norm[1] * two_nu;      fz = f[i][2] = u[2] - norm[2] * two_nu;      m[i] = fx * fx + fy * fy + (fz + 1.0F) * (fz + 1.0F);      if (m[i] != 0.0F) {	 m[i] = 0.5F * _mesa_inv_sqrtf(m[i]);      }   }}typedef void (*build_m_func)( GLfloat f[][3],			      GLfloat m[],			      const GLvector4f *normal,			      const GLvector4f *eye );static build_m_func build_m_tab[5] = {   NULL,   NULL,   build_m2,   build_m3,   build_m3};/* This is unusual in that we respect the stride of the output vector * (f).  This allows us to pass in either a texcoord vector4f, or a * temporary vector3f. */static void build_f3( GLfloat *f,		      GLuint fstride,		      const GLvector4f *normal,		      const GLvector4f *eye ){   GLuint stride = eye->stride;   GLfloat *coord = eye->start;   GLuint count = eye->count;   GLfloat *norm = normal->start;   GLuint i;   for (i=0;i<count;i++) {      GLfloat u[3], two_nu;      COPY_3V( u, coord );      NORMALIZE_3FV( u );      two_nu = 2.0F * DOT3(norm,u);      f[0] = u[0] - norm[0] * two_nu;      f[1] = u[1] - norm[1] * two_nu;      f[2] = u[2] - norm[2] * two_nu;      STRIDE_F(coord,stride);      STRIDE_F(f,fstride);      STRIDE_F(norm, normal->stride);   }}static void build_f2( GLfloat *f,		      GLuint fstride,		      const GLvector4f *normal,		      const GLvector4f *eye ){   GLuint stride = eye->stride;   GLfloat *coord = eye->start;   GLuint count = eye->count;   GLfloat *norm = normal->start;   GLuint i;   for (i=0;i<count;i++) {      GLfloat u[3], two_nu;      COPY_2V( u, coord );      u[2] = 0;      NORMALIZE_3FV( u );      two_nu = 2.0F * DOT3(norm,u);      f[0] = u[0] - norm[0] * two_nu;      f[1] = u[1] - norm[1] * two_nu;      f[2] = u[2] - norm[2] * two_nu;      STRIDE_F(coord,stride);      STRIDE_F(f,fstride);      STRIDE_F(norm, normal->stride);   }}typedef void (*build_f_func)( GLfloat *f,			      GLuint fstride,			      const GLvector4f *normal_vec,			      const GLvector4f *eye );/* Just treat 4-vectors as 3-vectors. */static build_f_func build_f_tab[5] = {   NULL,   NULL,   build_f2,   build_f3,   build_f3};/* Special case texgen functions. */static void texgen_reflection_map_nv( GLcontext *ctx,				      struct texgen_stage_data *store,				      GLuint unit ){   struct vertex_buffer *VB = &TNL_CONTEXT(ctx)->vb;   GLvector4f *in = VB->AttribPtr[VERT_ATTRIB_TEX0 + unit];   GLvector4f *out = &store->texcoord[unit];   build_f_tab[VB->EyePtr->size]( out->start,				  out->stride,				  VB->AttribPtr[_TNL_ATTRIB_NORMAL],				  VB->EyePtr );   out->flags |= (in->flags & VEC_SIZE_FLAGS) | VEC_SIZE_3;   out->count = VB->Count;   out->size = MAX2(in->size, 3);   if (in->size == 4)       _mesa_copy_tab[0x8]( out, in );}static void texgen_normal_map_nv( GLcontext *ctx,				  struct texgen_stage_data *store,				  GLuint unit ){   struct vertex_buffer *VB = &TNL_CONTEXT(ctx)->vb;   GLvector4f *in = VB->AttribPtr[VERT_ATTRIB_TEX0 + unit];   GLvector4f *out = &store->texcoord[unit];   GLvector4f *normal = VB->AttribPtr[_TNL_ATTRIB_NORMAL];   GLfloat (*texcoord)[4] = (GLfloat (*)[4])out->start;   GLuint count = VB->Count;   GLuint i;   const GLfloat *norm = normal->start;   for (i=0;i<count;i++, STRIDE_F(norm, normal->stride)) {      texcoord[i][0] = norm[0];      texcoord[i][1] = norm[1];      texcoord[i][2] = norm[2];   }   out->flags |= (in->flags & VEC_SIZE_FLAGS) | VEC_SIZE_3;   out->count = count;   out->size = MAX2(in->size, 3);   if (in->size == 4)       _mesa_copy_tab[0x8]( out, in );}static void texgen_sphere_map( GLcontext *ctx,			       struct texgen_stage_data *store,			       GLuint unit ){   struct vertex_buffer *VB = &TNL_CONTEXT(ctx)->vb;

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