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📄 glrenderer.cc

📁 Mesa is an open-source implementation of the OpenGL specification - a system for rendering interacti
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/*** License Applicability. Except to the extent portions of this file are** made subject to an alternative license as permitted in the SGI Free** Software License B, Version 1.1 (the "License"), the contents of this** file are subject only to the provisions of the License. You may not use** this file except in compliance with the License. You may obtain a copy** of the License at Silicon Graphics, Inc., attn: Legal Services, 1600** Amphitheatre Parkway, Mountain View, CA 94043-1351, or at:**** http://oss.sgi.com/projects/FreeB**** Note that, as provided in the License, the Software is distributed on an** "AS IS" basis, with ALL EXPRESS AND IMPLIED WARRANTIES AND CONDITIONS** DISCLAIMED, INCLUDING, WITHOUT LIMITATION, ANY IMPLIED WARRANTIES AND** CONDITIONS OF MERCHANTABILITY, SATISFACTORY QUALITY, FITNESS FOR A** PARTICULAR PURPOSE, AND NON-INFRINGEMENT.**** Original Code. The Original Code is: OpenGL Sample Implementation,** Version 1.2.1, released January 26, 2000, developed by Silicon Graphics,** Inc. The Original Code is Copyright (c) 1991-2000 Silicon Graphics, Inc.** Copyright in any portions created by third parties is as indicated** elsewhere herein. All Rights Reserved.**** Additional Notice Provisions: The application programming interfaces** established by SGI in conjunction with the Original Code are The** OpenGL(R) Graphics System: A Specification (Version 1.2.1), released** April 1, 1999; The OpenGL(R) Graphics System Utility Library (Version** 1.3), released November 4, 1998; and OpenGL(R) Graphics with the X** Window System(R) (Version 1.3), released October 19, 1998. This software** was created using the OpenGL(R) version 1.2.1 Sample Implementation** published by SGI, but has not been independently verified as being** compliant with the OpenGL(R) version 1.2.1 Specification.***//**/#include "gluos.h"#include "glimports.h"#include "glrenderer.h"GLUnurbs::GLUnurbs()	: NurbsTessellator(curveEvaluator, surfaceEvaluator){    redefineMaps();    defineMap(GL_MAP2_NORMAL, 0, 3);    defineMap(GL_MAP1_NORMAL, 0, 3);    defineMap(GL_MAP2_TEXTURE_COORD_1, 0, 1);    defineMap(GL_MAP1_TEXTURE_COORD_1, 0, 1);    defineMap(GL_MAP2_TEXTURE_COORD_2, 0, 2);    defineMap(GL_MAP1_TEXTURE_COORD_2, 0, 2);    defineMap(GL_MAP2_TEXTURE_COORD_3, 0, 3);    defineMap(GL_MAP1_TEXTURE_COORD_3, 0, 3);    defineMap(GL_MAP2_TEXTURE_COORD_4, 1, 4);    defineMap(GL_MAP1_TEXTURE_COORD_4, 1, 4);    defineMap(GL_MAP2_VERTEX_4, 1, 4);    defineMap(GL_MAP1_VERTEX_4, 1, 4);    defineMap(GL_MAP2_VERTEX_3, 0, 3);    defineMap(GL_MAP1_VERTEX_3, 0, 3);    defineMap(GL_MAP2_COLOR_4, 0, 4);    defineMap(GL_MAP1_COLOR_4, 0, 4);    defineMap(GL_MAP2_INDEX, 0, 1);    defineMap(GL_MAP1_INDEX, 0, 1);    setnurbsproperty(GL_MAP1_VERTEX_3, N_SAMPLINGMETHOD, (float) N_PATHLENGTH);    setnurbsproperty(GL_MAP1_VERTEX_4, N_SAMPLINGMETHOD, (float) N_PATHLENGTH);    setnurbsproperty(GL_MAP2_VERTEX_3, N_SAMPLINGMETHOD, (float) N_PATHLENGTH);    setnurbsproperty(GL_MAP2_VERTEX_4, N_SAMPLINGMETHOD, (float) N_PATHLENGTH);    setnurbsproperty(GL_MAP1_VERTEX_3, N_PIXEL_TOLERANCE, (float) 50.0);    setnurbsproperty(GL_MAP1_VERTEX_4, N_PIXEL_TOLERANCE, (float) 50.0);    setnurbsproperty(GL_MAP2_VERTEX_3, N_PIXEL_TOLERANCE, (float) 50.0);    setnurbsproperty(GL_MAP2_VERTEX_4, N_PIXEL_TOLERANCE, (float) 50.0);    setnurbsproperty(GL_MAP1_VERTEX_3, N_ERROR_TOLERANCE, (float) 0.50);    setnurbsproperty(GL_MAP1_VERTEX_4, N_ERROR_TOLERANCE, (float) 0.50);    setnurbsproperty(GL_MAP2_VERTEX_3, N_ERROR_TOLERANCE, (float) 0.50);    setnurbsproperty(GL_MAP2_VERTEX_4, N_ERROR_TOLERANCE, (float) 0.50);    setnurbsproperty(GL_MAP1_VERTEX_3, N_S_STEPS, (float) 100.0);    setnurbsproperty(GL_MAP1_VERTEX_4, N_S_STEPS, (float) 100.0);    setnurbsproperty(GL_MAP2_VERTEX_3, N_S_STEPS, (float) 100.0);    setnurbsproperty(GL_MAP2_VERTEX_4, N_S_STEPS, (float) 100.0);    //added for optimizing untrimmed case    set_domain_distance_u_rate(100.0);    setnurbsproperty(GL_MAP1_VERTEX_3, N_T_STEPS, (float) 100.0);    setnurbsproperty(GL_MAP1_VERTEX_4, N_T_STEPS, (float) 100.0);    setnurbsproperty(GL_MAP2_VERTEX_3, N_T_STEPS, (float) 100.0);    setnurbsproperty(GL_MAP2_VERTEX_4, N_T_STEPS, (float) 100.0);    //added for optimizing untrimmed case    set_domain_distance_v_rate(100.0);    set_is_domain_distance_sampling(0); //since the default is path_length    //default autoloadmode is true    autoloadmode = 1;    //default callbackFlag is 0    callbackFlag = 0;    errorCallback = NULL;}voidGLUnurbs::bgnrender(void){    if (autoloadmode) {	loadGLMatrices();    }}voidGLUnurbs::endrender(void){}voidGLUnurbs::errorHandler(int i){    int gluError;    gluError = i + (GLU_NURBS_ERROR1 - 1);    postError( gluError );}voidGLUnurbs::loadGLMatrices(void){    GLfloat vmat[4][4];    GLint viewport[4];    grabGLMatrix((GLfloat (*)[4]) vmat);    loadCullingMatrix((GLfloat (*)[4]) vmat);    ::glGetIntegerv((GLenum) GL_VIEWPORT, (GLint *) viewport);    loadSamplingMatrix((const GLfloat (*)[4]) vmat, (const GLint *) viewport);}voidGLUnurbs::useGLMatrices(const GLfloat modelMatrix[16],			  const GLfloat projMatrix[16],			  const GLint viewport[4]){    GLfloat vmat[4][4];    multmatrix4d(vmat, (const GLfloat (*)[4]) modelMatrix,	    (const GLfloat (*)[4]) projMatrix);    loadCullingMatrix((GLfloat (*)[4]) vmat);    loadSamplingMatrix((const GLfloat (*)[4]) vmat, (const GLint *) viewport);}/*-------------------------------------------------------------------------- * grabGLMatrix *-------------------------------------------------------------------------- */voidGLUnurbs::grabGLMatrix(GLfloat vmat[4][4]){    GLfloat m1[4][4], m2[4][4];    ::glGetFloatv((GLenum) GL_MODELVIEW_MATRIX, (GLfloat *) &(m1[0][0]));    ::glGetFloatv((GLenum) GL_PROJECTION_MATRIX, (GLfloat *) &(m2[0][0]));    multmatrix4d((GLfloat (*)[4]) vmat,	    (const GLfloat (*)[4]) m1, (const GLfloat (*)[4]) m2);}//for object space tesselation: view independentvoidGLUnurbs::setSamplingMatrixIdentity( void ){  INREAL smat[4][4] = {    {1,0,0,0},    {0,1,0,0},    {0,0,1,0},    {0,0,0,1}  };  const long rstride = sizeof(smat[0]) / sizeof(smat[0][0]);  const long cstride = 1;  setnurbsproperty(GL_MAP1_VERTEX_3, N_SAMPLINGMATRIX, &smat[0][0], rstride,		   cstride);  setnurbsproperty(GL_MAP1_VERTEX_4, N_SAMPLINGMATRIX, &smat[0][0], rstride,		   cstride);  setnurbsproperty(GL_MAP2_VERTEX_3, N_SAMPLINGMATRIX, &smat[0][0], rstride,		   cstride);  setnurbsproperty(GL_MAP2_VERTEX_4, N_SAMPLINGMATRIX, &smat[0][0], rstride,		   cstride);}voidGLUnurbs::loadSamplingMatrix(const GLfloat vmat[4][4],			       const GLint viewport[4]){    /* rescale the mapping to correspond to pixels in x/y */    REAL xsize = 0.5 * (REAL) (viewport[2]);    REAL ysize = 0.5 * (REAL) (viewport[3]);    INREAL smat[4][4];    smat[0][0] = vmat[0][0] * xsize;    smat[1][0] = vmat[1][0] * xsize;    smat[2][0] = vmat[2][0] * xsize;    smat[3][0] = vmat[3][0] * xsize;    smat[0][1] = vmat[0][1] * ysize;    smat[1][1] = vmat[1][1] * ysize;    smat[2][1] = vmat[2][1] * ysize;    smat[3][1] = vmat[3][1] * ysize;    smat[0][2] = 0.0;    smat[1][2] = 0.0;    smat[2][2] = 0.0;    smat[3][2] = 0.0;    smat[0][3] = vmat[0][3];    smat[1][3] = vmat[1][3];    smat[2][3] = vmat[2][3];    smat[3][3] = vmat[3][3];    const long rstride = sizeof(smat[0]) / sizeof(smat[0][0]);    const long cstride = 1;    setnurbsproperty(GL_MAP1_VERTEX_3, N_SAMPLINGMATRIX, &smat[0][0], rstride,	    cstride);    setnurbsproperty(GL_MAP1_VERTEX_4, N_SAMPLINGMATRIX, &smat[0][0], rstride,	    cstride);    setnurbsproperty(GL_MAP2_VERTEX_3, N_SAMPLINGMATRIX, &smat[0][0], rstride,	    cstride);    setnurbsproperty(GL_MAP2_VERTEX_4, N_SAMPLINGMATRIX, &smat[0][0], rstride,	    cstride);}voidGLUnurbs::loadCullingMatrix(GLfloat vmat[4][4]){    INREAL cmat[4][4];    cmat[0][0] = vmat[0][0];    cmat[0][1] = vmat[0][1];    cmat[0][2] = vmat[0][2];    cmat[0][3] = vmat[0][3];    cmat[1][0] = vmat[1][0];    cmat[1][1] = vmat[1][1];    cmat[1][2] = vmat[1][2];    cmat[1][3] = vmat[1][3];    cmat[2][0] = vmat[2][0];    cmat[2][1] = vmat[2][1];    cmat[2][2] = vmat[2][2];    cmat[2][3] = vmat[2][3];    cmat[3][0] = vmat[3][0];    cmat[3][1] = vmat[3][1];    cmat[3][2] = vmat[3][2];    cmat[3][3] = vmat[3][3];    const long rstride = sizeof(cmat[0]) / sizeof(cmat[0][0]);    const long cstride = 1;    setnurbsproperty(GL_MAP2_VERTEX_3, N_CULLINGMATRIX, &cmat[0][0], rstride,	    cstride);    setnurbsproperty(GL_MAP2_VERTEX_4, N_CULLINGMATRIX, &cmat[0][0], rstride,	    cstride);	//added for curves by zl    setnurbsproperty(GL_MAP1_VERTEX_3, N_CULLINGMATRIX, &cmat[0][0], rstride,	    cstride);    setnurbsproperty(GL_MAP1_VERTEX_4, N_CULLINGMATRIX, &cmat[0][0], rstride,	    cstride);}/*--------------------------------------------------------------------- * A = B * MAT ; transform a 4d vector through a 4x4 matrix *--------------------------------------------------------------------- */voidGLUnurbs::transform4d(GLfloat A[4], GLfloat B[4], GLfloat mat[4][4]){    A[0] = B[0]*mat[0][0] + B[1]*mat[1][0] + B[2]*mat[2][0] + B[3]*mat[3][0];    A[1] = B[0]*mat[0][1] + B[1]*mat[1][1] + B[2]*mat[2][1] + B[3]*mat[3][1];    A[2] = B[0]*mat[0][2] + B[1]*mat[1][2] + B[2]*mat[2][2] + B[3]*mat[3][2];    A[3] = B[0]*mat[0][3] + B[1]*mat[1][3] + B[2]*mat[2][3] + B[3]*mat[3][3];}/*--------------------------------------------------------------------- * new = [left][right] ; multiply two matrices together *--------------------------------------------------------------------- */voidGLUnurbs::multmatrix4d (GLfloat n[4][4], const GLfloat left[4][4],		 const GLfloat right[4][4]){    transform4d ((GLfloat *) n[0],(GLfloat *) left[0],(GLfloat (*)[4]) right);    transform4d ((GLfloat *) n[1],(GLfloat *) left[1],(GLfloat (*)[4]) right);    transform4d ((GLfloat *) n[2],(GLfloat *) left[2],(GLfloat (*)[4]) right);    transform4d ((GLfloat *) n[3],(GLfloat *) left[3],(GLfloat (*)[4]) right);}

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