You can not select more than 25 topics
Topics must start with a letter or number, can include dashes ('-') and can be up to 35 characters long.
358 lines
14 KiB
358 lines
14 KiB
#ifndef _transform_h_
|
|
#define _transform_h_
|
|
|
|
/*
|
|
** Copyright 1991, Silicon Graphics, Inc.
|
|
** All Rights Reserved.
|
|
**
|
|
** This is UNPUBLISHED PROPRIETARY SOURCE CODE of Silicon Graphics, Inc.;
|
|
** the contents of this file may not be disclosed to third parties, copied or
|
|
** duplicated in any form, in whole or in part, without the prior written
|
|
** permission of Silicon Graphics, Inc.
|
|
**
|
|
** RESTRICTED RIGHTS LEGEND:
|
|
** Use, duplication or disclosure by the Government is subject to restrictions
|
|
** as set forth in subdivision (c)(1)(ii) of the Rights in Technical Data
|
|
** and Computer Software clause at DFARS 252.227-7013, and/or in similar or
|
|
** successor clauses in the FAR, DOD or NASA FAR Supplement. Unpublished -
|
|
** rights reserved under the Copyright Laws of the United States.
|
|
**
|
|
** $Revision: 1.18 $
|
|
** $Date: 1993/11/29 20:34:42 $
|
|
*/
|
|
#include "vertex.h"
|
|
|
|
extern __GLcoord __gl_frustumClipPlanes[6];
|
|
|
|
extern void FASTCALL __glComputeClipBox(__GLcontext *gc);
|
|
extern void FASTCALL __glUpdateDepthRange(__GLcontext *gc);
|
|
extern void FASTCALL __glUpdateViewport(__GLcontext *gc);
|
|
#ifdef NT
|
|
extern void FASTCALL __glUpdateViewportDependents(__GLcontext *gc);
|
|
#endif
|
|
|
|
/*
|
|
** Note:
|
|
**
|
|
** Other code assumes that all types >= __GL_MT_IS2D are also 2D
|
|
** Other code assumes that all types >= __GL_MT_W0001 are also W0001
|
|
** Other code assumes that all types >= __GL_MT_IS2DNR are also 2DNR
|
|
**
|
|
** These enumerants are exposed to the MCD.
|
|
*/
|
|
#define __GL_MT_GENERAL 0 /* No information */
|
|
#define __GL_MT_W0001 1 /* W row looks like 0 0 0 1 */
|
|
#define __GL_MT_IS2D 2 /* 2D matrix */
|
|
#define __GL_MT_IS2DNR 3 /* 2D non-rotational matrix */
|
|
#define __GL_MT_IDENTITY 4 /* Identity */
|
|
|
|
/*
|
|
** Matrix struct. This contains a 4x4 matrix as well as function
|
|
** pointers used to do a transformation with the matrix. The function
|
|
** pointers are loaded based on the matrix contents attempting to
|
|
** avoid unneccesary computation.
|
|
*/
|
|
|
|
// Matrix structure.
|
|
typedef struct __GLmatrixBaseRec {
|
|
__GLfloat matrix[4][4];
|
|
} __GLmatrixBase;
|
|
|
|
// Projection matrix structure.
|
|
typedef struct __GLmatrixPRec {
|
|
__GLfloat matrix[4][4];
|
|
GLenum matrixType;
|
|
} __GLmatrixP;
|
|
|
|
// Modelview and texture transform structures.
|
|
//
|
|
// This structure is exposed to the MCD as MCDMATRIX.
|
|
struct __GLmatrixRec {
|
|
__GLfloat matrix[4][4];
|
|
|
|
/*
|
|
** matrixType set to general if nothing is known about this matrix.
|
|
**
|
|
** matrixType set to __GL_MT_W0001 if it looks like this:
|
|
** | . . . 0 |
|
|
** | . . . 0 |
|
|
** | . . . 0 |
|
|
** | . . . 1 |
|
|
**
|
|
** matrixType set to __GL_MT_IS2D if it looks like this:
|
|
** | . . 0 0 |
|
|
** | . . 0 0 |
|
|
** | 0 0 . 0 |
|
|
** | . . . 1 |
|
|
**
|
|
** matrixType set to __GL_MT_IS2DNR if it looks like this:
|
|
** | . 0 0 0 |
|
|
** | 0 . 0 0 |
|
|
** | 0 0 . 0 |
|
|
** | . . . 1 |
|
|
**
|
|
*/
|
|
GLenum matrixType;
|
|
|
|
void (FASTCALL *xf1)(__GLcoord *res, const __GLfloat *v, const __GLmatrix *m);
|
|
void (FASTCALL *xf2)(__GLcoord *res, const __GLfloat *v, const __GLmatrix *m);
|
|
void (FASTCALL *xf3)(__GLcoord *res, const __GLfloat *v, const __GLmatrix *m);
|
|
void (FASTCALL *xf4)(__GLcoord *res, const __GLfloat *v, const __GLmatrix *m);
|
|
void (FASTCALL *xfNorm)(__GLcoord *res, const __GLfloat *v, const __GLmatrix *m);
|
|
void (FASTCALL *xf1Batch)(__GLcoord *start, __GLcoord *end, const __GLmatrix *m);
|
|
void (FASTCALL *xf2Batch)(__GLcoord *start, __GLcoord *end, const __GLmatrix *m);
|
|
void (FASTCALL *xf3Batch)(__GLcoord *start, __GLcoord *end, const __GLmatrix *m);
|
|
void (FASTCALL *xf4Batch)(__GLcoord *start, __GLcoord *end, const __GLmatrix *m);
|
|
void (FASTCALL *xfNormBatch) (POLYARRAY *pa, const __GLmatrix *m);
|
|
// Transform and normalize
|
|
void (FASTCALL *xfNormBatchN)(POLYARRAY *pa, const __GLmatrix *m);
|
|
GLboolean nonScaling;
|
|
};
|
|
|
|
extern void FASTCALL __glGenericPickMatrixProcs(__GLcontext *gc, __GLmatrix *m );
|
|
extern void FASTCALL __glGenericPickInvTransposeProcs(__GLcontext *gc, __GLmatrix *m );
|
|
extern void FASTCALL __glGenericPickMvpMatrixProcs(__GLcontext *gc, __GLmatrix *m );
|
|
|
|
/************************************************************************/
|
|
|
|
/*
|
|
** Transform struct. This structure is what the matrix stacks are
|
|
** composed of. inverseTranspose contains the inverse transpose of matrix.
|
|
** For the modelView stack, "mvp" will contain the concatenation of
|
|
** the modelView and current projection matrix (i.e. the multiplication of
|
|
** the two matricies).
|
|
**
|
|
** The beginning of this structure is exposed to the MCD as MCDTRANSFORM.
|
|
*/
|
|
|
|
// Transform flags
|
|
|
|
// Used for MCD
|
|
#define XFORM_CHANGED 0x00000001
|
|
|
|
// Internal
|
|
#define XFORM_UPDATE_INVERSE 0x00000002
|
|
|
|
// Modelview transform structure.
|
|
struct __GLtransformRec {
|
|
__GLmatrix matrix;
|
|
__GLmatrix mvp;
|
|
|
|
GLuint flags;
|
|
|
|
/* MCDTRANSFORM ends */
|
|
|
|
/* Sequence number tag for mvp */
|
|
GLuint sequence;
|
|
|
|
__GLmatrix inverseTranspose;
|
|
};
|
|
|
|
// Texture transform structure.
|
|
typedef struct __GLtransformTRec {
|
|
__GLmatrix matrix;
|
|
} __GLtransformT;
|
|
|
|
// Projection transform structure.
|
|
typedef struct __GLtransformPRec {
|
|
__GLmatrixP matrix;
|
|
/* Sequence number tag for mvp */
|
|
GLuint sequence;
|
|
} __GLtransformP;
|
|
|
|
/************************************************************************/
|
|
|
|
/* Unbias an x,y coordinate */
|
|
#define __GL_UNBIAS_X(gc, x) ((x) - (gc)->constants.viewportXAdjust)
|
|
#define __GL_UNBIAS_Y(gc, y) ((y) - (gc)->constants.viewportYAdjust)
|
|
|
|
/*
|
|
** Transformation machinery state. Contains the state needed to transform
|
|
** user coordinates into eye & window coordinates.
|
|
*/
|
|
typedef struct __GLtransformMachineRec {
|
|
/*
|
|
** Transformation stack. "modelView" points to the active element in
|
|
** the stack.
|
|
*/
|
|
__GLtransform *modelViewStack;
|
|
__GLtransform *modelView;
|
|
|
|
/*
|
|
** Current projection matrix. Used to transform eye coordinates into
|
|
** NTVP (or clip) coordinates.
|
|
*/
|
|
__GLtransformP *projectionStack;
|
|
__GLtransformP *projection;
|
|
GLuint projectionSequence;
|
|
|
|
/*
|
|
** Texture matrix stack.
|
|
*/
|
|
__GLtransformT *textureStack;
|
|
__GLtransformT *texture;
|
|
|
|
/*
|
|
** Temporary verticies used during clipping. These contain verticies
|
|
** that are the result of clipping a polygon edge against a clipping
|
|
** plane. For a convex polygon at most one vertex can be added for
|
|
** each clipping plane.
|
|
*/
|
|
__GLvertex *clipTemp;
|
|
__GLvertex *nextClipTemp;
|
|
|
|
/*
|
|
** The smallest rectangle that is the intersection of the window clip
|
|
** and the scissor clip. If the scissor box is disabled then this
|
|
** is just the window box. Note that the x0,y0 point is inside the
|
|
** box but that the x1,y1 point is just outside the box.
|
|
*/
|
|
GLint clipX0;
|
|
GLint clipY0;
|
|
GLint clipX1;
|
|
GLint clipY1;
|
|
|
|
/*
|
|
** The viewport translated into offset window coordinates. maxx and maxy
|
|
** are one past the edge (an x coord is in if minx <= x < maxx).
|
|
*/
|
|
GLint minx, miny, maxx, maxy;
|
|
|
|
/*
|
|
** The same thing expressed as floating point numbers.
|
|
*/
|
|
__GLfloat fminx, fminy, fmaxx, fmaxy;
|
|
|
|
#ifdef SGI
|
|
// Not used.
|
|
/*
|
|
** Fast 2D transform state. If the mvp matrix is >= __GL_MT_IS2D, then
|
|
** matrix2D contains the matrix to transform object coordinates directly
|
|
** to window coordinates.
|
|
** Even though this optimization is used on a per implementation basis,
|
|
** this matrix is maintained up to date by the soft code.
|
|
*/
|
|
__GLmatrix matrix2D;
|
|
#endif // SGI
|
|
|
|
/* A flag for fast path triangle rendering.
|
|
** If this flag is set, then the user has created a viewport that
|
|
** fits within the window, and we can make it render fast. If, however,
|
|
** the viewport extends outside the window, we have to be more careful
|
|
** about scissoring.
|
|
*/
|
|
GLboolean reasonableViewport;
|
|
} __GLtransformMachine;
|
|
|
|
extern void __glDoClip(__GLcontext *gc, const __GLvertex *v0,
|
|
const __GLvertex *v1, __GLvertex *result, __GLfloat t);
|
|
|
|
extern void FASTCALL __glDoLoadMatrix(__GLcontext *gc, const __GLfloat m[4][4],
|
|
BOOL bIsIdentity);
|
|
extern void FASTCALL __glDoMultMatrix(__GLcontext *gc, void *data,
|
|
void (FASTCALL *multiply)(__GLcontext *gc, __GLmatrix *m, void *data));
|
|
extern void __glDoRotate(__GLcontext *gc, __GLfloat angle, __GLfloat ax,
|
|
__GLfloat ay, __GLfloat az);
|
|
extern void __glDoScale(__GLcontext *gc, __GLfloat x, __GLfloat y, __GLfloat z);
|
|
extern void __glDoTranslate(__GLcontext *gc, __GLfloat x, __GLfloat y,
|
|
__GLfloat z);
|
|
|
|
extern void FASTCALL __glComputeInverseTranspose(__GLcontext *gc, __GLtransform *tr);
|
|
|
|
/*
|
|
** Matrix routines.
|
|
*/
|
|
extern void FASTCALL __glCopyMatrix(__GLmatrix *dst, const __GLmatrix *src);
|
|
extern void FASTCALL __glInvertTransposeMatrix(__GLmatrix *dst, const __GLmatrix *src);
|
|
extern void FASTCALL __glMakeIdentity(__GLmatrix *result);
|
|
extern void FASTCALL __glMultMatrix(__GLmatrix *result, const __GLmatrix *a,
|
|
const __GLmatrix *b);
|
|
extern void __glTranspose3x3(__GLmatrix *dst, __GLmatrix *src);
|
|
|
|
/*
|
|
** Miscellaneous routines.
|
|
*/
|
|
extern void FASTCALL __glNormalize(__GLfloat dst[3], const __GLfloat src[3]);
|
|
extern void FASTCALL __glNormalizeBatch(POLYARRAY* pa);
|
|
|
|
/************************************************************************/
|
|
|
|
extern void FASTCALL __glPushModelViewMatrix(__GLcontext *gc);
|
|
extern void FASTCALL __glPopModelViewMatrix(__GLcontext *gc);
|
|
extern void FASTCALL __glLoadIdentityModelViewMatrix(__GLcontext *gc);
|
|
|
|
extern void FASTCALL __glPushProjectionMatrix(__GLcontext *gc);
|
|
extern void FASTCALL __glPopProjectionMatrix(__GLcontext *gc);
|
|
extern void FASTCALL __glLoadIdentityProjectionMatrix(__GLcontext *gc);
|
|
|
|
extern void FASTCALL __glPushTextureMatrix(__GLcontext *gc);
|
|
extern void FASTCALL __glPopTextureMatrix(__GLcontext *gc);
|
|
extern void FASTCALL __glLoadIdentityTextureMatrix(__GLcontext *gc);
|
|
|
|
/*
|
|
** Xforming routines.
|
|
*/
|
|
|
|
void FASTCALL __glXForm4_2DNRW(__GLcoord *res, const __GLfloat v[4],
|
|
const __GLmatrix *m);
|
|
void FASTCALL __glXForm3_2DNRW(__GLcoord *res, const __GLfloat v[3],
|
|
const __GLmatrix *m);
|
|
void FASTCALL __glXForm4_2DW(__GLcoord *res, const __GLfloat v[4],
|
|
const __GLmatrix *m);
|
|
void FASTCALL __glXForm3_2DW(__GLcoord *res, const __GLfloat v[3],
|
|
const __GLmatrix *m);
|
|
#ifndef __GL_USEASMCODE
|
|
void FASTCALL __glXForm4_W(__GLcoord *res, const __GLfloat v[4], const __GLmatrix *m);
|
|
void FASTCALL __glXForm3x3(__GLcoord *res, const __GLfloat v[3], const __GLmatrix *m);
|
|
void FASTCALL __glXForm3_W(__GLcoord *res, const __GLfloat v[3], const __GLmatrix *m);
|
|
void FASTCALL __glXForm2_W(__GLcoord *res, const __GLfloat v[2], const __GLmatrix *m);
|
|
void FASTCALL __glXForm4(__GLcoord *res, const __GLfloat v[4], const __GLmatrix *m);
|
|
void FASTCALL __glXForm3(__GLcoord *res, const __GLfloat v[3], const __GLmatrix *m);
|
|
void FASTCALL __glXForm2(__GLcoord *res, const __GLfloat v[2], const __GLmatrix *m);
|
|
void FASTCALL __glXForm2_2DW(__GLcoord *res, const __GLfloat v[2],
|
|
const __GLmatrix *m);
|
|
void FASTCALL __glXForm2_2DNRW(__GLcoord *res, const __GLfloat v[2],
|
|
const __GLmatrix *m);
|
|
#endif /* !__GL_USEASMCODE */
|
|
void FASTCALL __glXForm1_W(__GLcoord *res, const __GLfloat v[1], const __GLmatrix *m);
|
|
void FASTCALL __glXForm1(__GLcoord *res, const __GLfloat v[1], const __GLmatrix *m);
|
|
void FASTCALL __glXForm1_2DW(__GLcoord *res, const __GLfloat v[1],
|
|
const __GLmatrix *m);
|
|
void FASTCALL __glXForm1_2DNRW(__GLcoord *res, const __GLfloat v[1],
|
|
const __GLmatrix *m);
|
|
|
|
|
|
/*
|
|
** Batched versions of the above routines.
|
|
*/
|
|
|
|
void FASTCALL __glXForm4_2DNRWBatch(__GLcoord *start, __GLcoord *end, const __GLmatrix *m);
|
|
void FASTCALL __glXForm3_2DNRWBatch(__GLcoord *start, __GLcoord *end, const __GLmatrix *m);
|
|
void FASTCALL __glXForm4_2DWBatch(__GLcoord *start, __GLcoord *end, const __GLmatrix *m);
|
|
void FASTCALL __glXForm3_2DWBatch(__GLcoord *start, __GLcoord *end, const __GLmatrix *m);
|
|
#ifndef __GL_USEASMCODE
|
|
void FASTCALL __glXForm4_WBatch(__GLcoord *start, __GLcoord *end, const __GLmatrix *m);
|
|
void FASTCALL __glXForm3x3Batch(__GLcoord *start, __GLcoord *end, const __GLmatrix *m);
|
|
void FASTCALL __glXForm3_WBatch(__GLcoord *start, __GLcoord *end, const __GLmatrix *m);
|
|
void FASTCALL __glXForm2_WBatch(__GLcoord *start, __GLcoord *end, const __GLmatrix *m);
|
|
void FASTCALL __glXForm4Batch(__GLcoord *start, __GLcoord *end, const __GLmatrix *m);
|
|
void FASTCALL __glXForm3Batch(__GLcoord *start, __GLcoord *end, const __GLmatrix *m);
|
|
void FASTCALL __glXForm2Batch(__GLcoord *start, __GLcoord *end, const __GLmatrix *m);
|
|
void FASTCALL __glXForm2_2DWBatch(__GLcoord *start, __GLcoord *end, const __GLmatrix *m);
|
|
void FASTCALL __glXForm2_2DNRWBatch(__GLcoord *start, __GLcoord *end, const __GLmatrix *m);
|
|
#endif /* !__GL_USEASMCODE */
|
|
void FASTCALL __glXForm1_WBatch(__GLcoord *start, __GLcoord *end, const __GLmatrix *m);
|
|
void FASTCALL __glXForm1Batch(__GLcoord *start, __GLcoord *end, const __GLmatrix *m);
|
|
void FASTCALL __glXForm1_2DWBatch(__GLcoord *start, __GLcoord *end, const __GLmatrix *m);
|
|
void FASTCALL __glXForm1_2DNRWBatch(__GLcoord *start, __GLcoord *end, const __GLmatrix *m);
|
|
|
|
// Transformations for normals
|
|
//
|
|
void FASTCALL __glXForm3_2DNRWBatchNormal (POLYARRAY *pa, const __GLmatrix *m);
|
|
void FASTCALL __glXForm3_2DNRWBatchNormalN (POLYARRAY *pa, const __GLmatrix *m);
|
|
void FASTCALL __glXForm3_2DWBatchNormal (POLYARRAY *pa, const __GLmatrix *m);
|
|
void FASTCALL __glXForm3_2DWBatchNormalN (POLYARRAY *pa, const __GLmatrix *m);
|
|
void FASTCALL __glXForm3x3BatchNormal (POLYARRAY *pa, const __GLmatrix *m);
|
|
void FASTCALL __glXForm3x3BatchNormalN (POLYARRAY *pa, const __GLmatrix *m);
|
|
|
|
#endif
|