Leaked source code of windows server 2003
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#include <glos.h>
#include <GL/gl.h>
#include <GL/glu.h>
#include "glimport.h"
#include "glrender.h"
GLUnurbs::GLUnurbs(void)
: 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);
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);
autoloadmode = 1;
errorCallback = NULL;
}
void
GLUnurbs::bgnrender(void)
{
if (autoloadmode) {
loadGLMatrices();
}
}
void
GLUnurbs::endrender(void)
{
}
void
GLUnurbs::errorHandler(int i)
{
GLenum gluError;
gluError = i + (GLU_NURBS_ERROR1 - 1);
postError( gluError );
}
void
GLUnurbs::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);
}
#ifdef NT
void
GLUnurbs::useGLMatrices(
const GLfloat modelMatrix[4][4],
const GLfloat projMatrix[4][4],
const GLint viewport[4])
{
GLfloat vmat[4][4];
multmatrix4d(vmat, modelMatrix, projMatrix);
loadCullingMatrix(vmat);
loadSamplingMatrix(vmat, viewport);
}
#else
void
GLUnurbs::useGLMatrices(const GLfloat modelMatrix[16],
const GLfloat projMatrix[16],
const GLint viewport[4])
{
GLfloat vmat[4][4];
multmatrix4d((GLfloat (*)[4]) vmat, (GLfloat (*)[4]) modelMatrix,
(GLfloat (*)[4]) projMatrix);
loadCullingMatrix((GLfloat (*)[4]) vmat);
loadSamplingMatrix((const GLfloat (*)[4]) vmat, (const GLint *) viewport);
}
#endif
/*--------------------------------------------------------------------------
* grabGLMatrix
*--------------------------------------------------------------------------
*/
void
GLUnurbs::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,
(GLfloat (*)[4]) m1, (GLfloat (*)[4]) m2);
}
void
GLUnurbs::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);
}
void
GLUnurbs::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);
}
/*---------------------------------------------------------------------
* A = B * MAT ; transform a 4d vector through a 4x4 matrix
*---------------------------------------------------------------------
*/
void
GLUnurbs::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
*---------------------------------------------------------------------
*/
void
GLUnurbs::multmatrix4d (GLfloat n[4][4], GLfloat left[4][4], 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);
}