Source code of Windows XP (NT5)
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#ifndef __eval_h__
#define __eval_h__
#include "sscommon.h"
#include "xc.h"
#define MAX_UORDER 5 // this is per section
#define MAX_VORDER 5
#define MAX_USECTIONS 4
#define MAX_XC_PTS (MAX_UORDER * MAX_USECTIONS)
#define TEX_ORDER 2
#define EVAL_ARC_ORDER 4
#define EVAL_CYLINDER_ORDER 2
#define EVAL_ELBOW_ORDER 4
// # of components (eg. arcs) to form a complete cross-section
#define EVAL_XC_CIRC_SECTION_COUNT 4
#define EVAL_XC_POINT_COUNT ( (EVAL_ARC_ORDER-1)*4 + 1 )
#define EVAL_CIRC_ARC_CONTROL 0.56f // for r=1
/**************************************************************************\
* * EVAL class * * - Evaluator composed of one or more sections that are evaluated * separately with OpenGL evaluators * \**************************************************************************/
class EVAL { public: EVAL( BOOL bTexture ); ~EVAL(); int numSections; // number of cross-sectional sections
int uOrder, vOrder; // assumed: all sections same order - uOrder is per
// section; sections share vertex and texture control points
int uDiv, vDiv; // figured out one level up ?
POINT3D *pts; // vertex control points
// - texture always order 2 for s and t (linear mapping)
BOOL bTexture; TEX_POINT2D *texPts; // texture control points
void Evaluate(); // evaluate/render the object
void SetVertexCtrlPtsXCTranslate( POINT3D *pts, float length, XC *xcStart, XC *xcEnd ); void SetTextureControlPoints( float s_start, float s_end, float t_start, float t_end ); void ProcessXCPrimLinear( XC *xcStart, XC *xcEnd, float length ); void ProcessXCPrimBendSimple( XC *xcCur, int dir, float radius ); void ProcessXCPrimSingularity( XC *xcCur, float length, BOOL bOpening ); };
extern void ResetEvaluator( BOOL bTexture );
#endif // __eval_h__
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