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** This is UNPUBLISHED PROPRIETARY SOURCE CODE of Silicon Graphics, Inc.;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 Unpublished -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