Просмотр исходного кода

Clean up lerping shine table lookup.

Fix for gloss and sgl bugs.
tags/mesa_3_2_1
Keith Whitwell 25 лет назад
Родитель
Сommit
83456f39d6
2 измененных файлов: 198 добавлений и 372 удалений
  1. 196
    353
      src/mesa/main/eval.c
  2. 2
    19
      src/mesa/main/light.c

+ 196
- 353
src/mesa/main/eval.c Просмотреть файл

@@ -1,8 +1,8 @@
/* $Id: eval.c,v 1.7 1999/11/11 01:22:26 brianp Exp $ */
/* $Id: eval.c,v 1.6.2.1 2000/07/17 12:49:56 keithw Exp $ */

/*
* Mesa 3-D graphics library
* Version: 3.3
* Version: 3.1
*
* Copyright (C) 1999 Brian Paul All Rights Reserved.
*
@@ -41,11 +41,16 @@
#ifdef PC_HEADER
#include "all.h"
#else
#include "glheader.h"
#ifndef XFree86Server
#include <math.h>
#include <stdlib.h>
#include <string.h>
#else
#include "GL/xf86glx.h"
#endif
#include "context.h"
#include "eval.h"
#include "macros.h"
#include "mem.h"
#include "mmath.h"
#include "types.h"
#include "vbcull.h"
@@ -523,9 +528,9 @@ de_casteljau_surf(GLfloat *cn, GLfloat *out, GLfloat *du, GLfloat *dv,
/*
* Return the number of components per control point for any type of
* evaluator. Return 0 if bad target.
* See table 5.1 in the OpenGL 1.2 spec.
*/
GLuint _mesa_evaluator_components( GLenum target )

static GLint components( GLenum target )
{
switch (target) {
case GL_MAP1_VERTEX_3: return 3;
@@ -563,11 +568,12 @@ GLuint _mesa_evaluator_components( GLenum target )
* Return: pointer to buffer of contiguous control points or NULL if out
* of memory.
*/
GLfloat *gl_copy_map_points1f( GLenum target, GLint ustride, GLint uorder,
GLfloat *gl_copy_map_points1f( GLenum target,
GLint ustride, GLint uorder,
const GLfloat *points )
{
GLfloat *buffer, *p;
GLint i, k, size = _mesa_evaluator_components(target);
GLint i, k, size = components(target);

if (!points || size==0) {
return NULL;
@@ -588,11 +594,12 @@ GLfloat *gl_copy_map_points1f( GLenum target, GLint ustride, GLint uorder,
/*
* Same as above but convert doubles to floats.
*/
GLfloat *gl_copy_map_points1d( GLenum target, GLint ustride, GLint uorder,
const GLdouble *points )
GLfloat *gl_copy_map_points1d( GLenum target,
GLint ustride, GLint uorder,
const GLdouble *points )
{
GLfloat *buffer, *p;
GLint i, k, size = _mesa_evaluator_components(target);
GLint i, k, size = components(target);

if (!points || size==0) {
return NULL;
@@ -621,15 +628,15 @@ GLfloat *gl_copy_map_points1d( GLenum target, GLint ustride, GLint uorder,
* of memory.
*/
GLfloat *gl_copy_map_points2f( GLenum target,
GLint ustride, GLint uorder,
GLint vstride, GLint vorder,
const GLfloat *points )
GLint ustride, GLint uorder,
GLint vstride, GLint vorder,
const GLfloat *points )
{
GLfloat *buffer, *p;
GLint i, j, k, size, dsize, hsize;
GLint uinc;

size = _mesa_evaluator_components(target);
size = components(target);

if (!points || size==0) {
return NULL;
@@ -672,7 +679,7 @@ GLfloat *gl_copy_map_points2d(GLenum target,
GLint i, j, k, size, hsize, dsize;
GLint uinc;

size = _mesa_evaluator_components(target);
size = components(target);

if (!points || size==0) {
return NULL;
@@ -702,7 +709,6 @@ GLfloat *gl_copy_map_points2d(GLenum target,
}


#if 00
/*
* This function is called by the display list deallocator function to
* specify that a given set of control points are no longer needed.
@@ -798,7 +804,6 @@ void gl_free_control_points( GLcontext* ctx, GLenum target, GLfloat *data )
}

}
#endif



@@ -808,130 +813,154 @@ void gl_free_control_points( GLcontext* ctx, GLenum target, GLfloat *data )


/*
* This does the work of glMap1[fd].
* Note that the array of control points must be 'unpacked' at this time.
* Input: retain - if TRUE, this control point data is also in a display
* list and can't be freed until the list is freed.
*/
static void
map1(GLenum target, GLfloat u1, GLfloat u2, GLint ustride,
GLint uorder, const GLvoid *points, GLenum type )
void gl_Map1f( GLcontext* ctx, GLenum target,
GLfloat u1, GLfloat u2, GLint stride,
GLint order, const GLfloat *points, GLboolean retain )
{
GET_CURRENT_CONTEXT(ctx);
GLint k;
GLfloat *pnts;

ASSERT_OUTSIDE_BEGIN_END_AND_FLUSH(ctx, "glMap1");
if (!points) {
gl_error( ctx, GL_OUT_OF_MEMORY, "glMap1f" );
return;
}

assert(type == GL_FLOAT || type == GL_DOUBLE);
/* may be a new stride after copying control points */
stride = components( target );

if (u1 == u2) {
ASSERT_OUTSIDE_BEGIN_END_AND_FLUSH(ctx, "glMap1");

if (u1==u2) {
gl_error( ctx, GL_INVALID_VALUE, "glMap1(u1,u2)" );
return;
}
if (uorder < 1 || uorder > MAX_EVAL_ORDER) {

if (order<1 || order>MAX_EVAL_ORDER) {
gl_error( ctx, GL_INVALID_VALUE, "glMap1(order)" );
return;
}
if (!points) {
gl_error( ctx, GL_INVALID_VALUE, "glMap1(points)" );
return;
}

k = _mesa_evaluator_components( target );
if (k == 0) {
k = components( target );
if (k==0) {
gl_error( ctx, GL_INVALID_ENUM, "glMap1(target)" );
}

if (ustride < k) {
if (stride < k) {
gl_error( ctx, GL_INVALID_VALUE, "glMap1(stride)" );
return;
}

/* make copy of the control points */
if (type == GL_FLOAT)
pnts = gl_copy_map_points1f(target, ustride, uorder, (GLfloat*) points);
else
pnts = gl_copy_map_points1d(target, ustride, uorder, (GLdouble*) points);

switch (target) {
case GL_MAP1_VERTEX_3:
ctx->EvalMap.Map1Vertex3.Order = uorder;
ctx->EvalMap.Map1Vertex3.Order = order;
ctx->EvalMap.Map1Vertex3.u1 = u1;
ctx->EvalMap.Map1Vertex3.u2 = u2;
ctx->EvalMap.Map1Vertex3.du = 1.0 / (u2 - u1);
if (ctx->EvalMap.Map1Vertex3.Points)
if (ctx->EvalMap.Map1Vertex3.Points
&& !ctx->EvalMap.Map1Vertex3.Retain) {
FREE( ctx->EvalMap.Map1Vertex3.Points );
ctx->EvalMap.Map1Vertex3.Points = pnts;
}
ctx->EvalMap.Map1Vertex3.Points = (GLfloat *) points;
ctx->EvalMap.Map1Vertex3.Retain = retain;
break;
case GL_MAP1_VERTEX_4:
ctx->EvalMap.Map1Vertex4.Order = uorder;
ctx->EvalMap.Map1Vertex4.Order = order;
ctx->EvalMap.Map1Vertex4.u1 = u1;
ctx->EvalMap.Map1Vertex4.u2 = u2;
ctx->EvalMap.Map1Vertex4.du = 1.0 / (u2 - u1);
if (ctx->EvalMap.Map1Vertex4.Points)
if (ctx->EvalMap.Map1Vertex4.Points
&& !ctx->EvalMap.Map1Vertex4.Retain) {
FREE( ctx->EvalMap.Map1Vertex4.Points );
ctx->EvalMap.Map1Vertex4.Points = pnts;
}
ctx->EvalMap.Map1Vertex4.Points = (GLfloat *) points;
ctx->EvalMap.Map1Vertex4.Retain = retain;
break;
case GL_MAP1_INDEX:
ctx->EvalMap.Map1Index.Order = uorder;
ctx->EvalMap.Map1Index.Order = order;
ctx->EvalMap.Map1Index.u1 = u1;
ctx->EvalMap.Map1Index.u2 = u2;
ctx->EvalMap.Map1Index.du = 1.0 / (u2 - u1);
if (ctx->EvalMap.Map1Index.Points)
if (ctx->EvalMap.Map1Index.Points
&& !ctx->EvalMap.Map1Index.Retain) {
FREE( ctx->EvalMap.Map1Index.Points );
ctx->EvalMap.Map1Index.Points = pnts;
}
ctx->EvalMap.Map1Index.Points = (GLfloat *) points;
ctx->EvalMap.Map1Index.Retain = retain;
break;
case GL_MAP1_COLOR_4:
ctx->EvalMap.Map1Color4.Order = uorder;
ctx->EvalMap.Map1Color4.Order = order;
ctx->EvalMap.Map1Color4.u1 = u1;
ctx->EvalMap.Map1Color4.u2 = u2;
ctx->EvalMap.Map1Color4.du = 1.0 / (u2 - u1);
if (ctx->EvalMap.Map1Color4.Points)
if (ctx->EvalMap.Map1Color4.Points
&& !ctx->EvalMap.Map1Color4.Retain) {
FREE( ctx->EvalMap.Map1Color4.Points );
ctx->EvalMap.Map1Color4.Points = pnts;
}
ctx->EvalMap.Map1Color4.Points = (GLfloat *) points;
ctx->EvalMap.Map1Color4.Retain = retain;
break;
case GL_MAP1_NORMAL:
ctx->EvalMap.Map1Normal.Order = uorder;
ctx->EvalMap.Map1Normal.Order = order;
ctx->EvalMap.Map1Normal.u1 = u1;
ctx->EvalMap.Map1Normal.u2 = u2;
ctx->EvalMap.Map1Normal.du = 1.0 / (u2 - u1);
if (ctx->EvalMap.Map1Normal.Points)
if (ctx->EvalMap.Map1Normal.Points
&& !ctx->EvalMap.Map1Normal.Retain) {
FREE( ctx->EvalMap.Map1Normal.Points );
ctx->EvalMap.Map1Normal.Points = pnts;
}
ctx->EvalMap.Map1Normal.Points = (GLfloat *) points;
ctx->EvalMap.Map1Normal.Retain = retain;
break;
case GL_MAP1_TEXTURE_COORD_1:
ctx->EvalMap.Map1Texture1.Order = uorder;
ctx->EvalMap.Map1Texture1.Order = order;
ctx->EvalMap.Map1Texture1.u1 = u1;
ctx->EvalMap.Map1Texture1.u2 = u2;
ctx->EvalMap.Map1Texture1.du = 1.0 / (u2 - u1);
if (ctx->EvalMap.Map1Texture1.Points)
if (ctx->EvalMap.Map1Texture1.Points
&& !ctx->EvalMap.Map1Texture1.Retain) {
FREE( ctx->EvalMap.Map1Texture1.Points );
ctx->EvalMap.Map1Texture1.Points = pnts;
}
ctx->EvalMap.Map1Texture1.Points = (GLfloat *) points;
ctx->EvalMap.Map1Texture1.Retain = retain;
break;
case GL_MAP1_TEXTURE_COORD_2:
ctx->EvalMap.Map1Texture2.Order = uorder;
ctx->EvalMap.Map1Texture2.Order = order;
ctx->EvalMap.Map1Texture2.u1 = u1;
ctx->EvalMap.Map1Texture2.u2 = u2;
ctx->EvalMap.Map1Texture2.du = 1.0 / (u2 - u1);
if (ctx->EvalMap.Map1Texture2.Points)
if (ctx->EvalMap.Map1Texture2.Points
&& !ctx->EvalMap.Map1Texture2.Retain) {
FREE( ctx->EvalMap.Map1Texture2.Points );
ctx->EvalMap.Map1Texture2.Points = pnts;
}
ctx->EvalMap.Map1Texture2.Points = (GLfloat *) points;
ctx->EvalMap.Map1Texture2.Retain = retain;
break;
case GL_MAP1_TEXTURE_COORD_3:
ctx->EvalMap.Map1Texture3.Order = uorder;
ctx->EvalMap.Map1Texture3.Order = order;
ctx->EvalMap.Map1Texture3.u1 = u1;
ctx->EvalMap.Map1Texture3.u2 = u2;
ctx->EvalMap.Map1Texture3.du = 1.0 / (u2 - u1);
if (ctx->EvalMap.Map1Texture3.Points)
if (ctx->EvalMap.Map1Texture3.Points
&& !ctx->EvalMap.Map1Texture3.Retain) {
FREE( ctx->EvalMap.Map1Texture3.Points );
ctx->EvalMap.Map1Texture3.Points = pnts;
}
ctx->EvalMap.Map1Texture3.Points = (GLfloat *) points;
ctx->EvalMap.Map1Texture3.Retain = retain;
break;
case GL_MAP1_TEXTURE_COORD_4:
ctx->EvalMap.Map1Texture4.Order = uorder;
ctx->EvalMap.Map1Texture4.Order = order;
ctx->EvalMap.Map1Texture4.u1 = u1;
ctx->EvalMap.Map1Texture4.u2 = u2;
ctx->EvalMap.Map1Texture4.du = 1.0 / (u2 - u1);
if (ctx->EvalMap.Map1Texture4.Points)
if (ctx->EvalMap.Map1Texture4.Points
&& !ctx->EvalMap.Map1Texture4.Retain) {
FREE( ctx->EvalMap.Map1Texture4.Points );
ctx->EvalMap.Map1Texture4.Points = pnts;
}
ctx->EvalMap.Map1Texture4.Points = (GLfloat *) points;
ctx->EvalMap.Map1Texture4.Retain = retain;
break;
default:
gl_error( ctx, GL_INVALID_ENUM, "glMap1(target)" );
@@ -940,30 +969,18 @@ map1(GLenum target, GLfloat u1, GLfloat u2, GLint ustride,



void
_mesa_Map1f( GLenum target, GLfloat u1, GLfloat u2, GLint stride,
GLint order, const GLfloat *points )
{
map1(target, u1, u2, stride, order, points, GL_FLOAT);
}


void
_mesa_Map1d( GLenum target, GLdouble u1, GLdouble u2, GLint stride,
GLint order, const GLdouble *points )
{
map1(target, u1, u2, stride, order, points, GL_DOUBLE);
}


static void
map2( GLenum target, GLfloat u1, GLfloat u2, GLint ustride, GLint uorder,
GLfloat v1, GLfloat v2, GLint vstride, GLint vorder,
const GLvoid *points, GLenum type )
/*
* Note that the array of control points must be 'unpacked' at this time.
* Input: retain - if TRUE, this control point data is also in a display
* list and can't be freed until the list is freed.
*/
void gl_Map2f( GLcontext* ctx, GLenum target,
GLfloat u1, GLfloat u2, GLint ustride, GLint uorder,
GLfloat v1, GLfloat v2, GLint vstride, GLint vorder,
const GLfloat *points, GLboolean retain )
{
GET_CURRENT_CONTEXT(ctx);
GLint k;
GLfloat *pnts;

ASSERT_OUTSIDE_BEGIN_END_AND_FLUSH(ctx, "glMap2");

@@ -987,7 +1004,7 @@ map2( GLenum target, GLfloat u1, GLfloat u2, GLint ustride, GLint uorder,
return;
}

k = _mesa_evaluator_components( target );
k = components( target );
if (k==0) {
gl_error( ctx, GL_INVALID_ENUM, "glMap2(target)" );
}
@@ -1001,14 +1018,6 @@ map2( GLenum target, GLfloat u1, GLfloat u2, GLint ustride, GLint uorder,
return;
}

/* make copy of the control points */
if (type == GL_FLOAT)
pnts = gl_copy_map_points2f(target, ustride, uorder,
vstride, vorder, (GLfloat*) points);
else
pnts = gl_copy_map_points2d(target, ustride, uorder,
vstride, vorder, (GLdouble*) points);

switch (target) {
case GL_MAP2_VERTEX_3:
ctx->EvalMap.Map2Vertex3.Uorder = uorder;
@@ -1019,9 +1028,12 @@ map2( GLenum target, GLfloat u1, GLfloat u2, GLint ustride, GLint uorder,
ctx->EvalMap.Map2Vertex3.v1 = v1;
ctx->EvalMap.Map2Vertex3.v2 = v2;
ctx->EvalMap.Map2Vertex3.dv = 1.0 / (v2 - v1);
if (ctx->EvalMap.Map2Vertex3.Points)
if (ctx->EvalMap.Map2Vertex3.Points
&& !ctx->EvalMap.Map2Vertex3.Retain) {
FREE( ctx->EvalMap.Map2Vertex3.Points );
ctx->EvalMap.Map2Vertex3.Points = pnts;
}
ctx->EvalMap.Map2Vertex3.Retain = retain;
ctx->EvalMap.Map2Vertex3.Points = (GLfloat *) points;
break;
case GL_MAP2_VERTEX_4:
ctx->EvalMap.Map2Vertex4.Uorder = uorder;
@@ -1032,9 +1044,12 @@ map2( GLenum target, GLfloat u1, GLfloat u2, GLint ustride, GLint uorder,
ctx->EvalMap.Map2Vertex4.v1 = v1;
ctx->EvalMap.Map2Vertex4.v2 = v2;
ctx->EvalMap.Map2Vertex4.dv = 1.0 / (v2 - v1);
if (ctx->EvalMap.Map2Vertex4.Points)
if (ctx->EvalMap.Map2Vertex4.Points
&& !ctx->EvalMap.Map2Vertex4.Retain) {
FREE( ctx->EvalMap.Map2Vertex4.Points );
ctx->EvalMap.Map2Vertex4.Points = pnts;
}
ctx->EvalMap.Map2Vertex4.Points = (GLfloat *) points;
ctx->EvalMap.Map2Vertex4.Retain = retain;
break;
case GL_MAP2_INDEX:
ctx->EvalMap.Map2Index.Uorder = uorder;
@@ -1045,9 +1060,12 @@ map2( GLenum target, GLfloat u1, GLfloat u2, GLint ustride, GLint uorder,
ctx->EvalMap.Map2Index.v1 = v1;
ctx->EvalMap.Map2Index.v2 = v2;
ctx->EvalMap.Map2Index.dv = 1.0 / (v2 - v1);
if (ctx->EvalMap.Map2Index.Points)
if (ctx->EvalMap.Map2Index.Points
&& !ctx->EvalMap.Map2Index.Retain) {
FREE( ctx->EvalMap.Map2Index.Points );
ctx->EvalMap.Map2Index.Points = pnts;
}
ctx->EvalMap.Map2Index.Retain = retain;
ctx->EvalMap.Map2Index.Points = (GLfloat *) points;
break;
case GL_MAP2_COLOR_4:
ctx->EvalMap.Map2Color4.Uorder = uorder;
@@ -1058,9 +1076,12 @@ map2( GLenum target, GLfloat u1, GLfloat u2, GLint ustride, GLint uorder,
ctx->EvalMap.Map2Color4.v1 = v1;
ctx->EvalMap.Map2Color4.v2 = v2;
ctx->EvalMap.Map2Color4.dv = 1.0 / (v2 - v1);
if (ctx->EvalMap.Map2Color4.Points)
if (ctx->EvalMap.Map2Color4.Points
&& !ctx->EvalMap.Map2Color4.Retain) {
FREE( ctx->EvalMap.Map2Color4.Points );
ctx->EvalMap.Map2Color4.Points = pnts;
}
ctx->EvalMap.Map2Color4.Retain = retain;
ctx->EvalMap.Map2Color4.Points = (GLfloat *) points;
break;
case GL_MAP2_NORMAL:
ctx->EvalMap.Map2Normal.Uorder = uorder;
@@ -1071,9 +1092,12 @@ map2( GLenum target, GLfloat u1, GLfloat u2, GLint ustride, GLint uorder,
ctx->EvalMap.Map2Normal.v1 = v1;
ctx->EvalMap.Map2Normal.v2 = v2;
ctx->EvalMap.Map2Normal.dv = 1.0 / (v2 - v1);
if (ctx->EvalMap.Map2Normal.Points)
if (ctx->EvalMap.Map2Normal.Points
&& !ctx->EvalMap.Map2Normal.Retain) {
FREE( ctx->EvalMap.Map2Normal.Points );
ctx->EvalMap.Map2Normal.Points = pnts;
}
ctx->EvalMap.Map2Normal.Retain = retain;
ctx->EvalMap.Map2Normal.Points = (GLfloat *) points;
break;
case GL_MAP2_TEXTURE_COORD_1:
ctx->EvalMap.Map2Texture1.Uorder = uorder;
@@ -1084,9 +1108,12 @@ map2( GLenum target, GLfloat u1, GLfloat u2, GLint ustride, GLint uorder,
ctx->EvalMap.Map2Texture1.v1 = v1;
ctx->EvalMap.Map2Texture1.v2 = v2;
ctx->EvalMap.Map2Texture1.dv = 1.0 / (v2 - v1);
if (ctx->EvalMap.Map2Texture1.Points)
if (ctx->EvalMap.Map2Texture1.Points
&& !ctx->EvalMap.Map2Texture1.Retain) {
FREE( ctx->EvalMap.Map2Texture1.Points );
ctx->EvalMap.Map2Texture1.Points = pnts;
}
ctx->EvalMap.Map2Texture1.Retain = retain;
ctx->EvalMap.Map2Texture1.Points = (GLfloat *) points;
break;
case GL_MAP2_TEXTURE_COORD_2:
ctx->EvalMap.Map2Texture2.Uorder = uorder;
@@ -1097,9 +1124,12 @@ map2( GLenum target, GLfloat u1, GLfloat u2, GLint ustride, GLint uorder,
ctx->EvalMap.Map2Texture2.v1 = v1;
ctx->EvalMap.Map2Texture2.v2 = v2;
ctx->EvalMap.Map2Texture2.dv = 1.0 / (v2 - v1);
if (ctx->EvalMap.Map2Texture2.Points)
if (ctx->EvalMap.Map2Texture2.Points
&& !ctx->EvalMap.Map2Texture2.Retain) {
FREE( ctx->EvalMap.Map2Texture2.Points );
ctx->EvalMap.Map2Texture2.Points = pnts;
}
ctx->EvalMap.Map2Texture2.Retain = retain;
ctx->EvalMap.Map2Texture2.Points = (GLfloat *) points;
break;
case GL_MAP2_TEXTURE_COORD_3:
ctx->EvalMap.Map2Texture3.Uorder = uorder;
@@ -1110,9 +1140,12 @@ map2( GLenum target, GLfloat u1, GLfloat u2, GLint ustride, GLint uorder,
ctx->EvalMap.Map2Texture3.v1 = v1;
ctx->EvalMap.Map2Texture3.v2 = v2;
ctx->EvalMap.Map2Texture3.dv = 1.0 / (v2 - v1);
if (ctx->EvalMap.Map2Texture3.Points)
if (ctx->EvalMap.Map2Texture3.Points
&& !ctx->EvalMap.Map2Texture3.Retain) {
FREE( ctx->EvalMap.Map2Texture3.Points );
ctx->EvalMap.Map2Texture3.Points = pnts;
}
ctx->EvalMap.Map2Texture3.Retain = retain;
ctx->EvalMap.Map2Texture3.Points = (GLfloat *) points;
break;
case GL_MAP2_TEXTURE_COORD_4:
ctx->EvalMap.Map2Texture4.Uorder = uorder;
@@ -1123,9 +1156,12 @@ map2( GLenum target, GLfloat u1, GLfloat u2, GLint ustride, GLint uorder,
ctx->EvalMap.Map2Texture4.v1 = v1;
ctx->EvalMap.Map2Texture4.v2 = v2;
ctx->EvalMap.Map2Texture4.dv = 1.0 / (v2 - v1);
if (ctx->EvalMap.Map2Texture4.Points)
if (ctx->EvalMap.Map2Texture4.Points
&& !ctx->EvalMap.Map2Texture4.Retain) {
FREE( ctx->EvalMap.Map2Texture4.Points );
ctx->EvalMap.Map2Texture4.Points = pnts;
}
ctx->EvalMap.Map2Texture4.Retain = retain;
ctx->EvalMap.Map2Texture4.Points = (GLfloat *) points;
break;
default:
gl_error( ctx, GL_INVALID_ENUM, "glMap2(target)" );
@@ -1133,33 +1169,11 @@ map2( GLenum target, GLfloat u1, GLfloat u2, GLint ustride, GLint uorder,
}


void
_mesa_Map2f( GLenum target,
GLfloat u1, GLfloat u2, GLint ustride, GLint uorder,
GLfloat v1, GLfloat v2, GLint vstride, GLint vorder,
const GLfloat *points)
{
map2(target, u1, u2, ustride, uorder, v1, v2, vstride, vorder,
points, GL_FLOAT);
}


void
_mesa_Map2d( GLenum target,
GLdouble u1, GLdouble u2, GLint ustride, GLint uorder,
GLdouble v1, GLdouble v2, GLint vstride, GLint vorder,
const GLdouble *points )
{
map2(target, u1, u2, ustride, uorder, v1, v2, vstride, vorder,
points, GL_DOUBLE);
}


void
_mesa_GetMapdv( GLenum target, GLenum query, GLdouble *v )
void gl_GetMapdv( GLcontext* ctx, GLenum target, GLenum query, GLdouble *v )
{
GET_CURRENT_CONTEXT(ctx);
GLint i, n;
GLfloat *data;

@@ -1429,10 +1443,8 @@ _mesa_GetMapdv( GLenum target, GLenum query, GLdouble *v )
}


void
_mesa_GetMapfv( GLenum target, GLenum query, GLfloat *v )
void gl_GetMapfv( GLcontext* ctx, GLenum target, GLenum query, GLfloat *v )
{
GET_CURRENT_CONTEXT(ctx);
GLint i, n;
GLfloat *data;

@@ -1702,10 +1714,8 @@ _mesa_GetMapfv( GLenum target, GLenum query, GLfloat *v )
}


void
_mesa_GetMapiv( GLenum target, GLenum query, GLint *v )
void gl_GetMapiv( GLcontext* ctx, GLenum target, GLenum query, GLint *v )
{
GET_CURRENT_CONTEXT(ctx);
GLuint i, n;
GLfloat *data;

@@ -2482,8 +2492,8 @@ void gl_eval_vb( struct vertex_buffer *VB )
VB->NormalPtr = eval2_norm( out_normal, coord, flags, IM->Start,
&ctx->EvalMap.Map2Normal );
new_flags |= VERT_NORM;
if (VB->NormalPtr != in_normal) {
new_flags |= VERT_NORM;
if (!all_eval)
VB->NormalPtr = copy_3f( out_normal, in_normal, flags, IM->Start );
}
@@ -2551,26 +2561,43 @@ void gl_eval_vb( struct vertex_buffer *VB )
}

if (any_eval2) {
GLvector3f *in_normal = VB->NormalPtr;
GLvector3f *out_normal = &IM->v.Normal;

if (ctx->Eval.Map2Vertex4)
{
if (ctx->Eval.AutoNormal && (req & VERT_NORM))
obj = eval2_obj_norm( out, VB->NormalPtr, coord, flags, IM->Start,
4, &ctx->EvalMap.Map2Vertex4 );
if (ctx->Eval.AutoNormal && (req & VERT_NORM)) {
obj = eval2_obj_norm( out, out_normal, coord, flags,
IM->Start, 4, &ctx->EvalMap.Map2Vertex4 );
VB->NormalPtr = out_normal;
new_flags |= VERT_NORM;
}
else
obj = eval2_4f( out, coord, flags, IM->Start,
4, &ctx->EvalMap.Map2Vertex4);
4, &ctx->EvalMap.Map2Vertex4 );
}
else if (ctx->Eval.Map2Vertex3)
{
if (ctx->Eval.AutoNormal && (req & VERT_NORM))
obj = eval2_obj_norm( out, VB->NormalPtr, coord, flags, IM->Start,
3, &ctx->EvalMap.Map2Vertex3 );
if (ctx->Eval.AutoNormal && (req & VERT_NORM)) {
obj = eval2_obj_norm( out, out_normal, coord, flags,
IM->Start, 3, &ctx->EvalMap.Map2Vertex3 );
VB->NormalPtr = out_normal;
new_flags |= VERT_NORM;
}
else
obj = eval2_4f( out, coord, flags, IM->Start,
3, &ctx->EvalMap.Map2Vertex3 );
}
}


if (VB->NormalPtr != in_normal) {
if (!all_eval)
VB->NormalPtr = copy_3f( out_normal, in_normal, flags,
IM->Start );
}
}
if (obj != in && !all_eval)
obj = copy_4f( out, in, flags, IM->Start );

@@ -2582,6 +2609,7 @@ void gl_eval_vb( struct vertex_buffer *VB )
GLuint *flags = VB->Flag = VB->EvaluatedFlags;
GLuint i;
GLuint count = VB->Count;
GLuint andflag = VB->IM->AndFlag;

if (!flags) {
VB->EvaluatedFlags = (GLuint *) MALLOC(VB->Size * sizeof(GLuint));
@@ -2591,22 +2619,24 @@ void gl_eval_vb( struct vertex_buffer *VB )
if (all_eval) {
for (i = 0 ; i < count ; i++)
flags[i] = oldflags[i] | new_flags;
andflag |= new_flags;
} else {
GLuint andflag = ~0;
andflag = ~0;
for (i = 0 ; i < count ; i++) {
if (oldflags[i] & VERT_EVAL_ANY)
flags[i] = oldflags[i] | new_flags;
andflag &= flags[i];
}
}

VB->OrFlag |= new_flags;
VB->CullMode = (GLubyte) ((andflag & VERT_NORM) ? 0 : COMPACTED_NORMALS);
}
}


void
_mesa_MapGrid1f( GLint un, GLfloat u1, GLfloat u2 )
void gl_MapGrid1f( GLcontext* ctx, GLint un, GLfloat u1, GLfloat u2 )
{
GET_CURRENT_CONTEXT(ctx);
ASSERT_OUTSIDE_BEGIN_END_AND_FLUSH(ctx, "glMapGrid1f");

if (un<1) {
@@ -2620,18 +2650,9 @@ _mesa_MapGrid1f( GLint un, GLfloat u1, GLfloat u2 )
}


void
_mesa_MapGrid1d( GLint un, GLdouble u1, GLdouble u2 )
void gl_MapGrid2f( GLcontext* ctx, GLint un, GLfloat u1, GLfloat u2,
GLint vn, GLfloat v1, GLfloat v2 )
{
_mesa_MapGrid1f( un, u1, u2 );
}


void
_mesa_MapGrid2f( GLint un, GLfloat u1, GLfloat u2,
GLint vn, GLfloat v1, GLfloat v2 )
{
GET_CURRENT_CONTEXT(ctx);
ASSERT_OUTSIDE_BEGIN_END_AND_FLUSH(ctx, "glMapGrid2f");
if (un<1) {
gl_error( ctx, GL_INVALID_VALUE, "glMapGrid2f(un)" );
@@ -2652,185 +2673,9 @@ _mesa_MapGrid2f( GLint un, GLfloat u1, GLfloat u2,
}


void
_mesa_MapGrid2d( GLint un, GLdouble u1, GLdouble u2,
GLint vn, GLdouble v1, GLdouble v2 )
{
_mesa_MapGrid2f( un, u1, u2, vn, v1, v2 );
}




/* KW: If are compiling, we don't know whether eval will produce a
* vertex when it is run in the future. If this is pure immediate
* mode, eval is a noop if neither vertex map is enabled.
*
* Thus we need to have a check in the display list code or
* elsewhere for eval(1,2) vertices in the case where
* map(1,2)_vertex is disabled, and to purge those vertices from
* the vb. This is currently done
* via modifications to the cull_vb and render_vb operations, and
* by using the existing cullmask mechanism for all other operations.
*/


/* KW: Because the eval values don't become 'current', fixup will flow
* through these vertices, and then evaluation will write on top
* of the fixup results.
*
* This is a little inefficient, but at least it is correct. This
* could be short-circuited in the case where all vertices are
* eval-vertices, or more generally by a cullmask in fixup.
*
* Note: using Obj to hold eval coord data. This data is actually
* transformed if eval is disabled. But disabling eval & sending
* eval coords is stupid, right?
*/


#define EVALCOORD1(IM, x) \
{ \
GLuint count = IM->Count++; \
IM->Flag[count] |= VERT_EVAL_C1; \
ASSIGN_4V(IM->Obj[count], x, 0, 0, 1); \
if (count == VB_MAX-1) \
IM->maybe_transform_vb( IM ); \
}

#define EVALCOORD2(IM, x, y) \
{ \
GLuint count = IM->Count++; \
IM->Flag[count] |= VERT_EVAL_C2; \
ASSIGN_4V(IM->Obj[count], x, y, 0, 1); \
if (count == VB_MAX-1) \
IM->maybe_transform_vb( IM ); \
}

#define EVALPOINT1(IM, x) \
{ \
GLuint count = IM->Count++; \
IM->Flag[count] |= VERT_EVAL_P1; \
ASSIGN_4V(IM->Obj[count], x, 0, 0, 1); \
if (count == VB_MAX-1) \
IM->maybe_transform_vb( IM ); \
}
#define EVALPOINT2(IM, x, y) \
{ \
GLuint count = IM->Count++; \
IM->Flag[count] |= VERT_EVAL_P2; \
ASSIGN_4V(IM->Obj[count], x, y, 0, 1); \
if (count == VB_MAX-1) \
IM->maybe_transform_vb( IM ); \
}


/* Lame internal function:
*/
void gl_EvalCoord1f( GLcontext *CC, GLfloat u )
{
struct immediate *i = CC->input;
EVALCOORD1( i, u );
}


void
_mesa_EvalCoord1d( GLdouble u )
{
GET_IMMEDIATE;
EVALCOORD1( IM, (GLfloat) u );
}


void
_mesa_EvalCoord1f( GLfloat u )
void gl_EvalMesh1( GLcontext* ctx, GLenum mode, GLint i1, GLint i2 )
{
GET_IMMEDIATE;
EVALCOORD1( IM, u );
}


void
_mesa_EvalCoord1dv( const GLdouble *u )
{
GET_IMMEDIATE;
EVALCOORD1( IM, (GLfloat) *u );
}


void
_mesa_EvalCoord1fv( const GLfloat *u )
{
GET_IMMEDIATE;
EVALCOORD1( IM, (GLfloat) *u );
}


void
_mesa_EvalCoord2d( GLdouble u, GLdouble v )
{
GET_IMMEDIATE;
EVALCOORD2( IM, (GLfloat) u, (GLfloat) v );
}


void
_mesa_EvalCoord2f( GLfloat u, GLfloat v )
{
GET_IMMEDIATE;
EVALCOORD2( IM, u, v );
}


/* Lame internal function:
*/
void gl_EvalCoord2f( GLcontext *CC, GLfloat u, GLfloat v )
{
struct immediate *i = CC->input;
EVALCOORD2( i, u, v );
}


void
_mesa_EvalCoord2dv( const GLdouble *u )
{
GET_IMMEDIATE;
EVALCOORD2( IM, (GLfloat) u[0], (GLfloat) u[1] );
}


void
_mesa_EvalCoord2fv( const GLfloat *u )
{
GET_IMMEDIATE;
EVALCOORD2( IM, u[0], u[1] );
}


void
_mesa_EvalPoint1( GLint i )
{
GET_IMMEDIATE;
EVALPOINT1( IM, i );
}


void
_mesa_EvalPoint2( GLint i, GLint j )
{
GET_IMMEDIATE;
EVALPOINT2( IM, i, j );
}





void
_mesa_EvalMesh1( GLenum mode, GLint i1, GLint i2 )
{
GET_CURRENT_CONTEXT(ctx);
GLint i;
GLfloat u, du;
GLenum prim;
@@ -2870,10 +2715,11 @@ _mesa_EvalMesh1( GLenum mode, GLint i1, GLint i2 )



void
_mesa_EvalMesh2( GLenum mode, GLint i1, GLint i2, GLint j1, GLint j2 )
void gl_EvalMesh2( GLcontext* ctx,
GLenum mode,
GLint i1, GLint i2,
GLint j1, GLint j2 )
{
GET_CURRENT_CONTEXT(ctx);
GLint i, j;
GLfloat u, du, v, dv, v1, u1;

@@ -2934,6 +2780,3 @@ _mesa_EvalMesh2( GLenum mode, GLint i1, GLint i2, GLint j1, GLint j2 )
return;
}
}




+ 2
- 19
src/mesa/main/light.c Просмотреть файл

@@ -1,4 +1,4 @@
/* $Id: light.c,v 1.8.2.9 2000/07/13 19:50:04 brianp Exp $ */
/* $Id: light.c,v 1.8.2.10 2000/07/17 12:49:56 keithw Exp $ */

/*
* Mesa 3-D graphics library
@@ -1007,29 +1007,12 @@ static void compute_shine_table( struct gl_shine_tab *tab, GLfloat shininess )
double dp = i/(GLfloat)(SHINE_TABLE_SIZE-1);
double t = pow( dp, shininess );
if (t < 1e-20) t = 0;
m[i*2] = (GLfloat) t;

/* Also calculate the derivative of dp^shininess at this point,
scaling for table lookup. (Actually, given f'(x0), it's easy
to calculate f(x0), so maybe we only need this)
*/
if (dp == 0.0)
m[i*2+1] = pow((i+1) / (GLfloat)(SHINE_TABLE_SIZE-1), shininess);
else
m[i*2+1] = shininess * t / (dp * (SHINE_TABLE_SIZE-1) );
m[i] = (GLfloat) t;
}

tab->shininess = shininess;
}

static void reset_shine_table( struct gl_shine_tab *tab, GLfloat shininess )
{
int i;
for ( i = 0 ; i < SHINE_TABLE_SIZE ; i++)
tab->tab[i] = -1;
tab->shininess = shininess;
}


void gl_compute_shine_table( GLcontext *ctx, GLuint i, GLfloat shininess )
{

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