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m_eval.h 3.5KB

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  1. /*
  2. * Mesa 3-D graphics library
  3. * Version: 3.5
  4. *
  5. * Copyright (C) 1999-2001 Brian Paul All Rights Reserved.
  6. *
  7. * Permission is hereby granted, free of charge, to any person obtaining a
  8. * copy of this software and associated documentation files (the "Software"),
  9. * to deal in the Software without restriction, including without limitation
  10. * the rights to use, copy, modify, merge, publish, distribute, sublicense,
  11. * and/or sell copies of the Software, and to permit persons to whom the
  12. * Software is furnished to do so, subject to the following conditions:
  13. *
  14. * The above copyright notice and this permission notice shall be included
  15. * in all copies or substantial portions of the Software.
  16. *
  17. * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS
  18. * OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
  19. * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL
  20. * BRIAN PAUL BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN
  21. * AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN
  22. * CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
  23. */
  24. #ifndef _M_EVAL_H
  25. #define _M_EVAL_H
  26. #include "main/glheader.h"
  27. void _math_init_eval( void );
  28. /*
  29. * Horner scheme for Bezier curves
  30. *
  31. * Bezier curves can be computed via a Horner scheme.
  32. * Horner is numerically less stable than the de Casteljau
  33. * algorithm, but it is faster. For curves of degree n
  34. * the complexity of Horner is O(n) and de Casteljau is O(n^2).
  35. * Since stability is not important for displaying curve
  36. * points I decided to use the Horner scheme.
  37. *
  38. * A cubic Bezier curve with control points b0, b1, b2, b3 can be
  39. * written as
  40. *
  41. * (([3] [3] ) [3] ) [3]
  42. * c(t) = (([0]*s*b0 + [1]*t*b1)*s + [2]*t^2*b2)*s + [3]*t^2*b3
  43. *
  44. * [n]
  45. * where s=1-t and the binomial coefficients [i]. These can
  46. * be computed iteratively using the identity:
  47. *
  48. * [n] [n ] [n]
  49. * [i] = (n-i+1)/i * [i-1] and [0] = 1
  50. */
  51. void
  52. _math_horner_bezier_curve(const GLfloat *cp, GLfloat *out, GLfloat t,
  53. GLuint dim, GLuint order);
  54. /*
  55. * Tensor product Bezier surfaces
  56. *
  57. * Again the Horner scheme is used to compute a point on a
  58. * TP Bezier surface. First a control polygon for a curve
  59. * on the surface in one parameter direction is computed,
  60. * then the point on the curve for the other parameter
  61. * direction is evaluated.
  62. *
  63. * To store the curve control polygon additional storage
  64. * for max(uorder,vorder) points is needed in the
  65. * control net cn.
  66. */
  67. void
  68. _math_horner_bezier_surf(GLfloat *cn, GLfloat *out, GLfloat u, GLfloat v,
  69. GLuint dim, GLuint uorder, GLuint vorder);
  70. /*
  71. * The direct de Casteljau algorithm is used when a point on the
  72. * surface and the tangent directions spanning the tangent plane
  73. * should be computed (this is needed to compute normals to the
  74. * surface). In this case the de Casteljau algorithm approach is
  75. * nicer because a point and the partial derivatives can be computed
  76. * at the same time. To get the correct tangent length du and dv
  77. * must be multiplied with the (u2-u1)/uorder-1 and (v2-v1)/vorder-1.
  78. * Since only the directions are needed, this scaling step is omitted.
  79. *
  80. * De Casteljau needs additional storage for uorder*vorder
  81. * values in the control net cn.
  82. */
  83. void
  84. _math_de_casteljau_surf(GLfloat *cn, GLfloat *out, GLfloat *du, GLfloat *dv,
  85. GLfloat u, GLfloat v, GLuint dim,
  86. GLuint uorder, GLuint vorder);
  87. #endif