m_xform.c revision 08836341788a9f9d638d9dc8328510ccd18ddeb5
1/* $Id: m_xform.c,v 1.9 2001/03/03 20:33:30 brianp Exp $ */ 2 3/* 4 * Mesa 3-D graphics library 5 * Version: 3.5 6 * 7 * Copyright (C) 1999-2000 Brian Paul All Rights Reserved. 8 * 9 * Permission is hereby granted, free of charge, to any person obtaining a 10 * copy of this software and associated documentation files (the "Software"), 11 * to deal in the Software without restriction, including without limitation 12 * the rights to use, copy, modify, merge, publish, distribute, sublicense, 13 * and/or sell copies of the Software, and to permit persons to whom the 14 * Software is furnished to do so, subject to the following conditions: 15 * 16 * The above copyright notice and this permission notice shall be included 17 * in all copies or substantial portions of the Software. 18 * 19 * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS 20 * OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, 21 * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL 22 * BRIAN PAUL BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN 23 * AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN 24 * CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. 25 */ 26 27 28/* 29 * Matrix/vertex/vector transformation stuff 30 * 31 * 32 * NOTES: 33 * 1. 4x4 transformation matrices are stored in memory in column major order. 34 * 2. Points/vertices are to be thought of as column vectors. 35 * 3. Transformation of a point p by a matrix M is: p' = M * p 36 */ 37 38#include <math.h> 39 40#include "glheader.h" 41#include "macros.h" 42#include "mmath.h" 43 44#include "m_eval.h" 45#include "m_matrix.h" 46#include "m_translate.h" 47#include "m_xform.h" 48#include "mathmod.h" 49 50 51#ifdef DEBUG 52#include "m_debug.h" 53#endif 54 55#ifdef USE_X86_ASM 56#include "X86/common_x86_asm.h" 57#endif 58 59clip_func gl_clip_tab[5]; 60clip_func gl_clip_np_tab[5]; 61dotprod_func gl_dotprod_tab[2][5]; 62vec_copy_func _mesa_copy_tab[2][0x10]; 63normal_func gl_normal_tab[0xf][0x4]; 64transform_func **(_mesa_transform_tab[2]); 65static transform_func *cull_transform_tab[5]; 66static transform_func *raw_transform_tab[5]; 67 68 69/* Raw data format used for: 70 * - Object-to-eye transform prior to culling, although this too 71 * could be culled under some circumstances. 72 * - Eye-to-clip transform (via the function above). 73 * - Cliptesting 74 * - And everything else too, if culling happens to be disabled. 75 */ 76#define TAG(x) x##_raw 77#define TAG2(x,y) x##y##_raw 78#define IDX 0 79#define STRIDE_LOOP for (i=0;i<count;i++, STRIDE_F(from, stride)) 80#define LOOP for (i=0;i<n;i++) 81#define CULL_CHECK 82#define CLIP_CHECK 83#define ARGS 84#include "m_xform_tmp.h" 85#include "m_clip_tmp.h" 86#include "m_norm_tmp.h" 87#include "m_dotprod_tmp.h" 88#include "m_copy_tmp.h" 89#undef TAG 90#undef TAG2 91#undef LOOP 92#undef CULL_CHECK 93#undef CLIP_CHECK 94#undef ARGS 95#undef IDX 96 97/* Culled data used for: 98 * - texture transformations 99 * - viewport map transformation 100 * - normal transformations prior to lighting 101 * - user cliptests 102 */ 103#define TAG(x) x##_masked 104#define TAG2(x,y) x##y##_masked 105#define IDX 1 106#define STRIDE_LOOP for (i=0;i<count;i++, STRIDE_F(from, stride)) 107#define LOOP for (i=0;i<n;i++) 108#define CULL_CHECK if (mask[i]) 109#define CLIP_CHECK if ((mask[i] & flag) == 0) 110#define ARGS , const GLubyte mask[] 111#include "m_xform_tmp.h" 112#include "m_norm_tmp.h" 113#include "m_dotprod_tmp.h" 114#include "m_copy_tmp.h" 115#undef TAG 116#undef TAG2 117#undef LOOP 118#undef CULL_CHECK 119#undef CLIP_CHECK 120#undef ARGS 121#undef IDX 122 123 124 125 126 127 128GLvector4f *_mesa_project_points( GLvector4f *proj_vec, 129 const GLvector4f *clip_vec ) 130{ 131 const GLuint stride = clip_vec->stride; 132 const GLfloat *from = (GLfloat *)clip_vec->start; 133 const GLuint count = clip_vec->count; 134 GLfloat (*vProj)[4] = (GLfloat (*)[4])proj_vec->start; 135 GLuint i; 136 137 for (i = 0 ; i < count ; i++, STRIDE_F(from, stride)) 138 { 139 GLfloat oow = 1.0F / from[3]; 140 vProj[i][3] = oow; 141 vProj[i][0] = from[0] * oow; 142 vProj[i][1] = from[1] * oow; 143 vProj[i][2] = from[2] * oow; 144 } 145 146 proj_vec->flags |= VEC_SIZE_4; 147 proj_vec->size = 3; 148 proj_vec->count = clip_vec->count; 149 return proj_vec; 150} 151 152 153 154 155 156 157/* 158 * Transform a 4-element row vector (1x4 matrix) by a 4x4 matrix. This 159 * function is used for transforming clipping plane equations and spotlight 160 * directions. 161 * Mathematically, u = v * m. 162 * Input: v - input vector 163 * m - transformation matrix 164 * Output: u - transformed vector 165 */ 166void _mesa_transform_vector( GLfloat u[4], const GLfloat v[4], const GLfloat m[16] ) 167{ 168 GLfloat v0=v[0], v1=v[1], v2=v[2], v3=v[3]; 169#define M(row,col) m[row + col*4] 170 u[0] = v0 * M(0,0) + v1 * M(1,0) + v2 * M(2,0) + v3 * M(3,0); 171 u[1] = v0 * M(0,1) + v1 * M(1,1) + v2 * M(2,1) + v3 * M(3,1); 172 u[2] = v0 * M(0,2) + v1 * M(1,2) + v2 * M(2,2) + v3 * M(3,2); 173 u[3] = v0 * M(0,3) + v1 * M(1,3) + v2 * M(2,3) + v3 * M(3,3); 174#undef M 175} 176 177 178/* Useful for one-off point transformations, as in clipping. 179 * Note that because the matrix isn't analysed we do too many 180 * multiplies, and that the result is always 4-clean. 181 */ 182void _mesa_transform_point_sz( GLfloat Q[4], const GLfloat M[16], 183 const GLfloat P[4], GLuint sz ) 184{ 185 if (Q == P) 186 return; 187 188 if (sz == 4) 189 { 190 Q[0] = M[0] * P[0] + M[4] * P[1] + M[8] * P[2] + M[12] * P[3]; 191 Q[1] = M[1] * P[0] + M[5] * P[1] + M[9] * P[2] + M[13] * P[3]; 192 Q[2] = M[2] * P[0] + M[6] * P[1] + M[10] * P[2] + M[14] * P[3]; 193 Q[3] = M[3] * P[0] + M[7] * P[1] + M[11] * P[2] + M[15] * P[3]; 194 } 195 else if (sz == 3) 196 { 197 Q[0] = M[0] * P[0] + M[4] * P[1] + M[8] * P[2] + M[12]; 198 Q[1] = M[1] * P[0] + M[5] * P[1] + M[9] * P[2] + M[13]; 199 Q[2] = M[2] * P[0] + M[6] * P[1] + M[10] * P[2] + M[14]; 200 Q[3] = M[3] * P[0] + M[7] * P[1] + M[11] * P[2] + M[15]; 201 } 202 else if (sz == 2) 203 { 204 Q[0] = M[0] * P[0] + M[4] * P[1] + M[12]; 205 Q[1] = M[1] * P[0] + M[5] * P[1] + M[13]; 206 Q[2] = M[2] * P[0] + M[6] * P[1] + M[14]; 207 Q[3] = M[3] * P[0] + M[7] * P[1] + M[15]; 208 } 209 else if (sz == 1) 210 { 211 Q[0] = M[0] * P[0] + M[12]; 212 Q[1] = M[1] * P[0] + M[13]; 213 Q[2] = M[2] * P[0] + M[14]; 214 Q[3] = M[3] * P[0] + M[15]; 215 } 216} 217 218 219/* 220 * This is called only once. It initializes several tables with pointers 221 * to optimized transformation functions. This is where we can test for 222 * AMD 3Dnow! capability, Intel Katmai, etc. and hook in the right code. 223 */ 224void 225_math_init_transformation( void ) 226{ 227 _mesa_transform_tab[0] = raw_transform_tab; 228 _mesa_transform_tab[1] = cull_transform_tab; 229 230 init_c_transformations_raw(); 231 init_c_transformations_masked(); 232 init_c_norm_transform_raw(); 233 init_c_norm_transform_masked(); 234 init_c_cliptest_raw(); 235 init_copy0_raw(); 236 init_copy0_masked(); 237 init_dotprod_raw(); 238 init_dotprod_masked(); 239 240#ifdef DEBUG 241 _math_test_all_transform_functions( "default" ); 242 _math_test_all_normal_transform_functions( "default" ); 243#endif 244 245#ifdef USE_X86_ASM 246 _mesa_init_all_x86_transform_asm(); 247#endif 248} 249 250void 251_math_init( void ) 252{ 253 _math_init_transformation(); 254 _math_init_translate(); 255 _math_init_vertices(); 256 _math_init_eval(); 257} 258