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