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authormarha <marha@users.sourceforge.net>2012-09-03 09:54:39 +0200
committermarha <marha@users.sourceforge.net>2012-09-04 14:23:32 +0200
commitc18d12d1e36354ff32724c86ae25374d1a78607f (patch)
tree3db58d40725863f1d1145002f998a6cf0662fbf9 /mesalib/src/glu/sgi/libnurbs/interface/glrenderer.cc
parent77f54d0b20cc194e708bc664740e4c0b0e13c3dd (diff)
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mesa xkeyboard-config git update 3 sep 2012
Diffstat (limited to 'mesalib/src/glu/sgi/libnurbs/interface/glrenderer.cc')
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diff --git a/mesalib/src/glu/sgi/libnurbs/interface/glrenderer.cc b/mesalib/src/glu/sgi/libnurbs/interface/glrenderer.cc
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-/*
-** License Applicability. Except to the extent portions of this file are
-** made subject to an alternative license as permitted in the SGI Free
-** Software License B, Version 1.1 (the "License"), the contents of this
-** file are subject only to the provisions of the License. You may not use
-** this file except in compliance with the License. You may obtain a copy
-** of the License at Silicon Graphics, Inc., attn: Legal Services, 1600
-** Amphitheatre Parkway, Mountain View, CA 94043-1351, or at:
-**
-** http://oss.sgi.com/projects/FreeB
-**
-** Note that, as provided in the License, the Software is distributed on an
-** "AS IS" basis, with ALL EXPRESS AND IMPLIED WARRANTIES AND CONDITIONS
-** DISCLAIMED, INCLUDING, WITHOUT LIMITATION, ANY IMPLIED WARRANTIES AND
-** CONDITIONS OF MERCHANTABILITY, SATISFACTORY QUALITY, FITNESS FOR A
-** PARTICULAR PURPOSE, AND NON-INFRINGEMENT.
-**
-** Original Code. The Original Code is: OpenGL Sample Implementation,
-** Version 1.2.1, released January 26, 2000, developed by Silicon Graphics,
-** Inc. The Original Code is Copyright (c) 1991-2000 Silicon Graphics, Inc.
-** Copyright in any portions created by third parties is as indicated
-** elsewhere herein. All Rights Reserved.
-**
-** Additional Notice Provisions: The application programming interfaces
-** established by SGI in conjunction with the Original Code are The
-** OpenGL(R) Graphics System: A Specification (Version 1.2.1), released
-** April 1, 1999; The OpenGL(R) Graphics System Utility Library (Version
-** 1.3), released November 4, 1998; and OpenGL(R) Graphics with the X
-** Window System(R) (Version 1.3), released October 19, 1998. This software
-** was created using the OpenGL(R) version 1.2.1 Sample Implementation
-** published by SGI, but has not been independently verified as being
-** compliant with the OpenGL(R) version 1.2.1 Specification.
-**
-*/
-/*
-*/
-
-#include "gluos.h"
-#include "glimports.h"
-#include "glrenderer.h"
-
-GLUnurbs::GLUnurbs()
- : NurbsTessellator(curveEvaluator, surfaceEvaluator)
-{
- redefineMaps();
- defineMap(GL_MAP2_NORMAL, 0, 3);
- defineMap(GL_MAP1_NORMAL, 0, 3);
- defineMap(GL_MAP2_TEXTURE_COORD_1, 0, 1);
- defineMap(GL_MAP1_TEXTURE_COORD_1, 0, 1);
- defineMap(GL_MAP2_TEXTURE_COORD_2, 0, 2);
- defineMap(GL_MAP1_TEXTURE_COORD_2, 0, 2);
- defineMap(GL_MAP2_TEXTURE_COORD_3, 0, 3);
- defineMap(GL_MAP1_TEXTURE_COORD_3, 0, 3);
- defineMap(GL_MAP2_TEXTURE_COORD_4, 1, 4);
- defineMap(GL_MAP1_TEXTURE_COORD_4, 1, 4);
- defineMap(GL_MAP2_VERTEX_4, 1, 4);
- defineMap(GL_MAP1_VERTEX_4, 1, 4);
- defineMap(GL_MAP2_VERTEX_3, 0, 3);
- defineMap(GL_MAP1_VERTEX_3, 0, 3);
- defineMap(GL_MAP2_COLOR_4, 0, 4);
- defineMap(GL_MAP1_COLOR_4, 0, 4);
- defineMap(GL_MAP2_INDEX, 0, 1);
- defineMap(GL_MAP1_INDEX, 0, 1);
-
- setnurbsproperty(GL_MAP1_VERTEX_3, N_SAMPLINGMETHOD, (float) N_PATHLENGTH);
- setnurbsproperty(GL_MAP1_VERTEX_4, N_SAMPLINGMETHOD, (float) N_PATHLENGTH);
- setnurbsproperty(GL_MAP2_VERTEX_3, N_SAMPLINGMETHOD, (float) N_PATHLENGTH);
- setnurbsproperty(GL_MAP2_VERTEX_4, N_SAMPLINGMETHOD, (float) N_PATHLENGTH);
-
- setnurbsproperty(GL_MAP1_VERTEX_3, N_PIXEL_TOLERANCE, (float) 50.0);
- setnurbsproperty(GL_MAP1_VERTEX_4, N_PIXEL_TOLERANCE, (float) 50.0);
- setnurbsproperty(GL_MAP2_VERTEX_3, N_PIXEL_TOLERANCE, (float) 50.0);
- setnurbsproperty(GL_MAP2_VERTEX_4, N_PIXEL_TOLERANCE, (float) 50.0);
-
- setnurbsproperty(GL_MAP1_VERTEX_3, N_ERROR_TOLERANCE, (float) 0.50);
- setnurbsproperty(GL_MAP1_VERTEX_4, N_ERROR_TOLERANCE, (float) 0.50);
- setnurbsproperty(GL_MAP2_VERTEX_3, N_ERROR_TOLERANCE, (float) 0.50);
- setnurbsproperty(GL_MAP2_VERTEX_4, N_ERROR_TOLERANCE, (float) 0.50);
-
- setnurbsproperty(GL_MAP1_VERTEX_3, N_S_STEPS, (float) 100.0);
- setnurbsproperty(GL_MAP1_VERTEX_4, N_S_STEPS, (float) 100.0);
- setnurbsproperty(GL_MAP2_VERTEX_3, N_S_STEPS, (float) 100.0);
- setnurbsproperty(GL_MAP2_VERTEX_4, N_S_STEPS, (float) 100.0);
-
- //added for optimizing untrimmed case
- set_domain_distance_u_rate(100.0);
-
- setnurbsproperty(GL_MAP1_VERTEX_3, N_T_STEPS, (float) 100.0);
- setnurbsproperty(GL_MAP1_VERTEX_4, N_T_STEPS, (float) 100.0);
- setnurbsproperty(GL_MAP2_VERTEX_3, N_T_STEPS, (float) 100.0);
- setnurbsproperty(GL_MAP2_VERTEX_4, N_T_STEPS, (float) 100.0);
-
- //added for optimizing untrimmed case
- set_domain_distance_v_rate(100.0);
- set_is_domain_distance_sampling(0); //since the default is path_length
-
- //default autoloadmode is true
- autoloadmode = 1;
-
- //default callbackFlag is 0
- callbackFlag = 0;
-
- errorCallback = NULL;
-}
-
-void
-GLUnurbs::bgnrender(void)
-{
- if (autoloadmode) {
- loadGLMatrices();
- }
-}
-
-void
-GLUnurbs::endrender(void)
-{
-}
-
-void
-GLUnurbs::errorHandler(int i)
-{
- int gluError;
-
- gluError = i + (GLU_NURBS_ERROR1 - 1);
- postError( gluError );
-}
-
-void
-GLUnurbs::loadGLMatrices(void)
-{
- GLfloat vmat[4][4];
- GLint viewport[4];
-
- grabGLMatrix((GLfloat (*)[4]) vmat);
- loadCullingMatrix((GLfloat (*)[4]) vmat);
- ::glGetIntegerv((GLenum) GL_VIEWPORT, (GLint *) viewport);
- loadSamplingMatrix((const GLfloat (*)[4]) vmat, (const GLint *) viewport);
-}
-
-void
-GLUnurbs::useGLMatrices(const GLfloat modelMatrix[16],
- const GLfloat projMatrix[16],
- const GLint viewport[4])
-{
- GLfloat vmat[4][4];
-
- multmatrix4d(vmat, (const GLfloat (*)[4]) modelMatrix,
- (const GLfloat (*)[4]) projMatrix);
- loadCullingMatrix((GLfloat (*)[4]) vmat);
- loadSamplingMatrix((const GLfloat (*)[4]) vmat, (const GLint *) viewport);
-}
-
-/*--------------------------------------------------------------------------
- * grabGLMatrix
- *--------------------------------------------------------------------------
- */
-
-void
-GLUnurbs::grabGLMatrix(GLfloat vmat[4][4])
-{
- GLfloat m1[4][4], m2[4][4];
-
- ::glGetFloatv((GLenum) GL_MODELVIEW_MATRIX, (GLfloat *) &(m1[0][0]));
- ::glGetFloatv((GLenum) GL_PROJECTION_MATRIX, (GLfloat *) &(m2[0][0]));
- multmatrix4d((GLfloat (*)[4]) vmat,
- (const GLfloat (*)[4]) m1, (const GLfloat (*)[4]) m2);
-}
-
-//for object space tesselation: view independent
-void
-GLUnurbs::setSamplingMatrixIdentity( void )
-{
- INREAL smat[4][4] = {
- {1,0,0,0},
- {0,1,0,0},
- {0,0,1,0},
- {0,0,0,1}
- };
- const long rstride = sizeof(smat[0]) / sizeof(smat[0][0]);
- const long cstride = 1;
-
- setnurbsproperty(GL_MAP1_VERTEX_3, N_SAMPLINGMATRIX, &smat[0][0], rstride,
- cstride);
- setnurbsproperty(GL_MAP1_VERTEX_4, N_SAMPLINGMATRIX, &smat[0][0], rstride,
- cstride);
- setnurbsproperty(GL_MAP2_VERTEX_3, N_SAMPLINGMATRIX, &smat[0][0], rstride,
- cstride);
- setnurbsproperty(GL_MAP2_VERTEX_4, N_SAMPLINGMATRIX, &smat[0][0], rstride,
- cstride);
-}
-
-
-void
-GLUnurbs::loadSamplingMatrix(const GLfloat vmat[4][4],
- const GLint viewport[4])
-{
-
- /* rescale the mapping to correspond to pixels in x/y */
- REAL xsize = 0.5 * (REAL) (viewport[2]);
- REAL ysize = 0.5 * (REAL) (viewport[3]);
-
- INREAL smat[4][4];
- smat[0][0] = vmat[0][0] * xsize;
- smat[1][0] = vmat[1][0] * xsize;
- smat[2][0] = vmat[2][0] * xsize;
- smat[3][0] = vmat[3][0] * xsize;
-
- smat[0][1] = vmat[0][1] * ysize;
- smat[1][1] = vmat[1][1] * ysize;
- smat[2][1] = vmat[2][1] * ysize;
- smat[3][1] = vmat[3][1] * ysize;
-
- smat[0][2] = 0.0;
- smat[1][2] = 0.0;
- smat[2][2] = 0.0;
- smat[3][2] = 0.0;
-
- smat[0][3] = vmat[0][3];
- smat[1][3] = vmat[1][3];
- smat[2][3] = vmat[2][3];
- smat[3][3] = vmat[3][3];
-
- const long rstride = sizeof(smat[0]) / sizeof(smat[0][0]);
- const long cstride = 1;
-
- setnurbsproperty(GL_MAP1_VERTEX_3, N_SAMPLINGMATRIX, &smat[0][0], rstride,
- cstride);
- setnurbsproperty(GL_MAP1_VERTEX_4, N_SAMPLINGMATRIX, &smat[0][0], rstride,
- cstride);
- setnurbsproperty(GL_MAP2_VERTEX_3, N_SAMPLINGMATRIX, &smat[0][0], rstride,
- cstride);
- setnurbsproperty(GL_MAP2_VERTEX_4, N_SAMPLINGMATRIX, &smat[0][0], rstride,
- cstride);
-}
-
-void
-GLUnurbs::loadCullingMatrix(GLfloat vmat[4][4])
-{
- INREAL cmat[4][4];
-
- cmat[0][0] = vmat[0][0];
- cmat[0][1] = vmat[0][1];
- cmat[0][2] = vmat[0][2];
- cmat[0][3] = vmat[0][3];
-
- cmat[1][0] = vmat[1][0];
- cmat[1][1] = vmat[1][1];
- cmat[1][2] = vmat[1][2];
- cmat[1][3] = vmat[1][3];
-
- cmat[2][0] = vmat[2][0];
- cmat[2][1] = vmat[2][1];
- cmat[2][2] = vmat[2][2];
- cmat[2][3] = vmat[2][3];
-
- cmat[3][0] = vmat[3][0];
- cmat[3][1] = vmat[3][1];
- cmat[3][2] = vmat[3][2];
- cmat[3][3] = vmat[3][3];
-
- const long rstride = sizeof(cmat[0]) / sizeof(cmat[0][0]);
- const long cstride = 1;
-
- setnurbsproperty(GL_MAP2_VERTEX_3, N_CULLINGMATRIX, &cmat[0][0], rstride,
- cstride);
- setnurbsproperty(GL_MAP2_VERTEX_4, N_CULLINGMATRIX, &cmat[0][0], rstride,
- cstride);
- //added for curves by zl
- setnurbsproperty(GL_MAP1_VERTEX_3, N_CULLINGMATRIX, &cmat[0][0], rstride,
- cstride);
- setnurbsproperty(GL_MAP1_VERTEX_4, N_CULLINGMATRIX, &cmat[0][0], rstride,
- cstride);
-}
-
-/*---------------------------------------------------------------------
- * A = B * MAT ; transform a 4d vector through a 4x4 matrix
- *---------------------------------------------------------------------
- */
-void
-GLUnurbs::transform4d(GLfloat A[4], GLfloat B[4], GLfloat mat[4][4])
-{
-
- A[0] = B[0]*mat[0][0] + B[1]*mat[1][0] + B[2]*mat[2][0] + B[3]*mat[3][0];
- A[1] = B[0]*mat[0][1] + B[1]*mat[1][1] + B[2]*mat[2][1] + B[3]*mat[3][1];
- A[2] = B[0]*mat[0][2] + B[1]*mat[1][2] + B[2]*mat[2][2] + B[3]*mat[3][2];
- A[3] = B[0]*mat[0][3] + B[1]*mat[1][3] + B[2]*mat[2][3] + B[3]*mat[3][3];
-}
-
-/*---------------------------------------------------------------------
- * new = [left][right] ; multiply two matrices together
- *---------------------------------------------------------------------
- */
-void
-GLUnurbs::multmatrix4d (GLfloat n[4][4], const GLfloat left[4][4],
- const GLfloat right[4][4])
-{
- transform4d ((GLfloat *) n[0],(GLfloat *) left[0],(GLfloat (*)[4]) right);
- transform4d ((GLfloat *) n[1],(GLfloat *) left[1],(GLfloat (*)[4]) right);
- transform4d ((GLfloat *) n[2],(GLfloat *) left[2],(GLfloat (*)[4]) right);
- transform4d ((GLfloat *) n[3],(GLfloat *) left[3],(GLfloat (*)[4]) right);
-}