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Diffstat (limited to 'mesalib/src/glu/sgi/libnurbs/interface/glrenderer.cc')
-rw-r--r-- | mesalib/src/glu/sgi/libnurbs/interface/glrenderer.cc | 301 |
1 files changed, 301 insertions, 0 deletions
diff --git a/mesalib/src/glu/sgi/libnurbs/interface/glrenderer.cc b/mesalib/src/glu/sgi/libnurbs/interface/glrenderer.cc new file mode 100644 index 000000000..17123fbc6 --- /dev/null +++ b/mesalib/src/glu/sgi/libnurbs/interface/glrenderer.cc @@ -0,0 +1,301 @@ +/* +** 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); +} |