/* * Mesa 3-D graphics library * Version: 3.1 * * Copyright (C) 1999 Brian Paul All Rights Reserved. * * Permission is hereby granted, free of charge, to any person obtaining a * copy of this software and associated documentation files (the "Software"), * to deal in the Software without restriction, including without limitation * the rights to use, copy, modify, merge, publish, distribute, sublicense, * and/or sell copies of the Software, and to permit persons to whom the * Software is furnished to do so, subject to the following conditions: * * The above copyright notice and this permission notice shall be included * in all copies or substantial portions of the Software. * * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS * OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL * BRIAN PAUL BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN * AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN * CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */ /* * New (3.1) transformation code written by Keith Whitwell */ #ifdef PC_HEADER #include "all.h" #else #include "glheader.h" #include "bbox.h" #include "types.h" #include "xform.h" #endif static void cliptest_bounds( GLubyte *orMask, GLubyte *andMask, CONST GLfloat (*bounds)[4], GLuint count ) { GLubyte tmpOrMask = 0; GLubyte tmpAndMask = ~0; GLuint i; for (i = 0 ; i < count ; i++) { const GLfloat cx = bounds[i][0]; const GLfloat cy = bounds[i][1]; const GLfloat cz = bounds[i][2]; const GLfloat cw = bounds[i][3]; GLubyte mask = 0; if (cx > cw) mask |= CLIP_RIGHT_BIT; else if (cx < -cw) mask |= CLIP_LEFT_BIT; if (cy > cw) mask |= CLIP_TOP_BIT; else if (cy < -cw) mask |= CLIP_BOTTOM_BIT; if (cz > cw) mask |= CLIP_FAR_BIT; else if (cz < -cw) mask |= CLIP_NEAR_BIT; tmpOrMask |= mask; tmpAndMask &= mask; } *orMask = tmpOrMask; *andMask = tmpAndMask; } static void transform_bounds3( GLubyte *orMask, GLubyte *andMask, const GLmatrix *mat, CONST GLfloat src[][3] ) { GLuint i; GLfloat dx[4], dy[4], dz[4]; GLfloat data[8][4]; const GLfloat *m = mat->m; /* Do the first transform */ gl_transform_point_sz( data[0], mat->m, src[0], 3 ); for (i = 1 ; i < 8 ; i++) COPY_4FV( data[i], data[0] ); dx[0] = m[ 0]*src[1][0]; dx[1] = m[ 1]*src[1][0]; dx[2] = m[ 2]*src[1][0]; dx[3] = m[ 3]*src[1][0]; for (i = 4 ; i < 8 ; i++) ACC_4V( data[i], dx ); dy[0] = m[ 4]*src[1][1]; dy[1] = m[ 5]*src[1][1]; dy[2] = m[ 6]*src[1][1]; dy[3] = m[ 7]*src[1][1]; ACC_4V( data[2], dy ); ACC_4V( data[3], dy ); ACC_4V( data[6], dy ); ACC_4V( data[7], dy ); dz[0] = m[ 8]*src[1][2]; dz[1] = m[ 9]*src[1][2]; dz[2] = m[10]*src[1][2]; dz[3] = m[11]*src[1][2]; for (i = 1 ; i < 8 ; i+=2) ACC_4V( data[i], dz ); cliptest_bounds( orMask, andMask, (CONST GLfloat (*)[4])data, 8 ); } static void transform_bounds2( GLubyte *orMask, GLubyte *andMask, const GLmatrix *mat, CONST GLfloat src[][3] ) { GLuint i; GLfloat dx[4], dy[4]; GLfloat data[4][4]; const GLfloat *m = mat->m; /* Do the first transform */ gl_transform_point_sz( data[0], mat->m, src[0], 2 ); for (i = 1 ; i < 4 ; i++) COPY_4FV( data[i], data[0] ); dx[0] = m[0]*src[1][0]; dx[1] = m[1]*src[1][0]; dx[2] = m[2]*src[1][0]; dx[3] = m[3]*src[1][0]; ACC_4V( data[1], dx ); ACC_4V( data[3], dx ); dy[0] = m[4]*src[1][1]; dy[1] = m[5]*src[1][1]; dy[2] = m[6]*src[1][1]; dy[3] = m[7]*src[1][1]; ACC_4V( data[2], dy ); ACC_4V( data[3], dy ); cliptest_bounds( orMask, andMask, (CONST GLfloat (*)[4])data, 4 ); } /* Dummy */ static void transform_bounds4( GLubyte *orMask, GLubyte *andMask, const GLmatrix *mat, CONST GLfloat src[][3] ) { (void) mat; (void) src; *orMask = ~0; *andMask = 0; } static void calculate_bounds3( GLfloat (*bounds)[3], const GLvector4f *obj ) { CONST GLfloat (*data)[4] = (CONST GLfloat (*)[4])obj->start; GLfloat xmin = data[0][0]; GLfloat ymin = data[0][1]; GLfloat zmin = data[0][2]; GLfloat xmax = data[0][0]; GLfloat ymax = data[0][1]; GLfloat zmax = data[0][2]; GLuint i, count = obj->count; for (i = 1 ; i < count ; i++) { GLfloat t; t = data[i][0]; if (t > xmax) xmax = t; else if (t < xmin) xmin = t; t = data[i][1]; if (t > ymax) ymax = t; else if (t < ymin) ymin = t; t = data[i][2]; if (t > zmax) zmax = t; else if (t < zmin) zmin = t; } bounds[0][0] = xmin; bounds[0][1] = ymin; bounds[0][2] = zmin; bounds[1][0] = xmax - xmin; bounds[1][1] = ymax - ymin; bounds[1][2] = zmax - zmin; } static void calculate_bounds2( GLfloat (*bounds)[3], const GLvector4f *obj ) { CONST GLfloat (*data)[4] = (CONST GLfloat (*)[4])obj->start; GLfloat xmin = data[0][0]; GLfloat ymin = data[0][1]; GLfloat xmax = data[0][0]; GLfloat ymax = data[0][1]; GLuint i, count = obj->count; for (i = 1 ; i < count ; i++) { GLfloat t; t = data[i][0]; if (t > xmax) xmax = t; if (t < xmin) xmin = t; t = data[i][1]; if (t > ymax) ymax = t; if (t < ymin) ymin = t; } bounds[0][0] = xmin; bounds[0][1] = ymin; bounds[0][2] = 0; bounds[1][0] = xmax - xmin; bounds[1][1] = ymax - ymin; bounds[1][2] = 0; } calc_bound_func gl_calc_bound_tab[5] = { 0, 0, calculate_bounds2, calculate_bounds3, 0 /* would 4d bounds make sense? */ }; test_bound_func gl_test_bound_tab[5] = { 0, 0, transform_bounds2, transform_bounds3, transform_bounds4 };