/* * Mesa 3-D graphics library * Version: 3.3 * * 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. */ #ifndef _VECTOR_H_ #define _VECTOR_H_ #include "glheader.h" /* Wrap all the information about vertices up in a struct. Has * additional fields compared to the other vectors to help us track of * different vertex sizes, and whether we need to clean columns out * because they contain non-(0,0,0,1) values. * * The start field is used to reserve data for copied vertices at the * end of gl_transform_vb, and avoids the need for a multiplication in * the transformation routines. */ typedef struct { GLfloat (*data)[4]; /* may be malloced or point to client data */ GLfloat *start; GLuint count; GLuint stride; /* start to start */ GLuint size; /* 2-4 for vertices and 1-4 for texcoords */ GLuint flags; /* which columns are dirty */ void *storage; } GLvector4f; extern void gl_vector4f_print( GLvector4f *v, GLubyte *, GLboolean ); extern void gl_vector4f_init( GLvector4f *v, GLuint flags, GLfloat (*storage)[4] ); extern void gl_vector4f_alloc( GLvector4f *v, GLuint sz, GLuint flags, GLuint count, GLuint alignment ); extern void gl_vector4f_free( GLvector4f *v ); extern void gl_vector4f_clean_elem( GLvector4f *vec, GLuint nr, GLuint elt ); #define VEC_DIRTY_0 0x1 /* dirty flags not really used any more */ #define VEC_DIRTY_1 0x2 #define VEC_DIRTY_2 0x4 #define VEC_DIRTY_3 0x8 #define VEC_MALLOC 0x10 #define VEC_WRITABLE 0x20 /* keep both + and - bits for easy testing */ #define VEC_NOT_WRITABLE 0x40 #define VEC_GOOD_STRIDE 0x80 #define VEC_BAD_STRIDE 0x100 #define VEC_WRITABLE_FLAGS (VEC_WRITABLE|VEC_NOT_WRITABLE) #define VEC_STRIDE_FLAGS (VEC_GOOD_STRIDE|VEC_BAD_STRIDE) #define VEC_SIZE_1 VEC_DIRTY_0 #define VEC_SIZE_2 (VEC_DIRTY_0|VEC_DIRTY_1) #define VEC_SIZE_3 (VEC_DIRTY_0|VEC_DIRTY_1|VEC_DIRTY_2) #define VEC_SIZE_4 (VEC_DIRTY_0|VEC_DIRTY_1|VEC_DIRTY_2|VEC_DIRTY_3) /* Could use a single vector type for normals and vertices, but * this way avoids some casts. */ typedef struct { GLfloat (*data)[3]; GLfloat *start; GLuint count; GLuint stride; GLuint flags; void *storage; } GLvector3f; extern void gl_vector3f_print( GLvector3f *v, GLubyte *, GLboolean ); extern void gl_vector3f_free( GLvector3f *v ); extern void gl_vector3f_init( GLvector3f *v, GLuint flags, GLfloat (*)[3] ); extern void gl_vector3f_alloc( GLvector3f *v, GLuint flags, GLuint count, GLuint alignment ); /* For 4ub rgba values. */ typedef struct { GLubyte (*data)[4]; GLubyte *start; GLuint count; GLuint stride; GLuint flags; void *storage; } GLvector4ub; extern void gl_vector4ub_init( GLvector4ub *v, GLuint flags, GLubyte (*storage)[4] ); extern void gl_vector4ub_free( GLvector4ub * ); extern void gl_vector4ub_alloc( GLvector4ub *v, GLuint flags, GLuint count, GLuint alignment ); /* For 1ub values, eg edgeflag. */ typedef struct { GLubyte *data; GLubyte *start; GLuint count; GLuint stride; GLuint flags; void *storage; } GLvector1ub; extern void gl_vector1ub_init( GLvector1ub *v, GLuint flags, GLubyte *storage); extern void gl_vector1ub_free( GLvector1ub * ); extern void gl_vector1ub_alloc( GLvector1ub *v, GLuint flags, GLuint count, GLuint alignment ); /* For, eg Index, Array element. */ typedef struct { GLuint *data; GLuint *start; GLuint count; GLuint stride; GLuint flags; void *storage; } GLvector1ui; extern void gl_vector1ui_init( GLvector1ui *v, GLuint flags, GLuint *storage ); extern void gl_vector1ui_free( GLvector1ui * ); extern void gl_vector1ui_alloc( GLvector1ui *v, GLuint flags, GLuint count, GLuint alignment ); /* End up doing a lot of slow imuls if not careful. */ #define VEC_ELT( v, t, i ) ((t *) (((GLbyte *)((v)->data))+(i)*(v)->stride) ) #endif