/* * Mesa 3-D graphics library * * Copyright (C) 1999-2001 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 * THE AUTHORS OR COPYRIGHT HOLDERS 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. */ /*---------------------------------------------------------------------- * Begin Keith's new code * *---------------------------------------------------------------------- */ /* KW: Fixed stride, now measured in bytes as is the OpenGL array stride. */ /* KW: These are now parameterized to produce two versions, one * which transforms all incoming points, and a second which * takes notice of a cullmask array, and only transforms * unculled vertices. */ /* KW: 1-vectors can sneak into the texture pipeline via the array * interface. These functions are here because I want consistant * treatment of the vertex sizes and a lazy strategy for * cleaning unused parts of the vector, and so as not to exclude * them from the vertex array interface. * * Under our current analysis of matrices, there is no way that * the product of a matrix and a 1-vector can remain a 1-vector, * with the exception of the identity transform. */ /* KW: No longer zero-pad outgoing vectors. Now that external * vectors can get into the pipeline we cannot ever assume * that there is more to a vector than indicated by its * size. */ /* KW: Now uses clipmask and a flag to allow us to skip both/either * cliped and/or culled vertices. */ /* GH: Not any more -- it's easier (and faster) to just process the * entire vector. Clipping and culling are handled further down * the pipe, most often during or after the conversion to some * driver-specific vertex format. */ static void TAG(transform_points1_general)( GLvector4f *to_vec, const GLfloat m[16], const GLvector4f *from_vec ) { const GLuint stride = from_vec->stride; GLfloat *from = from_vec->start; GLfloat (*to)[4] = (GLfloat (*)[4])to_vec->start; GLuint count = from_vec->count; const GLfloat m0 = m[0], m12 = m[12]; const GLfloat m1 = m[1], m13 = m[13]; const GLfloat m2 = m[2], m14 = m[14]; const GLfloat m3 = m[3], m15 = m[15]; GLuint i; STRIDE_LOOP { const GLfloat ox = from[0]; to[i][0] = m0 * ox + m12; to[i][1] = m1 * ox + m13; to[i][2] = m2 * ox + m14; to[i][3] = m3 * ox + m15; } to_vec->size = 4; to_vec->flags |= VEC_SIZE_4; to_vec->count = from_vec->count; } static void TAG(transform_points1_identity)( GLvector4f *to_vec, const GLfloat m[16], const GLvector4f *from_vec ) { const GLuint stride = from_vec->stride; GLfloat *from = from_vec->start; GLuint count = from_vec->count; GLfloat (*to)[4] = (GLfloat (*)[4])to_vec->start; GLuint i; (void) m; if (to_vec == from_vec) return; STRIDE_LOOP { to[i][0] = from[0]; } to_vec->size = 1; to_vec->flags |= VEC_SIZE_1; to_vec->count = from_vec->count; } static void TAG(transform_points1_2d)( GLvector4f *to_vec, const GLfloat m[16], const GLvector4f *from_vec ) { const GLuint stride = from_vec->stride; GLfloat *from = from_vec->start; GLfloat (*to)[4] = (GLfloat (*)[4])to_vec->start; GLuint count = from_vec->count; const GLfloat m0 = m[0], m1 = m[1]; const GLfloat m12 = m[12], m13 = m[13]; GLuint i; STRIDE_LOOP { const GLfloat ox = from[0]; to[i][0] = m0 * ox + m12; to[i][1] = m1 * ox + m13; } to_vec->size = 2; to_vec->flags |= VEC_SIZE_2; to_vec->count = from_vec->count; } static void TAG(transform_points1_2d_no_rot)( GLvector4f *to_vec, const GLfloat m[16], const GLvector4f *from_vec ) { const GLuint stride = from_vec->stride; GLfloat *from = from_vec->start; GLfloat (*to)[4] = (GLfloat (*)[4])to_vec->start; GLuint count = from_vec->count; const GLfloat m0 = m[0], m12 = m[12], m13 = m[13]; GLuint i; STRIDE_LOOP { const GLfloat ox = from[0]; to[i][0] = m0 * ox + m12; to[i][1] = m13; } to_vec->size = 2; to_vec->flags |= VEC_SIZE_2; to_vec->count = from_vec->count; } static void TAG(transform_points1_3d)( GLvector4f *to_vec, const GLfloat m[16], const GLvector4f *from_vec ) { const GLuint stride = from_vec->stride; GLfloat *from = from_vec->start; GLfloat (*to)[4] = (GLfloat (*)[4])to_vec->start; GLuint count = from_vec->count; const GLfloat m0 = m[0], m1 = m[1], m2 = m[2]; const GLfloat m12 = m[12], m13 = m[13], m14 = m[14]; GLuint i; STRIDE_LOOP { const GLfloat ox = from[0]; to[i][0] = m0 * ox + m12; to[i][1] = m1 * ox + m13; to[i][2] = m2 * ox + m14; } to_vec->size = 3; to_vec->flags |= VEC_SIZE_3; to_vec->count = from_vec->count; } static void TAG(transform_points1_3d_no_rot)( GLvector4f *to_vec, const GLfloat m[16], const GLvector4f *from_vec ) { const GLuint stride = from_vec->stride; GLfloat *from = from_vec->start; GLfloat (*to)[4] = (GLfloat (*)[4])to_vec->start; GLuint count = from_vec->count; const GLfloat m0 = m[0]; const GLfloat m12 = m[12], m13 = m[13], m14 = m[14]; GLuint i; STRIDE_LOOP { const GLfloat ox = from[0]; to[i][0] = m0 * ox + m12; to[i][1] = m13; to[i][2] = m14; } to_vec->size = 3; to_vec->flags |= VEC_SIZE_3; to_vec->count = from_vec->count; } static void TAG(transform_points1_perspective)( GLvector4f *to_vec, const GLfloat m[16], const GLvector4f *from_vec ) { const GLuint stride = from_vec->stride; GLfloat *from = from_vec->start; GLfloat (*to)[4] = (GLfloat (*)[4])to_vec->start; GLuint count = from_vec->count; const GLfloat m0 = m[0], m14 = m[14]; GLuint i; STRIDE_LOOP { const GLfloat ox = from[0]; to[i][0] = m0 * ox ; to[i][1] = 0 ; to[i][2] = m14; to[i][3] = 0; } to_vec->size = 4; to_vec->flags |= VEC_SIZE_4; to_vec->count = from_vec->count; } /* 2-vectors, which are a lot more relevant than 1-vectors, are * present early in the geometry pipeline and throughout the * texture pipeline. */ static void TAG(transform_points2_general)( GLvector4f *to_vec, const GLfloat m[16], const GLvector4f *from_vec ) { const GLuint stride = from_vec->stride; GLfloat *from = from_vec->start; GLfloat (*to)[4] = (GLfloat (*)[4])to_vec->start; GLuint count = from_vec->count; const GLfloat m0 = m[0], m4 = m[4], m12 = m[12]; const GLfloat m1 = m[1], m5 = m[5], m13 = m[13]; const GLfloat m2 = m[2], m6 = m[6], m14 = m[14]; const GLfloat m3 = m[3], m7 = m[7], m15 = m[15]; GLuint i; STRIDE_LOOP { const GLfloat ox = from[0], oy = from[1]; to[i][0] = m0 * ox + m4 * oy + m12; to[i][1] = m1 * ox + m5 * oy + m13; to[i][2] = m2 * ox + m6 * oy + m14; to[i][3] = m3 * ox + m7 * oy + m15; } to_vec->size = 4; to_vec->flags |= VEC_SIZE_4; to_vec->count = from_vec->count; } static void TAG(transform_points2_identity)( GLvector4f *to_vec, const GLfloat m[16], const GLvector4f *from_vec ) { const GLuint stride = from_vec->stride; GLfloat *from = from_vec->start; GLfloat (*to)[4] = (GLfloat (*)[4])to_vec->start; GLuint count = from_vec->count; GLuint i; (void) m; if (to_vec == from_vec) return; STRIDE_LOOP { to[i][0] = from[0]; to[i][1] = from[1]; } to_vec->size = 2; to_vec->flags |= VEC_SIZE_2; to_vec->count = from_vec->count; } static void TAG(transform_points2_2d)( GLvector4f *to_vec, const GLfloat m[16], const GLvector4f *from_vec ) { const GLuint stride = from_vec->stride; GLfloat *from = from_vec->start; GLfloat (*to)[4] = (GLfloat (*)[4])to_vec->start; GLuint count = from_vec->count; const GLfloat m0 = m[0], m1 = m[1], m4 = m[4], m5 = m[5]; const GLfloat m12 = m[12], m13 = m[13]; GLuint i; STRIDE_LOOP { const GLfloat ox = from[0], oy = from[1]; to[i][0] = m0 * ox + m4 * oy + m12; to[i][1] = m1 * ox + m5 * oy + m13; } to_vec->size = 2; to_vec->flags |= VEC_SIZE_2; to_vec->count = from_vec->count; } static void TAG(transform_points2_2d_no_rot)( GLvector4f *to_vec, const GLfloat m[16], const GLvector4f *from_vec ) { const GLuint stride = from_vec->stride; GLfloat *from = from_vec->start; GLfloat (*to)[4] = (GLfloat (*)[4])to_vec->start; GLuint count = from_vec->count; const GLfloat m0 = m[0], m5 = m[5], m12 = m[12], m13 = m[13]; GLuint i; STRIDE_LOOP { const GLfloat ox = from[0], oy = from[1]; to[i][0] = m0 * ox + m12; to[i][1] = m5 * oy + m13; } to_vec->size = 2; to_vec->flags |= VEC_SIZE_2; to_vec->count = from_vec->count; } static void TAG(transform_points2_3d)( GLvector4f *to_vec, const GLfloat m[16], const GLvector4f *from_vec ) { const GLuint stride = from_vec->stride; GLfloat *from = from_vec->start; GLfloat (*to)[4] = (GLfloat (*)[4])to_vec->start; GLuint count = from_vec->count; const GLfloat m0 = m[0], m1 = m[1], m2 = m[2], m4 = m[4], m5 = m[5]; const GLfloat m6 = m[6], m12 = m[12], m13 = m[13], m14 = m[14]; GLuint i; STRIDE_LOOP { const GLfloat ox = from[0], oy = from[1]; to[i][0] = m0 * ox + m4 * oy + m12; to[i][1] = m1 * ox + m5 * oy + m13; to[i][2] = m2 * ox + m6 * oy + m14; } to_vec->size = 3; to_vec->flags |= VEC_SIZE_3; to_vec->count = from_vec->count; } /* I would actually say this was a fairly important function, from * a texture transformation point of view. */ static void TAG(transform_points2_3d_no_rot)( GLvector4f *to_vec, const GLfloat m[16], const GLvector4f *from_vec ) { const GLuint stride = from_vec->stride; GLfloat *from = from_vec->start; GLfloat (*to)[4] = (GLfloat (*)[4])to_vec->start; GLuint count = from_vec->count; const GLfloat m0 = m[0], m5 = m[5]; const GLfloat m12 = m[12], m13 = m[13], m14 = m[14]; GLuint i; STRIDE_LOOP { const GLfloat ox = from[0], oy = from[1]; to[i][0] = m0 * ox + m12; to[i][1] = m5 * oy + m13; to[i][2] = m14; } if (m14 == 0) { to_vec->size = 2; to_vec->flags |= VEC_SIZE_2; } else { to_vec->size = 3; to_vec->flags |= VEC_SIZE_3; } to_vec->count = from_vec->count; } static void TAG(transform_points2_perspective)( GLvector4f *to_vec, const GLfloat m[16], const GLvector4f *from_vec ) { const GLuint stride = from_vec->stride; GLfloat *from = from_vec->start; GLfloat (*to)[4] = (GLfloat (*)[4])to_vec->start; GLuint count = from_vec->count; const GLfloat m0 = m[0], m5 = m[5], m14 = m[14]; GLuint i; STRIDE_LOOP { const GLfloat ox = from[0], oy = from[1]; to[i][0] = m0 * ox ; to[i][1] = m5 * oy ; to[i][2] = m14; to[i][3] = 0; } to_vec->size = 4; to_vec->flags |= VEC_SIZE_4; to_vec->count = from_vec->count; } static void TAG(transform_points3_general)( GLvector4f *to_vec, const GLfloat m[16], const GLvector4f *from_vec ) { const GLuint stride = from_vec->stride; GLfloat *from = from_vec->start; GLfloat (*to)[4] = (GLfloat (*)[4])to_vec->start; GLuint count = from_vec->count; const GLfloat m0 = m[0], m4 = m[4], m8 = m[8], m12 = m[12]; const GLfloat m1 = m[1], m5 = m[5], m9 = m[9], m13 = m[13]; const GLfloat m2 = m[2], m6 = m[6], m10 = m[10], m14 = m[14]; const GLfloat m3 = m[3], m7 = m[7], m11 = m[11], m15 = m[15]; GLuint i; STRIDE_LOOP { const GLfloat ox = from[0], oy = from[1], oz = from[2]; to[i][0] = m0 * ox + m4 * oy + m8 * oz + m12; to[i][1] = m1 * ox + m5 * oy + m9 * oz + m13; to[i][2] = m2 * ox + m6 * oy + m10 * oz + m14; to[i][3] = m3 * ox + m7 * oy + m11 * oz + m15; } to_vec->size = 4; to_vec->flags |= VEC_SIZE_4; to_vec->count = from_vec->count; } static void TAG(transform_points3_identity)( GLvector4f *to_vec, const GLfloat m[16], const GLvector4f *from_vec ) { const GLuint stride = from_vec->stride; GLfloat *from = from_vec->start; GLfloat (*to)[4] = (GLfloat (*)[4])to_vec->start; GLuint count = from_vec->count; GLuint i; (void) m; if (to_vec == from_vec) return; STRIDE_LOOP { to[i][0] = from[0]; to[i][1] = from[1]; to[i][2] = from[2]; } to_vec->size = 3; to_vec->flags |= VEC_SIZE_3; to_vec->count = from_vec->count; } static void TAG(transform_points3_2d)( GLvector4f *to_vec, const GLfloat m[16], const GLvector4f *from_vec ) { const GLuint stride = from_vec->stride; GLfloat *from = from_vec->start; GLfloat (*to)[4] = (GLfloat (*)[4])to_vec->start; GLuint count = from_vec->count; const GLfloat m0 = m[0], m1 = m[1], m4 = m[4], m5 = m[5]; const GLfloat m12 = m[12], m13 = m[13]; GLuint i; STRIDE_LOOP { const GLfloat ox = from[0], oy = from[1], oz = from[2]; to[i][0] = m0 * ox + m4 * oy + m12 ; to[i][1] = m1 * ox + m5 * oy + m13 ; to[i][2] = + oz ; } to_vec->size = 3; to_vec->flags |= VEC_SIZE_3; to_vec->count = from_vec->count; } static void TAG(transform_points3_2d_no_rot)( GLvector4f *to_vec, const GLfloat m[16], const GLvector4f *from_vec ) { const GLuint stride = from_vec->stride; GLfloat *from = from_vec->start; GLfloat (*to)[4] = (GLfloat (*)[4])to_vec->start; GLuint count = from_vec->count; const GLfloat m0 = m[0], m5 = m[5], m12 = m[12], m13 = m[13]; GLuint i; STRIDE_LOOP { const GLfloat ox = from[0], oy = from[1], oz = from[2]; to[i][0] = m0 * ox + m12 ; to[i][1] = m5 * oy + m13 ; to[i][2] = + oz ; } to_vec->size = 3; to_vec->flags |= VEC_SIZE_3; to_vec->count = from_vec->count; } static void TAG(transform_points3_3d)( GLvector4f *to_vec, const GLfloat m[16], const GLvector4f *from_vec ) { const GLuint stride = from_vec->stride; GLfloat *from = from_vec->start; GLfloat (*to)[4] = (GLfloat (*)[4])to_vec->start; GLuint count = from_vec->count; const GLfloat m0 = m[0], m1 = m[1], m2 = m[2], m4 = m[4], m5 = m[5]; const GLfloat m6 = m[6], m8 = m[8], m9 = m[9], m10 = m[10]; const GLfloat m12 = m[12], m13 = m[13], m14 = m[14]; GLuint i; STRIDE_LOOP { const GLfloat ox = from[0], oy = from[1], oz = from[2]; to[i][0] = m0 * ox + m4 * oy + m8 * oz + m12 ; to[i][1] = m1 * ox + m5 * oy + m9 * oz + m13 ; to[i][2] = m2 * ox + m6 * oy + m10 * oz + m14 ; } to_vec->size = 3; to_vec->flags |= VEC_SIZE_3; to_vec->count = from_vec->count; } /* previously known as ortho... */ static void TAG(transform_points3_3d_no_rot)( GLvector4f *to_vec, const GLfloat m[16], const GLvector4f *from_vec ) { const GLuint stride = from_vec->stride; GLfloat *from = from_vec->start; GLfloat (*to)[4] = (GLfloat (*)[4])to_vec->start; GLuint count = from_vec->count; const GLfloat m0 = m[0], m5 = m[5]; const GLfloat m10 = m[10], m12 = m[12], m13 = m[13], m14 = m[14]; GLuint i; STRIDE_LOOP { const GLfloat ox = from[0], oy = from[1], oz = from[2]; to[i][0] = m0 * ox + m12 ; to[i][1] = m5 * oy + m13 ; to[i][2] = m10 * oz + m14 ; } to_vec->size = 3; to_vec->flags |= VEC_SIZE_3; to_vec->count = from_vec->count; } static void TAG(transform_points3_perspective)( GLvector4f *to_vec, const GLfloat m[16], const GLvector4f *from_vec ) { const GLuint stride = from_vec->stride; GLfloat *from = from_vec->start; GLfloat (*to)[4] = (GLfloat (*)[4])to_vec->start; GLuint count = from_vec->count; const GLfloat m0 = m[0], m5 = m[5], m8 = m[8], m9 = m[9]; const GLfloat m10 = m[10], m14 = m[14]; GLuint i; STRIDE_LOOP { const GLfloat ox = from[0], oy = from[1], oz = from[2]; to[i][0] = m0 * ox + m8 * oz ; to[i][1] = m5 * oy + m9 * oz ; to[i][2] = m10 * oz + m14 ; to[i][3] = -oz ; } to_vec->size = 4; to_vec->flags |= VEC_SIZE_4; to_vec->count = from_vec->count; } static void TAG(transform_points4_general)( GLvector4f *to_vec, const GLfloat m[16], const GLvector4f *from_vec ) { const GLuint stride = from_vec->stride; GLfloat *from = from_vec->start; GLfloat (*to)[4] = (GLfloat (*)[4])to_vec->start; GLuint count = from_vec->count; const GLfloat m0 = m[0], m4 = m[4], m8 = m[8], m12 = m[12]; const GLfloat m1 = m[1], m5 = m[5], m9 = m[9], m13 = m[13]; const GLfloat m2 = m[2], m6 = m[6], m10 = m[10], m14 = m[14]; const GLfloat m3 = m[3], m7 = m[7], m11 = m[11], m15 = m[15]; GLuint i; STRIDE_LOOP { const GLfloat ox = from[0], oy = from[1], oz = from[2], ow = from[3]; to[i][0] = m0 * ox + m4 * oy + m8 * oz + m12 * ow; to[i][1] = m1 * ox + m5 * oy + m9 * oz + m13 * ow; to[i][2] = m2 * ox + m6 * oy + m10 * oz + m14 * ow; to[i][3] = m3 * ox + m7 * oy + m11 * oz + m15 * ow; } to_vec->size = 4; to_vec->flags |= VEC_SIZE_4; to_vec->count = from_vec->count; } static void TAG(transform_points4_identity)( GLvector4f *to_vec, const GLfloat m[16], const GLvector4f *from_vec ) { const GLuint stride = from_vec->stride; GLfloat *from = from_vec->start; GLfloat (*to)[4] = (GLfloat (*)[4])to_vec->start; GLuint count = from_vec->count; GLuint i; (void) m; if (to_vec == from_vec) return; STRIDE_LOOP { to[i][0] = from[0]; to[i][1] = from[1]; to[i][2] = from[2]; to[i][3] = from[3]; } to_vec->size = 4; to_vec->flags |= VEC_SIZE_4; to_vec->count = from_vec->count; } static void TAG(transform_points4_2d)( GLvector4f *to_vec, const GLfloat m[16], const GLvector4f *from_vec ) { const GLuint stride = from_vec->stride; GLfloat *from = from_vec->start; GLfloat (*to)[4] = (GLfloat (*)[4])to_vec->start; GLuint count = from_vec->count; const GLfloat m0 = m[0], m1 = m[1], m4 = m[4], m5 = m[5]; const GLfloat m12 = m[12], m13 = m[13]; GLuint i; STRIDE_LOOP { const GLfloat ox = from[0], oy = from[1], oz = from[2], ow = from[3]; to[i][0] = m0 * ox + m4 * oy + m12 * ow; to[i][1] = m1 * ox + m5 * oy + m13 * ow; to[i][2] = + oz ; to[i][3] = ow; } to_vec->size = 4; to_vec->flags |= VEC_SIZE_4; to_vec->count = from_vec->count; } static void TAG(transform_points4_2d_no_rot)( GLvector4f *to_vec, const GLfloat m[16], const GLvector4f *from_vec ) { const GLuint stride = from_vec->stride; GLfloat *from = from_vec->start; GLfloat (*to)[4] = (GLfloat (*)[4])to_vec->start; GLuint count = from_vec->count; const GLfloat m0 = m[0], m5 = m[5], m12 = m[12], m13 = m[13]; GLuint i; STRIDE_LOOP { const GLfloat ox = from[0], oy = from[1], oz = from[2], ow = from[3]; to[i][0] = m0 * ox + m12 * ow; to[i][1] = m5 * oy + m13 * ow; to[i][2] = + oz ; to[i][3] = ow; } to_vec->size = 4; to_vec->flags |= VEC_SIZE_4; to_vec->count = from_vec->count; } static void TAG(transform_points4_3d)( GLvector4f *to_vec, const GLfloat m[16], const GLvector4f *from_vec ) { const GLuint stride = from_vec->stride; GLfloat *from = from_vec->start; GLfloat (*to)[4] = (GLfloat (*)[4])to_vec->start; GLuint count = from_vec->count; const GLfloat m0 = m[0], m1 = m[1], m2 = m[2], m4 = m[4], m5 = m[5]; const GLfloat m6 = m[6], m8 = m[8], m9 = m[9], m10 = m[10]; const GLfloat m12 = m[12], m13 = m[13], m14 = m[14]; GLuint i; STRIDE_LOOP { const GLfloat ox = from[0], oy = from[1], oz = from[2], ow = from[3]; to[i][0] = m0 * ox + m4 * oy + m8 * oz + m12 * ow; to[i][1] = m1 * ox + m5 * oy + m9 * oz + m13 * ow; to[i][2] = m2 * ox + m6 * oy + m10 * oz + m14 * ow; to[i][3] = ow; } to_vec->size = 4; to_vec->flags |= VEC_SIZE_4; to_vec->count = from_vec->count; } static void TAG(transform_points4_3d_no_rot)( GLvector4f *to_vec, const GLfloat m[16], const GLvector4f *from_vec ) { const GLuint stride = from_vec->stride; GLfloat *from = from_vec->start; GLfloat (*to)[4] = (GLfloat (*)[4])to_vec->start; GLuint count = from_vec->count; const GLfloat m0 = m[0], m5 = m[5]; const GLfloat m10 = m[10], m12 = m[12], m13 = m[13], m14 = m[14]; GLuint i; STRIDE_LOOP { const GLfloat ox = from[0], oy = from[1], oz = from[2], ow = from[3]; to[i][0] = m0 * ox + m12 * ow; to[i][1] = m5 * oy + m13 * ow; to[i][2] = m10 * oz + m14 * ow; to[i][3] = ow; } to_vec->size = 4; to_vec->flags |= VEC_SIZE_4; to_vec->count = from_vec->count; } static void TAG(transform_points4_perspective)( GLvector4f *to_vec, const GLfloat m[16], const GLvector4f *from_vec ) { const GLuint stride = from_vec->stride; GLfloat *from = from_vec->start; GLfloat (*to)[4] = (GLfloat (*)[4])to_vec->start; GLuint count = from_vec->count; const GLfloat m0 = m[0], m5 = m[5], m8 = m[8], m9 = m[9]; const GLfloat m10 = m[10], m14 = m[14]; GLuint i; STRIDE_LOOP { const GLfloat ox = from[0], oy = from[1], oz = from[2], ow = from[3]; to[i][0] = m0 * ox + m8 * oz ; to[i][1] = m5 * oy + m9 * oz ; to[i][2] = m10 * oz + m14 * ow ; to[i][3] = -oz ; } to_vec->size = 4; to_vec->flags |= VEC_SIZE_4; to_vec->count = from_vec->count; } static transform_func TAG(transform_tab_1)[7]; static transform_func TAG(transform_tab_2)[7]; static transform_func TAG(transform_tab_3)[7]; static transform_func TAG(transform_tab_4)[7]; /* Similar functions could be called several times, with more highly * optimized routines overwriting the arrays. This only occurs during * startup. */ static void TAG(init_c_transformations)( void ) { #define TAG_TAB _mesa_transform_tab #define TAG_TAB_1 TAG(transform_tab_1) #define TAG_TAB_2 TAG(transform_tab_2) #define TAG_TAB_3 TAG(transform_tab_3) #define TAG_TAB_4 TAG(transform_tab_4) TAG_TAB[1] = TAG_TAB_1; TAG_TAB[2] = TAG_TAB_2; TAG_TAB[3] = TAG_TAB_3; TAG_TAB[4] = TAG_TAB_4; /* 1-D points (ie texcoords) */ TAG_TAB_1[MATRIX_GENERAL] = TAG(transform_points1_general); TAG_TAB_1[MATRIX_IDENTITY] = TAG(transform_points1_identity); TAG_TAB_1[MATRIX_3D_NO_ROT] = TAG(transform_points1_3d_no_rot); TAG_TAB_1[MATRIX_PERSPECTIVE] = TAG(transform_points1_perspective); TAG_TAB_1[MATRIX_2D] = TAG(transform_points1_2d); TAG_TAB_1[MATRIX_2D_NO_ROT] = TAG(transform_points1_2d_no_rot); TAG_TAB_1[MATRIX_3D] = TAG(transform_points1_3d); /* 2-D points */ TAG_TAB_2[MATRIX_GENERAL] = TAG(transform_points2_general); TAG_TAB_2[MATRIX_IDENTITY] = TAG(transform_points2_identity); TAG_TAB_2[MATRIX_3D_NO_ROT] = TAG(transform_points2_3d_no_rot); TAG_TAB_2[MATRIX_PERSPECTIVE] = TAG(transform_points2_perspective); TAG_TAB_2[MATRIX_2D] = TAG(transform_points2_2d); TAG_TAB_2[MATRIX_2D_NO_ROT] = TAG(transform_points2_2d_no_rot); TAG_TAB_2[MATRIX_3D] = TAG(transform_points2_3d); /* 3-D points */ TAG_TAB_3[MATRIX_GENERAL] = TAG(transform_points3_general); TAG_TAB_3[MATRIX_IDENTITY] = TAG(transform_points3_identity); TAG_TAB_3[MATRIX_3D_NO_ROT] = TAG(transform_points3_3d_no_rot); TAG_TAB_3[MATRIX_PERSPECTIVE] = TAG(transform_points3_perspective); TAG_TAB_3[MATRIX_2D] = TAG(transform_points3_2d); TAG_TAB_3[MATRIX_2D_NO_ROT] = TAG(transform_points3_2d_no_rot); TAG_TAB_3[MATRIX_3D] = TAG(transform_points3_3d); /* 4-D points */ TAG_TAB_4[MATRIX_GENERAL] = TAG(transform_points4_general); TAG_TAB_4[MATRIX_IDENTITY] = TAG(transform_points4_identity); TAG_TAB_4[MATRIX_3D_NO_ROT] = TAG(transform_points4_3d_no_rot); TAG_TAB_4[MATRIX_PERSPECTIVE] = TAG(transform_points4_perspective); TAG_TAB_4[MATRIX_2D] = TAG(transform_points4_2d); TAG_TAB_4[MATRIX_2D_NO_ROT] = TAG(transform_points4_2d_no_rot); TAG_TAB_4[MATRIX_3D] = TAG(transform_points4_3d); #undef TAG_TAB #undef TAG_TAB_1 #undef TAG_TAB_2 #undef TAG_TAB_3 #undef TAG_TAB_4 }