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[mesa.git] / src / mesa / math / m_eval.h
1 /* $Id: m_eval.h,v 1.2 2001/03/12 00:48:41 gareth Exp $ */
2
3 /*
4 * Mesa 3-D graphics library
5 * Version: 3.5
6 *
7 * Copyright (C) 1999-2001 Brian Paul All Rights Reserved.
8 *
9 * Permission is hereby granted, free of charge, to any person obtaining a
10 * copy of this software and associated documentation files (the "Software"),
11 * to deal in the Software without restriction, including without limitation
12 * the rights to use, copy, modify, merge, publish, distribute, sublicense,
13 * and/or sell copies of the Software, and to permit persons to whom the
14 * Software is furnished to do so, subject to the following conditions:
15 *
16 * The above copyright notice and this permission notice shall be included
17 * in all copies or substantial portions of the Software.
18 *
19 * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS
20 * OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
21 * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL
22 * BRIAN PAUL BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN
23 * AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN
24 * CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
25 */
26
27 #ifndef _M_EVAL_H
28 #define _M_EVAL_H
29
30 #include "glheader.h"
31
32 void _math_init_eval( void );
33
34
35 /*
36 * Horner scheme for Bezier curves
37 *
38 * Bezier curves can be computed via a Horner scheme.
39 * Horner is numerically less stable than the de Casteljau
40 * algorithm, but it is faster. For curves of degree n
41 * the complexity of Horner is O(n) and de Casteljau is O(n^2).
42 * Since stability is not important for displaying curve
43 * points I decided to use the Horner scheme.
44 *
45 * A cubic Bezier curve with control points b0, b1, b2, b3 can be
46 * written as
47 *
48 * (([3] [3] ) [3] ) [3]
49 * c(t) = (([0]*s*b0 + [1]*t*b1)*s + [2]*t^2*b2)*s + [3]*t^2*b3
50 *
51 * [n]
52 * where s=1-t and the binomial coefficients [i]. These can
53 * be computed iteratively using the identity:
54 *
55 * [n] [n ] [n]
56 * [i] = (n-i+1)/i * [i-1] and [0] = 1
57 */
58
59
60 void
61 _math_horner_bezier_curve(const GLfloat *cp, GLfloat *out, GLfloat t,
62 GLuint dim, GLuint order);
63
64
65 /*
66 * Tensor product Bezier surfaces
67 *
68 * Again the Horner scheme is used to compute a point on a
69 * TP Bezier surface. First a control polygon for a curve
70 * on the surface in one parameter direction is computed,
71 * then the point on the curve for the other parameter
72 * direction is evaluated.
73 *
74 * To store the curve control polygon additional storage
75 * for max(uorder,vorder) points is needed in the
76 * control net cn.
77 */
78
79 void
80 _math_horner_bezier_surf(GLfloat *cn, GLfloat *out, GLfloat u, GLfloat v,
81 GLuint dim, GLuint uorder, GLuint vorder);
82
83
84 /*
85 * The direct de Casteljau algorithm is used when a point on the
86 * surface and the tangent directions spanning the tangent plane
87 * should be computed (this is needed to compute normals to the
88 * surface). In this case the de Casteljau algorithm approach is
89 * nicer because a point and the partial derivatives can be computed
90 * at the same time. To get the correct tangent length du and dv
91 * must be multiplied with the (u2-u1)/uorder-1 and (v2-v1)/vorder-1.
92 * Since only the directions are needed, this scaling step is omitted.
93 *
94 * De Casteljau needs additional storage for uorder*vorder
95 * values in the control net cn.
96 */
97
98 void
99 _math_de_casteljau_surf(GLfloat *cn, GLfloat *out, GLfloat *du, GLfloat *dv,
100 GLfloat u, GLfloat v, GLuint dim,
101 GLuint uorder, GLuint vorder);
102
103
104 #endif