Major rework of tnl module
[mesa.git] / src / mesa / math / m_eval.h
1
2 #ifndef _M_EVAL_H
3 #define _M_EVAL_H
4
5 #include "glheader.h"
6
7 void _math_init_eval( void );
8
9
10 /*
11 * Horner scheme for Bezier curves
12 *
13 * Bezier curves can be computed via a Horner scheme.
14 * Horner is numerically less stable than the de Casteljau
15 * algorithm, but it is faster. For curves of degree n
16 * the complexity of Horner is O(n) and de Casteljau is O(n^2).
17 * Since stability is not important for displaying curve
18 * points I decided to use the Horner scheme.
19 *
20 * A cubic Bezier curve with control points b0, b1, b2, b3 can be
21 * written as
22 *
23 * (([3] [3] ) [3] ) [3]
24 * c(t) = (([0]*s*b0 + [1]*t*b1)*s + [2]*t^2*b2)*s + [3]*t^2*b3
25 *
26 * [n]
27 * where s=1-t and the binomial coefficients [i]. These can
28 * be computed iteratively using the identity:
29 *
30 * [n] [n ] [n]
31 * [i] = (n-i+1)/i * [i-1] and [0] = 1
32 */
33
34
35 void
36 _math_horner_bezier_curve(const GLfloat *cp, GLfloat *out, GLfloat t,
37 GLuint dim, GLuint order);
38
39
40 /*
41 * Tensor product Bezier surfaces
42 *
43 * Again the Horner scheme is used to compute a point on a
44 * TP Bezier surface. First a control polygon for a curve
45 * on the surface in one parameter direction is computed,
46 * then the point on the curve for the other parameter
47 * direction is evaluated.
48 *
49 * To store the curve control polygon additional storage
50 * for max(uorder,vorder) points is needed in the
51 * control net cn.
52 */
53
54 void
55 _math_horner_bezier_surf(GLfloat *cn, GLfloat *out, GLfloat u, GLfloat v,
56 GLuint dim, GLuint uorder, GLuint vorder);
57
58
59 /*
60 * The direct de Casteljau algorithm is used when a point on the
61 * surface and the tangent directions spanning the tangent plane
62 * should be computed (this is needed to compute normals to the
63 * surface). In this case the de Casteljau algorithm approach is
64 * nicer because a point and the partial derivatives can be computed
65 * at the same time. To get the correct tangent length du and dv
66 * must be multiplied with the (u2-u1)/uorder-1 and (v2-v1)/vorder-1.
67 * Since only the directions are needed, this scaling step is omitted.
68 *
69 * De Casteljau needs additional storage for uorder*vorder
70 * values in the control net cn.
71 */
72
73 void
74 _math_de_casteljau_surf(GLfloat *cn, GLfloat *out, GLfloat *du, GLfloat *dv,
75 GLfloat u, GLfloat v, GLuint dim,
76 GLuint uorder, GLuint vorder);
77
78
79 #endif