Minor header file changes to silence warnings.
[mesa.git] / src / mesa / math / m_xform.c
1 /* $Id: m_xform.c,v 1.2 2000/11/17 21:01:49 brianp Exp $ */
2
3 /*
4 * Mesa 3-D graphics library
5 * Version: 3.5
6 *
7 * Copyright (C) 1999-2000 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
28 /*
29 * Matrix/vertex/vector transformation stuff
30 *
31 *
32 * NOTES:
33 * 1. 4x4 transformation matrices are stored in memory in column major order.
34 * 2. Points/vertices are to be thought of as column vectors.
35 * 3. Transformation of a point p by a matrix M is: p' = M * p
36 */
37
38
39 #include "glheader.h"
40 #include "macros.h"
41 #include "mmath.h"
42
43 #include "m_matrix.h"
44 #include "m_translate.h"
45 #include "m_xform.h"
46
47
48 #ifdef DEBUG
49 #include "m_debug_xform.h"
50 #endif
51
52 #ifdef USE_X86_ASM
53 #include "X86/common_x86_asm.h"
54 #endif
55
56 clip_func gl_clip_tab[5];
57 dotprod_func gl_dotprod_tab[2][5];
58 vec_copy_func gl_copy_tab[2][0x10];
59 normal_func gl_normal_tab[0xf][0x4];
60 transform_func **(gl_transform_tab[2]);
61 static transform_func *cull_transform_tab[5];
62 static transform_func *raw_transform_tab[5];
63
64
65 /* Raw data format used for:
66 * - Object-to-eye transform prior to culling, although this too
67 * could be culled under some circumstances.
68 * - Eye-to-clip transform (via the function above).
69 * - Cliptesting
70 * - And everything else too, if culling happens to be disabled.
71 */
72 #define TAG(x) x##_raw
73 #define TAG2(x,y) x##y##_raw
74 #define IDX 0
75 #define STRIDE_LOOP for (i=0;i<count;i++, STRIDE_F(from, stride))
76 #define LOOP for (i=0;i<n;i++)
77 #define CULL_CHECK
78 #define CLIP_CHECK
79 #define ARGS
80 #include "m_xform_tmp.h"
81 #include "m_clip_tmp.h"
82 #include "m_norm_tmp.h"
83 #include "m_dotprod_tmp.h"
84 #include "m_copy_tmp.h"
85 #undef TAG
86 #undef TAG2
87 #undef LOOP
88 #undef CULL_CHECK
89 #undef CLIP_CHECK
90 #undef ARGS
91 #undef IDX
92
93 /* Culled data used for:
94 * - texture transformations
95 * - viewport map transformation
96 * - normal transformations prior to lighting
97 * - user cliptests
98 */
99 #define TAG(x) x##_masked
100 #define TAG2(x,y) x##y##_masked
101 #define IDX 1
102 #define STRIDE_LOOP for (i=0;i<count;i++, STRIDE_F(from, stride))
103 #define LOOP for (i=0;i<n;i++)
104 #define CULL_CHECK if (mask[i])
105 #define CLIP_CHECK if ((mask[i] & flag) == 0)
106 #define ARGS , const GLubyte mask[]
107 #include "m_xform_tmp.h"
108 #include "m_norm_tmp.h"
109 #include "m_dotprod_tmp.h"
110 #include "m_copy_tmp.h"
111 #undef TAG
112 #undef TAG2
113 #undef LOOP
114 #undef CULL_CHECK
115 #undef CLIP_CHECK
116 #undef ARGS
117 #undef IDX
118
119
120
121
122
123
124 GLvector4f *gl_project_points( GLvector4f *proj_vec,
125 const GLvector4f *clip_vec )
126 {
127 const GLuint stride = clip_vec->stride;
128 const GLfloat *from = (GLfloat *)clip_vec->start;
129 const GLuint count = clip_vec->count;
130 GLfloat (*vProj)[4] = (GLfloat (*)[4])proj_vec->start;
131 GLuint i;
132
133 for (i = 0 ; i < count ; i++, STRIDE_F(from, stride))
134 {
135 GLfloat oow = 1.0F / from[3];
136 vProj[i][3] = oow;
137 vProj[i][0] = from[0] * oow;
138 vProj[i][1] = from[1] * oow;
139 vProj[i][2] = from[2] * oow;
140 }
141
142 proj_vec->flags |= VEC_SIZE_4;
143 proj_vec->size = 3;
144 proj_vec->count = clip_vec->count;
145 return proj_vec;
146 }
147
148
149
150
151
152
153 /*
154 * Transform a 4-element row vector (1x4 matrix) by a 4x4 matrix. This
155 * function is used for transforming clipping plane equations and spotlight
156 * directions.
157 * Mathematically, u = v * m.
158 * Input: v - input vector
159 * m - transformation matrix
160 * Output: u - transformed vector
161 */
162 void gl_transform_vector( GLfloat u[4], const GLfloat v[4], const GLfloat m[16] )
163 {
164 GLfloat v0=v[0], v1=v[1], v2=v[2], v3=v[3];
165 #define M(row,col) m[row + col*4]
166 u[0] = v0 * M(0,0) + v1 * M(1,0) + v2 * M(2,0) + v3 * M(3,0);
167 u[1] = v0 * M(0,1) + v1 * M(1,1) + v2 * M(2,1) + v3 * M(3,1);
168 u[2] = v0 * M(0,2) + v1 * M(1,2) + v2 * M(2,2) + v3 * M(3,2);
169 u[3] = v0 * M(0,3) + v1 * M(1,3) + v2 * M(2,3) + v3 * M(3,3);
170 #undef M
171 }
172
173
174 /* Useful for one-off point transformations, as in clipping.
175 * Note that because the matrix isn't analyzed we do too many
176 * multiplies, and that the result is always 4-clean.
177 */
178 void gl_transform_point_sz( GLfloat Q[4], const GLfloat M[16],
179 const GLfloat P[4], GLuint sz )
180 {
181 if (Q == P)
182 return;
183
184 if (sz == 4)
185 {
186 Q[0] = M[0] * P[0] + M[4] * P[1] + M[8] * P[2] + M[12] * P[3];
187 Q[1] = M[1] * P[0] + M[5] * P[1] + M[9] * P[2] + M[13] * P[3];
188 Q[2] = M[2] * P[0] + M[6] * P[1] + M[10] * P[2] + M[14] * P[3];
189 Q[3] = M[3] * P[0] + M[7] * P[1] + M[11] * P[2] + M[15] * P[3];
190 }
191 else if (sz == 3)
192 {
193 Q[0] = M[0] * P[0] + M[4] * P[1] + M[8] * P[2] + M[12];
194 Q[1] = M[1] * P[0] + M[5] * P[1] + M[9] * P[2] + M[13];
195 Q[2] = M[2] * P[0] + M[6] * P[1] + M[10] * P[2] + M[14];
196 Q[3] = M[3] * P[0] + M[7] * P[1] + M[11] * P[2] + M[15];
197 }
198 else if (sz == 2)
199 {
200 Q[0] = M[0] * P[0] + M[4] * P[1] + M[12];
201 Q[1] = M[1] * P[0] + M[5] * P[1] + M[13];
202 Q[2] = M[2] * P[0] + M[6] * P[1] + M[14];
203 Q[3] = M[3] * P[0] + M[7] * P[1] + M[15];
204 }
205 else if (sz == 1)
206 {
207 Q[0] = M[0] * P[0] + M[12];
208 Q[1] = M[1] * P[0] + M[13];
209 Q[2] = M[2] * P[0] + M[14];
210 Q[3] = M[3] * P[0] + M[15];
211 }
212 }
213
214
215 /*
216 * This is called only once. It initializes several tables with pointers
217 * to optimized transformation functions. This is where we can test for
218 * AMD 3Dnow! capability, Intel Katmai, etc. and hook in the right code.
219 */
220 void
221 _math_init_transformation( void )
222 {
223 gl_transform_tab[0] = raw_transform_tab;
224 gl_transform_tab[1] = cull_transform_tab;
225
226 init_c_transformations_raw();
227 init_c_transformations_masked();
228 init_c_norm_transform_raw();
229 init_c_norm_transform_masked();
230 init_c_cliptest_raw();
231 init_copy0_raw();
232 init_copy0_masked();
233 init_dotprod_raw();
234 init_dotprod_masked();
235
236 #ifdef DEBUG
237 gl_test_all_transform_functions( "default" );
238 gl_test_all_normal_transform_functions( "default" );
239 #endif
240
241 #ifdef USE_X86_ASM
242 gl_init_all_x86_transform_asm();
243 #endif
244 }
245
246 void
247 _math_init( void )
248 {
249 _math_init_transformation();
250 _math_init_translate();
251 _math_init_vertices();
252 }