1 /* $Id: m_xform.c,v 1.2 2000/11/17 21:01:49 brianp Exp $ */
4 * Mesa 3-D graphics library
7 * Copyright (C) 1999-2000 Brian Paul All Rights Reserved.
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:
16 * The above copyright notice and this permission notice shall be included
17 * in all copies or substantial portions of the Software.
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.
29 * Matrix/vertex/vector transformation stuff
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
44 #include "m_translate.h"
49 #include "m_debug_xform.h"
53 #include "X86/common_x86_asm.h"
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];
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).
70 * - And everything else too, if culling happens to be disabled.
72 #define TAG(x) x##_raw
73 #define TAG2(x,y) x##y##_raw
75 #define STRIDE_LOOP for (i=0;i<count;i++, STRIDE_F(from, stride))
76 #define LOOP for (i=0;i<n;i++)
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"
93 /* Culled data used for:
94 * - texture transformations
95 * - viewport map transformation
96 * - normal transformations prior to lighting
99 #define TAG(x) x##_masked
100 #define TAG2(x,y) x##y##_masked
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"
124 GLvector4f
*gl_project_points( GLvector4f
*proj_vec
,
125 const GLvector4f
*clip_vec
)
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
;
133 for (i
= 0 ; i
< count
; i
++, STRIDE_F(from
, stride
))
135 GLfloat oow
= 1.0F
/ from
[3];
137 vProj
[i
][0] = from
[0] * oow
;
138 vProj
[i
][1] = from
[1] * oow
;
139 vProj
[i
][2] = from
[2] * oow
;
142 proj_vec
->flags
|= VEC_SIZE_4
;
144 proj_vec
->count
= clip_vec
->count
;
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
157 * Mathematically, u = v * m.
158 * Input: v - input vector
159 * m - transformation matrix
160 * Output: u - transformed vector
162 void gl_transform_vector( GLfloat u
[4], const GLfloat v
[4], const GLfloat m
[16] )
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);
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.
178 void gl_transform_point_sz( GLfloat Q
[4], const GLfloat M
[16],
179 const GLfloat P
[4], GLuint sz
)
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];
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];
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];
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];
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.
221 _math_init_transformation( void )
223 gl_transform_tab
[0] = raw_transform_tab
;
224 gl_transform_tab
[1] = cull_transform_tab
;
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();
234 init_dotprod_masked();
237 gl_test_all_transform_functions( "default" );
238 gl_test_all_normal_transform_functions( "default" );
242 gl_init_all_x86_transform_asm();
249 _math_init_transformation();
250 _math_init_translate();
251 _math_init_vertices();