2 * Mesa 3-D graphics library
5 * Copyright (C) 1999-2003 Brian Paul All Rights Reserved.
7 * Permission is hereby granted, free of charge, to any person obtaining a
8 * copy of this software and associated documentation files (the "Software"),
9 * to deal in the Software without restriction, including without limitation
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14 * The above copyright notice and this permission notice shall be included
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17 * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS
18 * OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
19 * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL
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27 * Matrix/vertex/vector transformation stuff
31 * 1. 4x4 transformation matrices are stored in memory in column major order.
32 * 2. Points/vertices are to be thought of as column vectors.
33 * 3. Transformation of a point p by a matrix M is: p' = M * p
41 #include "m_translate.h"
51 #include "x86/common_x86_asm.h"
55 #include "sparc/sparc.h"
58 clip_func _mesa_clip_tab
[5];
59 clip_func _mesa_clip_np_tab
[5];
60 dotprod_func _mesa_dotprod_tab
[5];
61 vec_copy_func _mesa_copy_tab
[0x10];
62 normal_func _mesa_normal_tab
[0xf];
63 transform_func
*_mesa_transform_tab
[5];
66 /* Raw data format used for:
67 * - Object-to-eye transform prior to culling, although this too
68 * could be culled under some circumstances.
69 * - Eye-to-clip transform (via the function above).
71 * - And everything else too, if culling happens to be disabled.
73 * GH: It's used for everything now, as clipping/culling is done
74 * elsewhere (most often by the driver itself).
77 #define TAG2(x,y) x##y
78 #define STRIDE_LOOP for ( i = 0 ; i < count ; i++, STRIDE_F(from, stride) )
79 #define LOOP for ( i = 0 ; i < n ; i++ )
81 #include "m_xform_tmp.h"
82 #include "m_clip_tmp.h"
83 #include "m_norm_tmp.h"
84 #include "m_dotprod_tmp.h"
85 #include "m_copy_tmp.h"
94 GLvector4f
*_mesa_project_points( GLvector4f
*proj_vec
,
95 const GLvector4f
*clip_vec
)
97 const GLuint stride
= clip_vec
->stride
;
98 const GLfloat
*from
= (GLfloat
*)clip_vec
->start
;
99 const GLuint count
= clip_vec
->count
;
100 GLfloat (*vProj
)[4] = (GLfloat (*)[4])proj_vec
->start
;
103 for (i
= 0 ; i
< count
; i
++, STRIDE_F(from
, stride
))
105 GLfloat oow
= 1.0F
/ from
[3];
107 vProj
[i
][0] = from
[0] * oow
;
108 vProj
[i
][1] = from
[1] * oow
;
109 vProj
[i
][2] = from
[2] * oow
;
112 proj_vec
->flags
|= VEC_SIZE_4
;
114 proj_vec
->count
= clip_vec
->count
;
124 * Transform a 4-element row vector (1x4 matrix) by a 4x4 matrix. This
125 * function is used for transforming clipping plane equations and spotlight
127 * Mathematically, u = v * m.
128 * Input: v - input vector
129 * m - transformation matrix
130 * Output: u - transformed vector
132 void _mesa_transform_vector( GLfloat u
[4], const GLfloat v
[4], const GLfloat m
[16] )
134 GLfloat v0
=v
[0], v1
=v
[1], v2
=v
[2], v3
=v
[3];
135 #define M(row,col) m[row + col*4]
136 u
[0] = v0
* M(0,0) + v1
* M(1,0) + v2
* M(2,0) + v3
* M(3,0);
137 u
[1] = v0
* M(0,1) + v1
* M(1,1) + v2
* M(2,1) + v3
* M(3,1);
138 u
[2] = v0
* M(0,2) + v1
* M(1,2) + v2
* M(2,2) + v3
* M(3,2);
139 u
[3] = v0
* M(0,3) + v1
* M(1,3) + v2
* M(2,3) + v3
* M(3,3);
144 /* Useful for one-off point transformations, as in clipping.
145 * Note that because the matrix isn't analysed we do too many
146 * multiplies, and that the result is always 4-clean.
148 void _mesa_transform_point_sz( GLfloat Q
[4], const GLfloat M
[16],
149 const GLfloat P
[4], GLuint sz
)
156 Q
[0] = M
[0] * P
[0] + M
[4] * P
[1] + M
[8] * P
[2] + M
[12] * P
[3];
157 Q
[1] = M
[1] * P
[0] + M
[5] * P
[1] + M
[9] * P
[2] + M
[13] * P
[3];
158 Q
[2] = M
[2] * P
[0] + M
[6] * P
[1] + M
[10] * P
[2] + M
[14] * P
[3];
159 Q
[3] = M
[3] * P
[0] + M
[7] * P
[1] + M
[11] * P
[2] + M
[15] * P
[3];
163 Q
[0] = M
[0] * P
[0] + M
[4] * P
[1] + M
[8] * P
[2] + M
[12];
164 Q
[1] = M
[1] * P
[0] + M
[5] * P
[1] + M
[9] * P
[2] + M
[13];
165 Q
[2] = M
[2] * P
[0] + M
[6] * P
[1] + M
[10] * P
[2] + M
[14];
166 Q
[3] = M
[3] * P
[0] + M
[7] * P
[1] + M
[11] * P
[2] + M
[15];
170 Q
[0] = M
[0] * P
[0] + M
[4] * P
[1] + M
[12];
171 Q
[1] = M
[1] * P
[0] + M
[5] * P
[1] + M
[13];
172 Q
[2] = M
[2] * P
[0] + M
[6] * P
[1] + M
[14];
173 Q
[3] = M
[3] * P
[0] + M
[7] * P
[1] + M
[15];
177 Q
[0] = M
[0] * P
[0] + M
[12];
178 Q
[1] = M
[1] * P
[0] + M
[13];
179 Q
[2] = M
[2] * P
[0] + M
[14];
180 Q
[3] = M
[3] * P
[0] + M
[15];
186 * This is called only once. It initializes several tables with pointers
187 * to optimized transformation functions. This is where we can test for
188 * AMD 3Dnow! capability, Intel Katmai, etc. and hook in the right code.
191 _math_init_transformation( void )
193 init_c_transformations();
194 init_c_norm_transform();
200 _math_test_all_transform_functions( "default" );
201 _math_test_all_normal_transform_functions( "default" );
202 _math_test_all_cliptest_functions( "default" );
206 _mesa_init_all_x86_transform_asm();
209 _mesa_init_all_sparc_transform_asm();
216 _math_init_transformation();
217 _math_init_translate();