1 /* $Id: m_xform.c,v 1.4 2000/11/24 10:25:11 keithw 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
45 #include "m_translate.h"
50 #include "m_debug_xform.h"
54 #include "X86/common_x86_asm.h"
57 clip_func gl_clip_tab
[5];
58 dotprod_func gl_dotprod_tab
[2][5];
59 vec_copy_func gl_copy_tab
[2][0x10];
60 normal_func gl_normal_tab
[0xf][0x4];
61 transform_func
**(gl_transform_tab
[2]);
62 static transform_func
*cull_transform_tab
[5];
63 static transform_func
*raw_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 #define TAG(x) x##_raw
74 #define TAG2(x,y) x##y##_raw
76 #define STRIDE_LOOP for (i=0;i<count;i++, STRIDE_F(from, stride))
77 #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 /* Culled data used for:
95 * - texture transformations
96 * - viewport map transformation
97 * - normal transformations prior to lighting
100 #define TAG(x) x##_masked
101 #define TAG2(x,y) x##y##_masked
103 #define STRIDE_LOOP for (i=0;i<count;i++, STRIDE_F(from, stride))
104 #define LOOP for (i=0;i<n;i++)
105 #define CULL_CHECK if (mask[i])
106 #define CLIP_CHECK if ((mask[i] & flag) == 0)
107 #define ARGS , const GLubyte mask[]
108 #include "m_xform_tmp.h"
109 #include "m_norm_tmp.h"
110 #include "m_dotprod_tmp.h"
111 #include "m_copy_tmp.h"
125 GLvector4f
*gl_project_points( GLvector4f
*proj_vec
,
126 const GLvector4f
*clip_vec
)
128 const GLuint stride
= clip_vec
->stride
;
129 const GLfloat
*from
= (GLfloat
*)clip_vec
->start
;
130 const GLuint count
= clip_vec
->count
;
131 GLfloat (*vProj
)[4] = (GLfloat (*)[4])proj_vec
->start
;
134 for (i
= 0 ; i
< count
; i
++, STRIDE_F(from
, stride
))
136 GLfloat oow
= 1.0F
/ from
[3];
138 vProj
[i
][0] = from
[0] * oow
;
139 vProj
[i
][1] = from
[1] * oow
;
140 vProj
[i
][2] = from
[2] * oow
;
143 proj_vec
->flags
|= VEC_SIZE_4
;
145 proj_vec
->count
= clip_vec
->count
;
155 * Transform a 4-element row vector (1x4 matrix) by a 4x4 matrix. This
156 * function is used for transforming clipping plane equations and spotlight
158 * Mathematically, u = v * m.
159 * Input: v - input vector
160 * m - transformation matrix
161 * Output: u - transformed vector
163 void gl_transform_vector( GLfloat u
[4], const GLfloat v
[4], const GLfloat m
[16] )
165 GLfloat v0
=v
[0], v1
=v
[1], v2
=v
[2], v3
=v
[3];
166 #define M(row,col) m[row + col*4]
167 u
[0] = v0
* M(0,0) + v1
* M(1,0) + v2
* M(2,0) + v3
* M(3,0);
168 u
[1] = v0
* M(0,1) + v1
* M(1,1) + v2
* M(2,1) + v3
* M(3,1);
169 u
[2] = v0
* M(0,2) + v1
* M(1,2) + v2
* M(2,2) + v3
* M(3,2);
170 u
[3] = v0
* M(0,3) + v1
* M(1,3) + v2
* M(2,3) + v3
* M(3,3);
175 /* Useful for one-off point transformations, as in clipping.
176 * Note that because the matrix isn't analysed we do too many
177 * multiplies, and that the result is always 4-clean.
179 void gl_transform_point_sz( GLfloat Q
[4], const GLfloat M
[16],
180 const GLfloat P
[4], GLuint sz
)
187 Q
[0] = M
[0] * P
[0] + M
[4] * P
[1] + M
[8] * P
[2] + M
[12] * P
[3];
188 Q
[1] = M
[1] * P
[0] + M
[5] * P
[1] + M
[9] * P
[2] + M
[13] * P
[3];
189 Q
[2] = M
[2] * P
[0] + M
[6] * P
[1] + M
[10] * P
[2] + M
[14] * P
[3];
190 Q
[3] = M
[3] * P
[0] + M
[7] * P
[1] + M
[11] * P
[2] + M
[15] * P
[3];
194 Q
[0] = M
[0] * P
[0] + M
[4] * P
[1] + M
[8] * P
[2] + M
[12];
195 Q
[1] = M
[1] * P
[0] + M
[5] * P
[1] + M
[9] * P
[2] + M
[13];
196 Q
[2] = M
[2] * P
[0] + M
[6] * P
[1] + M
[10] * P
[2] + M
[14];
197 Q
[3] = M
[3] * P
[0] + M
[7] * P
[1] + M
[11] * P
[2] + M
[15];
201 Q
[0] = M
[0] * P
[0] + M
[4] * P
[1] + M
[12];
202 Q
[1] = M
[1] * P
[0] + M
[5] * P
[1] + M
[13];
203 Q
[2] = M
[2] * P
[0] + M
[6] * P
[1] + M
[14];
204 Q
[3] = M
[3] * P
[0] + M
[7] * P
[1] + M
[15];
208 Q
[0] = M
[0] * P
[0] + M
[12];
209 Q
[1] = M
[1] * P
[0] + M
[13];
210 Q
[2] = M
[2] * P
[0] + M
[14];
211 Q
[3] = M
[3] * P
[0] + M
[15];
217 * This is called only once. It initializes several tables with pointers
218 * to optimized transformation functions. This is where we can test for
219 * AMD 3Dnow! capability, Intel Katmai, etc. and hook in the right code.
222 _math_init_transformation( void )
224 gl_transform_tab
[0] = raw_transform_tab
;
225 gl_transform_tab
[1] = cull_transform_tab
;
227 init_c_transformations_raw();
228 init_c_transformations_masked();
229 init_c_norm_transform_raw();
230 init_c_norm_transform_masked();
231 init_c_cliptest_raw();
235 init_dotprod_masked();
238 gl_test_all_transform_functions( "default" );
239 gl_test_all_normal_transform_functions( "default" );
243 gl_init_all_x86_transform_asm();
250 _math_init_transformation();
251 _math_init_translate();
252 _math_init_vertices();