1 /* $Id: m_xform.c,v 1.8 2001/02/03 08:41:04 gareth 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
46 #include "m_translate.h"
56 #include "X86/common_x86_asm.h"
59 clip_func gl_clip_tab
[5];
60 clip_func gl_clip_np_tab
[5];
61 dotprod_func gl_dotprod_tab
[2][5];
62 vec_copy_func gl_copy_tab
[2][0x10];
63 normal_func gl_normal_tab
[0xf][0x4];
64 transform_func
**(gl_transform_tab
[2]);
65 static transform_func
*cull_transform_tab
[5];
66 static transform_func
*raw_transform_tab
[5];
69 /* Raw data format used for:
70 * - Object-to-eye transform prior to culling, although this too
71 * could be culled under some circumstances.
72 * - Eye-to-clip transform (via the function above).
74 * - And everything else too, if culling happens to be disabled.
76 #define TAG(x) x##_raw
77 #define TAG2(x,y) x##y##_raw
79 #define STRIDE_LOOP for (i=0;i<count;i++, STRIDE_F(from, stride))
80 #define LOOP for (i=0;i<n;i++)
84 #include "m_xform_tmp.h"
85 #include "m_clip_tmp.h"
86 #include "m_norm_tmp.h"
87 #include "m_dotprod_tmp.h"
88 #include "m_copy_tmp.h"
97 /* Culled data used for:
98 * - texture transformations
99 * - viewport map transformation
100 * - normal transformations prior to lighting
103 #define TAG(x) x##_masked
104 #define TAG2(x,y) x##y##_masked
106 #define STRIDE_LOOP for (i=0;i<count;i++, STRIDE_F(from, stride))
107 #define LOOP for (i=0;i<n;i++)
108 #define CULL_CHECK if (mask[i])
109 #define CLIP_CHECK if ((mask[i] & flag) == 0)
110 #define ARGS , const GLubyte mask[]
111 #include "m_xform_tmp.h"
112 #include "m_norm_tmp.h"
113 #include "m_dotprod_tmp.h"
114 #include "m_copy_tmp.h"
128 GLvector4f
*gl_project_points( GLvector4f
*proj_vec
,
129 const GLvector4f
*clip_vec
)
131 const GLuint stride
= clip_vec
->stride
;
132 const GLfloat
*from
= (GLfloat
*)clip_vec
->start
;
133 const GLuint count
= clip_vec
->count
;
134 GLfloat (*vProj
)[4] = (GLfloat (*)[4])proj_vec
->start
;
137 for (i
= 0 ; i
< count
; i
++, STRIDE_F(from
, stride
))
139 GLfloat oow
= 1.0F
/ from
[3];
141 vProj
[i
][0] = from
[0] * oow
;
142 vProj
[i
][1] = from
[1] * oow
;
143 vProj
[i
][2] = from
[2] * oow
;
146 proj_vec
->flags
|= VEC_SIZE_4
;
148 proj_vec
->count
= clip_vec
->count
;
158 * Transform a 4-element row vector (1x4 matrix) by a 4x4 matrix. This
159 * function is used for transforming clipping plane equations and spotlight
161 * Mathematically, u = v * m.
162 * Input: v - input vector
163 * m - transformation matrix
164 * Output: u - transformed vector
166 void gl_transform_vector( GLfloat u
[4], const GLfloat v
[4], const GLfloat m
[16] )
168 GLfloat v0
=v
[0], v1
=v
[1], v2
=v
[2], v3
=v
[3];
169 #define M(row,col) m[row + col*4]
170 u
[0] = v0
* M(0,0) + v1
* M(1,0) + v2
* M(2,0) + v3
* M(3,0);
171 u
[1] = v0
* M(0,1) + v1
* M(1,1) + v2
* M(2,1) + v3
* M(3,1);
172 u
[2] = v0
* M(0,2) + v1
* M(1,2) + v2
* M(2,2) + v3
* M(3,2);
173 u
[3] = v0
* M(0,3) + v1
* M(1,3) + v2
* M(2,3) + v3
* M(3,3);
178 /* Useful for one-off point transformations, as in clipping.
179 * Note that because the matrix isn't analysed we do too many
180 * multiplies, and that the result is always 4-clean.
182 void gl_transform_point_sz( GLfloat Q
[4], const GLfloat M
[16],
183 const GLfloat P
[4], GLuint sz
)
190 Q
[0] = M
[0] * P
[0] + M
[4] * P
[1] + M
[8] * P
[2] + M
[12] * P
[3];
191 Q
[1] = M
[1] * P
[0] + M
[5] * P
[1] + M
[9] * P
[2] + M
[13] * P
[3];
192 Q
[2] = M
[2] * P
[0] + M
[6] * P
[1] + M
[10] * P
[2] + M
[14] * P
[3];
193 Q
[3] = M
[3] * P
[0] + M
[7] * P
[1] + M
[11] * P
[2] + M
[15] * P
[3];
197 Q
[0] = M
[0] * P
[0] + M
[4] * P
[1] + M
[8] * P
[2] + M
[12];
198 Q
[1] = M
[1] * P
[0] + M
[5] * P
[1] + M
[9] * P
[2] + M
[13];
199 Q
[2] = M
[2] * P
[0] + M
[6] * P
[1] + M
[10] * P
[2] + M
[14];
200 Q
[3] = M
[3] * P
[0] + M
[7] * P
[1] + M
[11] * P
[2] + M
[15];
204 Q
[0] = M
[0] * P
[0] + M
[4] * P
[1] + M
[12];
205 Q
[1] = M
[1] * P
[0] + M
[5] * P
[1] + M
[13];
206 Q
[2] = M
[2] * P
[0] + M
[6] * P
[1] + M
[14];
207 Q
[3] = M
[3] * P
[0] + M
[7] * P
[1] + M
[15];
211 Q
[0] = M
[0] * P
[0] + M
[12];
212 Q
[1] = M
[1] * P
[0] + M
[13];
213 Q
[2] = M
[2] * P
[0] + M
[14];
214 Q
[3] = M
[3] * P
[0] + M
[15];
220 * This is called only once. It initializes several tables with pointers
221 * to optimized transformation functions. This is where we can test for
222 * AMD 3Dnow! capability, Intel Katmai, etc. and hook in the right code.
225 _math_init_transformation( void )
227 gl_transform_tab
[0] = raw_transform_tab
;
228 gl_transform_tab
[1] = cull_transform_tab
;
230 init_c_transformations_raw();
231 init_c_transformations_masked();
232 init_c_norm_transform_raw();
233 init_c_norm_transform_masked();
234 init_c_cliptest_raw();
238 init_dotprod_masked();
241 _math_test_all_transform_functions( "default" );
242 _math_test_all_normal_transform_functions( "default" );
246 gl_init_all_x86_transform_asm();
253 _math_init_transformation();
254 _math_init_translate();
255 _math_init_vertices();