Check that ActiveTextureARB doesn't overflow MaxTextureUnits
[mesa.git] / src / mesa / math / m_xform.h
1 /* $Id: m_xform.h,v 1.11 2002/01/05 20:51:12 brianp Exp $ */
2
3 /*
4 * Mesa 3-D graphics library
5 * Version: 3.5
6 *
7 * Copyright (C) 1999-2001 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
30
31 #ifndef _M_XFORM_H
32 #define _M_XFORM_H
33
34
35 #include "glheader.h"
36 #include "config.h"
37 #include "math/m_vector.h"
38 #include "math/m_matrix.h"
39
40 #ifdef USE_X86_ASM
41 #define _XFORMAPI _ASMAPI
42 #define _XFORMAPIP _ASMAPIP
43 #else
44 #define _XFORMAPI
45 #define _XFORMAPIP *
46 #endif
47
48 /*
49 * Transform a point (column vector) by a matrix: Q = M * P
50 */
51 #define TRANSFORM_POINT( Q, M, P ) \
52 Q[0] = M[0] * P[0] + M[4] * P[1] + M[8] * P[2] + M[12] * P[3]; \
53 Q[1] = M[1] * P[0] + M[5] * P[1] + M[9] * P[2] + M[13] * P[3]; \
54 Q[2] = M[2] * P[0] + M[6] * P[1] + M[10] * P[2] + M[14] * P[3]; \
55 Q[3] = M[3] * P[0] + M[7] * P[1] + M[11] * P[2] + M[15] * P[3];
56
57
58 #define TRANSFORM_POINT3( Q, M, P ) \
59 Q[0] = M[0] * P[0] + M[4] * P[1] + M[8] * P[2] + M[12]; \
60 Q[1] = M[1] * P[0] + M[5] * P[1] + M[9] * P[2] + M[13]; \
61 Q[2] = M[2] * P[0] + M[6] * P[1] + M[10] * P[2] + M[14]; \
62 Q[3] = M[3] * P[0] + M[7] * P[1] + M[11] * P[2] + M[15];
63
64
65 /*
66 * Transform a normal (row vector) by a matrix: [NX NY NZ] = N * MAT
67 */
68 #define TRANSFORM_NORMAL( TO, N, MAT ) \
69 do { \
70 TO[0] = N[0] * MAT[0] + N[1] * MAT[1] + N[2] * MAT[2]; \
71 TO[1] = N[0] * MAT[4] + N[1] * MAT[5] + N[2] * MAT[6]; \
72 TO[2] = N[0] * MAT[8] + N[1] * MAT[9] + N[2] * MAT[10]; \
73 } while (0)
74
75
76 extern void _mesa_transform_vector( GLfloat u[4],
77 CONST GLfloat v[4],
78 CONST GLfloat m[16] );
79
80
81 extern void
82 _math_init_transformation( void );
83
84
85 /* KW: Clip functions now do projective divide as well. The projected
86 * coordinates are very useful to us because they let us cull
87 * backfaces and eliminate vertices from lighting, fogging, etc
88 * calculations. Despite the fact that this divide could be done one
89 * day in hardware, we would still have a reason to want to do it here
90 * as long as those other calculations remain in software.
91 *
92 * Clipping is a convenient place to do the divide on x86 as it should be
93 * possible to overlap with integer outcode calculations.
94 *
95 * There are two cases where we wouldn't want to do the divide in cliptest:
96 * - When we aren't clipping. We still might want to cull backfaces
97 * so the divide should be done elsewhere. This currently never
98 * happens.
99 *
100 * - When culling isn't likely to help us, such as when the GL culling
101 * is disabled and we not lighting or are only lighting
102 * one-sided. In this situation, backface determination provides
103 * us with no useful information. A tricky case to detect is when
104 * all input data is already culled, although hopefully the
105 * application wouldn't turn on culling in such cases.
106 *
107 * We supply a buffer to hold the [x/w,y/w,z/w,1/w] values which
108 * are the result of the projection. This is only used in the
109 * 4-vector case - in other cases, we just use the clip coordinates
110 * as the projected coordinates - they are identical.
111 *
112 * This is doubly convenient because it means the Win[] array is now
113 * of the same stride as all the others, so I can now turn map_vertices
114 * into a straight-forward matrix transformation, with asm acceleration
115 * automatically available.
116 */
117
118 /* Vertex buffer clipping flags
119 */
120 #define CLIP_RIGHT_SHIFT 0
121 #define CLIP_LEFT_SHIFT 1
122 #define CLIP_TOP_SHIFT 2
123 #define CLIP_BOTTOM_SHIFT 3
124 #define CLIP_NEAR_SHIFT 4
125 #define CLIP_FAR_SHIFT 5
126
127 #define CLIP_RIGHT_BIT 0x01
128 #define CLIP_LEFT_BIT 0x02
129 #define CLIP_TOP_BIT 0x04
130 #define CLIP_BOTTOM_BIT 0x08
131 #define CLIP_NEAR_BIT 0x10
132 #define CLIP_FAR_BIT 0x20
133 #define CLIP_USER_BIT 0x40
134 #define CLIP_ALL_BITS 0x3f
135
136
137 typedef GLvector4f * (_XFORMAPIP clip_func)( GLvector4f *vClip,
138 GLvector4f *vProj,
139 GLubyte clipMask[],
140 GLubyte *orMask,
141 GLubyte *andMask );
142
143 typedef void (*dotprod_func)( GLfloat *out,
144 GLuint out_stride,
145 CONST GLvector4f *coord_vec,
146 CONST GLfloat plane[4] );
147
148 typedef void (*vec_copy_func)( GLvector4f *to,
149 CONST GLvector4f *from );
150
151
152
153 /*
154 * Functions for transformation of normals in the VB.
155 */
156 typedef void (_NORMAPIP normal_func)( CONST GLmatrix *mat,
157 GLfloat scale,
158 CONST GLvector4f *in,
159 CONST GLfloat lengths[],
160 GLvector4f *dest );
161
162
163 /* Flags for selecting a normal transformation function.
164 */
165 #define NORM_RESCALE 0x1 /* apply the scale factor */
166 #define NORM_NORMALIZE 0x2 /* normalize */
167 #define NORM_TRANSFORM 0x4 /* apply the transformation matrix */
168 #define NORM_TRANSFORM_NO_ROT 0x8 /* apply the transformation matrix */
169
170
171
172
173 /* KW: New versions of the transform function allow a mask array
174 * specifying that individual vector transform should be skipped
175 * when the mask byte is zero. This is always present as a
176 * parameter, to allow a unified interface.
177 */
178 typedef void (_XFORMAPIP transform_func)( GLvector4f *to_vec,
179 CONST GLfloat m[16],
180 CONST GLvector4f *from_vec );
181
182
183 extern GLvector4f *_mesa_project_points( GLvector4f *to,
184 CONST GLvector4f *from );
185
186 extern void _mesa_transform_bounds3( GLubyte *orMask, GLubyte *andMask,
187 CONST GLfloat m[16],
188 CONST GLfloat src[][3] );
189
190 extern void _mesa_transform_bounds2( GLubyte *orMask, GLubyte *andMask,
191 CONST GLfloat m[16],
192 CONST GLfloat src[][3] );
193
194
195 extern dotprod_func _mesa_dotprod_tab[5];
196 extern vec_copy_func _mesa_copy_tab[0x10];
197 extern vec_copy_func _mesa_copy_clean_tab[5];
198 extern clip_func _mesa_clip_tab[5];
199 extern clip_func _mesa_clip_np_tab[5];
200 extern normal_func _mesa_normal_tab[0xf];
201
202 /* Use of 2 layers of linked 1-dimensional arrays to reduce
203 * cost of lookup.
204 */
205 extern transform_func *_mesa_transform_tab[5];
206
207
208 extern void _mesa_transform_point_sz( GLfloat Q[4], CONST GLfloat M[16],
209 CONST GLfloat P[4], GLuint sz );
210
211
212 #define TransformRaw( to, mat, from ) \
213 ( _mesa_transform_tab[(from)->size][(mat)->type]( to, (mat)->m, from ), \
214 (to) )
215
216
217 #endif