-/* $Id: eval.c,v 1.1 1999/08/19 00:55:41 jtg Exp $ */
+/* $Id: eval.c,v 1.23 2002/01/05 21:58:42 brianp Exp $ */
/*
* Mesa 3-D graphics library
- * Version: 3.1
- *
- * Copyright (C) 1999 Brian Paul All Rights Reserved.
- *
+ * Version: 4.1
+ *
+ * Copyright (C) 1999-2002 Brian Paul All Rights Reserved.
+ *
* Permission is hereby granted, free of charge, to any person obtaining a
* copy of this software and associated documentation files (the "Software"),
* to deal in the Software without restriction, including without limitation
* the rights to use, copy, modify, merge, publish, distribute, sublicense,
* and/or sell copies of the Software, and to permit persons to whom the
* Software is furnished to do so, subject to the following conditions:
- *
+ *
* The above copyright notice and this permission notice shall be included
* in all copies or substantial portions of the Software.
- *
+ *
* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS
* OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
* FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL
*/
-
-
-
/*
* eval.c was written by
* Bernd Barsuhn (bdbarsuh@cip.informatik.uni-erlangen.de) and
#ifdef PC_HEADER
#include "all.h"
#else
-#include <math.h>
-#include <stdlib.h>
-#include <string.h>
+#include "glheader.h"
+#include "colormac.h"
#include "context.h"
#include "eval.h"
#include "macros.h"
+#include "mem.h"
#include "mmath.h"
-#include "types.h"
-#include "vbcull.h"
-#include "vbfill.h"
-#include "vbxform.h"
-#ifdef XFree86Server
-#include "GL/xf86glx.h"
-#endif
+#include "mtypes.h"
#endif
-static GLfloat inv_tab[MAX_EVAL_ORDER];
-
-/*
- * Do one-time initialization for evaluators.
- */
-void gl_init_eval( void )
-{
- static int init_flag = 0;
- GLuint i;
-
- /* Compute a table of nCr (combination) values used by the
- * Bernstein polynomial generator.
- */
-
- /* KW: precompute 1/x for useful x.
- */
- if (init_flag==0)
- {
- for (i = 1 ; i < MAX_EVAL_ORDER ; i++)
- inv_tab[i] = 1.0 / i;
- }
-
- init_flag = 1;
-}
-
-
-
-/*
- * Horner scheme for Bezier curves
- *
- * Bezier curves can be computed via a Horner scheme.
- * Horner is numerically less stable than the de Casteljau
- * algorithm, but it is faster. For curves of degree n
- * the complexity of Horner is O(n) and de Casteljau is O(n^2).
- * Since stability is not important for displaying curve
- * points I decided to use the Horner scheme.
- *
- * A cubic Bezier curve with control points b0, b1, b2, b3 can be
- * written as
- *
- * (([3] [3] ) [3] ) [3]
- * c(t) = (([0]*s*b0 + [1]*t*b1)*s + [2]*t^2*b2)*s + [3]*t^2*b3
- *
- * [n]
- * where s=1-t and the binomial coefficients [i]. These can
- * be computed iteratively using the identity:
- *
- * [n] [n ] [n]
- * [i] = (n-i+1)/i * [i-1] and [0] = 1
- */
-
-
-static void
-horner_bezier_curve(const GLfloat *cp, GLfloat *out, GLfloat t,
- GLuint dim, GLuint order)
-{
- GLfloat s, powert;
- GLuint i, k, bincoeff;
-
- if(order >= 2)
- {
- bincoeff = order-1;
- s = 1.0-t;
-
- for(k=0; k<dim; k++)
- out[k] = s*cp[k] + bincoeff*t*cp[dim+k];
-
- for(i=2, cp+=2*dim, powert=t*t; i<order; i++, powert*=t, cp +=dim)
- {
- bincoeff *= order-i;
- bincoeff *= inv_tab[i];
-
- for(k=0; k<dim; k++)
- out[k] = s*out[k] + bincoeff*powert*cp[k];
- }
- }
- else /* order=1 -> constant curve */
- {
- for(k=0; k<dim; k++)
- out[k] = cp[k];
- }
-}
-
-/*
- * Tensor product Bezier surfaces
- *
- * Again the Horner scheme is used to compute a point on a
- * TP Bezier surface. First a control polygon for a curve
- * on the surface in one parameter direction is computed,
- * then the point on the curve for the other parameter
- * direction is evaluated.
- *
- * To store the curve control polygon additional storage
- * for max(uorder,vorder) points is needed in the
- * control net cn.
- */
-
-static void
-horner_bezier_surf(GLfloat *cn, GLfloat *out, GLfloat u, GLfloat v,
- GLuint dim, GLuint uorder, GLuint vorder)
-{
- GLfloat *cp = cn + uorder*vorder*dim;
- GLuint i, uinc = vorder*dim;
-
- if(vorder > uorder)
- {
- if(uorder >= 2)
- {
- GLfloat s, poweru;
- GLuint j, k, bincoeff;
-
- /* Compute the control polygon for the surface-curve in u-direction */
- for(j=0; j<vorder; j++)
- {
- GLfloat *ucp = &cn[j*dim];
-
- /* Each control point is the point for parameter u on a */
- /* curve defined by the control polygons in u-direction */
- bincoeff = uorder-1;
- s = 1.0-u;
-
- for(k=0; k<dim; k++)
- cp[j*dim+k] = s*ucp[k] + bincoeff*u*ucp[uinc+k];
-
- for(i=2, ucp+=2*uinc, poweru=u*u; i<uorder;
- i++, poweru*=u, ucp +=uinc)
- {
- bincoeff *= uorder-i;
- bincoeff *= inv_tab[i];
-
- for(k=0; k<dim; k++)
- cp[j*dim+k] = s*cp[j*dim+k] + bincoeff*poweru*ucp[k];
- }
- }
-
- /* Evaluate curve point in v */
- horner_bezier_curve(cp, out, v, dim, vorder);
- }
- else /* uorder=1 -> cn defines a curve in v */
- horner_bezier_curve(cn, out, v, dim, vorder);
- }
- else /* vorder <= uorder */
- {
- if(vorder > 1)
- {
- GLuint i;
-
- /* Compute the control polygon for the surface-curve in u-direction */
- for(i=0; i<uorder; i++, cn += uinc)
- {
- /* For constant i all cn[i][j] (j=0..vorder) are located */
- /* on consecutive memory locations, so we can use */
- /* horner_bezier_curve to compute the control points */
-
- horner_bezier_curve(cn, &cp[i*dim], v, dim, vorder);
- }
-
- /* Evaluate curve point in u */
- horner_bezier_curve(cp, out, u, dim, uorder);
- }
- else /* vorder=1 -> cn defines a curve in u */
- horner_bezier_curve(cn, out, u, dim, uorder);
- }
-}
-
-/*
- * The direct de Casteljau algorithm is used when a point on the
- * surface and the tangent directions spanning the tangent plane
- * should be computed (this is needed to compute normals to the
- * surface). In this case the de Casteljau algorithm approach is
- * nicer because a point and the partial derivatives can be computed
- * at the same time. To get the correct tangent length du and dv
- * must be multiplied with the (u2-u1)/uorder-1 and (v2-v1)/vorder-1.
- * Since only the directions are needed, this scaling step is omitted.
- *
- * De Casteljau needs additional storage for uorder*vorder
- * values in the control net cn.
- */
-
-static void
-de_casteljau_surf(GLfloat *cn, GLfloat *out, GLfloat *du, GLfloat *dv,
- GLfloat u, GLfloat v, GLuint dim,
- GLuint uorder, GLuint vorder)
-{
- GLfloat *dcn = cn + uorder*vorder*dim;
- GLfloat us = 1.0-u, vs = 1.0-v;
- GLuint h, i, j, k;
- GLuint minorder = uorder < vorder ? uorder : vorder;
- GLuint uinc = vorder*dim;
- GLuint dcuinc = vorder;
-
- /* Each component is evaluated separately to save buffer space */
- /* This does not drasticaly decrease the performance of the */
- /* algorithm. If additional storage for (uorder-1)*(vorder-1) */
- /* points would be available, the components could be accessed */
- /* in the innermost loop which could lead to less cache misses. */
-
-#define CN(I,J,K) cn[(I)*uinc+(J)*dim+(K)]
-#define DCN(I, J) dcn[(I)*dcuinc+(J)]
- if(minorder < 3)
- {
- if(uorder==vorder)
- {
- for(k=0; k<dim; k++)
- {
- /* Derivative direction in u */
- du[k] = vs*(CN(1,0,k) - CN(0,0,k)) +
- v*(CN(1,1,k) - CN(0,1,k));
-
- /* Derivative direction in v */
- dv[k] = us*(CN(0,1,k) - CN(0,0,k)) +
- u*(CN(1,1,k) - CN(1,0,k));
-
- /* bilinear de Casteljau step */
- out[k] = us*(vs*CN(0,0,k) + v*CN(0,1,k)) +
- u*(vs*CN(1,0,k) + v*CN(1,1,k));
- }
- }
- else if(minorder == uorder)
- {
- for(k=0; k<dim; k++)
- {
- /* bilinear de Casteljau step */
- DCN(1,0) = CN(1,0,k) - CN(0,0,k);
- DCN(0,0) = us*CN(0,0,k) + u*CN(1,0,k);
-
- for(j=0; j<vorder-1; j++)
- {
- /* for the derivative in u */
- DCN(1,j+1) = CN(1,j+1,k) - CN(0,j+1,k);
- DCN(1,j) = vs*DCN(1,j) + v*DCN(1,j+1);
-
- /* for the `point' */
- DCN(0,j+1) = us*CN(0,j+1,k) + u*CN(1,j+1,k);
- DCN(0,j) = vs*DCN(0,j) + v*DCN(0,j+1);
- }
-
- /* remaining linear de Casteljau steps until the second last step */
- for(h=minorder; h<vorder-1; h++)
- for(j=0; j<vorder-h; j++)
- {
- /* for the derivative in u */
- DCN(1,j) = vs*DCN(1,j) + v*DCN(1,j+1);
-
- /* for the `point' */
- DCN(0,j) = vs*DCN(0,j) + v*DCN(0,j+1);
- }
-
- /* derivative direction in v */
- dv[k] = DCN(0,1) - DCN(0,0);
-
- /* derivative direction in u */
- du[k] = vs*DCN(1,0) + v*DCN(1,1);
-
- /* last linear de Casteljau step */
- out[k] = vs*DCN(0,0) + v*DCN(0,1);
- }
- }
- else /* minorder == vorder */
- {
- for(k=0; k<dim; k++)
- {
- /* bilinear de Casteljau step */
- DCN(0,1) = CN(0,1,k) - CN(0,0,k);
- DCN(0,0) = vs*CN(0,0,k) + v*CN(0,1,k);
- for(i=0; i<uorder-1; i++)
- {
- /* for the derivative in v */
- DCN(i+1,1) = CN(i+1,1,k) - CN(i+1,0,k);
- DCN(i,1) = us*DCN(i,1) + u*DCN(i+1,1);
-
- /* for the `point' */
- DCN(i+1,0) = vs*CN(i+1,0,k) + v*CN(i+1,1,k);
- DCN(i,0) = us*DCN(i,0) + u*DCN(i+1,0);
- }
-
- /* remaining linear de Casteljau steps until the second last step */
- for(h=minorder; h<uorder-1; h++)
- for(i=0; i<uorder-h; i++)
- {
- /* for the derivative in v */
- DCN(i,1) = us*DCN(i,1) + u*DCN(i+1,1);
-
- /* for the `point' */
- DCN(i,0) = us*DCN(i,0) + u*DCN(i+1,0);
- }
-
- /* derivative direction in u */
- du[k] = DCN(1,0) - DCN(0,0);
-
- /* derivative direction in v */
- dv[k] = us*DCN(0,1) + u*DCN(1,1);
-
- /* last linear de Casteljau step */
- out[k] = us*DCN(0,0) + u*DCN(1,0);
- }
- }
- }
- else if(uorder == vorder)
- {
- for(k=0; k<dim; k++)
- {
- /* first bilinear de Casteljau step */
- for(i=0; i<uorder-1; i++)
- {
- DCN(i,0) = us*CN(i,0,k) + u*CN(i+1,0,k);
- for(j=0; j<vorder-1; j++)
- {
- DCN(i,j+1) = us*CN(i,j+1,k) + u*CN(i+1,j+1,k);
- DCN(i,j) = vs*DCN(i,j) + v*DCN(i,j+1);
- }
- }
-
- /* remaining bilinear de Casteljau steps until the second last step */
- for(h=2; h<minorder-1; h++)
- for(i=0; i<uorder-h; i++)
- {
- DCN(i,0) = us*DCN(i,0) + u*DCN(i+1,0);
- for(j=0; j<vorder-h; j++)
- {
- DCN(i,j+1) = us*DCN(i,j+1) + u*DCN(i+1,j+1);
- DCN(i,j) = vs*DCN(i,j) + v*DCN(i,j+1);
- }
- }
-
- /* derivative direction in u */
- du[k] = vs*(DCN(1,0) - DCN(0,0)) +
- v*(DCN(1,1) - DCN(0,1));
-
- /* derivative direction in v */
- dv[k] = us*(DCN(0,1) - DCN(0,0)) +
- u*(DCN(1,1) - DCN(1,0));
-
- /* last bilinear de Casteljau step */
- out[k] = us*(vs*DCN(0,0) + v*DCN(0,1)) +
- u*(vs*DCN(1,0) + v*DCN(1,1));
- }
- }
- else if(minorder == uorder)
- {
- for(k=0; k<dim; k++)
- {
- /* first bilinear de Casteljau step */
- for(i=0; i<uorder-1; i++)
- {
- DCN(i,0) = us*CN(i,0,k) + u*CN(i+1,0,k);
- for(j=0; j<vorder-1; j++)
- {
- DCN(i,j+1) = us*CN(i,j+1,k) + u*CN(i+1,j+1,k);
- DCN(i,j) = vs*DCN(i,j) + v*DCN(i,j+1);
- }
- }
-
- /* remaining bilinear de Casteljau steps until the second last step */
- for(h=2; h<minorder-1; h++)
- for(i=0; i<uorder-h; i++)
- {
- DCN(i,0) = us*DCN(i,0) + u*DCN(i+1,0);
- for(j=0; j<vorder-h; j++)
- {
- DCN(i,j+1) = us*DCN(i,j+1) + u*DCN(i+1,j+1);
- DCN(i,j) = vs*DCN(i,j) + v*DCN(i,j+1);
- }
- }
-
- /* last bilinear de Casteljau step */
- DCN(2,0) = DCN(1,0) - DCN(0,0);
- DCN(0,0) = us*DCN(0,0) + u*DCN(1,0);
- for(j=0; j<vorder-1; j++)
- {
- /* for the derivative in u */
- DCN(2,j+1) = DCN(1,j+1) - DCN(0,j+1);
- DCN(2,j) = vs*DCN(2,j) + v*DCN(2,j+1);
-
- /* for the `point' */
- DCN(0,j+1) = us*DCN(0,j+1 ) + u*DCN(1,j+1);
- DCN(0,j) = vs*DCN(0,j) + v*DCN(0,j+1);
- }
-
- /* remaining linear de Casteljau steps until the second last step */
- for(h=minorder; h<vorder-1; h++)
- for(j=0; j<vorder-h; j++)
- {
- /* for the derivative in u */
- DCN(2,j) = vs*DCN(2,j) + v*DCN(2,j+1);
-
- /* for the `point' */
- DCN(0,j) = vs*DCN(0,j) + v*DCN(0,j+1);
- }
-
- /* derivative direction in v */
- dv[k] = DCN(0,1) - DCN(0,0);
-
- /* derivative direction in u */
- du[k] = vs*DCN(2,0) + v*DCN(2,1);
-
- /* last linear de Casteljau step */
- out[k] = vs*DCN(0,0) + v*DCN(0,1);
- }
- }
- else /* minorder == vorder */
- {
- for(k=0; k<dim; k++)
- {
- /* first bilinear de Casteljau step */
- for(i=0; i<uorder-1; i++)
- {
- DCN(i,0) = us*CN(i,0,k) + u*CN(i+1,0,k);
- for(j=0; j<vorder-1; j++)
- {
- DCN(i,j+1) = us*CN(i,j+1,k) + u*CN(i+1,j+1,k);
- DCN(i,j) = vs*DCN(i,j) + v*DCN(i,j+1);
- }
- }
-
- /* remaining bilinear de Casteljau steps until the second last step */
- for(h=2; h<minorder-1; h++)
- for(i=0; i<uorder-h; i++)
- {
- DCN(i,0) = us*DCN(i,0) + u*DCN(i+1,0);
- for(j=0; j<vorder-h; j++)
- {
- DCN(i,j+1) = us*DCN(i,j+1) + u*DCN(i+1,j+1);
- DCN(i,j) = vs*DCN(i,j) + v*DCN(i,j+1);
- }
- }
-
- /* last bilinear de Casteljau step */
- DCN(0,2) = DCN(0,1) - DCN(0,0);
- DCN(0,0) = vs*DCN(0,0) + v*DCN(0,1);
- for(i=0; i<uorder-1; i++)
- {
- /* for the derivative in v */
- DCN(i+1,2) = DCN(i+1,1) - DCN(i+1,0);
- DCN(i,2) = us*DCN(i,2) + u*DCN(i+1,2);
-
- /* for the `point' */
- DCN(i+1,0) = vs*DCN(i+1,0) + v*DCN(i+1,1);
- DCN(i,0) = us*DCN(i,0) + u*DCN(i+1,0);
- }
-
- /* remaining linear de Casteljau steps until the second last step */
- for(h=minorder; h<uorder-1; h++)
- for(i=0; i<uorder-h; i++)
- {
- /* for the derivative in v */
- DCN(i,2) = us*DCN(i,2) + u*DCN(i+1,2);
-
- /* for the `point' */
- DCN(i,0) = us*DCN(i,0) + u*DCN(i+1,0);
- }
-
- /* derivative direction in u */
- du[k] = DCN(1,0) - DCN(0,0);
-
- /* derivative direction in v */
- dv[k] = us*DCN(0,2) + u*DCN(1,2);
-
- /* last linear de Casteljau step */
- out[k] = us*DCN(0,0) + u*DCN(1,0);
- }
- }
-#undef DCN
-#undef CN
-}
-
/*
* Return the number of components per control point for any type of
* evaluator. Return 0 if bad target.
+ * See table 5.1 in the OpenGL 1.2 spec.
*/
-
-static GLint components( GLenum target )
+GLuint _mesa_evaluator_components( GLenum target )
{
switch (target) {
case GL_MAP1_VERTEX_3: return 3;
case GL_MAP2_TEXTURE_COORD_2: return 2;
case GL_MAP2_TEXTURE_COORD_3: return 3;
case GL_MAP2_TEXTURE_COORD_4: return 4;
- default: return 0;
+ default: break;
+ }
+
+ /* XXX need to check for the vertex program extension
+ if (!ctx->Extensions.NV_vertex_program)
+ return 0;
+ */
+
+ if (target >= GL_MAP1_VERTEX_ATTRIB0_4_NV &&
+ target <= GL_MAP1_VERTEX_ATTRIB15_4_NV)
+ return 4;
+
+ if (target >= GL_MAP2_VERTEX_ATTRIB0_4_NV &&
+ target <= GL_MAP2_VERTEX_ATTRIB15_4_NV)
+ return 4;
+
+ return 0;
+}
+
+
+/*
+ * Return pointer to the gl_1d_map struct for the named target.
+ */
+static struct gl_1d_map *
+get_1d_map( GLcontext *ctx, GLenum target )
+{
+ switch (target) {
+ case GL_MAP1_VERTEX_3:
+ return &ctx->EvalMap.Map1Vertex3;
+ case GL_MAP1_VERTEX_4:
+ return &ctx->EvalMap.Map1Vertex4;
+ case GL_MAP1_INDEX:
+ return &ctx->EvalMap.Map1Index;
+ case GL_MAP1_COLOR_4:
+ return &ctx->EvalMap.Map1Color4;
+ case GL_MAP1_NORMAL:
+ return &ctx->EvalMap.Map1Normal;
+ case GL_MAP1_TEXTURE_COORD_1:
+ return &ctx->EvalMap.Map1Texture1;
+ case GL_MAP1_TEXTURE_COORD_2:
+ return &ctx->EvalMap.Map1Texture2;
+ case GL_MAP1_TEXTURE_COORD_3:
+ return &ctx->EvalMap.Map1Texture3;
+ case GL_MAP1_TEXTURE_COORD_4:
+ return &ctx->EvalMap.Map1Texture4;
+ case GL_MAP1_VERTEX_ATTRIB0_4_NV:
+ case GL_MAP1_VERTEX_ATTRIB1_4_NV:
+ case GL_MAP1_VERTEX_ATTRIB2_4_NV:
+ case GL_MAP1_VERTEX_ATTRIB3_4_NV:
+ case GL_MAP1_VERTEX_ATTRIB4_4_NV:
+ case GL_MAP1_VERTEX_ATTRIB5_4_NV:
+ case GL_MAP1_VERTEX_ATTRIB6_4_NV:
+ case GL_MAP1_VERTEX_ATTRIB7_4_NV:
+ case GL_MAP1_VERTEX_ATTRIB8_4_NV:
+ case GL_MAP1_VERTEX_ATTRIB9_4_NV:
+ case GL_MAP1_VERTEX_ATTRIB10_4_NV:
+ case GL_MAP1_VERTEX_ATTRIB11_4_NV:
+ case GL_MAP1_VERTEX_ATTRIB12_4_NV:
+ case GL_MAP1_VERTEX_ATTRIB13_4_NV:
+ case GL_MAP1_VERTEX_ATTRIB14_4_NV:
+ case GL_MAP1_VERTEX_ATTRIB15_4_NV:
+ if (!ctx->Extensions.NV_vertex_program)
+ return NULL;
+ return &ctx->EvalMap.Map1Attrib[target - GL_MAP1_VERTEX_ATTRIB0_4_NV];
+ default:
+ return NULL;
+ }
+}
+
+
+/*
+ * Return pointer to the gl_2d_map struct for the named target.
+ */
+static struct gl_2d_map *
+get_2d_map( GLcontext *ctx, GLenum target )
+{
+ switch (target) {
+ case GL_MAP2_VERTEX_3:
+ return &ctx->EvalMap.Map2Vertex3;
+ case GL_MAP2_VERTEX_4:
+ return &ctx->EvalMap.Map2Vertex4;
+ case GL_MAP2_INDEX:
+ return &ctx->EvalMap.Map2Index;
+ case GL_MAP2_COLOR_4:
+ return &ctx->EvalMap.Map2Color4;
+ case GL_MAP2_NORMAL:
+ return &ctx->EvalMap.Map2Normal;
+ case GL_MAP2_TEXTURE_COORD_1:
+ return &ctx->EvalMap.Map2Texture1;
+ case GL_MAP2_TEXTURE_COORD_2:
+ return &ctx->EvalMap.Map2Texture2;
+ case GL_MAP2_TEXTURE_COORD_3:
+ return &ctx->EvalMap.Map2Texture3;
+ case GL_MAP2_TEXTURE_COORD_4:
+ return &ctx->EvalMap.Map2Texture4;
+ case GL_MAP2_VERTEX_ATTRIB0_4_NV:
+ case GL_MAP2_VERTEX_ATTRIB1_4_NV:
+ case GL_MAP2_VERTEX_ATTRIB2_4_NV:
+ case GL_MAP2_VERTEX_ATTRIB3_4_NV:
+ case GL_MAP2_VERTEX_ATTRIB4_4_NV:
+ case GL_MAP2_VERTEX_ATTRIB5_4_NV:
+ case GL_MAP2_VERTEX_ATTRIB6_4_NV:
+ case GL_MAP2_VERTEX_ATTRIB7_4_NV:
+ case GL_MAP2_VERTEX_ATTRIB8_4_NV:
+ case GL_MAP2_VERTEX_ATTRIB9_4_NV:
+ case GL_MAP2_VERTEX_ATTRIB10_4_NV:
+ case GL_MAP2_VERTEX_ATTRIB11_4_NV:
+ case GL_MAP2_VERTEX_ATTRIB12_4_NV:
+ case GL_MAP2_VERTEX_ATTRIB13_4_NV:
+ case GL_MAP2_VERTEX_ATTRIB14_4_NV:
+ case GL_MAP2_VERTEX_ATTRIB15_4_NV:
+ if (!ctx->Extensions.NV_vertex_program)
+ return NULL;
+ return &ctx->EvalMap.Map2Attrib[target - GL_MAP2_VERTEX_ATTRIB0_4_NV];
+ default:
+ return NULL;
}
}
/*
- * Copy 1-parametric evaluator control points from user-specified
+ * Copy 1-parametric evaluator control points from user-specified
* memory space to a buffer of contiguous control points.
* Input: see glMap1f for details
* Return: pointer to buffer of contiguous control points or NULL if out
* of memory.
*/
-GLfloat *gl_copy_map_points1f( GLenum target,
- GLint ustride, GLint uorder,
- const GLfloat *points )
+GLfloat *_mesa_copy_map_points1f( GLenum target, GLint ustride, GLint uorder,
+ const GLfloat *points )
{
GLfloat *buffer, *p;
- GLint i, k, size = components(target);
+ GLint i, k, size = _mesa_evaluator_components(target);
- if (!points || size==0) {
+ if (!points || !size)
return NULL;
- }
- buffer = (GLfloat *) malloc(uorder * size * sizeof(GLfloat));
+ buffer = (GLfloat *) MALLOC(uorder * size * sizeof(GLfloat));
- if(buffer)
- for(i=0, p=buffer; i<uorder; i++, points+=ustride)
- for(k=0; k<size; k++)
+ if (buffer)
+ for (i = 0, p = buffer; i < uorder; i++, points += ustride)
+ for (k = 0; k < size; k++)
*p++ = points[k];
return buffer;
/*
* Same as above but convert doubles to floats.
*/
-GLfloat *gl_copy_map_points1d( GLenum target,
- GLint ustride, GLint uorder,
- const GLdouble *points )
+GLfloat *_mesa_copy_map_points1d( GLenum target, GLint ustride, GLint uorder,
+ const GLdouble *points )
{
GLfloat *buffer, *p;
- GLint i, k, size = components(target);
+ GLint i, k, size = _mesa_evaluator_components(target);
- if (!points || size==0) {
+ if (!points || !size)
return NULL;
- }
- buffer = (GLfloat *) malloc(uorder * size * sizeof(GLfloat));
+ buffer = (GLfloat *) MALLOC(uorder * size * sizeof(GLfloat));
- if(buffer)
- for(i=0, p=buffer; i<uorder; i++, points+=ustride)
- for(k=0; k<size; k++)
+ if (buffer)
+ for (i = 0, p = buffer; i < uorder; i++, points += ustride)
+ for (k = 0; k < size; k++)
*p++ = (GLfloat) points[k];
return buffer;
/*
- * Copy 2-parametric evaluator control points from user-specified
+ * Copy 2-parametric evaluator control points from user-specified
* memory space to a buffer of contiguous control points.
* Additional memory is allocated to be used by the horner and
* de Casteljau evaluation schemes.
* Return: pointer to buffer of contiguous control points or NULL if out
* of memory.
*/
-GLfloat *gl_copy_map_points2f( GLenum target,
- GLint ustride, GLint uorder,
- GLint vstride, GLint vorder,
- const GLfloat *points )
+GLfloat *_mesa_copy_map_points2f( GLenum target,
+ GLint ustride, GLint uorder,
+ GLint vstride, GLint vorder,
+ const GLfloat *points )
{
GLfloat *buffer, *p;
GLint i, j, k, size, dsize, hsize;
GLint uinc;
- size = components(target);
+ size = _mesa_evaluator_components(target);
if (!points || size==0) {
return NULL;
hsize = (uorder > vorder ? uorder : vorder)*size;
if(hsize>dsize)
- buffer = (GLfloat *) malloc((uorder*vorder*size+hsize)*sizeof(GLfloat));
+ buffer = (GLfloat *) MALLOC((uorder*vorder*size+hsize)*sizeof(GLfloat));
else
- buffer = (GLfloat *) malloc((uorder*vorder*size+dsize)*sizeof(GLfloat));
+ buffer = (GLfloat *) MALLOC((uorder*vorder*size+dsize)*sizeof(GLfloat));
/* compute the increment value for the u-loop */
uinc = ustride - vorder*vstride;
- if (buffer)
+ if (buffer)
for (i=0, p=buffer; i<uorder; i++, points += uinc)
for (j=0; j<vorder; j++, points += vstride)
for (k=0; k<size; k++)
/*
* Same as above but convert doubles to floats.
*/
-GLfloat *gl_copy_map_points2d(GLenum target,
- GLint ustride, GLint uorder,
- GLint vstride, GLint vorder,
- const GLdouble *points )
+GLfloat *_mesa_copy_map_points2d(GLenum target,
+ GLint ustride, GLint uorder,
+ GLint vstride, GLint vorder,
+ const GLdouble *points )
{
GLfloat *buffer, *p;
GLint i, j, k, size, hsize, dsize;
GLint uinc;
- size = components(target);
+ size = _mesa_evaluator_components(target);
if (!points || size==0) {
return NULL;
hsize = (uorder > vorder ? uorder : vorder)*size;
if(hsize>dsize)
- buffer = (GLfloat *) malloc((uorder*vorder*size+hsize)*sizeof(GLfloat));
+ buffer = (GLfloat *) MALLOC((uorder*vorder*size+hsize)*sizeof(GLfloat));
else
- buffer = (GLfloat *) malloc((uorder*vorder*size+dsize)*sizeof(GLfloat));
+ buffer = (GLfloat *) MALLOC((uorder*vorder*size+dsize)*sizeof(GLfloat));
/* compute the increment value for the u-loop */
uinc = ustride - vorder*vstride;
- if (buffer)
+ if (buffer)
for (i=0, p=buffer; i<uorder; i++, points += uinc)
for (j=0; j<vorder; j++, points += vstride)
for (k=0; k<size; k++)
}
-/*
- * This function is called by the display list deallocator function to
- * specify that a given set of control points are no longer needed.
- */
-void gl_free_control_points( GLcontext* ctx, GLenum target, GLfloat *data )
-{
- struct gl_1d_map *map1 = NULL;
- struct gl_2d_map *map2 = NULL;
-
- switch (target) {
- case GL_MAP1_VERTEX_3:
- map1 = &ctx->EvalMap.Map1Vertex3;
- break;
- case GL_MAP1_VERTEX_4:
- map1 = &ctx->EvalMap.Map1Vertex4;
- break;
- case GL_MAP1_INDEX:
- map1 = &ctx->EvalMap.Map1Index;
- break;
- case GL_MAP1_COLOR_4:
- map1 = &ctx->EvalMap.Map1Color4;
- break;
- case GL_MAP1_NORMAL:
- map1 = &ctx->EvalMap.Map1Normal;
- break;
- case GL_MAP1_TEXTURE_COORD_1:
- map1 = &ctx->EvalMap.Map1Texture1;
- break;
- case GL_MAP1_TEXTURE_COORD_2:
- map1 = &ctx->EvalMap.Map1Texture2;
- break;
- case GL_MAP1_TEXTURE_COORD_3:
- map1 = &ctx->EvalMap.Map1Texture3;
- break;
- case GL_MAP1_TEXTURE_COORD_4:
- map1 = &ctx->EvalMap.Map1Texture4;
- break;
- case GL_MAP2_VERTEX_3:
- map2 = &ctx->EvalMap.Map2Vertex3;
- break;
- case GL_MAP2_VERTEX_4:
- map2 = &ctx->EvalMap.Map2Vertex4;
- break;
- case GL_MAP2_INDEX:
- map2 = &ctx->EvalMap.Map2Index;
- break;
- case GL_MAP2_COLOR_4:
- map2 = &ctx->EvalMap.Map2Color4;
- break;
- case GL_MAP2_NORMAL:
- map2 = &ctx->EvalMap.Map2Normal;
- break;
- case GL_MAP2_TEXTURE_COORD_1:
- map2 = &ctx->EvalMap.Map2Texture1;
- break;
- case GL_MAP2_TEXTURE_COORD_2:
- map2 = &ctx->EvalMap.Map2Texture2;
- break;
- case GL_MAP2_TEXTURE_COORD_3:
- map2 = &ctx->EvalMap.Map2Texture3;
- break;
- case GL_MAP2_TEXTURE_COORD_4:
- map2 = &ctx->EvalMap.Map2Texture4;
- break;
- default:
- gl_error( ctx, GL_INVALID_ENUM, "gl_free_control_points" );
- return;
- }
-
- if (map1) {
- if (data==map1->Points) {
- /* The control points in the display list are currently */
- /* being used so we can mark them as discard-able. */
- map1->Retain = GL_FALSE;
- }
- else {
- /* The control points in the display list are not currently */
- /* being used. */
- free( data );
- }
- }
- if (map2) {
- if (data==map2->Points) {
- /* The control points in the display list are currently */
- /* being used so we can mark them as discard-able. */
- map2->Retain = GL_FALSE;
- }
- else {
- /* The control points in the display list are not currently */
- /* being used. */
- free( data );
- }
- }
-
-}
-
/**********************************************************************/
/*
- * Note that the array of control points must be 'unpacked' at this time.
- * Input: retain - if TRUE, this control point data is also in a display
- * list and can't be freed until the list is freed.
+ * This does the work of glMap1[fd].
*/
-void gl_Map1f( GLcontext* ctx, GLenum target,
- GLfloat u1, GLfloat u2, GLint stride,
- GLint order, const GLfloat *points, GLboolean retain )
+static void
+map1(GLenum target, GLfloat u1, GLfloat u2, GLint ustride,
+ GLint uorder, const GLvoid *points, GLenum type )
{
+ GET_CURRENT_CONTEXT(ctx);
GLint k;
+ GLfloat *pnts;
+ struct gl_1d_map *map = NULL;
+
+ ASSERT_OUTSIDE_BEGIN_END(ctx);
+ ASSERT(type == GL_FLOAT || type == GL_DOUBLE);
+ if (u1 == u2) {
+ _mesa_error( ctx, GL_INVALID_VALUE, "glMap1(u1,u2)" );
+ return;
+ }
+ if (uorder < 1 || uorder > MAX_EVAL_ORDER) {
+ _mesa_error( ctx, GL_INVALID_VALUE, "glMap1(order)" );
+ return;
+ }
if (!points) {
- gl_error( ctx, GL_OUT_OF_MEMORY, "glMap1f" );
+ _mesa_error( ctx, GL_INVALID_VALUE, "glMap1(points)" );
return;
}
- /* may be a new stride after copying control points */
- stride = components( target );
-
- ASSERT_OUTSIDE_BEGIN_END_AND_FLUSH(ctx, "glMap1");
-
- if (u1==u2) {
- gl_error( ctx, GL_INVALID_VALUE, "glMap1(u1,u2)" );
- return;
+ k = _mesa_evaluator_components( target );
+ if (k == 0) {
+ _mesa_error( ctx, GL_INVALID_ENUM, "glMap1(target)" );
}
- if (order<1 || order>MAX_EVAL_ORDER) {
- gl_error( ctx, GL_INVALID_VALUE, "glMap1(order)" );
+ if (ustride < k) {
+ _mesa_error( ctx, GL_INVALID_VALUE, "glMap1(stride)" );
return;
}
- k = components( target );
- if (k==0) {
- gl_error( ctx, GL_INVALID_ENUM, "glMap1(target)" );
+ if (ctx->Texture.CurrentUnit != 0) {
+ /* See OpenGL 1.2.1 spec, section F.2.13 */
+ _mesa_error( ctx, GL_INVALID_OPERATION, "glMap2(ACTIVE_TEXTURE != 0)" );
+ return;
}
- if (stride < k) {
- gl_error( ctx, GL_INVALID_VALUE, "glMap1(stride)" );
+ map = get_1d_map(ctx, target);
+ if (!map) {
+ _mesa_error( ctx, GL_INVALID_ENUM, "glMap1(target)" );
return;
}
- switch (target) {
- case GL_MAP1_VERTEX_3:
- ctx->EvalMap.Map1Vertex3.Order = order;
- ctx->EvalMap.Map1Vertex3.u1 = u1;
- ctx->EvalMap.Map1Vertex3.u2 = u2;
- ctx->EvalMap.Map1Vertex3.du = 1.0 / (u2 - u1);
- if (ctx->EvalMap.Map1Vertex3.Points
- && !ctx->EvalMap.Map1Vertex3.Retain) {
- free( ctx->EvalMap.Map1Vertex3.Points );
- }
- ctx->EvalMap.Map1Vertex3.Points = (GLfloat *) points;
- ctx->EvalMap.Map1Vertex3.Retain = retain;
- break;
- case GL_MAP1_VERTEX_4:
- ctx->EvalMap.Map1Vertex4.Order = order;
- ctx->EvalMap.Map1Vertex4.u1 = u1;
- ctx->EvalMap.Map1Vertex4.u2 = u2;
- ctx->EvalMap.Map1Vertex4.du = 1.0 / (u2 - u1);
- if (ctx->EvalMap.Map1Vertex4.Points
- && !ctx->EvalMap.Map1Vertex4.Retain) {
- free( ctx->EvalMap.Map1Vertex4.Points );
- }
- ctx->EvalMap.Map1Vertex4.Points = (GLfloat *) points;
- ctx->EvalMap.Map1Vertex4.Retain = retain;
- break;
- case GL_MAP1_INDEX:
- ctx->EvalMap.Map1Index.Order = order;
- ctx->EvalMap.Map1Index.u1 = u1;
- ctx->EvalMap.Map1Index.u2 = u2;
- ctx->EvalMap.Map1Index.du = 1.0 / (u2 - u1);
- if (ctx->EvalMap.Map1Index.Points
- && !ctx->EvalMap.Map1Index.Retain) {
- free( ctx->EvalMap.Map1Index.Points );
- }
- ctx->EvalMap.Map1Index.Points = (GLfloat *) points;
- ctx->EvalMap.Map1Index.Retain = retain;
- break;
- case GL_MAP1_COLOR_4:
- ctx->EvalMap.Map1Color4.Order = order;
- ctx->EvalMap.Map1Color4.u1 = u1;
- ctx->EvalMap.Map1Color4.u2 = u2;
- ctx->EvalMap.Map1Color4.du = 1.0 / (u2 - u1);
- if (ctx->EvalMap.Map1Color4.Points
- && !ctx->EvalMap.Map1Color4.Retain) {
- free( ctx->EvalMap.Map1Color4.Points );
- }
- ctx->EvalMap.Map1Color4.Points = (GLfloat *) points;
- ctx->EvalMap.Map1Color4.Retain = retain;
- break;
- case GL_MAP1_NORMAL:
- ctx->EvalMap.Map1Normal.Order = order;
- ctx->EvalMap.Map1Normal.u1 = u1;
- ctx->EvalMap.Map1Normal.u2 = u2;
- ctx->EvalMap.Map1Normal.du = 1.0 / (u2 - u1);
- if (ctx->EvalMap.Map1Normal.Points
- && !ctx->EvalMap.Map1Normal.Retain) {
- free( ctx->EvalMap.Map1Normal.Points );
- }
- ctx->EvalMap.Map1Normal.Points = (GLfloat *) points;
- ctx->EvalMap.Map1Normal.Retain = retain;
- break;
- case GL_MAP1_TEXTURE_COORD_1:
- ctx->EvalMap.Map1Texture1.Order = order;
- ctx->EvalMap.Map1Texture1.u1 = u1;
- ctx->EvalMap.Map1Texture1.u2 = u2;
- ctx->EvalMap.Map1Texture1.du = 1.0 / (u2 - u1);
- if (ctx->EvalMap.Map1Texture1.Points
- && !ctx->EvalMap.Map1Texture1.Retain) {
- free( ctx->EvalMap.Map1Texture1.Points );
- }
- ctx->EvalMap.Map1Texture1.Points = (GLfloat *) points;
- ctx->EvalMap.Map1Texture1.Retain = retain;
- break;
- case GL_MAP1_TEXTURE_COORD_2:
- ctx->EvalMap.Map1Texture2.Order = order;
- ctx->EvalMap.Map1Texture2.u1 = u1;
- ctx->EvalMap.Map1Texture2.u2 = u2;
- ctx->EvalMap.Map1Texture2.du = 1.0 / (u2 - u1);
- if (ctx->EvalMap.Map1Texture2.Points
- && !ctx->EvalMap.Map1Texture2.Retain) {
- free( ctx->EvalMap.Map1Texture2.Points );
- }
- ctx->EvalMap.Map1Texture2.Points = (GLfloat *) points;
- ctx->EvalMap.Map1Texture2.Retain = retain;
- break;
- case GL_MAP1_TEXTURE_COORD_3:
- ctx->EvalMap.Map1Texture3.Order = order;
- ctx->EvalMap.Map1Texture3.u1 = u1;
- ctx->EvalMap.Map1Texture3.u2 = u2;
- ctx->EvalMap.Map1Texture3.du = 1.0 / (u2 - u1);
- if (ctx->EvalMap.Map1Texture3.Points
- && !ctx->EvalMap.Map1Texture3.Retain) {
- free( ctx->EvalMap.Map1Texture3.Points );
- }
- ctx->EvalMap.Map1Texture3.Points = (GLfloat *) points;
- ctx->EvalMap.Map1Texture3.Retain = retain;
- break;
- case GL_MAP1_TEXTURE_COORD_4:
- ctx->EvalMap.Map1Texture4.Order = order;
- ctx->EvalMap.Map1Texture4.u1 = u1;
- ctx->EvalMap.Map1Texture4.u2 = u2;
- ctx->EvalMap.Map1Texture4.du = 1.0 / (u2 - u1);
- if (ctx->EvalMap.Map1Texture4.Points
- && !ctx->EvalMap.Map1Texture4.Retain) {
- free( ctx->EvalMap.Map1Texture4.Points );
- }
- ctx->EvalMap.Map1Texture4.Points = (GLfloat *) points;
- ctx->EvalMap.Map1Texture4.Retain = retain;
- break;
- default:
- gl_error( ctx, GL_INVALID_ENUM, "glMap1(target)" );
- }
+ /* make copy of the control points */
+ if (type == GL_FLOAT)
+ pnts = _mesa_copy_map_points1f(target, ustride, uorder, (GLfloat*) points);
+ else
+ pnts = _mesa_copy_map_points1d(target, ustride, uorder, (GLdouble*) points);
+
+
+ FLUSH_VERTICES(ctx, _NEW_EVAL);
+ map->Order = uorder;
+ map->u1 = u1;
+ map->u2 = u2;
+ map->du = 1.0F / (u2 - u1);
+ if (map->Points)
+ FREE( map->Points );
+ map->Points = pnts;
}
+void
+_mesa_Map1f( GLenum target, GLfloat u1, GLfloat u2, GLint stride,
+ GLint order, const GLfloat *points )
+{
+ map1(target, u1, u2, stride, order, points, GL_FLOAT);
+}
-/*
- * Note that the array of control points must be 'unpacked' at this time.
- * Input: retain - if TRUE, this control point data is also in a display
- * list and can't be freed until the list is freed.
- */
-void gl_Map2f( GLcontext* ctx, GLenum target,
- GLfloat u1, GLfloat u2, GLint ustride, GLint uorder,
- GLfloat v1, GLfloat v2, GLint vstride, GLint vorder,
- const GLfloat *points, GLboolean retain )
+
+void
+_mesa_Map1d( GLenum target, GLdouble u1, GLdouble u2, GLint stride,
+ GLint order, const GLdouble *points )
+{
+ map1(target, (GLfloat) u1, (GLfloat) u2, stride, order, points, GL_DOUBLE);
+}
+
+
+static void
+map2( GLenum target, GLfloat u1, GLfloat u2, GLint ustride, GLint uorder,
+ GLfloat v1, GLfloat v2, GLint vstride, GLint vorder,
+ const GLvoid *points, GLenum type )
{
+ GET_CURRENT_CONTEXT(ctx);
GLint k;
+ GLfloat *pnts;
+ struct gl_2d_map *map = NULL;
- ASSERT_OUTSIDE_BEGIN_END_AND_FLUSH(ctx, "glMap2");
+ ASSERT_OUTSIDE_BEGIN_END(ctx);
+ ASSERT(type == GL_FLOAT || type == GL_DOUBLE);
if (u1==u2) {
- gl_error( ctx, GL_INVALID_VALUE, "glMap2(u1,u2)" );
+ _mesa_error( ctx, GL_INVALID_VALUE, "glMap2(u1,u2)" );
return;
}
if (v1==v2) {
- gl_error( ctx, GL_INVALID_VALUE, "glMap2(v1,v2)" );
+ _mesa_error( ctx, GL_INVALID_VALUE, "glMap2(v1,v2)" );
return;
}
if (uorder<1 || uorder>MAX_EVAL_ORDER) {
- gl_error( ctx, GL_INVALID_VALUE, "glMap2(uorder)" );
+ _mesa_error( ctx, GL_INVALID_VALUE, "glMap2(uorder)" );
return;
}
if (vorder<1 || vorder>MAX_EVAL_ORDER) {
- gl_error( ctx, GL_INVALID_VALUE, "glMap2(vorder)" );
+ _mesa_error( ctx, GL_INVALID_VALUE, "glMap2(vorder)" );
return;
}
- k = components( target );
+ k = _mesa_evaluator_components( target );
if (k==0) {
- gl_error( ctx, GL_INVALID_ENUM, "glMap2(target)" );
+ _mesa_error( ctx, GL_INVALID_ENUM, "glMap2(target)" );
}
if (ustride < k) {
- gl_error( ctx, GL_INVALID_VALUE, "glMap2(ustride)" );
+ _mesa_error( ctx, GL_INVALID_VALUE, "glMap2(ustride)" );
return;
}
if (vstride < k) {
- gl_error( ctx, GL_INVALID_VALUE, "glMap2(vstride)" );
+ _mesa_error( ctx, GL_INVALID_VALUE, "glMap2(vstride)" );
return;
}
- switch (target) {
- case GL_MAP2_VERTEX_3:
- ctx->EvalMap.Map2Vertex3.Uorder = uorder;
- ctx->EvalMap.Map2Vertex3.u1 = u1;
- ctx->EvalMap.Map2Vertex3.u2 = u2;
- ctx->EvalMap.Map2Vertex3.du = 1.0 / (u2 - u1);
- ctx->EvalMap.Map2Vertex3.Vorder = vorder;
- ctx->EvalMap.Map2Vertex3.v1 = v1;
- ctx->EvalMap.Map2Vertex3.v2 = v2;
- ctx->EvalMap.Map2Vertex3.dv = 1.0 / (v2 - v1);
- if (ctx->EvalMap.Map2Vertex3.Points
- && !ctx->EvalMap.Map2Vertex3.Retain) {
- free( ctx->EvalMap.Map2Vertex3.Points );
- }
- ctx->EvalMap.Map2Vertex3.Retain = retain;
- ctx->EvalMap.Map2Vertex3.Points = (GLfloat *) points;
- break;
- case GL_MAP2_VERTEX_4:
- ctx->EvalMap.Map2Vertex4.Uorder = uorder;
- ctx->EvalMap.Map2Vertex4.u1 = u1;
- ctx->EvalMap.Map2Vertex4.u2 = u2;
- ctx->EvalMap.Map2Vertex4.du = 1.0 / (u2 - u1);
- ctx->EvalMap.Map2Vertex4.Vorder = vorder;
- ctx->EvalMap.Map2Vertex4.v1 = v1;
- ctx->EvalMap.Map2Vertex4.v2 = v2;
- ctx->EvalMap.Map2Vertex4.dv = 1.0 / (v2 - v1);
- if (ctx->EvalMap.Map2Vertex4.Points
- && !ctx->EvalMap.Map2Vertex4.Retain) {
- free( ctx->EvalMap.Map2Vertex4.Points );
- }
- ctx->EvalMap.Map2Vertex4.Points = (GLfloat *) points;
- ctx->EvalMap.Map2Vertex4.Retain = retain;
- break;
- case GL_MAP2_INDEX:
- ctx->EvalMap.Map2Index.Uorder = uorder;
- ctx->EvalMap.Map2Index.u1 = u1;
- ctx->EvalMap.Map2Index.u2 = u2;
- ctx->EvalMap.Map2Index.du = 1.0 / (u2 - u1);
- ctx->EvalMap.Map2Index.Vorder = vorder;
- ctx->EvalMap.Map2Index.v1 = v1;
- ctx->EvalMap.Map2Index.v2 = v2;
- ctx->EvalMap.Map2Index.dv = 1.0 / (v2 - v1);
- if (ctx->EvalMap.Map2Index.Points
- && !ctx->EvalMap.Map2Index.Retain) {
- free( ctx->EvalMap.Map2Index.Points );
- }
- ctx->EvalMap.Map2Index.Retain = retain;
- ctx->EvalMap.Map2Index.Points = (GLfloat *) points;
- break;
- case GL_MAP2_COLOR_4:
- ctx->EvalMap.Map2Color4.Uorder = uorder;
- ctx->EvalMap.Map2Color4.u1 = u1;
- ctx->EvalMap.Map2Color4.u2 = u2;
- ctx->EvalMap.Map2Color4.du = 1.0 / (u2 - u1);
- ctx->EvalMap.Map2Color4.Vorder = vorder;
- ctx->EvalMap.Map2Color4.v1 = v1;
- ctx->EvalMap.Map2Color4.v2 = v2;
- ctx->EvalMap.Map2Color4.dv = 1.0 / (v2 - v1);
- if (ctx->EvalMap.Map2Color4.Points
- && !ctx->EvalMap.Map2Color4.Retain) {
- free( ctx->EvalMap.Map2Color4.Points );
- }
- ctx->EvalMap.Map2Color4.Retain = retain;
- ctx->EvalMap.Map2Color4.Points = (GLfloat *) points;
- break;
- case GL_MAP2_NORMAL:
- ctx->EvalMap.Map2Normal.Uorder = uorder;
- ctx->EvalMap.Map2Normal.u1 = u1;
- ctx->EvalMap.Map2Normal.u2 = u2;
- ctx->EvalMap.Map2Normal.du = 1.0 / (u2 - u1);
- ctx->EvalMap.Map2Normal.Vorder = vorder;
- ctx->EvalMap.Map2Normal.v1 = v1;
- ctx->EvalMap.Map2Normal.v2 = v2;
- ctx->EvalMap.Map2Normal.dv = 1.0 / (v2 - v1);
- if (ctx->EvalMap.Map2Normal.Points
- && !ctx->EvalMap.Map2Normal.Retain) {
- free( ctx->EvalMap.Map2Normal.Points );
- }
- ctx->EvalMap.Map2Normal.Retain = retain;
- ctx->EvalMap.Map2Normal.Points = (GLfloat *) points;
- break;
- case GL_MAP2_TEXTURE_COORD_1:
- ctx->EvalMap.Map2Texture1.Uorder = uorder;
- ctx->EvalMap.Map2Texture1.u1 = u1;
- ctx->EvalMap.Map2Texture1.u2 = u2;
- ctx->EvalMap.Map2Texture1.du = 1.0 / (u2 - u1);
- ctx->EvalMap.Map2Texture1.Vorder = vorder;
- ctx->EvalMap.Map2Texture1.v1 = v1;
- ctx->EvalMap.Map2Texture1.v2 = v2;
- ctx->EvalMap.Map2Texture1.dv = 1.0 / (v2 - v1);
- if (ctx->EvalMap.Map2Texture1.Points
- && !ctx->EvalMap.Map2Texture1.Retain) {
- free( ctx->EvalMap.Map2Texture1.Points );
- }
- ctx->EvalMap.Map2Texture1.Retain = retain;
- ctx->EvalMap.Map2Texture1.Points = (GLfloat *) points;
- break;
- case GL_MAP2_TEXTURE_COORD_2:
- ctx->EvalMap.Map2Texture2.Uorder = uorder;
- ctx->EvalMap.Map2Texture2.u1 = u1;
- ctx->EvalMap.Map2Texture2.u2 = u2;
- ctx->EvalMap.Map2Texture2.du = 1.0 / (u2 - u1);
- ctx->EvalMap.Map2Texture2.Vorder = vorder;
- ctx->EvalMap.Map2Texture2.v1 = v1;
- ctx->EvalMap.Map2Texture2.v2 = v2;
- ctx->EvalMap.Map2Texture2.dv = 1.0 / (v2 - v1);
- if (ctx->EvalMap.Map2Texture2.Points
- && !ctx->EvalMap.Map2Texture2.Retain) {
- free( ctx->EvalMap.Map2Texture2.Points );
- }
- ctx->EvalMap.Map2Texture2.Retain = retain;
- ctx->EvalMap.Map2Texture2.Points = (GLfloat *) points;
- break;
- case GL_MAP2_TEXTURE_COORD_3:
- ctx->EvalMap.Map2Texture3.Uorder = uorder;
- ctx->EvalMap.Map2Texture3.u1 = u1;
- ctx->EvalMap.Map2Texture3.u2 = u2;
- ctx->EvalMap.Map2Texture3.du = 1.0 / (u2 - u1);
- ctx->EvalMap.Map2Texture3.Vorder = vorder;
- ctx->EvalMap.Map2Texture3.v1 = v1;
- ctx->EvalMap.Map2Texture3.v2 = v2;
- ctx->EvalMap.Map2Texture3.dv = 1.0 / (v2 - v1);
- if (ctx->EvalMap.Map2Texture3.Points
- && !ctx->EvalMap.Map2Texture3.Retain) {
- free( ctx->EvalMap.Map2Texture3.Points );
- }
- ctx->EvalMap.Map2Texture3.Retain = retain;
- ctx->EvalMap.Map2Texture3.Points = (GLfloat *) points;
- break;
- case GL_MAP2_TEXTURE_COORD_4:
- ctx->EvalMap.Map2Texture4.Uorder = uorder;
- ctx->EvalMap.Map2Texture4.u1 = u1;
- ctx->EvalMap.Map2Texture4.u2 = u2;
- ctx->EvalMap.Map2Texture4.du = 1.0 / (u2 - u1);
- ctx->EvalMap.Map2Texture4.Vorder = vorder;
- ctx->EvalMap.Map2Texture4.v1 = v1;
- ctx->EvalMap.Map2Texture4.v2 = v2;
- ctx->EvalMap.Map2Texture4.dv = 1.0 / (v2 - v1);
- if (ctx->EvalMap.Map2Texture4.Points
- && !ctx->EvalMap.Map2Texture4.Retain) {
- free( ctx->EvalMap.Map2Texture4.Points );
- }
- ctx->EvalMap.Map2Texture4.Retain = retain;
- ctx->EvalMap.Map2Texture4.Points = (GLfloat *) points;
- break;
- default:
- gl_error( ctx, GL_INVALID_ENUM, "glMap2(target)" );
+ if (ctx->Texture.CurrentUnit != 0) {
+ /* See OpenGL 1.2.1 spec, section F.2.13 */
+ _mesa_error( ctx, GL_INVALID_OPERATION, "glMap2(ACTIVE_TEXTURE != 0)" );
+ return;
}
+
+ map = get_2d_map(ctx, target);
+ if (!map) {
+ _mesa_error( ctx, GL_INVALID_ENUM, "glMap2(target)" );
+ return;
+ }
+
+ /* make copy of the control points */
+ if (type == GL_FLOAT)
+ pnts = _mesa_copy_map_points2f(target, ustride, uorder,
+ vstride, vorder, (GLfloat*) points);
+ else
+ pnts = _mesa_copy_map_points2d(target, ustride, uorder,
+ vstride, vorder, (GLdouble*) points);
+
+
+ FLUSH_VERTICES(ctx, _NEW_EVAL);
+ map->Uorder = uorder;
+ map->u1 = u1;
+ map->u2 = u2;
+ map->du = 1.0F / (u2 - u1);
+ map->Vorder = vorder;
+ map->v1 = v1;
+ map->v2 = v2;
+ map->dv = 1.0F / (v2 - v1);
+ if (map->Points)
+ FREE( map->Points );
+ map->Points = pnts;
}
-
+void
+_mesa_Map2f( GLenum target,
+ GLfloat u1, GLfloat u2, GLint ustride, GLint uorder,
+ GLfloat v1, GLfloat v2, GLint vstride, GLint vorder,
+ const GLfloat *points)
+{
+ map2(target, u1, u2, ustride, uorder, v1, v2, vstride, vorder,
+ points, GL_FLOAT);
+}
+
+
+void
+_mesa_Map2d( GLenum target,
+ GLdouble u1, GLdouble u2, GLint ustride, GLint uorder,
+ GLdouble v1, GLdouble v2, GLint vstride, GLint vorder,
+ const GLdouble *points )
+{
+ map2(target, (GLfloat) u1, (GLfloat) u2, ustride, uorder,
+ (GLfloat) v1, (GLfloat) v2, vstride, vorder, points, GL_DOUBLE);
+}
-void gl_GetMapdv( GLcontext* ctx, GLenum target, GLenum query, GLdouble *v )
+
+void
+_mesa_GetMapdv( GLenum target, GLenum query, GLdouble *v )
{
+ GET_CURRENT_CONTEXT(ctx);
+ struct gl_1d_map *map1d;
+ struct gl_2d_map *map2d;
GLint i, n;
GLfloat *data;
+ GLuint comps;
+
+ ASSERT_OUTSIDE_BEGIN_END(ctx);
+
+ comps = _mesa_evaluator_components(target);
+ if (!comps) {
+ _mesa_error( ctx, GL_INVALID_ENUM, "glGetMapdv(target)" );
+ return;
+ }
+
+ map1d = get_1d_map(ctx, target);
+ map2d = get_2d_map(ctx, target);
+ ASSERT(map1d || map2d);
switch (query) {
case GL_COEFF:
- switch (target) {
- case GL_MAP1_COLOR_4:
- data = ctx->EvalMap.Map1Color4.Points;
- n = ctx->EvalMap.Map1Color4.Order * 4;
- break;
- case GL_MAP1_INDEX:
- data = ctx->EvalMap.Map1Index.Points;
- n = ctx->EvalMap.Map1Index.Order;
- break;
- case GL_MAP1_NORMAL:
- data = ctx->EvalMap.Map1Normal.Points;
- n = ctx->EvalMap.Map1Normal.Order * 3;
- break;
- case GL_MAP1_TEXTURE_COORD_1:
- data = ctx->EvalMap.Map1Texture1.Points;
- n = ctx->EvalMap.Map1Texture1.Order * 1;
- break;
- case GL_MAP1_TEXTURE_COORD_2:
- data = ctx->EvalMap.Map1Texture2.Points;
- n = ctx->EvalMap.Map1Texture2.Order * 2;
- break;
- case GL_MAP1_TEXTURE_COORD_3:
- data = ctx->EvalMap.Map1Texture3.Points;
- n = ctx->EvalMap.Map1Texture3.Order * 3;
- break;
- case GL_MAP1_TEXTURE_COORD_4:
- data = ctx->EvalMap.Map1Texture4.Points;
- n = ctx->EvalMap.Map1Texture4.Order * 4;
- break;
- case GL_MAP1_VERTEX_3:
- data = ctx->EvalMap.Map1Vertex3.Points;
- n = ctx->EvalMap.Map1Vertex3.Order * 3;
- break;
- case GL_MAP1_VERTEX_4:
- data = ctx->EvalMap.Map1Vertex4.Points;
- n = ctx->EvalMap.Map1Vertex4.Order * 4;
- break;
- case GL_MAP2_COLOR_4:
- data = ctx->EvalMap.Map2Color4.Points;
- n = ctx->EvalMap.Map2Color4.Uorder
- * ctx->EvalMap.Map2Color4.Vorder * 4;
- break;
- case GL_MAP2_INDEX:
- data = ctx->EvalMap.Map2Index.Points;
- n = ctx->EvalMap.Map2Index.Uorder
- * ctx->EvalMap.Map2Index.Vorder;
- break;
- case GL_MAP2_NORMAL:
- data = ctx->EvalMap.Map2Normal.Points;
- n = ctx->EvalMap.Map2Normal.Uorder
- * ctx->EvalMap.Map2Normal.Vorder * 3;
- break;
- case GL_MAP2_TEXTURE_COORD_1:
- data = ctx->EvalMap.Map2Texture1.Points;
- n = ctx->EvalMap.Map2Texture1.Uorder
- * ctx->EvalMap.Map2Texture1.Vorder * 1;
- break;
- case GL_MAP2_TEXTURE_COORD_2:
- data = ctx->EvalMap.Map2Texture2.Points;
- n = ctx->EvalMap.Map2Texture2.Uorder
- * ctx->EvalMap.Map2Texture2.Vorder * 2;
- break;
- case GL_MAP2_TEXTURE_COORD_3:
- data = ctx->EvalMap.Map2Texture3.Points;
- n = ctx->EvalMap.Map2Texture3.Uorder
- * ctx->EvalMap.Map2Texture3.Vorder * 3;
- break;
- case GL_MAP2_TEXTURE_COORD_4:
- data = ctx->EvalMap.Map2Texture4.Points;
- n = ctx->EvalMap.Map2Texture4.Uorder
- * ctx->EvalMap.Map2Texture4.Vorder * 4;
- break;
- case GL_MAP2_VERTEX_3:
- data = ctx->EvalMap.Map2Vertex3.Points;
- n = ctx->EvalMap.Map2Vertex3.Uorder
- * ctx->EvalMap.Map2Vertex3.Vorder * 3;
- break;
- case GL_MAP2_VERTEX_4:
- data = ctx->EvalMap.Map2Vertex4.Points;
- n = ctx->EvalMap.Map2Vertex4.Uorder
- * ctx->EvalMap.Map2Vertex4.Vorder * 4;
- break;
- default:
- gl_error( ctx, GL_INVALID_ENUM, "glGetMapdv(target)" );
- return;
- }
+ if (map1d) {
+ data = map1d->Points;
+ n = map1d->Order * comps;
+ }
+ else {
+ data = map2d->Points;
+ n = map2d->Uorder * map2d->Vorder * comps;
+ }
if (data) {
for (i=0;i<n;i++) {
v[i] = data[i];
}
break;
case GL_ORDER:
- switch (target) {
- case GL_MAP1_COLOR_4:
- *v = ctx->EvalMap.Map1Color4.Order;
- break;
- case GL_MAP1_INDEX:
- *v = ctx->EvalMap.Map1Index.Order;
- break;
- case GL_MAP1_NORMAL:
- *v = ctx->EvalMap.Map1Normal.Order;
- break;
- case GL_MAP1_TEXTURE_COORD_1:
- *v = ctx->EvalMap.Map1Texture1.Order;
- break;
- case GL_MAP1_TEXTURE_COORD_2:
- *v = ctx->EvalMap.Map1Texture2.Order;
- break;
- case GL_MAP1_TEXTURE_COORD_3:
- *v = ctx->EvalMap.Map1Texture3.Order;
- break;
- case GL_MAP1_TEXTURE_COORD_4:
- *v = ctx->EvalMap.Map1Texture4.Order;
- break;
- case GL_MAP1_VERTEX_3:
- *v = ctx->EvalMap.Map1Vertex3.Order;
- break;
- case GL_MAP1_VERTEX_4:
- *v = ctx->EvalMap.Map1Vertex4.Order;
- break;
- case GL_MAP2_COLOR_4:
- v[0] = ctx->EvalMap.Map2Color4.Uorder;
- v[1] = ctx->EvalMap.Map2Color4.Vorder;
- break;
- case GL_MAP2_INDEX:
- v[0] = ctx->EvalMap.Map2Index.Uorder;
- v[1] = ctx->EvalMap.Map2Index.Vorder;
- break;
- case GL_MAP2_NORMAL:
- v[0] = ctx->EvalMap.Map2Normal.Uorder;
- v[1] = ctx->EvalMap.Map2Normal.Vorder;
- break;
- case GL_MAP2_TEXTURE_COORD_1:
- v[0] = ctx->EvalMap.Map2Texture1.Uorder;
- v[1] = ctx->EvalMap.Map2Texture1.Vorder;
- break;
- case GL_MAP2_TEXTURE_COORD_2:
- v[0] = ctx->EvalMap.Map2Texture2.Uorder;
- v[1] = ctx->EvalMap.Map2Texture2.Vorder;
- break;
- case GL_MAP2_TEXTURE_COORD_3:
- v[0] = ctx->EvalMap.Map2Texture3.Uorder;
- v[1] = ctx->EvalMap.Map2Texture3.Vorder;
- break;
- case GL_MAP2_TEXTURE_COORD_4:
- v[0] = ctx->EvalMap.Map2Texture4.Uorder;
- v[1] = ctx->EvalMap.Map2Texture4.Vorder;
- break;
- case GL_MAP2_VERTEX_3:
- v[0] = ctx->EvalMap.Map2Vertex3.Uorder;
- v[1] = ctx->EvalMap.Map2Vertex3.Vorder;
- break;
- case GL_MAP2_VERTEX_4:
- v[0] = ctx->EvalMap.Map2Vertex4.Uorder;
- v[1] = ctx->EvalMap.Map2Vertex4.Vorder;
- break;
- default:
- gl_error( ctx, GL_INVALID_ENUM, "glGetMapdv(target)" );
- return;
- }
+ if (map1d) {
+ v[0] = (GLdouble) map1d->Order;
+ }
+ else {
+ v[0] = (GLdouble) map2d->Uorder;
+ v[1] = (GLdouble) map2d->Vorder;
+ }
break;
case GL_DOMAIN:
- switch (target) {
- case GL_MAP1_COLOR_4:
- v[0] = ctx->EvalMap.Map1Color4.u1;
- v[1] = ctx->EvalMap.Map1Color4.u2;
- break;
- case GL_MAP1_INDEX:
- v[0] = ctx->EvalMap.Map1Index.u1;
- v[1] = ctx->EvalMap.Map1Index.u2;
- break;
- case GL_MAP1_NORMAL:
- v[0] = ctx->EvalMap.Map1Normal.u1;
- v[1] = ctx->EvalMap.Map1Normal.u2;
- break;
- case GL_MAP1_TEXTURE_COORD_1:
- v[0] = ctx->EvalMap.Map1Texture1.u1;
- v[1] = ctx->EvalMap.Map1Texture1.u2;
- break;
- case GL_MAP1_TEXTURE_COORD_2:
- v[0] = ctx->EvalMap.Map1Texture2.u1;
- v[1] = ctx->EvalMap.Map1Texture2.u2;
- break;
- case GL_MAP1_TEXTURE_COORD_3:
- v[0] = ctx->EvalMap.Map1Texture3.u1;
- v[1] = ctx->EvalMap.Map1Texture3.u2;
- break;
- case GL_MAP1_TEXTURE_COORD_4:
- v[0] = ctx->EvalMap.Map1Texture4.u1;
- v[1] = ctx->EvalMap.Map1Texture4.u2;
- break;
- case GL_MAP1_VERTEX_3:
- v[0] = ctx->EvalMap.Map1Vertex3.u1;
- v[1] = ctx->EvalMap.Map1Vertex3.u2;
- break;
- case GL_MAP1_VERTEX_4:
- v[0] = ctx->EvalMap.Map1Vertex4.u1;
- v[1] = ctx->EvalMap.Map1Vertex4.u2;
- break;
- case GL_MAP2_COLOR_4:
- v[0] = ctx->EvalMap.Map2Color4.u1;
- v[1] = ctx->EvalMap.Map2Color4.u2;
- v[2] = ctx->EvalMap.Map2Color4.v1;
- v[3] = ctx->EvalMap.Map2Color4.v2;
- break;
- case GL_MAP2_INDEX:
- v[0] = ctx->EvalMap.Map2Index.u1;
- v[1] = ctx->EvalMap.Map2Index.u2;
- v[2] = ctx->EvalMap.Map2Index.v1;
- v[3] = ctx->EvalMap.Map2Index.v2;
- break;
- case GL_MAP2_NORMAL:
- v[0] = ctx->EvalMap.Map2Normal.u1;
- v[1] = ctx->EvalMap.Map2Normal.u2;
- v[2] = ctx->EvalMap.Map2Normal.v1;
- v[3] = ctx->EvalMap.Map2Normal.v2;
- break;
- case GL_MAP2_TEXTURE_COORD_1:
- v[0] = ctx->EvalMap.Map2Texture1.u1;
- v[1] = ctx->EvalMap.Map2Texture1.u2;
- v[2] = ctx->EvalMap.Map2Texture1.v1;
- v[3] = ctx->EvalMap.Map2Texture1.v2;
- break;
- case GL_MAP2_TEXTURE_COORD_2:
- v[0] = ctx->EvalMap.Map2Texture2.u1;
- v[1] = ctx->EvalMap.Map2Texture2.u2;
- v[2] = ctx->EvalMap.Map2Texture2.v1;
- v[3] = ctx->EvalMap.Map2Texture2.v2;
- break;
- case GL_MAP2_TEXTURE_COORD_3:
- v[0] = ctx->EvalMap.Map2Texture3.u1;
- v[1] = ctx->EvalMap.Map2Texture3.u2;
- v[2] = ctx->EvalMap.Map2Texture3.v1;
- v[3] = ctx->EvalMap.Map2Texture3.v2;
- break;
- case GL_MAP2_TEXTURE_COORD_4:
- v[0] = ctx->EvalMap.Map2Texture4.u1;
- v[1] = ctx->EvalMap.Map2Texture4.u2;
- v[2] = ctx->EvalMap.Map2Texture4.v1;
- v[3] = ctx->EvalMap.Map2Texture4.v2;
- break;
- case GL_MAP2_VERTEX_3:
- v[0] = ctx->EvalMap.Map2Vertex3.u1;
- v[1] = ctx->EvalMap.Map2Vertex3.u2;
- v[2] = ctx->EvalMap.Map2Vertex3.v1;
- v[3] = ctx->EvalMap.Map2Vertex3.v2;
- break;
- case GL_MAP2_VERTEX_4:
- v[0] = ctx->EvalMap.Map2Vertex4.u1;
- v[1] = ctx->EvalMap.Map2Vertex4.u2;
- v[2] = ctx->EvalMap.Map2Vertex4.v1;
- v[3] = ctx->EvalMap.Map2Vertex4.v2;
- break;
- default:
- gl_error( ctx, GL_INVALID_ENUM, "glGetMapdv(target)" );
- }
+ if (map1d) {
+ v[0] = (GLdouble) map1d->u1;
+ v[1] = (GLdouble) map1d->u2;
+ }
+ else {
+ v[0] = (GLdouble) map2d->u1;
+ v[1] = (GLdouble) map2d->u2;
+ v[2] = (GLdouble) map2d->v1;
+ v[3] = (GLdouble) map2d->v2;
+ }
break;
default:
- gl_error( ctx, GL_INVALID_ENUM, "glGetMapdv(query)" );
+ _mesa_error( ctx, GL_INVALID_ENUM, "glGetMapdv(query)" );
}
}
-void gl_GetMapfv( GLcontext* ctx, GLenum target, GLenum query, GLfloat *v )
+void
+_mesa_GetMapfv( GLenum target, GLenum query, GLfloat *v )
{
+ GET_CURRENT_CONTEXT(ctx);
+ struct gl_1d_map *map1d;
+ struct gl_2d_map *map2d;
GLint i, n;
GLfloat *data;
+ GLuint comps;
+
+ ASSERT_OUTSIDE_BEGIN_END(ctx);
+
+ comps = _mesa_evaluator_components(target);
+ if (!comps) {
+ _mesa_error( ctx, GL_INVALID_ENUM, "glGetMapfv(target)" );
+ return;
+ }
+
+ map1d = get_1d_map(ctx, target);
+ map2d = get_2d_map(ctx, target);
+ ASSERT(map1d || map2d);
switch (query) {
case GL_COEFF:
- switch (target) {
- case GL_MAP1_COLOR_4:
- data = ctx->EvalMap.Map1Color4.Points;
- n = ctx->EvalMap.Map1Color4.Order * 4;
- break;
- case GL_MAP1_INDEX:
- data = ctx->EvalMap.Map1Index.Points;
- n = ctx->EvalMap.Map1Index.Order;
- break;
- case GL_MAP1_NORMAL:
- data = ctx->EvalMap.Map1Normal.Points;
- n = ctx->EvalMap.Map1Normal.Order * 3;
- break;
- case GL_MAP1_TEXTURE_COORD_1:
- data = ctx->EvalMap.Map1Texture1.Points;
- n = ctx->EvalMap.Map1Texture1.Order * 1;
- break;
- case GL_MAP1_TEXTURE_COORD_2:
- data = ctx->EvalMap.Map1Texture2.Points;
- n = ctx->EvalMap.Map1Texture2.Order * 2;
- break;
- case GL_MAP1_TEXTURE_COORD_3:
- data = ctx->EvalMap.Map1Texture3.Points;
- n = ctx->EvalMap.Map1Texture3.Order * 3;
- break;
- case GL_MAP1_TEXTURE_COORD_4:
- data = ctx->EvalMap.Map1Texture4.Points;
- n = ctx->EvalMap.Map1Texture4.Order * 4;
- break;
- case GL_MAP1_VERTEX_3:
- data = ctx->EvalMap.Map1Vertex3.Points;
- n = ctx->EvalMap.Map1Vertex3.Order * 3;
- break;
- case GL_MAP1_VERTEX_4:
- data = ctx->EvalMap.Map1Vertex4.Points;
- n = ctx->EvalMap.Map1Vertex4.Order * 4;
- break;
- case GL_MAP2_COLOR_4:
- data = ctx->EvalMap.Map2Color4.Points;
- n = ctx->EvalMap.Map2Color4.Uorder
- * ctx->EvalMap.Map2Color4.Vorder * 4;
- break;
- case GL_MAP2_INDEX:
- data = ctx->EvalMap.Map2Index.Points;
- n = ctx->EvalMap.Map2Index.Uorder
- * ctx->EvalMap.Map2Index.Vorder;
- break;
- case GL_MAP2_NORMAL:
- data = ctx->EvalMap.Map2Normal.Points;
- n = ctx->EvalMap.Map2Normal.Uorder
- * ctx->EvalMap.Map2Normal.Vorder * 3;
- break;
- case GL_MAP2_TEXTURE_COORD_1:
- data = ctx->EvalMap.Map2Texture1.Points;
- n = ctx->EvalMap.Map2Texture1.Uorder
- * ctx->EvalMap.Map2Texture1.Vorder * 1;
- break;
- case GL_MAP2_TEXTURE_COORD_2:
- data = ctx->EvalMap.Map2Texture2.Points;
- n = ctx->EvalMap.Map2Texture2.Uorder
- * ctx->EvalMap.Map2Texture2.Vorder * 2;
- break;
- case GL_MAP2_TEXTURE_COORD_3:
- data = ctx->EvalMap.Map2Texture3.Points;
- n = ctx->EvalMap.Map2Texture3.Uorder
- * ctx->EvalMap.Map2Texture3.Vorder * 3;
- break;
- case GL_MAP2_TEXTURE_COORD_4:
- data = ctx->EvalMap.Map2Texture4.Points;
- n = ctx->EvalMap.Map2Texture4.Uorder
- * ctx->EvalMap.Map2Texture4.Vorder * 4;
- break;
- case GL_MAP2_VERTEX_3:
- data = ctx->EvalMap.Map2Vertex3.Points;
- n = ctx->EvalMap.Map2Vertex3.Uorder
- * ctx->EvalMap.Map2Vertex3.Vorder * 3;
- break;
- case GL_MAP2_VERTEX_4:
- data = ctx->EvalMap.Map2Vertex4.Points;
- n = ctx->EvalMap.Map2Vertex4.Uorder
- * ctx->EvalMap.Map2Vertex4.Vorder * 4;
- break;
- default:
- gl_error( ctx, GL_INVALID_ENUM, "glGetMapfv(target)" );
- return;
- }
+ if (map1d) {
+ data = map1d->Points;
+ n = map1d->Order * comps;
+ }
+ else {
+ data = map2d->Points;
+ n = map2d->Uorder * map2d->Vorder * comps;
+ }
if (data) {
for (i=0;i<n;i++) {
v[i] = data[i];
}
break;
case GL_ORDER:
- switch (target) {
- case GL_MAP1_COLOR_4:
- *v = ctx->EvalMap.Map1Color4.Order;
- break;
- case GL_MAP1_INDEX:
- *v = ctx->EvalMap.Map1Index.Order;
- break;
- case GL_MAP1_NORMAL:
- *v = ctx->EvalMap.Map1Normal.Order;
- break;
- case GL_MAP1_TEXTURE_COORD_1:
- *v = ctx->EvalMap.Map1Texture1.Order;
- break;
- case GL_MAP1_TEXTURE_COORD_2:
- *v = ctx->EvalMap.Map1Texture2.Order;
- break;
- case GL_MAP1_TEXTURE_COORD_3:
- *v = ctx->EvalMap.Map1Texture3.Order;
- break;
- case GL_MAP1_TEXTURE_COORD_4:
- *v = ctx->EvalMap.Map1Texture4.Order;
- break;
- case GL_MAP1_VERTEX_3:
- *v = ctx->EvalMap.Map1Vertex3.Order;
- break;
- case GL_MAP1_VERTEX_4:
- *v = ctx->EvalMap.Map1Vertex4.Order;
- break;
- case GL_MAP2_COLOR_4:
- v[0] = ctx->EvalMap.Map2Color4.Uorder;
- v[1] = ctx->EvalMap.Map2Color4.Vorder;
- break;
- case GL_MAP2_INDEX:
- v[0] = ctx->EvalMap.Map2Index.Uorder;
- v[1] = ctx->EvalMap.Map2Index.Vorder;
- break;
- case GL_MAP2_NORMAL:
- v[0] = ctx->EvalMap.Map2Normal.Uorder;
- v[1] = ctx->EvalMap.Map2Normal.Vorder;
- break;
- case GL_MAP2_TEXTURE_COORD_1:
- v[0] = ctx->EvalMap.Map2Texture1.Uorder;
- v[1] = ctx->EvalMap.Map2Texture1.Vorder;
- break;
- case GL_MAP2_TEXTURE_COORD_2:
- v[0] = ctx->EvalMap.Map2Texture2.Uorder;
- v[1] = ctx->EvalMap.Map2Texture2.Vorder;
- break;
- case GL_MAP2_TEXTURE_COORD_3:
- v[0] = ctx->EvalMap.Map2Texture3.Uorder;
- v[1] = ctx->EvalMap.Map2Texture3.Vorder;
- break;
- case GL_MAP2_TEXTURE_COORD_4:
- v[0] = ctx->EvalMap.Map2Texture4.Uorder;
- v[1] = ctx->EvalMap.Map2Texture4.Vorder;
- break;
- case GL_MAP2_VERTEX_3:
- v[0] = ctx->EvalMap.Map2Vertex3.Uorder;
- v[1] = ctx->EvalMap.Map2Vertex3.Vorder;
- break;
- case GL_MAP2_VERTEX_4:
- v[0] = ctx->EvalMap.Map2Vertex4.Uorder;
- v[1] = ctx->EvalMap.Map2Vertex4.Vorder;
- break;
- default:
- gl_error( ctx, GL_INVALID_ENUM, "glGetMapfv(target)" );
- return;
- }
+ if (map1d) {
+ v[0] = (GLfloat) map1d->Order;
+ }
+ else {
+ v[0] = (GLfloat) map2d->Uorder;
+ v[1] = (GLfloat) map2d->Vorder;
+ }
break;
case GL_DOMAIN:
- switch (target) {
- case GL_MAP1_COLOR_4:
- v[0] = ctx->EvalMap.Map1Color4.u1;
- v[1] = ctx->EvalMap.Map1Color4.u2;
- break;
- case GL_MAP1_INDEX:
- v[0] = ctx->EvalMap.Map1Index.u1;
- v[1] = ctx->EvalMap.Map1Index.u2;
- break;
- case GL_MAP1_NORMAL:
- v[0] = ctx->EvalMap.Map1Normal.u1;
- v[1] = ctx->EvalMap.Map1Normal.u2;
- break;
- case GL_MAP1_TEXTURE_COORD_1:
- v[0] = ctx->EvalMap.Map1Texture1.u1;
- v[1] = ctx->EvalMap.Map1Texture1.u2;
- break;
- case GL_MAP1_TEXTURE_COORD_2:
- v[0] = ctx->EvalMap.Map1Texture2.u1;
- v[1] = ctx->EvalMap.Map1Texture2.u2;
- break;
- case GL_MAP1_TEXTURE_COORD_3:
- v[0] = ctx->EvalMap.Map1Texture3.u1;
- v[1] = ctx->EvalMap.Map1Texture3.u2;
- break;
- case GL_MAP1_TEXTURE_COORD_4:
- v[0] = ctx->EvalMap.Map1Texture4.u1;
- v[1] = ctx->EvalMap.Map1Texture4.u2;
- break;
- case GL_MAP1_VERTEX_3:
- v[0] = ctx->EvalMap.Map1Vertex3.u1;
- v[1] = ctx->EvalMap.Map1Vertex3.u2;
- break;
- case GL_MAP1_VERTEX_4:
- v[0] = ctx->EvalMap.Map1Vertex4.u1;
- v[1] = ctx->EvalMap.Map1Vertex4.u2;
- break;
- case GL_MAP2_COLOR_4:
- v[0] = ctx->EvalMap.Map2Color4.u1;
- v[1] = ctx->EvalMap.Map2Color4.u2;
- v[2] = ctx->EvalMap.Map2Color4.v1;
- v[3] = ctx->EvalMap.Map2Color4.v2;
- break;
- case GL_MAP2_INDEX:
- v[0] = ctx->EvalMap.Map2Index.u1;
- v[1] = ctx->EvalMap.Map2Index.u2;
- v[2] = ctx->EvalMap.Map2Index.v1;
- v[3] = ctx->EvalMap.Map2Index.v2;
- break;
- case GL_MAP2_NORMAL:
- v[0] = ctx->EvalMap.Map2Normal.u1;
- v[1] = ctx->EvalMap.Map2Normal.u2;
- v[2] = ctx->EvalMap.Map2Normal.v1;
- v[3] = ctx->EvalMap.Map2Normal.v2;
- break;
- case GL_MAP2_TEXTURE_COORD_1:
- v[0] = ctx->EvalMap.Map2Texture1.u1;
- v[1] = ctx->EvalMap.Map2Texture1.u2;
- v[2] = ctx->EvalMap.Map2Texture1.v1;
- v[3] = ctx->EvalMap.Map2Texture1.v2;
- break;
- case GL_MAP2_TEXTURE_COORD_2:
- v[0] = ctx->EvalMap.Map2Texture2.u1;
- v[1] = ctx->EvalMap.Map2Texture2.u2;
- v[2] = ctx->EvalMap.Map2Texture2.v1;
- v[3] = ctx->EvalMap.Map2Texture2.v2;
- break;
- case GL_MAP2_TEXTURE_COORD_3:
- v[0] = ctx->EvalMap.Map2Texture3.u1;
- v[1] = ctx->EvalMap.Map2Texture3.u2;
- v[2] = ctx->EvalMap.Map2Texture3.v1;
- v[3] = ctx->EvalMap.Map2Texture3.v2;
- break;
- case GL_MAP2_TEXTURE_COORD_4:
- v[0] = ctx->EvalMap.Map2Texture4.u1;
- v[1] = ctx->EvalMap.Map2Texture4.u2;
- v[2] = ctx->EvalMap.Map2Texture4.v1;
- v[3] = ctx->EvalMap.Map2Texture4.v2;
- break;
- case GL_MAP2_VERTEX_3:
- v[0] = ctx->EvalMap.Map2Vertex3.u1;
- v[1] = ctx->EvalMap.Map2Vertex3.u2;
- v[2] = ctx->EvalMap.Map2Vertex3.v1;
- v[3] = ctx->EvalMap.Map2Vertex3.v2;
- break;
- case GL_MAP2_VERTEX_4:
- v[0] = ctx->EvalMap.Map2Vertex4.u1;
- v[1] = ctx->EvalMap.Map2Vertex4.u2;
- v[2] = ctx->EvalMap.Map2Vertex4.v1;
- v[3] = ctx->EvalMap.Map2Vertex4.v2;
- break;
- default:
- gl_error( ctx, GL_INVALID_ENUM, "glGetMapfv(target)" );
- }
+ if (map1d) {
+ v[0] = map1d->u1;
+ v[1] = map1d->u2;
+ }
+ else {
+ v[0] = map2d->u1;
+ v[1] = map2d->u2;
+ v[2] = map2d->v1;
+ v[3] = map2d->v2;
+ }
break;
default:
- gl_error( ctx, GL_INVALID_ENUM, "glGetMapfv(query)" );
+ _mesa_error( ctx, GL_INVALID_ENUM, "glGetMapfv(query)" );
}
}
-void gl_GetMapiv( GLcontext* ctx, GLenum target, GLenum query, GLint *v )
+void
+_mesa_GetMapiv( GLenum target, GLenum query, GLint *v )
{
+ GET_CURRENT_CONTEXT(ctx);
+ struct gl_1d_map *map1d;
+ struct gl_2d_map *map2d;
GLuint i, n;
GLfloat *data;
+ GLuint comps;
+
+ ASSERT_OUTSIDE_BEGIN_END(ctx);
+
+ comps = _mesa_evaluator_components(target);
+ if (!comps) {
+ _mesa_error( ctx, GL_INVALID_ENUM, "glGetMapiv(target)" );
+ return;
+ }
+
+ map1d = get_1d_map(ctx, target);
+ map2d = get_2d_map(ctx, target);
+ ASSERT(map1d || map2d);
switch (query) {
case GL_COEFF:
- switch (target) {
- case GL_MAP1_COLOR_4:
- data = ctx->EvalMap.Map1Color4.Points;
- n = ctx->EvalMap.Map1Color4.Order * 4;
- break;
- case GL_MAP1_INDEX:
- data = ctx->EvalMap.Map1Index.Points;
- n = ctx->EvalMap.Map1Index.Order;
- break;
- case GL_MAP1_NORMAL:
- data = ctx->EvalMap.Map1Normal.Points;
- n = ctx->EvalMap.Map1Normal.Order * 3;
- break;
- case GL_MAP1_TEXTURE_COORD_1:
- data = ctx->EvalMap.Map1Texture1.Points;
- n = ctx->EvalMap.Map1Texture1.Order * 1;
- break;
- case GL_MAP1_TEXTURE_COORD_2:
- data = ctx->EvalMap.Map1Texture2.Points;
- n = ctx->EvalMap.Map1Texture2.Order * 2;
- break;
- case GL_MAP1_TEXTURE_COORD_3:
- data = ctx->EvalMap.Map1Texture3.Points;
- n = ctx->EvalMap.Map1Texture3.Order * 3;
- break;
- case GL_MAP1_TEXTURE_COORD_4:
- data = ctx->EvalMap.Map1Texture4.Points;
- n = ctx->EvalMap.Map1Texture4.Order * 4;
- break;
- case GL_MAP1_VERTEX_3:
- data = ctx->EvalMap.Map1Vertex3.Points;
- n = ctx->EvalMap.Map1Vertex3.Order * 3;
- break;
- case GL_MAP1_VERTEX_4:
- data = ctx->EvalMap.Map1Vertex4.Points;
- n = ctx->EvalMap.Map1Vertex4.Order * 4;
- break;
- case GL_MAP2_COLOR_4:
- data = ctx->EvalMap.Map2Color4.Points;
- n = ctx->EvalMap.Map2Color4.Uorder
- * ctx->EvalMap.Map2Color4.Vorder * 4;
- break;
- case GL_MAP2_INDEX:
- data = ctx->EvalMap.Map2Index.Points;
- n = ctx->EvalMap.Map2Index.Uorder
- * ctx->EvalMap.Map2Index.Vorder;
- break;
- case GL_MAP2_NORMAL:
- data = ctx->EvalMap.Map2Normal.Points;
- n = ctx->EvalMap.Map2Normal.Uorder
- * ctx->EvalMap.Map2Normal.Vorder * 3;
- break;
- case GL_MAP2_TEXTURE_COORD_1:
- data = ctx->EvalMap.Map2Texture1.Points;
- n = ctx->EvalMap.Map2Texture1.Uorder
- * ctx->EvalMap.Map2Texture1.Vorder * 1;
- break;
- case GL_MAP2_TEXTURE_COORD_2:
- data = ctx->EvalMap.Map2Texture2.Points;
- n = ctx->EvalMap.Map2Texture2.Uorder
- * ctx->EvalMap.Map2Texture2.Vorder * 2;
- break;
- case GL_MAP2_TEXTURE_COORD_3:
- data = ctx->EvalMap.Map2Texture3.Points;
- n = ctx->EvalMap.Map2Texture3.Uorder
- * ctx->EvalMap.Map2Texture3.Vorder * 3;
- break;
- case GL_MAP2_TEXTURE_COORD_4:
- data = ctx->EvalMap.Map2Texture4.Points;
- n = ctx->EvalMap.Map2Texture4.Uorder
- * ctx->EvalMap.Map2Texture4.Vorder * 4;
- break;
- case GL_MAP2_VERTEX_3:
- data = ctx->EvalMap.Map2Vertex3.Points;
- n = ctx->EvalMap.Map2Vertex3.Uorder
- * ctx->EvalMap.Map2Vertex3.Vorder * 3;
- break;
- case GL_MAP2_VERTEX_4:
- data = ctx->EvalMap.Map2Vertex4.Points;
- n = ctx->EvalMap.Map2Vertex4.Uorder
- * ctx->EvalMap.Map2Vertex4.Vorder * 4;
- break;
- default:
- gl_error( ctx, GL_INVALID_ENUM, "glGetMapiv(target)" );
- return;
- }
+ if (map1d) {
+ data = map1d->Points;
+ n = map1d->Order * comps;
+ }
+ else {
+ data = map2d->Points;
+ n = map2d->Uorder * map2d->Vorder * comps;
+ }
if (data) {
for (i=0;i<n;i++) {
v[i] = ROUNDF(data[i]);
}
break;
case GL_ORDER:
- switch (target) {
- case GL_MAP1_COLOR_4:
- *v = ctx->EvalMap.Map1Color4.Order;
- break;
- case GL_MAP1_INDEX:
- *v = ctx->EvalMap.Map1Index.Order;
- break;
- case GL_MAP1_NORMAL:
- *v = ctx->EvalMap.Map1Normal.Order;
- break;
- case GL_MAP1_TEXTURE_COORD_1:
- *v = ctx->EvalMap.Map1Texture1.Order;
- break;
- case GL_MAP1_TEXTURE_COORD_2:
- *v = ctx->EvalMap.Map1Texture2.Order;
- break;
- case GL_MAP1_TEXTURE_COORD_3:
- *v = ctx->EvalMap.Map1Texture3.Order;
- break;
- case GL_MAP1_TEXTURE_COORD_4:
- *v = ctx->EvalMap.Map1Texture4.Order;
- break;
- case GL_MAP1_VERTEX_3:
- *v = ctx->EvalMap.Map1Vertex3.Order;
- break;
- case GL_MAP1_VERTEX_4:
- *v = ctx->EvalMap.Map1Vertex4.Order;
- break;
- case GL_MAP2_COLOR_4:
- v[0] = ctx->EvalMap.Map2Color4.Uorder;
- v[1] = ctx->EvalMap.Map2Color4.Vorder;
- break;
- case GL_MAP2_INDEX:
- v[0] = ctx->EvalMap.Map2Index.Uorder;
- v[1] = ctx->EvalMap.Map2Index.Vorder;
- break;
- case GL_MAP2_NORMAL:
- v[0] = ctx->EvalMap.Map2Normal.Uorder;
- v[1] = ctx->EvalMap.Map2Normal.Vorder;
- break;
- case GL_MAP2_TEXTURE_COORD_1:
- v[0] = ctx->EvalMap.Map2Texture1.Uorder;
- v[1] = ctx->EvalMap.Map2Texture1.Vorder;
- break;
- case GL_MAP2_TEXTURE_COORD_2:
- v[0] = ctx->EvalMap.Map2Texture2.Uorder;
- v[1] = ctx->EvalMap.Map2Texture2.Vorder;
- break;
- case GL_MAP2_TEXTURE_COORD_3:
- v[0] = ctx->EvalMap.Map2Texture3.Uorder;
- v[1] = ctx->EvalMap.Map2Texture3.Vorder;
- break;
- case GL_MAP2_TEXTURE_COORD_4:
- v[0] = ctx->EvalMap.Map2Texture4.Uorder;
- v[1] = ctx->EvalMap.Map2Texture4.Vorder;
- break;
- case GL_MAP2_VERTEX_3:
- v[0] = ctx->EvalMap.Map2Vertex3.Uorder;
- v[1] = ctx->EvalMap.Map2Vertex3.Vorder;
- break;
- case GL_MAP2_VERTEX_4:
- v[0] = ctx->EvalMap.Map2Vertex4.Uorder;
- v[1] = ctx->EvalMap.Map2Vertex4.Vorder;
- break;
- default:
- gl_error( ctx, GL_INVALID_ENUM, "glGetMapiv(target)" );
- return;
- }
+ if (map1d) {
+ v[0] = map1d->Order;
+ }
+ else {
+ v[0] = map2d->Uorder;
+ v[1] = map2d->Vorder;
+ }
break;
case GL_DOMAIN:
- switch (target) {
- case GL_MAP1_COLOR_4:
- v[0] = ROUNDF(ctx->EvalMap.Map1Color4.u1);
- v[1] = ROUNDF(ctx->EvalMap.Map1Color4.u2);
- break;
- case GL_MAP1_INDEX:
- v[0] = ROUNDF(ctx->EvalMap.Map1Index.u1);
- v[1] = ROUNDF(ctx->EvalMap.Map1Index.u2);
- break;
- case GL_MAP1_NORMAL:
- v[0] = ROUNDF(ctx->EvalMap.Map1Normal.u1);
- v[1] = ROUNDF(ctx->EvalMap.Map1Normal.u2);
- break;
- case GL_MAP1_TEXTURE_COORD_1:
- v[0] = ROUNDF(ctx->EvalMap.Map1Texture1.u1);
- v[1] = ROUNDF(ctx->EvalMap.Map1Texture1.u2);
- break;
- case GL_MAP1_TEXTURE_COORD_2:
- v[0] = ROUNDF(ctx->EvalMap.Map1Texture2.u1);
- v[1] = ROUNDF(ctx->EvalMap.Map1Texture2.u2);
- break;
- case GL_MAP1_TEXTURE_COORD_3:
- v[0] = ROUNDF(ctx->EvalMap.Map1Texture3.u1);
- v[1] = ROUNDF(ctx->EvalMap.Map1Texture3.u2);
- break;
- case GL_MAP1_TEXTURE_COORD_4:
- v[0] = ROUNDF(ctx->EvalMap.Map1Texture4.u1);
- v[1] = ROUNDF(ctx->EvalMap.Map1Texture4.u2);
- break;
- case GL_MAP1_VERTEX_3:
- v[0] = ROUNDF(ctx->EvalMap.Map1Vertex3.u1);
- v[1] = ROUNDF(ctx->EvalMap.Map1Vertex3.u2);
- break;
- case GL_MAP1_VERTEX_4:
- v[0] = ROUNDF(ctx->EvalMap.Map1Vertex4.u1);
- v[1] = ROUNDF(ctx->EvalMap.Map1Vertex4.u2);
- break;
- case GL_MAP2_COLOR_4:
- v[0] = ROUNDF(ctx->EvalMap.Map2Color4.u1);
- v[1] = ROUNDF(ctx->EvalMap.Map2Color4.u2);
- v[2] = ROUNDF(ctx->EvalMap.Map2Color4.v1);
- v[3] = ROUNDF(ctx->EvalMap.Map2Color4.v2);
- break;
- case GL_MAP2_INDEX:
- v[0] = ROUNDF(ctx->EvalMap.Map2Index.u1);
- v[1] = ROUNDF(ctx->EvalMap.Map2Index.u2);
- v[2] = ROUNDF(ctx->EvalMap.Map2Index.v1);
- v[3] = ROUNDF(ctx->EvalMap.Map2Index.v2);
- break;
- case GL_MAP2_NORMAL:
- v[0] = ROUNDF(ctx->EvalMap.Map2Normal.u1);
- v[1] = ROUNDF(ctx->EvalMap.Map2Normal.u2);
- v[2] = ROUNDF(ctx->EvalMap.Map2Normal.v1);
- v[3] = ROUNDF(ctx->EvalMap.Map2Normal.v2);
- break;
- case GL_MAP2_TEXTURE_COORD_1:
- v[0] = ROUNDF(ctx->EvalMap.Map2Texture1.u1);
- v[1] = ROUNDF(ctx->EvalMap.Map2Texture1.u2);
- v[2] = ROUNDF(ctx->EvalMap.Map2Texture1.v1);
- v[3] = ROUNDF(ctx->EvalMap.Map2Texture1.v2);
- break;
- case GL_MAP2_TEXTURE_COORD_2:
- v[0] = ROUNDF(ctx->EvalMap.Map2Texture2.u1);
- v[1] = ROUNDF(ctx->EvalMap.Map2Texture2.u2);
- v[2] = ROUNDF(ctx->EvalMap.Map2Texture2.v1);
- v[3] = ROUNDF(ctx->EvalMap.Map2Texture2.v2);
- break;
- case GL_MAP2_TEXTURE_COORD_3:
- v[0] = ROUNDF(ctx->EvalMap.Map2Texture3.u1);
- v[1] = ROUNDF(ctx->EvalMap.Map2Texture3.u2);
- v[2] = ROUNDF(ctx->EvalMap.Map2Texture3.v1);
- v[3] = ROUNDF(ctx->EvalMap.Map2Texture3.v2);
- break;
- case GL_MAP2_TEXTURE_COORD_4:
- v[0] = ROUNDF(ctx->EvalMap.Map2Texture4.u1);
- v[1] = ROUNDF(ctx->EvalMap.Map2Texture4.u2);
- v[2] = ROUNDF(ctx->EvalMap.Map2Texture4.v1);
- v[3] = ROUNDF(ctx->EvalMap.Map2Texture4.v2);
- break;
- case GL_MAP2_VERTEX_3:
- v[0] = ROUNDF(ctx->EvalMap.Map2Vertex3.u1);
- v[1] = ROUNDF(ctx->EvalMap.Map2Vertex3.u2);
- v[2] = ROUNDF(ctx->EvalMap.Map2Vertex3.v1);
- v[3] = ROUNDF(ctx->EvalMap.Map2Vertex3.v2);
- break;
- case GL_MAP2_VERTEX_4:
- v[0] = ROUNDF(ctx->EvalMap.Map2Vertex4.u1);
- v[1] = ROUNDF(ctx->EvalMap.Map2Vertex4.u2);
- v[2] = ROUNDF(ctx->EvalMap.Map2Vertex4.v1);
- v[3] = ROUNDF(ctx->EvalMap.Map2Vertex4.v2);
- break;
- default:
- gl_error( ctx, GL_INVALID_ENUM, "glGetMapiv(target)" );
- }
+ if (map1d) {
+ v[0] = ROUNDF(map1d->u1);
+ v[1] = ROUNDF(map1d->u2);
+ }
+ else {
+ v[0] = ROUNDF(map2d->u1);
+ v[1] = ROUNDF(map2d->u2);
+ v[2] = ROUNDF(map2d->v1);
+ v[3] = ROUNDF(map2d->v2);
+ }
break;
default:
- gl_error( ctx, GL_INVALID_ENUM, "glGetMapiv(query)" );
+ _mesa_error( ctx, GL_INVALID_ENUM, "glGetMapiv(query)" );
}
}
-void eval_points1( GLfloat outcoord[][4],
- GLfloat coord[][4],
- const GLuint *flags,
- GLfloat du, GLfloat u1 )
-{
- GLuint i;
- for (i = VB_START ; !(flags[i] & VERT_END_VB) ; i++)
- if (flags[i] & VERT_EVAL_P1)
- outcoord[i][0] = coord[i][0] * du + u1;
- else if (flags[i] & VERT_EVAL_ANY) {
- outcoord[i][0] = coord[i][0];
- outcoord[i][1] = coord[i][1];
- }
-}
-
-void eval_points2( GLfloat outcoord[][4],
- GLfloat coord[][4],
- const GLuint *flags,
- GLfloat du, GLfloat u1,
- GLfloat dv, GLfloat v1 )
-{
- GLuint i;
- for (i = VB_START ; !(flags[i] & VERT_END_VB) ; i++)
- if (flags[i] & VERT_EVAL_P2) {
- outcoord[i][0] = coord[i][0] * du + u1;
- outcoord[i][1] = coord[i][1] * dv + v1;
- } else if (flags[i] & VERT_EVAL_ANY) {
- outcoord[i][0] = coord[i][0];
- outcoord[i][1] = coord[i][1];
- }
-}
-
-
-static const GLubyte dirty_flags[5] = {
- 0, /* not possible */
- VEC_DIRTY_0,
- VEC_DIRTY_1,
- VEC_DIRTY_2,
- VEC_DIRTY_3
-};
-
-
-GLvector4f *eval1_4f( GLvector4f *dest,
- GLfloat coord[][4],
- const GLuint *flags,
- GLuint dimension,
- struct gl_1d_map *map )
-{
- const GLfloat u1 = map->u1;
- const GLfloat du = map->du;
- GLfloat (*to)[4] = dest->data;
- GLuint i;
-
- for (i = VB_START ; !(flags[i] & VERT_END_VB) ; i++)
- if (flags[i] & (VERT_EVAL_C1|VERT_EVAL_P1)) {
- GLfloat u = (coord[i][0] - u1) * du;
- ASSIGN_4V(to[i], 0,0,0,1);
- horner_bezier_curve(map->Points, to[i], u, dimension, map->Order);
- }
-
- dest->count = i;
- dest->size = MAX2(dest->size, dimension);
- dest->flags |= dirty_flags[dimension];
- return dest;
-}
-
-
-GLvector1ui *eval1_1ui( GLvector1ui *dest,
- GLfloat coord[][4],
- const GLuint *flags,
- struct gl_1d_map *map )
-{
- const GLfloat u1 = map->u1;
- const GLfloat du = map->du;
- GLuint *to = dest->data;
- GLuint i;
-
- for (i = VB_START ; !(flags[i] & VERT_END_VB) ; i++)
- if (flags[i] & (VERT_EVAL_C1|VERT_EVAL_P1)) {
- GLfloat u = (coord[i][0] - u1) * du;
- GLfloat tmp;
- horner_bezier_curve(map->Points, &tmp, u, 1, map->Order);
- to[i] = (GLuint) (GLint) tmp;
- }
-
- dest->count = i;
- return dest;
-}
-
-GLvector3f *eval1_norm( GLvector3f *dest,
- GLfloat coord[][4],
- GLuint *flags, /* not const */
- struct gl_1d_map *map )
-{
- const GLfloat u1 = map->u1;
- const GLfloat du = map->du;
- GLfloat (*to)[3] = dest->data;
- GLuint i;
-
- for (i = VB_START ; !(flags[i] & VERT_END_VB) ; i++)
- if (flags[i] & (VERT_EVAL_C1|VERT_EVAL_P1)) {
- GLfloat u = (coord[i][0] - u1) * du;
- horner_bezier_curve(map->Points, to[i], u, 3, map->Order);
- flags[i+1] |= VERT_NORM; /* reset */
- }
-
- dest->count = i;
- return dest;
-}
-
-GLvector4ub *eval1_color( GLvector4ub *dest,
- GLfloat coord[][4],
- GLuint *flags, /* not const */
- struct gl_1d_map *map )
-{
- const GLfloat u1 = map->u1;
- const GLfloat du = map->du;
- GLubyte (*to)[4] = dest->data;
- GLuint i;
-
- for (i = VB_START ; !(flags[i] & VERT_END_VB) ; i++)
- if (flags[i] & (VERT_EVAL_C1|VERT_EVAL_P1)) {
- GLfloat u = (coord[i][0] - u1) * du;
- GLfloat fcolor[4];
- horner_bezier_curve(map->Points, fcolor, u, 4, map->Order);
- FLOAT_RGBA_TO_UBYTE_RGBA(to[i], fcolor);
- flags[i+1] |= VERT_RGBA; /* reset */
- }
-
- dest->count = i;
- return dest;
-}
-
-
-
-
-GLvector4f *eval2_obj_norm( GLvector4f *obj_ptr,
- GLvector3f *norm_ptr,
- GLfloat coord[][4],
- GLuint *flags,
- GLuint dimension,
- struct gl_2d_map *map )
-{
- const GLfloat u1 = map->u1;
- const GLfloat du = map->du;
- const GLfloat v1 = map->v1;
- const GLfloat dv = map->dv;
- GLfloat (*obj)[4] = obj_ptr->data;
- GLfloat (*normal)[3] = norm_ptr->data;
- GLuint i;
-
- for (i = VB_START ; !(flags[i] & VERT_END_VB) ; i++)
- if (flags[i] & (VERT_EVAL_C2|VERT_EVAL_P2)) {
- GLfloat u = (coord[i][0] - u1) * du;
- GLfloat v = (coord[i][1] - v1) * dv;
- GLfloat du[4], dv[4];
-
- ASSIGN_4V(obj[i], 0,0,0,1);
- de_casteljau_surf(map->Points, obj[i], du, dv, u, v, dimension,
- map->Uorder, map->Vorder);
-
- CROSS3(normal[i], du, dv);
- NORMALIZE_3FV(normal[i]);
- flags[i+1] |= VERT_NORM;
- }
-
- obj_ptr->count = i;
- obj_ptr->size = MAX2(obj_ptr->size, dimension);
- obj_ptr->flags |= dirty_flags[dimension];
- return obj_ptr;
-}
-
-
-GLvector4f *eval2_4f( GLvector4f *dest,
- GLfloat coord[][4],
- const GLuint *flags,
- GLuint dimension,
- struct gl_2d_map *map )
-{
- const GLfloat u1 = map->u1;
- const GLfloat du = map->du;
- const GLfloat v1 = map->v1;
- const GLfloat dv = map->dv;
- GLfloat (*to)[4] = dest->data;
- GLuint i;
-
- for (i = VB_START ; !(flags[i] & VERT_END_VB) ; i++)
- if (flags[i] & (VERT_EVAL_C2|VERT_EVAL_P2)) {
- GLfloat u = (coord[i][0] - u1) * du;
- GLfloat v = (coord[i][1] - v1) * dv;
- horner_bezier_surf(map->Points, to[i], u, v, dimension,
- map->Uorder, map->Vorder);
- }
-
- dest->count = i;
- dest->size = MAX2(dest->size, dimension);
- dest->flags |= dirty_flags[dimension];
- return dest;
-}
-
-
-GLvector3f *eval2_norm( GLvector3f *dest,
- GLfloat coord[][4],
- GLuint *flags,
- struct gl_2d_map *map )
-{
- const GLfloat u1 = map->u1;
- const GLfloat du = map->du;
- const GLfloat v1 = map->v1;
- const GLfloat dv = map->dv;
- GLfloat (*to)[3] = dest->data;
- GLuint i;
-
- for (i = VB_START ; !(flags[i] & VERT_END_VB) ; i++)
- if (flags[i] & (VERT_EVAL_C2|VERT_EVAL_P2)) {
- GLfloat u = (coord[i][0] - u1) * du;
- GLfloat v = (coord[i][1] - v1) * dv;
- horner_bezier_surf(map->Points, to[i], u, v, 3,
- map->Uorder, map->Vorder);
- flags[i+1] |= VERT_NORM; /* reset */
- }
-
- dest->count = i;
- return dest;
-}
-
-
-GLvector1ui *eval2_1ui( GLvector1ui *dest,
- GLfloat coord[][4],
- const GLuint *flags,
- struct gl_2d_map *map )
-{
- const GLfloat u1 = map->u1;
- const GLfloat du = map->du;
- const GLfloat v1 = map->v1;
- const GLfloat dv = map->dv;
- GLuint *to = dest->data;
- GLuint i;
-
- for (i = VB_START ; !(flags[i] & VERT_END_VB) ; i++)
- if (flags[i] & (VERT_EVAL_C2|VERT_EVAL_P2)) {
- GLfloat u = (coord[i][0] - u1) * du;
- GLfloat v = (coord[i][1] - v1) * dv;
- GLfloat tmp;
- horner_bezier_surf(map->Points, &tmp, u, v, 1,
- map->Uorder, map->Vorder);
-
- to[i] = (GLuint) (GLint) tmp;
- }
-
- dest->count = i;
- return dest;
-}
-
-
-
-GLvector4ub *eval2_color( GLvector4ub *dest,
- GLfloat coord[][4],
- GLuint *flags,
- struct gl_2d_map *map )
-{
- const GLfloat u1 = map->u1;
- const GLfloat du = map->du;
- const GLfloat v1 = map->v1;
- const GLfloat dv = map->dv;
- GLubyte (*to)[4] = dest->data;
- GLuint i;
-
- for (i = VB_START ; !(flags[i] & VERT_END_VB) ; i++)
- if (flags[i] & (VERT_EVAL_C2|VERT_EVAL_P2)) {
- GLfloat u = (coord[i][0] - u1) * du;
- GLfloat v = (coord[i][1] - v1) * dv;
- GLfloat fcolor[4];
- horner_bezier_surf(map->Points, fcolor, u, v, 4,
- map->Uorder, map->Vorder);
- FLOAT_RGBA_TO_UBYTE_RGBA(to[i], fcolor);
- flags[i+1] |= VERT_RGBA; /* reset */
- }
-
- dest->count = i;
- return dest;
-}
-
-
-GLvector4f *copy_4f( GLvector4f *out, CONST GLvector4f *in,
- const GLuint *flags)
-{
- GLfloat (*to)[4] = out->data;
- GLfloat (*from)[4] = in->data;
- GLuint i;
-
- for ( i = VB_START ; !(flags[i] & VERT_END_VB) ; i++)
- if (!(flags[i] & VERT_EVAL_ANY))
- COPY_4FV( to[i], from[i] );
-
- return out;
-}
-
-GLvector3f *copy_3f( GLvector3f *out, CONST GLvector3f *in,
- const GLuint *flags)
-{
- GLfloat (*to)[3] = out->data;
- GLfloat (*from)[3] = in->data;
- GLuint i;
-
- for ( i = VB_START ; !(flags[i] & VERT_END_VB) ; i++)
- if (!(flags[i] & VERT_EVAL_ANY))
- COPY_3V( to[i], from[i] );
-
- return out;
-}
-
-GLvector4ub *copy_4ub( GLvector4ub *out, CONST GLvector4ub *in,
- const GLuint *flags )
-{
- GLubyte (*to)[4] = out->data;
- GLubyte (*from)[4] = in->data;
- GLuint i;
-
- for ( i = VB_START ; !(flags[i] & VERT_END_VB) ; i++)
- if (!(flags[i] & VERT_EVAL_ANY))
- COPY_4UBV( to[i], from[i] );
-
- return out;
-}
-
-GLvector1ui *copy_1ui( GLvector1ui *out, CONST GLvector1ui *in,
- const GLuint *flags )
-{
- GLuint *to = out->data;
- CONST GLuint *from = in->data;
- GLuint i;
-
- for ( i = VB_START ; !(flags[i] & VERT_END_VB) ; i++)
- if (!(flags[i] & VERT_EVAL_ANY))
- to[i] = from[i];
-
- return out;
-}
-
-
-/* KW: Rewrote this to perform eval on a whole buffer at once.
- * Only evaluates active data items, and avoids scribbling
- * the source buffer if we are running from a display list.
- *
- * If the user (in this case looser) sends eval coordinates
- * or runs a display list containing eval coords with no
- * vertex maps enabled, we have to either copy all non-eval
- * data to a new buffer, or find a way of working around
- * the eval data. I choose the second option.
- *
- * KW: This code not reached by cva - use IM to access storage.
- */
-void gl_eval_vb( struct vertex_buffer *VB )
+void
+_mesa_MapGrid1f( GLint un, GLfloat u1, GLfloat u2 )
{
- struct immediate *IM = VB->IM;
- GLcontext *ctx = VB->ctx;
- GLuint req = ctx->CVA.elt.inputs;
- GLfloat (*coord)[4] = VB->ObjPtr->data;
- GLuint *flags = VB->Flag;
- GLuint new_flags = 0;
-
-
- GLuint any_eval1 = VB->OrFlag & (VERT_EVAL_C1|VERT_EVAL_P1);
- GLuint any_eval2 = VB->OrFlag & (VERT_EVAL_C2|VERT_EVAL_P2);
- GLuint all_eval = VB->AndFlag & VERT_EVAL_ANY;
-
- /* Handle the degenerate cases.
- */
- if (any_eval1 && !ctx->Eval.Map1Vertex4 && !ctx->Eval.Map1Vertex3) {
- VB->PurgeFlags |= (VERT_EVAL_C1|VERT_EVAL_P1);
- VB->EarlyCull = 0;
- any_eval1 = GL_FALSE;
- }
-
- if (any_eval2 && !ctx->Eval.Map2Vertex4 && !ctx->Eval.Map2Vertex3) {
- VB->PurgeFlags |= (VERT_EVAL_C2|VERT_EVAL_P2);
- VB->EarlyCull = 0;
- any_eval2 = GL_FALSE;
- }
-
- /* KW: This really is a degenerate case - doing this disables
- * culling, and causes dummy values for the missing vertices to be
- * transformed and clip tested. It also forces the individual
- * cliptesting of each primitive in vb_render. I wish there was a
- * nice alternative, but I can't say I want to put effort into
- * optimizing such a bad usage of the library - I'd much rather
- * work on useful changes.
- */
- if (VB->PurgeFlags) {
- if (!any_eval1 && !any_eval2 && all_eval) VB->Count = VB_START;
- gl_purge_vertices( VB );
- if (!any_eval1 && !any_eval2) return;
- } else
- VB->IndirectCount = VB->Count;
-
- /* Translate points into coords.
- */
- if (any_eval1 && (VB->OrFlag & VERT_EVAL_P1))
- {
- eval_points1( IM->Obj, coord, flags,
- ctx->Eval.MapGrid1du,
- ctx->Eval.MapGrid1u1);
-
- coord = IM->Obj;
- }
-
- if (any_eval2 && (VB->OrFlag & VERT_EVAL_P2))
- {
- eval_points2( IM->Obj, coord, flags,
- ctx->Eval.MapGrid2du,
- ctx->Eval.MapGrid2u1,
- ctx->Eval.MapGrid2dv,
- ctx->Eval.MapGrid2v1 );
-
- coord = IM->Obj;
- }
-
- /* Perform the evaluations on active data elements.
- */
- if (req & VERT_INDEX)
- {
- GLvector1ui *in_index = VB->IndexPtr;
- GLvector1ui *out_index = &IM->v.Index;
-
- if (ctx->Eval.Map1Index && any_eval1)
- VB->IndexPtr = eval1_1ui( out_index, coord, flags,
- &ctx->EvalMap.Map1Index );
-
- if (ctx->Eval.Map2Index && any_eval2)
- VB->IndexPtr = eval2_1ui( out_index, coord, flags,
- &ctx->EvalMap.Map2Index );
-
- if (VB->IndexPtr != in_index) {
- new_flags |= VERT_INDEX;
- if (!all_eval)
- VB->IndexPtr = copy_1ui( out_index, in_index, flags );
- }
- }
-
- if (req & VERT_RGBA)
- {
- GLvector4ub *in_color = VB->ColorPtr;
- GLvector4ub *out_color = &IM->v.Color;
-
- if (ctx->Eval.Map1Color4 && any_eval1)
- VB->ColorPtr = eval1_color( out_color, coord, flags,
- &ctx->EvalMap.Map1Color4 );
-
- if (ctx->Eval.Map2Color4 && any_eval2)
- VB->ColorPtr = eval2_color( out_color, coord, flags,
- &ctx->EvalMap.Map2Color4 );
-
- if (VB->ColorPtr != in_color) {
- new_flags |= VERT_RGBA;
- if (!all_eval)
- VB->ColorPtr = copy_4ub( out_color, in_color, flags );
- }
-
- VB->Color[0] = VB->Color[1] = VB->ColorPtr;
- }
-
-
- if (req & VERT_NORM)
- {
- GLvector3f *in_normal = VB->NormalPtr;
- GLvector3f *out_normal = &IM->v.Normal;
-
- if (ctx->Eval.Map1Normal && any_eval1)
- VB->NormalPtr = eval1_norm( out_normal, coord, flags,
- &ctx->EvalMap.Map1Normal );
-
- if (ctx->Eval.Map2Normal && any_eval2)
- VB->NormalPtr = eval2_norm( out_normal, coord, flags,
- &ctx->EvalMap.Map2Normal );
-
- if (VB->NormalPtr != in_normal) {
- new_flags |= VERT_NORM;
- if (!all_eval)
- VB->NormalPtr = copy_3f( out_normal, in_normal, flags );
- }
- }
-
-
- if (req & VERT_TEX_ANY(0))
- {
- GLvector4f *tc = VB->TexCoordPtr[0];
- GLvector4f *in = tc;
- GLvector4f *out = &IM->v.TexCoord[0];
-
- if (any_eval1) {
- if (ctx->Eval.Map1TextureCoord4)
- tc = eval1_4f( out, coord, flags, 4, &ctx->EvalMap.Map1Texture4);
- else if (ctx->Eval.Map1TextureCoord3)
- tc = eval1_4f( out, coord, flags, 3, &ctx->EvalMap.Map1Texture3);
- else if (ctx->Eval.Map1TextureCoord2)
- tc = eval1_4f( out, coord, flags, 2, &ctx->EvalMap.Map1Texture2);
- else if (ctx->Eval.Map1TextureCoord1)
- tc = eval1_4f( out, coord, flags, 1, &ctx->EvalMap.Map1Texture1);
- }
-
- if (any_eval2) {
- if (ctx->Eval.Map2TextureCoord4)
- tc = eval2_4f( out, coord, flags, 4, &ctx->EvalMap.Map2Texture4);
- else if (ctx->Eval.Map2TextureCoord3)
- tc = eval2_4f( out, coord, flags, 3, &ctx->EvalMap.Map2Texture3);
- else if (ctx->Eval.Map2TextureCoord2)
- tc = eval2_4f( out, coord, flags, 2, &ctx->EvalMap.Map2Texture2);
- else if (ctx->Eval.Map2TextureCoord1)
- tc = eval2_4f( out, coord, flags, 1, &ctx->EvalMap.Map2Texture1);
- }
-
- if (tc != in) {
- new_flags |= VERT_TEX_ANY(0); /* fix for sizes.. */
- if (!all_eval)
- tc = copy_4f( out, in, flags );
- }
-
- VB->TexCoordPtr[0] = tc;
- }
-
-
- {
- GLvector4f *in = VB->ObjPtr;
- GLvector4f *out = &IM->v.Obj;
- GLvector4f *obj = in;
-
- if (any_eval1) {
- if (ctx->Eval.Map1Vertex4)
- obj = eval1_4f( out, coord, flags, 4, &ctx->EvalMap.Map1Vertex4);
- else
- obj = eval1_4f( out, coord, flags, 3, &ctx->EvalMap.Map1Vertex3);
- }
-
- if (any_eval2) {
- if (ctx->Eval.Map2Vertex4)
- {
- if (ctx->Eval.AutoNormal && (req & VERT_NORM))
- obj = eval2_obj_norm( out, VB->NormalPtr, coord, flags, 4,
- &ctx->EvalMap.Map2Vertex4 );
- else
- obj = eval2_4f( out, coord, flags, 4,
- &ctx->EvalMap.Map2Vertex4);
- }
- else if (ctx->Eval.Map2Vertex3)
- {
- if (ctx->Eval.AutoNormal && (req & VERT_NORM))
- obj = eval2_obj_norm( out, VB->NormalPtr, coord, flags, 3,
- &ctx->EvalMap.Map2Vertex3 );
- else
- obj = eval2_4f( out, coord, flags, 3,
- &ctx->EvalMap.Map2Vertex3 );
- }
- }
-
- if (obj != in && !all_eval)
- obj = copy_4f( out, in, flags );
-
- VB->ObjPtr = obj;
- }
-
- if (new_flags) {
- GLuint *oldflags = VB->Flag;
- GLuint *flags = VB->Flag = VB->EvaluatedFlags;
- GLuint i;
- GLuint count = VB->Count;
-
- if (!flags) {
- VB->EvaluatedFlags = (GLuint *)malloc(VB->Size * sizeof(GLuint));
- flags = VB->Flag = VB->EvaluatedFlags;
- }
-
- if (all_eval) {
- for (i = 0 ; i < count ; i++)
- flags[i] = oldflags[i] | new_flags;
- VB->AndFlag |= new_flags;
- } else {
- GLuint andflag = ~0;
- for (i = 0 ; i < count ; i++) {
- if (oldflags[i] & VERT_EVAL_ANY)
- flags[i] = oldflags[i] | new_flags;
- andflag &= flags[i];
- }
- VB->AndFlag = andflag;
- }
- }
-}
-
-
-void gl_MapGrid1f( GLcontext* ctx, GLint un, GLfloat u1, GLfloat u2 )
-{
- ASSERT_OUTSIDE_BEGIN_END_AND_FLUSH(ctx, "glMapGrid1f");
+ GET_CURRENT_CONTEXT(ctx);
+ ASSERT_OUTSIDE_BEGIN_END(ctx);
if (un<1) {
- gl_error( ctx, GL_INVALID_VALUE, "glMapGrid1f" );
+ _mesa_error( ctx, GL_INVALID_VALUE, "glMapGrid1f" );
return;
}
+ FLUSH_VERTICES(ctx, _NEW_EVAL);
ctx->Eval.MapGrid1un = un;
ctx->Eval.MapGrid1u1 = u1;
ctx->Eval.MapGrid1u2 = u2;
}
-void gl_MapGrid2f( GLcontext* ctx, GLint un, GLfloat u1, GLfloat u2,
- GLint vn, GLfloat v1, GLfloat v2 )
+void
+_mesa_MapGrid1d( GLint un, GLdouble u1, GLdouble u2 )
+{
+ _mesa_MapGrid1f( un, (GLfloat) u1, (GLfloat) u2 );
+}
+
+
+void
+_mesa_MapGrid2f( GLint un, GLfloat u1, GLfloat u2,
+ GLint vn, GLfloat v1, GLfloat v2 )
{
- ASSERT_OUTSIDE_BEGIN_END_AND_FLUSH(ctx, "glMapGrid2f");
+ GET_CURRENT_CONTEXT(ctx);
+ ASSERT_OUTSIDE_BEGIN_END(ctx);
+
if (un<1) {
- gl_error( ctx, GL_INVALID_VALUE, "glMapGrid2f(un)" );
+ _mesa_error( ctx, GL_INVALID_VALUE, "glMapGrid2f(un)" );
return;
}
if (vn<1) {
- gl_error( ctx, GL_INVALID_VALUE, "glMapGrid2f(vn)" );
+ _mesa_error( ctx, GL_INVALID_VALUE, "glMapGrid2f(vn)" );
return;
}
+
+ FLUSH_VERTICES(ctx, _NEW_EVAL);
ctx->Eval.MapGrid2un = un;
ctx->Eval.MapGrid2u1 = u1;
ctx->Eval.MapGrid2u2 = u2;
}
-
-void gl_EvalMesh1( GLcontext* ctx, GLenum mode, GLint i1, GLint i2 )
+void
+_mesa_MapGrid2d( GLint un, GLdouble u1, GLdouble u2,
+ GLint vn, GLdouble v1, GLdouble v2 )
{
- GLint i;
- GLfloat u, du;
- GLenum prim;
-
- ASSERT_OUTSIDE_BEGIN_END_AND_FLUSH(ctx, "glEvalMesh1");
-
- switch (mode) {
- case GL_POINT:
- prim = GL_POINTS;
- break;
- case GL_LINE:
- prim = GL_LINE_STRIP;
- break;
- default:
- gl_error( ctx, GL_INVALID_ENUM, "glEvalMesh1(mode)" );
- return;
- }
-
- /* No effect if vertex maps disabled.
- */
- if (!ctx->Eval.Map1Vertex4 && !ctx->Eval.Map1Vertex3)
- return;
-
- du = ctx->Eval.MapGrid1du;
- u = ctx->Eval.MapGrid1u1 + i1 * du;
-
- /* KW: Could short-circuit this to avoid the immediate mechanism.
- */
- RESET_IMMEDIATE(ctx);
-
- gl_Begin( ctx, prim );
- for (i=i1;i<=i2;i++,u+=du) {
- gl_EvalCoord1f( ctx, u );
- }
- gl_End(ctx);
-}
-
-
-
-void gl_EvalMesh2( GLcontext* ctx,
- GLenum mode,
- GLint i1, GLint i2,
- GLint j1, GLint j2 )
-{
- GLint i, j;
- GLfloat u, du, v, dv, v1, u1;
-
- ASSERT_OUTSIDE_BEGIN_END_AND_FLUSH(ctx, "glEvalMesh2");
-
- /* No effect if vertex maps disabled.
- */
- if (!ctx->Eval.Map2Vertex4 && !ctx->Eval.Map2Vertex3)
- return;
-
- du = ctx->Eval.MapGrid2du;
- dv = ctx->Eval.MapGrid2dv;
- v1 = ctx->Eval.MapGrid2v1 + j1 * dv;
- u1 = ctx->Eval.MapGrid2u1 + i1 * du;
-
- RESET_IMMEDIATE(ctx);
-
- switch (mode) {
- case GL_POINT:
- gl_Begin( ctx, GL_POINTS );
- for (v=v1,j=j1;j<=j2;j++,v+=dv) {
- for (u=u1,i=i1;i<=i2;i++,u+=du) {
- gl_EvalCoord2f( ctx, u, v );
- }
- }
- gl_End(ctx);
- break;
- case GL_LINE:
- for (v=v1,j=j1;j<=j2;j++,v+=dv) {
- gl_Begin( ctx, GL_LINE_STRIP );
- for (u=u1,i=i1;i<=i2;i++,u+=du) {
- gl_EvalCoord2f( ctx, u, v );
- }
- gl_End(ctx);
- }
- for (u=u1,i=i1;i<=i2;i++,u+=du) {
- gl_Begin( ctx, GL_LINE_STRIP );
- for (v=v1,j=j1;j<=j2;j++,v+=dv) {
- gl_EvalCoord2f( ctx, u, v );
- }
- gl_End(ctx);
- }
- break;
- case GL_FILL:
- for (v=v1,j=j1;j<j2;j++,v+=dv) {
- /* NOTE: a quad strip can't be used because the four */
- /* can't be guaranteed to be coplanar! */
- gl_Begin( ctx, GL_TRIANGLE_STRIP );
- for (u=u1,i=i1;i<=i2;i++,u+=du) {
- gl_EvalCoord2f( ctx, u, v );
- gl_EvalCoord2f( ctx, u, v+dv );
- }
- gl_End(ctx);
- }
- break;
- default:
- gl_error( ctx, GL_INVALID_ENUM, "glEvalMesh2(mode)" );
- return;
- }
+ _mesa_MapGrid2f( un, (GLfloat) u1, (GLfloat) u2,
+ vn, (GLfloat) v1, (GLfloat) v2 );
}
-