#include "eval.h"
#include "macros.h"
#include "mtypes.h"
+#include "main/dispatch.h"
+
+
+#if FEATURE_evaluators
/*
/*
* 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
+ * \param see glMap1f for details
+ * \return pointer to buffer of contiguous control points or NULL if out
* of memory.
*/
GLfloat *_mesa_copy_map_points1f( GLenum target, GLint ustride, GLint uorder,
* Additional memory is allocated to be used by the horner and
* de Casteljau evaluation schemes.
*
- * Input: see glMap2f for details
- * Return: pointer to buffer of contiguous control points or NULL if out
+ * \param see glMap2f for details
+ * \return pointer to buffer of contiguous control points or NULL if out
* of memory.
*/
GLfloat *_mesa_copy_map_points2f( GLenum target,
-void
+static void GLAPIENTRY
_mesa_Map1f( GLenum target, GLfloat u1, GLfloat u2, GLint stride,
GLint order, const GLfloat *points )
{
}
-void
+static void GLAPIENTRY
_mesa_Map1d( GLenum target, GLdouble u1, GLdouble u2, GLint stride,
GLint order, const GLdouble *points )
{
}
-void
+static void GLAPIENTRY
_mesa_Map2f( GLenum target,
GLfloat u1, GLfloat u2, GLint ustride, GLint uorder,
GLfloat v1, GLfloat v2, GLint vstride, GLint vorder,
}
-void
+static void GLAPIENTRY
_mesa_Map2d( GLenum target,
GLdouble u1, GLdouble u2, GLint ustride, GLint uorder,
GLdouble v1, GLdouble v2, GLint vstride, GLint vorder,
-void
+static void GLAPIENTRY
_mesa_GetMapdv( GLenum target, GLenum query, GLdouble *v )
{
GET_CURRENT_CONTEXT(ctx);
}
-void
+static void GLAPIENTRY
_mesa_GetMapfv( GLenum target, GLenum query, GLfloat *v )
{
GET_CURRENT_CONTEXT(ctx);
}
-void
+static void GLAPIENTRY
_mesa_GetMapiv( GLenum target, GLenum query, GLint *v )
{
GET_CURRENT_CONTEXT(ctx);
-void
+static void GLAPIENTRY
_mesa_MapGrid1f( GLint un, GLfloat u1, GLfloat u2 )
{
GET_CURRENT_CONTEXT(ctx);
}
-void
+static void GLAPIENTRY
_mesa_MapGrid1d( GLint un, GLdouble u1, GLdouble u2 )
{
_mesa_MapGrid1f( un, (GLfloat) u1, (GLfloat) u2 );
}
-void
+static void GLAPIENTRY
_mesa_MapGrid2f( GLint un, GLfloat u1, GLfloat u2,
GLint vn, GLfloat v1, GLfloat v2 )
{
}
-void
+static void GLAPIENTRY
_mesa_MapGrid2d( GLint un, GLdouble u1, GLdouble u2,
GLint vn, GLdouble v1, GLdouble v2 )
{
_mesa_MapGrid2f( un, (GLfloat) u1, (GLfloat) u2,
vn, (GLfloat) v1, (GLfloat) v2 );
}
+
+
+void
+_mesa_install_eval_vtxfmt(struct _glapi_table *disp,
+ const GLvertexformat *vfmt)
+{
+ SET_EvalCoord1f(disp, vfmt->EvalCoord1f);
+ SET_EvalCoord1fv(disp, vfmt->EvalCoord1fv);
+ SET_EvalCoord2f(disp, vfmt->EvalCoord2f);
+ SET_EvalCoord2fv(disp, vfmt->EvalCoord2fv);
+ SET_EvalPoint1(disp, vfmt->EvalPoint1);
+ SET_EvalPoint2(disp, vfmt->EvalPoint2);
+
+ SET_EvalMesh1(disp, vfmt->EvalMesh1);
+ SET_EvalMesh2(disp, vfmt->EvalMesh2);
+}
+
+
+void
+_mesa_init_eval_dispatch(struct _glapi_table *disp)
+{
+ SET_GetMapdv(disp, _mesa_GetMapdv);
+ SET_GetMapfv(disp, _mesa_GetMapfv);
+ SET_GetMapiv(disp, _mesa_GetMapiv);
+ SET_Map1d(disp, _mesa_Map1d);
+ SET_Map1f(disp, _mesa_Map1f);
+ SET_Map2d(disp, _mesa_Map2d);
+ SET_Map2f(disp, _mesa_Map2f);
+ SET_MapGrid1d(disp, _mesa_MapGrid1d);
+ SET_MapGrid1f(disp, _mesa_MapGrid1f);
+ SET_MapGrid2d(disp, _mesa_MapGrid2d);
+ SET_MapGrid2f(disp, _mesa_MapGrid2f);
+}
+
+
+#endif /* FEATURE_evaluators */
+
+
+/**********************************************************************/
+/***** Initialization *****/
+/**********************************************************************/
+
+/**
+ * Initialize a 1-D evaluator map.
+ */
+static void
+init_1d_map( struct gl_1d_map *map, int n, const float *initial )
+{
+ map->Order = 1;
+ map->u1 = 0.0;
+ map->u2 = 1.0;
+ map->Points = (GLfloat *) MALLOC(n * sizeof(GLfloat));
+ if (map->Points) {
+ GLint i;
+ for (i=0;i<n;i++)
+ map->Points[i] = initial[i];
+ }
+}
+
+
+/**
+ * Initialize a 2-D evaluator map
+ */
+static void
+init_2d_map( struct gl_2d_map *map, int n, const float *initial )
+{
+ map->Uorder = 1;
+ map->Vorder = 1;
+ map->u1 = 0.0;
+ map->u2 = 1.0;
+ map->v1 = 0.0;
+ map->v2 = 1.0;
+ map->Points = (GLfloat *) MALLOC(n * sizeof(GLfloat));
+ if (map->Points) {
+ GLint i;
+ for (i=0;i<n;i++)
+ map->Points[i] = initial[i];
+ }
+}
+
+
+void _mesa_init_eval( GLcontext *ctx )
+{
+ int i;
+
+ /* Evaluators group */
+ ctx->Eval.Map1Color4 = GL_FALSE;
+ ctx->Eval.Map1Index = GL_FALSE;
+ ctx->Eval.Map1Normal = GL_FALSE;
+ ctx->Eval.Map1TextureCoord1 = GL_FALSE;
+ ctx->Eval.Map1TextureCoord2 = GL_FALSE;
+ ctx->Eval.Map1TextureCoord3 = GL_FALSE;
+ ctx->Eval.Map1TextureCoord4 = GL_FALSE;
+ ctx->Eval.Map1Vertex3 = GL_FALSE;
+ ctx->Eval.Map1Vertex4 = GL_FALSE;
+ memset(ctx->Eval.Map1Attrib, 0, sizeof(ctx->Eval.Map1Attrib));
+ ctx->Eval.Map2Color4 = GL_FALSE;
+ ctx->Eval.Map2Index = GL_FALSE;
+ ctx->Eval.Map2Normal = GL_FALSE;
+ ctx->Eval.Map2TextureCoord1 = GL_FALSE;
+ ctx->Eval.Map2TextureCoord2 = GL_FALSE;
+ ctx->Eval.Map2TextureCoord3 = GL_FALSE;
+ ctx->Eval.Map2TextureCoord4 = GL_FALSE;
+ ctx->Eval.Map2Vertex3 = GL_FALSE;
+ ctx->Eval.Map2Vertex4 = GL_FALSE;
+ memset(ctx->Eval.Map2Attrib, 0, sizeof(ctx->Eval.Map2Attrib));
+ ctx->Eval.AutoNormal = GL_FALSE;
+ ctx->Eval.MapGrid1un = 1;
+ ctx->Eval.MapGrid1u1 = 0.0;
+ ctx->Eval.MapGrid1u2 = 1.0;
+ ctx->Eval.MapGrid2un = 1;
+ ctx->Eval.MapGrid2vn = 1;
+ ctx->Eval.MapGrid2u1 = 0.0;
+ ctx->Eval.MapGrid2u2 = 1.0;
+ ctx->Eval.MapGrid2v1 = 0.0;
+ ctx->Eval.MapGrid2v2 = 1.0;
+
+ /* Evaluator data */
+ {
+ static GLfloat vertex[4] = { 0.0, 0.0, 0.0, 1.0 };
+ static GLfloat normal[3] = { 0.0, 0.0, 1.0 };
+ static GLfloat index[1] = { 1.0 };
+ static GLfloat color[4] = { 1.0, 1.0, 1.0, 1.0 };
+ static GLfloat texcoord[4] = { 0.0, 0.0, 0.0, 1.0 };
+ static GLfloat attrib[4] = { 0.0, 0.0, 0.0, 1.0 };
+
+ init_1d_map( &ctx->EvalMap.Map1Vertex3, 3, vertex );
+ init_1d_map( &ctx->EvalMap.Map1Vertex4, 4, vertex );
+ init_1d_map( &ctx->EvalMap.Map1Index, 1, index );
+ init_1d_map( &ctx->EvalMap.Map1Color4, 4, color );
+ init_1d_map( &ctx->EvalMap.Map1Normal, 3, normal );
+ init_1d_map( &ctx->EvalMap.Map1Texture1, 1, texcoord );
+ init_1d_map( &ctx->EvalMap.Map1Texture2, 2, texcoord );
+ init_1d_map( &ctx->EvalMap.Map1Texture3, 3, texcoord );
+ init_1d_map( &ctx->EvalMap.Map1Texture4, 4, texcoord );
+ for (i = 0; i < 16; i++)
+ init_1d_map( ctx->EvalMap.Map1Attrib + i, 4, attrib );
+
+ init_2d_map( &ctx->EvalMap.Map2Vertex3, 3, vertex );
+ init_2d_map( &ctx->EvalMap.Map2Vertex4, 4, vertex );
+ init_2d_map( &ctx->EvalMap.Map2Index, 1, index );
+ init_2d_map( &ctx->EvalMap.Map2Color4, 4, color );
+ init_2d_map( &ctx->EvalMap.Map2Normal, 3, normal );
+ init_2d_map( &ctx->EvalMap.Map2Texture1, 1, texcoord );
+ init_2d_map( &ctx->EvalMap.Map2Texture2, 2, texcoord );
+ init_2d_map( &ctx->EvalMap.Map2Texture3, 3, texcoord );
+ init_2d_map( &ctx->EvalMap.Map2Texture4, 4, texcoord );
+ for (i = 0; i < 16; i++)
+ init_2d_map( ctx->EvalMap.Map2Attrib + i, 4, attrib );
+ }
+}
+
+
+void _mesa_free_eval_data( GLcontext *ctx )
+{
+ int i;
+
+ /* Free evaluator data */
+ if (ctx->EvalMap.Map1Vertex3.Points)
+ FREE( ctx->EvalMap.Map1Vertex3.Points );
+ if (ctx->EvalMap.Map1Vertex4.Points)
+ FREE( ctx->EvalMap.Map1Vertex4.Points );
+ if (ctx->EvalMap.Map1Index.Points)
+ FREE( ctx->EvalMap.Map1Index.Points );
+ if (ctx->EvalMap.Map1Color4.Points)
+ FREE( ctx->EvalMap.Map1Color4.Points );
+ if (ctx->EvalMap.Map1Normal.Points)
+ FREE( ctx->EvalMap.Map1Normal.Points );
+ if (ctx->EvalMap.Map1Texture1.Points)
+ FREE( ctx->EvalMap.Map1Texture1.Points );
+ if (ctx->EvalMap.Map1Texture2.Points)
+ FREE( ctx->EvalMap.Map1Texture2.Points );
+ if (ctx->EvalMap.Map1Texture3.Points)
+ FREE( ctx->EvalMap.Map1Texture3.Points );
+ if (ctx->EvalMap.Map1Texture4.Points)
+ FREE( ctx->EvalMap.Map1Texture4.Points );
+ for (i = 0; i < 16; i++)
+ FREE((ctx->EvalMap.Map1Attrib[i].Points));
+
+ if (ctx->EvalMap.Map2Vertex3.Points)
+ FREE( ctx->EvalMap.Map2Vertex3.Points );
+ if (ctx->EvalMap.Map2Vertex4.Points)
+ FREE( ctx->EvalMap.Map2Vertex4.Points );
+ if (ctx->EvalMap.Map2Index.Points)
+ FREE( ctx->EvalMap.Map2Index.Points );
+ if (ctx->EvalMap.Map2Color4.Points)
+ FREE( ctx->EvalMap.Map2Color4.Points );
+ if (ctx->EvalMap.Map2Normal.Points)
+ FREE( ctx->EvalMap.Map2Normal.Points );
+ if (ctx->EvalMap.Map2Texture1.Points)
+ FREE( ctx->EvalMap.Map2Texture1.Points );
+ if (ctx->EvalMap.Map2Texture2.Points)
+ FREE( ctx->EvalMap.Map2Texture2.Points );
+ if (ctx->EvalMap.Map2Texture3.Points)
+ FREE( ctx->EvalMap.Map2Texture3.Points );
+ if (ctx->EvalMap.Map2Texture4.Points)
+ FREE( ctx->EvalMap.Map2Texture4.Points );
+ for (i = 0; i < 16; i++)
+ FREE((ctx->EvalMap.Map2Attrib[i].Points));
+}