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/* $Id: m_vector.h,v 1.2 2000/12/26 05:09:31 keithw Exp $ */
/*
* Mesa 3-D graphics library
* Version: 3.5
*
* Copyright (C) 1999-2000 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
* BRIAN PAUL BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN
* AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN
* CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
*/
/*
* New (3.1) transformation code written by Keith Whitwell.
*/
#ifndef _M_VECTOR_H_
#define _M_VECTOR_H_
#include "glheader.h"
#define VEC_DIRTY_0 0x1
#define VEC_DIRTY_1 0x2
#define VEC_DIRTY_2 0x4
#define VEC_DIRTY_3 0x8
#define VEC_MALLOC 0x10 /* storage field points to self-allocated mem*/
#define VEC_NOT_WRITEABLE 0x40 /* writable elements to hold clipped data */
#define VEC_BAD_STRIDE 0x100 /* matches tnl's prefered stride */
#define VEC_SIZE_1 VEC_DIRTY_0
#define VEC_SIZE_2 (VEC_DIRTY_0|VEC_DIRTY_1)
#define VEC_SIZE_3 (VEC_DIRTY_0|VEC_DIRTY_1|VEC_DIRTY_2)
#define VEC_SIZE_4 (VEC_DIRTY_0|VEC_DIRTY_1|VEC_DIRTY_2|VEC_DIRTY_3)
/* Wrap all the information about vectors up in a struct. Has
* additional fields compared to the other vectors to help us track of
* different vertex sizes, and whether we need to clean columns out
* because they contain non-(0,0,0,1) values.
*
* The start field is used to reserve data for copied vertices at the
* end of gl_transform_vb, and avoids the need for a multiplication in
* the transformation routines.
*/
typedef struct {
GLfloat (*data)[4]; /* may be malloc'd or point to client data */
GLfloat *start; /* points somewhere inside of <data> */
GLuint count; /* size of the vector (in elements) */
GLuint stride; /* stride from one element to the next (in bytes) */
GLuint size; /* 2-4 for vertices and 1-4 for texcoords */
GLuint flags; /* which columns are dirty */
void *storage; /* self-allocated storage */
} GLvector4f;
extern void gl_vector4f_init( GLvector4f *v, GLuint flags,
GLfloat (*storage)[4] );
extern void gl_vector4f_alloc( GLvector4f *v, GLuint flags,
GLuint count, GLuint alignment );
extern void gl_vector4f_free( GLvector4f *v );
extern void gl_vector4f_print( GLvector4f *v, GLubyte *, GLboolean );
extern void gl_vector4f_clean_elem( GLvector4f *vec, GLuint nr, GLuint elt );
/* Could use a single vector type for normals and vertices, but
* this way avoids some casts.
*/
typedef struct {
GLfloat (*data)[3];
GLfloat *start;
GLuint count;
GLuint stride;
GLuint flags;
void *storage;
} GLvector3f;
extern void gl_vector3f_init( GLvector3f *v, GLuint flags, GLfloat (*)[3] );
extern void gl_vector3f_alloc( GLvector3f *v, GLuint flags, GLuint count,
GLuint alignment );
extern void gl_vector3f_free( GLvector3f *v );
extern void gl_vector3f_print( GLvector3f *v, GLubyte *, GLboolean );
typedef struct {
GLfloat *data;
GLfloat *start;
GLuint count;
GLuint stride;
GLuint flags;
void *storage;
} GLvector1f;
extern void gl_vector1f_free( GLvector1f *v );
extern void gl_vector1f_init( GLvector1f *v, GLuint flags, GLfloat * );
extern void gl_vector1f_alloc( GLvector1f *v, GLuint flags, GLuint count,
GLuint alignment );
/* For 4ub rgba values.
*/
typedef struct {
GLubyte (*data)[4];
GLubyte *start;
GLuint count;
GLuint stride;
GLuint flags;
void *storage;
} GLvector4ub;
extern void gl_vector4ub_init( GLvector4ub *v, GLuint flags,
GLubyte (*storage)[4] );
extern void gl_vector4ub_alloc( GLvector4ub *v, GLuint flags, GLuint count,
GLuint alignment );
extern void gl_vector4ub_free( GLvector4ub * );
/* For 1ub values, eg edgeflag.
*/
typedef struct {
GLubyte *data;
GLubyte *start;
GLuint count;
GLuint stride;
GLuint flags;
void *storage;
} GLvector1ub;
extern void gl_vector1ub_init( GLvector1ub *v, GLuint flags, GLubyte *storage);
extern void gl_vector1ub_alloc( GLvector1ub *v, GLuint flags, GLuint count,
GLuint alignment );
extern void gl_vector1ub_free( GLvector1ub * );
/* For, eg Index, Array element.
*/
typedef struct {
GLuint *data;
GLuint *start;
GLuint count;
GLuint stride;
GLuint flags;
void *storage;
} GLvector1ui;
extern void gl_vector1ui_init( GLvector1ui *v, GLuint flags, GLuint *storage );
extern void gl_vector1ui_alloc( GLvector1ui *v, GLuint flags, GLuint count,
GLuint alignment );
extern void gl_vector1ui_free( GLvector1ui * );
/*
* Given vector <v>, return a pointer (cast to <type *> to the <i>-th element.
*
* End up doing a lot of slow imuls if not careful.
*/
#define VEC_ELT( v, type, i ) \
( (type *) ( ((GLbyte *) ((v)->data)) + (i) * (v)->stride) )
#endif
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