| 1 | /* $Id: vector.h,v 1.2 2000-05-23 20:35:00 jeroen Exp $ */
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| 2 |
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| 3 | /*
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| 4 | * Mesa 3-D graphics library
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| 5 | * Version: 3.3
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| 6 | *
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| 7 | * Copyright (C) 1999 Brian Paul All Rights Reserved.
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| 8 | *
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| 9 | * Permission is hereby granted, free of charge, to any person obtaining a
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| 10 | * copy of this software and associated documentation files (the "Software"),
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| 11 | * to deal in the Software without restriction, including without limitation
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| 12 | * the rights to use, copy, modify, merge, publish, distribute, sublicense,
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| 13 | * and/or sell copies of the Software, and to permit persons to whom the
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| 14 | * Software is furnished to do so, subject to the following conditions:
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| 15 | *
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| 16 | * The above copyright notice and this permission notice shall be included
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| 17 | * in all copies or substantial portions of the Software.
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| 18 | *
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| 19 | * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS
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| 20 | * OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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| 21 | * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL
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| 22 | * BRIAN PAUL BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN
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| 23 | * AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN
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| 24 | * CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
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| 25 | */
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| 26 |
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| 27 | /*
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| 28 | * New (3.1) transformation code written by Keith Whitwell.
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| 29 | */
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| 30 |
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| 31 |
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| 32 | #ifndef _VECTOR_H_
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| 33 | #define _VECTOR_H_
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| 34 |
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| 35 | /* Wrap all the information about vertices up in a struct. Has
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| 36 | * additional fields compared to the other vectors to help us track of
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| 37 | * different vertex sizes, and whether we need to clean columns out
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| 38 | * because they contain non-(0,0,0,1) values.
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| 39 | *
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| 40 | * The start field is used to reserve data for copied vertices at the
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| 41 | * end of gl_transform_vb, and avoids the need for a multiplication in
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| 42 | * the transformation routines.
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| 43 | */
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| 44 | typedef struct {
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| 45 | GLfloat (*data)[4]; /* may be malloced or point to client data */
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| 46 | GLfloat *start;
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| 47 | GLuint count;
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| 48 | GLuint stride; /* start to start */
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| 49 | GLuint size; /* 2-4 for vertices and 1-4 for texcoords */
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| 50 | GLuint flags; /* which columns are dirty */
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| 51 | void *storage;
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| 52 | } GLvector4f;
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| 53 |
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| 54 |
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| 55 | extern void gl_vector4f_print( GLvector4f *v, GLubyte *, GLboolean );
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| 56 | extern void gl_vector4f_init( GLvector4f *v, GLuint flags,
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| 57 | GLfloat (*storage)[4] );
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| 58 | extern void gl_vector4f_alloc( GLvector4f *v, GLuint sz, GLuint flags,
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| 59 | GLuint count, GLuint alignment );
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| 60 | extern void gl_vector4f_free( GLvector4f *v );
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| 61 | extern void gl_vector4f_clean_elem( GLvector4f *vec, GLuint nr, GLuint elt );
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| 62 |
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| 63 |
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| 64 | #define VEC_DIRTY_0 0x1 /* dirty flags not really used any more */
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| 65 | #define VEC_DIRTY_1 0x2
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| 66 | #define VEC_DIRTY_2 0x4
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| 67 | #define VEC_DIRTY_3 0x8
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| 68 | #define VEC_MALLOC 0x10
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| 69 | #define VEC_WRITABLE 0x20 /* keep both + and - bits for easy testing */
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| 70 | #define VEC_NOT_WRITABLE 0x40
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| 71 | #define VEC_GOOD_STRIDE 0x80
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| 72 | #define VEC_BAD_STRIDE 0x100
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| 73 |
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| 74 | #define VEC_WRITABLE_FLAGS (VEC_WRITABLE|VEC_NOT_WRITABLE)
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| 75 | #define VEC_STRIDE_FLAGS (VEC_GOOD_STRIDE|VEC_BAD_STRIDE)
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| 76 |
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| 77 |
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| 78 | #define VEC_SIZE_1 VEC_DIRTY_0
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| 79 | #define VEC_SIZE_2 (VEC_DIRTY_0|VEC_DIRTY_1)
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| 80 | #define VEC_SIZE_3 (VEC_DIRTY_0|VEC_DIRTY_1|VEC_DIRTY_2)
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| 81 | #define VEC_SIZE_4 (VEC_DIRTY_0|VEC_DIRTY_1|VEC_DIRTY_2|VEC_DIRTY_3)
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| 82 |
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| 83 |
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| 84 | /* Could use a single vector type for normals and vertices, but
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| 85 | * this way avoids some casts.
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| 86 | */
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| 87 | typedef struct {
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| 88 | GLfloat (*data)[3];
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| 89 | GLfloat *start;
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| 90 | GLuint count;
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| 91 | GLuint stride;
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| 92 | GLuint flags;
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| 93 | void *storage;
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| 94 | } GLvector3f;
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| 95 |
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| 96 | extern void gl_vector3f_print( GLvector3f *v, GLubyte *, GLboolean );
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| 97 | extern void gl_vector3f_free( GLvector3f *v );
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| 98 | extern void gl_vector3f_init( GLvector3f *v, GLuint flags, GLfloat (*)[3] );
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| 99 | extern void gl_vector3f_alloc( GLvector3f *v, GLuint flags, GLuint count,
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| 100 | GLuint alignment );
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| 101 |
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| 102 |
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| 103 | /* For 4ub rgba values.
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| 104 | */
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| 105 | typedef struct {
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| 106 | GLubyte (*data)[4];
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| 107 | GLubyte *start;
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| 108 | GLuint count;
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| 109 | GLuint stride;
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| 110 | GLuint flags;
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| 111 | void *storage;
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| 112 | } GLvector4ub;
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| 113 |
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| 114 | extern void gl_vector4ub_init( GLvector4ub *v, GLuint flags,
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| 115 | GLubyte (*storage)[4] );
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| 116 | extern void gl_vector4ub_free( GLvector4ub * );
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| 117 | extern void gl_vector4ub_alloc( GLvector4ub *v, GLuint flags, GLuint count,
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| 118 | GLuint alignment );
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| 119 |
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| 120 |
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| 121 |
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| 122 |
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| 123 | /* For 1ub values, eg edgeflag.
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| 124 | */
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| 125 | typedef struct {
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| 126 | GLubyte *data;
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| 127 | GLubyte *start;
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| 128 | GLuint count;
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| 129 | GLuint stride;
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| 130 | GLuint flags;
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| 131 | void *storage;
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| 132 | } GLvector1ub;
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| 133 |
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| 134 | extern void gl_vector1ub_init( GLvector1ub *v, GLuint flags, GLubyte *storage);
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| 135 | extern void gl_vector1ub_free( GLvector1ub * );
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| 136 | extern void gl_vector1ub_alloc( GLvector1ub *v, GLuint flags, GLuint count,
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| 137 | GLuint alignment );
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| 138 |
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| 139 |
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| 140 |
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| 141 |
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| 142 | /* For, eg Index, Array element.
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| 143 | */
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| 144 | typedef struct {
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| 145 | GLuint *data;
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| 146 | GLuint *start;
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| 147 | GLuint count;
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| 148 | GLuint stride;
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| 149 | GLuint flags;
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| 150 | void *storage;
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| 151 | } GLvector1ui;
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| 152 |
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| 153 | extern void gl_vector1ui_init( GLvector1ui *v, GLuint flags, GLuint *storage );
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| 154 | extern void gl_vector1ui_free( GLvector1ui * );
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| 155 | extern void gl_vector1ui_alloc( GLvector1ui *v, GLuint flags, GLuint count,
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| 156 | GLuint alignment );
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| 157 |
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| 158 |
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| 159 |
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| 160 | /* End up doing a lot of slow imuls if not careful.
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| 161 | */
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| 162 | #define VEC_ELT( v, t, i ) ((t *) (((GLbyte *)((v)->data))+(i)*(v)->stride) )
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| 163 |
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| 164 |
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| 165 | #endif
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