source: trunk/src/opengl/glu/nurbs/interface/glrenderer.cpp

Last change on this file was 2689, checked in by jeroen, 26 years ago

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1/* $Id: glrenderer.cpp,v 1.1 2000-02-09 08:49:01 jeroen Exp $ */
2/*
3** License Applicability. Except to the extent portions of this file are
4** made subject to an alternative license as permitted in the SGI Free
5** Software License B, Version 1.0 (the "License"), the contents of this
6** file are subject only to the provisions of the License. You may not use
7** this file except in compliance with the License. You may obtain a copy
8** of the License at Silicon Graphics, Inc., attn: Legal Services, 1600
9** Amphitheatre Parkway, Mountain View, CA 94043-1351, or at:
10**
11** http://oss.sgi.com/projects/FreeB
12**
13** Note that, as provided in the License, the Software is distributed on an
14** "AS IS" basis, with ALL EXPRESS AND IMPLIED WARRANTIES AND CONDITIONS
15** DISCLAIMED, INCLUDING, WITHOUT LIMITATION, ANY IMPLIED WARRANTIES AND
16** CONDITIONS OF MERCHANTABILITY, SATISFACTORY QUALITY, FITNESS FOR A
17** PARTICULAR PURPOSE, AND NON-INFRINGEMENT.
18**
19** Original Code. The Original Code is: OpenGL Sample Implementation,
20** Version 1.2.1, released January 26, 2000, developed by Silicon Graphics,
21** Inc. The Original Code is Copyright (c) 1991-2000 Silicon Graphics, Inc.
22** Copyright in any portions created by third parties is as indicated
23** elsewhere herein. All Rights Reserved.
24**
25** Additional Notice Provisions: The application programming interfaces
26** established by SGI in conjunction with the Original Code are The
27** OpenGL(R) Graphics System: A Specification (Version 1.2.1), released
28** April 1, 1999; The OpenGL(R) Graphics System Utility Library (Version
29** 1.3), released November 4, 1998; and OpenGL(R) Graphics with the X
30** Window System(R) (Version 1.3), released October 19, 1998. This software
31** was created using the OpenGL(R) version 1.2.1 Sample Implementation
32** published by SGI, but has not been independently verified as being
33** compliant with the OpenGL(R) version 1.2.1 Specification.
34**
35** $Date: 2000-02-09 08:49:01 $ $Revision: 1.1 $
36*/
37/*
38** $Header: /home/ktk/tmp/odin/2007/netlabs.cvs/odin32/src/opengl/glu/nurbs/interface/glrenderer.cpp,v 1.1 2000-02-09 08:49:01 jeroen Exp $
39*/
40
41#include "gluos.h"
42#include "glimports.h"
43#include "glrenderer.h"
44
45GLUnurbs::GLUnurbs()
46 : NurbsTessellator(curveEvaluator, surfaceEvaluator)
47{
48 redefineMaps();
49 defineMap(GL_MAP2_NORMAL, 0, 3);
50 defineMap(GL_MAP1_NORMAL, 0, 3);
51 defineMap(GL_MAP2_TEXTURE_COORD_1, 0, 1);
52 defineMap(GL_MAP1_TEXTURE_COORD_1, 0, 1);
53 defineMap(GL_MAP2_TEXTURE_COORD_2, 0, 2);
54 defineMap(GL_MAP1_TEXTURE_COORD_2, 0, 2);
55 defineMap(GL_MAP2_TEXTURE_COORD_3, 0, 3);
56 defineMap(GL_MAP1_TEXTURE_COORD_3, 0, 3);
57 defineMap(GL_MAP2_TEXTURE_COORD_4, 1, 4);
58 defineMap(GL_MAP1_TEXTURE_COORD_4, 1, 4);
59 defineMap(GL_MAP2_VERTEX_4, 1, 4);
60 defineMap(GL_MAP1_VERTEX_4, 1, 4);
61 defineMap(GL_MAP2_VERTEX_3, 0, 3);
62 defineMap(GL_MAP1_VERTEX_3, 0, 3);
63 defineMap(GL_MAP2_COLOR_4, 0, 4);
64 defineMap(GL_MAP1_COLOR_4, 0, 4);
65 defineMap(GL_MAP2_INDEX, 0, 1);
66 defineMap(GL_MAP1_INDEX, 0, 1);
67
68 setnurbsproperty(GL_MAP1_VERTEX_3, N_SAMPLINGMETHOD, (float) N_PATHLENGTH);
69 setnurbsproperty(GL_MAP1_VERTEX_4, N_SAMPLINGMETHOD, (float) N_PATHLENGTH);
70 setnurbsproperty(GL_MAP2_VERTEX_3, N_SAMPLINGMETHOD, (float) N_PATHLENGTH);
71 setnurbsproperty(GL_MAP2_VERTEX_4, N_SAMPLINGMETHOD, (float) N_PATHLENGTH);
72
73 setnurbsproperty(GL_MAP1_VERTEX_3, N_PIXEL_TOLERANCE, (float) 50.0);
74 setnurbsproperty(GL_MAP1_VERTEX_4, N_PIXEL_TOLERANCE, (float) 50.0);
75 setnurbsproperty(GL_MAP2_VERTEX_3, N_PIXEL_TOLERANCE, (float) 50.0);
76 setnurbsproperty(GL_MAP2_VERTEX_4, N_PIXEL_TOLERANCE, (float) 50.0);
77
78 setnurbsproperty(GL_MAP1_VERTEX_3, N_ERROR_TOLERANCE, (float) 0.50);
79 setnurbsproperty(GL_MAP1_VERTEX_4, N_ERROR_TOLERANCE, (float) 0.50);
80 setnurbsproperty(GL_MAP2_VERTEX_3, N_ERROR_TOLERANCE, (float) 0.50);
81 setnurbsproperty(GL_MAP2_VERTEX_4, N_ERROR_TOLERANCE, (float) 0.50);
82
83 setnurbsproperty(GL_MAP1_VERTEX_3, N_S_STEPS, (float) 100.0);
84 setnurbsproperty(GL_MAP1_VERTEX_4, N_S_STEPS, (float) 100.0);
85 setnurbsproperty(GL_MAP2_VERTEX_3, N_S_STEPS, (float) 100.0);
86 setnurbsproperty(GL_MAP2_VERTEX_4, N_S_STEPS, (float) 100.0);
87
88 //added for optimizing untrimmed case
89 set_domain_distance_u_rate(100.0);
90
91 setnurbsproperty(GL_MAP1_VERTEX_3, N_T_STEPS, (float) 100.0);
92 setnurbsproperty(GL_MAP1_VERTEX_4, N_T_STEPS, (float) 100.0);
93 setnurbsproperty(GL_MAP2_VERTEX_3, N_T_STEPS, (float) 100.0);
94 setnurbsproperty(GL_MAP2_VERTEX_4, N_T_STEPS, (float) 100.0);
95
96 //added for optimizing untrimmed case
97 set_domain_distance_v_rate(100.0);
98 set_is_domain_distance_sampling(0); //since the default is path_length
99
100 //default autoloadmode is true
101 autoloadmode = 1;
102
103 //default callbackFlag is 0
104 callbackFlag = 0;
105
106 errorCallback = NULL;
107}
108
109void
110GLUnurbs::bgnrender(void)
111{
112 if (autoloadmode) {
113 loadGLMatrices();
114 }
115}
116
117void
118GLUnurbs::endrender(void)
119{
120}
121
122void
123GLUnurbs::errorHandler(int i)
124{
125 int gluError;
126
127 gluError = i + (GLU_NURBS_ERROR1 - 1);
128 postError( gluError );
129}
130
131void
132GLUnurbs::loadGLMatrices(void)
133{
134 GLfloat vmat[4][4];
135 GLint viewport[4];
136
137 grabGLMatrix((GLfloat (*)[4]) vmat);
138 loadCullingMatrix((GLfloat (*)[4]) vmat);
139 ::glGetIntegerv((GLenum) GL_VIEWPORT, (GLint *) viewport);
140 loadSamplingMatrix((const GLfloat (*)[4]) vmat, (const GLint *) viewport);
141}
142
143void
144GLUnurbs::useGLMatrices(const GLfloat modelMatrix[16],
145 const GLfloat projMatrix[16],
146 const GLint viewport[4])
147{
148 GLfloat vmat[4][4];
149
150 multmatrix4d((GLfloat (*)[4]) vmat, (GLfloat (*)[4]) modelMatrix,
151 (GLfloat (*)[4]) projMatrix);
152 loadCullingMatrix((GLfloat (*)[4]) vmat);
153 loadSamplingMatrix((const GLfloat (*)[4]) vmat, (const GLint *) viewport);
154}
155
156/*--------------------------------------------------------------------------
157 * grabGLMatrix
158 *--------------------------------------------------------------------------
159 */
160
161void
162GLUnurbs::grabGLMatrix(GLfloat vmat[4][4])
163{
164 GLfloat m1[4][4], m2[4][4];
165
166 ::glGetFloatv((GLenum) GL_MODELVIEW_MATRIX, (GLfloat *) &(m1[0][0]));
167 ::glGetFloatv((GLenum) GL_PROJECTION_MATRIX, (GLfloat *) &(m2[0][0]));
168 multmatrix4d((GLfloat (*)[4]) vmat,
169 (GLfloat (*)[4]) m1, (GLfloat (*)[4]) m2);
170}
171
172//for object space tesselation: view independent
173void
174GLUnurbs::setSamplingMatrixIdentity( void )
175{
176 INREAL smat[4][4] = {
177 {1,0,0,0},
178 {0,1,0,0},
179 {0,0,1,0},
180 {0,0,0,1}
181 };
182 const long rstride = sizeof(smat[0]) / sizeof(smat[0][0]);
183 const long cstride = 1;
184
185 setnurbsproperty(GL_MAP1_VERTEX_3, N_SAMPLINGMATRIX, &smat[0][0], rstride,
186 cstride);
187 setnurbsproperty(GL_MAP1_VERTEX_4, N_SAMPLINGMATRIX, &smat[0][0], rstride,
188 cstride);
189 setnurbsproperty(GL_MAP2_VERTEX_3, N_SAMPLINGMATRIX, &smat[0][0], rstride,
190 cstride);
191 setnurbsproperty(GL_MAP2_VERTEX_4, N_SAMPLINGMATRIX, &smat[0][0], rstride,
192 cstride);
193}
194
195
196void
197GLUnurbs::loadSamplingMatrix(const GLfloat vmat[4][4],
198 const GLint viewport[4])
199{
200
201 /* rescale the mapping to correspond to pixels in x/y */
202 REAL xsize = 0.5 * (REAL) (viewport[2]);
203 REAL ysize = 0.5 * (REAL) (viewport[3]);
204
205 INREAL smat[4][4];
206 smat[0][0] = vmat[0][0] * xsize;
207 smat[1][0] = vmat[1][0] * xsize;
208 smat[2][0] = vmat[2][0] * xsize;
209 smat[3][0] = vmat[3][0] * xsize;
210
211 smat[0][1] = vmat[0][1] * ysize;
212 smat[1][1] = vmat[1][1] * ysize;
213 smat[2][1] = vmat[2][1] * ysize;
214 smat[3][1] = vmat[3][1] * ysize;
215
216 smat[0][2] = 0.0;
217 smat[1][2] = 0.0;
218 smat[2][2] = 0.0;
219 smat[3][2] = 0.0;
220
221 smat[0][3] = vmat[0][3];
222 smat[1][3] = vmat[1][3];
223 smat[2][3] = vmat[2][3];
224 smat[3][3] = vmat[3][3];
225
226 const long rstride = sizeof(smat[0]) / sizeof(smat[0][0]);
227 const long cstride = 1;
228
229 setnurbsproperty(GL_MAP1_VERTEX_3, N_SAMPLINGMATRIX, &smat[0][0], rstride,
230 cstride);
231 setnurbsproperty(GL_MAP1_VERTEX_4, N_SAMPLINGMATRIX, &smat[0][0], rstride,
232 cstride);
233 setnurbsproperty(GL_MAP2_VERTEX_3, N_SAMPLINGMATRIX, &smat[0][0], rstride,
234 cstride);
235 setnurbsproperty(GL_MAP2_VERTEX_4, N_SAMPLINGMATRIX, &smat[0][0], rstride,
236 cstride);
237}
238
239void
240GLUnurbs::loadCullingMatrix(GLfloat vmat[4][4])
241{
242 INREAL cmat[4][4];
243
244 cmat[0][0] = vmat[0][0];
245 cmat[0][1] = vmat[0][1];
246 cmat[0][2] = vmat[0][2];
247 cmat[0][3] = vmat[0][3];
248
249 cmat[1][0] = vmat[1][0];
250 cmat[1][1] = vmat[1][1];
251 cmat[1][2] = vmat[1][2];
252 cmat[1][3] = vmat[1][3];
253
254 cmat[2][0] = vmat[2][0];
255 cmat[2][1] = vmat[2][1];
256 cmat[2][2] = vmat[2][2];
257 cmat[2][3] = vmat[2][3];
258
259 cmat[3][0] = vmat[3][0];
260 cmat[3][1] = vmat[3][1];
261 cmat[3][2] = vmat[3][2];
262 cmat[3][3] = vmat[3][3];
263
264 const long rstride = sizeof(cmat[0]) / sizeof(cmat[0][0]);
265 const long cstride = 1;
266
267 setnurbsproperty(GL_MAP2_VERTEX_3, N_CULLINGMATRIX, &cmat[0][0], rstride,
268 cstride);
269 setnurbsproperty(GL_MAP2_VERTEX_4, N_CULLINGMATRIX, &cmat[0][0], rstride,
270 cstride);
271 //added for curves by zl
272 setnurbsproperty(GL_MAP1_VERTEX_3, N_CULLINGMATRIX, &cmat[0][0], rstride,
273 cstride);
274 setnurbsproperty(GL_MAP1_VERTEX_4, N_CULLINGMATRIX, &cmat[0][0], rstride,
275 cstride);
276}
277
278/*---------------------------------------------------------------------
279 * A = B * MAT ; transform a 4d vector through a 4x4 matrix
280 *---------------------------------------------------------------------
281 */
282void
283GLUnurbs::transform4d(GLfloat A[4], GLfloat B[4], GLfloat mat[4][4])
284{
285
286 A[0] = B[0]*mat[0][0] + B[1]*mat[1][0] + B[2]*mat[2][0] + B[3]*mat[3][0];
287 A[1] = B[0]*mat[0][1] + B[1]*mat[1][1] + B[2]*mat[2][1] + B[3]*mat[3][1];
288 A[2] = B[0]*mat[0][2] + B[1]*mat[1][2] + B[2]*mat[2][2] + B[3]*mat[3][2];
289 A[3] = B[0]*mat[0][3] + B[1]*mat[1][3] + B[2]*mat[2][3] + B[3]*mat[3][3];
290}
291
292/*---------------------------------------------------------------------
293 * new = [left][right] ; multiply two matrices together
294 *---------------------------------------------------------------------
295 */
296void
297GLUnurbs::multmatrix4d (GLfloat n[4][4], GLfloat left[4][4], GLfloat right[4][4])
298{
299 transform4d ((GLfloat *) n[0],(GLfloat *) left[0],(GLfloat (*)[4]) right);
300 transform4d ((GLfloat *) n[1],(GLfloat *) left[1],(GLfloat (*)[4]) right);
301 transform4d ((GLfloat *) n[2],(GLfloat *) left[2],(GLfloat (*)[4]) right);
302 transform4d ((GLfloat *) n[3],(GLfloat *) left[3],(GLfloat (*)[4]) right);
303}
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