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/* $Id: t_vb_texgen.c,v 1.1 2003-02-28 11:48:08 pj Exp $ */
/*
* Mesa 3-D graphics library
* Version: 3.5
*
* Copyright (C) 1999-2001 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.
*
* Authors:
* Brian Paul
* Keith Whitwell <keith@tungstengraphics.com>
*/
#include "glheader.h"
#include "colormac.h"
#include "context.h"
#include "macros.h"
#include "mmath.h"
#include "imports.h"
#include "mtypes.h"
#include "math/m_xform.h"
#include "t_context.h"
#include "t_pipeline.h"
/***********************************************************************
* Automatic texture coordinate generation (texgen) code.
*/
struct texgen_stage_data;
typedef void (*texgen_func)( GLcontext *ctx,
struct texgen_stage_data *store,
GLuint unit);
struct texgen_stage_data {
/* Per-texunit derived state.
*/
GLuint TexgenSize[MAX_TEXTURE_UNITS];
GLuint TexgenHoles[MAX_TEXTURE_UNITS];
texgen_func TexgenFunc[MAX_TEXTURE_UNITS];
/* Temporary values used in texgen.
*/
GLfloat (*tmp_f)[3];
GLfloat *tmp_m;
/* Buffered outputs of the stage.
*/
GLvector4f texcoord[MAX_TEXTURE_UNITS];
};
#define TEXGEN_STAGE_DATA(stage) ((struct texgen_stage_data *)stage->privatePtr)
static GLuint all_bits[5] = {
0,
VEC_SIZE_1,
VEC_SIZE_2,
VEC_SIZE_3,
VEC_SIZE_4,
};
#define VEC_SIZE_FLAGS (VEC_SIZE_1|VEC_SIZE_2|VEC_SIZE_3|VEC_SIZE_4)
#define TEXGEN_NEED_M (TEXGEN_SPHERE_MAP)
#define TEXGEN_NEED_F (TEXGEN_SPHERE_MAP | \
TEXGEN_REFLECTION_MAP_NV)
static void build_m3( GLfloat f[][3], GLfloat m[],
const GLvector4f *normal,
const GLvector4f *eye )
{
GLuint stride = eye->stride;
GLfloat *coord = (GLfloat *)eye->start;
GLuint count = eye->count;
const GLfloat *norm = normal->start;
GLuint i;
for (i=0;i<count;i++,STRIDE_F(coord,stride),STRIDE_F(norm,normal->stride)) {
GLfloat u[3], two_nu, fx, fy, fz;
COPY_3V( u, coord );
NORMALIZE_3FV( u );
two_nu = 2.0F * DOT3(norm,u);
fx = f[i][0] = u[0] - norm[0] * two_nu;
fy = f[i][1] = u[1] - norm[1] * two_nu;
fz = f[i][2] = u[2] - norm[2] * two_nu;
m[i] = fx * fx + fy * fy + (fz + 1.0F) * (fz + 1.0F);
if (m[i] != 0.0F) {
m[i] = 0.5F / (GLfloat) GL_SQRT(m[i]);
}
}
}
static void build_m2( GLfloat f[][3], GLfloat m[],
const GLvector4f *normal,
const GLvector4f *eye )
{
GLuint stride = eye->stride;
GLfloat *coord = eye->start;
GLuint count = eye->count;
GLfloat *norm = normal->start;
GLuint i;
for (i=0;i<count;i++,STRIDE_F(coord,stride),STRIDE_F(norm,normal->stride)) {
GLfloat u[3], two_nu, fx, fy, fz;
COPY_2V( u, coord );
u[2] = 0;
NORMALIZE_3FV( u );
two_nu = 2.0F * DOT3(norm,u);
fx = f[i][0] = u[0] - norm[0] * two_nu;
fy = f[i][1] = u[1] - norm[1] * two_nu;
fz = f[i][2] = u[2] - norm[2] * two_nu;
m[i] = fx * fx + fy * fy + (fz + 1.0F) * (fz + 1.0F);
if (m[i] != 0.0F) {
m[i] = 0.5F / (GLfloat) GL_SQRT(m[i]);
}
}
}
typedef void (*build_m_func)( GLfloat f[][3],
GLfloat m[],
const GLvector4f *normal,
const GLvector4f *eye );
static build_m_func build_m_tab[5] = {
0,
0,
build_m2,
build_m3,
build_m3
};
/* This is unusual in that we respect the stride of the output vector
* (f). This allows us to pass in either a texcoord vector4f, or a
* temporary vector3f.
*/
static void build_f3( GLfloat *f,
GLuint fstride,
const GLvector4f *normal,
const GLvector4f *eye )
{
GLuint stride = eye->stride;
GLfloat *coord = eye->start;
GLuint count = eye->count;
GLfloat *norm = normal->start;
GLuint i;
for (i=0;i<count;i++) {
GLfloat u[3], two_nu;
COPY_3V( u, coord );
NORMALIZE_3FV( u );
two_nu = 2.0F * DOT3(norm,u);
f[0] = u[0] - norm[0] * two_nu;
f[1] = u[1] - norm[1] * two_nu;
f[2] = u[2] - norm[2] * two_nu;
STRIDE_F(coord,stride);
STRIDE_F(f,fstride);
STRIDE_F(norm, normal->stride);
}
}
static void build_f2( GLfloat *f,
GLuint fstride,
const GLvector4f *normal,
const GLvector4f *eye )
{
GLuint stride = eye->stride;
GLfloat *coord = eye->start;
GLuint count = eye->count;
GLfloat *norm = normal->start;
GLuint i;
for (i=0;i<count;i++) {
GLfloat u[3], two_nu;
COPY_2V( u, coord );
u[2] = 0;
NORMALIZE_3FV( u );
two_nu = 2.0F * DOT3(norm,u);
f[0] = u[0] - norm[0] * two_nu;
f[1] = u[1] - norm[1] * two_nu;
f[2] = u[2] - norm[2] * two_nu;
STRIDE_F(coord,stride);
STRIDE_F(f,fstride);
STRIDE_F(norm, normal->stride);
}
}
typedef void (*build_f_func)( GLfloat *f,
GLuint fstride,
const GLvector4f *normal_vec,
const GLvector4f *eye );
/* Just treat 4-vectors as 3-vectors.
*/
static build_f_func build_f_tab[5] = {
0,
0,
build_f2,
build_f3,
build_f3
};
/* Special case texgen functions.
*/
static void texgen_reflection_map_nv( GLcontext *ctx,
struct texgen_stage_data *store,
GLuint unit )
{
struct vertex_buffer *VB = &TNL_CONTEXT(ctx)->vb;
GLvector4f *in = VB->TexCoordPtr[unit];
GLvector4f *out = &store->texcoord[unit];
build_f_tab[VB->EyePtr->size]( out->start,
out->stride,
VB->NormalPtr,
VB->EyePtr );
if (in) {
out->flags |= (in->flags & VEC_SIZE_FLAGS) | VEC_SIZE_3;
out->count = in->count;
out->size = MAX2(in->size, 3);
if (in->size == 4)
_mesa_copy_tab[0x8]( out, in );
}
else {
out->flags |= VEC_SIZE_3;
out->size = 3;
out->count = in->count;
}
}
static void texgen_normal_map_nv( GLcontext *ctx,
struct texgen_stage_data *store,
GLuint unit )
{
struct vertex_buffer *VB = &TNL_CONTEXT(ctx)->vb;
GLvector4f *in = VB->TexCoordPtr[unit];
GLvector4f *out = &store->texcoord[unit];
GLvector4f *normal = VB->NormalPtr;
GLfloat (*texcoord)[4] = (GLfloat (*)[4])out->start;
GLuint count = VB->Count;
GLuint i;
const GLfloat *norm = normal->start;
for (i=0;i<count;i++, STRIDE_F(norm, normal->stride)) {
texcoord[i][0] = norm[0];
texcoord[i][1] = norm[1];
texcoord[i][2] = norm[2];
}
if (in) {
out->flags |= (in->flags & VEC_SIZE_FLAGS) | VEC_SIZE_3;
out->count = in->count;
out->size = MAX2(in->size, 3);
if (in->size == 4)
_mesa_copy_tab[0x8]( out, in );
}
else {
out->flags |= VEC_SIZE_3;
out->size = 3;
out->count = in->count;
}
}
static void texgen_sphere_map( GLcontext *ctx,
struct texgen_stage_data *store,
GLuint unit )
{
struct vertex_buffer *VB = &TNL_CONTEXT(ctx)->vb;
GLvector4f *in = VB->TexCoordPtr[unit];
GLvector4f *out = &store->texcoord[unit];
GLfloat (*texcoord)[4] = (GLfloat (*)[4]) out->start;
GLuint count = VB->Count;
GLuint i;
GLfloat (*f)[3] = store->tmp_f;
GLfloat *m = store->tmp_m;
/* _mesa_debug(NULL, "%s normstride %d eyestride %d\n", */
/* __FUNCTION__, VB->NormalPtr->stride, */
/* VB->EyePtr->stride); */
(build_m_tab[VB->EyePtr->size])( store->tmp_f,
store->tmp_m,
VB->NormalPtr,
VB->EyePtr );
for (i=0;i<count;i++) {
texcoord[i][0] = f[i][0] * m[i] + 0.5F;
texcoord[i][1] = f[i][1] * m[i] + 0.5F;
}
if (in) {
out->size = MAX2(in->size,2);
out->count = in->count;
out->flags |= (in->flags & VEC_SIZE_FLAGS) | VEC_SIZE_2;
if (in->size > 2)
_mesa_copy_tab[all_bits[in->size] & ~0x3]( out, in );
} else {
out->size = 2;
out->flags |= VEC_SIZE_2;
out->count = in->count;
}
}
static void texgen( GLcontext *ctx,
struct texgen_stage_data *store,
GLuint unit )
{
TNLcontext *tnl = TNL_CONTEXT(ctx);
struct vertex_buffer *VB = &tnl->vb;
GLvector4f *in = VB->TexCoordPtr[unit];
GLvector4f *out = &store->texcoord[unit];
struct gl_texture_unit *texUnit = &ctx->Texture.Unit[unit];
const GLvector4f *obj = VB->ObjPtr;
const GLvector4f *eye = VB->EyePtr;
const GLvector4f *normal = VB->NormalPtr;
GLfloat (*texcoord)[4] = (GLfloat (*)[4])out->data;
GLfloat *indata;
GLuint count = VB->Count;
GLfloat (*f)[3] = store->tmp_f;
GLfloat *m = store->tmp_m;
GLuint holes = 0;
if (texUnit->_GenFlags & TEXGEN_NEED_M) {
build_m_tab[in->size]( store->tmp_f, store->tmp_m, normal, eye );
} else if (texUnit->_GenFlags & TEXGEN_NEED_F) {
build_f_tab[in->size]( (GLfloat *)store->tmp_f, 3, normal, eye );
}
if (!in) {
ASSERT(0);
in = out;
in->count = VB->Count;
out->size = store->TexgenSize[unit];
out->flags |= texUnit->TexGenEnabled;
out->count = VB->Count;
holes = store->TexgenHoles[unit];
}
else {
GLuint copy = (all_bits[in->size] & ~texUnit->TexGenEnabled);
if (copy)
_mesa_copy_tab[copy]( out, in );
out->size = MAX2(in->size, store->TexgenSize[unit]);
out->flags |= (in->flags & VEC_SIZE_FLAGS) | texUnit->TexGenEnabled;
out->count = in->count;
holes = ~all_bits[in->size] & store->TexgenHoles[unit];
}
if (holes) {
if (holes & VEC_DIRTY_2) _mesa_vector4f_clean_elem(out, count, 2);
if (holes & VEC_DIRTY_1) _mesa_vector4f_clean_elem(out, count, 1);
if (holes & VEC_DIRTY_0) _mesa_vector4f_clean_elem(out, count, 0);
}
if (texUnit->TexGenEnabled & S_BIT) {
GLuint i;
switch (texUnit->GenModeS) {
case GL_OBJECT_LINEAR:
_mesa_dotprod_tab[obj->size]( (GLfloat *)out->data,
sizeof(out->data[0]), obj,
texUnit->ObjectPlaneS );
break;
case GL_EYE_LINEAR:
_mesa_dotprod_tab[eye->size]( (GLfloat *)out->data,
sizeof(out->data[0]), eye,
texUnit->EyePlaneS );
break;
case GL_SPHERE_MAP:
for (indata=in->start,i=0 ; i<count ;i++, STRIDE_F(indata,in->stride))
texcoord[i][0] = indata[0] * m[i] + 0.5F;
break;
case GL_REFLECTION_MAP_NV:
for (i=0;i<count;i++)
texcoord[i][0] = f[i][0];
break;
case GL_NORMAL_MAP_NV: {
const GLfloat *norm = normal->start;
for (i=0;i<count;i++, STRIDE_F(norm, normal->stride)) {
texcoord[i][0] = norm[0];
}
break;
}
default:
_mesa_problem(ctx, "Bad S texgen");
}
}
if (texUnit->TexGenEnabled & T_BIT) {
GLuint i;
switch (texUnit->GenModeT) {
case GL_OBJECT_LINEAR:
_mesa_dotprod_tab[obj->size]( &(out->data[0][1]),
sizeof(out->data[0]), obj,
texUnit->ObjectPlaneT );
break;
case GL_EYE_LINEAR:
_mesa_dotprod_tab[eye->size]( &(out->data[0][1]),
sizeof(out->data[0]), eye,
texUnit->EyePlaneT );
break;
case GL_SPHERE_MAP:
for (indata=in->start,i=0; i<count ;i++,STRIDE_F(indata,in->stride))
texcoord[i][1] = indata[1] * m[i] + 0.5F;
break;
case GL_REFLECTION_MAP_NV:
for (i=0;i<count;i++)
texcoord[i][0] = f[i][0];
break;
case GL_NORMAL_MAP_NV: {
const GLfloat *norm = normal->start;
for (i=0;i<count;i++, STRIDE_F(norm, normal->stride)) {
texcoord[i][1] = norm[1];
}
break;
}
default:
_mesa_problem(ctx, "Bad T texgen");
}
}
if (texUnit->TexGenEnabled & R_BIT) {
GLuint i;
switch (texUnit->GenModeR) {
case GL_OBJECT_LINEAR:
_mesa_dotprod_tab[obj->size]( &(out->data[0][2]),
sizeof(out->data[0]), obj,
texUnit->ObjectPlaneR );
break;
case GL_EYE_LINEAR:
_mesa_dotprod_tab[eye->size]( &(out->data[0][2]),
sizeof(out->data[0]), eye,
texUnit->EyePlaneR );
break;
case GL_REFLECTION_MAP_NV:
for (i=0;i<count;i++)
texcoord[i][2] = f[i][2];
break;
case GL_NORMAL_MAP_NV: {
const GLfloat *norm = normal->start;
for (i=0;i<count;i++,STRIDE_F(norm, normal->stride)) {
texcoord[i][2] = norm[2];
}
break;
}
default:
_mesa_problem(ctx, "Bad R texgen");
}
}
if (texUnit->TexGenEnabled & Q_BIT) {
switch (texUnit->GenModeQ) {
case GL_OBJECT_LINEAR:
_mesa_dotprod_tab[obj->size]( &(out->data[0][3]),
sizeof(out->data[0]), obj,
texUnit->ObjectPlaneQ );
break;
case GL_EYE_LINEAR:
_mesa_dotprod_tab[eye->size]( &(out->data[0][3]),
sizeof(out->data[0]), eye,
texUnit->EyePlaneQ );
break;
default:
_mesa_problem(ctx, "Bad Q texgen");
}
}
}
static GLboolean run_texgen_stage( GLcontext *ctx,
struct gl_pipeline_stage *stage )
{
struct vertex_buffer *VB = &TNL_CONTEXT(ctx)->vb;
struct texgen_stage_data *store = TEXGEN_STAGE_DATA( stage );
GLuint i;
for (i = 0 ; i < ctx->Const.MaxTextureUnits ; i++)
if (ctx->Texture._TexGenEnabled & ENABLE_TEXGEN(i)) {
if (stage->changed_inputs & (VERT_BIT_EYE | VERT_BIT_NORMAL | VERT_BIT_TEX(i)))
store->TexgenFunc[i]( ctx, store, i );
VB->TexCoordPtr[i] = &store->texcoord[i];
}
return GL_TRUE;
}
static GLboolean run_validate_texgen_stage( GLcontext *ctx,
struct gl_pipeline_stage *stage )
{
struct texgen_stage_data *store = TEXGEN_STAGE_DATA(stage);
GLuint i;
for (i = 0 ; i < ctx->Const.MaxTextureUnits ; i++) {
struct gl_texture_unit *texUnit = &ctx->Texture.Unit[i];
if (texUnit->TexGenEnabled) {
GLuint sz;
if (texUnit->TexGenEnabled & R_BIT)
sz = 4;
else if (texUnit->TexGenEnabled & Q_BIT)
sz = 3;
else if (texUnit->TexGenEnabled & T_BIT)
sz = 2;
else
sz = 1;
store->TexgenSize[i] = sz;
store->TexgenHoles[i] = (all_bits[sz] & ~texUnit->TexGenEnabled);
store->TexgenFunc[i] = texgen;
if (texUnit->TexGenEnabled == (S_BIT|T_BIT|R_BIT)) {
if (texUnit->_GenFlags == TEXGEN_REFLECTION_MAP_NV) {
store->TexgenFunc[i] = texgen_reflection_map_nv;
}
else if (texUnit->_GenFlags == TEXGEN_NORMAL_MAP_NV) {
store->TexgenFunc[i] = texgen_normal_map_nv;
}
}
else if (texUnit->TexGenEnabled == (S_BIT|T_BIT) &&
texUnit->_GenFlags == TEXGEN_SPHERE_MAP) {
store->TexgenFunc[i] = texgen_sphere_map;
}
}
}
stage->run = run_texgen_stage;
return stage->run( ctx, stage );
}
static void check_texgen( GLcontext *ctx, struct gl_pipeline_stage *stage )
{
GLuint i;
stage->active = 0;
if (ctx->Texture._TexGenEnabled && !ctx->VertexProgram.Enabled) {
GLuint inputs = 0;
GLuint outputs = 0;
if (ctx->Texture._GenFlags & TEXGEN_OBJ_LINEAR)
inputs |= VERT_BIT_POS;
if (ctx->Texture._GenFlags & TEXGEN_NEED_EYE_COORD)
inputs |= VERT_BIT_EYE;
if (ctx->Texture._GenFlags & TEXGEN_NEED_NORMALS)
inputs |= VERT_BIT_NORMAL;
for (i = 0 ; i < ctx->Const.MaxTextureUnits ; i++)
if (ctx->Texture._TexGenEnabled & ENABLE_TEXGEN(i))
{
outputs |= VERT_BIT_TEX(i);
/* Need the original input in case it contains a Q coord:
* (sigh)
*/
inputs |= VERT_BIT_TEX(i);
/* Something for Feedback? */
}
if (stage->privatePtr)
stage->run = run_validate_texgen_stage;
stage->active = 1;
stage->inputs = inputs;
stage->outputs = outputs;
}
}
/* Called the first time stage->run() is invoked.
*/
static GLboolean alloc_texgen_data( GLcontext *ctx,
struct gl_pipeline_stage *stage )
{
struct vertex_buffer *VB = &TNL_CONTEXT(ctx)->vb;
struct texgen_stage_data *store;
GLuint i;
stage->privatePtr = CALLOC(sizeof(*store));
store = TEXGEN_STAGE_DATA(stage);
if (!store)
return GL_FALSE;
for (i = 0 ; i < ctx->Const.MaxTextureUnits ; i++)
_mesa_vector4f_alloc( &store->texcoord[i], 0, VB->Size, 32 );
store->tmp_f = (GLfloat (*)[3]) MALLOC(VB->Size * sizeof(GLfloat) * 3);
store->tmp_m = (GLfloat *) MALLOC(VB->Size * sizeof(GLfloat));
/* Now validate and run the stage.
*/
stage->run = run_validate_texgen_stage;
return stage->run( ctx, stage );
}
static void free_texgen_data( struct gl_pipeline_stage *stage )
{
struct texgen_stage_data *store = TEXGEN_STAGE_DATA(stage);
GLuint i;
if (store) {
for (i = 0 ; i < MAX_TEXTURE_UNITS ; i++)
if (store->texcoord[i].data)
_mesa_vector4f_free( &store->texcoord[i] );
if (store->tmp_f) FREE( store->tmp_f );
if (store->tmp_m) FREE( store->tmp_m );
FREE( store );
stage->privatePtr = NULL;
}
}
const struct gl_pipeline_stage _tnl_texgen_stage =
{
"texgen", /* name */
_NEW_TEXTURE, /* when to call check() */
_NEW_TEXTURE, /* when to invalidate stored data */
GL_FALSE, /* active? */
0, /* inputs */
0, /* outputs */
0, /* changed_inputs */
NULL, /* private data */
free_texgen_data, /* destructor */
check_texgen, /* check */
alloc_texgen_data /* run -- initially set to alloc data */
};