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IABSD.fr/xenocara/lib/libGLU/src/libnurbs/interface/glrenderer.cc

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  • Author : jsg
    Date : 2013-09-01 03:51:12
    Hash : 729f7da4
    Message : Update to GLU 9.0.0, GLU was previously part of Mesa but is now seperate. tested in a ports bulk build by landry@, ok matthieu@

  • lib/libGLU/src/libnurbs/interface/glrenderer.cc
  • /*
    ** License Applicability. Except to the extent portions of this file are
    ** made subject to an alternative license as permitted in the SGI Free
    ** Software License B, Version 1.1 (the "License"), the contents of this
    ** file are subject only to the provisions of the License. You may not use
    ** this file except in compliance with the License. You may obtain a copy
    ** of the License at Silicon Graphics, Inc., attn: Legal Services, 1600
    ** Amphitheatre Parkway, Mountain View, CA 94043-1351, or at:
    **
    ** http://oss.sgi.com/projects/FreeB
    **
    ** Note that, as provided in the License, the Software is distributed on an
    ** "AS IS" basis, with ALL EXPRESS AND IMPLIED WARRANTIES AND CONDITIONS
    ** DISCLAIMED, INCLUDING, WITHOUT LIMITATION, ANY IMPLIED WARRANTIES AND
    ** CONDITIONS OF MERCHANTABILITY, SATISFACTORY QUALITY, FITNESS FOR A
    ** PARTICULAR PURPOSE, AND NON-INFRINGEMENT.
    **
    ** Original Code. The Original Code is: OpenGL Sample Implementation,
    ** Version 1.2.1, released January 26, 2000, developed by Silicon Graphics,
    ** Inc. The Original Code is Copyright (c) 1991-2000 Silicon Graphics, Inc.
    ** Copyright in any portions created by third parties is as indicated
    ** elsewhere herein. All Rights Reserved.
    **
    ** Additional Notice Provisions: The application programming interfaces
    ** established by SGI in conjunction with the Original Code are The
    ** OpenGL(R) Graphics System: A Specification (Version 1.2.1), released
    ** April 1, 1999; The OpenGL(R) Graphics System Utility Library (Version
    ** 1.3), released November 4, 1998; and OpenGL(R) Graphics with the X
    ** Window System(R) (Version 1.3), released October 19, 1998. This software
    ** was created using the OpenGL(R) version 1.2.1 Sample Implementation
    ** published by SGI, but has not been independently verified as being
    ** compliant with the OpenGL(R) version 1.2.1 Specification.
    **
    */
    /*
    */
    
    #include "gluos.h"
    #include "glimports.h"
    #include "glrenderer.h"
    
    GLUnurbs::GLUnurbs()
    	: NurbsTessellator(curveEvaluator, surfaceEvaluator)
    {
        redefineMaps();
        defineMap(GL_MAP2_NORMAL, 0, 3);
        defineMap(GL_MAP1_NORMAL, 0, 3);
        defineMap(GL_MAP2_TEXTURE_COORD_1, 0, 1);
        defineMap(GL_MAP1_TEXTURE_COORD_1, 0, 1);
        defineMap(GL_MAP2_TEXTURE_COORD_2, 0, 2);
        defineMap(GL_MAP1_TEXTURE_COORD_2, 0, 2);
        defineMap(GL_MAP2_TEXTURE_COORD_3, 0, 3);
        defineMap(GL_MAP1_TEXTURE_COORD_3, 0, 3);
        defineMap(GL_MAP2_TEXTURE_COORD_4, 1, 4);
        defineMap(GL_MAP1_TEXTURE_COORD_4, 1, 4);
        defineMap(GL_MAP2_VERTEX_4, 1, 4);
        defineMap(GL_MAP1_VERTEX_4, 1, 4);
        defineMap(GL_MAP2_VERTEX_3, 0, 3);
        defineMap(GL_MAP1_VERTEX_3, 0, 3);
        defineMap(GL_MAP2_COLOR_4, 0, 4);
        defineMap(GL_MAP1_COLOR_4, 0, 4);
        defineMap(GL_MAP2_INDEX, 0, 1);
        defineMap(GL_MAP1_INDEX, 0, 1);
    
        setnurbsproperty(GL_MAP1_VERTEX_3, N_SAMPLINGMETHOD, (float) N_PATHLENGTH);
        setnurbsproperty(GL_MAP1_VERTEX_4, N_SAMPLINGMETHOD, (float) N_PATHLENGTH);
        setnurbsproperty(GL_MAP2_VERTEX_3, N_SAMPLINGMETHOD, (float) N_PATHLENGTH);
        setnurbsproperty(GL_MAP2_VERTEX_4, N_SAMPLINGMETHOD, (float) N_PATHLENGTH);
    
        setnurbsproperty(GL_MAP1_VERTEX_3, N_PIXEL_TOLERANCE, (float) 50.0);
        setnurbsproperty(GL_MAP1_VERTEX_4, N_PIXEL_TOLERANCE, (float) 50.0);
        setnurbsproperty(GL_MAP2_VERTEX_3, N_PIXEL_TOLERANCE, (float) 50.0);
        setnurbsproperty(GL_MAP2_VERTEX_4, N_PIXEL_TOLERANCE, (float) 50.0);
    
        setnurbsproperty(GL_MAP1_VERTEX_3, N_ERROR_TOLERANCE, (float) 0.50);
        setnurbsproperty(GL_MAP1_VERTEX_4, N_ERROR_TOLERANCE, (float) 0.50);
        setnurbsproperty(GL_MAP2_VERTEX_3, N_ERROR_TOLERANCE, (float) 0.50);
        setnurbsproperty(GL_MAP2_VERTEX_4, N_ERROR_TOLERANCE, (float) 0.50);
    
        setnurbsproperty(GL_MAP1_VERTEX_3, N_S_STEPS, (float) 100.0);
        setnurbsproperty(GL_MAP1_VERTEX_4, N_S_STEPS, (float) 100.0);
        setnurbsproperty(GL_MAP2_VERTEX_3, N_S_STEPS, (float) 100.0);
        setnurbsproperty(GL_MAP2_VERTEX_4, N_S_STEPS, (float) 100.0);
    
        //added for optimizing untrimmed case
        set_domain_distance_u_rate(100.0);
    
        setnurbsproperty(GL_MAP1_VERTEX_3, N_T_STEPS, (float) 100.0);
        setnurbsproperty(GL_MAP1_VERTEX_4, N_T_STEPS, (float) 100.0);
        setnurbsproperty(GL_MAP2_VERTEX_3, N_T_STEPS, (float) 100.0);
        setnurbsproperty(GL_MAP2_VERTEX_4, N_T_STEPS, (float) 100.0);
    
        //added for optimizing untrimmed case
        set_domain_distance_v_rate(100.0);
        set_is_domain_distance_sampling(0); //since the default is path_length
    
        //default autoloadmode is true
        autoloadmode = 1;
    
        //default callbackFlag is 0
        callbackFlag = 0;
    
        errorCallback = NULL;
    }
    
    void
    GLUnurbs::bgnrender(void)
    {
        if (autoloadmode) {
    	loadGLMatrices();
        }
    }
    
    void
    GLUnurbs::endrender(void)
    {
    }
    
    void
    GLUnurbs::errorHandler(int i)
    {
        int gluError;
    
        gluError = i + (GLU_NURBS_ERROR1 - 1);
        postError( gluError );
    }
    
    void
    GLUnurbs::loadGLMatrices(void)
    {
        GLfloat vmat[4][4];
        GLint viewport[4];
    
        grabGLMatrix((GLfloat (*)[4]) vmat);
        loadCullingMatrix((GLfloat (*)[4]) vmat);
        ::glGetIntegerv((GLenum) GL_VIEWPORT, (GLint *) viewport);
        loadSamplingMatrix((const GLfloat (*)[4]) vmat, (const GLint *) viewport);
    }
    
    void
    GLUnurbs::useGLMatrices(const GLfloat modelMatrix[16],
    			  const GLfloat projMatrix[16],
    			  const GLint viewport[4])
    {
        GLfloat vmat[4][4];
    
        multmatrix4d(vmat, (const GLfloat (*)[4]) modelMatrix,
    	    (const GLfloat (*)[4]) projMatrix);
        loadCullingMatrix((GLfloat (*)[4]) vmat);
        loadSamplingMatrix((const GLfloat (*)[4]) vmat, (const GLint *) viewport);
    }
    
    /*--------------------------------------------------------------------------
     * grabGLMatrix
     *--------------------------------------------------------------------------
     */
    
    void
    GLUnurbs::grabGLMatrix(GLfloat vmat[4][4])
    {
        GLfloat m1[4][4], m2[4][4];
    
        ::glGetFloatv((GLenum) GL_MODELVIEW_MATRIX, (GLfloat *) &(m1[0][0]));
        ::glGetFloatv((GLenum) GL_PROJECTION_MATRIX, (GLfloat *) &(m2[0][0]));
        multmatrix4d((GLfloat (*)[4]) vmat,
    	    (const GLfloat (*)[4]) m1, (const GLfloat (*)[4]) m2);
    }
    
    //for object space tesselation: view independent
    void
    GLUnurbs::setSamplingMatrixIdentity( void )
    {
      INREAL smat[4][4] = {
        {1,0,0,0},
        {0,1,0,0},
        {0,0,1,0},
        {0,0,0,1}
      };
      const long rstride = sizeof(smat[0]) / sizeof(smat[0][0]);
      const long cstride = 1;
    
      setnurbsproperty(GL_MAP1_VERTEX_3, N_SAMPLINGMATRIX, &smat[0][0], rstride,
    		   cstride);
      setnurbsproperty(GL_MAP1_VERTEX_4, N_SAMPLINGMATRIX, &smat[0][0], rstride,
    		   cstride);
      setnurbsproperty(GL_MAP2_VERTEX_3, N_SAMPLINGMATRIX, &smat[0][0], rstride,
    		   cstride);
      setnurbsproperty(GL_MAP2_VERTEX_4, N_SAMPLINGMATRIX, &smat[0][0], rstride,
    		   cstride);
    }
    
    
    void
    GLUnurbs::loadSamplingMatrix(const GLfloat vmat[4][4],
    			       const GLint viewport[4])
    {
    
        /* rescale the mapping to correspond to pixels in x/y */
        REAL xsize = 0.5 * (REAL) (viewport[2]);
        REAL ysize = 0.5 * (REAL) (viewport[3]);
    
        INREAL smat[4][4];
        smat[0][0] = vmat[0][0] * xsize;
        smat[1][0] = vmat[1][0] * xsize;
        smat[2][0] = vmat[2][0] * xsize;
        smat[3][0] = vmat[3][0] * xsize;
    
        smat[0][1] = vmat[0][1] * ysize;
        smat[1][1] = vmat[1][1] * ysize;
        smat[2][1] = vmat[2][1] * ysize;
        smat[3][1] = vmat[3][1] * ysize;
    
        smat[0][2] = 0.0;
        smat[1][2] = 0.0;
        smat[2][2] = 0.0;
        smat[3][2] = 0.0;
    
        smat[0][3] = vmat[0][3];
        smat[1][3] = vmat[1][3];
        smat[2][3] = vmat[2][3];
        smat[3][3] = vmat[3][3];
    
        const long rstride = sizeof(smat[0]) / sizeof(smat[0][0]);
        const long cstride = 1;
    
        setnurbsproperty(GL_MAP1_VERTEX_3, N_SAMPLINGMATRIX, &smat[0][0], rstride,
    	    cstride);
        setnurbsproperty(GL_MAP1_VERTEX_4, N_SAMPLINGMATRIX, &smat[0][0], rstride,
    	    cstride);
        setnurbsproperty(GL_MAP2_VERTEX_3, N_SAMPLINGMATRIX, &smat[0][0], rstride,
    	    cstride);
        setnurbsproperty(GL_MAP2_VERTEX_4, N_SAMPLINGMATRIX, &smat[0][0], rstride,
    	    cstride);
    }
    
    void
    GLUnurbs::loadCullingMatrix(GLfloat vmat[4][4])
    {
        INREAL cmat[4][4];
    
        cmat[0][0] = vmat[0][0];
        cmat[0][1] = vmat[0][1];
        cmat[0][2] = vmat[0][2];
        cmat[0][3] = vmat[0][3];
    
        cmat[1][0] = vmat[1][0];
        cmat[1][1] = vmat[1][1];
        cmat[1][2] = vmat[1][2];
        cmat[1][3] = vmat[1][3];
    
        cmat[2][0] = vmat[2][0];
        cmat[2][1] = vmat[2][1];
        cmat[2][2] = vmat[2][2];
        cmat[2][3] = vmat[2][3];
    
        cmat[3][0] = vmat[3][0];
        cmat[3][1] = vmat[3][1];
        cmat[3][2] = vmat[3][2];
        cmat[3][3] = vmat[3][3];
    
        const long rstride = sizeof(cmat[0]) / sizeof(cmat[0][0]);
        const long cstride = 1;
    
        setnurbsproperty(GL_MAP2_VERTEX_3, N_CULLINGMATRIX, &cmat[0][0], rstride,
    	    cstride);
        setnurbsproperty(GL_MAP2_VERTEX_4, N_CULLINGMATRIX, &cmat[0][0], rstride,
    	    cstride);
    	//added for curves by zl
        setnurbsproperty(GL_MAP1_VERTEX_3, N_CULLINGMATRIX, &cmat[0][0], rstride,
    	    cstride);
        setnurbsproperty(GL_MAP1_VERTEX_4, N_CULLINGMATRIX, &cmat[0][0], rstride,
    	    cstride);
    }
    
    /*---------------------------------------------------------------------
     * A = B * MAT ; transform a 4d vector through a 4x4 matrix
     *---------------------------------------------------------------------
     */
    void
    GLUnurbs::transform4d(GLfloat A[4], GLfloat B[4], GLfloat mat[4][4])
    {
    
        A[0] = B[0]*mat[0][0] + B[1]*mat[1][0] + B[2]*mat[2][0] + B[3]*mat[3][0];
        A[1] = B[0]*mat[0][1] + B[1]*mat[1][1] + B[2]*mat[2][1] + B[3]*mat[3][1];
        A[2] = B[0]*mat[0][2] + B[1]*mat[1][2] + B[2]*mat[2][2] + B[3]*mat[3][2];
        A[3] = B[0]*mat[0][3] + B[1]*mat[1][3] + B[2]*mat[2][3] + B[3]*mat[3][3];
    }
    
    /*---------------------------------------------------------------------
     * new = [left][right] ; multiply two matrices together
     *---------------------------------------------------------------------
     */
    void
    GLUnurbs::multmatrix4d (GLfloat n[4][4], const GLfloat left[4][4],
    		 const GLfloat right[4][4])
    {
        transform4d ((GLfloat *) n[0],(GLfloat *) left[0],(GLfloat (*)[4]) right);
        transform4d ((GLfloat *) n[1],(GLfloat *) left[1],(GLfloat (*)[4]) right);
        transform4d ((GLfloat *) n[2],(GLfloat *) left[2],(GLfloat (*)[4]) right);
        transform4d ((GLfloat *) n[3],(GLfloat *) left[3],(GLfloat (*)[4]) right);
    }