#include "packrender.h"
void __glFillMap1f(GLint k, GLint order, GLint stride,
const GLfloat *points, GLubyte *pc)
{
if (stride == k) {
__GLX_PUT_FLOAT_ARRAY(0, points, order * k);
} else {
GLint i;
for (i = 0; i < order; i++) {
__GLX_PUT_FLOAT_ARRAY(0, points, k);
points += stride;
pc += k * __GLX_SIZE_FLOAT32;
}
}
}
void __glFillMap1d(GLint k, GLint order, GLint stride,
const GLdouble *points, GLubyte *pc)
{
if (stride == k) {
__GLX_PUT_DOUBLE_ARRAY(0, points, order * k);
} else {
GLint i;
for (i = 0; i < order; i++) {
__GLX_PUT_DOUBLE_ARRAY(0, points, k);
points += stride;
pc += k * __GLX_SIZE_FLOAT64;
}
}
}
void __glFillMap2f(GLint k, GLint majorOrder, GLint minorOrder,
GLint majorStride, GLint minorStride,
const GLfloat *points, GLfloat *data)
{
GLint i, j, x;
if ((minorStride == k) && (majorStride == minorOrder*k)) {
__GLX_MEM_COPY(data, points, majorOrder * majorStride *
__GLX_SIZE_FLOAT32);
return;
}
for (i = 0; i < majorOrder; i++) {
for (j = 0; j < minorOrder; j++) {
for (x = 0; x < k; x++) {
data[x] = points[x];
}
points += minorStride;
data += k;
}
points += majorStride - minorStride * minorOrder;
}
}
void __glFillMap2d(GLint k, GLint majorOrder, GLint minorOrder,
GLint majorStride, GLint minorStride,
const GLdouble *points, GLdouble *data)
{
int i,j,x;
if ((minorStride == k) && (majorStride == minorOrder*k)) {
__GLX_MEM_COPY(data, points, majorOrder * majorStride *
__GLX_SIZE_FLOAT64);
return;
}
#ifdef __GLX_ALIGN64
x = k * __GLX_SIZE_FLOAT64;
#endif
for (i = 0; i<majorOrder; i++) {
for (j = 0; j<minorOrder; j++) {
#ifdef __GLX_ALIGN64
__GLX_MEM_COPY(data, points, x);
#else
for (x = 0; x<k; x++) {
data[x] = points[x];
}
#endif
points += minorStride;
data += k;
}
points += majorStride - minorStride * minorOrder;
}
}
GLint __glEvalComputeK(GLenum target)
{
switch(target) {
case GL_MAP1_VERTEX_4:
case GL_MAP1_COLOR_4:
case GL_MAP1_TEXTURE_COORD_4:
case GL_MAP2_VERTEX_4:
case GL_MAP2_COLOR_4:
case GL_MAP2_TEXTURE_COORD_4:
return 4;
case GL_MAP1_VERTEX_3:
case GL_MAP1_TEXTURE_COORD_3:
case GL_MAP1_NORMAL:
case GL_MAP2_VERTEX_3:
case GL_MAP2_TEXTURE_COORD_3:
case GL_MAP2_NORMAL:
return 3;
case GL_MAP1_TEXTURE_COORD_2:
case GL_MAP2_TEXTURE_COORD_2:
return 2;
case GL_MAP1_TEXTURE_COORD_1:
case GL_MAP2_TEXTURE_COORD_1:
case GL_MAP1_INDEX:
case GL_MAP2_INDEX:
return 1;
default:
return 0;
}
}