#include "glheader.h"
#include "api_eval.h"
#include "context.h"
#include "macros.h"
#include "math/m_eval.h"
#include "vbo_exec.h"
#include "dispatch.h"
static void clear_active_eval1( struct vbo_exec_context *exec, GLuint attr )
{
exec->eval.map1[attr].map = NULL;
}
static void clear_active_eval2( struct vbo_exec_context *exec, GLuint attr )
{
exec->eval.map2[attr].map = NULL;
}
static void set_active_eval1( struct vbo_exec_context *exec, GLuint attr, GLuint dim,
struct gl_1d_map *map )
{
if (!exec->eval.map1[attr].map) {
exec->eval.map1[attr].map = map;
exec->eval.map1[attr].sz = dim;
}
}
static void set_active_eval2( struct vbo_exec_context *exec, GLuint attr, GLuint dim,
struct gl_2d_map *map )
{
if (!exec->eval.map2[attr].map) {
exec->eval.map2[attr].map = map;
exec->eval.map2[attr].sz = dim;
}
}
void vbo_exec_eval_update( struct vbo_exec_context *exec )
{
GLcontext *ctx = exec->ctx;
GLuint attr;
for (attr = 0; attr < VBO_ATTRIB_FIRST_MATERIAL; attr++) {
clear_active_eval1( exec, attr );
clear_active_eval2( exec, attr );
}
if (ctx->VertexProgram._Enabled) {
for (attr = 0; attr < VBO_ATTRIB_FIRST_MATERIAL; attr++) {
if (ctx->Eval.Map1Attrib[attr])
set_active_eval1( exec, attr, 4, &ctx->EvalMap.Map1Attrib[attr] );
if (ctx->Eval.Map2Attrib[attr])
set_active_eval2( exec, attr, 4, &ctx->EvalMap.Map2Attrib[attr] );
}
}
if (ctx->Eval.Map1Color4)
set_active_eval1( exec, VBO_ATTRIB_COLOR0, 4, &ctx->EvalMap.Map1Color4 );
if (ctx->Eval.Map2Color4)
set_active_eval2( exec, VBO_ATTRIB_COLOR0, 4, &ctx->EvalMap.Map2Color4 );
if (ctx->Eval.Map1TextureCoord4)
set_active_eval1( exec, VBO_ATTRIB_TEX0, 4, &ctx->EvalMap.Map1Texture4 );
else if (ctx->Eval.Map1TextureCoord3)
set_active_eval1( exec, VBO_ATTRIB_TEX0, 3, &ctx->EvalMap.Map1Texture3 );
else if (ctx->Eval.Map1TextureCoord2)
set_active_eval1( exec, VBO_ATTRIB_TEX0, 2, &ctx->EvalMap.Map1Texture2 );
else if (ctx->Eval.Map1TextureCoord1)
set_active_eval1( exec, VBO_ATTRIB_TEX0, 1, &ctx->EvalMap.Map1Texture1 );
if (ctx->Eval.Map2TextureCoord4)
set_active_eval2( exec, VBO_ATTRIB_TEX0, 4, &ctx->EvalMap.Map2Texture4 );
else if (ctx->Eval.Map2TextureCoord3)
set_active_eval2( exec, VBO_ATTRIB_TEX0, 3, &ctx->EvalMap.Map2Texture3 );
else if (ctx->Eval.Map2TextureCoord2)
set_active_eval2( exec, VBO_ATTRIB_TEX0, 2, &ctx->EvalMap.Map2Texture2 );
else if (ctx->Eval.Map2TextureCoord1)
set_active_eval2( exec, VBO_ATTRIB_TEX0, 1, &ctx->EvalMap.Map2Texture1 );
if (ctx->Eval.Map1Normal)
set_active_eval1( exec, VBO_ATTRIB_NORMAL, 3, &ctx->EvalMap.Map1Normal );
if (ctx->Eval.Map2Normal)
set_active_eval2( exec, VBO_ATTRIB_NORMAL, 3, &ctx->EvalMap.Map2Normal );
if (ctx->Eval.Map1Vertex4)
set_active_eval1( exec, VBO_ATTRIB_POS, 4, &ctx->EvalMap.Map1Vertex4 );
else if (ctx->Eval.Map1Vertex3)
set_active_eval1( exec, VBO_ATTRIB_POS, 3, &ctx->EvalMap.Map1Vertex3 );
if (ctx->Eval.Map2Vertex4)
set_active_eval2( exec, VBO_ATTRIB_POS, 4, &ctx->EvalMap.Map2Vertex4 );
else if (ctx->Eval.Map2Vertex3)
set_active_eval2( exec, VBO_ATTRIB_POS, 3, &ctx->EvalMap.Map2Vertex3 );
exec->eval.recalculate_maps = 0;
}
void vbo_exec_do_EvalCoord1f(struct vbo_exec_context *exec, GLfloat u)
{
GLuint attr;
for (attr = 1; attr <= VBO_ATTRIB_TEX7; attr++) {
struct gl_1d_map *map = exec->eval.map1[attr].map;
if (map) {
GLfloat uu = (u - map->u1) * map->du;
GLfloat data[4];
ASSIGN_4V(data, 0, 0, 0, 1);
_math_horner_bezier_curve(map->Points, data, uu,
exec->eval.map1[attr].sz,
map->Order);
COPY_SZ_4V( exec->vtx.attrptr[attr],
exec->vtx.attrsz[attr],
data );
}
}
if (exec->eval.map1[0].map) {
struct gl_1d_map *map = exec->eval.map1[0].map;
GLfloat uu = (u - map->u1) * map->du;
GLfloat vertex[4];
ASSIGN_4V(vertex, 0, 0, 0, 1);
_math_horner_bezier_curve(map->Points, vertex, uu,
exec->eval.map1[0].sz,
map->Order);
if (exec->eval.map1[0].sz == 4)
CALL_Vertex4fv(GET_DISPATCH(), ( vertex ));
else
CALL_Vertex3fv(GET_DISPATCH(), ( vertex ));
}
}
void vbo_exec_do_EvalCoord2f( struct vbo_exec_context *exec,
GLfloat u, GLfloat v )
{
GLuint attr;
for (attr = 1; attr <= VBO_ATTRIB_TEX7; attr++) {
struct gl_2d_map *map = exec->eval.map2[attr].map;
if (map) {
GLfloat uu = (u - map->u1) * map->du;
GLfloat vv = (v - map->v1) * map->dv;
GLfloat data[4];
ASSIGN_4V(data, 0, 0, 0, 1);
_math_horner_bezier_surf(map->Points,
data,
uu, vv,
exec->eval.map2[attr].sz,
map->Uorder, map->Vorder);
COPY_SZ_4V( exec->vtx.attrptr[attr],
exec->vtx.attrsz[attr],
data );
}
}
if (exec->eval.map2[0].map) {
struct gl_2d_map *map = exec->eval.map2[0].map;
GLfloat uu = (u - map->u1) * map->du;
GLfloat vv = (v - map->v1) * map->dv;
GLfloat vertex[4];
ASSIGN_4V(vertex, 0, 0, 0, 1);
if (exec->ctx->Eval.AutoNormal) {
GLfloat normal[4];
GLfloat du[4], dv[4];
_math_de_casteljau_surf(map->Points, vertex, du, dv, uu, vv,
exec->eval.map2[0].sz,
map->Uorder, map->Vorder);
if (exec->eval.map2[0].sz == 4) {
du[0] = du[0]*vertex[3] - du[3]*vertex[0];
du[1] = du[1]*vertex[3] - du[3]*vertex[1];
du[2] = du[2]*vertex[3] - du[3]*vertex[2];
dv[0] = dv[0]*vertex[3] - dv[3]*vertex[0];
dv[1] = dv[1]*vertex[3] - dv[3]*vertex[1];
dv[2] = dv[2]*vertex[3] - dv[3]*vertex[2];
}
CROSS3(normal, du, dv);
NORMALIZE_3FV(normal);
normal[3] = 1.0;
COPY_SZ_4V( exec->vtx.attrptr[VBO_ATTRIB_NORMAL],
exec->vtx.attrsz[VBO_ATTRIB_NORMAL],
normal );
}
else {
_math_horner_bezier_surf(map->Points, vertex, uu, vv,
exec->eval.map2[0].sz,
map->Uorder, map->Vorder);
}
if (exec->vtx.attrsz[0] == 4)
CALL_Vertex4fv(GET_DISPATCH(), ( vertex ));
else
CALL_Vertex3fv(GET_DISPATCH(), ( vertex ));
}
}