/*
* Mesa 3-D graphics library
*
* Copyright (C) 1999-2003 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
* THE AUTHORS OR COPYRIGHT HOLDERS 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.
*/
/*
* New (3.1) transformation code written by Keith Whitwell.
*/
/* Functions to tranform a vector of normals. This includes applying
* the transformation matrix, rescaling and normalization.
*/
/*
* mat - the 4x4 transformation matrix
* scale - uniform scale factor of the transformation matrix (not always used)
* in - the source vector of normals
* lengths - length of each incoming normal (may be NULL) (a display list
* optimization)
* dest - the destination vector of normals
*/
static void
TAG(transform_normalize_normals)( const GLmatrix *mat,
GLfloat scale,
const GLvector4f *in,
const GLfloat *lengths,
GLvector4f *dest )
{
GLfloat (*out)[4] = (GLfloat (*)[4])dest->start;
const GLfloat *from = in->start;
const GLuint stride = in->stride;
const GLuint count = in->count;
const GLfloat *m = mat->inv;
GLfloat m0 = m[0], m4 = m[4], m8 = m[8];
GLfloat m1 = m[1], m5 = m[5], m9 = m[9];
GLfloat m2 = m[2], m6 = m[6], m10 = m[10];
GLuint i;
if (!lengths) {
STRIDE_LOOP {
GLfloat tx, ty, tz;
{
const GLfloat ux = from[0], uy = from[1], uz = from[2];
tx = ux * m0 + uy * m1 + uz * m2;
ty = ux * m4 + uy * m5 + uz * m6;
tz = ux * m8 + uy * m9 + uz * m10;
}
{
GLdouble len = tx*tx + ty*ty + tz*tz;
if (len > 1e-20) {
GLfloat scale = 1.0f / sqrtf(len);
out[i][0] = tx * scale;
out[i][1] = ty * scale;
out[i][2] = tz * scale;
}
else {
out[i][0] = out[i][1] = out[i][2] = 0;
}
}
}
}
else {
if (scale != 1.0f) {
m0 *= scale, m4 *= scale, m8 *= scale;
m1 *= scale, m5 *= scale, m9 *= scale;
m2 *= scale, m6 *= scale, m10 *= scale;
}
STRIDE_LOOP {
GLfloat tx, ty, tz;
{
const GLfloat ux = from[0], uy = from[1], uz = from[2];
tx = ux * m0 + uy * m1 + uz * m2;
ty = ux * m4 + uy * m5 + uz * m6;
tz = ux * m8 + uy * m9 + uz * m10;
}
{
GLfloat len = lengths[i];
out[i][0] = tx * len;
out[i][1] = ty * len;
out[i][2] = tz * len;
}
}
}
dest->count = in->count;
}
static void
TAG(transform_normalize_normals_no_rot)( const GLmatrix *mat,
GLfloat scale,
const GLvector4f *in,
const GLfloat *lengths,
GLvector4f *dest )
{
GLfloat (*out)[4] = (GLfloat (*)[4])dest->start;
const GLfloat *from = in->start;
const GLuint stride = in->stride;
const GLuint count = in->count;
const GLfloat *m = mat->inv;
GLfloat m0 = m[0];
GLfloat m5 = m[5];
GLfloat m10 = m[10];
GLuint i;
if (!lengths) {
STRIDE_LOOP {
GLfloat tx, ty, tz;
{
const GLfloat ux = from[0], uy = from[1], uz = from[2];
tx = ux * m0 ;
ty = uy * m5 ;
tz = uz * m10;
}
{
GLdouble len = tx*tx + ty*ty + tz*tz;
if (len > 1e-20) {
GLfloat scale = 1.0f / sqrtf(len);
out[i][0] = tx * scale;
out[i][1] = ty * scale;
out[i][2] = tz * scale;
}
else {
out[i][0] = out[i][1] = out[i][2] = 0;
}
}
}
}
else {
m0 *= scale;
m5 *= scale;
m10 *= scale;
STRIDE_LOOP {
GLfloat tx, ty, tz;
{
const GLfloat ux = from[0], uy = from[1], uz = from[2];
tx = ux * m0 ;
ty = uy * m5 ;
tz = uz * m10;
}
{
GLfloat len = lengths[i];
out[i][0] = tx * len;
out[i][1] = ty * len;
out[i][2] = tz * len;
}
}
}
dest->count = in->count;
}
static void
TAG(transform_rescale_normals_no_rot)( const GLmatrix *mat,
GLfloat scale,
const GLvector4f *in,
const GLfloat *lengths,
GLvector4f *dest )
{
GLfloat (*out)[4] = (GLfloat (*)[4])dest->start;
const GLfloat *from = in->start;
const GLuint stride = in->stride;
const GLuint count = in->count;
const GLfloat *m = mat->inv;
const GLfloat m0 = scale*m[0];
const GLfloat m5 = scale*m[5];
const GLfloat m10 = scale*m[10];
GLuint i;
(void) lengths;
STRIDE_LOOP {
GLfloat ux = from[0], uy = from[1], uz = from[2];
out[i][0] = ux * m0;
out[i][1] = uy * m5;
out[i][2] = uz * m10;
}
dest->count = in->count;
}
static void
TAG(transform_rescale_normals)( const GLmatrix *mat,
GLfloat scale,
const GLvector4f *in,
const GLfloat *lengths,
GLvector4f *dest )
{
GLfloat (*out)[4] = (GLfloat (*)[4])dest->start;
const GLfloat *from = in->start;
const GLuint stride = in->stride;
const GLuint count = in->count;
/* Since we are unlikely to have < 3 vertices in the buffer,
* it makes sense to pre-multiply by scale.
*/
const GLfloat *m = mat->inv;
const GLfloat m0 = scale*m[0], m4 = scale*m[4], m8 = scale*m[8];
const GLfloat m1 = scale*m[1], m5 = scale*m[5], m9 = scale*m[9];
const GLfloat m2 = scale*m[2], m6 = scale*m[6], m10 = scale*m[10];
GLuint i;
(void) lengths;
STRIDE_LOOP {
GLfloat ux = from[0], uy = from[1], uz = from[2];
out[i][0] = ux * m0 + uy * m1 + uz * m2;
out[i][1] = ux * m4 + uy * m5 + uz * m6;
out[i][2] = ux * m8 + uy * m9 + uz * m10;
}
dest->count = in->count;
}
static void
TAG(transform_normals_no_rot)( const GLmatrix *mat,
GLfloat scale,
const GLvector4f *in,
const GLfloat *lengths,
GLvector4f *dest )
{
GLfloat (*out)[4] = (GLfloat (*)[4])dest->start;
const GLfloat *from = in->start;
const GLuint stride = in->stride;
const GLuint count = in->count;
const GLfloat *m = mat->inv;
const GLfloat m0 = m[0];
const GLfloat m5 = m[5];
const GLfloat m10 = m[10];
GLuint i;
(void) scale;
(void) lengths;
STRIDE_LOOP {
GLfloat ux = from[0], uy = from[1], uz = from[2];
out[i][0] = ux * m0;
out[i][1] = uy * m5;
out[i][2] = uz * m10;
}
dest->count = in->count;
}
static void
TAG(transform_normals)( const GLmatrix *mat,
GLfloat scale,
const GLvector4f *in,
const GLfloat *lengths,
GLvector4f *dest )
{
GLfloat (*out)[4] = (GLfloat (*)[4])dest->start;
const GLfloat *from = in->start;
const GLuint stride = in->stride;
const GLuint count = in->count;
const GLfloat *m = mat->inv;
const GLfloat m0 = m[0], m4 = m[4], m8 = m[8];
const GLfloat m1 = m[1], m5 = m[5], m9 = m[9];
const GLfloat m2 = m[2], m6 = m[6], m10 = m[10];
GLuint i;
(void) scale;
(void) lengths;
STRIDE_LOOP {
GLfloat ux = from[0], uy = from[1], uz = from[2];
out[i][0] = ux * m0 + uy * m1 + uz * m2;
out[i][1] = ux * m4 + uy * m5 + uz * m6;
out[i][2] = ux * m8 + uy * m9 + uz * m10;
}
dest->count = in->count;
}
static void
TAG(normalize_normals)( const GLmatrix *mat,
GLfloat scale,
const GLvector4f *in,
const GLfloat *lengths,
GLvector4f *dest )
{
GLfloat (*out)[4] = (GLfloat (*)[4])dest->start;
const GLfloat *from = in->start;
const GLuint stride = in->stride;
const GLuint count = in->count;
GLuint i;
(void) mat;
(void) scale;
if (lengths) {
STRIDE_LOOP {
const GLfloat x = from[0], y = from[1], z = from[2];
GLfloat invlen = lengths[i];
out[i][0] = x * invlen;
out[i][1] = y * invlen;
out[i][2] = z * invlen;
}
}
else {
STRIDE_LOOP {
const GLfloat x = from[0], y = from[1], z = from[2];
GLdouble len = x * x + y * y + z * z;
if (len > 1e-50) {
len = 1.0f / sqrtf(len);
out[i][0] = (GLfloat)(x * len);
out[i][1] = (GLfloat)(y * len);
out[i][2] = (GLfloat)(z * len);
}
else {
out[i][0] = x;
out[i][1] = y;
out[i][2] = z;
}
}
}
dest->count = in->count;
}
static void
TAG(rescale_normals)( const GLmatrix *mat,
GLfloat scale,
const GLvector4f *in,
const GLfloat *lengths,
GLvector4f *dest )
{
GLfloat (*out)[4] = (GLfloat (*)[4])dest->start;
const GLfloat *from = in->start;
const GLuint stride = in->stride;
const GLuint count = in->count;
GLuint i;
(void) mat;
(void) lengths;
STRIDE_LOOP {
SCALE_SCALAR_3V( out[i], scale, from );
}
dest->count = in->count;
}
static void
TAG(init_c_norm_transform)( void )
{
_mesa_normal_tab[NORM_TRANSFORM_NO_ROT] =
TAG(transform_normals_no_rot);
_mesa_normal_tab[NORM_TRANSFORM_NO_ROT | NORM_RESCALE] =
TAG(transform_rescale_normals_no_rot);
_mesa_normal_tab[NORM_TRANSFORM_NO_ROT | NORM_NORMALIZE] =
TAG(transform_normalize_normals_no_rot);
_mesa_normal_tab[NORM_TRANSFORM] =
TAG(transform_normals);
_mesa_normal_tab[NORM_TRANSFORM | NORM_RESCALE] =
TAG(transform_rescale_normals);
_mesa_normal_tab[NORM_TRANSFORM | NORM_NORMALIZE] =
TAG(transform_normalize_normals);
_mesa_normal_tab[NORM_RESCALE] =
TAG(rescale_normals);
_mesa_normal_tab[NORM_NORMALIZE] =
TAG(normalize_normals);
}