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      1 /*
      2 ** License Applicability. Except to the extent portions of this file are
      3 ** made subject to an alternative license as permitted in the SGI Free
      4 ** Software License B, Version 1.1 (the "License"), the contents of this
      5 ** file are subject only to the provisions of the License. You may not use
      6 ** this file except in compliance with the License. You may obtain a copy
      7 ** of the License at Silicon Graphics, Inc., attn: Legal Services, 1600
      8 ** Amphitheatre Parkway, Mountain View, CA 94043-1351, or at:
      9 **
     10 ** http://oss.sgi.com/projects/FreeB
     11 **
     12 ** Note that, as provided in the License, the Software is distributed on an
     13 ** "AS IS" basis, with ALL EXPRESS AND IMPLIED WARRANTIES AND CONDITIONS
     14 ** DISCLAIMED, INCLUDING, WITHOUT LIMITATION, ANY IMPLIED WARRANTIES AND
     15 ** CONDITIONS OF MERCHANTABILITY, SATISFACTORY QUALITY, FITNESS FOR A
     16 ** PARTICULAR PURPOSE, AND NON-INFRINGEMENT.
     17 **
     18 ** Original Code. The Original Code is: OpenGL Sample Implementation,
     19 ** Version 1.2.1, released January 26, 2000, developed by Silicon Graphics,
     20 ** Inc. The Original Code is Copyright (c) 1991-2000 Silicon Graphics, Inc.
     21 ** Copyright in any portions created by third parties is as indicated
     22 ** elsewhere herein. All Rights Reserved.
     23 **
     24 ** Additional Notice Provisions: The application programming interfaces
     25 ** established by SGI in conjunction with the Original Code are The
     26 ** OpenGL(R) Graphics System: A Specification (Version 1.2.1), released
     27 ** April 1, 1999; The OpenGL(R) Graphics System Utility Library (Version
     28 ** 1.3), released November 4, 1998; and OpenGL(R) Graphics with the X
     29 ** Window System(R) (Version 1.3), released October 19, 1998. This software
     30 ** was created using the OpenGL(R) version 1.2.1 Sample Implementation
     31 ** published by SGI, but has not been independently verified as being
     32 ** compliant with the OpenGL(R) version 1.2.1 Specification.
     33 **
     34 */
     35 /*
     36 */
     37 
     38 #include "gluos.h"
     39 #include "glimports.h"
     40 #include "glrenderer.h"
     41 
     42 GLUnurbs::GLUnurbs()
     43 	: NurbsTessellator(curveEvaluator, surfaceEvaluator)
     44 {
     45     redefineMaps();
     46     defineMap(GL_MAP2_NORMAL, 0, 3);
     47     defineMap(GL_MAP1_NORMAL, 0, 3);
     48     defineMap(GL_MAP2_TEXTURE_COORD_1, 0, 1);
     49     defineMap(GL_MAP1_TEXTURE_COORD_1, 0, 1);
     50     defineMap(GL_MAP2_TEXTURE_COORD_2, 0, 2);
     51     defineMap(GL_MAP1_TEXTURE_COORD_2, 0, 2);
     52     defineMap(GL_MAP2_TEXTURE_COORD_3, 0, 3);
     53     defineMap(GL_MAP1_TEXTURE_COORD_3, 0, 3);
     54     defineMap(GL_MAP2_TEXTURE_COORD_4, 1, 4);
     55     defineMap(GL_MAP1_TEXTURE_COORD_4, 1, 4);
     56     defineMap(GL_MAP2_VERTEX_4, 1, 4);
     57     defineMap(GL_MAP1_VERTEX_4, 1, 4);
     58     defineMap(GL_MAP2_VERTEX_3, 0, 3);
     59     defineMap(GL_MAP1_VERTEX_3, 0, 3);
     60     defineMap(GL_MAP2_COLOR_4, 0, 4);
     61     defineMap(GL_MAP1_COLOR_4, 0, 4);
     62     defineMap(GL_MAP2_INDEX, 0, 1);
     63     defineMap(GL_MAP1_INDEX, 0, 1);
     64 
     65     setnurbsproperty(GL_MAP1_VERTEX_3, N_SAMPLINGMETHOD, (float) N_PATHLENGTH);
     66     setnurbsproperty(GL_MAP1_VERTEX_4, N_SAMPLINGMETHOD, (float) N_PATHLENGTH);
     67     setnurbsproperty(GL_MAP2_VERTEX_3, N_SAMPLINGMETHOD, (float) N_PATHLENGTH);
     68     setnurbsproperty(GL_MAP2_VERTEX_4, N_SAMPLINGMETHOD, (float) N_PATHLENGTH);
     69 
     70     setnurbsproperty(GL_MAP1_VERTEX_3, N_PIXEL_TOLERANCE, (float) 50.0);
     71     setnurbsproperty(GL_MAP1_VERTEX_4, N_PIXEL_TOLERANCE, (float) 50.0);
     72     setnurbsproperty(GL_MAP2_VERTEX_3, N_PIXEL_TOLERANCE, (float) 50.0);
     73     setnurbsproperty(GL_MAP2_VERTEX_4, N_PIXEL_TOLERANCE, (float) 50.0);
     74 
     75     setnurbsproperty(GL_MAP1_VERTEX_3, N_ERROR_TOLERANCE, (float) 0.50);
     76     setnurbsproperty(GL_MAP1_VERTEX_4, N_ERROR_TOLERANCE, (float) 0.50);
     77     setnurbsproperty(GL_MAP2_VERTEX_3, N_ERROR_TOLERANCE, (float) 0.50);
     78     setnurbsproperty(GL_MAP2_VERTEX_4, N_ERROR_TOLERANCE, (float) 0.50);
     79 
     80     setnurbsproperty(GL_MAP1_VERTEX_3, N_S_STEPS, (float) 100.0);
     81     setnurbsproperty(GL_MAP1_VERTEX_4, N_S_STEPS, (float) 100.0);
     82     setnurbsproperty(GL_MAP2_VERTEX_3, N_S_STEPS, (float) 100.0);
     83     setnurbsproperty(GL_MAP2_VERTEX_4, N_S_STEPS, (float) 100.0);
     84 
     85     //added for optimizing untrimmed case
     86     set_domain_distance_u_rate(100.0);
     87 
     88     setnurbsproperty(GL_MAP1_VERTEX_3, N_T_STEPS, (float) 100.0);
     89     setnurbsproperty(GL_MAP1_VERTEX_4, N_T_STEPS, (float) 100.0);
     90     setnurbsproperty(GL_MAP2_VERTEX_3, N_T_STEPS, (float) 100.0);
     91     setnurbsproperty(GL_MAP2_VERTEX_4, N_T_STEPS, (float) 100.0);
     92 
     93     //added for optimizing untrimmed case
     94     set_domain_distance_v_rate(100.0);
     95     set_is_domain_distance_sampling(0); //since the default is path_length
     96 
     97     //default autoloadmode is true
     98     autoloadmode = 1;
     99 
    100     //default callbackFlag is 0
    101     callbackFlag = 0;
    102 
    103     errorCallback = NULL;
    104 }
    105 
    106 void
    107 GLUnurbs::bgnrender(void)
    108 {
    109     if (autoloadmode) {
    110 	loadGLMatrices();
    111     }
    112 }
    113 
    114 void
    115 GLUnurbs::endrender(void)
    116 {
    117 }
    118 
    119 void
    120 GLUnurbs::errorHandler(int i)
    121 {
    122     int gluError;
    123 
    124     gluError = i + (GLU_NURBS_ERROR1 - 1);
    125     postError( gluError );
    126 }
    127 
    128 void
    129 GLUnurbs::loadGLMatrices(void)
    130 {
    131     GLfloat vmat[4][4];
    132     GLint viewport[4];
    133 
    134     grabGLMatrix((GLfloat (*)[4]) vmat);
    135     loadCullingMatrix((GLfloat (*)[4]) vmat);
    136     ::glGetIntegerv((GLenum) GL_VIEWPORT, (GLint *) viewport);
    137     loadSamplingMatrix((const GLfloat (*)[4]) vmat, (const GLint *) viewport);
    138 }
    139 
    140 void
    141 GLUnurbs::useGLMatrices(const GLfloat modelMatrix[16],
    142 			  const GLfloat projMatrix[16],
    143 			  const GLint viewport[4])
    144 {
    145     GLfloat vmat[4][4];
    146 
    147     multmatrix4d(vmat, (const GLfloat (*)[4]) modelMatrix,
    148 	    (const GLfloat (*)[4]) projMatrix);
    149     loadCullingMatrix((GLfloat (*)[4]) vmat);
    150     loadSamplingMatrix((const GLfloat (*)[4]) vmat, (const GLint *) viewport);
    151 }
    152 
    153 /*--------------------------------------------------------------------------
    154  * grabGLMatrix
    155  *--------------------------------------------------------------------------
    156  */
    157 
    158 void
    159 GLUnurbs::grabGLMatrix(GLfloat vmat[4][4])
    160 {
    161     GLfloat m1[4][4], m2[4][4];
    162 
    163     ::glGetFloatv((GLenum) GL_MODELVIEW_MATRIX, (GLfloat *) &(m1[0][0]));
    164     ::glGetFloatv((GLenum) GL_PROJECTION_MATRIX, (GLfloat *) &(m2[0][0]));
    165     multmatrix4d((GLfloat (*)[4]) vmat,
    166 	    (const GLfloat (*)[4]) m1, (const GLfloat (*)[4]) m2);
    167 }
    168 
    169 //for object space tesselation: view independent
    170 void
    171 GLUnurbs::setSamplingMatrixIdentity( void )
    172 {
    173   INREAL smat[4][4] = {
    174     {1,0,0,0},
    175     {0,1,0,0},
    176     {0,0,1,0},
    177     {0,0,0,1}
    178   };
    179   const long rstride = sizeof(smat[0]) / sizeof(smat[0][0]);
    180   const long cstride = 1;
    181 
    182   setnurbsproperty(GL_MAP1_VERTEX_3, N_SAMPLINGMATRIX, &smat[0][0], rstride,
    183 		   cstride);
    184   setnurbsproperty(GL_MAP1_VERTEX_4, N_SAMPLINGMATRIX, &smat[0][0], rstride,
    185 		   cstride);
    186   setnurbsproperty(GL_MAP2_VERTEX_3, N_SAMPLINGMATRIX, &smat[0][0], rstride,
    187 		   cstride);
    188   setnurbsproperty(GL_MAP2_VERTEX_4, N_SAMPLINGMATRIX, &smat[0][0], rstride,
    189 		   cstride);
    190 }
    191 
    192 
    193 void
    194 GLUnurbs::loadSamplingMatrix(const GLfloat vmat[4][4],
    195 			       const GLint viewport[4])
    196 {
    197 
    198     /* rescale the mapping to correspond to pixels in x/y */
    199     REAL xsize = 0.5 * (REAL) (viewport[2]);
    200     REAL ysize = 0.5 * (REAL) (viewport[3]);
    201 
    202     INREAL smat[4][4];
    203     smat[0][0] = vmat[0][0] * xsize;
    204     smat[1][0] = vmat[1][0] * xsize;
    205     smat[2][0] = vmat[2][0] * xsize;
    206     smat[3][0] = vmat[3][0] * xsize;
    207 
    208     smat[0][1] = vmat[0][1] * ysize;
    209     smat[1][1] = vmat[1][1] * ysize;
    210     smat[2][1] = vmat[2][1] * ysize;
    211     smat[3][1] = vmat[3][1] * ysize;
    212 
    213     smat[0][2] = 0.0;
    214     smat[1][2] = 0.0;
    215     smat[2][2] = 0.0;
    216     smat[3][2] = 0.0;
    217 
    218     smat[0][3] = vmat[0][3];
    219     smat[1][3] = vmat[1][3];
    220     smat[2][3] = vmat[2][3];
    221     smat[3][3] = vmat[3][3];
    222 
    223     const long rstride = sizeof(smat[0]) / sizeof(smat[0][0]);
    224     const long cstride = 1;
    225 
    226     setnurbsproperty(GL_MAP1_VERTEX_3, N_SAMPLINGMATRIX, &smat[0][0], rstride,
    227 	    cstride);
    228     setnurbsproperty(GL_MAP1_VERTEX_4, N_SAMPLINGMATRIX, &smat[0][0], rstride,
    229 	    cstride);
    230     setnurbsproperty(GL_MAP2_VERTEX_3, N_SAMPLINGMATRIX, &smat[0][0], rstride,
    231 	    cstride);
    232     setnurbsproperty(GL_MAP2_VERTEX_4, N_SAMPLINGMATRIX, &smat[0][0], rstride,
    233 	    cstride);
    234 }
    235 
    236 void
    237 GLUnurbs::loadCullingMatrix(GLfloat vmat[4][4])
    238 {
    239     INREAL cmat[4][4];
    240 
    241     cmat[0][0] = vmat[0][0];
    242     cmat[0][1] = vmat[0][1];
    243     cmat[0][2] = vmat[0][2];
    244     cmat[0][3] = vmat[0][3];
    245 
    246     cmat[1][0] = vmat[1][0];
    247     cmat[1][1] = vmat[1][1];
    248     cmat[1][2] = vmat[1][2];
    249     cmat[1][3] = vmat[1][3];
    250 
    251     cmat[2][0] = vmat[2][0];
    252     cmat[2][1] = vmat[2][1];
    253     cmat[2][2] = vmat[2][2];
    254     cmat[2][3] = vmat[2][3];
    255 
    256     cmat[3][0] = vmat[3][0];
    257     cmat[3][1] = vmat[3][1];
    258     cmat[3][2] = vmat[3][2];
    259     cmat[3][3] = vmat[3][3];
    260 
    261     const long rstride = sizeof(cmat[0]) / sizeof(cmat[0][0]);
    262     const long cstride = 1;
    263 
    264     setnurbsproperty(GL_MAP2_VERTEX_3, N_CULLINGMATRIX, &cmat[0][0], rstride,
    265 	    cstride);
    266     setnurbsproperty(GL_MAP2_VERTEX_4, N_CULLINGMATRIX, &cmat[0][0], rstride,
    267 	    cstride);
    268 	//added for curves by zl
    269     setnurbsproperty(GL_MAP1_VERTEX_3, N_CULLINGMATRIX, &cmat[0][0], rstride,
    270 	    cstride);
    271     setnurbsproperty(GL_MAP1_VERTEX_4, N_CULLINGMATRIX, &cmat[0][0], rstride,
    272 	    cstride);
    273 }
    274 
    275 /*---------------------------------------------------------------------
    276  * A = B * MAT ; transform a 4d vector through a 4x4 matrix
    277  *---------------------------------------------------------------------
    278  */
    279 void
    280 GLUnurbs::transform4d(GLfloat A[4], GLfloat B[4], GLfloat mat[4][4])
    281 {
    282 
    283     A[0] = B[0]*mat[0][0] + B[1]*mat[1][0] + B[2]*mat[2][0] + B[3]*mat[3][0];
    284     A[1] = B[0]*mat[0][1] + B[1]*mat[1][1] + B[2]*mat[2][1] + B[3]*mat[3][1];
    285     A[2] = B[0]*mat[0][2] + B[1]*mat[1][2] + B[2]*mat[2][2] + B[3]*mat[3][2];
    286     A[3] = B[0]*mat[0][3] + B[1]*mat[1][3] + B[2]*mat[2][3] + B[3]*mat[3][3];
    287 }
    288 
    289 /*---------------------------------------------------------------------
    290  * new = [left][right] ; multiply two matrices together
    291  *---------------------------------------------------------------------
    292  */
    293 void
    294 GLUnurbs::multmatrix4d (GLfloat n[4][4], const GLfloat left[4][4],
    295 		 const GLfloat right[4][4])
    296 {
    297     transform4d ((GLfloat *) n[0],(GLfloat *) left[0],(GLfloat (*)[4]) right);
    298     transform4d ((GLfloat *) n[1],(GLfloat *) left[1],(GLfloat (*)[4]) right);
    299     transform4d ((GLfloat *) n[2],(GLfloat *) left[2],(GLfloat (*)[4]) right);
    300     transform4d ((GLfloat *) n[3],(GLfloat *) left[3],(GLfloat (*)[4]) right);
    301 }
    302