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/* $Id: bbox.c,v 1.3 1999/12/14 02:39:38 daryll Exp $ */
/*
* Mesa 3-D graphics library
* Version: 3.1
*
* Copyright (C) 1999 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
* BRIAN PAUL 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
*/
#include "bbox.h"
#include "types.h"
#include "xform.h"
static void cliptest_bounds( GLubyte *orMask,
GLubyte *andMask,
CONST GLfloat (*bounds)[4],
GLuint count )
{
GLubyte tmpOrMask = 0;
GLubyte tmpAndMask = ~0;
GLuint i;
for (i = 0 ; i < count ; i++) {
const GLfloat cx = bounds[i][0];
const GLfloat cy = bounds[i][1];
const GLfloat cz = bounds[i][2];
const GLfloat cw = bounds[i][3];
GLubyte mask = 0;
if (cx > cw) mask |= CLIP_RIGHT_BIT;
else if (cx < -cw) mask |= CLIP_LEFT_BIT;
if (cy > cw) mask |= CLIP_TOP_BIT;
else if (cy < -cw) mask |= CLIP_BOTTOM_BIT;
if (cz > cw) mask |= CLIP_FAR_BIT;
else if (cz < -cw) mask |= CLIP_NEAR_BIT;
tmpOrMask |= mask;
tmpAndMask &= mask;
}
*orMask = tmpOrMask;
*andMask = tmpAndMask;
}
static void transform_bounds3( GLubyte *orMask, GLubyte *andMask,
const GLmatrix *mat,
CONST GLfloat src[][3] )
{
GLuint i;
GLfloat dx[4], dy[4], dz[4];
GLfloat data[8][4];
const GLfloat *m = mat->m;
/* Do the first transform */
gl_transform_point_sz( data[0], mat->m, src[0], 3 );
for (i = 1 ; i < 8 ; i++)
COPY_4FV( data[i], data[0] );
dx[0] = m[ 0]*src[1][0];
dx[1] = m[ 1]*src[1][0];
dx[2] = m[ 2]*src[1][0];
dx[3] = m[ 3]*src[1][0];
for (i = 4 ; i < 8 ; i++)
ACC_4V( data[i], dx );
dy[0] = m[ 4]*src[1][1];
dy[1] = m[ 5]*src[1][1];
dy[2] = m[ 6]*src[1][1];
dy[3] = m[ 7]*src[1][1];
ACC_4V( data[2], dy );
ACC_4V( data[3], dy );
ACC_4V( data[6], dy );
ACC_4V( data[7], dy );
dz[0] = m[ 8]*src[1][2];
dz[1] = m[ 9]*src[1][2];
dz[2] = m[10]*src[1][2];
dz[3] = m[11]*src[1][2];
for (i = 1 ; i < 8 ; i+=2)
ACC_4V( data[i], dz );
cliptest_bounds( orMask, andMask, (const GLfloat (*)[4])data, 8 );
}
static void transform_bounds2( GLubyte *orMask, GLubyte *andMask,
const GLmatrix *mat,
CONST GLfloat src[][3] )
{
GLuint i;
GLfloat dx[4], dy[4];
GLfloat data[4][4];
const GLfloat *m = mat->m;
/* Do the first transform */
gl_transform_point_sz( data[0], mat->m, src[0], 2 );
for (i = 1 ; i < 4 ; i++)
COPY_4FV( data[i], data[0] );
dx[0] = m[0]*src[1][0];
dx[1] = m[1]*src[1][0];
dx[2] = m[2]*src[1][0];
dx[3] = m[3]*src[1][0];
ACC_4V( data[1], dx );
ACC_4V( data[3], dx );
dy[0] = m[4]*src[1][1];
dy[1] = m[5]*src[1][1];
dy[2] = m[6]*src[1][1];
dy[3] = m[7]*src[1][1];
ACC_4V( data[2], dy );
ACC_4V( data[3], dy );
cliptest_bounds( orMask, andMask, (const GLfloat (*)[4])data, 4 );
}
/* Dummy
*/
static void transform_bounds4( GLubyte *orMask, GLubyte *andMask,
const GLmatrix *mat,
CONST GLfloat src[][3] )
{
(void) mat;
(void) src;
*orMask = ~0;
*andMask = 0;
}
static void calculate_bounds3( GLfloat (*bounds)[3],
const GLvector4f *obj )
{
CONST GLfloat (*data)[4] = (CONST GLfloat (*)[4])obj->start;
GLfloat xmin = data[0][0];
GLfloat ymin = data[0][1];
GLfloat zmin = data[0][2];
GLfloat xmax = data[0][0];
GLfloat ymax = data[0][1];
GLfloat zmax = data[0][2];
GLuint i, count = obj->count;
for (i = 1 ; i < count ; i++) {
GLfloat t;
t = data[i][0]; if (t > xmax) xmax = t; else if (t < xmin) xmin = t;
t = data[i][1]; if (t > ymax) ymax = t; else if (t < ymin) ymin = t;
t = data[i][2]; if (t > zmax) zmax = t; else if (t < zmin) zmin = t;
}
bounds[0][0] = xmin;
bounds[0][1] = ymin;
bounds[0][2] = zmin;
bounds[1][0] = xmax - xmin;
bounds[1][1] = ymax - ymin;
bounds[1][2] = zmax - zmin;
}
static void calculate_bounds2( GLfloat (*bounds)[3],
const GLvector4f *obj )
{
CONST GLfloat (*data)[4] = (CONST GLfloat (*)[4])obj->start;
GLfloat xmin = data[0][0];
GLfloat ymin = data[0][1];
GLfloat xmax = data[0][0];
GLfloat ymax = data[0][1];
GLuint i, count = obj->count;
for (i = 1 ; i < count ; i++) {
GLfloat t;
t = data[i][0]; if (t > xmax) xmax = t; if (t < xmin) xmin = t;
t = data[i][1]; if (t > ymax) ymax = t; if (t < ymin) ymin = t;
}
bounds[0][0] = xmin;
bounds[0][1] = ymin;
bounds[0][2] = 0;
bounds[1][0] = xmax - xmin;
bounds[1][1] = ymax - ymin;
bounds[1][2] = 0;
}
calc_bound_func gl_calc_bound_tab[5] =
{
0,
0,
calculate_bounds2,
calculate_bounds3,
0 /* would 4d bounds make sense? */
};
test_bound_func gl_test_bound_tab[5] =
{
0,
0,
transform_bounds2,
transform_bounds3,
transform_bounds4
};
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