xref: /reactos/dll/opengl/mesa/clip.c (revision 5f2bebf7)
1 /* $Id: clip.c,v 1.16 1998/02/03 23:45:36 brianp Exp $ */
2 
3 /*
4  * Mesa 3-D graphics library
5  * Version:  2.6
6  * Copyright (C) 1995-1997  Brian Paul
7  *
8  * This library is free software; you can redistribute it and/or
9  * modify it under the terms of the GNU Library General Public
10  * License as published by the Free Software Foundation; either
11  * version 2 of the License, or (at your option) any later version.
12  *
13  * This library is distributed in the hope that it will be useful,
14  * but WITHOUT ANY WARRANTY; without even the implied warranty of
15  * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the GNU
16  * Library General Public License for more details.
17  *
18  * You should have received a copy of the GNU Library General Public
19  * License along with this library; if not, write to the Free
20  * Software Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
21  */
22 
23 
24 /*
25  * $Log: clip.c,v $
26  * Revision 1.16  1998/02/03 23:45:36  brianp
27  * added space parameter to clip interpolation functions
28  *
29  * Revision 1.15  1998/01/06 02:40:52  brianp
30  * added DavidB's clipping interpolation optimization
31  *
32  * Revision 1.14  1997/07/24 01:24:45  brianp
33  * changed precompiled header symbol from PCH to PC_HEADER
34  *
35  * Revision 1.13  1997/05/28 03:23:48  brianp
36  * added precompiled header (PCH) support
37  *
38  * Revision 1.12  1997/04/02 03:10:06  brianp
39  * call gl_analyze_modelview_matrix instead of gl_compute_modelview_inverse
40  *
41  * Revision 1.11  1997/02/13 21:16:09  brianp
42  * if too many vertices in polygon return VB_SIZE-1, not VB_SIZE
43  *
44  * Revision 1.10  1997/02/10 21:16:12  brianp
45  * added checks in polygon clippers to prevent array overflows
46  *
47  * Revision 1.9  1997/02/04 19:39:39  brianp
48  * changed size of vlist2[] arrays to VB_SIZE per Randy Frank
49  *
50  * Revision 1.8  1996/12/02 20:10:07  brianp
51  * changed the macros in gl_viewclip_polygon() to be like gl_viewclip_line()
52  *
53  * Revision 1.7  1996/10/29 02:55:02  brianp
54  * fixed duplicate vertex bug in gl_viewclip_polygon()
55  *
56  * Revision 1.6  1996/10/07 23:48:33  brianp
57  * changed temporaries to GLdouble in gl_viewclip_polygon()
58  *
59  * Revision 1.5  1996/10/03 01:43:45  brianp
60  * changed INSIDE() macro in gl_viewclip_polygon() to work like other macros
61  *
62  * Revision 1.4  1996/10/03 01:36:33  brianp
63  * changed COMPUTE_INTERSECTION macros in gl_viewclip_polygon to avoid
64  * potential roundoff errors
65  *
66  * Revision 1.3  1996/09/27 01:24:23  brianp
67  * removed unused variables
68  *
69  * Revision 1.2  1996/09/15 01:48:58  brianp
70  * removed #define NULL 0
71  *
72  * Revision 1.1  1996/09/13 01:38:16  brianp
73  * Initial revision
74  *
75  */
76 
77 
78 #ifdef PC_HEADER
79 #include "all.h"
80 #else
81 #include <string.h>
82 #include "clip.h"
83 #include "context.h"
84 #include "dlist.h"
85 #include "macros.h"
86 #include "matrix.h"
87 #include "types.h"
88 #include "vb.h"
89 #include "xform.h"
90 #endif
91 
92 
93 
94 
95 /* Linear interpolation between A and B: */
96 #define LINTERP( T, A, B )   ( (A) + (T) * ( (B) - (A) ) )
97 
98 
99 /* Clipping coordinate spaces */
100 #define EYE_SPACE 1
101 #define CLIP_SPACE 2
102 
103 
104 
105 /*
106  * This function is used to interpolate colors, indexes, and texture
107  * coordinates when clipping has to be done.  In general, we compute
108  *     aux[dst] = aux[in] + t * (aux[out] - aux[in])
109  * where aux is the quantity to be interpolated.
110  * Input:  space - either EYE_SPACE or CLIP_SPACE
111  *         dst - index of array position to store interpolated value
112  *         t - a value in [0,1]
113  *         in - index of array position corresponding to 'inside' vertex
114  *         out - index of array position corresponding to 'outside' vertex
115  */
interpolate_aux(GLcontext * ctx,GLuint space,GLuint dst,GLfloat t,GLuint in,GLuint out)116 void interpolate_aux( GLcontext* ctx, GLuint space,
117                       GLuint dst, GLfloat t, GLuint in, GLuint out )
118 {
119    struct vertex_buffer* VB = ctx->VB;
120 
121    if (ctx->ClipMask & CLIP_FCOLOR_BIT) {
122       VB->Fcolor[dst][0] = LINTERP( t, VB->Fcolor[in][0], VB->Fcolor[out][0] );
123       VB->Fcolor[dst][1] = LINTERP( t, VB->Fcolor[in][1], VB->Fcolor[out][1] );
124       VB->Fcolor[dst][2] = LINTERP( t, VB->Fcolor[in][2], VB->Fcolor[out][2] );
125       VB->Fcolor[dst][3] = LINTERP( t, VB->Fcolor[in][3], VB->Fcolor[out][3] );
126    }
127    else if (ctx->ClipMask & CLIP_FINDEX_BIT) {
128       VB->Findex[dst] = (GLuint) (GLint) LINTERP( t, (GLfloat) VB->Findex[in],
129                                                  (GLfloat) VB->Findex[out] );
130    }
131 
132    if (ctx->ClipMask & CLIP_BCOLOR_BIT) {
133       VB->Bcolor[dst][0] = LINTERP( t, VB->Bcolor[in][0], VB->Bcolor[out][0] );
134       VB->Bcolor[dst][1] = LINTERP( t, VB->Bcolor[in][1], VB->Bcolor[out][1] );
135       VB->Bcolor[dst][2] = LINTERP( t, VB->Bcolor[in][2], VB->Bcolor[out][2] );
136       VB->Bcolor[dst][3] = LINTERP( t, VB->Bcolor[in][3], VB->Bcolor[out][3] );
137    }
138    else if (ctx->ClipMask & CLIP_BINDEX_BIT) {
139       VB->Bindex[dst] = (GLuint) (GLint) LINTERP( t, (GLfloat) VB->Bindex[in],
140                                                  (GLfloat) VB->Bindex[out] );
141    }
142 
143    if (ctx->ClipMask & CLIP_TEXTURE_BIT) {
144       /* TODO: is more sophisticated texture coord interpolation needed?? */
145       if (space==CLIP_SPACE) {
146 	 /* also interpolate eye Z component */
147 	 VB->Eye[dst][2] = LINTERP( t, VB->Eye[in][2], VB->Eye[out][2] );
148       }
149       VB->TexCoord[dst][0] = LINTERP(t,VB->TexCoord[in][0],VB->TexCoord[out][0]);
150       VB->TexCoord[dst][1] = LINTERP(t,VB->TexCoord[in][1],VB->TexCoord[out][1]);
151       VB->TexCoord[dst][2] = LINTERP(t,VB->TexCoord[in][2],VB->TexCoord[out][2]);
152       VB->TexCoord[dst][3] = LINTERP(t,VB->TexCoord[in][3],VB->TexCoord[out][3]);
153    }
154 
155 }
156 
157 
158 /*
159  * Some specialized version of the interpolate_aux
160  *
161  */
162 
interpolate_aux_color_tex2(GLcontext * ctx,GLuint space,GLuint dst,GLfloat t,GLuint in,GLuint out)163 void interpolate_aux_color_tex2( GLcontext* ctx, GLuint space,
164 				 GLuint dst, GLfloat t, GLuint in, GLuint out )
165 {
166    struct vertex_buffer* VB = ctx->VB;
167 
168    VB->Fcolor[dst][0] = LINTERP( t, VB->Fcolor[in][0], VB->Fcolor[out][0] );
169    VB->Fcolor[dst][1] = LINTERP( t, VB->Fcolor[in][1], VB->Fcolor[out][1] );
170    VB->Fcolor[dst][2] = LINTERP( t, VB->Fcolor[in][2], VB->Fcolor[out][2] );
171    VB->Fcolor[dst][3] = LINTERP( t, VB->Fcolor[in][3], VB->Fcolor[out][3] );
172 
173    VB->Eye[dst][2] = LINTERP( t, VB->Eye[in][2], VB->Eye[out][2] );
174    VB->TexCoord[dst][0] = LINTERP(t,VB->TexCoord[in][0],VB->TexCoord[out][0]);
175    VB->TexCoord[dst][1] = LINTERP(t,VB->TexCoord[in][1],VB->TexCoord[out][1]);
176 }
177 
178 
interpolate_aux_tex2(GLcontext * ctx,GLuint space,GLuint dst,GLfloat t,GLuint in,GLuint out)179 void interpolate_aux_tex2( GLcontext* ctx, GLuint space,
180 			   GLuint dst, GLfloat t, GLuint in, GLuint out )
181 {
182    struct vertex_buffer* VB = ctx->VB;
183 
184    VB->Eye[dst][2] = LINTERP( t, VB->Eye[in][2], VB->Eye[out][2] );
185    VB->TexCoord[dst][0] = LINTERP(t,VB->TexCoord[in][0],VB->TexCoord[out][0]);
186    VB->TexCoord[dst][1] = LINTERP(t,VB->TexCoord[in][1],VB->TexCoord[out][1]);
187 }
188 
189 
interpolate_aux_color(GLcontext * ctx,GLuint space,GLuint dst,GLfloat t,GLuint in,GLuint out)190 void interpolate_aux_color( GLcontext* ctx, GLuint space,
191 			    GLuint dst, GLfloat t, GLuint in, GLuint out )
192 {
193    struct vertex_buffer* VB = ctx->VB;
194 
195    VB->Fcolor[dst][0] = LINTERP( t, VB->Fcolor[in][0], VB->Fcolor[out][0] );
196    VB->Fcolor[dst][1] = LINTERP( t, VB->Fcolor[in][1], VB->Fcolor[out][1] );
197    VB->Fcolor[dst][2] = LINTERP( t, VB->Fcolor[in][2], VB->Fcolor[out][2] );
198    VB->Fcolor[dst][3] = LINTERP( t, VB->Fcolor[in][3], VB->Fcolor[out][3] );
199 }
200 
201 
202 
203 
gl_ClipPlane(GLcontext * ctx,GLenum plane,const GLfloat * equation)204 void gl_ClipPlane( GLcontext* ctx, GLenum plane, const GLfloat *equation )
205 {
206    GLint p;
207 
208    p = (GLint) plane - (GLint) GL_CLIP_PLANE0;
209    if (p<0 || p>=MAX_CLIP_PLANES) {
210       gl_error( ctx, GL_INVALID_ENUM, "glClipPlane" );
211       return;
212    }
213 
214    /*
215     * The equation is transformed by the transpose of the inverse of the
216     * current modelview matrix and stored in the resulting eye coordinates.
217     */
218    if (ctx->NewModelViewMatrix) {
219       gl_analyze_modelview_matrix(ctx);
220    }
221    gl_transform_vector( ctx->Transform.ClipEquation[p], equation,
222 		        ctx->ModelViewInv );
223 }
224 
225 
226 
gl_GetClipPlane(GLcontext * ctx,GLenum plane,GLdouble * equation)227 void gl_GetClipPlane( GLcontext* ctx, GLenum plane, GLdouble *equation )
228 {
229    GLint p;
230 
231    if (INSIDE_BEGIN_END(ctx)) {
232       gl_error( ctx, GL_INVALID_OPERATION, "glGetClipPlane" );
233       return;
234    }
235 
236    p = (GLint) (plane - GL_CLIP_PLANE0);
237    if (p<0 || p>=MAX_CLIP_PLANES) {
238       gl_error( ctx, GL_INVALID_ENUM, "glGetClipPlane" );
239       return;
240    }
241 
242    equation[0] = (GLdouble) ctx->Transform.ClipEquation[p][0];
243    equation[1] = (GLdouble) ctx->Transform.ClipEquation[p][1];
244    equation[2] = (GLdouble) ctx->Transform.ClipEquation[p][2];
245    equation[3] = (GLdouble) ctx->Transform.ClipEquation[p][3];
246 }
247 
248 
249 
250 
251 /**********************************************************************/
252 /*                         View volume clipping.                      */
253 /**********************************************************************/
254 
255 
256 /*
257  * Clip a point against the view volume.
258  * Input:  v - vertex-vector describing the point to clip
259  * Return:  0 = outside view volume
260  *          1 = inside view volume
261  */
gl_viewclip_point(const GLfloat v[])262 GLuint gl_viewclip_point( const GLfloat v[] )
263 {
264    if (   v[0] > v[3] || v[0] < -v[3]
265        || v[1] > v[3] || v[1] < -v[3]
266        || v[2] > v[3] || v[2] < -v[3] ) {
267       return 0;
268    }
269    else {
270       return 1;
271    }
272 }
273 
274 
275 
276 
277 /*
278  * Clip a line segment against the view volume defined by -w<=x,y,z<=w.
279  * Input:  i, j - indexes into VB->V* of endpoints of the line
280  * Return:  0 = line completely outside of view
281  *          1 = line is inside view.
282  */
gl_viewclip_line(GLcontext * ctx,GLuint * i,GLuint * j)283 GLuint gl_viewclip_line( GLcontext* ctx, GLuint *i, GLuint *j )
284 {
285    struct vertex_buffer* VB = ctx->VB;
286    GLfloat (*coord)[4] = VB->Clip;
287 
288    GLfloat t, dx, dy, dz, dw;
289    register GLuint ii, jj;
290 
291    ii = *i;
292    jj = *j;
293 
294 /*
295  * We use 6 instances of this code to clip agains the 6 planes.
296  * For each plane, we define the OUTSIDE and COMPUTE_INTERSECTION
297  * macros apprpriately.
298  */
299 #define GENERAL_CLIP							\
300    if (OUTSIDE(ii)) {           	                        	\
301       if (OUTSIDE(jj)) {                	                	\
302          /* both verts are outside ==> return 0 */			\
303          return 0;                                      		\
304       }                                                 		\
305       else {                                            		\
306          /* ii is outside, jj is inside ==> clip */     		\
307 	 /* new vertex put in position VB->Free */			\
308          COMPUTE_INTERSECTION( VB->Free, jj, ii )             		\
309 	 if (ctx->ClipMask)						\
310             ctx->ClipInterpAuxFunc( ctx, CLIP_SPACE, VB->Free, t, jj, ii );\
311 	 ii = VB->Free;							\
312 	 VB->Free++;							\
313 	 if (VB->Free==VB_SIZE)  VB->Free = 1;				\
314       }                                                 		\
315    }                                                    		\
316    else {                                               		\
317       if (OUTSIDE(jj)) {                                		\
318          /* ii is inside, jj is outside ==> clip */     		\
319 	 /* new vertex put in position VB->Free */			\
320          COMPUTE_INTERSECTION( VB->Free, ii, jj );            		\
321 	 if (ctx->ClipMask)						\
322 	    ctx->ClipInterpAuxFunc( ctx, CLIP_SPACE, VB->Free, t, ii, jj );\
323 	 jj = VB->Free;							\
324 	 VB->Free++;							\
325 	 if (VB->Free==VB_SIZE)  VB->Free = 1;				\
326       }                                                 		\
327       /* else both verts are inside ==> do nothing */   		\
328    }
329 
330 
331 #define X(I)	coord[I][0]
332 #define Y(I)	coord[I][1]
333 #define Z(I)	coord[I][2]
334 #define W(I)	coord[I][3]
335 
336 /*
337  * Begin clipping
338  */
339 
340    /*** Clip against +X side ***/
341 #define OUTSIDE(K)      (X(K) > W(K))
342 #define COMPUTE_INTERSECTION( new, in, out )		\
343 	dx = X(out) - X(in);				\
344 	dw = W(out) - W(in);				\
345 	t = (X(in) - W(in)) / (dw-dx);			\
346 	X(new) = X(in) + t * dx;			\
347 	Y(new) = Y(in) + t * (Y(out) - Y(in));		\
348 	Z(new) = Z(in) + t * (Z(out) - Z(in));		\
349 	W(new) = W(in) + t * dw;
350 
351    GENERAL_CLIP
352 
353 #undef OUTSIDE
354 #undef COMPUTE_INTERSECTION
355 
356 
357    /*** Clip against -X side ***/
358 #define OUTSIDE(K)      (X(K) < -W(K))
359 #define COMPUTE_INTERSECTION( new, in, out )		\
360 	dx = X(out) - X(in);				\
361 	dw = W(out) - W(in);				\
362         t = -(X(in) + W(in)) / (dw+dx);			\
363 	X(new) = X(in) + t * dx;			\
364 	Y(new) = Y(in) + t * (Y(out) - Y(in));		\
365 	Z(new) = Z(in) + t * (Z(out) - Z(in));		\
366 	W(new) = W(in) + t * dw;
367 
368    GENERAL_CLIP
369 
370 #undef OUTSIDE
371 #undef COMPUTE_INTERSECTION
372 
373 
374    /*** Clip against +Y side ***/
375 #define OUTSIDE(K)      (Y(K) > W(K))
376 #define COMPUTE_INTERSECTION( new, in, out )		\
377 	dy = Y(out) - Y(in);				\
378 	dw = W(out) - W(in);				\
379         t = (Y(in) - W(in)) / (dw-dy);			\
380 	X(new) = X(in) + t * (X(out) - X(in));		\
381 	Y(new) = Y(in) + t * dy;			\
382 	Z(new) = Z(in) + t * (Z(out) - Z(in));		\
383 	W(new) = W(in) + t * dw;
384 
385    GENERAL_CLIP
386 
387 #undef OUTSIDE
388 #undef COMPUTE_INTERSECTION
389 
390 
391    /*** Clip against -Y side ***/
392 #define OUTSIDE(K)      (Y(K) < -W(K))
393 #define COMPUTE_INTERSECTION( new, in, out )		\
394         dy = Y(out) - Y(in);				\
395         dw = W(out) - W(in);				\
396         t = -(Y(in) + W(in)) / (dw+dy);			\
397         X(new) = X(in) + t * (X(out) - X(in));		\
398 	Y(new) = Y(in) + t * dy;			\
399 	Z(new) = Z(in) + t * (Z(out) - Z(in));		\
400 	W(new) = W(in) + t * dw;
401 
402    GENERAL_CLIP
403 
404 #undef OUTSIDE
405 #undef COMPUTE_INTERSECTION
406 
407 
408    /*** Clip against +Z side ***/
409 #define OUTSIDE(K)      (Z(K) > W(K))
410 #define COMPUTE_INTERSECTION( new, in, out )		\
411         dz = Z(out) - Z(in);				\
412         dw = W(out) - W(in);				\
413         t = (Z(in) - W(in)) / (dw-dz);			\
414         X(new) = X(in) + t * (X(out) - X(in));		\
415         Y(new) = Y(in) + t * (Y(out) - Y(in));		\
416 	Z(new) = Z(in) + t * dz;			\
417 	W(new) = W(in) + t * dw;
418 
419    GENERAL_CLIP
420 
421 #undef OUTSIDE
422 #undef COMPUTE_INTERSECTION
423 
424 
425    /*** Clip against -Z side ***/
426 #define OUTSIDE(K)      (Z(K) < -W(K))
427 #define COMPUTE_INTERSECTION( new, in, out )		\
428         dz = Z(out) - Z(in);				\
429         dw = W(out) - W(in);				\
430         t = -(Z(in) + W(in)) / (dw+dz);			\
431         X(new) = X(in) + t * (X(out) - X(in));		\
432         Y(new) = Y(in) + t * (Y(out) - Y(in));		\
433 	Z(new) = Z(in) + t * dz;			\
434 	W(new) = W(in) + t * dw;
435 
436    GENERAL_CLIP
437 
438 #undef OUTSIDE
439 #undef COMPUTE_INTERSECTION
440 
441 #undef GENERAL_CLIP
442 
443    *i = ii;
444    *j = jj;
445    return 1;
446 }
447 
448 
449 
450 
451 /*
452  * Clip a polygon against the view volume defined by -w<=x,y,z<=w.
453  * Input:  n - number of vertices in input polygon.
454  *         vlist - list of indexes into VB->V* of polygon to clip.
455  * Output:  vlist - modified list of vertex indexes
456  * Return:  number of vertices in resulting polygon
457  */
gl_viewclip_polygon(GLcontext * ctx,GLuint n,GLuint vlist[])458 GLuint gl_viewclip_polygon( GLcontext* ctx, GLuint n, GLuint vlist[] )
459 
460 {
461    struct vertex_buffer* VB = ctx->VB;
462    GLfloat (*coord)[4] = VB->Clip;
463 
464    GLuint previ, prevj;
465    GLuint curri, currj;
466    GLuint vlist2[VB_SIZE];
467    GLuint n2;
468    GLdouble dx, dy, dz, dw, t, neww;
469 
470 /*
471  * We use 6 instances of this code to implement clipping against the
472  * 6 sides of the view volume.  Prior to each we define the macros:
473  *    INLIST = array which lists input vertices
474  *    OUTLIST = array which lists output vertices
475  *    INCOUNT = variable which is the number of vertices in INLIST[]
476  *    OUTCOUNT = variable which is the number of vertices in OUTLIST[]
477  *    INSIDE(i) = test if vertex v[i] is inside the view volume
478  *    COMPUTE_INTERSECTION(in,out,new) = compute intersection of line
479  *              from v[in] to v[out] with the clipping plane and store
480  *              the result in v[new]
481  */
482 
483 #define GENERAL_CLIP                                                    \
484    if (INCOUNT<3)  return 0;						\
485    previ = INCOUNT-1;		/* let previous = last vertex */	\
486    prevj = INLIST[previ];						\
487    OUTCOUNT = 0;                                                        \
488    for (curri=0;curri<INCOUNT;curri++) {				\
489       currj = INLIST[curri];						\
490       if (INSIDE(currj)) {						\
491          if (INSIDE(prevj)) {						\
492             /* both verts are inside ==> copy current to outlist */     \
493 	    OUTLIST[OUTCOUNT] = currj;					\
494 	    OUTCOUNT++;							\
495          }                                                              \
496          else {                                                         \
497             /* current is inside and previous is outside ==> clip */	\
498 	    COMPUTE_INTERSECTION( currj, prevj,	VB->Free )		\
499 	    /* if new point not coincident with previous point... */	\
500 	    if (t>0.0) {						\
501 	       /* interpolate aux info using the value of t */		\
502 	       if (ctx->ClipMask)					\
503 		  ctx->ClipInterpAuxFunc( ctx, CLIP_SPACE, VB->Free, t, currj, prevj ); \
504 	       VB->Edgeflag[VB->Free] = VB->Edgeflag[prevj];		\
505 	       /* output new point */					\
506 	       OUTLIST[OUTCOUNT] = VB->Free;				\
507 	       VB->Free++;						\
508 	       if (VB->Free==VB_SIZE)   VB->Free = 1;			\
509 	       OUTCOUNT++;						\
510 	    }								\
511 	    /* Output current */					\
512 	    OUTLIST[OUTCOUNT] = currj;					\
513 	    OUTCOUNT++;							\
514          }                                                              \
515       }                                                                 \
516       else {                                                            \
517          if (INSIDE(prevj)) {						\
518             /* current is outside and previous is inside ==> clip */	\
519 	    COMPUTE_INTERSECTION( prevj, currj, VB->Free )		\
520 	    /* if new point not coincident with previous point... */	\
521 	    if (t>0.0) {						\
522 	       /* interpolate aux info using the value of t */		\
523 	       if (ctx->ClipMask)					\
524 		  ctx->ClipInterpAuxFunc( ctx, CLIP_SPACE, VB->Free, t, prevj, currj ); \
525 	       VB->Edgeflag[VB->Free] = VB->Edgeflag[prevj];		\
526 	       /* output new point */					\
527 	       OUTLIST[OUTCOUNT] = VB->Free;				\
528 	       VB->Free++;						\
529 	       if (VB->Free==VB_SIZE)   VB->Free = 1;			\
530 	       OUTCOUNT++;						\
531 	    }								\
532          }								\
533          /* else both verts are outside ==> do nothing */		\
534       }									\
535       /* let previous = current */					\
536       previ = curri;							\
537       prevj = currj;							\
538       /* check for overflowing vertex buffer */				\
539       if (OUTCOUNT>=VB_SIZE-1) {					\
540 	 /* Too many vertices */					\
541          if (OUTLIST==vlist2) {						\
542 	    /* copy OUTLIST[] to vlist[] */				\
543 	    int i;							\
544 	    for (i=0;i<VB_SIZE;i++) {					\
545 	       vlist[i] = OUTLIST[i];					\
546 	    }								\
547 	 }								\
548 	 return VB_SIZE-1;						\
549       }									\
550    }
551 
552 
553 #define X(I)	coord[I][0]
554 #define Y(I)	coord[I][1]
555 #define Z(I)	coord[I][2]
556 #define W(I)	coord[I][3]
557 
558 /*
559  * Clip against +X
560  */
561 #define INCOUNT n
562 #define OUTCOUNT n2
563 #define INLIST vlist
564 #define OUTLIST vlist2
565 #define INSIDE(K)      (X(K) <= W(K))
566 
567 #define COMPUTE_INTERSECTION( in, out, new )		\
568         dx = X(out) - X(in);				\
569         dw = W(out) - W(in);				\
570         t = (X(in)-W(in)) / (dw-dx);			\
571 	neww = W(in) + t * dw;				\
572 	X(new) = neww;					\
573 	Y(new) = Y(in) + t * (Y(out) - Y(in));		\
574 	Z(new) = Z(in) + t * (Z(out) - Z(in)); 		\
575 	W(new) = neww;
576 
577    GENERAL_CLIP
578 
579 #undef INCOUNT
580 #undef OUTCOUNT
581 #undef INLIST
582 #undef OUTLIST
583 #undef INSIDE
584 #undef COMPUTE_INTERSECTION
585 
586 
587 /*
588  * Clip against -X
589  */
590 #define INCOUNT n2
591 #define OUTCOUNT n
592 #define INLIST vlist2
593 #define OUTLIST vlist
594 #define INSIDE(K)       (X(K) >= -W(K))
595 #define COMPUTE_INTERSECTION( in, out, new )		\
596         dx = X(out)-X(in);                      	\
597         dw = W(out)-W(in);                      	\
598         t = -(X(in)+W(in)) / (dw+dx);           	\
599 	neww = W(in) + t * dw;				\
600         X(new) = -neww;					\
601         Y(new) = Y(in) + t * (Y(out) - Y(in));		\
602         Z(new) = Z(in) + t * (Z(out) - Z(in));		\
603         W(new) = neww;
604 
605    GENERAL_CLIP
606 
607 #undef INCOUNT
608 #undef OUTCOUNT
609 #undef INLIST
610 #undef OUTLIST
611 #undef INSIDE
612 #undef COMPUTE_INTERSECTION
613 
614 
615 /*
616  * Clip against +Y
617  */
618 #define INCOUNT n
619 #define OUTCOUNT n2
620 #define INLIST vlist
621 #define OUTLIST vlist2
622 #define INSIDE(K)       (Y(K) <= W(K))
623 #define COMPUTE_INTERSECTION( in, out, new )		\
624         dy = Y(out)-Y(in);                      	\
625         dw = W(out)-W(in);                      	\
626         t = (Y(in)-W(in)) / (dw-dy);            	\
627 	neww = W(in) + t * dw; 				\
628         X(new) = X(in) + t * (X(out) - X(in));		\
629         Y(new) = neww;					\
630         Z(new) = Z(in) + t * (Z(out) - Z(in));		\
631         W(new) = neww;
632 
633    GENERAL_CLIP
634 
635 #undef INCOUNT
636 #undef OUTCOUNT
637 #undef INLIST
638 #undef OUTLIST
639 #undef INSIDE
640 #undef COMPUTE_INTERSECTION
641 
642 
643 /*
644  * Clip against -Y
645  */
646 #define INCOUNT n2
647 #define OUTCOUNT n
648 #define INLIST vlist2
649 #define OUTLIST vlist
650 #define INSIDE(K)       (Y(K) >= -W(K))
651 #define COMPUTE_INTERSECTION( in, out, new )		\
652         dy = Y(out)-Y(in);                      	\
653         dw = W(out)-W(in);                      	\
654         t = -(Y(in)+W(in)) / (dw+dy);           	\
655 	neww = W(in) + t * dw;				\
656         X(new) = X(in) + t * (X(out) - X(in));		\
657         Y(new) = -neww;					\
658         Z(new) = Z(in) + t * (Z(out) - Z(in));		\
659         W(new) = neww;
660 
661    GENERAL_CLIP
662 
663 #undef INCOUNT
664 #undef OUTCOUNT
665 #undef INLIST
666 #undef OUTLIST
667 #undef INSIDE
668 #undef COMPUTE_INTERSECTION
669 
670 
671 
672 /*
673  * Clip against +Z
674  */
675 #define INCOUNT n
676 #define OUTCOUNT n2
677 #define INLIST vlist
678 #define OUTLIST vlist2
679 #define INSIDE(K)       (Z(K) <= W(K))
680 #define COMPUTE_INTERSECTION( in, out, new )		\
681         dz = Z(out)-Z(in);                      	\
682         dw = W(out)-W(in);                      	\
683         t = (Z(in)-W(in)) / (dw-dz);            	\
684 	neww = W(in) + t * dw;				\
685         X(new) = X(in) + t * (X(out) - X(in));		\
686         Y(new) = Y(in) + t * (Y(out) - Y(in));		\
687         Z(new) = neww;					\
688         W(new) = neww;
689 
690    GENERAL_CLIP
691 
692 #undef INCOUNT
693 #undef OUTCOUNT
694 #undef INLIST
695 #undef OUTLIST
696 #undef INSIDE
697 #undef COMPUTE_INTERSECTION
698 
699 
700 /*
701  * Clip against -Z
702  */
703 #define INCOUNT n2
704 #define OUTCOUNT n
705 #define INLIST vlist2
706 #define OUTLIST vlist
707 #define INSIDE(K)       (Z(K) >= -W(K))
708 #define COMPUTE_INTERSECTION( in, out, new )		\
709         dz = Z(out)-Z(in);                      	\
710         dw = W(out)-W(in);                      	\
711         t = -(Z(in)+W(in)) / (dw+dz);           	\
712 	neww = W(in) + t * dw;				\
713         X(new) = X(in) + t * (X(out) - X(in));		\
714         Y(new) = Y(in) + t * (Y(out) - Y(in));		\
715         Z(new) = -neww;					\
716         W(new) = neww;
717 
718    GENERAL_CLIP
719 
720 #undef INCOUNT
721 #undef INLIST
722 #undef OUTLIST
723 #undef INSIDE
724 #undef COMPUTE_INTERSECTION
725 
726    /* 'OUTCOUNT' clipped vertices are now back in v[] */
727    return OUTCOUNT;
728 
729 #undef GENERAL_CLIP
730 #undef OUTCOUNT
731 }
732 
733 
734 
735 
736 /**********************************************************************/
737 /*         Clipping against user-defined clipping planes.             */
738 /**********************************************************************/
739 
740 
741 
742 /*
743  * If the dot product of the eye coordinates of a vertex with the
744  * stored plane equation components is positive or zero, the vertex
745  * is in with respect to that clipping plane, otherwise it is out.
746  */
747 
748 
749 
750 /*
751  * Clip a point against the user clipping planes.
752  * Input:  v - vertex-vector describing the point to clip.
753  * Return:  0 = point was clipped
754  *          1 = point not clipped
755  */
gl_userclip_point(GLcontext * ctx,const GLfloat v[])756 GLuint gl_userclip_point( GLcontext* ctx, const GLfloat v[] )
757 {
758    GLuint p;
759 
760    for (p=0;p<MAX_CLIP_PLANES;p++) {
761       if (ctx->Transform.ClipEnabled[p]) {
762 	 GLfloat dot = v[0] * ctx->Transform.ClipEquation[p][0]
763 		     + v[1] * ctx->Transform.ClipEquation[p][1]
764 		     + v[2] * ctx->Transform.ClipEquation[p][2]
765 		     + v[3] * ctx->Transform.ClipEquation[p][3];
766          if (dot < 0.0F) {
767             return 0;
768          }
769       }
770    }
771 
772    return 1;
773 }
774 
775 
776 #define MAGIC_NUMBER -0.8e-03F
777 
778 
779 /* Test if VB->Eye[J] is inside the clipping plane defined by A,B,C,D */
780 #define INSIDE( J, A, B, C, D )   				\
781    ( (VB->Eye[J][0] * A + VB->Eye[J][1] * B			\
782     + VB->Eye[J][2] * C + VB->Eye[J][3] * D) >= MAGIC_NUMBER )
783 
784 
785 /* Test if VB->Eye[J] is outside the clipping plane defined by A,B,C,D */
786 #define OUTSIDE( J, A, B, C, D )   				\
787    ( (VB->Eye[J][0] * A + VB->Eye[J][1] * B			\
788     + VB->Eye[J][2] * C + VB->Eye[J][3] * D) < MAGIC_NUMBER )
789 
790 
791 /*
792  * Clip a line against the user clipping planes.
793  * Input:  i, j - indexes into VB->V*[] of endpoints
794  * Output:  i, j - indexes into VB->V*[] of (possibly clipped) endpoints
795  * Return:  0 = line completely clipped
796  *          1 = line is visible
797  */
gl_userclip_line(GLcontext * ctx,GLuint * i,GLuint * j)798 GLuint gl_userclip_line( GLcontext* ctx, GLuint *i, GLuint *j )
799 {
800    struct vertex_buffer* VB = ctx->VB;
801 
802    GLuint p, ii, jj;
803 
804    ii = *i;
805    jj = *j;
806 
807    for (p=0;p<MAX_CLIP_PLANES;p++) {
808       if (ctx->Transform.ClipEnabled[p]) {
809 	 register GLfloat a, b, c, d;
810 	 a = ctx->Transform.ClipEquation[p][0];
811 	 b = ctx->Transform.ClipEquation[p][1];
812 	 c = ctx->Transform.ClipEquation[p][2];
813 	 d = ctx->Transform.ClipEquation[p][3];
814 
815          if (OUTSIDE( ii, a,b,c,d  )) {
816             if (OUTSIDE( jj, a,b,c,d )) {
817                /* ii and jj outside ==> quit */
818                return 0;
819             }
820             else {
821                /* ii is outside, jj is inside ==> clip */
822                GLfloat dx, dy, dz, dw, t, denom;
823                dx = VB->Eye[ii][0] - VB->Eye[jj][0];
824                dy = VB->Eye[ii][1] - VB->Eye[jj][1];
825                dz = VB->Eye[ii][2] - VB->Eye[jj][2];
826                dw = VB->Eye[ii][3] - VB->Eye[jj][3];
827 	       denom = dx*a + dy*b + dz*c + dw*d;
828 	       if (denom==0.0) {
829 		  t = 0.0;
830 	       }
831 	       else {
832 		  t = -(VB->Eye[jj][0]*a+VB->Eye[jj][1]*b
833 		       +VB->Eye[jj][2]*c+VB->Eye[jj][3]*d) / denom;
834                   if (t>1.0F)  t = 1.0F;
835 	       }
836 	       VB->Eye[VB->Free][0] = VB->Eye[jj][0] + t * dx;
837 	       VB->Eye[VB->Free][1] = VB->Eye[jj][1] + t * dy;
838 	       VB->Eye[VB->Free][2] = VB->Eye[jj][2] + t * dz;
839 	       VB->Eye[VB->Free][3] = VB->Eye[jj][3] + t * dw;
840 
841 	       /* Interpolate colors, indexes, and/or texture coords */
842 	       if (ctx->ClipMask)
843 		  interpolate_aux( ctx, EYE_SPACE, VB->Free, t, jj, ii );
844 
845 	       ii = VB->Free;
846 	       VB->Free++;
847 	       if (VB->Free==VB_SIZE)   VB->Free = 1;
848             }
849          }
850          else {
851             if (OUTSIDE( jj, a,b,c,d )) {
852                /* ii is inside, jj is outside ==> clip */
853                GLfloat dx, dy, dz, dw, t, denom;
854                dx = VB->Eye[jj][0] - VB->Eye[ii][0];
855                dy = VB->Eye[jj][1] - VB->Eye[ii][1];
856                dz = VB->Eye[jj][2] - VB->Eye[ii][2];
857                dw = VB->Eye[jj][3] - VB->Eye[ii][3];
858 	       denom = dx*a + dy*b + dz*c + dw*d;
859 	       if (denom==0.0) {
860 		  t = 0.0;
861 	       }
862 	       else {
863 		  t = -(VB->Eye[ii][0]*a+VB->Eye[ii][1]*b
864 		       +VB->Eye[ii][2]*c+VB->Eye[ii][3]*d) / denom;
865                   if (t>1.0F)  t = 1.0F;
866 	       }
867 	       VB->Eye[VB->Free][0] = VB->Eye[ii][0] + t * dx;
868 	       VB->Eye[VB->Free][1] = VB->Eye[ii][1] + t * dy;
869 	       VB->Eye[VB->Free][2] = VB->Eye[ii][2] + t * dz;
870 	       VB->Eye[VB->Free][3] = VB->Eye[ii][3] + t * dw;
871 
872 	       /* Interpolate colors, indexes, and/or texture coords */
873 	       if (ctx->ClipMask)
874 		  interpolate_aux( ctx, EYE_SPACE, VB->Free, t, ii, jj );
875 
876 	       jj = VB->Free;
877 	       VB->Free++;
878 	       if (VB->Free==VB_SIZE)   VB->Free = 1;
879             }
880             else {
881                /* ii and jj inside ==> do nothing */
882             }
883          }
884       }
885    }
886 
887    *i = ii;
888    *j = jj;
889    return 1;
890 }
891 
892 
893 
894 
895 /*
896  * Clip a polygon against the user clipping planes defined in eye coordinates.
897  * Input:  n - number of vertices.
898  *         vlist - list of vertices in input polygon.
899  * Output:  vlist - list of vertices in output polygon.
900  * Return:  number of vertices after clipping.
901  */
gl_userclip_polygon(GLcontext * ctx,GLuint n,GLuint vlist[])902 GLuint gl_userclip_polygon( GLcontext* ctx, GLuint n, GLuint vlist[] )
903 {
904    struct vertex_buffer* VB = ctx->VB;
905 
906    GLuint vlist2[VB_SIZE];
907    GLuint *inlist, *outlist;
908    GLuint incount, outcount;
909    GLuint curri, currj;
910    GLuint previ, prevj;
911    GLuint p;
912 
913    /* initialize input vertex list */
914    incount = n;
915    inlist = vlist;
916    outlist = vlist2;
917 
918    for (p=0;p<MAX_CLIP_PLANES;p++) {
919       if (ctx->Transform.ClipEnabled[p]) {
920 	 register float a = ctx->Transform.ClipEquation[p][0];
921 	 register float b = ctx->Transform.ClipEquation[p][1];
922 	 register float c = ctx->Transform.ClipEquation[p][2];
923 	 register float d = ctx->Transform.ClipEquation[p][3];
924 
925 	 if (incount<3)  return 0;
926 
927 	 /* initialize prev to be last in the input list */
928 	 previ = incount - 1;
929 	 prevj = inlist[previ];
930 
931          outcount = 0;
932 
933          for (curri=0;curri<incount;curri++) {
934 	    currj = inlist[curri];
935 
936             if (INSIDE(currj, a,b,c,d)) {
937                if (INSIDE(prevj, a,b,c,d)) {
938                   /* both verts are inside ==> copy current to outlist */
939 		  outlist[outcount++] = currj;
940                }
941                else {
942                   /* current is inside and previous is outside ==> clip */
943                   GLfloat dx, dy, dz, dw, t, denom;
944 		  /* compute t */
945 		  dx = VB->Eye[prevj][0] - VB->Eye[currj][0];
946 		  dy = VB->Eye[prevj][1] - VB->Eye[currj][1];
947 		  dz = VB->Eye[prevj][2] - VB->Eye[currj][2];
948 		  dw = VB->Eye[prevj][3] - VB->Eye[currj][3];
949 		  denom = dx*a + dy*b + dz*c + dw*d;
950 		  if (denom==0.0) {
951 		     t = 0.0;
952 		  }
953 		  else {
954 		     t = -(VB->Eye[currj][0]*a+VB->Eye[currj][1]*b
955 		       +VB->Eye[currj][2]*c+VB->Eye[currj][3]*d) / denom;
956                      if (t>1.0F) {
957                         t = 1.0F;
958                      }
959 		  }
960 		  /* interpolate new vertex position */
961 		  VB->Eye[VB->Free][0] = VB->Eye[currj][0] + t*dx;
962 		  VB->Eye[VB->Free][1] = VB->Eye[currj][1] + t*dy;
963 		  VB->Eye[VB->Free][2] = VB->Eye[currj][2] + t*dz;
964 		  VB->Eye[VB->Free][3] = VB->Eye[currj][3] + t*dw;
965 
966 		  /* interpolate color, index, and/or texture coord */
967 		  if (ctx->ClipMask) {
968 		     interpolate_aux( ctx, EYE_SPACE, VB->Free, t, currj, prevj);
969 		  }
970 		  VB->Edgeflag[VB->Free] = VB->Edgeflag[prevj];
971 
972 		  /* output new vertex */
973 		  outlist[outcount++] = VB->Free;
974 		  VB->Free++;
975 		  if (VB->Free==VB_SIZE)   VB->Free = 1;
976 		  /* output current vertex */
977 		  outlist[outcount++] = currj;
978                }
979             }
980             else {
981                if (INSIDE(prevj, a,b,c,d)) {
982                   /* current is outside and previous is inside ==> clip */
983                   GLfloat dx, dy, dz, dw, t, denom;
984 		  /* compute t */
985                   dx = VB->Eye[currj][0]-VB->Eye[prevj][0];
986                   dy = VB->Eye[currj][1]-VB->Eye[prevj][1];
987                   dz = VB->Eye[currj][2]-VB->Eye[prevj][2];
988                   dw = VB->Eye[currj][3]-VB->Eye[prevj][3];
989 		  denom = dx*a + dy*b + dz*c + dw*d;
990 		  if (denom==0.0) {
991 		     t = 0.0;
992 		  }
993 		  else {
994 		     t = -(VB->Eye[prevj][0]*a+VB->Eye[prevj][1]*b
995 		       +VB->Eye[prevj][2]*c+VB->Eye[prevj][3]*d) / denom;
996                      if (t>1.0F) {
997                         t = 1.0F;
998                      }
999 		  }
1000 		  /* interpolate new vertex position */
1001 		  VB->Eye[VB->Free][0] = VB->Eye[prevj][0] + t*dx;
1002 		  VB->Eye[VB->Free][1] = VB->Eye[prevj][1] + t*dy;
1003 		  VB->Eye[VB->Free][2] = VB->Eye[prevj][2] + t*dz;
1004 		  VB->Eye[VB->Free][3] = VB->Eye[prevj][3] + t*dw;
1005 
1006 		  /* interpolate color, index, and/or texture coord */
1007 		  if (ctx->ClipMask) {
1008 		     interpolate_aux( ctx, EYE_SPACE, VB->Free, t, prevj, currj);
1009 		  }
1010 		  VB->Edgeflag[VB->Free] = VB->Edgeflag[prevj];
1011 
1012 		  /* output new vertex */
1013 		  outlist[outcount++] = VB->Free;
1014 		  VB->Free++;
1015 		  if (VB->Free==VB_SIZE)   VB->Free = 1;
1016 	       }
1017                /* else  both verts are outside ==> do nothing */
1018             }
1019 
1020 	    previ = curri;
1021 	    prevj = currj;
1022 
1023 	    /* check for overflowing vertex buffer */
1024             if (outcount>=VB_SIZE-1) {
1025                /* Too many vertices */
1026                if (outlist!=vlist2) {
1027                   MEMCPY( vlist, vlist2, outcount * sizeof(GLuint) );
1028                }
1029                return VB_SIZE-1;
1030             }
1031 
1032          }  /* for i */
1033 
1034          /* swap inlist and outlist pointers */
1035          {
1036             GLuint *tmp;
1037             tmp = inlist;
1038             inlist = outlist;
1039             outlist = tmp;
1040             incount = outcount;
1041          }
1042 
1043       } /* if */
1044    } /* for p */
1045 
1046    /* outlist points to the list of vertices resulting from the last */
1047    /* clipping.  If outlist == vlist2 then we have to copy the vertices */
1048    /* back to vlist */
1049    if (outlist!=vlist2) {
1050       MEMCPY( vlist, vlist2, outcount * sizeof(GLuint) );
1051    }
1052 
1053    return outcount;
1054 }
1055 
1056