/* $Id: xform.c,v 1.4.4.1 2000/10/22 23:10:49 gareth Exp $ */

/*
 * Mesa 3-D graphics library
 * Version:  3.3
 *
 * 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.
 */


/*
 * Matrix/vertex/vector transformation stuff
 *
 *
 * NOTES:
 * 1. 4x4 transformation matrices are stored in memory in column major order.
 * 2. Points/vertices are to be thought of as column vectors.
 * 3. Transformation of a point p by a matrix M is: p' = M * p
 */


#ifdef PC_HEADER
#include "all.h"
#else
#include "glheader.h"
#include "context.h"
#include "mmath.h"
#include "types.h"
#include "vb.h"
#include "xform.h"
#endif


#ifdef DEBUG
#include "debug_xform.h"
#endif

#ifdef USE_X86_ASM
#include "X86/common_x86_asm.h"
#endif

clip_func gl_clip_tab[5];
dotprod_func gl_dotprod_tab[2][5];
vec_copy_func gl_copy_tab[2][0x10];
normal_func gl_normal_tab[0xf][0x4];
transform_func **(gl_transform_tab[2]);
static transform_func *cull_transform_tab[5];
static transform_func *raw_transform_tab[5];


/* Raw data format used for:
 *    - Object-to-eye transform prior to culling, although this too
 *      could be culled under some circumstances.
 *    - Eye-to-clip transform (via the function above).
 *    - Cliptesting
 *    - And everything else too, if culling happens to be disabled.
 */
#define TAG(x) x##_raw
#define TAG2(x,y) x##y##_raw
#define IDX 0
#define STRIDE_LOOP for (i=0;i<count;i++, STRIDE_F(from, stride))
#define LOOP for (i=0;i<n;i++)
#define CULL_CHECK
#define CLIP_CHECK
#define ARGS
#include "xform_tmp.h"
#include "clip_tmp.h"
#include "norm_tmp.h"
#include "dotprod_tmp.h"
#include "copy_tmp.h"
#undef TAG
#undef TAG2
#undef LOOP
#undef CULL_CHECK
#undef CLIP_CHECK
#undef ARGS
#undef IDX

/* Culled data used for:
 *    - texture transformations
 *    - viewport map transformation
 *    - normal transformations prior to lighting
 *    - user cliptests
 */
#define TAG(x) x##_masked
#define TAG2(x,y) x##y##_masked
#define IDX CULL_MASK_ACTIVE
#define STRIDE_LOOP for (i=0;i<count;i++, STRIDE_F(from, stride))
#define LOOP for (i=0;i<n;i++)
#define CULL_CHECK if (mask[i])
#define CLIP_CHECK if ((mask[i] & flag) == 0)
#define ARGS , const GLubyte mask[]
#include "xform_tmp.h"
#include "norm_tmp.h"
#include "dotprod_tmp.h"
#include "copy_tmp.h"
#undef TAG
#undef TAG2
#undef LOOP
#undef CULL_CHECK
#undef CLIP_CHECK
#undef ARGS
#undef IDX




#if 0

#define TAG(x) x##_raw_compacted
#define TAG2(x,y) x##y##_raw_compacted
#define IDX COMPACTED_NORMALS
#define STRIDE_LOOP for (i=0;i<count;i++, STRIDE_F(from, stride))
#define LOOP for (i=0;i<n;i++)
#define CHECK if (flag[i] & VERT_NORM)
#define ARGS
#include "norm_tmp.h"
#undef TAG
#undef TAG2
#undef LOOP
#undef CHECK
#undef ARGS
#undef IDX


#define TAG(x) x##_masked
#define TAG2(x,y) x##y##_masked
#define IDX CULL_MASK_ACTIVE|COMPACTED_NORMALS
#define DUPLICATE_FUNCTIONS
#include "norm_tmp.h"
#undef TAG
#undef TAG2
#undef LOOP
#undef CHECK
#undef ARGS
#undef IDX

#endif


GLvector4f *gl_project_points( GLvector4f *proj_vec,
			       const GLvector4f *clip_vec )
{
   const GLuint stride = clip_vec->stride;
   const GLfloat *from = (GLfloat *)clip_vec->start;
   const GLuint count = clip_vec->count;
   GLfloat (*vProj)[4] = (GLfloat (*)[4])proj_vec->start;
   GLuint i;

   for (i = 0 ; i < count ; i++, STRIDE_F(from, stride))
   {
	 GLfloat oow = 1.0F / from[3];
	 vProj[i][3] = oow;
	 vProj[i][0] = from[0] * oow;
	 vProj[i][1] = from[1] * oow;
	 vProj[i][2] = from[2] * oow;
   }

   proj_vec->flags |= VEC_SIZE_4;
   proj_vec->size = 3;
   proj_vec->count = clip_vec->count;
   return proj_vec;
}



/*
 * This is called only once.  It initializes several tables with pointers
 * to optimized transformation functions.  This is where we can test for
 * AMD 3Dnow! capability, Intel Katmai, etc. and hook in the right code.
 */
void gl_init_transformation( void )
{
   gl_transform_tab[0] = raw_transform_tab;
   gl_transform_tab[1] = cull_transform_tab;

   init_c_transformations_raw();
   init_c_transformations_masked();
   init_c_norm_transform_raw();
   init_c_norm_transform_masked();
   init_c_cliptest_raw();
   init_copy0_raw();
   init_copy0_masked();
   init_dotprod_raw();
   init_dotprod_masked();

#ifdef DEBUG
   gl_test_all_transform_functions( "default" );
   gl_test_all_normal_transform_functions( "default" );
#endif

#ifdef USE_X86_ASM
   gl_init_all_x86_transform_asm();
#endif
}



/*
 * Transform a 4-element row vector (1x4 matrix) by a 4x4 matrix.  This
 * function is used for transforming clipping plane equations and spotlight
 * directions.
 * Mathematically,  u = v * m.
 * Input:  v - input vector
 *         m - transformation matrix
 * Output:  u - transformed vector
 */
void gl_transform_vector( GLfloat u[4], const GLfloat v[4], const GLfloat m[16] )
{
   GLfloat v0=v[0], v1=v[1], v2=v[2], v3=v[3];
#define M(row,col)  m[row + col*4]
   u[0] = v0 * M(0,0) + v1 * M(1,0) + v2 * M(2,0) + v3 * M(3,0);
   u[1] = v0 * M(0,1) + v1 * M(1,1) + v2 * M(2,1) + v3 * M(3,1);
   u[2] = v0 * M(0,2) + v1 * M(1,2) + v2 * M(2,2) + v3 * M(3,2);
   u[3] = v0 * M(0,3) + v1 * M(1,3) + v2 * M(2,3) + v3 * M(3,3);
#undef M
}


/* Useful for one-off point transformations, as in clipping.
 * Note that because the matrix isn't analyzed we do too many
 * multiplies, and that the result is always 4-clean.
 */
void gl_transform_point_sz( GLfloat Q[4], const GLfloat M[16],
			    const GLfloat P[4], GLuint sz )
{
   if (Q == P)
      return;

   if (sz == 4)
   {
      Q[0] = M[0] * P[0] + M[4] * P[1] + M[8] *  P[2] + M[12] * P[3];
      Q[1] = M[1] * P[0] + M[5] * P[1] + M[9] *  P[2] + M[13] * P[3];
      Q[2] = M[2] * P[0] + M[6] * P[1] + M[10] * P[2] + M[14] * P[3];
      Q[3] = M[3] * P[0] + M[7] * P[1] + M[11] * P[2] + M[15] * P[3];
   }
   else if (sz == 3)
   {
      Q[0] = M[0] * P[0] + M[4] * P[1] + M[8] *  P[2] + M[12];
      Q[1] = M[1] * P[0] + M[5] * P[1] + M[9] *  P[2] + M[13];
      Q[2] = M[2] * P[0] + M[6] * P[1] + M[10] * P[2] + M[14];
      Q[3] = M[3] * P[0] + M[7] * P[1] + M[11] * P[2] + M[15];
   }
   else if (sz == 2)
   {
      Q[0] = M[0] * P[0] + M[4] * P[1] +                M[12];
      Q[1] = M[1] * P[0] + M[5] * P[1] +                M[13];
      Q[2] = M[2] * P[0] + M[6] * P[1] +                M[14];
      Q[3] = M[3] * P[0] + M[7] * P[1] +                M[15];
   }
   else if (sz == 1)
   {
      Q[0] = M[0] * P[0] +                              M[12];
      Q[1] = M[1] * P[0] +                              M[13];
      Q[2] = M[2] * P[0] +                              M[14];
      Q[3] = M[3] * P[0] +                              M[15];
   }
}
