/****************************************************************************
* PROJECT: Balloon 3D Graphics Subsystem for Squeak
* FILE: b3dRemap.c
* CONTENT: Remapping functions for the B3D rasterizer
*
* AUTHOR: Andreas Raab (ar)
* ADDRESS: Walt Disney Imagineering, Glendale, CA
* EMAIL: andreasr@wdi.disney.com
* RCSID: $Id: b3dRemap.c 2 2001-10-24 23:11:49Z rowledge $
*
* NOTES:
*
*
*****************************************************************************/
#include "b3d.h"
/* b3dRemapFaces:
Remap all allocated faces using the given offsets
*/
/* INLINE b3dRemapFaces(list, attrOffset, edgeOffset) */
void b3dRemapFaces(B3DFaceAllocList *list, int attrOffset, int edgeOffset)
{
int i;
for(i=0; i<list->size;i++) {
B3DPrimitiveFace *face = list->data + i;
if(face->flags & B3D_ALLOC_FLAG) {
if(face->attributes)
face->attributes = (B3DPrimitiveAttribute*)((char*)face->attributes + attrOffset);
if(face->leftEdge)
face->leftEdge = (B3DPrimitiveEdge*)((char*)face->leftEdge + edgeOffset);
if(face->rightEdge)
face->rightEdge = (B3DPrimitiveEdge*)((char*)face->rightEdge + edgeOffset);
}
}
}
/* --INLINE-- */
/* b3dRemapEdges:
Remap all allocated edges using the given offset
*/
/* INLINE b3dRemapEdges(list, faceOffset) */
void b3dRemapEdges(B3DEdgeAllocList *list, int faceOffset)
{
int i;
for(i=0; i<list->size;i++) {
B3DPrimitiveEdge *edge = list->data + i;
if(edge->flags & B3D_ALLOC_FLAG) {
if(edge->leftFace)
edge->leftFace = (B3DPrimitiveFace*)((char*)edge->leftFace + faceOffset);
if(edge->rightFace)
edge->rightFace = (B3DPrimitiveFace*)((char*)edge->rightFace + faceOffset);
}
}
}
/* --INLINE-- */
/* b3dRemapFills:
Remap the fill list using the given offset
*/
/* INLINE b3dRemapFills(fillList, offset) */
void b3dRemapFills(B3DFillList *fillList, int offset)
{
B3DPrimitiveFace *temp;
if(fillList->firstFace)
fillList->firstFace = (B3DPrimitiveFace *)((char*)fillList->firstFace + offset);
if(fillList->lastFace)
fillList->lastFace = (B3DPrimitiveFace *)((char*)fillList->lastFace + offset);
temp = fillList->firstFace;
while(temp) {
if(temp->nextFace)
temp->nextFace = (B3DPrimitiveFace *)((char*)temp->nextFace + offset);
if(temp->prevFace)
temp->prevFace = (B3DPrimitiveFace *)((char*)temp->prevFace + offset);
temp = temp->nextFace;
}
}
/* --INLINE-- */
/* b3dRemapEdgeList:
Remap all edge pointers using the given offset
*/
/* INLINE b3dRemapEdgeList(list, edgeOffset) */
void b3dRemapEdgeList(B3DPrimitiveEdgeList *list, int edgeOffset)
{
int i;
for(i=0; i<list->size;i++) {
list->data[i] = (B3DPrimitiveEdge *)((char*) list->data[i] + edgeOffset);
}
}
/* --INLINE-- */
/* b3dRemapAET:
Remap all edge pointers using the given offset
*/
/* INLINE b3dRemapAET(list, edgeOffset, aetOffset, firstEdge, lastEdge) */
void b3dRemapAET(B3DActiveEdgeTable *list, int edgeOffset, int aetOffset, void *firstEdge, void *lastEdge)
{
int i;
if(edgeOffset)
for(i=0; i<list->size;i++)
list->data[i] = (B3DPrimitiveEdge *)((char*) list->data[i] + edgeOffset);
if((void*)list->leftEdge >= firstEdge && (void*)list->leftEdge < lastEdge)
list->leftEdge = (B3DPrimitiveEdge *)((char*) list->leftEdge + edgeOffset);
else if(list->leftEdge)
list->leftEdge = (B3DPrimitiveEdge *)((char*) list->leftEdge + aetOffset);
if((void*)list->rightEdge >= firstEdge && (void*)list->rightEdge < lastEdge)
list->rightEdge = (B3DPrimitiveEdge *)((char*) list->rightEdge + edgeOffset);
else if(list->rightEdge)
list->rightEdge = (B3DPrimitiveEdge *)((char*) list->rightEdge + aetOffset);
if(aetOffset) {
list->nextIntersection = (B3DPrimitiveEdge *)((char*) list->nextIntersection + aetOffset);
list->lastIntersection = (B3DPrimitiveEdge *)((char*) list->lastIntersection + aetOffset);
}
}
/* --INLINE-- */
/* b3dRemapEdgeVertices:
Remap all vertices in the specified range using the given offset
*/
/* INLINE b3dRemapEdgeVertices(list, vtxOffset, firstVtx, lastVtx) */
void b3dRemapEdgeVertices(B3DEdgeAllocList *list, int vtxOffset, void *firstVtx, void *lastVtx)
{
int i;
for(i=0; i<list->size; i++) {
B3DPrimitiveEdge *edge = list->data + i;
if((edge->flags & B3D_ALLOC_FLAG) && ((void*)edge->v0 >= (void*)firstVtx) && ((void*)edge->v0 < (void*)lastVtx)) {
edge->v0 = (B3DPrimitiveVertex *)((char*) edge->v0 + vtxOffset);
edge->v1 = (B3DPrimitiveVertex *)((char*) edge->v1 + vtxOffset);
}
}
}
/* --INLINE-- */
/* b3dRemapFaceVertices:
Remap all vertices in the specified range using the given offset
*/
/* INLINE b3dRemapFaceVertices(list, vtxOffset, firstVtx, lastVtx) */
void b3dRemapFaceVertices(B3DFaceAllocList *list, int vtxOffset, void *firstVtx, void *lastVtx)
{
int i;
for(i=0; i<list->size; i++) {
B3DPrimitiveFace *face = list->data + i;
if((face->flags & B3D_ALLOC_FLAG) && ((void*)face->v0 >= (void*)firstVtx) && ((void*)face->v0 < (void*)lastVtx)) {
face->v0 = (B3DPrimitiveVertex *)((char*) face->v0 + vtxOffset);
face->v1 = (B3DPrimitiveVertex *)((char*) face->v1 + vtxOffset);
face->v2 = (B3DPrimitiveVertex *)((char*) face->v2 + vtxOffset);
}
}
}
/* --INLINE-- */
/* b3dRemapFaceFree:
Remap all free faces using the given offset
*/
/* INLINE b3dRemapFaceFree(list, faceOffset) */
void b3dRemapFaceFree(B3DFaceAllocList *list, int faceOffset)
{
B3DPrimitiveFace *freeObj;
if(list->firstFree) {
list->firstFree = (B3DPrimitiveFace *)((char*)list->firstFree + faceOffset);
freeObj = list->firstFree;
while(freeObj->nextFree) {
freeObj->nextFree= (B3DPrimitiveFace *)((char*) freeObj->nextFree + faceOffset);
freeObj = freeObj->nextFree;
}
}
}
/* --INLINE-- */
/* b3dRemapEdgeFree:
Remap all free edges using the given offset
*/
/* INLINE b3dRemapEdgeFree(list, edgeOffset) */
void b3dRemapEdgeFree(B3DEdgeAllocList *list, int edgeOffset)
{
B3DPrimitiveEdge *freeObj;
if(list->firstFree) {
list->firstFree = (B3DPrimitiveEdge *)((char*)list->firstFree + edgeOffset);
freeObj = list->firstFree;
while(freeObj->nextFree) {
freeObj->nextFree = (B3DPrimitiveEdge *)((char*) freeObj->nextFree + edgeOffset);
freeObj = freeObj->nextFree;
}
}
}
/* --INLINE-- */
/* b3dRemapAttrFree:
Remap all free attributes using the given offset
*/
/* INLINE b3dRemapAttrFree(list, attrOffset) */
void b3dRemapAttributes(B3DAttrAllocList *list, int attrOffset)
{
int i;
for(i=0; i < list->size; i++) {
B3DPrimitiveAttribute *attr = list->data + i;
if(attr->next)
attr->next = (B3DPrimitiveAttribute *)((char*) attr->next + attrOffset);
}
}
/* --INLINE-- */
/* b3dValidateAndRemapState:
Validate the rasterizer state and remap the objects if necessary.
*/
int b3dValidateAndRemapState(B3DRasterizerState *state)
{
int faceOffset, edgeOffset, attrOffset, aetOffset, objOffset, i;
B3DPrimitiveObject *obj;
if(!state) return B3D_GENERIC_ERROR;
/* Check the magic numbers */
if(state->faceAlloc->magic != B3D_FACE_ALLOC_MAGIC) return B3D_MAGIC_ERROR;
if(state->edgeAlloc->magic != B3D_EDGE_ALLOC_MAGIC) return B3D_MAGIC_ERROR;
if(state->attrAlloc->magic != B3D_ATTR_ALLOC_MAGIC) return B3D_MAGIC_ERROR;
if(state->aet->magic != B3D_AET_MAGIC) return B3D_MAGIC_ERROR;
if(state->addedEdges->magic != B3D_EDGE_LIST_MAGIC) return B3D_MAGIC_ERROR;
if(state->fillList->magic != B3D_FILL_LIST_MAGIC) return B3D_MAGIC_ERROR;
/* Check if we need to relocate objects */
faceOffset = (int)state->faceAlloc - (int)state->faceAlloc->This;
edgeOffset = (int)state->edgeAlloc - (int)state->edgeAlloc->This;
attrOffset = (int)state->attrAlloc - (int)state->attrAlloc->This;
aetOffset = (int)state->aet - (int)state->aet->This;
/* remap faces */
if(attrOffset || edgeOffset)
b3dRemapFaces(state->faceAlloc, attrOffset, edgeOffset);
/* remap fills and edges */
if(faceOffset) {
b3dRemapFills(state->fillList, faceOffset);
b3dRemapEdges(state->edgeAlloc, faceOffset);
b3dRemapFaceFree(state->faceAlloc, faceOffset);
}
/* Remap AET */
if(edgeOffset || aetOffset) {
void *firstEdge = state->edgeAlloc->data;
void *lastEdge = state->edgeAlloc->data + state->edgeAlloc->size;
b3dRemapAET(state->aet, edgeOffset, aetOffset, firstEdge, lastEdge);
}
/* Remap addedEdges and edge free list*/
if(edgeOffset) {
b3dRemapEdgeList(state->addedEdges, edgeOffset);
b3dRemapEdgeFree(state->edgeAlloc, edgeOffset);
}
if(attrOffset)
b3dRemapAttributes(state->attrAlloc, attrOffset);
state->faceAlloc->This = (void*) state->faceAlloc;
state->edgeAlloc->This = (void*) state->edgeAlloc;
state->attrAlloc->This = (void*) state->attrAlloc;
state->aet->This = (void*) state->aet;
/* Remap any vertex pointers */
for(i=0; i<state->nObjects; i++) {
obj = state->objects[i];
if(obj->magic != B3D_PRIMITIVE_OBJECT_MAGIC) return B3D_MAGIC_ERROR;
objOffset = (int)obj - (int)obj->This;
if(objOffset) {
if((obj->flags & B3D_OBJECT_ACTIVE)) {
B3DPrimitiveVertex *firstVtx = obj->vertices;
B3DPrimitiveVertex *lastVtx = obj->vertices + obj->nVertices;
b3dRemapFaceVertices(state->faceAlloc, objOffset, firstVtx, lastVtx);
b3dRemapEdgeVertices(state->edgeAlloc, objOffset, firstVtx, lastVtx);
}
obj->vertices = (B3DPrimitiveVertex*) (obj + 1);
obj->faces = (B3DInputFace*) (obj->vertices + obj->nVertices);
}
obj->This = (void*) obj;
}
return B3D_NO_ERROR;
}
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