[OPENGL]
[reactos.git] / reactos / dll / opengl / mesa / src / mesa / math / m_eval.h
1
2 /*
3 * Mesa 3-D graphics library
4 * Version: 3.5
5 *
6 * Copyright (C) 1999-2001 Brian Paul All Rights Reserved.
7 *
8 * Permission is hereby granted, free of charge, to any person obtaining a
9 * copy of this software and associated documentation files (the "Software"),
10 * to deal in the Software without restriction, including without limitation
11 * the rights to use, copy, modify, merge, publish, distribute, sublicense,
12 * and/or sell copies of the Software, and to permit persons to whom the
13 * Software is furnished to do so, subject to the following conditions:
14 *
15 * The above copyright notice and this permission notice shall be included
16 * in all copies or substantial portions of the Software.
17 *
18 * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS
19 * OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
20 * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL
21 * BRIAN PAUL BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN
22 * AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN
23 * CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
24 */
25
26 #ifndef _M_EVAL_H
27 #define _M_EVAL_H
28
29 #include "main/glheader.h"
30
31 void _math_init_eval( void );
32
33
34 /*
35 * Horner scheme for Bezier curves
36 *
37 * Bezier curves can be computed via a Horner scheme.
38 * Horner is numerically less stable than the de Casteljau
39 * algorithm, but it is faster. For curves of degree n
40 * the complexity of Horner is O(n) and de Casteljau is O(n^2).
41 * Since stability is not important for displaying curve
42 * points I decided to use the Horner scheme.
43 *
44 * A cubic Bezier curve with control points b0, b1, b2, b3 can be
45 * written as
46 *
47 * (([3] [3] ) [3] ) [3]
48 * c(t) = (([0]*s*b0 + [1]*t*b1)*s + [2]*t^2*b2)*s + [3]*t^2*b3
49 *
50 * [n]
51 * where s=1-t and the binomial coefficients [i]. These can
52 * be computed iteratively using the identity:
53 *
54 * [n] [n ] [n]
55 * [i] = (n-i+1)/i * [i-1] and [0] = 1
56 */
57
58
59 void
60 _math_horner_bezier_curve(const GLfloat *cp, GLfloat *out, GLfloat t,
61 GLuint dim, GLuint order);
62
63
64 /*
65 * Tensor product Bezier surfaces
66 *
67 * Again the Horner scheme is used to compute a point on a
68 * TP Bezier surface. First a control polygon for a curve
69 * on the surface in one parameter direction is computed,
70 * then the point on the curve for the other parameter
71 * direction is evaluated.
72 *
73 * To store the curve control polygon additional storage
74 * for max(uorder,vorder) points is needed in the
75 * control net cn.
76 */
77
78 void
79 _math_horner_bezier_surf(GLfloat *cn, GLfloat *out, GLfloat u, GLfloat v,
80 GLuint dim, GLuint uorder, GLuint vorder);
81
82
83 /*
84 * The direct de Casteljau algorithm is used when a point on the
85 * surface and the tangent directions spanning the tangent plane
86 * should be computed (this is needed to compute normals to the
87 * surface). In this case the de Casteljau algorithm approach is
88 * nicer because a point and the partial derivatives can be computed
89 * at the same time. To get the correct tangent length du and dv
90 * must be multiplied with the (u2-u1)/uorder-1 and (v2-v1)/vorder-1.
91 * Since only the directions are needed, this scaling step is omitted.
92 *
93 * De Casteljau needs additional storage for uorder*vorder
94 * values in the control net cn.
95 */
96
97 void
98 _math_de_casteljau_surf(GLfloat *cn, GLfloat *out, GLfloat *du, GLfloat *dv,
99 GLfloat u, GLfloat v, GLuint dim,
100 GLuint uorder, GLuint vorder);
101
102
103 #endif