332 lines
11 KiB
Plaintext
332 lines
11 KiB
Plaintext
'\" te
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'\"! tbl|eqn | mmdoc
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'\"macro stdmacro
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.ds Vn Version 1.2
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.ds Dt 24 September 1999
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.ds Re Release 1.2.1
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.ds Dp Jan 14 18:30
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.ds Dm 01 map2.gl -
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.ds Xs 16004 12 map2.gl
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.TH GLMAP2 3G
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.SH NAME
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.B "glMap2d, glMap2f
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\- define a two-dimensional evaluator
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.SH C SPECIFICATION
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void \f3glMap2d\fP(
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GLenum \fItarget\fP,
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.nf
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.ta \w'\f3void \fPglMap2d( 'u
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GLdouble \fIu1\fP,
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GLdouble \fIu2\fP,
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GLint \fIustride\fP,
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GLint \fIuorder\fP,
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GLdouble \fIv1\fP,
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GLdouble \fIv2\fP,
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GLint \fIvstride\fP,
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GLint \fIvorder\fP,
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const GLdouble \fI*points\fP )
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.fi
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void \f3glMap2f\fP(
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GLenum \fItarget\fP,
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.nf
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.ta \w'\f3void \fPglMap2f( 'u
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GLfloat \fIu1\fP,
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GLfloat \fIu2\fP,
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GLint \fIustride\fP,
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GLint \fIuorder\fP,
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GLfloat \fIv1\fP,
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GLfloat \fIv2\fP,
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GLint \fIvstride\fP,
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GLint \fIvorder\fP,
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const GLfloat \fI*points\fP )
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.fi
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.EQ
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delim $$
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.EN
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.SH PARAMETERS
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.TP \w'\fIustride\fP\ \ 'u
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\f2target\fP
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Specifies the kind of values that are generated by the evaluator.
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Symbolic constants
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\%\f3GL_MAP2_VERTEX_3\fP,
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\%\f3GL_MAP2_VERTEX_4\fP,
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\%\f3GL_MAP2_INDEX\fP,
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\%\f3GL_MAP2_COLOR_4\fP,
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\%\f3GL_MAP2_NORMAL\fP,
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\%\f3GL_MAP2_TEXTURE_COORD_1\fP,
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\%\f3GL_MAP2_TEXTURE_COORD_2\fP,
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\%\f3GL_MAP2_TEXTURE_COORD_3\fP, and
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\%\f3GL_MAP2_TEXTURE_COORD_4\fP are accepted.
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.TP
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\f2u1\fP, \f2u2\fP
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Specify a linear mapping of $u$,
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as presented to \%\f3glEvalCoord2\fP,
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to $u hat$,
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one of the two variables that are evaluated by the equations specified
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by this command. Initially, \f2u1\fP is 0 and \f2u2\fP is 1.
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.TP
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\f2ustride\fP
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Specifies the number of floats or doubles between
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the beginning of control point
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$R sub ij$
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and the beginning of control point
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$R sub { (i+1) j }$,
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where $i$ and $j$ are the $u$ and $v$ control point indices, respectively.
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This allows control points to be embedded in arbitrary data structures.
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The only constraint is that the values for a particular control point
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must occupy contiguous memory locations. The initial value of \f2ustride\fP is 0.
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.TP
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\f2uorder\fP
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Specifies the dimension of the control point array in the $u$ axis.
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Must be positive. The initial value is 1.
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.TP
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\f2v1\fP, \f2v2\fP
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Specify a linear mapping of $v$,
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as presented to \%\f3glEvalCoord2\fP,
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to $v hat$,
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one of the two variables that are evaluated by the equations specified
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by this command. Initially, \f2v1\fP is 0 and \f2v2\fP is 1.
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.TP
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\f2vstride\fP
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Specifies the number of floats or doubles between
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the beginning of control point
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$R sub ij$
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and the beginning of control point
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$R sub { i (j+1) }$,
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where $i$ and $j$ are the $u$ and $v$ control point indices, respectively.
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This allows control points to be embedded in arbitrary data structures.
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The only constraint is that the values for a particular control point
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must occupy contiguous memory locations. The initial value of \f2vstride\fP is 0.
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.TP
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\f2vorder\fP
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Specifies the dimension of the control point array in the $v$ axis.
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Must be positive. The initial value is 1.
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.TP
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\f2points\fP
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Specifies a pointer to the array of control points.
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.SH DESCRIPTION
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Evaluators provide a way to use polynomial or rational polynomial mapping
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to produce vertices,
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normals,
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texture coordinates,
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and colors.
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The values produced by an evaluator are sent on to further stages
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of GL processing just as if they had been presented using
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\%\f3glVertex\fP,
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\%\f3glNormal\fP,
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\%\f3glTexCoord\fP, and
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\%\f3glColor\fP commands,
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except that the generated values do not update the current normal,
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texture coordinates,
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or color.
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.P
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All polynomial or rational polynomial splines of any degree
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(up to the maximum degree supported by the GL implementation)
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can be described using evaluators.
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These include almost all surfaces used in computer graphics,
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including B-spline surfaces,
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NURBS surfaces,
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Bezier surfaces, and so on.
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.P
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Evaluators define surfaces based on bivariate Bernstein polynomials.
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Define $p ( u hat , v hat ) $ as
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.ce
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.sp
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.EQ
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p ( u hat , v hat ) ~~=~~
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down 30 {{size 18 {sum}} from {size 8 {i~=~0}} to {size 9 {n}} } ~
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{{size 18 {sum}} from {size 8 {j~=~0}} to {size 9 {m}} } ~
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up 15 { B sub i sup n ( u hat ) ~ B sub j sup m ( v hat ) ~ R sub ij }
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.EN
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.sp
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.P
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where $R sub ij$ is a control point,
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$B sub i sup n ( u hat )$
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is the $i$th Bernstein polynomial of degree
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.br
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$n$ (\f2uorder\fP = $n ~+~ 1$)
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.ce
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.sp
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.EQ
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B sub i sup n ( u hat ) ~~=~~ left ( down 20 {cpile { n above i }} ~ right
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) u hat sup i ( 1 - u hat ) sup { n - i }
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.EN
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.sp
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and $B sub j sup m ( v hat )$
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is the $j$th Bernstein polynomial of degree $m$ (\f2vorder\fP = $m ~+~ 1$)
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.ce
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.sp
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.EQ
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B sub j sup m ( v hat ) ~~=~~ left ( ^down 20 {cpile { m above j }} ~^ right ) v hat sup j ( 1 - v hat ) sup { m - j }
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.EN
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.sp
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Recall that
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.ce
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$0 sup 0 ~==~ 1 $ and $ left ( ^ down 20 {cpile { n above 0 }} ~^ right ) ~~==~~ 1 $
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.sp
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\%\f3glMap2\fP is used to define the basis and to specify what kind of values
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are produced.
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Once defined,
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a map can be enabled and disabled by calling \%\f3glEnable\fP and \%\f3glDisable\fP
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with the map name, one of the nine predefined values for \f2target\fP,
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described below.
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When \%\f3glEvalCoord2\fP presents values $u$ and $v$,
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the bivariate Bernstein polynomials are evaluated using $u hat$ and $v hat$,
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where
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.sp
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.ce
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$u hat ~~=~~ {u ~-~ "u1"} over {"u2" ~-~ "u1"}$
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.sp
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.ce
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$v hat ~~=~~ {v ~-~ "v1"} over {"v2" ~-~ "v1"}$
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.sp
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\f2target\fP is a symbolic constant that indicates what kind of control points
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are provided in \f2points\fP,
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and what output is generated when the map is evaluated.
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It can assume one of nine predefined values:
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.TP 25
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\%\f3GL_MAP2_VERTEX_3\fP
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Each control point is three floating-point values representing
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$x$, $y$, and $z$.
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Internal \%\f3glVertex3\fP commands are generated when the map is evaluated.
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.TP
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\%\f3GL_MAP2_VERTEX_4\fP
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Each control point is four floating-point values representing
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$x$, $y$, $z$, and $w$.
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Internal \%\f3glVertex4\fP commands are generated when the map is evaluated.
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.TP
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\%\f3GL_MAP2_INDEX\fP
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Each control point is a single floating-point value representing a color index.
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Internal \%\f3glIndex\fP commands are generated when the map is evaluated
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but the current index is not updated with the value of these
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\%\f3glIndex\fP commands.
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.TP
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\%\f3GL_MAP2_COLOR_4\fP
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Each control point is four floating-point values representing
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red, green, blue, and alpha.
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Internal \%\f3glColor4\fP commands are generated when the map is
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evaluated but the current color is not updated with the value of
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these \%\f3glColor4\fP commands.
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.TP
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\%\f3GL_MAP2_NORMAL\fP
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Each control point is three floating-point values representing
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the $x$, $y$, and $z$ components of a normal vector.
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Internal \%\f3glNormal\fP commands are generated when the map is
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evaluated but the current normal is not updated with the value of
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these \%\f3glNormal\fP commands.
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.TP
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\%\f3GL_MAP2_TEXTURE_COORD_1\fP
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Each control point is a single floating-point value representing
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the $s$ texture coordinate.
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Internal
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.br
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\%\f3glTexCoord1\fP commands are generated when the map is evaluated but
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the current texture coordinates are not updated with the value
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of these \%\f3glTexCoord\fP commands.
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.TP
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\%\f3GL_MAP2_TEXTURE_COORD_2\fP
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Each control point is two floating-point values representing
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the $s$ and $t$ texture coordinates.
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Internal
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.br
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\%\f3glTexCoord2\fP commands are generated when the map is evaluated but
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the current texture coordinates are not updated with the value
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of these \%\f3glTexCoord\fP commands.
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.TP
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\%\f3GL_MAP2_TEXTURE_COORD_3\fP
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Each control point is three floating-point values representing
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the $s$, $t$, and $r$ texture coordinates.
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Internal \%\f3glTexCoord3\fP commands are generated when the map is
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evaluated but the current texture coordinates are not updated with the value
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of these \%\f3glTexCoord\fP commands.
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.TP
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\%\f3GL_MAP2_TEXTURE_COORD_4\fP
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Each control point is four floating-point values representing
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the $s$, $t$, $r$, and $q$ texture coordinates.
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Internal
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.br
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\%\f3glTexCoord4\fP commands are generated when the map is evaluated but the current texture coordinates are not updated with the value
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of these \%\f3glTexCoord\fP commands.
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.P
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\f2ustride\fP,
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\f2uorder\fP,
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\f2vstride\fP,
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\f2vorder\fP, and
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\f2points\fP define the array addressing for accessing the control points.
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\f2points\fP is the location of the first control point,
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which occupies one, two, three, or four contiguous memory locations,
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depending on which map is being defined.
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There are $ "uorder" ~times~ "vorder" $ control points in the array.
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\f2ustride\fP specifies how many float or double locations are skipped to advance
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the internal memory pointer from control point
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$R sub {i j} $ to control point $R sub {(i+1) j} $.
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\f2vstride\fP specifies how many float or double locations are skipped to advance
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the internal memory pointer from control point
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$R sub {i j} $ to control point $R sub {i (j+1) } $.
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.SH NOTES
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As is the case with all GL commands that accept pointers to data,
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it is as if the contents of \f2points\fP were copied by \%\f3glMap2\fP before \%\f3glMap2\fP
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returns.
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Changes to the contents of \f2points\fP have no effect after \%\f3glMap2\fP is called.
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.P
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Initially, \%\f3GL_AUTO_NORMAL\fP is enabled. If \%\f3GL_AUTO_NORMAL\fP is enabled,
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normal vectors are generated when either
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\%\f3GL_MAP2_VERTEX_3\fP or \%\f3GL_MAP2_VERTEX_4\fP is used to generate
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vertices.
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.SH ERRORS
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\%\f3GL_INVALID_ENUM\fP is generated if \f2target\fP is not an accepted value.
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.P
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\%\f3GL_INVALID_VALUE\fP is generated if \f2u1\fP is equal to \f2u2\fP,
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or if \f2v1\fP is equal to \f2v2\fP.
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.P
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\%\f3GL_INVALID_VALUE\fP is generated if either \f2ustride\fP or \f2vstride\fP
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is less than the number of values in a control point.
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.P
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\%\f3GL_INVALID_VALUE\fP is generated if either \f2uorder\fP or \f2vorder\fP
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is less than 1 or greater than the return value of \%\f3GL_MAX_EVAL_ORDER\fP.
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.P
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\%\f3GL_INVALID_OPERATION\fP is generated if \%\f3glMap2\fP
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is executed between the execution of
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\%\f3glBegin\fP
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and the corresponding execution of \%\f3glEnd\fP.
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.P
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When the \%\f3GL_ARB_multitexture\fP extension is supported,
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\%\f3GL_INVALID_OPERATION\fP is generated if \%\f3glMap2\fP is called and the value
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of \%\f3GL_ACTIVE_TEXTURE_ARB\fP is not \%\f3GL_TEXTURE0_ARB\fP.
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.SH ASSOCIATED GETS
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\%\f3glGetMap\fP
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.br
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\%\f3glGet\fP with argument \%\f3GL_MAX_EVAL_ORDER\fP
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.br
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\%\f3glIsEnabled\fP with argument \%\f3GL_MAP2_VERTEX_3\fP
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.br
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\%\f3glIsEnabled\fP with argument \%\f3GL_MAP2_VERTEX_4\fP
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.br
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\%\f3glIsEnabled\fP with argument \%\f3GL_MAP2_INDEX\fP
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.br
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\%\f3glIsEnabled\fP with argument \%\f3GL_MAP2_COLOR_4\fP
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.br
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\%\f3glIsEnabled\fP with argument \%\f3GL_MAP2_NORMAL\fP
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.br
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\%\f3glIsEnabled\fP with argument \%\f3GL_MAP2_TEXTURE_COORD_1\fP
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.br
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\%\f3glIsEnabled\fP with argument \%\f3GL_MAP2_TEXTURE_COORD_2\fP
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.br
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\%\f3glIsEnabled\fP with argument \%\f3GL_MAP2_TEXTURE_COORD_3\fP
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.br
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\%\f3glIsEnabled\fP with argument \%\f3GL_MAP2_TEXTURE_COORD_4\fP
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.SH SEE ALSO
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\%\f3glBegin(3G)\fP,
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\%\f3glColor(3G)\fP,
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\%\f3glEnable(3G)\fP,
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\%\f3glEvalCoord(3G)\fP,
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\%\f3glEvalMesh(3G)\fP,
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\%\f3glEvalPoint(3G)\fP,
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\%\f3glMap1(3G)\fP,
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\%\f3glMapGrid(3G)\fP,
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\%\f3glNormal(3G)\fP,
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\%\f3glTexCoord(3G)\fP,
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\%\f3glVertex(3G)\fP
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