fglMap2(3G)

fglMap2d, fglMap2f - define a two-dimensional evaluator

Showing IRIX 6.5.30 (default release). Last changed in IRIX 6.5.15.

NAME
     fglMap2d, fglMap2f - define a two-dimensional evaluator


FORTRAN SPECIFICATION
     SUBROUTINE fglMap2d( INTEGER*4 target,
                          REAL*4 u1,
                          REAL*4 u2,
                          INTEGER*4 ustride,
                          INTEGER*4 uorder,
                          REAL*4 v1,
                          REAL*4 v2,
                          INTEGER*4 vstride,
                          INTEGER*4 vorder,
                          CHARACTER*8 points )
     SUBROUTINE fglMap2f( INTEGER*4 target,
                          REAL*4 u1,
                          REAL*4 u2,
                          INTEGER*4 ustride,
                          INTEGER*4 uorder,
                          REAL*4 v1,
                          REAL*4 v2,
                          INTEGER*4 vstride,
                          INTEGER*4 vorder,
                          CHARACTER*8 points )


PARAMETERS
     target   Specifies the kind of values that are generated by the
              evaluator.  Symbolic constants GL_MAP2_VERTEX_3,
              GL_MAP2_VERTEX_4, GL_MAP2_INDEX, GL_MAP2_COLOR_4,
              GL_MAP2_NORMAL, GL_MAP2_TEXTURE_COORD_1,
              GL_MAP2_TEXTURE_COORD_2, GL_MAP2_TEXTURE_COORD_3, and
              GL_MAP2_TEXTURE_COORD_4 are accepted.

     u1, u2   Specify a linear mapping of u, as presented to fglEvalCoord2, to
              ^, one of the two variables that are evaluated by the equations
              specified by this command. Initially, u1 is 0 and u2 is 1.

     ustride  Specifies the number of floats or doubles between the beginning
              of control point R   and the beginning of control point R      ,
                                ij                                     (i+1)j
              where i and j are the u and v control point indices,
              respectively.  This allows control points to be embedded in
              arbitrary data structures.  The only constraint is that the
              values for a particular control point must occupy contiguous
              memory locations. The initial value of ustride is 0.

     uorder   Specifies the dimension of the control point array in the u
              axis.  Must be positive. The initial value is 1.

     v1, v2   Specify a linear mapping of v, as presented to fglEvalCoord2, to
              ^, one of the two variables that are evaluated by the equations
              specified by this command. Initially, v1 is 0 and v2 is 1.

     vstride  Specifies the number of floats or doubles between the beginning
              of control point R   and the beginning of control point R      ,
                                ij                                     i(j+1)
              where i and j are the u and v control point indices,
              respectively.  This allows control points to be embedded in
              arbitrary data structures.  The only constraint is that the
              values for a particular control point must occupy contiguous
              memory locations. The initial value of vstride is 0.

     vorder   Specifies the dimension of the control point array in the v
              axis.  Must be positive. The initial value is 1.

     points   Specifies a pointer to the array of control points.

DESCRIPTION
     Evaluators provide a way to use polynomial or rational polynomial mapping
     to produce vertices, normals, texture coordinates, and colors.  The
     values produced by an evaluator are sent on to further stages of GL
     processing just as if they had been presented using fglVertex, fglNormal,
     fglTexCoord, and fglColor commands, except that the generated values do
     not update the current normal, texture coordinates, or color.

     All polynomial or rational polynomial splines of any degree (up to the
     maximum degree supported by the GL implementation) can be described using
     evaluators.  These include almost all surfaces used in computer graphics,
     including B-spline surfaces, NURBS surfaces, Bezier surfaces, and so on.

     Evaluators define surfaces based on bivariate Bernstein polynomials.
     Define p(^,^) as

                                             m    n     m
                                     n           B (^) B (^) R
                      p(^,^)  =            R    i     j     ij
                                   R
                                         j = 0
                                 i = 0



                                    n
     where R   is a control point, B (^) is the ith Bernstein polynomial of
            ij                      i
     degree
     n (uorder = n + 1)

                                       (  )
                              n         n   i     n-i
                             B (^)  =  |  |^ (1-^)
                              i
                                       (i )


          m
     and B (^) is the jth Bernstein polynomial of degree m (vorder = m + 1)
          j

                                       (  )
                              m         m   j     m-j
                             B (^)  =  |  |^ (1-^)
                              j
                                       (j )


     Recall that
                                          (  )
                                0          n
                               0  = 1 and |  |  =  1

                                          (0 )
     fglMap2 is used to define the basis and to specify what kind of values
     are produced.  Once defined, a map can be enabled and disabled by calling
     fglEnable and fglDisable with the map name, one of the nine predefined
     values for target, described below.  When fglEvalCoord2 presents values u
     and v, the bivariate Bernstein polynomials are evaluated using ^ and ^,
     where

                                         _______
                                   ^  =
                                         u2 - u1

                                         _______
                                   ^  =
                                         v2 - v1


     target is a symbolic constant that indicates what kind of control points
     are provided in points, and what output is generated when the map is
     evaluated.  It can assume one of nine predefined values:

     GL_MAP2_VERTEX_3         Each control point is three floating-point
                              values representing x, y, and z.  Internal
                              fglVertex3 commands are generated when the map
                              is evaluated.

     GL_MAP2_VERTEX_4         Each control point is four floating-point values
                              representing x, y, z, and w.  Internal
                              fglVertex4 commands are generated when the map
                              is evaluated.

     GL_MAP2_INDEX            Each control point is a single floating-point
                              value representing a color index.  Internal
                              fglIndex commands are generated when the map is
                              evaluated but the current index is not updated
                              with the value of these fglIndex commands.

     GL_MAP2_COLOR_4          Each control point is four floating-point values
                              representing red, green, blue, and alpha.
                              Internal fglColor4 commands are generated when
                              the map is evaluated but the current color is
                              not updated with the value of these fglColor4
                              commands.

     GL_MAP2_NORMAL           Each control point is three floating-point
                              values representing the x, y, and z components
                              of a normal vector.  Internal fglNormal commands
                              are generated when the map is evaluated but the
                              current normal is not updated with the value of
                              these fglNormal commands.

     GL_MAP2_TEXTURE_COORD_1  Each control point is a single floating-point
                              value representing the s texture coordinate.
                              Internal fglTexCoord1 commands are generated
                              when the map is evaluated but the current
                              texture coordinates are not updated with the
                              value of these fglTexCoord commands.
     GL_MAP2_TEXTURE_COORD_2  Each control point is two floating-point values
                              representing the s and t texture coordinates.
                              Internal fglTexCoord2 commands are generated
                              when the map is evaluated but the current
                              texture coordinates are not updated with the
                              value of these fglTexCoord commands.

     GL_MAP2_TEXTURE_COORD_3  Each control point is three floating-point
                              values representing the s, t, and r texture
                              coordinates.  Internal fglTexCoord3 commands are
                              generated when the map is evaluated but the
                              current texture coordinates are not updated with
                              the value of these fglTexCoord commands.

     GL_MAP2_TEXTURE_COORD_4  Each control point is four floating-point values
                              representing the s, t, r, and q texture
                              coordinates.  Internal fglTexCoord4 commands are
                              generated when the map is evaluated but the
                              current texture coordinates are not updated with
                              the value of these fglTexCoord commands.

     ustride, uorder, vstride, vorder, and points define the array addressing
     for accessing the control points.  points is the location of the first
     control point, which occupies one, two, three, or four contiguous memory
     locations, depending on which map is being defined.  There are
     uorder x vorder control points in the array.  ustride specifies how many
     float or double locations are skipped to advance the internal memory
     pointer from control point R   to control point R      .  vstride
                                 ij                   (i+1)j
     specifies how many float or double locations are skipped to advance the
     internal memory pointer from control point R   to control point R      .
                                                 ij                   i(j+1)

NOTES
     As is the case with all GL commands that accept pointers to data, it is
     as if the contents of points were copied by fglMap2 before fglMap2
     returns.  Changes to the contents of points have no effect after fglMap2
     is called.

     Initially, GL_AUTO_NORMAL is enabled. If GL_AUTO_NORMAL is enabled,
     normal vectors are generated when either GL_MAP2_VERTEX_3 or
     GL_MAP2_VERTEX_4 is used to generate vertices.

ERRORS
     GL_INVALID_ENUM is generated if target is not an accepted value.

     GL_INVALID_VALUE is generated if u1 is equal to u2, or if v1 is equal to
     v2.

     GL_INVALID_VALUE is generated if either ustride or vstride is less than
     the number of values in a control point.

     GL_INVALID_VALUE is generated if either uorder or vorder is less than 1
     or greater than the return value of GL_MAX_EVAL_ORDER.

     GL_INVALID_OPERATION is generated if fglMap2 is executed between the
     execution of fglBegin and the corresponding execution of fglEnd.

ASSOCIATED GETS
     fglGetMap
     fglGet with argument GL_MAX_EVAL_ORDER
     fglIsEnabled with argument GL_MAP2_VERTEX_3
     fglIsEnabled with argument GL_MAP2_VERTEX_4
     fglIsEnabled with argument GL_MAP2_INDEX
     fglIsEnabled with argument GL_MAP2_COLOR_4
     fglIsEnabled with argument GL_MAP2_NORMAL
     fglIsEnabled with argument GL_MAP2_TEXTURE_COORD_1
     fglIsEnabled with argument GL_MAP2_TEXTURE_COORD_2
     fglIsEnabled with argument GL_MAP2_TEXTURE_COORD_3
     fglIsEnabled with argument GL_MAP2_TEXTURE_COORD_4


SEE ALSO
     fglBegin, fglColor, fglEnable, fglEvalCoord, fglEvalMesh, fglEvalPoint,
     fglMap1, fglMapGrid, fglNormal, fglTexCoord, fglVertex