ss_tritmp.h revision 3d8d5b298a268b119d840bc9bae0ee9e0c9244a9
1/* 2 * Mesa 3-D graphics library 3 * Version: 7.1 4 * 5 * Copyright (C) 1999-2007 Brian Paul All Rights Reserved. 6 * 7 * Permission is hereby granted, free of charge, to any person obtaining a 8 * copy of this software and associated documentation files (the "Software"), 9 * to deal in the Software without restriction, including without limitation 10 * the rights to use, copy, modify, merge, publish, distribute, sublicense, 11 * and/or sell copies of the Software, and to permit persons to whom the 12 * Software is furnished to do so, subject to the following conditions: 13 * 14 * The above copyright notice and this permission notice shall be included 15 * in all copies or substantial portions of the Software. 16 * 17 * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS 18 * OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, 19 * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL 20 * THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR 21 * OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, 22 * ARISING FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR 23 * OTHER DEALINGS IN THE SOFTWARE. 24 * 25 * Authors: 26 * Keith Whitwell <keith@tungstengraphics.com> 27 */ 28 29 30/** 31 * This is where we handle assigning vertex colors based on front/back 32 * facing, compute polygon offset and handle glPolygonMode(). 33 */ 34static void TAG(triangle)(struct gl_context *ctx, GLuint e0, GLuint e1, GLuint e2 ) 35{ 36 struct vertex_buffer *VB = &TNL_CONTEXT(ctx)->vb; 37 SScontext *swsetup = SWSETUP_CONTEXT(ctx); 38 SWvertex *verts = SWSETUP_CONTEXT(ctx)->verts; 39 SWvertex *v[3]; 40 GLfloat z[3]; 41 GLfloat offset, oz0, oz1, oz2; 42 GLenum mode = GL_FILL; 43 GLuint facing = 0; 44 GLchan saved_color[3][4] = { { 0 } }; 45 GLfloat saved_col0[3][4] = { { 0 } }; 46 GLfloat saved_spec[3][4] = { { 0 } }; 47 48 v[0] = &verts[e0]; 49 v[1] = &verts[e1]; 50 v[2] = &verts[e2]; 51 52 if (IND & (SS_TWOSIDE_BIT | SS_OFFSET_BIT | SS_UNFILLED_BIT)) 53 { 54 GLfloat ex = v[0]->attrib[VARYING_SLOT_POS][0] - v[2]->attrib[VARYING_SLOT_POS][0]; 55 GLfloat ey = v[0]->attrib[VARYING_SLOT_POS][1] - v[2]->attrib[VARYING_SLOT_POS][1]; 56 GLfloat fx = v[1]->attrib[VARYING_SLOT_POS][0] - v[2]->attrib[VARYING_SLOT_POS][0]; 57 GLfloat fy = v[1]->attrib[VARYING_SLOT_POS][1] - v[2]->attrib[VARYING_SLOT_POS][1]; 58 GLfloat cc = ex*fy - ey*fx; 59 60 if (IND & (SS_TWOSIDE_BIT | SS_UNFILLED_BIT)) 61 { 62 facing = (cc < 0.0) ^ ctx->Polygon._FrontBit; 63 64 if (IND & SS_UNFILLED_BIT) 65 mode = facing ? ctx->Polygon.BackMode : ctx->Polygon.FrontMode; 66 67 if (facing == 1) { 68 if (IND & SS_TWOSIDE_BIT) { 69 if (VB->BackfaceColorPtr) { 70 GLfloat (*vbcolor)[4] = VB->BackfaceColorPtr->data; 71 72 if (swsetup->intColors) { 73 COPY_CHAN4(saved_color[0], v[0]->color); 74 COPY_CHAN4(saved_color[1], v[1]->color); 75 COPY_CHAN4(saved_color[2], v[2]->color); 76 } 77 else { 78 COPY_4V(saved_col0[0], v[0]->attrib[VARYING_SLOT_COL0]); 79 COPY_4V(saved_col0[1], v[1]->attrib[VARYING_SLOT_COL0]); 80 COPY_4V(saved_col0[2], v[2]->attrib[VARYING_SLOT_COL0]); 81 } 82 83 if (VB->BackfaceColorPtr->stride) { 84 if (swsetup->intColors) { 85 SS_COLOR(v[0]->color, vbcolor[e0]); 86 SS_COLOR(v[1]->color, vbcolor[e1]); 87 SS_COLOR(v[2]->color, vbcolor[e2]); 88 } 89 else { 90 COPY_4V(v[0]->attrib[VARYING_SLOT_COL0], vbcolor[e0]); 91 COPY_4V(v[1]->attrib[VARYING_SLOT_COL0], vbcolor[e1]); 92 COPY_4V(v[2]->attrib[VARYING_SLOT_COL0], vbcolor[e2]); 93 } 94 } 95 else { 96 /* flat shade */ 97 if (swsetup->intColors) { 98 SS_COLOR(v[0]->color, vbcolor[0]); 99 SS_COLOR(v[1]->color, vbcolor[0]); 100 SS_COLOR(v[2]->color, vbcolor[0]); 101 } 102 else { 103 COPY_4V(v[0]->attrib[VARYING_SLOT_COL0], vbcolor[0]); 104 COPY_4V(v[1]->attrib[VARYING_SLOT_COL0], vbcolor[0]); 105 COPY_4V(v[2]->attrib[VARYING_SLOT_COL0], vbcolor[0]); 106 } 107 } 108 } 109 110 if (VB->BackfaceSecondaryColorPtr) { 111 GLfloat (*vbspec)[4] = VB->BackfaceSecondaryColorPtr->data; 112 113 COPY_4V(saved_spec[0], v[0]->attrib[VARYING_SLOT_COL1]); 114 COPY_4V(saved_spec[1], v[1]->attrib[VARYING_SLOT_COL1]); 115 COPY_4V(saved_spec[2], v[2]->attrib[VARYING_SLOT_COL1]); 116 117 if (VB->BackfaceSecondaryColorPtr->stride) { 118 SS_SPEC(v[0]->attrib[VARYING_SLOT_COL1], vbspec[e0]); 119 SS_SPEC(v[1]->attrib[VARYING_SLOT_COL1], vbspec[e1]); 120 SS_SPEC(v[2]->attrib[VARYING_SLOT_COL1], vbspec[e2]); 121 } 122 else { 123 SS_SPEC(v[0]->attrib[VARYING_SLOT_COL1], vbspec[0]); 124 SS_SPEC(v[1]->attrib[VARYING_SLOT_COL1], vbspec[0]); 125 SS_SPEC(v[2]->attrib[VARYING_SLOT_COL1], vbspec[0]); 126 } 127 } 128 } 129 } 130 } 131 132 if (IND & SS_OFFSET_BIT) { 133 const GLfloat max = ctx->DrawBuffer->_DepthMaxF; 134 /* save original Z values (restored later) */ 135 z[0] = v[0]->attrib[VARYING_SLOT_POS][2]; 136 z[1] = v[1]->attrib[VARYING_SLOT_POS][2]; 137 z[2] = v[2]->attrib[VARYING_SLOT_POS][2]; 138 /* Note that Z values are already scaled to [0,65535] (for example) 139 * so no MRD value is used here. 140 */ 141 offset = ctx->Polygon.OffsetUnits; 142 if (cc * cc > 1e-16) { 143 const GLfloat ez = z[0] - z[2]; 144 const GLfloat fz = z[1] - z[2]; 145 const GLfloat oneOverArea = 1.0F / cc; 146 const GLfloat dzdx = FABSF((ey * fz - ez * fy) * oneOverArea); 147 const GLfloat dzdy = FABSF((ez * fx - ex * fz) * oneOverArea); 148 offset += MAX2(dzdx, dzdy) * ctx->Polygon.OffsetFactor; 149 } 150 /* new Z values */ 151 oz0 = CLAMP(v[0]->attrib[VARYING_SLOT_POS][2] + offset, 0.0F, max); 152 oz1 = CLAMP(v[1]->attrib[VARYING_SLOT_POS][2] + offset, 0.0F, max); 153 oz2 = CLAMP(v[2]->attrib[VARYING_SLOT_POS][2] + offset, 0.0F, max); 154 } 155 } 156 157 if (mode == GL_POINT) { 158 if ((IND & SS_OFFSET_BIT) && ctx->Polygon.OffsetPoint) { 159 v[0]->attrib[VARYING_SLOT_POS][2] = oz0; 160 v[1]->attrib[VARYING_SLOT_POS][2] = oz1; 161 v[2]->attrib[VARYING_SLOT_POS][2] = oz2; 162 } 163 _swsetup_render_tri(ctx, e0, e1, e2, facing, _swsetup_edge_render_point_tri); 164 } else if (mode == GL_LINE) { 165 if ((IND & SS_OFFSET_BIT) && ctx->Polygon.OffsetLine) { 166 v[0]->attrib[VARYING_SLOT_POS][2] = oz0; 167 v[1]->attrib[VARYING_SLOT_POS][2] = oz1; 168 v[2]->attrib[VARYING_SLOT_POS][2] = oz2; 169 } 170 _swsetup_render_tri(ctx, e0, e1, e2, facing, _swsetup_edge_render_line_tri); 171 } else { 172 if ((IND & SS_OFFSET_BIT) && ctx->Polygon.OffsetFill) { 173 v[0]->attrib[VARYING_SLOT_POS][2] = oz0; 174 v[1]->attrib[VARYING_SLOT_POS][2] = oz1; 175 v[2]->attrib[VARYING_SLOT_POS][2] = oz2; 176 } 177 _swrast_Triangle( ctx, v[0], v[1], v[2] ); 178 } 179 180 /* 181 * Restore original vertex colors, etc. 182 */ 183 if (IND & SS_OFFSET_BIT) { 184 v[0]->attrib[VARYING_SLOT_POS][2] = z[0]; 185 v[1]->attrib[VARYING_SLOT_POS][2] = z[1]; 186 v[2]->attrib[VARYING_SLOT_POS][2] = z[2]; 187 } 188 189 if (IND & SS_TWOSIDE_BIT) { 190 if (facing == 1) { 191 if (VB->BackfaceColorPtr) { 192 if (swsetup->intColors) { 193 COPY_CHAN4(v[0]->color, saved_color[0]); 194 COPY_CHAN4(v[1]->color, saved_color[1]); 195 COPY_CHAN4(v[2]->color, saved_color[2]); 196 } 197 else { 198 COPY_4V(v[0]->attrib[VARYING_SLOT_COL0], saved_col0[0]); 199 COPY_4V(v[1]->attrib[VARYING_SLOT_COL0], saved_col0[1]); 200 COPY_4V(v[2]->attrib[VARYING_SLOT_COL0], saved_col0[2]); 201 } 202 } 203 204 if (VB->BackfaceSecondaryColorPtr) { 205 COPY_4V(v[0]->attrib[VARYING_SLOT_COL1], saved_spec[0]); 206 COPY_4V(v[1]->attrib[VARYING_SLOT_COL1], saved_spec[1]); 207 COPY_4V(v[2]->attrib[VARYING_SLOT_COL1], saved_spec[2]); 208 } 209 } 210 } 211} 212 213 214 215/* Need to fixup edgeflags when decomposing to triangles: 216 */ 217static void TAG(quadfunc)( struct gl_context *ctx, GLuint v0, 218 GLuint v1, GLuint v2, GLuint v3 ) 219{ 220 if (IND & SS_UNFILLED_BIT) { 221 struct vertex_buffer *VB = &TNL_CONTEXT(ctx)->vb; 222 if (VB->EdgeFlag) { /* XXX this test shouldn't be needed (bug 12614) */ 223 GLubyte ef1 = VB->EdgeFlag[v1]; 224 GLubyte ef3 = VB->EdgeFlag[v3]; 225 VB->EdgeFlag[v1] = 0; 226 TAG(triangle)( ctx, v0, v1, v3 ); 227 VB->EdgeFlag[v1] = ef1; 228 VB->EdgeFlag[v3] = 0; 229 TAG(triangle)( ctx, v1, v2, v3 ); 230 VB->EdgeFlag[v3] = ef3; 231 } 232 } else { 233 TAG(triangle)( ctx, v0, v1, v3 ); 234 TAG(triangle)( ctx, v1, v2, v3 ); 235 } 236} 237 238 239 240 241static void TAG(init)( void ) 242{ 243 tri_tab[IND] = TAG(triangle); 244 quad_tab[IND] = TAG(quadfunc); 245} 246 247 248#undef IND 249#undef TAG 250