ss_tritmp.h revision 565cd49b5fc7a5bd1e533542888bf322b83b8e56
1/* 2 * Mesa 3-D graphics library 3 * Version: 6.1 4 * 5 * Copyright (C) 1999-2004 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 * BRIAN PAUL BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN 21 * AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN 22 * CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. 23 * 24 * Authors: 25 * Keith Whitwell <keith@tungstengraphics.com> 26 */ 27 28 29static void TAG(triangle)(GLcontext *ctx, GLuint e0, GLuint e1, GLuint e2 ) 30{ 31 struct vertex_buffer *VB = &TNL_CONTEXT(ctx)->vb; 32 SWvertex *verts = SWSETUP_CONTEXT(ctx)->verts; 33 SWvertex *v[3]; 34 GLfloat z[3]; 35 GLfloat offset; 36 GLenum mode = GL_FILL; 37 GLuint facing = 0; 38 GLchan saved_color[3][4]; 39 GLchan saved_spec[3][4]; 40 GLfloat saved_index[3]; 41 42 v[0] = &verts[e0]; 43 v[1] = &verts[e1]; 44 v[2] = &verts[e2]; 45 46 47 if (IND & (SS_TWOSIDE_BIT | SS_OFFSET_BIT | SS_UNFILLED_BIT)) 48 { 49 GLfloat ex = v[0]->win[0] - v[2]->win[0]; 50 GLfloat ey = v[0]->win[1] - v[2]->win[1]; 51 GLfloat fx = v[1]->win[0] - v[2]->win[0]; 52 GLfloat fy = v[1]->win[1] - v[2]->win[1]; 53 GLfloat cc = ex*fy - ey*fx; 54 55 if (IND & (SS_TWOSIDE_BIT | SS_UNFILLED_BIT)) 56 { 57 facing = (cc < 0.0) ^ ctx->Polygon._FrontBit; 58 ctx->_Facing = facing; 59 60 if (IND & SS_UNFILLED_BIT) 61 mode = facing ? ctx->Polygon.BackMode : ctx->Polygon.FrontMode; 62 63 if (facing == 1) { 64 if (IND & SS_TWOSIDE_BIT) { 65 if (IND & SS_RGBA_BIT) { 66 if (VB->ColorPtr[1]) { 67 GLfloat (*vbcolor)[4] = VB->ColorPtr[1]->data; 68 69 COPY_CHAN4(saved_color[0], v[0]->color); 70 COPY_CHAN4(saved_color[1], v[1]->color); 71 COPY_CHAN4(saved_color[2], v[2]->color); 72 73 if (VB->ColorPtr[1]->stride) { 74 SS_COLOR(v[0]->color, vbcolor[e0]); 75 SS_COLOR(v[1]->color, vbcolor[e1]); 76 SS_COLOR(v[2]->color, vbcolor[e2]); 77 } 78 else { 79 SS_COLOR(v[0]->color, vbcolor[0]); 80 SS_COLOR(v[1]->color, vbcolor[0]); 81 SS_COLOR(v[2]->color, vbcolor[0]); 82 } 83 } 84 85 if (VB->SecondaryColorPtr[1]) { 86 GLfloat (*vbspec)[4] = VB->SecondaryColorPtr[1]->data; 87 88 COPY_CHAN4(saved_spec[0], v[0]->specular); 89 COPY_CHAN4(saved_spec[1], v[1]->specular); 90 COPY_CHAN4(saved_spec[2], v[2]->specular); 91 92 if (VB->SecondaryColorPtr[1]->stride) { 93 SS_SPEC(v[0]->specular, vbspec[e0]); 94 SS_SPEC(v[1]->specular, vbspec[e1]); 95 SS_SPEC(v[2]->specular, vbspec[e2]); 96 } 97 else { 98 SS_SPEC(v[0]->specular, vbspec[0]); 99 SS_SPEC(v[1]->specular, vbspec[0]); 100 SS_SPEC(v[2]->specular, vbspec[0]); 101 } 102 } 103 } else { 104 GLfloat *vbindex = (GLfloat *)VB->IndexPtr[1]->data; 105 saved_index[0] = v[0]->index; 106 saved_index[1] = v[1]->index; 107 saved_index[2] = v[2]->index; 108 109 SS_IND(v[0]->index, (GLuint) vbindex[e0]); 110 SS_IND(v[1]->index, (GLuint) vbindex[e1]); 111 SS_IND(v[2]->index, (GLuint) vbindex[e2]); 112 } 113 } 114 } 115 } 116 117 if (IND & SS_OFFSET_BIT) 118 { 119 offset = ctx->Polygon.OffsetUnits * ctx->DrawBuffer->_MRD; 120 z[0] = v[0]->win[2]; 121 z[1] = v[1]->win[2]; 122 z[2] = v[2]->win[2]; 123 if (cc * cc > 1e-16) { 124 const GLfloat ez = z[0] - z[2]; 125 const GLfloat fz = z[1] - z[2]; 126 const GLfloat oneOverArea = 1.0F / cc; 127 const GLfloat dzdx = FABSF((ey * fz - ez * fy) * oneOverArea); 128 const GLfloat dzdy = FABSF((ez * fx - ex * fz) * oneOverArea); 129 offset += MAX2(dzdx, dzdy) * ctx->Polygon.OffsetFactor; 130 /* Unfortunately, we need to clamp to prevent negative Zs below. 131 * Technically, we should do the clamping per-fragment. 132 */ 133 offset = MAX2(offset, -v[0]->win[2]); 134 offset = MAX2(offset, -v[1]->win[2]); 135 offset = MAX2(offset, -v[2]->win[2]); 136 } 137 } 138 } 139 140 if (mode == GL_POINT) { 141 if ((IND & SS_OFFSET_BIT) && ctx->Polygon.OffsetPoint) { 142 v[0]->win[2] += offset; 143 v[1]->win[2] += offset; 144 v[2]->win[2] += offset; 145 } 146 _swsetup_render_point_tri( ctx, e0, e1, e2, facing ); 147 } else if (mode == GL_LINE) { 148 if ((IND & SS_OFFSET_BIT) && ctx->Polygon.OffsetLine) { 149 v[0]->win[2] += offset; 150 v[1]->win[2] += offset; 151 v[2]->win[2] += offset; 152 } 153 _swsetup_render_line_tri( ctx, e0, e1, e2, facing ); 154 } else { 155 if ((IND & SS_OFFSET_BIT) && ctx->Polygon.OffsetFill) { 156 v[0]->win[2] += offset; 157 v[1]->win[2] += offset; 158 v[2]->win[2] += offset; 159 } 160 _swrast_Triangle( ctx, v[0], v[1], v[2] ); 161 } 162 163 if (IND & SS_OFFSET_BIT) { 164 v[0]->win[2] = z[0]; 165 v[1]->win[2] = z[1]; 166 v[2]->win[2] = z[2]; 167 } 168 169 if (IND & SS_TWOSIDE_BIT) { 170 if (facing == 1) { 171 if (IND & SS_RGBA_BIT) { 172 if (VB->ColorPtr[1]) { 173 COPY_CHAN4(v[0]->color, saved_color[0]); 174 COPY_CHAN4(v[1]->color, saved_color[1]); 175 COPY_CHAN4(v[2]->color, saved_color[2]); 176 } 177 178 if (VB->SecondaryColorPtr[1]) { 179 COPY_CHAN4(v[0]->specular, saved_spec[0]); 180 COPY_CHAN4(v[1]->specular, saved_spec[1]); 181 COPY_CHAN4(v[2]->specular, saved_spec[2]); 182 } 183 } else { 184 v[0]->index = saved_index[0]; 185 v[1]->index = saved_index[1]; 186 v[2]->index = saved_index[2]; 187 } 188 } 189 } 190} 191 192 193 194/* Need to fixup edgeflags when decomposing to triangles: 195 */ 196static void TAG(quadfunc)( GLcontext *ctx, GLuint v0, 197 GLuint v1, GLuint v2, GLuint v3 ) 198{ 199 if (IND & SS_UNFILLED_BIT) { 200 struct vertex_buffer *VB = &TNL_CONTEXT(ctx)->vb; 201 GLubyte ef1 = VB->EdgeFlag[v1]; 202 GLubyte ef3 = VB->EdgeFlag[v3]; 203 VB->EdgeFlag[v1] = 0; 204 TAG(triangle)( ctx, v0, v1, v3 ); 205 VB->EdgeFlag[v1] = ef1; 206 VB->EdgeFlag[v3] = 0; 207 TAG(triangle)( ctx, v1, v2, v3 ); 208 VB->EdgeFlag[v3] = ef3; 209 } else { 210 TAG(triangle)( ctx, v0, v1, v3 ); 211 TAG(triangle)( ctx, v1, v2, v3 ); 212 } 213} 214 215 216 217 218static void TAG(init)( void ) 219{ 220 tri_tab[IND] = TAG(triangle); 221 quad_tab[IND] = TAG(quadfunc); 222} 223 224 225#undef IND 226#undef TAG 227