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