/* * Mesa 3-D graphics library * * Copyright (C) 1999-2007 Brian Paul All Rights Reserved. * * Permission is hereby granted, free of charge, to any person obtaining a * copy of this software and associated documentation files (the "Software"), * to deal in the Software without restriction, including without limitation * the rights to use, copy, modify, merge, publish, distribute, sublicense, * and/or sell copies of the Software, and to permit persons to whom the * Software is furnished to do so, subject to the following conditions: * * The above copyright notice and this permission notice shall be included * in all copies or substantial portions of the Software. * * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS * OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL * THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR * OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, * ARISING FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR * OTHER DEALINGS IN THE SOFTWARE. * * Authors: * Keith Whitwell <keithw@vmware.com> */ #include "c99_math.h" #include "main/glheader.h" #include "main/macros.h" #include "main/mtypes.h" #include "tnl/t_context.h" #include "ss_triangle.h" #include "ss_context.h" #define SS_OFFSET_BIT 0x1 #define SS_TWOSIDE_BIT 0x2 #define SS_UNFILLED_BIT 0x4 #define SS_MAX_TRIFUNC 0x8 static tnl_triangle_func tri_tab[SS_MAX_TRIFUNC]; static tnl_quad_func quad_tab[SS_MAX_TRIFUNC]; /* * Render a triangle respecting edge flags. */ typedef void (* swsetup_edge_render_prim_tri)(struct gl_context *ctx, const GLubyte *ef, GLuint e0, GLuint e1, GLuint e2, const SWvertex *v0, const SWvertex *v1, const SWvertex *v2); /* * Render a triangle using lines and respecting edge flags. */ static void _swsetup_edge_render_line_tri(struct gl_context *ctx, const GLubyte *ef, GLuint e0, GLuint e1, GLuint e2, const SWvertex *v0, const SWvertex *v1, const SWvertex *v2) { SScontext *swsetup = SWSETUP_CONTEXT(ctx); if (swsetup->render_prim == GL_POLYGON) { if (ef[e2]) _swrast_Line( ctx, v2, v0 ); if (ef[e0]) _swrast_Line( ctx, v0, v1 ); if (ef[e1]) _swrast_Line( ctx, v1, v2 ); } else { if (ef[e0]) _swrast_Line( ctx, v0, v1 ); if (ef[e1]) _swrast_Line( ctx, v1, v2 ); if (ef[e2]) _swrast_Line( ctx, v2, v0 ); } } /* * Render a triangle using points and respecting edge flags. */ static void _swsetup_edge_render_point_tri(struct gl_context *ctx, const GLubyte *ef, GLuint e0, GLuint e1, GLuint e2, const SWvertex *v0, const SWvertex *v1, const SWvertex *v2) { if (ef[e0]) _swrast_Point( ctx, v0 ); if (ef[e1]) _swrast_Point( ctx, v1 ); if (ef[e2]) _swrast_Point( ctx, v2 ); _swrast_flush(ctx); } /* * Render a triangle respecting cull and shade model. */ static void _swsetup_render_tri(struct gl_context *ctx, GLuint e0, GLuint e1, GLuint e2, GLuint facing, swsetup_edge_render_prim_tri render) { SScontext *swsetup = SWSETUP_CONTEXT(ctx); struct vertex_buffer *VB = &TNL_CONTEXT(ctx)->vb; GLubyte *ef = VB->EdgeFlag; SWvertex *verts = swsetup->verts; SWvertex *v0 = &verts[e0]; SWvertex *v1 = &verts[e1]; SWvertex *v2 = &verts[e2]; /* cull testing */ if (ctx->Polygon.CullFlag) { if (facing == 1 && ctx->Polygon.CullFaceMode != GL_FRONT) return; if (facing == 0 && ctx->Polygon.CullFaceMode != GL_BACK) return; } _swrast_SetFacing(ctx, facing); if (ctx->Light.ShadeModel == GL_FLAT) { GLchan c[2][4]; GLfloat s[2][4]; /* save colors/indexes for v0, v1 vertices */ COPY_CHAN4(c[0], v0->color); COPY_CHAN4(c[1], v1->color); COPY_4V(s[0], v0->attrib[VARYING_SLOT_COL1]); COPY_4V(s[1], v1->attrib[VARYING_SLOT_COL1]); /* copy v2 color/indexes to v0, v1 indexes */ COPY_CHAN4(v0->color, v2->color); COPY_CHAN4(v1->color, v2->color); COPY_4V(v0->attrib[VARYING_SLOT_COL1], v2->attrib[VARYING_SLOT_COL1]); COPY_4V(v1->attrib[VARYING_SLOT_COL1], v2->attrib[VARYING_SLOT_COL1]); render(ctx, ef, e0, e1, e2, v0, v1, v2); COPY_CHAN4(v0->color, c[0]); COPY_CHAN4(v1->color, c[1]); COPY_4V(v0->attrib[VARYING_SLOT_COL1], s[0]); COPY_4V(v1->attrib[VARYING_SLOT_COL1], s[1]); } else { render(ctx, ef, e0, e1, e2, v0, v1, v2); } } #define SS_COLOR(a,b) UNCLAMPED_FLOAT_TO_RGBA_CHAN(a,b) #define SS_SPEC(a,b) COPY_4V(a,b) #define SS_IND(a,b) (a = b) #define IND (0) #define TAG(x) x##_rgba #include "ss_tritmp.h" #define IND (SS_OFFSET_BIT) #define TAG(x) x##_offset_rgba #include "ss_tritmp.h" #define IND (SS_TWOSIDE_BIT) #define TAG(x) x##_twoside_rgba #include "ss_tritmp.h" #define IND (SS_OFFSET_BIT|SS_TWOSIDE_BIT) #define TAG(x) x##_offset_twoside_rgba #include "ss_tritmp.h" #define IND (SS_UNFILLED_BIT) #define TAG(x) x##_unfilled_rgba #include "ss_tritmp.h" #define IND (SS_OFFSET_BIT|SS_UNFILLED_BIT) #define TAG(x) x##_offset_unfilled_rgba #include "ss_tritmp.h" #define IND (SS_TWOSIDE_BIT|SS_UNFILLED_BIT) #define TAG(x) x##_twoside_unfilled_rgba #include "ss_tritmp.h" #define IND (SS_OFFSET_BIT|SS_TWOSIDE_BIT|SS_UNFILLED_BIT) #define TAG(x) x##_offset_twoside_unfilled_rgba #include "ss_tritmp.h" void _swsetup_trifuncs_init( struct gl_context *ctx ) { (void) ctx; init_rgba(); init_offset_rgba(); init_twoside_rgba(); init_offset_twoside_rgba(); init_unfilled_rgba(); init_offset_unfilled_rgba(); init_twoside_unfilled_rgba(); init_offset_twoside_unfilled_rgba(); } static void swsetup_points( struct gl_context *ctx, GLuint first, GLuint last ) { struct vertex_buffer *VB = &TNL_CONTEXT(ctx)->vb; SWvertex *verts = SWSETUP_CONTEXT(ctx)->verts; GLuint i; if (VB->Elts) { for (i = first; i < last; i++) if (VB->ClipMask[VB->Elts[i]] == 0) _swrast_Point( ctx, &verts[VB->Elts[i]] ); } else { for (i = first; i < last; i++) if (VB->ClipMask[i] == 0) _swrast_Point( ctx, &verts[i] ); } } static void swsetup_line( struct gl_context *ctx, GLuint v0, GLuint v1 ) { SWvertex *verts = SWSETUP_CONTEXT(ctx)->verts; _swrast_Line( ctx, &verts[v0], &verts[v1] ); } void _swsetup_choose_trifuncs( struct gl_context *ctx ) { TNLcontext *tnl = TNL_CONTEXT(ctx); GLuint ind = 0; if (ctx->Polygon.OffsetPoint || ctx->Polygon.OffsetLine || ctx->Polygon.OffsetFill) ind |= SS_OFFSET_BIT; if ((ctx->Light.Enabled && ctx->Light.Model.TwoSide) || (ctx->VertexProgram._Current && ctx->VertexProgram.TwoSideEnabled)) ind |= SS_TWOSIDE_BIT; /* We piggyback the two-sided stencil front/back determination on the * unfilled triangle path. */ if (ctx->Polygon.FrontMode != GL_FILL || ctx->Polygon.BackMode != GL_FILL || (ctx->Stencil.Enabled && ctx->Stencil._TestTwoSide)) ind |= SS_UNFILLED_BIT; tnl->Driver.Render.Triangle = tri_tab[ind]; tnl->Driver.Render.Quad = quad_tab[ind]; tnl->Driver.Render.Line = swsetup_line; tnl->Driver.Render.Points = swsetup_points; }