/*
* 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;
}