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5f2bebf7a5
With this commit, we now use a forked version of MESA which only supports OpenGL 1.1, like the windows implementation does. It exposes : - The same pixel formats - The same set of extensions - Nothing more All of this without taking 10% of your build time. If you need a more modern option, look at the MESA package from Rapps, which is (and must be) maintained outside of this code tree. CORE-7499
1310 lines
40 KiB
C
1310 lines
40 KiB
C
/* $Id: vbrender.c,v 1.21 1998/01/18 15:04:48 brianp Exp $ */
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/*
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* Mesa 3-D graphics library
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* Version: 2.6
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* Copyright (C) 1995-1997 Brian Paul
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*
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* This library is free software; you can redistribute it and/or
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* modify it under the terms of the GNU Library General Public
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* License as published by the Free Software Foundation; either
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* version 2 of the License, or (at your option) any later version.
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*
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* This library is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
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* Library General Public License for more details.
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*
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* You should have received a copy of the GNU Library General Public
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* License along with this library; if not, write to the Free
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* Software Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
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*/
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/*
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* $Log: vbrender.c,v $
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* Revision 1.21 1998/01/18 15:04:48 brianp
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* fixed clipmask bug in gl_reset_vb() (reported by Michael Callahan)
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*
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* Revision 1.20 1998/01/09 02:49:33 brianp
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* cleaned-up gl_reset_vb(), added small GL_POLYGON optimization
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*
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* Revision 1.19 1997/12/29 23:49:57 brianp
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* added a call to gl_update_lighting() in gl_reset_vb() to fix material bug
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*
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* Revision 1.18 1997/12/19 03:36:42 brianp
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* check bit-wise AND of vertex clip masks to cull polygons sooner
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*
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* Revision 1.17 1997/12/09 02:56:57 brianp
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* in render_clipped_polygon() only recompute window coords for new verts
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*
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* Revision 1.16 1997/11/20 00:00:47 brianp
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* only call Driver.RasterSetup() once in render_clipped_polygon()
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*
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* Revision 1.15 1997/09/18 01:32:47 brianp
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* fixed divide by zero problem for "weird" projection matrices
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*
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* Revision 1.14 1997/08/13 01:31:41 brianp
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* cleaned up code involving LightTwoSide
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*
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* Revision 1.13 1997/07/24 01:25:27 brianp
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* changed precompiled header symbol from PCH to PC_HEADER
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*
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* Revision 1.12 1997/07/11 02:19:52 brianp
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* flat-shaded quads in a strip were miscolored if clipped (Randy Frank)
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*
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* Revision 1.11 1997/05/28 03:26:49 brianp
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* added precompiled header (PCH) support
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*
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* Revision 1.10 1997/05/16 02:09:26 brianp
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* clipped GL_TRIANGLE_STRIP triangles sometimes got wrong provoking vertex
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*
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* Revision 1.9 1997/04/30 02:20:00 brianp
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* fixed a line clipping bug in GL_LINE_LOOPs
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*
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* Revision 1.8 1997/04/29 01:31:07 brianp
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* added RasterSetup() function to device driver
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*
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* Revision 1.7 1997/04/24 00:30:17 brianp
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* optimized glTexCoord2() code
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*
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* Revision 1.6 1997/04/20 19:47:06 brianp
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* fixed an error message, added a comment
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*
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* Revision 1.5 1997/04/20 15:59:30 brianp
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* removed VERTEX2_BIT stuff
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*
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* Revision 1.4 1997/04/20 15:27:34 brianp
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* removed odd_flag from all polygon rendering functions
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*
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* Revision 1.3 1997/04/12 12:26:06 brianp
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* now directly call ctx->Driver.Points/Line/Triangle/QuadFunc
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*
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* Revision 1.2 1997/04/07 03:01:11 brianp
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* optimized vertex[234] code
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*
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* Revision 1.1 1997/04/02 03:14:14 brianp
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* Initial revision
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*
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*/
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/*
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* Render points, lines, and polygons. The only entry point to this
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* file is the gl_render_vb() function. This function is called after
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* the vertex buffer has filled up or glEnd() has been called.
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*
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* This file basically only makes calls to the clipping functions and
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* the point, line and triangle rasterizers via the function pointers.
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* context->Driver.PointsFunc()
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* context->Driver.LineFunc()
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* context->Driver.TriangleFunc()
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*/
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#ifdef PC_HEADER
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#include "all.h"
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#else
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#include "clip.h"
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#include "context.h"
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#include "light.h"
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#include "macros.h"
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#include "matrix.h"
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#include "pb.h"
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#include "types.h"
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#include "vb.h"
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#include "vbrender.h"
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#include "xform.h"
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#endif
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/*
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* This file implements rendering of points, lines and polygons defined by
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* vertices in the vertex buffer.
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*/
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#ifdef PROFILE
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# define START_PROFILE \
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{ \
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GLdouble t0 = gl_time();
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# define END_PROFILE( TIMER, COUNTER, INCR ) \
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TIMER += (gl_time() - t0); \
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COUNTER += INCR; \
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}
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#else
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# define START_PROFILE
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# define END_PROFILE( TIMER, COUNTER, INCR )
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#endif
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/*
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* Render a line segment from VB[v1] to VB[v2] when either one or both
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* endpoints must be clipped.
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*/
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static void render_clipped_line( GLcontext *ctx, GLuint v1, GLuint v2 )
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{
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GLfloat ndc_x, ndc_y, ndc_z;
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GLuint provoking_vertex;
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struct vertex_buffer *VB = ctx->VB;
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/* which vertex dictates the color when flat shading: */
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provoking_vertex = v2;
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/*
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* Clipping may introduce new vertices. New vertices will be stored
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* in the vertex buffer arrays starting with location VB->Free. After
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* we've rendered the line, these extra vertices can be overwritten.
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*/
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VB->Free = VB_MAX;
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/* Clip against user clipping planes */
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if (ctx->Transform.AnyClip) {
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GLuint orig_v1 = v1, orig_v2 = v2;
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if (gl_userclip_line( ctx, &v1, &v2 )==0)
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return;
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/* Apply projection matrix: clip = Proj * eye */
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if (v1!=orig_v1) {
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TRANSFORM_POINT( VB->Clip[v1], ctx->ProjectionMatrix, VB->Eye[v1] );
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}
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if (v2!=orig_v2) {
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TRANSFORM_POINT( VB->Clip[v2], ctx->ProjectionMatrix, VB->Eye[v2] );
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}
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}
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/* Clip against view volume */
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if (gl_viewclip_line( ctx, &v1, &v2 )==0)
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return;
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/* Transform from clip coords to ndc: ndc = clip / W */
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if (VB->Clip[v1][3] != 0.0F) {
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GLfloat wInv = 1.0F / VB->Clip[v1][3];
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ndc_x = VB->Clip[v1][0] * wInv;
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ndc_y = VB->Clip[v1][1] * wInv;
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ndc_z = VB->Clip[v1][2] * wInv;
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}
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else {
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/* Can't divide by zero, so... */
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ndc_x = ndc_y = ndc_z = 0.0F;
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}
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/* Map ndc coord to window coords. */
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VB->Win[v1][0] = ndc_x * ctx->Viewport.Sx + ctx->Viewport.Tx;
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VB->Win[v1][1] = ndc_y * ctx->Viewport.Sy + ctx->Viewport.Ty;
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VB->Win[v1][2] = ndc_z * ctx->Viewport.Sz + ctx->Viewport.Tz;
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/* Transform from clip coords to ndc: ndc = clip / W */
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if (VB->Clip[v2][3] != 0.0F) {
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GLfloat wInv = 1.0F / VB->Clip[v2][3];
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ndc_x = VB->Clip[v2][0] * wInv;
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ndc_y = VB->Clip[v2][1] * wInv;
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ndc_z = VB->Clip[v2][2] * wInv;
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}
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else {
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/* Can't divide by zero, so... */
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ndc_x = ndc_y = ndc_z = 0.0F;
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}
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/* Map ndc coord to window coords. */
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VB->Win[v2][0] = ndc_x * ctx->Viewport.Sx + ctx->Viewport.Tx;
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VB->Win[v2][1] = ndc_y * ctx->Viewport.Sy + ctx->Viewport.Ty;
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VB->Win[v2][2] = ndc_z * ctx->Viewport.Sz + ctx->Viewport.Tz;
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if (ctx->Driver.RasterSetup) {
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/* Device driver rasterization setup */
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(*ctx->Driver.RasterSetup)( ctx, v1, v1+1 );
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(*ctx->Driver.RasterSetup)( ctx, v2, v2+1 );
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}
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START_PROFILE
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(*ctx->Driver.LineFunc)( ctx, v1, v2, provoking_vertex );
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END_PROFILE( ctx->LineTime, ctx->LineCount, 1 )
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}
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/*
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* Compute Z offsets for a polygon with plane defined by (A,B,C,D)
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* D is not needed.
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*/
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static void offset_polygon( GLcontext *ctx, GLfloat a, GLfloat b, GLfloat c )
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{
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GLfloat ac, bc, m;
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GLfloat offset;
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if (c<0.001F && c>-0.001F) {
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/* to prevent underflow problems */
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offset = 0.0F;
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}
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else {
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ac = a / c;
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bc = b / c;
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if (ac<0.0F) ac = -ac;
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if (bc<0.0F) bc = -bc;
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m = MAX2( ac, bc );
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/* m = sqrt( ac*ac + bc*bc ); */
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offset = m * ctx->Polygon.OffsetFactor + ctx->Polygon.OffsetUnits;
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}
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ctx->PointZoffset = ctx->Polygon.OffsetPoint ? offset : 0.0F;
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ctx->LineZoffset = ctx->Polygon.OffsetLine ? offset : 0.0F;
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ctx->PolygonZoffset = ctx->Polygon.OffsetFill ? offset : 0.0F;
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}
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/*
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* When glPolygonMode() is used to specify that the front/back rendering
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* mode for polygons is not GL_FILL we end up calling this function.
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*/
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static void unfilled_polygon( GLcontext *ctx,
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GLuint n, GLuint vlist[],
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GLuint pv, GLuint facing )
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{
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GLenum mode = facing ? ctx->Polygon.BackMode : ctx->Polygon.FrontMode;
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struct vertex_buffer *VB = ctx->VB;
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if (mode==GL_POINT) {
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GLint i, j;
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GLboolean edge;
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if ( ctx->Primitive==GL_TRIANGLES
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|| ctx->Primitive==GL_QUADS
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|| ctx->Primitive==GL_POLYGON) {
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edge = GL_FALSE;
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}
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else {
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edge = GL_TRUE;
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}
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for (i=0;i<n;i++) {
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j = vlist[i];
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if (edge || VB->Edgeflag[j]) {
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(*ctx->Driver.PointsFunc)( ctx, j, j );
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}
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}
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}
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else if (mode==GL_LINE) {
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GLuint i, j0, j1;
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GLboolean edge;
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ctx->StippleCounter = 0;
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if ( ctx->Primitive==GL_TRIANGLES
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|| ctx->Primitive==GL_QUADS
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|| ctx->Primitive==GL_POLYGON) {
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edge = GL_FALSE;
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}
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else {
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edge = GL_TRUE;
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}
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/* draw the edges */
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for (i=0;i<n;i++) {
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j0 = (i==0) ? vlist[n-1] : vlist[i-1];
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j1 = vlist[i];
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if (edge || VB->Edgeflag[j0]) {
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START_PROFILE
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(*ctx->Driver.LineFunc)( ctx, j0, j1, pv );
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END_PROFILE( ctx->LineTime, ctx->LineCount, 1 )
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}
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}
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}
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else {
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/* Fill the polygon */
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GLuint j0, i;
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j0 = vlist[0];
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for (i=2;i<n;i++) {
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START_PROFILE
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(*ctx->Driver.TriangleFunc)( ctx, j0, vlist[i-1], vlist[i], pv );
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END_PROFILE( ctx->PolygonTime, ctx->PolygonCount, 1 )
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}
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}
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}
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/*
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* Compute signed area of the n-sided polgyon specified by vertices vb->Win[]
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* and vertex list vlist[].
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* A clockwise polygon will return a negative area.
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* A counter-clockwise polygon will return a positive area.
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*/
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static GLfloat polygon_area( const struct vertex_buffer *vb,
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GLuint n, const GLuint vlist[] )
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{
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GLfloat area = 0.0F;
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GLint i;
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for (i=0;i<n;i++) {
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/* area = sum of trapezoids */
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GLuint j0 = vlist[i];
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GLuint j1 = vlist[(i+1)%n];
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GLfloat x0 = vb->Win[j0][0];
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GLfloat y0 = vb->Win[j0][1];
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GLfloat x1 = vb->Win[j1][0];
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GLfloat y1 = vb->Win[j1][1];
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GLfloat trapArea = (x0-x1)*(y0+y1); /* Note: no divide by two here! */
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area += trapArea;
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}
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return area * 0.5F; /* divide by two now! */
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}
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/*
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* Render a polygon in which doesn't have to be clipped.
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* Input: n - number of vertices
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* vlist - list of vertices in the polygon.
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*/
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static void render_polygon( GLcontext *ctx, GLuint n, GLuint vlist[] )
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{
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struct vertex_buffer *VB = ctx->VB;
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GLuint pv;
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/* which vertex dictates the color when flat shading: */
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pv = (ctx->Primitive==GL_POLYGON) ? vlist[0] : vlist[n-1];
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/* Compute orientation of polygon, do cull test, offset, etc */
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{
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GLuint facing; /* 0=front, 1=back */
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GLfloat area = polygon_area( VB, n, vlist );
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if (area==0.0F) {
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/* polygon has zero area, don't draw it */
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return;
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}
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facing = (area<0.0F) ^ (ctx->Polygon.FrontFace==GL_CW);
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if ((facing+1) & ctx->Polygon.CullBits) {
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return; /* culled */
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}
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if (ctx->Polygon.OffsetAny) {
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/* compute plane equation of polygon, apply offset */
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GLuint j0 = vlist[0];
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GLuint j1 = vlist[1];
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GLuint j2 = vlist[2];
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GLuint j3 = vlist[ (n==3) ? 0 : 3 ];
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GLfloat ex = VB->Win[j1][0] - VB->Win[j3][0];
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GLfloat ey = VB->Win[j1][1] - VB->Win[j3][1];
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GLfloat ez = VB->Win[j1][2] - VB->Win[j3][2];
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GLfloat fx = VB->Win[j2][0] - VB->Win[j0][0];
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GLfloat fy = VB->Win[j2][1] - VB->Win[j0][1];
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GLfloat fz = VB->Win[j2][2] - VB->Win[j0][2];
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GLfloat a = ey*fz-ez*fy;
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GLfloat b = ez*fx-ex*fz;
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GLfloat c = ex*fy-ey*fx;
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offset_polygon( ctx, a, b, c );
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}
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if (ctx->LightTwoSide) {
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if (facing==1) {
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/* use back color or index */
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VB->Color = VB->Bcolor;
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VB->Index = VB->Bindex;
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}
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else {
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/* use front color or index */
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VB->Color = VB->Fcolor;
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VB->Index = VB->Findex;
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}
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}
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/* Render the polygon! */
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if (ctx->Polygon.Unfilled) {
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unfilled_polygon( ctx, n, vlist, pv, facing );
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}
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else {
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/* Draw filled polygon as a triangle fan */
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GLint i;
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GLuint j0 = vlist[0];
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for (i=2;i<n;i++) {
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START_PROFILE
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(*ctx->Driver.TriangleFunc)( ctx, j0, vlist[i-1], vlist[i], pv );
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END_PROFILE( ctx->PolygonTime, ctx->PolygonCount, 1 )
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}
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}
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}
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}
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/*
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* Render a polygon in which at least one vertex has to be clipped.
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* Input: n - number of vertices
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* vlist - list of vertices in the polygon.
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* CCW order = front facing.
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*/
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static void render_clipped_polygon( GLcontext *ctx, GLuint n, GLuint vlist[] )
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{
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GLuint pv;
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struct vertex_buffer *VB = ctx->VB;
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GLfloat (*win)[3] = VB->Win;
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/* which vertex dictates the color when flat shading: */
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pv = (ctx->Primitive==GL_POLYGON) ? vlist[0] : vlist[n-1];
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/*
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* Clipping may introduce new vertices. New vertices will be stored
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* in the vertex buffer arrays starting with location VB->Free. After
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* we've rendered the polygon, these extra vertices can be overwritten.
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*/
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VB->Free = VB_MAX;
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/* Clip against user clipping planes in eye coord space. */
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if (ctx->Transform.AnyClip) {
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GLfloat *proj = ctx->ProjectionMatrix;
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GLuint i;
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n = gl_userclip_polygon( ctx, n, vlist );
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if (n<3)
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return;
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/* Transform vertices from eye to clip coordinates: clip = Proj * eye */
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for (i=0;i<n;i++) {
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GLuint j = vlist[i];
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TRANSFORM_POINT( VB->Clip[j], proj, VB->Eye[j] );
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}
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}
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/* Clip against view volume in clip coord space */
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n = gl_viewclip_polygon( ctx, n, vlist );
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if (n<3)
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return;
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/* Transform new vertices from clip to ndc to window coords. */
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/* ndc = clip / W window = viewport_mapping(ndc) */
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/* Note that window Z values are scaled to the range of integer */
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/* depth buffer values. */
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{
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|
GLfloat sx = ctx->Viewport.Sx;
|
|
GLfloat tx = ctx->Viewport.Tx;
|
|
GLfloat sy = ctx->Viewport.Sy;
|
|
GLfloat ty = ctx->Viewport.Ty;
|
|
GLfloat sz = ctx->Viewport.Sz;
|
|
GLfloat tz = ctx->Viewport.Tz;
|
|
GLuint i;
|
|
/* Only need to compute window coords for new vertices */
|
|
for (i=VB_MAX; i<VB->Free; i++) {
|
|
if (VB->Clip[i][3] != 0.0F) {
|
|
GLfloat wInv = 1.0F / VB->Clip[i][3];
|
|
win[i][0] = VB->Clip[i][0] * wInv * sx + tx;
|
|
win[i][1] = VB->Clip[i][1] * wInv * sy + ty;
|
|
win[i][2] = VB->Clip[i][2] * wInv * sz + tz;
|
|
}
|
|
else {
|
|
/* Can't divide by zero, so... */
|
|
win[i][0] = win[i][1] = win[i][2] = 0.0F;
|
|
}
|
|
}
|
|
if (ctx->Driver.RasterSetup && (VB->Free > VB_MAX)) {
|
|
/* Device driver raster setup for newly introduced vertices */
|
|
(*ctx->Driver.RasterSetup)(ctx, VB_MAX, VB->Free);
|
|
}
|
|
|
|
#ifdef DEBUG
|
|
{
|
|
int i, j;
|
|
for (i=0;i<n;i++) {
|
|
j = vlist[i];
|
|
if (VB->ClipMask[j]) {
|
|
/* Uh oh! There should be no clip bits set in final polygon! */
|
|
int k, l;
|
|
printf("CLIPMASK %d %d %02x\n", i, j, VB->ClipMask[j]);
|
|
printf("%f %f %f %f\n", VB->Eye[j][0], VB->Eye[j][1],
|
|
VB->Eye[j][2], VB->Eye[j][3]);
|
|
printf("%f %f %f %f\n", VB->Clip[j][0], VB->Clip[j][1],
|
|
VB->Clip[j][2], VB->Clip[j][3]);
|
|
for (k=0;k<n;k++) {
|
|
l = vlist[k];
|
|
printf("%d %d %02x\n", k, l, VB->ClipMask[l]);
|
|
}
|
|
}
|
|
}
|
|
}
|
|
#endif
|
|
}
|
|
|
|
/* Compute orientation of polygon, do cull test, offset, etc */
|
|
{
|
|
GLuint facing; /* 0=front, 1=back */
|
|
GLfloat area = polygon_area( VB, n, vlist );
|
|
|
|
if (area==0.0F) {
|
|
/* polygon has zero area, don't draw it */
|
|
return;
|
|
}
|
|
|
|
facing = (area<0.0F) ^ (ctx->Polygon.FrontFace==GL_CW);
|
|
|
|
if ((facing+1) & ctx->Polygon.CullBits) {
|
|
return; /* culled */
|
|
}
|
|
|
|
if (ctx->Polygon.OffsetAny) {
|
|
/* compute plane equation of polygon, apply offset */
|
|
GLuint j0 = vlist[0];
|
|
GLuint j1 = vlist[1];
|
|
GLuint j2 = vlist[2];
|
|
GLuint j3 = vlist[ (n==3) ? 0 : 3 ];
|
|
GLfloat ex = win[j1][0] - win[j3][0];
|
|
GLfloat ey = win[j1][1] - win[j3][1];
|
|
GLfloat ez = win[j1][2] - win[j3][2];
|
|
GLfloat fx = win[j2][0] - win[j0][0];
|
|
GLfloat fy = win[j2][1] - win[j0][1];
|
|
GLfloat fz = win[j2][2] - win[j0][2];
|
|
GLfloat a = ey*fz-ez*fy;
|
|
GLfloat b = ez*fx-ex*fz;
|
|
GLfloat c = ex*fy-ey*fx;
|
|
offset_polygon( ctx, a, b, c );
|
|
}
|
|
|
|
if (ctx->LightTwoSide) {
|
|
if (facing==1) {
|
|
/* use back color or index */
|
|
VB->Color = VB->Bcolor;
|
|
VB->Index = VB->Bindex;
|
|
}
|
|
else {
|
|
/* use front color or index */
|
|
VB->Color = VB->Fcolor;
|
|
VB->Index = VB->Findex;
|
|
}
|
|
}
|
|
|
|
/* Render the polygon! */
|
|
if (ctx->Polygon.Unfilled) {
|
|
unfilled_polygon( ctx, n, vlist, pv, facing );
|
|
}
|
|
else {
|
|
/* Draw filled polygon as a triangle fan */
|
|
GLint i;
|
|
GLuint j0 = vlist[0];
|
|
for (i=2;i<n;i++) {
|
|
START_PROFILE
|
|
(*ctx->Driver.TriangleFunc)( ctx, j0, vlist[i-1], vlist[i], pv );
|
|
END_PROFILE( ctx->PolygonTime, ctx->PolygonCount, 1 )
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
|
|
|
|
/*
|
|
* Render an un-clipped triangle.
|
|
* v0, v1, v2 - vertex indexes. CCW order = front facing
|
|
* pv - provoking vertex
|
|
*/
|
|
static void render_triangle( GLcontext *ctx,
|
|
GLuint v0, GLuint v1, GLuint v2, GLuint pv )
|
|
{
|
|
struct vertex_buffer *VB = ctx->VB;
|
|
GLfloat ex, ey, fx, fy, c;
|
|
GLuint facing; /* 0=front, 1=back */
|
|
GLfloat (*win)[3] = VB->Win;
|
|
|
|
/* Compute orientation of triangle */
|
|
ex = win[v1][0] - win[v0][0];
|
|
ey = win[v1][1] - win[v0][1];
|
|
fx = win[v2][0] - win[v0][0];
|
|
fy = win[v2][1] - win[v0][1];
|
|
c = ex*fy-ey*fx;
|
|
|
|
if (c==0.0F) {
|
|
/* polygon is perpindicular to view plane, don't draw it */
|
|
return;
|
|
}
|
|
|
|
facing = (c<0.0F) ^ (ctx->Polygon.FrontFace==GL_CW);
|
|
|
|
if ((facing+1) & ctx->Polygon.CullBits) {
|
|
return; /* culled */
|
|
}
|
|
|
|
if (ctx->Polygon.OffsetAny) {
|
|
/* finish computing plane equation of polygon, compute offset */
|
|
GLfloat fz = win[v2][2] - win[v0][2];
|
|
GLfloat ez = win[v1][2] - win[v0][2];
|
|
GLfloat a = ey*fz-ez*fy;
|
|
GLfloat b = ez*fx-ex*fz;
|
|
offset_polygon( ctx, a, b, c );
|
|
}
|
|
|
|
if (ctx->LightTwoSide) {
|
|
if (facing==1) {
|
|
/* use back color or index */
|
|
VB->Color = VB->Bcolor;
|
|
VB->Index = VB->Bindex;
|
|
}
|
|
else {
|
|
/* use front color or index */
|
|
VB->Color = VB->Fcolor;
|
|
VB->Index = VB->Findex;
|
|
}
|
|
}
|
|
|
|
if (ctx->Polygon.Unfilled) {
|
|
GLuint vlist[3];
|
|
vlist[0] = v0;
|
|
vlist[1] = v1;
|
|
vlist[2] = v2;
|
|
unfilled_polygon( ctx, 3, vlist, pv, facing );
|
|
}
|
|
else {
|
|
START_PROFILE
|
|
(*ctx->Driver.TriangleFunc)( ctx, v0, v1, v2, pv );
|
|
END_PROFILE( ctx->PolygonTime, ctx->PolygonCount, 1 )
|
|
}
|
|
}
|
|
|
|
|
|
|
|
/*
|
|
* Render an un-clipped quadrilateral.
|
|
* v0, v1, v2, v3 : CCW order = front facing
|
|
* pv - provoking vertex
|
|
*/
|
|
static void render_quad( GLcontext *ctx, GLuint v0, GLuint v1,
|
|
GLuint v2, GLuint v3, GLuint pv )
|
|
{
|
|
struct vertex_buffer *VB = ctx->VB;
|
|
GLfloat ex, ey, fx, fy, c;
|
|
GLuint facing; /* 0=front, 1=back */
|
|
GLfloat (*win)[3] = VB->Win;
|
|
|
|
/* Compute polygon orientation */
|
|
ex = win[v2][0] - win[v0][0];
|
|
ey = win[v2][1] - win[v0][1];
|
|
fx = win[v3][0] - win[v1][0];
|
|
fy = win[v3][1] - win[v1][1];
|
|
c = ex*fy-ey*fx;
|
|
|
|
if (c==0.0F) {
|
|
/* polygon is perpindicular to view plane, don't draw it */
|
|
return;
|
|
}
|
|
|
|
facing = (c<0.0F) ^ (ctx->Polygon.FrontFace==GL_CW);
|
|
|
|
if ((facing+1) & ctx->Polygon.CullBits) {
|
|
return; /* culled */
|
|
}
|
|
|
|
if (ctx->Polygon.OffsetAny) {
|
|
/* finish computing plane equation of polygon, compute offset */
|
|
GLfloat ez = win[v2][2] - win[v0][2];
|
|
GLfloat fz = win[v3][2] - win[v1][2];
|
|
GLfloat a = ey*fz-ez*fy;
|
|
GLfloat b = ez*fx-ex*fz;
|
|
offset_polygon( ctx, a, b, c );
|
|
}
|
|
|
|
if (ctx->LightTwoSide) {
|
|
if (facing==1) {
|
|
/* use back color or index */
|
|
VB->Color = VB->Bcolor;
|
|
VB->Index = VB->Bindex;
|
|
}
|
|
else {
|
|
/* use front color or index */
|
|
VB->Color = VB->Fcolor;
|
|
VB->Index = VB->Findex;
|
|
}
|
|
}
|
|
|
|
/* Render the quad! */
|
|
if (ctx->Polygon.Unfilled) {
|
|
GLuint vlist[4];
|
|
vlist[0] = v0;
|
|
vlist[1] = v1;
|
|
vlist[2] = v2;
|
|
vlist[3] = v3;
|
|
unfilled_polygon( ctx, 4, vlist, pv, facing );
|
|
}
|
|
else {
|
|
START_PROFILE
|
|
(*ctx->Driver.QuadFunc)( ctx, v0, v1, v2, v3, pv );
|
|
END_PROFILE( ctx->PolygonTime, ctx->PolygonCount, 2 )
|
|
}
|
|
}
|
|
|
|
|
|
|
|
/*
|
|
* When the vertex buffer is full, we transform/render it. Sometimes we
|
|
* have to copy the last vertex (or two) to the front of the vertex list
|
|
* to "continue" the primitive. For example: line or triangle strips.
|
|
* This function is a helper for that.
|
|
*/
|
|
static void copy_vertex( struct vertex_buffer *vb, GLuint dst, GLuint src )
|
|
{
|
|
COPY_4V( vb->Clip[dst], vb->Clip[src] );
|
|
COPY_4V( vb->Eye[dst], vb->Eye[src] );
|
|
COPY_3V( vb->Win[dst], vb->Win[src] );
|
|
COPY_4V( vb->Fcolor[dst], vb->Fcolor[src] );
|
|
COPY_4V( vb->Bcolor[dst], vb->Bcolor[src] );
|
|
COPY_4V( vb->TexCoord[dst], vb->TexCoord[src] );
|
|
vb->Findex[dst] = vb->Findex[src];
|
|
vb->Bindex[dst] = vb->Bindex[src];
|
|
vb->Edgeflag[dst] = vb->Edgeflag[src];
|
|
vb->ClipMask[dst] = vb->ClipMask[src];
|
|
vb->MaterialMask[dst] = vb->MaterialMask[src];
|
|
vb->Material[dst][0] = vb->Material[src][0];
|
|
vb->Material[dst][1] = vb->Material[src][1];
|
|
}
|
|
|
|
|
|
|
|
|
|
/*
|
|
* Either the vertex buffer is full (VB->Count==VB_MAX) or glEnd() has been
|
|
* called. Render the primitives defined by the vertices and reset the
|
|
* buffer.
|
|
*
|
|
* This function won't be called if the device driver implements a
|
|
* RenderVB() function. If the device driver renders the vertex buffer
|
|
* then the driver must also call gl_reset_vb()!
|
|
*
|
|
* Input: allDone - GL_TRUE = caller is glEnd()
|
|
* GL_FALSE = calling because buffer is full.
|
|
*/
|
|
void gl_render_vb( GLcontext *ctx, GLboolean allDone )
|
|
{
|
|
struct vertex_buffer *VB = ctx->VB;
|
|
GLuint vlist[VB_SIZE];
|
|
|
|
switch (ctx->Primitive) {
|
|
case GL_POINTS:
|
|
START_PROFILE
|
|
(*ctx->Driver.PointsFunc)( ctx, 0, VB->Count-1 );
|
|
END_PROFILE( ctx->PointTime, ctx->PointCount, VB->Count )
|
|
break;
|
|
|
|
case GL_LINES:
|
|
if (VB->ClipOrMask) {
|
|
GLuint i;
|
|
for (i=1;i<VB->Count;i+=2) {
|
|
if (VB->ClipMask[i-1] | VB->ClipMask[i]) {
|
|
render_clipped_line( ctx, i-1, i );
|
|
}
|
|
else {
|
|
START_PROFILE
|
|
(*ctx->Driver.LineFunc)( ctx, i-1, i, i );
|
|
END_PROFILE( ctx->LineTime, ctx->LineCount, 1 )
|
|
}
|
|
ctx->StippleCounter = 0;
|
|
}
|
|
}
|
|
else {
|
|
GLuint i;
|
|
for (i=1;i<VB->Count;i+=2) {
|
|
START_PROFILE
|
|
(*ctx->Driver.LineFunc)( ctx, i-1, i, i );
|
|
END_PROFILE( ctx->LineTime, ctx->LineCount, 1 )
|
|
ctx->StippleCounter = 0;
|
|
}
|
|
}
|
|
break;
|
|
|
|
case GL_LINE_STRIP:
|
|
if (VB->ClipOrMask) {
|
|
GLuint i;
|
|
for (i=1;i<VB->Count;i++) {
|
|
if (VB->ClipMask[i-1] | VB->ClipMask[i]) {
|
|
render_clipped_line( ctx, i-1, i );
|
|
}
|
|
else {
|
|
START_PROFILE
|
|
(*ctx->Driver.LineFunc)( ctx, i-1, i, i );
|
|
END_PROFILE( ctx->LineTime, ctx->LineCount, 1 )
|
|
}
|
|
}
|
|
}
|
|
else {
|
|
/* no clipping needed */
|
|
GLuint i;
|
|
for (i=1;i<VB->Count;i++) {
|
|
START_PROFILE
|
|
(*ctx->Driver.LineFunc)( ctx, i-1, i, i );
|
|
END_PROFILE( ctx->LineTime, ctx->LineCount, 1 )
|
|
}
|
|
}
|
|
break;
|
|
|
|
case GL_LINE_LOOP:
|
|
{
|
|
GLuint i;
|
|
if (VB->Start==0) {
|
|
i = 1; /* start at 0th vertex */
|
|
}
|
|
else {
|
|
i = 2; /* skip first vertex, we're saving it until glEnd */
|
|
}
|
|
while (i<VB->Count) {
|
|
if (VB->ClipMask[i-1] | VB->ClipMask[i]) {
|
|
render_clipped_line( ctx, i-1, i );
|
|
}
|
|
else {
|
|
START_PROFILE
|
|
(*ctx->Driver.LineFunc)( ctx, i-1, i, i );
|
|
END_PROFILE( ctx->LineTime, ctx->LineCount, 1 )
|
|
}
|
|
i++;
|
|
}
|
|
}
|
|
break;
|
|
|
|
case GL_TRIANGLES:
|
|
if (VB->ClipOrMask) {
|
|
GLuint i;
|
|
for (i=2;i<VB->Count;i+=3) {
|
|
if (VB->ClipMask[i-2] & VB->ClipMask[i-1]
|
|
& VB->ClipMask[i] & CLIP_ALL_BITS) {
|
|
/* all points clipped by common plane */
|
|
continue;
|
|
}
|
|
else if (VB->ClipMask[i-2] | VB->ClipMask[i-1] | VB->ClipMask[i]) {
|
|
vlist[0] = i-2;
|
|
vlist[1] = i-1;
|
|
vlist[2] = i-0;
|
|
render_clipped_polygon( ctx, 3, vlist );
|
|
}
|
|
else {
|
|
if (ctx->DirectTriangles) {
|
|
START_PROFILE
|
|
(*ctx->Driver.TriangleFunc)( ctx, i-2, i-1, i, i );
|
|
END_PROFILE( ctx->PolygonTime, ctx->PolygonCount, 1 )
|
|
}
|
|
else {
|
|
render_triangle( ctx, i-2, i-1, i, i );
|
|
}
|
|
}
|
|
}
|
|
}
|
|
else {
|
|
/* no clipping needed */
|
|
GLuint i;
|
|
if (ctx->DirectTriangles) {
|
|
for (i=2;i<VB->Count;i+=3) {
|
|
START_PROFILE
|
|
(*ctx->Driver.TriangleFunc)( ctx, i-2, i-1, i, i );
|
|
END_PROFILE( ctx->PolygonTime, ctx->PolygonCount, 1 )
|
|
}
|
|
}
|
|
else {
|
|
for (i=2;i<VB->Count;i+=3) {
|
|
render_triangle( ctx, i-2, i-1, i, i );
|
|
}
|
|
}
|
|
}
|
|
break;
|
|
|
|
case GL_TRIANGLE_STRIP:
|
|
if (VB->ClipOrMask) {
|
|
GLuint i;
|
|
for (i=2;i<VB->Count;i++) {
|
|
if (VB->ClipMask[i-2] & VB->ClipMask[i-1]
|
|
& VB->ClipMask[i] & CLIP_ALL_BITS) {
|
|
/* all points clipped by common plane */
|
|
continue;
|
|
}
|
|
else if (VB->ClipMask[i-2] | VB->ClipMask[i-1] | VB->ClipMask[i]) {
|
|
if (i&1) {
|
|
/* reverse vertex order */
|
|
vlist[0] = i-1;
|
|
vlist[1] = i-2;
|
|
vlist[2] = i-0;
|
|
render_clipped_polygon( ctx, 3, vlist );
|
|
}
|
|
else {
|
|
vlist[0] = i-2;
|
|
vlist[1] = i-1;
|
|
vlist[2] = i-0;
|
|
render_clipped_polygon( ctx, 3, vlist );
|
|
}
|
|
}
|
|
else {
|
|
if (ctx->DirectTriangles) {
|
|
START_PROFILE
|
|
(*ctx->Driver.TriangleFunc)( ctx, i-2, i-1, i, i );
|
|
END_PROFILE( ctx->PolygonTime, ctx->PolygonCount, 1 )
|
|
}
|
|
else {
|
|
if (i&1)
|
|
render_triangle( ctx, i, i-1, i-2, i );
|
|
else
|
|
render_triangle( ctx, i-2, i-1, i, i );
|
|
}
|
|
}
|
|
}
|
|
}
|
|
else {
|
|
/* no vertices were clipped */
|
|
GLuint i;
|
|
if (ctx->DirectTriangles) {
|
|
for (i=2;i<VB->Count;i++) {
|
|
START_PROFILE
|
|
(*ctx->Driver.TriangleFunc)( ctx, i-2, i-1, i, i );
|
|
END_PROFILE( ctx->PolygonTime, ctx->PolygonCount, 1 )
|
|
}
|
|
}
|
|
else {
|
|
for (i=2;i<VB->Count;i++) {
|
|
if (i&1)
|
|
render_triangle( ctx, i, i-1, i-2, i );
|
|
else
|
|
render_triangle( ctx, i-2, i-1, i, i );
|
|
}
|
|
}
|
|
}
|
|
break;
|
|
|
|
case GL_TRIANGLE_FAN:
|
|
if (VB->ClipOrMask) {
|
|
GLuint i;
|
|
for (i=2;i<VB->Count;i++) {
|
|
if (VB->ClipMask[0] & VB->ClipMask[i-1] & VB->ClipMask[i]
|
|
& CLIP_ALL_BITS) {
|
|
/* all points clipped by common plane */
|
|
continue;
|
|
}
|
|
else if (VB->ClipMask[0] | VB->ClipMask[i-1] | VB->ClipMask[i]) {
|
|
vlist[0] = 0;
|
|
vlist[1] = i-1;
|
|
vlist[2] = i;
|
|
render_clipped_polygon( ctx, 3, vlist );
|
|
}
|
|
else {
|
|
if (ctx->DirectTriangles) {
|
|
START_PROFILE
|
|
(*ctx->Driver.TriangleFunc)( ctx, 0, i-1, i, i );
|
|
END_PROFILE( ctx->PolygonTime, ctx->PolygonCount, 1 )
|
|
}
|
|
else {
|
|
render_triangle( ctx, 0, i-1, i, i );
|
|
}
|
|
}
|
|
}
|
|
}
|
|
else {
|
|
/* no clipping needed */
|
|
GLuint i;
|
|
if (ctx->DirectTriangles) {
|
|
for (i=2;i<VB->Count;i++) {
|
|
START_PROFILE
|
|
(*ctx->Driver.TriangleFunc)( ctx, 0, i-1, i, i );
|
|
END_PROFILE( ctx->PolygonTime, ctx->PolygonCount, 1 )
|
|
}
|
|
}
|
|
else {
|
|
for (i=2;i<VB->Count;i++) {
|
|
render_triangle( ctx, 0, i-1, i, i );
|
|
}
|
|
}
|
|
}
|
|
break;
|
|
|
|
case GL_QUADS:
|
|
if (VB->ClipOrMask) {
|
|
GLuint i;
|
|
for (i=3;i<VB->Count;i+=4) {
|
|
if (VB->ClipMask[i-3] & VB->ClipMask[i-2]
|
|
& VB->ClipMask[i-1] & VB->ClipMask[i] & CLIP_ALL_BITS) {
|
|
/* all points clipped by common plane */
|
|
continue;
|
|
}
|
|
else if (VB->ClipMask[i-3] | VB->ClipMask[i-2]
|
|
| VB->ClipMask[i-1] | VB->ClipMask[i]) {
|
|
vlist[0] = i-3;
|
|
vlist[1] = i-2;
|
|
vlist[2] = i-1;
|
|
vlist[3] = i-0;
|
|
render_clipped_polygon( ctx, 4, vlist );
|
|
}
|
|
else {
|
|
if (ctx->DirectTriangles) {
|
|
START_PROFILE
|
|
(*ctx->Driver.QuadFunc)( ctx, i-3, i-2, i-1, i, i );
|
|
END_PROFILE( ctx->PolygonTime, ctx->PolygonCount, 2 )
|
|
}
|
|
else {
|
|
render_quad( ctx, i-3, i-2, i-1, i, i );
|
|
}
|
|
}
|
|
}
|
|
}
|
|
else {
|
|
/* no vertices were clipped */
|
|
GLuint i;
|
|
if (ctx->DirectTriangles) {
|
|
for (i=3;i<VB->Count;i+=4) {
|
|
START_PROFILE
|
|
(*ctx->Driver.QuadFunc)( ctx, i-3, i-2, i-1, i, i );
|
|
END_PROFILE( ctx->PolygonTime, ctx->PolygonCount, 2 )
|
|
}
|
|
}
|
|
else {
|
|
for (i=3;i<VB->Count;i+=4) {
|
|
render_quad( ctx, i-3, i-2, i-1, i, i );
|
|
}
|
|
}
|
|
}
|
|
break;
|
|
|
|
case GL_QUAD_STRIP:
|
|
if (VB->ClipOrMask) {
|
|
GLuint i;
|
|
for (i=3;i<VB->Count;i+=2) {
|
|
if (VB->ClipMask[i-2] & VB->ClipMask[i-3]
|
|
& VB->ClipMask[i-1] & VB->ClipMask[i] & CLIP_ALL_BITS) {
|
|
/* all points clipped by common plane */
|
|
continue;
|
|
}
|
|
else if (VB->ClipMask[i-2] | VB->ClipMask[i-3]
|
|
| VB->ClipMask[i-1] | VB->ClipMask[i]) {
|
|
vlist[0] = i-1;
|
|
vlist[1] = i-3;
|
|
vlist[2] = i-2;
|
|
vlist[3] = i-0;
|
|
render_clipped_polygon( ctx, 4, vlist );
|
|
}
|
|
else {
|
|
if (ctx->DirectTriangles) {
|
|
START_PROFILE
|
|
(*ctx->Driver.QuadFunc)( ctx, i-3, i-2, i, i-1, i );
|
|
END_PROFILE( ctx->PolygonTime, ctx->PolygonCount, 2 )
|
|
}
|
|
else {
|
|
render_quad( ctx, i-3, i-2, i, i-1, i );
|
|
}
|
|
}
|
|
}
|
|
}
|
|
else {
|
|
/* no clipping needed */
|
|
GLuint i;
|
|
if (ctx->DirectTriangles) {
|
|
for (i=3;i<VB->Count;i+=2) {
|
|
START_PROFILE
|
|
(*ctx->Driver.QuadFunc)( ctx, i-3, i-2, i, i-1, i );
|
|
END_PROFILE( ctx->PolygonTime, ctx->PolygonCount, 2 )
|
|
}
|
|
}
|
|
else {
|
|
for (i=3;i<VB->Count;i+=2) {
|
|
render_quad( ctx, i-3, i-2, i, i-1, i );
|
|
}
|
|
}
|
|
}
|
|
break;
|
|
|
|
case GL_POLYGON:
|
|
if (VB->Count>2) {
|
|
if (VB->ClipAndMask & CLIP_ALL_BITS) {
|
|
/* all points clipped by common plane, draw nothing */
|
|
break;
|
|
}
|
|
if (VB->ClipOrMask) {
|
|
/* need clipping */
|
|
GLuint i;
|
|
for (i=0;i<VB->Count;i++) {
|
|
vlist[i] = i;
|
|
}
|
|
render_clipped_polygon( ctx, VB->Count, vlist );
|
|
}
|
|
else {
|
|
/* no clipping needed */
|
|
static GLuint const_vlist[VB_SIZE];
|
|
static GLboolean initFlag = GL_TRUE;
|
|
if (initFlag) {
|
|
/* vertex list always the same, never changes */
|
|
GLuint i;
|
|
for (i=0;i<VB_SIZE;i++) {
|
|
const_vlist[i] = i;
|
|
}
|
|
initFlag = GL_FALSE;
|
|
}
|
|
render_polygon( ctx, VB->Count, const_vlist );
|
|
}
|
|
}
|
|
break;
|
|
|
|
default:
|
|
/* should never get here */
|
|
gl_problem( ctx, "invalid mode in gl_render_vb" );
|
|
}
|
|
|
|
gl_reset_vb( ctx, allDone );
|
|
}
|
|
|
|
|
|
#define CLIP_ALL_BITS 0x3f
|
|
|
|
|
|
/*
|
|
* After we've rendered the primitives in the vertex buffer we call
|
|
* this function to reset the vertex buffer. That is, we prepare it
|
|
* for the next batch of vertices.
|
|
* Input: ctx - the context
|
|
* allDone - GL_TRUE = glEnd() was called
|
|
* GL_FALSE = buffer was filled, more vertices to come
|
|
*/
|
|
void gl_reset_vb( GLcontext *ctx, GLboolean allDone )
|
|
{
|
|
struct vertex_buffer *VB = ctx->VB;
|
|
|
|
/* save a few VB values for the end of this function */
|
|
int oldCount = VB->Count;
|
|
GLubyte clipOrMask = VB->ClipOrMask;
|
|
GLboolean monoMaterial = VB->MonoMaterial;
|
|
GLuint vertexSizeMask = VB->VertexSizeMask;
|
|
|
|
/* Special case for GL_LINE_LOOP */
|
|
if (ctx->Primitive==GL_LINE_LOOP && allDone) {
|
|
if (VB->ClipMask[VB->Count-1] | VB->ClipMask[0]) {
|
|
render_clipped_line( ctx, VB->Count-1, 0 );
|
|
}
|
|
else {
|
|
START_PROFILE
|
|
(*ctx->Driver.LineFunc)( ctx, VB->Count-1, 0, 0 );
|
|
END_PROFILE( ctx->LineTime, ctx->LineCount, 1 )
|
|
}
|
|
}
|
|
|
|
if (allDone) {
|
|
/* glEnd() was called so reset Vertex Buffer to default, empty state */
|
|
VB->Start = VB->Count = 0;
|
|
VB->ClipOrMask = 0;
|
|
VB->ClipAndMask = CLIP_ALL_BITS;
|
|
VB->MonoMaterial = GL_TRUE;
|
|
VB->MonoNormal = GL_TRUE;
|
|
VB->MonoColor = GL_TRUE;
|
|
VB->VertexSizeMask = VERTEX3_BIT;
|
|
if (VB->TexCoordSize!=2) {
|
|
GLint i, n = VB->Count;
|
|
for (i=0;i<n;i++) {
|
|
VB->TexCoord[i][2] = 0.0F;
|
|
VB->TexCoord[i][3] = 1.0F;
|
|
}
|
|
}
|
|
if (ctx->Current.TexCoord[2]==0.0F && ctx->Current.TexCoord[3]==1.0F) {
|
|
VB->TexCoordSize = 2;
|
|
}
|
|
else {
|
|
VB->TexCoordSize = 4;
|
|
}
|
|
}
|
|
else {
|
|
/* The vertex buffer was filled but we didn't get a glEnd() call yet
|
|
* have to "re-cycle" the vertex buffer.
|
|
*/
|
|
switch (ctx->Primitive) {
|
|
case GL_POINTS:
|
|
ASSERT(VB->Start==0);
|
|
VB->Start = VB->Count = 0;
|
|
VB->ClipOrMask = 0;
|
|
VB->ClipAndMask = CLIP_ALL_BITS;
|
|
VB->MonoMaterial = GL_TRUE;
|
|
VB->MonoNormal = GL_TRUE;
|
|
break;
|
|
case GL_LINES:
|
|
ASSERT(VB->Start==0);
|
|
VB->Start = VB->Count = 0;
|
|
VB->ClipOrMask = 0;
|
|
VB->ClipAndMask = CLIP_ALL_BITS;
|
|
VB->MonoMaterial = GL_TRUE;
|
|
VB->MonoNormal = GL_TRUE;
|
|
break;
|
|
case GL_LINE_STRIP:
|
|
copy_vertex( VB, 0, VB->Count-1 ); /* copy last vertex to front */
|
|
VB->Start = VB->Count = 1;
|
|
VB->ClipOrMask = VB->ClipMask[0];
|
|
VB->ClipAndMask = VB->ClipMask[0];
|
|
VB->MonoMaterial = VB->MaterialMask[0] ? GL_FALSE : GL_TRUE;
|
|
break;
|
|
case GL_LINE_LOOP:
|
|
ASSERT(VB->Count==VB_MAX);
|
|
copy_vertex( VB, 1, VB_MAX-1 );
|
|
VB->Start = VB->Count = 2;
|
|
VB->ClipOrMask = VB->ClipMask[0] | VB->ClipMask[1];
|
|
VB->ClipAndMask = VB->ClipMask[0] & VB->ClipMask[1];
|
|
VB->MonoMaterial = !(VB->MaterialMask[0] | VB->MaterialMask[1]);
|
|
break;
|
|
case GL_TRIANGLES:
|
|
ASSERT(VB->Start==0);
|
|
VB->Start = VB->Count = 0;
|
|
VB->ClipOrMask = 0;
|
|
VB->ClipAndMask = CLIP_ALL_BITS;
|
|
VB->MonoMaterial = GL_TRUE;
|
|
VB->MonoNormal = GL_TRUE;
|
|
break;
|
|
case GL_TRIANGLE_STRIP:
|
|
copy_vertex( VB, 0, VB_MAX-2 );
|
|
copy_vertex( VB, 1, VB_MAX-1 );
|
|
VB->Start = VB->Count = 2;
|
|
VB->ClipOrMask = VB->ClipMask[0] | VB->ClipMask[1];
|
|
VB->ClipAndMask = VB->ClipMask[0] & VB->ClipMask[1];
|
|
VB->MonoMaterial = !(VB->MaterialMask[0] | VB->MaterialMask[1]);
|
|
break;
|
|
case GL_TRIANGLE_FAN:
|
|
copy_vertex( VB, 1, VB_MAX-1 );
|
|
VB->Start = VB->Count = 2;
|
|
VB->ClipOrMask = VB->ClipMask[0] | VB->ClipMask[1];
|
|
VB->ClipAndMask = VB->ClipMask[0] & VB->ClipMask[1];
|
|
VB->MonoMaterial = !(VB->MaterialMask[0] | VB->MaterialMask[1]);
|
|
break;
|
|
case GL_QUADS:
|
|
ASSERT(VB->Start==0);
|
|
VB->Start = VB->Count = 0;
|
|
VB->ClipOrMask = 0;
|
|
VB->ClipAndMask = CLIP_ALL_BITS;
|
|
VB->MonoMaterial = GL_TRUE;
|
|
VB->MonoNormal = GL_TRUE;
|
|
break;
|
|
case GL_QUAD_STRIP:
|
|
copy_vertex( VB, 0, VB_MAX-2 );
|
|
copy_vertex( VB, 1, VB_MAX-1 );
|
|
VB->Start = VB->Count = 2;
|
|
VB->ClipOrMask = VB->ClipMask[0] | VB->ClipMask[1];
|
|
VB->ClipAndMask = VB->ClipMask[0] & VB->ClipMask[1];
|
|
VB->MonoMaterial = !(VB->MaterialMask[0] | VB->MaterialMask[1]);
|
|
break;
|
|
case GL_POLYGON:
|
|
copy_vertex( VB, 1, VB_MAX-1 );
|
|
VB->Start = VB->Count = 2;
|
|
VB->ClipOrMask = VB->ClipMask[0] | VB->ClipMask[1];
|
|
VB->ClipAndMask = VB->ClipMask[0] & VB->ClipMask[1];
|
|
VB->MonoMaterial = !(VB->MaterialMask[0] | VB->MaterialMask[1]);
|
|
break;
|
|
default:
|
|
/* should never get here */
|
|
gl_problem(ctx, "Bad primitive type in gl_reset_vb()");
|
|
}
|
|
}
|
|
|
|
if (clipOrMask) {
|
|
/* reset clip masks to zero */
|
|
MEMSET( VB->ClipMask + VB->Start, 0,
|
|
(oldCount - VB->Start) * sizeof(VB->ClipMask[0]) );
|
|
}
|
|
|
|
if (!monoMaterial) {
|
|
/* reset material masks to zero */
|
|
MEMSET( VB->MaterialMask + VB->Start, 0,
|
|
(oldCount - VB->Start) * sizeof(VB->MaterialMask[0]) );
|
|
gl_update_lighting(ctx);
|
|
}
|
|
|
|
if (vertexSizeMask!=VERTEX3_BIT) {
|
|
/* reset object W coords to one */
|
|
GLint i, n;
|
|
GLfloat (*obj)[4] = VB->Obj + VB->Start;
|
|
n = oldCount - VB->Start;
|
|
for (i=0; i<n; i++) {
|
|
obj[i][3] = 1.0F;
|
|
}
|
|
}
|
|
}
|