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253 lines
7.4 KiB
C
253 lines
7.4 KiB
C
/*
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* Mesa 3-D graphics library
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* Version: 7.1
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*
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* Copyright (C) 1999-2007 Brian Paul All Rights Reserved.
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*
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* Permission is hereby granted, free of charge, to any person obtaining a
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* copy of this software and associated documentation files (the "Software"),
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* to deal in the Software without restriction, including without limitation
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* the rights to use, copy, modify, merge, publish, distribute, sublicense,
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* and/or sell copies of the Software, and to permit persons to whom the
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* Software is furnished to do so, subject to the following conditions:
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*
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* The above copyright notice and this permission notice shall be included
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* in all copies or substantial portions of the Software.
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*
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* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS
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* OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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* FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL
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* BRIAN PAUL BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN
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* AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN
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* CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
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*
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* Authors:
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* Keith Whitwell <keith@tungstengraphics.com>
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*/
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#include "main/glheader.h"
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#include "main/colormac.h"
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#include "main/macros.h"
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#include "main/mtypes.h"
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#include "tnl/t_context.h"
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#include "ss_triangle.h"
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#include "ss_context.h"
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#define SS_OFFSET_BIT 0x1
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#define SS_TWOSIDE_BIT 0x2
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#define SS_UNFILLED_BIT 0x4
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#define SS_MAX_TRIFUNC 0x8
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static tnl_triangle_func tri_tab[SS_MAX_TRIFUNC];
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static tnl_quad_func quad_tab[SS_MAX_TRIFUNC];
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/*
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* Render a triangle respecting edge flags.
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*/
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typedef void (* swsetup_edge_render_prim_tri)(struct gl_context *ctx,
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const GLubyte *ef,
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GLuint e0,
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GLuint e1,
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GLuint e2,
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const SWvertex *v0,
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const SWvertex *v1,
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const SWvertex *v2);
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/*
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* Render a triangle using lines and respecting edge flags.
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*/
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static void
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_swsetup_edge_render_line_tri(struct gl_context *ctx,
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const GLubyte *ef,
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GLuint e0,
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GLuint e1,
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GLuint e2,
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const SWvertex *v0,
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const SWvertex *v1,
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const SWvertex *v2)
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{
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SScontext *swsetup = SWSETUP_CONTEXT(ctx);
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if (swsetup->render_prim == GL_POLYGON) {
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if (ef[e2]) _swrast_Line( ctx, v2, v0 );
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if (ef[e0]) _swrast_Line( ctx, v0, v1 );
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if (ef[e1]) _swrast_Line( ctx, v1, v2 );
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} else {
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if (ef[e0]) _swrast_Line( ctx, v0, v1 );
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if (ef[e1]) _swrast_Line( ctx, v1, v2 );
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if (ef[e2]) _swrast_Line( ctx, v2, v0 );
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}
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}
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/*
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* Render a triangle using points and respecting edge flags.
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*/
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static void
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_swsetup_edge_render_point_tri(struct gl_context *ctx,
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const GLubyte *ef,
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GLuint e0,
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GLuint e1,
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GLuint e2,
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const SWvertex *v0,
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const SWvertex *v1,
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const SWvertex *v2)
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{
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if (ef[e0]) _swrast_Point( ctx, v0 );
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if (ef[e1]) _swrast_Point( ctx, v1 );
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if (ef[e2]) _swrast_Point( ctx, v2 );
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_swrast_flush(ctx);
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}
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/*
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* Render a triangle respecting cull and shade model.
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*/
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static void _swsetup_render_tri(struct gl_context *ctx,
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GLuint e0,
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GLuint e1,
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GLuint e2,
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GLuint facing,
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swsetup_edge_render_prim_tri render)
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{
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SScontext *swsetup = SWSETUP_CONTEXT(ctx);
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struct vertex_buffer *VB = &TNL_CONTEXT(ctx)->vb;
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GLubyte *ef = VB->EdgeFlag;
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SWvertex *verts = swsetup->verts;
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SWvertex *v0 = &verts[e0];
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SWvertex *v1 = &verts[e1];
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SWvertex *v2 = &verts[e2];
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/* cull testing */
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if (ctx->Polygon.CullFlag) {
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if (facing == 1 && ctx->Polygon.CullFaceMode != GL_FRONT)
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return;
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if (facing == 0 && ctx->Polygon.CullFaceMode != GL_BACK)
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return;
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}
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if (ctx->Light.ShadeModel == GL_FLAT) {
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GLchan c[2][4];
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/* save colors/indexes for v0, v1 vertices */
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COPY_CHAN4(c[0], v0->color);
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COPY_CHAN4(c[1], v1->color);
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/* copy v2 color/indexes to v0, v1 indexes */
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COPY_CHAN4(v0->color, v2->color);
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COPY_CHAN4(v1->color, v2->color);
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render(ctx, ef, e0, e1, e2, v0, v1, v2);
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COPY_CHAN4(v0->color, c[0]);
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COPY_CHAN4(v1->color, c[1]);
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}
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else {
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render(ctx, ef, e0, e1, e2, v0, v1, v2);
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}
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}
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#define SS_COLOR(a,b) UNCLAMPED_FLOAT_TO_RGBA_CHAN(a,b)
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#define SS_SPEC(a,b) COPY_4V(a,b)
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#define SS_IND(a,b) (a = b)
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#define IND (0)
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#define TAG(x) x##_rgba
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#include "ss_tritmp.h"
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#define IND (SS_OFFSET_BIT)
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#define TAG(x) x##_offset_rgba
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#include "ss_tritmp.h"
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#define IND (SS_TWOSIDE_BIT)
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#define TAG(x) x##_twoside_rgba
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#include "ss_tritmp.h"
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#define IND (SS_OFFSET_BIT|SS_TWOSIDE_BIT)
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#define TAG(x) x##_offset_twoside_rgba
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#include "ss_tritmp.h"
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#define IND (SS_UNFILLED_BIT)
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#define TAG(x) x##_unfilled_rgba
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#include "ss_tritmp.h"
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#define IND (SS_OFFSET_BIT|SS_UNFILLED_BIT)
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#define TAG(x) x##_offset_unfilled_rgba
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#include "ss_tritmp.h"
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#define IND (SS_TWOSIDE_BIT|SS_UNFILLED_BIT)
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#define TAG(x) x##_twoside_unfilled_rgba
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#include "ss_tritmp.h"
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#define IND (SS_OFFSET_BIT|SS_TWOSIDE_BIT|SS_UNFILLED_BIT)
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#define TAG(x) x##_offset_twoside_unfilled_rgba
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#include "ss_tritmp.h"
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void _swsetup_trifuncs_init( struct gl_context *ctx )
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{
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(void) ctx;
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init_rgba();
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init_offset_rgba();
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init_twoside_rgba();
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init_offset_twoside_rgba();
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init_unfilled_rgba();
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init_offset_unfilled_rgba();
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init_twoside_unfilled_rgba();
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init_offset_twoside_unfilled_rgba();
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}
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static void swsetup_points( struct gl_context *ctx, GLuint first, GLuint last )
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{
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struct vertex_buffer *VB = &TNL_CONTEXT(ctx)->vb;
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SWvertex *verts = SWSETUP_CONTEXT(ctx)->verts;
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GLuint i;
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if (VB->Elts) {
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for (i = first; i < last; i++)
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if (VB->ClipMask[VB->Elts[i]] == 0)
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_swrast_Point( ctx, &verts[VB->Elts[i]] );
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}
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else {
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for (i = first; i < last; i++)
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if (VB->ClipMask[i] == 0)
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_swrast_Point( ctx, &verts[i] );
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}
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}
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static void swsetup_line( struct gl_context *ctx, GLuint v0, GLuint v1 )
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{
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SWvertex *verts = SWSETUP_CONTEXT(ctx)->verts;
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_swrast_Line( ctx, &verts[v0], &verts[v1] );
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}
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void _swsetup_choose_trifuncs( struct gl_context *ctx )
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{
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TNLcontext *tnl = TNL_CONTEXT(ctx);
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GLuint ind = 0;
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if (ctx->Polygon.OffsetPoint ||
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ctx->Polygon.OffsetLine ||
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ctx->Polygon.OffsetFill)
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ind |= SS_OFFSET_BIT;
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if (ctx->Light.Enabled && ctx->Light.Model.TwoSide)
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ind |= SS_TWOSIDE_BIT;
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/* We piggyback the two-sided stencil front/back determination on the
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* unfilled triangle path.
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*/
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if (ctx->Polygon.FrontMode != GL_FILL ||
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ctx->Polygon.BackMode != GL_FILL)
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ind |= SS_UNFILLED_BIT;
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tnl->Driver.Render.Triangle = tri_tab[ind];
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tnl->Driver.Render.Quad = quad_tab[ind];
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tnl->Driver.Render.Line = swsetup_line;
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tnl->Driver.Render.Points = swsetup_points;
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}
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