1 /* $Id: s_triangle.c,v 1.25 2001/05/03 22:13:32 brianp Exp $ */
4 * Mesa 3-D graphics library
7 * Copyright (C) 1999-2001 Brian Paul All Rights Reserved.
9 * Permission is hereby granted, free of charge, to any person obtaining a
10 * copy of this software and associated documentation files (the "Software"),
11 * to deal in the Software without restriction, including without limitation
12 * the rights to use, copy, modify, merge, publish, distribute, sublicense,
13 * and/or sell copies of the Software, and to permit persons to whom the
14 * Software is furnished to do so, subject to the following conditions:
16 * The above copyright notice and this permission notice shall be included
17 * in all copies or substantial portions of the Software.
19 * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS
20 * OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
21 * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL
22 * BRIAN PAUL BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN
23 * AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN
24 * CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
29 * When the device driver doesn't implement triangle rasterization it
30 * can hook in _swrast_Triangle, which eventually calls one of these
31 * functions to draw triangles.
40 #include "texformat.h"
44 #include "s_aatriangle.h"
45 #include "s_context.h"
47 #include "s_feedback.h"
49 #include "s_triangle.h"
51 GLboolean
_mesa_cull_triangle( GLcontext
*ctx
,
56 GLfloat ex
= v1
->win
[0] - v0
->win
[0];
57 GLfloat ey
= v1
->win
[1] - v0
->win
[1];
58 GLfloat fx
= v2
->win
[0] - v0
->win
[0];
59 GLfloat fy
= v2
->win
[1] - v0
->win
[1];
60 GLfloat c
= ex
*fy
-ey
*fx
;
62 if (c
* SWRAST_CONTEXT(ctx
)->_backface_sign
> 0)
71 * Render a flat-shaded color index triangle.
73 static void flat_ci_triangle( GLcontext
*ctx
,
81 #define INNER_LOOP( LEFT, RIGHT, Y ) \
83 const GLint n = RIGHT-LEFT; \
85 GLdepth zspan[MAX_WIDTH]; \
86 GLfloat fogspan[MAX_WIDTH]; \
89 zspan[i] = FixedToDepth(ffz); \
94 _mesa_write_monoindex_span( ctx, n, LEFT, Y, zspan, \
95 fogspan, v0->index, GL_POLYGON ); \
99 #include "s_tritemp.h"
105 * Render a smooth-shaded color index triangle.
107 static void smooth_ci_triangle( GLcontext
*ctx
,
114 #define INTERP_INDEX 1
116 #define INNER_LOOP( LEFT, RIGHT, Y ) \
118 const GLint n = RIGHT-LEFT; \
120 GLdepth zspan[MAX_WIDTH]; \
121 GLfloat fogspan[MAX_WIDTH]; \
122 GLuint index[MAX_WIDTH]; \
124 for (i=0;i<n;i++) { \
125 zspan[i] = FixedToDepth(ffz); \
127 index[i] = FixedToInt(ffi); \
132 _mesa_write_index_span( ctx, n, LEFT, Y, zspan, fogspan, \
133 index, GL_POLYGON ); \
137 #include "s_tritemp.h"
143 * Render a flat-shaded RGBA triangle.
145 static void flat_rgba_triangle( GLcontext
*ctx
,
152 #define DEPTH_TYPE DEFAULT_SOFTWARE_DEPTH_TYPE
154 #define INNER_LOOP( LEFT, RIGHT, Y ) \
156 const GLint n = RIGHT-LEFT; \
158 GLdepth zspan[MAX_WIDTH]; \
159 GLfloat fogspan[MAX_WIDTH]; \
161 for (i=0;i<n;i++) { \
162 zspan[i] = FixedToDepth(ffz); \
167 _mesa_write_monocolor_span( ctx, n, LEFT, Y, zspan, \
168 fogspan, v2->color, \
173 #include "s_tritemp.h"
175 ASSERT(!ctx
->Texture
._ReallyEnabled
); /* texturing must be off */
176 ASSERT(ctx
->Light
.ShadeModel
==GL_FLAT
);
182 * Render a smooth-shaded RGBA triangle.
184 static void smooth_rgba_triangle( GLcontext
*ctx
,
192 #define DEPTH_TYPE DEFAULT_SOFTWARE_DEPTH_TYPE
194 #define INTERP_ALPHA 1
196 #define INNER_LOOP( LEFT, RIGHT, Y ) \
198 const GLint n = RIGHT-LEFT; \
200 GLdepth zspan[MAX_WIDTH]; \
201 GLchan rgba[MAX_WIDTH][4]; \
202 GLfloat fogspan[MAX_WIDTH]; \
204 for (i=0;i<n;i++) { \
205 zspan[i] = FixedToDepth(ffz); \
206 rgba[i][RCOMP] = FixedToInt(ffr); \
207 rgba[i][GCOMP] = FixedToInt(ffg); \
208 rgba[i][BCOMP] = FixedToInt(ffb); \
209 rgba[i][ACOMP] = FixedToInt(ffa); \
210 fogspan[i] = ffog;; \
218 _mesa_write_rgba_span( ctx, n, LEFT, Y, \
219 (CONST GLdepth *) zspan, \
221 rgba, GL_POLYGON ); \
225 #include "s_tritemp.h"
227 ASSERT(!ctx
->Texture
._ReallyEnabled
); /* texturing must be off */
228 ASSERT(ctx
->Light
.ShadeModel
==GL_SMOOTH
);
233 * Render an RGB, GL_DECAL, textured triangle.
234 * Interpolate S,T only w/out mipmapping or perspective correction.
238 static void simple_textured_triangle( GLcontext
*ctx
,
243 #define INTERP_INT_TEX 1
244 #define S_SCALE twidth
245 #define T_SCALE theight
247 SWcontext *swrast = SWRAST_CONTEXT(ctx); \
248 struct gl_texture_object *obj = ctx->Texture.Unit[0].Current2D; \
249 GLint b = obj->BaseLevel; \
250 GLfloat twidth = (GLfloat) obj->Image[b]->Width; \
251 GLfloat theight = (GLfloat) obj->Image[b]->Height; \
252 GLint twidth_log2 = obj->Image[b]->WidthLog2; \
253 const GLchan *texture = (const GLchan *) obj->Image[b]->Data; \
254 GLint smask = obj->Image[b]->Width - 1; \
255 GLint tmask = obj->Image[b]->Height - 1; \
257 /* this shouldn't happen */ \
261 #define INNER_LOOP( LEFT, RIGHT, Y ) \
263 CONST GLint n = RIGHT-LEFT; \
265 GLchan rgb[MAX_WIDTH][3]; \
267 ffs -= FIXED_HALF; /* off-by-one error? */ \
269 for (i=0;i<n;i++) { \
270 GLint s = FixedToInt(ffs) & smask; \
271 GLint t = FixedToInt(fft) & tmask; \
272 GLint pos = (t << twidth_log2) + s; \
273 pos = pos + pos + pos; /* multiply by 3 */ \
274 rgb[i][RCOMP] = texture[pos]; \
275 rgb[i][GCOMP] = texture[pos+1]; \
276 rgb[i][BCOMP] = texture[pos+2]; \
280 (*swrast->Driver.WriteRGBSpan)( ctx, n, LEFT, Y, \
281 (CONST GLchan (*)[3]) rgb, NULL ); \
285 #include "s_tritemp.h"
290 * Render an RGB, GL_DECAL, textured triangle.
291 * Interpolate S,T, GL_LESS depth test, w/out mipmapping or
292 * perspective correction.
296 static void simple_z_textured_triangle( GLcontext
*ctx
,
302 #define DEPTH_TYPE DEFAULT_SOFTWARE_DEPTH_TYPE
303 #define INTERP_INT_TEX 1
304 #define S_SCALE twidth
305 #define T_SCALE theight
307 SWcontext *swrast = SWRAST_CONTEXT(ctx); \
308 struct gl_texture_object *obj = ctx->Texture.Unit[0].Current2D; \
309 GLint b = obj->BaseLevel; \
310 GLfloat twidth = (GLfloat) obj->Image[b]->Width; \
311 GLfloat theight = (GLfloat) obj->Image[b]->Height; \
312 GLint twidth_log2 = obj->Image[b]->WidthLog2; \
313 const GLchan *texture = (const GLchan *) obj->Image[b]->Data; \
314 GLint smask = obj->Image[b]->Width - 1; \
315 GLint tmask = obj->Image[b]->Height - 1; \
317 /* this shouldn't happen */ \
321 #define INNER_LOOP( LEFT, RIGHT, Y ) \
323 CONST GLint n = RIGHT-LEFT; \
325 GLchan rgb[MAX_WIDTH][3]; \
326 GLubyte mask[MAX_WIDTH]; \
328 ffs -= FIXED_HALF; /* off-by-one error? */ \
330 for (i=0;i<n;i++) { \
331 GLdepth z = FixedToDepth(ffz); \
333 GLint s = FixedToInt(ffs) & smask; \
334 GLint t = FixedToInt(fft) & tmask; \
335 GLint pos = (t << twidth_log2) + s; \
336 pos = pos + pos + pos; /* multiply by 3 */ \
337 rgb[i][RCOMP] = texture[pos]; \
338 rgb[i][GCOMP] = texture[pos+1]; \
339 rgb[i][BCOMP] = texture[pos+2]; \
350 (*swrast->Driver.WriteRGBSpan)( ctx, n, LEFT, Y, \
351 (CONST GLchan (*)[3]) rgb, mask ); \
355 #include "s_tritemp.h"
361 * Render an RGB/RGBA textured triangle without perspective correction.
363 static void affine_textured_triangle( GLcontext
*ctx
,
370 #define DEPTH_TYPE DEFAULT_SOFTWARE_DEPTH_TYPE
372 #define INTERP_ALPHA 1
373 #define INTERP_INT_TEX 1
374 #define S_SCALE twidth
375 #define T_SCALE theight
377 struct gl_texture_unit *unit = ctx->Texture.Unit+0; \
378 struct gl_texture_object *obj = unit->Current2D; \
379 GLint b = obj->BaseLevel; \
380 GLfloat twidth = (GLfloat) obj->Image[b]->Width; \
381 GLfloat theight = (GLfloat) obj->Image[b]->Height; \
382 GLint twidth_log2 = obj->Image[b]->WidthLog2; \
383 const GLchan *texture = (const GLchan *) obj->Image[b]->Data; \
384 GLint smask = obj->Image[b]->Width - 1; \
385 GLint tmask = obj->Image[b]->Height - 1; \
386 GLint format = obj->Image[b]->Format; \
387 GLint filter = obj->MinFilter; \
388 GLint envmode = unit->EnvMode; \
389 GLint comp, tbytesline, tsize; \
390 GLfixed er, eg, eb, ea; \
391 GLint tr, tg, tb, ta; \
393 /* this shouldn't happen */ \
396 if (envmode == GL_BLEND || envmode == GL_ADD) { \
397 /* potential off-by-one error here? (1.0f -> 2048 -> 0) */ \
398 er = FloatToFixed(unit->EnvColor[RCOMP]); \
399 eg = FloatToFixed(unit->EnvColor[GCOMP]); \
400 eb = FloatToFixed(unit->EnvColor[BCOMP]); \
401 ea = FloatToFixed(unit->EnvColor[ACOMP]); \
409 case GL_LUMINANCE_ALPHA: \
419 _mesa_problem(NULL, "Bad texture format in affine_texture_triangle");\
422 tbytesline = obj->Image[b]->Width * comp; \
423 tsize = obj->Image[b]->Height * tbytesline;
426 /* Instead of defining a function for each mode, a test is done
427 * between the outer and inner loops. This is to reduce code size
428 * and complexity. Observe that an optimizing compiler kills
429 * unused variables (for instance tf,sf,ti,si in case of GL_NEAREST).
432 #define NEAREST_RGB \
439 tr = (ti * (si * tex00[0] + sf * tex01[0]) + \
440 tf * (si * tex10[0] + sf * tex11[0])) >> 2 * FIXED_SHIFT; \
441 tg = (ti * (si * tex00[1] + sf * tex01[1]) + \
442 tf * (si * tex10[1] + sf * tex11[1])) >> 2 * FIXED_SHIFT; \
443 tb = (ti * (si * tex00[2] + sf * tex01[2]) + \
444 tf * (si * tex10[2] + sf * tex11[2])) >> 2 * FIXED_SHIFT; \
447 #define NEAREST_RGBA \
453 #define LINEAR_RGBA \
454 tr = (ti * (si * tex00[0] + sf * tex01[0]) + \
455 tf * (si * tex10[0] + sf * tex11[0])) >> 2 * FIXED_SHIFT; \
456 tg = (ti * (si * tex00[1] + sf * tex01[1]) + \
457 tf * (si * tex10[1] + sf * tex11[1])) >> 2 * FIXED_SHIFT; \
458 tb = (ti * (si * tex00[2] + sf * tex01[2]) + \
459 tf * (si * tex10[2] + sf * tex11[2])) >> 2 * FIXED_SHIFT; \
460 ta = (ti * (si * tex00[3] + sf * tex01[3]) + \
461 tf * (si * tex10[3] + sf * tex11[3])) >> 2 * FIXED_SHIFT
464 dest[RCOMP] = ffr * (tr + 1) >> (FIXED_SHIFT + 8); \
465 dest[GCOMP] = ffg * (tg + 1) >> (FIXED_SHIFT + 8); \
466 dest[BCOMP] = ffb * (tb + 1) >> (FIXED_SHIFT + 8); \
467 dest[ACOMP] = ffa * (ta + 1) >> (FIXED_SHIFT + 8)
470 dest[RCOMP] = ((0xff - ta) * ffr + ((ta + 1) * tr << FIXED_SHIFT)) >> (FIXED_SHIFT + 8); \
471 dest[GCOMP] = ((0xff - ta) * ffg + ((ta + 1) * tg << FIXED_SHIFT)) >> (FIXED_SHIFT + 8); \
472 dest[BCOMP] = ((0xff - ta) * ffb + ((ta + 1) * tb << FIXED_SHIFT)) >> (FIXED_SHIFT + 8); \
473 dest[ACOMP] = FixedToInt(ffa)
476 dest[RCOMP] = ((0xff - tr) * ffr + (tr + 1) * er) >> (FIXED_SHIFT + 8); \
477 dest[GCOMP] = ((0xff - tg) * ffg + (tg + 1) * eg) >> (FIXED_SHIFT + 8); \
478 dest[BCOMP] = ((0xff - tb) * ffb + (tb + 1) * eb) >> (FIXED_SHIFT + 8); \
479 dest[ACOMP] = ffa * (ta + 1) >> (FIXED_SHIFT + 8)
488 dest[RCOMP] = ((ffr << 8) + (tr + 1) * er) >> (FIXED_SHIFT + 8); \
489 dest[GCOMP] = ((ffg << 8) + (tg + 1) * eg) >> (FIXED_SHIFT + 8); \
490 dest[BCOMP] = ((ffb << 8) + (tb + 1) * eb) >> (FIXED_SHIFT + 8); \
491 dest[ACOMP] = ffa * (ta + 1) >> (FIXED_SHIFT + 8)
495 #define NEAREST_RGB_REPLACE NEAREST_RGB;REPLACE
497 #define NEAREST_RGBA_REPLACE *(GLint *)dest = *(GLint *)tex00
499 #define SPAN1(DO_TEX,COMP) \
500 for (i=0;i<n;i++) { \
501 GLint s = FixedToInt(ffs) & smask; \
502 GLint t = FixedToInt(fft) & tmask; \
503 GLint pos = (t << twidth_log2) + s; \
504 const GLchan *tex00 = texture + COMP * pos; \
505 zspan[i] = FixedToDepth(ffz); \
506 fogspan[i] = ffog;; \
519 #define SPAN2(DO_TEX,COMP) \
520 for (i=0;i<n;i++) { \
521 GLint s = FixedToInt(ffs) & smask; \
522 GLint t = FixedToInt(fft) & tmask; \
523 GLint sf = ffs & FIXED_FRAC_MASK; \
524 GLint tf = fft & FIXED_FRAC_MASK; \
525 GLint si = FIXED_FRAC_MASK - sf; \
526 GLint ti = FIXED_FRAC_MASK - tf; \
527 GLint pos = (t << twidth_log2) + s; \
528 const GLchan *tex00 = texture + COMP * pos; \
529 const GLchan *tex10 = tex00 + tbytesline; \
530 const GLchan *tex01 = tex00 + COMP; \
531 const GLchan *tex11 = tex10 + COMP; \
537 tex01 -= tbytesline; \
538 tex11 -= tbytesline; \
540 zspan[i] = FixedToDepth(ffz); \
554 /* here comes the heavy part.. (something for the compiler to chew on) */
555 #define INNER_LOOP( LEFT, RIGHT, Y ) \
557 CONST GLint n = RIGHT-LEFT; \
559 GLdepth zspan[MAX_WIDTH]; \
560 GLfloat fogspan[MAX_WIDTH]; \
561 GLchan rgba[MAX_WIDTH][4]; \
563 GLchan *dest = rgba[0]; \
564 ffs -= FIXED_HALF; /* off-by-one error? */ \
572 SPAN1(NEAREST_RGB;MODULATE,3); \
576 SPAN1(NEAREST_RGB_REPLACE,3); \
579 SPAN1(NEAREST_RGB;BLEND,3); \
582 SPAN1(NEAREST_RGB;ADD,3); \
584 default: /* unexpected env mode */ \
591 SPAN1(NEAREST_RGBA;MODULATE,4); \
594 SPAN1(NEAREST_RGBA;DECAL,4); \
597 SPAN1(NEAREST_RGBA;BLEND,4); \
600 SPAN1(NEAREST_RGBA;ADD,4); \
603 SPAN1(NEAREST_RGBA_REPLACE,4); \
605 default: /* unexpected env mode */ \
618 SPAN2(LINEAR_RGB;MODULATE,3); \
622 SPAN2(LINEAR_RGB;REPLACE,3); \
625 SPAN2(LINEAR_RGB;BLEND,3); \
628 SPAN2(LINEAR_RGB;ADD,3); \
630 default: /* unexpected env mode */ \
637 SPAN2(LINEAR_RGBA;MODULATE,4); \
640 SPAN2(LINEAR_RGBA;DECAL,4); \
643 SPAN2(LINEAR_RGBA;BLEND,4); \
646 SPAN2(LINEAR_RGBA;ADD,4); \
649 SPAN2(LINEAR_RGBA;REPLACE,4); \
651 default: /* unexpected env mode */ \
658 _mesa_write_rgba_span(ctx, n, LEFT, Y, zspan, \
661 /* explicit kill of variables: */ \
662 ffr = ffg = ffb = ffa = 0; \
666 #include "s_tritemp.h"
674 * Render an perspective corrected RGB/RGBA textured triangle.
675 * The Q (aka V in Mesa) coordinate must be zero such that the divide
676 * by interpolated Q/W comes out right.
678 * This function only renders textured triangles that use GL_NEAREST.
679 * Perspective correction works right.
681 * This function written by Klaus Niederkrueger <klaus@math.leidenuniv.nl>
682 * Send all questions and bug reports to him.
684 #if 0 /* XXX disabled because of texcoord interpolation errors */
685 static void near_persp_textured_triangle(GLcontext
*ctx
,
690 /* The BIAS value is used to shift negative values into positive values.
691 * Without this, negative texture values don't GL_REPEAT correctly at just
692 * below zero, because (int)-0.5 = 0 = (int)0.5. We're not going to worry
693 * about texture coords less than -BIAS. This could be fixed by using
694 * FLOORF etc. instead, but this is slower...
700 #define DEPTH_TYPE DEFAULT_SOFTWARE_DEPTH_TYPE
702 #define INTERP_ALPHA 1
705 struct gl_texture_unit *unit = ctx->Texture.Unit+0; \
706 struct gl_texture_object *obj = unit->Current2D; \
707 const GLint b = obj->BaseLevel; \
708 const GLfloat twidth = (GLfloat) obj->Image[b]->Width; \
709 const GLfloat theight = (GLfloat) obj->Image[b]->Height; \
710 const GLint twidth_log2 = obj->Image[b]->WidthLog2; \
711 const GLchan *texture = (const GLchan *) obj->Image[b]->Data; \
712 const GLint smask = (obj->Image[b]->Width - 1); \
713 const GLint tmask = (obj->Image[b]->Height - 1); \
714 const GLint format = obj->Image[b]->Format; \
715 const GLint envmode = unit->EnvMode; \
716 GLfloat sscale, tscale; \
717 GLfixed er, eg, eb, ea; \
718 GLint tr, tg, tb, ta; \
720 /* this shouldn't happen */ \
723 if (envmode == GL_BLEND || envmode == GL_ADD) { \
724 er = FloatToFixed(unit->EnvColor[RCOMP]); \
725 eg = FloatToFixed(unit->EnvColor[GCOMP]); \
726 eb = FloatToFixed(unit->EnvColor[BCOMP]); \
727 ea = FloatToFixed(unit->EnvColor[ACOMP]); \
733 #define OLD_SPAN(DO_TEX,COMP) \
734 for (i=0;i<n;i++) { \
735 GLfloat invQ = 1.0f / vv; \
736 GLint s = (int)(SS * invQ + BIAS) & smask; \
737 GLint t = (int)(TT * invQ + BIAS) & tmask; \
738 GLint pos = COMP * ((t << twidth_log2) + s); \
739 const GLchan *tex00 = texture + pos; \
740 zspan[i] = FixedToDepth(ffz); \
755 #define X_Y_TEX_COORD(X, Y) ((((int)(X) & tmask) << twidth_log2) + ((int)(Y) & smask))
756 #define Y_X_TEX_COORD(X, Y) ((((int)(Y) & tmask) << twidth_log2) + ((int)(X) & smask))
758 #define SPAN1(DO_TEX, COMP, TEX_COORD) { \
759 GLfloat x_max = CEILF(x_tex); \
760 GLfloat y_max = y_tex + (x_max - x_tex) * dy_dx; \
761 GLint j, x_m = (int)x_max; \
763 if ((int)y_max != (int)y_tex) { \
764 GLfloat x_mid = x_tex + (CEILF(y_tex)-y_tex) * dx_dy; \
765 j = (nominator + vv * x_mid)/(denominator - dvdx*x_mid); \
766 pos = COMP * TEX_COORD(x_tex, y_tex); \
767 DRAW_LINE (DO_TEX); \
770 nominator += vv * x_max; \
771 denominator -= dvdx * x_max; \
772 j = nominator / denominator; \
773 pos = COMP * TEX_COORD(x_tex, y_tex); \
774 DRAW_LINE (DO_TEX); \
778 if ((int)y_max != (int)y_tex) { \
779 GLfloat x_mid = (CEILF(y_tex)-y_tex) * dx_dy; \
780 j = (nominator + vv * x_mid)/(denominator - dvdx*x_mid); \
781 pos = COMP * TEX_COORD(x_m, y_tex); \
782 DRAW_LINE (DO_TEX); \
786 denominator -= dvdx; \
787 j = nominator/denominator; \
788 pos = COMP * TEX_COORD(x_m, y_tex); \
789 DRAW_LINE (DO_TEX); \
794 #define SPAN2(DO_TEX, COMP, TEX_COORD) { \
795 GLfloat x_max = CEILF (x_tex); \
796 GLfloat y_max = y_tex + (x_max - x_tex) * dy_dx; \
797 GLint j, x_m = (int) x_max; \
799 if ((int)y_max != (int)y_tex) { \
800 GLfloat x_mid = x_tex + (FLOORF(y_tex)-y_tex) * dx_dy; \
801 j = (nominator + vv * x_mid)/(denominator - dvdx*x_mid); \
802 pos = COMP * TEX_COORD(x_tex, y_tex); \
803 DRAW_LINE (DO_TEX); \
806 nominator += vv * x_max; \
807 denominator -= dvdx * x_max; \
808 j = nominator / denominator; \
809 pos = COMP * TEX_COORD(x_tex, y_tex); \
810 DRAW_LINE (DO_TEX); \
814 if ((int)y_max != (int)y_tex) { \
815 GLfloat x_mid = (FLOORF(y_tex)-y_tex) * dx_dy; \
816 j = (nominator + vv * x_mid)/(denominator - dvdx*x_mid);\
817 pos = COMP * TEX_COORD(x_m, y_tex); \
818 DRAW_LINE (DO_TEX); \
822 denominator -= dvdx; \
823 j = nominator/denominator; \
824 pos = COMP * TEX_COORD(x_m, y_tex); \
825 DRAW_LINE (DO_TEX); \
830 #define SPAN3(DO_TEX, COMP, TEX_COORD) { \
831 GLfloat x_min = FLOORF (x_tex); \
832 GLfloat y_min = y_tex + (x_min - x_tex) * dy_dx; \
833 GLint j, x_m = (int)x_min; \
835 if ((int)y_min != (int)y_tex) { \
836 GLfloat x_mid = x_tex + (CEILF(y_tex)-y_tex) * dx_dy; \
837 j = (nominator + vv * x_mid)/(denominator - dvdx*x_mid); \
838 pos = COMP * TEX_COORD(x_m, y_tex); \
839 DRAW_LINE (DO_TEX); \
842 nominator += vv*x_min; \
843 denominator -= dvdx*x_min; \
844 j = nominator / denominator; \
845 pos = COMP * TEX_COORD(x_m, y_tex); \
846 DRAW_LINE (DO_TEX); \
851 if ((int)y_min != (int)y_tex) { \
852 GLfloat x_mid = (CEILF(y_tex)-y_tex) * dx_dy; \
853 j = (nominator + vv * x_mid)/(denominator - dvdx*x_mid); \
854 pos = COMP * TEX_COORD(x_m, y_tex); \
855 DRAW_LINE (DO_TEX); \
859 denominator += dvdx; \
860 j = nominator/denominator; \
861 pos = COMP * TEX_COORD(x_m, y_tex); \
862 DRAW_LINE (DO_TEX); \
866 #define SPAN4(DO_TEX, COMP, TEX_COORD) \
868 GLfloat x_min = FLOORF(x_tex); \
869 GLint x_m = (int)x_min; \
870 GLfloat y_min = y_tex + (x_min - x_tex) * dy_dx; \
873 if ((int)y_min != (int)y_tex) { \
874 GLfloat x_mid = x_tex + (FLOORF(y_tex)-y_tex) * dx_dy; \
875 j = (nominator + vv * x_mid)/(denominator - dvdx*x_mid); \
876 pos = COMP * TEX_COORD(x_m, y_tex); \
877 DRAW_LINE (DO_TEX); \
880 nominator += vv * x_min; \
881 denominator -= dvdx * x_min; \
882 j = nominator / denominator; \
883 pos = COMP * TEX_COORD(x_m, y_tex); \
884 DRAW_LINE (DO_TEX); \
889 if ((int)y_min != (int)y_tex) { \
890 GLfloat x_mid = (FLOORF(y_tex)-y_tex) * dx_dy; \
891 j = (nominator + vv * x_mid)/(denominator - dvdx*x_mid); \
892 pos = COMP * TEX_COORD(x_m, (y_tex)); \
893 DRAW_LINE (DO_TEX); \
897 denominator += dvdx; \
898 j = nominator/denominator; \
899 pos = COMP * TEX_COORD(x_m, y_tex); \
900 DRAW_LINE (DO_TEX); \
904 #define DRAW_LINE(DO_TEX) \
906 GLchan *tex00 = texture + pos; \
907 if (j>n || j<-100000) \
910 zspan[i] = FixedToDepth(ffz); \
924 #define INNER_LOOP( LEFT, RIGHT, Y ) \
927 const GLint n = RIGHT-LEFT; \
928 GLdepth zspan[MAX_WIDTH]; \
929 GLfloat fogspan[MAX_WIDTH]; \
930 GLchan rgba[MAX_WIDTH][4]; \
931 (void)uu; /* please GCC */ \
933 GLchan *dest = rgba[0]; \
934 GLfloat SS = ss * sscale; \
935 GLfloat TT = tt * tscale; \
936 GLfloat dSdx = dsdx * sscale; \
937 GLfloat dTdx = dtdx * tscale; \
942 if (n<5) /* When line very short, setup-time > speed-gain. */ \
943 goto old_span; /* So: take old method */ \
946 dx_tex = (SS + n * dSdx) / (vv + n * dvdx) - x_tex, \
947 dy_tex = (TT + n * dTdx) / (vv + n * dvdx) - y_tex; \
948 /* Choose between walking over texture or over pixelline: */ \
949 /* If there are few texels, walk over texture otherwise */ \
950 /* walk over pixelarray. The quotient on the right side */ \
951 /* should give the timeratio needed to draw one texel in */ \
952 /* comparison to one pixel. Depends on CPU. */ \
953 if (dx_tex*dx_tex + dy_tex*dy_tex < (n*n)/16) { \
956 if (dx_tex*dx_tex > dy_tex*dy_tex) { \
957 /* if (FABSF(dx_tex) > FABSF(dy_tex)) */ \
958 GLfloat nominator = - SS - vv * BIAS; \
959 GLfloat denominator = dvdx * BIAS + dSdx; \
962 if (dy_tex != 0.0f) { \
963 dy_dx = dy_tex / dx_tex; \
964 dx_dy = 1.0f/dy_dx; \
968 if (dx_tex > 0.0f) { \
969 if (dy_tex > 0.0f) { \
974 SPAN1(NEAREST_RGB;MODULATE,3, Y_X_TEX_COORD);\
978 SPAN1(NEAREST_RGB_REPLACE,3, Y_X_TEX_COORD); \
981 SPAN1(NEAREST_RGB;BLEND,3, Y_X_TEX_COORD); \
984 SPAN1(NEAREST_RGB;ADD,3, Y_X_TEX_COORD); \
986 default: /* unexpected env mode */ \
993 SPAN1(NEAREST_RGBA;MODULATE,4, Y_X_TEX_COORD);\
996 SPAN1(NEAREST_RGBA;DECAL,4, Y_X_TEX_COORD); \
999 SPAN1(NEAREST_RGBA;BLEND,4, Y_X_TEX_COORD); \
1002 SPAN1(NEAREST_RGBA;ADD,4, Y_X_TEX_COORD); \
1005 SPAN1(NEAREST_RGBA_REPLACE,4, Y_X_TEX_COORD);\
1007 default: /* unexpected env mode */ \
1013 else { /* dy_tex <= 0.0f */ \
1016 switch (envmode) { \
1018 SPAN2(NEAREST_RGB;MODULATE,3, Y_X_TEX_COORD);\
1022 SPAN2(NEAREST_RGB_REPLACE,3, Y_X_TEX_COORD); \
1025 SPAN2(NEAREST_RGB;BLEND,3, Y_X_TEX_COORD); \
1028 SPAN2(NEAREST_RGB;ADD,3, Y_X_TEX_COORD); \
1030 default: /* unexpected env mode */ \
1037 SPAN2(NEAREST_RGBA;MODULATE,4, Y_X_TEX_COORD);\
1040 SPAN2(NEAREST_RGBA;DECAL,4, Y_X_TEX_COORD); \
1043 SPAN2(NEAREST_RGBA;BLEND,4, Y_X_TEX_COORD); \
1046 SPAN2(NEAREST_RGBA;ADD,4, Y_X_TEX_COORD); \
1049 SPAN2(NEAREST_RGBA_REPLACE,4, Y_X_TEX_COORD);\
1051 default: /* unexpected env mode */ \
1058 else { /* dx_tex < 0.0f */ \
1059 if (dy_tex > 0.0f) { \
1062 switch (envmode) { \
1064 SPAN3(NEAREST_RGB;MODULATE,3, Y_X_TEX_COORD);\
1068 SPAN3(NEAREST_RGB_REPLACE,3, Y_X_TEX_COORD); \
1071 SPAN3(NEAREST_RGB;BLEND,3, Y_X_TEX_COORD); \
1074 SPAN3(NEAREST_RGB;ADD,3, Y_X_TEX_COORD); \
1076 default: /* unexpected env mode */ \
1083 SPAN3(NEAREST_RGBA;MODULATE,4, Y_X_TEX_COORD);\
1086 SPAN3(NEAREST_RGBA;DECAL,4, Y_X_TEX_COORD); \
1089 SPAN3(NEAREST_RGBA;BLEND,4, Y_X_TEX_COORD); \
1092 SPAN3(NEAREST_RGBA;ADD,4, Y_X_TEX_COORD); \
1095 SPAN3(NEAREST_RGBA_REPLACE,4, Y_X_TEX_COORD);\
1097 default: /* unexpected env mode */ \
1103 else { /* dy_tex <= 0.0f */ \
1106 switch (envmode) { \
1108 SPAN4(NEAREST_RGB;MODULATE,3, Y_X_TEX_COORD);\
1112 SPAN4(NEAREST_RGB_REPLACE,3, Y_X_TEX_COORD); \
1115 SPAN4(NEAREST_RGB;BLEND,3, Y_X_TEX_COORD); \
1118 SPAN4(NEAREST_RGB;ADD,3, Y_X_TEX_COORD); \
1127 SPAN4(NEAREST_RGBA;MODULATE,4, Y_X_TEX_COORD);\
1130 SPAN4(NEAREST_RGBA;DECAL,4, Y_X_TEX_COORD); \
1133 SPAN4(NEAREST_RGBA;BLEND,4, Y_X_TEX_COORD); \
1136 SPAN4(NEAREST_RGBA;ADD,4, Y_X_TEX_COORD); \
1139 SPAN4(NEAREST_RGBA_REPLACE,4, Y_X_TEX_COORD);\
1141 default: /* unexpected env mode */ \
1149 else { /* FABSF(dx_tex) > FABSF(dy_tex) */ \
1153 GLfloat nominator, denominator; \
1154 if (dx_tex == 0.0f /* && dy_tex == 0.0f*/) \
1155 goto old_span; /* case so special, that use old */ \
1156 /* swap some x-values and y-values */ \
1159 swap = x_tex, x_tex = y_tex, y_tex = swap; \
1160 swap = dx_tex, dx_tex = dy_tex, dy_tex = swap; \
1161 nominator = - SS - vv * BIAS; \
1162 denominator = dvdx * BIAS + dSdx; \
1163 if (dy_tex != 0.0f) { \
1164 dy_dx = dy_tex / dx_tex; \
1165 dx_dy = 1.0f/dy_dx; \
1169 if (dx_tex > 0.0f) { \
1170 if (dy_tex > 0.0f) { \
1173 switch (envmode) { \
1175 SPAN1(NEAREST_RGB;MODULATE,3, X_Y_TEX_COORD);\
1179 SPAN1(NEAREST_RGB_REPLACE,3, X_Y_TEX_COORD); \
1182 SPAN1(NEAREST_RGB;BLEND,3, X_Y_TEX_COORD); \
1185 SPAN1(NEAREST_RGB;ADD,3, X_Y_TEX_COORD); \
1187 default: /* unexpected env mode */ \
1194 SPAN1(NEAREST_RGBA;MODULATE,4, X_Y_TEX_COORD);\
1197 SPAN1(NEAREST_RGBA;DECAL,4, X_Y_TEX_COORD); \
1200 SPAN1(NEAREST_RGBA;BLEND,4, X_Y_TEX_COORD); \
1203 SPAN1(NEAREST_RGBA;ADD,4, X_Y_TEX_COORD); \
1206 SPAN1(NEAREST_RGBA_REPLACE,4, X_Y_TEX_COORD);\
1214 else { /* dy_tex <= 0.0f */ \
1217 switch (envmode) { \
1219 SPAN2(NEAREST_RGB;MODULATE,3, X_Y_TEX_COORD);\
1223 SPAN2(NEAREST_RGB_REPLACE,3, X_Y_TEX_COORD); \
1226 SPAN2(NEAREST_RGB;BLEND,3, X_Y_TEX_COORD); \
1229 SPAN2(NEAREST_RGB;ADD,3, X_Y_TEX_COORD); \
1238 SPAN2(NEAREST_RGBA;MODULATE,4, X_Y_TEX_COORD);\
1241 SPAN2(NEAREST_RGBA;DECAL,4, X_Y_TEX_COORD); \
1244 SPAN2(NEAREST_RGBA;BLEND,4, X_Y_TEX_COORD); \
1247 SPAN2(NEAREST_RGBA;ADD,4, X_Y_TEX_COORD); \
1250 SPAN2(NEAREST_RGBA_REPLACE,4, X_Y_TEX_COORD);\
1259 else { /* dx_tex < 0.0f */ \
1260 if (dy_tex > 0.0f) { \
1263 switch (envmode) { \
1265 SPAN3(NEAREST_RGB;MODULATE,3, X_Y_TEX_COORD);\
1269 SPAN3(NEAREST_RGB_REPLACE,3, X_Y_TEX_COORD); \
1272 SPAN3(NEAREST_RGB;BLEND,3, X_Y_TEX_COORD); \
1275 SPAN3(NEAREST_RGB;ADD,3, X_Y_TEX_COORD); \
1284 SPAN3(NEAREST_RGBA;MODULATE,4, X_Y_TEX_COORD);\
1287 SPAN3(NEAREST_RGBA;DECAL,4, X_Y_TEX_COORD); \
1290 SPAN3(NEAREST_RGBA;BLEND,4, X_Y_TEX_COORD); \
1293 SPAN3(NEAREST_RGBA;ADD,4, X_Y_TEX_COORD); \
1296 SPAN3(NEAREST_RGBA_REPLACE,4, X_Y_TEX_COORD);\
1304 else { /* dy_tex <= 0.0f */ \
1307 switch (envmode) { \
1309 SPAN4(NEAREST_RGB;MODULATE,3, X_Y_TEX_COORD);\
1313 SPAN4(NEAREST_RGB_REPLACE,3, X_Y_TEX_COORD); \
1316 SPAN4(NEAREST_RGB;BLEND,3, X_Y_TEX_COORD); \
1319 SPAN4(NEAREST_RGB;ADD,3, X_Y_TEX_COORD); \
1328 SPAN4(NEAREST_RGBA;MODULATE,4, X_Y_TEX_COORD);\
1331 SPAN4(NEAREST_RGBA;DECAL,4, X_Y_TEX_COORD); \
1334 SPAN4(NEAREST_RGBA;BLEND,4, X_Y_TEX_COORD); \
1337 SPAN4(NEAREST_RGBA;ADD,4, X_Y_TEX_COORD); \
1340 SPAN4(NEAREST_RGBA_REPLACE,4, X_Y_TEX_COORD);\
1355 switch (envmode) { \
1357 OLD_SPAN(NEAREST_RGB;MODULATE,3); \
1361 OLD_SPAN(NEAREST_RGB_REPLACE,3); \
1364 OLD_SPAN(NEAREST_RGB;BLEND,3); \
1367 OLD_SPAN(NEAREST_RGB;ADD,3); \
1376 OLD_SPAN(NEAREST_RGBA;MODULATE,4); \
1379 OLD_SPAN(NEAREST_RGBA;DECAL,4); \
1382 OLD_SPAN(NEAREST_RGBA;BLEND,4); \
1385 OLD_SPAN(NEAREST_RGBA;ADD,4); \
1388 OLD_SPAN(NEAREST_RGBA_REPLACE,4); \
1396 _mesa_write_rgba_span( ctx, n, LEFT, Y, zspan, \
1397 fogspan, rgba, GL_POLYGON); \
1398 ffr = ffg = ffb = ffa = 0; \
1402 #include "s_tritemp.h"
1408 #undef X_Y_TEX_COORD
1409 #undef Y_X_TEX_COORD
1417 * Render an perspective corrected RGB/RGBA textured triangle.
1418 * The Q (aka V in Mesa) coordinate must be zero such that the divide
1419 * by interpolated Q/W comes out right.
1421 * This function written by Klaus Niederkrueger <klaus@math.leidenuniv.nl>
1422 * Send all questions and bug reports to him.
1424 #if 0 /* XXX disabled because of texcoord interpolation errors */
1425 static void lin_persp_textured_triangle( GLcontext
*ctx
,
1428 const SWvertex
*v2
)
1431 #define INTERP_FOG 1
1432 #define DEPTH_TYPE DEFAULT_SOFTWARE_DEPTH_TYPE
1433 #define INTERP_RGB 1
1434 #define INTERP_ALPHA 1
1435 #define INTERP_TEX 1
1436 #define SETUP_CODE \
1437 struct gl_texture_unit *unit = ctx->Texture.Unit+0; \
1438 struct gl_texture_object *obj = unit->Current2D; \
1439 const GLint b = obj->BaseLevel; \
1440 const GLfloat twidth = (GLfloat) obj->Image[b]->Width; \
1441 const GLfloat theight = (GLfloat) obj->Image[b]->Height; \
1442 const GLint twidth_log2 = obj->Image[b]->WidthLog2; \
1443 GLchan *texture = obj->Image[b]->Data; \
1444 const GLint smask = (obj->Image[b]->Width - 1); \
1445 const GLint tmask = (obj->Image[b]->Height - 1); \
1446 const GLint format = obj->Image[b]->Format; \
1447 const GLint envmode = unit->EnvMode; \
1448 GLfloat sscale, tscale; \
1449 GLint comp, tbytesline, tsize; \
1450 GLfixed er, eg, eb, ea; \
1451 GLint tr, tg, tb, ta; \
1455 if (envmode == GL_BLEND || envmode == GL_ADD) { \
1456 er = FloatToFixed(unit->EnvColor[RCOMP]); \
1457 eg = FloatToFixed(unit->EnvColor[GCOMP]); \
1458 eb = FloatToFixed(unit->EnvColor[BCOMP]); \
1459 ea = FloatToFixed(unit->EnvColor[ACOMP]); \
1463 case GL_LUMINANCE: \
1464 case GL_INTENSITY: \
1467 case GL_LUMINANCE_ALPHA: \
1477 _mesa_problem(NULL, "Bad texture format in lin_persp_texture_triangle"); \
1480 sscale = FIXED_SCALE * twidth; \
1481 tscale = FIXED_SCALE * theight; \
1482 tbytesline = obj->Image[b]->Width * comp; \
1483 tsize = theight * tbytesline;
1486 #define SPAN(DO_TEX,COMP) \
1487 for (i=0;i<n;i++) { \
1488 GLfloat invQ = 1.0f / vv; \
1489 GLfixed ffs = (int)(SS * invQ); \
1490 GLfixed fft = (int)(TT * invQ); \
1491 GLint s = FixedToInt(ffs) & smask; \
1492 GLint t = FixedToInt(fft) & tmask; \
1493 GLint sf = ffs & FIXED_FRAC_MASK; \
1494 GLint tf = fft & FIXED_FRAC_MASK; \
1495 GLint si = FIXED_FRAC_MASK - sf; \
1496 GLint ti = FIXED_FRAC_MASK - tf; \
1497 GLint pos = COMP * ((t << twidth_log2) + s); \
1498 GLchan *tex00 = texture + pos; \
1499 GLchan *tex10 = tex00 + tbytesline; \
1500 GLchan *tex01 = tex00 + COMP; \
1501 GLchan *tex11 = tex10 + COMP; \
1507 tex01 -= tbytesline; \
1508 tex11 -= tbytesline; \
1510 zspan[i] = FixedToDepth(ffz); \
1511 fogspan[i] = ffog; \
1525 #define INNER_LOOP( LEFT, RIGHT, Y ) \
1528 const GLint n = RIGHT-LEFT; \
1529 GLdepth zspan[MAX_WIDTH]; \
1530 GLfloat fogspan[MAX_WIDTH]; \
1531 GLchan rgba[MAX_WIDTH][4]; \
1532 (void) uu; /* please GCC */ \
1534 GLfloat SS = ss * sscale; \
1535 GLfloat TT = tt * tscale; \
1536 GLfloat dSdx = dsdx * sscale; \
1537 GLfloat dTdx = dtdx * tscale; \
1538 GLchan *dest = rgba[0]; \
1539 SS -= 0.5f * FIXED_SCALE * vv; \
1540 TT -= 0.5f * FIXED_SCALE * vv; \
1543 switch (envmode) { \
1545 SPAN(LINEAR_RGB;MODULATE,3); \
1549 SPAN(LINEAR_RGB;REPLACE,3); \
1552 SPAN(LINEAR_RGB;BLEND,3); \
1555 SPAN(LINEAR_RGB;ADD,3); \
1562 switch (envmode) { \
1564 SPAN(LINEAR_RGBA;MODULATE,4); \
1567 SPAN(LINEAR_RGBA;DECAL,4); \
1570 SPAN(LINEAR_RGBA;BLEND,4); \
1573 SPAN(LINEAR_RGBA;REPLACE,4); \
1576 SPAN(LINEAR_RGBA;ADD,4); \
1578 default: /* unexpected env mode */ \
1582 _mesa_write_rgba_span( ctx, n, LEFT, Y, zspan, \
1584 rgba, GL_POLYGON ); \
1585 ffr = ffg = ffb = ffa = 0; \
1589 #include "s_tritemp.h"
1596 * Render a smooth-shaded, textured, RGBA triangle.
1597 * Interpolate S,T,U with perspective correction, w/out mipmapping.
1598 * Note: we use texture coordinates S,T,U,V instead of S,T,R,Q because
1599 * R is already used for red.
1601 static void general_textured_triangle( GLcontext
*ctx
,
1604 const SWvertex
*v2
)
1607 #define INTERP_FOG 1
1608 #define DEPTH_TYPE DEFAULT_SOFTWARE_DEPTH_TYPE
1609 #define INTERP_RGB 1
1610 #define INTERP_ALPHA 1
1611 #define INTERP_TEX 1
1612 #define SETUP_CODE \
1613 GLboolean flat_shade = (ctx->Light.ShadeModel==GL_FLAT); \
1616 r = v2->color[RCOMP]; \
1617 g = v2->color[GCOMP]; \
1618 b = v2->color[BCOMP]; \
1619 a = v2->color[ACOMP]; \
1621 #define INNER_LOOP( LEFT, RIGHT, Y ) \
1624 const GLint n = RIGHT-LEFT; \
1625 GLdepth zspan[MAX_WIDTH]; \
1626 GLfloat fogspan[MAX_WIDTH]; \
1627 GLchan rgba[MAX_WIDTH][4]; \
1628 GLfloat s[MAX_WIDTH], t[MAX_WIDTH], u[MAX_WIDTH]; \
1631 for (i=0;i<n;i++) { \
1632 GLdouble invQ = vv ? (1.0 / vv) : 1.0; \
1633 zspan[i] = FixedToDepth(ffz); \
1634 fogspan[i] = ffog; \
1635 rgba[i][RCOMP] = r; \
1636 rgba[i][GCOMP] = g; \
1637 rgba[i][BCOMP] = b; \
1638 rgba[i][ACOMP] = a; \
1651 for (i=0;i<n;i++) { \
1652 GLdouble invQ = vv ? (1.0 / vv) : 1.0; \
1653 zspan[i] = FixedToDepth(ffz); \
1654 rgba[i][RCOMP] = FixedToInt(ffr); \
1655 rgba[i][GCOMP] = FixedToInt(ffg); \
1656 rgba[i][BCOMP] = FixedToInt(ffb); \
1657 rgba[i][ACOMP] = FixedToInt(ffa); \
1658 fogspan[i] = ffog; \
1674 _mesa_write_texture_span( ctx, n, LEFT, Y, zspan, \
1675 fogspan, s, t, u, NULL, \
1676 rgba, NULL, GL_POLYGON ); \
1680 #include "s_tritemp.h"
1685 * Render a smooth-shaded, textured, RGBA triangle with separate specular
1686 * color interpolation.
1687 * Interpolate S,T,U with perspective correction, w/out mipmapping.
1688 * Note: we use texture coordinates S,T,U,V instead of S,T,R,Q because
1689 * R is already used for red.
1691 static void general_textured_spec_triangle1( GLcontext
*ctx
,
1695 GLdepth zspan
[MAX_WIDTH
],
1696 GLfloat fogspan
[MAX_WIDTH
],
1697 GLchan rgba
[MAX_WIDTH
][4],
1698 GLchan spec
[MAX_WIDTH
][4] )
1701 #define INTERP_FOG 1
1702 #define DEPTH_TYPE DEFAULT_SOFTWARE_DEPTH_TYPE
1703 #define INTERP_RGB 1
1704 #define INTERP_SPEC 1
1705 #define INTERP_ALPHA 1
1706 #define INTERP_TEX 1
1707 #define SETUP_CODE \
1708 GLboolean flat_shade = (ctx->Light.ShadeModel==GL_FLAT); \
1709 GLint r, g, b, a, sr, sg, sb; \
1711 r = v2->color[RCOMP]; \
1712 g = v2->color[GCOMP]; \
1713 b = v2->color[BCOMP]; \
1714 a = v2->color[ACOMP]; \
1715 sr = v2->specular[RCOMP]; \
1716 sg = v2->specular[GCOMP]; \
1717 sb = v2->specular[BCOMP]; \
1719 #define INNER_LOOP( LEFT, RIGHT, Y ) \
1722 const GLint n = RIGHT-LEFT; \
1723 GLfloat s[MAX_WIDTH], t[MAX_WIDTH], u[MAX_WIDTH]; \
1726 for (i=0;i<n;i++) { \
1727 GLdouble invQ = vv ? (1.0 / vv) : 1.0; \
1728 zspan[i] = FixedToDepth(ffz); \
1729 fogspan[i] = ffog; \
1730 rgba[i][RCOMP] = r; \
1731 rgba[i][GCOMP] = g; \
1732 rgba[i][BCOMP] = b; \
1733 rgba[i][ACOMP] = a; \
1734 spec[i][RCOMP] = sr; \
1735 spec[i][GCOMP] = sg; \
1736 spec[i][BCOMP] = sb; \
1749 for (i=0;i<n;i++) { \
1750 GLdouble invQ = vv ? (1.0 / vv) : 1.0; \
1751 zspan[i] = FixedToDepth(ffz); \
1752 fogspan[i] = ffog; \
1753 rgba[i][RCOMP] = FixedToInt(ffr); \
1754 rgba[i][GCOMP] = FixedToInt(ffg); \
1755 rgba[i][BCOMP] = FixedToInt(ffb); \
1756 rgba[i][ACOMP] = FixedToInt(ffa); \
1757 spec[i][RCOMP] = FixedToInt(ffsr); \
1758 spec[i][GCOMP] = FixedToInt(ffsg); \
1759 spec[i][BCOMP] = FixedToInt(ffsb); \
1778 _mesa_write_texture_span( ctx, n, LEFT, Y, zspan, \
1780 s, t, u, NULL, rgba, \
1781 (CONST GLchan (*)[4]) spec, \
1786 #include "s_tritemp.h"
1791 * Render a smooth-shaded, textured, RGBA triangle.
1792 * Interpolate S,T,U with perspective correction and compute lambda for
1793 * each fragment. Lambda is used to determine whether to use the
1794 * minification or magnification filter. If minification and using
1795 * mipmaps, lambda is also used to select the texture level of detail.
1797 static void lambda_textured_triangle1( GLcontext
*ctx
,
1801 GLfloat s
[MAX_WIDTH
],
1802 GLfloat t
[MAX_WIDTH
],
1803 GLfloat u
[MAX_WIDTH
] )
1806 #define INTERP_FOG 1
1807 #define DEPTH_TYPE DEFAULT_SOFTWARE_DEPTH_TYPE
1808 #define INTERP_RGB 1
1809 #define INTERP_ALPHA 1
1810 #define INTERP_LAMBDA 1
1811 #define INTERP_TEX 1
1813 #define SETUP_CODE \
1814 const struct gl_texture_object *obj = ctx->Texture.Unit[0]._Current; \
1815 const GLint baseLevel = obj->BaseLevel; \
1816 const struct gl_texture_image *texImage = obj->Image[baseLevel]; \
1817 const GLfloat twidth = (GLfloat) texImage->Width; \
1818 const GLfloat theight = (GLfloat) texImage->Height; \
1819 const GLboolean flat_shade = (ctx->Light.ShadeModel==GL_FLAT); \
1822 r = v2->color[RCOMP]; \
1823 g = v2->color[GCOMP]; \
1824 b = v2->color[BCOMP]; \
1825 a = v2->color[ACOMP]; \
1828 #define INNER_LOOP( LEFT, RIGHT, Y ) \
1831 const GLint n = RIGHT-LEFT; \
1832 GLdepth zspan[MAX_WIDTH]; \
1833 GLfloat fogspan[MAX_WIDTH]; \
1834 GLchan rgba[MAX_WIDTH][4]; \
1835 GLfloat lambda[MAX_WIDTH]; \
1838 for (i=0;i<n;i++) { \
1839 GLdouble invQ = vv ? (1.0 / vv) : 1.0; \
1840 zspan[i] = FixedToDepth(ffz); \
1841 fogspan[i] = ffog; \
1842 rgba[i][RCOMP] = r; \
1843 rgba[i][GCOMP] = g; \
1844 rgba[i][BCOMP] = b; \
1845 rgba[i][ACOMP] = a; \
1849 COMPUTE_LAMBDA(lambda[i], invQ); \
1859 for (i=0;i<n;i++) { \
1860 GLdouble invQ = vv ? (1.0 / vv) : 1.0; \
1861 zspan[i] = FixedToDepth(ffz); \
1862 fogspan[i] = ffog; \
1863 rgba[i][RCOMP] = FixedToInt(ffr); \
1864 rgba[i][GCOMP] = FixedToInt(ffg); \
1865 rgba[i][BCOMP] = FixedToInt(ffb); \
1866 rgba[i][ACOMP] = FixedToInt(ffa); \
1870 COMPUTE_LAMBDA(lambda[i], invQ); \
1883 _mesa_write_texture_span( ctx, n, LEFT, Y, zspan, fogspan, \
1885 rgba, NULL, GL_POLYGON ); \
1889 #include "s_tritemp.h"
1894 * Render a smooth-shaded, textured, RGBA triangle with separate specular
1896 * Interpolate S,T,U with perspective correction and compute lambda for
1897 * each fragment. Lambda is used to determine whether to use the
1898 * minification or magnification filter. If minification and using
1899 * mipmaps, lambda is also used to select the texture level of detail.
1901 static void lambda_textured_spec_triangle1( GLcontext
*ctx
,
1905 GLfloat s
[MAX_WIDTH
],
1906 GLfloat t
[MAX_WIDTH
],
1907 GLfloat u
[MAX_WIDTH
] )
1910 #define INTERP_FOG 1
1911 #define DEPTH_TYPE DEFAULT_SOFTWARE_DEPTH_TYPE
1912 #define INTERP_RGB 1
1913 #define INTERP_SPEC 1
1914 #define INTERP_ALPHA 1
1915 #define INTERP_TEX 1
1916 #define INTERP_LAMBDA 1
1918 #define SETUP_CODE \
1919 const struct gl_texture_object *obj = ctx->Texture.Unit[0]._Current; \
1920 const GLint baseLevel = obj->BaseLevel; \
1921 const struct gl_texture_image *texImage = obj->Image[baseLevel]; \
1922 const GLfloat twidth = (GLfloat) texImage->Width; \
1923 const GLfloat theight = (GLfloat) texImage->Height; \
1924 const GLboolean flat_shade = (ctx->Light.ShadeModel==GL_FLAT); \
1925 GLint r, g, b, a, sr, sg, sb; \
1927 r = v2->color[RCOMP]; \
1928 g = v2->color[GCOMP]; \
1929 b = v2->color[BCOMP]; \
1930 a = v2->color[ACOMP]; \
1931 sr = v2->specular[RCOMP]; \
1932 sg = v2->specular[GCOMP]; \
1933 sb = v2->specular[BCOMP]; \
1936 #define INNER_LOOP( LEFT, RIGHT, Y ) \
1939 const GLint n = RIGHT-LEFT; \
1940 GLdepth zspan[MAX_WIDTH]; \
1941 GLfloat fogspan[MAX_WIDTH]; \
1942 GLchan spec[MAX_WIDTH][4]; \
1943 GLchan rgba[MAX_WIDTH][4]; \
1944 GLfloat lambda[MAX_WIDTH]; \
1947 for (i=0;i<n;i++) { \
1948 GLdouble invQ = vv ? (1.0 / vv) : 1.0; \
1949 zspan[i] = FixedToDepth(ffz); \
1950 fogspan[i] = ffog; \
1951 rgba[i][RCOMP] = r; \
1952 rgba[i][GCOMP] = g; \
1953 rgba[i][BCOMP] = b; \
1954 rgba[i][ACOMP] = a; \
1955 spec[i][RCOMP] = sr; \
1956 spec[i][GCOMP] = sg; \
1957 spec[i][BCOMP] = sb; \
1961 COMPUTE_LAMBDA(lambda[i], invQ); \
1971 for (i=0;i<n;i++) { \
1972 GLdouble invQ = vv ? (1.0 / vv) : 1.0; \
1973 zspan[i] = FixedToDepth(ffz); \
1974 fogspan[i] = ffog; \
1975 rgba[i][RCOMP] = FixedToInt(ffr); \
1976 rgba[i][GCOMP] = FixedToInt(ffg); \
1977 rgba[i][BCOMP] = FixedToInt(ffb); \
1978 rgba[i][ACOMP] = FixedToInt(ffa); \
1979 spec[i][RCOMP] = FixedToInt(ffsr); \
1980 spec[i][GCOMP] = FixedToInt(ffsg); \
1981 spec[i][BCOMP] = FixedToInt(ffsb); \
1985 COMPUTE_LAMBDA(lambda[i], invQ); \
2001 _mesa_write_texture_span( ctx, n, LEFT, Y, zspan, \
2002 fogspan, s, t, u, lambda, \
2003 rgba, (CONST GLchan (*)[4]) spec, \
2008 #include "s_tritemp.h"
2013 * This is the big one!
2014 * Interpolate Z, RGB, Alpha, and two sets of texture coordinates.
2018 lambda_multitextured_triangle1( GLcontext
*ctx
,
2022 GLfloat s
[MAX_TEXTURE_UNITS
][MAX_WIDTH
],
2023 GLfloat t
[MAX_TEXTURE_UNITS
][MAX_WIDTH
],
2024 GLfloat u
[MAX_TEXTURE_UNITS
][MAX_WIDTH
])
2027 #define INTERP_FOG 1
2028 #define DEPTH_TYPE DEFAULT_SOFTWARE_DEPTH_TYPE
2029 #define INTERP_RGB 1
2030 #define INTERP_ALPHA 1
2031 #define INTERP_MULTITEX 1
2032 #define INTERP_MULTILAMBDA 1
2034 #define SETUP_CODE \
2035 GLchan rgba[MAX_WIDTH][4]; \
2036 const GLboolean flat_shade = (ctx->Light.ShadeModel==GL_FLAT); \
2037 GLfloat twidth[MAX_TEXTURE_UNITS], theight[MAX_TEXTURE_UNITS]; \
2047 for (unit = 0; unit < ctx->Const.MaxTextureUnits; unit++) { \
2048 if (ctx->Texture.Unit[unit]._ReallyEnabled) { \
2049 const struct gl_texture_object *obj = ctx->Texture.Unit[unit]._Current; \
2050 const GLint baseLevel = obj->BaseLevel; \
2051 const struct gl_texture_image *texImage = obj->Image[baseLevel];\
2052 twidth[unit] = (GLfloat) texImage->Width; \
2053 theight[unit] = (GLfloat) texImage->Height; \
2058 #define INNER_LOOP( LEFT, RIGHT, Y ) \
2061 const GLint n = RIGHT-LEFT; \
2062 GLdepth zspan[MAX_WIDTH]; \
2063 GLfloat fogspan[MAX_WIDTH]; \
2064 GLfloat lambda[MAX_TEXTURE_UNITS][MAX_WIDTH]; \
2067 for (i=0;i<n;i++) { \
2069 zspan[i] = FixedToDepth(ffz); \
2070 fogspan[i] = ffog; \
2073 rgba[i][RCOMP] = r; \
2074 rgba[i][GCOMP] = g; \
2075 rgba[i][BCOMP] = b; \
2076 rgba[i][ACOMP] = a; \
2077 for (unit=0; unit < ctx->Const.MaxTextureUnits; unit++) {\
2078 if (ctx->Texture.Unit[unit]._ReallyEnabled) { \
2079 GLdouble invQ = 1.0 / vv[unit]; \
2080 s[unit][i] = ss[unit] * invQ; \
2081 t[unit][i] = tt[unit] * invQ; \
2082 u[unit][i] = uu[unit] * invQ; \
2083 COMPUTE_MULTILAMBDA(lambda[unit][i], invQ, unit); \
2084 ss[unit] += dsdx[unit]; \
2085 tt[unit] += dtdx[unit]; \
2086 uu[unit] += dudx[unit]; \
2087 vv[unit] += dvdx[unit]; \
2092 else { /* smooth shade */ \
2093 for (i=0;i<n;i++) { \
2095 zspan[i] = FixedToDepth(ffz); \
2096 fogspan[i] = ffog; \
2099 rgba[i][RCOMP] = FixedToInt(ffr); \
2100 rgba[i][GCOMP] = FixedToInt(ffg); \
2101 rgba[i][BCOMP] = FixedToInt(ffb); \
2102 rgba[i][ACOMP] = FixedToInt(ffa); \
2107 for (unit=0; unit < ctx->Const.MaxTextureUnits; unit++) {\
2108 if (ctx->Texture.Unit[unit]._ReallyEnabled) { \
2109 GLdouble invQ = 1.0 / vv[unit]; \
2110 s[unit][i] = ss[unit] * invQ; \
2111 t[unit][i] = tt[unit] * invQ; \
2112 u[unit][i] = uu[unit] * invQ; \
2113 COMPUTE_MULTILAMBDA(lambda[unit][i], invQ, unit); \
2114 ss[unit] += dsdx[unit]; \
2115 tt[unit] += dtdx[unit]; \
2116 uu[unit] += dudx[unit]; \
2117 vv[unit] += dvdx[unit]; \
2122 _mesa_write_multitexture_span(ctx, n, LEFT, Y, zspan, fogspan, \
2123 (const GLfloat (*)[MAX_WIDTH]) s,\
2124 (const GLfloat (*)[MAX_WIDTH]) t,\
2125 (const GLfloat (*)[MAX_WIDTH]) u,\
2126 (GLfloat (*)[MAX_WIDTH]) lambda, \
2127 rgba, NULL, GL_POLYGON ); \
2131 #include "s_tritemp.h"
2136 * These wrappers are needed to deal with the 32KB / stack frame limit
2137 * on Mac / PowerPC systems.
2140 static void general_textured_spec_triangle(GLcontext
*ctx
,
2143 const SWvertex
*v2
)
2145 GLdepth zspan
[MAX_WIDTH
];
2146 GLfloat fogspan
[MAX_WIDTH
];
2147 GLchan rgba
[MAX_WIDTH
][4], spec
[MAX_WIDTH
][4];
2148 general_textured_spec_triangle1(ctx
,v0
,v1
,v2
,zspan
,fogspan
,rgba
,spec
);
2151 static void lambda_textured_triangle( GLcontext
*ctx
,
2154 const SWvertex
*v2
)
2156 GLfloat s
[MAX_WIDTH
], t
[MAX_WIDTH
], u
[MAX_WIDTH
];
2157 lambda_textured_triangle1(ctx
,v0
,v1
,v2
,s
,t
,u
);
2160 static void lambda_textured_spec_triangle( GLcontext
*ctx
,
2163 const SWvertex
*v2
)
2165 GLfloat s
[MAX_WIDTH
];
2166 GLfloat t
[MAX_WIDTH
];
2167 GLfloat u
[MAX_WIDTH
];
2168 lambda_textured_spec_triangle1(ctx
,v0
,v1
,v2
,s
,t
,u
);
2172 static void lambda_multitextured_triangle( GLcontext
*ctx
,
2175 const SWvertex
*v2
)
2178 GLfloat s
[MAX_TEXTURE_UNITS
][MAX_WIDTH
];
2179 GLfloat t
[MAX_TEXTURE_UNITS
][MAX_WIDTH
];
2180 DEFMARRAY(GLfloat
,u
,MAX_TEXTURE_UNITS
,MAX_WIDTH
);
2181 CHECKARRAY(u
,return);
2183 lambda_multitextured_triangle1(ctx
,v0
,v1
,v2
,s
,t
,u
);
2190 static void occlusion_zless_triangle( GLcontext
*ctx
,
2193 const SWvertex
*v2
)
2195 if (ctx
->OcclusionResult
) {
2199 #define DO_OCCLUSION_TEST
2201 #define DEPTH_TYPE DEFAULT_SOFTWARE_DEPTH_TYPE
2202 #define INNER_LOOP( LEFT, RIGHT, Y ) \
2205 const GLint len = RIGHT-LEFT; \
2206 for (i=0;i<len;i++) { \
2207 GLdepth z = FixedToDepth(ffz); \
2208 if (z < zRow[i]) { \
2209 ctx->OcclusionResult = GL_TRUE; \
2215 #include "s_tritemp.h"
2218 static void nodraw_triangle( GLcontext
*ctx
,
2221 const SWvertex
*v2
)
2223 (void) (ctx
&& v0
&& v1
&& v2
);
2226 void _swrast_add_spec_terms_triangle( GLcontext
*ctx
,
2229 const SWvertex
*v2
)
2231 SWvertex
*ncv0
= (SWvertex
*)v0
; /* drop const qualifier */
2232 SWvertex
*ncv1
= (SWvertex
*)v1
;
2233 SWvertex
*ncv2
= (SWvertex
*)v2
;
2235 COPY_CHAN4( c
[0], ncv0
->color
);
2236 COPY_CHAN4( c
[1], ncv1
->color
);
2237 COPY_CHAN4( c
[2], ncv2
->color
);
2238 ACC_3V( ncv0
->color
, ncv0
->specular
);
2239 ACC_3V( ncv1
->color
, ncv1
->specular
);
2240 ACC_3V( ncv2
->color
, ncv2
->specular
);
2241 SWRAST_CONTEXT(ctx
)->SpecTriangle( ctx
, ncv0
, ncv1
, ncv2
);
2242 COPY_CHAN4( ncv0
->color
, c
[0] );
2243 COPY_CHAN4( ncv1
->color
, c
[1] );
2244 COPY_CHAN4( ncv2
->color
, c
[2] );
2251 /* record the current triangle function name */
2252 static const char *triFuncName
= NULL
;
2254 #define USE(triFunc) \
2256 triFuncName = #triFunc; \
2257 /*printf("%s\n", triFuncName);*/ \
2258 swrast->Triangle = triFunc; \
2263 #define USE(triFunc) swrast->Triangle = triFunc;
2271 * Determine which triangle rendering function to use given the current
2272 * rendering context.
2274 * Please update the summary flag _SWRAST_NEW_TRIANGLE if you add or
2275 * remove tests to this code.
2278 _swrast_choose_triangle( GLcontext
*ctx
)
2280 SWcontext
*swrast
= SWRAST_CONTEXT(ctx
);
2281 const GLboolean rgbmode
= ctx
->Visual
.rgbMode
;
2283 if (ctx
->Polygon
.CullFlag
&&
2284 ctx
->Polygon
.CullFaceMode
== GL_FRONT_AND_BACK
) {
2285 USE(nodraw_triangle
);
2289 if (ctx
->RenderMode
==GL_RENDER
) {
2291 if (ctx
->Polygon
.SmoothFlag
) {
2292 _mesa_set_aa_triangle_function(ctx
);
2293 ASSERT(swrast
->Triangle
);
2297 if (ctx
->Depth
.OcclusionTest
&&
2299 ctx
->Depth
.Mask
== GL_FALSE
&&
2300 ctx
->Depth
.Func
== GL_LESS
&&
2301 !ctx
->Stencil
.Enabled
) {
2303 ctx
->Color
.ColorMask
[0] == 0 &&
2304 ctx
->Color
.ColorMask
[1] == 0 &&
2305 ctx
->Color
.ColorMask
[2] == 0 &&
2306 ctx
->Color
.ColorMask
[3] == 0)
2308 (!rgbmode
&& ctx
->Color
.IndexMask
== 0)) {
2309 USE(occlusion_zless_triangle
);
2314 if (ctx
->Texture
._ReallyEnabled
) {
2315 /* Ugh, we do a _lot_ of tests to pick the best textured tri func */
2316 const struct gl_texture_object
*texObj2D
;
2317 const struct gl_texture_image
*texImg
;
2318 GLenum minFilter
, magFilter
, envMode
;
2320 texObj2D
= ctx
->Texture
.Unit
[0].Current2D
;
2321 texImg
= texObj2D
? texObj2D
->Image
[texObj2D
->BaseLevel
] : NULL
;
2322 format
= texImg
? texImg
->TexFormat
->MesaFormat
: -1;
2323 minFilter
= texObj2D
? texObj2D
->MinFilter
: (GLenum
) 0;
2324 magFilter
= texObj2D
? texObj2D
->MagFilter
: (GLenum
) 0;
2325 envMode
= ctx
->Texture
.Unit
[0].EnvMode
;
2327 /* First see if we can used an optimized 2-D texture function */
2328 if (ctx
->Texture
._ReallyEnabled
==TEXTURE0_2D
2329 && texObj2D
->WrapS
==GL_REPEAT
2330 && texObj2D
->WrapT
==GL_REPEAT
2331 && texImg
->Border
==0
2332 && (format
== MESA_FORMAT_RGB
|| format
== MESA_FORMAT_RGBA
)
2333 && minFilter
== magFilter
2334 && ctx
->Light
.Model
.ColorControl
== GL_SINGLE_COLOR
2335 && ctx
->Texture
.Unit
[0].EnvMode
!= GL_COMBINE_EXT
) {
2336 if (ctx
->Hint
.PerspectiveCorrection
==GL_FASTEST
) {
2337 if (minFilter
== GL_NEAREST
2339 && (envMode
== GL_REPLACE
|| envMode
== GL_DECAL
)
2340 && ((swrast
->_RasterMask
== DEPTH_BIT
2341 && ctx
->Depth
.Func
== GL_LESS
2342 && ctx
->Depth
.Mask
== GL_TRUE
)
2343 || swrast
->_RasterMask
== 0)
2344 && ctx
->Polygon
.StippleFlag
== GL_FALSE
) {
2345 if (swrast
->_RasterMask
==DEPTH_BIT
) {
2346 USE(simple_z_textured_triangle
);
2349 USE(simple_textured_triangle
);
2353 if (ctx
->Texture
.Unit
[0].EnvMode
==GL_ADD
) {
2354 USE(general_textured_triangle
);
2357 USE(affine_textured_triangle
);
2362 #if 00 /* XXX these function have problems with texture coord interpolation */
2363 if (filter
==GL_NEAREST
) {
2364 USE(near_persp_textured_triangle
);
2367 USE(lin_persp_textured_triangle
);
2370 USE(general_textured_triangle
);
2374 /* More complicated textures (mipmap, multi-tex, sep specular) */
2375 GLboolean needLambda
;
2376 /* if mag filter != min filter we need to compute lambda */
2377 const struct gl_texture_object
*obj
= ctx
->Texture
.Unit
[0]._Current
;
2378 if (obj
&& obj
->MinFilter
!= obj
->MagFilter
)
2379 needLambda
= GL_TRUE
;
2381 needLambda
= GL_FALSE
;
2382 if (swrast
->_MultiTextureEnabled
) {
2383 USE(lambda_multitextured_triangle
);
2385 else if (ctx
->_TriangleCaps
& DD_SEPARATE_SPECULAR
) {
2386 /* separate specular color interpolation */
2388 USE(lambda_textured_spec_triangle
);
2391 USE(general_textured_spec_triangle
);
2396 USE(lambda_textured_triangle
);
2399 USE(general_textured_triangle
);
2405 ASSERT(!ctx
->Texture
._ReallyEnabled
);
2406 if (ctx
->Light
.ShadeModel
==GL_SMOOTH
) {
2407 /* smooth shaded, no texturing, stippled or some raster ops */
2409 USE(smooth_rgba_triangle
);
2412 USE(smooth_ci_triangle
);
2416 /* flat shaded, no texturing, stippled or some raster ops */
2418 USE(flat_rgba_triangle
);
2421 USE(flat_ci_triangle
);
2426 else if (ctx
->RenderMode
==GL_FEEDBACK
) {
2427 USE(_mesa_feedback_triangle
);
2430 /* GL_SELECT mode */
2431 USE(_mesa_select_triangle
);