1 /* $Id: s_triangle.c,v 1.32 2001/07/09 16:24:30 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"
50 #include "s_trispan.h"
54 GLboolean
_mesa_cull_triangle( GLcontext
*ctx
,
59 GLfloat ex
= v1
->win
[0] - v0
->win
[0];
60 GLfloat ey
= v1
->win
[1] - v0
->win
[1];
61 GLfloat fx
= v2
->win
[0] - v0
->win
[0];
62 GLfloat fy
= v2
->win
[1] - v0
->win
[1];
63 GLfloat c
= ex
*fy
-ey
*fx
;
65 if (c
* SWRAST_CONTEXT(ctx
)->_backface_sign
> 0)
74 * Render a flat-shaded color index triangle.
76 static void flat_ci_triangle( GLcontext
*ctx
,
84 #define RENDER_SPAN( span ) \
85 GLdepth zSpan[MAX_WIDTH]; \
86 GLfloat fogSpan[MAX_WIDTH]; \
88 for (i = 0; i < span.count; i++) { \
89 zSpan[i] = FixedToDepth(span.z); \
90 span.z += span.zStep; \
91 fogSpan[i] = span.fog; \
92 span.fog += span.fogStep; \
94 _mesa_write_monoindex_span(ctx, span.count, span.x, span.y, \
95 zSpan, fogSpan, v0->index, NULL, GL_POLYGON );
97 #include "s_tritemp.h"
103 * Render a smooth-shaded color index triangle.
105 static void smooth_ci_triangle( GLcontext
*ctx
,
112 #define INTERP_INDEX 1
114 #define RENDER_SPAN( span ) \
115 GLdepth zSpan[MAX_WIDTH]; \
116 GLfloat fogSpan[MAX_WIDTH]; \
117 GLuint indexSpan[MAX_WIDTH]; \
119 for (i = 0; i < span.count; i++) { \
120 zSpan[i] = FixedToDepth(span.z); \
121 span.z += span.zStep; \
122 indexSpan[i] = FixedToInt(span.index); \
123 span.index += span.indexStep; \
124 fogSpan[i] = span.fog; \
125 span.fog += span.fogStep; \
127 _mesa_write_index_span(ctx, span.count, span.x, span.y, \
128 zSpan, fogSpan, indexSpan, NULL, GL_POLYGON);
130 #include "s_tritemp.h"
136 * Render a flat-shaded RGBA triangle.
138 static void flat_rgba_triangle( GLcontext
*ctx
,
145 #define DEPTH_TYPE DEFAULT_SOFTWARE_DEPTH_TYPE
147 #define RENDER_SPAN( span ) \
148 GLdepth zSpan[MAX_WIDTH]; \
149 GLfloat fogSpan[MAX_WIDTH]; \
151 for (i = 0; i < span.count; i++) { \
152 zSpan[i] = FixedToDepth(span.z); \
153 span.z += span.zStep; \
154 fogSpan[i] = span.fog; \
155 span.fog += span.fogStep; \
157 _mesa_write_monocolor_span(ctx, span.count, span.x, span.y, zSpan, \
158 fogSpan, v2->color, NULL, GL_POLYGON );
160 #include "s_tritemp.h"
162 ASSERT(!ctx
->Texture
._ReallyEnabled
); /* texturing must be off */
163 ASSERT(ctx
->Light
.ShadeModel
==GL_FLAT
);
169 * Render a smooth-shaded RGBA triangle.
171 static void smooth_rgba_triangle( GLcontext
*ctx
,
179 #define DEPTH_TYPE DEFAULT_SOFTWARE_DEPTH_TYPE
181 #define INTERP_ALPHA 1
183 #define RENDER_SPAN( span ) \
184 GLdepth zSpan[MAX_WIDTH]; \
185 GLchan rgbaSpan[MAX_WIDTH][4]; \
186 GLfloat fogSpan[MAX_WIDTH]; \
188 for (i = 0; i < span.count; i++) { \
189 rgbaSpan[i][RCOMP] = FixedToInt(span.red); \
190 rgbaSpan[i][GCOMP] = FixedToInt(span.green); \
191 rgbaSpan[i][BCOMP] = FixedToInt(span.blue); \
192 rgbaSpan[i][ACOMP] = FixedToInt(span.alpha); \
193 span.red += span.redStep; \
194 span.green += span.greenStep; \
195 span.blue += span.blueStep; \
196 span.alpha += span.alphaStep; \
197 zSpan[i] = FixedToDepth(span.z); \
198 span.z += span.zStep; \
199 fogSpan[i] = span.fog; \
200 span.fog += span.fogStep; \
202 _mesa_write_rgba_span(ctx, span.count, span.x, span.y, \
203 (CONST GLdepth *) zSpan, \
204 fogSpan, rgbaSpan, NULL, GL_POLYGON);
206 #include "s_tritemp.h"
208 ASSERT(!ctx
->Texture
._ReallyEnabled
); /* texturing must be off */
209 ASSERT(ctx
->Light
.ShadeModel
==GL_SMOOTH
);
214 * Render an RGB, GL_DECAL, textured triangle.
215 * Interpolate S,T only w/out mipmapping or perspective correction.
219 static void simple_textured_triangle( GLcontext
*ctx
,
224 #define INTERP_INT_TEX 1
225 #define S_SCALE twidth
226 #define T_SCALE theight
229 SWcontext *swrast = SWRAST_CONTEXT(ctx); \
230 struct gl_texture_object *obj = ctx->Texture.Unit[0].Current2D; \
231 GLint b = obj->BaseLevel; \
232 const GLfloat twidth = (GLfloat) obj->Image[b]->Width; \
233 const GLfloat theight = (GLfloat) obj->Image[b]->Height; \
234 const GLint twidth_log2 = obj->Image[b]->WidthLog2; \
235 const GLchan *texture = (const GLchan *) obj->Image[b]->Data; \
236 const GLint smask = obj->Image[b]->Width - 1; \
237 const GLint tmask = obj->Image[b]->Height - 1; \
239 /* this shouldn't happen */ \
243 #define RENDER_SPAN( span ) \
244 GLchan rgbSpan[MAX_WIDTH][3]; \
246 span.intTex[0] -= FIXED_HALF; /* off-by-one error? */ \
247 span.intTex[1] -= FIXED_HALF; \
248 for (i = 0; i < span.count; i++) { \
249 GLint s = FixedToInt(span.intTex[0]) & smask; \
250 GLint t = FixedToInt(span.intTex[1]) & tmask; \
251 GLint pos = (t << twidth_log2) + s; \
252 pos = pos + pos + pos; /* multiply by 3 */ \
253 rgbSpan[i][RCOMP] = texture[pos]; \
254 rgbSpan[i][GCOMP] = texture[pos+1]; \
255 rgbSpan[i][BCOMP] = texture[pos+2]; \
256 span.intTex[0] += span.intTexStep[0]; \
257 span.intTex[1] += span.intTexStep[1]; \
259 (*swrast->Driver.WriteRGBSpan)(ctx, span.count, span.x, span.y, \
260 (CONST GLchan (*)[3]) rgbSpan, NULL );
262 #include "s_tritemp.h"
267 * Render an RGB, GL_DECAL, textured triangle.
268 * Interpolate S,T, GL_LESS depth test, w/out mipmapping or
269 * perspective correction.
273 static void simple_z_textured_triangle( GLcontext
*ctx
,
279 #define DEPTH_TYPE DEFAULT_SOFTWARE_DEPTH_TYPE
280 #define INTERP_INT_TEX 1
281 #define S_SCALE twidth
282 #define T_SCALE theight
285 SWcontext *swrast = SWRAST_CONTEXT(ctx); \
286 struct gl_texture_object *obj = ctx->Texture.Unit[0].Current2D; \
287 GLint b = obj->BaseLevel; \
288 GLfloat twidth = (GLfloat) obj->Image[b]->Width; \
289 GLfloat theight = (GLfloat) obj->Image[b]->Height; \
290 GLint twidth_log2 = obj->Image[b]->WidthLog2; \
291 const GLchan *texture = (const GLchan *) obj->Image[b]->Data; \
292 GLint smask = obj->Image[b]->Width - 1; \
293 GLint tmask = obj->Image[b]->Height - 1; \
295 /* this shouldn't happen */ \
299 #define RENDER_SPAN( span ) \
300 GLchan rgbSpan[MAX_WIDTH][3]; \
301 GLubyte mask[MAX_WIDTH]; \
303 span.intTex[0] -= FIXED_HALF; /* off-by-one error? */ \
304 span.intTex[1] -= FIXED_HALF; \
305 for (i = 0; i < span.count; i++) { \
306 const GLdepth z = FixedToDepth(span.z); \
308 GLint s = FixedToInt(span.intTex[0]) & smask; \
309 GLint t = FixedToInt(span.intTex[1]) & tmask; \
310 GLint pos = (t << twidth_log2) + s; \
311 pos = pos + pos + pos; /* multiply by 3 */ \
312 rgbSpan[i][RCOMP] = texture[pos]; \
313 rgbSpan[i][GCOMP] = texture[pos+1]; \
314 rgbSpan[i][BCOMP] = texture[pos+2]; \
321 span.intTex[0] += span.intTexStep[0]; \
322 span.intTex[1] += span.intTexStep[1]; \
323 span.z += span.zStep; \
325 (*swrast->Driver.WriteRGBSpan)(ctx, span.count, span.x, span.y, \
326 (CONST GLchan (*)[3]) rgbSpan, mask );
328 #include "s_tritemp.h"
340 const GLchan
*texture
;
341 GLchan er
, eg
, eb
, ea
;
342 GLint tbytesline
, tsize
;
343 GLint fixedToDepthShift
;
347 affine_span(GLcontext
*ctx
, struct triangle_span
*span
,
348 struct affine_info
*info
)
350 GLint tr
, tg
, tb
, ta
;
352 /* Instead of defining a function for each mode, a test is done
353 * between the outer and inner loops. This is to reduce code size
354 * and complexity. Observe that an optimizing compiler kills
355 * unused variables (for instance tf,sf,ti,si in case of GL_NEAREST).
358 #define NEAREST_RGB \
365 tr = (ti * (si * tex00[0] + sf * tex01[0]) + \
366 tf * (si * tex10[0] + sf * tex11[0])) >> 2 * FIXED_SHIFT; \
367 tg = (ti * (si * tex00[1] + sf * tex01[1]) + \
368 tf * (si * tex10[1] + sf * tex11[1])) >> 2 * FIXED_SHIFT; \
369 tb = (ti * (si * tex00[2] + sf * tex01[2]) + \
370 tf * (si * tex10[2] + sf * tex11[2])) >> 2 * FIXED_SHIFT; \
373 #define NEAREST_RGBA \
379 #define LINEAR_RGBA \
380 tr = (ti * (si * tex00[0] + sf * tex01[0]) + \
381 tf * (si * tex10[0] + sf * tex11[0])) >> 2 * FIXED_SHIFT; \
382 tg = (ti * (si * tex00[1] + sf * tex01[1]) + \
383 tf * (si * tex10[1] + sf * tex11[1])) >> 2 * FIXED_SHIFT; \
384 tb = (ti * (si * tex00[2] + sf * tex01[2]) + \
385 tf * (si * tex10[2] + sf * tex11[2])) >> 2 * FIXED_SHIFT; \
386 ta = (ti * (si * tex00[3] + sf * tex01[3]) + \
387 tf * (si * tex10[3] + sf * tex11[3])) >> 2 * FIXED_SHIFT
390 dest[RCOMP] = span->red * (tr + 1) >> (FIXED_SHIFT + 8); \
391 dest[GCOMP] = span->green * (tg + 1) >> (FIXED_SHIFT + 8); \
392 dest[BCOMP] = span->blue * (tb + 1) >> (FIXED_SHIFT + 8); \
393 dest[ACOMP] = span->alpha * (ta + 1) >> (FIXED_SHIFT + 8)
396 dest[RCOMP] = ((CHAN_MAX - ta) * span->red \
397 + ((ta + 1) * tr << FIXED_SHIFT)) >> (FIXED_SHIFT + 8); \
398 dest[GCOMP] = ((CHAN_MAX - ta) * span->green \
399 + ((ta + 1) * tg << FIXED_SHIFT)) >> (FIXED_SHIFT + 8); \
400 dest[BCOMP] = ((CHAN_MAX - ta) * span->blue \
401 + ((ta + 1) * tb << FIXED_SHIFT)) >> (FIXED_SHIFT + 8); \
402 dest[ACOMP] = FixedToInt(span->alpha)
405 dest[RCOMP] = ((CHAN_MAX - tr) * span->red \
406 + (tr + 1) * info->er) >> (FIXED_SHIFT + 8); \
407 dest[GCOMP] = ((CHAN_MAX - tg) * span->green \
408 + (tg + 1) * info->eg) >> (FIXED_SHIFT + 8); \
409 dest[BCOMP] = ((CHAN_MAX - tb) * span->blue \
410 + (tb + 1) * info->eb) >> (FIXED_SHIFT + 8); \
411 dest[ACOMP] = span->alpha * (ta + 1) >> (FIXED_SHIFT + 8)
420 dest[RCOMP] = ((span->red << 8) \
421 + (tr + 1) * info->er) >> (FIXED_SHIFT + 8); \
422 dest[GCOMP] = ((span->green << 8) \
423 + (tg + 1) * info->eg) >> (FIXED_SHIFT + 8); \
424 dest[BCOMP] = ((span->blue << 8) \
425 + (tb + 1) * info->eb) >> (FIXED_SHIFT + 8); \
426 dest[ACOMP] = span->alpha * (ta + 1) >> (FIXED_SHIFT + 8)
430 #define NEAREST_RGB_REPLACE NEAREST_RGB;REPLACE
432 #define NEAREST_RGBA_REPLACE *(GLint *)dest = *(GLint *)tex00
434 #define SPAN_NEAREST(DO_TEX,COMP) \
435 for (i = 0; i < span->count; i++) { \
436 /* Isn't it necessary to use FixedFloor below?? */ \
437 GLint s = FixedToInt(span->intTex[0]) & info->smask; \
438 GLint t = FixedToInt(span->intTex[1]) & info->tmask; \
439 GLint pos = (t << info->twidth_log2) + s; \
440 const GLchan *tex00 = info->texture + COMP * pos; \
441 zspan[i] = FixedToDepth(span->z); \
442 fogspan[i] = span->fog; \
444 span->fog += span->fogStep; \
445 span->z += span->zStep; \
446 span->red += span->redStep; \
447 span->green += span->greenStep; \
448 span->blue += span->blueStep; \
449 span->alpha += span->alphaStep; \
450 span->intTex[0] += span->intTexStep[0]; \
451 span->intTex[1] += span->intTexStep[1]; \
455 #define SPAN_LINEAR(DO_TEX,COMP) \
456 for (i = 0; i < span->count; i++) { \
457 /* Isn't it necessary to use FixedFloor below?? */ \
458 GLint s = FixedToInt(span->intTex[0]) & info->smask; \
459 GLint t = FixedToInt(span->intTex[1]) & info->tmask; \
460 GLfixed sf = span->intTex[0] & FIXED_FRAC_MASK; \
461 GLfixed tf = span->intTex[1] & FIXED_FRAC_MASK; \
462 GLfixed si = FIXED_FRAC_MASK - sf; \
463 GLfixed ti = FIXED_FRAC_MASK - tf; \
464 GLint pos = (t << info->twidth_log2) + s; \
465 const GLchan *tex00 = info->texture + COMP * pos; \
466 const GLchan *tex10 = tex00 + info->tbytesline; \
467 const GLchan *tex01 = tex00 + COMP; \
468 const GLchan *tex11 = tex10 + COMP; \
471 if (t == info->tmask) { \
472 tex10 -= info->tsize; \
473 tex11 -= info->tsize; \
475 if (s == info->smask) { \
476 tex01 -= info->tbytesline; \
477 tex11 -= info->tbytesline; \
479 zspan[i] = FixedToDepth(span->z); \
480 fogspan[i] = span->fog; \
482 span->fog += span->fogStep; \
483 span->z += span->zStep; \
484 span->red += span->redStep; \
485 span->green += span->greenStep; \
486 span->blue += span->blueStep; \
487 span->alpha += span->alphaStep; \
488 span->intTex[0] += span->intTexStep[0]; \
489 span->intTex[1] += span->intTexStep[1]; \
493 #define FixedToDepth(F) ((F) >> fixedToDepthShift)
496 GLdepth zspan
[MAX_WIDTH
];
497 GLfloat fogspan
[MAX_WIDTH
];
498 GLchan rgba
[MAX_WIDTH
][4];
499 GLchan
*dest
= rgba
[0];
500 const GLint fixedToDepthShift
= info
->fixedToDepthShift
;
502 span
->intTex
[0] -= FIXED_HALF
;
503 span
->intTex
[1] -= FIXED_HALF
;
504 switch (info
->filter
) {
506 switch (info
->format
) {
508 switch (info
->envmode
) {
510 SPAN_NEAREST(NEAREST_RGB
;MODULATE
,3);
514 SPAN_NEAREST(NEAREST_RGB_REPLACE
,3);
517 SPAN_NEAREST(NEAREST_RGB
;BLEND
,3);
520 SPAN_NEAREST(NEAREST_RGB
;ADD
,3);
527 switch(info
->envmode
) {
529 SPAN_NEAREST(NEAREST_RGBA
;MODULATE
,4);
532 SPAN_NEAREST(NEAREST_RGBA
;DECAL
,4);
535 SPAN_NEAREST(NEAREST_RGBA
;BLEND
,4);
538 SPAN_NEAREST(NEAREST_RGBA
;ADD
,4);
541 SPAN_NEAREST(NEAREST_RGBA_REPLACE
,4);
551 span
->intTex
[0] -= FIXED_HALF
;
552 span
->intTex
[1] -= FIXED_HALF
;
553 switch (info
->format
) {
555 switch (info
->envmode
) {
557 SPAN_LINEAR(LINEAR_RGB
;MODULATE
,3);
561 SPAN_LINEAR(LINEAR_RGB
;REPLACE
,3);
564 SPAN_LINEAR(LINEAR_RGB
;BLEND
,3);
567 SPAN_LINEAR(LINEAR_RGB
;ADD
,3);
574 switch (info
->envmode
) {
576 SPAN_LINEAR(LINEAR_RGBA
;MODULATE
,4);
579 SPAN_LINEAR(LINEAR_RGBA
;DECAL
,4);
582 SPAN_LINEAR(LINEAR_RGBA
;BLEND
,4);
585 SPAN_LINEAR(LINEAR_RGBA
;ADD
,4);
588 SPAN_LINEAR(LINEAR_RGBA
;REPLACE
,4);
596 _mesa_write_rgba_span(ctx
, span
->count
, span
->x
, span
->y
,
597 zspan
, fogspan
, rgba
, NULL
, GL_POLYGON
);
607 * Render an RGB/RGBA textured triangle without perspective correction.
609 static void affine_textured_triangle( GLcontext
*ctx
,
616 #define DEPTH_TYPE DEFAULT_SOFTWARE_DEPTH_TYPE
618 #define INTERP_ALPHA 1
619 #define INTERP_INT_TEX 1
620 #define S_SCALE twidth
621 #define T_SCALE theight
624 struct affine_info info; \
625 struct gl_texture_unit *unit = ctx->Texture.Unit+0; \
626 struct gl_texture_object *obj = unit->Current2D; \
627 GLint b = obj->BaseLevel; \
628 GLfloat twidth = (GLfloat) obj->Image[b]->Width; \
629 GLfloat theight = (GLfloat) obj->Image[b]->Height; \
630 info.fixedToDepthShift = ctx->Visual.depthBits <= 16 ? FIXED_SHIFT : 0;\
631 info.texture = (const GLchan *) obj->Image[b]->Data; \
632 info.twidth_log2 = obj->Image[b]->WidthLog2; \
633 info.smask = obj->Image[b]->Width - 1; \
634 info.tmask = obj->Image[b]->Height - 1; \
635 info.format = obj->Image[b]->Format; \
636 info.filter = obj->MinFilter; \
637 info.envmode = unit->EnvMode; \
639 if (info.envmode == GL_BLEND) { \
640 /* potential off-by-one error here? (1.0f -> 2048 -> 0) */ \
641 info.er = FloatToFixed(unit->EnvColor[RCOMP]); \
642 info.eg = FloatToFixed(unit->EnvColor[GCOMP]); \
643 info.eb = FloatToFixed(unit->EnvColor[BCOMP]); \
644 info.ea = FloatToFixed(unit->EnvColor[ACOMP]); \
646 if (!info.texture) { \
647 /* this shouldn't happen */ \
651 switch (info.format) { \
655 info.tbytesline = obj->Image[b]->Width; \
657 case GL_LUMINANCE_ALPHA: \
658 info.tbytesline = obj->Image[b]->Width * 2; \
661 info.tbytesline = obj->Image[b]->Width * 3; \
664 info.tbytesline = obj->Image[b]->Width * 4; \
667 _mesa_problem(NULL, "Bad texture format in affine_texture_triangle");\
670 info.tsize = obj->Image[b]->Height * info.tbytesline;
672 #define RENDER_SPAN( span ) \
673 if (ctx->Light.ShadeModel == GL_FLAT) { \
674 span.red = IntToFixed(v2->color[RCOMP]); \
675 span.green = IntToFixed(v2->color[GCOMP]); \
676 span.blue = IntToFixed(v2->color[BCOMP]); \
677 span.alpha = IntToFixed(v2->color[ACOMP]); \
679 affine_span(ctx, &span, &info);
681 #include "s_tritemp.h"
693 const GLchan
*texture
;
694 GLchan er
, eg
, eb
, ea
;
695 GLint tbytesline
, tsize
;
696 GLint fixedToDepthShift
;
700 fast_persp_span(GLcontext
*ctx
, struct triangle_span
*span
,
701 struct persp_info
*info
)
703 GLint tr
, tg
, tb
, ta
;
705 /* Instead of defining a function for each mode, a test is done
706 * between the outer and inner loops. This is to reduce code size
707 * and complexity. Observe that an optimizing compiler kills
708 * unused variables (for instance tf,sf,ti,si in case of GL_NEAREST).
711 #define SPAN_NEAREST(DO_TEX,COMP) \
712 for (i = 0; i < span->count; i++) { \
713 GLdouble invQ = tex_coord[2] ? \
714 (1.0 / tex_coord[2]) : 1.0; \
715 GLfloat s_tmp = tex_coord[0] * invQ; \
716 GLfloat t_tmp = tex_coord[1] * invQ; \
717 GLint s = IFLOOR(s_tmp) & info->smask; \
718 GLint t = IFLOOR(t_tmp) & info->tmask; \
719 GLint pos = (t << info->twidth_log2) + s; \
720 const GLchan *tex00 = info->texture + COMP * pos; \
721 zspan[i] = FixedToDepth(span->z); \
722 fogspan[i] = span->fog; \
724 span->fog += span->fogStep; \
725 span->z += span->zStep; \
726 span->red += span->redStep; \
727 span->green += span->greenStep; \
728 span->blue += span->blueStep; \
729 span->alpha += span->alphaStep; \
730 tex_coord[0] += tex_step[0]; \
731 tex_coord[1] += tex_step[1]; \
732 tex_coord[2] += tex_step[2]; \
736 #define SPAN_LINEAR(DO_TEX,COMP) \
737 for (i = 0; i < span->count; i++) { \
738 GLdouble invQ = tex_coord[2] ? \
739 (1.0 / tex_coord[2]) : 1.0; \
740 GLfloat s_tmp = tex_coord[0] * invQ - 0.5F; \
741 GLfloat t_tmp = tex_coord[1] * invQ - 0.5F; \
742 GLfixed s_fix = FloatToFixed(s_tmp); \
743 GLfixed t_fix = FloatToFixed(t_tmp); \
744 GLint s = FixedToInt(FixedFloor(s_fix)) & info->smask; \
745 GLint t = FixedToInt(FixedFloor(t_fix)) & info->tmask; \
746 GLfixed sf = s_fix & FIXED_FRAC_MASK; \
747 GLfixed tf = t_fix & FIXED_FRAC_MASK; \
748 GLfixed si = FIXED_FRAC_MASK - sf; \
749 GLfixed ti = FIXED_FRAC_MASK - tf; \
750 GLint pos = (t << info->twidth_log2) + s; \
751 const GLchan *tex00 = info->texture + COMP * pos; \
752 const GLchan *tex10 = tex00 + info->tbytesline; \
753 const GLchan *tex01 = tex00 + COMP; \
754 const GLchan *tex11 = tex10 + COMP; \
757 if (t == info->tmask) { \
758 tex10 -= info->tsize; \
759 tex11 -= info->tsize; \
761 if (s == info->smask) { \
762 tex01 -= info->tbytesline; \
763 tex11 -= info->tbytesline; \
765 zspan[i] = FixedToDepth(span->z); \
766 fogspan[i] = span->fog; \
768 span->fog += span->fogStep; \
769 span->z += span->zStep; \
770 span->red += span->redStep; \
771 span->green += span->greenStep; \
772 span->blue += span->blueStep; \
773 span->alpha += span->alphaStep; \
774 tex_coord[0] += tex_step[0]; \
775 tex_coord[1] += tex_step[1]; \
776 tex_coord[2] += tex_step[2]; \
780 #define FixedToDepth(F) ((F) >> fixedToDepthShift)
783 GLdepth zspan
[MAX_WIDTH
];
784 GLfloat tex_coord
[3], tex_step
[3];
785 GLfloat fogspan
[MAX_WIDTH
];
786 GLchan rgba
[MAX_WIDTH
][4];
787 GLchan
*dest
= rgba
[0];
788 const GLint fixedToDepthShift
= info
->fixedToDepthShift
;
790 tex_coord
[0] = span
->tex
[0][0] * (info
->smask
+ 1),
791 tex_step
[0] = span
->texStep
[0][0] * (info
->smask
+ 1);
792 tex_coord
[1] = span
->tex
[0][1] * (info
->tmask
+ 1),
793 tex_step
[1] = span
->texStep
[0][1] * (info
->tmask
+ 1);
794 /* span->tex[0][2] only if 3D-texturing, here only 2D */
795 tex_coord
[2] = span
->tex
[0][3],
796 tex_step
[2] = span
->texStep
[0][3];
798 switch (info
->filter
) {
800 switch (info
->format
) {
802 switch (info
->envmode
) {
804 SPAN_NEAREST(NEAREST_RGB
;MODULATE
,3);
808 SPAN_NEAREST(NEAREST_RGB_REPLACE
,3);
811 SPAN_NEAREST(NEAREST_RGB
;BLEND
,3);
814 SPAN_NEAREST(NEAREST_RGB
;ADD
,3);
821 switch(info
->envmode
) {
823 SPAN_NEAREST(NEAREST_RGBA
;MODULATE
,4);
826 SPAN_NEAREST(NEAREST_RGBA
;DECAL
,4);
829 SPAN_NEAREST(NEAREST_RGBA
;BLEND
,4);
832 SPAN_NEAREST(NEAREST_RGBA
;ADD
,4);
835 SPAN_NEAREST(NEAREST_RGBA_REPLACE
,4);
845 switch (info
->format
) {
847 switch (info
->envmode
) {
849 SPAN_LINEAR(LINEAR_RGB
;MODULATE
,3);
853 SPAN_LINEAR(LINEAR_RGB
;REPLACE
,3);
856 SPAN_LINEAR(LINEAR_RGB
;BLEND
,3);
859 SPAN_LINEAR(LINEAR_RGB
;ADD
,3);
866 switch (info
->envmode
) {
868 SPAN_LINEAR(LINEAR_RGBA
;MODULATE
,4);
871 SPAN_LINEAR(LINEAR_RGBA
;DECAL
,4);
874 SPAN_LINEAR(LINEAR_RGBA
;BLEND
,4);
877 SPAN_LINEAR(LINEAR_RGBA
;ADD
,4);
880 SPAN_LINEAR(LINEAR_RGBA
;REPLACE
,4);
889 /* This does not seem to be necessary, but I don't know !! */
890 /* span->tex[0][0] = tex_coord[0] / (info->smask + 1),
891 span->tex[0][1] = tex_coord[1] / (info->tmask + 1),*/
892 /* span->tex[0][2] only if 3D-texturing, here only 2D */
893 /* span->tex[0][3] = tex_coord[2]; */
895 _mesa_write_rgba_span(ctx
, span
->count
, span
->x
, span
->y
,
896 zspan
, fogspan
, rgba
, NULL
, GL_POLYGON
);
906 * Render an perspective corrected RGB/RGBA textured triangle.
907 * The Q (aka V in Mesa) coordinate must be zero such that the divide
908 * by interpolated Q/W comes out right.
911 static void persp_textured_triangle( GLcontext
*ctx
,
918 #define DEPTH_TYPE DEFAULT_SOFTWARE_DEPTH_TYPE
920 #define INTERP_ALPHA 1
924 struct persp_info info; \
925 struct gl_texture_unit *unit = ctx->Texture.Unit+0; \
926 struct gl_texture_object *obj = unit->Current2D; \
927 GLint b = obj->BaseLevel; \
928 info.fixedToDepthShift = ctx->Visual.depthBits <= 16 ? FIXED_SHIFT : 0;\
929 info.texture = (const GLchan *) obj->Image[b]->Data; \
930 info.twidth_log2 = obj->Image[b]->WidthLog2; \
931 info.smask = obj->Image[b]->Width - 1; \
932 info.tmask = obj->Image[b]->Height - 1; \
933 info.format = obj->Image[b]->Format; \
934 info.filter = obj->MinFilter; \
935 info.envmode = unit->EnvMode; \
937 if (info.envmode == GL_BLEND) { \
938 /* potential off-by-one error here? (1.0f -> 2048 -> 0) */ \
939 info.er = FloatToFixed(unit->EnvColor[RCOMP]); \
940 info.eg = FloatToFixed(unit->EnvColor[GCOMP]); \
941 info.eb = FloatToFixed(unit->EnvColor[BCOMP]); \
942 info.ea = FloatToFixed(unit->EnvColor[ACOMP]); \
944 if (!info.texture) { \
945 /* this shouldn't happen */ \
949 switch (info.format) { \
953 info.tbytesline = obj->Image[b]->Width; \
955 case GL_LUMINANCE_ALPHA: \
956 info.tbytesline = obj->Image[b]->Width * 2; \
959 info.tbytesline = obj->Image[b]->Width * 3; \
962 info.tbytesline = obj->Image[b]->Width * 4; \
965 _mesa_problem(NULL, "Bad texture format in persp_textured_triangle");\
968 info.tsize = obj->Image[b]->Height * info.tbytesline;
970 #define RENDER_SPAN( span ) \
971 if (ctx->Light.ShadeModel == GL_FLAT) { \
972 span.red = IntToFixed(v2->color[RCOMP]); \
973 span.green = IntToFixed(v2->color[GCOMP]); \
974 span.blue = IntToFixed(v2->color[BCOMP]); \
975 span.alpha = IntToFixed(v2->color[ACOMP]); \
977 fast_persp_span(ctx, &span, &info);
979 #include "s_tritemp.h"
986 * Generate arrays of fragment colors, z, fog, texcoords, etc from a
987 * triangle span object. Then call the span/fragment processsing
988 * functions in s_span.[ch]. This is used by a bunch of the textured
989 * triangle functions.
992 rasterize_span(GLcontext
*ctx
, const struct triangle_span
*span
)
994 DEFMARRAY(GLchan
, rgba
, MAX_WIDTH
, 4);
995 DEFMARRAY(GLchan
, spec
, MAX_WIDTH
, 4);
996 DEFARRAY(GLuint
, index
, MAX_WIDTH
);
997 DEFARRAY(GLuint
, z
, MAX_WIDTH
);
998 DEFARRAY(GLfloat
, fog
, MAX_WIDTH
);
999 DEFARRAY(GLfloat
, sTex
, MAX_WIDTH
);
1000 DEFARRAY(GLfloat
, tTex
, MAX_WIDTH
);
1001 DEFARRAY(GLfloat
, rTex
, MAX_WIDTH
);
1002 DEFARRAY(GLfloat
, lambda
, MAX_WIDTH
);
1003 DEFMARRAY(GLfloat
, msTex
, MAX_TEXTURE_UNITS
, MAX_WIDTH
);
1004 DEFMARRAY(GLfloat
, mtTex
, MAX_TEXTURE_UNITS
, MAX_WIDTH
);
1005 DEFMARRAY(GLfloat
, mrTex
, MAX_TEXTURE_UNITS
, MAX_WIDTH
);
1006 DEFMARRAY(GLfloat
, mLambda
, MAX_TEXTURE_UNITS
, MAX_WIDTH
);
1008 CHECKARRAY(rgba
, return);
1009 CHECKARRAY(spec
, return);
1010 CHECKARRAY(index
, return);
1011 CHECKARRAY(z
, return);
1012 CHECKARRAY(fog
, return);
1013 CHECKARRAY(sTex
, return);
1014 CHECKARRAY(tTex
, return);
1015 CHECKARRAY(rTex
, return);
1016 CHECKARRAY(lambda
, return);
1017 CHECKARRAY(msTex
, return);
1018 CHECKARRAY(mtTex
, return);
1019 CHECKARRAY(mrTex
, return);
1020 CHECKARRAY(mLambda
, return);
1022 if (span
->activeMask
& SPAN_RGBA
) {
1023 GLfixed r
= span
->red
;
1024 GLfixed g
= span
->green
;
1025 GLfixed b
= span
->blue
;
1026 GLfixed a
= span
->alpha
;
1028 for (i
= 0; i
< span
->count
; i
++) {
1029 rgba
[i
][RCOMP
] = FixedToInt(r
);
1030 rgba
[i
][GCOMP
] = FixedToInt(g
);
1031 rgba
[i
][BCOMP
] = FixedToInt(b
);
1032 rgba
[i
][ACOMP
] = FixedToInt(a
);
1034 g
+= span
->greenStep
;
1035 b
+= span
->blueStep
;
1036 a
+= span
->alphaStep
;
1039 if (span
->activeMask
& SPAN_SPEC
) {
1040 GLfixed r
= span
->specRed
;
1041 GLfixed g
= span
->specGreen
;
1042 GLfixed b
= span
->specBlue
;
1044 for (i
= 0; i
< span
->count
; i
++) {
1045 spec
[i
][RCOMP
] = FixedToInt(r
);
1046 spec
[i
][GCOMP
] = FixedToInt(g
);
1047 spec
[i
][BCOMP
] = FixedToInt(b
);
1048 r
+= span
->specRedStep
;
1049 g
+= span
->specGreenStep
;
1050 b
+= span
->specBlueStep
;
1053 if (span
->activeMask
& SPAN_INDEX
) {
1055 GLfixed ind
= span
->index
;
1056 for (i
= 0; i
< span
->count
; i
++) {
1057 index
[i
] = FixedToInt(ind
);
1058 ind
+= span
->indexStep
;
1061 if (span
->activeMask
& SPAN_Z
) {
1062 if (ctx
->Visual
.depthBits
<= 16) {
1064 GLfixed zval
= span
->z
;
1065 for (i
= 0; i
< span
->count
; i
++) {
1066 z
[i
] = FixedToInt(zval
);
1067 zval
+= span
->zStep
;
1071 /* Deep Z buffer, no fixed->int shift */
1073 GLfixed zval
= span
->z
;
1074 for (i
= 0; i
< span
->count
; i
++) {
1076 zval
+= span
->zStep
;
1080 if (span
->activeMask
& SPAN_FOG
) {
1082 GLfloat f
= span
->fog
;
1083 for (i
= 0; i
< span
->count
; i
++) {
1088 if (span
->activeMask
& SPAN_TEXTURE
) {
1089 if (ctx
->Texture
._ReallyEnabled
& ~TEXTURE0_ANY
) {
1091 if (span
->activeMask
& SPAN_LAMBDA
) {
1094 for (u
= 0; u
< MAX_TEXTURE_UNITS
; u
++) {
1095 if (ctx
->Texture
.Unit
[u
]._ReallyEnabled
) {
1096 GLfloat s
= span
->tex
[u
][0];
1097 GLfloat t
= span
->tex
[u
][1];
1098 GLfloat r
= span
->tex
[u
][2];
1099 GLfloat q
= span
->tex
[u
][3];
1101 for (i
= 0; i
< span
->count
; i
++) {
1102 const GLfloat invQ
= (q
== 0.0F
) ? 1.0 : (1.0F
/ q
);
1103 msTex
[u
][i
] = s
* invQ
;
1104 mtTex
[u
][i
] = t
* invQ
;
1105 mrTex
[u
][i
] = r
* invQ
;
1106 mLambda
[u
][i
] = log(span
->rho
[u
] * invQ
* invQ
) * 1.442695F
* 0.5F
;
1107 s
+= span
->texStep
[u
][0];
1108 t
+= span
->texStep
[u
][1];
1109 r
+= span
->texStep
[u
][2];
1110 q
+= span
->texStep
[u
][3];
1116 /* without lambda */
1118 for (u
= 0; u
< MAX_TEXTURE_UNITS
; u
++) {
1119 if (ctx
->Texture
.Unit
[u
]._ReallyEnabled
) {
1120 GLfloat s
= span
->tex
[u
][0];
1121 GLfloat t
= span
->tex
[u
][1];
1122 GLfloat r
= span
->tex
[u
][2];
1123 GLfloat q
= span
->tex
[u
][3];
1125 for (i
= 0; i
< span
->count
; i
++) {
1126 const GLfloat invQ
= (q
== 0.0F
) ? 1.0 : (1.0F
/ q
);
1127 msTex
[u
][i
] = s
* invQ
;
1128 mtTex
[u
][i
] = t
* invQ
;
1129 mrTex
[u
][i
] = r
* invQ
;
1130 s
+= span
->texStep
[u
][0];
1131 t
+= span
->texStep
[u
][1];
1132 r
+= span
->texStep
[u
][2];
1133 q
+= span
->texStep
[u
][3];
1140 /* just texture unit 0 */
1141 if (span
->activeMask
& SPAN_LAMBDA
) {
1143 GLfloat s
= span
->tex
[0][0];
1144 GLfloat t
= span
->tex
[0][1];
1145 GLfloat r
= span
->tex
[0][2];
1146 GLfloat q
= span
->tex
[0][3];
1148 for (i
= 0; i
< span
->count
; i
++) {
1149 const GLfloat invQ
= (q
== 0.0F
) ? 1.0 : (1.0F
/ q
);
1153 lambda
[i
] = log(span
->rho
[0] * invQ
* invQ
) * 1.442695F
* 0.5F
;
1154 s
+= span
->texStep
[0][0];
1155 t
+= span
->texStep
[0][1];
1156 r
+= span
->texStep
[0][2];
1157 q
+= span
->texStep
[0][3];
1161 /* without lambda */
1162 GLfloat s
= span
->tex
[0][0];
1163 GLfloat t
= span
->tex
[0][1];
1164 GLfloat r
= span
->tex
[0][2];
1165 GLfloat q
= span
->tex
[0][3];
1167 for (i
= 0; i
< span
->count
; i
++) {
1168 const GLfloat invQ
= (q
== 0.0F
) ? 1.0 : (1.0F
/ q
);
1172 s
+= span
->texStep
[0][0];
1173 t
+= span
->texStep
[0][1];
1174 r
+= span
->texStep
[0][2];
1175 q
+= span
->texStep
[0][3];
1180 /* XXX keep this? */
1181 if (span
->activeMask
& SPAN_INT_TEXTURE
) {
1182 GLint intTexcoord
[MAX_WIDTH
][2];
1183 GLfixed s
= span
->intTex
[0];
1184 GLfixed t
= span
->intTex
[1];
1186 for (i
= 0; i
< span
->count
; i
++) {
1187 intTexcoord
[i
][0] = FixedToInt(s
);
1188 intTexcoord
[i
][1] = FixedToInt(t
);
1189 s
+= span
->intTexStep
[0];
1190 t
+= span
->intTexStep
[1];
1194 /* examine activeMask and call a s_span.c function */
1195 if (span
->activeMask
& SPAN_TEXTURE
) {
1196 const GLfloat
*fogPtr
;
1197 if (span
->activeMask
& SPAN_FOG
)
1202 if (ctx
->Texture
._ReallyEnabled
& ~TEXTURE0_ANY
) {
1203 if (span
->activeMask
& SPAN_SPEC
) {
1204 _mesa_write_multitexture_span(ctx
, span
->count
, span
->x
, span
->y
,
1206 (const GLfloat (*)[MAX_WIDTH
]) msTex
,
1207 (const GLfloat (*)[MAX_WIDTH
]) mtTex
,
1208 (const GLfloat (*)[MAX_WIDTH
]) mrTex
,
1209 (GLfloat (*)[MAX_WIDTH
]) mLambda
,
1210 rgba
, (CONST
GLchan (*)[4]) spec
,
1214 _mesa_write_multitexture_span(ctx
, span
->count
, span
->x
, span
->y
,
1216 (const GLfloat (*)[MAX_WIDTH
]) msTex
,
1217 (const GLfloat (*)[MAX_WIDTH
]) mtTex
,
1218 (const GLfloat (*)[MAX_WIDTH
]) mrTex
,
1219 (GLfloat (*)[MAX_WIDTH
]) mLambda
,
1220 rgba
, NULL
, NULL
, GL_POLYGON
);
1224 /* single texture */
1225 if (span
->activeMask
& SPAN_SPEC
) {
1226 _mesa_write_texture_span(ctx
, span
->count
, span
->x
, span
->y
,
1227 z
, fogPtr
, sTex
, tTex
, rTex
, lambda
,
1228 rgba
, (CONST
GLchan (*)[4]) spec
,
1232 _mesa_write_texture_span(ctx
, span
->count
, span
->x
, span
->y
,
1233 z
, fogPtr
, sTex
, tTex
, rTex
, lambda
,
1234 rgba
, NULL
, NULL
, GL_POLYGON
);
1239 _mesa_problem(ctx
, "rasterize_span() should only be used for texturing");
1254 UNDEFARRAY(mLambda
);
1261 * Render a smooth-shaded, textured, RGBA triangle.
1262 * Interpolate S,T,R with perspective correction, w/out mipmapping.
1264 static void general_textured_triangle( GLcontext
*ctx
,
1267 const SWvertex
*v2
)
1270 #define INTERP_FOG 1
1271 #define DEPTH_TYPE DEFAULT_SOFTWARE_DEPTH_TYPE
1272 #define INTERP_RGB 1
1273 #define INTERP_ALPHA 1
1274 #define INTERP_TEX 1
1276 #define SETUP_CODE \
1277 const struct gl_texture_object *obj = ctx->Texture.Unit[0]._Current; \
1278 const struct gl_texture_image *texImage = obj->Image[obj->BaseLevel];\
1279 const GLboolean flatShade = (ctx->Light.ShadeModel==GL_FLAT); \
1280 GLfixed rFlat, gFlat, bFlat, aFlat; \
1281 DEFARRAY(GLfloat, sSpan, MAX_WIDTH); /* mac 32k limitation */ \
1282 DEFARRAY(GLfloat, tSpan, MAX_WIDTH); /* mac 32k limitation */ \
1283 DEFARRAY(GLfloat, uSpan, MAX_WIDTH); /* mac 32k limitation */ \
1284 CHECKARRAY(sSpan, return); /* mac 32k limitation */ \
1285 CHECKARRAY(tSpan, return); /* mac 32k limitation */ \
1286 CHECKARRAY(uSpan, return); /* mac 32k limitation */ \
1288 rFlat = IntToFixed(v2->color[RCOMP]); \
1289 gFlat = IntToFixed(v2->color[GCOMP]); \
1290 bFlat = IntToFixed(v2->color[BCOMP]); \
1291 aFlat = IntToFixed(v2->color[ACOMP]); \
1293 span.texWidth[0] = (GLfloat) texImage->Width; \
1294 span.texHeight[0] = (GLfloat) texImage->Height; \
1295 (void) fixedToDepthShift;
1297 #define RENDER_SPAN( span ) \
1298 GLdepth zSpan[MAX_WIDTH]; \
1299 GLfloat fogSpan[MAX_WIDTH]; \
1300 GLchan rgbaSpan[MAX_WIDTH][4]; \
1303 span.red = rFlat; span.redStep = 0; \
1304 span.green = gFlat; span.greenStep = 0; \
1305 span.blue = bFlat; span.blueStep = 0; \
1306 span.alpha = aFlat; span.alphaStep = 0; \
1308 /* NOTE: we could just call rasterize_span() here instead */ \
1309 for (i = 0; i < span.count; i++) { \
1310 GLdouble invQ = span.tex[0][3] ? (1.0 / span.tex[0][3]) : 1.0; \
1311 zSpan[i] = FixedToDepth(span.z); \
1312 span.z += span.zStep; \
1313 fogSpan[i] = span.fog; \
1314 span.fog += span.fogStep; \
1315 rgbaSpan[i][RCOMP] = FixedToInt(span.red); \
1316 rgbaSpan[i][GCOMP] = FixedToInt(span.green); \
1317 rgbaSpan[i][BCOMP] = FixedToInt(span.blue); \
1318 rgbaSpan[i][ACOMP] = FixedToInt(span.alpha); \
1319 span.red += span.redStep; \
1320 span.green += span.greenStep; \
1321 span.blue += span.blueStep; \
1322 span.alpha += span.alphaStep; \
1323 sSpan[i] = span.tex[0][0] * invQ; \
1324 tSpan[i] = span.tex[0][1] * invQ; \
1325 uSpan[i] = span.tex[0][2] * invQ; \
1326 span.tex[0][0] += span.texStep[0][0]; \
1327 span.tex[0][1] += span.texStep[0][1]; \
1328 span.tex[0][2] += span.texStep[0][2]; \
1329 span.tex[0][3] += span.texStep[0][3]; \
1331 _mesa_write_texture_span(ctx, span.count, span.x, span.y, \
1332 zSpan, fogSpan, sSpan, tSpan, uSpan, \
1333 NULL, rgbaSpan, NULL, NULL, GL_POLYGON );
1335 #define CLEANUP_CODE \
1336 UNDEFARRAY(sSpan); /* mac 32k limitation */ \
1337 UNDEFARRAY(tSpan); \
1340 #include "s_tritemp.h"
1345 * Render a smooth-shaded, textured, RGBA triangle with separate specular
1346 * color interpolation.
1347 * Interpolate texcoords with perspective correction, w/out mipmapping.
1349 static void general_textured_spec_triangle( GLcontext
*ctx
,
1352 const SWvertex
*v2
)
1355 #define INTERP_FOG 1
1356 #define DEPTH_TYPE DEFAULT_SOFTWARE_DEPTH_TYPE
1357 #define INTERP_RGB 1
1358 #define INTERP_SPEC 1
1359 #define INTERP_ALPHA 1
1360 #define INTERP_TEX 1
1362 #define SETUP_CODE \
1363 const struct gl_texture_object *obj = ctx->Texture.Unit[0]._Current; \
1364 const struct gl_texture_image *texImage = obj->Image[obj->BaseLevel];\
1365 const GLboolean flatShade = (ctx->Light.ShadeModel == GL_FLAT); \
1366 GLfixed rFlat, gFlat, bFlat, aFlat; \
1367 GLfixed srFlat, sgFlat, sbFlat; \
1369 rFlat = IntToFixed(v2->color[RCOMP]); \
1370 gFlat = IntToFixed(v2->color[GCOMP]); \
1371 bFlat = IntToFixed(v2->color[BCOMP]); \
1372 aFlat = IntToFixed(v2->color[ACOMP]); \
1373 srFlat = IntToFixed(v2->specular[RCOMP]); \
1374 sgFlat = IntToFixed(v2->specular[GCOMP]); \
1375 sbFlat = IntToFixed(v2->specular[BCOMP]); \
1377 span.texWidth[0] = (GLfloat) texImage->Width; \
1378 span.texHeight[0] = (GLfloat) texImage->Height; \
1379 (void) fixedToDepthShift;
1381 #define RENDER_SPAN( span ) \
1383 span.red = rFlat; span.redStep = 0; \
1384 span.green = gFlat; span.greenStep = 0; \
1385 span.blue = bFlat; span.blueStep = 0; \
1386 span.alpha = aFlat; span.alphaStep = 0; \
1387 span.specRed = srFlat; span.specRedStep = 0; \
1388 span.specGreen = sgFlat; span.specGreenStep = 0; \
1389 span.specBlue = sbFlat; span.specBlueStep = 0; \
1391 rasterize_span(ctx, &span);
1393 #include "s_tritemp.h"
1398 * Render a smooth-shaded, textured, RGBA triangle.
1399 * Interpolate S,T,R with perspective correction and compute lambda for
1400 * each fragment. Lambda is used to determine whether to use the
1401 * minification or magnification filter. If minification and using
1402 * mipmaps, lambda is also used to select the texture level of detail.
1404 static void lambda_textured_triangle( GLcontext
*ctx
,
1407 const SWvertex
*v2
)
1410 #define INTERP_FOG 1
1411 #define DEPTH_TYPE DEFAULT_SOFTWARE_DEPTH_TYPE
1412 #define INTERP_RGB 1
1413 #define INTERP_ALPHA 1
1414 #define INTERP_TEX 1
1415 #define INTERP_LAMBDA 1
1417 #define SETUP_CODE \
1418 const struct gl_texture_object *obj = ctx->Texture.Unit[0]._Current; \
1419 const struct gl_texture_image *texImage = obj->Image[obj->BaseLevel];\
1420 const GLboolean flatShade = (ctx->Light.ShadeModel==GL_FLAT); \
1421 GLfixed rFlat, gFlat, bFlat, aFlat; \
1422 GLfixed srFlat, sgFlat, sbFlat; \
1424 rFlat = IntToFixed(v2->color[RCOMP]); \
1425 gFlat = IntToFixed(v2->color[GCOMP]); \
1426 bFlat = IntToFixed(v2->color[BCOMP]); \
1427 aFlat = IntToFixed(v2->color[ACOMP]); \
1428 srFlat = IntToFixed(v2->specular[RCOMP]); \
1429 sgFlat = IntToFixed(v2->specular[GCOMP]); \
1430 sbFlat = IntToFixed(v2->specular[BCOMP]); \
1432 span.texWidth[0] = (GLfloat) texImage->Width; \
1433 span.texHeight[0] = (GLfloat) texImage->Height; \
1434 (void) fixedToDepthShift;
1436 #define RENDER_SPAN( span ) \
1438 span.red = rFlat; span.redStep = 0; \
1439 span.green = gFlat; span.greenStep = 0; \
1440 span.blue = bFlat; span.blueStep = 0; \
1441 span.alpha = aFlat; span.alphaStep = 0; \
1442 span.specRed = srFlat; span.specRedStep = 0; \
1443 span.specGreen = sgFlat; span.specGreenStep = 0; \
1444 span.specBlue = sbFlat; span.specBlueStep = 0; \
1446 rasterize_span(ctx, &span);
1448 #include "s_tritemp.h"
1453 * Render a smooth-shaded, textured, RGBA triangle with separate specular
1455 * Interpolate S,T,R with perspective correction and compute lambda for
1456 * each fragment. Lambda is used to determine whether to use the
1457 * minification or magnification filter. If minification and using
1458 * mipmaps, lambda is also used to select the texture level of detail.
1460 static void lambda_textured_spec_triangle( GLcontext
*ctx
,
1463 const SWvertex
*v2
)
1466 #define INTERP_FOG 1
1467 #define DEPTH_TYPE DEFAULT_SOFTWARE_DEPTH_TYPE
1468 #define INTERP_RGB 1
1469 #define INTERP_SPEC 1
1470 #define INTERP_ALPHA 1
1471 #define INTERP_TEX 1
1472 #define INTERP_LAMBDA 1
1474 #define SETUP_CODE \
1475 const struct gl_texture_object *obj = ctx->Texture.Unit[0]._Current; \
1476 const struct gl_texture_image *texImage = obj->Image[obj->BaseLevel];\
1477 const GLboolean flatShade = (ctx->Light.ShadeModel == GL_FLAT); \
1478 GLfixed rFlat, gFlat, bFlat, aFlat; \
1479 GLfixed srFlat, sgFlat, sbFlat; \
1481 rFlat = IntToFixed(v2->color[RCOMP]); \
1482 gFlat = IntToFixed(v2->color[GCOMP]); \
1483 bFlat = IntToFixed(v2->color[BCOMP]); \
1484 aFlat = IntToFixed(v2->color[ACOMP]); \
1485 srFlat = IntToFixed(v2->specular[RCOMP]); \
1486 sgFlat = IntToFixed(v2->specular[GCOMP]); \
1487 sbFlat = IntToFixed(v2->specular[BCOMP]); \
1489 span.texWidth[0] = (GLfloat) texImage->Width; \
1490 span.texHeight[0] = (GLfloat) texImage->Height; \
1491 (void) fixedToDepthShift;
1493 #define RENDER_SPAN( span ) \
1495 span.red = rFlat; span.redStep = 0; \
1496 span.green = gFlat; span.greenStep = 0; \
1497 span.blue = bFlat; span.blueStep = 0; \
1498 span.alpha = aFlat; span.alphaStep = 0; \
1499 span.specRed = srFlat; span.specRedStep = 0; \
1500 span.specGreen = sgFlat; span.specGreenStep = 0; \
1501 span.specBlue = sbFlat; span.specBlueStep = 0; \
1503 rasterize_span(ctx, &span);
1505 #include "s_tritemp.h"
1510 * This is the big one!
1511 * Interpolate Z, RGB, Alpha, specular, fog, and N sets of texture coordinates
1512 * with lambda (LOD).
1516 lambda_multitextured_triangle( GLcontext
*ctx
,
1519 const SWvertex
*v2
)
1523 #define INTERP_FOG 1
1524 #define DEPTH_TYPE DEFAULT_SOFTWARE_DEPTH_TYPE
1525 #define INTERP_RGB 1
1526 #define INTERP_ALPHA 1
1527 #define INTERP_SPEC 1
1528 #define INTERP_MULTITEX 1
1529 #define INTERP_LAMBDA 1
1531 #define SETUP_CODE \
1532 const GLboolean flatShade = (ctx->Light.ShadeModel == GL_FLAT); \
1533 GLfixed rFlat, gFlat, bFlat, aFlat; \
1534 GLfixed srFlat, sgFlat, sbFlat; \
1537 rFlat = IntToFixed(v2->color[RCOMP]); \
1538 gFlat = IntToFixed(v2->color[GCOMP]); \
1539 bFlat = IntToFixed(v2->color[BCOMP]); \
1540 aFlat = IntToFixed(v2->color[ACOMP]); \
1541 srFlat = IntToFixed(v2->specular[RCOMP]); \
1542 sgFlat = IntToFixed(v2->specular[GCOMP]); \
1543 sbFlat = IntToFixed(v2->specular[BCOMP]); \
1545 for (u = 0; u < ctx->Const.MaxTextureUnits; u++) { \
1546 if (ctx->Texture.Unit[u]._ReallyEnabled) { \
1547 const struct gl_texture_object *texObj; \
1548 const struct gl_texture_image *texImage; \
1549 texObj = ctx->Texture.Unit[u]._Current; \
1550 texImage = texObj->Image[texObj->BaseLevel]; \
1551 span.texWidth[u] = (GLfloat) texImage->Width; \
1552 span.texHeight[u] = (GLfloat) texImage->Height; \
1555 (void) fixedToDepthShift;
1557 #define RENDER_SPAN( span ) \
1559 span.red = rFlat; span.redStep = 0; \
1560 span.green = gFlat; span.greenStep = 0; \
1561 span.blue = bFlat; span.blueStep = 0; \
1562 span.alpha = aFlat; span.alphaStep = 0; \
1563 span.specRed = srFlat; span.specRedStep = 0; \
1564 span.specGreen = sgFlat; span.specGreenStep = 0; \
1565 span.specBlue = sbFlat; span.specBlueStep = 0; \
1567 rasterize_span(ctx, &span);
1569 #include "s_tritemp.h"
1574 static void occlusion_zless_triangle( GLcontext
*ctx
,
1577 const SWvertex
*v2
)
1579 if (ctx
->OcclusionResult
) {
1583 #define DO_OCCLUSION_TEST
1585 #define DEPTH_TYPE DEFAULT_SOFTWARE_DEPTH_TYPE
1587 #define RENDER_SPAN( span ) \
1589 for (i = 0; i < span.count; i++) { \
1590 GLdepth z = FixedToDepth(span.z); \
1591 if (z < zRow[i]) { \
1592 ctx->OcclusionResult = GL_TRUE; \
1595 span.z += span.zStep; \
1598 #include "s_tritemp.h"
1601 static void nodraw_triangle( GLcontext
*ctx
,
1604 const SWvertex
*v2
)
1606 (void) (ctx
&& v0
&& v1
&& v2
);
1609 void _swrast_add_spec_terms_triangle( GLcontext
*ctx
,
1612 const SWvertex
*v2
)
1614 SWvertex
*ncv0
= (SWvertex
*)v0
; /* drop const qualifier */
1615 SWvertex
*ncv1
= (SWvertex
*)v1
;
1616 SWvertex
*ncv2
= (SWvertex
*)v2
;
1618 COPY_CHAN4( c
[0], ncv0
->color
);
1619 COPY_CHAN4( c
[1], ncv1
->color
);
1620 COPY_CHAN4( c
[2], ncv2
->color
);
1621 ACC_3V( ncv0
->color
, ncv0
->specular
);
1622 ACC_3V( ncv1
->color
, ncv1
->specular
);
1623 ACC_3V( ncv2
->color
, ncv2
->specular
);
1624 SWRAST_CONTEXT(ctx
)->SpecTriangle( ctx
, ncv0
, ncv1
, ncv2
);
1625 COPY_CHAN4( ncv0
->color
, c
[0] );
1626 COPY_CHAN4( ncv1
->color
, c
[1] );
1627 COPY_CHAN4( ncv2
->color
, c
[2] );
1634 /* record the current triangle function name */
1635 static const char *triFuncName
= NULL
;
1637 #define USE(triFunc) \
1639 triFuncName = #triFunc; \
1640 /*printf("%s\n", triFuncName);*/ \
1641 swrast->Triangle = triFunc; \
1646 #define USE(triFunc) swrast->Triangle = triFunc;
1654 * Determine which triangle rendering function to use given the current
1655 * rendering context.
1657 * Please update the summary flag _SWRAST_NEW_TRIANGLE if you add or
1658 * remove tests to this code.
1661 _swrast_choose_triangle( GLcontext
*ctx
)
1663 SWcontext
*swrast
= SWRAST_CONTEXT(ctx
);
1664 const GLboolean rgbmode
= ctx
->Visual
.rgbMode
;
1666 if (ctx
->Polygon
.CullFlag
&&
1667 ctx
->Polygon
.CullFaceMode
== GL_FRONT_AND_BACK
) {
1668 USE(nodraw_triangle
);
1672 if (ctx
->RenderMode
==GL_RENDER
) {
1674 if (ctx
->Polygon
.SmoothFlag
) {
1675 _mesa_set_aa_triangle_function(ctx
);
1676 ASSERT(swrast
->Triangle
);
1680 if (ctx
->Depth
.OcclusionTest
&&
1682 ctx
->Depth
.Mask
== GL_FALSE
&&
1683 ctx
->Depth
.Func
== GL_LESS
&&
1684 !ctx
->Stencil
.Enabled
) {
1686 ctx
->Color
.ColorMask
[0] == 0 &&
1687 ctx
->Color
.ColorMask
[1] == 0 &&
1688 ctx
->Color
.ColorMask
[2] == 0 &&
1689 ctx
->Color
.ColorMask
[3] == 0)
1691 (!rgbmode
&& ctx
->Color
.IndexMask
== 0)) {
1692 USE(occlusion_zless_triangle
);
1697 if (ctx
->Texture
._ReallyEnabled
) {
1698 /* Ugh, we do a _lot_ of tests to pick the best textured tri func */
1699 const struct gl_texture_object
*texObj2D
;
1700 const struct gl_texture_image
*texImg
;
1701 GLenum minFilter
, magFilter
, envMode
;
1703 texObj2D
= ctx
->Texture
.Unit
[0].Current2D
;
1704 texImg
= texObj2D
? texObj2D
->Image
[texObj2D
->BaseLevel
] : NULL
;
1705 format
= texImg
? texImg
->TexFormat
->MesaFormat
: -1;
1706 minFilter
= texObj2D
? texObj2D
->MinFilter
: (GLenum
) 0;
1707 magFilter
= texObj2D
? texObj2D
->MagFilter
: (GLenum
) 0;
1708 envMode
= ctx
->Texture
.Unit
[0].EnvMode
;
1710 /* First see if we can used an optimized 2-D texture function */
1711 if (ctx
->Texture
._ReallyEnabled
==TEXTURE0_2D
1712 && texObj2D
->WrapS
==GL_REPEAT
1713 && texObj2D
->WrapT
==GL_REPEAT
1714 && texImg
->Border
==0
1715 && (format
== MESA_FORMAT_RGB
|| format
== MESA_FORMAT_RGBA
)
1716 && minFilter
== magFilter
1717 && ctx
->Light
.Model
.ColorControl
== GL_SINGLE_COLOR
1718 && ctx
->Texture
.Unit
[0].EnvMode
!= GL_COMBINE_EXT
) {
1719 if (ctx
->Hint
.PerspectiveCorrection
==GL_FASTEST
) {
1720 if (minFilter
== GL_NEAREST
1721 && format
== MESA_FORMAT_RGB
1722 && (envMode
== GL_REPLACE
|| envMode
== GL_DECAL
)
1723 && ((swrast
->_RasterMask
== (DEPTH_BIT
| TEXTURE_BIT
)
1724 && ctx
->Depth
.Func
== GL_LESS
1725 && ctx
->Depth
.Mask
== GL_TRUE
)
1726 || swrast
->_RasterMask
== TEXTURE_BIT
)
1727 && ctx
->Polygon
.StippleFlag
== GL_FALSE
) {
1728 if (swrast
->_RasterMask
== (DEPTH_BIT
| TEXTURE_BIT
)) {
1729 USE(simple_z_textured_triangle
);
1732 USE(simple_textured_triangle
);
1736 /* GL_MODULATE seems also not to work !! */
1737 if (ctx
->Texture
.Unit
[0].EnvMode
==GL_ADD
) {
1738 USE(general_textured_triangle
);
1741 USE(affine_textured_triangle
);
1746 /* GL_MODULATE seems also not to work !! */
1747 if (ctx
->Texture
.Unit
[0].EnvMode
==GL_ADD
) {
1748 USE(general_textured_triangle
);
1751 USE(persp_textured_triangle
);
1756 /* More complicated textures (mipmap, multi-tex, sep specular) */
1757 GLboolean needLambda
;
1758 /* if mag filter != min filter we need to compute lambda */
1759 const struct gl_texture_object
*obj
= ctx
->Texture
.Unit
[0]._Current
;
1760 if (obj
&& obj
->MinFilter
!= obj
->MagFilter
)
1761 needLambda
= GL_TRUE
;
1763 needLambda
= GL_FALSE
;
1764 if (ctx
->Texture
._ReallyEnabled
> TEXTURE0_ANY
) {
1765 USE(lambda_multitextured_triangle
);
1767 else if (ctx
->_TriangleCaps
& DD_SEPARATE_SPECULAR
) {
1768 /* separate specular color interpolation */
1770 USE(lambda_textured_spec_triangle
);
1773 USE(general_textured_spec_triangle
);
1778 USE(lambda_textured_triangle
);
1781 USE(general_textured_triangle
);
1787 ASSERT(!ctx
->Texture
._ReallyEnabled
);
1788 if (ctx
->Light
.ShadeModel
==GL_SMOOTH
) {
1789 /* smooth shaded, no texturing, stippled or some raster ops */
1791 USE(smooth_rgba_triangle
);
1794 USE(smooth_ci_triangle
);
1798 /* flat shaded, no texturing, stippled or some raster ops */
1800 USE(flat_rgba_triangle
);
1803 USE(flat_ci_triangle
);
1808 else if (ctx
->RenderMode
==GL_FEEDBACK
) {
1809 USE(_mesa_feedback_triangle
);
1812 /* GL_SELECT mode */
1813 USE(_mesa_select_triangle
);