1 /* $Id: s_tritemp.h,v 1.24 2001/08/14 14:08:44 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 * Triangle Rasterizer Template
31 * This file is #include'd to generate custom triangle rasterizers.
33 * The following macros may be defined to indicate what auxillary information
34 * must be interplated across the triangle:
35 * INTERP_Z - if defined, interpolate Z values
36 * INTERP_FOG - if defined, interpolate fog values
37 * INTERP_RGB - if defined, interpolate RGB values
38 * INTERP_ALPHA - if defined, interpolate Alpha values (req's INTERP_RGB)
39 * INTERP_SPEC - if defined, interpolate specular RGB values
40 * INTERP_INDEX - if defined, interpolate color index values
41 * INTERP_INT_TEX - if defined, interpolate integer ST texcoords
42 * (fast, simple 2-D texture mapping)
43 * INTERP_TEX - if defined, interpolate set 0 float STRQ texcoords
44 * NOTE: OpenGL STRQ = Mesa STUV (R was taken for red)
45 * INTERP_MULTITEX - if defined, interpolate N units of STRQ texcoords
46 * INTERP_LAMBDA - if defined, compute lambda value (for mipmapping)
47 * a lambda value for every texture unit
48 * INTERP_FLOAT_RGBA - if defined, interpolate RGBA with floating point
49 * INTERP_FLOAT_SPEC - if defined, interpolate specular with floating point
51 * When one can directly address pixels in the color buffer the following
52 * macros can be defined and used to compute pixel addresses during
53 * rasterization (see pRow):
54 * PIXEL_TYPE - the datatype of a pixel (GLubyte, GLushort, GLuint)
55 * BYTES_PER_ROW - number of bytes per row in the color buffer
56 * PIXEL_ADDRESS(X,Y) - returns the address of pixel at (X,Y) where
57 * Y==0 at bottom of screen and increases upward.
59 * Similarly, for direct depth buffer access, this type is used for depth
61 * DEPTH_TYPE - either GLushort or GLuint
63 * Optionally, one may provide one-time setup code per triangle:
64 * SETUP_CODE - code which is to be executed once per triangle
65 * CLEANUP_CODE - code to execute at end of triangle
67 * The following macro MUST be defined:
68 * RENDER_SPAN(span) - code to write a span of pixels.
70 * This code was designed for the origin to be in the lower-left corner.
72 * Inspired by triangle rasterizer code written by Allen Akin. Thanks Allen!
77 * This is a bit of a hack, but it's a centralized place to enable floating-
78 * point color interpolation when GLchan is actually floating point.
80 #if CHAN_TYPE == GL_FLOAT
82 #if defined(INTERP_RGB)
85 #define INTERP_FLOAT_RGBA
88 #if defined(INTERP_SPEC)
90 #define INTERP_FLOAT_SPEC
96 /*void triangle( GLcontext *ctx, SWvertex *v0, SWvertex *v1, SWvertex *v2 )*/
99 const SWvertex
*v0
, *v1
; /* Y(v0) < Y(v1) */
100 GLfloat dx
; /* X(v1) - X(v0) */
101 GLfloat dy
; /* Y(v1) - Y(v0) */
102 GLfixed fdxdy
; /* dx/dy in fixed-point */
103 GLfixed fsx
; /* first sample point x coord */
105 GLfloat adjy
; /* adjust from v[0]->fy to fsy, scaled */
106 GLint lines
; /* number of lines to be sampled on this edge */
107 GLfixed fx0
; /* fixed pt X of lower endpoint */
111 const GLint depthBits
= ctx
->Visual
.depthBits
;
112 const GLint fixedToDepthShift
= depthBits
<= 16 ? FIXED_SHIFT
: 0;
113 const GLfloat maxDepth
= ctx
->DepthMaxF
;
114 #define FixedToDepth(F) ((F) >> fixedToDepthShift)
116 EdgeT eMaj
, eTop
, eBot
;
118 const SWvertex
*vMin
, *vMid
, *vMax
; /* Y(vMin)<=Y(vMid)<=Y(vMax) */
119 float bf
= SWRAST_CONTEXT(ctx
)->_backface_sign
;
120 const GLint snapMask
= ~((FIXED_ONE
/ 16) - 1); /* for x/y coord snapping */
121 GLfixed vMin_fx
, vMin_fy
, vMid_fx
, vMid_fy
, vMax_fx
, vMax_fy
;
123 struct triangle_span span
;
126 (void) fixedToDepthShift
;
129 /* Compute fixed point x,y coords w/ half-pixel offsets and snapping.
130 * And find the order of the 3 vertices along the Y axis.
133 const GLfixed fy0
= FloatToFixed(v0
->win
[1] - 0.5F
) & snapMask
;
134 const GLfixed fy1
= FloatToFixed(v1
->win
[1] - 0.5F
) & snapMask
;
135 const GLfixed fy2
= FloatToFixed(v2
->win
[1] - 0.5F
) & snapMask
;
140 vMin
= v0
; vMid
= v1
; vMax
= v2
;
141 vMin_fy
= fy0
; vMid_fy
= fy1
; vMax_fy
= fy2
;
143 else if (fy2
<= fy0
) {
145 vMin
= v2
; vMid
= v0
; vMax
= v1
;
146 vMin_fy
= fy2
; vMid_fy
= fy0
; vMax_fy
= fy1
;
150 vMin
= v0
; vMid
= v2
; vMax
= v1
;
151 vMin_fy
= fy0
; vMid_fy
= fy2
; vMax_fy
= fy1
;
158 vMin
= v1
; vMid
= v0
; vMax
= v2
;
159 vMin_fy
= fy1
; vMid_fy
= fy0
; vMax_fy
= fy2
;
162 else if (fy2
<= fy1
) {
164 vMin
= v2
; vMid
= v1
; vMax
= v0
;
165 vMin_fy
= fy2
; vMid_fy
= fy1
; vMax_fy
= fy0
;
170 vMin
= v1
; vMid
= v2
; vMax
= v0
;
171 vMin_fy
= fy1
; vMid_fy
= fy2
; vMax_fy
= fy0
;
175 /* fixed point X coords */
176 vMin_fx
= FloatToFixed(vMin
->win
[0] + 0.5F
) & snapMask
;
177 vMid_fx
= FloatToFixed(vMid
->win
[0] + 0.5F
) & snapMask
;
178 vMax_fx
= FloatToFixed(vMax
->win
[0] + 0.5F
) & snapMask
;
181 /* vertex/edge relationship */
182 eMaj
.v0
= vMin
; eMaj
.v1
= vMax
; /*TODO: .v1's not needed */
183 eTop
.v0
= vMid
; eTop
.v1
= vMax
;
184 eBot
.v0
= vMin
; eBot
.v1
= vMid
;
186 /* compute deltas for each edge: vertex[upper] - vertex[lower] */
187 eMaj
.dx
= FixedToFloat(vMax_fx
- vMin_fx
);
188 eMaj
.dy
= FixedToFloat(vMax_fy
- vMin_fy
);
189 eTop
.dx
= FixedToFloat(vMax_fx
- vMid_fx
);
190 eTop
.dy
= FixedToFloat(vMax_fy
- vMid_fy
);
191 eBot
.dx
= FixedToFloat(vMid_fx
- vMin_fx
);
192 eBot
.dy
= FixedToFloat(vMid_fy
- vMin_fy
);
194 /* compute area, oneOverArea and perform backface culling */
196 const GLfloat area
= eMaj
.dx
* eBot
.dy
- eBot
.dx
* eMaj
.dy
;
198 /* Do backface culling */
205 oneOverArea
= 1.0F
/ area
;
208 #ifndef DO_OCCLUSION_TEST
209 ctx
->OcclusionResult
= GL_TRUE
;
212 /* Edge setup. For a triangle strip these could be reused... */
214 eMaj
.fsy
= FixedCeil(vMin_fy
);
215 eMaj
.lines
= FixedToInt(FixedCeil(vMax_fy
- eMaj
.fsy
));
216 if (eMaj
.lines
> 0) {
217 GLfloat dxdy
= eMaj
.dx
/ eMaj
.dy
;
218 eMaj
.fdxdy
= SignedFloatToFixed(dxdy
);
219 eMaj
.adjy
= (GLfloat
) (eMaj
.fsy
- vMin_fy
); /* SCALED! */
221 eMaj
.fsx
= eMaj
.fx0
+ (GLfixed
) (eMaj
.adjy
* dxdy
);
227 eTop
.fsy
= FixedCeil(vMid_fy
);
228 eTop
.lines
= FixedToInt(FixedCeil(vMax_fy
- eTop
.fsy
));
229 if (eTop
.lines
> 0) {
230 GLfloat dxdy
= eTop
.dx
/ eTop
.dy
;
231 eTop
.fdxdy
= SignedFloatToFixed(dxdy
);
232 eTop
.adjy
= (GLfloat
) (eTop
.fsy
- vMid_fy
); /* SCALED! */
234 eTop
.fsx
= eTop
.fx0
+ (GLfixed
) (eTop
.adjy
* dxdy
);
237 eBot
.fsy
= FixedCeil(vMin_fy
);
238 eBot
.lines
= FixedToInt(FixedCeil(vMid_fy
- eBot
.fsy
));
239 if (eBot
.lines
> 0) {
240 GLfloat dxdy
= eBot
.dx
/ eBot
.dy
;
241 eBot
.fdxdy
= SignedFloatToFixed(dxdy
);
242 eBot
.adjy
= (GLfloat
) (eBot
.fsy
- vMin_fy
); /* SCALED! */
244 eBot
.fsx
= eBot
.fx0
+ (GLfixed
) (eBot
.adjy
* dxdy
);
249 * Conceptually, we view a triangle as two subtriangles
250 * separated by a perfectly horizontal line. The edge that is
251 * intersected by this line is one with maximal absolute dy; we
252 * call it a ``major'' edge. The other two edges are the
253 * ``top'' edge (for the upper subtriangle) and the ``bottom''
254 * edge (for the lower subtriangle). If either of these two
255 * edges is horizontal or very close to horizontal, the
256 * corresponding subtriangle might cover zero sample points;
257 * we take care to handle such cases, for performance as well
260 * By stepping rasterization parameters along the major edge,
261 * we can avoid recomputing them at the discontinuity where
262 * the top and bottom edges meet. However, this forces us to
263 * be able to scan both left-to-right and right-to-left.
264 * Also, we must determine whether the major edge is at the
265 * left or right side of the triangle. We do this by
266 * computing the magnitude of the cross-product of the major
267 * and top edges. Since this magnitude depends on the sine of
268 * the angle between the two edges, its sign tells us whether
269 * we turn to the left or to the right when travelling along
270 * the major edge to the top edge, and from this we infer
271 * whether the major edge is on the left or the right.
273 * Serendipitously, this cross-product magnitude is also a
274 * value we need to compute the iteration parameter
275 * derivatives for the triangle, and it can be used to perform
276 * backface culling because its sign tells us whether the
277 * triangle is clockwise or counterclockwise. In this code we
278 * refer to it as ``area'' because it's also proportional to
279 * the pixel area of the triangle.
283 GLint scan_from_left_to_right
; /* true if scanning left-to-right */
290 #if defined(INTERP_RGB) || defined(INTERP_FLOAT_RGBA)
295 #if defined(INTERP_ALPHA) || defined(INTERP_FLOAT_RGBA)
298 #if defined(INTERP_SPEC) || defined(INTERP_FLOAT_SPEC)
299 GLfloat dsrdx
, dsrdy
;
300 GLfloat dsgdx
, dsgdy
;
301 GLfloat dsbdx
, dsbdy
;
306 #ifdef INTERP_INT_TEX
316 #ifdef INTERP_MULTITEX
317 GLfloat dsdy
[MAX_TEXTURE_UNITS
];
318 GLfloat dtdy
[MAX_TEXTURE_UNITS
];
319 GLfloat dudy
[MAX_TEXTURE_UNITS
];
320 GLfloat dvdy
[MAX_TEXTURE_UNITS
];
323 #if defined(INTERP_LAMBDA) && !defined(INTERP_TEX) && !defined(INTERP_MULTITEX)
324 #error "Mipmapping without texturing doesn't make sense."
328 * Execute user-supplied setup code
334 scan_from_left_to_right
= (oneOverArea
< 0.0F
);
338 /* compute d?/dx and d?/dy derivatives */
340 span
.activeMask
|= SPAN_Z
;
342 GLfloat eMaj_dz
, eBot_dz
;
343 eMaj_dz
= vMax
->win
[2] - vMin
->win
[2];
344 eBot_dz
= vMid
->win
[2] - vMin
->win
[2];
345 dzdx
= oneOverArea
* (eMaj_dz
* eBot
.dy
- eMaj
.dy
* eBot_dz
);
346 if (dzdx
> maxDepth
|| dzdx
< -maxDepth
) {
347 /* probably a sliver triangle */
352 dzdy
= oneOverArea
* (eMaj
.dx
* eBot_dz
- eMaj_dz
* eBot
.dx
);
355 span
.zStep
= SignedFloatToFixed(dzdx
);
357 span
.zStep
= (GLint
) dzdx
;
361 span
.activeMask
|= SPAN_FOG
;
363 const GLfloat eMaj_dfog
= vMax
->fog
- vMin
->fog
;
364 const GLfloat eBot_dfog
= vMid
->fog
- vMin
->fog
;
365 span
.fogStep
= oneOverArea
* (eMaj_dfog
* eBot
.dy
- eMaj
.dy
* eBot_dfog
);
366 dfogdy
= oneOverArea
* (eMaj
.dx
* eBot_dfog
- eMaj_dfog
* eBot
.dx
);
370 span
.activeMask
|= SPAN_RGBA
;
371 if (ctx
->Light
.ShadeModel
== GL_SMOOTH
) {
372 GLfloat eMaj_dr
, eBot_dr
;
373 GLfloat eMaj_dg
, eBot_dg
;
374 GLfloat eMaj_db
, eBot_db
;
376 GLfloat eMaj_da
, eBot_da
;
378 eMaj_dr
= (GLint
) vMax
->color
[RCOMP
] - (GLint
) vMin
->color
[RCOMP
];
379 eBot_dr
= (GLint
) vMid
->color
[RCOMP
] - (GLint
) vMin
->color
[RCOMP
];
380 drdx
= oneOverArea
* (eMaj_dr
* eBot
.dy
- eMaj
.dy
* eBot_dr
);
381 span
.redStep
= SignedFloatToFixed(drdx
);
382 drdy
= oneOverArea
* (eMaj
.dx
* eBot_dr
- eMaj_dr
* eBot
.dx
);
383 eMaj_dg
= (GLint
) vMax
->color
[GCOMP
] - (GLint
) vMin
->color
[GCOMP
];
384 eBot_dg
= (GLint
) vMid
->color
[GCOMP
] - (GLint
) vMin
->color
[GCOMP
];
385 dgdx
= oneOverArea
* (eMaj_dg
* eBot
.dy
- eMaj
.dy
* eBot_dg
);
386 span
.greenStep
= SignedFloatToFixed(dgdx
);
387 dgdy
= oneOverArea
* (eMaj
.dx
* eBot_dg
- eMaj_dg
* eBot
.dx
);
388 eMaj_db
= (GLint
) vMax
->color
[BCOMP
] - (GLint
) vMin
->color
[BCOMP
];
389 eBot_db
= (GLint
) vMid
->color
[BCOMP
] - (GLint
) vMin
->color
[BCOMP
];
390 dbdx
= oneOverArea
* (eMaj_db
* eBot
.dy
- eMaj
.dy
* eBot_db
);
391 span
.blueStep
= SignedFloatToFixed(dbdx
);
392 dbdy
= oneOverArea
* (eMaj
.dx
* eBot_db
- eMaj_db
* eBot
.dx
);
394 eMaj_da
= (GLint
) vMax
->color
[ACOMP
] - (GLint
) vMin
->color
[ACOMP
];
395 eBot_da
= (GLint
) vMid
->color
[ACOMP
] - (GLint
) vMin
->color
[ACOMP
];
396 dadx
= oneOverArea
* (eMaj_da
* eBot
.dy
- eMaj
.dy
* eBot_da
);
397 span
.alphaStep
= SignedFloatToFixed(dadx
);
398 dady
= oneOverArea
* (eMaj
.dx
* eBot_da
- eMaj_da
* eBot
.dx
);
402 ASSERT (ctx
->Light
.ShadeModel
== GL_FLAT
);
415 #ifdef INTERP_FLOAT_RGBA
416 span
.activeMask
|= SPAN_RGBA
;
417 if (ctx
->Light
.ShadeModel
== GL_SMOOTH
) {
418 GLfloat eMaj_dr
, eBot_dr
;
419 GLfloat eMaj_dg
, eBot_dg
;
420 GLfloat eMaj_db
, eBot_db
;
421 GLfloat eMaj_da
, eBot_da
;
422 eMaj_dr
= vMax
->color
[RCOMP
] - vMin
->color
[RCOMP
];
423 eBot_dr
= vMid
->color
[RCOMP
] - vMin
->color
[RCOMP
];
424 drdx
= oneOverArea
* (eMaj_dr
* eBot
.dy
- eMaj
.dy
* eBot_dr
);
426 drdy
= oneOverArea
* (eMaj
.dx
* eBot_dr
- eMaj_dr
* eBot
.dx
);
427 eMaj_dg
= vMax
->color
[GCOMP
] - vMin
->color
[GCOMP
];
428 eBot_dg
= vMid
->color
[GCOMP
] - vMin
->color
[GCOMP
];
429 dgdx
= oneOverArea
* (eMaj_dg
* eBot
.dy
- eMaj
.dy
* eBot_dg
);
430 span
.greenStep
= dgdx
;
431 dgdy
= oneOverArea
* (eMaj
.dx
* eBot_dg
- eMaj_dg
* eBot
.dx
);
432 eMaj_db
= vMax
->color
[BCOMP
] - vMin
->color
[BCOMP
];
433 eBot_db
= vMid
->color
[BCOMP
] - vMin
->color
[BCOMP
];
434 dbdx
= oneOverArea
* (eMaj_db
* eBot
.dy
- eMaj
.dy
* eBot_db
);
435 span
.blueStep
= dbdx
;
436 dbdy
= oneOverArea
* (eMaj
.dx
* eBot_db
- eMaj_db
* eBot
.dx
);
437 eMaj_da
= vMax
->color
[ACOMP
] - vMin
->color
[ACOMP
];
438 eBot_da
= vMid
->color
[ACOMP
] - vMin
->color
[ACOMP
];
439 dadx
= oneOverArea
* (eMaj_da
* eBot
.dy
- eMaj
.dy
* eBot_da
);
440 span
.alphaStep
= dadx
;
441 dady
= oneOverArea
* (eMaj
.dx
* eBot_da
- eMaj_da
* eBot
.dx
);
444 drdx
= drdy
= span
.redStep
= 0.0F
;
445 dgdx
= dgdy
= span
.greenStep
= 0.0F
;
446 dbdx
= dbdy
= span
.blueStep
= 0.0F
;
447 dadx
= dady
= span
.alphaStep
= 0.0F
;
451 span
.activeMask
|= SPAN_SPEC
;
452 if (ctx
->Light
.ShadeModel
== GL_SMOOTH
) {
453 GLfloat eMaj_dsr
, eBot_dsr
;
454 GLfloat eMaj_dsg
, eBot_dsg
;
455 GLfloat eMaj_dsb
, eBot_dsb
;
456 eMaj_dsr
= (GLint
) vMax
->specular
[RCOMP
] - (GLint
) vMin
->specular
[RCOMP
];
457 eBot_dsr
= (GLint
) vMid
->specular
[RCOMP
] - (GLint
) vMin
->specular
[RCOMP
];
458 dsrdx
= oneOverArea
* (eMaj_dsr
* eBot
.dy
- eMaj
.dy
* eBot_dsr
);
459 span
.specRedStep
= SignedFloatToFixed(dsrdx
);
460 dsrdy
= oneOverArea
* (eMaj
.dx
* eBot_dsr
- eMaj_dsr
* eBot
.dx
);
461 eMaj_dsg
= (GLint
) vMax
->specular
[GCOMP
] - (GLint
) vMin
->specular
[GCOMP
];
462 eBot_dsg
= (GLint
) vMid
->specular
[GCOMP
] - (GLint
) vMin
->specular
[GCOMP
];
463 dsgdx
= oneOverArea
* (eMaj_dsg
* eBot
.dy
- eMaj
.dy
* eBot_dsg
);
464 span
.specGreenStep
= SignedFloatToFixed(dsgdx
);
465 dsgdy
= oneOverArea
* (eMaj
.dx
* eBot_dsg
- eMaj_dsg
* eBot
.dx
);
466 eMaj_dsb
= (GLint
) vMax
->specular
[BCOMP
] - (GLint
) vMin
->specular
[BCOMP
];
467 eBot_dsb
= (GLint
) vMid
->specular
[BCOMP
] - (GLint
) vMin
->specular
[BCOMP
];
468 dsbdx
= oneOverArea
* (eMaj_dsb
* eBot
.dy
- eMaj
.dy
* eBot_dsb
);
469 span
.specBlueStep
= SignedFloatToFixed(dsbdx
);
470 dsbdy
= oneOverArea
* (eMaj
.dx
* eBot_dsb
- eMaj_dsb
* eBot
.dx
);
473 dsrdx
= dsrdy
= 0.0F
;
474 dsgdx
= dsgdy
= 0.0F
;
475 dsbdx
= dsbdy
= 0.0F
;
476 span
.specRedStep
= 0;
477 span
.specGreenStep
= 0;
478 span
.specBlueStep
= 0;
481 #ifdef INTERP_FLOAT_SPEC
482 span
.activeMask
|= SPAN_SPEC
;
483 if (ctx
->Light
.ShadeModel
== GL_SMOOTH
) {
484 GLfloat eMaj_dsr
, eBot_dsr
;
485 GLfloat eMaj_dsg
, eBot_dsg
;
486 GLfloat eMaj_dsb
, eBot_dsb
;
487 eMaj_dsr
= vMax
->specular
[RCOMP
] - vMin
->specular
[RCOMP
];
488 eBot_dsr
= vMid
->specular
[RCOMP
] - vMin
->specular
[RCOMP
];
489 dsrdx
= oneOverArea
* (eMaj_dsr
* eBot
.dy
- eMaj
.dy
* eBot_dsr
);
490 span
.specRedStep
= dsrdx
;
491 dsrdy
= oneOverArea
* (eMaj
.dx
* eBot_dsr
- eMaj_dsr
* eBot
.dx
);
492 eMaj_dsg
= vMax
->specular
[GCOMP
] - vMin
->specular
[GCOMP
];
493 eBot_dsg
= vMid
->specular
[GCOMP
] - vMin
->specular
[GCOMP
];
494 dsgdx
= oneOverArea
* (eMaj_dsg
* eBot
.dy
- eMaj
.dy
* eBot_dsg
);
495 span
.specGreenStep
= dsgdx
;
496 dsgdy
= oneOverArea
* (eMaj
.dx
* eBot_dsg
- eMaj_dsg
* eBot
.dx
);
497 eMaj_dsb
= vMax
->specular
[BCOMP
] - vMin
->specular
[BCOMP
];
498 eBot_dsb
= vMid
->specular
[BCOMP
] - vMin
->specular
[BCOMP
];
499 dsbdx
= oneOverArea
* (eMaj_dsb
* eBot
.dy
- eMaj
.dy
* eBot_dsb
);
500 span
.specBlueStep
= dsbdx
;
501 dsbdy
= oneOverArea
* (eMaj
.dx
* eBot_dsb
- eMaj_dsb
* eBot
.dx
);
504 dsrdx
= dsrdy
= span
.specRedStep
= 0;
505 dsgdx
= dsgdy
= span
.specGreenStep
= 0;
506 dsbdx
= dsbdy
= span
.specBlueStep
= 0;
511 span
.activeMask
|= SPAN_INDEX
;
512 if (ctx
->Light
.ShadeModel
== GL_SMOOTH
) {
513 GLfloat eMaj_di
, eBot_di
;
514 eMaj_di
= (GLint
) vMax
->index
- (GLint
) vMin
->index
;
515 eBot_di
= (GLint
) vMid
->index
- (GLint
) vMin
->index
;
516 didx
= oneOverArea
* (eMaj_di
* eBot
.dy
- eMaj
.dy
* eBot_di
);
517 span
.indexStep
= SignedFloatToFixed(didx
);
518 didy
= oneOverArea
* (eMaj
.dx
* eBot_di
- eMaj_di
* eBot
.dx
);
525 #ifdef INTERP_INT_TEX
526 span
.activeMask
|= SPAN_INT_TEXTURE
;
528 GLfloat eMaj_ds
, eBot_ds
;
529 eMaj_ds
= (vMax
->texcoord
[0][0] - vMin
->texcoord
[0][0]) * S_SCALE
;
530 eBot_ds
= (vMid
->texcoord
[0][0] - vMin
->texcoord
[0][0]) * S_SCALE
;
531 dsdx
= oneOverArea
* (eMaj_ds
* eBot
.dy
- eMaj
.dy
* eBot_ds
);
532 span
.intTexStep
[0] = SignedFloatToFixed(dsdx
);
533 dsdy
= oneOverArea
* (eMaj
.dx
* eBot_ds
- eMaj_ds
* eBot
.dx
);
536 GLfloat eMaj_dt
, eBot_dt
;
537 eMaj_dt
= (vMax
->texcoord
[0][1] - vMin
->texcoord
[0][1]) * T_SCALE
;
538 eBot_dt
= (vMid
->texcoord
[0][1] - vMin
->texcoord
[0][1]) * T_SCALE
;
539 dtdx
= oneOverArea
* (eMaj_dt
* eBot
.dy
- eMaj
.dy
* eBot_dt
);
540 span
.intTexStep
[1] = SignedFloatToFixed(dtdx
);
541 dtdy
= oneOverArea
* (eMaj
.dx
* eBot_dt
- eMaj_dt
* eBot
.dx
);
547 span
.activeMask
|= SPAN_TEXTURE
;
549 GLfloat wMax
= vMax
->win
[3];
550 GLfloat wMin
= vMin
->win
[3];
551 GLfloat wMid
= vMid
->win
[3];
552 GLfloat eMaj_ds
, eBot_ds
;
553 GLfloat eMaj_dt
, eBot_dt
;
554 GLfloat eMaj_du
, eBot_du
;
555 GLfloat eMaj_dv
, eBot_dv
;
557 eMaj_ds
= vMax
->texcoord
[0][0] * wMax
- vMin
->texcoord
[0][0] * wMin
;
558 eBot_ds
= vMid
->texcoord
[0][0] * wMid
- vMin
->texcoord
[0][0] * wMin
;
559 span
.texStep
[0][0] = oneOverArea
* (eMaj_ds
* eBot
.dy
560 - eMaj
.dy
* eBot_ds
);
561 dsdy
= oneOverArea
* (eMaj
.dx
* eBot_ds
- eMaj_ds
* eBot
.dx
);
563 eMaj_dt
= vMax
->texcoord
[0][1] * wMax
- vMin
->texcoord
[0][1] * wMin
;
564 eBot_dt
= vMid
->texcoord
[0][1] * wMid
- vMin
->texcoord
[0][1] * wMin
;
565 span
.texStep
[0][1] = oneOverArea
* (eMaj_dt
* eBot
.dy
566 - eMaj
.dy
* eBot_dt
);
567 dtdy
= oneOverArea
* (eMaj
.dx
* eBot_dt
- eMaj_dt
* eBot
.dx
);
569 eMaj_du
= vMax
->texcoord
[0][2] * wMax
- vMin
->texcoord
[0][2] * wMin
;
570 eBot_du
= vMid
->texcoord
[0][2] * wMid
- vMin
->texcoord
[0][2] * wMin
;
571 span
.texStep
[0][2] = oneOverArea
* (eMaj_du
* eBot
.dy
572 - eMaj
.dy
* eBot_du
);
573 dudy
= oneOverArea
* (eMaj
.dx
* eBot_du
- eMaj_du
* eBot
.dx
);
575 eMaj_dv
= vMax
->texcoord
[0][3] * wMax
- vMin
->texcoord
[0][3] * wMin
;
576 eBot_dv
= vMid
->texcoord
[0][3] * wMid
- vMin
->texcoord
[0][3] * wMin
;
577 span
.texStep
[0][3] = oneOverArea
* (eMaj_dv
* eBot
.dy
578 - eMaj
.dy
* eBot_dv
);
579 dvdy
= oneOverArea
* (eMaj
.dx
* eBot_dv
- eMaj_dv
* eBot
.dx
);
581 # ifdef INTERP_LAMBDA
583 GLfloat dudx
= span
.texStep
[0][0] * span
.texWidth
[0];
584 GLfloat dudy
= dsdy
* span
.texWidth
[0];
585 GLfloat dvdx
= span
.texStep
[0][1] * span
.texHeight
[0];
586 GLfloat dvdy
= dtdy
* span
.texHeight
[0];
587 GLfloat r1
= dudx
* dudx
+ dudy
* dudy
;
588 GLfloat r2
= dvdx
* dvdx
+ dvdy
* dvdy
;
589 span
.rho
[0] = r1
+ r2
; /* was rho2 = MAX2(r1,r2) */
590 span
.activeMask
|= SPAN_LAMBDA
;
595 #ifdef INTERP_MULTITEX
596 span
.activeMask
|= SPAN_TEXTURE
;
597 # ifdef INTERP_LAMBDA
598 span
.activeMask
|= SPAN_LAMBDA
;
601 GLfloat wMax
= vMax
->win
[3];
602 GLfloat wMin
= vMin
->win
[3];
603 GLfloat wMid
= vMid
->win
[3];
605 for (u
= 0; u
< ctx
->Const
.MaxTextureUnits
; u
++) {
606 if (ctx
->Texture
.Unit
[u
]._ReallyEnabled
) {
607 GLfloat eMaj_ds
, eBot_ds
;
608 GLfloat eMaj_dt
, eBot_dt
;
609 GLfloat eMaj_du
, eBot_du
;
610 GLfloat eMaj_dv
, eBot_dv
;
611 eMaj_ds
= vMax
->texcoord
[u
][0] * wMax
612 - vMin
->texcoord
[u
][0] * wMin
;
613 eBot_ds
= vMid
->texcoord
[u
][0] * wMid
614 - vMin
->texcoord
[u
][0] * wMin
;
615 span
.texStep
[u
][0] = oneOverArea
* (eMaj_ds
* eBot
.dy
616 - eMaj
.dy
* eBot_ds
);
617 dsdy
[u
] = oneOverArea
* (eMaj
.dx
* eBot_ds
- eMaj_ds
* eBot
.dx
);
619 eMaj_dt
= vMax
->texcoord
[u
][1] * wMax
620 - vMin
->texcoord
[u
][1] * wMin
;
621 eBot_dt
= vMid
->texcoord
[u
][1] * wMid
622 - vMin
->texcoord
[u
][1] * wMin
;
623 span
.texStep
[u
][1] = oneOverArea
* (eMaj_dt
* eBot
.dy
624 - eMaj
.dy
* eBot_dt
);
625 dtdy
[u
] = oneOverArea
* (eMaj
.dx
* eBot_dt
- eMaj_dt
* eBot
.dx
);
627 eMaj_du
= vMax
->texcoord
[u
][2] * wMax
628 - vMin
->texcoord
[u
][2] * wMin
;
629 eBot_du
= vMid
->texcoord
[u
][2] * wMid
630 - vMin
->texcoord
[u
][2] * wMin
;
631 span
.texStep
[u
][2] = oneOverArea
* (eMaj_du
* eBot
.dy
632 - eMaj
.dy
* eBot_du
);
633 dudy
[u
] = oneOverArea
* (eMaj
.dx
* eBot_du
- eMaj_du
* eBot
.dx
);
635 eMaj_dv
= vMax
->texcoord
[u
][3] * wMax
636 - vMin
->texcoord
[u
][3] * wMin
;
637 eBot_dv
= vMid
->texcoord
[u
][3] * wMid
638 - vMin
->texcoord
[u
][3] * wMin
;
639 span
.texStep
[u
][3] = oneOverArea
* (eMaj_dv
* eBot
.dy
640 - eMaj
.dy
* eBot_dv
);
641 dvdy
[u
] = oneOverArea
* (eMaj
.dx
* eBot_dv
- eMaj_dv
* eBot
.dx
);
642 # ifdef INTERP_LAMBDA
644 GLfloat dudx
= span
.texStep
[u
][0] * span
.texWidth
[u
];
645 GLfloat dudy
= dsdy
[u
] * span
.texWidth
[u
];
646 GLfloat dvdx
= span
.texStep
[u
][1] * span
.texHeight
[u
];
647 GLfloat dvdy
= dtdy
[u
] * span
.texHeight
[u
];
648 GLfloat r1
= dudx
* dudx
+ dudy
* dudy
;
649 GLfloat r2
= dvdx
* dvdx
+ dvdy
* dvdy
;
650 span
.rho
[u
] = r1
+ r2
; /* was rho2 = MAX2(r1,r2) */
659 * We always sample at pixel centers. However, we avoid
660 * explicit half-pixel offsets in this code by incorporating
661 * the proper offset in each of x and y during the
662 * transformation to window coordinates.
664 * We also apply the usual rasterization rules to prevent
665 * cracks and overlaps. A pixel is considered inside a
666 * subtriangle if it meets all of four conditions: it is on or
667 * to the right of the left edge, strictly to the left of the
668 * right edge, on or below the top edge, and strictly above
669 * the bottom edge. (Some edges may be degenerate.)
671 * The following discussion assumes left-to-right scanning
672 * (that is, the major edge is on the left); the right-to-left
673 * case is a straightforward variation.
675 * We start by finding the half-integral y coordinate that is
676 * at or below the top of the triangle. This gives us the
677 * first scan line that could possibly contain pixels that are
678 * inside the triangle.
680 * Next we creep down the major edge until we reach that y,
681 * and compute the corresponding x coordinate on the edge.
682 * Then we find the half-integral x that lies on or just
683 * inside the edge. This is the first pixel that might lie in
684 * the interior of the triangle. (We won't know for sure
685 * until we check the other edges.)
687 * As we rasterize the triangle, we'll step down the major
688 * edge. For each step in y, we'll move an integer number
689 * of steps in x. There are two possible x step sizes, which
690 * we'll call the ``inner'' step (guaranteed to land on the
691 * edge or inside it) and the ``outer'' step (guaranteed to
692 * land on the edge or outside it). The inner and outer steps
693 * differ by one. During rasterization we maintain an error
694 * term that indicates our distance from the true edge, and
695 * select either the inner step or the outer step, whichever
696 * gets us to the first pixel that falls inside the triangle.
698 * All parameters (z, red, etc.) as well as the buffer
699 * addresses for color and z have inner and outer step values,
700 * so that we can increment them appropriately. This method
701 * eliminates the need to adjust parameters by creeping a
702 * sub-pixel amount into the triangle at each scanline.
708 GLfixed fxLeftEdge
, fxRightEdge
, fdxLeftEdge
, fdxRightEdge
;
712 GLfixed fError
, fdError
;
717 int dPRowOuter
, dPRowInner
; /* offset in bytes */
722 int dZRowOuter
, dZRowInner
; /* offset in bytes */
724 GLfixed fz
, fdzOuter
, fdzInner
;
727 GLfloat fogLeft
, dfogOuter
, dfogInner
;
730 GLfixed fr
, fdrOuter
, fdrInner
;
731 GLfixed fg
, fdgOuter
, fdgInner
;
732 GLfixed fb
, fdbOuter
, fdbInner
;
735 GLfixed fa
, fdaOuter
, fdaInner
;
737 #ifdef INTERP_FLOAT_RGBA
738 GLfloat fr
, fdrOuter
, fdrInner
;
739 GLfloat fg
, fdgOuter
, fdgInner
;
740 GLfloat fb
, fdbOuter
, fdbInner
;
741 GLfloat fa
, fdaOuter
, fdaInner
;
744 GLfixed fsr
=0, fdsrOuter
=0, fdsrInner
;
745 GLfixed fsg
=0, fdsgOuter
=0, fdsgInner
;
746 GLfixed fsb
=0, fdsbOuter
=0, fdsbInner
;
748 #ifdef INTERP_FLOAT_SPEC
749 GLfloat fsr
=0, fdsrOuter
=0, fdsrInner
;
750 GLfloat fsg
=0, fdsgOuter
=0, fdsgInner
;
751 GLfloat fsb
=0, fdsbOuter
=0, fdsbInner
;
754 GLfixed fi
=0, fdiOuter
=0, fdiInner
;
756 #ifdef INTERP_INT_TEX
757 GLfixed fs
=0, fdsOuter
=0, fdsInner
;
758 GLfixed ft
=0, fdtOuter
=0, fdtInner
;
761 GLfloat sLeft
=0, dsOuter
=0, dsInner
;
762 GLfloat tLeft
=0, dtOuter
=0, dtInner
;
763 GLfloat uLeft
=0, duOuter
=0, duInner
;
764 GLfloat vLeft
=0, dvOuter
=0, dvInner
;
766 #ifdef INTERP_MULTITEX
767 GLfloat sLeft
[MAX_TEXTURE_UNITS
];
768 GLfloat tLeft
[MAX_TEXTURE_UNITS
];
769 GLfloat uLeft
[MAX_TEXTURE_UNITS
];
770 GLfloat vLeft
[MAX_TEXTURE_UNITS
];
771 GLfloat dsOuter
[MAX_TEXTURE_UNITS
], dsInner
[MAX_TEXTURE_UNITS
];
772 GLfloat dtOuter
[MAX_TEXTURE_UNITS
], dtInner
[MAX_TEXTURE_UNITS
];
773 GLfloat duOuter
[MAX_TEXTURE_UNITS
], duInner
[MAX_TEXTURE_UNITS
];
774 GLfloat dvOuter
[MAX_TEXTURE_UNITS
], dvInner
[MAX_TEXTURE_UNITS
];
777 for (subTriangle
=0; subTriangle
<=1; subTriangle
++) {
778 EdgeT
*eLeft
, *eRight
;
779 int setupLeft
, setupRight
;
782 if (subTriangle
==0) {
784 if (scan_from_left_to_right
) {
787 lines
= eRight
->lines
;
794 lines
= eLeft
->lines
;
801 if (scan_from_left_to_right
) {
804 lines
= eRight
->lines
;
811 lines
= eLeft
->lines
;
819 if (setupLeft
&& eLeft
->lines
> 0) {
820 const SWvertex
*vLower
;
821 GLfixed fsx
= eLeft
->fsx
;
823 fError
= fx
- fsx
- FIXED_ONE
;
824 fxLeftEdge
= fsx
- FIXED_EPSILON
;
825 fdxLeftEdge
= eLeft
->fdxdy
;
826 fdxOuter
= FixedFloor(fdxLeftEdge
- FIXED_EPSILON
);
827 fdError
= fdxOuter
- fdxLeftEdge
+ FIXED_ONE
;
828 idxOuter
= FixedToInt(fdxOuter
);
829 dxOuter
= (float) idxOuter
;
833 span
.y
= FixedToInt(fy
);
835 adjx
= (float)(fx
- eLeft
->fx0
); /* SCALED! */
836 adjy
= eLeft
->adjy
; /* SCALED! */
837 (void) adjx
; /* silence compiler warnings */
838 (void) adjy
; /* silence compiler warnings */
841 (void) vLower
; /* silence compiler warnings */
845 pRow
= (PIXEL_TYPE
*) PIXEL_ADDRESS(FixedToInt(fxLeftEdge
), span
.y
);
846 dPRowOuter
= -((int)BYTES_PER_ROW
) + idxOuter
* sizeof(PIXEL_TYPE
);
847 /* negative because Y=0 at bottom and increases upward */
851 * Now we need the set of parameter (z, color, etc.) values at
852 * the point (fx, fy). This gives us properly-sampled parameter
853 * values that we can step from pixel to pixel. Furthermore,
854 * although we might have intermediate results that overflow
855 * the normal parameter range when we step temporarily outside
856 * the triangle, we shouldn't overflow or underflow for any
857 * pixel that's actually inside the triangle.
862 GLfloat z0
= vLower
->win
[2];
863 if (depthBits
<= 16) {
864 /* interpolate fixed-pt values */
865 GLfloat tmp
= (z0
* FIXED_SCALE
+
866 dzdx
* adjx
+ dzdy
* adjy
) + FIXED_HALF
;
867 if (tmp
< MAX_GLUINT
/ 2)
871 fdzOuter
= SignedFloatToFixed(dzdy
+ dxOuter
* dzdx
);
874 /* interpolate depth values exactly */
875 fz
= (GLint
) (z0
+ dzdx
* FixedToFloat(adjx
)
876 + dzdy
* FixedToFloat(adjy
));
877 fdzOuter
= (GLint
) (dzdy
+ dxOuter
* dzdx
);
880 zRow
= (DEPTH_TYPE
*)
881 _mesa_zbuffer_address(ctx
, FixedToInt(fxLeftEdge
), span
.y
);
882 dZRowOuter
= (ctx
->DrawBuffer
->Width
+ idxOuter
) * sizeof(DEPTH_TYPE
);
887 fogLeft
= vLower
->fog
+ (span
.fogStep
* adjx
+ dfogdy
* adjy
)
888 * (1.0F
/FIXED_SCALE
);
889 dfogOuter
= dfogdy
+ dxOuter
* span
.fogStep
;
892 if (ctx
->Light
.ShadeModel
== GL_SMOOTH
) {
893 fr
= (GLfixed
) (ChanToFixed(vLower
->color
[RCOMP
])
894 + drdx
* adjx
+ drdy
* adjy
) + FIXED_HALF
;
895 fdrOuter
= SignedFloatToFixed(drdy
+ dxOuter
* drdx
);
896 fg
= (GLfixed
) (ChanToFixed(vLower
->color
[GCOMP
])
897 + dgdx
* adjx
+ dgdy
* adjy
) + FIXED_HALF
;
898 fdgOuter
= SignedFloatToFixed(dgdy
+ dxOuter
* dgdx
);
899 fb
= (GLfixed
) (ChanToFixed(vLower
->color
[BCOMP
])
900 + dbdx
* adjx
+ dbdy
* adjy
) + FIXED_HALF
;
901 fdbOuter
= SignedFloatToFixed(dbdy
+ dxOuter
* dbdx
);
903 fa
= (GLfixed
) (ChanToFixed(vLower
->color
[ACOMP
])
904 + dadx
* adjx
+ dady
* adjy
) + FIXED_HALF
;
905 fdaOuter
= SignedFloatToFixed(dady
+ dxOuter
* dadx
);
909 ASSERT (ctx
->Light
.ShadeModel
== GL_FLAT
);
910 fr
= ChanToFixed(v2
->color
[RCOMP
]);
911 fg
= ChanToFixed(v2
->color
[GCOMP
]);
912 fb
= ChanToFixed(v2
->color
[BCOMP
]);
913 fdrOuter
= fdgOuter
= fdbOuter
= 0;
915 fa
= ChanToFixed(v2
->color
[ACOMP
]);
920 #ifdef INTERP_FLOAT_RGBA
921 if (ctx
->Light
.ShadeModel
== GL_SMOOTH
) {
922 fr
= vLower
->color
[RCOMP
]
923 + (drdx
* adjx
+ drdy
* adjy
) * (1.0F
/ FIXED_SCALE
);
924 fdrOuter
= drdy
+ dxOuter
* drdx
;
925 fg
= vLower
->color
[GCOMP
]
926 + (dgdx
* adjx
+ dgdy
* adjy
) * (1.0F
/ FIXED_SCALE
);
927 fdgOuter
= dgdy
+ dxOuter
* dgdx
;
928 fb
= vLower
->color
[BCOMP
]
929 + (dbdx
* adjx
+ dbdy
* adjy
) * (1.0F
/ FIXED_SCALE
);
930 fdbOuter
= dbdy
+ dxOuter
* dbdx
;
931 fa
= vLower
->color
[ACOMP
]
932 + (dadx
* adjx
+ dady
* adjy
) * (1.0F
/ FIXED_SCALE
);
933 fdaOuter
= dady
+ dxOuter
* dadx
;
936 fr
= v2
->color
[RCOMP
];
937 fg
= v2
->color
[GCOMP
];
938 fb
= v2
->color
[BCOMP
];
939 fa
= v2
->color
[ACOMP
];
940 fdrOuter
= fdgOuter
= fdbOuter
= fdaOuter
= 0.0F
;
944 if (ctx
->Light
.ShadeModel
== GL_SMOOTH
) {
945 fsr
= (GLfixed
) (ChanToFixed(vLower
->specular
[RCOMP
])
946 + dsrdx
* adjx
+ dsrdy
* adjy
) + FIXED_HALF
;
947 fdsrOuter
= SignedFloatToFixed(dsrdy
+ dxOuter
* dsrdx
);
948 fsg
= (GLfixed
) (ChanToFixed(vLower
->specular
[GCOMP
])
949 + dsgdx
* adjx
+ dsgdy
* adjy
) + FIXED_HALF
;
950 fdsgOuter
= SignedFloatToFixed(dsgdy
+ dxOuter
* dsgdx
);
951 fsb
= (GLfixed
) (ChanToFixed(vLower
->specular
[BCOMP
])
952 + dsbdx
* adjx
+ dsbdy
* adjy
) + FIXED_HALF
;
953 fdsbOuter
= SignedFloatToFixed(dsbdy
+ dxOuter
* dsbdx
);
956 fsr
= ChanToFixed(v2
->specular
[RCOMP
]);
957 fsg
= ChanToFixed(v2
->specular
[GCOMP
]);
958 fsb
= ChanToFixed(v2
->specular
[BCOMP
]);
959 fdsrOuter
= fdsgOuter
= fdsbOuter
= 0;
962 #ifdef INTERP_FLOAT_SPEC
963 if (ctx
->Light
.ShadeModel
== GL_SMOOTH
) {
964 fsr
= vLower
->specular
[RCOMP
]
965 + (dsrdx
* adjx
+ dsrdy
* adjy
) * (1.0F
/ FIXED_SCALE
);
966 fdsrOuter
= dsrdy
+ dxOuter
* dsrdx
;
967 fsg
= vLower
->specular
[GCOMP
]
968 + (dsgdx
* adjx
+ dsgdy
* adjy
) * (1.0F
/ FIXED_SCALE
);
969 fdsgOuter
= dsgdy
+ dxOuter
* dsgdx
;
970 fsb
= vLower
->specular
[BCOMP
]
971 + (dsbdx
* adjx
+ dsbdy
* adjy
) * (1.0F
/ FIXED_SCALE
);
972 fdsbOuter
= dsbdy
+ dxOuter
* dsbdx
;
975 fsr
= v2
->specular
[RCOMP
];
976 fsg
= v2
->specular
[GCOMP
];
977 fsb
= v2
->specular
[BCOMP
];
978 fdsrOuter
= fdsgOuter
= fdsbOuter
= 0.0F
;
982 if (ctx
->Light
.ShadeModel
== GL_SMOOTH
) {
983 fi
= (GLfixed
)(vLower
->index
* FIXED_SCALE
984 + didx
* adjx
+ didy
* adjy
) + FIXED_HALF
;
985 fdiOuter
= SignedFloatToFixed(didy
+ dxOuter
* didx
);
988 fi
= (GLfixed
) (v2
->index
* FIXED_SCALE
);
992 #ifdef INTERP_INT_TEX
995 s0
= vLower
->texcoord
[0][0] * S_SCALE
;
996 fs
= (GLfixed
)(s0
* FIXED_SCALE
+ dsdx
* adjx
997 + dsdy
* adjy
) + FIXED_HALF
;
998 fdsOuter
= SignedFloatToFixed(dsdy
+ dxOuter
* dsdx
);
1000 t0
= vLower
->texcoord
[0][1] * T_SCALE
;
1001 ft
= (GLfixed
)(t0
* FIXED_SCALE
+ dtdx
* adjx
1002 + dtdy
* adjy
) + FIXED_HALF
;
1003 fdtOuter
= SignedFloatToFixed(dtdy
+ dxOuter
* dtdx
);
1008 GLfloat invW
= vLower
->win
[3];
1009 GLfloat s0
, t0
, u0
, v0
;
1010 s0
= vLower
->texcoord
[0][0] * invW
;
1011 sLeft
= s0
+ (span
.texStep
[0][0] * adjx
+ dsdy
* adjy
)
1012 * (1.0F
/FIXED_SCALE
);
1013 dsOuter
= dsdy
+ dxOuter
* span
.texStep
[0][0];
1014 t0
= vLower
->texcoord
[0][1] * invW
;
1015 tLeft
= t0
+ (span
.texStep
[0][1] * adjx
+ dtdy
* adjy
)
1016 * (1.0F
/FIXED_SCALE
);
1017 dtOuter
= dtdy
+ dxOuter
* span
.texStep
[0][1];
1018 u0
= vLower
->texcoord
[0][2] * invW
;
1019 uLeft
= u0
+ (span
.texStep
[0][2] * adjx
+ dudy
* adjy
)
1020 * (1.0F
/FIXED_SCALE
);
1021 duOuter
= dudy
+ dxOuter
* span
.texStep
[0][2];
1022 v0
= vLower
->texcoord
[0][3] * invW
;
1023 vLeft
= v0
+ (span
.texStep
[0][3] * adjx
+ dvdy
* adjy
)
1024 * (1.0F
/FIXED_SCALE
);
1025 dvOuter
= dvdy
+ dxOuter
* span
.texStep
[0][3];
1028 #ifdef INTERP_MULTITEX
1031 for (u
= 0; u
< ctx
->Const
.MaxTextureUnits
; u
++) {
1032 if (ctx
->Texture
.Unit
[u
]._ReallyEnabled
) {
1033 GLfloat invW
= vLower
->win
[3];
1034 GLfloat s0
, t0
, u0
, v0
;
1035 s0
= vLower
->texcoord
[u
][0] * invW
;
1036 sLeft
[u
] = s0
+ (span
.texStep
[u
][0] * adjx
+ dsdy
[u
]
1037 * adjy
) * (1.0F
/FIXED_SCALE
);
1038 dsOuter
[u
] = dsdy
[u
] + dxOuter
* span
.texStep
[u
][0];
1039 t0
= vLower
->texcoord
[u
][1] * invW
;
1040 tLeft
[u
] = t0
+ (span
.texStep
[u
][1] * adjx
+ dtdy
[u
]
1041 * adjy
) * (1.0F
/FIXED_SCALE
);
1042 dtOuter
[u
] = dtdy
[u
] + dxOuter
* span
.texStep
[u
][1];
1043 u0
= vLower
->texcoord
[u
][2] * invW
;
1044 uLeft
[u
] = u0
+ (span
.texStep
[u
][2] * adjx
+ dudy
[u
]
1045 * adjy
) * (1.0F
/FIXED_SCALE
);
1046 duOuter
[u
] = dudy
[u
] + dxOuter
* span
.texStep
[u
][2];
1047 v0
= vLower
->texcoord
[u
][3] * invW
;
1048 vLeft
[u
] = v0
+ (span
.texStep
[u
][3] * adjx
+ dvdy
[u
]
1049 * adjy
) * (1.0F
/FIXED_SCALE
);
1050 dvOuter
[u
] = dvdy
[u
] + dxOuter
* span
.texStep
[u
][3];
1059 if (setupRight
&& eRight
->lines
>0) {
1060 fxRightEdge
= eRight
->fsx
- FIXED_EPSILON
;
1061 fdxRightEdge
= eRight
->fdxdy
;
1069 /* Rasterize setup */
1070 #ifdef PIXEL_ADDRESS
1071 dPRowInner
= dPRowOuter
+ sizeof(PIXEL_TYPE
);
1075 dZRowInner
= dZRowOuter
+ sizeof(DEPTH_TYPE
);
1077 fdzInner
= fdzOuter
+ span
.zStep
;
1080 dfogInner
= dfogOuter
+ span
.fogStep
;
1082 #if defined(INTERP_RGB) || defined(INTERP_FLOAT_RGBA)
1083 fdrInner
= fdrOuter
+ span
.redStep
;
1084 fdgInner
= fdgOuter
+ span
.greenStep
;
1085 fdbInner
= fdbOuter
+ span
.blueStep
;
1087 #if defined(INTERP_ALPHA) || defined(INTERP_FLOAT_RGBA)
1088 fdaInner
= fdaOuter
+ span
.alphaStep
;
1090 #if defined(INTERP_SPEC) || defined(INTERP_FLOAT_SPEC)
1091 fdsrInner
= fdsrOuter
+ span
.specRedStep
;
1092 fdsgInner
= fdsgOuter
+ span
.specGreenStep
;
1093 fdsbInner
= fdsbOuter
+ span
.specBlueStep
;
1096 fdiInner
= fdiOuter
+ span
.indexStep
;
1098 #ifdef INTERP_INT_TEX
1099 fdsInner
= fdsOuter
+ span
.intTexStep
[0];
1100 fdtInner
= fdtOuter
+ span
.intTexStep
[1];
1103 dsInner
= dsOuter
+ span
.texStep
[0][0];
1104 dtInner
= dtOuter
+ span
.texStep
[0][1];
1105 duInner
= duOuter
+ span
.texStep
[0][2];
1106 dvInner
= dvOuter
+ span
.texStep
[0][3];
1108 #ifdef INTERP_MULTITEX
1111 for (u
= 0; u
< ctx
->Const
.MaxTextureUnits
; u
++) {
1112 if (ctx
->Texture
.Unit
[u
]._ReallyEnabled
) {
1113 dsInner
[u
] = dsOuter
[u
] + span
.texStep
[u
][0];
1114 dtInner
[u
] = dtOuter
[u
] + span
.texStep
[u
][1];
1115 duInner
[u
] = duOuter
[u
] + span
.texStep
[u
][2];
1116 dvInner
[u
] = dvOuter
[u
] + span
.texStep
[u
][3];
1123 /* initialize the span interpolants to the leftmost value */
1124 /* ff = fixed-pt fragment */
1125 const GLint right
= FixedToInt(fxRightEdge
);
1126 span
.x
= FixedToInt(fxLeftEdge
);
1127 if (right
<= span
.x
)
1130 span
.count
= right
- span
.x
;
1138 #if defined(INTERP_RGB) || defined(INTERP_FLOAT_RGBA)
1143 #if defined(INTERP_ALPHA) || defined(INTERP_FLOAT_RGBA)
1146 #if defined(INTERP_SPEC) || defined(INTERP_FLOAT_SPEC)
1148 span
.specGreen
= fsg
;
1149 span
.specBlue
= fsb
;
1154 #ifdef INTERP_INT_TEX
1155 span
.intTex
[0] = fs
;
1156 span
.intTex
[1] = ft
;
1160 span
.tex
[0][0] = sLeft
;
1161 span
.tex
[0][1] = tLeft
;
1162 span
.tex
[0][2] = uLeft
;
1163 span
.tex
[0][3] = vLeft
;
1166 #ifdef INTERP_MULTITEX
1169 for (u
= 0; u
< ctx
->Const
.MaxTextureUnits
; u
++) {
1170 if (ctx
->Texture
.Unit
[u
]._ReallyEnabled
) {
1171 span
.tex
[u
][0] = sLeft
[u
];
1172 span
.tex
[u
][1] = tLeft
[u
];
1173 span
.tex
[u
][2] = uLeft
[u
];
1174 span
.tex
[u
][3] = vLeft
[u
];
1182 /* need this to accomodate round-off errors */
1183 const GLint len
= right
- span
.x
- 1;
1184 GLfixed ffrend
= span
.red
+ len
* span
.redStep
;
1185 GLfixed ffgend
= span
.green
+ len
* span
.greenStep
;
1186 GLfixed ffbend
= span
.blue
+ len
* span
.blueStep
;
1193 span
.green
-= ffgend
;
1198 span
.blue
-= ffbend
;
1206 const GLint len
= right
- span
.x
- 1;
1207 GLfixed ffaend
= span
.alpha
+ len
* span
.alphaStep
;
1209 span
.alpha
-= ffaend
;
1217 /* need this to accomodate round-off errors */
1218 const GLint len
= right
- span
.x
- 1;
1219 GLfixed ffsrend
= span
.specRed
+ len
* span
.specRedStep
;
1220 GLfixed ffsgend
= span
.specGreen
+ len
* span
.specGreenStep
;
1221 GLfixed ffsbend
= span
.specBlue
+ len
* span
.specBlueStep
;
1223 span
.specRed
-= ffsrend
;
1224 if (span
.specRed
< 0)
1228 span
.specGreen
-= ffsgend
;
1229 if (span
.specGreen
< 0)
1233 span
.specBlue
-= ffsbend
;
1234 if (span
.specBlue
< 0)
1240 if (span
.index
< 0) span
.index
= 0;
1243 /* This is where we actually generate fragments */
1244 if (span
.count
> 0) {
1245 RENDER_SPAN( span
);
1249 * Advance to the next scan line. Compute the
1250 * new edge coordinates, and adjust the
1251 * pixel-center x coordinate so that it stays
1252 * on or inside the major edge.
1257 fxLeftEdge
+= fdxLeftEdge
;
1258 fxRightEdge
+= fdxRightEdge
;
1263 fError
-= FIXED_ONE
;
1264 #ifdef PIXEL_ADDRESS
1265 pRow
= (PIXEL_TYPE
*) ((GLubyte
*) pRow
+ dPRowOuter
);
1269 zRow
= (DEPTH_TYPE
*) ((GLubyte
*) zRow
+ dZRowOuter
);
1274 fogLeft
+= dfogOuter
;
1276 #if defined(INTERP_RGB) || defined(INTERP_FLOAT_RGBA)
1281 #if defined(INTERP_ALPHA) || defined(INTERP_FLOAT_RGBA)
1284 #if defined(INTERP_SPEC) || defined(INTERP_FLOAT_SPEC)
1292 #ifdef INTERP_INT_TEX
1302 #ifdef INTERP_MULTITEX
1305 for (u
= 0; u
< ctx
->Const
.MaxTextureUnits
; u
++) {
1306 if (ctx
->Texture
.Unit
[u
]._ReallyEnabled
) {
1307 sLeft
[u
] += dsOuter
[u
];
1308 tLeft
[u
] += dtOuter
[u
];
1309 uLeft
[u
] += duOuter
[u
];
1310 vLeft
[u
] += dvOuter
[u
];
1317 #ifdef PIXEL_ADDRESS
1318 pRow
= (PIXEL_TYPE
*) ((GLubyte
*) pRow
+ dPRowInner
);
1322 zRow
= (DEPTH_TYPE
*) ((GLubyte
*) zRow
+ dZRowInner
);
1327 fogLeft
+= dfogInner
;
1329 #if defined(INTERP_RGB) || defined(INTERP_FLOAT_RGBA)
1334 #if defined(INTERP_ALPHA) || defined(INTERP_FLOAT_RGBA)
1337 #if defined(INTERP_SPEC) || defined(INTERP_FLOAT_SPEC)
1345 #ifdef INTERP_INT_TEX
1355 #ifdef INTERP_MULTITEX
1358 for (u
= 0; u
< ctx
->Const
.MaxTextureUnits
; u
++) {
1359 if (ctx
->Texture
.Unit
[u
]._ReallyEnabled
) {
1360 sLeft
[u
] += dsInner
[u
];
1361 tLeft
[u
] += dtInner
[u
];
1362 uLeft
[u
] += duInner
[u
];
1363 vLeft
[u
] += dvInner
[u
];
1371 } /* for subTriangle */
1385 #undef BYTES_PER_ROW
1386 #undef PIXEL_ADDRESS
1394 #undef INTERP_INT_TEX
1396 #undef INTERP_MULTITEX
1397 #undef INTERP_LAMBDA
1398 #undef INTERP_FLOAT_RGBA
1399 #undef INTERP_FLOAT_SPEC
1406 #undef DO_OCCLUSION_TEST