Implement gl_FrontFacing for fragment shaders.
[mesa.git] / src / mesa / swrast_setup / ss_tritmp.h
1 /*
2 * Mesa 3-D graphics library
3 * Version: 6.1
4 *
5 * Copyright (C) 1999-2004 Brian Paul All Rights Reserved.
6 *
7 * Permission is hereby granted, free of charge, to any person obtaining a
8 * copy of this software and associated documentation files (the "Software"),
9 * to deal in the Software without restriction, including without limitation
10 * the rights to use, copy, modify, merge, publish, distribute, sublicense,
11 * and/or sell copies of the Software, and to permit persons to whom the
12 * Software is furnished to do so, subject to the following conditions:
13 *
14 * The above copyright notice and this permission notice shall be included
15 * in all copies or substantial portions of the Software.
16 *
17 * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS
18 * OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
19 * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL
20 * BRIAN PAUL BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN
21 * AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN
22 * CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
23 *
24 * Authors:
25 * Keith Whitwell <keith@tungstengraphics.com>
26 */
27
28
29 static void TAG(triangle)(GLcontext *ctx, GLuint e0, GLuint e1, GLuint e2 )
30 {
31 struct vertex_buffer *VB = &TNL_CONTEXT(ctx)->vb;
32 SWvertex *verts = SWSETUP_CONTEXT(ctx)->verts;
33 SWvertex *v[3];
34 GLfloat z[3];
35 GLfloat offset;
36 GLenum mode = GL_FILL;
37 GLuint facing = 0;
38 GLchan saved_color[3][4];
39 GLchan saved_spec[3][4];
40 GLfloat saved_index[3];
41
42 v[0] = &verts[e0];
43 v[1] = &verts[e1];
44 v[2] = &verts[e2];
45
46
47 if (IND & (SS_TWOSIDE_BIT | SS_OFFSET_BIT | SS_UNFILLED_BIT))
48 {
49 GLfloat ex = v[0]->win[0] - v[2]->win[0];
50 GLfloat ey = v[0]->win[1] - v[2]->win[1];
51 GLfloat fx = v[1]->win[0] - v[2]->win[0];
52 GLfloat fy = v[1]->win[1] - v[2]->win[1];
53 GLfloat cc = ex*fy - ey*fx;
54
55 if (IND & (SS_TWOSIDE_BIT | SS_UNFILLED_BIT))
56 {
57 facing = (cc < 0.0) ^ ctx->Polygon._FrontBit;
58 ctx->_Facing = facing;
59
60 if (IND & SS_UNFILLED_BIT)
61 mode = facing ? ctx->Polygon.BackMode : ctx->Polygon.FrontMode;
62
63 if (facing == 1) {
64 if (IND & SS_TWOSIDE_BIT) {
65 if (IND & SS_RGBA_BIT) {
66 GLfloat (*vbcolor)[4] = VB->ColorPtr[1]->data;
67
68 COPY_CHAN4(saved_color[0], v[0]->color);
69 COPY_CHAN4(saved_color[1], v[1]->color);
70 COPY_CHAN4(saved_color[2], v[2]->color);
71
72 if (VB->ColorPtr[1]->stride) {
73 SS_COLOR(v[0]->color, vbcolor[e0]);
74 SS_COLOR(v[1]->color, vbcolor[e1]);
75 SS_COLOR(v[2]->color, vbcolor[e2]);
76 }
77 else {
78 SS_COLOR(v[0]->color, vbcolor[0]);
79 SS_COLOR(v[1]->color, vbcolor[0]);
80 SS_COLOR(v[2]->color, vbcolor[0]);
81 }
82
83 if (VB->SecondaryColorPtr[1]) {
84 GLfloat (*vbspec)[4] = VB->SecondaryColorPtr[1]->data;
85
86 COPY_CHAN4(saved_spec[0], v[0]->specular);
87 COPY_CHAN4(saved_spec[1], v[1]->specular);
88 COPY_CHAN4(saved_spec[2], v[2]->specular);
89
90 if (VB->SecondaryColorPtr[1]->stride) {
91 SS_SPEC(v[0]->specular, vbspec[e0]);
92 SS_SPEC(v[1]->specular, vbspec[e1]);
93 SS_SPEC(v[2]->specular, vbspec[e2]);
94 }
95 else {
96 SS_SPEC(v[0]->specular, vbspec[0]);
97 SS_SPEC(v[1]->specular, vbspec[0]);
98 SS_SPEC(v[2]->specular, vbspec[0]);
99 }
100 }
101 } else {
102 GLfloat *vbindex = (GLfloat *)VB->IndexPtr[1]->data;
103 saved_index[0] = v[0]->index;
104 saved_index[1] = v[1]->index;
105 saved_index[2] = v[2]->index;
106
107 SS_IND(v[0]->index, (GLuint) vbindex[e0]);
108 SS_IND(v[1]->index, (GLuint) vbindex[e1]);
109 SS_IND(v[2]->index, (GLuint) vbindex[e2]);
110 }
111 }
112 }
113 }
114
115 if (IND & SS_OFFSET_BIT)
116 {
117 offset = ctx->Polygon.OffsetUnits * ctx->DrawBuffer->_MRD;
118 z[0] = v[0]->win[2];
119 z[1] = v[1]->win[2];
120 z[2] = v[2]->win[2];
121 if (cc * cc > 1e-16) {
122 const GLfloat ez = z[0] - z[2];
123 const GLfloat fz = z[1] - z[2];
124 const GLfloat oneOverArea = 1.0F / cc;
125 const GLfloat dzdx = FABSF((ey * fz - ez * fy) * oneOverArea);
126 const GLfloat dzdy = FABSF((ez * fx - ex * fz) * oneOverArea);
127 offset += MAX2(dzdx, dzdy) * ctx->Polygon.OffsetFactor;
128 /* Unfortunately, we need to clamp to prevent negative Zs below.
129 * Technically, we should do the clamping per-fragment.
130 */
131 offset = MAX2(offset, -v[0]->win[2]);
132 offset = MAX2(offset, -v[1]->win[2]);
133 offset = MAX2(offset, -v[2]->win[2]);
134 }
135 }
136 }
137
138 if (mode == GL_POINT) {
139 if ((IND & SS_OFFSET_BIT) && ctx->Polygon.OffsetPoint) {
140 v[0]->win[2] += offset;
141 v[1]->win[2] += offset;
142 v[2]->win[2] += offset;
143 }
144 _swsetup_render_point_tri( ctx, e0, e1, e2, facing );
145 } else if (mode == GL_LINE) {
146 if ((IND & SS_OFFSET_BIT) && ctx->Polygon.OffsetLine) {
147 v[0]->win[2] += offset;
148 v[1]->win[2] += offset;
149 v[2]->win[2] += offset;
150 }
151 _swsetup_render_line_tri( ctx, e0, e1, e2, facing );
152 } else {
153 if ((IND & SS_OFFSET_BIT) && ctx->Polygon.OffsetFill) {
154 v[0]->win[2] += offset;
155 v[1]->win[2] += offset;
156 v[2]->win[2] += offset;
157 }
158 _swrast_Triangle( ctx, v[0], v[1], v[2] );
159 }
160
161 if (IND & SS_OFFSET_BIT) {
162 v[0]->win[2] = z[0];
163 v[1]->win[2] = z[1];
164 v[2]->win[2] = z[2];
165 }
166
167 if (IND & SS_TWOSIDE_BIT) {
168 if (facing == 1) {
169 if (IND & SS_RGBA_BIT) {
170 COPY_CHAN4(v[0]->color, saved_color[0]);
171 COPY_CHAN4(v[1]->color, saved_color[1]);
172 COPY_CHAN4(v[2]->color, saved_color[2]);
173 if (VB->SecondaryColorPtr[1]) {
174 COPY_CHAN4(v[0]->specular, saved_spec[0]);
175 COPY_CHAN4(v[1]->specular, saved_spec[1]);
176 COPY_CHAN4(v[2]->specular, saved_spec[2]);
177 }
178 } else {
179 v[0]->index = saved_index[0];
180 v[1]->index = saved_index[1];
181 v[2]->index = saved_index[2];
182 }
183 }
184 }
185 }
186
187
188
189 /* Need to fixup edgeflags when decomposing to triangles:
190 */
191 static void TAG(quadfunc)( GLcontext *ctx, GLuint v0,
192 GLuint v1, GLuint v2, GLuint v3 )
193 {
194 if (IND & SS_UNFILLED_BIT) {
195 struct vertex_buffer *VB = &TNL_CONTEXT(ctx)->vb;
196 GLubyte ef1 = VB->EdgeFlag[v1];
197 GLubyte ef3 = VB->EdgeFlag[v3];
198 VB->EdgeFlag[v1] = 0;
199 TAG(triangle)( ctx, v0, v1, v3 );
200 VB->EdgeFlag[v1] = ef1;
201 VB->EdgeFlag[v3] = 0;
202 TAG(triangle)( ctx, v1, v2, v3 );
203 VB->EdgeFlag[v3] = ef3;
204 } else {
205 TAG(triangle)( ctx, v0, v1, v3 );
206 TAG(triangle)( ctx, v1, v2, v3 );
207 }
208 }
209
210
211
212
213 static void TAG(init)( void )
214 {
215 tri_tab[IND] = TAG(triangle);
216 quad_tab[IND] = TAG(quadfunc);
217 }
218
219
220 #undef IND
221 #undef TAG