2 * Mesa 3-D graphics library
5 * Copyright (C) 1999-2004 Brian Paul All Rights Reserved.
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:
14 * The above copyright notice and this permission notice shall be included
15 * in all copies or substantial portions of the Software.
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.
25 * Keith Whitwell <keith@tungstengraphics.com>
29 static void TAG(triangle
)(GLcontext
*ctx
, GLuint e0
, GLuint e1
, GLuint e2
)
31 struct vertex_buffer
*VB
= &TNL_CONTEXT(ctx
)->vb
;
32 SWvertex
*verts
= SWSETUP_CONTEXT(ctx
)->verts
;
36 GLenum mode
= GL_FILL
;
38 GLchan saved_color
[3][4];
39 GLchan saved_spec
[3][4];
40 GLuint saved_index
[3];
47 if (IND
& (SS_TWOSIDE_BIT
| SS_OFFSET_BIT
| SS_UNFILLED_BIT
))
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
;
55 if (IND
& (SS_TWOSIDE_BIT
| SS_UNFILLED_BIT
))
57 facing
= (cc
< 0.0) ^ ctx
->Polygon
._FrontBit
;
58 if (ctx
->Stencil
.TestTwoSide
)
59 ctx
->_Facing
= facing
; /* for 2-sided stencil test */
61 if (IND
& SS_UNFILLED_BIT
)
62 mode
= facing
? ctx
->Polygon
.BackMode
: ctx
->Polygon
.FrontMode
;
65 if (IND
& SS_TWOSIDE_BIT
) {
66 if (IND
& SS_RGBA_BIT
) {
67 GLfloat (*vbcolor
)[4] = VB
->ColorPtr
[1]->data
;
69 COPY_CHAN4(saved_color
[0], v
[0]->color
);
70 COPY_CHAN4(saved_color
[1], v
[1]->color
);
71 COPY_CHAN4(saved_color
[2], v
[2]->color
);
73 SS_COLOR(v
[0]->color
, vbcolor
[e0
]);
74 SS_COLOR(v
[1]->color
, vbcolor
[e1
]);
75 SS_COLOR(v
[2]->color
, vbcolor
[e2
]);
77 if (VB
->SecondaryColorPtr
[1]) {
78 GLfloat (*vbspec
)[4] = VB
->SecondaryColorPtr
[1]->data
;
80 COPY_CHAN4(saved_spec
[0], v
[0]->specular
);
81 COPY_CHAN4(saved_spec
[1], v
[1]->specular
);
82 COPY_CHAN4(saved_spec
[2], v
[2]->specular
);
84 SS_SPEC(v
[0]->specular
, vbspec
[e0
]);
85 SS_SPEC(v
[1]->specular
, vbspec
[e1
]);
86 SS_SPEC(v
[2]->specular
, vbspec
[e2
]);
89 GLfloat
*vbindex
= (GLfloat
*)VB
->IndexPtr
[1]->data
;
90 saved_index
[0] = v
[0]->index
;
91 saved_index
[1] = v
[1]->index
;
92 saved_index
[2] = v
[2]->index
;
94 SS_IND(v
[0]->index
, (GLuint
) vbindex
[e0
]);
95 SS_IND(v
[1]->index
, (GLuint
) vbindex
[e1
]);
96 SS_IND(v
[2]->index
, (GLuint
) vbindex
[e2
]);
102 if (IND
& SS_OFFSET_BIT
)
104 offset
= ctx
->Polygon
.OffsetUnits
* ctx
->MRD
;
108 if (cc
* cc
> 1e-16) {
109 const GLfloat ez
= z
[0] - z
[2];
110 const GLfloat fz
= z
[1] - z
[2];
111 const GLfloat oneOverArea
= 1.0F
/ cc
;
112 const GLfloat dzdx
= FABSF((ey
* fz
- ez
* fy
) * oneOverArea
);
113 const GLfloat dzdy
= FABSF((ez
* fx
- ex
* fz
) * oneOverArea
);
114 offset
+= MAX2(dzdx
, dzdy
) * ctx
->Polygon
.OffsetFactor
;
115 /* Unfortunately, we need to clamp to prevent negative Zs below.
116 * Technically, we should do the clamping per-fragment.
118 offset
= MAX2(offset
, -v
[0]->win
[2]);
119 offset
= MAX2(offset
, -v
[1]->win
[2]);
120 offset
= MAX2(offset
, -v
[2]->win
[2]);
125 if (mode
== GL_POINT
) {
126 if ((IND
& SS_OFFSET_BIT
) && ctx
->Polygon
.OffsetPoint
) {
127 v
[0]->win
[2] += offset
;
128 v
[1]->win
[2] += offset
;
129 v
[2]->win
[2] += offset
;
131 _swsetup_render_point_tri( ctx
, e0
, e1
, e2
, facing
);
132 } else if (mode
== GL_LINE
) {
133 if ((IND
& SS_OFFSET_BIT
) && ctx
->Polygon
.OffsetLine
) {
134 v
[0]->win
[2] += offset
;
135 v
[1]->win
[2] += offset
;
136 v
[2]->win
[2] += offset
;
138 _swsetup_render_line_tri( ctx
, e0
, e1
, e2
, facing
);
140 if ((IND
& SS_OFFSET_BIT
) && ctx
->Polygon
.OffsetFill
) {
141 v
[0]->win
[2] += offset
;
142 v
[1]->win
[2] += offset
;
143 v
[2]->win
[2] += offset
;
145 _swrast_Triangle( ctx
, v
[0], v
[1], v
[2] );
148 if (IND
& SS_OFFSET_BIT
) {
154 if (IND
& SS_TWOSIDE_BIT
) {
156 if (IND
& SS_RGBA_BIT
) {
157 COPY_CHAN4(v
[0]->color
, saved_color
[0]);
158 COPY_CHAN4(v
[1]->color
, saved_color
[1]);
159 COPY_CHAN4(v
[2]->color
, saved_color
[2]);
160 if (VB
->SecondaryColorPtr
[1]) {
161 COPY_CHAN4(v
[0]->specular
, saved_spec
[0]);
162 COPY_CHAN4(v
[1]->specular
, saved_spec
[1]);
163 COPY_CHAN4(v
[2]->specular
, saved_spec
[2]);
166 v
[0]->index
= saved_index
[0];
167 v
[1]->index
= saved_index
[1];
168 v
[2]->index
= saved_index
[2];
176 /* Need to fixup edgeflags when decomposing to triangles:
178 static void TAG(quadfunc
)( GLcontext
*ctx
, GLuint v0
,
179 GLuint v1
, GLuint v2
, GLuint v3
)
181 if (IND
& SS_UNFILLED_BIT
) {
182 struct vertex_buffer
*VB
= &TNL_CONTEXT(ctx
)->vb
;
183 GLubyte ef1
= VB
->EdgeFlag
[v1
];
184 GLubyte ef3
= VB
->EdgeFlag
[v3
];
185 VB
->EdgeFlag
[v1
] = 0;
186 TAG(triangle
)( ctx
, v0
, v1
, v3
);
187 VB
->EdgeFlag
[v1
] = ef1
;
188 VB
->EdgeFlag
[v3
] = 0;
189 TAG(triangle
)( ctx
, v1
, v2
, v3
);
190 VB
->EdgeFlag
[v3
] = ef3
;
192 TAG(triangle
)( ctx
, v0
, v1
, v3
);
193 TAG(triangle
)( ctx
, v1
, v2
, v3
);
200 static void TAG(init
)( void )
202 tri_tab
[IND
] = TAG(triangle
);
203 quad_tab
[IND
] = TAG(quadfunc
);