Instead of testing ctx->_TriangleCaps for flat/smooth shading, just use ctx->Light...
[mesa.git] / src / mesa / tnl_dd / t_dd_unfilled.h
1 /*
2 * Mesa 3-D graphics library
3 * Version: 6.5.1
4 *
5 * Copyright (C) 1999-2006 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 #if HAVE_RGBA
29 #define VERT_SET_IND( v, c )
30 #define VERT_COPY_IND( v0, v1 )
31 #define VERT_SAVE_IND( idx )
32 #define VERT_RESTORE_IND( idx )
33 #endif
34
35 #if !HAVE_SPEC
36 #define VERT_SET_SPEC( v, c )
37 #define VERT_COPY_SPEC( v0, v1 )
38 #define VERT_SAVE_SPEC( idx )
39 #define VERT_RESTORE_SPEC( idx )
40 #endif
41
42 static void TAG(unfilled_tri)( GLcontext *ctx,
43 GLenum mode,
44 GLuint e0, GLuint e1, GLuint e2 )
45 {
46 struct vertex_buffer *VB = &TNL_CONTEXT(ctx)->vb;
47 GLubyte *ef = VB->EdgeFlag;
48 VERTEX *v[3];
49 LOCAL_VARS(3);
50
51 v[0] = (VERTEX *)GET_VERTEX(e0);
52 v[1] = (VERTEX *)GET_VERTEX(e1);
53 v[2] = (VERTEX *)GET_VERTEX(e2);
54
55 if (ctx->Light.ShadeModel == GL_FLAT && HAVE_HW_FLATSHADE) {
56 if (HAVE_RGBA) {
57 VERT_SAVE_RGBA(0);
58 VERT_SAVE_RGBA(1);
59 VERT_COPY_RGBA(v[0], v[2]);
60 VERT_COPY_RGBA(v[1], v[2]);
61
62 if (HAVE_SPEC) {
63 VERT_SAVE_SPEC(0);
64 VERT_SAVE_SPEC(1);
65 VERT_COPY_SPEC(v[0], v[2]);
66 VERT_COPY_SPEC(v[1], v[2]);
67 }
68 } else {
69 VERT_SAVE_IND(0);
70 VERT_SAVE_IND(1);
71 VERT_COPY_IND(v[0], v[2]);
72 VERT_COPY_IND(v[1], v[2]);
73 }
74 }
75
76 /* fprintf(stderr, "%s %s %d %d %d\n", __FUNCTION__, */
77 /* _mesa_lookup_enum_by_nr( mode ), */
78 /* ef[e0], ef[e1], ef[e2]); */
79
80 if (mode == GL_POINT) {
81 RASTERIZE(GL_POINTS);
82 if (ef[e0]) POINT( v[0] );
83 if (ef[e1]) POINT( v[1] );
84 if (ef[e2]) POINT( v[2] );
85 }
86 else {
87 RASTERIZE(GL_LINES);
88 if (RENDER_PRIMITIVE == GL_POLYGON) {
89 if (ef[e2]) LINE( v[2], v[0] );
90 if (ef[e0]) LINE( v[0], v[1] );
91 if (ef[e1]) LINE( v[1], v[2] );
92 }
93 else {
94 if (ef[e0]) LINE( v[0], v[1] );
95 if (ef[e1]) LINE( v[1], v[2] );
96 if (ef[e2]) LINE( v[2], v[0] );
97 }
98 }
99
100 if (ctx->Light.ShadeModel == GL_FLAT && HAVE_HW_FLATSHADE) {
101 if (HAVE_RGBA) {
102 VERT_RESTORE_RGBA(0);
103 VERT_RESTORE_RGBA(1);
104
105 if (HAVE_SPEC) {
106 VERT_RESTORE_SPEC(0);
107 VERT_RESTORE_SPEC(1);
108 }
109 } else {
110 VERT_RESTORE_IND(0);
111 VERT_RESTORE_IND(1);
112 }
113 }
114 }
115
116
117 static void TAG(unfilled_quad)( GLcontext *ctx,
118 GLenum mode,
119 GLuint e0, GLuint e1,
120 GLuint e2, GLuint e3 )
121 {
122 struct vertex_buffer *VB = &TNL_CONTEXT(ctx)->vb;
123 GLubyte *ef = VB->EdgeFlag;
124 VERTEX *v[4];
125 LOCAL_VARS(4);
126
127 v[0] = (VERTEX *)GET_VERTEX(e0);
128 v[1] = (VERTEX *)GET_VERTEX(e1);
129 v[2] = (VERTEX *)GET_VERTEX(e2);
130 v[3] = (VERTEX *)GET_VERTEX(e3);
131
132 /* Hardware flatshading breaks down here. If the hardware doesn't
133 * support flatshading, this will already have been done:
134 */
135 if (ctx->Light.ShadeModel == GL_FLAT && HAVE_HW_FLATSHADE) {
136 if (HAVE_RGBA) {
137 VERT_SAVE_RGBA(0);
138 VERT_SAVE_RGBA(1);
139 VERT_SAVE_RGBA(2);
140 VERT_COPY_RGBA(v[0], v[3]);
141 VERT_COPY_RGBA(v[1], v[3]);
142 VERT_COPY_RGBA(v[2], v[3]);
143
144 if (HAVE_SPEC) {
145 VERT_SAVE_SPEC(0);
146 VERT_SAVE_SPEC(1);
147 VERT_SAVE_SPEC(2);
148 VERT_COPY_SPEC(v[0], v[3]);
149 VERT_COPY_SPEC(v[1], v[3]);
150 VERT_COPY_SPEC(v[2], v[3]);
151 }
152 } else {
153 VERT_SAVE_IND(0);
154 VERT_SAVE_IND(1);
155 VERT_SAVE_IND(2);
156 VERT_COPY_IND(v[0], v[3]);
157 VERT_COPY_IND(v[1], v[3]);
158 VERT_COPY_IND(v[2], v[3]);
159 }
160 }
161
162 if (mode == GL_POINT) {
163 RASTERIZE(GL_POINTS);
164 if (ef[e0]) POINT( v[0] );
165 if (ef[e1]) POINT( v[1] );
166 if (ef[e2]) POINT( v[2] );
167 if (ef[e3]) POINT( v[3] );
168 }
169 else {
170 RASTERIZE(GL_LINES);
171 if (ef[e0]) LINE( v[0], v[1] );
172 if (ef[e1]) LINE( v[1], v[2] );
173 if (ef[e2]) LINE( v[2], v[3] );
174 if (ef[e3]) LINE( v[3], v[0] );
175 }
176
177 if (ctx->Light.ShadeModel == GL_FLAT && HAVE_HW_FLATSHADE) {
178 if (HAVE_RGBA) {
179 VERT_RESTORE_RGBA(0);
180 VERT_RESTORE_RGBA(1);
181 VERT_RESTORE_RGBA(2);
182
183 if (HAVE_SPEC) {
184 VERT_RESTORE_SPEC(0);
185 VERT_RESTORE_SPEC(1);
186 VERT_RESTORE_SPEC(2);
187 }
188 } else {
189 VERT_RESTORE_IND(0);
190 VERT_RESTORE_IND(1);
191 VERT_RESTORE_IND(2);
192 }
193 }
194 }
195
196
197 #if HAVE_RGBA
198 #undef VERT_SET_IND
199 #undef VERT_COPY_IND
200 #undef VERT_SAVE_IND
201 #undef VERT_RESTORE_IND
202 #endif
203
204 #if !HAVE_SPEC
205 #undef VERT_SET_SPEC
206 #undef VERT_COPY_SPEC
207 #undef VERT_SAVE_SPEC
208 #undef VERT_RESTORE_SPEC
209 #endif
210
211 #undef TAG