-/* $Id: s_aatritemp.h,v 1.1 2000/10/31 18:00:04 keithw Exp $ */
+/* $Id: s_aatritemp.h,v 1.6 2001/03/03 20:33:30 brianp Exp $ */
/*
* Mesa 3-D graphics library
/*void triangle( GLcontext *ctx, GLuint v0, GLuint v1, GLuint v2, GLuint pv )*/
{
- const struct vertex_buffer *VB = ctx->VB;
- const GLfloat *p0 = VB->Win.data[v0];
- const GLfloat *p1 = VB->Win.data[v1];
- const GLfloat *p2 = VB->Win.data[v2];
- GLint vMin, vMid, vMax;
+ const GLfloat *p0 = v0->win;
+ const GLfloat *p1 = v1->win;
+ const GLfloat *p2 = v2->win;
+ const SWvertex *vMin, *vMid, *vMax;
GLint iyMin, iyMax;
GLfloat yMin, yMax;
GLboolean ltor;
GLfloat u[MAX_TEXTURE_UNITS][MAX_WIDTH];
GLfloat lambda[MAX_TEXTURE_UNITS][MAX_WIDTH];
#endif
- GLfloat bf = ctx->backface_sign;
+ GLfloat bf = SWRAST_CONTEXT(ctx)->_backface_sign;
/* determine bottom to top order of vertices */
{
- GLfloat y0 = VB->Win.data[v0][1];
- GLfloat y1 = VB->Win.data[v1][1];
- GLfloat y2 = VB->Win.data[v2][1];
+ GLfloat y0 = v0->win[1];
+ GLfloat y1 = v1->win[1];
+ GLfloat y2 = v2->win[1];
if (y0 <= y1) {
if (y1 <= y2) {
vMin = v0; vMid = v1; vMax = v2; /* y0<=y1<=y2 */
}
}
- majDx = VB->Win.data[vMax][0] - VB->Win.data[vMin][0];
- majDy = VB->Win.data[vMax][1] - VB->Win.data[vMin][1];
+ majDx = vMax->win[0] - vMin->win[0];
+ majDy = vMax->win[1] - vMin->win[1];
{
- const GLfloat botDx = VB->Win.data[vMid][0] - VB->Win.data[vMin][0];
- const GLfloat botDy = VB->Win.data[vMid][1] - VB->Win.data[vMin][1];
+ const GLfloat botDx = vMid->win[0] - vMin->win[0];
+ const GLfloat botDy = vMid->win[1] - vMin->win[1];
const GLfloat area = majDx * botDy - botDx * majDy;
ltor = (GLboolean) (area < 0.0F);
/* Do backface culling */
#ifdef DO_Z
compute_plane(p0, p1, p2, p0[2], p1[2], p2[2], zPlane);
compute_plane(p0, p1, p2,
- VB->FogCoordPtr->data[v0],
- VB->FogCoordPtr->data[v1],
- VB->FogCoordPtr->data[v2],
+ v0->fog,
+ v1->fog,
+ v2->fog,
fogPlane);
#endif
#ifdef DO_RGBA
if (ctx->Light.ShadeModel == GL_SMOOTH) {
- GLchan (*rgba)[4] = VB->ColorPtr->data;
- compute_plane(p0, p1, p2, rgba[v0][0], rgba[v1][0], rgba[v2][0], rPlane);
- compute_plane(p0, p1, p2, rgba[v0][1], rgba[v1][1], rgba[v2][1], gPlane);
- compute_plane(p0, p1, p2, rgba[v0][2], rgba[v1][2], rgba[v2][2], bPlane);
- compute_plane(p0, p1, p2, rgba[v0][3], rgba[v1][3], rgba[v2][3], aPlane);
+ compute_plane(p0, p1, p2, v0->color[0], v1->color[0], v2->color[0], rPlane);
+ compute_plane(p0, p1, p2, v0->color[1], v1->color[1], v2->color[1], gPlane);
+ compute_plane(p0, p1, p2, v0->color[2], v1->color[2], v2->color[2], bPlane);
+ compute_plane(p0, p1, p2, v0->color[3], v1->color[3], v2->color[3], aPlane);
}
else {
- constant_plane(VB->ColorPtr->data[pv][RCOMP], rPlane);
- constant_plane(VB->ColorPtr->data[pv][GCOMP], gPlane);
- constant_plane(VB->ColorPtr->data[pv][BCOMP], bPlane);
- constant_plane(VB->ColorPtr->data[pv][ACOMP], aPlane);
+ constant_plane(v2->color[RCOMP], rPlane);
+ constant_plane(v2->color[GCOMP], gPlane);
+ constant_plane(v2->color[BCOMP], bPlane);
+ constant_plane(v2->color[ACOMP], aPlane);
}
#endif
#ifdef DO_INDEX
if (ctx->Light.ShadeModel == GL_SMOOTH) {
- compute_plane(p0, p1, p2, VB->IndexPtr->data[v0],
- VB->IndexPtr->data[v1], VB->IndexPtr->data[v2], iPlane);
+ compute_plane(p0, p1, p2, v0->index,
+ v1->index, v2->index, iPlane);
}
else {
- constant_plane(VB->IndexPtr->data[pv], iPlane);
+ constant_plane(v2->index, iPlane);
}
#endif
#ifdef DO_SPEC
- {
- GLchan (*spec)[4] = VB->SecondaryColorPtr->data;
- compute_plane(p0, p1, p2, spec[v0][0], spec[v1][0], spec[v2][0],srPlane);
- compute_plane(p0, p1, p2, spec[v0][1], spec[v1][1], spec[v2][1],sgPlane);
- compute_plane(p0, p1, p2, spec[v0][2], spec[v1][2], spec[v2][2],sbPlane);
+ if (ctx->Light.ShadeModel == GL_SMOOTH) {
+ compute_plane(p0, p1, p2, v0->specular[0], v1->specular[0], v2->specular[0],srPlane);
+ compute_plane(p0, p1, p2, v0->specular[1], v1->specular[1], v2->specular[1],sgPlane);
+ compute_plane(p0, p1, p2, v0->specular[2], v1->specular[2], v2->specular[2],sbPlane);
+ }
+ else {
+ /* KW: added this */
+ constant_plane(v2->specular[RCOMP], srPlane);
+ constant_plane(v2->specular[GCOMP], sgPlane);
+ constant_plane(v2->specular[BCOMP], sbPlane);
}
#endif
#ifdef DO_TEX
{
- const struct gl_texture_object *obj = ctx->Texture.Unit[0].Current;
+ const struct gl_texture_object *obj = ctx->Texture.Unit[0]._Current;
const struct gl_texture_image *texImage = obj->Image[obj->BaseLevel];
- const GLint tSize = 3;
- const GLfloat invW0 = VB->Win.data[v0][3];
- const GLfloat invW1 = VB->Win.data[v1][3];
- const GLfloat invW2 = VB->Win.data[v2][3];
- GLfloat (*texCoord)[4] = VB->TexCoordPtr[0]->data;
- const GLfloat s0 = texCoord[v0][0] * invW0;
- const GLfloat s1 = texCoord[v1][0] * invW1;
- const GLfloat s2 = texCoord[v2][0] * invW2;
- const GLfloat t0 = (tSize > 1) ? texCoord[v0][1] * invW0 : 0.0F;
- const GLfloat t1 = (tSize > 1) ? texCoord[v1][1] * invW1 : 0.0F;
- const GLfloat t2 = (tSize > 1) ? texCoord[v2][1] * invW2 : 0.0F;
- const GLfloat r0 = (tSize > 2) ? texCoord[v0][2] * invW0 : 0.0F;
- const GLfloat r1 = (tSize > 2) ? texCoord[v1][2] * invW1 : 0.0F;
- const GLfloat r2 = (tSize > 2) ? texCoord[v2][2] * invW2 : 0.0F;
- const GLfloat q0 = (tSize > 3) ? texCoord[v0][3] * invW0 : invW0;
- const GLfloat q1 = (tSize > 3) ? texCoord[v1][3] * invW1 : invW1;
- const GLfloat q2 = (tSize > 3) ? texCoord[v2][3] * invW2 : invW2;
+ const GLfloat invW0 = v0->win[3];
+ const GLfloat invW1 = v1->win[3];
+ const GLfloat invW2 = v2->win[3];
+ const GLfloat s0 = v0->texcoord[0][0] * invW0;
+ const GLfloat s1 = v1->texcoord[0][0] * invW1;
+ const GLfloat s2 = v2->texcoord[0][0] * invW2;
+ const GLfloat t0 = v0->texcoord[0][1] * invW0;
+ const GLfloat t1 = v1->texcoord[0][1] * invW1;
+ const GLfloat t2 = v2->texcoord[0][1] * invW2;
+ const GLfloat r0 = v0->texcoord[0][2] * invW0;
+ const GLfloat r1 = v1->texcoord[0][2] * invW1;
+ const GLfloat r2 = v2->texcoord[0][2] * invW2;
+ const GLfloat q0 = v0->texcoord[0][3] * invW0;
+ const GLfloat q1 = v1->texcoord[0][3] * invW1;
+ const GLfloat q2 = v2->texcoord[0][3] * invW2;
compute_plane(p0, p1, p2, s0, s1, s2, sPlane);
compute_plane(p0, p1, p2, t0, t1, t2, tPlane);
compute_plane(p0, p1, p2, r0, r1, r2, uPlane);
{
GLuint u;
for (u = 0; u < ctx->Const.MaxTextureUnits; u++) {
- if (ctx->Texture.Unit[u].ReallyEnabled) {
- const struct gl_texture_object *obj = ctx->Texture.Unit[u].Current;
+ if (ctx->Texture.Unit[u]._ReallyEnabled) {
+ const struct gl_texture_object *obj = ctx->Texture.Unit[u]._Current;
const struct gl_texture_image *texImage = obj->Image[obj->BaseLevel];
- const GLint tSize = VB->TexCoordPtr[u]->size;
- const GLfloat invW0 = VB->Win.data[v0][3];
- const GLfloat invW1 = VB->Win.data[v1][3];
- const GLfloat invW2 = VB->Win.data[v2][3];
- GLfloat (*texCoord)[4] = VB->TexCoordPtr[u]->data;
- const GLfloat s0 = texCoord[v0][0] * invW0;
- const GLfloat s1 = texCoord[v1][0] * invW1;
- const GLfloat s2 = texCoord[v2][0] * invW2;
- const GLfloat t0 = (tSize > 1) ? texCoord[v0][1] * invW0 : 0.0F;
- const GLfloat t1 = (tSize > 1) ? texCoord[v1][1] * invW1 : 0.0F;
- const GLfloat t2 = (tSize > 1) ? texCoord[v2][1] * invW2 : 0.0F;
- const GLfloat r0 = (tSize > 2) ? texCoord[v0][2] * invW0 : 0.0F;
- const GLfloat r1 = (tSize > 2) ? texCoord[v1][2] * invW1 : 0.0F;
- const GLfloat r2 = (tSize > 2) ? texCoord[v2][2] * invW2 : 0.0F;
- const GLfloat q0 = (tSize > 3) ? texCoord[v0][3] * invW0 : invW0;
- const GLfloat q1 = (tSize > 3) ? texCoord[v1][3] * invW1 : invW1;
- const GLfloat q2 = (tSize > 3) ? texCoord[v2][3] * invW2 : invW2;
+ const GLfloat invW0 = v0->win[3];
+ const GLfloat invW1 = v1->win[3];
+ const GLfloat invW2 = v2->win[3];
+ const GLfloat s0 = v0->texcoord[u][0] * invW0;
+ const GLfloat s1 = v1->texcoord[u][0] * invW1;
+ const GLfloat s2 = v2->texcoord[u][0] * invW2;
+ const GLfloat t0 = v0->texcoord[u][1] * invW0;
+ const GLfloat t1 = v1->texcoord[u][1] * invW1;
+ const GLfloat t2 = v2->texcoord[u][1] * invW2;
+ const GLfloat r0 = v0->texcoord[u][2] * invW0;
+ const GLfloat r1 = v1->texcoord[u][2] * invW1;
+ const GLfloat r2 = v2->texcoord[u][2] * invW2;
+ const GLfloat q0 = v0->texcoord[u][3] * invW0;
+ const GLfloat q1 = v1->texcoord[u][3] * invW1;
+ const GLfloat q2 = v2->texcoord[u][3] * invW2;
compute_plane(p0, p1, p2, s0, s1, s2, sPlane[u]);
compute_plane(p0, p1, p2, t0, t1, t2, tPlane[u]);
compute_plane(p0, p1, p2, r0, r1, r2, uPlane[u]);
}
#endif
- yMin = VB->Win.data[vMin][1];
- yMax = VB->Win.data[vMax][1];
+ yMin = vMin->win[1];
+ yMax = vMax->win[1];
iyMin = (int) yMin;
iyMax = (int) yMax + 1;
if (ltor) {
/* scan left to right */
- const float *pMin = VB->Win.data[vMin];
- const float *pMid = VB->Win.data[vMid];
- const float *pMax = VB->Win.data[vMax];
+ const float *pMin = vMin->win;
+ const float *pMid = vMid->win;
+ const float *pMax = vMax->win;
const float dxdy = majDx / majDy;
const float xAdj = dxdy < 0.0F ? -dxdy : 0.0F;
- float x = VB->Win.data[vMin][0] - (yMin - iyMin) * dxdy;
+ float x = vMin->win[0] - (yMin - iyMin) * dxdy;
int iy;
for (iy = iyMin; iy < iyMax; iy++, x += dxdy) {
GLint ix, startX = (GLint) (x - xAdj);
{
GLuint unit;
for (unit = 0; unit < ctx->Const.MaxTextureUnits; unit++) {
- if (ctx->Texture.Unit[unit].ReallyEnabled) {
+ if (ctx->Texture.Unit[unit]._ReallyEnabled) {
GLfloat invQ = solve_plane_recip(ix, iy, vPlane[unit]);
s[unit][count] = solve_plane(ix, iy, sPlane[unit]) * invQ;
t[unit][count] = solve_plane(ix, iy, tPlane[unit]) * invQ;
n = (GLuint) ix - (GLuint) startX;
#ifdef DO_MULTITEX
# ifdef DO_SPEC
- gl_write_multitexture_span(ctx, n, startX, iy, z, fog,
+ _mesa_write_multitexture_span(ctx, n, startX, iy, z, fog,
(const GLfloat (*)[MAX_WIDTH]) s,
(const GLfloat (*)[MAX_WIDTH]) t,
(const GLfloat (*)[MAX_WIDTH]) u,
rgba, (const GLchan (*)[4]) spec,
GL_POLYGON);
# else
- gl_write_multitexture_span(ctx, n, startX, iy, z, fog,
+ _mesa_write_multitexture_span(ctx, n, startX, iy, z, fog,
(const GLfloat (*)[MAX_WIDTH]) s,
(const GLfloat (*)[MAX_WIDTH]) t,
(const GLfloat (*)[MAX_WIDTH]) u,
# endif
#elif defined(DO_TEX)
# ifdef DO_SPEC
- gl_write_texture_span(ctx, n, startX, iy, z, fog,
+ _mesa_write_texture_span(ctx, n, startX, iy, z, fog,
s, t, u, lambda, rgba,
(const GLchan (*)[4]) spec, GL_POLYGON);
# else
- gl_write_texture_span(ctx, n, startX, iy, z, fog,
+ _mesa_write_texture_span(ctx, n, startX, iy, z, fog,
s, t, u, lambda,
rgba, NULL, GL_POLYGON);
# endif
#elif defined(DO_RGBA)
- gl_write_rgba_span(ctx, n, startX, iy, z, fog, rgba, GL_POLYGON);
+ _mesa_write_rgba_span(ctx, n, startX, iy, z, fog, rgba, GL_POLYGON);
#elif defined(DO_INDEX)
- gl_write_index_span(ctx, n, startX, iy, z, fog, index, GL_POLYGON);
+ _mesa_write_index_span(ctx, n, startX, iy, z, fog, index, GL_POLYGON);
#endif
}
}
else {
/* scan right to left */
- const GLfloat *pMin = VB->Win.data[vMin];
- const GLfloat *pMid = VB->Win.data[vMid];
- const GLfloat *pMax = VB->Win.data[vMax];
+ const GLfloat *pMin = vMin->win;
+ const GLfloat *pMid = vMid->win;
+ const GLfloat *pMax = vMax->win;
const GLfloat dxdy = majDx / majDy;
const GLfloat xAdj = dxdy > 0 ? dxdy : 0.0F;
- GLfloat x = VB->Win.data[vMin][0] - (yMin - iyMin) * dxdy;
+ GLfloat x = vMin->win[0] - (yMin - iyMin) * dxdy;
GLint iy;
for (iy = iyMin; iy < iyMax; iy++, x += dxdy) {
GLint ix, left, startX = (GLint) (x + xAdj);
{
GLuint unit;
for (unit = 0; unit < ctx->Const.MaxTextureUnits; unit++) {
- if (ctx->Texture.Unit[unit].ReallyEnabled) {
+ if (ctx->Texture.Unit[unit]._ReallyEnabled) {
GLfloat invQ = solve_plane_recip(ix, iy, vPlane[unit]);
s[unit][ix] = solve_plane(ix, iy, sPlane[unit]) * invQ;
t[unit][ix] = solve_plane(ix, iy, tPlane[unit]) * invQ;
{
GLuint unit;
for (unit = 0; unit < ctx->Const.MaxTextureUnits; unit++) {
- if (ctx->Texture.Unit[unit].ReallyEnabled) {
+ if (ctx->Texture.Unit[unit]._ReallyEnabled) {
GLint j;
for (j = 0; j < n; j++) {
s[unit][j] = s[unit][j + left];
}
}
# ifdef DO_SPEC
- gl_write_multitexture_span(ctx, n, left, iy, z + left, fog + left,
+ _mesa_write_multitexture_span(ctx, n, left, iy, z + left, fog + left,
(const GLfloat (*)[MAX_WIDTH]) s,
(const GLfloat (*)[MAX_WIDTH]) t,
(const GLfloat (*)[MAX_WIDTH]) u,
(const GLchan (*)[4]) (spec + left),
GL_POLYGON);
# else
- gl_write_multitexture_span(ctx, n, left, iy, z + left, fog + left,
+ _mesa_write_multitexture_span(ctx, n, left, iy, z + left, fog + left,
(const GLfloat (*)[MAX_WIDTH]) s,
(const GLfloat (*)[MAX_WIDTH]) t,
(const GLfloat (*)[MAX_WIDTH]) u,
# endif
#elif defined(DO_TEX)
# ifdef DO_SPEC
- gl_write_texture_span(ctx, n, left, iy, z + left, fog + left,
+ _mesa_write_texture_span(ctx, n, left, iy, z + left, fog + left,
s + left, t + left, u + left,
lambda + left, rgba + left,
(const GLchan (*)[4]) (spec + left),
GL_POLYGON);
# else
- gl_write_texture_span(ctx, n, left, iy, z + left, fog + left,
+ _mesa_write_texture_span(ctx, n, left, iy, z + left, fog + left,
s + left, t + left,
u + left, lambda + left,
rgba + left, NULL, GL_POLYGON);
# endif
#elif defined(DO_RGBA)
- gl_write_rgba_span(ctx, n, left, iy, z + left, fog + left,
+ _mesa_write_rgba_span(ctx, n, left, iy, z + left, fog + left,
rgba + left, GL_POLYGON);
#elif defined(DO_INDEX)
- gl_write_index_span(ctx, n, left, iy, z + left, fog + left,
+ _mesa_write_index_span(ctx, n, left, iy, z + left, fog + left,
index + left, GL_POLYGON);
#endif
}