-
/*
* Mesa 3-D graphics library
- * Version: 3.5
+ * Version: 7.1
*
- * Copyright (C) 1999-2001 Brian Paul All Rights Reserved.
+ * Copyright (C) 1999-2007 Brian Paul All Rights Reserved.
*
* Permission is hereby granted, free of charge, to any person obtaining a
* copy of this software and associated documentation files (the "Software"),
* Keith Whitwell <keith@tungstengraphics.com>
*/
-#include "glheader.h"
-#include "colormac.h"
-#include "macros.h"
-#include "mtypes.h"
+#include "main/glheader.h"
+#include "main/colormac.h"
+#include "main/macros.h"
+#include "main/mtypes.h"
#include "tnl/t_context.h"
#define SS_UNFILLED_BIT 0x8
#define SS_MAX_TRIFUNC 0x10
-static triangle_func tri_tab[SS_MAX_TRIFUNC];
-static quad_func quad_tab[SS_MAX_TRIFUNC];
+static tnl_triangle_func tri_tab[SS_MAX_TRIFUNC];
+static tnl_quad_func quad_tab[SS_MAX_TRIFUNC];
+
+/*
+ * Render a triangle respecting edge flags.
+ */
+typedef void (* swsetup_edge_render_prim_tri)(GLcontext *ctx,
+ const GLubyte *ef,
+ GLuint e0,
+ GLuint e1,
+ GLuint e2,
+ const SWvertex *v0,
+ const SWvertex *v1,
+ const SWvertex *v2);
-static void _swsetup_render_line_tri( GLcontext *ctx,
- GLuint e0, GLuint e1, GLuint e2,
- GLuint facing )
+/*
+ * Render a triangle using lines and respecting edge flags.
+ */
+static void
+_swsetup_edge_render_line_tri(GLcontext *ctx,
+ const GLubyte *ef,
+ GLuint e0,
+ GLuint e1,
+ GLuint e2,
+ const SWvertex *v0,
+ const SWvertex *v1,
+ const SWvertex *v2)
{
SScontext *swsetup = SWSETUP_CONTEXT(ctx);
- struct vertex_buffer *VB = &TNL_CONTEXT(ctx)->vb;
- GLubyte *ef = VB->EdgeFlag;
- SWvertex *verts = swsetup->verts;
- SWvertex *v0 = &verts[e0];
- SWvertex *v1 = &verts[e1];
- SWvertex *v2 = &verts[e2];
- GLchan c[2][4];
- GLchan s[2][4];
- GLuint i[2];
-
- /* cull testing */
- if (ctx->Polygon.CullFlag) {
- if (facing == 1 && ctx->Polygon.CullFaceMode != GL_FRONT)
- return;
- if (facing == 0 && ctx->Polygon.CullFaceMode != GL_BACK)
- return;
- }
-
- if (ctx->Light.ShadeModel == GL_FLAT) {
- COPY_CHAN4(c[0], v0->color);
- COPY_CHAN4(c[1], v1->color);
- COPY_CHAN4(s[0], v0->specular);
- COPY_CHAN4(s[1], v1->specular);
- i[0] = v0->index;
- i[1] = v1->index;
-
- COPY_CHAN4(v0->color, v2->color);
- COPY_CHAN4(v1->color, v2->color);
- COPY_CHAN4(v0->specular, v2->specular);
- COPY_CHAN4(v1->specular, v2->specular);
- v0->index = v2->index;
- v1->index = v2->index;
- }
if (swsetup->render_prim == GL_POLYGON) {
if (ef[e2]) _swrast_Line( ctx, v2, v0 );
if (ef[e1]) _swrast_Line( ctx, v1, v2 );
if (ef[e2]) _swrast_Line( ctx, v2, v0 );
}
+}
- if (ctx->Light.ShadeModel == GL_FLAT) {
- COPY_CHAN4(v0->color, c[0]);
- COPY_CHAN4(v1->color, c[1]);
- COPY_CHAN4(v0->specular, s[0]);
- COPY_CHAN4(v1->specular, s[1]);
- v0->index = i[0];
- v1->index = i[1];
- }
+/*
+ * Render a triangle using points and respecting edge flags.
+ */
+static void
+_swsetup_edge_render_point_tri(GLcontext *ctx,
+ const GLubyte *ef,
+ GLuint e0,
+ GLuint e1,
+ GLuint e2,
+ const SWvertex *v0,
+ const SWvertex *v1,
+ const SWvertex *v2)
+{
+ if (ef[e0]) _swrast_Point( ctx, v0 );
+ if (ef[e1]) _swrast_Point( ctx, v1 );
+ if (ef[e2]) _swrast_Point( ctx, v2 );
+
+ _swrast_flush(ctx);
}
-static void _swsetup_render_point_tri( GLcontext *ctx,
- GLuint e0, GLuint e1, GLuint e2,
- GLuint facing )
+/*
+ * Render a triangle respecting cull and shade model.
+ */
+static void _swsetup_render_tri(GLcontext *ctx,
+ GLuint e0,
+ GLuint e1,
+ GLuint e2,
+ GLuint facing,
+ swsetup_edge_render_prim_tri render)
{
SScontext *swsetup = SWSETUP_CONTEXT(ctx);
struct vertex_buffer *VB = &TNL_CONTEXT(ctx)->vb;
SWvertex *v0 = &verts[e0];
SWvertex *v1 = &verts[e1];
SWvertex *v2 = &verts[e2];
- GLchan c[2][4];
- GLchan s[2][4];
- GLuint i[2];
/* cull testing */
if (ctx->Polygon.CullFlag) {
return;
}
+ _swrast_SetFacing(ctx, facing);
+
if (ctx->Light.ShadeModel == GL_FLAT) {
+ GLchan c[2][4];
+ GLfloat s[2][4];
+ GLfloat i[2];
+
/* save colors/indexes for v0, v1 vertices */
COPY_CHAN4(c[0], v0->color);
COPY_CHAN4(c[1], v1->color);
- COPY_CHAN4(s[0], v0->specular);
- COPY_CHAN4(s[1], v1->specular);
- i[0] = v0->index;
- i[1] = v1->index;
+ COPY_4V(s[0], v0->attrib[FRAG_ATTRIB_COL1]);
+ COPY_4V(s[1], v1->attrib[FRAG_ATTRIB_COL1]);
+ i[0] = v0->attrib[FRAG_ATTRIB_CI][0];
+ i[1] = v1->attrib[FRAG_ATTRIB_CI][0];
/* copy v2 color/indexes to v0, v1 indexes */
COPY_CHAN4(v0->color, v2->color);
COPY_CHAN4(v1->color, v2->color);
- COPY_CHAN4(v0->specular, v2->specular);
- COPY_CHAN4(v1->specular, v2->specular);
- v0->index = v2->index;
- v1->index = v2->index;
- }
+ COPY_4V(v0->attrib[FRAG_ATTRIB_COL1], v2->attrib[FRAG_ATTRIB_COL1]);
+ COPY_4V(v1->attrib[FRAG_ATTRIB_COL1], v2->attrib[FRAG_ATTRIB_COL1]);
+ v0->attrib[FRAG_ATTRIB_CI][0] = v2->attrib[FRAG_ATTRIB_CI][0];
+ v1->attrib[FRAG_ATTRIB_CI][0] = v2->attrib[FRAG_ATTRIB_CI][0];
- if (ef[e0]) _swrast_Point( ctx, v0 );
- if (ef[e1]) _swrast_Point( ctx, v1 );
- if (ef[e2]) _swrast_Point( ctx, v2 );
+ render(ctx, ef, e0, e1, e2, v0, v1, v2);
- if (ctx->Light.ShadeModel == GL_FLAT) {
- /* restore v0, v1 colores/indexes */
COPY_CHAN4(v0->color, c[0]);
COPY_CHAN4(v1->color, c[1]);
- COPY_CHAN4(v0->specular, s[0]);
- COPY_CHAN4(v1->specular, s[1]);
- v0->index = i[0];
- v1->index = i[1];
+ COPY_4V(v0->attrib[FRAG_ATTRIB_COL1], s[0]);
+ COPY_4V(v1->attrib[FRAG_ATTRIB_COL1], s[1]);
+ v0->attrib[FRAG_ATTRIB_CI][0] = i[0];
+ v1->attrib[FRAG_ATTRIB_CI][0] = i[1];
+ }
+ else {
+ render(ctx, ef, e0, e1, e2, v0, v1, v2);
}
- _swrast_flush(ctx);
}
#define SS_COLOR(a,b) UNCLAMPED_FLOAT_TO_RGBA_CHAN(a,b)
ctx->Polygon.OffsetFill)
ind |= SS_OFFSET_BIT;
- if (ctx->Light.Enabled && ctx->Light.Model.TwoSide)
+ if ((ctx->Light.Enabled && ctx->Light.Model.TwoSide) ||
+ (ctx->VertexProgram._Current && ctx->VertexProgram.TwoSideEnabled))
ind |= SS_TWOSIDE_BIT;
/* We piggyback the two-sided stencil front/back determination on the
*/
if (ctx->Polygon.FrontMode != GL_FILL ||
ctx->Polygon.BackMode != GL_FILL ||
- (ctx->Stencil.Enabled && ctx->Stencil.TestTwoSide))
+ (ctx->Stencil.Enabled && ctx->Stencil._TestTwoSide))
ind |= SS_UNFILLED_BIT;
if (ctx->Visual.rgbMode)
tnl->Driver.Render.Quad = quad_tab[ind];
tnl->Driver.Render.Line = swsetup_line;
tnl->Driver.Render.Points = swsetup_points;
-
- ctx->_Facing = 0;
}