/*
* Mesa 3-D graphics library
- * Version: 3.5
- *
- * Copyright (C) 1999 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"),
* to deal in the Software without restriction, including without limitation
* the rights to use, copy, modify, merge, publish, distribute, sublicense,
* and/or sell copies of the Software, and to permit persons to whom the
* Software is furnished to do so, subject to the following conditions:
- *
+ *
* The above copyright notice and this permission notice shall be included
* in all copies or substantial portions of the Software.
- *
+ *
* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS
* OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
* FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL
- * BRIAN PAUL BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN
- * AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN
- * CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
+ * THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR
+ * OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE,
+ * ARISING FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR
+ * OTHER DEALINGS IN THE SOFTWARE.
*
* Authors:
- * Keith Whitwell <keithw@valinux.com>
+ * Keith Whitwell <keithw@vmware.com>
*/
-static void TAG(triangle)(GLcontext *ctx,
- GLuint e0, GLuint e1, GLuint e2,
- GLuint pv)
+/**
+ * This is where we handle assigning vertex colors based on front/back
+ * facing, compute polygon offset and handle glPolygonMode().
+ */
+static void TAG(triangle)(struct gl_context *ctx, GLuint e0, GLuint e1, GLuint e2 )
{
- struct vertex_buffer *VB = TNL_VB(ctx);
- SWvertex *verts = SWSETUP_VB(VB)->verts;
+ struct vertex_buffer *VB = &TNL_CONTEXT(ctx)->vb;
+ SScontext *swsetup = SWSETUP_CONTEXT(ctx);
+ SWvertex *verts = SWSETUP_CONTEXT(ctx)->verts;
SWvertex *v[3];
- GLfloat offset;
GLfloat z[3];
- GLubyte c[3][4], s[3][4];
- GLuint i[3];
+ GLfloat offset, oz0, oz1, oz2;
GLenum mode = GL_FILL;
+ GLuint facing = 0;
+ GLchan saved_color[3][4] = { { 0 } };
+ GLfloat saved_col0[3][4] = { { 0 } };
+ GLfloat saved_spec[3][4] = { { 0 } };
v[0] = &verts[e0];
v[1] = &verts[e1];
v[2] = &verts[e2];
- if (IND & (SS_TWOSIDE_BIT | SS_FLAT_BIT)) {
- SS_COLOR(c[0], v[0]->color);
-
- if (IND & SS_TWOSIDE_BIT) {
- SS_COLOR(c[1], v[1]->color);
- SS_COLOR(c[2], v[2]->color);
- }
-
- if (IND & SS_COPY_EXTRAS) {
- SS_SPEC(s[0], v[0]->specular);
- SS_IND(i[0], v[0]->index);
-
- if (IND & SS_TWOSIDE_BIT) {
- SS_SPEC(s[1], v[1]->specular);
- SS_IND(i[1], v[1]->index);
-
- SS_SPEC(s[2], v[2]->specular);
- SS_IND(i[2], v[2]->index);
- }
- }
- }
-
if (IND & (SS_TWOSIDE_BIT | SS_OFFSET_BIT | SS_UNFILLED_BIT))
{
- GLfloat ex = v[0]->win[0] - v[2]->win[0];
- GLfloat ey = v[0]->win[1] - v[2]->win[1];
- GLfloat fx = v[1]->win[0] - v[2]->win[0];
- GLfloat fy = v[1]->win[1] - v[2]->win[1];
+ GLfloat ex = v[0]->attrib[VARYING_SLOT_POS][0] - v[2]->attrib[VARYING_SLOT_POS][0];
+ GLfloat ey = v[0]->attrib[VARYING_SLOT_POS][1] - v[2]->attrib[VARYING_SLOT_POS][1];
+ GLfloat fx = v[1]->attrib[VARYING_SLOT_POS][0] - v[2]->attrib[VARYING_SLOT_POS][0];
+ GLfloat fy = v[1]->attrib[VARYING_SLOT_POS][1] - v[2]->attrib[VARYING_SLOT_POS][1];
GLfloat cc = ex*fy - ey*fx;
if (IND & (SS_TWOSIDE_BIT | SS_UNFILLED_BIT))
{
- GLuint facing = (cc < 0.0) ^ ctx->Polygon.FrontBit;
-
+ facing = (cc < 0.0F) ^ ctx->Polygon._FrontBit;
+
if (IND & SS_UNFILLED_BIT)
mode = facing ? ctx->Polygon.BackMode : ctx->Polygon.FrontMode;
-
- if (IND & SS_TWOSIDE_BIT) {
- GLubyte (*vbcolor)[4] = VB->Color[facing]->data;
- GLubyte (*vbspec)[4] = VB->SecondaryColor[facing]->data;
- GLuint *vbindex = VB->Index[facing]->data;
- if (IND & SS_FLAT_BIT) {
- SS_COLOR(v[0]->color, vbcolor[pv]);
- SS_COLOR(v[1]->color, vbcolor[pv]);
- SS_COLOR(v[2]->color, vbcolor[pv]);
-
- if (IND & SS_COPY_EXTRAS) {
- SS_SPEC(v[0]->specular, vbspec[pv]);
- SS_SPEC(v[1]->specular, vbspec[pv]);
- SS_SPEC(v[2]->specular, vbspec[pv]);
-
- SS_IND(v[0]->index, vbindex[pv]);
- SS_IND(v[1]->index, vbindex[pv]);
- SS_IND(v[2]->index, vbindex[pv]);
- }
- } else {
- SS_COLOR(v[0]->color, vbcolor[e0]);
- SS_COLOR(v[1]->color, vbcolor[e1]);
- SS_COLOR(v[2]->color, vbcolor[e2]);
-
- if (IND & SS_COPY_EXTRAS) {
- SS_SPEC(v[0]->specular, vbspec[e0]);
- SS_SPEC(v[1]->specular, vbspec[e1]);
- SS_SPEC(v[2]->specular, vbspec[e2]);
-
- SS_IND(v[0]->index, vbindex[e0]);
- SS_IND(v[1]->index, vbindex[e1]);
- SS_IND(v[2]->index, vbindex[e2]);
+ if (facing == 1) {
+ if (IND & SS_TWOSIDE_BIT) {
+ if (VB->BackfaceColorPtr) {
+ GLfloat (*vbcolor)[4] = VB->BackfaceColorPtr->data;
+
+ if (swsetup->intColors) {
+ COPY_CHAN4(saved_color[0], v[0]->color);
+ COPY_CHAN4(saved_color[1], v[1]->color);
+ COPY_CHAN4(saved_color[2], v[2]->color);
+ }
+ else {
+ COPY_4V(saved_col0[0], v[0]->attrib[VARYING_SLOT_COL0]);
+ COPY_4V(saved_col0[1], v[1]->attrib[VARYING_SLOT_COL0]);
+ COPY_4V(saved_col0[2], v[2]->attrib[VARYING_SLOT_COL0]);
+ }
+
+ if (VB->BackfaceColorPtr->stride) {
+ if (swsetup->intColors) {
+ SS_COLOR(v[0]->color, vbcolor[e0]);
+ SS_COLOR(v[1]->color, vbcolor[e1]);
+ SS_COLOR(v[2]->color, vbcolor[e2]);
+ }
+ else {
+ COPY_4V(v[0]->attrib[VARYING_SLOT_COL0], vbcolor[e0]);
+ COPY_4V(v[1]->attrib[VARYING_SLOT_COL0], vbcolor[e1]);
+ COPY_4V(v[2]->attrib[VARYING_SLOT_COL0], vbcolor[e2]);
+ }
+ }
+ else {
+ /* flat shade */
+ if (swsetup->intColors) {
+ SS_COLOR(v[0]->color, vbcolor[0]);
+ SS_COLOR(v[1]->color, vbcolor[0]);
+ SS_COLOR(v[2]->color, vbcolor[0]);
+ }
+ else {
+ COPY_4V(v[0]->attrib[VARYING_SLOT_COL0], vbcolor[0]);
+ COPY_4V(v[1]->attrib[VARYING_SLOT_COL0], vbcolor[0]);
+ COPY_4V(v[2]->attrib[VARYING_SLOT_COL0], vbcolor[0]);
+ }
+ }
+ }
+
+ if (VB->BackfaceSecondaryColorPtr) {
+ GLfloat (*vbspec)[4] = VB->BackfaceSecondaryColorPtr->data;
+
+ COPY_4V(saved_spec[0], v[0]->attrib[VARYING_SLOT_COL1]);
+ COPY_4V(saved_spec[1], v[1]->attrib[VARYING_SLOT_COL1]);
+ COPY_4V(saved_spec[2], v[2]->attrib[VARYING_SLOT_COL1]);
+
+ if (VB->BackfaceSecondaryColorPtr->stride) {
+ SS_SPEC(v[0]->attrib[VARYING_SLOT_COL1], vbspec[e0]);
+ SS_SPEC(v[1]->attrib[VARYING_SLOT_COL1], vbspec[e1]);
+ SS_SPEC(v[2]->attrib[VARYING_SLOT_COL1], vbspec[e2]);
+ }
+ else {
+ SS_SPEC(v[0]->attrib[VARYING_SLOT_COL1], vbspec[0]);
+ SS_SPEC(v[1]->attrib[VARYING_SLOT_COL1], vbspec[0]);
+ SS_SPEC(v[2]->attrib[VARYING_SLOT_COL1], vbspec[0]);
+ }
}
}
- }
+ }
}
- if (IND & SS_OFFSET_BIT)
- {
+ if (IND & SS_OFFSET_BIT) {
+ const GLfloat max = ctx->DrawBuffer->_DepthMaxF;
+ /* save original Z values (restored later) */
+ z[0] = v[0]->attrib[VARYING_SLOT_POS][2];
+ z[1] = v[1]->attrib[VARYING_SLOT_POS][2];
+ z[2] = v[2]->attrib[VARYING_SLOT_POS][2];
+ /* Note that Z values are already scaled to [0,65535] (for example)
+ * so no MRD value is used here.
+ */
offset = ctx->Polygon.OffsetUnits;
- z[0] = v[0]->win[2];
- z[1] = v[1]->win[2];
- z[2] = v[2]->win[2];
- if (cc * cc > 1e-16) {
- GLfloat ez = z[0] - z[2];
- GLfloat fz = z[1] - z[2];
- GLfloat a = ey*fz - ez*fy;
- GLfloat b = ez*fx - ex*fz;
- GLfloat ic = 1.0 / cc;
- GLfloat ac = a * ic;
- GLfloat bc = b * ic;
- if (ac < 0.0f) ac = -ac;
- if (bc < 0.0f) bc = -bc;
- offset += MAX2(ac, bc) * ctx->Polygon.OffsetFactor;
+ if (cc * cc > 1e-16F) {
+ const GLfloat ez = z[0] - z[2];
+ const GLfloat fz = z[1] - z[2];
+ const GLfloat oneOverArea = 1.0F / cc;
+ const GLfloat dzdx = fabsf((ey * fz - ez * fy) * oneOverArea);
+ const GLfloat dzdy = fabsf((ez * fx - ex * fz) * oneOverArea);
+ offset += MAX2(dzdx, dzdy) * ctx->Polygon.OffsetFactor;
}
- }
- }
- else if (IND & SS_FLAT_BIT)
- {
- GLubyte *color = VB->Color[0]->data[pv];
- GLubyte *spec = VB->SecondaryColor[0]->data[pv];
- GLuint index = VB->Index[0]->data[pv];
-
- SS_COLOR(v[0]->color, color);
-
- if (IND & SS_COPY_EXTRAS) {
- SS_SPEC(v[0]->specular, spec);
- SS_IND(v[0]->index, index);
+ /* new Z values */
+ oz0 = CLAMP(v[0]->attrib[VARYING_SLOT_POS][2] + offset, 0.0F, max);
+ oz1 = CLAMP(v[1]->attrib[VARYING_SLOT_POS][2] + offset, 0.0F, max);
+ oz2 = CLAMP(v[2]->attrib[VARYING_SLOT_POS][2] + offset, 0.0F, max);
}
}
if (mode == GL_POINT) {
- GLubyte *ef = VB->EdgeFlagPtr->data;
if ((IND & SS_OFFSET_BIT) && ctx->Polygon.OffsetPoint) {
- v[0]->win[2] += offset;
- v[1]->win[2] += offset;
- v[2]->win[2] += offset;
+ v[0]->attrib[VARYING_SLOT_POS][2] = oz0;
+ v[1]->attrib[VARYING_SLOT_POS][2] = oz1;
+ v[2]->attrib[VARYING_SLOT_POS][2] = oz2;
}
- if (ef[e0]&0x1) { ef[e0] &= ~0x1; _swrast_Point( ctx, v[0] ); }
- if (ef[e1]&0x1) { ef[e1] &= ~0x1; _swrast_Point( ctx, v[1] ); }
- if (ef[e2]&0x2) { ef[e2] &= ~0x2; _swrast_Point( ctx, v[2] ); }
+ _swsetup_render_tri(ctx, e0, e1, e2, facing, _swsetup_edge_render_point_tri);
} else if (mode == GL_LINE) {
- GLubyte *ef = VB->EdgeFlagPtr->data;
if ((IND & SS_OFFSET_BIT) && ctx->Polygon.OffsetLine) {
- v[0]->win[2] += offset;
- v[1]->win[2] += offset;
- v[2]->win[2] += offset;
+ v[0]->attrib[VARYING_SLOT_POS][2] = oz0;
+ v[1]->attrib[VARYING_SLOT_POS][2] = oz1;
+ v[2]->attrib[VARYING_SLOT_POS][2] = oz2;
}
- if (ef[e0]&0x1) { ef[e0] &= ~0x1; _swrast_Line( ctx, v[0], v[1] ); }
- if (ef[e1]&0x1) { ef[e1] &= ~0x1; _swrast_Line( ctx, v[1], v[2] ); }
- if (ef[e2]&0x2) { ef[e2] &= ~0x2; _swrast_Line( ctx, v[2], v[0] ); }
+ _swsetup_render_tri(ctx, e0, e1, e2, facing, _swsetup_edge_render_line_tri);
} else {
if ((IND & SS_OFFSET_BIT) && ctx->Polygon.OffsetFill) {
- v[0]->win[2] += offset;
- v[1]->win[2] += offset;
- v[2]->win[2] += offset;
+ v[0]->attrib[VARYING_SLOT_POS][2] = oz0;
+ v[1]->attrib[VARYING_SLOT_POS][2] = oz1;
+ v[2]->attrib[VARYING_SLOT_POS][2] = oz2;
}
- _swrast_Triangle( ctx, v[0], v[1], v[2] );
+ _swrast_Triangle( ctx, v[0], v[1], v[2] );
}
+ /*
+ * Restore original vertex colors, etc.
+ */
if (IND & SS_OFFSET_BIT) {
- v[0]->win[2] = z[0];
- v[1]->win[2] = z[1];
- v[2]->win[2] = z[2];
+ v[0]->attrib[VARYING_SLOT_POS][2] = z[0];
+ v[1]->attrib[VARYING_SLOT_POS][2] = z[1];
+ v[2]->attrib[VARYING_SLOT_POS][2] = z[2];
}
- if (IND & (SS_FLAT_BIT | SS_TWOSIDE_BIT)) {
- SS_COLOR(v[0]->color, c[0]);
-
- if (IND & SS_TWOSIDE_BIT) {
- SS_COLOR(v[1]->color, c[1]);
- SS_COLOR(v[2]->color, c[2]);
+ if (IND & SS_TWOSIDE_BIT) {
+ if (facing == 1) {
+ if (VB->BackfaceColorPtr) {
+ if (swsetup->intColors) {
+ COPY_CHAN4(v[0]->color, saved_color[0]);
+ COPY_CHAN4(v[1]->color, saved_color[1]);
+ COPY_CHAN4(v[2]->color, saved_color[2]);
+ }
+ else {
+ COPY_4V(v[0]->attrib[VARYING_SLOT_COL0], saved_col0[0]);
+ COPY_4V(v[1]->attrib[VARYING_SLOT_COL0], saved_col0[1]);
+ COPY_4V(v[2]->attrib[VARYING_SLOT_COL0], saved_col0[2]);
+ }
+ }
+
+ if (VB->BackfaceSecondaryColorPtr) {
+ COPY_4V(v[0]->attrib[VARYING_SLOT_COL1], saved_spec[0]);
+ COPY_4V(v[1]->attrib[VARYING_SLOT_COL1], saved_spec[1]);
+ COPY_4V(v[2]->attrib[VARYING_SLOT_COL1], saved_spec[2]);
+ }
}
-
- if (IND & SS_COPY_EXTRAS) {
- SS_SPEC(v[0]->specular, s[0]);
- SS_IND(v[0]->index, i[0]);
-
- if (IND & SS_TWOSIDE_BIT) {
- SS_SPEC(v[1]->specular, s[1]);
- SS_IND(v[1]->index, i[1]);
-
- SS_SPEC(v[2]->specular, s[2]);
- SS_IND(v[2]->index, i[2]);
- }
- }
- }
+ }
}
-/* Need to do something with edgeflags:
+/* Need to fixup edgeflags when decomposing to triangles:
*/
-static void TAG(quad)( GLcontext *ctx, GLuint v0,
- GLuint v1, GLuint v2, GLuint v3,
- GLuint pv )
-{
- TAG(triangle)( ctx, v0, v1, v3, pv );
- TAG(triangle)( ctx, v1, v2, v3, pv );
-}
-
-
-static void TAG(line)( GLcontext *ctx, GLuint v0, GLuint v1, GLuint pv )
+static void TAG(quadfunc)( struct gl_context *ctx, GLuint v0,
+ GLuint v1, GLuint v2, GLuint v3 )
{
- struct vertex_buffer *VB = TNL_VB(ctx);
- SWvertex *verts = SWSETUP_VB(VB)->verts;
- GLubyte c[2][4], s[2][4];
- GLuint i[2];
- SWvertex *vert0 = &verts[v0];
- SWvertex *vert1 = &verts[v1];
-
-
- if (IND & SS_FLAT_BIT) {
- GLubyte *color = VB->Color[0]->data[pv];
- GLubyte *spec = VB->SecondaryColor[0]->data[pv];
- GLuint index = VB->Index[0]->data[pv];
-
- SS_COLOR(c[0], vert0->color);
- SS_COLOR(vert0->color, color);
-
- if (IND & SS_COPY_EXTRAS) {
- SS_SPEC(s[0], vert0->specular);
- SS_SPEC(vert0->specular, spec);
-
- SS_IND(i[0], vert0->index);
- SS_IND(vert0->index, index);
- }
- }
-
- _swrast_Line( ctx, vert0, vert1 );
-
- if (IND & SS_FLAT_BIT) {
- SS_COLOR(vert0->color, c[0]);
-
- if (IND & SS_COPY_EXTRAS) {
- SS_SPEC(vert0->specular, s[0]);
- SS_IND(vert0->index, i[0]);
+ if (IND & SS_UNFILLED_BIT) {
+ struct vertex_buffer *VB = &TNL_CONTEXT(ctx)->vb;
+ if (VB->EdgeFlag) { /* XXX this test shouldn't be needed (bug 12614) */
+ GLubyte ef1 = VB->EdgeFlag[v1];
+ GLubyte ef3 = VB->EdgeFlag[v3];
+ VB->EdgeFlag[v1] = 0;
+ TAG(triangle)( ctx, v0, v1, v3 );
+ VB->EdgeFlag[v1] = ef1;
+ VB->EdgeFlag[v3] = 0;
+ TAG(triangle)( ctx, v1, v2, v3 );
+ VB->EdgeFlag[v3] = ef3;
}
+ } else {
+ TAG(triangle)( ctx, v0, v1, v3 );
+ TAG(triangle)( ctx, v1, v2, v3 );
}
}
-static void TAG(points)( GLcontext *ctx, GLuint first, GLuint last )
-{
- struct vertex_buffer *VB = TNL_VB(ctx);
- SWvertex *verts = SWSETUP_VB(VB)->verts;
- int i;
-
- for(i=first;i<=last;i++)
- if(VB->ClipMask[i]==0)
- _swrast_Point( ctx, &verts[i] );
-}
-
-
static void TAG(init)( void )
{
tri_tab[IND] = TAG(triangle);
- quad_tab[IND] = TAG(quad);
- line_tab[IND] = TAG(line);
- points_tab[IND] = TAG(points);
+ quad_tab[IND] = TAG(quadfunc);
}
#undef IND
#undef TAG
-
-
-