/*
* Mesa 3-D graphics library
- * Version: 6.1
*
- * Copyright (C) 1999-2004 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"),
* 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 <keith@tungstengraphics.com>
+ * Keith Whitwell <keithw@vmware.com>
*/
-static void TAG(triangle)(GLcontext *ctx, GLuint e0, GLuint e1, GLuint e2 )
+/**
+ * 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_CONTEXT(ctx)->vb;
+ SScontext *swsetup = SWSETUP_CONTEXT(ctx);
SWvertex *verts = SWSETUP_CONTEXT(ctx)->verts;
SWvertex *v[3];
GLfloat z[3];
- GLfloat offset;
+ GLfloat offset, oz0, oz1, oz2;
GLenum mode = GL_FILL;
GLuint facing = 0;
- GLchan saved_color[3][4];
- GLchan saved_spec[3][4];
- GLfloat saved_index[3];
+ 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_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))
{
- facing = (cc < 0.0) ^ ctx->Polygon._FrontBit;
- if (ctx->Stencil.TestTwoSide)
- ctx->_Facing = facing; /* for 2-sided stencil test */
+ facing = (cc < 0.0F) ^ ctx->Polygon._FrontBit;
if (IND & SS_UNFILLED_BIT)
mode = facing ? ctx->Polygon.BackMode : ctx->Polygon.FrontMode;
if (facing == 1) {
if (IND & SS_TWOSIDE_BIT) {
- if (IND & SS_RGBA_BIT) {
- GLfloat (*vbcolor)[4] = VB->ColorPtr[1]->data;
-
- COPY_CHAN4(saved_color[0], v[0]->color);
- COPY_CHAN4(saved_color[1], v[1]->color);
- COPY_CHAN4(saved_color[2], v[2]->color);
-
- if (VB->ColorPtr[1]->stride) {
- SS_COLOR(v[0]->color, vbcolor[e0]);
- SS_COLOR(v[1]->color, vbcolor[e1]);
- SS_COLOR(v[2]->color, vbcolor[e2]);
+ 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_COLOR(v[0]->color, vbcolor[0]);
- SS_COLOR(v[1]->color, vbcolor[0]);
- SS_COLOR(v[2]->color, vbcolor[0]);
- }
-
- if (VB->SecondaryColorPtr[1]) {
- GLfloat (*vbspec)[4] = VB->SecondaryColorPtr[1]->data;
-
- COPY_CHAN4(saved_spec[0], v[0]->specular);
- COPY_CHAN4(saved_spec[1], v[1]->specular);
- COPY_CHAN4(saved_spec[2], v[2]->specular);
-
- if (VB->SecondaryColorPtr[1]->stride) {
- SS_SPEC(v[0]->specular, vbspec[e0]);
- SS_SPEC(v[1]->specular, vbspec[e1]);
- SS_SPEC(v[2]->specular, vbspec[e2]);
- }
- else {
- SS_SPEC(v[0]->specular, vbspec[0]);
- SS_SPEC(v[1]->specular, vbspec[0]);
- SS_SPEC(v[2]->specular, vbspec[0]);
- }
+ 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]);
}
- } else {
- GLfloat *vbindex = (GLfloat *)VB->IndexPtr[1]->data;
- saved_index[0] = v[0]->index;
- saved_index[1] = v[1]->index;
- saved_index[2] = v[2]->index;
-
- SS_IND(v[0]->index, (GLuint) vbindex[e0]);
- SS_IND(v[1]->index, (GLuint) vbindex[e1]);
- SS_IND(v[2]->index, (GLuint) vbindex[e2]);
}
}
}
}
- if (IND & SS_OFFSET_BIT)
- {
- offset = ctx->Polygon.OffsetUnits * ctx->DrawBuffer->_MRD;
- z[0] = v[0]->win[2];
- z[1] = v[1]->win[2];
- z[2] = v[2]->win[2];
- if (cc * cc > 1e-16) {
+ 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;
+ 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);
+ 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;
- /* Unfortunately, we need to clamp to prevent negative Zs below.
- * Technically, we should do the clamping per-fragment.
- */
- offset = MAX2(offset, -v[0]->win[2]);
- offset = MAX2(offset, -v[1]->win[2]);
- offset = MAX2(offset, -v[2]->win[2]);
}
+ /* 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) {
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;
}
- _swsetup_render_point_tri( ctx, e0, e1, e2, facing );
+ _swsetup_render_tri(ctx, e0, e1, e2, facing, _swsetup_edge_render_point_tri);
} else if (mode == GL_LINE) {
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;
}
- _swsetup_render_line_tri( ctx, e0, e1, e2, facing );
+ _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] );
}
+ /*
+ * 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_TWOSIDE_BIT) {
if (facing == 1) {
- if (IND & SS_RGBA_BIT) {
+ 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]);
- if (VB->SecondaryColorPtr[1]) {
- COPY_CHAN4(v[0]->specular, saved_spec[0]);
- COPY_CHAN4(v[1]->specular, saved_spec[1]);
- COPY_CHAN4(v[2]->specular, saved_spec[2]);
- }
- } else {
- v[0]->index = saved_index[0];
- v[1]->index = saved_index[1];
- v[2]->index = saved_index[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]);
+ }
}
}
}
/* Need to fixup edgeflags when decomposing to triangles:
*/
-static void TAG(quadfunc)( GLcontext *ctx, GLuint v0,
+static void TAG(quadfunc)( struct gl_context *ctx, GLuint v0,
GLuint v1, GLuint v2, GLuint v3 )
{
if (IND & SS_UNFILLED_BIT) {
struct vertex_buffer *VB = &TNL_CONTEXT(ctx)->vb;
- 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;
+ 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 );