equation[3] = (GLdouble) ctx->Transform.EyeUserPlane[p][3];
}
+void GLAPIENTRY
+_mesa_CullParameterfvEXT (GLenum cap, GLfloat *v)
+{
+ GET_CURRENT_CONTEXT(ctx);
+ ASSERT_OUTSIDE_BEGIN_END(ctx);
+
+ switch (cap) {
+ case GL_CULL_VERTEX_EYE_POSITION_EXT:
+ FLUSH_VERTICES(ctx, _NEW_TRANSFORM);
+ COPY_4FV(ctx->Transform.CullEyePos, v);
+
+ _mesa_transform_vector( ctx->Transform.CullObjPos,
+ ctx->Transform.CullEyePos,
+ ctx->ModelviewMatrixStack.Top->inv );
+ break;
+
+ case GL_CULL_VERTEX_OBJECT_POSITION_EXT:
+ FLUSH_VERTICES(ctx, _NEW_TRANSFORM);
+ COPY_4FV(ctx->Transform.CullObjPos, v);
+
+ _mesa_transform_vector( ctx->Transform.CullEyePos,
+ ctx->Transform.CullObjPos,
+ ctx->ModelviewMatrixStack.Top->m );
+ break;
+ default:
+ _mesa_error( ctx, GL_INVALID_ENUM, "glCullParameterfvEXT" );
+ }
+}
+
+void GLAPIENTRY
+_mesa_CullParameterdvEXT (GLenum cap, GLdouble *v)
+{
+ GLfloat f[4];
+
+ f[0] = (GLfloat)v[0];
+ f[1] = (GLfloat)v[1];
+ f[2] = (GLfloat)v[2];
+ f[3] = (GLfloat)v[3];
+
+ _mesa_CullParameterfvEXT(cap, f);
+}
+
extern void GLAPIENTRY
_mesa_GetClipPlane( GLenum plane, GLdouble *equation );
+extern void GLAPIENTRY
+_mesa_CullParameterfvEXT (GLenum cap, GLfloat *v);
+
+extern void GLAPIENTRY
+_mesa_CullParameterdvEXT (GLenum cap, GLdouble *v);
+
+
#endif
FLUSH_VERTICES(ctx, _NEW_POLYGON);
ctx->Polygon.CullFlag = state;
break;
+
+ case GL_CULL_VERTEX_EXT:
+ CHECK_EXTENSION(EXT_cull_vertex, cap);
+ if (ctx->Transform.CullVertexFlag == state)
+ return;
+ FLUSH_VERTICES(ctx, _NEW_TRANSFORM);
+ ctx->Transform.CullVertexFlag = state;
+ break;
+
case GL_DEPTH_TEST:
if (state && ctx->Visual.depthBits==0) {
_mesa_warning(ctx,"glEnable(GL_DEPTH_TEST) but no depth buffer");
{ OFF, "GL_EXT_blend_minmax", F(EXT_blend_minmax) },
{ OFF, "GL_EXT_blend_subtract", F(EXT_blend_subtract) },
{ ON, "GL_EXT_clip_volume_hint", F(EXT_clip_volume_hint) },
+ { OFF, "GL_EXT_cull_vertex", F(EXT_cull_vertex) },
{ ON, "GL_EXT_compiled_vertex_array", F(EXT_compiled_vertex_array) },
{ OFF, "GL_EXT_convolution", F(EXT_convolution) },
{ ON, "GL_EXT_copy_texture", F(EXT_copy_texture) },
*/
void _mesa_update_modelview_project( GLcontext *ctx, GLuint new_state )
{
- if (new_state & _NEW_MODELVIEW)
+ if (new_state & _NEW_MODELVIEW) {
_math_matrix_analyse( ctx->ModelviewMatrixStack.Top );
+
+ /* Bring cull position uptodate.
+ */
+ TRANSFORM_POINT3( ctx->Transform.CullObjPos,
+ ctx->ModelviewMatrixStack.Top->inv,
+ ctx->Transform.CullEyePos );
+ }
+
if (new_state & _NEW_PROJECTION)
update_projection( ctx );
ASSIGN_4V( ctx->Transform.EyeUserPlane[i], 0.0, 0.0, 0.0, 0.0 );
}
ctx->Transform.ClipPlanesEnabled = 0;
+
+ ASSIGN_4V( ctx->Transform.CullObjPos, 0.0, 0.0, 1.0, 0.0 );
+ ASSIGN_4V( ctx->Transform.CullEyePos, 0.0, 0.0, 1.0, 0.0 );
}
GLboolean Normalize; /**< Normalize all normals? */
GLboolean RescaleNormals; /**< GL_EXT_rescale_normal */
GLboolean RasterPositionUnclipped; /**< GL_IBM_rasterpos_clip */
+
+ GLboolean CullVertexFlag; /**< True if GL_CULL_VERTEX_EXT is enabled */
+ GLfloat CullEyePos[4];
+ GLfloat CullObjPos[4];
};
GLboolean EXT_blend_minmax;
GLboolean EXT_blend_subtract;
GLboolean EXT_clip_volume_hint;
+ GLboolean EXT_cull_vertex;
GLboolean EXT_convolution;
GLboolean EXT_compiled_vertex_array;
GLboolean EXT_copy_texture;
exec->ClipPlane = _mesa_ClipPlane;
exec->ColorMaterial = _mesa_ColorMaterial;
exec->CopyPixels = _mesa_CopyPixels;
+ exec->CullParameterfvEXT = _mesa_CullParameterfvEXT;
+ exec->CullParameterdvEXT = _mesa_CullParameterdvEXT;
exec->DeleteLists = _mesa_DeleteLists;
exec->DepthFunc = _mesa_DepthFunc;
exec->DepthMask = _mesa_DepthMask;
#define CLIP_NEAR_BIT 0x10
#define CLIP_FAR_BIT 0x20
#define CLIP_USER_BIT 0x40
+#define CLIP_CULL_BIT 0x80
#define CLIP_ALL_BITS 0x3f
GLvector4f *ClipPtr; /* _TNL_BIT_POS */
GLvector4f *NdcPtr; /* _TNL_BIT_POS */
GLubyte ClipOrMask; /* _TNL_BIT_POS */
+ GLubyte ClipAndMask; /* _TNL_BIT_POS */
GLubyte *ClipMask; /* _TNL_BIT_POS */
GLvector4f *NormalPtr; /* _TNL_BIT_NORMAL */
GLfloat *NormalLengthPtr; /* _TNL_BIT_NORMAL */
/* These are implemented in the t_vb_*.c files:
*/
extern const struct tnl_pipeline_stage _tnl_vertex_transform_stage;
+extern const struct tnl_pipeline_stage _tnl_vertex_cull_stage;
extern const struct tnl_pipeline_stage _tnl_normal_transform_stage;
extern const struct tnl_pipeline_stage _tnl_lighting_stage;
extern const struct tnl_pipeline_stage _tnl_fog_coordinate_stage;
--- /dev/null
+/*
+ * Mesa 3-D graphics library
+ * Version: 6.1
+ *
+ * Copyright (C) 1999-2004 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.
+ *
+ * Authors:
+ * Keith Whitwell <keith@tungstengraphics.com>
+ */
+
+
+#include "glheader.h"
+#include "colormac.h"
+#include "context.h"
+#include "macros.h"
+#include "imports.h"
+#include "mtypes.h"
+
+#include "math/m_xform.h"
+
+#include "t_context.h"
+#include "t_pipeline.h"
+
+
+
+/* EXT_vertex_cull. Not really a big win, but probably depends on
+ * your application. This stage not included in the default pipeline.
+ */
+static GLboolean run_cull_stage( GLcontext *ctx,
+ struct tnl_pipeline_stage *stage )
+{
+ TNLcontext *tnl = TNL_CONTEXT(ctx);
+ struct vertex_buffer *VB = &tnl->vb;
+
+ const GLfloat a = ctx->Transform.CullObjPos[0];
+ const GLfloat b = ctx->Transform.CullObjPos[1];
+ const GLfloat c = ctx->Transform.CullObjPos[2];
+ GLfloat *norm = (GLfloat *)VB->NormalPtr->data;
+ GLuint stride = VB->NormalPtr->stride;
+ GLuint count = VB->Count;
+ GLuint i;
+
+ VB->ClipOrMask &= ~CLIP_CULL_BIT;
+ VB->ClipAndMask |= CLIP_CULL_BIT;
+
+ for (i = 0 ; i < count ; i++) {
+ GLfloat dp = (norm[0] * a +
+ norm[1] * b +
+ norm[2] * c);
+
+ if (dp < 0) {
+ VB->ClipMask[i] |= CLIP_CULL_BIT;
+ VB->ClipOrMask |= CLIP_CULL_BIT;
+ }
+ else {
+ VB->ClipMask[i] &= ~CLIP_CULL_BIT;
+ VB->ClipAndMask &= ~CLIP_CULL_BIT;
+ }
+
+ STRIDE_F(norm, stride);
+ }
+
+ return !(VB->ClipAndMask & CLIP_CULL_BIT);
+}
+
+
+static void check_cull( GLcontext *ctx, struct tnl_pipeline_stage *stage )
+{
+ stage->active = (!ctx->VertexProgram._Enabled &&
+ ctx->Transform.CullVertexFlag);
+}
+
+
+static void dtr( struct tnl_pipeline_stage *stage )
+{
+}
+
+
+const struct tnl_pipeline_stage _tnl_vertex_cull_stage =
+{
+ "EXT_cull_vertex",
+ _NEW_PROGRAM |
+ _NEW_TRANSFORM,
+ _NEW_TRANSFORM,
+ GL_TRUE, /* active */
+ _TNL_BIT_NORMAL |
+ _TNL_BIT_POS, /* inputs */
+ _TNL_BIT_POS, /* outputs */
+ 0, /* changed_inputs */
+ NULL, /* private data */
+ dtr, /* destructor */
+ check_cull, /* check */
+ run_cull_stage /* run -- initially set to init */
+};
#define EDGEFLAG_SET(idx, val) VB->EdgeFlag[idx] = val
+#define CLIPMASK (CLIP_ALL_BITS|CLIP_CULL_BIT)
+
+
/* Vertices, with the possibility of clipping.
*/
#define RENDER_POINTS( start, count ) \
GLubyte ormask = c1|c2; \
if (!ormask) \
LineFunc( ctx, v1, v2 ); \
- else if (!(c1 & c2 & 0x3f)) \
+ else if (!(c1 & c2 & CLIPMASK)) \
clip_line_4( ctx, v1, v2, ormask ); \
} while (0)
GLubyte ormask = c1|c2|c3; \
if (!ormask) \
TriangleFunc( ctx, v1, v2, v3 ); \
- else if (!(c1 & c2 & c3 & 0x3f)) \
+ else if (!(c1 & c2 & c3 & CLIPMASK)) \
clip_tri_4( ctx, v1, v2, v3, ormask ); \
} while (0)
GLubyte ormask = c1|c2|c3|c4; \
if (!ormask) \
QuadFunc( ctx, v1, v2, v3, v4 ); \
- else if (!(c1 & c2 & c3 & c4 & 0x3f)) \
+ else if (!(c1 & c2 & c3 & c4 & CLIPMASK)) \
clip_quad_4( ctx, v1, v2, v3, v4, ormask ); \
} while (0)
if (ormask) {
if (start < j)
render_tris( ctx, start, j, 0 );
- if (!(c1&c2&c3&0x3f))
+ if (!(c1&c2&c3&CLIPMASK))
clip_tri_4( ctx, elt[j], elt[j+1], elt[j+2], ormask );
start = j+3;
}
return GL_FALSE;
}
+ VB->ClipAndMask = store->andmask;
VB->ClipOrMask = store->ormask;
VB->ClipMask = store->clipmask;
VB->ClipPtr = store->save_clipptr;
VB->NdcPtr = store->save_ndcptr;
VB->ClipMask = store->clipmask;
+ VB->ClipAndMask = store->andmask;
VB->ClipOrMask = store->ormask;
if (store->andmask)
return GL_FALSE;
{
GLint i;
- if (VB->ClipOrMask)
+ if (VB->ClipOrMask & ~CLIP_CULL_BIT)
return GL_FALSE;
if (VB->Elts && !HAVE_ELTS)