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/* $Id: ss_tritmp.h,v 1.1 2003-04-29 12:46:52 giacomo Exp $ */
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/*
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 * Mesa 3-D graphics library
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 * Version:  5.0
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 *
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 * Copyright (C) 1999-2002  Brian Paul   All Rights Reserved.
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 *
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 * Permission is hereby granted, free of charge, to any person obtaining a
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 * copy of this software and associated documentation files (the "Software"),
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 * to deal in the Software without restriction, including without limitation
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 * the rights to use, copy, modify, merge, publish, distribute, sublicense,
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 * and/or sell copies of the Software, and to permit persons to whom the
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 * Software is furnished to do so, subject to the following conditions:
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 *
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 * The above copyright notice and this permission notice shall be included
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 * in all copies or substantial portions of the Software.
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 *
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 * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS
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 * OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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 * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.  IN NO EVENT SHALL
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 * BRIAN PAUL BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN
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 * AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN
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 * CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
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 *
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 * Authors:
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 *    Keith Whitwell <keith@tungstengraphics.com>
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 */
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static void TAG(triangle)(GLcontext *ctx, GLuint e0, GLuint e1, GLuint e2 )
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{
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   struct vertex_buffer *VB = &TNL_CONTEXT(ctx)->vb;
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   SWvertex *verts = SWSETUP_CONTEXT(ctx)->verts;
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   SWvertex *v[3];
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   GLfloat z[3];
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   GLfloat offset;
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   GLenum mode = GL_FILL;
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   GLuint facing = 0;
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   v[0] = &verts[e0];
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   v[1] = &verts[e1];
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   v[2] = &verts[e2];
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   if (IND & (SS_TWOSIDE_BIT | SS_OFFSET_BIT | SS_UNFILLED_BIT))
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   {
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      GLfloat ex = v[0]->win[0] - v[2]->win[0];
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      GLfloat ey = v[0]->win[1] - v[2]->win[1];
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      GLfloat fx = v[1]->win[0] - v[2]->win[0];
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      GLfloat fy = v[1]->win[1] - v[2]->win[1];
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      GLfloat cc  = ex*fy - ey*fx;
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      if (IND & (SS_TWOSIDE_BIT | SS_UNFILLED_BIT))
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      {
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         facing = (cc < 0.0) ^ ctx->Polygon._FrontBit;
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         if (ctx->Stencil.TestTwoSide)
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            ctx->_Facing = facing; /* for 2-sided stencil test */
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         if (IND & SS_UNFILLED_BIT)
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            mode = facing ? ctx->Polygon.BackMode : ctx->Polygon.FrontMode;
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         if (facing == 1) {
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            if (IND & SS_TWOSIDE_BIT) {
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               if (IND & SS_RGBA_BIT) {
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                  GLchan (*vbcolor)[4] = (GLchan (*)[4])VB->ColorPtr[1]->Ptr;
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                  SS_COLOR(v[0]->color, vbcolor[e0]);
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                  SS_COLOR(v[1]->color, vbcolor[e1]);
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                  SS_COLOR(v[2]->color, vbcolor[e2]);
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                  if (VB->SecondaryColorPtr[1]) {
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                     GLchan (*vbspec)[4] = (GLchan (*)[4])VB->SecondaryColorPtr[1]->Ptr;
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                     SS_SPEC(v[0]->specular, vbspec[e0]);
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                     SS_SPEC(v[1]->specular, vbspec[e1]);
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                     SS_SPEC(v[2]->specular, vbspec[e2]);
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                  }
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               } else {
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                  GLuint *vbindex = VB->IndexPtr[1]->data;
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                  SS_IND(v[0]->index, vbindex[e0]);
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                  SS_IND(v[1]->index, vbindex[e1]);
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                  SS_IND(v[2]->index, vbindex[e2]);
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               }
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            }
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         }
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      }
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      if (IND & SS_OFFSET_BIT)
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      {
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         offset = ctx->Polygon.OffsetUnits;
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         z[0] = v[0]->win[2];
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         z[1] = v[1]->win[2];
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         z[2] = v[2]->win[2];
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         if (cc * cc > 1e-16) {
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            GLfloat ez = z[0] - z[2];
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            GLfloat fz = z[1] - z[2];
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            GLfloat a = ey*fz - ez*fy;
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            GLfloat b = ez*fx - ex*fz;
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            GLfloat ic = 1.0F / cc;
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            GLfloat ac = a * ic;
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            GLfloat bc = b * ic;
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            if (ac < 0.0F) ac = -ac;
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            if (bc < 0.0F) bc = -bc;
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            offset += MAX2(ac, bc) * ctx->Polygon.OffsetFactor;
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         }
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         offset *= ctx->MRD;
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         /*printf("offset %g\n", offset);*/
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      }
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   }
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   if (mode == GL_POINT) {
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      if ((IND & SS_OFFSET_BIT) && ctx->Polygon.OffsetPoint) {
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         v[0]->win[2] += offset;
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         v[1]->win[2] += offset;
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         v[2]->win[2] += offset;
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      }
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      _swsetup_render_point_tri( ctx, e0, e1, e2, facing );
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   } else if (mode == GL_LINE) {
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      if ((IND & SS_OFFSET_BIT) && ctx->Polygon.OffsetLine) {
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         v[0]->win[2] += offset;
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         v[1]->win[2] += offset;
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         v[2]->win[2] += offset;
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      }
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      _swsetup_render_line_tri( ctx, e0, e1, e2, facing );
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   } else {
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      if ((IND & SS_OFFSET_BIT) && ctx->Polygon.OffsetFill) {
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         v[0]->win[2] += offset;
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         v[1]->win[2] += offset;
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         v[2]->win[2] += offset;
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      }
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      _swrast_Triangle( ctx, v[0], v[1], v[2] );
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   }
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   if (IND & SS_OFFSET_BIT) {
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      v[0]->win[2] = z[0];
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      v[1]->win[2] = z[1];
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      v[2]->win[2] = z[2];
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   }
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   if (IND & SS_TWOSIDE_BIT) {
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      if (facing == 1) {
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         if (IND & SS_RGBA_BIT) {
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            GLchan (*vbcolor)[4] = (GLchan (*)[4])VB->ColorPtr[0]->Ptr;
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            SS_COLOR(v[0]->color, vbcolor[e0]);
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            SS_COLOR(v[1]->color, vbcolor[e1]);
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            SS_COLOR(v[2]->color, vbcolor[e2]);
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            if (VB->SecondaryColorPtr[0]) {
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               GLchan (*vbspec)[4] = (GLchan (*)[4])VB->SecondaryColorPtr[0]->Ptr;
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               SS_SPEC(v[0]->specular, vbspec[e0]);
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               SS_SPEC(v[1]->specular, vbspec[e1]);
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               SS_SPEC(v[2]->specular, vbspec[e2]);
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            }
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         } else {
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            GLuint *vbindex = VB->IndexPtr[0]->data;
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            SS_IND(v[0]->index, vbindex[e0]);
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            SS_IND(v[1]->index, vbindex[e1]);
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            SS_IND(v[2]->index, vbindex[e2]);
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         }
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      }
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   }
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}
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/* Need to fixup edgeflags when decomposing to triangles:
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 */
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static void TAG(quadfunc)( GLcontext *ctx, GLuint v0,
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                       GLuint v1, GLuint v2, GLuint v3 )
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{
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   if (IND & SS_UNFILLED_BIT) {
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      struct vertex_buffer *VB = &TNL_CONTEXT(ctx)->vb;
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      GLubyte ef1 = VB->EdgeFlag[v1];
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      GLubyte ef3 = VB->EdgeFlag[v3];
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      VB->EdgeFlag[v1] = 0;
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      TAG(triangle)( ctx, v0, v1, v3 );
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      VB->EdgeFlag[v1] = ef1;
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      VB->EdgeFlag[v3] = 0;
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      TAG(triangle)( ctx, v1, v2, v3 );
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      VB->EdgeFlag[v3] = ef3;
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   } else {
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      TAG(triangle)( ctx, v0, v1, v3 );
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      TAG(triangle)( ctx, v1, v2, v3 );
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   }
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}
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static void TAG(init)( void )
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{
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   tri_tab[IND] = TAG(triangle);
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   quad_tab[IND] = TAG(quadfunc);
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}
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#undef IND
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#undef TAG