diff options
author | Brian Paul <[email protected]> | 2002-01-28 00:07:33 +0000 |
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committer | Brian Paul <[email protected]> | 2002-01-28 00:07:33 +0000 |
commit | f1e236987829393c81dc86ea19cb49eefe190317 (patch) | |
tree | f7cd40a2765dcf9dcf96e1797c893a83a6193642 /src/mesa/swrast/s_triangle.c | |
parent | 2a182a98973edc9ecf2936b1288485bb2b3fa722 (diff) |
More span clean-up, mostly texture-related.
_mesa_rasterize_span() is gone, replaced by new _mesa_write_textured_span().
Removed some unneeded triangle functions - more simplification possible.
Diffstat (limited to 'src/mesa/swrast/s_triangle.c')
-rw-r--r-- | src/mesa/swrast/s_triangle.c | 121 |
1 files changed, 16 insertions, 105 deletions
diff --git a/src/mesa/swrast/s_triangle.c b/src/mesa/swrast/s_triangle.c index fc824858741..37e6d12c94f 100644 --- a/src/mesa/swrast/s_triangle.c +++ b/src/mesa/swrast/s_triangle.c @@ -1,4 +1,4 @@ -/* $Id: s_triangle.c,v 1.49 2002/01/27 18:32:03 brianp Exp $ */ +/* $Id: s_triangle.c,v 1.50 2002/01/28 00:07:33 brianp Exp $ */ /* * Mesa 3-D graphics library @@ -131,6 +131,17 @@ static void flat_rgba_triangle( GLcontext *ctx, #define INTERP_FOG 1 #define DEPTH_TYPE DEFAULT_SOFTWARE_DEPTH_TYPE +#define SETUP_CODE \ + span.interpMask |= SPAN_RGBA; \ + span.red = ChanToFixed(v2->color[0]); \ + span.green = ChanToFixed(v2->color[1]); \ + span.blue = ChanToFixed(v2->color[2]); \ + span.alpha = ChanToFixed(v2->color[3]); \ + span.redStep = 0; \ + span.greenStep = 0; \ + span.blueStep = 0; \ + span.alphaStep = 0; + #define RENDER_SPAN( span ) \ _mesa_write_monocolor_span(ctx, &span, v2->color, GL_POLYGON ); @@ -274,7 +285,6 @@ static void simple_z_textured_triangle( GLcontext *ctx, span.intTex[0] -= FIXED_HALF; /* off-by-one error? */ \ span.intTex[1] -= FIXED_HALF; \ SW_SPAN_SET_FLAG(span.filledColor); \ - SW_SPAN_SET_FLAG(span.filledDepth); \ for (i = 0; i < span.end; i++) { \ const GLdepth z = FixedToDepth(span.z); \ if (z < zRow[i]) { \ @@ -940,63 +950,6 @@ static void general_textured_triangle( GLcontext *ctx, #define INTERP_FOG 1 #define DEPTH_TYPE DEFAULT_SOFTWARE_DEPTH_TYPE #define INTERP_RGB 1 -#define INTERP_ALPHA 1 -#define INTERP_TEX 1 - -#define SETUP_CODE \ - const struct gl_texture_object *obj = ctx->Texture.Unit[0]._Current; \ - const struct gl_texture_image *texImage = obj->Image[obj->BaseLevel];\ - span.texWidth[0] = (GLfloat) texImage->Width; \ - span.texHeight[0] = (GLfloat) texImage->Height; \ - (void) fixedToDepthShift; - -#define RENDER_SPAN( span ) \ - GLuint i; \ - SW_SPAN_SET_FLAG(span.filledColor); \ - SW_SPAN_SET_FLAG(span.filledAlpha); \ - SW_SPAN_SET_FLAG(span.filledTex[0]); \ - SW_SPAN_SET_FLAG(span.filledDepth); \ - /* NOTE: we could just call rasterize_span() here instead */ \ - for (i = 0; i < span.end; i++) { \ - GLdouble invQ = span.tex[0][3] ? (1.0 / span.tex[0][3]) : 1.0; \ - span.zArray[i] = FixedToDepth(span.z); \ - span.z += span.zStep; \ - span.color.rgba[i][RCOMP] = FixedToChan(span.red); \ - span.color.rgba[i][GCOMP] = FixedToChan(span.green); \ - span.color.rgba[i][BCOMP] = FixedToChan(span.blue); \ - span.color.rgba[i][ACOMP] = FixedToChan(span.alpha); \ - span.red += span.redStep; \ - span.green += span.greenStep; \ - span.blue += span.blueStep; \ - span.alpha += span.alphaStep; \ - span.texcoords[0][i][0] = (GLfloat) (span.tex[0][0] * invQ); \ - span.texcoords[0][i][1] = (GLfloat) (span.tex[0][1] * invQ); \ - span.texcoords[0][i][2] = (GLfloat) (span.tex[0][2] * invQ); \ - span.tex[0][0] += span.texStep[0][0]; \ - span.tex[0][1] += span.texStep[0][1]; \ - span.tex[0][2] += span.texStep[0][2]; \ - span.tex[0][3] += span.texStep[0][3]; \ - } \ - _mesa_write_texture_span( ctx, &span, GL_POLYGON ); - -#include "s_tritemp.h" -} - - -/* - * Render a smooth-shaded, textured, RGBA triangle with separate specular - * color interpolation. - * Interpolate texcoords with perspective correction, w/out mipmapping. - */ -static void general_textured_spec_triangle( GLcontext *ctx, - const SWvertex *v0, - const SWvertex *v1, - const SWvertex *v2 ) -{ -#define INTERP_Z 1 -#define INTERP_FOG 1 -#define DEPTH_TYPE DEFAULT_SOFTWARE_DEPTH_TYPE -#define INTERP_RGB 1 #define INTERP_SPEC 1 #define INTERP_ALPHA 1 #define INTERP_TEX 1 @@ -1008,12 +961,13 @@ static void general_textured_spec_triangle( GLcontext *ctx, span.texHeight[0] = (GLfloat) texImage->Height; \ (void) fixedToDepthShift; -#define RENDER_SPAN( span ) _mesa_rasterize_span(ctx, &span); +#define RENDER_SPAN( span ) _mesa_write_texture_span(ctx, &span, GL_POLYGON); #include "s_tritemp.h" } + /* * Render a smooth-shaded, textured, RGBA triangle. * Interpolate S,T,R with perspective correction and compute lambda for @@ -1030,40 +984,6 @@ static void lambda_textured_triangle( GLcontext *ctx, #define INTERP_FOG 1 #define DEPTH_TYPE DEFAULT_SOFTWARE_DEPTH_TYPE #define INTERP_RGB 1 -#define INTERP_ALPHA 1 -#define INTERP_TEX 1 -#define INTERP_LAMBDA 1 - -#define SETUP_CODE \ - const struct gl_texture_object *obj = ctx->Texture.Unit[0]._Current; \ - const struct gl_texture_image *texImage = obj->Image[obj->BaseLevel];\ - span.texWidth[0] = (GLfloat) texImage->Width; \ - span.texHeight[0] = (GLfloat) texImage->Height; \ - (void) fixedToDepthShift; - -#define RENDER_SPAN( span ) _mesa_rasterize_span(ctx, &span); - -#include "s_tritemp.h" -} - - -/* - * Render a smooth-shaded, textured, RGBA triangle with separate specular - * interpolation. - * Interpolate S,T,R with perspective correction and compute lambda for - * each fragment. Lambda is used to determine whether to use the - * minification or magnification filter. If minification and using - * mipmaps, lambda is also used to select the texture level of detail. - */ -static void lambda_textured_spec_triangle( GLcontext *ctx, - const SWvertex *v0, - const SWvertex *v1, - const SWvertex *v2 ) -{ -#define INTERP_Z 1 -#define INTERP_FOG 1 -#define DEPTH_TYPE DEFAULT_SOFTWARE_DEPTH_TYPE -#define INTERP_RGB 1 #define INTERP_SPEC 1 #define INTERP_ALPHA 1 #define INTERP_TEX 1 @@ -1076,7 +996,7 @@ static void lambda_textured_spec_triangle( GLcontext *ctx, span.texHeight[0] = (GLfloat) texImage->Height; \ (void) fixedToDepthShift; -#define RENDER_SPAN( span ) _mesa_rasterize_span(ctx, &span); +#define RENDER_SPAN( span ) _mesa_write_texture_span(ctx, &span, GL_POLYGON); #include "s_tritemp.h" } @@ -1118,7 +1038,7 @@ lambda_multitextured_triangle( GLcontext *ctx, } \ (void) fixedToDepthShift; -#define RENDER_SPAN( span ) _mesa_rasterize_span(ctx, &span); +#define RENDER_SPAN( span ) _mesa_write_texture_span(ctx, &span, GL_POLYGON); #include "s_tritemp.h" @@ -1347,15 +1267,6 @@ _swrast_choose_triangle( GLcontext *ctx ) if (ctx->Texture._ReallyEnabled > TEXTURE0_ANY) { USE(lambda_multitextured_triangle); } - else if (ctx->_TriangleCaps & DD_SEPARATE_SPECULAR) { - /* separate specular color interpolation */ - if (needLambda) { - USE(lambda_textured_spec_triangle); - } - else { - USE(general_textured_spec_triangle); - } - } else { if (needLambda) { USE(lambda_textured_triangle); |