From d4cff4f2fa43b22effdd5c339bd48508669a0a42 Mon Sep 17 00:00:00 2001 From: Brian Paul Date: Thu, 26 Jul 2001 15:57:49 +0000 Subject: Applied Klaus Niederkrueger's latest flat-shading clean-ups and some of my own. --- src/mesa/swrast/s_triangle.c | 130 ++-------------------- src/mesa/swrast/s_tritemp.h | 250 ++++++++++++++++++++++++++++--------------- 2 files changed, 172 insertions(+), 208 deletions(-) (limited to 'src/mesa') diff --git a/src/mesa/swrast/s_triangle.c b/src/mesa/swrast/s_triangle.c index 85a153aad09..1781c993d97 100644 --- a/src/mesa/swrast/s_triangle.c +++ b/src/mesa/swrast/s_triangle.c @@ -1,4 +1,4 @@ -/* $Id: s_triangle.c,v 1.35 2001/07/23 16:47:53 brianp Exp $ */ +/* $Id: s_triangle.c,v 1.36 2001/07/26 15:57:49 brianp Exp $ */ /* * Mesa 3-D graphics library @@ -671,14 +671,7 @@ static void affine_textured_triangle( GLcontext *ctx, } \ info.tsize = obj->Image[b]->Height * info.tbytesline; -#define RENDER_SPAN( span ) \ - if (ctx->Light.ShadeModel == GL_FLAT) { \ - span.red = IntToFixed(v2->color[RCOMP]); \ - span.green = IntToFixed(v2->color[GCOMP]); \ - span.blue = IntToFixed(v2->color[BCOMP]); \ - span.alpha = IntToFixed(v2->color[ACOMP]); \ - } \ - affine_span(ctx, &span, &info); +#define RENDER_SPAN( span ) affine_span(ctx, &span, &info); #include "s_tritemp.h" @@ -970,14 +963,7 @@ static void persp_textured_triangle( GLcontext *ctx, } \ info.tsize = obj->Image[b]->Height * info.tbytesline; -#define RENDER_SPAN( span ) \ - if (ctx->Light.ShadeModel == GL_FLAT) { \ - span.red = IntToFixed(v2->color[RCOMP]); \ - span.green = IntToFixed(v2->color[GCOMP]); \ - span.blue = IntToFixed(v2->color[BCOMP]); \ - span.alpha = IntToFixed(v2->color[ACOMP]); \ - } \ - fast_persp_span(ctx, &span, &info); +#define RENDER_SPAN( span ) fast_persp_span(ctx, &span, &info); #include "s_tritemp.h" @@ -1294,20 +1280,12 @@ static void general_textured_triangle( GLcontext *ctx, #define SETUP_CODE \ const struct gl_texture_object *obj = ctx->Texture.Unit[0]._Current; \ const struct gl_texture_image *texImage = obj->Image[obj->BaseLevel];\ - const GLboolean flatShade = (ctx->Light.ShadeModel==GL_FLAT); \ - GLfixed rFlat, gFlat, bFlat, aFlat; \ DEFARRAY(GLfloat, sSpan, MAX_WIDTH); /* mac 32k limitation */ \ DEFARRAY(GLfloat, tSpan, MAX_WIDTH); /* mac 32k limitation */ \ DEFARRAY(GLfloat, uSpan, MAX_WIDTH); /* mac 32k limitation */ \ CHECKARRAY(sSpan, return); /* mac 32k limitation */ \ CHECKARRAY(tSpan, return); /* mac 32k limitation */ \ CHECKARRAY(uSpan, return); /* mac 32k limitation */ \ - if (flatShade) { \ - rFlat = ChanToFixed(v2->color[RCOMP]); \ - gFlat = ChanToFixed(v2->color[GCOMP]); \ - bFlat = ChanToFixed(v2->color[BCOMP]); \ - aFlat = ChanToFixed(v2->color[ACOMP]); \ - } \ span.texWidth[0] = (GLfloat) texImage->Width; \ span.texHeight[0] = (GLfloat) texImage->Height; \ (void) fixedToDepthShift; @@ -1317,12 +1295,6 @@ static void general_textured_triangle( GLcontext *ctx, GLfloat fogSpan[MAX_WIDTH]; \ GLchan rgbaSpan[MAX_WIDTH][4]; \ GLuint i; \ - if (flatShade) { \ - span.red = rFlat; span.redStep = 0; \ - span.green = gFlat; span.greenStep = 0; \ - span.blue = bFlat; span.blueStep = 0; \ - span.alpha = aFlat; span.alphaStep = 0; \ - } \ /* NOTE: we could just call rasterize_span() here instead */ \ for (i = 0; i < span.count; i++) { \ GLdouble invQ = span.tex[0][3] ? (1.0 / span.tex[0][3]) : 1.0; \ @@ -1380,33 +1352,11 @@ static void general_textured_spec_triangle( GLcontext *ctx, #define SETUP_CODE \ const struct gl_texture_object *obj = ctx->Texture.Unit[0]._Current; \ const struct gl_texture_image *texImage = obj->Image[obj->BaseLevel];\ - const GLboolean flatShade = (ctx->Light.ShadeModel == GL_FLAT); \ - GLfixed rFlat, gFlat, bFlat, aFlat; \ - GLfixed srFlat, sgFlat, sbFlat; \ - if (flatShade) { \ - rFlat = ChanToFixed(v2->color[RCOMP]); \ - gFlat = ChanToFixed(v2->color[GCOMP]); \ - bFlat = ChanToFixed(v2->color[BCOMP]); \ - aFlat = ChanToFixed(v2->color[ACOMP]); \ - srFlat = ChanToFixed(v2->specular[RCOMP]); \ - sgFlat = ChanToFixed(v2->specular[GCOMP]); \ - sbFlat = ChanToFixed(v2->specular[BCOMP]); \ - } \ span.texWidth[0] = (GLfloat) texImage->Width; \ span.texHeight[0] = (GLfloat) texImage->Height; \ (void) fixedToDepthShift; -#define RENDER_SPAN( span ) \ - if (flatShade) { \ - span.red = rFlat; span.redStep = 0; \ - span.green = gFlat; span.greenStep = 0; \ - span.blue = bFlat; span.blueStep = 0; \ - span.alpha = aFlat; span.alphaStep = 0; \ - span.specRed = srFlat; span.specRedStep = 0; \ - span.specGreen = sgFlat; span.specGreenStep = 0; \ - span.specBlue = sbFlat; span.specBlueStep = 0; \ - } \ - rasterize_span(ctx, &span); +#define RENDER_SPAN( span ) rasterize_span(ctx, &span); #include "s_tritemp.h" } @@ -1435,33 +1385,11 @@ static void lambda_textured_triangle( GLcontext *ctx, #define SETUP_CODE \ const struct gl_texture_object *obj = ctx->Texture.Unit[0]._Current; \ const struct gl_texture_image *texImage = obj->Image[obj->BaseLevel];\ - const GLboolean flatShade = (ctx->Light.ShadeModel==GL_FLAT); \ - GLfixed rFlat, gFlat, bFlat, aFlat; \ - GLfixed srFlat, sgFlat, sbFlat; \ - if (flatShade) { \ - rFlat = ChanToFixed(v2->color[RCOMP]); \ - gFlat = ChanToFixed(v2->color[GCOMP]); \ - bFlat = ChanToFixed(v2->color[BCOMP]); \ - aFlat = ChanToFixed(v2->color[ACOMP]); \ - srFlat = ChanToFixed(v2->specular[RCOMP]); \ - sgFlat = ChanToFixed(v2->specular[GCOMP]); \ - sbFlat = ChanToFixed(v2->specular[BCOMP]); \ - } \ span.texWidth[0] = (GLfloat) texImage->Width; \ span.texHeight[0] = (GLfloat) texImage->Height; \ (void) fixedToDepthShift; -#define RENDER_SPAN( span ) \ - if (flatShade) { \ - span.red = rFlat; span.redStep = 0; \ - span.green = gFlat; span.greenStep = 0; \ - span.blue = bFlat; span.blueStep = 0; \ - span.alpha = aFlat; span.alphaStep = 0; \ - span.specRed = srFlat; span.specRedStep = 0; \ - span.specGreen = sgFlat; span.specGreenStep = 0; \ - span.specBlue = sbFlat; span.specBlueStep = 0; \ - } \ - rasterize_span(ctx, &span); +#define RENDER_SPAN( span ) rasterize_span(ctx, &span); #include "s_tritemp.h" } @@ -1492,33 +1420,11 @@ static void lambda_textured_spec_triangle( GLcontext *ctx, #define SETUP_CODE \ const struct gl_texture_object *obj = ctx->Texture.Unit[0]._Current; \ const struct gl_texture_image *texImage = obj->Image[obj->BaseLevel];\ - const GLboolean flatShade = (ctx->Light.ShadeModel == GL_FLAT); \ - GLfixed rFlat, gFlat, bFlat, aFlat; \ - GLfixed srFlat, sgFlat, sbFlat; \ - if (flatShade) { \ - rFlat = ChanToFixed(v2->color[RCOMP]); \ - gFlat = ChanToFixed(v2->color[GCOMP]); \ - bFlat = ChanToFixed(v2->color[BCOMP]); \ - aFlat = ChanToFixed(v2->color[ACOMP]); \ - srFlat = ChanToFixed(v2->specular[RCOMP]); \ - sgFlat = ChanToFixed(v2->specular[GCOMP]); \ - sbFlat = ChanToFixed(v2->specular[BCOMP]); \ - } \ span.texWidth[0] = (GLfloat) texImage->Width; \ span.texHeight[0] = (GLfloat) texImage->Height; \ (void) fixedToDepthShift; -#define RENDER_SPAN( span ) \ - if (flatShade) { \ - span.red = rFlat; span.redStep = 0; \ - span.green = gFlat; span.greenStep = 0; \ - span.blue = bFlat; span.blueStep = 0; \ - span.alpha = aFlat; span.alphaStep = 0; \ - span.specRed = srFlat; span.specRedStep = 0; \ - span.specGreen = sgFlat; span.specGreenStep = 0; \ - span.specBlue = sbFlat; span.specBlueStep = 0; \ - } \ - rasterize_span(ctx, &span); +#define RENDER_SPAN( span ) rasterize_span(ctx, &span); #include "s_tritemp.h" } @@ -1547,19 +1453,7 @@ lambda_multitextured_triangle( GLcontext *ctx, #define INTERP_LAMBDA 1 #define SETUP_CODE \ - const GLboolean flatShade = (ctx->Light.ShadeModel == GL_FLAT); \ - GLfixed rFlat, gFlat, bFlat, aFlat; \ - GLfixed srFlat, sgFlat, sbFlat; \ GLuint u; \ - if (flatShade) { \ - rFlat = ChanToFixed(v2->color[RCOMP]); \ - gFlat = ChanToFixed(v2->color[GCOMP]); \ - bFlat = ChanToFixed(v2->color[BCOMP]); \ - aFlat = ChanToFixed(v2->color[ACOMP]); \ - srFlat = ChanToFixed(v2->specular[RCOMP]); \ - sgFlat = ChanToFixed(v2->specular[GCOMP]); \ - sbFlat = ChanToFixed(v2->specular[BCOMP]); \ - } \ for (u = 0; u < ctx->Const.MaxTextureUnits; u++) { \ if (ctx->Texture.Unit[u]._ReallyEnabled) { \ const struct gl_texture_object *texObj; \ @@ -1572,17 +1466,7 @@ lambda_multitextured_triangle( GLcontext *ctx, } \ (void) fixedToDepthShift; -#define RENDER_SPAN( span ) \ - if (flatShade) { \ - span.red = rFlat; span.redStep = 0; \ - span.green = gFlat; span.greenStep = 0; \ - span.blue = bFlat; span.blueStep = 0; \ - span.alpha = aFlat; span.alphaStep = 0; \ - span.specRed = srFlat; span.specRedStep = 0; \ - span.specGreen = sgFlat; span.specGreenStep = 0; \ - span.specBlue = sbFlat; span.specBlueStep = 0; \ - } \ - rasterize_span(ctx, &span); +#define RENDER_SPAN( span ) rasterize_span(ctx, &span); #include "s_tritemp.h" diff --git a/src/mesa/swrast/s_tritemp.h b/src/mesa/swrast/s_tritemp.h index 0c0c5956eab..9f0ce46a21d 100644 --- a/src/mesa/swrast/s_tritemp.h +++ b/src/mesa/swrast/s_tritemp.h @@ -1,4 +1,4 @@ -/* $Id: s_tritemp.h,v 1.22 2001/07/14 17:53:04 brianp Exp $ */ +/* $Id: s_tritemp.h,v 1.23 2001/07/26 15:57:49 brianp Exp $ */ /* * Mesa 3-D graphics library @@ -35,7 +35,7 @@ * INTERP_Z - if defined, interpolate Z values * INTERP_FOG - if defined, interpolate fog values * INTERP_RGB - if defined, interpolate RGB values - * INTERP_ALPHA - if defined, interpolate Alpha values + * INTERP_ALPHA - if defined, interpolate Alpha values (req's INTERP_RGB) * INTERP_SPEC - if defined, interpolate specular RGB values * INTERP_INDEX - if defined, interpolate color index values * INTERP_INT_TEX - if defined, interpolate integer ST texcoords @@ -280,7 +280,7 @@ */ { - GLint ltor; /* true if scanning left-to-right */ + GLint scan_from_left_to_right; /* true if scanning left-to-right */ #ifdef INTERP_Z GLfloat dzdx, dzdy; #endif @@ -331,7 +331,7 @@ SETUP_CODE #endif - ltor = (oneOverArea < 0.0F); + scan_from_left_to_right = (oneOverArea < 0.0F); span.activeMask = 0; @@ -368,116 +368,148 @@ #endif #ifdef INTERP_RGB span.activeMask |= SPAN_RGBA; - { + if (ctx->Light.ShadeModel == GL_SMOOTH) { GLfloat eMaj_dr, eBot_dr; GLfloat eMaj_dg, eBot_dg; GLfloat eMaj_db, eBot_db; - eMaj_dr = (GLint) vMax->color[0] - (GLint) vMin->color[0]; - eBot_dr = (GLint) vMid->color[0] - (GLint) vMin->color[0]; +# ifdef INTERP_ALPHA + GLfloat eMaj_da, eBot_da; +# endif + eMaj_dr = (GLint) vMax->color[RCOMP] - (GLint) vMin->color[RCOMP]; + eBot_dr = (GLint) vMid->color[RCOMP] - (GLint) vMin->color[RCOMP]; drdx = oneOverArea * (eMaj_dr * eBot.dy - eMaj.dy * eBot_dr); span.redStep = SignedFloatToFixed(drdx); drdy = oneOverArea * (eMaj.dx * eBot_dr - eMaj_dr * eBot.dx); - eMaj_dg = (GLint) vMax->color[1] - (GLint) vMin->color[1]; - eBot_dg = (GLint) vMid->color[1] - (GLint) vMin->color[1]; + eMaj_dg = (GLint) vMax->color[GCOMP] - (GLint) vMin->color[GCOMP]; + eBot_dg = (GLint) vMid->color[GCOMP] - (GLint) vMin->color[GCOMP]; dgdx = oneOverArea * (eMaj_dg * eBot.dy - eMaj.dy * eBot_dg); span.greenStep = SignedFloatToFixed(dgdx); dgdy = oneOverArea * (eMaj.dx * eBot_dg - eMaj_dg * eBot.dx); - eMaj_db = (GLint) vMax->color[2] - (GLint) vMin->color[2]; - eBot_db = (GLint) vMid->color[2] - (GLint) vMin->color[2]; + eMaj_db = (GLint) vMax->color[BCOMP] - (GLint) vMin->color[BCOMP]; + eBot_db = (GLint) vMid->color[BCOMP] - (GLint) vMin->color[BCOMP]; dbdx = oneOverArea * (eMaj_db * eBot.dy - eMaj.dy * eBot_db); span.blueStep = SignedFloatToFixed(dbdx); dbdy = oneOverArea * (eMaj.dx * eBot_db - eMaj_db * eBot.dx); - } -#endif -#ifdef INTERP_ALPHA - { - GLfloat eMaj_da, eBot_da; - eMaj_da = (GLint) vMax->color[3] - (GLint) vMin->color[3]; - eBot_da = (GLint) vMid->color[3] - (GLint) vMin->color[3]; +# ifdef INTERP_ALPHA + eMaj_da = (GLint) vMax->color[ACOMP] - (GLint) vMin->color[ACOMP]; + eBot_da = (GLint) vMid->color[ACOMP] - (GLint) vMin->color[ACOMP]; dadx = oneOverArea * (eMaj_da * eBot.dy - eMaj.dy * eBot_da); span.alphaStep = SignedFloatToFixed(dadx); dady = oneOverArea * (eMaj.dx * eBot_da - eMaj_da * eBot.dx); +# endif + } + else { + ASSERT (ctx->Light.ShadeModel == GL_FLAT); + drdx = drdy = 0.0F; + dgdx = dgdy = 0.0F; + dbdx = dbdy = 0.0F; + span.redStep = 0; + span.greenStep = 0; + span.blueStep = 0; +# ifdef INTERP_ALPHA + dadx = dady = 0.0F; + span.alphaStep = 0; +# endif } #endif #ifdef INTERP_FLOAT_RGBA span.activeMask |= SPAN_RGBA; - { + if (ctx->Light.ShadeModel == GL_SMOOTH) { GLfloat eMaj_dr, eBot_dr; GLfloat eMaj_dg, eBot_dg; GLfloat eMaj_db, eBot_db; GLfloat eMaj_da, eBot_da; - eMaj_dr = (GLint) vMax->color[0] - (GLint) vMin->color[0]; - eBot_dr = (GLint) vMid->color[0] - (GLint) vMin->color[0]; + eMaj_dr = (GLint) vMax->color[RCOMP] - (GLint) vMin->color[RCOMP]; + eBot_dr = (GLint) vMid->color[RCOMP] - (GLint) vMin->color[RCOMP]; drdx = oneOverArea * (eMaj_dr * eBot.dy - eMaj.dy * eBot_dr); span.redStep = drdx; drdy = oneOverArea * (eMaj.dx * eBot_dr - eMaj_dr * eBot.dx); - eMaj_dg = (GLint) vMax->color[1] - (GLint) vMin->color[1]; - eBot_dg = (GLint) vMid->color[1] - (GLint) vMin->color[1]; + eMaj_dg = (GLint) vMax->color[GCOMP] - (GLint) vMin->color[GCOMP]; + eBot_dg = (GLint) vMid->color[GCOMP] - (GLint) vMin->color[GCOMP]; dgdx = oneOverArea * (eMaj_dg * eBot.dy - eMaj.dy * eBot_dg); span.greenStep = dgdx; dgdy = oneOverArea * (eMaj.dx * eBot_dg - eMaj_dg * eBot.dx); - eMaj_db = (GLint) vMax->color[2] - (GLint) vMin->color[2]; - eBot_db = (GLint) vMid->color[2] - (GLint) vMin->color[2]; + eMaj_db = (GLint) vMax->color[BCOMP] - (GLint) vMin->color[BCOMP]; + eBot_db = (GLint) vMid->color[BCOMP] - (GLint) vMin->color[BCOMP]; dbdx = oneOverArea * (eMaj_db * eBot.dy - eMaj.dy * eBot_db); span.blueStep = dbdx; dbdy = oneOverArea * (eMaj.dx * eBot_db - eMaj_db * eBot.dx); - eMaj_da = (GLint) vMax->color[3] - (GLint) vMin->color[3]; - eBot_da = (GLint) vMid->color[3] - (GLint) vMin->color[3]; + eMaj_da = (GLint) vMax->color[ACOMP] - (GLint) vMin->color[ACOMP]; + eBot_da = (GLint) vMid->color[ACOMP] - (GLint) vMin->color[ACOMP]; dadx = oneOverArea * (eMaj_da * eBot.dy - eMaj.dy * eBot_da); span.alphaStep = dadx; dady = oneOverArea * (eMaj.dx * eBot_da - eMaj_da * eBot.dx); } + else { + drdx = drdy = span.redStep = 0.0F; + dgdx = dgdy = span.greenStep = 0.0F; + dbdx = dbdy = span.blueStep = 0.0F; + dadx = dady = span.alphaStep = 0.0F; + } #endif #ifdef INTERP_SPEC span.activeMask |= SPAN_SPEC; - { + if (ctx->Light.ShadeModel == GL_SMOOTH) { GLfloat eMaj_dsr, eBot_dsr; GLfloat eMaj_dsg, eBot_dsg; GLfloat eMaj_dsb, eBot_dsb; - eMaj_dsr = (GLint) vMax->specular[0] - (GLint) vMin->specular[0]; - eBot_dsr = (GLint) vMid->specular[0] - (GLint) vMin->specular[0]; + eMaj_dsr = (GLint) vMax->specular[RCOMP] - (GLint) vMin->specular[RCOMP]; + eBot_dsr = (GLint) vMid->specular[RCOMP] - (GLint) vMin->specular[RCOMP]; dsrdx = oneOverArea * (eMaj_dsr * eBot.dy - eMaj.dy * eBot_dsr); span.specRedStep = SignedFloatToFixed(dsrdx); dsrdy = oneOverArea * (eMaj.dx * eBot_dsr - eMaj_dsr * eBot.dx); - eMaj_dsg = (GLint) vMax->specular[1] - (GLint) vMin->specular[1]; - eBot_dsg = (GLint) vMid->specular[1] - (GLint) vMin->specular[1]; + eMaj_dsg = (GLint) vMax->specular[GCOMP] - (GLint) vMin->specular[GCOMP]; + eBot_dsg = (GLint) vMid->specular[GCOMP] - (GLint) vMin->specular[GCOMP]; dsgdx = oneOverArea * (eMaj_dsg * eBot.dy - eMaj.dy * eBot_dsg); span.specGreenStep = SignedFloatToFixed(dsgdx); dsgdy = oneOverArea * (eMaj.dx * eBot_dsg - eMaj_dsg * eBot.dx); - eMaj_dsb = (GLint) vMax->specular[2] - (GLint) vMin->specular[2]; - eBot_dsb = (GLint) vMid->specular[2] - (GLint) vMin->specular[2]; + eMaj_dsb = (GLint) vMax->specular[BCOMP] - (GLint) vMin->specular[BCOMP]; + eBot_dsb = (GLint) vMid->specular[BCOMP] - (GLint) vMin->specular[BCOMP]; dsbdx = oneOverArea * (eMaj_dsb * eBot.dy - eMaj.dy * eBot_dsb); span.specBlueStep = SignedFloatToFixed(dsbdx); dsbdy = oneOverArea * (eMaj.dx * eBot_dsb - eMaj_dsb * eBot.dx); } + else { + dsrdx = dsrdy = 0.0F; + dsgdx = dsgdy = 0.0F; + dsbdx = dsbdy = 0.0F; + span.specRedStep = 0; + span.specGreenStep = 0; + span.specBlueStep = 0; + } #endif #ifdef INTERP_FLOAT_SPEC span.activeMask |= SPAN_SPEC; - { + if (ctx->Light.ShadeModel == GL_SMOOTH) { GLfloat eMaj_dsr, eBot_dsr; GLfloat eMaj_dsg, eBot_dsg; GLfloat eMaj_dsb, eBot_dsb; - eMaj_dsr = (GLint) vMax->specular[0] - (GLint) vMin->specular[0]; - eBot_dsr = (GLint) vMid->specular[0] - (GLint) vMin->specular[0]; + eMaj_dsr = (GLint) vMax->specular[RCOMP] - (GLint) vMin->specular[RCOMP]; + eBot_dsr = (GLint) vMid->specular[RCOMP] - (GLint) vMin->specular[RCOMP]; dsrdx = oneOverArea * (eMaj_dsr * eBot.dy - eMaj.dy * eBot_dsr); span.specRedStep = dsrdx; dsrdy = oneOverArea * (eMaj.dx * eBot_dsr - eMaj_dsr * eBot.dx); - eMaj_dsg = (GLint) vMax->specular[1] - (GLint) vMin->specular[1]; - eBot_dsg = (GLint) vMid->specular[1] - (GLint) vMin->specular[1]; + eMaj_dsg = (GLint) vMax->specular[GCOMP] - (GLint) vMin->specular[GCOMP]; + eBot_dsg = (GLint) vMid->specular[GCOMP] - (GLint) vMin->specular[GCOMP]; dsgdx = oneOverArea * (eMaj_dsg * eBot.dy - eMaj.dy * eBot_dsg); span.specGreenStep = dsgdx; dsgdy = oneOverArea * (eMaj.dx * eBot_dsg - eMaj_dsg * eBot.dx); - eMaj_dsb = (GLint) vMax->specular[2] - (GLint) vMin->specular[2]; - eBot_dsb = (GLint) vMid->specular[2] - (GLint) vMin->specular[2]; + eMaj_dsb = (GLint) vMax->specular[BCOMP] - (GLint) vMin->specular[BCOMP]; + eBot_dsb = (GLint) vMid->specular[BCOMP] - (GLint) vMin->specular[BCOMP]; dsbdx = oneOverArea * (eMaj_dsb * eBot.dy - eMaj.dy * eBot_dsb); span.specBlueStep = dsbdx; dsbdy = oneOverArea * (eMaj.dx * eBot_dsb - eMaj_dsb * eBot.dx); } + else { + dsrdx = dsrdy = span.specRedStep = 0; + dsgdx = dsgdy = span.specGreenStep = 0; + dsbdx = dsbdy = span.specBlueStep = 0; + } #endif #ifdef INTERP_INDEX span.activeMask |= SPAN_INDEX; - { + if (ctx->Light.ShadeModel == GL_SMOOTH) { GLfloat eMaj_di, eBot_di; eMaj_di = (GLint) vMax->index - (GLint) vMin->index; eBot_di = (GLint) vMid->index - (GLint) vMin->index; @@ -485,6 +517,10 @@ span.indexStep = SignedFloatToFixed(didx); didy = oneOverArea * (eMaj.dx * eBot_di - eMaj_di * eBot.dx); } + else { + didx = didy = 0.0F; + span.indexStep = 0; + } #endif #ifdef INTERP_INT_TEX span.activeMask |= SPAN_INT_TEXTURE; @@ -696,7 +732,7 @@ GLfixed fb, fdbOuter, fdbInner; #endif #ifdef INTERP_ALPHA - GLfixed fa=0, fdaOuter=0, fdaInner; + GLfixed fa, fdaOuter, fdaInner; #endif #ifdef INTERP_FLOAT_RGBA GLfloat fr, fdrOuter, fdrInner; @@ -745,7 +781,7 @@ if (subTriangle==0) { /* bottom half */ - if (ltor) { + if (scan_from_left_to_right) { eLeft = &eMaj; eRight = &eBot; lines = eRight->lines; @@ -762,7 +798,7 @@ } else { /* top half */ - if (ltor) { + if (scan_from_left_to_right) { eLeft = &eMaj; eRight = &eTop; lines = eRight->lines; @@ -853,54 +889,98 @@ dfogOuter = dfogdy + dxOuter * span.fogStep; #endif #ifdef INTERP_RGB - fr = (GLfixed) (ChanToFixed(vLower->color[0]) - + drdx * adjx + drdy * adjy) + FIXED_HALF; - fdrOuter = SignedFloatToFixed(drdy + dxOuter * drdx); - fg = (GLfixed) (ChanToFixed(vLower->color[1]) - + dgdx * adjx + dgdy * adjy) + FIXED_HALF; - fdgOuter = SignedFloatToFixed(dgdy + dxOuter * dgdx); - fb = (GLfixed) (ChanToFixed(vLower->color[2]) - + dbdx * adjx + dbdy * adjy) + FIXED_HALF; - fdbOuter = SignedFloatToFixed(dbdy + dxOuter * dbdx); -#endif -#ifdef INTERP_ALPHA - fa = (GLfixed) (ChanToFixed(vLower->color[3]) - + dadx * adjx + dady * adjy) + FIXED_HALF; - fdaOuter = SignedFloatToFixed(dady + dxOuter * dadx); + if (ctx->Light.ShadeModel == GL_SMOOTH) { + fr = (GLfixed) (ChanToFixed(vLower->color[RCOMP]) + + drdx * adjx + drdy * adjy) + FIXED_HALF; + fdrOuter = SignedFloatToFixed(drdy + dxOuter * drdx); + fg = (GLfixed) (ChanToFixed(vLower->color[GCOMP]) + + dgdx * adjx + dgdy * adjy) + FIXED_HALF; + fdgOuter = SignedFloatToFixed(dgdy + dxOuter * dgdx); + fb = (GLfixed) (ChanToFixed(vLower->color[BCOMP]) + + dbdx * adjx + dbdy * adjy) + FIXED_HALF; + fdbOuter = SignedFloatToFixed(dbdy + dxOuter * dbdx); +# ifdef INTERP_ALPHA + fa = (GLfixed) (ChanToFixed(vLower->color[ACOMP]) + + dadx * adjx + dady * adjy) + FIXED_HALF; + fdaOuter = SignedFloatToFixed(dady + dxOuter * dadx); +# endif + } + else { + ASSERT (ctx->Light.ShadeModel == GL_FLAT); + fr = ChanToFixed(v2->color[RCOMP]); + fg = ChanToFixed(v2->color[GCOMP]); + fb = ChanToFixed(v2->color[BCOMP]); + fdrOuter = fdgOuter = fdbOuter = 0; +# ifdef INTERP_ALPHA + fa = ChanToFixed(v2->color[ACOMP]); + fdaOuter = 0; +# endif + } #endif #ifdef INTERP_FLOAT_RGBA - fr = vLower->color[0] + drdx * adjx + drdy * adjy; - fdrOuter = drdy + dxOuter * drdx; - fg = vLower->color[1] + dgdx * adjx + dgdy * adjy; - fdgOuter = dgdy + dxOuter * dgdx; - fb = vLower->color[2] + dbdx * adjx + dbdy * adjy; - fdbOuter = dbdy + dxOuter * dbdx; - fa = vLower->color[3] + dadx * adjx + dady * adjy; - fdaOuter = dady + dxOuter * dadx; + if (ctx->Light.ShadeModel == GL_SMOOTH) { + fr = vLower->color[RCOMP] + drdx * adjx + drdy * adjy; + fdrOuter = drdy + dxOuter * drdx; + fg = vLower->color[GCOMP] + dgdx * adjx + dgdy * adjy; + fdgOuter = dgdy + dxOuter * dgdx; + fb = vLower->color[BCOMP] + dbdx * adjx + dbdy * adjy; + fdbOuter = dbdy + dxOuter * dbdx; + fa = vLower->color[ACOMP] + dadx * adjx + dady * adjy; + fdaOuter = dady + dxOuter * dadx; + } + else { + fr = v2->color[RCOMP]; + fg = v2->color[GCOMP]; + fb = v2->color[BCOMP]; + fa = v2->color[ACOMP]; + fdrOuter = fdgOuter = fdbOuter = fdaOuter = 0.0F; + } #endif #ifdef INTERP_SPEC - fsr = (GLfixed) (ChanToFixed(vLower->specular[0]) - + dsrdx * adjx + dsrdy * adjy) + FIXED_HALF; - fdsrOuter = SignedFloatToFixed(dsrdy + dxOuter * dsrdx); - fsg = (GLfixed) (ChanToFixed(vLower->specular[1]) - + dsgdx * adjx + dsgdy * adjy) + FIXED_HALF; - fdsgOuter = SignedFloatToFixed(dsgdy + dxOuter * dsgdx); - fsb = (GLfixed) (ChanToFixed(vLower->specular[2]) - + dsbdx * adjx + dsbdy * adjy) + FIXED_HALF; - fdsbOuter = SignedFloatToFixed(dsbdy + dxOuter * dsbdx); + if (ctx->Light.ShadeModel == GL_SMOOTH) { + fsr = (GLfixed) (ChanToFixed(vLower->specular[RCOMP]) + + dsrdx * adjx + dsrdy * adjy) + FIXED_HALF; + fdsrOuter = SignedFloatToFixed(dsrdy + dxOuter * dsrdx); + fsg = (GLfixed) (ChanToFixed(vLower->specular[GCOMP]) + + dsgdx * adjx + dsgdy * adjy) + FIXED_HALF; + fdsgOuter = SignedFloatToFixed(dsgdy + dxOuter * dsgdx); + fsb = (GLfixed) (ChanToFixed(vLower->specular[BCOMP]) + + dsbdx * adjx + dsbdy * adjy) + FIXED_HALF; + fdsbOuter = SignedFloatToFixed(dsbdy + dxOuter * dsbdx); + } + else { + fsr = ChanToFixed(v2->specular[RCOMP]); + fsg = ChanToFixed(v2->specular[GCOMP]); + fsb = ChanToFixed(v2->specular[BCOMP]); + fdsrOuter = fdsgOuter = fdsbOuter = 0; + } #endif #ifdef INTERP_FLOAT_SPEC - fsr = vLower->specular[0] + dsrdx * adjx + dsrdy * adjy; - fdsrOuter = dsrdy + dxOuter * dsrdx; - fsg = vLower->specular[1] + dsgdx * adjx + dsgdy * adjy; - fdsgOuter = dsgdy + dxOuter * dsgdx; - fsb = vLower->specular[2] + dsbdx * adjx + dsbdy * adjy; - fdsbOuter = dsbdy + dxOuter * dsbdx; + if (ctx->Light.ShadeModel == GL_SMOOTH) { + fsr = vLower->specular[RCOMP] + dsrdx * adjx + dsrdy * adjy; + fdsrOuter = dsrdy + dxOuter * dsrdx; + fsg = vLower->specular[GCOMP] + dsgdx * adjx + dsgdy * adjy; + fdsgOuter = dsgdy + dxOuter * dsgdx; + fsb = vLower->specular[BCOMP] + dsbdx * adjx + dsbdy * adjy; + fdsbOuter = dsbdy + dxOuter * dsbdx; + } + else { + fsr = v2->specular[RCOMP]; + fsg = v2->specular[GCOMP]; + fsb = v2->specular[BCOMP]; + fdsrOuter = fdsgOuter = fdsbOuter = 0.0F: + } #endif #ifdef INTERP_INDEX - fi = (GLfixed)(vLower->index * FIXED_SCALE - + didx * adjx + didy * adjy) + FIXED_HALF; - fdiOuter = SignedFloatToFixed(didy + dxOuter * didx); + if (ctx->Light.ShadeModel == GL_SMOOTH) { + fi = (GLfixed)(vLower->index * FIXED_SCALE + + didx * adjx + didy * adjy) + FIXED_HALF; + fdiOuter = SignedFloatToFixed(didy + dxOuter * didx); + } + else { + fi = (GLfixed) (v2->index * FIXED_SCALE); + fdiOuter = 0; + } #endif #ifdef INTERP_INT_TEX { -- cgit v1.2.3