/* $Id: ss_tritmp.h,v 1.10 2001/03/19 02:25:36 keithw Exp $ */ /* * Mesa 3-D graphics library * Version: 3.5 * * Copyright (C) 1999-2001 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 */ static void TAG(triangle)(GLcontext *ctx, GLuint e0, GLuint e1, GLuint e2 ) { struct vertex_buffer *VB = &TNL_CONTEXT(ctx)->vb; SWvertex *verts = SWSETUP_CONTEXT(ctx)->verts; SWvertex *v[3]; GLfloat z[3]; GLfloat offset; GLenum mode = GL_FILL; GLuint facing; 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 cc = ex*fy - ey*fx; if (IND & (SS_TWOSIDE_BIT | SS_UNFILLED_BIT)) { facing = (cc < 0.0) ^ 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) { GLchan (*vbcolor)[4] = VB->ColorPtr[1]->data; GLchan (*vbspec)[4] = VB->SecondaryColorPtr[1]->data; SS_COLOR(v[0]->color, vbcolor[e0]); SS_COLOR(v[1]->color, vbcolor[e1]); SS_COLOR(v[2]->color, vbcolor[e2]); SS_SPEC(v[0]->specular, vbspec[e0]); SS_SPEC(v[1]->specular, vbspec[e1]); SS_SPEC(v[2]->specular, vbspec[e2]); } else { GLuint *vbindex = VB->IndexPtr[1]->data; SS_IND(v[0]->index, vbindex[e0]); SS_IND(v[1]->index, vbindex[e1]); SS_IND(v[2]->index, vbindex[e2]); } } } } if (IND & SS_OFFSET_BIT) { offset = ctx->Polygon.OffsetUnits; z[0] = v[0]->win[2]; z[1] = v[1]->win[2]; z[2] = v[2]->win[2]; if (cc * cc > 1e-16) { GLfloat ez = z[0] - z[2]; GLfloat fz = z[1] - z[2]; GLfloat a = ey*fz - ez*fy; GLfloat b = ez*fx - ex*fz; GLfloat ic = 1.0 / cc; GLfloat ac = a * ic; GLfloat bc = b * ic; if (ac < 0.0f) ac = -ac; if (bc < 0.0f) bc = -bc; offset += MAX2(ac, bc) * ctx->Polygon.OffsetFactor; } offset *= ctx->MRD; /*printf("offset %g\n", offset);*/ } } 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; } _swsetup_render_point_tri( ctx, e0, e1, e2 ); } 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; } _swsetup_render_line_tri( ctx, e0, e1, e2 ); } else { if ((IND & SS_OFFSET_BIT) && ctx->Polygon.OffsetFill) { v[0]->win[2] += offset; v[1]->win[2] += offset; v[2]->win[2] += offset; } _swrast_Triangle( ctx, v[0], v[1], v[2] ); } if (IND & SS_OFFSET_BIT) { v[0]->win[2] = z[0]; v[1]->win[2] = z[1]; v[2]->win[2] = z[2]; } if (IND & SS_TWOSIDE_BIT) { if (facing == 1) { if (IND & SS_RGBA_BIT) { GLchan (*vbcolor)[4] = VB->ColorPtr[0]->data; GLchan (*vbspec)[4] = VB->SecondaryColorPtr[0]->data; SS_COLOR(v[0]->color, vbcolor[e0]); SS_COLOR(v[1]->color, vbcolor[e1]); SS_COLOR(v[2]->color, vbcolor[e2]); SS_SPEC(v[0]->specular, vbspec[e0]); SS_SPEC(v[1]->specular, vbspec[e1]); SS_SPEC(v[2]->specular, vbspec[e2]); } else { GLuint *vbindex = VB->IndexPtr[0]->data; SS_IND(v[0]->index, vbindex[e0]); SS_IND(v[1]->index, vbindex[e1]); SS_IND(v[2]->index, vbindex[e2]); } } } } /* Need to fixup edgeflags when decomposing to triangles: */ static void TAG(quad)( GLcontext *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; } else { TAG(triangle)( ctx, v0, v1, v3 ); TAG(triangle)( ctx, v1, v2, v3 ); } } static void TAG(init)( void ) { tri_tab[IND] = TAG(triangle); quad_tab[IND] = TAG(quad); } #undef IND #undef TAG