/* * Mesa 3-D graphics library * * Copyright (C) 1999-2007 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 * THE AUTHORS OR COPYRIGHT HOLDERS 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 <keithw@vmware.com> */ /** * This is where we handle assigning vertex colors based on front/back * facing, compute polygon offset and handle glPolygonMode(). */ static void TAG(triangle)(struct gl_context *ctx, GLuint e0, GLuint e1, GLuint e2 ) { struct vertex_buffer *VB = &TNL_CONTEXT(ctx)->vb; SScontext *swsetup = SWSETUP_CONTEXT(ctx); SWvertex *verts = SWSETUP_CONTEXT(ctx)->verts; SWvertex *v[3]; GLfloat z[3]; GLfloat offset, oz0, oz1, oz2; GLenum mode = GL_FILL; GLuint facing = 0; GLchan saved_color[3][4] = { { 0 } }; GLfloat saved_col0[3][4] = { { 0 } }; GLfloat saved_spec[3][4] = { { 0 } }; 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]->attrib[VARYING_SLOT_POS][0] - v[2]->attrib[VARYING_SLOT_POS][0]; GLfloat ey = v[0]->attrib[VARYING_SLOT_POS][1] - v[2]->attrib[VARYING_SLOT_POS][1]; GLfloat fx = v[1]->attrib[VARYING_SLOT_POS][0] - v[2]->attrib[VARYING_SLOT_POS][0]; GLfloat fy = v[1]->attrib[VARYING_SLOT_POS][1] - v[2]->attrib[VARYING_SLOT_POS][1]; GLfloat cc = ex*fy - ey*fx; if (IND & (SS_TWOSIDE_BIT | SS_UNFILLED_BIT)) { facing = (cc < 0.0F) ^ 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 (VB->BackfaceColorPtr) { GLfloat (*vbcolor)[4] = VB->BackfaceColorPtr->data; if (swsetup->intColors) { COPY_CHAN4(saved_color[0], v[0]->color); COPY_CHAN4(saved_color[1], v[1]->color); COPY_CHAN4(saved_color[2], v[2]->color); } else { COPY_4V(saved_col0[0], v[0]->attrib[VARYING_SLOT_COL0]); COPY_4V(saved_col0[1], v[1]->attrib[VARYING_SLOT_COL0]); COPY_4V(saved_col0[2], v[2]->attrib[VARYING_SLOT_COL0]); } if (VB->BackfaceColorPtr->stride) { if (swsetup->intColors) { SS_COLOR(v[0]->color, vbcolor[e0]); SS_COLOR(v[1]->color, vbcolor[e1]); SS_COLOR(v[2]->color, vbcolor[e2]); } else { COPY_4V(v[0]->attrib[VARYING_SLOT_COL0], vbcolor[e0]); COPY_4V(v[1]->attrib[VARYING_SLOT_COL0], vbcolor[e1]); COPY_4V(v[2]->attrib[VARYING_SLOT_COL0], vbcolor[e2]); } } else { /* flat shade */ if (swsetup->intColors) { SS_COLOR(v[0]->color, vbcolor[0]); SS_COLOR(v[1]->color, vbcolor[0]); SS_COLOR(v[2]->color, vbcolor[0]); } else { COPY_4V(v[0]->attrib[VARYING_SLOT_COL0], vbcolor[0]); COPY_4V(v[1]->attrib[VARYING_SLOT_COL0], vbcolor[0]); COPY_4V(v[2]->attrib[VARYING_SLOT_COL0], vbcolor[0]); } } } if (VB->BackfaceSecondaryColorPtr) { GLfloat (*vbspec)[4] = VB->BackfaceSecondaryColorPtr->data; COPY_4V(saved_spec[0], v[0]->attrib[VARYING_SLOT_COL1]); COPY_4V(saved_spec[1], v[1]->attrib[VARYING_SLOT_COL1]); COPY_4V(saved_spec[2], v[2]->attrib[VARYING_SLOT_COL1]); if (VB->BackfaceSecondaryColorPtr->stride) { SS_SPEC(v[0]->attrib[VARYING_SLOT_COL1], vbspec[e0]); SS_SPEC(v[1]->attrib[VARYING_SLOT_COL1], vbspec[e1]); SS_SPEC(v[2]->attrib[VARYING_SLOT_COL1], vbspec[e2]); } else { SS_SPEC(v[0]->attrib[VARYING_SLOT_COL1], vbspec[0]); SS_SPEC(v[1]->attrib[VARYING_SLOT_COL1], vbspec[0]); SS_SPEC(v[2]->attrib[VARYING_SLOT_COL1], vbspec[0]); } } } } } if (IND & SS_OFFSET_BIT) { const GLfloat max = ctx->DrawBuffer->_DepthMaxF; /* save original Z values (restored later) */ z[0] = v[0]->attrib[VARYING_SLOT_POS][2]; z[1] = v[1]->attrib[VARYING_SLOT_POS][2]; z[2] = v[2]->attrib[VARYING_SLOT_POS][2]; /* Note that Z values are already scaled to [0,65535] (for example) * so no MRD value is used here. */ offset = ctx->Polygon.OffsetUnits; if (cc * cc > 1e-16F) { const GLfloat ez = z[0] - z[2]; const GLfloat fz = z[1] - z[2]; const GLfloat oneOverArea = 1.0F / cc; const GLfloat dzdx = fabsf((ey * fz - ez * fy) * oneOverArea); const GLfloat dzdy = fabsf((ez * fx - ex * fz) * oneOverArea); offset += MAX2(dzdx, dzdy) * ctx->Polygon.OffsetFactor; } /* new Z values */ oz0 = CLAMP(v[0]->attrib[VARYING_SLOT_POS][2] + offset, 0.0F, max); oz1 = CLAMP(v[1]->attrib[VARYING_SLOT_POS][2] + offset, 0.0F, max); oz2 = CLAMP(v[2]->attrib[VARYING_SLOT_POS][2] + offset, 0.0F, max); } } if (mode == GL_POINT) { if ((IND & SS_OFFSET_BIT) && ctx->Polygon.OffsetPoint) { v[0]->attrib[VARYING_SLOT_POS][2] = oz0; v[1]->attrib[VARYING_SLOT_POS][2] = oz1; v[2]->attrib[VARYING_SLOT_POS][2] = oz2; } _swsetup_render_tri(ctx, e0, e1, e2, facing, _swsetup_edge_render_point_tri); } else if (mode == GL_LINE) { if ((IND & SS_OFFSET_BIT) && ctx->Polygon.OffsetLine) { v[0]->attrib[VARYING_SLOT_POS][2] = oz0; v[1]->attrib[VARYING_SLOT_POS][2] = oz1; v[2]->attrib[VARYING_SLOT_POS][2] = oz2; } _swsetup_render_tri(ctx, e0, e1, e2, facing, _swsetup_edge_render_line_tri); } else { if ((IND & SS_OFFSET_BIT) && ctx->Polygon.OffsetFill) { v[0]->attrib[VARYING_SLOT_POS][2] = oz0; v[1]->attrib[VARYING_SLOT_POS][2] = oz1; v[2]->attrib[VARYING_SLOT_POS][2] = oz2; } _swrast_Triangle( ctx, v[0], v[1], v[2] ); } /* * Restore original vertex colors, etc. */ if (IND & SS_OFFSET_BIT) { v[0]->attrib[VARYING_SLOT_POS][2] = z[0]; v[1]->attrib[VARYING_SLOT_POS][2] = z[1]; v[2]->attrib[VARYING_SLOT_POS][2] = z[2]; } if (IND & SS_TWOSIDE_BIT) { if (facing == 1) { if (VB->BackfaceColorPtr) { if (swsetup->intColors) { COPY_CHAN4(v[0]->color, saved_color[0]); COPY_CHAN4(v[1]->color, saved_color[1]); COPY_CHAN4(v[2]->color, saved_color[2]); } else { COPY_4V(v[0]->attrib[VARYING_SLOT_COL0], saved_col0[0]); COPY_4V(v[1]->attrib[VARYING_SLOT_COL0], saved_col0[1]); COPY_4V(v[2]->attrib[VARYING_SLOT_COL0], saved_col0[2]); } } if (VB->BackfaceSecondaryColorPtr) { COPY_4V(v[0]->attrib[VARYING_SLOT_COL1], saved_spec[0]); COPY_4V(v[1]->attrib[VARYING_SLOT_COL1], saved_spec[1]); COPY_4V(v[2]->attrib[VARYING_SLOT_COL1], saved_spec[2]); } } } } /* Need to fixup edgeflags when decomposing to triangles: */ static void TAG(quadfunc)( struct gl_context *ctx, GLuint v0, GLuint v1, GLuint v2, GLuint v3 ) { if (IND & SS_UNFILLED_BIT) { struct vertex_buffer *VB = &TNL_CONTEXT(ctx)->vb; if (VB->EdgeFlag) { /* XXX this test shouldn't be needed (bug 12614) */ 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(quadfunc); } #undef IND #undef TAG