/* $Id: t_vb_render.c,v 1.1 2000/12/26 05:09:33 keithw Exp $ */ /* * Mesa 3-D graphics library * Version: 3.5 * * Copyright (C) 1999-2000 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. */ /* * Render whole vertex buffers, including projection of vertices from * clip space and clipping of primitives. * * This file makes calls to project vertices and to the point, line * and triangle rasterizers via the function pointers: * * context->Driver.BuildProjectedVertices() * context->Driver.PointsFunc() * context->Driver.LineFunc() * context->Driver.TriangleFunc() * context->Driver.QuadFunc() * */ #include "glheader.h" #include "context.h" #include "colormac.h" #include "macros.h" #include "mem.h" #include "mtypes.h" #include "mmath.h" #include "math/m_matrix.h" #include "math/m_xform.h" #include "t_pipeline.h" typedef GLuint (*interp_func)( GLcontext *ctx, GLfloat t, GLuint in, GLuint out, GLboolean force_boundary ); typedef void (*clip_line_func)( GLcontext *ctx, GLuint i, GLuint j, GLubyte mask); typedef void (*clip_poly_func)( GLcontext *ctx, GLuint n, GLuint vlist[], GLuint pv, GLubyte mask ); typedef void (*render_func)( GLcontext *ctx, GLuint start, GLuint count, GLuint flags ); struct render_stage_data { /* Clipping functions for current state. */ interp_func interp; /* Clip interpolation function */ GLuint _ClipInputs; /* Inputs referenced by interpfunc */ }; #define RENDER_STAGE_DATA(stage) ((struct render_stage_data *)stage->private) static void render_poly_pv_raw_elts( GLcontext *ctx, GLuint start, GLuint count, GLuint flags, GLuint pv ); /**********************************************************************/ /* Interpolate between pairs of vertices */ /**********************************************************************/ #define INTERP_RGBA 0x1 #define INTERP_TEX 0x2 #define INTERP_INDEX 0x4 #define INTERP_SPEC 0x8 #define INTERP_FOG 0x10 #define INTERP_EDGE 0x20 #define MAX_INTERP 0x40 #define LINTERP_SZ( t, vec, to, a, b, sz ) \ do { \ switch (sz) { \ case 4: vec[to][3] = LINTERP( t, vec[a][3], vec[b][3] ); \ case 3: vec[to][2] = LINTERP( t, vec[a][2], vec[b][2] ); \ case 2: vec[to][1] = LINTERP( t, vec[a][1], vec[b][1] ); \ case 1: vec[to][0] = LINTERP( t, vec[a][0], vec[b][0] ); \ } \ } while(0) #if 1 #define LINTERP_RGBA(nr, t, out, a, b) { \ int i; \ for (i = 0; i < nr; i++) { \ GLfloat fa = CHAN_TO_FLOAT(a[i]); \ GLfloat fb = CHAN_TO_FLOAT(b[i]); \ GLfloat fo = LINTERP(t, fa, fb); \ FLOAT_COLOR_TO_CHAN(out[i], fo); \ } \ } #else #define LINTERP_RGBA(nr, t, out, a, b) { \ int n; \ const GLuint ti = FloatToInt(t*256.0F); \ const GLubyte *Ib = (const GLubyte *)&a[0]; \ const GLubyte *Jb = (const GLubyte *)&b[0]; \ GLubyte *Ob = (GLubyte *)&out[0]; \ \ for (n = 0 ; n < nr ; n++) \ Ob[n] = (GLubyte) (Ib[n] + ((ti * (Jb[n] - Ib[n]))/256)); \ } #endif static interp_func interp_tab[0x80]; #define IND (INTERP_RGBA) #define NAME interp_RGBA #include "t_vb_interptmp.h" #define IND (INTERP_RGBA|INTERP_SPEC) #define NAME interp_RGBA_SPEC #include "t_vb_interptmp.h" #define IND (INTERP_RGBA|INTERP_FOG) #define NAME interp_RGBA_FOG #include "t_vb_interptmp.h" #define IND (INTERP_RGBA|INTERP_SPEC|INTERP_FOG) #define NAME interp_RGBA_SPEC_FOG #include "t_vb_interptmp.h" #define IND (INTERP_RGBA|INTERP_TEX) #define NAME interp_RGBA_TEX #include "t_vb_interptmp.h" #define IND (INTERP_RGBA|INTERP_SPEC|INTERP_TEX) #define NAME interp_RGBA_SPEC_TEX #include "t_vb_interptmp.h" #define IND (INTERP_RGBA|INTERP_FOG|INTERP_TEX) #define NAME interp_RGBA_FOG_TEX #include "t_vb_interptmp.h" #define IND (INTERP_RGBA|INTERP_SPEC|INTERP_FOG|INTERP_TEX) #define NAME interp_RGBA_SPEC_FOG_TEX #include "t_vb_interptmp.h" #define IND (INTERP_INDEX) #define NAME interp_INDEX #include "t_vb_interptmp.h" #define IND (INTERP_FOG|INTERP_INDEX) #define NAME interp_FOG_INDEX #include "t_vb_interptmp.h" #define IND (INTERP_TEX|INTERP_INDEX) #define NAME interp_TEX_INDEX #include "t_vb_interptmp.h" #define IND (INTERP_FOG|INTERP_TEX|INTERP_INDEX) #define NAME interp_FOG_TEX_INDEX #include "t_vb_interptmp.h" #define IND (INTERP_RGBA|INTERP_EDGE) #define NAME interp_RGBA_EDGE #include "t_vb_interptmp.h" #define IND (INTERP_RGBA|INTERP_SPEC|INTERP_EDGE) #define NAME interp_RGBA_SPEC_EDGE #include "t_vb_interptmp.h" #define IND (INTERP_RGBA|INTERP_FOG|INTERP_EDGE) #define NAME interp_RGBA_FOG_EDGE #include "t_vb_interptmp.h" #define IND (INTERP_RGBA|INTERP_SPEC|INTERP_FOG|INTERP_EDGE) #define NAME interp_RGBA_SPEC_FOG_EDGE #include "t_vb_interptmp.h" #define IND (INTERP_RGBA|INTERP_TEX|INTERP_EDGE) #define NAME interp_RGBA_TEX_EDGE #include "t_vb_interptmp.h" #define IND (INTERP_RGBA|INTERP_SPEC|INTERP_TEX|INTERP_EDGE) #define NAME interp_RGBA_SPEC_TEX_EDGE #include "t_vb_interptmp.h" #define IND (INTERP_RGBA|INTERP_FOG|INTERP_TEX|INTERP_EDGE) #define NAME interp_RGBA_FOG_TEX_EDGE #include "t_vb_interptmp.h" #define IND (INTERP_RGBA|INTERP_SPEC|INTERP_FOG|INTERP_TEX|INTERP_EDGE) #define NAME interp_RGBA_SPEC_FOG_TEX_EDGE #include "t_vb_interptmp.h" #define IND (INTERP_INDEX|INTERP_EDGE) #define NAME interp_INDEX_EDGE #include "t_vb_interptmp.h" #define IND (INTERP_FOG|INTERP_INDEX|INTERP_EDGE) #define NAME interp_FOG_INDEX_EDGE #include "t_vb_interptmp.h" #define IND (INTERP_TEX|INTERP_INDEX|INTERP_EDGE) #define NAME interp_TEX_INDEX_EDGE #include "t_vb_interptmp.h" #define IND (INTERP_FOG|INTERP_TEX|INTERP_INDEX|INTERP_EDGE) #define NAME interp_FOG_TEX_INDEX_EDGE #include "t_vb_interptmp.h" static GLuint interp_invalid( GLcontext *ctx, GLfloat t, GLuint in, GLuint out, GLboolean boundary ) { (void)(ctx && t && in && out && boundary); fprintf(stderr, "Invalid interpolation function in t_vbrender.c\n"); return in; } static void interp_init( void ) { GLuint i; /* Use the maximal function as the default. I don't believe any of * the non-implemented combinations are reachable, but this gives * some safety from crashes. */ for (i = 0 ; i < Elements(interp_tab) ; i++) interp_tab[i] = interp_invalid; interp_tab[INTERP_RGBA] = interp_RGBA; interp_tab[INTERP_RGBA|INTERP_SPEC] = interp_RGBA_SPEC; interp_tab[INTERP_RGBA|INTERP_FOG] = interp_RGBA_FOG; interp_tab[INTERP_RGBA|INTERP_SPEC|INTERP_FOG] = interp_RGBA_SPEC_FOG; interp_tab[INTERP_RGBA|INTERP_TEX] = interp_RGBA_TEX; interp_tab[INTERP_RGBA|INTERP_SPEC|INTERP_TEX] = interp_RGBA_SPEC_TEX; interp_tab[INTERP_RGBA|INTERP_FOG|INTERP_TEX] = interp_RGBA_FOG_TEX; interp_tab[INTERP_RGBA|INTERP_SPEC|INTERP_FOG|INTERP_TEX] = interp_RGBA_SPEC_FOG_TEX; interp_tab[INTERP_INDEX] = interp_INDEX; interp_tab[INTERP_FOG|INTERP_INDEX] = interp_FOG_INDEX; interp_tab[INTERP_TEX|INTERP_INDEX] = interp_TEX_INDEX; interp_tab[INTERP_FOG|INTERP_TEX|INTERP_INDEX] = interp_FOG_TEX_INDEX; interp_tab[INTERP_RGBA|INTERP_EDGE] = interp_RGBA_EDGE; interp_tab[INTERP_RGBA|INTERP_SPEC|INTERP_EDGE] = interp_RGBA_SPEC_EDGE; interp_tab[INTERP_RGBA|INTERP_FOG|INTERP_EDGE] = interp_RGBA_FOG_EDGE; interp_tab[INTERP_RGBA|INTERP_SPEC|INTERP_FOG|INTERP_EDGE] = interp_RGBA_SPEC_FOG_EDGE; interp_tab[INTERP_RGBA|INTERP_TEX|INTERP_EDGE] = interp_RGBA_TEX_EDGE; interp_tab[INTERP_RGBA|INTERP_SPEC|INTERP_TEX|INTERP_EDGE] = interp_RGBA_SPEC_TEX_EDGE; interp_tab[INTERP_RGBA|INTERP_FOG|INTERP_TEX|INTERP_EDGE] = interp_RGBA_FOG_TEX_EDGE; interp_tab[INTERP_RGBA|INTERP_SPEC|INTERP_FOG|INTERP_TEX|INTERP_EDGE] = interp_RGBA_SPEC_FOG_TEX_EDGE; interp_tab[INTERP_INDEX|INTERP_EDGE] = interp_INDEX_EDGE; interp_tab[INTERP_FOG|INTERP_INDEX|INTERP_EDGE] = interp_FOG_INDEX_EDGE; interp_tab[INTERP_TEX|INTERP_INDEX|INTERP_EDGE] = interp_TEX_INDEX_EDGE; interp_tab[INTERP_FOG|INTERP_TEX|INTERP_INDEX|INTERP_EDGE] = interp_FOG_TEX_INDEX_EDGE; } /**********************************************************************/ /* Clip single primitives */ /**********************************************************************/ #if 0 #define NEGATIVE(x) ((*(int *)&x)<0) #define DIFFERENT_SIGNS(a,b) ((a*b) < 0) #else #define NEGATIVE(x) (x < 0) #define DIFFERENT_SIGNS(a,b) ((a*b) < 0) #endif #define W(i) coord[i][3] #define Z(i) coord[i][2] #define Y(i) coord[i][1] #define X(i) coord[i][0] #define SIZE 4 #define TAG(x) x##_4 #include "t_vb_cliptmp.h" #define W(i) 1.0 #define Z(i) coord[i][2] #define Y(i) coord[i][1] #define X(i) coord[i][0] #define SIZE 3 #define TAG(x) x##_3 #include "t_vb_cliptmp.h" #define W(i) 1.0 #define Z(i) 0.0 #define Y(i) coord[i][1] #define X(i) coord[i][0] #define SIZE 2 #define TAG(x) x##_2 #include "t_vb_cliptmp.h" static clip_poly_func clip_poly_tab[5] = { 0, 0, viewclip_polygon_2, viewclip_polygon_3, viewclip_polygon_4 }; static clip_line_func clip_line_tab[5] = { 0, 0, viewclip_line_2, viewclip_line_3, viewclip_line_4 }; /**********************************************************************/ /* Clip and render single primitives */ /**********************************************************************/ static INLINE void draw_line(GLcontext *ctx, GLuint v1, GLuint v2 ) { struct vertex_buffer *VB = &TNL_CONTEXT(ctx)->vb; GLubyte c1 = VB->ClipMask[v1], c2 = VB->ClipMask[v2]; GLubyte ormask = c1|c2; if (!ormask) ctx->Driver.LineFunc( ctx, v1, v2, v2 ); else if (!(c1 & c2 & 0x3f)) clip_line_tab[VB->ClipPtr->size]( ctx, v1, v2, ormask ); } static INLINE void draw_triangle(GLcontext *ctx, GLuint v1, GLuint v2, GLuint v3, GLuint pv ) { struct vertex_buffer *VB = &TNL_CONTEXT(ctx)->vb; GLubyte c1 = VB->ClipMask[v1], c2 = VB->ClipMask[v2], c3 = VB->ClipMask[v3]; GLubyte ormask = c1|c2|c3; if (!ormask) ctx->Driver.TriangleFunc( ctx, v1, v2, v3, pv ); else if (!(c1 & c2 & c3 & 0x3f)) { GLuint vlist[MAX_CLIPPED_VERTICES]; ASSIGN_3V(vlist, v1, v2, v3 ); clip_poly_tab[VB->ClipPtr->size]( ctx, 3, vlist, pv, ormask ); } } static INLINE void draw_quad( GLcontext *ctx, GLuint v1, GLuint v2, GLuint v3, GLuint v4, GLuint pv ) { struct vertex_buffer *VB = &TNL_CONTEXT(ctx)->vb; GLubyte c1 = VB->ClipMask[v1], c2 = VB->ClipMask[v2]; GLubyte c3 = VB->ClipMask[v3], c4 = VB->ClipMask[v4]; GLubyte ormask = c1|c2|c3|c4; if (!ormask) ctx->Driver.QuadFunc( ctx, v1, v2, v3, v4, pv ); else if (!(c1 & c2 & c3 & c4 & 0x3f)) { GLuint vlist[MAX_CLIPPED_VERTICES]; ASSIGN_4V(vlist, v1, v2, v3, v4 ); clip_poly_tab[VB->ClipPtr->size]( ctx, 4, vlist, pv, ormask ); } } /**********************************************************************/ /* Clip and render whole begin/end objects */ /**********************************************************************/ #define NEED_EDGEFLAG_SETUP (ctx->_TriangleCaps & DD_TRI_UNFILLED) #define EDGEFLAG_GET(idx) VB->EdgeFlagPtr->data[idx] #define EDGEFLAG_SET(idx, val) VB->EdgeFlagPtr->data[idx] = val /* Vertices, no clipping. */ #define RENDER_POINTS( start, count ) \ ctx->Driver.PointsFunc( ctx, start, count-1 ) #define RENDER_LINE( i1, i ) \ ctx->Driver.LineFunc( ctx, i1, i, i ) #define RENDER_TRI( i2, i1, i, pv, parity ) \ do { \ if (parity) \ ctx->Driver.TriangleFunc( ctx, i1, i2, i, pv ); \ else \ ctx->Driver.TriangleFunc( ctx, i2, i1, i, pv ); \ } while (0) #define RENDER_QUAD( i3, i2, i1, i, pv ) \ ctx->Driver.QuadFunc( ctx, i3, i2, i1, i, pv ); #define TAG(x) x##_raw #define LOCAL_VARS \ struct vertex_buffer *VB = &(TNL_CONTEXT(ctx)->vb); \ (void) VB; #define RESET_STIPPLE ctx->Driver.ResetLineStipple( ctx ) #define RESET_OCCLUSION ctx->OcclusionResult = GL_TRUE; #define PRESERVE_VB_DEFS #include "t_vb_rendertmp.h" /* Elts, no clipping. */ #undef ELT #undef TAG #undef LOCAL_VARS #define TAG(x) x##_raw_elts #define ELT(x) elt[x] #define LOCAL_VARS \ struct vertex_buffer *VB = &TNL_CONTEXT(ctx)->vb; \ const GLuint * const elt = VB->Elts; \ (void) elt; #include "t_vb_rendertmp.h" /* Vertices, with the possibility of clipping. */ #define RENDER_POINTS( start, count ) \ ctx->Driver.PointsFunc( ctx, start, count-1 ) #define RENDER_LINE( i1, i ) \ draw_line( ctx, i1, i ) #define RENDER_TRI( i2, i1, i, pv, parity) \ do { \ GLuint e2=i2, e1=i1; \ if (parity) { GLuint t=e2; e2=e1; e1=t; } \ draw_triangle(ctx,e2,e1,i,pv); \ } while (0) #define RENDER_QUAD( i3, i2, i1, i, pv) \ draw_quad(ctx,i3,i2,i1,i,pv) #define LOCAL_VARS \ struct vertex_buffer *VB = &TNL_CONTEXT(ctx)->vb; \ (void)VB; #define TAG(x) x##_clipped #define RESET_STIPPLE ctx->Driver.ResetLineStipple( ctx ) #define RESET_OCCLUSION ctx->OcclusionResult = GL_TRUE; #define PRESERVE_VB_DEFS #include "t_vb_rendertmp.h" /* Elts, with the possibility of clipping. */ #undef ELT #undef TAG #undef LOCAL_VARS #define ELT(x) elt[x] #define LOCAL_VARS \ struct vertex_buffer *VB = &TNL_CONTEXT(ctx)->vb; \ const GLuint * const elt = VB->Elts; \ (void) elt; #define TAG(x) x##_clipped_elts #include "t_vb_rendertmp.h" /**********************************************************************/ /* Clip and render whole vertex buffers */ /**********************************************************************/ static GLboolean run_render( GLcontext *ctx, struct gl_pipeline_stage *stage ) { TNLcontext *tnl = TNL_CONTEXT(ctx); struct vertex_buffer *VB = &tnl->vb; GLuint new_inputs = stage->changed_inputs; render_func *tab; GLint pass = 0; VB->interpfunc = (void *)RENDER_STAGE_DATA(stage)->interp; if (new_inputs) { GLuint importable = new_inputs & VB->importable_data; GLuint interested = 0; if (VB->ClipOrMask) interested = ~0; if (ctx->_TriangleCaps & DD_TRI_UNFILLED) interested |= VERT_EDGE; importable &= interested; if (importable) VB->import_data( ctx, importable, VEC_NOT_WRITEABLE|VEC_BAD_STRIDE); if (ctx->Driver.BuildProjectedVertices) ctx->Driver.BuildProjectedVertices( ctx, 0, VB->Count, new_inputs); } /* Rendering is considered a side-effect, and must be repeated each * time the stage is run, even if no inputs have changed. */ if (VB->Elts) { tab = VB->ClipOrMask ? render_tab_clipped_elts : render_tab_raw_elts; } else { tab = VB->ClipOrMask ? render_tab_clipped : render_tab_raw; } if (ctx->Driver.RenderStart) ctx->Driver.RenderStart( ctx ); do { GLuint i, length, flags = 0; for (i = 0 ; !(flags & PRIM_LAST) ; i += length) { flags = VB->Primitive[i]; length= VB->PrimitiveLength[i]; ASSERT(length || (flags & PRIM_LAST)); ASSERT((flags & PRIM_MODE_MASK) <= GL_POLYGON+1); if (length) tab[flags & PRIM_MODE_MASK]( ctx, i, i + length, flags ); } } while (ctx->Driver.MultipassFunc && ctx->Driver.MultipassFunc( ctx, ++pass )); if (ctx->Driver.RenderFinish) ctx->Driver.RenderFinish( ctx ); return GL_FALSE; /* finished the pipe */ } /**********************************************************************/ /* Render pipeline stage */ /**********************************************************************/ /* Quite a bit of work involved in finding out the inputs for the * render stage. This function also identifies which vertex * interpolation function to use, as these are essentially the same * question. */ static void check_render( GLcontext *ctx, struct gl_pipeline_stage *stage ) { struct render_stage_data *store = RENDER_STAGE_DATA(stage); GLuint interp = 0; GLuint inputs = VERT_CLIP; GLuint i; if (ctx->Visual.RGBAflag) { interp |= INTERP_RGBA; inputs |= VERT_RGBA; if (ctx->_TriangleCaps & DD_SEPERATE_SPECULAR) { interp |= INTERP_SPEC; inputs |= VERT_SPEC_RGB; } if (ctx->Texture._ReallyEnabled) { interp |= INTERP_TEX; for (i = 0 ; i < ctx->Const.MaxTextureUnits ; i++) { if (ctx->Texture.Unit[i]._ReallyEnabled) inputs |= VERT_TEX(i); } } } else if (ctx->Light.ShadeModel==GL_SMOOTH) { interp |= INTERP_INDEX; inputs |= VERT_INDEX; } if (ctx->Point._Attenuated) inputs |= VERT_POINT_SIZE; /* How do drivers turn this off? */ if (ctx->Fog.Enabled) { interp |= INTERP_FOG; inputs |= VERT_FOG_COORD; } if (ctx->_TriangleCaps & DD_TRI_UNFILLED) { inputs |= VERT_EDGE; } if (ctx->RenderMode==GL_FEEDBACK) { interp |= INTERP_TEX; inputs |= VERT_TEX_ANY; } store->interp = interp_tab[interp]; stage->inputs = inputs; } /* Called the first time stage->check() is invoked. */ static void alloc_render_data( GLcontext *ctx, struct gl_pipeline_stage *stage ) { struct render_stage_data *store; static GLboolean first_time = 1; if (first_time) { interp_init(); first_time = 0; } stage->private = MALLOC(sizeof(*store)); if (!stage->private) return; /* Now do the check. */ stage->check = check_render; stage->check( ctx, stage ); } static void dtr( struct gl_pipeline_stage *stage ) { struct render_stage_data *store = RENDER_STAGE_DATA(stage); if (store) { FREE( store ); stage->private = 0; } } const struct gl_pipeline_stage _tnl_render_stage = { "render", (_NEW_BUFFERS | _DD_NEW_SEPERATE_SPECULAR | _NEW_TEXTURE| _NEW_LIGHT| _NEW_POINT| _NEW_FOG| _DD_NEW_TRI_UNFILLED | _NEW_RENDERMODE), /* re-check (new inputs, interp function) */ 0, /* re-run (always runs) */ GL_TRUE, /* active */ 0, 0, /* inputs (set in check_render), outputs */ 0, 0, /* changed_inputs, private */ dtr, /* destructor */ alloc_render_data, /* check - initially set to alloc data */ run_render /* run */ };