1 | /* $Id: triangle.c,v 1.3 2000-05-23 20:40:58 jeroen Exp $ */
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2 |
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3 | /*
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4 | * Mesa 3-D graphics library
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5 | * Version: 3.3
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6 | *
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7 | * Copyright (C) 1999 Brian Paul All Rights Reserved.
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8 | *
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9 | * Permission is hereby granted, free of charge, to any person obtaining a
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10 | * copy of this software and associated documentation files (the "Software"),
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11 | * to deal in the Software without restriction, including without limitation
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12 | * the rights to use, copy, modify, merge, publish, distribute, sublicense,
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13 | * and/or sell copies of the Software, and to permit persons to whom the
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14 | * Software is furnished to do so, subject to the following conditions:
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15 | *
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16 | * The above copyright notice and this permission notice shall be included
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17 | * in all copies or substantial portions of the Software.
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18 | *
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19 | * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS
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20 | * OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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21 | * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL
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22 | * BRIAN PAUL BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN
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23 | * AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN
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24 | * CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
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25 | */
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26 |
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27 |
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28 |
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29 |
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30 | /*
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31 | * Triangle rasterizers
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32 | * When the device driver doesn't implement triangle rasterization Mesa
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33 | * will use these functions to draw triangles.
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34 | */
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35 |
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36 |
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37 | #ifdef PC_HEADER
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38 | #include "all.h"
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39 | #else
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40 | #include "glheader.h"
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41 | #include "aatriangle.h"
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42 | #include "types.h"
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43 | #include "context.h"
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44 | #include "depth.h"
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45 | #include "feedback.h"
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46 | #include "macros.h"
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47 | #include "mmath.h"
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48 | #include "span.h"
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49 | #include "texstate.h"
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50 | #include "triangle.h"
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51 | #include "vb.h"
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52 | #include "mem.h"
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53 | #endif
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54 |
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55 |
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56 | GLboolean gl_cull_triangle( GLcontext *ctx,
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57 | GLuint v0, GLuint v1, GLuint v2, GLuint pv )
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58 | {
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59 | struct vertex_buffer *VB = ctx->VB;
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60 | GLfloat (*win)[4] = VB->Win.data;
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61 | GLfloat ex = win[v1][0] - win[v0][0];
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62 | GLfloat ey = win[v1][1] - win[v0][1];
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63 | GLfloat fx = win[v2][0] - win[v0][0];
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64 | GLfloat fy = win[v2][1] - win[v0][1];
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65 | GLfloat c = ex*fy-ey*fx;
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66 |
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67 | if (c * ctx->backface_sign > 0)
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68 | return 0;
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69 |
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70 | return 1;
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71 | }
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72 |
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73 |
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74 |
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75 |
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76 |
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77 |
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78 | /*
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79 | * Render a flat-shaded color index triangle.
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80 | */
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81 | static void flat_ci_triangle( GLcontext *ctx,
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82 | GLuint v0, GLuint v1, GLuint v2, GLuint pv )
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83 | {
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84 | #define INTERP_Z 1
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85 | #define SETUP_CODE \
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86 | GLuint index = VB->IndexPtr->data[pv]; \
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87 | if (1) { \
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88 | /* set the color index */ \
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89 | (*ctx->Driver.Index)( ctx, index ); \
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90 | }
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91 |
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92 | #define INNER_LOOP( LEFT, RIGHT, Y ) \
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93 | { \
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94 | GLint i, n = RIGHT-LEFT; \
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95 | GLdepth zspan[MAX_WIDTH]; \
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96 | if (n>0) { \
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97 | for (i=0;i<n;i++) { \
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98 | zspan[i] = FixedToDepth(ffz); \
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99 | ffz += fdzdx; \
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100 | } \
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101 | gl_write_monoindex_span( ctx, n, LEFT, Y, \
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102 | zspan, index, GL_POLYGON ); \
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103 | } \
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104 | }
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105 |
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106 | #include "tritemp.h"
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107 | }
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108 |
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109 |
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110 |
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111 | /*
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112 | * Render a smooth-shaded color index triangle.
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113 | */
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114 | static void smooth_ci_triangle( GLcontext *ctx,
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115 | GLuint v0, GLuint v1, GLuint v2, GLuint pv )
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116 | {
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117 | (void) pv;
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118 | #define INTERP_Z 1
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119 | #define INTERP_INDEX 1
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120 |
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121 | #define INNER_LOOP( LEFT, RIGHT, Y ) \
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122 | { \
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123 | GLint i, n = RIGHT-LEFT; \
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124 | GLdepth zspan[MAX_WIDTH]; \
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125 | GLuint index[MAX_WIDTH]; \
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126 | if (n>0) { \
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127 | for (i=0;i<n;i++) { \
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128 | zspan[i] = FixedToDepth(ffz); \
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129 | index[i] = FixedToInt(ffi); \
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130 | ffz += fdzdx; \
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131 | ffi += fdidx; \
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132 | } \
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133 | gl_write_index_span( ctx, n, LEFT, Y, zspan, \
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134 | index, GL_POLYGON ); \
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135 | } \
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136 | }
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137 |
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138 | #include "tritemp.h"
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139 | }
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140 |
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141 |
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142 |
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143 | /*
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144 | * Render a flat-shaded RGBA triangle.
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145 | */
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146 | static void flat_rgba_triangle( GLcontext *ctx,
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147 | GLuint v0, GLuint v1, GLuint v2, GLuint pv )
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148 | {
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149 | #define INTERP_Z 1
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150 | #define DEPTH_TYPE DEFAULT_SOFTWARE_DEPTH_TYPE
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151 |
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152 | #define SETUP_CODE \
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153 | if (1) { \
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154 | /* set the color */ \
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155 | GLubyte r = VB->ColorPtr->data[pv][0]; \
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156 | GLubyte g = VB->ColorPtr->data[pv][1]; \
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157 | GLubyte b = VB->ColorPtr->data[pv][2]; \
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158 | GLubyte a = VB->ColorPtr->data[pv][3]; \
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159 | (*ctx->Driver.Color)( ctx, r, g, b, a ); \
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160 | }
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161 |
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162 | #define INNER_LOOP( LEFT, RIGHT, Y ) \
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163 | { \
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164 | GLint i, n = RIGHT-LEFT; \
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165 | GLdepth zspan[MAX_WIDTH]; \
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166 | if (n>0) { \
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167 | for (i=0;i<n;i++) { \
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168 | zspan[i] = FixedToDepth(ffz); \
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169 | ffz += fdzdx; \
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170 | } \
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171 | gl_write_monocolor_span( ctx, n, LEFT, Y, zspan, \
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172 | VB->ColorPtr->data[pv], \
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173 | GL_POLYGON ); \
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174 | } \
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175 | }
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176 |
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177 | #include "tritemp.h"
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178 |
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179 | ASSERT(!ctx->Texture.ReallyEnabled); /* texturing must be off*/
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180 | ASSERT(ctx->Light.ShadeModel==GL_FLAT);
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181 | }
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182 |
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183 |
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184 |
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185 | /*
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186 | * Render a smooth-shaded RGBA triangle.
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187 | */
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188 | static void smooth_rgba_triangle( GLcontext *ctx,
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189 | GLuint v0, GLuint v1, GLuint v2, GLuint pv )
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190 | {
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191 | (void) pv;
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192 | #define INTERP_Z 1
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193 | #define DEPTH_TYPE DEFAULT_SOFTWARE_DEPTH_TYPE
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194 | #define INTERP_RGB 1
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195 | #define INTERP_ALPHA 1
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196 |
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197 | #define INNER_LOOP( LEFT, RIGHT, Y ) \
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198 | { \
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199 | GLint i, n = RIGHT-LEFT; \
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200 | GLdepth zspan[MAX_WIDTH]; \
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201 | GLubyte rgba[MAX_WIDTH][4]; \
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202 | if (n>0) { \
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203 | for (i=0;i<n;i++) { \
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204 | zspan[i] = FixedToDepth(ffz); \
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205 | rgba[i][RCOMP] = FixedToInt(ffr); \
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206 | rgba[i][GCOMP] = FixedToInt(ffg); \
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207 | rgba[i][BCOMP] = FixedToInt(ffb); \
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208 | rgba[i][ACOMP] = FixedToInt(ffa); \
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209 | ffz += fdzdx; \
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210 | ffr += fdrdx; \
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211 | ffg += fdgdx; \
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212 | ffb += fdbdx; \
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213 | ffa += fdadx; \
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214 | } \
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215 | gl_write_rgba_span( ctx, n, LEFT, Y, \
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216 | (const GLdepth *) zspan, \
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217 | rgba, GL_POLYGON ); \
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218 | } \
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219 | }
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220 |
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221 | #include "tritemp.h"
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222 |
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223 | ASSERT(!ctx->Texture.ReallyEnabled); /* texturing must be off */
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224 | ASSERT(ctx->Light.ShadeModel==GL_SMOOTH);
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225 | }
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226 |
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227 |
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228 | /*
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229 | * Render an RGB, GL_DECAL, textured triangle.
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230 | * Interpolate S,T only w/out mipmapping or perspective correction.
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231 | */
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232 | static void simple_textured_triangle( GLcontext *ctx, GLuint v0, GLuint v1,
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233 | GLuint v2, GLuint pv )
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234 | {
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235 | #define INTERP_INT_ST 1
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236 | #define S_SCALE twidth
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237 | #define T_SCALE theight
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238 | #define SETUP_CODE \
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239 | struct gl_texture_object *obj = ctx->Texture.Unit[0].CurrentD[2]; \
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240 | GLint b = obj->BaseLevel; \
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241 | GLfloat twidth = (GLfloat) obj->Image[b]->Width; \
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242 | GLfloat theight = (GLfloat) obj->Image[b]->Height; \
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243 | GLint twidth_log2 = obj->Image[b]->WidthLog2; \
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244 | GLubyte *texture = obj->Image[b]->Data; \
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245 | GLint smask = obj->Image[b]->Width - 1; \
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246 | GLint tmask = obj->Image[b]->Height - 1;
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247 | (void) pv;
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248 |
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249 | #define INNER_LOOP( LEFT, RIGHT, Y ) \
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250 | { \
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251 | GLint i, n = RIGHT-LEFT; \
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252 | GLubyte rgb[MAX_WIDTH][3]; \
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253 | if (n>0) { \
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254 | ffs -= FIXED_HALF; /* off-by-one error? */ \
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255 | fft -= FIXED_HALF; \
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256 | for (i=0;i<n;i++) { \
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257 | GLint s = FixedToInt(ffs) & smask; \
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258 | GLint t = FixedToInt(fft) & tmask; \
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259 | GLint pos = (t << twidth_log2) + s; \
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260 | pos = pos + pos + pos; /* multiply by 3 */ \
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261 | rgb[i][RCOMP] = texture[pos]; \
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262 | rgb[i][GCOMP] = texture[pos+1]; \
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263 | rgb[i][BCOMP] = texture[pos+2]; \
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264 | ffs += fdsdx; \
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265 | fft += fdtdx; \
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266 | } \
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267 | (*ctx->Driver.WriteRGBSpan)( ctx, n, LEFT, Y, \
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268 | (const GLubyte (*)[3]) rgb, NULL ); \
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269 | } \
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270 | }
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271 |
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272 | #include "tritemp.h"
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273 | }
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274 |
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275 |
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276 | /*
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277 | * Render an RGB, GL_DECAL, textured triangle.
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278 | * Interpolate S,T, GL_LESS depth test, w/out mipmapping or
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279 | * perspective correction.
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280 | */
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281 | static void simple_z_textured_triangle( GLcontext *ctx, GLuint v0, GLuint v1,
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282 | GLuint v2, GLuint pv )
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283 | {
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284 | #define INTERP_Z 1
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285 | #define DEPTH_TYPE DEFAULT_SOFTWARE_DEPTH_TYPE
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286 | #define INTERP_INT_ST 1
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287 | #define S_SCALE twidth
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288 | #define T_SCALE theight
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289 | #define SETUP_CODE \
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290 | struct gl_texture_object *obj = ctx->Texture.Unit[0].CurrentD[2]; \
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291 | GLint b = obj->BaseLevel; \
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292 | GLfloat twidth = (GLfloat) obj->Image[b]->Width; \
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293 | GLfloat theight = (GLfloat) obj->Image[b]->Height; \
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294 | GLint twidth_log2 = obj->Image[b]->WidthLog2; \
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295 | GLubyte *texture = obj->Image[b]->Data; \
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296 | GLint smask = obj->Image[b]->Width - 1; \
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297 | GLint tmask = obj->Image[b]->Height - 1;
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298 | (void) pv;
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299 |
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300 | #define INNER_LOOP( LEFT, RIGHT, Y ) \
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301 | { \
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302 | GLint i, n = RIGHT-LEFT; \
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303 | GLubyte rgb[MAX_WIDTH][3]; \
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304 | GLubyte mask[MAX_WIDTH]; \
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305 | if (n>0) { \
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306 | ffs -= FIXED_HALF; /* off-by-one error? */ \
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307 | fft -= FIXED_HALF; \
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308 | for (i=0;i<n;i++) { \
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309 | GLdepth z = FixedToDepth(ffz); \
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310 | if (z < zRow[i]) { \
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311 | GLint s = FixedToInt(ffs) & smask; \
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312 | GLint t = FixedToInt(fft) & tmask; \
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313 | GLint pos = (t << twidth_log2) + s; \
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314 | pos = pos + pos + pos; /* multiply by 3 */ \
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315 | rgb[i][RCOMP] = texture[pos]; \
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316 | rgb[i][GCOMP] = texture[pos+1]; \
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317 | rgb[i][BCOMP] = texture[pos+2]; \
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318 | zRow[i] = z; \
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319 | mask[i] = 1; \
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320 | } \
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321 | else { \
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322 | mask[i] = 0; \
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323 | } \
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324 | ffz += fdzdx; \
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325 | ffs += fdsdx; \
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326 | fft += fdtdx; \
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327 | } \
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328 | (*ctx->Driver.WriteRGBSpan)( ctx, n, LEFT, Y, \
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329 | (const GLubyte (*)[3]) rgb, mask ); \
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330 | } \
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331 | }
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332 |
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333 | #include "tritemp.h"
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334 | }
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335 |
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336 |
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337 |
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338 | /*
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339 | * Render an RGB/RGBA textured triangle without perspective correction.
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340 | */
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341 | static void affine_textured_triangle( GLcontext *ctx, GLuint v0, GLuint v1,
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342 | GLuint v2, GLuint pv )
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343 | {
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344 | #define INTERP_Z 1
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345 | #define DEPTH_TYPE DEFAULT_SOFTWARE_DEPTH_TYPE
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346 | #define INTERP_RGB 1
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347 | #define INTERP_ALPHA 1
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348 | #define INTERP_INT_ST 1
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349 | #define S_SCALE twidth
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350 | #define T_SCALE theight
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351 | #define SETUP_CODE \
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352 | struct gl_texture_unit *unit = ctx->Texture.Unit+0; \
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353 | struct gl_texture_object *obj = unit->CurrentD[2]; \
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354 | GLint b = obj->BaseLevel; \
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355 | GLfloat twidth = (GLfloat) obj->Image[b]->Width; \
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356 | GLfloat theight = (GLfloat) obj->Image[b]->Height; \
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357 | GLint twidth_log2 = obj->Image[b]->WidthLog2; \
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358 | GLubyte *texture = obj->Image[b]->Data; \
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359 | GLint smask = obj->Image[b]->Width - 1; \
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360 | GLint tmask = obj->Image[b]->Height - 1; \
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361 | GLint format = obj->Image[b]->Format; \
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362 | GLint filter = obj->MinFilter; \
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363 | GLint envmode = unit->EnvMode; \
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364 | GLint comp, tbytesline, tsize; \
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365 | GLfixed er, eg, eb, ea; \
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366 | GLint tr, tg, tb, ta; \
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367 | if (envmode == GL_BLEND) { \
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368 | /* potential off-by-one error here? (1.0f -> 2048 -> 0) */ \
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369 | er = FloatToFixed(unit->EnvColor[0]); \
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370 | eg = FloatToFixed(unit->EnvColor[1]); \
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371 | eb = FloatToFixed(unit->EnvColor[2]); \
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372 | ea = FloatToFixed(unit->EnvColor[3]); \
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373 | } \
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374 | switch (format) { \
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375 | case GL_ALPHA: \
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376 | case GL_LUMINANCE: \
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377 | case GL_INTENSITY: \
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378 | comp = 1; \
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379 | break; \
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380 | case GL_LUMINANCE_ALPHA: \
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381 | comp = 2; \
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382 | break; \
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383 | case GL_RGB: \
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384 | comp = 3; \
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385 | break; \
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386 | case GL_RGBA: \
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387 | comp = 4; \
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388 | break; \
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389 | default: \
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390 | gl_problem(NULL, "Bad texture format in affine_texture_triangle");\
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391 | return; \
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392 | } \
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393 | tbytesline = obj->Image[b]->Width * comp; \
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394 | tsize = theight * tbytesline;
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395 | (void) pv;
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396 |
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397 | /* Instead of defining a function for each mode, a test is done
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398 | * between the outer and inner loops. This is to reduce code size
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399 | * and complexity. Observe that an optimizing compiler kills
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400 | * unused variables (for instance tf,sf,ti,si in case of GL_NEAREST).
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401 | */
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402 |
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403 | #define NEAREST_RGB \
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404 | tr = tex00[0]; \
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405 | tg = tex00[1]; \
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406 | tb = tex00[2]; \
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407 | ta = 0xff
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408 |
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409 | #define LINEAR_RGB \
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410 | tr = (ti * (si * tex00[0] + sf * tex01[0]) + \
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411 | tf * (si * tex10[0] + sf * tex11[0])) >> 2 * FIXED_SHIFT; \
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412 | tg = (ti * (si * tex00[1] + sf * tex01[1]) + \
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413 | tf * (si * tex10[1] + sf * tex11[1])) >> 2 * FIXED_SHIFT; \
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414 | tb = (ti * (si * tex00[2] + sf * tex01[2]) + \
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415 | tf * (si * tex10[2] + sf * tex11[2])) >> 2 * FIXED_SHIFT; \
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416 | ta = 0xff
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417 |
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418 | #define NEAREST_RGBA \
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419 | tr = tex00[0]; \
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420 | tg = tex00[1]; \
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421 | tb = tex00[2]; \
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422 | ta = tex00[3]
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423 |
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424 | #define LINEAR_RGBA \
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425 | tr = (ti * (si * tex00[0] + sf * tex01[0]) + \
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426 | tf * (si * tex10[0] + sf * tex11[0])) >> 2 * FIXED_SHIFT; \
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427 | tg = (ti * (si * tex00[1] + sf * tex01[1]) + \
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428 | tf * (si * tex10[1] + sf * tex11[1])) >> 2 * FIXED_SHIFT; \
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429 | tb = (ti * (si * tex00[2] + sf * tex01[2]) + \
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430 | tf * (si * tex10[2] + sf * tex11[2])) >> 2 * FIXED_SHIFT; \
|
---|
431 | ta = (ti * (si * tex00[3] + sf * tex01[3]) + \
|
---|
432 | tf * (si * tex10[3] + sf * tex11[3])) >> 2 * FIXED_SHIFT
|
---|
433 |
|
---|
434 | #define MODULATE \
|
---|
435 | dest[0] = ffr * (tr + 1) >> (FIXED_SHIFT + 8); \
|
---|
436 | dest[1] = ffg * (tg + 1) >> (FIXED_SHIFT + 8); \
|
---|
437 | dest[2] = ffb * (tb + 1) >> (FIXED_SHIFT + 8); \
|
---|
438 | dest[3] = ffa * (ta + 1) >> (FIXED_SHIFT + 8)
|
---|
439 |
|
---|
440 | #define DECAL \
|
---|
441 | dest[0] = ((0xff - ta) * ffr + ((ta + 1) * tr << FIXED_SHIFT)) >> (FIXED_SHIFT + 8); \
|
---|
442 | dest[1] = ((0xff - ta) * ffg + ((ta + 1) * tg << FIXED_SHIFT)) >> (FIXED_SHIFT + 8); \
|
---|
443 | dest[2] = ((0xff - ta) * ffb + ((ta + 1) * tb << FIXED_SHIFT)) >> (FIXED_SHIFT + 8); \
|
---|
444 | dest[3] = FixedToInt(ffa)
|
---|
445 |
|
---|
446 | #define BLEND \
|
---|
447 | dest[0] = ((0xff - tr) * ffr + (tr + 1) * er) >> (FIXED_SHIFT + 8); \
|
---|
448 | dest[1] = ((0xff - tg) * ffg + (tg + 1) * eg) >> (FIXED_SHIFT + 8); \
|
---|
449 | dest[2] = ((0xff - tb) * ffb + (tb + 1) * eb) >> (FIXED_SHIFT + 8); \
|
---|
450 | dest[3] = ffa * (ta + 1) >> (FIXED_SHIFT + 8)
|
---|
451 |
|
---|
452 | #define REPLACE \
|
---|
453 | dest[0] = tr; \
|
---|
454 | dest[1] = tg; \
|
---|
455 | dest[2] = tb; \
|
---|
456 | dest[3] = ta
|
---|
457 |
|
---|
458 | /* shortcuts */
|
---|
459 |
|
---|
460 | #define NEAREST_RGB_REPLACE NEAREST_RGB;REPLACE
|
---|
461 |
|
---|
462 | #define NEAREST_RGBA_REPLACE *(GLint *)dest = *(GLint *)tex00
|
---|
463 |
|
---|
464 | #define SPAN1(DO_TEX,COMP) \
|
---|
465 | for (i=0;i<n;i++) { \
|
---|
466 | GLint s = FixedToInt(ffs) & smask; \
|
---|
467 | GLint t = FixedToInt(fft) & tmask; \
|
---|
468 | GLint pos = (t << twidth_log2) + s; \
|
---|
469 | GLubyte *tex00 = texture + COMP * pos; \
|
---|
470 | zspan[i] = FixedToDepth(ffz); \
|
---|
471 | DO_TEX; \
|
---|
472 | ffz += fdzdx; \
|
---|
473 | ffr += fdrdx; \
|
---|
474 | ffg += fdgdx; \
|
---|
475 | ffb += fdbdx; \
|
---|
476 | ffa += fdadx; \
|
---|
477 | ffs += fdsdx; \
|
---|
478 | fft += fdtdx; \
|
---|
479 | dest += 4; \
|
---|
480 | }
|
---|
481 |
|
---|
482 | #define SPAN2(DO_TEX,COMP) \
|
---|
483 | for (i=0;i<n;i++) { \
|
---|
484 | GLint s = FixedToInt(ffs) & smask; \
|
---|
485 | GLint t = FixedToInt(fft) & tmask; \
|
---|
486 | GLint sf = ffs & FIXED_FRAC_MASK; \
|
---|
487 | GLint tf = fft & FIXED_FRAC_MASK; \
|
---|
488 | GLint si = FIXED_FRAC_MASK - sf; \
|
---|
489 | GLint ti = FIXED_FRAC_MASK - tf; \
|
---|
490 | GLint pos = (t << twidth_log2) + s; \
|
---|
491 | GLubyte *tex00 = texture + COMP * pos; \
|
---|
492 | GLubyte *tex10 = tex00 + tbytesline; \
|
---|
493 | GLubyte *tex01 = tex00 + COMP; \
|
---|
494 | GLubyte *tex11 = tex10 + COMP; \
|
---|
495 | if (t == tmask) { \
|
---|
496 | tex10 -= tsize; \
|
---|
497 | tex11 -= tsize; \
|
---|
498 | } \
|
---|
499 | if (s == smask) { \
|
---|
500 | tex01 -= tbytesline; \
|
---|
501 | tex11 -= tbytesline; \
|
---|
502 | } \
|
---|
503 | zspan[i] = FixedToDepth(ffz); \
|
---|
504 | DO_TEX; \
|
---|
505 | ffz += fdzdx; \
|
---|
506 | ffr += fdrdx; \
|
---|
507 | ffg += fdgdx; \
|
---|
508 | ffb += fdbdx; \
|
---|
509 | ffa += fdadx; \
|
---|
510 | ffs += fdsdx; \
|
---|
511 | fft += fdtdx; \
|
---|
512 | dest += 4; \
|
---|
513 | }
|
---|
514 |
|
---|
515 | /* here comes the heavy part.. (something for the compiler to chew on) */
|
---|
516 | #define INNER_LOOP( LEFT, RIGHT, Y ) \
|
---|
517 | { \
|
---|
518 | GLint i, n = RIGHT-LEFT; \
|
---|
519 | GLdepth zspan[MAX_WIDTH]; \
|
---|
520 | GLubyte rgba[MAX_WIDTH][4]; \
|
---|
521 | if (n>0) { \
|
---|
522 | GLubyte *dest = rgba[0]; \
|
---|
523 | ffs -= FIXED_HALF; /* off-by-one error? */ \
|
---|
524 | fft -= FIXED_HALF; \
|
---|
525 | switch (filter) { \
|
---|
526 | case GL_NEAREST: \
|
---|
527 | switch (format) { \
|
---|
528 | case GL_RGB: \
|
---|
529 | switch (envmode) { \
|
---|
530 | case GL_MODULATE: \
|
---|
531 | SPAN1(NEAREST_RGB;MODULATE,3); \
|
---|
532 | break; \
|
---|
533 | case GL_DECAL: \
|
---|
534 | case GL_REPLACE: \
|
---|
535 | SPAN1(NEAREST_RGB_REPLACE,3); \
|
---|
536 | break; \
|
---|
537 | case GL_BLEND: \
|
---|
538 | SPAN1(NEAREST_RGB;BLEND,3); \
|
---|
539 | break; \
|
---|
540 | default: /* unexpected env mode */ \
|
---|
541 | ABORT(); \
|
---|
542 | } \
|
---|
543 | break; \
|
---|
544 | case GL_RGBA: \
|
---|
545 | switch(envmode) { \
|
---|
546 | case GL_MODULATE: \
|
---|
547 | SPAN1(NEAREST_RGBA;MODULATE,4); \
|
---|
548 | break; \
|
---|
549 | case GL_DECAL: \
|
---|
550 | SPAN1(NEAREST_RGBA;DECAL,4); \
|
---|
551 | break; \
|
---|
552 | case GL_BLEND: \
|
---|
553 | SPAN1(NEAREST_RGBA;BLEND,4); \
|
---|
554 | break; \
|
---|
555 | case GL_REPLACE: \
|
---|
556 | SPAN1(NEAREST_RGBA_REPLACE,4); \
|
---|
557 | break; \
|
---|
558 | default: /* unexpected env mode */ \
|
---|
559 | ABORT(); \
|
---|
560 | } \
|
---|
561 | break; \
|
---|
562 | } \
|
---|
563 | break; \
|
---|
564 | case GL_LINEAR: \
|
---|
565 | ffs -= FIXED_HALF; \
|
---|
566 | fft -= FIXED_HALF; \
|
---|
567 | switch (format) { \
|
---|
568 | case GL_RGB: \
|
---|
569 | switch (envmode) { \
|
---|
570 | case GL_MODULATE: \
|
---|
571 | SPAN2(LINEAR_RGB;MODULATE,3); \
|
---|
572 | break; \
|
---|
573 | case GL_DECAL: \
|
---|
574 | case GL_REPLACE: \
|
---|
575 | SPAN2(LINEAR_RGB;REPLACE,3); \
|
---|
576 | break; \
|
---|
577 | case GL_BLEND: \
|
---|
578 | SPAN2(LINEAR_RGB;BLEND,3); \
|
---|
579 | break; \
|
---|
580 | default: /* unexpected env mode */ \
|
---|
581 | ABORT(); \
|
---|
582 | } \
|
---|
583 | break; \
|
---|
584 | case GL_RGBA: \
|
---|
585 | switch (envmode) { \
|
---|
586 | case GL_MODULATE: \
|
---|
587 | SPAN2(LINEAR_RGBA;MODULATE,4); \
|
---|
588 | break; \
|
---|
589 | case GL_DECAL: \
|
---|
590 | SPAN2(LINEAR_RGBA;DECAL,4); \
|
---|
591 | break; \
|
---|
592 | case GL_BLEND: \
|
---|
593 | SPAN2(LINEAR_RGBA;BLEND,4); \
|
---|
594 | break; \
|
---|
595 | case GL_REPLACE: \
|
---|
596 | SPAN2(LINEAR_RGBA;REPLACE,4); \
|
---|
597 | break; \
|
---|
598 | default: /* unexpected env mode */ \
|
---|
599 | ABORT(); \
|
---|
600 | } \
|
---|
601 | break; \
|
---|
602 | } \
|
---|
603 | break; \
|
---|
604 | } \
|
---|
605 | gl_write_rgba_span(ctx, n, LEFT, Y, zspan, \
|
---|
606 | rgba, GL_POLYGON); \
|
---|
607 | /* explicit kill of variables: */ \
|
---|
608 | ffr = ffg = ffb = ffa = 0; \
|
---|
609 | } \
|
---|
610 | }
|
---|
611 |
|
---|
612 | #include "tritemp.h"
|
---|
613 | #undef SPAN1
|
---|
614 | #undef SPAN2
|
---|
615 | }
|
---|
616 |
|
---|
617 |
|
---|
618 | /*
|
---|
619 | * Render an perspective corrected RGB/RGBA textured triangle.
|
---|
620 | * The Q (aka V in Mesa) coordinate must be zero such that the divide
|
---|
621 | * by interpolated Q/W comes out right.
|
---|
622 | *
|
---|
623 | * XXX (May 15, 1999) this function not used for now because repeating
|
---|
624 | * of negative texture coords not handled correctly!!!
|
---|
625 | */
|
---|
626 | #if 000
|
---|
627 | static void persp_textured_triangle( GLcontext *ctx, GLuint v0, GLuint v1,
|
---|
628 | GLuint v2, GLuint pv )
|
---|
629 | {
|
---|
630 |
|
---|
631 | #define INTERP_Z 1
|
---|
632 | #define DEPTH_TYPE DEFAULT_SOFTWARE_DEPTH_TYPE
|
---|
633 | #define INTERP_RGB 1
|
---|
634 | #define INTERP_ALPHA 1
|
---|
635 | #define INTERP_STUV 1
|
---|
636 | #define SETUP_CODE \
|
---|
637 | struct gl_texture_unit *unit = ctx->Texture.Unit+0; \
|
---|
638 | struct gl_texture_object *obj = unit->CurrentD[2]; \
|
---|
639 | GLint b = obj->BaseLevel; \
|
---|
640 | GLfloat twidth = (GLfloat) obj->Image[b]->Width; \
|
---|
641 | GLfloat theight = (GLfloat) obj->Image[b]->Height; \
|
---|
642 | GLint twidth_log2 = obj->Image[b]->WidthLog2; \
|
---|
643 | GLubyte *texture = obj->Image[b]->Data; \
|
---|
644 | GLint smask = (obj->Image[b]->Width - 1); \
|
---|
645 | GLint tmask = (obj->Image[b]->Height - 1); \
|
---|
646 | GLint format = obj->Image[b]->Format; \
|
---|
647 | GLint filter = obj->MinFilter; \
|
---|
648 | GLint envmode = unit->EnvMode; \
|
---|
649 | GLfloat sscale, tscale; \
|
---|
650 | GLint comp, tbytesline, tsize; \
|
---|
651 | GLfixed er, eg, eb, ea; \
|
---|
652 | GLint tr, tg, tb, ta; \
|
---|
653 | if (envmode == GL_BLEND) { \
|
---|
654 | er = FloatToFixed(unit->EnvColor[0]); \
|
---|
655 | eg = FloatToFixed(unit->EnvColor[1]); \
|
---|
656 | eb = FloatToFixed(unit->EnvColor[2]); \
|
---|
657 | ea = FloatToFixed(unit->EnvColor[3]); \
|
---|
658 | } \
|
---|
659 | switch (format) { \
|
---|
660 | case GL_ALPHA: \
|
---|
661 | case GL_LUMINANCE: \
|
---|
662 | case GL_INTENSITY: \
|
---|
663 | comp = 1; \
|
---|
664 | break; \
|
---|
665 | case GL_LUMINANCE_ALPHA: \
|
---|
666 | comp = 2; \
|
---|
667 | break; \
|
---|
668 | case GL_RGB: \
|
---|
669 | comp = 3; \
|
---|
670 | break; \
|
---|
671 | case GL_RGBA: \
|
---|
672 | comp = 4; \
|
---|
673 | break; \
|
---|
674 | default: \
|
---|
675 | gl_problem(NULL, "Bad texture format in persp_texture_triangle"); \
|
---|
676 | return; \
|
---|
677 | } \
|
---|
678 | if (filter == GL_NEAREST) { \
|
---|
679 | sscale = twidth; \
|
---|
680 | tscale = theight; \
|
---|
681 | } \
|
---|
682 | else { \
|
---|
683 | sscale = FIXED_SCALE * twidth; \
|
---|
684 | tscale = FIXED_SCALE * theight; \
|
---|
685 | } \
|
---|
686 | tbytesline = obj->Image[b]->Width * comp; \
|
---|
687 | tsize = theight * tbytesline;
|
---|
688 | (void) pv;
|
---|
689 |
|
---|
690 | #define SPAN1(DO_TEX,COMP) \
|
---|
691 | for (i=0;i<n;i++) { \
|
---|
692 | GLfloat invQ = 1.0f / vv; \
|
---|
693 | GLint s = (int)(SS * invQ) & smask; \
|
---|
694 | GLint t = (int)(TT * invQ) & tmask; \
|
---|
695 | GLint pos = COMP * ((t << twidth_log2) + s); \
|
---|
696 | GLubyte *tex00 = texture + pos; \
|
---|
697 | zspan[i] = FixedToDepth(ffz); \
|
---|
698 | DO_TEX; \
|
---|
699 | ffz += fdzdx; \
|
---|
700 | ffr += fdrdx; \
|
---|
701 | ffg += fdgdx; \
|
---|
702 | ffb += fdbdx; \
|
---|
703 | ffa += fdadx; \
|
---|
704 | SS += dSdx; \
|
---|
705 | TT += dTdx; \
|
---|
706 | vv += dvdx; \
|
---|
707 | dest += 4; \
|
---|
708 | }
|
---|
709 |
|
---|
710 | #define SPAN2(DO_TEX,COMP) \
|
---|
711 | for (i=0;i<n;i++) { \
|
---|
712 | GLfloat invQ = 1.0f / vv; \
|
---|
713 | GLfixed ffs = (int)(SS * invQ); \
|
---|
714 | GLfixed fft = (int)(TT * invQ); \
|
---|
715 | GLint s = FixedToInt(ffs) & smask; \
|
---|
716 | GLint t = FixedToInt(fft) & tmask; \
|
---|
717 | GLint sf = ffs & FIXED_FRAC_MASK; \
|
---|
718 | GLint tf = fft & FIXED_FRAC_MASK; \
|
---|
719 | GLint si = FIXED_FRAC_MASK - sf; \
|
---|
720 | GLint ti = FIXED_FRAC_MASK - tf; \
|
---|
721 | GLint pos = COMP * ((t << twidth_log2) + s); \
|
---|
722 | GLubyte *tex00 = texture + pos; \
|
---|
723 | GLubyte *tex10 = tex00 + tbytesline; \
|
---|
724 | GLubyte *tex01 = tex00 + COMP; \
|
---|
725 | GLubyte *tex11 = tex10 + COMP; \
|
---|
726 | if (t == tmask) { \
|
---|
727 | tex10 -= tsize; \
|
---|
728 | tex11 -= tsize; \
|
---|
729 | } \
|
---|
730 | if (s == smask) { \
|
---|
731 | tex01 -= tbytesline; \
|
---|
732 | tex11 -= tbytesline; \
|
---|
733 | } \
|
---|
734 | zspan[i] = FixedToDepth(ffz); \
|
---|
735 | DO_TEX; \
|
---|
736 | ffz += fdzdx; \
|
---|
737 | ffr += fdrdx; \
|
---|
738 | ffg += fdgdx; \
|
---|
739 | ffb += fdbdx; \
|
---|
740 | ffa += fdadx; \
|
---|
741 | SS += dSdx; \
|
---|
742 | TT += dTdx; \
|
---|
743 | vv += dvdx; \
|
---|
744 | dest += 4; \
|
---|
745 | }
|
---|
746 |
|
---|
747 | #define INNER_LOOP( LEFT, RIGHT, Y ) \
|
---|
748 | { \
|
---|
749 | GLint i, n = RIGHT-LEFT; \
|
---|
750 | GLdepth zspan[MAX_WIDTH]; \
|
---|
751 | GLubyte rgba[MAX_WIDTH][4]; \
|
---|
752 | (void)uu; /* please GCC */ \
|
---|
753 | if (n>0) { \
|
---|
754 | GLfloat SS = ss * sscale; \
|
---|
755 | GLfloat TT = tt * tscale; \
|
---|
756 | GLfloat dSdx = dsdx * sscale; \
|
---|
757 | GLfloat dTdx = dtdx * tscale; \
|
---|
758 | GLubyte *dest = rgba[0]; \
|
---|
759 | switch (filter) { \
|
---|
760 | case GL_NEAREST: \
|
---|
761 | switch (format) { \
|
---|
762 | case GL_RGB: \
|
---|
763 | switch (envmode) { \
|
---|
764 | case GL_MODULATE: \
|
---|
765 | SPAN1(NEAREST_RGB;MODULATE,3); \
|
---|
766 | break; \
|
---|
767 | case GL_DECAL: \
|
---|
768 | case GL_REPLACE: \
|
---|
769 | SPAN1(NEAREST_RGB_REPLACE,3); \
|
---|
770 | break; \
|
---|
771 | case GL_BLEND: \
|
---|
772 | SPAN1(NEAREST_RGB;BLEND,3); \
|
---|
773 | break; \
|
---|
774 | default: /* unexpected env mode */ \
|
---|
775 | ABORT(); \
|
---|
776 | } \
|
---|
777 | break; \
|
---|
778 | case GL_RGBA: \
|
---|
779 | switch(envmode) { \
|
---|
780 | case GL_MODULATE: \
|
---|
781 | SPAN1(NEAREST_RGBA;MODULATE,4); \
|
---|
782 | break; \
|
---|
783 | case GL_DECAL: \
|
---|
784 | SPAN1(NEAREST_RGBA;DECAL,4); \
|
---|
785 | break; \
|
---|
786 | case GL_BLEND: \
|
---|
787 | SPAN1(NEAREST_RGBA;BLEND,4); \
|
---|
788 | break; \
|
---|
789 | case GL_REPLACE: \
|
---|
790 | SPAN1(NEAREST_RGBA_REPLACE,4); \
|
---|
791 | break; \
|
---|
792 | default: /* unexpected env mode */ \
|
---|
793 | ABORT(); \
|
---|
794 | } \
|
---|
795 | break; \
|
---|
796 | } \
|
---|
797 | break; \
|
---|
798 | case GL_LINEAR: \
|
---|
799 | SS -= 0.5f * FIXED_SCALE * vv; \
|
---|
800 | TT -= 0.5f * FIXED_SCALE * vv; \
|
---|
801 | switch (format) { \
|
---|
802 | case GL_RGB: \
|
---|
803 | switch (envmode) { \
|
---|
804 | case GL_MODULATE: \
|
---|
805 | SPAN2(LINEAR_RGB;MODULATE,3); \
|
---|
806 | break; \
|
---|
807 | case GL_DECAL: \
|
---|
808 | case GL_REPLACE: \
|
---|
809 | SPAN2(LINEAR_RGB;REPLACE,3); \
|
---|
810 | break; \
|
---|
811 | case GL_BLEND: \
|
---|
812 | SPAN2(LINEAR_RGB;BLEND,3); \
|
---|
813 | break; \
|
---|
814 | default: /* unexpected env mode */ \
|
---|
815 | ABORT(); \
|
---|
816 | } \
|
---|
817 | break; \
|
---|
818 | case GL_RGBA: \
|
---|
819 | switch (envmode) { \
|
---|
820 | case GL_MODULATE: \
|
---|
821 | SPAN2(LINEAR_RGBA;MODULATE,4); \
|
---|
822 | break; \
|
---|
823 | case GL_DECAL: \
|
---|
824 | SPAN2(LINEAR_RGBA;DECAL,4); \
|
---|
825 | break; \
|
---|
826 | case GL_BLEND: \
|
---|
827 | SPAN2(LINEAR_RGBA;BLEND,4); \
|
---|
828 | break; \
|
---|
829 | case GL_REPLACE: \
|
---|
830 | SPAN2(LINEAR_RGBA;REPLACE,4); \
|
---|
831 | break; \
|
---|
832 | default: /* unexpected env mode */ \
|
---|
833 | ABORT(); \
|
---|
834 | } \
|
---|
835 | break; \
|
---|
836 | } \
|
---|
837 | break; \
|
---|
838 | } \
|
---|
839 | gl_write_rgba_span( ctx, n, LEFT, Y, zspan, \
|
---|
840 | rgba, GL_POLYGON ); \
|
---|
841 | ffr = ffg = ffb = ffa = 0; \
|
---|
842 | } \
|
---|
843 | }
|
---|
844 |
|
---|
845 |
|
---|
846 | #include "tritemp.h"
|
---|
847 | #undef SPAN1
|
---|
848 | #undef SPAN2
|
---|
849 | }
|
---|
850 | #endif
|
---|
851 |
|
---|
852 |
|
---|
853 |
|
---|
854 | /*
|
---|
855 | * Render a smooth-shaded, textured, RGBA triangle.
|
---|
856 | * Interpolate S,T,U with perspective correction, w/out mipmapping.
|
---|
857 | * Note: we use texture coordinates S,T,U,V instead of S,T,R,Q because
|
---|
858 | * R is already used for red.
|
---|
859 | */
|
---|
860 | static void general_textured_triangle( GLcontext *ctx, GLuint v0, GLuint v1,
|
---|
861 | GLuint v2, GLuint pv )
|
---|
862 | {
|
---|
863 | #define INTERP_Z 1
|
---|
864 | #define DEPTH_TYPE DEFAULT_SOFTWARE_DEPTH_TYPE
|
---|
865 | #define INTERP_RGB 1
|
---|
866 | #define INTERP_ALPHA 1
|
---|
867 | #define INTERP_STUV 1
|
---|
868 | #define SETUP_CODE \
|
---|
869 | GLboolean flat_shade = (ctx->Light.ShadeModel==GL_FLAT); \
|
---|
870 | GLint r, g, b, a; \
|
---|
871 | if (flat_shade) { \
|
---|
872 | r = VB->ColorPtr->data[pv][0]; \
|
---|
873 | g = VB->ColorPtr->data[pv][1]; \
|
---|
874 | b = VB->ColorPtr->data[pv][2]; \
|
---|
875 | a = VB->ColorPtr->data[pv][3]; \
|
---|
876 | }
|
---|
877 | #define INNER_LOOP( LEFT, RIGHT, Y ) \
|
---|
878 | { \
|
---|
879 | GLint i, n = RIGHT-LEFT; \
|
---|
880 | GLdepth zspan[MAX_WIDTH]; \
|
---|
881 | GLubyte rgba[MAX_WIDTH][4]; \
|
---|
882 | GLfloat s[MAX_WIDTH], t[MAX_WIDTH], u[MAX_WIDTH]; \
|
---|
883 | if (n>0) { \
|
---|
884 | if (flat_shade) { \
|
---|
885 | for (i=0;i<n;i++) { \
|
---|
886 | GLdouble invQ = 1.0 / vv; \
|
---|
887 | zspan[i] = FixedToDepth(ffz); \
|
---|
888 | rgba[i][RCOMP] = r; \
|
---|
889 | rgba[i][GCOMP] = g; \
|
---|
890 | rgba[i][BCOMP] = b; \
|
---|
891 | rgba[i][ACOMP] = a; \
|
---|
892 | s[i] = ss*invQ; \
|
---|
893 | t[i] = tt*invQ; \
|
---|
894 | u[i] = uu*invQ; \
|
---|
895 | ffz += fdzdx; \
|
---|
896 | ss += dsdx; \
|
---|
897 | tt += dtdx; \
|
---|
898 | uu += dudx; \
|
---|
899 | vv += dvdx; \
|
---|
900 | } \
|
---|
901 | } \
|
---|
902 | else { \
|
---|
903 | for (i=0;i<n;i++) { \
|
---|
904 | GLdouble invQ = 1.0 / vv; \
|
---|
905 | zspan[i] = FixedToDepth(ffz); \
|
---|
906 | rgba[i][RCOMP] = FixedToInt(ffr); \
|
---|
907 | rgba[i][GCOMP] = FixedToInt(ffg); \
|
---|
908 | rgba[i][BCOMP] = FixedToInt(ffb); \
|
---|
909 | rgba[i][ACOMP] = FixedToInt(ffa); \
|
---|
910 | s[i] = ss*invQ; \
|
---|
911 | t[i] = tt*invQ; \
|
---|
912 | u[i] = uu*invQ; \
|
---|
913 | ffz += fdzdx; \
|
---|
914 | ffr += fdrdx; \
|
---|
915 | ffg += fdgdx; \
|
---|
916 | ffb += fdbdx; \
|
---|
917 | ffa += fdadx; \
|
---|
918 | ss += dsdx; \
|
---|
919 | tt += dtdx; \
|
---|
920 | uu += dudx; \
|
---|
921 | vv += dvdx; \
|
---|
922 | } \
|
---|
923 | } \
|
---|
924 | gl_write_texture_span( ctx, n, LEFT, Y, zspan, \
|
---|
925 | s, t, u, NULL, \
|
---|
926 | rgba, \
|
---|
927 | NULL, GL_POLYGON ); \
|
---|
928 | } \
|
---|
929 | }
|
---|
930 |
|
---|
931 | #include "tritemp.h"
|
---|
932 | }
|
---|
933 |
|
---|
934 |
|
---|
935 | /*
|
---|
936 | * Render a smooth-shaded, textured, RGBA triangle with separate specular
|
---|
937 | * color interpolation.
|
---|
938 | * Interpolate S,T,U with perspective correction, w/out mipmapping.
|
---|
939 | * Note: we use texture coordinates S,T,U,V instead of S,T,R,Q because
|
---|
940 | * R is already used for red.
|
---|
941 | */
|
---|
942 | static void general_textured_spec_triangle1( GLcontext *ctx, GLuint v0,
|
---|
943 | GLuint v1, GLuint v2, GLuint pv,
|
---|
944 | GLdepth zspan[MAX_WIDTH],
|
---|
945 | GLubyte rgba[MAX_WIDTH][4],
|
---|
946 | GLubyte spec[MAX_WIDTH][4] )
|
---|
947 | {
|
---|
948 | #define INTERP_Z 1
|
---|
949 | #define DEPTH_TYPE DEFAULT_SOFTWARE_DEPTH_TYPE
|
---|
950 | #define INTERP_RGB 1
|
---|
951 | #define INTERP_SPEC 1
|
---|
952 | #define INTERP_ALPHA 1
|
---|
953 | #define INTERP_STUV 1
|
---|
954 | #define SETUP_CODE \
|
---|
955 | GLboolean flat_shade = (ctx->Light.ShadeModel==GL_FLAT); \
|
---|
956 | GLint r, g, b, a, sr, sg, sb; \
|
---|
957 | if (flat_shade) { \
|
---|
958 | r = VB->ColorPtr->data[pv][0]; \
|
---|
959 | g = VB->ColorPtr->data[pv][1]; \
|
---|
960 | b = VB->ColorPtr->data[pv][2]; \
|
---|
961 | a = VB->ColorPtr->data[pv][3]; \
|
---|
962 | sr = VB->Specular[pv][0]; \
|
---|
963 | sg = VB->Specular[pv][1]; \
|
---|
964 | sb = VB->Specular[pv][2]; \
|
---|
965 | }
|
---|
966 | #define INNER_LOOP( LEFT, RIGHT, Y ) \
|
---|
967 | { \
|
---|
968 | GLint i, n = RIGHT-LEFT; \
|
---|
969 | GLfloat s[MAX_WIDTH], t[MAX_WIDTH], u[MAX_WIDTH]; \
|
---|
970 | if (n>0) { \
|
---|
971 | if (flat_shade) { \
|
---|
972 | for (i=0;i<n;i++) { \
|
---|
973 | GLdouble invQ = 1.0 / vv; \
|
---|
974 | zspan[i] = FixedToDepth(ffz); \
|
---|
975 | rgba[i][RCOMP] = r; \
|
---|
976 | rgba[i][GCOMP] = g; \
|
---|
977 | rgba[i][BCOMP] = b; \
|
---|
978 | rgba[i][ACOMP] = a; \
|
---|
979 | spec[i][RCOMP] = sr; \
|
---|
980 | spec[i][GCOMP] = sg; \
|
---|
981 | spec[i][BCOMP] = sb; \
|
---|
982 | s[i] = ss*invQ; \
|
---|
983 | t[i] = tt*invQ; \
|
---|
984 | u[i] = uu*invQ; \
|
---|
985 | ffz += fdzdx; \
|
---|
986 | ss += dsdx; \
|
---|
987 | tt += dtdx; \
|
---|
988 | uu += dudx; \
|
---|
989 | vv += dvdx; \
|
---|
990 | } \
|
---|
991 | } \
|
---|
992 | else { \
|
---|
993 | for (i=0;i<n;i++) { \
|
---|
994 | GLdouble invQ = 1.0 / vv; \
|
---|
995 | zspan[i] = FixedToDepth(ffz); \
|
---|
996 | rgba[i][RCOMP] = FixedToInt(ffr); \
|
---|
997 | rgba[i][GCOMP] = FixedToInt(ffg); \
|
---|
998 | rgba[i][BCOMP] = FixedToInt(ffb); \
|
---|
999 | rgba[i][ACOMP] = FixedToInt(ffa); \
|
---|
1000 | spec[i][RCOMP] = FixedToInt(ffsr); \
|
---|
1001 | spec[i][GCOMP] = FixedToInt(ffsg); \
|
---|
1002 | spec[i][BCOMP] = FixedToInt(ffsb); \
|
---|
1003 | s[i] = ss*invQ; \
|
---|
1004 | t[i] = tt*invQ; \
|
---|
1005 | u[i] = uu*invQ; \
|
---|
1006 | ffz += fdzdx; \
|
---|
1007 | ffr += fdrdx; \
|
---|
1008 | ffg += fdgdx; \
|
---|
1009 | ffb += fdbdx; \
|
---|
1010 | ffa += fdadx; \
|
---|
1011 | ffsr += fdsrdx; \
|
---|
1012 | ffsg += fdsgdx; \
|
---|
1013 | ffsb += fdsbdx; \
|
---|
1014 | ss += dsdx; \
|
---|
1015 | tt += dtdx; \
|
---|
1016 | uu += dudx; \
|
---|
1017 | vv += dvdx; \
|
---|
1018 | } \
|
---|
1019 | } \
|
---|
1020 | gl_write_texture_span( ctx, n, LEFT, Y, zspan, \
|
---|
1021 | s, t, u, NULL, rgba, \
|
---|
1022 | (const GLubyte (*)[4]) spec, \
|
---|
1023 | GL_POLYGON ); \
|
---|
1024 | } \
|
---|
1025 | }
|
---|
1026 |
|
---|
1027 | #include "tritemp.h"
|
---|
1028 | }
|
---|
1029 |
|
---|
1030 |
|
---|
1031 |
|
---|
1032 | /*
|
---|
1033 | * Compute the lambda value for a fragment. (texture level of detail)
|
---|
1034 | */
|
---|
1035 | static GLfloat
|
---|
1036 | compute_lambda( GLfloat dsdx, GLfloat dsdy, GLfloat dtdx, GLfloat dtdy,
|
---|
1037 | GLfloat invQ, GLfloat width, GLfloat height )
|
---|
1038 | {
|
---|
1039 | GLfloat dudx = dsdx * invQ * width;
|
---|
1040 | GLfloat dudy = dsdy * invQ * width;
|
---|
1041 | GLfloat dvdx = dtdx * invQ * height;
|
---|
1042 | GLfloat dvdy = dtdy * invQ * height;
|
---|
1043 | GLfloat r1 = dudx * dudx + dudy * dudy;
|
---|
1044 | GLfloat r2 = dvdx * dvdx + dvdy * dvdy;
|
---|
1045 | GLfloat rho2 = r1 + r2; /* used to be: rho2 = MAX2(r1,r2); */
|
---|
1046 | /* return log base 2 of rho */
|
---|
1047 | return log(rho2) * 1.442695 * 0.5; /* 1.442695 = 1/log(2)*/
|
---|
1048 | }
|
---|
1049 |
|
---|
1050 |
|
---|
1051 | /*
|
---|
1052 | * Render a smooth-shaded, textured, RGBA triangle.
|
---|
1053 | * Interpolate S,T,U with perspective correction and compute lambda for
|
---|
1054 | * each fragment. Lambda is used to determine whether to use the
|
---|
1055 | * minification or magnification filter. If minification and using
|
---|
1056 | * mipmaps, lambda is also used to select the texture level of detail.
|
---|
1057 | */
|
---|
1058 | static void lambda_textured_triangle1( GLcontext *ctx, GLuint v0, GLuint v1,
|
---|
1059 | GLuint v2, GLuint pv,
|
---|
1060 | GLfloat s[MAX_WIDTH],
|
---|
1061 | GLfloat t[MAX_WIDTH],
|
---|
1062 | GLfloat u[MAX_WIDTH] )
|
---|
1063 | {
|
---|
1064 | #define INTERP_Z 1
|
---|
1065 | #define DEPTH_TYPE DEFAULT_SOFTWARE_DEPTH_TYPE
|
---|
1066 | #define INTERP_RGB 1
|
---|
1067 | #define INTERP_ALPHA 1
|
---|
1068 | #define INTERP_STUV 1
|
---|
1069 |
|
---|
1070 | #define SETUP_CODE \
|
---|
1071 | const struct gl_texture_object *obj = ctx->Texture.Unit[0].Current; \
|
---|
1072 | const GLint baseLevel = obj->BaseLevel; \
|
---|
1073 | const struct gl_texture_image *texImage = obj->Image[baseLevel]; \
|
---|
1074 | const GLfloat twidth = (GLfloat) texImage->Width; \
|
---|
1075 | const GLfloat theight = (GLfloat) texImage->Height; \
|
---|
1076 | const GLboolean flat_shade = (ctx->Light.ShadeModel==GL_FLAT); \
|
---|
1077 | GLint r, g, b, a; \
|
---|
1078 | if (flat_shade) { \
|
---|
1079 | r = VB->ColorPtr->data[pv][0]; \
|
---|
1080 | g = VB->ColorPtr->data[pv][1]; \
|
---|
1081 | b = VB->ColorPtr->data[pv][2]; \
|
---|
1082 | a = VB->ColorPtr->data[pv][3]; \
|
---|
1083 | }
|
---|
1084 |
|
---|
1085 | #define INNER_LOOP( LEFT, RIGHT, Y ) \
|
---|
1086 | { \
|
---|
1087 | GLint i, n = RIGHT-LEFT; \
|
---|
1088 | GLdepth zspan[MAX_WIDTH]; \
|
---|
1089 | GLubyte rgba[MAX_WIDTH][4]; \
|
---|
1090 | GLfloat lambda[MAX_WIDTH]; \
|
---|
1091 | if (n>0) { \
|
---|
1092 | if (flat_shade) { \
|
---|
1093 | for (i=0;i<n;i++) { \
|
---|
1094 | GLdouble invQ = 1.0 / vv; \
|
---|
1095 | zspan[i] = FixedToDepth(ffz); \
|
---|
1096 | rgba[i][RCOMP] = r; \
|
---|
1097 | rgba[i][GCOMP] = g; \
|
---|
1098 | rgba[i][BCOMP] = b; \
|
---|
1099 | rgba[i][ACOMP] = a; \
|
---|
1100 | s[i] = ss*invQ; \
|
---|
1101 | t[i] = tt*invQ; \
|
---|
1102 | u[i] = uu*invQ; \
|
---|
1103 | lambda[i] = compute_lambda( dsdx, dsdy, dtdx, dtdy, \
|
---|
1104 | invQ, twidth, theight );\
|
---|
1105 | ffz += fdzdx; \
|
---|
1106 | ss += dsdx; \
|
---|
1107 | tt += dtdx; \
|
---|
1108 | uu += dudx; \
|
---|
1109 | vv += dvdx; \
|
---|
1110 | } \
|
---|
1111 | } \
|
---|
1112 | else { \
|
---|
1113 | for (i=0;i<n;i++) { \
|
---|
1114 | GLdouble invQ = 1.0 / vv; \
|
---|
1115 | zspan[i] = FixedToDepth(ffz); \
|
---|
1116 | rgba[i][RCOMP] = FixedToInt(ffr); \
|
---|
1117 | rgba[i][GCOMP] = FixedToInt(ffg); \
|
---|
1118 | rgba[i][BCOMP] = FixedToInt(ffb); \
|
---|
1119 | rgba[i][ACOMP] = FixedToInt(ffa); \
|
---|
1120 | s[i] = ss*invQ; \
|
---|
1121 | t[i] = tt*invQ; \
|
---|
1122 | u[i] = uu*invQ; \
|
---|
1123 | lambda[i] = compute_lambda( dsdx, dsdy, dtdx, dtdy, \
|
---|
1124 | invQ, twidth, theight );\
|
---|
1125 | ffz += fdzdx; \
|
---|
1126 | ffr += fdrdx; \
|
---|
1127 | ffg += fdgdx; \
|
---|
1128 | ffb += fdbdx; \
|
---|
1129 | ffa += fdadx; \
|
---|
1130 | ss += dsdx; \
|
---|
1131 | tt += dtdx; \
|
---|
1132 | uu += dudx; \
|
---|
1133 | vv += dvdx; \
|
---|
1134 | } \
|
---|
1135 | } \
|
---|
1136 | gl_write_texture_span( ctx, n, LEFT, Y, zspan, \
|
---|
1137 | s, t, u, lambda, \
|
---|
1138 | rgba, NULL, GL_POLYGON ); \
|
---|
1139 | } \
|
---|
1140 | }
|
---|
1141 |
|
---|
1142 | #include "tritemp.h"
|
---|
1143 | }
|
---|
1144 |
|
---|
1145 |
|
---|
1146 | /*
|
---|
1147 | * Render a smooth-shaded, textured, RGBA triangle with separate specular
|
---|
1148 | * interpolation.
|
---|
1149 | * Interpolate S,T,U with perspective correction and compute lambda for
|
---|
1150 | * each fragment. Lambda is used to determine whether to use the
|
---|
1151 | * minification or magnification filter. If minification and using
|
---|
1152 | * mipmaps, lambda is also used to select the texture level of detail.
|
---|
1153 | */
|
---|
1154 | static void lambda_textured_spec_triangle1( GLcontext *ctx, GLuint v0,
|
---|
1155 | GLuint v1, GLuint v2, GLuint pv,
|
---|
1156 | GLfloat s[MAX_WIDTH],
|
---|
1157 | GLfloat t[MAX_WIDTH],
|
---|
1158 | GLfloat u[MAX_WIDTH] )
|
---|
1159 | {
|
---|
1160 | #define INTERP_Z 1
|
---|
1161 | #define DEPTH_TYPE DEFAULT_SOFTWARE_DEPTH_TYPE
|
---|
1162 | #define INTERP_RGB 1
|
---|
1163 | #define INTERP_SPEC 1
|
---|
1164 | #define INTERP_ALPHA 1
|
---|
1165 | #define INTERP_STUV 1
|
---|
1166 |
|
---|
1167 | #define SETUP_CODE \
|
---|
1168 | const struct gl_texture_object *obj = ctx->Texture.Unit[0].Current; \
|
---|
1169 | const GLint baseLevel = obj->BaseLevel; \
|
---|
1170 | const struct gl_texture_image *texImage = obj->Image[baseLevel]; \
|
---|
1171 | const GLfloat twidth = (GLfloat) texImage->Width; \
|
---|
1172 | const GLfloat theight = (GLfloat) texImage->Height; \
|
---|
1173 | const GLboolean flat_shade = (ctx->Light.ShadeModel==GL_FLAT); \
|
---|
1174 | GLint r, g, b, a, sr, sg, sb; \
|
---|
1175 | if (flat_shade) { \
|
---|
1176 | r = VB->ColorPtr->data[pv][0]; \
|
---|
1177 | g = VB->ColorPtr->data[pv][1]; \
|
---|
1178 | b = VB->ColorPtr->data[pv][2]; \
|
---|
1179 | a = VB->ColorPtr->data[pv][3]; \
|
---|
1180 | sr = VB->Specular[pv][0]; \
|
---|
1181 | sg = VB->Specular[pv][1]; \
|
---|
1182 | sb = VB->Specular[pv][2]; \
|
---|
1183 | }
|
---|
1184 |
|
---|
1185 | #define INNER_LOOP( LEFT, RIGHT, Y ) \
|
---|
1186 | { \
|
---|
1187 | GLint i, n = RIGHT-LEFT; \
|
---|
1188 | GLdepth zspan[MAX_WIDTH]; \
|
---|
1189 | GLubyte spec[MAX_WIDTH][4]; \
|
---|
1190 | GLubyte rgba[MAX_WIDTH][4]; \
|
---|
1191 | GLfloat lambda[MAX_WIDTH]; \
|
---|
1192 | if (n>0) { \
|
---|
1193 | if (flat_shade) { \
|
---|
1194 | for (i=0;i<n;i++) { \
|
---|
1195 | GLdouble invQ = 1.0 / vv; \
|
---|
1196 | zspan[i] = FixedToDepth(ffz); \
|
---|
1197 | rgba[i][RCOMP] = r; \
|
---|
1198 | rgba[i][GCOMP] = g; \
|
---|
1199 | rgba[i][BCOMP] = b; \
|
---|
1200 | rgba[i][ACOMP] = a; \
|
---|
1201 | spec[i][RCOMP] = sr; \
|
---|
1202 | spec[i][GCOMP] = sg; \
|
---|
1203 | spec[i][BCOMP] = sb; \
|
---|
1204 | s[i] = ss*invQ; \
|
---|
1205 | t[i] = tt*invQ; \
|
---|
1206 | u[i] = uu*invQ; \
|
---|
1207 | lambda[i] = compute_lambda( dsdx, dsdy, dtdx, dtdy, \
|
---|
1208 | invQ, twidth, theight );\
|
---|
1209 | ffz += fdzdx; \
|
---|
1210 | ss += dsdx; \
|
---|
1211 | tt += dtdx; \
|
---|
1212 | uu += dudx; \
|
---|
1213 | vv += dvdx; \
|
---|
1214 | } \
|
---|
1215 | } \
|
---|
1216 | else { \
|
---|
1217 | for (i=0;i<n;i++) { \
|
---|
1218 | GLdouble invQ = 1.0 / vv; \
|
---|
1219 | zspan[i] = FixedToDepth(ffz); \
|
---|
1220 | rgba[i][RCOMP] = FixedToInt(ffr); \
|
---|
1221 | rgba[i][GCOMP] = FixedToInt(ffg); \
|
---|
1222 | rgba[i][BCOMP] = FixedToInt(ffb); \
|
---|
1223 | rgba[i][ACOMP] = FixedToInt(ffa); \
|
---|
1224 | spec[i][RCOMP] = FixedToInt(ffsr); \
|
---|
1225 | spec[i][GCOMP] = FixedToInt(ffsg); \
|
---|
1226 | spec[i][BCOMP] = FixedToInt(ffsb); \
|
---|
1227 | s[i] = ss*invQ; \
|
---|
1228 | t[i] = tt*invQ; \
|
---|
1229 | u[i] = uu*invQ; \
|
---|
1230 | lambda[i] = compute_lambda( dsdx, dsdy, dtdx, dtdy, \
|
---|
1231 | invQ, twidth, theight );\
|
---|
1232 | ffz += fdzdx; \
|
---|
1233 | ffr += fdrdx; \
|
---|
1234 | ffg += fdgdx; \
|
---|
1235 | ffb += fdbdx; \
|
---|
1236 | ffa += fdadx; \
|
---|
1237 | ffsr += fdsrdx; \
|
---|
1238 | ffsg += fdsgdx; \
|
---|
1239 | ffsb += fdsbdx; \
|
---|
1240 | ss += dsdx; \
|
---|
1241 | tt += dtdx; \
|
---|
1242 | uu += dudx; \
|
---|
1243 | vv += dvdx; \
|
---|
1244 | } \
|
---|
1245 | } \
|
---|
1246 | gl_write_texture_span( ctx, n, LEFT, Y, zspan, \
|
---|
1247 | s, t, u, lambda, \
|
---|
1248 | rgba, (const GLubyte (*)[4]) spec, \
|
---|
1249 | GL_POLYGON ); \
|
---|
1250 | } \
|
---|
1251 | }
|
---|
1252 |
|
---|
1253 | #include "tritemp.h"
|
---|
1254 | }
|
---|
1255 |
|
---|
1256 |
|
---|
1257 | /*
|
---|
1258 | * This is the big one!
|
---|
1259 | * Interpolate Z, RGB, Alpha, and two sets of texture coordinates.
|
---|
1260 | * Yup, it's slow.
|
---|
1261 | */
|
---|
1262 | static void lambda_multitextured_triangle1( GLcontext *ctx, GLuint v0,
|
---|
1263 | GLuint v1, GLuint v2, GLuint pv,
|
---|
1264 | GLfloat s[MAX_TEXTURE_UNITS][MAX_WIDTH],
|
---|
1265 | GLfloat t[MAX_TEXTURE_UNITS][MAX_WIDTH],
|
---|
1266 | GLfloat u[MAX_TEXTURE_UNITS][MAX_WIDTH]
|
---|
1267 | )
|
---|
1268 | {
|
---|
1269 | GLubyte rgba[MAX_WIDTH][4];
|
---|
1270 | #define INTERP_Z 1
|
---|
1271 | #define DEPTH_TYPE DEFAULT_SOFTWARE_DEPTH_TYPE
|
---|
1272 | #define INTERP_RGB 1
|
---|
1273 | #define INTERP_ALPHA 1
|
---|
1274 | #define INTERP_STUV 1
|
---|
1275 | #define INTERP_STUV1 1
|
---|
1276 |
|
---|
1277 | #define SETUP_CODE \
|
---|
1278 | const struct gl_texture_object *obj0 = ctx->Texture.Unit[0].Current; \
|
---|
1279 | const GLint baseLevel0 = obj0->BaseLevel; \
|
---|
1280 | const struct gl_texture_image *texImage0 = obj0->Image[baseLevel0]; \
|
---|
1281 | const GLfloat twidth0 = (GLfloat) texImage0->Width; \
|
---|
1282 | const GLfloat theight0 = (GLfloat) texImage0->Height; \
|
---|
1283 | const struct gl_texture_object *obj1 = ctx->Texture.Unit[1].Current; \
|
---|
1284 | const GLint baseLevel1 = obj1->BaseLevel; \
|
---|
1285 | const struct gl_texture_image *texImage1 = obj1->Image[baseLevel1]; \
|
---|
1286 | const GLfloat twidth1 = (GLfloat) texImage1->Width; \
|
---|
1287 | const GLfloat theight1 = (GLfloat) texImage1->Height; \
|
---|
1288 | const GLboolean flat_shade = (ctx->Light.ShadeModel==GL_FLAT); \
|
---|
1289 | GLint r, g, b, a; \
|
---|
1290 | if (flat_shade) { \
|
---|
1291 | r = VB->ColorPtr->data[pv][0]; \
|
---|
1292 | g = VB->ColorPtr->data[pv][1]; \
|
---|
1293 | b = VB->ColorPtr->data[pv][2]; \
|
---|
1294 | a = VB->ColorPtr->data[pv][3]; \
|
---|
1295 | }
|
---|
1296 |
|
---|
1297 | #define INNER_LOOP( LEFT, RIGHT, Y ) \
|
---|
1298 | { \
|
---|
1299 | GLint i, n = RIGHT-LEFT; \
|
---|
1300 | GLdepth zspan[MAX_WIDTH]; \
|
---|
1301 | GLfloat lambda[MAX_TEXTURE_UNITS][MAX_WIDTH]; \
|
---|
1302 | if (n>0) { \
|
---|
1303 | if (flat_shade) { \
|
---|
1304 | for (i=0;i<n;i++) { \
|
---|
1305 | GLdouble invQ = 1.0 / vv; \
|
---|
1306 | GLdouble invQ1 = 1.0 / vv1; \
|
---|
1307 | zspan[i] = FixedToDepth(ffz); \
|
---|
1308 | rgba[i][RCOMP] = r; \
|
---|
1309 | rgba[i][GCOMP] = g; \
|
---|
1310 | rgba[i][BCOMP] = b; \
|
---|
1311 | rgba[i][ACOMP] = a; \
|
---|
1312 | s[0][i] = ss*invQ; \
|
---|
1313 | t[0][i] = tt*invQ; \
|
---|
1314 | u[0][i] = uu*invQ; \
|
---|
1315 | lambda[0][i] = compute_lambda( dsdx, dsdy, \
|
---|
1316 | dtdx, dtdy, \
|
---|
1317 | invQ, \
|
---|
1318 | twidth0, theight0 ); \
|
---|
1319 | s[1][i] = ss1*invQ1; \
|
---|
1320 | t[1][i] = tt1*invQ1; \
|
---|
1321 | u[1][i] = uu1*invQ1; \
|
---|
1322 | lambda[1][i] = compute_lambda( ds1dx, ds1dy, \
|
---|
1323 | dt1dx, dt1dy, \
|
---|
1324 | invQ1, \
|
---|
1325 | twidth1, theight1 ); \
|
---|
1326 | ffz += fdzdx; \
|
---|
1327 | ss += dsdx; \
|
---|
1328 | tt += dtdx; \
|
---|
1329 | uu += dudx; \
|
---|
1330 | vv += dvdx; \
|
---|
1331 | ss1 += ds1dx; \
|
---|
1332 | tt1 += dt1dx; \
|
---|
1333 | uu1 += du1dx; \
|
---|
1334 | vv1 += dv1dx; \
|
---|
1335 | } \
|
---|
1336 | } \
|
---|
1337 | else { \
|
---|
1338 | for (i=0;i<n;i++) { \
|
---|
1339 | GLdouble invQ = 1.0 / vv; \
|
---|
1340 | GLdouble invQ1 = 1.0 / vv1; \
|
---|
1341 | zspan[i] = FixedToDepth(ffz); \
|
---|
1342 | rgba[i][RCOMP] = FixedToInt(ffr); \
|
---|
1343 | rgba[i][GCOMP] = FixedToInt(ffg); \
|
---|
1344 | rgba[i][BCOMP] = FixedToInt(ffb); \
|
---|
1345 | rgba[i][ACOMP] = FixedToInt(ffa); \
|
---|
1346 | s[0][i] = ss*invQ; \
|
---|
1347 | t[0][i] = tt*invQ; \
|
---|
1348 | u[0][i] = uu*invQ; \
|
---|
1349 | lambda[0][i] = compute_lambda( dsdx, dsdy, \
|
---|
1350 | dtdx, dtdy, \
|
---|
1351 | invQ, \
|
---|
1352 | twidth0, theight0 ); \
|
---|
1353 | s[1][i] = ss1*invQ1; \
|
---|
1354 | t[1][i] = tt1*invQ1; \
|
---|
1355 | u[1][i] = uu1*invQ1; \
|
---|
1356 | lambda[1][i] = compute_lambda( ds1dx, ds1dy, \
|
---|
1357 | dt1dx, dt1dy, \
|
---|
1358 | invQ1, \
|
---|
1359 | twidth1, theight1 ); \
|
---|
1360 | ffz += fdzdx; \
|
---|
1361 | ffr += fdrdx; \
|
---|
1362 | ffg += fdgdx; \
|
---|
1363 | ffb += fdbdx; \
|
---|
1364 | ffa += fdadx; \
|
---|
1365 | ss += dsdx; \
|
---|
1366 | tt += dtdx; \
|
---|
1367 | uu += dudx; \
|
---|
1368 | vv += dvdx; \
|
---|
1369 | ss1 += ds1dx; \
|
---|
1370 | tt1 += dt1dx; \
|
---|
1371 | uu1 += du1dx; \
|
---|
1372 | vv1 += dv1dx; \
|
---|
1373 | } \
|
---|
1374 | } \
|
---|
1375 | gl_write_multitexture_span( ctx, 2, n, LEFT, Y, zspan, \
|
---|
1376 | (const GLfloat (*)[MAX_WIDTH]) s, \
|
---|
1377 | (const GLfloat (*)[MAX_WIDTH]) t, \
|
---|
1378 | (const GLfloat (*)[MAX_WIDTH]) u, \
|
---|
1379 | (GLfloat (*)[MAX_WIDTH]) lambda, \
|
---|
1380 | rgba, NULL, GL_POLYGON ); \
|
---|
1381 | } \
|
---|
1382 | }
|
---|
1383 |
|
---|
1384 | #include "tritemp.h"
|
---|
1385 | }
|
---|
1386 |
|
---|
1387 |
|
---|
1388 | /*
|
---|
1389 | * These wrappers are needed to deal with the 32KB / stack frame limit
|
---|
1390 | * on Mac / PowerPC systems.
|
---|
1391 | */
|
---|
1392 |
|
---|
1393 | static void general_textured_spec_triangle(GLcontext *ctx, GLuint v0,
|
---|
1394 | GLuint v1, GLuint v2, GLuint pv)
|
---|
1395 | {
|
---|
1396 | GLdepth zspan[MAX_WIDTH];
|
---|
1397 | GLubyte rgba[MAX_WIDTH][4], spec[MAX_WIDTH][4];
|
---|
1398 | general_textured_spec_triangle1(ctx,v0,v1,v2,pv,zspan,rgba,spec);
|
---|
1399 | }
|
---|
1400 |
|
---|
1401 | static void lambda_textured_triangle( GLcontext *ctx, GLuint v0,
|
---|
1402 | GLuint v1, GLuint v2, GLuint pv )
|
---|
1403 | {
|
---|
1404 | GLfloat s[MAX_WIDTH], t[MAX_WIDTH], u[MAX_WIDTH];
|
---|
1405 | lambda_textured_triangle1(ctx,v0,v1,v2,pv,s,t,u);
|
---|
1406 | }
|
---|
1407 |
|
---|
1408 | static void lambda_textured_spec_triangle( GLcontext *ctx, GLuint v0,
|
---|
1409 | GLuint v1, GLuint v2, GLuint pv )
|
---|
1410 | {
|
---|
1411 | GLfloat s[MAX_WIDTH];
|
---|
1412 | GLfloat t[MAX_WIDTH];
|
---|
1413 | GLfloat u[MAX_WIDTH];
|
---|
1414 | lambda_textured_spec_triangle1(ctx,v0,v1,v2,pv,s,t,u);
|
---|
1415 | }
|
---|
1416 |
|
---|
1417 |
|
---|
1418 | static void lambda_multitextured_triangle( GLcontext *ctx, GLuint v0,
|
---|
1419 | GLuint v1, GLuint v2, GLuint pv)
|
---|
1420 | {
|
---|
1421 |
|
---|
1422 | GLfloat s[MAX_TEXTURE_UNITS][MAX_WIDTH];
|
---|
1423 | GLfloat t[MAX_TEXTURE_UNITS][MAX_WIDTH];
|
---|
1424 | DEFMARRAY(GLfloat,u,MAX_TEXTURE_UNITS,MAX_WIDTH);
|
---|
1425 | CHECKARRAY(u,return);
|
---|
1426 |
|
---|
1427 | lambda_multitextured_triangle1(ctx,v0,v1,v2,pv,s,t,u);
|
---|
1428 |
|
---|
1429 | UNDEFARRAY(u);
|
---|
1430 | }
|
---|
1431 |
|
---|
1432 |
|
---|
1433 | /*
|
---|
1434 | * Null rasterizer for measuring transformation speed.
|
---|
1435 | */
|
---|
1436 | static void null_triangle( GLcontext *ctx, GLuint v0, GLuint v1,
|
---|
1437 | GLuint v2, GLuint pv )
|
---|
1438 | {
|
---|
1439 | (void) ctx;
|
---|
1440 | (void) v0;
|
---|
1441 | (void) v1;
|
---|
1442 | (void) v2;
|
---|
1443 | (void) pv;
|
---|
1444 | }
|
---|
1445 |
|
---|
1446 |
|
---|
1447 | #if 0
|
---|
1448 | # define dputs(s) puts(s)
|
---|
1449 | #else
|
---|
1450 | # define dputs(s)
|
---|
1451 | #endif
|
---|
1452 |
|
---|
1453 |
|
---|
1454 |
|
---|
1455 | /*
|
---|
1456 | * Determine which triangle rendering function to use given the current
|
---|
1457 | * rendering context.
|
---|
1458 | */
|
---|
1459 | void gl_set_triangle_function( GLcontext *ctx )
|
---|
1460 | {
|
---|
1461 | GLboolean rgbmode = ctx->Visual->RGBAflag;
|
---|
1462 |
|
---|
1463 | if (ctx->RenderMode==GL_RENDER) {
|
---|
1464 | if (ctx->NoRaster) {
|
---|
1465 | ctx->Driver.TriangleFunc = null_triangle;
|
---|
1466 | return;
|
---|
1467 | }
|
---|
1468 | if (ctx->Driver.TriangleFunc) {
|
---|
1469 | /* Device driver will draw triangles. */
|
---|
1470 | dputs("Driver triangle");
|
---|
1471 | return;
|
---|
1472 | }
|
---|
1473 |
|
---|
1474 | if (ctx->Polygon.SmoothFlag) {
|
---|
1475 | _mesa_set_aa_triangle_function(ctx);
|
---|
1476 | ASSERT(ctx->Driver.TriangleFunc);
|
---|
1477 | return;
|
---|
1478 | }
|
---|
1479 |
|
---|
1480 | if (ctx->Texture.ReallyEnabled) {
|
---|
1481 | /* Ugh, we do a _lot_ of tests to pick the best textured tri func */
|
---|
1482 | GLint format, filter;
|
---|
1483 | const struct gl_texture_object *current2Dtex = ctx->Texture.Unit[0].CurrentD[2];
|
---|
1484 | const struct gl_texture_image *image;
|
---|
1485 | /* First see if we can used an optimized 2-D texture function */
|
---|
1486 | if (ctx->Texture.ReallyEnabled==TEXTURE0_2D
|
---|
1487 | && current2Dtex->WrapS==GL_REPEAT
|
---|
1488 | && current2Dtex->WrapT==GL_REPEAT
|
---|
1489 | && ((image = current2Dtex->Image[current2Dtex->BaseLevel]) != 0) /* correct! */
|
---|
1490 | && image->Border==0
|
---|
1491 | && ((format = image->Format)==GL_RGB || format==GL_RGBA)
|
---|
1492 | && (filter = current2Dtex->MinFilter)==current2Dtex->MagFilter
|
---|
1493 | && ctx->Light.Model.ColorControl==GL_SINGLE_COLOR) {
|
---|
1494 |
|
---|
1495 | if (ctx->Hint.PerspectiveCorrection==GL_FASTEST) {
|
---|
1496 |
|
---|
1497 | if (filter==GL_NEAREST
|
---|
1498 | && format==GL_RGB
|
---|
1499 | && (ctx->Texture.Unit[0].EnvMode==GL_REPLACE
|
---|
1500 | || ctx->Texture.Unit[0].EnvMode==GL_DECAL)
|
---|
1501 | && ((ctx->RasterMask==DEPTH_BIT
|
---|
1502 | && ctx->Depth.Func==GL_LESS
|
---|
1503 | && ctx->Depth.Mask==GL_TRUE)
|
---|
1504 | || ctx->RasterMask==0)
|
---|
1505 | && ctx->Polygon.StippleFlag==GL_FALSE) {
|
---|
1506 |
|
---|
1507 | if (ctx->RasterMask==DEPTH_BIT) {
|
---|
1508 | ctx->Driver.TriangleFunc = simple_z_textured_triangle;
|
---|
1509 | dputs("simple_z_textured_triangle");
|
---|
1510 | }
|
---|
1511 | else {
|
---|
1512 | ctx->Driver.TriangleFunc = simple_textured_triangle;
|
---|
1513 | dputs("simple_textured_triangle");
|
---|
1514 | }
|
---|
1515 | }
|
---|
1516 | else {
|
---|
1517 | if (ctx->Texture.Unit[0].EnvMode==GL_ADD) {
|
---|
1518 | ctx->Driver.TriangleFunc = general_textured_triangle;
|
---|
1519 | dputs("general_textured_triangle");
|
---|
1520 | }
|
---|
1521 | else {
|
---|
1522 | ctx->Driver.TriangleFunc = affine_textured_triangle;
|
---|
1523 | dputs("affine_textured_triangle");
|
---|
1524 | }
|
---|
1525 | }
|
---|
1526 | }
|
---|
1527 | else {
|
---|
1528 | /*ctx->Driver.TriangleFunc = persp_textured_triangle;*/
|
---|
1529 | ctx->Driver.TriangleFunc = general_textured_triangle;
|
---|
1530 | dputs("persp_textured_triangle");
|
---|
1531 | }
|
---|
1532 | }
|
---|
1533 | else {
|
---|
1534 | /* More complicated textures (mipmap, multi-tex, sep specular) */
|
---|
1535 | GLboolean needLambda;
|
---|
1536 | /* if mag filter != min filter we need to compute lambda */
|
---|
1537 | const struct gl_texture_object *obj0 = ctx->Texture.Unit[0].Current;
|
---|
1538 | const struct gl_texture_object *obj1 = ctx->Texture.Unit[1].Current;
|
---|
1539 | if (obj0 && obj0->MinFilter != obj0->MagFilter)
|
---|
1540 | needLambda = GL_TRUE;
|
---|
1541 | else if (obj1 && obj1->MinFilter != obj1->MagFilter)
|
---|
1542 | needLambda = GL_TRUE;
|
---|
1543 | else
|
---|
1544 | needLambda = GL_FALSE;
|
---|
1545 | if (ctx->Texture.ReallyEnabled >= TEXTURE1_1D) {
|
---|
1546 | /* multi-texture! */
|
---|
1547 | ctx->Driver.TriangleFunc = lambda_multitextured_triangle;
|
---|
1548 | dputs("lambda_multitextured_triangle");
|
---|
1549 | }
|
---|
1550 | else if (ctx->Light.Enabled &&
|
---|
1551 | ctx->Light.Model.ColorControl==GL_SEPARATE_SPECULAR_COLOR) {
|
---|
1552 | /* separate specular color interpolation */
|
---|
1553 | if (needLambda) {
|
---|
1554 | ctx->Driver.TriangleFunc = lambda_textured_spec_triangle;
|
---|
1555 | dputs("lambda_textured_spec_triangle");
|
---|
1556 | }
|
---|
1557 | else {
|
---|
1558 | ctx->Driver.TriangleFunc = general_textured_spec_triangle;
|
---|
1559 | dputs("general_textured_spec_triangle");
|
---|
1560 | }
|
---|
1561 | }
|
---|
1562 | else {
|
---|
1563 | if (needLambda) {
|
---|
1564 | ctx->Driver.TriangleFunc = lambda_textured_triangle;
|
---|
1565 | dputs("lambda_textured_triangle");
|
---|
1566 | }
|
---|
1567 | else {
|
---|
1568 | ctx->Driver.TriangleFunc = general_textured_triangle;
|
---|
1569 | dputs("general_textured_triangle");
|
---|
1570 | }
|
---|
1571 | }
|
---|
1572 | }
|
---|
1573 | }
|
---|
1574 | else {
|
---|
1575 | if (ctx->Light.ShadeModel==GL_SMOOTH) {
|
---|
1576 | /* smooth shaded, no texturing, stippled or some raster ops */
|
---|
1577 | if (rgbmode) {
|
---|
1578 | dputs("smooth_rgba_triangle");
|
---|
1579 | ctx->Driver.TriangleFunc = smooth_rgba_triangle;
|
---|
1580 | }
|
---|
1581 | else {
|
---|
1582 | dputs("smooth_ci_triangle");
|
---|
1583 | ctx->Driver.TriangleFunc = smooth_ci_triangle;
|
---|
1584 | }
|
---|
1585 | }
|
---|
1586 | else {
|
---|
1587 | /* flat shaded, no texturing, stippled or some raster ops */
|
---|
1588 | if (rgbmode) {
|
---|
1589 | dputs("flat_rgba_triangle");
|
---|
1590 | ctx->Driver.TriangleFunc = flat_rgba_triangle;
|
---|
1591 | }
|
---|
1592 | else {
|
---|
1593 | dputs("flat_ci_triangle");
|
---|
1594 | ctx->Driver.TriangleFunc = flat_ci_triangle;
|
---|
1595 | }
|
---|
1596 | }
|
---|
1597 | }
|
---|
1598 | }
|
---|
1599 | else if (ctx->RenderMode==GL_FEEDBACK) {
|
---|
1600 | ctx->Driver.TriangleFunc = gl_feedback_triangle;
|
---|
1601 | }
|
---|
1602 | else {
|
---|
1603 | /* GL_SELECT mode */
|
---|
1604 | ctx->Driver.TriangleFunc = gl_select_triangle;
|
---|
1605 | }
|
---|
1606 | }
|
---|