[3598] | 1 | /* $Id: vbrender.c,v 1.3 2000-05-23 20:41:03 jeroen Exp $ */
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[2938] | 2 |
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| 3 | /*
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| 4 | * Mesa 3-D graphics library
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[3598] | 5 | * Version: 3.3
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[2938] | 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 | * Render points, lines, and polygons. The only entry point to this
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| 30 | * file is the gl_render_vb() function. This function is called after
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| 31 | * the vertex buffer has filled up or a state change has occurred.
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| 32 | *
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| 33 | * This file basically only makes calls to the clipping functions and
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| 34 | * the point, line and triangle rasterizers via the function pointers.
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| 35 | * context->Driver.PointsFunc()
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| 36 | * context->Driver.LineFunc()
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| 37 | * context->Driver.TriangleFunc()
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| 38 | */
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| 39 |
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| 40 |
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| 41 | #ifdef PC_HEADER
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| 42 | #include "all.h"
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| 43 | #else
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[3598] | 44 | #include "glheader.h"
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[2938] | 45 | #include "clip.h"
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[2962] | 46 | #include "types.h"
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[2938] | 47 | #include "context.h"
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| 48 | #include "light.h"
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| 49 | #include "lines.h"
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| 50 | #include "macros.h"
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| 51 | #include "matrix.h"
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| 52 | #include "pb.h"
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| 53 | #include "points.h"
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| 54 | #include "pipeline.h"
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| 55 | #include "stages.h"
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| 56 | #include "vb.h"
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| 57 | #include "vbcull.h"
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| 58 | #include "vbrender.h"
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| 59 | #include "vbindirect.h"
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| 60 | #include "xform.h"
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| 61 | #endif
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| 62 |
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| 63 |
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| 64 | /*
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| 65 | * This file implements rendering of points, lines and polygons defined by
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| 66 | * vertices in the vertex buffer.
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| 67 | */
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| 68 |
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| 69 | /*
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| 70 | * Render a line segment from VB[v1] to VB[v2] when either one or both
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| 71 | * endpoints must be clipped.
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| 72 | */
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| 73 | void gl_render_clipped_line( GLcontext *ctx, GLuint v1, GLuint v2 )
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| 74 | {
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| 75 | GLuint pv = v2;
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| 76 | struct vertex_buffer *VB = ctx->VB;
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| 77 | GLubyte mask = (GLubyte) (VB->ClipMask[v1] | VB->ClipMask[v2]);
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| 78 | /* GLubyte andmask = VB->ClipMask[v1] & VB->ClipMask[v2]; */
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| 79 |
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| 80 | if ((ctx->line_clip_tab[VB->ClipPtr->size])( VB, &v1, &v2, mask ))
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| 81 | ctx->Driver.LineFunc( ctx, v1, v2, pv );
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| 82 | }
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| 83 |
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| 84 | static INLINE void gl_render_clipped_line2( GLcontext *ctx,
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[3598] | 85 | GLuint v1, GLuint v2 )
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[2938] | 86 | {
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| 87 | GLuint pv = v2;
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| 88 | struct vertex_buffer *VB = ctx->VB;
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| 89 | GLubyte mask = (GLubyte) (VB->ClipMask[v1] | VB->ClipMask[v2]);
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| 90 |
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| 91 | if (!mask || (ctx->line_clip_tab[VB->ClipPtr->size])( VB, &v1, &v2, mask ))
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| 92 | ctx->Driver.LineFunc( ctx, v1, v2, pv );
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| 93 | }
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| 94 |
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| 95 |
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| 96 |
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| 97 | /*
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| 98 | * Compute Z offsets for a polygon with plane defined by (A,B,C,D)
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| 99 | * D is not needed.
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| 100 | */
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| 101 | static void offset_polygon( GLcontext *ctx, GLfloat a, GLfloat b, GLfloat c )
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| 102 | {
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| 103 | GLfloat ac, bc, m;
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| 104 | GLfloat offset;
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| 105 |
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| 106 | if (c<0.001F && c>-0.001F) {
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| 107 | /* to prevent underflow problems */
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| 108 | offset = 0.0F;
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| 109 | }
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| 110 | else {
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| 111 | ac = a / c;
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| 112 | bc = b / c;
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| 113 | if (ac<0.0F) ac = -ac;
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| 114 | if (bc<0.0F) bc = -bc;
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| 115 | m = MAX2( ac, bc );
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| 116 | /* m = sqrt( ac*ac + bc*bc ); */
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| 117 |
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| 118 | offset = m * ctx->Polygon.OffsetFactor + ctx->Polygon.OffsetUnits;
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| 119 | }
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| 120 |
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| 121 | ctx->PointZoffset = ctx->Polygon.OffsetPoint ? offset : 0.0F;
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| 122 | ctx->LineZoffset = ctx->Polygon.OffsetLine ? offset : 0.0F;
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| 123 | ctx->PolygonZoffset = ctx->Polygon.OffsetFill ? offset : 0.0F;
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| 124 | }
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| 125 |
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[3598] | 126 | #define FLUSH_PRIM(prim) \
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| 127 | do { \
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| 128 | if (ctx->PB->primitive != prim) { \
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| 129 | gl_reduced_prim_change( ctx, prim ); \
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| 130 | } \
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[2938] | 131 | } while(0)
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| 132 |
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| 133 |
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| 134 | /*
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| 135 | * When glPolygonMode() is used to specify that the front/back rendering
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| 136 | * mode for polygons is not GL_FILL we end up calling this function.
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| 137 | */
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| 138 | static void unfilled_polygon( GLcontext *ctx,
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| 139 | GLuint n, GLuint vlist[],
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| 140 | GLuint pv, GLuint facing )
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| 141 | {
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| 142 | GLenum mode = facing ? ctx->Polygon.BackMode : ctx->Polygon.FrontMode;
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| 143 | struct vertex_buffer *VB = ctx->VB;
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| 144 | GLubyte *edge_ptr = (GLubyte *)VB->EdgeFlagPtr->data;
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| 145 |
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| 146 | FLUSH_PRIM(mode);
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| 147 |
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| 148 | if (mode==GL_POINT) {
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| 149 | GLuint i, j;
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| 150 | for (i=0;i<n;i++) {
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| 151 | j = vlist[i];
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| 152 | if (edge_ptr[j] & 0x3) {
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[3598] | 153 | edge_ptr[j] &= ~0x3;
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[2938] | 154 | (*ctx->Driver.PointsFunc)( ctx, j, j );
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| 155 | }
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| 156 | }
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| 157 | }
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| 158 | else if (mode==GL_LINE) {
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| 159 | GLuint i, j0, j1;
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[3598] | 160 | ctx->StippleCounter = 0;
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[2938] | 161 |
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| 162 | /* draw the edges */
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| 163 | for (i=0;i<n-1;i++) {
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[3598] | 164 | j0 = vlist[i];
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| 165 | j1 = vlist[i+1];
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| 166 |
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| 167 | if (edge_ptr[j0] & 0x1) {
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| 168 | edge_ptr[j0] &= ~0x1;
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| 169 | (*ctx->Driver.LineFunc)( ctx, j0, j1, pv );
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| 170 | }
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[2938] | 171 | }
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| 172 |
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| 173 | /* last edge is special */
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| 174 | j0 = vlist[i];
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| 175 | j1 = vlist[0];
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| 176 |
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| 177 | if (edge_ptr[j0] & 0x2) {
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[3598] | 178 | edge_ptr[j0] &= ~0x2;
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| 179 | (*ctx->Driver.LineFunc)( ctx, j0, j1, pv );
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[2938] | 180 | }
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| 181 | }
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| 182 | else {
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| 183 | /* Fill the polygon */
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| 184 | GLuint j0, i;
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| 185 | j0 = vlist[0];
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| 186 | for (i=2;i<n;i++) {
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| 187 | (*ctx->Driver.TriangleFunc)( ctx, j0, vlist[i-1], vlist[i], pv );
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| 188 | }
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| 189 | }
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| 190 | }
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| 191 |
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| 192 |
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| 193 |
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| 194 |
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| 195 | /*
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| 196 | * Render a polygon in which at least one vertex has to be clipped.
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| 197 | * Input: n - number of vertices
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| 198 | * vlist - list of vertices in the polygon.
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| 199 | * CCW order = front facing.
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| 200 | */
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| 201 | void gl_render_clipped_triangle( GLcontext *ctx, GLuint n, GLuint vlist[],
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[3598] | 202 | GLuint pv )
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[2938] | 203 | {
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| 204 | struct vertex_buffer *VB = ctx->VB;
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| 205 | GLubyte mask = 0;
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| 206 | GLuint i;
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| 207 |
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| 208 | for (i = 0 ; i < n ; i++)
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| 209 | mask |= VB->ClipMask[vlist[i]];
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| 210 |
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| 211 | n = (ctx->poly_clip_tab[VB->ClipPtr->size])( VB, n, vlist, mask );
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| 212 |
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| 213 | for (i=2;i<n;i++)
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| 214 | ctx->TriangleFunc( ctx, *vlist, vlist[i-1], vlist[i], pv );
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| 215 | }
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| 216 |
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| 217 |
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| 218 | static INLINE void gl_render_clipped_triangle2( GLcontext *ctx,
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[3598] | 219 | GLuint v1, GLuint v2, GLuint v3,
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| 220 | GLuint pv )
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[2938] | 221 | {
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| 222 | struct vertex_buffer *VB = ctx->VB;
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[3598] | 223 | GLubyte mask = (GLubyte) (VB->ClipMask[v1] |
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| 224 | VB->ClipMask[v2] |
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| 225 | VB->ClipMask[v3]);
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[2938] | 226 | GLuint vlist[VB_MAX_CLIPPED_VERTS];
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| 227 | GLuint i, n;
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| 228 |
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| 229 | if (!mask) {
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| 230 | ctx->TriangleFunc( ctx, v1, v2, v3, pv );
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| 231 | return;
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| 232 | }
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| 233 |
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| 234 | if (CLIP_ALL_BITS & VB->ClipMask[v1] & VB->ClipMask[v2] & VB->ClipMask[v3])
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| 235 | return;
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| 236 |
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| 237 | ASSIGN_3V(vlist, v1, v2, v3 );
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| 238 | n = (ctx->poly_clip_tab[VB->ClipPtr->size])( VB, 3, vlist, mask );
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| 239 |
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| 240 | for (i=2;i<n;i++)
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| 241 | ctx->TriangleFunc( ctx, *vlist, vlist[i-1], vlist[i], pv );
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| 242 | }
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| 243 |
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| 244 |
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[3598] | 245 | static INLINE void gl_render_clipped_quad2( GLcontext *ctx,
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| 246 | GLuint v1, GLuint v2, GLuint v3,
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| 247 | GLuint v4,
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| 248 | GLuint pv )
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| 249 | {
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| 250 | struct vertex_buffer *VB = ctx->VB;
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| 251 | GLubyte mask = (GLubyte) (VB->ClipMask[v1] |
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| 252 | VB->ClipMask[v2] |
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| 253 | VB->ClipMask[v3] |
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| 254 | VB->ClipMask[v4]);
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| 255 | GLuint vlist[VB_MAX_CLIPPED_VERTS];
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| 256 | GLuint i, n;
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| 257 |
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| 258 | if (!mask) {
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| 259 | ctx->QuadFunc( ctx, v1, v2, v3, v4, pv );
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| 260 | return;
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| 261 | }
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| 262 |
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| 263 | if (CLIP_ALL_BITS & VB->ClipMask[v1] &
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| 264 | VB->ClipMask[v2] & VB->ClipMask[v3] &
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| 265 | VB->ClipMask[v4])
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| 266 | return;
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| 267 |
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| 268 | ASSIGN_4V(vlist, v1, v2, v3, v4 );
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| 269 | n = (ctx->poly_clip_tab[VB->ClipPtr->size])( VB, 4, vlist, mask );
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| 270 |
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| 271 | for (i=2;i<n;i++)
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| 272 | ctx->TriangleFunc( ctx, *vlist, vlist[i-1], vlist[i], pv );
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| 273 | }
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| 274 |
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| 275 |
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[2938] | 276 | /* Implements triangle_rendering when (IndirectTriangles & DD_SW_SETUP)
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| 277 | * is non-zero.
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| 278 | */
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| 279 | static void render_triangle( GLcontext *ctx,
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| 280 | GLuint v0, GLuint v1, GLuint v2, GLuint pv )
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| 281 | {
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| 282 | struct vertex_buffer *VB = ctx->VB;
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| 283 | GLfloat (*win)[4] = VB->Win.data;
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| 284 | GLfloat ex = win[v1][0] - win[v0][0];
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| 285 | GLfloat ey = win[v1][1] - win[v0][1];
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| 286 | GLfloat fx = win[v2][0] - win[v0][0];
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| 287 | GLfloat fy = win[v2][1] - win[v0][1];
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| 288 | GLfloat c = ex*fy-ey*fx;
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| 289 | GLuint facing;
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| 290 | GLuint tricaps;
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| 291 |
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| 292 | if (c * ctx->backface_sign > 0)
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| 293 | return;
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| 294 |
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| 295 | facing = (c<0.0F) ^ (ctx->Polygon.FrontFace==GL_CW);
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| 296 | tricaps = ctx->IndirectTriangles;
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| 297 |
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| 298 | if (tricaps & DD_TRI_OFFSET) {
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| 299 | /* finish computing plane equation of polygon, compute offset */
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| 300 | GLfloat fz = win[v2][2] - win[v0][2];
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| 301 | GLfloat ez = win[v1][2] - win[v0][2];
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| 302 | GLfloat a = ey*fz-ez*fy;
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| 303 | GLfloat b = ez*fx-ex*fz;
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| 304 | offset_polygon( ctx, a, b, c );
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| 305 | }
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| 306 |
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| 307 | if (tricaps & DD_TRI_LIGHT_TWOSIDE) {
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| 308 | VB->Specular = VB->Spec[facing];
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| 309 | VB->ColorPtr = VB->Color[facing];
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| 310 | VB->IndexPtr = VB->Index[facing];
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| 311 | }
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| 312 |
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| 313 | if (tricaps & DD_TRI_UNFILLED) {
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| 314 | GLuint vlist[3];
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| 315 | vlist[0] = v0;
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| 316 | vlist[1] = v1;
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| 317 | vlist[2] = v2;
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| 318 | unfilled_polygon( ctx, 3, vlist, pv, facing );
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| 319 | }
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| 320 | else {
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| 321 | (*ctx->Driver.TriangleFunc)( ctx, v0, v1, v2, pv );
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| 322 | }
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| 323 | }
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| 324 |
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| 325 |
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[3598] | 326 | static void null_triangle( GLcontext *ctx,
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| 327 | GLuint v0, GLuint v1, GLuint v2, GLuint pv )
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| 328 | {
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| 329 | }
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[2938] | 330 |
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[3598] | 331 |
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[2938] | 332 | /* Implements triangle_rendering when (IndirectTriangles & DD_SW_SETUP)
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| 333 | * is non-zero.
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| 334 | */
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| 335 | static void render_quad( GLcontext *ctx, GLuint v0, GLuint v1,
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| 336 | GLuint v2, GLuint v3, GLuint pv )
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| 337 | {
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| 338 | struct vertex_buffer *VB = ctx->VB;
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| 339 | GLfloat (*win)[4] = VB->Win.data;
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| 340 | GLfloat ex = win[v2][0] - win[v0][0];
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| 341 | GLfloat ey = win[v2][1] - win[v0][1];
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| 342 | GLfloat fx = win[v3][0] - win[v1][0];
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| 343 | GLfloat fy = win[v3][1] - win[v1][1];
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| 344 | GLfloat c = ex*fy-ey*fx;
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| 345 | GLuint facing;
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[3598] | 346 | GLuint tricaps = ctx->IndirectTriangles;
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[2938] | 347 |
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| 348 | if (c * ctx->backface_sign > 0)
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| 349 | return;
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| 350 |
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| 351 | facing = (c<0.0F) ^ (ctx->Polygon.FrontFace==GL_CW);
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| 352 |
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[3598] | 353 | if (tricaps & DD_TRI_OFFSET) {
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[2938] | 354 | GLfloat ez = win[v2][2] - win[v0][2];
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| 355 | GLfloat fz = win[v3][2] - win[v1][2];
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| 356 | GLfloat a = ey*fz-ez*fy;
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| 357 | GLfloat b = ez*fx-ex*fz;
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| 358 | offset_polygon( ctx, a, b, c );
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| 359 | }
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| 360 |
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| 361 |
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[3598] | 362 | if (tricaps & DD_TRI_LIGHT_TWOSIDE) {
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[2938] | 363 | VB->Specular = VB->Spec[facing];
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| 364 | VB->ColorPtr = VB->Color[facing];
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| 365 | VB->IndexPtr = VB->Index[facing];
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| 366 | }
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| 367 |
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| 368 |
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| 369 | /* Render the quad! */
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[3598] | 370 | if (tricaps & DD_TRI_UNFILLED) {
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[2938] | 371 | GLuint vlist[4];
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| 372 | vlist[0] = v0;
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| 373 | vlist[1] = v1;
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| 374 | vlist[2] = v2;
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| 375 | vlist[3] = v3;
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| 376 | unfilled_polygon( ctx, 4, vlist, pv, facing );
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| 377 | }
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| 378 | else {
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| 379 | (*ctx->Driver.QuadFunc)( ctx, v0, v1, v2, v3, pv );
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| 380 | }
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| 381 | }
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| 382 |
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| 383 |
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[3598] | 384 | #if 0
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| 385 | static void null_quad( GLcontext *ctx, GLuint v0, GLuint v1,
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| 386 | GLuint v2, GLuint v3, GLuint pv )
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| 387 | {
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| 388 | }
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| 389 | #endif
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[2938] | 390 |
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| 391 |
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| 392 | extern const char *gl_prim_name[];
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| 393 |
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| 394 |
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| 395 | /*
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| 396 | * Either the vertex buffer is full (VB->Count==VB_MAX) or glEnd() has been
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| 397 | * called. Render the primitives defined by the vertices and reset the
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| 398 | * buffer.
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| 399 | *
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| 400 | * This function won't be called if the device driver implements a
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| 401 | * RenderVB() function.
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| 402 | */
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| 403 |
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| 404 | #define NEED_EDGEFLAG_SETUP (ctx->TriangleCaps & DD_TRI_UNFILLED)
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| 405 |
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[3598] | 406 | #define EDGEFLAG_TRI( i2, i1, i, pv, parity) \
|
---|
| 407 | do { \
|
---|
| 408 | eflag[i2] = eflag[i1] = 1; eflag[i] = 2; \
|
---|
[2938] | 409 | } while (0)
|
---|
| 410 |
|
---|
[3598] | 411 | #define EDGEFLAG_QUAD( i3, i2, i1, i, pv) \
|
---|
| 412 | do { \
|
---|
| 413 | eflag[i3] = eflag[i2] = eflag[i1] = 1; eflag[i] = 2; \
|
---|
[2938] | 414 | } while (0)
|
---|
| 415 |
|
---|
| 416 |
|
---|
[3598] | 417 | #define EDGEFLAG_POLY_TRI_PRE( i2, i1, i, pv) \
|
---|
| 418 | do { \
|
---|
| 419 | eflag[i1] |= (eflag[i1] >> 2) & 1; \
|
---|
| 420 | eflag[i] |= (eflag[i] >> 2) & 2; \
|
---|
| 421 | } while (0)
|
---|
| 422 |
|
---|
| 423 | #define EDGEFLAG_POLY_TRI_POST( i2, i1, i, pv) \
|
---|
| 424 | do { \
|
---|
| 425 | eflag[i2] = 0; \
|
---|
| 426 | eflag[i1] &= ~(4|1); \
|
---|
| 427 | eflag[i] &= ~(8|2); \
|
---|
| 428 | } while (0)
|
---|
| 429 |
|
---|
| 430 |
|
---|
| 431 |
|
---|
[2938] | 432 | /* Culled and possibly clipped primitives.
|
---|
| 433 | */
|
---|
[3598] | 434 | #define RENDER_POINTS( start, count ) \
|
---|
| 435 | (void) cullmask; \
|
---|
[2938] | 436 | (*ctx->Driver.PointsFunc)( ctx, start, count-1 );
|
---|
| 437 |
|
---|
| 438 |
|
---|
[3598] | 439 | #define RENDER_LINE( i1, i ) \
|
---|
| 440 | do { \
|
---|
| 441 | const GLubyte flags = cullmask[i]; \
|
---|
| 442 | \
|
---|
| 443 | if (!(flags & PRIM_NOT_CULLED)) \
|
---|
| 444 | continue; \
|
---|
| 445 | \
|
---|
| 446 | if (flags & PRIM_ANY_CLIP) \
|
---|
| 447 | gl_render_clipped_line( ctx, i1, i ); \
|
---|
| 448 | else \
|
---|
| 449 | ctx->Driver.LineFunc( ctx, i1, i, i ); \
|
---|
[2938] | 450 | } while (0)
|
---|
| 451 |
|
---|
| 452 |
|
---|
| 453 |
|
---|
[3598] | 454 | #define RENDER_TRI( i2, i1, i, pv, parity) \
|
---|
| 455 | do { \
|
---|
| 456 | const GLubyte flags = cullmask[i]; \
|
---|
| 457 | \
|
---|
| 458 | if (!(flags & PRIM_NOT_CULLED)) \
|
---|
| 459 | continue; \
|
---|
| 460 | \
|
---|
| 461 | if (flags & PRIM_ANY_CLIP) { \
|
---|
| 462 | if (parity) { \
|
---|
| 463 | vlist[0] = i1; \
|
---|
| 464 | vlist[1] = i2; \
|
---|
| 465 | vlist[2] = i; \
|
---|
| 466 | } else { \
|
---|
| 467 | vlist[0] = i2; \
|
---|
| 468 | vlist[1] = i1; \
|
---|
| 469 | vlist[2] = i; \
|
---|
| 470 | } \
|
---|
| 471 | gl_render_clipped_triangle( ctx, 3, vlist, pv ); \
|
---|
| 472 | } else if (parity) \
|
---|
| 473 | ctx->TriangleFunc( ctx, i1, i2, i, pv ); \
|
---|
| 474 | else \
|
---|
| 475 | ctx->TriangleFunc( ctx, i2, i1, i, pv ); \
|
---|
| 476 | \
|
---|
[2938] | 477 | } while (0)
|
---|
| 478 |
|
---|
| 479 |
|
---|
[3598] | 480 | #define RENDER_QUAD( i3, i2, i1, i, pv) \
|
---|
| 481 | do { \
|
---|
| 482 | const GLubyte flags = cullmask[i]; \
|
---|
| 483 | \
|
---|
| 484 | if (!(flags & PRIM_NOT_CULLED)) \
|
---|
| 485 | continue; \
|
---|
| 486 | \
|
---|
| 487 | if (flags&PRIM_ANY_CLIP) { \
|
---|
| 488 | vlist[0] = i3; \
|
---|
| 489 | vlist[1] = i2; \
|
---|
| 490 | vlist[2] = i1; \
|
---|
| 491 | vlist[3] = i; \
|
---|
| 492 | gl_render_clipped_triangle( ctx, 4, vlist, pv ); \
|
---|
| 493 | } else \
|
---|
| 494 | ctx->QuadFunc( ctx, i3, i2, i1, i, pv ); \
|
---|
[2938] | 495 | } while (0)
|
---|
| 496 |
|
---|
| 497 |
|
---|
[3598] | 498 | #define LOCAL_VARS \
|
---|
| 499 | GLcontext *ctx = VB->ctx; \
|
---|
| 500 | const GLubyte *cullmask = VB->CullMask; \
|
---|
| 501 | GLuint vlist[VB_SIZE]; \
|
---|
| 502 | GLubyte *eflag = VB->EdgeFlagPtr->data; \
|
---|
[2938] | 503 | GLuint *stipplecounter = &VB->ctx->StippleCounter; \
|
---|
| 504 | (void) vlist; (void) eflag; (void) stipplecounter;
|
---|
| 505 |
|
---|
| 506 | #define TAG(x) x##_cull
|
---|
| 507 | #define INIT(x) FLUSH_PRIM(x)
|
---|
| 508 | #define RESET_STIPPLE *stipplecounter = 0
|
---|
| 509 | #include "render_tmp.h"
|
---|
| 510 |
|
---|
| 511 |
|
---|
| 512 |
|
---|
| 513 |
|
---|
| 514 |
|
---|
| 515 |
|
---|
| 516 |
|
---|
| 517 | /* Direct, no clipping or culling.
|
---|
| 518 | */
|
---|
| 519 | #define RENDER_POINTS( start, count ) \
|
---|
| 520 | (*ctx->Driver.PointsFunc)( ctx, start, count-1 )
|
---|
| 521 |
|
---|
| 522 | #define RENDER_LINE( i1, i ) \
|
---|
| 523 | (*ctx->Driver.LineFunc)( ctx, i1, i, i )
|
---|
| 524 |
|
---|
[3598] | 525 | #define RENDER_TRI( i2, i1, i, pv, parity ) \
|
---|
| 526 | do { \
|
---|
| 527 | if (parity) \
|
---|
| 528 | ctx->TriangleFunc( ctx, i1, i2, i, pv ); \
|
---|
| 529 | else \
|
---|
| 530 | ctx->TriangleFunc( ctx, i2, i1, i, pv ); \
|
---|
[2938] | 531 | } while (0)
|
---|
| 532 |
|
---|
| 533 |
|
---|
[3598] | 534 | #define RENDER_QUAD( i3, i2, i1, i, pv ) \
|
---|
[2938] | 535 | ctx->QuadFunc( ctx, i3, i2, i1, i, i );
|
---|
| 536 |
|
---|
| 537 | #define TAG(x) x##_raw
|
---|
| 538 |
|
---|
[3598] | 539 | #define LOCAL_VARS \
|
---|
| 540 | GLcontext *ctx = VB->ctx; \
|
---|
| 541 | GLubyte *eflag = VB->EdgeFlagPtr->data; \
|
---|
[2938] | 542 | GLuint *stipplecounter = &VB->ctx->StippleCounter; \
|
---|
| 543 | (void) eflag; (void) stipplecounter;
|
---|
| 544 |
|
---|
| 545 | #define INIT(x) FLUSH_PRIM(x);
|
---|
| 546 | #define RESET_STIPPLE *stipplecounter = 0
|
---|
| 547 | #include "render_tmp.h"
|
---|
| 548 |
|
---|
| 549 |
|
---|
| 550 |
|
---|
| 551 |
|
---|
| 552 | /* Direct, with the possibility of clipping.
|
---|
| 553 | */
|
---|
[3598] | 554 | #define RENDER_POINTS( start, count ) \
|
---|
[2938] | 555 | (*ctx->Driver.PointsFunc)( ctx, start, count-1 )
|
---|
| 556 |
|
---|
[3598] | 557 | #define RENDER_LINE( i1, i ) \
|
---|
[2938] | 558 | gl_render_clipped_line2( ctx, i1, i )
|
---|
| 559 |
|
---|
[3598] | 560 | #define RENDER_TRI( i2, i1, i, pv, parity) \
|
---|
| 561 | do { \
|
---|
| 562 | GLuint e2=i2, e1=i1; \
|
---|
| 563 | if (parity) { GLuint t=e2; e2=e1; e1=t; } \
|
---|
| 564 | gl_render_clipped_triangle2(ctx,e2,e1,i,pv); \
|
---|
[2938] | 565 | } while (0)
|
---|
| 566 |
|
---|
[3598] | 567 | #define RENDER_QUAD( i3, i2, i1, i, pv) \
|
---|
| 568 | do { \
|
---|
| 569 | gl_render_clipped_quad2(ctx,i3,i2,i1,i,pv); \
|
---|
[2938] | 570 | } while (0)
|
---|
| 571 |
|
---|
| 572 |
|
---|
[3598] | 573 | #define LOCAL_VARS \
|
---|
| 574 | GLcontext *ctx = VB->ctx; \
|
---|
| 575 | GLubyte *eflag = VB->EdgeFlagPtr->data; \
|
---|
[2938] | 576 | GLuint *stipplecounter = &VB->ctx->StippleCounter; \
|
---|
| 577 | (void) eflag; (void) stipplecounter;
|
---|
| 578 |
|
---|
| 579 | #define INIT(x) FLUSH_PRIM(x);
|
---|
| 580 | #define TAG(x) x##_clipped
|
---|
| 581 | #define RESET_STIPPLE *stipplecounter = 0
|
---|
| 582 |
|
---|
| 583 | #include "render_tmp.h"
|
---|
| 584 |
|
---|
| 585 | /* Bits:
|
---|
| 586 | * 0x1 - draw this edge if it is first or second in a triangle.
|
---|
| 587 | * 0x2 - draw this edge if it is last in a triangle.
|
---|
| 588 | * 0x4 - placeholder for multipass rendering.
|
---|
| 589 | *
|
---|
| 590 | * Bits 0x1 and 0x2 are cleared after they are used. Bit 0x4 is used
|
---|
| 591 | * to stop these values going to zero in multipass rendering.
|
---|
| 592 | *
|
---|
| 593 | * Clipping introduces vertices on outgoing edges with edgeflag 0x1.
|
---|
| 594 | * Incoming edges retain the value of the clipped vertex, with the following
|
---|
| 595 | * masks:
|
---|
| 596 | * - If the incoming edge originates from the last vertex in the
|
---|
| 597 | * clipped primitive (triangle or quad), the introduced vertex
|
---|
| 598 | * retains both bits (0x3) of the original flag.
|
---|
| 599 | * - All other introduced vertices retain only bit 1 (0x1).
|
---|
| 600 | *
|
---|
| 601 | * In a horrible hack I've had to push tristrips, fans & quadstrip handling
|
---|
| 602 | * into render_tmp.h...
|
---|
| 603 | *
|
---|
| 604 | * Keith.
|
---|
| 605 | */
|
---|
[3598] | 606 | static void
|
---|
| 607 | setup_edgeflag( struct vertex_buffer *VB,
|
---|
| 608 | GLenum prim,
|
---|
| 609 | GLuint start,
|
---|
| 610 | GLuint count,
|
---|
| 611 | GLuint parity )
|
---|
[2938] | 612 | {
|
---|
| 613 | GLubyte *flag = VB->EdgeFlagPtr->data + start;
|
---|
| 614 | GLuint n = count - start;
|
---|
| 615 | GLuint i;
|
---|
| 616 | (void) parity;
|
---|
| 617 |
|
---|
| 618 | switch (prim) {
|
---|
| 619 | case GL_TRIANGLES:
|
---|
| 620 | for (i = 0 ; i < n-2 ; i+=3) {
|
---|
[3598] | 621 | if (flag[i]) flag[i] = 0x1;
|
---|
| 622 | if (flag[i+1]) flag[i+1] = 0x1;
|
---|
| 623 | if (flag[i+2]) flag[i+2] = 0x3;
|
---|
[2938] | 624 | }
|
---|
| 625 | break;
|
---|
| 626 | case GL_QUADS:
|
---|
| 627 | for (i = 0 ; i < n-3 ; i+=4) {
|
---|
[3598] | 628 | if (flag[i]) flag[i] = 0x1;
|
---|
| 629 | if (flag[i+1]) flag[i+1] = 0x1;
|
---|
| 630 | if (flag[i+2]) flag[i+2] = 0x1;
|
---|
| 631 | if (flag[i+3]) flag[i+3] = 0x3;
|
---|
[2938] | 632 | }
|
---|
| 633 | break;
|
---|
| 634 | case GL_POLYGON:
|
---|
[3598] | 635 | if (flag[0]) flag[0] = 0x1;
|
---|
| 636 | for (i = 1 ; i < n-1 ; i++) {
|
---|
| 637 | if (flag[i]) flag[i] = 0x1<<2;
|
---|
[2938] | 638 | }
|
---|
[3598] | 639 | if (flag[i]) flag[i] = 0x3<<2;
|
---|
[2938] | 640 | break;
|
---|
| 641 | default:
|
---|
| 642 | break;
|
---|
| 643 | }
|
---|
| 644 | }
|
---|
| 645 |
|
---|
| 646 |
|
---|
| 647 |
|
---|
| 648 | /* Could eventually generalize to handle changes of rasterization
|
---|
| 649 | * state other than change-of-primitive. An example might be
|
---|
| 650 | * some bind-texture calls.
|
---|
| 651 | */
|
---|
| 652 | void gl_render_vb( struct vertex_buffer *VB )
|
---|
| 653 | {
|
---|
| 654 | GLcontext *ctx = VB->ctx;
|
---|
| 655 | GLuint i, next, prim;
|
---|
| 656 | GLuint parity = VB->Parity;
|
---|
| 657 | render_func *tab;
|
---|
| 658 | GLuint count = VB->Count;
|
---|
| 659 | GLint p = 0;
|
---|
| 660 |
|
---|
| 661 | if (VB->Indirect) {
|
---|
| 662 | /* gl_render_vb_indirect( VB, VB ); */
|
---|
| 663 | return;
|
---|
| 664 | } else if (VB->CullMode & CULL_MASK_ACTIVE) {
|
---|
| 665 | tab = ctx->Driver.RenderVBCulledTab;
|
---|
| 666 | } else if (VB->CullMode & CLIP_MASK_ACTIVE) {
|
---|
| 667 | tab = ctx->Driver.RenderVBClippedTab;
|
---|
| 668 | } else {
|
---|
| 669 | tab = ctx->Driver.RenderVBRawTab;
|
---|
| 670 | }
|
---|
| 671 |
|
---|
| 672 | if (!VB->CullDone)
|
---|
| 673 | gl_fast_copy_vb( VB );
|
---|
| 674 |
|
---|
| 675 | if (ctx->TriangleCaps & DD_TRI_UNFILLED)
|
---|
| 676 | gl_import_client_data( VB, VERT_EDGE, VEC_WRITABLE|VEC_GOOD_STRIDE );
|
---|
| 677 |
|
---|
| 678 | gl_import_client_data( VB, ctx->RenderFlags,
|
---|
[3598] | 679 | (VB->ClipOrMask
|
---|
| 680 | ? VEC_WRITABLE|VEC_GOOD_STRIDE
|
---|
| 681 | : VEC_GOOD_STRIDE));
|
---|
[2938] | 682 |
|
---|
| 683 | if (/* ctx->Current.Primitive == GL_POLYGON+1 && */
|
---|
| 684 | ctx->Driver.RenderStart)
|
---|
| 685 | ctx->Driver.RenderStart( ctx );
|
---|
| 686 |
|
---|
| 687 | do
|
---|
| 688 | {
|
---|
| 689 | for ( i= VB->CopyStart ; i < count ; parity = 0, i = next )
|
---|
| 690 | {
|
---|
[3598] | 691 | prim = VB->Primitive[i];
|
---|
| 692 | next = VB->NextPrimitive[i];
|
---|
[2938] | 693 |
|
---|
[3598] | 694 | if (ctx->TriangleCaps & DD_TRI_UNFILLED)
|
---|
| 695 | setup_edgeflag(VB, prim, i, next, parity);
|
---|
[2938] | 696 |
|
---|
[3598] | 697 | tab[prim]( VB, i, next, parity );
|
---|
[2938] | 698 |
|
---|
[3598] | 699 | if (ctx->TriangleCaps & DD_TRI_LIGHT_TWOSIDE) {
|
---|
| 700 | VB->Specular = VB->Spec[0];
|
---|
| 701 | VB->ColorPtr = VB->Color[0];
|
---|
| 702 | VB->IndexPtr = VB->Index[0];
|
---|
| 703 | }
|
---|
[2938] | 704 | }
|
---|
| 705 |
|
---|
| 706 | } while (ctx->Driver.MultipassFunc &&
|
---|
[3598] | 707 | ctx->Driver.MultipassFunc( VB, ++p ));
|
---|
[2938] | 708 |
|
---|
| 709 | if (ctx->PB->count > 0)
|
---|
| 710 | gl_flush_pb(ctx);
|
---|
| 711 |
|
---|
| 712 | if (/* ctx->Current.Primitive == GL_POLYGON+1 && */
|
---|
| 713 | ctx->Driver.RenderFinish)
|
---|
| 714 | ctx->Driver.RenderFinish( ctx );
|
---|
| 715 | }
|
---|
| 716 |
|
---|
| 717 |
|
---|
| 718 | void gl_reduced_prim_change( GLcontext *ctx, GLenum prim )
|
---|
| 719 | {
|
---|
| 720 | if (ctx->PB->count > 0)
|
---|
[3598] | 721 | gl_flush_pb(ctx);
|
---|
[2938] | 722 |
|
---|
[3598] | 723 | ctx->PB->count = 0;
|
---|
| 724 | ctx->PB->mono = GL_FALSE;
|
---|
[2938] | 725 |
|
---|
| 726 | if (ctx->PB->primitive != prim) {
|
---|
[3598] | 727 | ctx->PB->primitive = prim;
|
---|
[2938] | 728 |
|
---|
| 729 | if (ctx->Driver.ReducedPrimitiveChange)
|
---|
[3598] | 730 | ctx->Driver.ReducedPrimitiveChange( ctx, prim );
|
---|
[2938] | 731 | }
|
---|
| 732 | }
|
---|
| 733 |
|
---|
| 734 |
|
---|
| 735 | void gl_set_render_vb_function( GLcontext *ctx )
|
---|
| 736 | {
|
---|
| 737 | if (ctx->Driver.RenderVBCulledTab == 0)
|
---|
| 738 | ctx->Driver.RenderVBCulledTab = render_tab_cull;
|
---|
| 739 |
|
---|
| 740 | if (ctx->Driver.RenderVBClippedTab == 0)
|
---|
| 741 | ctx->Driver.RenderVBClippedTab = render_tab_clipped;
|
---|
| 742 |
|
---|
| 743 | if (ctx->Driver.RenderVBRawTab == 0)
|
---|
| 744 | ctx->Driver.RenderVBRawTab = render_tab_raw;
|
---|
| 745 |
|
---|
[3598] | 746 | ctx->TriangleFunc = ctx->Driver.TriangleFunc;
|
---|
| 747 | ctx->QuadFunc = ctx->Driver.QuadFunc;
|
---|
| 748 | ctx->ClippedTriangleFunc = ctx->TriangleFunc;
|
---|
[2938] | 749 |
|
---|
[3598] | 750 | if (ctx->IndirectTriangles & DD_SW_SETUP) {
|
---|
| 751 |
|
---|
[2938] | 752 | ctx->ClippedTriangleFunc = render_triangle;
|
---|
[3598] | 753 |
|
---|
| 754 | if (ctx->IndirectTriangles & (DD_SW_SETUP & ~DD_TRI_CULL)) {
|
---|
| 755 | if (ctx->IndirectTriangles & DD_TRI_CULL_FRONT_BACK) {
|
---|
| 756 | ctx->TriangleFunc = null_triangle;
|
---|
| 757 | ctx->QuadFunc = render_quad;
|
---|
| 758 | ctx->ClippedTriangleFunc = null_triangle;
|
---|
| 759 | } else {
|
---|
| 760 | ctx->TriangleFunc = render_triangle;
|
---|
| 761 | ctx->QuadFunc = render_quad;
|
---|
| 762 | }
|
---|
| 763 | }
|
---|
[2938] | 764 | }
|
---|
| 765 | }
|
---|
| 766 |
|
---|
| 767 | void gl_init_vbrender( void )
|
---|
| 768 | {
|
---|
| 769 | render_init_raw();
|
---|
| 770 | render_init_cull();
|
---|
| 771 | render_init_clipped();
|
---|
| 772 | }
|
---|
| 773 |
|
---|
| 774 |
|
---|
| 775 |
|
---|
| 776 |
|
---|