1 | /* $Id: vbrender.c,v 1.1 2000-02-29 00:50:14 sandervl 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: 3.1
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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 | * 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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44 | #ifndef XFree86Server
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45 | #include <stdio.h>
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46 | #else
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47 | #include "GL/xf86glx.h"
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48 | #endif
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49 | #include "clip.h"
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50 | #include "context.h"
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51 | #include "light.h"
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52 | #include "lines.h"
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53 | #include "macros.h"
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54 | #include "matrix.h"
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55 | #include "pb.h"
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56 | #include "points.h"
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57 | #include "pipeline.h"
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58 | #include "stages.h"
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59 | #include "types.h"
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60 | #include "vb.h"
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61 | #include "vbcull.h"
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62 | #include "vbrender.h"
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63 | #include "vbindirect.h"
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64 | #include "xform.h"
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65 | #endif
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66 |
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67 |
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68 | /*
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69 | * This file implements rendering of points, lines and polygons defined by
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70 | * vertices in the vertex buffer.
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71 | */
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72 |
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73 | /*
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74 | * Render a line segment from VB[v1] to VB[v2] when either one or both
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75 | * endpoints must be clipped.
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76 | */
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77 | void gl_render_clipped_line( GLcontext *ctx, GLuint v1, GLuint v2 )
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78 | {
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79 | GLuint pv = v2;
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80 | struct vertex_buffer *VB = ctx->VB;
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81 | GLubyte mask = (GLubyte) (VB->ClipMask[v1] | VB->ClipMask[v2]);
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82 | /* GLubyte andmask = VB->ClipMask[v1] & VB->ClipMask[v2]; */
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83 |
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84 | if ((ctx->line_clip_tab[VB->ClipPtr->size])( VB, &v1, &v2, mask ))
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85 | ctx->Driver.LineFunc( ctx, v1, v2, pv );
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86 | }
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87 |
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88 | static INLINE void gl_render_clipped_line2( GLcontext *ctx,
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89 | GLuint v1, GLuint v2 )
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90 | {
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91 | GLuint pv = v2;
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92 | struct vertex_buffer *VB = ctx->VB;
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93 | GLubyte mask = (GLubyte) (VB->ClipMask[v1] | VB->ClipMask[v2]);
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94 |
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95 | if (!mask || (ctx->line_clip_tab[VB->ClipPtr->size])( VB, &v1, &v2, mask ))
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96 | ctx->Driver.LineFunc( ctx, v1, v2, pv );
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97 | }
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98 |
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99 |
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100 |
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101 | /*
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102 | * Compute Z offsets for a polygon with plane defined by (A,B,C,D)
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103 | * D is not needed.
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104 | */
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105 | static void offset_polygon( GLcontext *ctx, GLfloat a, GLfloat b, GLfloat c )
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106 | {
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107 | GLfloat ac, bc, m;
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108 | GLfloat offset;
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109 |
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110 | if (c<0.001F && c>-0.001F) {
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111 | /* to prevent underflow problems */
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112 | offset = 0.0F;
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113 | }
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114 | else {
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115 | ac = a / c;
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116 | bc = b / c;
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117 | if (ac<0.0F) ac = -ac;
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118 | if (bc<0.0F) bc = -bc;
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119 | m = MAX2( ac, bc );
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120 | /* m = sqrt( ac*ac + bc*bc ); */
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121 |
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122 | offset = m * ctx->Polygon.OffsetFactor + ctx->Polygon.OffsetUnits;
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123 | }
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124 |
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125 | ctx->PointZoffset = ctx->Polygon.OffsetPoint ? offset : 0.0F;
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126 | ctx->LineZoffset = ctx->Polygon.OffsetLine ? offset : 0.0F;
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127 | ctx->PolygonZoffset = ctx->Polygon.OffsetFill ? offset : 0.0F;
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128 | }
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129 |
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130 | #define FLUSH_PRIM(prim) \
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131 | do { \
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132 | if (ctx->PB->primitive != prim) { \
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133 | gl_reduced_prim_change( ctx, prim ); \
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134 | } \
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135 | } while(0)
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136 |
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137 |
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138 | /*
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139 | * When glPolygonMode() is used to specify that the front/back rendering
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140 | * mode for polygons is not GL_FILL we end up calling this function.
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141 | */
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142 | static void unfilled_polygon( GLcontext *ctx,
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143 | GLuint n, GLuint vlist[],
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144 | GLuint pv, GLuint facing )
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145 | {
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146 | GLenum mode = facing ? ctx->Polygon.BackMode : ctx->Polygon.FrontMode;
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147 | struct vertex_buffer *VB = ctx->VB;
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148 | GLubyte *edge_ptr = (GLubyte *)VB->EdgeFlagPtr->data;
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149 |
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150 | FLUSH_PRIM(mode);
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151 |
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152 | if (mode==GL_POINT) {
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153 | GLuint i, j;
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154 | for (i=0;i<n;i++) {
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155 | j = vlist[i];
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156 | if (edge_ptr[j] & 0x3) {
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157 | edge_ptr[j] &= ~0x3;
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158 | (*ctx->Driver.PointsFunc)( ctx, j, j );
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159 | }
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160 | }
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161 | }
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162 | else if (mode==GL_LINE) {
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163 | GLuint i, j0, j1;
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164 |
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165 | /* draw the edges */
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166 | for (i=0;i<n-1;i++) {
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167 | j0 = vlist[i];
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168 | j1 = vlist[i+1];
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169 |
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170 | if (edge_ptr[j0] & 0x1) {
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171 | edge_ptr[j0] &= ~1;
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172 | (*ctx->Driver.LineFunc)( ctx, j0, j1, pv );
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173 | }
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174 | }
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175 |
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176 | /* last edge is special */
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177 | j0 = vlist[i];
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178 | j1 = vlist[0];
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179 |
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180 | if (edge_ptr[j0] & 0x2) {
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181 | edge_ptr[j0] &= ~2;
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182 | (*ctx->Driver.LineFunc)( ctx, j0, j1, pv );
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183 | }
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184 | }
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185 | else {
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186 | /* Fill the polygon */
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187 | GLuint j0, i;
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188 | j0 = vlist[0];
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189 | for (i=2;i<n;i++) {
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190 | (*ctx->Driver.TriangleFunc)( ctx, j0, vlist[i-1], vlist[i], pv );
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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 |
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197 |
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198 | /*
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199 | * Render a polygon in which at least one vertex has to be clipped.
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200 | * Input: n - number of vertices
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201 | * vlist - list of vertices in the polygon.
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202 | * CCW order = front facing.
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203 | */
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204 | void gl_render_clipped_triangle( GLcontext *ctx, GLuint n, GLuint vlist[],
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205 | GLuint pv )
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206 | {
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207 | struct vertex_buffer *VB = ctx->VB;
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208 | GLubyte mask = 0;
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209 | GLuint i;
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210 |
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211 | for (i = 0 ; i < n ; i++)
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212 | mask |= VB->ClipMask[vlist[i]];
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213 |
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214 | n = (ctx->poly_clip_tab[VB->ClipPtr->size])( VB, n, vlist, mask );
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215 |
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216 | for (i=2;i<n;i++)
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217 | ctx->TriangleFunc( ctx, *vlist, vlist[i-1], vlist[i], pv );
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218 | }
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219 |
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220 |
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221 | static INLINE void gl_render_clipped_triangle2( GLcontext *ctx,
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222 | GLuint v1, GLuint v2, GLuint v3,
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223 | GLuint pv )
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224 | {
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225 | struct vertex_buffer *VB = ctx->VB;
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226 | GLubyte mask = (GLubyte) (VB->ClipMask[v1] | VB->ClipMask[v2] | VB->ClipMask[v3]);
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227 | GLuint vlist[VB_MAX_CLIPPED_VERTS];
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228 | GLuint i, n;
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229 |
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230 | if (!mask) {
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231 | ctx->TriangleFunc( ctx, v1, v2, v3, pv );
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232 | return;
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233 | }
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234 |
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235 | if (CLIP_ALL_BITS & VB->ClipMask[v1] & VB->ClipMask[v2] & VB->ClipMask[v3])
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236 | return;
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237 |
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238 | ASSIGN_3V(vlist, v1, v2, v3 );
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239 | n = (ctx->poly_clip_tab[VB->ClipPtr->size])( VB, 3, vlist, mask );
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240 |
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241 | for (i=2;i<n;i++)
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242 | ctx->TriangleFunc( ctx, *vlist, vlist[i-1], vlist[i], pv );
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243 | }
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244 |
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245 |
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246 | /* Implements triangle_rendering when (IndirectTriangles & DD_SW_SETUP)
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247 | * is non-zero.
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248 | */
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249 | static void render_triangle( GLcontext *ctx,
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250 | GLuint v0, GLuint v1, GLuint v2, GLuint pv )
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251 | {
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252 | struct vertex_buffer *VB = ctx->VB;
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253 | GLfloat (*win)[4] = VB->Win.data;
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254 | GLfloat ex = win[v1][0] - win[v0][0];
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255 | GLfloat ey = win[v1][1] - win[v0][1];
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256 | GLfloat fx = win[v2][0] - win[v0][0];
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257 | GLfloat fy = win[v2][1] - win[v0][1];
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258 | GLfloat c = ex*fy-ey*fx;
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259 | GLuint facing;
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260 | GLuint tricaps;
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261 |
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262 | if (c * ctx->backface_sign > 0)
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263 | return;
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264 |
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265 | facing = (c<0.0F) ^ (ctx->Polygon.FrontFace==GL_CW);
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266 | tricaps = ctx->IndirectTriangles;
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267 |
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268 | if (tricaps & DD_TRI_OFFSET) {
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269 | /* finish computing plane equation of polygon, compute offset */
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270 | GLfloat fz = win[v2][2] - win[v0][2];
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271 | GLfloat ez = win[v1][2] - win[v0][2];
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272 | GLfloat a = ey*fz-ez*fy;
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273 | GLfloat b = ez*fx-ex*fz;
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274 | offset_polygon( ctx, a, b, c );
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275 | }
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276 |
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277 | if (tricaps & DD_TRI_LIGHT_TWOSIDE) {
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278 | VB->Specular = VB->Spec[facing];
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279 | VB->ColorPtr = VB->Color[facing];
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280 | VB->IndexPtr = VB->Index[facing];
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281 | }
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282 |
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283 | if (tricaps & DD_TRI_UNFILLED) {
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284 | GLuint vlist[3];
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285 | vlist[0] = v0;
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286 | vlist[1] = v1;
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287 | vlist[2] = v2;
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288 | unfilled_polygon( ctx, 3, vlist, pv, facing );
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289 | }
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290 | else {
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291 | (*ctx->Driver.TriangleFunc)( ctx, v0, v1, v2, pv );
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292 | }
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293 | }
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294 |
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295 |
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296 |
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297 | /* Implements triangle_rendering when (IndirectTriangles & DD_SW_SETUP)
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298 | * is non-zero.
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299 | */
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300 | static void render_quad( GLcontext *ctx, GLuint v0, GLuint v1,
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301 | GLuint v2, GLuint v3, GLuint pv )
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302 | {
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303 | struct vertex_buffer *VB = ctx->VB;
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304 | GLfloat (*win)[4] = VB->Win.data;
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305 | GLfloat ex = win[v2][0] - win[v0][0];
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306 | GLfloat ey = win[v2][1] - win[v0][1];
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307 | GLfloat fx = win[v3][0] - win[v1][0];
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308 | GLfloat fy = win[v3][1] - win[v1][1];
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309 | GLfloat c = ex*fy-ey*fx;
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310 | GLuint facing;
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311 | GLuint tricaps;
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312 |
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313 | if (c * ctx->backface_sign > 0)
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314 | return;
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315 |
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316 | facing = (c<0.0F) ^ (ctx->Polygon.FrontFace==GL_CW);
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317 | tricaps = ctx->IndirectTriangles;
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318 | (void) tricaps; /* not needed? */
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319 |
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320 | if (ctx->IndirectTriangles & DD_TRI_OFFSET) {
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321 | GLfloat ez = win[v2][2] - win[v0][2];
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322 | GLfloat fz = win[v3][2] - win[v1][2];
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323 | GLfloat a = ey*fz-ez*fy;
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324 | GLfloat b = ez*fx-ex*fz;
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325 | offset_polygon( ctx, a, b, c );
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326 | }
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327 |
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328 |
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329 | if (ctx->IndirectTriangles & DD_TRI_LIGHT_TWOSIDE) {
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330 | VB->Specular = VB->Spec[facing];
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331 | VB->ColorPtr = VB->Color[facing];
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332 | VB->IndexPtr = VB->Index[facing];
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333 | }
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334 |
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335 |
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336 | /* Render the quad! */
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337 | if (ctx->IndirectTriangles & DD_TRI_UNFILLED) {
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338 | GLuint vlist[4];
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339 | vlist[0] = v0;
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340 | vlist[1] = v1;
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341 | vlist[2] = v2;
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342 | vlist[3] = v3;
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343 | unfilled_polygon( ctx, 4, vlist, pv, facing );
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344 | }
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345 | else {
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346 | (*ctx->Driver.QuadFunc)( ctx, v0, v1, v2, v3, pv );
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347 | }
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348 | }
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349 |
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350 |
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351 |
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352 |
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353 |
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354 | extern const char *gl_prim_name[];
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355 |
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356 |
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357 | /*
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358 | * Either the vertex buffer is full (VB->Count==VB_MAX) or glEnd() has been
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359 | * called. Render the primitives defined by the vertices and reset the
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360 | * buffer.
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361 | *
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362 | * This function won't be called if the device driver implements a
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363 | * RenderVB() function.
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364 | */
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365 |
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366 | #define NEED_EDGEFLAG_SETUP (ctx->TriangleCaps & DD_TRI_UNFILLED)
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367 |
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368 | #define EDGEFLAG_TRI( i2, i1, i, pv, parity) \
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369 | do { \
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370 | GLuint e1=i1, e0=i; \
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371 | if (parity) { GLuint t=e1; e1=e0; e0=t; } \
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372 | eflag[i2] = eflag[e1] = 1; eflag[e0] = 2; \
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373 | } while (0)
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374 |
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375 | #define EDGEFLAG_QUAD( i3, i2, i1, i, pv) \
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376 | do { \
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377 | eflag[i3] = eflag[i2] = eflag[i1] = 1; eflag[i] = 2; \
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378 | } while (0)
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379 |
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380 |
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381 | /* Culled and possibly clipped primitives.
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382 | */
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383 | #define RENDER_POINTS( start, count ) \
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384 | (void) cullmask; \
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385 | (*ctx->Driver.PointsFunc)( ctx, start, count-1 );
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386 |
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387 |
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388 | #define RENDER_LINE( i1, i ) \
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389 | do { \
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390 | const GLubyte flags = cullmask[i]; \
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391 | \
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392 | if (!(flags & PRIM_NOT_CULLED)) \
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393 | continue; \
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394 | \
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395 | if (flags & PRIM_ANY_CLIP) \
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396 | gl_render_clipped_line( ctx, i1, i ); \
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397 | else \
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398 | ctx->Driver.LineFunc( ctx, i1, i, i ); \
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399 | } while (0)
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400 |
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401 |
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402 |
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403 | #define RENDER_TRI( i2, i1, i, pv, parity) \
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404 | do { \
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405 | const GLubyte flags = cullmask[i]; \
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406 | \
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407 | if (!(flags & PRIM_NOT_CULLED)) \
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408 | continue; \
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409 | \
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410 | if (flags & PRIM_ANY_CLIP) { \
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411 | if (parity) { \
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412 | vlist[0] = i1; \
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413 | vlist[1] = i2; \
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414 | vlist[2] = i; \
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415 | } else { \
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416 | vlist[0] = i2; \
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417 | vlist[1] = i1; \
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418 | vlist[2] = i; \
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419 | } \
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420 | gl_render_clipped_triangle( ctx, 3, vlist, pv ); \
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421 | } else if (parity) \
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422 | ctx->TriangleFunc( ctx, i1, i2, i, pv ); \
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423 | else \
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424 | ctx->TriangleFunc( ctx, i2, i1, i, pv ); \
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425 | \
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426 | } while (0)
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427 |
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428 |
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429 | #define RENDER_QUAD( i3, i2, i1, i, pv) \
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430 | do { \
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431 | const GLubyte flags = cullmask[i]; \
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432 | \
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433 | if (!(flags & PRIM_NOT_CULLED)) \
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434 | continue; \
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435 | \
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436 | if (flags&PRIM_ANY_CLIP) { \
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437 | vlist[0] = i3; \
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---|
438 | vlist[1] = i2; \
|
---|
439 | vlist[2] = i1; \
|
---|
440 | vlist[3] = i; \
|
---|
441 | gl_render_clipped_triangle( ctx, 4, vlist, pv ); \
|
---|
442 | } else \
|
---|
443 | ctx->QuadFunc( ctx, i3, i2, i1, i, pv ); \
|
---|
444 | } while (0)
|
---|
445 |
|
---|
446 |
|
---|
447 | #define LOCAL_VARS \
|
---|
448 | GLcontext *ctx = VB->ctx; \
|
---|
449 | const GLubyte *cullmask = VB->CullMask; \
|
---|
450 | GLuint vlist[VB_SIZE]; \
|
---|
451 | GLubyte *eflag = VB->EdgeFlagPtr->data; \
|
---|
452 | GLuint *stipplecounter = &VB->ctx->StippleCounter; \
|
---|
453 | (void) vlist; (void) eflag; (void) stipplecounter;
|
---|
454 |
|
---|
455 | #define TAG(x) x##_cull
|
---|
456 | #define INIT(x) FLUSH_PRIM(x)
|
---|
457 | #define RESET_STIPPLE *stipplecounter = 0
|
---|
458 | #include "render_tmp.h"
|
---|
459 |
|
---|
460 |
|
---|
461 |
|
---|
462 |
|
---|
463 |
|
---|
464 |
|
---|
465 |
|
---|
466 | /* Direct, no clipping or culling.
|
---|
467 | */
|
---|
468 | #define RENDER_POINTS( start, count ) \
|
---|
469 | (*ctx->Driver.PointsFunc)( ctx, start, count-1 )
|
---|
470 |
|
---|
471 | #define RENDER_LINE( i1, i ) \
|
---|
472 | (*ctx->Driver.LineFunc)( ctx, i1, i, i )
|
---|
473 |
|
---|
474 | #define RENDER_TRI( i2, i1, i, pv, parity ) \
|
---|
475 | do { \
|
---|
476 | if (parity) \
|
---|
477 | ctx->TriangleFunc( ctx, i1, i2, i, pv ); \
|
---|
478 | else \
|
---|
479 | ctx->TriangleFunc( ctx, i2, i1, i, pv ); \
|
---|
480 | } while (0)
|
---|
481 |
|
---|
482 |
|
---|
483 | #define RENDER_QUAD( i3, i2, i1, i, pv ) \
|
---|
484 | ctx->QuadFunc( ctx, i3, i2, i1, i, i );
|
---|
485 |
|
---|
486 | #define TAG(x) x##_raw
|
---|
487 |
|
---|
488 | #define LOCAL_VARS \
|
---|
489 | GLcontext *ctx = VB->ctx; \
|
---|
490 | GLubyte *eflag = VB->EdgeFlagPtr->data; \
|
---|
491 | GLuint *stipplecounter = &VB->ctx->StippleCounter; \
|
---|
492 | (void) eflag; (void) stipplecounter;
|
---|
493 |
|
---|
494 | #define INIT(x) FLUSH_PRIM(x);
|
---|
495 | #define RESET_STIPPLE *stipplecounter = 0
|
---|
496 | #include "render_tmp.h"
|
---|
497 |
|
---|
498 |
|
---|
499 |
|
---|
500 |
|
---|
501 | /* Direct, with the possibility of clipping.
|
---|
502 | */
|
---|
503 | #define RENDER_POINTS( start, count ) \
|
---|
504 | (*ctx->Driver.PointsFunc)( ctx, start, count-1 )
|
---|
505 |
|
---|
506 | #define RENDER_LINE( i1, i ) \
|
---|
507 | gl_render_clipped_line2( ctx, i1, i )
|
---|
508 |
|
---|
509 | #define RENDER_TRI( i2, i1, i, pv, parity) \
|
---|
510 | do { \
|
---|
511 | GLuint e1=i1, e0=i; \
|
---|
512 | if (parity) { GLuint t=e1; e1=e0; e0=t; } \
|
---|
513 | gl_render_clipped_triangle2(ctx,i2,e1,e0,pv); \
|
---|
514 | } while (0)
|
---|
515 |
|
---|
516 | #define RENDER_QUAD( i3, i2, i1, i, pv) \
|
---|
517 | do { \
|
---|
518 | gl_render_clipped_triangle2(ctx,i3,i2,i1,pv); \
|
---|
519 | gl_render_clipped_triangle2(ctx,i3,i1,i,pv); \
|
---|
520 | } while (0)
|
---|
521 |
|
---|
522 | /* gl_render_clipped_triangle2(ctx,i3,i2,i,pv); */
|
---|
523 | /* gl_render_clipped_triangle2(ctx,i2,i1,i,pv); */
|
---|
524 |
|
---|
525 |
|
---|
526 | #define LOCAL_VARS \
|
---|
527 | GLcontext *ctx = VB->ctx; \
|
---|
528 | GLubyte *eflag = VB->EdgeFlagPtr->data; \
|
---|
529 | GLuint *stipplecounter = &VB->ctx->StippleCounter; \
|
---|
530 | (void) eflag; (void) stipplecounter;
|
---|
531 |
|
---|
532 | #define INIT(x) FLUSH_PRIM(x);
|
---|
533 | #define TAG(x) x##_clipped
|
---|
534 | #define RESET_STIPPLE *stipplecounter = 0
|
---|
535 |
|
---|
536 | #include "render_tmp.h"
|
---|
537 |
|
---|
538 | /* Bits:
|
---|
539 | * 0x1 - draw this edge if it is first or second in a triangle.
|
---|
540 | * 0x2 - draw this edge if it is last in a triangle.
|
---|
541 | * 0x4 - placeholder for multipass rendering.
|
---|
542 | *
|
---|
543 | * Bits 0x1 and 0x2 are cleared after they are used. Bit 0x4 is used
|
---|
544 | * to stop these values going to zero in multipass rendering.
|
---|
545 | *
|
---|
546 | * Clipping introduces vertices on outgoing edges with edgeflag 0x1.
|
---|
547 | * Incoming edges retain the value of the clipped vertex, with the following
|
---|
548 | * masks:
|
---|
549 | * - If the incoming edge originates from the last vertex in the
|
---|
550 | * clipped primitive (triangle or quad), the introduced vertex
|
---|
551 | * retains both bits (0x3) of the original flag.
|
---|
552 | * - All other introduced vertices retain only bit 1 (0x1).
|
---|
553 | *
|
---|
554 | * In a horrible hack I've had to push tristrips, fans & quadstrip handling
|
---|
555 | * into render_tmp.h...
|
---|
556 | *
|
---|
557 | * Keith.
|
---|
558 | */
|
---|
559 | void gl_setup_edgeflag( struct vertex_buffer *VB,
|
---|
560 | GLenum prim,
|
---|
561 | GLuint start,
|
---|
562 | GLuint count,
|
---|
563 | GLuint parity )
|
---|
564 | {
|
---|
565 | GLubyte *flag = VB->EdgeFlagPtr->data + start;
|
---|
566 | GLuint n = count - start;
|
---|
567 | GLuint i;
|
---|
568 | (void) parity;
|
---|
569 |
|
---|
570 | switch (prim) {
|
---|
571 | case GL_TRIANGLES:
|
---|
572 | for (i = 0 ; i < n-2 ; i+=3) {
|
---|
573 | if (flag[i]) flag[i] = 0x5;
|
---|
574 | if (flag[i+1]) flag[i+1] = 0x5;
|
---|
575 | if (flag[i+2]) flag[i+2] = 0x6;
|
---|
576 | }
|
---|
577 | break;
|
---|
578 | case GL_QUADS:
|
---|
579 | for (i = 0 ; i < n-3 ; i+=4) {
|
---|
580 | if (flag[i]) flag[i] = 0x5;
|
---|
581 | if (flag[i+1]) flag[i+1] = 0x5;
|
---|
582 | if (flag[i+2]) flag[i+2] = 0x5;
|
---|
583 | if (flag[i+3]) flag[i+3] = 0x6;
|
---|
584 | }
|
---|
585 | break;
|
---|
586 | case GL_POLYGON:
|
---|
587 | for (i = 0 ; i < n-1 ; i++) {
|
---|
588 | if (flag[i]) flag[i] = 0x5;
|
---|
589 | }
|
---|
590 | if (flag[i]) flag[i] = 0x6;
|
---|
591 | break;
|
---|
592 | default:
|
---|
593 | break;
|
---|
594 | }
|
---|
595 | }
|
---|
596 |
|
---|
597 |
|
---|
598 |
|
---|
599 | /* Could eventually generalize to handle changes of rasterization
|
---|
600 | * state other than change-of-primitive. An example might be
|
---|
601 | * some bind-texture calls.
|
---|
602 | */
|
---|
603 | void gl_render_vb( struct vertex_buffer *VB )
|
---|
604 | {
|
---|
605 | GLcontext *ctx = VB->ctx;
|
---|
606 | GLuint i, next, prim;
|
---|
607 | GLuint parity = VB->Parity;
|
---|
608 | render_func *tab;
|
---|
609 | GLuint count = VB->Count;
|
---|
610 | GLint p = 0;
|
---|
611 |
|
---|
612 | if (VB->Indirect) {
|
---|
613 | /* gl_render_vb_indirect( VB, VB ); */
|
---|
614 | return;
|
---|
615 | } else if (VB->CullMode & CULL_MASK_ACTIVE) {
|
---|
616 | tab = ctx->Driver.RenderVBCulledTab;
|
---|
617 | } else if (VB->CullMode & CLIP_MASK_ACTIVE) {
|
---|
618 | tab = ctx->Driver.RenderVBClippedTab;
|
---|
619 | } else {
|
---|
620 | tab = ctx->Driver.RenderVBRawTab;
|
---|
621 | }
|
---|
622 |
|
---|
623 | if (!VB->CullDone)
|
---|
624 | gl_fast_copy_vb( VB );
|
---|
625 |
|
---|
626 | if (ctx->TriangleCaps & DD_TRI_UNFILLED)
|
---|
627 | gl_import_client_data( VB, VERT_EDGE, VEC_WRITABLE|VEC_GOOD_STRIDE );
|
---|
628 |
|
---|
629 | gl_import_client_data( VB, ctx->RenderFlags,
|
---|
630 | (VB->ClipOrMask
|
---|
631 | ? VEC_WRITABLE|VEC_GOOD_STRIDE
|
---|
632 | : VEC_GOOD_STRIDE));
|
---|
633 |
|
---|
634 | if (/* ctx->Current.Primitive == GL_POLYGON+1 && */
|
---|
635 | ctx->Driver.RenderStart)
|
---|
636 | ctx->Driver.RenderStart( ctx );
|
---|
637 |
|
---|
638 | do
|
---|
639 | {
|
---|
640 | for ( i= VB->CopyStart ; i < count ; parity = 0, i = next )
|
---|
641 | {
|
---|
642 | prim = VB->Primitive[i];
|
---|
643 | next = VB->NextPrimitive[i];
|
---|
644 |
|
---|
645 | if (ctx->TriangleCaps & DD_TRI_UNFILLED)
|
---|
646 | gl_setup_edgeflag(VB, (GLenum)prim, i, next, parity);
|
---|
647 |
|
---|
648 | tab[prim]( VB, i, next, parity );
|
---|
649 |
|
---|
650 | if (ctx->TriangleCaps & DD_TRI_LIGHT_TWOSIDE) {
|
---|
651 | VB->Specular = VB->Spec[0];
|
---|
652 | VB->ColorPtr = VB->Color[0];
|
---|
653 | VB->IndexPtr = VB->Index[0];
|
---|
654 | }
|
---|
655 | }
|
---|
656 |
|
---|
657 | } while (ctx->Driver.MultipassFunc &&
|
---|
658 | ctx->Driver.MultipassFunc( VB, ++p ));
|
---|
659 |
|
---|
660 | if (ctx->PB->count > 0)
|
---|
661 | gl_flush_pb(ctx);
|
---|
662 |
|
---|
663 | if (/* ctx->Current.Primitive == GL_POLYGON+1 && */
|
---|
664 | ctx->Driver.RenderFinish)
|
---|
665 | ctx->Driver.RenderFinish( ctx );
|
---|
666 | }
|
---|
667 |
|
---|
668 |
|
---|
669 | void gl_reduced_prim_change( GLcontext *ctx, GLenum prim )
|
---|
670 | {
|
---|
671 | if (ctx->PB->count > 0)
|
---|
672 | gl_flush_pb(ctx);
|
---|
673 |
|
---|
674 | ctx->PB->count = 0;
|
---|
675 | ctx->PB->mono = GL_FALSE;
|
---|
676 |
|
---|
677 | if (ctx->PB->primitive != prim) {
|
---|
678 | ctx->PB->primitive = prim;
|
---|
679 |
|
---|
680 | if (ctx->Driver.ReducedPrimitiveChange)
|
---|
681 | ctx->Driver.ReducedPrimitiveChange( ctx, prim );
|
---|
682 | }
|
---|
683 | }
|
---|
684 |
|
---|
685 |
|
---|
686 | void gl_set_render_vb_function( GLcontext *ctx )
|
---|
687 | {
|
---|
688 | if (ctx->Driver.RenderVBCulledTab == 0)
|
---|
689 | ctx->Driver.RenderVBCulledTab = render_tab_cull;
|
---|
690 |
|
---|
691 | if (ctx->Driver.RenderVBClippedTab == 0)
|
---|
692 | ctx->Driver.RenderVBClippedTab = render_tab_clipped;
|
---|
693 |
|
---|
694 | if (ctx->Driver.RenderVBRawTab == 0)
|
---|
695 | ctx->Driver.RenderVBRawTab = render_tab_raw;
|
---|
696 |
|
---|
697 | /* Culling will be done earlier by gl_cull_vb().
|
---|
698 | */
|
---|
699 | if (ctx->IndirectTriangles & (DD_SW_SETUP & ~DD_TRI_CULL)) {
|
---|
700 | ctx->TriangleFunc = render_triangle;
|
---|
701 | ctx->QuadFunc = render_quad;
|
---|
702 | } else {
|
---|
703 | ctx->TriangleFunc = ctx->Driver.TriangleFunc;
|
---|
704 | ctx->QuadFunc = ctx->Driver.QuadFunc;
|
---|
705 | }
|
---|
706 |
|
---|
707 | if (ctx->IndirectTriangles & (DD_SW_SETUP)) {
|
---|
708 | ctx->ClippedTriangleFunc = render_triangle;
|
---|
709 | } else {
|
---|
710 | ctx->ClippedTriangleFunc = ctx->TriangleFunc;
|
---|
711 | }
|
---|
712 |
|
---|
713 | }
|
---|
714 |
|
---|
715 | void gl_init_vbrender( void )
|
---|
716 | {
|
---|
717 | render_init_raw();
|
---|
718 | render_init_cull();
|
---|
719 | render_init_clipped();
|
---|
720 | }
|
---|
721 |
|
---|
722 |
|
---|
723 |
|
---|
724 |
|
---|