| 1 | /* $Id: vbrender.c,v 1.3 2000-05-23 20:41:03 jeroen Exp $ */ | 
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| 2 |  | 
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| 3 | /* | 
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| 4 | * Mesa 3-D graphics library | 
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| 5 | * Version:  3.3 | 
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| 6 | * | 
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| 7 | * Copyright (C) 1999  Brian Paul   All Rights Reserved. | 
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| 8 | * | 
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| 9 | * Permission is hereby granted, free of charge, to any person obtaining a | 
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| 10 | * copy of this software and associated documentation files (the "Software"), | 
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| 11 | * to deal in the Software without restriction, including without limitation | 
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| 12 | * the rights to use, copy, modify, merge, publish, distribute, sublicense, | 
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| 13 | * and/or sell copies of the Software, and to permit persons to whom the | 
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| 14 | * Software is furnished to do so, subject to the following conditions: | 
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| 15 | * | 
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| 16 | * The above copyright notice and this permission notice shall be included | 
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| 17 | * in all copies or substantial portions of the Software. | 
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| 18 | * | 
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| 19 | * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS | 
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| 20 | * OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, | 
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| 21 | * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.  IN NO EVENT SHALL | 
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| 22 | * BRIAN PAUL BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN | 
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| 23 | * AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN | 
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| 24 | * CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. | 
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| 25 | */ | 
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| 26 |  | 
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| 27 |  | 
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| 28 | /* | 
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| 29 | * 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 | #include "glheader.h" | 
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| 45 | #include "clip.h" | 
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| 46 | #include "types.h" | 
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| 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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| 85 | GLuint v1, GLuint v2 ) | 
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| 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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| 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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| 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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| 153 | edge_ptr[j] &= ~0x3; | 
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| 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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| 160 | ctx->StippleCounter = 0; | 
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| 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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| 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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| 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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| 178 | edge_ptr[j0] &= ~0x2; | 
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| 179 | (*ctx->Driver.LineFunc)( ctx, j0, j1, pv ); | 
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| 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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| 202 | GLuint pv ) | 
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| 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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| 219 | GLuint v1, GLuint v2, GLuint v3, | 
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| 220 | GLuint pv ) | 
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| 221 | { | 
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| 222 | struct vertex_buffer *VB = ctx->VB; | 
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| 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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| 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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| 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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| 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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| 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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| 330 |  | 
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| 331 |  | 
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| 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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| 346 | GLuint tricaps = ctx->IndirectTriangles; | 
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| 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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| 353 | if (tricaps & DD_TRI_OFFSET) { | 
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| 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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| 362 | if (tricaps & DD_TRI_LIGHT_TWOSIDE) { | 
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| 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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| 370 | if (tricaps & DD_TRI_UNFILLED) { | 
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| 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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| 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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| 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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| 406 | #define EDGEFLAG_TRI( i2, i1, i, pv, parity)    \ | 
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| 407 | do {                                            \ | 
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| 408 | eflag[i2] = eflag[i1] = 1; eflag[i] = 2;      \ | 
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| 409 | } while (0) | 
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| 410 |  | 
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| 411 | #define EDGEFLAG_QUAD( i3, i2, i1, i, pv)               \ | 
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| 412 | do {                                                    \ | 
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| 413 | eflag[i3] = eflag[i2] = eflag[i1] = 1; eflag[i] = 2;  \ | 
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| 414 | } while (0) | 
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| 415 |  | 
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| 416 |  | 
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| 417 | #define EDGEFLAG_POLY_TRI_PRE( i2, i1, i, pv)   \ | 
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| 418 | do {                                            \ | 
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| 419 | eflag[i1] |= (eflag[i1] >> 2) & 1;            \ | 
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| 420 | eflag[i] |= (eflag[i] >> 2) & 2;              \ | 
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| 421 | } while (0) | 
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| 422 |  | 
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| 423 | #define EDGEFLAG_POLY_TRI_POST( i2, i1, i, pv)  \ | 
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| 424 | do {                                            \ | 
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| 425 | eflag[i2] = 0;                \ | 
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| 426 | eflag[i1] &= ~(4|1);          \ | 
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| 427 | eflag[i] &= ~(8|2);           \ | 
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| 428 | } while (0) | 
|---|
| 429 |  | 
|---|
| 430 |  | 
|---|
| 431 |  | 
|---|
| 432 | /* Culled and possibly clipped primitives. | 
|---|
| 433 | */ | 
|---|
| 434 | #define RENDER_POINTS( start, count )                   \ | 
|---|
| 435 | (void) cullmask;                                     \ | 
|---|
| 436 | (*ctx->Driver.PointsFunc)( ctx, start, count-1 ); | 
|---|
| 437 |  | 
|---|
| 438 |  | 
|---|
| 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 );    \ | 
|---|
| 450 | } while (0) | 
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| 451 |  | 
|---|
| 452 |  | 
|---|
| 453 |  | 
|---|
| 454 | #define RENDER_TRI( i2, i1, i, pv, parity)              \ | 
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| 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 | \ | 
|---|
| 477 | } while (0) | 
|---|
| 478 |  | 
|---|
| 479 |  | 
|---|
| 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 );          \ | 
|---|
| 495 | } while (0) | 
|---|
| 496 |  | 
|---|
| 497 |  | 
|---|
| 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;     \ | 
|---|
| 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 |  | 
|---|
| 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 );  \ | 
|---|
| 531 | } while (0) | 
|---|
| 532 |  | 
|---|
| 533 |  | 
|---|
| 534 | #define RENDER_QUAD( i3, i2, i1, i, pv )        \ | 
|---|
| 535 | ctx->QuadFunc( ctx, i3, i2, i1, i, i ); | 
|---|
| 536 |  | 
|---|
| 537 | #define TAG(x) x##_raw | 
|---|
| 538 |  | 
|---|
| 539 | #define LOCAL_VARS                              \ | 
|---|
| 540 | GLcontext *ctx = VB->ctx;                   \ | 
|---|
| 541 | GLubyte *eflag = VB->EdgeFlagPtr->data;     \ | 
|---|
| 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 | */ | 
|---|
| 554 | #define RENDER_POINTS( start, count )                   \ | 
|---|
| 555 | (*ctx->Driver.PointsFunc)( ctx, start, count-1 ) | 
|---|
| 556 |  | 
|---|
| 557 | #define RENDER_LINE( i1, i )                    \ | 
|---|
| 558 | gl_render_clipped_line2( ctx, i1, i ) | 
|---|
| 559 |  | 
|---|
| 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);  \ | 
|---|
| 565 | } while (0) | 
|---|
| 566 |  | 
|---|
| 567 | #define RENDER_QUAD( i3, i2, i1, i, pv)         \ | 
|---|
| 568 | do {                                            \ | 
|---|
| 569 | gl_render_clipped_quad2(ctx,i3,i2,i1,i,pv);   \ | 
|---|
| 570 | } while (0) | 
|---|
| 571 |  | 
|---|
| 572 |  | 
|---|
| 573 | #define LOCAL_VARS                              \ | 
|---|
| 574 | GLcontext *ctx = VB->ctx;                   \ | 
|---|
| 575 | GLubyte *eflag = VB->EdgeFlagPtr->data;     \ | 
|---|
| 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 | */ | 
|---|
| 606 | static void | 
|---|
| 607 | setup_edgeflag( struct vertex_buffer *VB, | 
|---|
| 608 | GLenum prim, | 
|---|
| 609 | GLuint start, | 
|---|
| 610 | GLuint count, | 
|---|
| 611 | GLuint parity ) | 
|---|
| 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) { | 
|---|
| 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; | 
|---|
| 624 | } | 
|---|
| 625 | break; | 
|---|
| 626 | case GL_QUADS: | 
|---|
| 627 | for (i = 0 ; i < n-3 ; i+=4) { | 
|---|
| 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; | 
|---|
| 632 | } | 
|---|
| 633 | break; | 
|---|
| 634 | case GL_POLYGON: | 
|---|
| 635 | if (flag[0]) flag[0] = 0x1; | 
|---|
| 636 | for (i = 1 ; i < n-1 ; i++) { | 
|---|
| 637 | if (flag[i]) flag[i] = 0x1<<2; | 
|---|
| 638 | } | 
|---|
| 639 | if (flag[i]) flag[i] = 0x3<<2; | 
|---|
| 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, | 
|---|
| 679 | (VB->ClipOrMask | 
|---|
| 680 | ? VEC_WRITABLE|VEC_GOOD_STRIDE | 
|---|
| 681 | : VEC_GOOD_STRIDE)); | 
|---|
| 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 | { | 
|---|
| 691 | prim = VB->Primitive[i]; | 
|---|
| 692 | next = VB->NextPrimitive[i]; | 
|---|
| 693 |  | 
|---|
| 694 | if (ctx->TriangleCaps & DD_TRI_UNFILLED) | 
|---|
| 695 | setup_edgeflag(VB, prim, i, next, parity); | 
|---|
| 696 |  | 
|---|
| 697 | tab[prim]( VB, i, next, parity ); | 
|---|
| 698 |  | 
|---|
| 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 | } | 
|---|
| 704 | } | 
|---|
| 705 |  | 
|---|
| 706 | } while (ctx->Driver.MultipassFunc && | 
|---|
| 707 | ctx->Driver.MultipassFunc( VB, ++p )); | 
|---|
| 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) | 
|---|
| 721 | gl_flush_pb(ctx); | 
|---|
| 722 |  | 
|---|
| 723 | ctx->PB->count = 0; | 
|---|
| 724 | ctx->PB->mono = GL_FALSE; | 
|---|
| 725 |  | 
|---|
| 726 | if (ctx->PB->primitive != prim) { | 
|---|
| 727 | ctx->PB->primitive = prim; | 
|---|
| 728 |  | 
|---|
| 729 | if (ctx->Driver.ReducedPrimitiveChange) | 
|---|
| 730 | ctx->Driver.ReducedPrimitiveChange( ctx, prim ); | 
|---|
| 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 |  | 
|---|
| 746 | ctx->TriangleFunc = ctx->Driver.TriangleFunc; | 
|---|
| 747 | ctx->QuadFunc = ctx->Driver.QuadFunc; | 
|---|
| 748 | ctx->ClippedTriangleFunc = ctx->TriangleFunc; | 
|---|
| 749 |  | 
|---|
| 750 | if (ctx->IndirectTriangles & DD_SW_SETUP) { | 
|---|
| 751 |  | 
|---|
| 752 | ctx->ClippedTriangleFunc = render_triangle; | 
|---|
| 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 | } | 
|---|
| 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 |  | 
|---|