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diff --git a/nx-X11/extras/Mesa/src/mesa/swrast_setup/ss_tritmp.h b/nx-X11/extras/Mesa/src/mesa/swrast_setup/ss_tritmp.h
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+++ b/nx-X11/extras/Mesa/src/mesa/swrast_setup/ss_tritmp.h
@@ -0,0 +1,222 @@
+/*
+ * Mesa 3-D graphics library
+ * Version: 6.1
+ *
+ * Copyright (C) 1999-2004 Brian Paul All Rights Reserved.
+ *
+ * Permission is hereby granted, free of charge, to any person obtaining a
+ * copy of this software and associated documentation files (the "Software"),
+ * to deal in the Software without restriction, including without limitation
+ * the rights to use, copy, modify, merge, publish, distribute, sublicense,
+ * and/or sell copies of the Software, and to permit persons to whom the
+ * Software is furnished to do so, subject to the following conditions:
+ *
+ * The above copyright notice and this permission notice shall be included
+ * in all copies or substantial portions of the Software.
+ *
+ * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS
+ * OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
+ * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL
+ * BRIAN PAUL BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN
+ * AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN
+ * CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
+ *
+ * Authors:
+ * Keith Whitwell <keith@tungstengraphics.com>
+ */
+
+
+static void TAG(triangle)(GLcontext *ctx, GLuint e0, GLuint e1, GLuint e2 )
+{
+ struct vertex_buffer *VB = &TNL_CONTEXT(ctx)->vb;
+ SWvertex *verts = SWSETUP_CONTEXT(ctx)->verts;
+ SWvertex *v[3];
+ GLfloat z[3];
+ GLfloat offset;
+ GLenum mode = GL_FILL;
+ GLuint facing = 0;
+ GLchan saved_color[3][4];
+ GLchan saved_spec[3][4];
+ GLfloat saved_index[3];
+
+ v[0] = &verts[e0];
+ v[1] = &verts[e1];
+ v[2] = &verts[e2];
+
+
+ if (IND & (SS_TWOSIDE_BIT | SS_OFFSET_BIT | SS_UNFILLED_BIT))
+ {
+ GLfloat ex = v[0]->win[0] - v[2]->win[0];
+ GLfloat ey = v[0]->win[1] - v[2]->win[1];
+ GLfloat fx = v[1]->win[0] - v[2]->win[0];
+ GLfloat fy = v[1]->win[1] - v[2]->win[1];
+ GLfloat cc = ex*fy - ey*fx;
+
+ if (IND & (SS_TWOSIDE_BIT | SS_UNFILLED_BIT))
+ {
+ facing = (cc < 0.0) ^ ctx->Polygon._FrontBit;
+ if (ctx->Stencil.TestTwoSide)
+ ctx->_Facing = facing; /* for 2-sided stencil test */
+
+ if (IND & SS_UNFILLED_BIT)
+ mode = facing ? ctx->Polygon.BackMode : ctx->Polygon.FrontMode;
+
+ if (facing == 1) {
+ if (IND & SS_TWOSIDE_BIT) {
+ if (IND & SS_RGBA_BIT) {
+ GLfloat (*vbcolor)[4] = VB->ColorPtr[1]->data;
+
+ COPY_CHAN4(saved_color[0], v[0]->color);
+ COPY_CHAN4(saved_color[1], v[1]->color);
+ COPY_CHAN4(saved_color[2], v[2]->color);
+
+ if (VB->ColorPtr[1]->stride) {
+ SS_COLOR(v[0]->color, vbcolor[e0]);
+ SS_COLOR(v[1]->color, vbcolor[e1]);
+ SS_COLOR(v[2]->color, vbcolor[e2]);
+ }
+ else {
+ SS_COLOR(v[0]->color, vbcolor[0]);
+ SS_COLOR(v[1]->color, vbcolor[0]);
+ SS_COLOR(v[2]->color, vbcolor[0]);
+ }
+
+ if (VB->SecondaryColorPtr[1]) {
+ GLfloat (*vbspec)[4] = VB->SecondaryColorPtr[1]->data;
+
+ COPY_CHAN4(saved_spec[0], v[0]->specular);
+ COPY_CHAN4(saved_spec[1], v[1]->specular);
+ COPY_CHAN4(saved_spec[2], v[2]->specular);
+
+ if (VB->SecondaryColorPtr[1]->stride) {
+ SS_SPEC(v[0]->specular, vbspec[e0]);
+ SS_SPEC(v[1]->specular, vbspec[e1]);
+ SS_SPEC(v[2]->specular, vbspec[e2]);
+ }
+ else {
+ SS_SPEC(v[0]->specular, vbspec[0]);
+ SS_SPEC(v[1]->specular, vbspec[0]);
+ SS_SPEC(v[2]->specular, vbspec[0]);
+ }
+ }
+ } else {
+ GLfloat *vbindex = (GLfloat *)VB->IndexPtr[1]->data;
+ saved_index[0] = v[0]->index;
+ saved_index[1] = v[1]->index;
+ saved_index[2] = v[2]->index;
+
+ SS_IND(v[0]->index, (GLuint) vbindex[e0]);
+ SS_IND(v[1]->index, (GLuint) vbindex[e1]);
+ SS_IND(v[2]->index, (GLuint) vbindex[e2]);
+ }
+ }
+ }
+ }
+
+ if (IND & SS_OFFSET_BIT)
+ {
+ offset = ctx->Polygon.OffsetUnits * ctx->DrawBuffer->_MRD;
+ z[0] = v[0]->win[2];
+ z[1] = v[1]->win[2];
+ z[2] = v[2]->win[2];
+ if (cc * cc > 1e-16) {
+ const GLfloat ez = z[0] - z[2];
+ const GLfloat fz = z[1] - z[2];
+ const GLfloat oneOverArea = 1.0F / cc;
+ const GLfloat dzdx = FABSF((ey * fz - ez * fy) * oneOverArea);
+ const GLfloat dzdy = FABSF((ez * fx - ex * fz) * oneOverArea);
+ offset += MAX2(dzdx, dzdy) * ctx->Polygon.OffsetFactor;
+ /* Unfortunately, we need to clamp to prevent negative Zs below.
+ * Technically, we should do the clamping per-fragment.
+ */
+ offset = MAX2(offset, -v[0]->win[2]);
+ offset = MAX2(offset, -v[1]->win[2]);
+ offset = MAX2(offset, -v[2]->win[2]);
+ }
+ }
+ }
+
+ if (mode == GL_POINT) {
+ if ((IND & SS_OFFSET_BIT) && ctx->Polygon.OffsetPoint) {
+ v[0]->win[2] += offset;
+ v[1]->win[2] += offset;
+ v[2]->win[2] += offset;
+ }
+ _swsetup_render_point_tri( ctx, e0, e1, e2, facing );
+ } else if (mode == GL_LINE) {
+ if ((IND & SS_OFFSET_BIT) && ctx->Polygon.OffsetLine) {
+ v[0]->win[2] += offset;
+ v[1]->win[2] += offset;
+ v[2]->win[2] += offset;
+ }
+ _swsetup_render_line_tri( ctx, e0, e1, e2, facing );
+ } else {
+ if ((IND & SS_OFFSET_BIT) && ctx->Polygon.OffsetFill) {
+ v[0]->win[2] += offset;
+ v[1]->win[2] += offset;
+ v[2]->win[2] += offset;
+ }
+ _swrast_Triangle( ctx, v[0], v[1], v[2] );
+ }
+
+ if (IND & SS_OFFSET_BIT) {
+ v[0]->win[2] = z[0];
+ v[1]->win[2] = z[1];
+ v[2]->win[2] = z[2];
+ }
+
+ if (IND & SS_TWOSIDE_BIT) {
+ if (facing == 1) {
+ if (IND & SS_RGBA_BIT) {
+ COPY_CHAN4(v[0]->color, saved_color[0]);
+ COPY_CHAN4(v[1]->color, saved_color[1]);
+ COPY_CHAN4(v[2]->color, saved_color[2]);
+ if (VB->SecondaryColorPtr[1]) {
+ COPY_CHAN4(v[0]->specular, saved_spec[0]);
+ COPY_CHAN4(v[1]->specular, saved_spec[1]);
+ COPY_CHAN4(v[2]->specular, saved_spec[2]);
+ }
+ } else {
+ v[0]->index = saved_index[0];
+ v[1]->index = saved_index[1];
+ v[2]->index = saved_index[2];
+ }
+ }
+ }
+}
+
+
+
+/* Need to fixup edgeflags when decomposing to triangles:
+ */
+static void TAG(quadfunc)( GLcontext *ctx, GLuint v0,
+ GLuint v1, GLuint v2, GLuint v3 )
+{
+ if (IND & SS_UNFILLED_BIT) {
+ struct vertex_buffer *VB = &TNL_CONTEXT(ctx)->vb;
+ GLubyte ef1 = VB->EdgeFlag[v1];
+ GLubyte ef3 = VB->EdgeFlag[v3];
+ VB->EdgeFlag[v1] = 0;
+ TAG(triangle)( ctx, v0, v1, v3 );
+ VB->EdgeFlag[v1] = ef1;
+ VB->EdgeFlag[v3] = 0;
+ TAG(triangle)( ctx, v1, v2, v3 );
+ VB->EdgeFlag[v3] = ef3;
+ } else {
+ TAG(triangle)( ctx, v0, v1, v3 );
+ TAG(triangle)( ctx, v1, v2, v3 );
+ }
+}
+
+
+
+
+static void TAG(init)( void )
+{
+ tri_tab[IND] = TAG(triangle);
+ quad_tab[IND] = TAG(quadfunc);
+}
+
+
+#undef IND
+#undef TAG