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- /* $Id: triangle.c,v 1.4.2.1 1999/11/22 13:43:15 brianp Exp $ */
-
- /*
- * Mesa 3-D graphics library
- * Version: 3.1
- *
- * Copyright (C) 1999 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.
- */
-
-
-
-
- /*
- * Triangle rasterizers
- * When the device driver doesn't implement triangle rasterization Mesa
- * will use these functions to draw triangles.
- */
-
-
- #ifdef PC_HEADER
- #include "all.h"
- #else
- #ifndef XFree86Server
- #include <assert.h>
- #include <math.h>
- #include <stdio.h>
- #else
- #include "GL/xf86glx.h"
- #endif
- #include "context.h"
- #include "depth.h"
- #include "feedback.h"
- #include "macros.h"
- #include "mmath.h"
- #include "span.h"
- #include "texstate.h"
- #include "triangle.h"
- #include "types.h"
- #include "vb.h"
- #endif
-
-
- GLboolean gl_cull_triangle( GLcontext *ctx,
- GLuint v0, GLuint v1, GLuint v2, GLuint pv )
- {
- struct vertex_buffer *VB = ctx->VB;
- GLfloat (*win)[4] = VB->Win.data;
- GLfloat ex = win[v1][0] - win[v0][0];
- GLfloat ey = win[v1][1] - win[v0][1];
- GLfloat fx = win[v2][0] - win[v0][0];
- GLfloat fy = win[v2][1] - win[v0][1];
- GLfloat c = ex*fy-ey*fx;
-
- if (c * ctx->backface_sign > 0)
- return 0;
-
- return 1;
- }
-
-
-
-
-
-
- /*
- * Render a flat-shaded color index triangle.
- */
- static void flat_ci_triangle( GLcontext *ctx,
- GLuint v0, GLuint v1, GLuint v2, GLuint pv )
- {
- #define INTERP_Z 1
-
- #define SETUP_CODE \
- GLuint index = VB->IndexPtr->data[pv]; \
- if (1) { \
- /* set the color index */ \
- (*ctx->Driver.Index)( ctx, index ); \
- }
-
- #define INNER_LOOP( LEFT, RIGHT, Y ) \
- { \
- GLint i, n = RIGHT-LEFT; \
- GLdepth zspan[MAX_WIDTH]; \
- if (n>0) { \
- for (i=0;i<n;i++) { \
- zspan[i] = FixedToDepth(ffz); \
- ffz += fdzdx; \
- } \
- gl_write_monoindex_span( ctx, n, LEFT, Y, \
- zspan, index, GL_POLYGON ); \
- } \
- }
-
- #include "tritemp.h"
- }
-
-
-
- /*
- * Render a smooth-shaded color index triangle.
- */
- static void smooth_ci_triangle( GLcontext *ctx,
- GLuint v0, GLuint v1, GLuint v2, GLuint pv )
- {
- (void) pv;
- #define INTERP_Z 1
- #define INTERP_INDEX 1
-
- #define INNER_LOOP( LEFT, RIGHT, Y ) \
- { \
- GLint i, n = RIGHT-LEFT; \
- GLdepth zspan[MAX_WIDTH]; \
- GLuint index[MAX_WIDTH]; \
- if (n>0) { \
- for (i=0;i<n;i++) { \
- zspan[i] = FixedToDepth(ffz); \
- index[i] = FixedToInt(ffi); \
- ffz += fdzdx; \
- ffi += fdidx; \
- } \
- gl_write_index_span( ctx, n, LEFT, Y, zspan, \
- index, GL_POLYGON ); \
- } \
- }
-
- #include "tritemp.h"
- }
-
-
-
- /*
- * Render a flat-shaded RGBA triangle.
- */
- static void flat_rgba_triangle( GLcontext *ctx,
- GLuint v0, GLuint v1, GLuint v2, GLuint pv )
- {
- #define INTERP_Z 1
-
- #define SETUP_CODE \
- if (1) { \
- /* set the color */ \
- GLubyte r = VB->ColorPtr->data[pv][0]; \
- GLubyte g = VB->ColorPtr->data[pv][1]; \
- GLubyte b = VB->ColorPtr->data[pv][2]; \
- GLubyte a = VB->ColorPtr->data[pv][3]; \
- (*ctx->Driver.Color)( ctx, r, g, b, a ); \
- }
-
- #define INNER_LOOP( LEFT, RIGHT, Y ) \
- { \
- GLint i, n = RIGHT-LEFT; \
- GLdepth zspan[MAX_WIDTH]; \
- if (n>0) { \
- for (i=0;i<n;i++) { \
- zspan[i] = FixedToDepth(ffz); \
- ffz += fdzdx; \
- } \
- gl_write_monocolor_span( ctx, n, LEFT, Y, zspan, \
- VB->ColorPtr->data[pv], \
- GL_POLYGON ); \
- } \
- }
-
- #include "tritemp.h"
-
- ASSERT(!ctx->Texture.ReallyEnabled); /* texturing must be off */
- ASSERT(ctx->Light.ShadeModel==GL_FLAT);
- }
-
-
-
- /*
- * Render a smooth-shaded RGBA triangle.
- */
- static void smooth_rgba_triangle( GLcontext *ctx,
- GLuint v0, GLuint v1, GLuint v2, GLuint pv )
- {
- (void) pv;
- #define INTERP_Z 1
- #define INTERP_RGB 1
- #define INTERP_ALPHA 1
-
- #define INNER_LOOP( LEFT, RIGHT, Y ) \
- { \
- GLint i, n = RIGHT-LEFT; \
- GLdepth zspan[MAX_WIDTH]; \
- GLubyte rgba[MAX_WIDTH][4]; \
- if (n>0) { \
- for (i=0;i<n;i++) { \
- zspan[i] = FixedToDepth(ffz); \
- rgba[i][RCOMP] = FixedToInt(ffr); \
- rgba[i][GCOMP] = FixedToInt(ffg); \
- rgba[i][BCOMP] = FixedToInt(ffb); \
- rgba[i][ACOMP] = FixedToInt(ffa); \
- ffz += fdzdx; \
- ffr += fdrdx; \
- ffg += fdgdx; \
- ffb += fdbdx; \
- ffa += fdadx; \
- } \
- gl_write_rgba_span( ctx, n, LEFT, Y, \
- (const GLdepth *) zspan, \
- rgba, GL_POLYGON ); \
- } \
- }
-
- #include "tritemp.h"
-
- ASSERT(!ctx->Texture.ReallyEnabled); /* texturing must be off */
- ASSERT(ctx->Light.ShadeModel==GL_SMOOTH);
- }
-
-
- /*
- * Render an RGB, GL_DECAL, textured triangle.
- * Interpolate S,T only w/out mipmapping or perspective correction.
- */
- static void simple_textured_triangle( GLcontext *ctx, GLuint v0, GLuint v1,
- GLuint v2, GLuint pv )
- {
- #define INTERP_INT_ST 1
- #define S_SCALE twidth
- #define T_SCALE theight
- #define SETUP_CODE \
- struct gl_texture_object *obj = ctx->Texture.Unit[0].CurrentD[2]; \
- GLint b = obj->BaseLevel; \
- GLfloat twidth = (GLfloat) obj->Image[b]->Width; \
- GLfloat theight = (GLfloat) obj->Image[b]->Height; \
- GLint twidth_log2 = obj->Image[b]->WidthLog2; \
- GLubyte *texture = obj->Image[b]->Data; \
- GLint smask = obj->Image[b]->Width - 1; \
- GLint tmask = obj->Image[b]->Height - 1;
- (void) pv;
-
- #define INNER_LOOP( LEFT, RIGHT, Y ) \
- { \
- GLint i, n = RIGHT-LEFT; \
- GLubyte rgb[MAX_WIDTH][3]; \
- if (n>0) { \
- ffs -= FIXED_HALF; /* off-by-one error? */ \
- fft -= FIXED_HALF; \
- for (i=0;i<n;i++) { \
- GLint s = FixedToInt(ffs) & smask; \
- GLint t = FixedToInt(fft) & tmask; \
- GLint pos = (t << twidth_log2) + s; \
- pos = pos + pos + pos; /* multiply by 3 */ \
- rgb[i][RCOMP] = texture[pos]; \
- rgb[i][GCOMP] = texture[pos+1]; \
- rgb[i][BCOMP] = texture[pos+2]; \
- ffs += fdsdx; \
- fft += fdtdx; \
- } \
- (*ctx->Driver.WriteRGBSpan)( ctx, n, LEFT, Y, \
- (const GLubyte (*)[3]) rgb, NULL ); \
- } \
- }
-
- #include "tritemp.h"
- }
-
-
- /*
- * Render an RGB, GL_DECAL, textured triangle.
- * Interpolate S,T, GL_LESS depth test, w/out mipmapping or
- * perspective correction.
- */
- static void simple_z_textured_triangle( GLcontext *ctx, GLuint v0, GLuint v1,
- GLuint v2, GLuint pv )
- {
- #define INTERP_Z 1
- #define INTERP_INT_ST 1
- #define S_SCALE twidth
- #define T_SCALE theight
- #define SETUP_CODE \
- struct gl_texture_object *obj = ctx->Texture.Unit[0].CurrentD[2]; \
- GLint b = obj->BaseLevel; \
- GLfloat twidth = (GLfloat) obj->Image[b]->Width; \
- GLfloat theight = (GLfloat) obj->Image[b]->Height; \
- GLint twidth_log2 = obj->Image[b]->WidthLog2; \
- GLubyte *texture = obj->Image[b]->Data; \
- GLint smask = obj->Image[b]->Width - 1; \
- GLint tmask = obj->Image[b]->Height - 1;
- (void) pv;
-
- #define INNER_LOOP( LEFT, RIGHT, Y ) \
- { \
- GLint i, n = RIGHT-LEFT; \
- GLubyte rgb[MAX_WIDTH][3]; \
- GLubyte mask[MAX_WIDTH]; \
- if (n>0) { \
- ffs -= FIXED_HALF; /* off-by-one error? */ \
- fft -= FIXED_HALF; \
- for (i=0;i<n;i++) { \
- GLdepth z = FixedToDepth(ffz); \
- if (z < zRow[i]) { \
- GLint s = FixedToInt(ffs) & smask; \
- GLint t = FixedToInt(fft) & tmask; \
- GLint pos = (t << twidth_log2) + s; \
- pos = pos + pos + pos; /* multiply by 3 */ \
- rgb[i][RCOMP] = texture[pos]; \
- rgb[i][GCOMP] = texture[pos+1]; \
- rgb[i][BCOMP] = texture[pos+2]; \
- zRow[i] = z; \
- mask[i] = 1; \
- } \
- else { \
- mask[i] = 0; \
- } \
- ffz += fdzdx; \
- ffs += fdsdx; \
- fft += fdtdx; \
- } \
- (*ctx->Driver.WriteRGBSpan)( ctx, n, LEFT, Y, \
- (const GLubyte (*)[3]) rgb, mask ); \
- } \
- }
-
- #include "tritemp.h"
- }
-
-
-
- /*
- * Render an RGB/RGBA textured triangle without perspective correction.
- */
- static void affine_textured_triangle( GLcontext *ctx, GLuint v0, GLuint v1,
- GLuint v2, GLuint pv )
- {
- #define INTERP_Z 1
- #define INTERP_RGB 1
- #define INTERP_ALPHA 1
- #define INTERP_INT_ST 1
- #define S_SCALE twidth
- #define T_SCALE theight
- #define SETUP_CODE \
- struct gl_texture_unit *unit = ctx->Texture.Unit+0; \
- struct gl_texture_object *obj = unit->CurrentD[2]; \
- GLint b = obj->BaseLevel; \
- GLfloat twidth = (GLfloat) obj->Image[b]->Width; \
- GLfloat theight = (GLfloat) obj->Image[b]->Height; \
- GLint twidth_log2 = obj->Image[b]->WidthLog2; \
- GLubyte *texture = obj->Image[b]->Data; \
- GLint smask = obj->Image[b]->Width - 1; \
- GLint tmask = obj->Image[b]->Height - 1; \
- GLint format = obj->Image[b]->Format; \
- GLint filter = obj->MinFilter; \
- GLint envmode = unit->EnvMode; \
- GLint comp, tbytesline, tsize; \
- GLfixed er, eg, eb, ea; \
- GLint tr, tg, tb, ta; \
- if (envmode == GL_BLEND || envmode == GL_ADD) { \
- /* potential off-by-one error here? (1.0f -> 2048 -> 0) */ \
- er = FloatToFixed(unit->EnvColor[0]); \
- eg = FloatToFixed(unit->EnvColor[1]); \
- eb = FloatToFixed(unit->EnvColor[2]); \
- ea = FloatToFixed(unit->EnvColor[3]); \
- } \
- switch (format) { \
- case GL_ALPHA: \
- case GL_LUMINANCE: \
- case GL_INTENSITY: \
- comp = 1; \
- break; \
- case GL_LUMINANCE_ALPHA: \
- comp = 2; \
- break; \
- case GL_RGB: \
- comp = 3; \
- break; \
- case GL_RGBA: \
- comp = 4; \
- break; \
- default: \
- gl_problem(NULL, "Bad texture format in affine_texture_triangle");\
- return; \
- } \
- tbytesline = obj->Image[b]->Width * comp; \
- tsize = theight * tbytesline;
- (void) pv;
-
- /* Instead of defining a function for each mode, a test is done
- * between the outer and inner loops. This is to reduce code size
- * and complexity. Observe that an optimizing compiler kills
- * unused variables (for instance tf,sf,ti,si in case of GL_NEAREST).
- */
-
- #define NEAREST_RGB \
- tr = tex00[0]; \
- tg = tex00[1]; \
- tb = tex00[2]; \
- ta = 0xff
-
- #define LINEAR_RGB \
- tr = (ti * (si * tex00[0] + sf * tex01[0]) + \
- tf * (si * tex10[0] + sf * tex11[0])) >> 2 * FIXED_SHIFT; \
- tg = (ti * (si * tex00[1] + sf * tex01[1]) + \
- tf * (si * tex10[1] + sf * tex11[1])) >> 2 * FIXED_SHIFT; \
- tb = (ti * (si * tex00[2] + sf * tex01[2]) + \
- tf * (si * tex10[2] + sf * tex11[2])) >> 2 * FIXED_SHIFT; \
- ta = 0xff
-
- #define NEAREST_RGBA \
- tr = tex00[0]; \
- tg = tex00[1]; \
- tb = tex00[2]; \
- ta = tex00[3]
-
- #define LINEAR_RGBA \
- tr = (ti * (si * tex00[0] + sf * tex01[0]) + \
- tf * (si * tex10[0] + sf * tex11[0])) >> 2 * FIXED_SHIFT; \
- tg = (ti * (si * tex00[1] + sf * tex01[1]) + \
- tf * (si * tex10[1] + sf * tex11[1])) >> 2 * FIXED_SHIFT; \
- tb = (ti * (si * tex00[2] + sf * tex01[2]) + \
- tf * (si * tex10[2] + sf * tex11[2])) >> 2 * FIXED_SHIFT; \
- ta = (ti * (si * tex00[3] + sf * tex01[3]) + \
- tf * (si * tex10[3] + sf * tex11[3])) >> 2 * FIXED_SHIFT
-
- #define MODULATE \
- dest[0] = ffr * (tr + 1) >> (FIXED_SHIFT + 8); \
- dest[1] = ffg * (tg + 1) >> (FIXED_SHIFT + 8); \
- dest[2] = ffb * (tb + 1) >> (FIXED_SHIFT + 8); \
- dest[3] = ffa * (ta + 1) >> (FIXED_SHIFT + 8)
-
- #define DECAL \
- dest[0] = ((0xff - ta) * ffr + ((ta + 1) * tr << FIXED_SHIFT)) >> (FIXED_SHIFT + 8); \
- dest[1] = ((0xff - ta) * ffg + ((ta + 1) * tg << FIXED_SHIFT)) >> (FIXED_SHIFT + 8); \
- dest[2] = ((0xff - ta) * ffb + ((ta + 1) * tb << FIXED_SHIFT)) >> (FIXED_SHIFT + 8); \
- dest[3] = FixedToInt(ffa)
-
- #define BLEND \
- dest[0] = ((0xff - tr) * ffr + (tr + 1) * er) >> (FIXED_SHIFT + 8); \
- dest[1] = ((0xff - tg) * ffg + (tg + 1) * eg) >> (FIXED_SHIFT + 8); \
- dest[2] = ((0xff - tb) * ffb + (tb + 1) * eb) >> (FIXED_SHIFT + 8); \
- dest[3] = ffa * (ta + 1) >> (FIXED_SHIFT + 8)
-
- #define REPLACE \
- dest[0] = tr; \
- dest[1] = tg; \
- dest[2] = tb; \
- dest[3] = ta
-
- #define ADD \
- dest[0] = ((ffr << 8) + (tr + 1) * er) >> (FIXED_SHIFT + 8); \
- dest[1] = ((ffg << 8) + (tg + 1) * eg) >> (FIXED_SHIFT + 8); \
- dest[2] = ((ffb << 8) + (tb + 1) * eb) >> (FIXED_SHIFT + 8); \
- dest[3] = ffa * (ta + 1) >> (FIXED_SHIFT + 8)
-
- /* shortcuts */
-
- #define NEAREST_RGB_REPLACE NEAREST_RGB;REPLACE
-
- #define NEAREST_RGBA_REPLACE *(GLint *)dest = *(GLint *)tex00
-
- #define SPAN1(DO_TEX,COMP) \
- for (i=0;i<n;i++) { \
- GLint s = FixedToInt(ffs) & smask; \
- GLint t = FixedToInt(fft) & tmask; \
- GLint pos = (t << twidth_log2) + s; \
- GLubyte *tex00 = texture + COMP * pos; \
- zspan[i] = FixedToDepth(ffz); \
- DO_TEX; \
- ffz += fdzdx; \
- ffr += fdrdx; \
- ffg += fdgdx; \
- ffb += fdbdx; \
- ffa += fdadx; \
- ffs += fdsdx; \
- fft += fdtdx; \
- dest += 4; \
- }
-
- #define SPAN2(DO_TEX,COMP) \
- for (i=0;i<n;i++) { \
- GLint s = FixedToInt(ffs) & smask; \
- GLint t = FixedToInt(fft) & tmask; \
- GLint sf = ffs & FIXED_FRAC_MASK; \
- GLint tf = fft & FIXED_FRAC_MASK; \
- GLint si = FIXED_FRAC_MASK - sf; \
- GLint ti = FIXED_FRAC_MASK - tf; \
- GLint pos = (t << twidth_log2) + s; \
- GLubyte *tex00 = texture + COMP * pos; \
- GLubyte *tex10 = tex00 + tbytesline; \
- GLubyte *tex01 = tex00 + COMP; \
- GLubyte *tex11 = tex10 + COMP; \
- if (t == tmask) { \
- tex10 -= tsize; \
- tex11 -= tsize; \
- } \
- if (s == smask) { \
- tex01 -= tbytesline; \
- tex11 -= tbytesline; \
- } \
- zspan[i] = FixedToDepth(ffz); \
- DO_TEX; \
- ffz += fdzdx; \
- ffr += fdrdx; \
- ffg += fdgdx; \
- ffb += fdbdx; \
- ffa += fdadx; \
- ffs += fdsdx; \
- fft += fdtdx; \
- dest += 4; \
- }
-
- /* here comes the heavy part.. (something for the compiler to chew on) */
- #define INNER_LOOP( LEFT, RIGHT, Y ) \
- { \
- GLint i, n = RIGHT-LEFT; \
- GLdepth zspan[MAX_WIDTH]; \
- GLubyte rgba[MAX_WIDTH][4]; \
- if (n>0) { \
- GLubyte *dest = rgba[0]; \
- ffs -= FIXED_HALF; /* off-by-one error? */ \
- fft -= FIXED_HALF; \
- switch (filter) { \
- case GL_NEAREST: \
- switch (format) { \
- case GL_RGB: \
- switch (envmode) { \
- case GL_MODULATE: \
- SPAN1(NEAREST_RGB;MODULATE,3); \
- break; \
- case GL_DECAL: \
- case GL_REPLACE: \
- SPAN1(NEAREST_RGB_REPLACE,3); \
- break; \
- case GL_BLEND: \
- SPAN1(NEAREST_RGB;BLEND,3); \
- break; \
- case GL_ADD: \
- SPAN1(NEAREST_RGB;ADD,3); \
- break; \
- } \
- break; \
- case GL_RGBA: \
- switch(envmode) { \
- case GL_MODULATE: \
- SPAN1(NEAREST_RGBA;MODULATE,4); \
- break; \
- case GL_DECAL: \
- SPAN1(NEAREST_RGBA;DECAL,4); \
- break; \
- case GL_BLEND: \
- SPAN1(NEAREST_RGBA;BLEND,4); \
- break; \
- case GL_REPLACE: \
- SPAN1(NEAREST_RGBA_REPLACE,4); \
- break; \
- case GL_ADD: \
- SPAN1(NEAREST_RGBA;ADD,4); \
- break; \
- } \
- break; \
- } \
- break; \
- case GL_LINEAR: \
- ffs -= FIXED_HALF; \
- fft -= FIXED_HALF; \
- switch (format) { \
- case GL_RGB: \
- switch (envmode) { \
- case GL_MODULATE: \
- SPAN2(LINEAR_RGB;MODULATE,3); \
- break; \
- case GL_DECAL: \
- case GL_REPLACE: \
- SPAN2(LINEAR_RGB;REPLACE,3); \
- break; \
- case GL_BLEND: \
- SPAN2(LINEAR_RGB;BLEND,3); \
- break; \
- case GL_ADD: \
- SPAN2(LINEAR_RGB;ADD,3); \
- break; \
- } \
- break; \
- case GL_RGBA: \
- switch (envmode) { \
- case GL_MODULATE: \
- SPAN2(LINEAR_RGBA;MODULATE,4); \
- break; \
- case GL_DECAL: \
- SPAN2(LINEAR_RGBA;DECAL,4); \
- break; \
- case GL_BLEND: \
- SPAN2(LINEAR_RGBA;BLEND,4); \
- break; \
- case GL_REPLACE: \
- SPAN2(LINEAR_RGBA;REPLACE,4); \
- break; \
- case GL_ADD: \
- SPAN2(LINEAR_RGBA;ADD,4); \
- break; \
- } \
- break; \
- } \
- break; \
- } \
- gl_write_rgba_span(ctx, n, LEFT, Y, zspan, \
- rgba, GL_POLYGON); \
- /* explicit kill of variables: */ \
- ffr = ffg = ffb = ffa = 0; \
- } \
- }
-
- #include "tritemp.h"
- #undef SPAN1
- #undef SPAN2
- }
-
-
- /*
- * Render an perspective corrected RGB/RGBA textured triangle.
- * The Q (aka V in Mesa) coordinate must be zero such that the divide
- * by interpolated Q/W comes out right.
- *
- * XXX (May 15, 1999) this function not used for now because repeating
- * of negative texture coords not handled correctly!!!
- */
- #if 000
- static void persp_textured_triangle( GLcontext *ctx, GLuint v0, GLuint v1,
- GLuint v2, GLuint pv )
- {
-
- #define INTERP_Z 1
- #define INTERP_RGB 1
- #define INTERP_ALPHA 1
- #define INTERP_STUV 1
- #define SETUP_CODE \
- struct gl_texture_unit *unit = ctx->Texture.Unit+0; \
- struct gl_texture_object *obj = unit->CurrentD[2]; \
- GLint b = obj->BaseLevel; \
- GLfloat twidth = (GLfloat) obj->Image[b]->Width; \
- GLfloat theight = (GLfloat) obj->Image[b]->Height; \
- GLint twidth_log2 = obj->Image[b]->WidthLog2; \
- GLubyte *texture = obj->Image[b]->Data; \
- GLint smask = (obj->Image[b]->Width - 1); \
- GLint tmask = (obj->Image[b]->Height - 1); \
- GLint format = obj->Image[b]->Format; \
- GLint filter = obj->MinFilter; \
- GLint envmode = unit->EnvMode; \
- GLfloat sscale, tscale; \
- GLint comp, tbytesline, tsize; \
- GLfixed er, eg, eb, ea; \
- GLint tr, tg, tb, ta; \
- if (envmode == GL_BLEND || envmode == GL_ADD) { \
- er = FloatToFixed(unit->EnvColor[0]); \
- eg = FloatToFixed(unit->EnvColor[1]); \
- eb = FloatToFixed(unit->EnvColor[2]); \
- ea = FloatToFixed(unit->EnvColor[3]); \
- } \
- switch (format) { \
- case GL_ALPHA: \
- case GL_LUMINANCE: \
- case GL_INTENSITY: \
- comp = 1; \
- break; \
- case GL_LUMINANCE_ALPHA: \
- comp = 2; \
- break; \
- case GL_RGB: \
- comp = 3; \
- break; \
- case GL_RGBA: \
- comp = 4; \
- break; \
- default: \
- gl_problem(NULL, "Bad texture format in persp_texture_triangle"); \
- return; \
- } \
- if (filter == GL_NEAREST) { \
- sscale = twidth; \
- tscale = theight; \
- } \
- else { \
- sscale = FIXED_SCALE * twidth; \
- tscale = FIXED_SCALE * theight; \
- } \
- tbytesline = obj->Image[b]->Width * comp; \
- tsize = theight * tbytesline;
- (void) pv;
-
- #define SPAN1(DO_TEX,COMP) \
- for (i=0;i<n;i++) { \
- GLfloat invQ = 1.0f / vv; \
- GLint s = (int)(SS * invQ) & smask; \
- GLint t = (int)(TT * invQ) & tmask; \
- GLint pos = COMP * ((t << twidth_log2) + s); \
- GLubyte *tex00 = texture + pos; \
- zspan[i] = FixedToDepth(ffz); \
- DO_TEX; \
- ffz += fdzdx; \
- ffr += fdrdx; \
- ffg += fdgdx; \
- ffb += fdbdx; \
- ffa += fdadx; \
- SS += dSdx; \
- TT += dTdx; \
- vv += dvdx; \
- dest += 4; \
- }
-
- #define SPAN2(DO_TEX,COMP) \
- for (i=0;i<n;i++) { \
- GLfloat invQ = 1.0f / vv; \
- GLfixed ffs = (int)(SS * invQ); \
- GLfixed fft = (int)(TT * invQ); \
- GLint s = FixedToInt(ffs) & smask; \
- GLint t = FixedToInt(fft) & tmask; \
- GLint sf = ffs & FIXED_FRAC_MASK; \
- GLint tf = fft & FIXED_FRAC_MASK; \
- GLint si = FIXED_FRAC_MASK - sf; \
- GLint ti = FIXED_FRAC_MASK - tf; \
- GLint pos = COMP * ((t << twidth_log2) + s); \
- GLubyte *tex00 = texture + pos; \
- GLubyte *tex10 = tex00 + tbytesline; \
- GLubyte *tex01 = tex00 + COMP; \
- GLubyte *tex11 = tex10 + COMP; \
- if (t == tmask) { \
- tex10 -= tsize; \
- tex11 -= tsize; \
- } \
- if (s == smask) { \
- tex01 -= tbytesline; \
- tex11 -= tbytesline; \
- } \
- zspan[i] = FixedToDepth(ffz); \
- DO_TEX; \
- ffz += fdzdx; \
- ffr += fdrdx; \
- ffg += fdgdx; \
- ffb += fdbdx; \
- ffa += fdadx; \
- SS += dSdx; \
- TT += dTdx; \
- vv += dvdx; \
- dest += 4; \
- }
-
- #define INNER_LOOP( LEFT, RIGHT, Y ) \
- { \
- GLint i, n = RIGHT-LEFT; \
- GLdepth zspan[MAX_WIDTH]; \
- GLubyte rgba[MAX_WIDTH][4]; \
- (void)uu; /* please GCC */ \
- if (n>0) { \
- GLfloat SS = ss * sscale; \
- GLfloat TT = tt * tscale; \
- GLfloat dSdx = dsdx * sscale; \
- GLfloat dTdx = dtdx * tscale; \
- GLubyte *dest = rgba[0]; \
- switch (filter) { \
- case GL_NEAREST: \
- switch (format) { \
- case GL_RGB: \
- switch (envmode) { \
- case GL_MODULATE: \
- SPAN1(NEAREST_RGB;MODULATE,3); \
- break; \
- case GL_DECAL: \
- case GL_REPLACE: \
- SPAN1(NEAREST_RGB_REPLACE,3); \
- break; \
- case GL_BLEND: \
- SPAN1(NEAREST_RGB;BLEND,3); \
- break; \
- case GL_ADD: \
- SPAN1(NEAREST_RGB;ADD,3); \
- break; \
- } \
- break; \
- case GL_RGBA: \
- switch(envmode) { \
- case GL_MODULATE: \
- SPAN1(NEAREST_RGBA;MODULATE,4); \
- break; \
- case GL_DECAL: \
- SPAN1(NEAREST_RGBA;DECAL,4); \
- break; \
- case GL_BLEND: \
- SPAN1(NEAREST_RGBA;BLEND,4); \
- break; \
- case GL_REPLACE: \
- SPAN1(NEAREST_RGBA_REPLACE,4); \
- break; \
- case GL_ADD: \
- SPAN1(NEAREST_RGBA;ADD,4); \
- break; \
- } \
- break; \
- } \
- break; \
- case GL_LINEAR: \
- SS -= 0.5f * FIXED_SCALE * vv; \
- TT -= 0.5f * FIXED_SCALE * vv; \
- switch (format) { \
- case GL_RGB: \
- switch (envmode) { \
- case GL_MODULATE: \
- SPAN2(LINEAR_RGB;MODULATE,3); \
- break; \
- case GL_DECAL: \
- case GL_REPLACE: \
- SPAN2(LINEAR_RGB;REPLACE,3); \
- break; \
- case GL_BLEND: \
- SPAN2(LINEAR_RGB;BLEND,3); \
- break; \
- case GL_ADD: \
- SPAN2(LINEAR_RGB;ADD,3); \
- break; \
- } \
- break; \
- case GL_RGBA: \
- switch (envmode) { \
- case GL_MODULATE: \
- SPAN2(LINEAR_RGBA;MODULATE,4); \
- break; \
- case GL_DECAL: \
- SPAN2(LINEAR_RGBA;DECAL,4); \
- break; \
- case GL_BLEND: \
- SPAN2(LINEAR_RGBA;BLEND,4); \
- break; \
- case GL_REPLACE: \
- SPAN2(LINEAR_RGBA;REPLACE,4); \
- break; \
- case GL_ADD: \
- SPAN2(LINEAR_RGBA;ADD,4); \
- break; \
- } \
- break; \
- } \
- break; \
- } \
- gl_write_rgba_span( ctx, n, LEFT, Y, zspan, \
- rgba, GL_POLYGON ); \
- ffr = ffg = ffb = ffa = 0; \
- } \
- }
-
-
- #include "tritemp.h"
- #undef SPAN1
- #undef SPAN2
- }
- #endif
-
-
-
- /*
- * Render a smooth-shaded, textured, RGBA triangle.
- * Interpolate S,T,U with perspective correction, w/out mipmapping.
- * Note: we use texture coordinates S,T,U,V instead of S,T,R,Q because
- * R is already used for red.
- */
- static void general_textured_triangle( GLcontext *ctx, GLuint v0, GLuint v1,
- GLuint v2, GLuint pv )
- {
- #define INTERP_Z 1
- #define INTERP_RGB 1
- #define INTERP_ALPHA 1
- #define INTERP_STUV 1
- #define SETUP_CODE \
- GLboolean flat_shade = (ctx->Light.ShadeModel==GL_FLAT); \
- GLint r, g, b, a; \
- if (flat_shade) { \
- r = VB->ColorPtr->data[pv][0]; \
- g = VB->ColorPtr->data[pv][1]; \
- b = VB->ColorPtr->data[pv][2]; \
- a = VB->ColorPtr->data[pv][3]; \
- }
- #define INNER_LOOP( LEFT, RIGHT, Y ) \
- { \
- GLint i, n = RIGHT-LEFT; \
- GLdepth zspan[MAX_WIDTH]; \
- GLubyte rgba[MAX_WIDTH][4]; \
- GLfloat s[MAX_WIDTH], t[MAX_WIDTH], u[MAX_WIDTH]; \
- if (n>0) { \
- if (flat_shade) { \
- for (i=0;i<n;i++) { \
- GLdouble invQ = 1.0 / vv; \
- zspan[i] = FixedToDepth(ffz); \
- rgba[i][RCOMP] = r; \
- rgba[i][GCOMP] = g; \
- rgba[i][BCOMP] = b; \
- rgba[i][ACOMP] = a; \
- s[i] = ss*invQ; \
- t[i] = tt*invQ; \
- u[i] = uu*invQ; \
- ffz += fdzdx; \
- ss += dsdx; \
- tt += dtdx; \
- uu += dudx; \
- vv += dvdx; \
- } \
- } \
- else { \
- for (i=0;i<n;i++) { \
- GLdouble invQ = 1.0 / vv; \
- zspan[i] = FixedToDepth(ffz); \
- rgba[i][RCOMP] = FixedToInt(ffr); \
- rgba[i][GCOMP] = FixedToInt(ffg); \
- rgba[i][BCOMP] = FixedToInt(ffb); \
- rgba[i][ACOMP] = FixedToInt(ffa); \
- s[i] = ss*invQ; \
- t[i] = tt*invQ; \
- u[i] = uu*invQ; \
- ffz += fdzdx; \
- ffr += fdrdx; \
- ffg += fdgdx; \
- ffb += fdbdx; \
- ffa += fdadx; \
- ss += dsdx; \
- tt += dtdx; \
- uu += dudx; \
- vv += dvdx; \
- } \
- } \
- gl_write_texture_span( ctx, n, LEFT, Y, zspan, \
- s, t, u, NULL, \
- rgba, \
- NULL, GL_POLYGON ); \
- } \
- }
-
- #include "tritemp.h"
- }
-
-
- /*
- * Render a smooth-shaded, textured, RGBA triangle with separate specular
- * color interpolation.
- * Interpolate S,T,U with perspective correction, w/out mipmapping.
- * Note: we use texture coordinates S,T,U,V instead of S,T,R,Q because
- * R is already used for red.
- */
- static void general_textured_spec_triangle1( GLcontext *ctx, GLuint v0,
- GLuint v1, GLuint v2, GLuint pv,
- GLdepth zspan[MAX_WIDTH],
- GLubyte rgba[MAX_WIDTH][4],
- GLubyte spec[MAX_WIDTH][4] )
- {
- #define INTERP_Z 1
- #define INTERP_RGB 1
- #define INTERP_SPEC 1
- #define INTERP_ALPHA 1
- #define INTERP_STUV 1
- #define SETUP_CODE \
- GLboolean flat_shade = (ctx->Light.ShadeModel==GL_FLAT); \
- GLint r, g, b, a, sr, sg, sb; \
- if (flat_shade) { \
- r = VB->ColorPtr->data[pv][0]; \
- g = VB->ColorPtr->data[pv][1]; \
- b = VB->ColorPtr->data[pv][2]; \
- a = VB->ColorPtr->data[pv][3]; \
- sr = VB->Specular[pv][0]; \
- sg = VB->Specular[pv][1]; \
- sb = VB->Specular[pv][2]; \
- }
- #define INNER_LOOP( LEFT, RIGHT, Y ) \
- { \
- GLint i, n = RIGHT-LEFT; \
- GLfloat s[MAX_WIDTH], t[MAX_WIDTH], u[MAX_WIDTH]; \
- if (n>0) { \
- if (flat_shade) { \
- for (i=0;i<n;i++) { \
- GLdouble invQ = 1.0 / vv; \
- zspan[i] = FixedToDepth(ffz); \
- rgba[i][RCOMP] = r; \
- rgba[i][GCOMP] = g; \
- rgba[i][BCOMP] = b; \
- rgba[i][ACOMP] = a; \
- spec[i][RCOMP] = sr; \
- spec[i][GCOMP] = sg; \
- spec[i][BCOMP] = sb; \
- s[i] = ss*invQ; \
- t[i] = tt*invQ; \
- u[i] = uu*invQ; \
- ffz += fdzdx; \
- ss += dsdx; \
- tt += dtdx; \
- uu += dudx; \
- vv += dvdx; \
- } \
- } \
- else { \
- for (i=0;i<n;i++) { \
- GLdouble invQ = 1.0 / vv; \
- zspan[i] = FixedToDepth(ffz); \
- rgba[i][RCOMP] = FixedToInt(ffr); \
- rgba[i][GCOMP] = FixedToInt(ffg); \
- rgba[i][BCOMP] = FixedToInt(ffb); \
- rgba[i][ACOMP] = FixedToInt(ffa); \
- spec[i][RCOMP] = FixedToInt(ffsr); \
- spec[i][GCOMP] = FixedToInt(ffsg); \
- spec[i][BCOMP] = FixedToInt(ffsb); \
- s[i] = ss*invQ; \
- t[i] = tt*invQ; \
- u[i] = uu*invQ; \
- ffz += fdzdx; \
- ffr += fdrdx; \
- ffg += fdgdx; \
- ffb += fdbdx; \
- ffa += fdadx; \
- ffsr += fdsrdx; \
- ffsg += fdsgdx; \
- ffsb += fdsbdx; \
- ss += dsdx; \
- tt += dtdx; \
- uu += dudx; \
- vv += dvdx; \
- } \
- } \
- gl_write_texture_span( ctx, n, LEFT, Y, zspan, \
- s, t, u, NULL, rgba, \
- (const GLubyte (*)[4]) spec, \
- GL_POLYGON ); \
- } \
- }
-
- #include "tritemp.h"
- }
-
-
-
- /*
- * Compute the lambda value (texture level value) for a fragment.
- */
- static GLfloat compute_lambda( GLfloat s, GLfloat dsdx, GLfloat dsdy,
- GLfloat t, GLfloat dtdx, GLfloat dtdy,
- GLfloat invQ, GLfloat dqdx, GLfloat dqdy,
- GLfloat width, GLfloat height )
- {
- GLfloat dudx, dudy, dvdx, dvdy;
- GLfloat r1, r2, rho2;
- GLfloat invQ_width = invQ * width;
- GLfloat invQ_height = invQ * height;
-
- dudx = (dsdx - s*dqdx) * invQ_width;
- dudy = (dsdy - s*dqdy) * invQ_width;
- dvdx = (dtdx - t*dqdx) * invQ_height;
- dvdy = (dtdy - t*dqdy) * invQ_height;
-
- r1 = dudx * dudx + dudy * dudy;
- r2 = dvdx * dvdx + dvdy * dvdy;
-
- rho2 = r1 + r2; /* used to be: rho2 = MAX2(r1,r2); */
- ASSERT( rho2 >= 0.0 );
-
- /* return log base 2 of rho */
- return log(rho2) * 1.442695 * 0.5; /* 1.442695 = 1/log(2) */
- }
-
-
- /*
- * Render a smooth-shaded, textured, RGBA triangle.
- * Interpolate S,T,U with perspective correction and compute lambda for
- * each fragment. Lambda is used to determine whether to use the
- * minification or magnification filter. If minification and using
- * mipmaps, lambda is also used to select the texture level of detail.
- */
- static void lambda_textured_triangle1( GLcontext *ctx, GLuint v0, GLuint v1,
- GLuint v2, GLuint pv,
- GLfloat s[MAX_WIDTH],
- GLfloat t[MAX_WIDTH],
- GLfloat u[MAX_WIDTH] )
- {
- #define INTERP_Z 1
- #define INTERP_RGB 1
- #define INTERP_ALPHA 1
- #define INTERP_STUV 1
-
- #define SETUP_CODE \
- const struct gl_texture_object *obj = ctx->Texture.Unit[0].Current; \
- const GLint baseLevel = obj->BaseLevel; \
- const struct gl_texture_image *texImage = obj->Image[baseLevel]; \
- const GLfloat twidth = (GLfloat) texImage->Width; \
- const GLfloat theight = (GLfloat) texImage->Height; \
- const GLboolean flat_shade = (ctx->Light.ShadeModel==GL_FLAT); \
- GLint r, g, b, a; \
- if (flat_shade) { \
- r = VB->ColorPtr->data[pv][0]; \
- g = VB->ColorPtr->data[pv][1]; \
- b = VB->ColorPtr->data[pv][2]; \
- a = VB->ColorPtr->data[pv][3]; \
- }
-
- #define INNER_LOOP( LEFT, RIGHT, Y ) \
- { \
- GLint i, n = RIGHT-LEFT; \
- GLdepth zspan[MAX_WIDTH]; \
- GLubyte rgba[MAX_WIDTH][4]; \
- GLfloat lambda[MAX_WIDTH]; \
- if (n>0) { \
- if (flat_shade) { \
- for (i=0;i<n;i++) { \
- GLdouble invQ = 1.0 / vv; \
- zspan[i] = FixedToDepth(ffz); \
- rgba[i][RCOMP] = r; \
- rgba[i][GCOMP] = g; \
- rgba[i][BCOMP] = b; \
- rgba[i][ACOMP] = a; \
- s[i] = ss*invQ; \
- t[i] = tt*invQ; \
- u[i] = uu*invQ; \
- lambda[i] = compute_lambda( s[i], dsdx, dsdy, \
- t[i], dtdx, dtdy, \
- invQ, dvdx, dvdy, \
- twidth, theight ); \
- ffz += fdzdx; \
- ss += dsdx; \
- tt += dtdx; \
- uu += dudx; \
- vv += dvdx; \
- } \
- } \
- else { \
- for (i=0;i<n;i++) { \
- GLdouble invQ = 1.0 / vv; \
- zspan[i] = FixedToDepth(ffz); \
- rgba[i][RCOMP] = FixedToInt(ffr); \
- rgba[i][GCOMP] = FixedToInt(ffg); \
- rgba[i][BCOMP] = FixedToInt(ffb); \
- rgba[i][ACOMP] = FixedToInt(ffa); \
- s[i] = ss*invQ; \
- t[i] = tt*invQ; \
- u[i] = uu*invQ; \
- lambda[i] = compute_lambda( s[i], dsdx, dsdy, \
- t[i], dtdx, dtdy, \
- invQ, dvdx, dvdy, \
- twidth, theight ); \
- ffz += fdzdx; \
- ffr += fdrdx; \
- ffg += fdgdx; \
- ffb += fdbdx; \
- ffa += fdadx; \
- ss += dsdx; \
- tt += dtdx; \
- uu += dudx; \
- vv += dvdx; \
- } \
- } \
- gl_write_texture_span( ctx, n, LEFT, Y, zspan, \
- s, t, u, lambda, \
- rgba, NULL, GL_POLYGON ); \
- } \
- }
-
- #include "tritemp.h"
- }
-
-
- /*
- * Render a smooth-shaded, textured, RGBA triangle with separate specular
- * interpolation.
- * Interpolate S,T,U with perspective correction and compute lambda for
- * each fragment. Lambda is used to determine whether to use the
- * minification or magnification filter. If minification and using
- * mipmaps, lambda is also used to select the texture level of detail.
- */
- static void lambda_textured_spec_triangle1( GLcontext *ctx, GLuint v0,
- GLuint v1, GLuint v2, GLuint pv,
- GLfloat s[MAX_WIDTH],
- GLfloat t[MAX_WIDTH],
- GLfloat u[MAX_WIDTH] )
- {
- #define INTERP_Z 1
- #define INTERP_RGB 1
- #define INTERP_SPEC 1
- #define INTERP_ALPHA 1
- #define INTERP_STUV 1
-
- #define SETUP_CODE \
- const struct gl_texture_object *obj = ctx->Texture.Unit[0].Current; \
- const GLint baseLevel = obj->BaseLevel; \
- const struct gl_texture_image *texImage = obj->Image[baseLevel]; \
- const GLfloat twidth = (GLfloat) texImage->Width; \
- const GLfloat theight = (GLfloat) texImage->Height; \
- const GLboolean flat_shade = (ctx->Light.ShadeModel==GL_FLAT); \
- GLint r, g, b, a, sr, sg, sb; \
- if (flat_shade) { \
- r = VB->ColorPtr->data[pv][0]; \
- g = VB->ColorPtr->data[pv][1]; \
- b = VB->ColorPtr->data[pv][2]; \
- a = VB->ColorPtr->data[pv][3]; \
- sr = VB->Specular[pv][0]; \
- sg = VB->Specular[pv][1]; \
- sb = VB->Specular[pv][2]; \
- }
-
- #define INNER_LOOP( LEFT, RIGHT, Y ) \
- { \
- GLint i, n = RIGHT-LEFT; \
- GLdepth zspan[MAX_WIDTH]; \
- GLubyte spec[MAX_WIDTH][4]; \
- GLubyte rgba[MAX_WIDTH][4]; \
- GLfloat lambda[MAX_WIDTH]; \
- if (n>0) { \
- if (flat_shade) { \
- for (i=0;i<n;i++) { \
- GLdouble invQ = 1.0 / vv; \
- zspan[i] = FixedToDepth(ffz); \
- rgba[i][RCOMP] = r; \
- rgba[i][GCOMP] = g; \
- rgba[i][BCOMP] = b; \
- rgba[i][ACOMP] = a; \
- spec[i][RCOMP] = sr; \
- spec[i][GCOMP] = sg; \
- spec[i][BCOMP] = sb; \
- s[i] = ss*invQ; \
- t[i] = tt*invQ; \
- u[i] = uu*invQ; \
- lambda[i] = compute_lambda( s[i], dsdx, dsdy, \
- t[i], dtdx, dtdy, \
- invQ, dvdx, dvdy, \
- twidth, theight ); \
- ffz += fdzdx; \
- ss += dsdx; \
- tt += dtdx; \
- uu += dudx; \
- vv += dvdx; \
- } \
- } \
- else { \
- for (i=0;i<n;i++) { \
- GLdouble invQ = 1.0 / vv; \
- zspan[i] = FixedToDepth(ffz); \
- rgba[i][RCOMP] = FixedToInt(ffr); \
- rgba[i][GCOMP] = FixedToInt(ffg); \
- rgba[i][BCOMP] = FixedToInt(ffb); \
- rgba[i][ACOMP] = FixedToInt(ffa); \
- spec[i][RCOMP] = FixedToInt(ffsr); \
- spec[i][GCOMP] = FixedToInt(ffsg); \
- spec[i][BCOMP] = FixedToInt(ffsb); \
- s[i] = ss*invQ; \
- t[i] = tt*invQ; \
- u[i] = uu*invQ; \
- lambda[i] = compute_lambda( s[i], dsdx, dsdy, \
- t[i], dtdx, dtdy, \
- invQ, dvdx, dvdy, \
- twidth, theight ); \
- ffz += fdzdx; \
- ffr += fdrdx; \
- ffg += fdgdx; \
- ffb += fdbdx; \
- ffa += fdadx; \
- ffsr += fdsrdx; \
- ffsg += fdsgdx; \
- ffsb += fdsbdx; \
- ss += dsdx; \
- tt += dtdx; \
- uu += dudx; \
- vv += dvdx; \
- } \
- } \
- gl_write_texture_span( ctx, n, LEFT, Y, zspan, \
- s, t, u, lambda, \
- rgba, (const GLubyte (*)[4]) spec, \
- GL_POLYGON ); \
- } \
- }
-
- #include "tritemp.h"
- }
-
-
- /*
- * This is the big one!
- * Interpolate Z, RGB, Alpha, and two sets of texture coordinates.
- * Yup, it's slow.
- */
- static void lambda_multitextured_triangle1( GLcontext *ctx, GLuint v0,
- GLuint v1, GLuint v2, GLuint pv,
- GLfloat s[MAX_TEXTURE_UNITS][MAX_WIDTH],
- GLfloat t[MAX_TEXTURE_UNITS][MAX_WIDTH],
- GLfloat u[MAX_TEXTURE_UNITS][MAX_WIDTH]
- )
- {
- GLubyte rgba[MAX_WIDTH][4];
- #define INTERP_Z 1
- #define INTERP_RGB 1
- #define INTERP_ALPHA 1
- #define INTERP_STUV 1
- #define INTERP_STUV1 1
-
- #define SETUP_CODE \
- const struct gl_texture_object *obj0 = ctx->Texture.Unit[0].Current; \
- const GLint baseLevel0 = obj0->BaseLevel; \
- const struct gl_texture_image *texImage0 = obj0->Image[baseLevel0]; \
- const GLfloat twidth0 = (GLfloat) texImage0->Width; \
- const GLfloat theight0 = (GLfloat) texImage0->Height; \
- const struct gl_texture_object *obj1 = ctx->Texture.Unit[1].Current; \
- const GLint baseLevel1 = obj1->BaseLevel; \
- const struct gl_texture_image *texImage1 = obj1->Image[baseLevel1]; \
- const GLfloat twidth1 = (GLfloat) texImage1->Width; \
- const GLfloat theight1 = (GLfloat) texImage1->Height; \
- const GLboolean flat_shade = (ctx->Light.ShadeModel==GL_FLAT); \
- GLint r, g, b, a; \
- if (flat_shade) { \
- r = VB->ColorPtr->data[pv][0]; \
- g = VB->ColorPtr->data[pv][1]; \
- b = VB->ColorPtr->data[pv][2]; \
- a = VB->ColorPtr->data[pv][3]; \
- }
-
- #define INNER_LOOP( LEFT, RIGHT, Y ) \
- { \
- GLint i, n = RIGHT-LEFT; \
- GLdepth zspan[MAX_WIDTH]; \
- GLfloat lambda[MAX_TEXTURE_UNITS][MAX_WIDTH]; \
- if (n>0) { \
- if (flat_shade) { \
- for (i=0;i<n;i++) { \
- GLdouble invQ = 1.0 / vv; \
- GLdouble invQ1 = 1.0 / vv1; \
- zspan[i] = FixedToDepth(ffz); \
- rgba[i][RCOMP] = r; \
- rgba[i][GCOMP] = g; \
- rgba[i][BCOMP] = b; \
- rgba[i][ACOMP] = a; \
- s[0][i] = ss*invQ; \
- t[0][i] = tt*invQ; \
- u[0][i] = uu*invQ; \
- lambda[0][i] = compute_lambda( s[0][i], dsdx, dsdy, \
- t[0][i], dtdx, dtdy, \
- invQ, dvdx, dvdy, \
- twidth0, theight0 ); \
- s[1][i] = ss1*invQ1; \
- t[1][i] = tt1*invQ1; \
- u[1][i] = uu1*invQ1; \
- lambda[1][i] = compute_lambda( s[1][i], ds1dx, ds1dy, \
- t[1][i], dt1dx, dt1dy, \
- invQ1, dvdx, dvdy, \
- twidth1, theight1 ); \
- ffz += fdzdx; \
- ss += dsdx; \
- tt += dtdx; \
- uu += dudx; \
- vv += dvdx; \
- ss1 += ds1dx; \
- tt1 += dt1dx; \
- uu1 += du1dx; \
- vv1 += dv1dx; \
- } \
- } \
- else { \
- for (i=0;i<n;i++) { \
- GLdouble invQ = 1.0 / vv; \
- GLdouble invQ1 = 1.0 / vv1; \
- zspan[i] = FixedToDepth(ffz); \
- rgba[i][RCOMP] = FixedToInt(ffr); \
- rgba[i][GCOMP] = FixedToInt(ffg); \
- rgba[i][BCOMP] = FixedToInt(ffb); \
- rgba[i][ACOMP] = FixedToInt(ffa); \
- s[0][i] = ss*invQ; \
- t[0][i] = tt*invQ; \
- u[0][i] = uu*invQ; \
- lambda[0][i] = compute_lambda( s[0][i], dsdx, dsdy, \
- t[0][i], dtdx, dtdy, \
- invQ, dvdx, dvdy, \
- twidth0, theight0 ); \
- s[1][i] = ss1*invQ1; \
- t[1][i] = tt1*invQ1; \
- u[1][i] = uu1*invQ1; \
- lambda[1][i] = compute_lambda( s[1][i], ds1dx, ds1dy, \
- t[1][i], dt1dx, dt1dy, \
- invQ1, dvdx, dvdy, \
- twidth1, theight1 ); \
- ffz += fdzdx; \
- ffr += fdrdx; \
- ffg += fdgdx; \
- ffb += fdbdx; \
- ffa += fdadx; \
- ss += dsdx; \
- tt += dtdx; \
- uu += dudx; \
- vv += dvdx; \
- ss1 += ds1dx; \
- tt1 += dt1dx; \
- uu1 += du1dx; \
- vv1 += dv1dx; \
- } \
- } \
- gl_write_multitexture_span( ctx, 2, n, LEFT, Y, zspan, \
- (const GLfloat (*)[MAX_WIDTH]) s, \
- (const GLfloat (*)[MAX_WIDTH]) t, \
- (const GLfloat (*)[MAX_WIDTH]) u, \
- (GLfloat (*)[MAX_WIDTH]) lambda, \
- rgba, NULL, GL_POLYGON ); \
- } \
- }
-
- #include "tritemp.h"
- }
-
-
- /*
- * These wrappers are needed to deal with the 32KB / stack frame limit
- * on Mac / PowerPC systems.
- */
-
- static void general_textured_spec_triangle(GLcontext *ctx, GLuint v0,
- GLuint v1, GLuint v2, GLuint pv)
- {
- GLdepth zspan[MAX_WIDTH];
- GLubyte rgba[MAX_WIDTH][4], spec[MAX_WIDTH][4];
- general_textured_spec_triangle1(ctx,v0,v1,v2,pv,zspan,rgba,spec);
- }
-
- static void lambda_textured_triangle( GLcontext *ctx, GLuint v0,
- GLuint v1, GLuint v2, GLuint pv )
- {
- GLfloat s[MAX_WIDTH], t[MAX_WIDTH], u[MAX_WIDTH];
- lambda_textured_triangle1(ctx,v0,v1,v2,pv,s,t,u);
- }
-
- static void lambda_textured_spec_triangle( GLcontext *ctx, GLuint v0,
- GLuint v1, GLuint v2, GLuint pv )
- {
- GLfloat s[MAX_WIDTH];
- GLfloat t[MAX_WIDTH];
- GLfloat u[MAX_WIDTH];
- lambda_textured_spec_triangle1(ctx,v0,v1,v2,pv,s,t,u);
- }
-
-
- static void lambda_multitextured_triangle( GLcontext *ctx, GLuint v0,
- GLuint v1, GLuint v2, GLuint pv)
- {
-
- GLfloat s[MAX_TEXTURE_UNITS][MAX_WIDTH];
- GLfloat t[MAX_TEXTURE_UNITS][MAX_WIDTH];
- DEFMARRAY(GLfloat,u,MAX_TEXTURE_UNITS,MAX_WIDTH);
- CHECKARRAY(u,return);
-
- lambda_multitextured_triangle1(ctx,v0,v1,v2,pv,s,t,u);
-
- UNDEFARRAY(u);
- }
-
-
- /*
- * Null rasterizer for measuring transformation speed.
- */
- static void null_triangle( GLcontext *ctx, GLuint v0, GLuint v1,
- GLuint v2, GLuint pv )
- {
- (void) ctx;
- (void) v0;
- (void) v1;
- (void) v2;
- (void) pv;
- }
-
-
- #if 0
- # define dputs(s) puts(s)
- #else
- # define dputs(s)
- #endif
-
- /*
- * Determine which triangle rendering function to use given the current
- * rendering context.
- */
- void gl_set_triangle_function( GLcontext *ctx )
- {
- GLboolean rgbmode = ctx->Visual->RGBAflag;
-
- if (ctx->RenderMode==GL_RENDER) {
- if (ctx->NoRaster) {
- ctx->Driver.TriangleFunc = null_triangle;
- return;
- }
- if (ctx->Driver.TriangleFunc) {
- /* Device driver will draw triangles. */
- return;
- }
-
- if (ctx->Texture.ReallyEnabled) {
- /* Ugh, we do a _lot_ of tests to pick the best textured tri func */
- int format, filter;
- const struct gl_texture_object *current2Dtex = ctx->Texture.Unit[0].CurrentD[2];
- const struct gl_texture_image *image;
- /* First see if we can used an optimized 2-D texture function */
- if (ctx->Texture.ReallyEnabled==TEXTURE0_2D
- && current2Dtex->WrapS==GL_REPEAT
- && current2Dtex->WrapT==GL_REPEAT
- && ((image = current2Dtex->Image[current2Dtex->BaseLevel]) != 0) /* correct! */
- && image->Border==0
- && ((format = image->Format)==GL_RGB || format==GL_RGBA)
- && (filter = current2Dtex->MinFilter)==current2Dtex->MagFilter
- && ctx->Light.Model.ColorControl==GL_SINGLE_COLOR) {
-
- if (ctx->Hint.PerspectiveCorrection==GL_FASTEST) {
-
- if (filter==GL_NEAREST
- && format==GL_RGB
- && (ctx->Texture.Unit[0].EnvMode==GL_REPLACE
- || ctx->Texture.Unit[0].EnvMode==GL_DECAL)
- && ((ctx->RasterMask==DEPTH_BIT
- && ctx->Depth.Func==GL_LESS
- && ctx->Depth.Mask==GL_TRUE)
- || ctx->RasterMask==0)
- && ctx->Polygon.StippleFlag==GL_FALSE) {
-
- if (ctx->RasterMask==DEPTH_BIT) {
- ctx->Driver.TriangleFunc = simple_z_textured_triangle;
- dputs("simple_z_textured_triangle");
- }
- else {
- ctx->Driver.TriangleFunc = simple_textured_triangle;
- dputs("simple_textured_triangle");
- }
- }
- else {
- ctx->Driver.TriangleFunc = affine_textured_triangle;
- dputs("affine_textured_triangle");
- }
- }
- else {
- /*ctx->Driver.TriangleFunc = persp_textured_triangle;*/
- ctx->Driver.TriangleFunc = general_textured_triangle;
- dputs("persp_textured_triangle");
- }
- }
- else {
- /* More complicated textures (mipmap, multi-tex, sep specular) */
- GLboolean needLambda;
- /* if mag filter != min filter we need to compute lambda */
- const struct gl_texture_object *obj0 = ctx->Texture.Unit[0].Current;
- const struct gl_texture_object *obj1 = ctx->Texture.Unit[1].Current;
- if (obj0 && obj0->MinFilter != obj0->MagFilter)
- needLambda = GL_TRUE;
- else if (obj1 && obj1->MinFilter != obj1->MagFilter)
- needLambda = GL_TRUE;
- else
- needLambda = GL_FALSE;
- if (ctx->Texture.ReallyEnabled >= TEXTURE1_1D) {
- /* multi-texture! */
- ctx->Driver.TriangleFunc = lambda_multitextured_triangle;
- dputs("lambda_multitextured_triangle");
- }
- else if (ctx->Light.Enabled &&
- ctx->Light.Model.ColorControl==GL_SEPARATE_SPECULAR_COLOR) {
- /* separate specular color interpolation */
- if (needLambda) {
- ctx->Driver.TriangleFunc = lambda_textured_spec_triangle;
- dputs("lambda_textured_spec_triangle");
- }
- else {
- ctx->Driver.TriangleFunc = general_textured_spec_triangle;
- dputs("general_textured_spec_triangle");
- }
- }
- else {
- if (needLambda) {
- ctx->Driver.TriangleFunc = lambda_textured_triangle;
- dputs("lambda_textured_triangle");
- }
- else {
- ctx->Driver.TriangleFunc = general_textured_triangle;
- dputs("general_textured_triangle");
- }
- }
- }
- }
- else {
- if (ctx->Light.ShadeModel==GL_SMOOTH) {
- /* smooth shaded, no texturing, stippled or some raster ops */
- if (rgbmode)
- ctx->Driver.TriangleFunc = smooth_rgba_triangle;
- else
- ctx->Driver.TriangleFunc = smooth_ci_triangle;
- }
- else {
- /* flat shaded, no texturing, stippled or some raster ops */
- if (rgbmode)
- ctx->Driver.TriangleFunc = flat_rgba_triangle;
- else
- ctx->Driver.TriangleFunc = flat_ci_triangle;
- }
- }
- }
- else if (ctx->RenderMode==GL_FEEDBACK) {
- ctx->Driver.TriangleFunc = gl_feedback_triangle;
- }
- else {
- /* GL_SELECT mode */
- ctx->Driver.TriangleFunc = gl_select_triangle;
- }
- }
-