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- /* $Id: vbindirect.c,v 1.3 1999/10/11 04:24:05 joukj 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.
- */
-
- /*
- * New (3.1) transformation code written by Keith Whitwell.
- */
-
-
- #include "vb.h"
- #include "vbcull.h"
- #include "vbrender.h"
- #include "pipeline.h"
- #include "pb.h"
- #include "types.h"
- #include "stages.h"
-
- static struct gl_prim_state next_lines[3] = {
- { 1, 2, 0, 0, &next_lines[1] },
- { 1, 2, 1, 0, &next_lines[0] }
- };
-
- static struct gl_prim_state next_line_loop[3] = {
- { 1, 2, 0, 0, &next_line_loop[1] },
- { 1, 2, 1, 1, &next_line_loop[1] }
- };
-
- static struct gl_prim_state next_line_strip[3] = {
- { 1, 2, 0, 0, &next_line_strip[1] },
- { 1, 2, 1, 0, &next_line_strip[1] }
- };
-
- static struct gl_prim_state next_poly[3] = {
- { 1, 2, 0, 0, &next_poly[1] },
- { 1, 2, 0, 0, &next_poly[2] },
- { 0, 2, 1, 0, &next_poly[2] }
- };
-
- static struct gl_prim_state next_tris[3] = {
- { 1, 2, 0, 0, &next_tris[1] },
- { 1, 2, 0, 0, &next_tris[2] },
- { 1, 2, 1, 0, &next_tris[0] }
- };
-
- static struct gl_prim_state next_tri_strip0[4] = {
- { 2, 1, 0, 0, &next_tri_strip0[1] },
- { 0, 2, 0, 0, &next_tri_strip0[2] },
- { 2, 1, 1, 0, &next_tri_strip0[3] },
- { 0, 2, 1, 0, &next_tri_strip0[2] },
- };
-
- static struct gl_prim_state next_tri_strip1[4] = {
- { 0, 2, 0, 0, &next_tri_strip1[1] },
- { 2, 1, 0, 0, &next_tri_strip1[2] },
- { 0, 2, 1, 0, &next_tri_strip1[3] },
- { 2, 1, 1, 0, &next_tri_strip1[2] },
- };
-
- static struct gl_prim_state next_quads[4] = {
- { 1, 2, 0, 0, &next_quads[1] },
- { 2, 1, 0, 0, &next_quads[2] },
- { 1, 2, 1, 0, &next_quads[3] },
- { 1, 2, 1, 0, &next_quads[0] }
- };
-
- static struct gl_prim_state next_quad_strip[4] = {
- { 2, 1, 0, 0, &next_quad_strip[1] },
- { 0, 2, 0, 0, &next_quad_strip[2] },
- { 2, 1, 1, 0, &next_quad_strip[3] },
- { 0, 2, 1, 0, &next_quad_strip[2] },
- };
-
-
-
-
-
-
-
- #define INIT(ctx, prim) \
- do { \
- if (ctx->PB->count > 0) gl_flush_pb(ctx); \
- if (ctx->PB->primitive != prim) { \
- gl_reduced_prim_change( ctx, prim ); \
- } \
- } while(0)
-
-
-
- /* Need better driver support for this case.
- */
- static void
- indexed_render_points( struct vertex_buffer *VB,
- const struct gl_prim_state *state,
- const GLuint *elt,
- GLuint start,
- GLuint count )
- {
- GLcontext *ctx = VB->ctx;
- GLuint i;
- (void) state;
- INIT(ctx, GL_POINTS);
-
- if (VB->ClipOrMask) {
- const GLubyte *clip = VB->ClipMask;
- for (i = start ; i < count ; i++)
- if (!clip[elt[i]])
- ctx->Driver.PointsFunc( ctx, elt[i], elt[i] );
- } else {
- for (i = start ; i < count ; i++)
- ctx->Driver.PointsFunc( ctx, elt[i], elt[i] );
- }
- }
-
- static void
- indexed_render_lines( struct vertex_buffer *VB,
- const struct gl_prim_state *state,
- const GLuint *elt,
- GLuint start,
- GLuint count )
- {
- GLcontext *ctx = VB->ctx;
- GLuint i;
-
- INIT(ctx, GL_LINES);
-
- if (VB->ClipOrMask) {
- const GLubyte *clip = VB->ClipMask;
- GLuint prev = 0;
-
- for (i = start ; i < count ; i++) {
- GLuint curr = elt[i];
- if (state->draw) {
- if (clip[curr] | clip[prev])
- gl_render_clipped_line( ctx, prev, curr );
- else
- ctx->Driver.LineFunc( ctx, prev, curr, curr );
- }
- prev = curr;
- state = state->next;
- }
- if (state->finish_loop) {
- GLuint curr = elt[start];
- if (clip[curr] | clip[prev])
- gl_render_clipped_line( ctx, prev, curr );
- else
- ctx->Driver.LineFunc( ctx, prev, curr, curr );
- }
- } else {
- GLuint prev = 0;
- for (i = start ; i < count ; i++) {
- GLuint curr = elt[i];
- if (state->draw) ctx->Driver.LineFunc( ctx, prev, curr, curr );
- prev = curr;
- state = state->next;
- }
- if (state->finish_loop) {
- GLuint curr = elt[start];
- ctx->Driver.LineFunc( ctx, prev, curr, curr );
- }
- }
- }
-
-
-
- static void
- indexed_render_tris( struct vertex_buffer *VB,
- const struct gl_prim_state *state,
- const GLuint *elt,
- GLuint start,
- GLuint count )
- {
- GLcontext *ctx = VB->ctx;
- GLuint i;
-
- INIT(ctx, GL_POLYGON);
-
- if (VB->ClipOrMask) {
- GLuint v[3];
- GLuint vlist[VB_MAX_CLIPPED_VERTS];
-
- const GLubyte *clip = VB->ClipMask;
- for (i = start ; i < count ; i++) {
- v[2] = elt[i];
- if (state->draw) {
- if (clip[v[0]] | clip[v[1]] | clip[v[2]]) {
- if (!(clip[v[0]] & clip[v[1]] & clip[v[2]] & CLIP_ALL_BITS)) {
- COPY_3V(vlist, v);
- gl_render_clipped_triangle( ctx, 3, vlist, vlist[2] );
- }
- }
- else
- ctx->TriangleFunc( ctx, v[0], v[1], v[2], v[2] );
- }
- v[0] = v[state->v0];
- v[1] = v[state->v1];
- state = state->next;
- }
- } else {
- GLuint v[3];
- const triangle_func tf = ctx->TriangleFunc;
-
- for (i = start ; i < count ; i++) {
- v[2] = elt[i];
- if (state->draw)
- tf( ctx, v[0], v[1], v[2], v[2] );
- v[0] = v[state->v0];
- v[1] = v[state->v1];
- state = state->next;
- }
- }
- }
-
-
- static void
- indexed_render_noop( struct vertex_buffer *VB,
- const struct gl_prim_state *state,
- const GLuint *elt,
- GLuint start,
- GLuint count )
- {
- (void) VB;
- (void) state;
- (void) elt;
- (void) start;
- (void) count;
- }
-
-
- typedef void (*indexed_render_func)( struct vertex_buffer *VB,
- const struct gl_prim_state *state,
- const GLuint *elt,
- GLuint start,
- GLuint count );
-
-
- indexed_render_func prim_func[GL_POLYGON+2] = {
- indexed_render_points,
- indexed_render_lines,
- indexed_render_lines,
- indexed_render_lines,
- indexed_render_tris,
- indexed_render_tris,
- indexed_render_tris,
- indexed_render_tris,
- indexed_render_tris,
- indexed_render_tris,
- indexed_render_noop
- };
-
-
- CONST struct gl_prim_state *gl_prim_state_machine[GL_POLYGON+2][2] = {
- { 0, 0 },
- { next_lines, next_lines },
- { next_line_loop, next_line_loop },
- { next_line_strip, next_line_strip },
- { next_tris, next_tris },
- { next_tri_strip0, next_tri_strip1 },
- { next_poly, next_poly },
- { next_quads, next_quads },
- { next_quad_strip, next_quad_strip },
- { next_poly, next_poly },
- };
-
-
-
-
- void gl_render_elts( struct vertex_buffer *VB )
- {
- GLcontext *ctx = VB->ctx;
- struct vertex_buffer *saved_vb = ctx->VB;
- GLenum prim = ctx->CVA.elt_mode;
- GLuint *elt = VB->EltPtr->start;
- GLuint nr = VB->EltPtr->count;
- GLuint p = 0;
-
- gl_import_client_data( VB, ctx->RenderFlags,
- (VB->ClipOrMask
- ? VEC_WRITABLE|VEC_GOOD_STRIDE
- : VEC_GOOD_STRIDE));
-
- ctx->VB = VB;
-
- if (ctx->Driver.RenderStart)
- ctx->Driver.RenderStart( ctx );
-
- do {
- const struct gl_prim_state *state = gl_prim_state_machine[prim][0];
- indexed_render_func func = prim_func[prim];
-
- func( VB, state, elt, 0, nr );
-
- if (ctx->TriangleCaps & DD_TRI_LIGHT_TWOSIDE) {
- VB->Specular = VB->Spec[0];
- VB->ColorPtr = VB->Color[0];
- VB->IndexPtr = VB->Index[0];
- }
-
- } while (ctx->Driver.MultipassFunc &&
- ctx->Driver.MultipassFunc( VB, ++p ));
-
-
- if (ctx->PB->count > 0)
- gl_flush_pb(ctx);
-
- if (ctx->Driver.RenderFinish)
- ctx->Driver.RenderFinish( ctx );
-
- ctx->VB = saved_vb;
- }
-
-
-
- void gl_render_vb_indirect( struct vertex_buffer *VB )
- {
- GLuint i, next, prim;
- GLuint parity = VB->Parity;
- GLuint count = VB->Count;
- const struct gl_prim_state *state;
- indexed_render_func func;
- GLcontext *ctx = VB->ctx;
- struct vertex_buffer *cvaVB = ctx->CVA.VB;
- struct vertex_buffer *saved_vb = ctx->VB;
- GLuint p = 0;
-
- gl_import_client_data( cvaVB, ctx->RenderFlags,
- (VB->ClipOrMask
- ? VEC_WRITABLE|VEC_GOOD_STRIDE
- : VEC_GOOD_STRIDE));
-
- ctx->VB = cvaVB;
-
- if (!VB->CullDone)
- gl_fast_copy_vb( VB );
-
- if (/* ctx->Current.Primitive == GL_POLYGON+1 && */ctx->Driver.RenderStart)
- ctx->Driver.RenderStart( ctx );
-
- do {
- for (i = VB->CopyStart ; i < count ; parity = 0, i = next ) {
- prim = VB->Primitive[i];
- next = VB->NextPrimitive[i];
-
- state = gl_prim_state_machine[prim][parity];
- func = prim_func[prim];
-
- func( cvaVB, state, VB->EltPtr->data, i, next );
-
- if (ctx->TriangleCaps & DD_TRI_LIGHT_TWOSIDE) {
- cvaVB->Specular = cvaVB->Spec[0];
- cvaVB->ColorPtr = cvaVB->Color[0];
- cvaVB->IndexPtr = cvaVB->Index[0];
- }
- }
-
- } while (ctx->Driver.MultipassFunc &&
- ctx->Driver.MultipassFunc( VB, ++p ));
-
-
- if (ctx->PB->count > 0)
- gl_flush_pb(ctx);
-
- if (/* ctx->Current.Primitive == GL_POLYGON+1 && */ctx->Driver.RenderFinish)
- ctx->Driver.RenderFinish( ctx );
-
- ctx->VB = saved_vb;
- }
-