📄 s_tritemp.h
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/*
* Mesa 3-D graphics library
* Version: 6.4
*
* Copyright (C) 1999-2005 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 Rasterizer Template
*
* This file is #include'd to generate custom triangle rasterizers.
*
* The following macros may be defined to indicate what auxillary information
* must be interplated across the triangle:
* INTERP_Z - if defined, interpolate vertex Z values
* INTERP_W - if defined, interpolate vertex W values
* INTERP_FOG - if defined, interpolate fog values
* INTERP_RGB - if defined, interpolate RGB values
* INTERP_ALPHA - if defined, interpolate Alpha values (req's INTERP_RGB)
* INTERP_SPEC - if defined, interpolate specular RGB values
* INTERP_INDEX - if defined, interpolate color index values
* INTERP_INT_TEX - if defined, interpolate integer ST texcoords
* (fast, simple 2-D texture mapping)
* INTERP_TEX - if defined, interpolate set 0 float STRQ texcoords
* NOTE: OpenGL STRQ = Mesa STUV (R was taken for red)
* INTERP_MULTITEX - if defined, interpolate N units of STRQ texcoords
*
* When one can directly address pixels in the color buffer the following
* macros can be defined and used to compute pixel addresses during
* rasterization (see pRow):
* PIXEL_TYPE - the datatype of a pixel (GLubyte, GLushort, GLuint)
* BYTES_PER_ROW - number of bytes per row in the color buffer
* PIXEL_ADDRESS(X,Y) - returns the address of pixel at (X,Y) where
* Y==0 at bottom of screen and increases upward.
*
* Similarly, for direct depth buffer access, this type is used for depth
* buffer addressing:
* DEPTH_TYPE - either GLushort or GLuint
*
* Optionally, one may provide one-time setup code per triangle:
* SETUP_CODE - code which is to be executed once per triangle
* CLEANUP_CODE - code to execute at end of triangle
*
* The following macro MUST be defined:
* RENDER_SPAN(span) - code to write a span of pixels.
*
* This code was designed for the origin to be in the lower-left corner.
*
* Inspired by triangle rasterizer code written by Allen Akin. Thanks Allen!
*
*
* Some notes on rasterization accuracy:
*
* This code uses fixed point arithmetic (the GLfixed type) to iterate
* over the triangle edges and interpolate ancillary data (such as Z,
* color, secondary color, etc). The number of fractional bits in
* GLfixed and the value of SUB_PIXEL_BITS has a direct bearing on the
* accuracy of rasterization.
*
* If SUB_PIXEL_BITS=4 then we'll snap the vertices to the nearest
* 1/16 of a pixel. If we're walking up a long, nearly vertical edge
* (dx=1/16, dy=1024) we'll need 4 + 10 = 14 fractional bits in
* GLfixed to walk the edge without error. If the maximum viewport
* height is 4K pixels, then we'll need 4 + 12 = 16 fractional bits.
*
* Historically, Mesa has used 11 fractional bits in GLfixed, snaps
* vertices to 1/16 pixel and allowed a maximum viewport height of 2K
* pixels. 11 fractional bits is actually insufficient for accurately
* rasterizing some triangles. More recently, the maximum viewport
* height was increased to 4K pixels. Thus, Mesa should be using 16
* fractional bits in GLfixed. Unfortunately, there may be some issues
* with setting FIXED_FRAC_BITS=16, such as multiplication overflow.
* This will have to be examined in some detail...
*
* For now, if you find rasterization errors, particularly with tall,
* sliver triangles, try increasing FIXED_FRAC_BITS and/or decreasing
* SUB_PIXEL_BITS.
*/
/*
* ColorTemp is used for intermediate color values.
*/
#if CHAN_TYPE == GL_FLOAT
#define ColorTemp GLfloat
#else
#define ColorTemp GLint /* same as GLfixed */
#endif
/*
* Walk triangle edges with GLfixed or GLdouble
*/
#if TRIANGLE_WALK_DOUBLE
#define GLinterp GLdouble
#define InterpToInt(X) ((GLint) (X))
#define INTERP_ONE 1.0
#else
#define GLinterp GLfixed
#define InterpToInt(X) FixedToInt(X)
#define INTERP_ONE FIXED_ONE
#endif
/*
* Either loop over all texture units, or just use unit zero.
*/
#ifdef INTERP_MULTITEX
#define TEX_UNIT_LOOP(CODE) \
{ \
GLuint u; \
for (u = 0; u < ctx->Const.MaxTextureUnits; u++) { \
if (ctx->Texture._EnabledCoordUnits & (1 << u)) { \
CODE \
} \
} \
}
#define INTERP_TEX
#elif defined(INTERP_TEX)
#define TEX_UNIT_LOOP(CODE) \
{ \
const GLuint u = 0; \
CODE \
}
#endif
static void NAME(GLcontext *ctx, const SWvertex *v0,
const SWvertex *v1,
const SWvertex *v2 )
{
typedef struct {
const SWvertex *v0, *v1; /* Y(v0) < Y(v1) */
#if TRIANGLE_WALK_DOUBLE
GLdouble dx; /* X(v1) - X(v0) */
GLdouble dy; /* Y(v1) - Y(v0) */
GLdouble dxdy; /* dx/dy */
GLdouble adjy; /* adjust from v[0]->fy to fsy, scaled */
GLdouble fsx; /* first sample point x coord */
GLdouble fsy;
GLdouble fx0; /*X of lower endpoint */
#else
GLfloat dx; /* X(v1) - X(v0) */
GLfloat dy; /* Y(v1) - Y(v0) */
GLfloat dxdy; /* dx/dy */
GLfixed fdxdy; /* dx/dy in fixed-point */
GLfloat adjy; /* adjust from v[0]->fy to fsy, scaled */
GLfixed fsx; /* first sample point x coord */
GLfixed fsy;
GLfixed fx0; /* fixed pt X of lower endpoint */
#endif
GLint lines; /* number of lines to be sampled on this edge */
} EdgeT;
#ifdef INTERP_Z
const GLint depthBits = ctx->DrawBuffer->Visual.depthBits;
const GLint fixedToDepthShift = depthBits <= 16 ? FIXED_SHIFT : 0;
const GLfloat maxDepth = ctx->DrawBuffer->_DepthMaxF;
#define FixedToDepth(F) ((F) >> fixedToDepthShift)
#endif
EdgeT eMaj, eTop, eBot;
GLfloat oneOverArea;
const SWvertex *vMin, *vMid, *vMax; /* Y(vMin)<=Y(vMid)<=Y(vMax) */
GLfloat bf = SWRAST_CONTEXT(ctx)->_BackfaceSign;
#if !TRIANGLE_WALK_DOUBLE
const GLint snapMask = ~((FIXED_ONE / (1 << SUB_PIXEL_BITS)) - 1); /* for x/y coord snapping */
#endif
GLinterp vMin_fx, vMin_fy, vMid_fx, vMid_fy, vMax_fx, vMax_fy;
struct sw_span span;
INIT_SPAN(span, GL_POLYGON, 0, 0, 0);
#ifdef INTERP_Z
(void) fixedToDepthShift;
#endif
/*
printf("%s()\n", __FUNCTION__);
printf(" %g, %g, %g\n", v0->win[0], v0->win[1], v0->win[2]);
printf(" %g, %g, %g\n", v1->win[0], v1->win[1], v1->win[2]);
printf(" %g, %g, %g\n", v2->win[0], v2->win[1], v2->win[2]);
*/
/*
ASSERT(v0->win[2] >= 0.0);
ASSERT(v1->win[2] >= 0.0);
ASSERT(v2->win[2] >= 0.0);
*/
/* Compute fixed point x,y coords w/ half-pixel offsets and snapping.
* And find the order of the 3 vertices along the Y axis.
*/
{
#if TRIANGLE_WALK_DOUBLE
const GLdouble fy0 = v0->win[1] - 0.5;
const GLdouble fy1 = v1->win[1] - 0.5;
const GLdouble fy2 = v2->win[1] - 0.5;
#else
const GLfixed fy0 = FloatToFixed(v0->win[1] - 0.5F) & snapMask;
const GLfixed fy1 = FloatToFixed(v1->win[1] - 0.5F) & snapMask;
const GLfixed fy2 = FloatToFixed(v2->win[1] - 0.5F) & snapMask;
#endif
if (fy0 <= fy1) {
if (fy1 <= fy2) {
/* y0 <= y1 <= y2 */
vMin = v0; vMid = v1; vMax = v2;
vMin_fy = fy0; vMid_fy = fy1; vMax_fy = fy2;
}
else if (fy2 <= fy0) {
/* y2 <= y0 <= y1 */
vMin = v2; vMid = v0; vMax = v1;
vMin_fy = fy2; vMid_fy = fy0; vMax_fy = fy1;
}
else {
/* y0 <= y2 <= y1 */
vMin = v0; vMid = v2; vMax = v1;
vMin_fy = fy0; vMid_fy = fy2; vMax_fy = fy1;
bf = -bf;
}
}
else {
if (fy0 <= fy2) {
/* y1 <= y0 <= y2 */
vMin = v1; vMid = v0; vMax = v2;
vMin_fy = fy1; vMid_fy = fy0; vMax_fy = fy2;
bf = -bf;
}
else if (fy2 <= fy1) {
/* y2 <= y1 <= y0 */
vMin = v2; vMid = v1; vMax = v0;
vMin_fy = fy2; vMid_fy = fy1; vMax_fy = fy0;
bf = -bf;
}
else {
/* y1 <= y2 <= y0 */
vMin = v1; vMid = v2; vMax = v0;
vMin_fy = fy1; vMid_fy = fy2; vMax_fy = fy0;
}
}
/* fixed point X coords */
#if TRIANGLE_WALK_DOUBLE
vMin_fx = vMin->win[0] + 0.5;
vMid_fx = vMid->win[0] + 0.5;
vMax_fx = vMax->win[0] + 0.5;
#else
vMin_fx = FloatToFixed(vMin->win[0] + 0.5F) & snapMask;
vMid_fx = FloatToFixed(vMid->win[0] + 0.5F) & snapMask;
vMax_fx = FloatToFixed(vMax->win[0] + 0.5F) & snapMask;
#endif
}
/* vertex/edge relationship */
eMaj.v0 = vMin; eMaj.v1 = vMax; /*TODO: .v1's not needed */
eTop.v0 = vMid; eTop.v1 = vMax;
eBot.v0 = vMin; eBot.v1 = vMid;
/* compute deltas for each edge: vertex[upper] - vertex[lower] */
#if TRIANGLE_WALK_DOUBLE
eMaj.dx = vMax_fx - vMin_fx;
eMaj.dy = vMax_fy - vMin_fy;
eTop.dx = vMax_fx - vMid_fx;
eTop.dy = vMax_fy - vMid_fy;
eBot.dx = vMid_fx - vMin_fx;
eBot.dy = vMid_fy - vMin_fy;
#else
eMaj.dx = FixedToFloat(vMax_fx - vMin_fx);
eMaj.dy = FixedToFloat(vMax_fy - vMin_fy);
eTop.dx = FixedToFloat(vMax_fx - vMid_fx);
eTop.dy = FixedToFloat(vMax_fy - vMid_fy);
eBot.dx = FixedToFloat(vMid_fx - vMin_fx);
eBot.dy = FixedToFloat(vMid_fy - vMin_fy);
#endif
/* compute area, oneOverArea and perform backface culling */
{
#if TRIANGLE_WALK_DOUBLE
const GLdouble area = eMaj.dx * eBot.dy - eBot.dx * eMaj.dy;
#else
const GLfloat area = eMaj.dx * eBot.dy - eBot.dx * eMaj.dy;
#endif
/* Do backface culling */
if (area * bf < 0.0)
return;
if (IS_INF_OR_NAN(area) || area == 0.0F)
return;
oneOverArea = 1.0F / area;
}
span.facing = ctx->_Facing; /* for 2-sided stencil test */
/* Edge setup. For a triangle strip these could be reused... */
{
#if TRIANGLE_WALK_DOUBLE
eMaj.fsy = CEILF(vMin_fy);
eMaj.lines = (GLint) CEILF(vMax_fy - eMaj.fsy);
#else
eMaj.fsy = FixedCeil(vMin_fy);
eMaj.lines = FixedToInt(FixedCeil(vMax_fy - eMaj.fsy));
#endif
if (eMaj.lines > 0) {
eMaj.dxdy = eMaj.dx / eMaj.dy;
#if TRIANGLE_WALK_DOUBLE
eMaj.adjy = (eMaj.fsy - vMin_fy) * FIXED_SCALE; /* SCALED! */
eMaj.fx0 = vMin_fx;
eMaj.fsx = eMaj.fx0 + (eMaj.adjy * eMaj.dxdy) / (GLdouble) FIXED_SCALE;
#else
eMaj.fdxdy = SignedFloatToFixed(eMaj.dxdy);
eMaj.adjy = (GLfloat) (eMaj.fsy - vMin_fy); /* SCALED! */
eMaj.fx0 = vMin_fx;
eMaj.fsx = eMaj.fx0 + (GLfixed) (eMaj.adjy * eMaj.dxdy);
#endif
}
else {
return; /*CULLED*/
}
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