ss_context.c

来自「mesa-6.5-minigui源码」· C语言 代码 · 共 251 行

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/* * 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> */#include "glheader.h"#include "imports.h"#include "colormac.h"#include "ss_context.h"#include "ss_triangle.h"#include "swrast_setup.h"#include "tnl/tnl.h"#include "tnl/t_context.h"#include "tnl/t_pipeline.h"#include "tnl/t_vertex.h"/* Need to check lighting state and vertex program state to know * if two-sided lighting is in effect. */#define _SWSETUP_NEW_RENDERINDEX (_NEW_POLYGON|_NEW_LIGHT|_NEW_PROGRAM)GLboolean_swsetup_CreateContext( GLcontext *ctx ){   SScontext *swsetup = (SScontext *)CALLOC(sizeof(SScontext));   if (!swsetup)      return GL_FALSE;   ctx->swsetup_context = swsetup;   swsetup->NewState = ~0;   _swsetup_trifuncs_init( ctx );   _tnl_init_vertices( ctx, ctx->Const.MaxArrayLockSize + 12, 		       sizeof(SWvertex) );   return GL_TRUE;}void_swsetup_DestroyContext( GLcontext *ctx ){   SScontext *swsetup = SWSETUP_CONTEXT(ctx);   if (swsetup) {      FREE(swsetup);      ctx->swsetup_context = 0;   }   _tnl_free_vertices( ctx );}static void_swsetup_RenderPrimitive( GLcontext *ctx, GLenum mode ){   SWSETUP_CONTEXT(ctx)->render_prim = mode;   _swrast_render_primitive( ctx, mode );}#define SWZ ((SWvertex *)0)#define SWOffset(MEMBER) (((char *)&(SWZ->MEMBER)) - ((char *)SWZ))#define EMIT_ATTR( ATTR, STYLE, MEMBER )	\do {						\   map[e].attrib = (ATTR);			\   map[e].format = (STYLE);			\   map[e].offset = SWOffset(MEMBER);	       	\   e++;						\} while (0)/* * We patch this function into tnl->Driver.Render.Start. * It's called when we start rendering a vertex buffer. */static void_swsetup_RenderStart( GLcontext *ctx ){   SScontext *swsetup = SWSETUP_CONTEXT(ctx);   TNLcontext *tnl = TNL_CONTEXT(ctx);   struct vertex_buffer *VB = &tnl->vb;   GLuint new_state = swsetup->NewState;   if (new_state & _SWSETUP_NEW_RENDERINDEX) {      _swsetup_choose_trifuncs( ctx );   }   swsetup->NewState = 0;   _swrast_render_start( ctx );   /* Important:    */   VB->AttribPtr[VERT_ATTRIB_POS] = VB->NdcPtr;   if (tnl->render_inputs != swsetup->last_index) {      GLuint index = tnl->render_inputs;      struct tnl_attr_map map[_TNL_ATTRIB_MAX];      int i, e = 0;      EMIT_ATTR( _TNL_ATTRIB_POS, EMIT_4F_VIEWPORT, win );         if (index & _TNL_BIT_COLOR0)	 EMIT_ATTR( _TNL_ATTRIB_COLOR0, EMIT_4CHAN_4F_RGBA, color );      if (index & _TNL_BIT_COLOR1)	 EMIT_ATTR( _TNL_ATTRIB_COLOR1, EMIT_4CHAN_4F_RGBA, specular);      if (index & _TNL_BIT_FOG) 	 EMIT_ATTR( _TNL_ATTRIB_FOG, EMIT_1F, fog);	       if (index & _TNL_BITS_TEX_ANY) {	 for (i = 0; i < MAX_TEXTURE_COORD_UNITS; i++) {	    if (index & _TNL_BIT_TEX(i)) {	       EMIT_ATTR( _TNL_ATTRIB_TEX0+i, EMIT_4F, texcoord[i] );	    }	 }      }            if (index & _TNL_BIT_INDEX) 	 EMIT_ATTR( _TNL_ATTRIB_INDEX, EMIT_1F, index );       if (index & _TNL_BIT_POINTSIZE)	 EMIT_ATTR( _TNL_ATTRIB_POINTSIZE, EMIT_1F, pointSize );         _tnl_install_attrs( ctx, map, e,			  ctx->Viewport._WindowMap.m,			  sizeof(SWvertex) );             swsetup->last_index = index;   }}/* * We patch this function into tnl->Driver.Render.Finish. * It's called when we finish rendering a vertex buffer. */static void_swsetup_RenderFinish( GLcontext *ctx ){   _swrast_render_finish( ctx );}void_swsetup_InvalidateState( GLcontext *ctx, GLuint new_state ){   SScontext *swsetup = SWSETUP_CONTEXT(ctx);   swsetup->NewState |= new_state;   _tnl_invalidate_vertex_state( ctx, new_state );}void_swsetup_Wakeup( GLcontext *ctx ){   TNLcontext *tnl = TNL_CONTEXT(ctx);   SScontext *swsetup = SWSETUP_CONTEXT(ctx);   tnl->Driver.Render.Start = _swsetup_RenderStart;   tnl->Driver.Render.Finish = _swsetup_RenderFinish;   tnl->Driver.Render.PrimitiveNotify = _swsetup_RenderPrimitive;   tnl->Driver.Render.Interp = _tnl_interp;   tnl->Driver.Render.CopyPV = _tnl_copy_pv;   tnl->Driver.Render.ClippedPolygon = _tnl_RenderClippedPolygon; /* new */   tnl->Driver.Render.ClippedLine = _tnl_RenderClippedLine; /* new */   /* points */   /* line */   /* triangle */   /* quad */   tnl->Driver.Render.PrimTabVerts = _tnl_render_tab_verts;   tnl->Driver.Render.PrimTabElts = _tnl_render_tab_elts;   tnl->Driver.Render.ResetLineStipple = _swrast_ResetLineStipple;   tnl->Driver.Render.BuildVertices = _tnl_build_vertices;   tnl->Driver.Render.Multipass = 0;   _tnl_invalidate_vertices( ctx, ~0 );   _tnl_need_projected_coords( ctx, GL_TRUE );   _swsetup_InvalidateState( ctx, ~0 );   swsetup->verts = (SWvertex *)tnl->clipspace.vertex_buf;   swsetup->last_index = 0;}/* Populate a swrast SWvertex from an attrib-style vertex. */void _swsetup_Translate( GLcontext *ctx, const void *vertex, SWvertex *dest ){   const GLfloat *m = ctx->Viewport._WindowMap.m;   GLfloat tmp[4];   GLuint i;   _tnl_get_attr( ctx, vertex, _TNL_ATTRIB_POS, tmp );   dest->win[0] = m[0]  * tmp[0] + m[12];   dest->win[1] = m[5]  * tmp[1] + m[13];   dest->win[2] = m[10] * tmp[2] + m[14];   dest->win[3] =         tmp[3];   for (i = 0 ; i < ctx->Const.MaxTextureUnits ; i++)      _tnl_get_attr( ctx, vertex, _TNL_ATTRIB_TEX0+i, dest->texcoord[i] );	     _tnl_get_attr( ctx, vertex, _TNL_ATTRIB_COLOR0, tmp );   UNCLAMPED_FLOAT_TO_RGBA_CHAN( dest->color, tmp );   _tnl_get_attr( ctx, vertex, _TNL_ATTRIB_COLOR1, tmp );   UNCLAMPED_FLOAT_TO_RGBA_CHAN( dest->specular, tmp );   _tnl_get_attr( ctx, vertex, _TNL_ATTRIB_FOG, tmp );   dest->fog = tmp[0];   _tnl_get_attr( ctx, vertex, _TNL_ATTRIB_INDEX, tmp );   dest->index = (GLuint) tmp[0];   _tnl_get_attr( ctx, vertex, _TNL_ATTRIB_POINTSIZE, tmp );   dest->pointSize = tmp[0];}

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