ss_tritmp.h

来自「mesa-6.5-minigui源码」· C头文件 代码 · 共 223 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> */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

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