📄 s_triangle.c
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/* * Mesa 3-D graphics library * Version: 6.5.3 * * Copyright (C) 1999-2007 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. *//* * When the device driver doesn't implement triangle rasterization it * can hook in _swrast_Triangle, which eventually calls one of these * functions to draw triangles. */#include "glheader.h"#include "context.h"#include "colormac.h"#include "imports.h"#include "macros.h"#include "texformat.h"#include "s_aatriangle.h"#include "s_context.h"#include "s_feedback.h"#include "s_span.h"#include "s_triangle.h"/* * Just used for feedback mode. */GLboolean_swrast_culltriangle( GLcontext *ctx, const SWvertex *v0, const SWvertex *v1, const SWvertex *v2 ){ GLfloat ex = v1->attrib[FRAG_ATTRIB_WPOS][0] - v0->attrib[FRAG_ATTRIB_WPOS][0]; GLfloat ey = v1->attrib[FRAG_ATTRIB_WPOS][1] - v0->attrib[FRAG_ATTRIB_WPOS][1]; GLfloat fx = v2->attrib[FRAG_ATTRIB_WPOS][0] - v0->attrib[FRAG_ATTRIB_WPOS][0]; GLfloat fy = v2->attrib[FRAG_ATTRIB_WPOS][1] - v0->attrib[FRAG_ATTRIB_WPOS][1]; GLfloat c = ex*fy-ey*fx; if (c * SWRAST_CONTEXT(ctx)->_BackfaceCullSign > 0) return 0; return 1;}/* * Render a smooth or flat-shaded color index triangle. */#define NAME ci_triangle#define INTERP_Z 1#define INTERP_ATTRIBS 1 /* just for fog */#define INTERP_INDEX 1#define RENDER_SPAN( span ) _swrast_write_index_span(ctx, &span);#include "s_tritemp.h"/* * Render a flat-shaded RGBA triangle. */#define NAME flat_rgba_triangle#define INTERP_Z 1#define SETUP_CODE \ ASSERT(ctx->Texture._EnabledCoordUnits == 0);\ ASSERT(ctx->Light.ShadeModel==GL_FLAT); \ span.interpMask |= SPAN_RGBA; \ span.red = ChanToFixed(v2->color[0]); \ span.green = ChanToFixed(v2->color[1]); \ span.blue = ChanToFixed(v2->color[2]); \ span.alpha = ChanToFixed(v2->color[3]); \ span.redStep = 0; \ span.greenStep = 0; \ span.blueStep = 0; \ span.alphaStep = 0;#define RENDER_SPAN( span ) _swrast_write_rgba_span(ctx, &span);#include "s_tritemp.h"/* * Render a smooth-shaded RGBA triangle. */#define NAME smooth_rgba_triangle#define INTERP_Z 1#define INTERP_RGB 1#define INTERP_ALPHA 1#define SETUP_CODE \ { \ /* texturing must be off */ \ ASSERT(ctx->Texture._EnabledCoordUnits == 0); \ ASSERT(ctx->Light.ShadeModel==GL_SMOOTH); \ }#define RENDER_SPAN( span ) _swrast_write_rgba_span(ctx, &span);#include "s_tritemp.h"/* * Render an RGB, GL_DECAL, textured triangle. * Interpolate S,T only w/out mipmapping or perspective correction. * * No fog. No depth testing. */#define NAME simple_textured_triangle#define INTERP_INT_TEX 1#define S_SCALE twidth#define T_SCALE theight#define SETUP_CODE \ struct gl_renderbuffer *rb = ctx->DrawBuffer->_ColorDrawBuffers[0]; \ struct gl_texture_object *obj = ctx->Texture.Unit[0].Current2D; \ const GLint b = obj->BaseLevel; \ const GLfloat twidth = (GLfloat) obj->Image[0][b]->Width; \ const GLfloat theight = (GLfloat) obj->Image[0][b]->Height; \ const GLint twidth_log2 = obj->Image[0][b]->WidthLog2; \ const GLchan *texture = (const GLchan *) obj->Image[0][b]->Data; \ const GLint smask = obj->Image[0][b]->Width - 1; \ const GLint tmask = obj->Image[0][b]->Height - 1; \ if (!rb || !texture) { \ return; \ }#define RENDER_SPAN( span ) \ GLuint i; \ GLchan rgb[MAX_WIDTH][3]; \ span.intTex[0] -= FIXED_HALF; /* off-by-one error? */ \ span.intTex[1] -= FIXED_HALF; \ for (i = 0; i < span.end; i++) { \ GLint s = FixedToInt(span.intTex[0]) & smask; \ GLint t = FixedToInt(span.intTex[1]) & 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]; \ span.intTex[0] += span.intTexStep[0]; \ span.intTex[1] += span.intTexStep[1]; \ } \ rb->PutRowRGB(ctx, rb, span.end, span.x, span.y, rgb, NULL);#include "s_tritemp.h"/* * Render an RGB, GL_DECAL, textured triangle. * Interpolate S,T, GL_LESS depth test, w/out mipmapping or * perspective correction. * Depth buffer bits must be <= sizeof(DEFAULT_SOFTWARE_DEPTH_TYPE) * * No fog. */#define NAME simple_z_textured_triangle#define INTERP_Z 1#define DEPTH_TYPE DEFAULT_SOFTWARE_DEPTH_TYPE#define INTERP_INT_TEX 1#define S_SCALE twidth#define T_SCALE theight#define SETUP_CODE \ struct gl_renderbuffer *rb = ctx->DrawBuffer->_ColorDrawBuffers[0]; \ struct gl_texture_object *obj = ctx->Texture.Unit[0].Current2D; \ const GLint b = obj->BaseLevel; \ const GLfloat twidth = (GLfloat) obj->Image[0][b]->Width; \ const GLfloat theight = (GLfloat) obj->Image[0][b]->Height; \ const GLint twidth_log2 = obj->Image[0][b]->WidthLog2; \ const GLchan *texture = (const GLchan *) obj->Image[0][b]->Data; \ const GLint smask = obj->Image[0][b]->Width - 1; \ const GLint tmask = obj->Image[0][b]->Height - 1; \ if (!rb || !texture) { \ return; \ }#define RENDER_SPAN( span ) \ GLuint i; \ GLchan rgb[MAX_WIDTH][3]; \ span.intTex[0] -= FIXED_HALF; /* off-by-one error? */ \ span.intTex[1] -= FIXED_HALF; \ for (i = 0; i < span.end; i++) { \ const GLuint z = FixedToDepth(span.z); \ if (z < zRow[i]) { \ GLint s = FixedToInt(span.intTex[0]) & smask; \ GLint t = FixedToInt(span.intTex[1]) & 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; \ span.array->mask[i] = 1; \ } \ else { \ span.array->mask[i] = 0; \ } \ span.intTex[0] += span.intTexStep[0]; \ span.intTex[1] += span.intTexStep[1]; \ span.z += span.zStep; \ } \ rb->PutRowRGB(ctx, rb, span.end, span.x, span.y, rgb, span.array->mask);#include "s_tritemp.h"#if CHAN_TYPE != GL_FLOATstruct affine_info{ GLenum filter; GLenum format; GLenum envmode; GLint smask, tmask; GLint twidth_log2; const GLchan *texture; GLfixed er, eg, eb, ea; GLint tbytesline, tsize;};static INLINE GLintilerp(GLint t, GLint a, GLint b){ return a + ((t * (b - a)) >> FIXED_SHIFT);}static INLINE GLintilerp_2d(GLint ia, GLint ib, GLint v00, GLint v10, GLint v01, GLint v11){ const GLint temp0 = ilerp(ia, v00, v10); const GLint temp1 = ilerp(ia, v01, v11); return ilerp(ib, temp0, temp1);}/* This function can handle GL_NEAREST or GL_LINEAR sampling of 2D RGB or RGBA * textures with GL_REPLACE, GL_MODULATE, GL_BLEND, GL_DECAL or GL_ADD * texture env modes. */static INLINE voidaffine_span(GLcontext *ctx, SWspan *span, struct affine_info *info){ GLchan sample[4]; /* the filtered texture sample */ /* 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 \ sample[RCOMP] = tex00[RCOMP]; \ sample[GCOMP] = tex00[GCOMP]; \ sample[BCOMP] = tex00[BCOMP]; \ sample[ACOMP] = CHAN_MAX#define LINEAR_RGB \ sample[RCOMP] = ilerp_2d(sf, tf, tex00[0], tex01[0], tex10[0], tex11[0]);\ sample[GCOMP] = ilerp_2d(sf, tf, tex00[1], tex01[1], tex10[1], tex11[1]);\ sample[BCOMP] = ilerp_2d(sf, tf, tex00[2], tex01[2], tex10[2], tex11[2]);\ sample[ACOMP] = CHAN_MAX;#define NEAREST_RGBA COPY_CHAN4(sample, tex00)#define LINEAR_RGBA \ sample[RCOMP] = ilerp_2d(sf, tf, tex00[0], tex01[0], tex10[0], tex11[0]);\ sample[GCOMP] = ilerp_2d(sf, tf, tex00[1], tex01[1], tex10[1], tex11[1]);\ sample[BCOMP] = ilerp_2d(sf, tf, tex00[2], tex01[2], tex10[2], tex11[2]);\ sample[ACOMP] = ilerp_2d(sf, tf, tex00[3], tex01[3], tex10[3], tex11[3])#define MODULATE \ dest[RCOMP] = span->red * (sample[RCOMP] + 1u) >> (FIXED_SHIFT + 8); \ dest[GCOMP] = span->green * (sample[GCOMP] + 1u) >> (FIXED_SHIFT + 8); \ dest[BCOMP] = span->blue * (sample[BCOMP] + 1u) >> (FIXED_SHIFT + 8); \ dest[ACOMP] = span->alpha * (sample[ACOMP] + 1u) >> (FIXED_SHIFT + 8)#define DECAL \ dest[RCOMP] = ((CHAN_MAX - sample[ACOMP]) * span->red + \ ((sample[ACOMP] + 1) * sample[RCOMP] << FIXED_SHIFT)) \ >> (FIXED_SHIFT + 8); \ dest[GCOMP] = ((CHAN_MAX - sample[ACOMP]) * span->green + \ ((sample[ACOMP] + 1) * sample[GCOMP] << FIXED_SHIFT)) \ >> (FIXED_SHIFT + 8); \ dest[BCOMP] = ((CHAN_MAX - sample[ACOMP]) * span->blue + \ ((sample[ACOMP] + 1) * sample[BCOMP] << FIXED_SHIFT)) \ >> (FIXED_SHIFT + 8); \ dest[ACOMP] = FixedToInt(span->alpha)#define BLEND \ dest[RCOMP] = ((CHAN_MAX - sample[RCOMP]) * span->red \ + (sample[RCOMP] + 1) * info->er) >> (FIXED_SHIFT + 8); \ dest[GCOMP] = ((CHAN_MAX - sample[GCOMP]) * span->green \ + (sample[GCOMP] + 1) * info->eg) >> (FIXED_SHIFT + 8); \ dest[BCOMP] = ((CHAN_MAX - sample[BCOMP]) * span->blue \ + (sample[BCOMP] + 1) * info->eb) >> (FIXED_SHIFT + 8); \ dest[ACOMP] = span->alpha * (sample[ACOMP] + 1) >> (FIXED_SHIFT + 8)#define REPLACE COPY_CHAN4(dest, sample)#define ADD \ { \ GLint rSum = FixedToInt(span->red) + (GLint) sample[RCOMP]; \ GLint gSum = FixedToInt(span->green) + (GLint) sample[GCOMP]; \ GLint bSum = FixedToInt(span->blue) + (GLint) sample[BCOMP]; \ dest[RCOMP] = MIN2(rSum, CHAN_MAX); \ dest[GCOMP] = MIN2(gSum, CHAN_MAX); \ dest[BCOMP] = MIN2(bSum, CHAN_MAX); \ dest[ACOMP] = span->alpha * (sample[ACOMP] + 1) >> (FIXED_SHIFT + 8); \ }/* shortcuts */#define NEAREST_RGB_REPLACE \ NEAREST_RGB; \ dest[0] = sample[0]; \ dest[1] = sample[1]; \ dest[2] = sample[2]; \ dest[3] = FixedToInt(span->alpha);#define NEAREST_RGBA_REPLACE COPY_CHAN4(dest, tex00)#define SPAN_NEAREST(DO_TEX, COMPS) \ for (i = 0; i < span->end; i++) { \ /* Isn't it necessary to use FixedFloor below?? */ \ GLint s = FixedToInt(span->intTex[0]) & info->smask; \ GLint t = FixedToInt(span->intTex[1]) & info->tmask; \ GLint pos = (t << info->twidth_log2) + s; \ const GLchan *tex00 = info->texture + COMPS * pos; \ DO_TEX; \ span->red += span->redStep; \ span->green += span->greenStep; \ span->blue += span->blueStep; \ span->alpha += span->alphaStep; \ span->intTex[0] += span->intTexStep[0]; \ span->intTex[1] += span->intTexStep[1]; \ dest += 4; \ }#define SPAN_LINEAR(DO_TEX, COMPS) \ for (i = 0; i < span->end; i++) { \ /* Isn't it necessary to use FixedFloor below?? */ \ const GLint s = FixedToInt(span->intTex[0]) & info->smask; \ const GLint t = FixedToInt(span->intTex[1]) & info->tmask; \ const GLfixed sf = span->intTex[0] & FIXED_FRAC_MASK; \ const GLfixed tf = span->intTex[1] & FIXED_FRAC_MASK; \ const GLint pos = (t << info->twidth_log2) + s; \ const GLchan *tex00 = info->texture + COMPS * pos; \ const GLchan *tex10 = tex00 + info->tbytesline; \ const GLchan *tex01 = tex00 + COMPS; \ const GLchan *tex11 = tex10 + COMPS; \ if (t == info->tmask) { \ tex10 -= info->tsize; \ tex11 -= info->tsize; \ } \ if (s == info->smask) { \ tex01 -= info->tbytesline; \
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