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📄 s_triangle.c

📁 Mesa is an open-source implementation of the OpenGL specification - a system for rendering interacti
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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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