📄 ffb_tris.c
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/* $XFree86: xc/lib/GL/mesa/src/drv/ffb/ffb_tris.c,v 1.3 2002/10/30 12:51:28 alanh Exp $ * * GLX Hardware Device Driver for Sun Creator/Creator3D * Copyright (C) 2000, 2001 David S. Miller * * 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 * DAVID MILLER, OR ANY OTHER CONTRIBUTORS 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. * * * David S. Miller <davem@redhat.com> */#include "glheader.h"#include "mtypes.h"#include "macros.h"#include "swrast/swrast.h"#include "swrast_setup/swrast_setup.h"#include "swrast/s_context.h"#include "tnl/t_context.h"#include "tnl/t_pipeline.h"#include "ffb_context.h"#include "ffb_tris.h"#include "ffb_lines.h"#include "ffb_lock.h"#include "ffb_points.h"#include "ffb_state.h"#include "ffb_vb.h"#undef TRI_DEBUG#undef FFB_RENDER_TRACE#undef STATE_TRACE#ifdef TRI_DEBUGstatic void ffb_print_vertex(const ffb_vertex *v){ fprintf(stderr, "Vertex @(%p): " "X[%f] Y[%f] Z[%f]\n", v, v->x, v->y, v->z); fprintf(stderr, "Vertex @(%p): " "A[%f] R[%f] G[%f] B[%f]\n", v, v->color[0].alpha, v->color[0].red, v->color[0].green, v->color[0].blue);}#define FFB_DUMP_VERTEX(V) ffb_print_vertex(V)#else#define FFB_DUMP_VERTEX(V) do { } while(0)#endif#define FFB_ALPHA_BIT 0x01#define FFB_FLAT_BIT 0x02#define FFB_TRI_CULL_BIT 0x04#define MAX_FFB_RENDER_FUNCS 0x08/*********************************************************************** * Build low-level triangle/quad rasterize functions * ***********************************************************************/#define FFB_TRI_FLAT_BIT 0x01#define FFB_TRI_ALPHA_BIT 0x02/*#define FFB_TRI_CULL_BIT 0x04*/static ffb_tri_func ffb_tri_tab[0x8];static ffb_quad_func ffb_quad_tab[0x8];#define IND (0)#define TAG(x) x#include "ffb_tritmp.h"#define IND (FFB_TRI_FLAT_BIT)#define TAG(x) x##_flat#include "ffb_tritmp.h"#define IND (FFB_TRI_CULL_BIT)#define TAG(x) x##_cull#include "ffb_tritmp.h"#define IND (FFB_TRI_CULL_BIT|FFB_TRI_FLAT_BIT)#define TAG(x) x##_cull_flat#include "ffb_tritmp.h"#define IND (FFB_TRI_ALPHA_BIT)#define TAG(x) x##_alpha#include "ffb_tritmp.h"#define IND (FFB_TRI_ALPHA_BIT|FFB_TRI_FLAT_BIT)#define TAG(x) x##_alpha_flat#include "ffb_tritmp.h"#define IND (FFB_TRI_ALPHA_BIT|FFB_TRI_CULL_BIT)#define TAG(x) x##_alpha_cull#include "ffb_tritmp.h"#define IND (FFB_TRI_ALPHA_BIT|FFB_TRI_CULL_BIT|FFB_TRI_FLAT_BIT)#define TAG(x) x##_alpha_cull_flat#include "ffb_tritmp.h"static void init_tri_tab(void){ ffb_init(); ffb_init_flat(); ffb_init_cull(); ffb_init_cull_flat(); ffb_init_alpha(); ffb_init_alpha_flat(); ffb_init_alpha_cull(); ffb_init_alpha_cull_flat();}/* Build a SWvertex from a hardware vertex. */static void ffb_translate_vertex(GLcontext *ctx, const ffb_vertex *src, SWvertex *dst){ ffbContextPtr fmesa = FFB_CONTEXT(ctx); GLfloat *m = ctx->Viewport._WindowMap.m; const GLfloat sx = m[0]; const GLfloat sy = m[5]; const GLfloat sz = m[10]; const GLfloat tx = m[12]; const GLfloat ty = m[13]; const GLfloat tz = m[14]; dst->attrib[FRAG_ATTRIB_WPOS][0] = sx * src->x + tx; dst->attrib[FRAG_ATTRIB_WPOS][1] = sy * src->y + ty; dst->attrib[FRAG_ATTRIB_WPOS][2] = sz * src->z + tz; dst->attrib[FRAG_ATTRIB_WPOS][3] = 1.0; dst->color[0] = FFB_UBYTE_FROM_COLOR(src->color[0].red); dst->color[1] = FFB_UBYTE_FROM_COLOR(src->color[0].green); dst->color[2] = FFB_UBYTE_FROM_COLOR(src->color[0].blue); dst->color[3] = FFB_UBYTE_FROM_COLOR(src->color[0].alpha);}/*********************************************************************** * Build fallback triangle/quad rasterize functions * ***********************************************************************/static void ffb_fallback_triangle(GLcontext *ctx, ffb_vertex *v0, ffb_vertex *v1, ffb_vertex *v2){ SWvertex v[3]; ffb_translate_vertex(ctx, v0, &v[0]); ffb_translate_vertex(ctx, v1, &v[1]); ffb_translate_vertex(ctx, v2, &v[2]); _swrast_Triangle(ctx, &v[0], &v[1], &v[2]);}static void ffb_fallback_quad(GLcontext *ctx, ffb_vertex *v0, ffb_vertex *v1, ffb_vertex *v2, ffb_vertex *v3){ SWvertex v[4]; ffb_translate_vertex(ctx, v0, &v[0]); ffb_translate_vertex(ctx, v1, &v[1]); ffb_translate_vertex(ctx, v2, &v[2]); ffb_translate_vertex(ctx, v3, &v[3]); _swrast_Quad(ctx, &v[0], &v[1], &v[2], &v[3]);}void ffb_fallback_line(GLcontext *ctx, ffb_vertex *v0, ffb_vertex *v1){ SWvertex v[2]; ffb_translate_vertex(ctx, v0, &v[0]); ffb_translate_vertex(ctx, v1, &v[1]); _swrast_Line(ctx, &v[0], &v[1]);}void ffb_fallback_point(GLcontext *ctx, ffb_vertex *v0){ SWvertex v[1]; ffb_translate_vertex(ctx, v0, &v[0]); _swrast_Point(ctx, &v[0]);}/*********************************************************************** * Rasterization functions for culled tris/quads * ***********************************************************************/static void ffb_nodraw_triangle(GLcontext *ctx, ffb_vertex *v0, ffb_vertex *v1, ffb_vertex *v2){ (void) (ctx && v0 && v1 && v2);}static void ffb_nodraw_quad(GLcontext *ctx, ffb_vertex *v0, ffb_vertex *v1, ffb_vertex *v2, ffb_vertex *v3){ (void) (ctx && v0 && v1 && v2 && v3);}static void ffb_update_cullsign(GLcontext *ctx){ GLfloat backface_sign = 1; switch (ctx->Polygon.CullFaceMode) { case GL_BACK: if (ctx->Polygon.FrontFace==GL_CCW) backface_sign = -1; break; case GL_FRONT: if (ctx->Polygon.FrontFace!=GL_CCW) backface_sign = -1; break; default: break; }; FFB_CONTEXT(ctx)->backface_sign = backface_sign;}/*********************************************************************** * Choose triangle/quad rasterize functions * ***********************************************************************/void ffbChooseTriangleState(GLcontext *ctx){ ffbContextPtr fmesa = FFB_CONTEXT(ctx); GLuint flags = ctx->_TriangleCaps; GLuint ind = 0; if (flags & DD_TRI_SMOOTH) { fmesa->draw_tri = ffb_fallback_triangle; fmesa->draw_quad = ffb_fallback_quad; return; } if (flags & DD_FLATSHADE) ind |= FFB_TRI_FLAT_BIT; if (ctx->Polygon.CullFlag) { if (ctx->Polygon.CullFaceMode == GL_FRONT_AND_BACK) { fmesa->draw_tri = ffb_nodraw_triangle; fmesa->draw_quad = ffb_nodraw_quad; return; } ind |= FFB_TRI_CULL_BIT; ffb_update_cullsign(ctx); } else FFB_CONTEXT(ctx)->backface_sign = 0; /* If blending or the alpha test is enabled we need to * provide alpha components to the chip, else we can * do without it and thus feed vertex data to the chip * more efficiently. */ if (ctx->Color.BlendEnabled || ctx->Color.AlphaEnabled) ind |= FFB_TRI_ALPHA_BIT; fmesa->draw_tri = ffb_tri_tab[ind]; fmesa->draw_quad = ffb_quad_tab[ind];}static const GLenum reduced_prim[GL_POLYGON+1] = { GL_POINTS, GL_LINES, GL_LINES, GL_LINES, GL_TRIANGLES, GL_TRIANGLES, GL_TRIANGLES, GL_TRIANGLES, GL_TRIANGLES, GL_TRIANGLES};static void ffbRenderPrimitive(GLcontext *ctx, GLenum prim);static void ffbRasterPrimitive(GLcontext *ctx, GLenum rprim);/*********************************************************************** * Build render functions from dd templates * ***********************************************************************/#define FFB_OFFSET_BIT 0x01#define FFB_TWOSIDE_BIT 0x02#define FFB_UNFILLED_BIT 0x04#define FFB_MAX_TRIFUNC 0x08static struct { tnl_triangle_func triangle; tnl_quad_func quad;} rast_tab[FFB_MAX_TRIFUNC];#define DO_OFFSET (IND & FFB_OFFSET_BIT)#define DO_UNFILLED (IND & FFB_UNFILLED_BIT)#define DO_TWOSIDE (IND & FFB_TWOSIDE_BIT)#define DO_FLAT 0#define DO_QUAD 1#define DO_FULL_QUAD 1#define DO_TRI 1#define DO_LINE 0#define DO_POINTS 0#define QUAD( a, b, c, d ) fmesa->draw_quad( ctx, a, b, c, d )#define TRI( a, b, c ) fmesa->draw_tri( ctx, a, b, c )#define LINE( a, b ) fmesa->draw_line( ctx, a, b )#define POINT( a ) fmesa->draw_point( ctx, a )#define HAVE_BACK_COLORS 1#define HAVE_RGBA 1#define HAVE_SPEC 0#define HAVE_HW_FLATSHADE 1#define VERTEX ffb_vertex#define TAB rast_tab#define UNFILLED_TRI unfilled_tri#define UNFILLED_QUAD unfilled_quad#define DEPTH_SCALE (fmesa->depth_scale)#define VERT_X(_v) (_v->x)#define VERT_Y(_v) (_v->y)#define VERT_Z(_v) (_v->z)#define AREA_IS_CCW( a ) (a < fmesa->ffb_zero)#define GET_VERTEX(e) (&fmesa->verts[e])#define INSANE_VERTICES#define VERT_SET_Z(v,val) ((v)->z = (val))#define VERT_Z_ADD(v,val) ((v)->z += (val))#define VERT_COPY_RGBA1( _v ) _v->color[0] = _v->color[1]#define VERT_COPY_RGBA( v0, v1 ) v0->color[0] = v1->color[0] #define VERT_SAVE_RGBA( idx ) color[idx] = v[idx]->color[0]#define VERT_RESTORE_RGBA( idx ) v[idx]->color[0] = color[idx] #define LOCAL_VARS(n) \ ffbContextPtr fmesa = FFB_CONTEXT(ctx); \ __DRIdrawablePrivate *dPriv = fmesa->driDrawable; \ ffb_color color[n]; \ (void) color; (void) dPriv;/*********************************************************************** * Helpers for rendering unfilled primitives * ***********************************************************************/#define RASTERIZE(x) if (fmesa->raster_primitive != reduced_prim[x]) \ ffbRasterPrimitive( ctx, reduced_prim[x] )#define RENDER_PRIMITIVE fmesa->render_primitive#define TAG(x) x#include "tnl_dd/t_dd_unfilled.h"/*********************************************************************** * Generate GL render functions * ***********************************************************************/#define IND (0)#define TAG(x) x#include "tnl_dd/t_dd_tritmp.h"#define IND (FFB_OFFSET_BIT)#define TAG(x) x##_offset#include "tnl_dd/t_dd_tritmp.h"#define IND (FFB_TWOSIDE_BIT)#define TAG(x) x##_twoside#include "tnl_dd/t_dd_tritmp.h"#define IND (FFB_TWOSIDE_BIT|FFB_OFFSET_BIT)#define TAG(x) x##_twoside_offset#include "tnl_dd/t_dd_tritmp.h"#define IND (FFB_UNFILLED_BIT)#define TAG(x) x##_unfilled#include "tnl_dd/t_dd_tritmp.h"#define IND (FFB_OFFSET_BIT|FFB_UNFILLED_BIT)#define TAG(x) x##_offset_unfilled#include "tnl_dd/t_dd_tritmp.h"#define IND (FFB_TWOSIDE_BIT|FFB_UNFILLED_BIT)#define TAG(x) x##_twoside_unfilled#include "tnl_dd/t_dd_tritmp.h"#define IND (FFB_TWOSIDE_BIT|FFB_OFFSET_BIT|FFB_UNFILLED_BIT)#define TAG(x) x##_twoside_offset_unfilled#include "tnl_dd/t_dd_tritmp.h"static void init_rast_tab( void ){ init(); init_offset(); init_twoside(); init_twoside_offset(); init_unfilled(); init_offset_unfilled(); init_twoside_unfilled(); init_twoside_offset_unfilled();}/**********************************************************************//* Render clipped primitives *//**********************************************************************/static void ffbRenderClippedPolygon(GLcontext *ctx, const GLuint *elts, GLuint n){ ffbContextPtr fmesa = FFB_CONTEXT(ctx); TNLcontext *tnl = TNL_CONTEXT(ctx); struct vertex_buffer *VB = &tnl->vb; GLuint prim = fmesa->render_primitive; /* Render the new vertices as an unclipped polygon. */ { GLuint *tmp = VB->Elts; VB->Elts = (GLuint *)elts; tnl->Driver.Render.PrimTabElts[GL_POLYGON](ctx, 0, n, PRIM_BEGIN|PRIM_END); VB->Elts = tmp; } /* Restore the render primitive. */ if (prim != GL_POLYGON) tnl->Driver.Render.PrimitiveNotify(ctx, prim);}static void ffbRenderClippedLine(GLcontext *ctx, GLuint ii, GLuint jj){ TNLcontext *tnl = TNL_CONTEXT(ctx); tnl->Driver.Render.Line(ctx, ii, jj);}/**********************************************************************//* Render unclipped begin/end objects *//**********************************************************************/static void ffb_vb_noop(GLcontext *ctx, GLuint start, GLuint count, GLuint flags){ (void)(ctx && start && count && flags);}#define ELT(x) x#define IND 0#define TAG(x) x#include "ffb_rendertmp.h"#define IND (FFB_FLAT_BIT)#define TAG(x) x##_flat#include "ffb_rendertmp.h"#define IND (FFB_ALPHA_BIT)#define TAG(x) x##_alpha#include "ffb_rendertmp.h"#define IND (FFB_FLAT_BIT | FFB_ALPHA_BIT)#define TAG(x) x##_flat_alpha#include "ffb_rendertmp.h"#define IND (FFB_TRI_CULL_BIT)
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