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📄 t_dd_tritmp.h

📁 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:  6.3 * * Copyright (C) 1999-2005  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> *//* Template for building functions to plug into the driver interface * of t_vb_render.c: *     ctx->Driver.QuadFunc *     ctx->Driver.TriangleFunc *     ctx->Driver.LineFunc *     ctx->Driver.PointsFunc * * DO_TWOSIDE:   Plug back-color values from the VB into backfacing triangles, *               and restore vertices afterwards. * DO_OFFSET:    Calculate offset for triangles and adjust vertices.  Restore *               vertices after rendering. * DO_FLAT:      For hardware without native flatshading, copy provoking colors *               into the other vertices.  Restore after rendering. * DO_UNFILLED:  Decompose triangles to lines and points where appropriate. * DO_TWOSTENCIL:Gross hack for two-sided stencil. * * HAVE_RGBA: Vertices have rgba values (otherwise index values). * HAVE_SPEC: Vertices have secondary rgba values. * * VERT_X(v): Alias for vertex x value. * VERT_Y(v): Alias for vertex y value. * VERT_Z(v): Alias for vertex z value. * DEPTH_SCALE: Scale for constant offset. * REVERSE_DEPTH: Viewport depth range reversed. * * VERTEX: Hardware vertex type. * GET_VERTEX(n): Retreive vertex with index n. * AREA_IS_CCW(a): Return true if triangle with signed area a is ccw. * * VERT_SET_RGBA: Assign vertex rgba from VB color. * VERT_COPY_RGBA: Copy vertex rgba another vertex. * VERT_SAVE_RGBA: Save vertex rgba to a local variable. * VERT_RESTORE_RGBA: Restore vertex rgba from a local variable. *   --> Similar for IND and SPEC. * * LOCAL_VARS(n): (At least) define local vars for save/restore rgba. * */#if HAVE_RGBA#define VERT_SET_IND( v, c ) (void) c#define VERT_COPY_IND( v0, v1 )#define VERT_SAVE_IND( idx )#define VERT_RESTORE_IND( idx )#if HAVE_BACK_COLORS#define VERT_SET_RGBA( v, c )#endif#else#define VERT_SET_RGBA( v, c ) (void) c#define VERT_COPY_RGBA( v0, v1 )#define VERT_SAVE_RGBA( idx )#define VERT_RESTORE_RGBA( idx )#if HAVE_BACK_COLORS#define VERT_SET_IND( v, c )#endif#endif#if !HAVE_SPEC#define VERT_SET_SPEC( v, c ) (void) c#define VERT_COPY_SPEC( v0, v1 )#define VERT_SAVE_SPEC( idx )#define VERT_RESTORE_SPEC( idx )#if HAVE_BACK_COLORS#define VERT_COPY_SPEC1( v )#endif#else#if HAVE_BACK_COLORS#define VERT_SET_SPEC( v, c )#endif#endif#if !HAVE_BACK_COLORS#define VERT_COPY_SPEC1( v )#define VERT_COPY_IND1( v )#define VERT_COPY_RGBA1( v )#endif#ifndef INSANE_VERTICES#define VERT_SET_Z(v,val) VERT_Z(v) = val#define VERT_Z_ADD(v,val) VERT_Z(v) += val#endif#ifndef REVERSE_DEPTH#define REVERSE_DEPTH 0#endif/* disable twostencil for un-aware drivers */#ifndef HAVE_STENCIL_TWOSIDE#define HAVE_STENCIL_TWOSIDE 0#endif#ifndef DO_TWOSTENCIL#define DO_TWOSTENCIL 0#endif#ifndef SETUP_STENCIL#define SETUP_STENCIL(f)#endif#ifndef UNSET_STENCIL#define UNSET_STENCIL(f)#endif#if DO_TRIstatic void TAG(triangle)( GLcontext *ctx, GLuint e0, GLuint e1, GLuint e2 ){   struct vertex_buffer *VB = &TNL_CONTEXT( ctx )->vb;   VERTEX *v[3];   GLfloat offset = 0;   GLfloat z[3];   GLenum mode = GL_FILL;   GLuint facing = 0;   LOCAL_VARS(3);/*     fprintf(stderr, "%s\n", __FUNCTION__); */   v[0] = (VERTEX *)GET_VERTEX(e0);   v[1] = (VERTEX *)GET_VERTEX(e1);   v[2] = (VERTEX *)GET_VERTEX(e2);   if (DO_TWOSIDE || DO_OFFSET || DO_UNFILLED || DO_TWOSTENCIL)   {      GLfloat ex = VERT_X(v[0]) - VERT_X(v[2]);      GLfloat ey = VERT_Y(v[0]) - VERT_Y(v[2]);      GLfloat fx = VERT_X(v[1]) - VERT_X(v[2]);      GLfloat fy = VERT_Y(v[1]) - VERT_Y(v[2]);      GLfloat cc = ex*fy - ey*fx;      if (DO_TWOSIDE || DO_UNFILLED || DO_TWOSTENCIL)      {	 facing = AREA_IS_CCW( cc ) ^ ctx->Polygon._FrontBit;	 if (DO_UNFILLED) {	    if (facing) {	       mode = ctx->Polygon.BackMode;	       if (ctx->Polygon.CullFlag &&		   ctx->Polygon.CullFaceMode != GL_FRONT) {		  return;	       }	    } else {	       mode = ctx->Polygon.FrontMode;	       if (ctx->Polygon.CullFlag &&		   ctx->Polygon.CullFaceMode != GL_BACK) {		  return;	       }	    }	 }	 if (DO_TWOSIDE && facing == 1)	 {	    if (HAVE_RGBA) {	       if (HAVE_BACK_COLORS) {		  if (!DO_FLAT) {		     VERT_SAVE_RGBA( 0 );		     VERT_SAVE_RGBA( 1 );		     VERT_COPY_RGBA1( v[0] );		     VERT_COPY_RGBA1( v[1] );		  }		  VERT_SAVE_RGBA( 2 );		  VERT_COPY_RGBA1( v[2] );		  if (HAVE_SPEC) {		     if (!DO_FLAT) {			VERT_SAVE_SPEC( 0 );			VERT_SAVE_SPEC( 1 );			VERT_COPY_SPEC1( v[0] );			VERT_COPY_SPEC1( v[1] );		     }		     VERT_SAVE_SPEC( 2 );		     VERT_COPY_SPEC1( v[2] );		  }	       }	       else {		  GLfloat (*vbcolor)[4] = VB->ColorPtr[1]->data;		  (void) vbcolor;		  if (!DO_FLAT) {		     VERT_SAVE_RGBA( 0 );		     VERT_SAVE_RGBA( 1 );		  }		  VERT_SAVE_RGBA( 2 );		  if (VB->ColorPtr[1]->stride) {		     ASSERT(VB->ColorPtr[1]->stride == 4*sizeof(GLfloat));		     if (!DO_FLAT) {		  			VERT_SET_RGBA( v[0], vbcolor[e0] );			VERT_SET_RGBA( v[1], vbcolor[e1] );		     }		     VERT_SET_RGBA( v[2], vbcolor[e2] );		  }		  else {		     if (!DO_FLAT) {		  			VERT_SET_RGBA( v[0], vbcolor[0] );			VERT_SET_RGBA( v[1], vbcolor[0] );		     }		     VERT_SET_RGBA( v[2], vbcolor[0] );		  }		  if (HAVE_SPEC && VB->SecondaryColorPtr[1]) {		     GLfloat (*vbspec)[4] = VB->SecondaryColorPtr[1]->data;		     ASSERT(VB->SecondaryColorPtr[1]->stride == 4*sizeof(GLfloat));		     if (!DO_FLAT) {			VERT_SAVE_SPEC( 0 );			VERT_SAVE_SPEC( 1 );			VERT_SET_SPEC( v[0], vbspec[e0] );			VERT_SET_SPEC( v[1], vbspec[e1] );		     }		     VERT_SAVE_SPEC( 2 );		     VERT_SET_SPEC( v[2], vbspec[e2] );		  }	       }	    }	    else {	       GLfloat (*vbindex) = (GLfloat *)VB->IndexPtr[1]->data;	       if (!DO_FLAT) {		  VERT_SAVE_IND( 0 );		  VERT_SAVE_IND( 1 );		  VERT_SET_IND( v[0], vbindex[e0] );		  VERT_SET_IND( v[1], vbindex[e1] );	       }	       VERT_SAVE_IND( 2 );	       VERT_SET_IND( v[2], vbindex[e2] );	    }	 }      }      if (DO_OFFSET)      {	 offset = ctx->Polygon.OffsetUnits * DEPTH_SCALE;	 z[0] = VERT_Z(v[0]);	 z[1] = VERT_Z(v[1]);	 z[2] = VERT_Z(v[2]);	 if (cc * cc > 1e-16) {	    GLfloat ic	= 1.0 / cc;	    GLfloat ez	= z[0] - z[2];	    GLfloat fz	= z[1] - z[2];	    GLfloat a	= ey*fz - ez*fy;	    GLfloat b	= ez*fx - ex*fz;	    GLfloat ac	= a * ic;	    GLfloat bc	= b * ic;	    if ( ac < 0.0f ) ac = -ac;	    if ( bc < 0.0f ) bc = -bc;	    offset += MAX2( ac, bc ) * ctx->Polygon.OffsetFactor / ctx->DrawBuffer->_MRD;	 }	 offset *= ctx->DrawBuffer->_MRD * (REVERSE_DEPTH ? -1.0 : 1.0);      }   }   if (DO_FLAT) {      if (HAVE_RGBA) {	 VERT_SAVE_RGBA( 0 );	 VERT_SAVE_RGBA( 1 );	 VERT_COPY_RGBA( v[0], v[2] );	 VERT_COPY_RGBA( v[1], v[2] );	 if (HAVE_SPEC && VB->SecondaryColorPtr[0]) {	    VERT_SAVE_SPEC( 0 );	    VERT_SAVE_SPEC( 1 );	    VERT_COPY_SPEC( v[0], v[2] );	    VERT_COPY_SPEC( v[1], v[2] );	 }      }      else {	 VERT_SAVE_IND( 0 );	 VERT_SAVE_IND( 1 );	 VERT_COPY_IND( v[0], v[2] );	 VERT_COPY_IND( v[1], v[2] );      }   }   if (mode == GL_POINT) {      if (DO_OFFSET && ctx->Polygon.OffsetPoint) {	 VERT_Z_ADD(v[0], offset);	 VERT_Z_ADD(v[1], offset);	 VERT_Z_ADD(v[2], offset);      }      if (DO_TWOSTENCIL && !HAVE_STENCIL_TWOSIDE && ctx->Stencil.TestTwoSide) {         SETUP_STENCIL(facing);         UNFILLED_TRI( ctx, GL_POINT, e0, e1, e2 );         UNSET_STENCIL(facing);      } else {         UNFILLED_TRI( ctx, GL_POINT, e0, e1, e2 );      }   } else if (mode == GL_LINE) {      if (DO_OFFSET && ctx->Polygon.OffsetLine) {	 VERT_Z_ADD(v[0], offset);	 VERT_Z_ADD(v[1], offset);	 VERT_Z_ADD(v[2], offset);      }      if (DO_TWOSTENCIL && !HAVE_STENCIL_TWOSIDE && ctx->Stencil.TestTwoSide) {         SETUP_STENCIL(facing);         UNFILLED_TRI( ctx, GL_LINE, e0, e1, e2 );         UNSET_STENCIL(facing);      } else {         UNFILLED_TRI( ctx, GL_LINE, e0, e1, e2 );      }   } else {      if (DO_OFFSET && ctx->Polygon.OffsetFill) {	 VERT_Z_ADD(v[0], offset);	 VERT_Z_ADD(v[1], offset);	 VERT_Z_ADD(v[2], offset);      }      if (DO_UNFILLED)	 RASTERIZE( GL_TRIANGLES );      if (DO_TWOSTENCIL && !HAVE_STENCIL_TWOSIDE && ctx->Stencil.TestTwoSide) {         SETUP_STENCIL(facing);         TRI( v[0], v[1], v[2] );         UNSET_STENCIL(facing);      } else {         TRI( v[0], v[1], v[2] );      }   }   if (DO_OFFSET)   {      VERT_SET_Z(v[0], z[0]);      VERT_SET_Z(v[1], z[1]);      VERT_SET_Z(v[2], z[2]);   }   if (DO_TWOSIDE && facing == 1)   {      if (HAVE_RGBA) {	 if (!DO_FLAT) {	    VERT_RESTORE_RGBA( 0 );	    VERT_RESTORE_RGBA( 1 );	 }	 VERT_RESTORE_RGBA( 2 );	 if (HAVE_SPEC) {	    if (!DO_FLAT) {	       VERT_RESTORE_SPEC( 0 );	       VERT_RESTORE_SPEC( 1 );	    }	    VERT_RESTORE_SPEC( 2 );	 }      }      else {	 if (!DO_FLAT) {	    VERT_RESTORE_IND( 0 );	    VERT_RESTORE_IND( 1 );	 }	 VERT_RESTORE_IND( 2 );      }   }   if (DO_FLAT) {      if (HAVE_RGBA) {	 VERT_RESTORE_RGBA( 0 );	 VERT_RESTORE_RGBA( 1 );	 if (HAVE_SPEC && VB->SecondaryColorPtr[0]) {	    VERT_RESTORE_SPEC( 0 );	    VERT_RESTORE_SPEC( 1 );	 }      }      else {	 VERT_RESTORE_IND( 0 );	 VERT_RESTORE_IND( 1 );      }   }}#endif#if DO_QUAD#if DO_FULL_QUADstatic void TAG(quadr)( GLcontext *ctx,		       GLuint e0, GLuint e1, GLuint e2, GLuint e3 ){   struct vertex_buffer *VB = &TNL_CONTEXT( ctx )->vb;   VERTEX *v[4];   GLfloat offset = 0;   GLfloat z[4];   GLenum mode = GL_FILL;   GLuint facing = 0;   LOCAL_VARS(4);   v[0] = (VERTEX *)GET_VERTEX(e0);   v[1] = (VERTEX *)GET_VERTEX(e1);   v[2] = (VERTEX *)GET_VERTEX(e2);   v[3] = (VERTEX *)GET_VERTEX(e3);   if (DO_TWOSIDE || DO_OFFSET || DO_UNFILLED || DO_TWOSTENCIL)   {      GLfloat ex = VERT_X(v[2]) - VERT_X(v[0]);      GLfloat ey = VERT_Y(v[2]) - VERT_Y(v[0]);      GLfloat fx = VERT_X(v[3]) - VERT_X(v[1]);      GLfloat fy = VERT_Y(v[3]) - VERT_Y(v[1]);

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