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📄 t_dd_vbtmp.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:  5.0.1 * * Copyright (C) 1999-2003  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> *//* Unlike the other templates here, this assumes quite a bit about the * underlying hardware.  Specifically it assumes a d3d-like vertex * format, with a layout more or less constrained to look like the * following: * * union { *    struct { *        float x, y, z, w; *        struct { char r, g, b, a; } color; *        struct { char r, g, b, fog; } spec; *        float u0, v0; *        float u1, v1; *        float u2, v2; *        float u3, v3; *    } v; *    struct { *        float x, y, z, w; *        struct { char r, g, b, a; } color; *        struct { char r, g, b, fog; } spec; *        float u0, v0, q0; *        float u1, v1, q1; *        float u2, v2, q2; *        float u3, v3, q3; *    } pv; *    struct { *        float x, y, z; *        struct { char r, g, b, a; } color; *    } tv; *    float f[16]; *    unsigned int ui[16]; *    unsigned char ub4[4][16]; * } *  * VERTEX:   hw vertex type as above * VERTEX_COLOR: hw color struct type in VERTEX * * DO_XYZW:  Emit xyz and maybe w coordinates. * DO_RGBA:  Emit color. * DO_SPEC:  Emit specular color. * DO_FOG:   Emit fog coordinate in specular alpha. * DO_TEX0:  Emit tex0 u,v coordinates. * DO_TEX1:  Emit tex1 u,v coordinates. * DO_TEX2:  Emit tex2 u,v coordinates. * DO_TEX3:  Emit tex3 u,v coordinates. * DO_PTEX:  Emit tex0,1,2,3 q coordinates where possible. * * HAVE_RGBA_COLOR: Hardware takes color in rgba order (else bgra). * * HAVE_HW_VIEWPORT:  Hardware performs viewport transform. * HAVE_HW_DIVIDE:  Hardware performs perspective divide. * * HAVE_TINY_VERTICES:  Hardware understands v.tv format. * HAVE_PTEX_VERTICES:  Hardware understands v.pv format. * HAVE_NOTEX_VERTICES:  Hardware understands v.v format with texcount 0. * * Additionally, this template assumes it is emitting *transformed* * vertices; the modifications to emit untransformed vertices (ie. to * t&l hardware) are probably too great to cooexist with the code * already in this file. * * NOTE: The PTEX vertex format always includes TEX0 and TEX1, even if * only TEX0 is enabled, in order to maintain a vertex size which is * an exact number of quadwords. */#if (HAVE_HW_VIEWPORT)#define VIEWPORT_X(dst,x) dst = x#define VIEWPORT_Y(dst,y) dst = y#define VIEWPORT_Z(dst,z) dst = z#else#define VIEWPORT_X(dst,x) dst = s[0]  * x + s[12]#define VIEWPORT_Y(dst,y) dst = s[5]  * y + s[13]#define VIEWPORT_Z(dst,z) dst = s[10] * z + s[14]#endif#if (HAVE_HW_DIVIDE && !HAVE_PTEX_VERTICES)#error "can't cope with this combination" #endif #ifndef LOCALVARS#define LOCALVARS#endif#ifndef CHECK_HW_DIVIDE#define CHECK_HW_DIVIDE 1#endif#if (HAVE_HW_DIVIDE || DO_SPEC || DO_TEX0 || DO_FOG || !HAVE_TINY_VERTICES)static void TAG(emit)( GLcontext *ctx,		       GLuint start, GLuint end,		       void *dest,		       GLuint stride ){   LOCALVARS      struct vertex_buffer *VB = &TNL_CONTEXT(ctx)->vb;   GLfloat (*tc0)[4], (*tc1)[4], (*fog)[4];   GLfloat (*tc2)[4], (*tc3)[4];   GLfloat (*col)[4], (*spec)[4];   GLuint tc0_stride, tc1_stride, col_stride, spec_stride, fog_stride;   GLuint tc2_stride, tc3_stride;   GLuint tc0_size, tc1_size, col_size;   GLuint tc2_size, tc3_size;   GLfloat (*coord)[4];   GLuint coord_stride;   VERTEX *v = (VERTEX *)dest;   const GLfloat *s = GET_VIEWPORT_MAT();   const GLubyte *mask = VB->ClipMask;   int i;/*     fprintf(stderr, "%s(big) importable %d %d..%d\n",  *//*  	   __FUNCTION__, VB->importable_data, start, end); */   if (HAVE_HW_VIEWPORT && HAVE_HW_DIVIDE && CHECK_HW_DIVIDE) {      (void) s;      coord = VB->ClipPtr->data;      coord_stride = VB->ClipPtr->stride;   }   else {      coord = VB->NdcPtr->data;      coord_stride = VB->NdcPtr->stride;   }   if (DO_TEX3) {      const GLuint t3 = GET_TEXSOURCE(3);      tc3 = VB->TexCoordPtr[t3]->data;      tc3_stride = VB->TexCoordPtr[t3]->stride;      if (DO_PTEX)	 tc3_size = VB->TexCoordPtr[t3]->size;   }   if (DO_TEX2) {      const GLuint t2 = GET_TEXSOURCE(2);      tc2 = VB->TexCoordPtr[t2]->data;      tc2_stride = VB->TexCoordPtr[t2]->stride;      if (DO_PTEX)	 tc2_size = VB->TexCoordPtr[t2]->size;   }   if (DO_TEX1) {      const GLuint t1 = GET_TEXSOURCE(1);      tc1 = VB->TexCoordPtr[t1]->data;      tc1_stride = VB->TexCoordPtr[t1]->stride;      if (DO_PTEX)	 tc1_size = VB->TexCoordPtr[t1]->size;   }   if (DO_TEX0) {      const GLuint t0 = GET_TEXSOURCE(0);      tc0_stride = VB->TexCoordPtr[t0]->stride;      tc0 = VB->TexCoordPtr[t0]->data;      if (DO_PTEX) 	 tc0_size = VB->TexCoordPtr[t0]->size;   }   if (DO_RGBA) {      col_stride = VB->ColorPtr[0]->stride;      col = VB->ColorPtr[0]->data;      col_size = VB->ColorPtr[0]->size;   }   if (DO_SPEC) {      if (VB->SecondaryColorPtr[0]) {	 spec_stride = VB->SecondaryColorPtr[0]->stride;	 spec = VB->SecondaryColorPtr[0]->data;      } else {	 spec = (GLfloat (*)[4])ctx->Current.Attrib[VERT_ATTRIB_COLOR1];	 spec_stride = 0;      }   }   if (DO_FOG) {      if (VB->FogCoordPtr) {	 fog = VB->FogCoordPtr->data;	 fog_stride = VB->FogCoordPtr->stride;      }      else {	 static GLfloat tmp[4] = {0, 0, 0, 0};	 fog = &tmp;	 fog_stride = 0;      }   }   /* May have nonstandard strides:    */   if (start) {      STRIDE_4F(coord, start * coord_stride);      if (DO_TEX0)	 STRIDE_4F(tc0, start * tc0_stride);      if (DO_TEX1) 	 STRIDE_4F(tc1, start * tc1_stride);      if (DO_TEX2) 	 STRIDE_4F(tc2, start * tc2_stride);      if (DO_TEX3) 	 STRIDE_4F(tc3, start * tc3_stride);      if (DO_RGBA) 	 STRIDE_4F(col, start * col_stride);      if (DO_SPEC)	 STRIDE_4F(spec, start * spec_stride);      if (DO_FOG)	 STRIDE_4F(fog, start * fog_stride);   }   for (i=start; i < end; i++, v = (VERTEX *)((GLubyte *)v + stride)) {      if (DO_XYZW) {	 if (HAVE_HW_VIEWPORT || mask[i] == 0) {	    VIEWPORT_X(v->v.x, coord[0][0]);	    VIEWPORT_Y(v->v.y, coord[0][1]);	    VIEWPORT_Z(v->v.z, coord[0][2]);	    v->v.w = coord[0][3];	 }	 STRIDE_4F(coord, coord_stride);      }      if (DO_RGBA) {	 UNCLAMPED_FLOAT_TO_UBYTE(v->v.color.red, col[0][0]);	 UNCLAMPED_FLOAT_TO_UBYTE(v->v.color.green, col[0][1]);	 UNCLAMPED_FLOAT_TO_UBYTE(v->v.color.blue, col[0][2]);	 if (col_size == 4) {	    UNCLAMPED_FLOAT_TO_UBYTE(v->v.color.alpha, col[0][3]);	 } else {	    v->v.color.alpha = CHAN_MAX;	 }	 STRIDE_4F(col, col_stride);      }      if (DO_SPEC) {	 UNCLAMPED_FLOAT_TO_UBYTE(v->v.specular.red, spec[0][0]);	 UNCLAMPED_FLOAT_TO_UBYTE(v->v.specular.green, spec[0][1]);	 UNCLAMPED_FLOAT_TO_UBYTE(v->v.specular.blue, spec[0][2]);	 STRIDE_4F(spec, spec_stride);      }      if (DO_FOG) {	 UNCLAMPED_FLOAT_TO_UBYTE(v->v.specular.alpha, fog[0][0]);	 STRIDE_4F(fog, fog_stride);      }      if (DO_TEX0) {	 v->v.u0 = tc0[0][0];	 v->v.v0 = tc0[0][1];	 if (DO_PTEX) {	    if (HAVE_PTEX_VERTICES) {	       if (tc0_size == 4) 		  v->pv.q0 = tc0[0][3];	       else		  v->pv.q0 = 1.0;	    } 	    else if (tc0_size == 4) {	       float rhw = 1.0 / tc0[0][3];	       v->v.w *= tc0[0][3];	       v->v.u0 *= rhw;	       v->v.v0 *= rhw;	    } 	 } 	 STRIDE_4F(tc0, tc0_stride);      }      if (DO_TEX1) {	 if (DO_PTEX) {	    v->pv.u1 = tc1[0][0];	    v->pv.v1 = tc1[0][1];	    if (tc1_size == 4) 	       v->pv.q1 = tc1[0][3];	    else	       v->pv.q1 = 1.0;	 } 	 else {	    v->v.u1 = tc1[0][0];	    v->v.v1 = tc1[0][1];	 }	 STRIDE_4F(tc1, tc1_stride);      }       else if (DO_PTEX) {	 *(GLuint *)&v->pv.q1 = 0;	/* avoid culling on radeon */      }      if (DO_TEX2) {	 if (DO_PTEX) {	    v->pv.u2 = tc2[0][0];	    v->pv.v2 = tc2[0][1];	    if (tc2_size == 4) 	       v->pv.q2 = tc2[0][3];	    else	       v->pv.q2 = 1.0;	 } 	 else {	    v->v.u2 = tc2[0][0];	    v->v.v2 = tc2[0][1];	 }	 STRIDE_4F(tc2, tc2_stride);      }       if (DO_TEX3) {	 if (DO_PTEX) {	    v->pv.u3 = tc3[0][0];	    v->pv.v3 = tc3[0][1];	    if (tc3_size == 4) 	       v->pv.q3 = tc3[0][3];	    else	       v->pv.q3 = 1.0;	 } 	 else {	    v->v.u3 = tc3[0][0];	    v->v.v3 = tc3[0][1];	 }	 STRIDE_4F(tc3, tc3_stride);      }    }}#else#if HAVE_HW_DIVIDE#error "cannot use tiny vertices with hw perspective divide"

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