📄 t_dd_vbtmp.h
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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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