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📄 t_vb_cliptmp.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:  6.5.2 * * Copyright (C) 1999-2006  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> */#define CLIP_DOTPROD(K, A, B, C, D) X(K)*A + Y(K)*B + Z(K)*C + W(K)*D#define POLY_CLIP( PLANE_BIT, A, B, C, D )				\do {									\   if (mask & PLANE_BIT) {						\      GLuint idxPrev = inlist[0];					\      GLfloat dpPrev = CLIP_DOTPROD(idxPrev, A, B, C, D );		\      GLuint outcount = 0;						\      GLuint i;								\									\      inlist[n] = inlist[0]; /* prevent rotation of vertices */		\      for (i = 1; i <= n; i++) {					\	 GLuint idx = inlist[i];					\	 GLfloat dp = CLIP_DOTPROD(idx, A, B, C, D );			\									\	 if (!IS_NEGATIVE(dpPrev)) {					\	    outlist[outcount++] = idxPrev;				\	 }								\									\	 if (DIFFERENT_SIGNS(dp, dpPrev)) {				\	    if (IS_NEGATIVE(dp)) {					\	       /* Going out of bounds.  Avoid division by zero as we	\		* know dp != dpPrev from DIFFERENT_SIGNS, above.	\		*/							\	       GLfloat t = dp / (dp - dpPrev);				\               INTERP_4F( t, coord[newvert], coord[idx], coord[idxPrev]); \      	       interp( ctx, t, newvert, idx, idxPrev, GL_TRUE );	\	    } else {							\	       /* Coming back in.					\		*/							\	       GLfloat t = dpPrev / (dpPrev - dp);			\               INTERP_4F( t, coord[newvert], coord[idxPrev], coord[idx]); \	       interp( ctx, t, newvert, idxPrev, idx, GL_FALSE );	\	    }								\            outlist[outcount++] = newvert++;				\	 }								\									\	 idxPrev = idx;							\	 dpPrev = dp;							\      }									\									\      if (outcount < 3)							\	 return;							\									\      {									\	 GLuint *tmp = inlist;						\	 inlist = outlist;						\	 outlist = tmp;							\	 n = outcount;							\      }									\   }									\} while (0)#define LINE_CLIP(PLANE_BIT, A, B, C, D )				\do {									\   if (mask & PLANE_BIT) {						\      const GLfloat dp0 = CLIP_DOTPROD( v0, A, B, C, D );		\      const GLfloat dp1 = CLIP_DOTPROD( v1, A, B, C, D );		\      const GLboolean neg_dp0 = IS_NEGATIVE(dp0);			\      const GLboolean neg_dp1 = IS_NEGATIVE(dp1);			\      									\      /* For regular clipping, we know from the clipmask that one	\       * (or both) of these must be negative (otherwise we wouldn't	\       * be here).							\       * For userclip, there is only a single bit for all active	\       * planes, so we can end up here when there is nothing to do,	\       * hence the second IS_NEGATIVE() test:				\       */								\      if (neg_dp0 && neg_dp1)						\         return; /* both vertices outside clip plane: discard */	\									\      if (neg_dp1) {							\	 GLfloat t = dp1 / (dp1 - dp0);					\	 if (t > t1) t1 = t;						\      } else if (neg_dp0) {						\	 GLfloat t = dp0 / (dp0 - dp1);					\	 if (t > t0) t0 = t;						\      }									\      if (t0 + t1 >= 1.0)						\	 return; /* discard */						\   }									\} while (0)/* Clip a line against the viewport and user clip planes. */static INLINE voidTAG(clip_line)( GLcontext *ctx, GLuint v0, GLuint v1, GLubyte mask ){   TNLcontext *tnl = TNL_CONTEXT(ctx);   struct vertex_buffer *VB = &tnl->vb;   tnl_interp_func interp = tnl->Driver.Render.Interp;   GLfloat (*coord)[4] = VB->ClipPtr->data;   GLuint newvert = VB->Count;   GLfloat t0 = 0;   GLfloat t1 = 0;   GLuint p;   const GLuint v0_orig = v0;   if (mask & 0x3f) {      LINE_CLIP( CLIP_RIGHT_BIT,  -1,  0,  0, 1 );      LINE_CLIP( CLIP_LEFT_BIT,    1,  0,  0, 1 );      LINE_CLIP( CLIP_TOP_BIT,     0, -1,  0, 1 );      LINE_CLIP( CLIP_BOTTOM_BIT,  0,  1,  0, 1 );      LINE_CLIP( CLIP_FAR_BIT,     0,  0, -1, 1 );      LINE_CLIP( CLIP_NEAR_BIT,    0,  0,  1, 1 );   }   if (mask & CLIP_USER_BIT) {      for (p = 0; p < ctx->Const.MaxClipPlanes; p++) {	 if (ctx->Transform.ClipPlanesEnabled & (1 << p)) {            const GLfloat a = ctx->Transform._ClipUserPlane[p][0];            const GLfloat b = ctx->Transform._ClipUserPlane[p][1];            const GLfloat c = ctx->Transform._ClipUserPlane[p][2];            const GLfloat d = ctx->Transform._ClipUserPlane[p][3];	    LINE_CLIP( CLIP_USER_BIT, a, b, c, d );	 }      }   }   if (VB->ClipMask[v0]) {      INTERP_4F( t0, coord[newvert], coord[v0], coord[v1] );      interp( ctx, t0, newvert, v0, v1, GL_FALSE );      v0 = newvert;      newvert++;   }   else {      ASSERT(t0 == 0.0);   }   /* Note: we need to use vertex v0_orig when computing the new    * interpolated/clipped vertex position, not the current v0 which    * may have got set when we clipped the other end of the line!    */   if (VB->ClipMask[v1]) {      INTERP_4F( t1, coord[newvert], coord[v1], coord[v0_orig] );      interp( ctx, t1, newvert, v1, v0_orig, GL_FALSE );      if (ctx->Light.ShadeModel == GL_FLAT)	 tnl->Driver.Render.CopyPV( ctx, newvert, v1 );      v1 = newvert;      newvert++;   }   else {      ASSERT(t1 == 0.0);   }   tnl->Driver.Render.ClippedLine( ctx, v0, v1 );}/* Clip a triangle against the viewport and user clip planes. */static INLINE voidTAG(clip_tri)( GLcontext *ctx, GLuint v0, GLuint v1, GLuint v2, GLubyte mask ){   TNLcontext *tnl = TNL_CONTEXT(ctx);   struct vertex_buffer *VB = &tnl->vb;   tnl_interp_func interp = tnl->Driver.Render.Interp;   GLuint newvert = VB->Count;   GLfloat (*coord)[4] = VB->ClipPtr->data;   GLuint pv = v2;   GLuint vlist[2][MAX_CLIPPED_VERTICES];   GLuint *inlist = vlist[0], *outlist = vlist[1];   GLuint p;   GLuint n = 3;   ASSIGN_3V(inlist, v2, v0, v1 ); /* pv rotated to slot zero */   if (mask & 0x3f) {      POLY_CLIP( CLIP_RIGHT_BIT,  -1,  0,  0, 1 );      POLY_CLIP( CLIP_LEFT_BIT,    1,  0,  0, 1 );      POLY_CLIP( CLIP_TOP_BIT,     0, -1,  0, 1 );      POLY_CLIP( CLIP_BOTTOM_BIT,  0,  1,  0, 1 );      POLY_CLIP( CLIP_FAR_BIT,     0,  0, -1, 1 );      POLY_CLIP( CLIP_NEAR_BIT,    0,  0,  1, 1 );   }   if (mask & CLIP_USER_BIT) {      for (p = 0; p < ctx->Const.MaxClipPlanes; p++) {         if (ctx->Transform.ClipPlanesEnabled & (1 << p)) {            const GLfloat a = ctx->Transform._ClipUserPlane[p][0];            const GLfloat b = ctx->Transform._ClipUserPlane[p][1];            const GLfloat c = ctx->Transform._ClipUserPlane[p][2];            const GLfloat d = ctx->Transform._ClipUserPlane[p][3];            POLY_CLIP( CLIP_USER_BIT, a, b, c, d );         }      }   }   if (ctx->Light.ShadeModel == GL_FLAT) {      if (pv != inlist[0]) {	 ASSERT( inlist[0] >= VB->Count );	 tnl->Driver.Render.CopyPV( ctx, inlist[0], pv );      }   }   tnl->Driver.Render.ClippedPolygon( ctx, inlist, n );}/* Clip a quad against the viewport and user clip planes. */static INLINE voidTAG(clip_quad)( GLcontext *ctx, GLuint v0, GLuint v1, GLuint v2, GLuint v3,                GLubyte mask ){   TNLcontext *tnl = TNL_CONTEXT(ctx);   struct vertex_buffer *VB = &tnl->vb;   tnl_interp_func interp = tnl->Driver.Render.Interp;   GLuint newvert = VB->Count;   GLfloat (*coord)[4] = VB->ClipPtr->data;   GLuint pv = v3;   GLuint vlist[2][MAX_CLIPPED_VERTICES];   GLuint *inlist = vlist[0], *outlist = vlist[1];   GLuint p;   GLuint n = 4;   ASSIGN_4V(inlist, v3, v0, v1, v2 ); /* pv rotated to slot zero */   if (mask & 0x3f) {      POLY_CLIP( CLIP_RIGHT_BIT,  -1,  0,  0, 1 );      POLY_CLIP( CLIP_LEFT_BIT,    1,  0,  0, 1 );      POLY_CLIP( CLIP_TOP_BIT,     0, -1,  0, 1 );      POLY_CLIP( CLIP_BOTTOM_BIT,  0,  1,  0, 1 );      POLY_CLIP( CLIP_FAR_BIT,     0,  0, -1, 1 );      POLY_CLIP( CLIP_NEAR_BIT,    0,  0,  1, 1 );   }   if (mask & CLIP_USER_BIT) {      for (p = 0; p < ctx->Const.MaxClipPlanes; p++) {	 if (ctx->Transform.ClipPlanesEnabled & (1 << p)) {            const GLfloat a = ctx->Transform._ClipUserPlane[p][0];            const GLfloat b = ctx->Transform._ClipUserPlane[p][1];            const GLfloat c = ctx->Transform._ClipUserPlane[p][2];            const GLfloat d = ctx->Transform._ClipUserPlane[p][3];	    POLY_CLIP( CLIP_USER_BIT, a, b, c, d );	 }      }   }   if (ctx->Light.ShadeModel == GL_FLAT) {      if (pv != inlist[0]) {	 ASSERT( inlist[0] >= VB->Count );	 tnl->Driver.Render.CopyPV( ctx, inlist[0], pv );      }   }   tnl->Driver.Render.ClippedPolygon( ctx, inlist, n );}#undef W#undef Z#undef Y#undef X#undef SIZE#undef TAG#undef POLY_CLIP#undef LINE_CLIP

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