/*
* Mesa 3-D graphics library
* Version: 6.5
*
* 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 <[email protected]>
*/
/*
* Render whole vertex buffers, including projection of vertices from
* clip space and clipping of primitives.
*
* This file makes calls to project vertices and to the point, line
* and triangle rasterizers via the function pointers:
*
* context->Driver.Render.*
*
*/
#include "main/glheader.h"
#include "main/context.h"
#include "main/enums.h"
#include "main/macros.h"
#include "main/imports.h"
#include "main/mtypes.h"
#include "math/m_xform.h"
#include "t_pipeline.h"
/**********************************************************************/
/* Clip single primitives */
/**********************************************************************/
#define W(i) coord[i][3]
#define Z(i) coord[i][2]
#define Y(i) coord[i][1]
#define X(i) coord[i][0]
#define SIZE 4
#define TAG(x) x##_4
#include "t_vb_cliptmp.h"
/**********************************************************************/
/* Clip and render whole begin/end objects */
/**********************************************************************/
#define NEED_EDGEFLAG_SETUP (ctx->Polygon.FrontMode != GL_FILL || ctx->Polygon.BackMode != GL_FILL)
#define EDGEFLAG_GET(idx) VB->EdgeFlag[idx]
#define EDGEFLAG_SET(idx, val) VB->EdgeFlag[idx] = val
/* This does NOT include the CLIP_USER_BIT! */
#define CLIPMASK (CLIP_FRUSTUM_BITS | CLIP_CULL_BIT)
/* Vertices, with the possibility of clipping.
*/
#define RENDER_POINTS( start, count ) \
tnl->Driver.Render.Points( ctx, start, count )
#define RENDER_LINE( v1, v2 ) \
do { \
GLubyte c1 = mask[v1], c2 = mask[v2]; \
GLubyte ormask = c1|c2; \
if (!ormask) \
LineFunc( ctx, v1, v2 ); \
else if (!(c1 & c2 & CLIPMASK)) \
clip_line_4( ctx, v1, v2, ormask ); \
} while (0)
#define RENDER_TRI( v1, v2, v3 ) \
do { \
GLubyte c1 = mask[v1], c2 = mask[v2], c3 = mask[v3]; \
GLubyte ormask = c1|c2|c3; \
if (!ormask) \
TriangleFunc( ctx, v1, v2, v3 ); \
else if (!(c1 & c2 & c3 & CLIPMASK)) \
clip_tri_4( ctx, v1, v2, v3, ormask ); \
} while (0)
#define RENDER_QUAD( v1, v2, v3, v4 ) \
do { \
GLubyte c1 = mask[v1], c2 = mask[v2]; \
GLubyte c3 = mask[v3], c4 = mask[v4]; \
GLubyte ormask = c1|c2|c3|c4; \
if (!ormask) \
QuadFunc( ctx, v1, v2, v3, v4 ); \
else if (!(c1 & c2 & c3 & c4 & CLIPMASK)) \
clip_quad_4( ctx, v1, v2, v3, v4, ormask ); \
} while (0)
#define LOCAL_VARS \
TNLcontext *tnl = TNL_CONTEXT(ctx); \
struct vertex_buffer *VB = &tnl->vb; \
const GLuint * const elt = VB->Elts; \
const GLubyte *mask = VB->ClipMask; \
const GLuint sz = VB->ClipPtr->size; \
const tnl_line_func LineFunc = tnl->Driver.Render.Line; \
const tnl_triangle_func TriangleFunc = tnl->Driver.Render.Triangle; \
const tnl_quad_func QuadFunc = tnl->Driver.Render.Quad; \
const GLboolean stipple = ctx->Line.StippleFlag; \
(void) (LineFunc && TriangleFunc && QuadFunc); \
(void) elt; (void) mask; (void) sz; (void) stipple;
#define TAG(x) clip_##x##_verts
#define INIT(x) tnl->Driver.Render.PrimitiveNotify( ctx, x )
#define RESET_STIPPLE if (stipple) tnl->Driver.Render.ResetLineStipple( ctx )
#define PRESERVE_VB_DEFS
#include "t_vb_rendertmp.h"
/* Elts, with the possibility of clipping.
*/
#undef ELT
#undef TAG
#define ELT(x) elt[x]
#define TAG(x) clip_##x##_elts
#include "t_vb_rendertmp.h"
/* TODO: do this for all primitives, verts and elts:
*/
static void clip_elt_triangles( struct gl_context *ctx,
GLuint start,
GLuint count,
GLuint flags )
{
TNLcontext *tnl = TNL_CONTEXT(ctx);
tnl_render_func render_tris = tnl->Driver.Render.PrimTabElts[GL_TRIANGLES];
struct vertex_buffer *VB = &tnl->vb;
const GLuint * const elt = VB->Elts;
GLubyte *mask = VB->ClipMask;
GLuint last = count-2;
GLuint j;
(void) flags;
tnl->Driver.Render.PrimitiveNotify( ctx, GL_TRIANGLES );
for (j=start; j < last; j+=3 ) {
GLubyte c1 = mask[elt[j]];
GLubyte c2 = mask[elt[j+1]];
GLubyte c3 = mask[elt[j+2]];
GLubyte ormask = c1|c2|c3;
if (ormask) {
if (start < j)
render_tris( ctx, start, j, 0 );
if (!(c1&c2&c3&CLIPMASK))
clip_tri_4( ctx, elt[j], elt[j+1], elt[j+2], ormask );
start = j+3;
}
}
if (start < j)
render_tris( ctx, start, j, 0 );
}
/**********************************************************************/
/* Render whole begin/end objects */
/**********************************************************************/
#define NEED_EDGEFLAG_SETUP (ctx->Polygon.FrontMode != GL_FILL || ctx->Polygon.BackMode != GL_FILL)
#define EDGEFLAG_GET(idx) VB->EdgeFlag[idx]
#define EDGEFLAG_SET(idx, val) VB->EdgeFlag[idx] = val
/* Vertices, no clipping.
*/
#define RENDER_POINTS( start, count ) \
tnl->Driver.Render.Points( ctx, start, count )
#define RENDER_LINE( v1, v2 ) \
LineFunc( ctx, v1, v2 )
#define RENDER_TRI( v1, v2, v3 ) \
TriangleFunc( ctx, v1, v2, v3 )
#define RENDER_QUAD( v1, v2, v3, v4 ) \
QuadFunc( ctx, v1, v2, v3, v4 )
#define TAG(x) _tnl_##x##_verts
#define LOCAL_VARS \
TNLcontext *tnl = TNL_CONTEXT(ctx); \
struct vertex_buffer *VB = &tnl->vb; \
const GLuint * const elt = VB->Elts; \
const tnl_line_func LineFunc = tnl->Driver.Render.Line; \
const tnl_triangle_func TriangleFunc = tnl->Driver.Render.Triangle; \
const tnl_quad_func QuadFunc = tnl->Driver.Render.Quad; \
const GLboolean stipple = ctx->Line.StippleFlag; \
(void) (LineFunc && TriangleFunc && QuadFunc); \
(void) elt; (void) stipple
#define RESET_STIPPLE if (stipple) tnl->Driver.Render.ResetLineStipple( ctx )
#define INIT(x) tnl->Driver.Render.PrimitiveNotify( ctx, x )
#define RENDER_TAB_QUALIFIER
#define PRESERVE_VB_DEFS
#include "t_vb_rendertmp.h"
/* Elts, no clipping.
*/
#undef ELT
#define TAG(x) _tnl_##x##_elts
#define ELT(x) elt[x]
#include "t_vb_rendertmp.h"
/**********************************************************************/
/* Helper functions for drivers */
/**********************************************************************/
void _tnl_RenderClippedPolygon( struct gl_context *ctx, const GLuint *elts, GLuint n )
{
TNLcontext *tnl = TNL_CONTEXT(ctx);
struct vertex_buffer *VB = &tnl->vb;
GLuint *tmp = VB->Elts;
VB->Elts = (GLuint *)elts;
tnl->Driver.Render.PrimTabElts[GL_POLYGON]( ctx, 0, n, PRIM_BEGIN|PRIM_END );
VB->Elts = tmp;
}
void _tnl_RenderClippedLine( struct gl_context *ctx, GLuint ii, GLuint jj )
{
TNLcontext *tnl = TNL_CONTEXT(ctx);
tnl->Driver.Render.Line( ctx, ii, jj );
}
/************