/* * Mesa 3-D graphics library * Version: 3.3 * * Copyright (C) 1999-2000 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. */ /* * New (3.1) transformation code written by Keith Whitwell. */ #ifdef PC_HEADER #include "all.h" #else #include "glheader.h" #include "pb.h" #include "pipeline.h" #include "stages.h" #include "types.h" #include "vb.h" #include "vbcull.h" #include "vbindirect.h" #include "vbrender.h" #endif static struct gl_prim_state next_lines[3] = { { 1, 2, 0, 0, &next_lines[1] }, { 1, 2, 1, 0, &next_lines[0] } }; static struct gl_prim_state next_line_loop[3] = { { 1, 2, 0, 0, &next_line_loop[1] }, { 1, 2, 1, 1, &next_line_loop[1] } }; static struct gl_prim_state next_line_strip[3] = { { 1, 2, 0, 0, &next_line_strip[1] }, { 1, 2, 1, 0, &next_line_strip[1] } }; static struct gl_prim_state next_poly[3] = { { 1, 2, 0, 0, &next_poly[1] }, { 1, 2, 0, 0, &next_poly[2] }, { 0, 2, 1, 0, &next_poly[2] } }; static struct gl_prim_state next_tris[3] = { { 1, 2, 0, 0, &next_tris[1] }, { 1, 2, 0, 0, &next_tris[2] }, { 1, 2, 1, 0, &next_tris[0] } }; static struct gl_prim_state next_tri_strip0[4] = { { 2, 1, 0, 0, &next_tri_strip0[1] }, { 0, 2, 0, 0, &next_tri_strip0[2] }, { 2, 1, 1, 0, &next_tri_strip0[3] }, { 0, 2, 1, 0, &next_tri_strip0[2] }, }; static struct gl_prim_state next_tri_strip1[4] = { { 0, 2, 0, 0, &next_tri_strip1[1] }, { 2, 1, 0, 0, &next_tri_strip1[2] }, { 0, 2, 1, 0, &next_tri_strip1[3] }, { 2, 1, 1, 0, &next_tri_strip1[2] }, }; static struct gl_prim_state next_quads[4] = { { 1, 2, 0, 0, &next_quads[1] }, { 2, 1, 0, 0, &next_quads[2] }, { 1, 2, 1, 0, &next_quads[3] }, { 1, 2, 1, 0, &next_quads[0] } }; static struct gl_prim_state next_quad_strip[4] = { { 2, 1, 0, 0, &next_quad_strip[1] }, { 0, 2, 0, 0, &next_quad_strip[2] }, { 2, 1, 1, 0, &next_quad_strip[3] }, { 0, 2, 1, 0, &next_quad_strip[2] }, }; #define INIT(ctx, prim) \ do { \ if (ctx->PB->count > 0) gl_flush_pb(ctx); \ if (ctx->PB->primitive != prim) { \ gl_reduced_prim_change( ctx, prim ); \ } \ } while(0) /* Need better driver support for this case. */ static void indexed_render_points( struct vertex_buffer *VB, const struct gl_prim_state *state, const GLuint *elt, GLuint start, GLuint count ) { GLcontext *ctx = VB->ctx; GLuint i; (void) state; INIT(ctx, GL_POINTS); if (VB->ClipOrMask) { const GLubyte *clip = VB->ClipMask; for (i = start ; i < count ; i++) if (!clip[elt[i]]) ctx->Driver.PointsFunc( ctx, elt[i], elt[i]+1 ); } else { for (i = start ; i < count ; i++) ctx->Driver.PointsFunc( ctx, elt[i], elt[i]+1 ); } } static void indexed_render_lines( struct vertex_buffer *VB, const struct gl_prim_state *state, const GLuint *elt, GLuint start, GLuint count ) { GLcontext *ctx = VB->ctx; GLuint i; INIT(ctx, GL_LINES); if (VB->ClipOrMask) { const GLubyte *clip = VB->ClipMask; GLuint prev = 0; for (i = start ; i < count ; i++) { GLuint curr = elt[i]; if (state->draw) { if (clip[curr] | clip[prev]) gl_render_clipped_line( ctx, prev, curr ); else ctx->Driver.LineFunc( ctx, prev, curr, curr ); } prev = curr; state = state->next; } if (state->finish_loop) { GLuint curr = elt[start]; if (clip[curr] | clip[prev]) gl_render_clipped_line( ctx, prev, curr ); else ctx->Driver.LineFunc( ctx, prev, curr, curr ); } } else { GLuint prev = 0; for (i = start ; i < count ; i++) { GLuint curr = elt[i]; if (state->draw) ctx->Driver.LineFunc( ctx, prev, curr, curr ); prev = curr; state = state->next; } if (state->finish_loop) { GLuint curr = elt[start]; ctx->Driver.LineFunc( ctx, prev, curr, curr ); } } } static void indexed_render_tris( struct vertex_buffer *VB, const struct gl_prim_state *state, const GLuint *elt, GLuint start, GLuint count ) { GLcontext *ctx = VB->ctx; GLuint i; INIT(ctx, GL_POLYGON); if (VB->ClipOrMask) { GLuint v[3]; GLuint vlist[VB_MAX_CLIPPED_VERTS]; const GLubyte *clip = VB->ClipMask; for (i = start ; i < count ; i++) { v[2] = elt[i]; if (state->draw) { if (clip[v[0]] | clip[v[1]] | clip[v[2]]) { if (!(clip[v[0]] & clip[v[1]] & clip[v[2]] & CLIP_ALL_BITS)) { COPY_3V(vlist, v); gl_render_clipped_triangle( ctx, 3, vlist, vlist[2] ); } } else ctx->TriangleFunc( ctx, v[0], v[1], v[2], v[2] ); } v[0] = v[state->v0]; v[1] = v[state->v1]; state = state->next; } } else { GLuint v[3]; const triangle_func tf = ctx->TriangleFunc; for (i = start ; i < count ; i++) { v[2] = elt[i]; if (state->draw) tf( ctx, v[0], v[1], v[2], v[2] ); v[0] = v[state->v0]; v[1] = v[state->v1]; state = state->next; } } } static void indexed_render_noop( struct vertex_buffer *VB, const struct gl_prim_state *state, const GLuint *elt, GLuint start, GLuint count ) { (void) VB; (void) state; (void) elt; (void) start; (void) count; } typedef void (*indexed_render_func)( struct vertex_buffer *VB, const struct gl_prim_state *state, const GLuint *elt, GLuint start, GLuint count ); indexed_render_func prim_func[GL_POLYGON+2] = { indexed_render_points, indexed_render_lines, indexed_render_lines, indexed_render_lines, indexed_render_tris, indexed_render_tris, indexed_render_tris, indexed_render_tris, indexed_render_tris, indexed_render_tris, indexed_render_noop }; CONST struct gl_prim_state *gl_prim_state_machine[GL_POLYGON+2][2] = { { 0, 0 }, { next_lines, next_lines }, { next_line_loop, next_line_loop }, { next_line_strip, next_line_strip }, { next_tris, next_tris }, { next_tri_strip0, next_tri_strip1 }, { next_poly, next_poly }, { next_quads, next_quads }, { next_quad_strip, next_quad_strip }, { next_poly, next_poly }, }; void gl_render_elts( struct vertex_buffer *VB ) { GLcontext *ctx = VB->ctx; struct vertex_buffer *saved_vb = ctx->VB; GLenum prim = ctx->CVA.elt_mode; GLuint *elt = VB->EltPtr->start; GLuint nr = VB->EltPtr->count; GLuint p = 0; gl_import_client_data( VB, ctx->RenderFlags, (VB->ClipOrMask ? VEC_WRITABLE|VEC_GOOD_STRIDE : VEC_GOOD_STRIDE)); ctx->VB = VB; if (ctx->Driver.RenderStart) ctx->Driver.RenderStart( ctx ); do { const struct gl_prim_state *state = gl_prim_state_machine[prim][0]; indexed_render_func func = prim_func[prim]; func( VB, state, elt, 0, nr ); if (ctx->TriangleCaps & DD_TRI_LIGHT_TWOSIDE) { VB->Specular = VB->Spec[0]; VB->ColorPtr = VB->Color[0]; VB->IndexPtr = VB->Index[0]; } } while (ctx->Driver.MultipassFunc && ctx->Driver.MultipassFunc( VB, ++p )); if (ctx->PB->count > 0) gl_flush_pb(ctx); if (ctx->Driver.RenderFinish) ctx->Driver.RenderFinish( ctx ); ctx->VB = saved_vb; } void gl_render_vb_indirect( struct vertex_buffer *VB ) { GLuint i, next, prim; GLuint parity = VB->Parity; GLuint count = VB->Count; const struct gl_prim_state *state; indexed_render_func func; GLcontext *ctx = VB->ctx; struct vertex_buffer *cvaVB = ctx->CVA.VB; struct vertex_buffer *saved_vb = ctx->VB; GLuint p = 0; gl_import_client_data( cvaVB, ctx->RenderFlags, (VB->ClipOrMask ? VEC_WRITABLE|VEC_GOOD_STRIDE : VEC_GOOD_STRIDE)); ctx->VB = cvaVB; if (!VB->CullDone) gl_fast_copy_vb( VB ); if (/* ctx->Current.Primitive == GL_POLYGON+1 && */ctx->Driver.RenderStart) ctx->Driver.RenderStart( ctx ); do { for (i = VB->CopyStart ; i < count ; parity = 0, i = next ) { prim = VB->Primitive[i]; next = VB->NextPrimitive[i]; state = gl_prim_state_machine[prim][parity]; func = prim_func[prim]; func( cvaVB, state, VB->EltPtr->data, i, next ); if (ctx->TriangleCaps & DD_TRI_LIGHT_TWOSIDE) { cvaVB->Specular = cvaVB->Spec[0]; cvaVB->ColorPtr = cvaVB->Color[0]; cvaVB->IndexPtr = cvaVB->Index[0]; } } } while (ctx->Driver.MultipassFunc && ctx->Driver.MultipassFunc( VB, ++p )); if (ctx->PB->count > 0) gl_flush_pb(ctx); if (/* ctx->Current.Primitive == GL_POLYGON+1 && */ctx->Driver.RenderFinish) ctx->Driver.RenderFinish( ctx ); ctx->VB = saved_vb; }