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vbindirect.c
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2000-01-07
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/* $Id: vbindirect.c,v 1.3 1999/10/11 04:24:05 joukj Exp $ */
/*
* Mesa 3-D graphics library
* Version: 3.1
*
* Copyright (C) 1999 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.
*/
#include "vb.h"
#include "vbcull.h"
#include "vbrender.h"
#include "pipeline.h"
#include "pb.h"
#include "types.h"
#include "stages.h"
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] );
} else {
for (i = start ; i < count ; i++)
ctx->Driver.PointsFunc( ctx, elt[i], elt[i] );
}
}
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;
}