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fxquads.c
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1999-02-04
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/* -*- mode: C; tab-width:8; -*-
fxquads.c - 3Dfx VooDoo quad functions
*/
/*
* This library is free software; you can redistribute it and/or
* modify it under the terms of the GNU Library General Public
* License as published by the Free Software Foundation; either
* version 2 of the License, or (at your option) any later version.
*
* This library is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
* Library General Public License for more details.
*
* You should have received a copy of the GNU Library General Public
* License along with this library; if not, write to the Free
* Software Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
*
* See the file fxapi.c for more informations about authors
*
*/
#if defined(FX)
#include "fxdrv.h"
/************************************************************************/
/************************* Quads functions ******************************/
/************************************************************************/
#define GOURAUD(v) { \
fxMesa->gWin[(v)].r=(float) VB->Color[(v)][0]; \
fxMesa->gWin[(v)].g=(float) VB->Color[(v)][1]; \
fxMesa->gWin[(v)].b=(float) VB->Color[(v)][2]; \
fxMesa->gWin[(v)].a=(float) VB->Color[(v)][3]; \
}
/************************************************************************/
static void fxQuadSmooth(GLcontext *ctx, GLuint v1, GLuint v2,
GLuint v3, GLuint v4, GLuint pv)
{
fxMesaContext fxMesa=(fxMesaContext)ctx->DriverCtx;
GrVertex *grv2,*grv4;
grv2=&fxMesa->gWin[v2];
grv4=&fxMesa->gWin[v4];
grDrawTriangle(&fxMesa->gWin[v1], grv2, grv4);
grDrawTriangle(grv2, &fxMesa->gWin[v3], grv4);
}
static void fxQuadSmoothTwoSide(GLcontext *ctx, GLuint v1, GLuint v2,
GLuint v3, GLuint v4, GLuint pv)
{
fxMesaContext fxMesa=(fxMesaContext)ctx->DriverCtx;
struct vertex_buffer *VB=ctx->VB;
GrVertex *grv2,*grv4;
GOURAUD(v1);
GOURAUD(v2);
GOURAUD(v3);
GOURAUD(v4);
grv2=&fxMesa->gWin[v2];
grv4=&fxMesa->gWin[v4];
grDrawTriangle(&fxMesa->gWin[v1], grv2, grv4);
grDrawTriangle(grv2, &fxMesa->gWin[v3], grv4);
}
static void fxQuadFlat(GLcontext *ctx, GLuint v1, GLuint v2,
GLuint v3,GLuint v4, GLuint pv)
{
fxMesaContext fxMesa=(fxMesaContext)ctx->DriverCtx;
GLubyte *Color=ctx->VB->Color[pv];
GrVertex *grv2,*grv4;
grConstantColorValue(FXCOLOR(Color[0], Color[1], Color[2], Color[3]));
grv2=&fxMesa->gWin[v2];
grv4=&fxMesa->gWin[v4];
grDrawTriangle(&fxMesa->gWin[v1], grv2, grv4);
grDrawTriangle(grv2, &fxMesa->gWin[v3], grv4);
}
/************************************************************************/
static void fxQuadSmoothFrontBack(GLcontext *ctx, GLuint v1, GLuint v2,
GLuint v3, GLuint v4, GLuint pv)
{
fxMesaContext fxMesa=(fxMesaContext)ctx->DriverCtx;
GrVertex *grv2,*grv4;
grv2=&fxMesa->gWin[v2];
grv4=&fxMesa->gWin[v4];
if(ctx->Color.ColorMask)
grColorMask(FXTRUE,FXFALSE);
else
grColorMask(FXFALSE,FXFALSE);
grDepthMask(FXFALSE);
grRenderBuffer(GR_BUFFER_BACKBUFFER);
grDrawTriangle(&fxMesa->gWin[v1], grv2, grv4);
grDrawTriangle(grv2, &fxMesa->gWin[v3], grv4);
if(ctx->Color.ColorMask)
grColorMask(FXTRUE,fxMesa->haveAlphaBuffer ? FXTRUE : FXFALSE);
else
grColorMask(FXFALSE,FXFALSE);
if(ctx->Depth.Mask)
grDepthMask(FXTRUE);
grRenderBuffer(GR_BUFFER_FRONTBUFFER);
grDrawTriangle(&fxMesa->gWin[v1], grv2, grv4);
grDrawTriangle(grv2, &fxMesa->gWin[v3], grv4);
}
static void fxQuadSmoothTwoSideFrontBack(GLcontext *ctx, GLuint v1, GLuint v2,
GLuint v3, GLuint v4, GLuint pv)
{
fxMesaContext fxMesa=(fxMesaContext)ctx->DriverCtx;
struct vertex_buffer *VB=ctx->VB;
GrVertex *grv2,*grv4;
GOURAUD(v1);
GOURAUD(v2);
GOURAUD(v3);
GOURAUD(v4);
grv2=&fxMesa->gWin[v2];
grv4=&fxMesa->gWin[v4];
if(ctx->Color.ColorMask)
grColorMask(FXTRUE,FXFALSE);
else
grColorMask(FXFALSE,FXFALSE);
grDepthMask(FXFALSE);
grRenderBuffer(GR_BUFFER_BACKBUFFER);
grDrawTriangle(&fxMesa->gWin[v1], grv2, grv4);
grDrawTriangle(grv2, &fxMesa->gWin[v3], grv4);
if(ctx->Color.ColorMask)
grColorMask(FXTRUE,fxMesa->haveAlphaBuffer ? FXTRUE : FXFALSE);
else
grColorMask(FXFALSE,FXFALSE);
if(ctx->Depth.Mask)
grDepthMask(FXTRUE);
grRenderBuffer(GR_BUFFER_FRONTBUFFER);
grDrawTriangle(&fxMesa->gWin[v1], grv2, grv4);
grDrawTriangle(grv2, &fxMesa->gWin[v3], grv4);
}
static void fxQuadFlatFrontBack(GLcontext *ctx, GLuint v1, GLuint v2,
GLuint v3,GLuint v4, GLuint pv)
{
fxMesaContext fxMesa=(fxMesaContext)ctx->DriverCtx;
GLubyte *Color=ctx->VB->Color[pv];
GrVertex *grv2,*grv4;
grConstantColorValue(FXCOLOR(Color[0], Color[1], Color[2], Color[3]));
grv2=&fxMesa->gWin[v2];
grv4=&fxMesa->gWin[v4];
if(ctx->Color.ColorMask)
grColorMask(FXTRUE,FXFALSE);
else
grColorMask(FXFALSE,FXFALSE);
grDepthMask(FXFALSE);
grRenderBuffer(GR_BUFFER_BACKBUFFER);
grDrawTriangle(&fxMesa->gWin[v1], grv2, grv4);
grDrawTriangle(grv2, &fxMesa->gWin[v3], grv4);
if(ctx->Color.ColorMask)
grColorMask(FXTRUE,fxMesa->haveAlphaBuffer ? FXTRUE : FXFALSE);
else
grColorMask(FXFALSE,FXFALSE);
if(ctx->Depth.Mask)
grDepthMask(FXTRUE);
grRenderBuffer(GR_BUFFER_FRONTBUFFER);
grDrawTriangle(&fxMesa->gWin[v1], grv2, grv4);
grDrawTriangle(grv2, &fxMesa->gWin[v3], grv4);
}
/************************************************************************/
static void fxAAQuadSmooth(GLcontext *ctx, GLuint v1, GLuint v2, GLuint v3, GLuint v4, GLuint pv)
{
fxMesaContext fxMesa=(fxMesaContext)ctx->DriverCtx;
GrVertex *grv2,*grv4;
grv2=&fxMesa->gWin[v2];
grv4=&fxMesa->gWin[v4];
grAADrawTriangle(&fxMesa->gWin[v1],grv2,grv4,
FXTRUE,FXFALSE,FXFALSE);
grAADrawTriangle(grv2,&fxMesa->gWin[v3],grv4,
FXTRUE,FXTRUE,FXFALSE);
}
static void fxAAQuadSmoothTwoSide(GLcontext *ctx, GLuint v1, GLuint v2, GLuint v3, GLuint v4, GLuint pv)
{
fxMesaContext fxMesa=(fxMesaContext)ctx->DriverCtx;
struct vertex_buffer *VB=ctx->VB;
GrVertex *grv2,*grv4;
GOURAUD(v1);
GOURAUD(v2);
GOURAUD(v3);
GOURAUD(v4);
grv2=&fxMesa->gWin[v2];
grv4=&fxMesa->gWin[v4];
grAADrawTriangle(&fxMesa->gWin[v1],grv2,grv4,
FXTRUE,FXFALSE,FXTRUE);
grAADrawTriangle(grv2,&fxMesa->gWin[v3],grv4,
FXTRUE,FXTRUE,FXFALSE);
}
static void fxAAQuadFlat(GLcontext *ctx, GLuint v1, GLuint v2, GLuint v3,GLuint v4, GLuint pv)
{
fxMesaContext fxMesa=(fxMesaContext)ctx->DriverCtx;
GLubyte *Color=ctx->VB->Color[pv];
GrVertex *grv2,*grv4;
grConstantColorValue(FXCOLOR(Color[0],Color[1],
Color[2],Color[3]));
fxMesa->gWin[v1].a=fxMesa->gWin[v2].a=fxMesa->gWin[v3].a=fxMesa->gWin[v4].a=(float)Color[3];
grv2=&fxMesa->gWin[v2];
grv4=&fxMesa->gWin[v4];
grAADrawTriangle(&fxMesa->gWin[v1],grv2,grv4,
FXTRUE,FXFALSE,FXTRUE);
grAADrawTriangle(grv2,&fxMesa->gWin[v3],grv4,
FXTRUE,FXTRUE,FXFALSE);
}
/************************************************************************/
quad_func fxDDChooseQuadFunction(GLcontext *ctx)
{
fxMesaContext fxMesa=(fxMesaContext)ctx->DriverCtx;
if((ctx->Polygon.OffsetAny) || /* Not yet supported */
(ctx->Polygon.StippleFlag))
return NULL;
if(ctx->Polygon.SmoothFlag) {
if(ctx->Light.ShadeModel==GL_SMOOTH) {
if(ctx->Light.Model.TwoSide)
return fxAAQuadSmoothTwoSide;
return fxAAQuadSmooth;
}
return fxAAQuadFlat;
}
if(ctx->RasterMask & FRONT_AND_BACK_BIT) {
if(ctx->Light.ShadeModel==GL_SMOOTH) {
if(ctx->Light.Model.TwoSide)
return fxQuadSmoothTwoSideFrontBack;
return fxQuadSmoothFrontBack;
}
return fxQuadFlatFrontBack;
}
if(ctx->Light.ShadeModel==GL_SMOOTH) {
if(ctx->Light.Model.TwoSide)
return fxQuadSmoothTwoSide;
return fxQuadSmooth;
}
return fxQuadFlat;
}
#else
/*
* Need this to provide at least one external definition.
*/
int gl_fx_dummy_function_quads(void)
{
return 0;
}
#endif /* FX */