Large patch:

- FX bug fixes.
        - Polygon mode and edgeflag work properly.
	- Clipping works with edgeflag.
	- Driver.ReducedPrimitiveChange() callback so drivers
          that implement lines & points as triangles can turn culling off
	  before rendering groups of these primitives.
        - Cleaned up feedback & select primitives.
This commit is contained in:
Keith Whitwell
1999-09-18 20:41:22 +00:00
parent 56b58668e8
commit 1bf9dfaf5d
14 changed files with 285 additions and 292 deletions

View File

@@ -448,8 +448,9 @@ static GLboolean fxIsInHardware(GLcontext *ctx)
(ctx->Color.ColorMask[GCOMP]==ctx->Color.ColorMask[BCOMP]) &&
(ctx->Color.ColorMask[ACOMP]==ctx->Color.ColorMask[ACOMP])))
)
return GL_FALSE;
{
return GL_FALSE;
}
/* Unsupported texture/multitexture cases */
if(fxMesa->emulateTwoTMUs) {
@@ -525,7 +526,7 @@ static void fxDDUpdateDDPointers(GLcontext *ctx)
if (MESA_VERBOSE&(VERBOSE_DRIVER|VERBOSE_STATE))
fprintf(stderr,"fxmesa: fxDDUpdateDDPointers(...)\n");
if (new_state & (NEW_RASTER_OPS|NEW_TEXTURING))
if (new_state & (NEW_RASTER_OPS|NEW_TEXTURING))
fxMesa->is_in_hardware = fxIsInHardware(ctx);
if (fxMesa->is_in_hardware) {
@@ -546,14 +547,8 @@ static void fxDDUpdateDDPointers(GLcontext *ctx)
ctx->Driver.LineFunc=fxMesa->LineFunc;
ctx->Driver.TriangleFunc=fxMesa->TriangleFunc;
ctx->Driver.QuadFunc=fxMesa->QuadFunc;
}
ctx->Driver.AllocDepthBuffer=fxAllocDepthBuffer;
ctx->Driver.DepthTestSpan=fxDDDepthTestSpanGeneric;
ctx->Driver.DepthTestPixels=fxDDDepthTestPixelsGeneric;
ctx->Driver.ReadDepthSpanFloat=fxDDReadDepthSpanFloat;
ctx->Driver.ReadDepthSpanInt=fxDDReadDepthSpanInt;
ctx->Driver.RenderStart = 0;
} else
fxMesa->render_index = FX_FALLBACK;
}
@@ -564,6 +559,12 @@ void fxSetupDDPointers(GLcontext *ctx)
}
ctx->Driver.UpdateState=fxDDUpdateDDPointers;
ctx->Driver.AllocDepthBuffer=fxAllocDepthBuffer;
ctx->Driver.DepthTestSpan=fxDDDepthTestSpanGeneric;
ctx->Driver.DepthTestPixels=fxDDDepthTestPixelsGeneric;
ctx->Driver.ReadDepthSpanFloat=fxDDReadDepthSpanFloat;
ctx->Driver.ReadDepthSpanInt=fxDDReadDepthSpanInt;
ctx->Driver.GetString=fxDDGetString;

View File

@@ -1,4 +1,4 @@
/* $Id: attrib.c,v 1.2 1999/09/16 11:54:56 keithw Exp $ */
/* $Id: attrib.c,v 1.3 1999/09/18 20:41:22 keithw Exp $ */
/*
* Mesa 3-D graphics library
@@ -700,9 +700,9 @@ void gl_PopAttrib( GLcontext* ctx )
(*ctx->Driver.ClearStencil)( ctx, ctx->Stencil.Clear );
if (ctx->Driver.Enable)
(*ctx->Driver.Enable)( ctx, GL_STENCIL_TEST, ctx->Stencil.Enabled );
/* ctx->TriangleCaps &= ~DD_STENCIL; */
/* if (ctx->Stencil.Enabled) */
/* ctx->TriangleCaps |= DD_STENCIL; */
ctx->TriangleCaps &= ~DD_STENCIL;
if (ctx->Stencil.Enabled)
ctx->TriangleCaps |= DD_STENCIL;
break;
case GL_TRANSFORM_BIT:

View File

@@ -1,4 +1,4 @@
/* $Id: clip.c,v 1.1 1999/08/19 00:55:41 jtg Exp $ */
/* $Id: clip.c,v 1.2 1999/09/18 20:41:22 keithw Exp $ */
/*
* Mesa 3-D graphics library
@@ -33,6 +33,7 @@
#else
#include <string.h>
#include <stdlib.h>
#include <stdio.h>
#include "clip.h"
#include "context.h"
#include "macros.h"
@@ -73,10 +74,8 @@ do { \
#define CLIP_TEX1 0x8
#define CLIP_INDEX0 0x10
#define CLIP_INDEX1 0x20
#define CLIP_EDGE 0x40
/* This is sparsely populated: */
static clip_interp_func clip_interp_tab[0x80];
static clip_interp_func clip_interp_tab[0x40];
#define IND 0
#define NAME clip_nil
@@ -122,38 +121,6 @@ static clip_interp_func clip_interp_tab[0x80];
#define NAME clipINDEX0_INDEX1
#include "interp_tmp.h"
#define IND (CLIP_RGBA0|CLIP_EDGE)
#define NAME clipRGBA0_EDGE
#include "interp_tmp.h"
#define IND (CLIP_RGBA0|CLIP_RGBA1|CLIP_EDGE)
#define NAME clipRGBA0_RGBA1_EDGE
#include "interp_tmp.h"
#define IND (CLIP_TEX0|CLIP_RGBA0|CLIP_EDGE)
#define NAME clipTEX0_RGBA0_EDGE
#include "interp_tmp.h"
#define IND (CLIP_TEX0|CLIP_RGBA0|CLIP_RGBA1|CLIP_EDGE)
#define NAME clipTEX0_RGBA0_RGBA1_EDGE
#include "interp_tmp.h"
#define IND (CLIP_TEX1|CLIP_TEX0|CLIP_RGBA0|CLIP_EDGE)
#define NAME clipTEX1_TEX0_RGBA0_EDGE
#include "interp_tmp.h"
#define IND (CLIP_TEX1|CLIP_TEX0|CLIP_RGBA0|CLIP_RGBA1|CLIP_EDGE)
#define NAME clipTEX1_TEX0_RGBA0_RGBA1_EDGE
#include "interp_tmp.h"
#define IND (CLIP_INDEX0|CLIP_EDGE)
#define NAME clipINDEX0_EDGE
#include "interp_tmp.h"
#define IND (CLIP_INDEX0|CLIP_INDEX1|CLIP_EDGE)
#define NAME clipINDEX0_INDEX1_EDGE
#include "interp_tmp.h"
@@ -289,30 +256,31 @@ GLuint gl_userclip_point( GLcontext* ctx, const GLfloat v[] )
clip_poly_func gl_poly_clip_tab[5];
clip_line_func gl_line_clip_tab[5];
#if defined(__i386__)
#define NEGATIVE(x) ((*(int *)&x)<0)
#else
#define NEGATIVE(x) (x < 0)
#endif
static clip_poly_func gl_poly_clip_tab[2][5];
static clip_line_func gl_line_clip_tab[2][5];
#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 IND 0
#define TAG(x) x##_4
#include "clip_funcs.h"
#define W(i) 1.0
#define Z(i) coord[i][2]
#define Y(i) coord[i][1]
#define X(i) coord[i][0]
#define SIZE 3
#define IND 0
#define TAG(x) x##_3
#include "clip_funcs.h"
@@ -321,9 +289,80 @@ clip_line_func gl_line_clip_tab[5];
#define Y(i) coord[i][1]
#define X(i) coord[i][0]
#define SIZE 2
#define IND 0
#define TAG(x) x##_2
#include "clip_funcs.h"
#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 IND CLIP_TAB_EDGEFLAG
#define TAG(x) x##_4_edgeflag
#include "clip_funcs.h"
#define W(i) 1.0
#define Z(i) coord[i][2]
#define Y(i) coord[i][1]
#define X(i) coord[i][0]
#define SIZE 3
#define IND CLIP_TAB_EDGEFLAG
#define TAG(x) x##_3_edgeflag
#include "clip_funcs.h"
#define W(i) 1.0
#define Z(i) 0.0
#define Y(i) coord[i][1]
#define X(i) coord[i][0]
#define SIZE 2
#define IND CLIP_TAB_EDGEFLAG
#define TAG(x) x##_2_edgeflag
#include "clip_funcs.h"
void gl_update_clipmask( GLcontext *ctx )
{
GLuint mask = 0;
if (ctx->Visual->RGBAflag)
{
if (ctx->Light.ShadeModel==GL_SMOOTH)
{
mask |= CLIP_RGBA0;
if (ctx->TriangleCaps & (DD_TRI_LIGHT_TWOSIDE|DD_SEPERATE_SPECULAR))
mask |= CLIP_RGBA1;
}
if (ctx->Texture.ReallyEnabled & 0xf0)
mask |= CLIP_TEX1|CLIP_TEX0;
if (ctx->Texture.ReallyEnabled & 0xf)
mask |= CLIP_TEX0;
}
else if (ctx->Light.ShadeModel==GL_SMOOTH)
{
mask |= CLIP_INDEX0;
if (ctx->TriangleCaps & DD_TRI_LIGHT_TWOSIDE)
mask |= CLIP_INDEX1;
}
ctx->ClipInterpFunc = clip_interp_tab[mask];
ctx->poly_clip_tab = gl_poly_clip_tab[0];
ctx->line_clip_tab = gl_line_clip_tab[0];
if (ctx->TriangleCaps & DD_TRI_UNFILLED) {
ctx->poly_clip_tab = gl_poly_clip_tab[1];
ctx->line_clip_tab = gl_line_clip_tab[0];
}
}
#define USER_CLIPTEST(NAME, SZ) \
static void NAME( struct vertex_buffer *VB ) \
{ \
@@ -389,72 +428,29 @@ void gl_user_cliptest( struct vertex_buffer *VB )
}
static clip_interp_func get_interp_func( GLcontext *ctx )
{
GLuint mask = 0;
if (ctx->Visual->RGBAflag)
{
if (ctx->Light.ShadeModel==GL_SMOOTH)
{
mask |= CLIP_RGBA0;
if (ctx->TriangleCaps & (DD_TRI_LIGHT_TWOSIDE|DD_SEPERATE_SPECULAR))
mask |= CLIP_RGBA1;
}
if (ctx->Texture.ReallyEnabled & 0xf0)
mask |= CLIP_TEX1|CLIP_TEX0;
if (ctx->Texture.ReallyEnabled & 0xf)
mask |= CLIP_TEX0;
}
else if (ctx->Light.ShadeModel==GL_SMOOTH)
{
mask |= CLIP_INDEX0;
if (ctx->TriangleCaps & DD_TRI_LIGHT_TWOSIDE)
mask |= CLIP_INDEX1;
}
return clip_interp_tab[mask];
}
void gl_update_clipmask( GLcontext *ctx )
{
ctx->ClipInterpFunc = get_interp_func( ctx );
}
void gl_init_clip(void)
{
init_clip_funcs_4();
init_clip_funcs_3();
init_clip_funcs_2();
init_clip_funcs_4_edgeflag();
init_clip_funcs_3_edgeflag();
init_clip_funcs_2_edgeflag();
clip_interp_tab[0] = clip_nil;
clip_interp_tab[CLIP_RGBA0] = clipRGBA0;
clip_interp_tab[CLIP_RGBA0|CLIP_RGBA1] = clipRGBA0_RGBA1;
clip_interp_tab[CLIP_TEX0|CLIP_RGBA0] = clipTEX0_RGBA0;
clip_interp_tab[CLIP_TEX0|CLIP_RGBA0|CLIP_RGBA1] = clipTEX0_RGBA0_RGBA1;
clip_interp_tab[CLIP_TEX1|CLIP_TEX0|CLIP_RGBA0] = clipTEX1_TEX0_RGBA0;
clip_interp_tab[CLIP_TEX1|CLIP_TEX0|CLIP_RGBA0|CLIP_RGBA1] = clipTEX1_TEX0_RGBA0_RGBA1;
clip_interp_tab[CLIP_TEX1|CLIP_TEX0|CLIP_RGBA0|CLIP_RGBA1] =
clipTEX1_TEX0_RGBA0_RGBA1;
clip_interp_tab[CLIP_TEX0] = clipTEX0;
clip_interp_tab[CLIP_TEX1|CLIP_TEX0] = clipTEX1_TEX0;
clip_interp_tab[CLIP_INDEX0] = clipINDEX0;
clip_interp_tab[CLIP_INDEX0|CLIP_INDEX1] = clipINDEX0_INDEX1;
clip_interp_tab[CLIP_RGBA0|CLIP_EDGE] = clipRGBA0_EDGE;
clip_interp_tab[CLIP_RGBA0|CLIP_RGBA1|CLIP_EDGE] = clipRGBA0_RGBA1_EDGE;
clip_interp_tab[CLIP_TEX0|CLIP_RGBA0|CLIP_EDGE] = clipTEX0_RGBA0_EDGE;
clip_interp_tab[CLIP_TEX0|CLIP_RGBA0|CLIP_RGBA1|CLIP_EDGE] = clipTEX0_RGBA0_RGBA1_EDGE;
clip_interp_tab[CLIP_TEX1|CLIP_TEX0|CLIP_RGBA0|CLIP_EDGE] = clipTEX1_TEX0_RGBA0_EDGE;
clip_interp_tab[CLIP_TEX1|CLIP_TEX0|CLIP_RGBA0|CLIP_RGBA1|CLIP_EDGE] = clipTEX1_TEX0_RGBA0_RGBA1_EDGE;
clip_interp_tab[CLIP_INDEX0|CLIP_EDGE] = clipINDEX0_EDGE;
clip_interp_tab[CLIP_INDEX0|CLIP_INDEX1|CLIP_EDGE] = clipINDEX0_INDEX1_EDGE;
}

View File

@@ -1,4 +1,4 @@
/* $Id: clip.h,v 1.1 1999/08/19 00:55:41 jtg Exp $ */
/* $Id: clip.h,v 1.2 1999/09/18 20:41:22 keithw Exp $ */
/*
* Mesa 3-D graphics library
@@ -47,16 +47,8 @@
typedef GLuint (*clip_line_func)( struct vertex_buffer *VB,
GLuint *i, GLuint *j,
GLubyte mask);
typedef GLuint (*clip_poly_func)( struct vertex_buffer *VB,
GLuint n, GLuint vlist[],
GLubyte mask );
extern clip_poly_func gl_poly_clip_tab[5];
extern clip_line_func gl_line_clip_tab[5];
#define CLIP_TAB_EDGEFLAG 1
extern void gl_init_clip(void);

View File

@@ -1,4 +1,4 @@
/* $Id: context.c,v 1.7 1999/09/11 11:31:34 brianp Exp $ */
/* $Id: context.c,v 1.8 1999/09/18 20:41:22 keithw Exp $ */
/*
* Mesa 3-D graphics library
@@ -2082,8 +2082,13 @@ void gl_update_state( GLcontext *ctx )
ctx->Texture.Unit[1].LastEnvMode = ctx->Texture.Unit[1].EnvMode;
}
if ((ctx->NewState & ~(NEW_CLIENT_STATE|NEW_TEXTURE_ENABLE)) == 0)
if ((ctx->NewState & ~(NEW_CLIENT_STATE|NEW_TEXTURE_ENABLE)) == 0) {
if (MESA_VERBOSE&VERBOSE_STATE)
fprintf(stderr, "update_state: goto finished\n");
goto finished;
}
if (ctx->NewState & NEW_TEXTURE_MATRIX) {
ctx->Enabled &= ~(ENABLE_TEXMAT0|ENABLE_TEXMAT1);

View File

@@ -1,4 +1,4 @@
/* $Id: dd.h,v 1.1 1999/08/19 00:55:41 jtg Exp $ */
/* $Id: dd.h,v 1.2 1999/09/18 20:41:22 keithw Exp $ */
/*
* Mesa 3-D graphics library
@@ -459,6 +459,13 @@ struct dd_function_table {
*/
void (*ReducedPrimitiveChange)( GLcontext *ctx, GLenum primitive );
/* If registered, this will be called when rendering transitions between
* points, lines and triangles. It is not called on transitions between
* primtives such as GL_TRIANGLES and GL_TRIANGLE_STRIPS, or between
* triangles and quads or triangles and polygons.
*/
GLuint TriangleCaps;
/* Holds a list of the reasons why we might normally want to call
* render_triangle, but which are in fact implemented by the

View File

@@ -1,4 +1,4 @@
/* $Id: drawpix.c,v 1.1 1999/08/19 00:55:41 jtg Exp $ */
/* $Id: drawpix.c,v 1.2 1999/09/18 20:41:22 keithw Exp $ */
/*
* Mesa 3-D graphics library
@@ -930,10 +930,7 @@ void gl_DrawPixels( GLcontext* ctx, struct gl_image *image )
texcoord[3] = ctx->Current.Texcoord[0][3];
FEEDBACK_TOKEN( ctx, (GLfloat) (GLint) GL_DRAW_PIXEL_TOKEN );
gl_feedback_vertex( ctx,
ctx->Current.RasterPos[0],
ctx->Current.RasterPos[1],
ctx->Current.RasterPos[2],
ctx->Current.RasterPos[3],
ctx->Current.RasterPos,
color, ctx->Current.Index, texcoord );
}
}

View File

@@ -1,4 +1,4 @@
/* $Id: enable.c,v 1.4 1999/09/07 22:31:30 brianp Exp $ */
/* $Id: enable.c,v 1.5 1999/09/18 20:41:23 keithw Exp $ */
/*
* Mesa 3-D graphics library
@@ -341,6 +341,7 @@ void gl_set_enable( GLcontext *ctx, GLenum cap, GLboolean state )
if (ctx->Stencil.Enabled!=state) {
ctx->Stencil.Enabled = state;
ctx->NewState |= NEW_RASTER_OPS;
ctx->TriangleCaps ^= DD_STENCIL;
}
break;
case GL_TEXTURE_1D:

View File

@@ -1,4 +1,4 @@
/* $Id: feedback.c,v 1.1 1999/08/19 00:55:41 jtg Exp $ */
/* $Id: feedback.c,v 1.2 1999/09/18 20:41:23 keithw Exp $ */
/*
* Mesa 3-D graphics library
@@ -37,6 +37,7 @@
#include "enums.h"
#include "feedback.h"
#include "macros.h"
#include "mmath.h"
#include "types.h"
#ifdef XFree86Server
#include "GL/xf86glx.h"
@@ -127,20 +128,21 @@ void gl_PassThrough( GLcontext *ctx, GLfloat token )
* Put a vertex into the feedback buffer.
*/
void gl_feedback_vertex( GLcontext *ctx,
GLfloat x, GLfloat y, GLfloat z, GLfloat w,
const GLfloat color[4], GLfloat index,
const GLfloat win[4],
const GLfloat color[4],
GLuint index,
const GLfloat texcoord[4] )
{
FEEDBACK_TOKEN( ctx, x );
FEEDBACK_TOKEN( ctx, y );
FEEDBACK_TOKEN( ctx, win[0] );
FEEDBACK_TOKEN( ctx, win[1] );
if (ctx->Feedback.Mask & FB_3D) {
FEEDBACK_TOKEN( ctx, z );
FEEDBACK_TOKEN( ctx, win[2] );
}
if (ctx->Feedback.Mask & FB_4D) {
FEEDBACK_TOKEN( ctx, w );
FEEDBACK_TOKEN( ctx, win[3] );
}
if (ctx->Feedback.Mask & FB_INDEX) {
FEEDBACK_TOKEN( ctx, index );
FEEDBACK_TOKEN( ctx, (GLfloat) index );
}
if (ctx->Feedback.Mask & FB_COLOR) {
FEEDBACK_TOKEN( ctx, color[0] );
@@ -158,6 +160,92 @@ void gl_feedback_vertex( GLcontext *ctx,
static void gl_do_feedback_vertex( GLcontext *ctx, GLuint v, GLuint pv )
{
GLfloat win[4];
GLfloat color[4];
GLfloat tc[4];
GLuint texUnit = ctx->Texture.CurrentTransformUnit;
struct vertex_buffer *VB = ctx->VB;
win[0] = VB->Win.data[v][0];
win[1] = VB->Win.data[v][1];
win[2] = VB->Win.data[v][2] / DEPTH_SCALE;
win[3] = 1.0 / VB->Win.data[v][3];
if (ctx->Light.ShadeModel==GL_SMOOTH) pv = v;
UBYTE_RGBA_TO_FLOAT_RGBA( color, VB->ColorPtr->data[pv] );
if (VB->TexCoordPtr[texUnit]->size == 4 &&
VB->TexCoordPtr[texUnit]->data[v][3]!=0.0)
{
GLfloat invq = 1.0F / VB->TexCoordPtr[texUnit]->data[v][3];
tc[0] = VB->TexCoordPtr[texUnit]->data[v][0] * invq;
tc[1] = VB->TexCoordPtr[texUnit]->data[v][1] * invq;
tc[2] = VB->TexCoordPtr[texUnit]->data[v][2] * invq;
tc[3] = VB->TexCoordPtr[texUnit]->data[v][3];
} else {
ASSIGN_4V(tc, 0,0,0,1);
COPY_SZ_4V(tc,
VB->TexCoordPtr[texUnit]->size,
VB->TexCoordPtr[texUnit]->data[v]);
}
gl_feedback_vertex( ctx, win, color, VB->IndexPtr->data[v], tc );
}
/*
* Put triangle in feedback buffer.
*/
void gl_feedback_triangle( GLcontext *ctx,
GLuint v0, GLuint v1, GLuint v2, GLuint pv )
{
if (gl_cull_triangle( ctx, v0, v1, v2 )) {
FEEDBACK_TOKEN( ctx, (GLfloat) (GLint) GL_POLYGON_TOKEN );
FEEDBACK_TOKEN( ctx, (GLfloat) 3 ); /* three vertices */
gl_do_feedback_vertex( ctx, v0, pv );
gl_do_feedback_vertex( ctx, v1, pv );
gl_do_feedback_vertex( ctx, v2, pv );
}
}
void gl_feedback_line( GLcontext *ctx, GLuint v1, GLuint v2, GLuint pv )
{
GLenum token = GL_LINE_TOKEN;
if (ctx->StippleCounter==0)
token = GL_LINE_RESET_TOKEN;
FEEDBACK_TOKEN( ctx, (GLfloat) (GLint) token );
gl_do_feedback_vertex( ctx, v1, pv );
gl_do_feedback_vertex( ctx, v2, pv );
ctx->StippleCounter++;
}
void gl_feedback_points( GLcontext *ctx, GLuint first, GLuint last )
{
struct vertex_buffer *VB = ctx->VB;
GLuint i;
for (i=first;i<=last;i++)
if (VB->ClipMask[i]==0) {
FEEDBACK_TOKEN( ctx, (GLfloat) (GLint) GL_POINT_TOKEN );
gl_do_feedback_vertex( ctx, i, i );
}
}
/**********************************************************************/
/* Selection */
/**********************************************************************/
@@ -201,6 +289,37 @@ void gl_update_hitflag( GLcontext *ctx, GLfloat z )
}
}
void gl_select_triangle( GLcontext *ctx,
GLuint v0, GLuint v1, GLuint v2, GLuint pv )
{
struct vertex_buffer *VB = ctx->VB;
if (gl_cull_triangle( ctx, v0, v1, v2 )) {
gl_update_hitflag( ctx, VB->Win.data[v0][3] / DEPTH_SCALE );
gl_update_hitflag( ctx, VB->Win.data[v1][3] / DEPTH_SCALE );
gl_update_hitflag( ctx, VB->Win.data[v2][3] / DEPTH_SCALE );
}
}
void gl_select_line( GLcontext *ctx,
GLuint v0, GLuint v1, GLuint pv )
{
struct vertex_buffer *VB = ctx->VB;
gl_update_hitflag( ctx, VB->Win.data[v0][3] / DEPTH_SCALE );
gl_update_hitflag( ctx, VB->Win.data[v1][3] / DEPTH_SCALE );
}
void gl_select_points( GLcontext *ctx, GLuint first, GLuint last )
{
struct vertex_buffer *VB = ctx->VB;
GLuint i;
for (i=first;i<=last;i++)
if (VB->ClipMask[i]==0)
gl_update_hitflag( ctx, VB->Win.data[i][3] / DEPTH_SCALE);
}
static void write_hit_record( GLcontext *ctx )

View File

@@ -1,4 +1,4 @@
/* $Id: feedback.h,v 1.1 1999/08/19 00:55:41 jtg Exp $ */
/* $Id: feedback.h,v 1.2 1999/09/18 20:41:23 keithw Exp $ */
/*
* Mesa 3-D graphics library
@@ -37,14 +37,15 @@
#define FEEDBACK_TOKEN( CTX, T ) \
if (CTX->Feedback.Count < CTX->Feedback.BufferSize) { \
CTX->Feedback.Buffer[CTX->Feedback.Count] = (T); \
CTX->Feedback.Buffer[CTX->Feedback.Count] = (GLfloat) (T); \
} \
CTX->Feedback.Count++;
extern void gl_feedback_vertex( GLcontext *ctx,
GLfloat x, GLfloat y, GLfloat z, GLfloat w,
const GLfloat color[4], GLfloat index,
const GLfloat win[4],
const GLfloat color[4],
GLuint index,
const GLfloat texcoord[4] );
@@ -68,7 +69,15 @@ extern void gl_PopName( GLcontext *ctx );
extern GLint gl_RenderMode( GLcontext *ctx, GLenum mode );
extern void gl_feedback_points( GLcontext *ctx, GLuint first, GLuint last );
extern void gl_feedback_line( GLcontext *ctx, GLuint v1, GLuint v2, GLuint pv );
extern void gl_feedback_triangle( GLcontext *ctx, GLuint v0, GLuint v1,
GLuint v2, GLuint pv );
extern void gl_select_points( GLcontext *ctx, GLuint first, GLuint last );
extern void gl_select_line( GLcontext *ctx, GLuint v1, GLuint v2, GLuint pv );
extern void gl_select_triangle( GLcontext *ctx, GLuint v0, GLuint v1,
GLuint v2, GLuint pv );
#endif

View File

@@ -1,4 +1,4 @@
/* $Id: light.c,v 1.1 1999/08/19 00:55:41 jtg Exp $ */
/* $Id: light.c,v 1.2 1999/09/18 20:41:23 keithw Exp $ */
/*
* Mesa 3-D graphics library
@@ -60,17 +60,18 @@ void gl_ShadeModel( GLcontext *ctx, GLenum mode )
if (MESA_VERBOSE & VERBOSE_API)
fprintf(stderr, "glShadeModel %s\n", gl_lookup_enum_by_nr(mode));
switch (mode) {
case GL_FLAT:
case GL_SMOOTH:
if (ctx->Light.ShadeModel!=mode) {
ctx->Light.ShadeModel = mode;
ctx->TriangleCaps ^= DD_FLATSHADE;
ctx->NewState |= NEW_RASTER_OPS;
}
break;
default:
gl_error( ctx, GL_INVALID_ENUM, "glShadeModel" );
case GL_FLAT:
case GL_SMOOTH:
if (ctx->Light.ShadeModel!=mode) {
ctx->Light.ShadeModel = mode;
ctx->TriangleCaps ^= DD_FLATSHADE;
ctx->NewState |= NEW_RASTER_OPS;
}
break;
default:
gl_error( ctx, GL_INVALID_ENUM, "glShadeModel" );
}
if (ctx->Driver.ShadeModel)
@@ -314,6 +315,7 @@ void gl_LightModelfv( GLcontext *ctx, GLenum pname, const GLfloat *params )
break;
case GL_LIGHT_MODEL_COLOR_CONTROL:
ctx->TriangleCaps &= ~DD_SEPERATE_SPECULAR;
ctx->NewState |= NEW_RASTER_OPS;
if (params[0] == (GLfloat) GL_SINGLE_COLOR)
ctx->Light.Model.ColorControl = GL_SINGLE_COLOR;
else if (params[0] == (GLfloat) GL_SEPARATE_SPECULAR_COLOR) {

View File

@@ -1,4 +1,4 @@
/* $Id: lines.c,v 1.1 1999/08/19 00:55:41 jtg Exp $ */
/* $Id: lines.c,v 1.2 1999/09/18 20:41:23 keithw Exp $ */
/*
* Mesa 3-D graphics library
@@ -99,83 +99,6 @@ void gl_LineStipple( GLcontext *ctx, GLint factor, GLushort pattern )
static void feedback_line( GLcontext *ctx, GLuint v1, GLuint v2, GLuint pv )
{
struct vertex_buffer *VB = ctx->VB;
GLfloat x1, y1, z1, w1;
GLfloat x2, y2, z2, w2;
GLfloat tex1[4], tex2[4], invq;
GLuint texUnit = ctx->Texture.CurrentTransformUnit;
x1 = VB->Win.data[v1][0];
y1 = VB->Win.data[v1][1];
z1 = VB->Win.data[v1][2] / DEPTH_SCALE;
w1 = (VB->ClipPtr->size == 4 ? VEC_ELT(VB->ClipPtr, GLfloat, v1)[3] : 1.0);
x2 = VB->Win.data[v2][0];
y2 = VB->Win.data[v2][1];
z2 = VB->Win.data[v2][2] / DEPTH_SCALE;
w2 = (VB->ClipPtr->size == 4 ? VEC_ELT(VB->ClipPtr, GLfloat, v2)[3] : 1.0);
if (VB->TexCoordPtr[texUnit]->size == 4) {
invq = (VB->TexCoordPtr[texUnit]->data[v1][3]==0.0
? 1.0
: 1.0F / VB->TexCoordPtr[texUnit]->data[v1][3]);
tex1[0] = VB->TexCoordPtr[texUnit]->data[v1][0] * invq;
tex1[1] = VB->TexCoordPtr[texUnit]->data[v1][1] * invq;
tex1[2] = VB->TexCoordPtr[texUnit]->data[v1][2] * invq;
tex1[3] = VB->TexCoordPtr[texUnit]->data[v1][3];
invq = (VB->TexCoordPtr[texUnit]->data[v2][3]==0.0
? 1.0
: 1.0F / VB->TexCoordPtr[texUnit]->data[v2][3]);
tex2[0] = VB->TexCoordPtr[texUnit]->data[v2][0] * invq;
tex2[1] = VB->TexCoordPtr[texUnit]->data[v2][1] * invq;
tex2[2] = VB->TexCoordPtr[texUnit]->data[v2][2] * invq;
tex2[3] = VB->TexCoordPtr[texUnit]->data[v2][3];
} else {
ASSIGN_4V(tex1, 0,0,0,1);
ASSIGN_4V(tex2, 0,0,0,1);
COPY_SZ_4V(tex1,
VB->TexCoordPtr[texUnit]->size,
VB->TexCoordPtr[texUnit]->data[v1]);
COPY_SZ_4V(tex2,
VB->TexCoordPtr[texUnit]->size,
VB->TexCoordPtr[texUnit]->data[v2]);
}
if (ctx->StippleCounter==0) {
FEEDBACK_TOKEN( ctx, (GLfloat) (GLint) GL_LINE_RESET_TOKEN );
}
else {
FEEDBACK_TOKEN( ctx, (GLfloat) (GLint) GL_LINE_TOKEN );
}
{
GLfloat color[4];
GLubyte *ubc = VB->ColorPtr->data[pv];
GLuint index = VB->IndexPtr->data[pv];
UBYTE_RGBA_TO_FLOAT_RGBA( color, ubc );
gl_feedback_vertex( ctx, x1,y1,z1,w1, color, (GLfloat) index, tex1 );
gl_feedback_vertex( ctx, x2,y2,z2,w2, color, (GLfloat) index, tex2 );
}
ctx->StippleCounter++;
}
static void select_line( GLcontext *ctx, GLuint v1, GLuint v2, GLuint pv )
{
(void) pv;
gl_update_hitflag( ctx, ctx->VB->Win.data[v1][2] / DEPTH_SCALE );
gl_update_hitflag( ctx, ctx->VB->Win.data[v2][2] / DEPTH_SCALE );
}
@@ -1136,11 +1059,11 @@ void gl_set_line_function( GLcontext *ctx )
}
}
else if (ctx->RenderMode==GL_FEEDBACK) {
ctx->Driver.LineFunc = feedback_line;
ctx->Driver.LineFunc = gl_feedback_line;
}
else {
/* GL_SELECT mode */
ctx->Driver.LineFunc = select_line;
ctx->Driver.LineFunc = gl_select_line;
}
}

View File

@@ -1,4 +1,4 @@
/* $Id: points.c,v 1.1 1999/08/19 00:55:41 jtg Exp $ */
/* $Id: points.c,v 1.2 1999/09/18 20:41:23 keithw Exp $ */
/*
* Mesa 3-D graphics library
@@ -57,7 +57,7 @@ void gl_PointSize( GLcontext *ctx, GLfloat size )
if (ctx->Point.Size != size) {
ctx->Point.Size = size;
ctx->TriangleCaps &= DD_POINT_SIZE;
ctx->TriangleCaps &= ~DD_POINT_SIZE;
if (size != 1.0) ctx->TriangleCaps |= DD_POINT_SIZE;
ctx->NewState |= NEW_RASTER_OPS;
}
@@ -123,65 +123,6 @@ void gl_PointParameterfvEXT( GLcontext *ctx, GLenum pname,
/*
* Put points in feedback buffer.
*/
static void feedback_points( GLcontext *ctx, GLuint first, GLuint last )
{
struct vertex_buffer *VB = ctx->VB;
GLuint texUnit = ctx->Texture.CurrentTransformUnit;
GLuint tsize = VB->TexCoordPtr[texUnit]->size;
GLuint i;
GLfloat texcoord[4];
ASSIGN_4V(texcoord, 0,0,0,1);
for (i=first;i<=last;i++) {
if (VB->ClipMask[i]==0) {
GLfloat x, y, z, w, invq;
GLfloat color[4];
x = VB->Win.data[i][0];
y = VB->Win.data[i][1];
z = VB->Win.data[i][2] / DEPTH_SCALE;
w = VB->ClipPtr->data[i][3];
if (tsize == 4) {
invq = 1.0F / VB->TexCoordPtr[texUnit]->data[i][3];
texcoord[0] = VB->TexCoordPtr[texUnit]->data[i][0] * invq;
texcoord[1] = VB->TexCoordPtr[texUnit]->data[i][1] * invq;
texcoord[2] = VB->TexCoordPtr[texUnit]->data[i][2] * invq;
texcoord[3] = VB->TexCoordPtr[texUnit]->data[i][3];
} else {
COPY_SZ_4V(texcoord, tsize, VB->TexCoordPtr[texUnit]->data[i]);
}
FEEDBACK_TOKEN( ctx, (GLfloat) (GLint) GL_POINT_TOKEN );
UBYTE_RGBA_TO_FLOAT_RGBA( color, VB->ColorPtr->data[i] );
gl_feedback_vertex( ctx, x, y, z, w, color,
(GLfloat) VB->IndexPtr->data[i], texcoord
);
}
}
}
/*
* Put points in selection buffer.
*/
static void select_points( GLcontext *ctx, GLuint first, GLuint last )
{
struct vertex_buffer *VB = ctx->VB;
GLuint i;
for (i=first;i<=last;i++) {
if (VB->ClipMask[i]==0) {
gl_update_hitflag( ctx, VB->Win.data[i][2] / DEPTH_SCALE );
}
}
}
/*
@@ -1333,11 +1274,11 @@ void gl_set_point_function( GLcontext *ctx )
}
}
else if (ctx->RenderMode==GL_FEEDBACK) {
ctx->Driver.PointsFunc = feedback_points;
ctx->Driver.PointsFunc = gl_feedback_points;
}
else {
/* GL_SELECT mode */
ctx->Driver.PointsFunc = select_points;
ctx->Driver.PointsFunc = gl_select_points;
}
}

View File

@@ -1,4 +1,4 @@
/* $Id: stencil.c,v 1.1 1999/08/19 00:55:41 jtg Exp $ */
/* $Id: stencil.c,v 1.2 1999/09/18 20:41:23 keithw Exp $ */
/*
* Mesa 3-D graphics library
@@ -1057,7 +1057,7 @@ void gl_alloc_stencil_buffer( GLcontext *ctx )
ctx->Buffer->Stencil = (GLstencil *) malloc(buffersize * sizeof(GLstencil));
if (!ctx->Buffer->Stencil) {
/* out of memory */
ctx->Stencil.Enabled = GL_FALSE;
gl_set_enable( ctx, GL_STENCIL_TEST, GL_FALSE );
gl_error( ctx, GL_OUT_OF_MEMORY, "gl_alloc_stencil_buffer" );
}
}