/* ** Copyright 1991, Silicon Graphics, Inc. ** All Rights Reserved. ** ** This is UNPUBLISHED PROPRIETARY SOURCE CODE of Silicon Graphics, Inc.; ** the contents of this file may not be disclosed to third parties, copied or ** duplicated in any form, in whole or in part, without the prior written ** permission of Silicon Graphics, Inc. ** ** RESTRICTED RIGHTS LEGEND: ** Use, duplication or disclosure by the Government is subject to restrictions ** as set forth in subdivision (c)(1)(ii) of the Rights in Technical Data ** and Computer Software clause at DFARS 252.227-7013, and/or in similar or ** successor clauses in the FAR, DOD or NASA FAR Supplement. Unpublished - ** rights reserved under the Copyright Laws of the United States. ** ** $Revision: 1.15 $ ** $Date: 1993/10/07 18:43:05 $ */ #include "precomp.h" #pragma hdrstop #ifdef _X86_ #include #endif /* ** Clipping macros. These are used to reduce the amount of code ** hand written below. */ #ifdef _X86_ // Do a four-component linear interpolation from b to a based on t // Set up registers for multiple LERP4s #ifdef NOT_FASTCALL #define LERP_START(dst, a, b) \ __asm mov ecx, dst \ __asm mov edx, a \ __asm mov eax, b #else // This relies on dst == ecx and a == edx due to fastcall argument passing #define LERP_START(dst, a, b) \ __asm mov eax, b #endif // Do a four-component linear interpolation from b to a based on t // Offsets are assumed to be equal in a, b and d // Offsets are assumed to increase by four for each component // LERP_START must come before this #define LERP4(t, offs) \ __asm fld t \ __asm fld DWORD PTR [edx+offs] \ __asm fsub DWORD PTR [eax+offs] \ __asm fmul st(0), st(1) \ __asm fld DWORD PTR [edx+offs+4] \ __asm fsub DWORD PTR [eax+offs+4] \ __asm fmul st(0), st(2) \ __asm fld DWORD PTR [edx+offs+8] \ __asm fsub DWORD PTR [eax+offs+8] \ __asm fmul st(0), st(3) \ __asm fld DWORD PTR [edx+offs+12] \ __asm fsub DWORD PTR [eax+offs+12] \ __asm fxch st(4) \ __asm fmulp st(4), st(0) \ /* Stack is now 8 4 0 12 */ \ __asm fadd DWORD PTR [eax+offs+8] \ __asm fxch st(2) \ /* Stack is now 0 4 8 12 */ \ __asm fadd DWORD PTR [eax+offs] \ __asm fxch st(1) \ /* Stack is now 4 0 8 12 */ \ __asm fadd DWORD PTR [eax+offs+4] \ __asm fxch st(3) \ /* Stack is now 12 0 8 4 */ \ __asm fadd DWORD PTR [eax+offs+12] \ __asm fstp DWORD PTR [ecx+offs+12] \ __asm fstp DWORD PTR [ecx+offs] \ __asm fstp DWORD PTR [ecx+offs+8] \ __asm fstp DWORD PTR [ecx+offs+4] \ #define __GL_CLIP_POS(d, a, b, t) LERP4(t, VCLIP_x) #define __GL_CLIP_COLOR(d, a, b, t) LERP4(t, VFCOL_r) #define __GL_CLIP_BACKCOLOR(d, a, b, t) LERP4(t, VBCOL_r) #define __GL_CLIP_TEXTURE(d, a, b, t) LERP4(t, VTEX_x) #else // _X86_ #define LERP_START(dst, a, b) #ifdef NT // window is not used! #define __GL_CLIP_POS(d,a,b,t) \ d->clip.x = t*(a->clip.x - b->clip.x) + b->clip.x; \ d->clip.y = t*(a->clip.y - b->clip.y) + b->clip.y; \ d->clip.z = t*(a->clip.z - b->clip.z) + b->clip.z; \ d->clip.w = t*(a->clip.w - b->clip.w) + b->clip.w #else #define __GL_CLIP_POS(d,a,b,t) \ d->clip.w = t*(a->clip.w - b->clip.w) + b->clip.w; \ /* XXX (mf) Handle w=0.0. Mathematically incorrect, but prevents /0 */ \ if( d->clip.w == (__GLfloat) 0.0 ) { \ d->window.w = (__GLfloat) 0.0; \ } \ else \ d->window.w = ((__GLfloat) 1.0) / d->clip.w; \ d->clip.x = t*(a->clip.x - b->clip.x) + b->clip.x; \ d->clip.y = t*(a->clip.y - b->clip.y) + b->clip.y; \ d->clip.z = t*(a->clip.z - b->clip.z) + b->clip.z #endif #define __GL_CLIP_COLOR(d,a,b,t) \ d->colors[__GL_FRONTFACE].r = t*(a->colors[__GL_FRONTFACE].r \ - b->colors[__GL_FRONTFACE].r) + b->colors[__GL_FRONTFACE].r; \ d->colors[__GL_FRONTFACE].g = t*(a->colors[__GL_FRONTFACE].g \ - b->colors[__GL_FRONTFACE].g) + b->colors[__GL_FRONTFACE].g; \ d->colors[__GL_FRONTFACE].b = t*(a->colors[__GL_FRONTFACE].b \ - b->colors[__GL_FRONTFACE].b) + b->colors[__GL_FRONTFACE].b; \ d->colors[__GL_FRONTFACE].a = t*(a->colors[__GL_FRONTFACE].a \ - b->colors[__GL_FRONTFACE].a) + b->colors[__GL_FRONTFACE].a #define __GL_CLIP_BACKCOLOR(d,a,b,t) \ d->colors[__GL_BACKFACE].r = t*(a->colors[__GL_BACKFACE].r \ - b->colors[__GL_BACKFACE].r) + b->colors[__GL_BACKFACE].r; \ d->colors[__GL_BACKFACE].g = t*(a->colors[__GL_BACKFACE].g \ - b->colors[__GL_BACKFACE].g) + b->colors[__GL_BACKFACE].g; \ d->colors[__GL_BACKFACE].b = t*(a->colors[__GL_BACKFACE].b \ - b->colors[__GL_BACKFACE].b) + b->colors[__GL_BACKFACE].b; \ d->colors[__GL_BACKFACE].a = t*(a->colors[__GL_BACKFACE].a \ - b->colors[__GL_BACKFACE].a) + b->colors[__GL_BACKFACE].a #define __GL_CLIP_TEXTURE(d,a,b,t) \ d->texture.x = t*(a->texture.x - b->texture.x) + b->texture.x; \ d->texture.y = t*(a->texture.y - b->texture.y) + b->texture.y; \ d->texture.z = t*(a->texture.z - b->texture.z) + b->texture.z; \ d->texture.w = t*(a->texture.w - b->texture.w) + b->texture.w #endif // _x86_ /* ** The following is done this way since when we are slow fogging we want to ** clip the eye.z coordinate only, while when we are cheap fogging we want ** to clip the fog value. This way we avoid doubling the number of clip ** routines. */ #define __GL_CLIP_FOG(d,a,b,t) \ if (a->has & __GL_HAS_FOG) \ d->fog = t * (a->fog - b->fog) + b->fog; \ else \ d->eyeZ = t*(a->eyeZ - b->eyeZ) + b->eyeZ #define __GL_CLIP_INDEX(d,a,b,t) \ d->colors[__GL_FRONTFACE].r = t*(a->colors[__GL_FRONTFACE].r \ - b->colors[__GL_FRONTFACE].r) + b->colors[__GL_FRONTFACE].r #define __GL_CLIP_BACKINDEX(d,a,b,t) \ d->colors[__GL_BACKFACE].r = t*(a->colors[__GL_BACKFACE].r \ - b->colors[__GL_BACKFACE].r) + b->colors[__GL_BACKFACE].r /************************************************************************/ /* Naming code: C = Front color B = Back color I = Front index X = Back index F = Fog T = Texture Pos = */ static void FASTCALL Clip(__GLvertex *dst, const __GLvertex *a, const __GLvertex *b, __GLfloat t) { LERP_START(dst, a, b); __GL_CLIP_POS(dst,a,b,t); } static void FASTCALL ClipC(__GLvertex *dst, const __GLvertex *a, const __GLvertex *b, __GLfloat t) { LERP_START(dst, a, b); __GL_CLIP_POS(dst,a,b,t); __GL_CLIP_COLOR(dst,a,b,t); } static void FASTCALL ClipB(__GLvertex *dst, const __GLvertex *a, const __GLvertex *b, __GLfloat t) { LERP_START(dst, a, b); __GL_CLIP_POS(dst,a,b,t); __GL_CLIP_BACKCOLOR(dst,a,b,t); } static void FASTCALL ClipI(__GLvertex *dst, const __GLvertex *a, const __GLvertex *b, __GLfloat t) { LERP_START(dst, a, b); __GL_CLIP_POS(dst,a,b,t); __GL_CLIP_INDEX(dst,a,b,t); } static void FASTCALL ClipX(__GLvertex *dst, const __GLvertex *a, const __GLvertex *b, __GLfloat t) { LERP_START(dst, a, b); __GL_CLIP_POS(dst,a,b,t); __GL_CLIP_BACKINDEX(dst,a,b,t); } static void FASTCALL ClipCB(__GLvertex *dst, const __GLvertex *a, const __GLvertex *b, __GLfloat t) { LERP_START(dst, a, b); __GL_CLIP_POS(dst,a,b,t); __GL_CLIP_COLOR(dst,a,b,t); __GL_CLIP_BACKCOLOR(dst,a,b,t); } static void FASTCALL ClipIX(__GLvertex *dst, const __GLvertex *a, const __GLvertex *b, __GLfloat t) { LERP_START(dst, a, b); __GL_CLIP_POS(dst,a,b,t); __GL_CLIP_INDEX(dst,a,b,t); __GL_CLIP_BACKINDEX(dst,a,b,t); } static void FASTCALL ClipT(__GLvertex *dst, const __GLvertex *a, const __GLvertex *b, __GLfloat t) { LERP_START(dst, a, b); __GL_CLIP_POS(dst,a,b,t); __GL_CLIP_TEXTURE(dst,a,b,t); } static void FASTCALL ClipIT(__GLvertex *dst, const __GLvertex *a, const __GLvertex *b, __GLfloat t) { LERP_START(dst, a, b); __GL_CLIP_POS(dst,a,b,t); __GL_CLIP_INDEX(dst,a,b,t); __GL_CLIP_TEXTURE(dst,a,b,t); } static void FASTCALL ClipXT(__GLvertex *dst, const __GLvertex *a, const __GLvertex *b, __GLfloat t) { LERP_START(dst, a, b); __GL_CLIP_POS(dst,a,b,t); __GL_CLIP_BACKINDEX(dst,a,b,t); __GL_CLIP_TEXTURE(dst,a,b,t); } static void FASTCALL ClipIXT(__GLvertex *dst, const __GLvertex *a, const __GLvertex *b, __GLfloat t) { LERP_START(dst, a, b); __GL_CLIP_POS(dst,a,b,t); __GL_CLIP_INDEX(dst,a,b,t); __GL_CLIP_BACKINDEX(dst,a,b,t); __GL_CLIP_TEXTURE(dst,a,b,t); } static void FASTCALL ClipCT(__GLvertex *dst, const __GLvertex *a, const __GLvertex *b, __GLfloat t) { LERP_START(dst, a, b); __GL_CLIP_POS(dst,a,b,t); __GL_CLIP_COLOR(dst,a,b,t); __GL_CLIP_TEXTURE(dst,a,b,t); } static void FASTCALL ClipBT(__GLvertex *dst, const __GLvertex *a, const __GLvertex *b, __GLfloat t) { LERP_START(dst, a, b); __GL_CLIP_POS(dst,a,b,t); __GL_CLIP_BACKCOLOR(dst,a,b,t); __GL_CLIP_TEXTURE(dst,a,b,t); } static void FASTCALL ClipCBT(__GLvertex *dst, const __GLvertex *a, const __GLvertex *b, __GLfloat t) { LERP_START(dst, a, b); __GL_CLIP_POS(dst,a,b,t); __GL_CLIP_COLOR(dst,a,b,t); __GL_CLIP_BACKCOLOR(dst,a,b,t); __GL_CLIP_TEXTURE(dst,a,b,t); } static void FASTCALL ClipF(__GLvertex *dst, const __GLvertex *a, const __GLvertex *b, __GLfloat t) { LERP_START(dst, a, b); __GL_CLIP_POS(dst,a,b,t); __GL_CLIP_FOG(dst,a,b,t); } static void FASTCALL ClipIF(__GLvertex *dst, const __GLvertex *a, const __GLvertex *b, __GLfloat t) { LERP_START(dst, a, b); __GL_CLIP_POS(dst,a,b,t); __GL_CLIP_INDEX(dst,a,b,t); __GL_CLIP_FOG(dst,a,b,t); } static void FASTCALL ClipXF(__GLvertex *dst, const __GLvertex *a, const __GLvertex *b, __GLfloat t) { LERP_START(dst, a, b); __GL_CLIP_POS(dst,a,b,t); __GL_CLIP_BACKINDEX(dst,a,b,t); __GL_CLIP_FOG(dst,a,b,t); } static void FASTCALL ClipIXF(__GLvertex *dst, const __GLvertex *a, const __GLvertex *b, __GLfloat t) { LERP_START(dst, a, b); __GL_CLIP_POS(dst,a,b,t); __GL_CLIP_INDEX(dst,a,b,t); __GL_CLIP_BACKINDEX(dst,a,b,t); __GL_CLIP_FOG(dst,a,b,t); } static void FASTCALL ClipCF(__GLvertex *dst, const __GLvertex *a, const __GLvertex *b, __GLfloat t) { LERP_START(dst, a, b); __GL_CLIP_POS(dst,a,b,t); __GL_CLIP_COLOR(dst,a,b,t); __GL_CLIP_FOG(dst,a,b,t); } static void FASTCALL ClipBF(__GLvertex *dst, const __GLvertex *a, const __GLvertex *b, __GLfloat t) { LERP_START(dst, a, b); __GL_CLIP_POS(dst,a,b,t); __GL_CLIP_BACKCOLOR(dst,a,b,t); __GL_CLIP_FOG(dst,a,b,t); } static void FASTCALL ClipCBF(__GLvertex *dst, const __GLvertex *a, const __GLvertex *b, __GLfloat t) { LERP_START(dst, a, b); __GL_CLIP_POS(dst,a,b,t); __GL_CLIP_COLOR(dst,a,b,t); __GL_CLIP_BACKCOLOR(dst,a,b,t); __GL_CLIP_FOG(dst,a,b,t); } static void FASTCALL ClipFT(__GLvertex *dst, const __GLvertex *a, const __GLvertex *b, __GLfloat t) { LERP_START(dst, a, b); __GL_CLIP_POS(dst,a,b,t); __GL_CLIP_FOG(dst,a,b,t); __GL_CLIP_TEXTURE(dst,a,b,t); } static void FASTCALL ClipIFT(__GLvertex *dst, const __GLvertex *a, const __GLvertex *b, __GLfloat t) { LERP_START(dst, a, b); __GL_CLIP_POS(dst,a,b,t); __GL_CLIP_INDEX(dst,a,b,t); __GL_CLIP_FOG(dst,a,b,t); __GL_CLIP_TEXTURE(dst,a,b,t); } static void FASTCALL ClipXFT(__GLvertex *dst, const __GLvertex *a, const __GLvertex *b, __GLfloat t) { LERP_START(dst, a, b); __GL_CLIP_POS(dst,a,b,t); __GL_CLIP_BACKINDEX(dst,a,b,t); __GL_CLIP_FOG(dst,a,b,t); __GL_CLIP_TEXTURE(dst,a,b,t); } static void FASTCALL ClipIXFT(__GLvertex *dst, const __GLvertex *a, const __GLvertex *b, __GLfloat t) { LERP_START(dst, a, b); __GL_CLIP_POS(dst,a,b,t); __GL_CLIP_INDEX(dst,a,b,t); __GL_CLIP_BACKINDEX(dst,a,b,t); __GL_CLIP_FOG(dst,a,b,t); __GL_CLIP_TEXTURE(dst,a,b,t); } static void FASTCALL ClipCFT(__GLvertex *dst, const __GLvertex *a, const __GLvertex *b, __GLfloat t) { LERP_START(dst, a, b); __GL_CLIP_POS(dst,a,b,t); __GL_CLIP_COLOR(dst,a,b,t); __GL_CLIP_FOG(dst,a,b,t); __GL_CLIP_TEXTURE(dst,a,b,t); } static void FASTCALL ClipBFT(__GLvertex *dst, const __GLvertex *a, const __GLvertex *b, __GLfloat t) { LERP_START(dst, a, b); __GL_CLIP_POS(dst,a,b,t); __GL_CLIP_BACKCOLOR(dst,a,b,t); __GL_CLIP_FOG(dst,a,b,t); __GL_CLIP_TEXTURE(dst,a,b,t); } static void FASTCALL ClipCBFT(__GLvertex *dst, const __GLvertex *a, const __GLvertex *b, __GLfloat t) { LERP_START(dst, a, b); __GL_CLIP_POS(dst,a,b,t); __GL_CLIP_COLOR(dst,a,b,t); __GL_CLIP_BACKCOLOR(dst,a,b,t); __GL_CLIP_FOG(dst,a,b,t); __GL_CLIP_TEXTURE(dst,a,b,t); } static PFN_VERTEX_CLIP_PROC clipProcs[28] = { Clip, ClipI, ClipC, ClipX, ClipB, ClipIX, ClipCB, ClipF, ClipIF, ClipCF, ClipXF, ClipBF, ClipIXF, ClipCBF, ClipT, ClipIT, ClipCT, ClipXT, ClipBT, ClipIXT, ClipCBT, ClipFT, ClipIFT, ClipCFT, ClipXFT, ClipBFT, ClipIXFT, ClipCBFT, }; void FASTCALL __glGenericPickParameterClipProcs(__GLcontext *gc) { GLint line = 0, poly = 0; GLuint enables = gc->state.enables.general; GLuint modeFlags = gc->polygon.shader.modeFlags; #ifdef NT if (gc->renderMode == GL_SELECT) { gc->procs.lineClipParam = Clip; gc->procs.polyClipParam = Clip; return; } #endif if (gc->modes.rgbMode) { if (gc->state.light.shadingModel != GL_FLAT) { line = 2; poly = 2; } } else { if (gc->state.light.shadingModel != GL_FLAT) { line = 1; poly = 1; } } // Compute front and back color needs for polygons. // Points and lines always use the front color. // Unlit primitives always use the front color. // // Cull enable? Two sided? Cull face Color needs // N N BACK FRONT // N N FRONT FRONT // N N FRONT_AND_BACK FRONT // N Y BACK FRONT/BACK // N Y FRONT FRONT/BACK // N Y FRONT_AND_BACK FRONT/BACK // Y N BACK FRONT // Y N FRONT FRONT // Y N FRONT_AND_BACK None // Y Y BACK FRONT // Y Y FRONT BACK // Y Y FRONT_AND_BACK None if (gc->state.light.shadingModel != GL_FLAT && (enables & __GL_LIGHTING_ENABLE) && gc->state.light.model.twoSided) { if ((enables & __GL_CULL_FACE_ENABLE) == 0) { // Both colors are needed line += 4; poly += 4; } else if (gc->state.polygon.cull == GL_FRONT) { // Only back colors are needed line += 2; poly += 2; } else if (gc->state.polygon.cull == GL_FRONT_AND_BACK) { // Neither color is needed line = 0; poly = 0; } } if ((modeFlags & __GL_SHADE_SLOW_FOG) || ((modeFlags & __GL_SHADE_CHEAP_FOG) && !(modeFlags & __GL_SHADE_SMOOTH_LIGHT))) { #ifdef NT // POLYARRAY - fog is not computed in feedback mode! if (gc->renderMode == GL_RENDER) { line += 7; poly += 7; } #else line += 7; poly += 7; #endif } if (gc->texture.textureEnabled) { /*XXX - don't change this (see Derrick)*/ line += 14; poly += 14; } gc->procs.lineClipParam = clipProcs[line]; gc->procs.polyClipParam = clipProcs[poly]; }