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/*
** Copyright 1991, 1992, 1993, 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 ** ** This is UNPUBLISHED PROPRIETARY SOURCE CODE of Silicon Graphics, Inc.; ** the contents of this file may not be disclosed to third parties, copied or ** duplicated in any form, in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 Unpublished - ** rights reserved under the Copyright Laws of the United States. */ #include "precomp.h"
#pragma hdrstop
#include <fixed.h>
/* This routine sets gc->polygon.shader.cfb to gc->drawBuffer */
static void FASTCALL FillSubTriangle(__GLcontext *gc, GLint iyBottom, GLint iyTop) { GLint ixLeft, ixRight; GLint ixLeftFrac, ixRightFrac; GLint dxLeftFrac, dxRightFrac; GLint dxLeftLittle, dxRightLittle; GLint dxLeftBig, dxRightBig; GLint spanWidth, clipY0, clipY1; GLuint modeFlags; #ifdef NT
__GLstippleWord stackWords[__GL_MAX_STACK_STIPPLE_WORDS]; __GLstippleWord *words; __GLcolor colors[__GL_MAX_STACKED_COLORS>>1]; __GLcolor fbcolors[__GL_MAX_STACKED_COLORS>>1]; __GLcolor *vColors, *vFbcolors; int iMaxWidth, iDy, dxLeft, dxRight;
ixLeft = gc->polygon.shader.ixLeft; dxLeft = (gc->polygon.shader.dxLeftBig < gc->polygon.shader.dxLeftLittle) ? gc->polygon.shader.dxLeftBig : gc->polygon.shader.dxLeftLittle; ixRight = gc->polygon.shader.ixRight; dxRight = (gc->polygon.shader.dxRightBig > gc->polygon.shader.dxRightLittle) ? gc->polygon.shader.dxRightBig : gc->polygon.shader.dxRightLittle; iMaxWidth = ixRight - ixLeft; iDy = iyTop - iyBottom - 1; ixRight += dxRight * iDy; ixLeft += dxLeft * iDy; iMaxWidth = (iMaxWidth < (ixRight - ixLeft)) ? ixRight - ixLeft : iMaxWidth; if (iMaxWidth > __GL_MAX_STACK_STIPPLE_BITS) { words = gcTempAlloc(gc, (iMaxWidth+__GL_STIPPLE_BITS-1)/8); if (words == NULL) { return; } } else { words = stackWords; } if (iMaxWidth > (__GL_MAX_STACKED_COLORS>>1)) { vColors = (__GLcolor *) gcTempAlloc(gc, iMaxWidth * sizeof(__GLcolor)); if (NULL == vColors) { if (iMaxWidth > __GL_MAX_STACK_STIPPLE_BITS) { gcTempFree(gc, words); } return; }
vFbcolors = (__GLcolor *) gcTempAlloc(gc, iMaxWidth * sizeof(__GLcolor)); if (NULL == vFbcolors) { if (iMaxWidth > __GL_MAX_STACK_STIPPLE_BITS) { gcTempFree(gc, words); } gcTempFree(gc, vColors); return; } } else { vColors = colors; vFbcolors = fbcolors; } #else
__GLstippleWord words[__GL_MAX_STIPPLE_WORDS]; __GLcolor vColors[__GL_MAX_MAX_VIEWPORT];/*XXX oink */ __GLcolor vFbcolors[__GL_MAX_MAX_VIEWPORT];/*XXX oink */ #endif
ixLeft = gc->polygon.shader.ixLeft; ixLeftFrac = gc->polygon.shader.ixLeftFrac; ixRight = gc->polygon.shader.ixRight; ixRightFrac = gc->polygon.shader.ixRightFrac; clipY0 = gc->transform.clipY0; clipY1 = gc->transform.clipY1; dxLeftFrac = gc->polygon.shader.dxLeftFrac; dxLeftBig = gc->polygon.shader.dxLeftBig; dxLeftLittle = gc->polygon.shader.dxLeftLittle; dxRightFrac = gc->polygon.shader.dxRightFrac; dxRightBig = gc->polygon.shader.dxRightBig; dxRightLittle = gc->polygon.shader.dxRightLittle; modeFlags = gc->polygon.shader.modeFlags;
gc->polygon.shader.colors = vColors; gc->polygon.shader.fbcolors = vFbcolors; gc->polygon.shader.stipplePat = words; if (modeFlags & __GL_SHADE_STENCIL_TEST) { gc->polygon.shader.sbuf = __GL_STENCIL_ADDR(&gc->stencilBuffer, (__GLstencilCell*), ixLeft, iyBottom); } if (modeFlags & __GL_SHADE_DEPTH_TEST) { #ifdef NT
if( gc->modes.depthBits == 32 ) gc->polygon.shader.zbuf = (__GLzValue *) __GL_DEPTH_ADDR(&gc->depthBuffer, (__GLzValue*), ixLeft, iyBottom); else gc->polygon.shader.zbuf = (__GLzValue *) __GL_DEPTH_ADDR(&gc->depthBuffer, (__GLz16Value*), ixLeft, iyBottom); #else
gc->polygon.shader.zbuf = __GL_DEPTH_ADDR(&gc->depthBuffer, (__GLzValue*), ixLeft, iyBottom); #endif
} gc->polygon.shader.cfb = gc->drawBuffer; while (iyBottom < iyTop) { spanWidth = ixRight - ixLeft; /*
** Only render spans that have non-zero width and which are ** not scissored out vertically. */ if ((spanWidth > 0) && (iyBottom >= clipY0) && (iyBottom < clipY1)) { gc->polygon.shader.frag.x = ixLeft; gc->polygon.shader.frag.y = iyBottom; gc->polygon.shader.length = spanWidth; (*gc->procs.span.processSpan)(gc); }
/* Advance right edge fixed point, adjusting for carry */ ixRightFrac += dxRightFrac; if (ixRightFrac < 0) { /* Carry/Borrow'd. Use large step */ ixRight += dxRightBig; ixRightFrac &= ~0x80000000; } else { ixRight += dxRightLittle; }
iyBottom++; ixLeftFrac += dxLeftFrac; if (ixLeftFrac < 0) { /* Carry/Borrow'd. Use large step */ ixLeft += dxLeftBig; ixLeftFrac &= ~0x80000000;
if (modeFlags & __GL_SHADE_RGB) { if (modeFlags & __GL_SHADE_SMOOTH) { gc->polygon.shader.frag.color.r += gc->polygon.shader.rBig; gc->polygon.shader.frag.color.g += gc->polygon.shader.gBig; gc->polygon.shader.frag.color.b += gc->polygon.shader.bBig; gc->polygon.shader.frag.color.a += gc->polygon.shader.aBig; } if (modeFlags & __GL_SHADE_TEXTURE) { gc->polygon.shader.frag.s += gc->polygon.shader.sBig; gc->polygon.shader.frag.t += gc->polygon.shader.tBig; gc->polygon.shader.frag.qw += gc->polygon.shader.qwBig; } } else { if (modeFlags & __GL_SHADE_SMOOTH) { gc->polygon.shader.frag.color.r += gc->polygon.shader.rBig; } } if (modeFlags & __GL_SHADE_STENCIL_TEST) { /* The implicit multiply is taken out of the loop */ gc->polygon.shader.sbuf = (__GLstencilCell*) ((GLubyte*) gc->polygon.shader.sbuf + gc->polygon.shader.sbufBig); } if (modeFlags & __GL_SHADE_DEPTH_ITER) { gc->polygon.shader.frag.z += gc->polygon.shader.zBig; }
if (modeFlags & __GL_SHADE_DEPTH_TEST) { /* The implicit multiply is taken out of the loop */ gc->polygon.shader.zbuf = (__GLzValue*) ((GLubyte*) gc->polygon.shader.zbuf + gc->polygon.shader.zbufBig); }
if (modeFlags & (__GL_SHADE_COMPUTE_FOG | __GL_SHADE_INTERP_FOG)) { gc->polygon.shader.frag.f += gc->polygon.shader.fBig; } } else { /* Use small step */ ixLeft += dxLeftLittle; if (modeFlags & __GL_SHADE_RGB) { if (modeFlags & __GL_SHADE_SMOOTH) { gc->polygon.shader.frag.color.r += gc->polygon.shader.rLittle; gc->polygon.shader.frag.color.g += gc->polygon.shader.gLittle; gc->polygon.shader.frag.color.b += gc->polygon.shader.bLittle; gc->polygon.shader.frag.color.a += gc->polygon.shader.aLittle; } if (modeFlags & __GL_SHADE_TEXTURE) { gc->polygon.shader.frag.s += gc->polygon.shader.sLittle; gc->polygon.shader.frag.t += gc->polygon.shader.tLittle; gc->polygon.shader.frag.qw += gc->polygon.shader.qwLittle; } } else { if (modeFlags & __GL_SHADE_SMOOTH) { gc->polygon.shader.frag.color.r += gc->polygon.shader.rLittle; } } if (modeFlags & __GL_SHADE_STENCIL_TEST) { /* The implicit multiply is taken out of the loop */ gc->polygon.shader.sbuf = (__GLstencilCell*) ((GLubyte*) gc->polygon.shader.sbuf + gc->polygon.shader.sbufLittle); } if (modeFlags & __GL_SHADE_DEPTH_ITER) { gc->polygon.shader.frag.z += gc->polygon.shader.zLittle; } if (modeFlags & __GL_SHADE_DEPTH_TEST) { /* The implicit multiply is taken out of the loop */ gc->polygon.shader.zbuf = (__GLzValue*) ((GLubyte*) gc->polygon.shader.zbuf + gc->polygon.shader.zbufLittle); }
if (modeFlags & (__GL_SHADE_COMPUTE_FOG | __GL_SHADE_INTERP_FOG)) { gc->polygon.shader.frag.f += gc->polygon.shader.fLittle; } } } gc->polygon.shader.ixLeft = ixLeft; gc->polygon.shader.ixLeftFrac = ixLeftFrac; gc->polygon.shader.ixRight = ixRight; gc->polygon.shader.ixRightFrac = ixRightFrac; #ifdef NT
if (iMaxWidth > __GL_MAX_STACK_STIPPLE_BITS) { gcTempFree(gc, words); } if (iMaxWidth > (__GL_MAX_STACKED_COLORS>>1)) { gcTempFree(gc, vColors); gcTempFree(gc, vFbcolors); } #endif
}
static void SnapXLeft(__GLcontext *gc, __GLfloat xLeft, __GLfloat dxdyLeft) { GLint ixLeft, ixLeftFrac, lineBytes, elementSize, iLittle, iBig;
ASSERT_CHOP_ROUND(); ixLeft = __GL_VERTEX_FLOAT_TO_INT(xLeft); /* Pre-add .5 to allow truncation in spanWidth calculation */ ixLeftFrac = __GL_VERTEX_PROMOTED_FRACTION(xLeft) + 0x40000000;
gc->polygon.shader.ixLeft = ixLeft + (((GLuint) ixLeftFrac) >> 31); gc->polygon.shader.ixLeftFrac = ixLeftFrac & ~0x80000000;
/* Compute big and little steps */ iLittle = FTOL(dxdyLeft); gc->polygon.shader.dxLeftFrac = FLT_FRACTION(dxdyLeft - iLittle); if (dxdyLeft < 0) { iBig = iLittle - 1; } else { iBig = iLittle + 1; } if (gc->polygon.shader.modeFlags & __GL_SHADE_STENCIL_TEST) { /*
** Compute the big and little stencil buffer steps. We walk the ** memory pointers for the stencil buffer along the edge of the ** triangle as we walk the edge. This way we don't have to ** recompute the buffer address as we go. */ elementSize = gc->stencilBuffer.buf.elementSize; lineBytes = elementSize * gc->stencilBuffer.buf.outerWidth; gc->polygon.shader.sbufLittle = lineBytes + iLittle * elementSize; gc->polygon.shader.sbufBig = lineBytes + iBig * elementSize; } if (gc->polygon.shader.modeFlags & __GL_SHADE_DEPTH_TEST) { /*
** Compute the big and little depth buffer steps. We walk the ** memory pointers for the depth buffer along the edge of the ** triangle as we walk the edge. This way we don't have to ** recompute the buffer address as we go. */ elementSize = gc->depthBuffer.buf.elementSize; lineBytes = elementSize * gc->depthBuffer.buf.outerWidth; gc->polygon.shader.zbufLittle = lineBytes + iLittle * elementSize; gc->polygon.shader.zbufBig = lineBytes + iBig * elementSize; } gc->polygon.shader.dxLeftLittle = iLittle; gc->polygon.shader.dxLeftBig = iBig; }
static void SnapXRight(__GLshade *sh, __GLfloat xRight, __GLfloat dxdyRight) { GLint ixRight, ixRightFrac, iLittle, iBig;
ASSERT_CHOP_ROUND(); ixRight = __GL_VERTEX_FLOAT_TO_INT(xRight); /* Pre-add .5 to allow truncation in spanWidth calculation */ ixRightFrac = __GL_VERTEX_PROMOTED_FRACTION(xRight) + 0x40000000;
sh->ixRight = ixRight + (((GLuint) ixRightFrac) >> 31); sh->ixRightFrac = ixRightFrac & ~0x80000000;
/* Compute big and little steps */ iLittle = FTOL(dxdyRight); sh->dxRightFrac = FLT_FRACTION(dxdyRight - iLittle); if (dxdyRight < 0) { iBig = iLittle - 1; } else { iBig = iLittle + 1; } sh->dxRightLittle = iLittle; sh->dxRightBig = iBig; }
__GLfloat __glPolygonOffsetZ(__GLcontext *gc ) {
__GLshade *sh = &gc->polygon.shader; __GLfloat factor; __GLfloat maxdZ; __GLfloat bias; __GLfloat offsetZ;
/*
** Calculate factor and bias */ factor = gc->state.polygon.factor;
// For 16-bit z, bias = units,
// For 32-bit z, we only have 24 bits of resolution from the floating
// point z value. Therefore, the minimum resolvable difference in z
// values is 8-bits, and we multiply units by 2**8, or 256.
if( gc->modes.depthBits == 16 ) bias = gc->state.polygon.units; else bias = gc->state.polygon.units * __glVal256;
/*
** find the maximum Z slope with respect to X and Y */ // Note: all z values have already been scaled up from [0,1]
if(__GL_ABSF(sh->dzdxf) > __GL_ABSF(sh->dzdyf)) maxdZ = __GL_ABSF(sh->dzdxf); else maxdZ = __GL_ABSF(sh->dzdyf);
offsetZ = factor * maxdZ + bias;
// XXX! This value should really be clamped, but supposedly we don't
// bother in other parts of the code, so leave it for now. Clamping
// should also only be applied AFTER the addition of offsetZ to any
// base value.
return( offsetZ ); }
#ifdef NT
static void SetInitialParameters(__GLcontext *gc, const __GLvertex *a, const __GLcolor *ac, __GLfloat aFog, __GLfloat dx, __GLfloat dy) { __GLshade *sh = &gc->polygon.shader; #else
static void SetInitialParameters(__GLshade *sh, const __GLvertex *a, const __GLcolor *ac, __GLfloat aFog, __GLfloat dx, __GLfloat dy) { #endif
__GLfloat little = sh->dxLeftLittle; __GLfloat big = sh->dxLeftBig; GLuint modeFlags = sh->modeFlags; #define bPolygonOffset \
(gc->state.enables.general & __GL_POLYGON_OFFSET_FILL_ENABLE )
if (big > little) { if (modeFlags & __GL_SHADE_RGB) { if (modeFlags & __GL_SHADE_SMOOTH) { sh->frag.color.r = ac->r + dx*sh->drdx + dy*sh->drdy; sh->rLittle = sh->drdy + little * sh->drdx; sh->rBig = sh->rLittle + sh->drdx; sh->frag.color.g = ac->g + dx*sh->dgdx + dy*sh->dgdy; sh->gLittle = sh->dgdy + little * sh->dgdx; sh->gBig = sh->gLittle + sh->dgdx; sh->frag.color.b = ac->b + dx*sh->dbdx + dy*sh->dbdy; sh->bLittle = sh->dbdy + little * sh->dbdx; sh->bBig = sh->bLittle + sh->dbdx;
sh->frag.color.a = ac->a + dx*sh->dadx + dy*sh->dady; sh->aLittle = sh->dady + little * sh->dadx; sh->aBig =sh->aLittle + sh->dadx; } if (modeFlags & __GL_SHADE_TEXTURE) { __GLfloat oneOverW = a->window.w; sh->frag.s = a->texture.x * oneOverW + dx*sh->dsdx + dy*sh->dsdy; sh->sLittle = sh->dsdy + little * sh->dsdx; sh->sBig = sh->sLittle + sh->dsdx; sh->frag.t = a->texture.y * oneOverW + dx*sh->dtdx + dy*sh->dtdy; sh->tLittle = sh->dtdy + little * sh->dtdx; sh->tBig = sh->tLittle + sh->dtdx; sh->frag.qw = a->texture.w * oneOverW + dx*sh->dqwdx + dy*sh->dqwdy; sh->qwLittle = sh->dqwdy + little * sh->dqwdx; sh->qwBig = sh->qwLittle + sh->dqwdx; } } else { if (modeFlags & __GL_SHADE_SMOOTH) { sh->frag.color.r = ac->r + dx*sh->drdx + dy*sh->drdy; sh->rLittle = sh->drdy + little * sh->drdx; sh->rBig = sh->rLittle + sh->drdx; } } if (modeFlags & __GL_SHADE_DEPTH_ITER) { __GLfloat zLittle, zOffset; zOffset = bPolygonOffset ? __glPolygonOffsetZ(gc) : 0.0f; if (gc->modes.depthBits == 16) { sh->frag.z = (__GLzValue) FLT_TO_Z16_SCALE(a->window.z + dx*sh->dzdxf + dy*sh->dzdyf + zOffset ); zLittle = sh->dzdyf + little * sh->dzdxf; sh->zLittle = FLT_TO_Z16_SCALE(zLittle); sh->zBig = FLT_TO_Z16_SCALE(zLittle + sh->dzdxf); } else { sh->frag.z = (__GLzValue) FTOL(a->window.z + dx*sh->dzdxf + dy*sh->dzdyf + zOffset ); zLittle = sh->dzdyf + little * sh->dzdxf; sh->zLittle = FTOL(zLittle); sh->zBig = FTOL(zLittle + sh->dzdxf); } } if (modeFlags & (__GL_SHADE_COMPUTE_FOG | __GL_SHADE_INTERP_FOG)) { sh->frag.f = aFog + dx*sh->dfdx + dy*sh->dfdy; sh->fLittle = sh->dfdy + little * sh->dfdx; sh->fBig = sh->fLittle + sh->dfdx; } } else { if (modeFlags & __GL_SHADE_RGB) { if (modeFlags & __GL_SHADE_SMOOTH) { sh->frag.color.r = ac->r + dx*sh->drdx + dy*sh->drdy; sh->rLittle = sh->drdy + little * sh->drdx; sh->rBig = sh->rLittle - sh->drdx; sh->frag.color.g = ac->g + dx*sh->dgdx + dy*sh->dgdy; sh->gLittle = sh->dgdy + little * sh->dgdx; sh->gBig = sh->gLittle - sh->dgdx; sh->frag.color.b = ac->b + dx*sh->dbdx + dy*sh->dbdy; sh->bLittle = sh->dbdy + little * sh->dbdx; sh->bBig = sh->bLittle - sh->dbdx; sh->frag.color.a = ac->a + dx*sh->dadx + dy*sh->dady; sh->aLittle = sh->dady + little * sh->dadx; sh->aBig =sh->aLittle - sh->dadx; } if (modeFlags & __GL_SHADE_TEXTURE) { __GLfloat oneOverW = a->window.w; sh->frag.s = a->texture.x * oneOverW + dx*sh->dsdx + dy*sh->dsdy; sh->sLittle = sh->dsdy + little * sh->dsdx; sh->sBig = sh->sLittle - sh->dsdx; sh->frag.t = a->texture.y * oneOverW + dx*sh->dtdx + dy*sh->dtdy; sh->tLittle = sh->dtdy + little * sh->dtdx; sh->tBig = sh->tLittle - sh->dtdx; sh->frag.qw = a->texture.w * oneOverW + dx*sh->dqwdx + dy*sh->dqwdy; sh->qwLittle = sh->dqwdy + little * sh->dqwdx; sh->qwBig = sh->qwLittle - sh->dqwdx; } } else { if (modeFlags & __GL_SHADE_SMOOTH) { sh->frag.color.r = ac->r + dx*sh->drdx + dy*sh->drdy; sh->rLittle = sh->drdy + little * sh->drdx; sh->rBig = sh->rLittle - sh->drdx; } } if (modeFlags & __GL_SHADE_DEPTH_ITER) { __GLfloat zLittle, zOffset; zOffset = bPolygonOffset ? __glPolygonOffsetZ(gc) : 0.0f; if(( gc->modes.depthBits == 16 ) && ( gc->depthBuffer.scale <= (GLuint)0xffff )) { sh->frag.z = (__GLzValue) FLT_TO_Z16_SCALE(a->window.z + dx*sh->dzdxf + dy*sh->dzdyf + zOffset ); zLittle = sh->dzdyf + little * sh->dzdxf; sh->zLittle = FLT_TO_Z16_SCALE(zLittle); sh->zBig = FLT_TO_Z16_SCALE(zLittle - sh->dzdxf); } else { sh->frag.z = (__GLzValue) FTOL( a->window.z + dx*sh->dzdxf + dy*sh->dzdyf+ zOffset ); zLittle = sh->dzdyf + little * sh->dzdxf; sh->zLittle = FTOL(zLittle); sh->zBig = FTOL(zLittle - sh->dzdxf); } } if (modeFlags & (__GL_SHADE_COMPUTE_FOG | __GL_SHADE_INTERP_FOG)) { sh->frag.f = aFog + dx*sh->dfdx + dy*sh->dfdy; sh->fLittle = sh->dfdy + little * sh->dfdx; sh->fBig = sh->fLittle - sh->dfdx; } } }
void FASTCALL __glFillTriangle(__GLcontext *gc, __GLvertex *a, __GLvertex *b, __GLvertex *c, GLboolean ccw)
{ __GLfloat oneOverArea, t1, t2, t3, t4; __GLfloat dxAC, dxBC, dyAC, dyBC; __GLfloat aFog, bFog; __GLfloat dxAB, dyAB; __GLfloat dx, dy, dxdyLeft, dxdyRight; __GLcolor *ac, *bc; GLint aIY, bIY, cIY; GLuint modeFlags; __GLfloat dxdyAC;
CHOP_ROUND_ON(); /* Pre-compute one over polygon area */
__GL_FLOAT_BEGIN_DIVIDE(__glOne, gc->polygon.shader.area, &oneOverArea);
/* Fetch some stuff we are going to reuse */ modeFlags = gc->polygon.shader.modeFlags; dxAC = gc->polygon.shader.dxAC; dxBC = gc->polygon.shader.dxBC; dyAC = gc->polygon.shader.dyAC; dyBC = gc->polygon.shader.dyBC; ac = a->color; bc = b->color;
/*
** Compute delta values for unit changes in x or y for each ** parameter. */
__GL_FLOAT_SIMPLE_END_DIVIDE(oneOverArea); t1 = dyAC * oneOverArea; t2 = dyBC * oneOverArea; t3 = dxAC * oneOverArea; t4 = dxBC * oneOverArea; if (modeFlags & __GL_SHADE_RGB) { if (modeFlags & __GL_SHADE_SMOOTH) { __GLfloat drAC, dgAC, dbAC, daAC; __GLfloat drBC, dgBC, dbBC, daBC; __GLcolor *cc;
cc = c->color; drAC = ac->r - cc->r; drBC = bc->r - cc->r; dgAC = ac->g - cc->g; dgBC = bc->g - cc->g; dbAC = ac->b - cc->b; dbBC = bc->b - cc->b; daAC = ac->a - cc->a; daBC = bc->a - cc->a;
gc->polygon.shader.drdx = drAC * t2 - drBC * t1; gc->polygon.shader.drdy = drBC * t3 - drAC * t4; gc->polygon.shader.dgdx = dgAC * t2 - dgBC * t1; gc->polygon.shader.dgdy = dgBC * t3 - dgAC * t4; gc->polygon.shader.dbdx = dbAC * t2 - dbBC * t1; gc->polygon.shader.dbdy = dbBC * t3 - dbAC * t4; gc->polygon.shader.dadx = daAC * t2 - daBC * t1; gc->polygon.shader.dady = daBC * t3 - daAC * t4; } else { __GLcolor *flatColor = gc->vertex.provoking->color; gc->polygon.shader.frag.color = *flatColor; } if (modeFlags & __GL_SHADE_TEXTURE) { __GLfloat awinv, bwinv, cwinv, scwinv, tcwinv, qwcwinv; __GLfloat dsAC, dsBC, dtAC, dtBC, dqwAC, dqwBC;
awinv = a->window.w; bwinv = b->window.w; cwinv = c->window.w; scwinv = c->texture.x * cwinv; tcwinv = c->texture.y * cwinv; qwcwinv = c->texture.w * cwinv;
dsAC = a->texture.x * awinv - scwinv; dsBC = b->texture.x * bwinv - scwinv; dtAC = a->texture.y * awinv - tcwinv; dtBC = b->texture.y * bwinv - tcwinv; dqwAC = a->texture.w * awinv - qwcwinv; dqwBC = b->texture.w * bwinv - qwcwinv;
gc->polygon.shader.dsdx = dsAC * t2 - dsBC * t1; gc->polygon.shader.dsdy = dsBC * t3 - dsAC * t4; gc->polygon.shader.dtdx = dtAC * t2 - dtBC * t1; gc->polygon.shader.dtdy = dtBC * t3 - dtAC * t4; gc->polygon.shader.dqwdx = dqwAC * t2 - dqwBC * t1; gc->polygon.shader.dqwdy = dqwBC * t3 - dqwAC * t4;
} } else { if (modeFlags & __GL_SHADE_SMOOTH) { __GLfloat drAC; __GLfloat drBC; __GLcolor *cc;
cc = c->color; drAC = ac->r - cc->r; drBC = bc->r - cc->r;
gc->polygon.shader.drdx = drAC * t2 - drBC * t1; gc->polygon.shader.drdy = drBC * t3 - drAC * t4; } else { __GLcolor *flatColor = gc->vertex.provoking->color; gc->polygon.shader.frag.color.r = flatColor->r; } } if (modeFlags & __GL_SHADE_DEPTH_ITER) { __GLfloat dzAC, dzBC;
dzAC = a->window.z - c->window.z; dzBC = b->window.z - c->window.z;
gc->polygon.shader.dzdxf = dzAC * t2 - dzBC * t1; gc->polygon.shader.dzdyf = dzBC * t3 - dzAC * t4; #ifdef NT
if(( gc->modes.depthBits == 16 ) && ( gc->depthBuffer.scale <= (GLuint)0xffff )) { gc->polygon.shader.dzdx = FLT_TO_Z16_SCALE(gc->polygon.shader.dzdxf); } else { gc->polygon.shader.dzdx = FTOL(gc->polygon.shader.dzdxf); } #else
gc->polygon.shader.dzdx = (GLint) gc->polygon.shader.dzdxf; #endif
}
if (modeFlags & __GL_SHADE_COMPUTE_FOG) { __GLfloat dfAC, dfBC, cFog;
aFog = a->eyeZ; bFog = b->eyeZ; cFog = c->eyeZ;
dfAC = aFog - cFog; dfBC = bFog - cFog; gc->polygon.shader.dfdx = dfAC * t2 - dfBC * t1; gc->polygon.shader.dfdy = dfBC * t3 - dfAC * t4; } else if (modeFlags & __GL_SHADE_INTERP_FOG) { __GLfloat dfAC, dfBC, cFog;
aFog = a->fog; bFog = b->fog; cFog = c->fog;
dfAC = aFog - cFog; dfBC = bFog - cFog; gc->polygon.shader.dfdx = dfAC * t2 - dfBC * t1; gc->polygon.shader.dfdy = dfBC * t3 - dfAC * t4; }
__GL_FLOAT_SIMPLE_BEGIN_DIVIDE(dxAC, dyAC, dxdyAC); /* Snap each y coordinate to its pixel center */ aIY = __GL_VERTEX_FIXED_TO_INT(__GL_VERTEX_FLOAT_TO_FIXED(a->window.y)+ __GL_VERTEX_FRAC_HALF); bIY = __GL_VERTEX_FIXED_TO_INT(__GL_VERTEX_FLOAT_TO_FIXED(b->window.y)+ __GL_VERTEX_FRAC_HALF); cIY = __GL_VERTEX_FIXED_TO_INT(__GL_VERTEX_FLOAT_TO_FIXED(c->window.y)+ __GL_VERTEX_FRAC_HALF);
/*
** This algorithim always fills from bottom to top, left to right. ** Because of this, ccw triangles are inherently faster because ** the parameter values need not be recomputed. */ dxAB = a->window.x - b->window.x; dyAB = a->window.y - b->window.y; if (ccw) { dy = (aIY + __glHalf) - a->window.y; __GL_FLOAT_SIMPLE_END_DIVIDE(dxdyAC); SnapXLeft(gc, a->window.x + dy*dxdyAC, dxdyAC); dx = (gc->polygon.shader.ixLeft + __glHalf) - a->window.x; #ifdef NT
SetInitialParameters(gc, a, ac, aFog, dx, dy); #else
SetInitialParameters(&gc->polygon.shader, a, ac, aFog, dx, dy); #endif
if (aIY != bIY) { dxdyRight = dxAB / dyAB; SnapXRight(&gc->polygon.shader, a->window.x + dy*dxdyRight, dxdyRight); FillSubTriangle(gc, aIY, bIY); }
if (bIY != cIY) { dxdyRight = dxBC / dyBC; dy = (bIY + __glHalf) - b->window.y; SnapXRight(&gc->polygon.shader, b->window.x + dy*dxdyRight, dxdyRight); FillSubTriangle(gc, bIY, cIY); } } else { dy = (aIY + __glHalf) - a->window.y; __GL_FLOAT_SIMPLE_END_DIVIDE(dxdyAC); SnapXRight(&gc->polygon.shader, a->window.x + dy*dxdyAC, dxdyAC); if (aIY != bIY) { dxdyLeft = dxAB / dyAB; SnapXLeft(gc, a->window.x + dy*dxdyLeft, dxdyLeft); dx = (gc->polygon.shader.ixLeft + __glHalf) - a->window.x; #ifdef NT
SetInitialParameters(gc, a, ac, aFog, dx, dy); #else
SetInitialParameters(&gc->polygon.shader, a, ac, aFog, dx, dy); #endif
FillSubTriangle(gc, aIY, bIY); }
if (bIY != cIY) { dxdyLeft = dxBC / dyBC; dy = (bIY + __glHalf) - b->window.y; SnapXLeft(gc, b->window.x + dy*dxdyLeft, dxdyLeft); dx = (gc->polygon.shader.ixLeft + __glHalf) - b->window.x; #ifdef NT
SetInitialParameters(gc, b, bc, bFog, dx, dy); #else
SetInitialParameters(&gc->polygon.shader, b, bc, bFog, dx, dy); #endif
FillSubTriangle(gc, bIY, cIY); } }
CHOP_ROUND_OFF();
}
void FASTCALL __glFillFlatFogTriangle(__GLcontext *gc, __GLvertex *a, __GLvertex *b, __GLvertex *c, GLboolean ccw) { __GLcolor acol, bcol, ccol; __GLcolor *aocp, *bocp, *cocp; __GLvertex *pv;
pv = gc->vertex.provoking; (*gc->procs.fogColor)(gc, &acol, pv->color, a->fog); (*gc->procs.fogColor)(gc, &bcol, pv->color, b->fog); (*gc->procs.fogColor)(gc, &ccol, pv->color, c->fog); aocp = a->color; bocp = b->color; cocp = c->color; a->color = &acol; b->color = &bcol; c->color = &ccol;
(*gc->procs.fillTriangle2)(gc, a, b, c, ccw);
a->color = aocp; b->color = bocp; c->color = cocp; }
#ifdef GL_WIN_specular_fog
void FASTCALL __glFillFlatSpecFogTriangle(__GLcontext *gc, __GLvertex *a, __GLvertex *b, __GLvertex *c, GLboolean ccw) { __GLfloat af, bf, cf; __GLvertex *pv;
pv = gc->vertex.provoking; af = a->fog; bf = b->fog; cf = c->fog; a->fog = b->fog = c->fog = pv->fog; (*gc->procs.fillTriangle2)(gc, a, b, c, ccw);
a->fog = af; b->fog = bf; c->fog = cf; } #endif //GL_WIN_specular_fog
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