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873 lines
30 KiB
873 lines
30 KiB
/*
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** Copyright 1991, 1992, 1993, Silicon Graphics, Inc.
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** All Rights Reserved.
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**
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** This is UNPUBLISHED PROPRIETARY SOURCE CODE of Silicon Graphics, Inc.;
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** the contents of this file may not be disclosed to third parties, copied or
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** duplicated in any form, in whole or in part, without the prior written
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** permission of Silicon Graphics, Inc.
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**
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** RESTRICTED RIGHTS LEGEND:
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** Use, duplication or disclosure by the Government is subject to restrictions
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** as set forth in subdivision (c)(1)(ii) of the Rights in Technical Data
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** and Computer Software clause at DFARS 252.227-7013, and/or in similar or
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** successor clauses in the FAR, DOD or NASA FAR Supplement. Unpublished -
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** rights reserved under the Copyright Laws of the United States.
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*/
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#include "precomp.h"
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#pragma hdrstop
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#ifdef GL_WIN_phong_shading
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#include "phong.h"
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#endif //GL_WIN_phong_shading
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/*
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** Normal form of a line: Ax + By + C = 0. When evaluated at a point P,
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** the value is zero when P is on the line. For points off the line,
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** the sign of the value determines which side of the line P is on.
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*/
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typedef struct {
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__GLfloat a, b, c;
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/*
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** The sign of an edge is determined by plugging the third vertex
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** of the triangle into the line equation. This flag is GL_TRUE when
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** the sign is positive.
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*/
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GLboolean edgeSign;
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} __glLineEquation;
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/*
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** Machine state for rendering triangles.
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*/
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typedef struct {
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__GLfloat dyAB;
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__GLfloat dyBC;
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__glLineEquation ab;
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__glLineEquation bc;
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__glLineEquation ca;
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__GLfloat area;
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GLint areaSign;
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} __glTriangleMachine;
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/*
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** Plane equation coefficients. One plane equation exists for each of
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** the parameters being computed across the surface of the triangle.
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*/
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typedef struct {
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__GLfloat a, b, c, d;
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} __glPlaneEquation;
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/*
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** Cache for some of the coverage computation constants.
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*/
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typedef struct {
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__GLfloat dx, dy;
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GLint samples;
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GLint samplesSquared;
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__GLfloat samplesSquaredInv;
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GLboolean lastCoverageWasOne;
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__GLfloat leftDelta, rightDelta;
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__GLfloat bottomDelta, topDelta;
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} __glCoverageStuff;
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/*
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** Compute the constants A, B and C for a line equation in the general
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** form: Ax + By + C = 0. A given point at (x,y) can be plugged into
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** the left side of the equation and yield a number which indiates whether
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** or not the point is on the line. If the result is zero, then the point
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** is on the line. The sign of the result determines which side of
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** the line the point is on. To handle tie cases properly we need a way
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** to assign a point on the edge to only one triangle. To do this, we
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** look at the sign of the equation evaluated at "c". For edges whose
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** sign at "c" is positive, we allow points on the edge to be in the
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** triangle.
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*/
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static void FindLineEqation(__glLineEquation *eq, const __GLvertex *a,
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const __GLvertex *b, const __GLvertex *c)
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{
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__GLfloat dy, dx, valueAtC;
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/*
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** Sort a,b so that the ordering of the verticies is consistent,
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** regardless of the order given to this procedure.
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*/
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if (b->window.y < a->window.y) {
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const __GLvertex *temp = b;
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b = a;
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a = temp;
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} else
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if ((b->window.y == a->window.y) && (b->window.x < a->window.x)) {
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const __GLvertex *temp = b;
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b = a;
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a = temp;
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}
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dy = b->window.y - a->window.y;
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dx = b->window.x - a->window.x;
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eq->a = -dy;
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eq->b = dx;
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eq->c = dy * a->window.x - dx * a->window.y;
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valueAtC = eq->a * c->window.x + eq->b * c->window.y + eq->c;
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if (valueAtC > 0) {
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eq->edgeSign = GL_TRUE;
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} else {
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eq->edgeSign = GL_FALSE;
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}
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}
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/*
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** Given three points in (x,y,p) find the plane equation coeffecients
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** for the plane that contains the three points. First find the cross
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** product of two of the vectors defined by the three points, then
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** use one of the points to find "d".
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*/
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static void FindPlaneEquation(__glPlaneEquation *eq,
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const __GLvertex *a, const __GLvertex *b,
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const __GLvertex *c, __GLfloat p1,
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__GLfloat p2, __GLfloat p3)
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{
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__GLfloat v1x, v1y, v1p;
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__GLfloat v2x, v2y, v2p;
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__GLfloat nx, ny, np, k;
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/* find vector v1 */
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v1x = b->window.x - a->window.x;
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v1y = b->window.y - a->window.y;
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v1p = p2 - p1;
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/* find vector v2 */
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v2x = c->window.x - a->window.x;
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v2y = c->window.y - a->window.y;
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v2p = p3 - p1;
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/* find the cross product (== normal) for the plane */
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nx = v1y*v2p - v1p*v2y;
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ny = v1p*v2x - v1x*v2p;
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np = v1x*v2y - v1y*v2x;
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/*
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** V dot N = k. Find k. We can use any of the three points on
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** the plane, so we use a.
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*/
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k = a->window.x*nx + a->window.y*ny + p1*np;
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/*
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** Finally, setup the plane equation coeffecients. Force c to be one
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** by dividing everything through by c.
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*/
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eq->a = nx / np;
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eq->b = ny / np;
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eq->c = ((__GLfloat) 1.0);
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eq->d = -k / np;
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}
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/*
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** Solve for p in the plane equation.
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*/
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static __GLfloat FindP(__glPlaneEquation *eq, __GLfloat x, __GLfloat y)
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{
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return -(eq->a * x + eq->b * y + eq->d);
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}
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/*
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** See if a given point is on the same side of the edge as the other
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** vertex in the triangle not part of this edge. When the line
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** equation evaluates to zero, make points which are on lines with
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** a negative edge sign (edgeSign GL_FALSE) part of the triangle.
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*/
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#define In(eq,x,y) \
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(((eq)->a * (x) + (eq)->b * (y) + (eq)->c > 0) == (eq)->edgeSign)
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/*
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** Determine if the point x,y is in or out of the triangle. Evaluate
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** each line equation for the point and compare the sign of the result
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** with the edgeSign flag.
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*/
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#define Inside(tm,x,y) \
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(In(&(tm)->ab, x, y) && In(&(tm)->bc, x, y) && In(&(tm)->ca, x, y))
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#define FILTER_WIDTH ((__GLfloat) 1.0)
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#define FILTER_HEIGHT ((__GLfloat) 1.0)
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/*
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** Precompute stuff that is constant for all coverage tests.
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*/
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static void FASTCALL ComputeCoverageStuff(__glCoverageStuff *cs, GLint samples)
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{
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__GLfloat dx, dy, fs = samples;
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__GLfloat half = ((__GLfloat) 0.5);
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cs->dx = dx = FILTER_WIDTH / fs;
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cs->dy = dy = FILTER_HEIGHT / fs;
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cs->leftDelta = -(FILTER_WIDTH / 2) + dx * half;
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cs->rightDelta = (FILTER_WIDTH / 2) - dx * half;
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cs->bottomDelta = -(FILTER_HEIGHT / 2) + dy * half;
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cs->topDelta = (FILTER_HEIGHT / 2) - dy * half;
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cs->samplesSquared = samples * samples;
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cs->samplesSquaredInv = ((__GLfloat) 1.0) / cs->samplesSquared;
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cs->samples = samples;
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}
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/*
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** Return an estimate of the pixel coverage using sub-sampling.
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*/
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static __GLfloat Coverage(__glTriangleMachine *tm, __GLfloat *xs,
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__GLfloat *ys, __glCoverageStuff *cs)
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{
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GLint xx, yy, hits, samples;
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__GLfloat dx, dy, yBottom, px, py;
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__GLfloat minX, minY, maxX, maxY;
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hits = 0;
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samples = cs->samples;
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dx = cs->dx;
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dy = cs->dy;
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px = *xs + cs->leftDelta;
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yBottom = *ys + cs->bottomDelta;
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/*
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** If the last coverage was one (the pixel to the left in x from us),
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** then if the upper right and lower right sample positions are
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** also in then this entire pixel must be in.
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*/
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if (cs->lastCoverageWasOne) {
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__GLfloat urx, ury;
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urx = *xs + cs->rightDelta;
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ury = *ys + cs->topDelta;
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if (Inside(tm, urx, ury) && Inside(tm, urx, yBottom)) {
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return ((__GLfloat) 1.0);
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}
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}
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/*
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** Setup minimum and maximum x,y coordinates. The min and max values
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** are used to find a "good" point that is actually within the
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** triangle so that parameter values can be computed correctly.
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*/
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minX = 999999;
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maxX = __glMinusOne;
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minY = 999999;
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maxY = __glMinusOne;
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for (xx = 0; xx < samples; xx++) {
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py = yBottom;
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for (yy = 0; yy < samples; yy++) {
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if (Inside(tm, px, py)) {
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if (px < minX) minX = px;
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if (px > maxX) maxX = px;
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if (py < minY) minY = py;
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if (py > maxY) maxY = py;
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hits++;
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}
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py += dy;
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}
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px += dx;
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}
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if (hits) {
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/*
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** Return the average of the two coordinates which is guaranteed
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** to be in the triangle.
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*/
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*xs = (minX + maxX) * ((__GLfloat) 0.5);
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*ys = (minY + maxY) * ((__GLfloat) 0.5);
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if (hits == cs->samplesSquared) {
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/* Keep track when the last coverage was one */
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cs->lastCoverageWasOne = GL_TRUE;
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return ((__GLfloat) 1.0);
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}
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}
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cs->lastCoverageWasOne = GL_FALSE;
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return hits * cs->samplesSquaredInv;
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}
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/*
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** Force f to have no more precision than the subpixel precision allows.
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** Even though "f" is biased this still works and does not generate an
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** overflow.
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*/
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#define __GL_FIX_PRECISION(f) \
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((__GLfloat) ((GLint) (f * (1 << gc->constants.subpixelBits))) \
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/ (1 << gc->constants.subpixelBits))
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void FASTCALL __glFillAntiAliasedTriangle(__GLcontext *gc, __GLvertex *a,
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__GLvertex *b, __GLvertex *c,
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GLboolean ccw)
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{
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__glTriangleMachine tm;
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__glCoverageStuff cs;
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__GLcolor *ca, *cb, *cc, *flatColor;
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GLint x, y, left, right, bottom, top, samples;
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__glPlaneEquation qwp, zp, rp, gp, bp, ap, ezp, sp, tp;
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__glPlaneEquation fp;
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GLboolean rgbMode;
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__GLcolorBuffer *cfb = gc->drawBuffer;
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__GLfloat zero = __glZero;
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__GLfloat area, ax, bx, cx, ay, by, cy;
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__GLshade *sh = &gc->polygon.shader;
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GLuint modeFlags = gc->polygon.shader.modeFlags;
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#ifdef __GL_LINT
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ccw = ccw;
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#endif
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/*
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** Recompute the area of the triangle after constraining the incoming
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** coordinates to the subpixel precision. The viewport bias gives
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** more precision (typically) than the subpixel precision. Because of
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** this the algorithim below can fail to reject an essentially empty
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** triangle and instead fill a large area. The scan converter fill
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** routines (eg polydraw.c) don't have this trouble because of the
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** very nature of edge walking.
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**
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** NOTE: Notice that here as in other places, when the area calculation
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** is done we are careful to do it as a series of subtractions followed by
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** multiplications. This is done to guarantee that no overflow will
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** occur (remember that the coordinates are biased by a potentially large
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** number, and that multiplying two biased numbers will square the bias).
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*/
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ax = __GL_FIX_PRECISION(a->window.x);
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bx = __GL_FIX_PRECISION(b->window.x);
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cx = __GL_FIX_PRECISION(c->window.x);
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ay = __GL_FIX_PRECISION(a->window.y);
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by = __GL_FIX_PRECISION(b->window.y);
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cy = __GL_FIX_PRECISION(c->window.y);
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area = (ax - cx) * (by - cy) - (bx - cx) * (ay - cy);
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if (area == zero) {
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return;
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}
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ca = a->color;
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cb = b->color;
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cc = c->color;
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flatColor = gc->vertex.provoking->color;
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/*
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** Construct plane equations for all of the parameters that are
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** computed for the triangle: z, r, g, b, a, s, t, f
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*/
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if (modeFlags & __GL_SHADE_DEPTH_ITER) {
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FindPlaneEquation(&zp, a, b, c, a->window.z, b->window.z, c->window.z);
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}
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if (modeFlags & __GL_SHADE_COMPUTE_FOG)
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{
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FindPlaneEquation(&ezp, a, b, c, a->eyeZ, b->eyeZ, c->eyeZ);
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}
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else if (modeFlags & __GL_SHADE_INTERP_FOG)
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{
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FindPlaneEquation(&fp, a, b, c, a->fog, b->fog, c->fog);
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}
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if (modeFlags & __GL_SHADE_TEXTURE) {
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__GLfloat one = __glOne;
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__GLfloat aWInv = a->window.w;
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__GLfloat bWInv = b->window.w;
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__GLfloat cWInv = c->window.w;
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FindPlaneEquation(&qwp, a, b, c, a->texture.w * aWInv,
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b->texture.w * bWInv, c->texture.w * cWInv);
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FindPlaneEquation(&sp, a, b, c, a->texture.x * aWInv,
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b->texture.x * bWInv, c->texture.x * cWInv);
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FindPlaneEquation(&tp, a, b, c, a->texture.y * aWInv,
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b->texture.y * bWInv, c->texture.y * cWInv);
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}
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rgbMode = gc->modes.rgbMode;
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if (modeFlags & __GL_SHADE_SMOOTH) {
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FindPlaneEquation(&rp, a, b, c, ca->r, cb->r, cc->r);
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if (rgbMode) {
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FindPlaneEquation(&gp, a, b, c, ca->g, cb->g, cc->g);
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FindPlaneEquation(&bp, a, b, c, ca->b, cb->b, cc->b);
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FindPlaneEquation(&ap, a, b, c, ca->a, cb->a, cc->a);
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}
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}
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/*
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** Compute general form of the line equations for each of the
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** edges of the triangle.
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*/
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FindLineEqation(&tm.ab, a, b, c);
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FindLineEqation(&tm.bc, b, c, a);
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FindLineEqation(&tm.ca, c, a, b);
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/* Compute bounding box of the triangle */
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left = (GLint)a->window.x;
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if (b->window.x < left) left = (GLint)b->window.x;
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if (c->window.x < left) left = (GLint)c->window.x;
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right = (GLint)a->window.x;
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if (b->window.x > right) right = (GLint)b->window.x;
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if (c->window.x > right) right = (GLint)c->window.x;
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bottom = (GLint)a->window.y;
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if (b->window.y < bottom) bottom = (GLint)b->window.y;
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if (c->window.y < bottom) bottom = (GLint)c->window.y;
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top = (GLint)a->window.y;
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if (b->window.y > top) top = (GLint)b->window.y;
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if (c->window.y > top) top = (GLint)c->window.y;
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/* Bloat the bounding box when anti aliasing */
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left -= (GLint)FILTER_WIDTH;
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right += (GLint)FILTER_WIDTH;
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bottom -= (GLint)FILTER_HEIGHT;
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top += (GLint)FILTER_HEIGHT;
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/* Init coverage computations */
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samples = (gc->state.hints.polygonSmooth == GL_NICEST) ? 8 : 4;
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ComputeCoverageStuff(&cs, samples);
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/* Scan over the bounding box of the triangle */
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for (y = bottom; y <= top; y++) {
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cs.lastCoverageWasOne = GL_FALSE;
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for (x = left; x <= right; x++) {
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__GLfloat coverage;
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__GLfloat xs, ys;
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if (modeFlags & __GL_SHADE_STIPPLE) {
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/*
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** Check the window coordinate against the stipple and
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** and see if the pixel can be written
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*/
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GLint row = y & 31;
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GLint col = x & 31;
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if ((gc->polygon.stipple[row] & (1<<col)) == 0) {
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/*
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** Stipple bit is clear. Do not render this pixel
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** of the triangle.
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*/
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continue;
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}
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}
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xs = x + __glHalf; /* sample point is at pixel center */
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ys = y + __glHalf;
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coverage = Coverage(&tm, &xs, &ys, &cs);
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if (coverage != zero) {
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__GLfragment frag;
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/*
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** Fill in fragment for rendering. First compute the color
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** of the fragment.
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*/
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if (modeFlags & __GL_SHADE_SMOOTH) {
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frag.color.r = FindP(&rp, xs, ys);
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if (rgbMode) {
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frag.color.g = FindP(&gp, xs, ys);
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frag.color.b = FindP(&bp, xs, ys);
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frag.color.a = FindP(&ap, xs, ys);
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}
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} else {
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frag.color.r = flatColor->r;
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if (rgbMode) {
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frag.color.g = flatColor->g;
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frag.color.b = flatColor->b;
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frag.color.a = flatColor->a;
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}
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}
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/*
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** Texture the fragment.
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*/
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if (modeFlags & __GL_SHADE_TEXTURE) {
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__GLfloat qw, s, t, rho;
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qw = FindP(&qwp, xs, ys);
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s = FindP(&sp, xs, ys);
|
|
t = FindP(&tp, xs, ys);
|
|
rho = (*gc->procs.calcPolygonRho)(gc, sh, s, t, qw);
|
|
#ifdef NT
|
|
if( qw == (__GLfloat) 0.0 )
|
|
s = t = (__GLfloat) 0;
|
|
else {
|
|
s /= qw;
|
|
t /= qw;
|
|
}
|
|
#else
|
|
s /= qw;
|
|
t /= qw;
|
|
#endif
|
|
(*gc->procs.texture)(gc, &frag.color, s, t, rho);
|
|
}
|
|
|
|
/*
|
|
** Fog the resulting color.
|
|
*/
|
|
if (modeFlags & __GL_SHADE_COMPUTE_FOG)
|
|
{
|
|
__GLfloat eyeZ = FindP(&ezp, xs, ys);
|
|
__glFogFragmentSlow(gc, &frag, eyeZ);
|
|
}
|
|
else if (modeFlags & __GL_SHADE_INTERP_FOG)
|
|
{
|
|
__GLfloat fog = FindP(&fp, xs, ys);
|
|
__glFogColorSlow(gc, &(frag.color), &(frag.color), fog);
|
|
}
|
|
|
|
/*
|
|
** Apply anti-aliasing effect
|
|
*/
|
|
if (rgbMode) {
|
|
frag.color.a *= coverage;
|
|
} else {
|
|
frag.color.r =
|
|
__glBuildAntiAliasIndex(frag.color.r,
|
|
coverage);
|
|
}
|
|
|
|
/*
|
|
** Finally, render the fragment.
|
|
*/
|
|
frag.x = (GLint)xs;
|
|
frag.y = (GLint)ys;
|
|
if (modeFlags & __GL_SHADE_DEPTH_ITER) {
|
|
frag.z = (__GLzValue)FindP(&zp, xs, ys);
|
|
}
|
|
(*gc->procs.store)(cfb, &frag);
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
|
|
#ifdef GL_WIN_phong_shading
|
|
|
|
void FASTCALL __glFillAntiAliasedPhongTriangle(__GLcontext *gc, __GLvertex *a,
|
|
__GLvertex *b, __GLvertex *c,
|
|
GLboolean ccw)
|
|
{
|
|
#if 1
|
|
__glTriangleMachine tm;
|
|
__glCoverageStuff cs;
|
|
__GLcolor *ca, *cb, *cc, *flatColor;
|
|
GLint x, y, left, right, bottom, top, samples;
|
|
__glPlaneEquation qwp, zp, rp, gp, bp, ap, ezp, sp, tp;
|
|
__glPlaneEquation exp, eyp, ewp, nxp, nyp, nzp;
|
|
__glPlaneEquation fp;
|
|
GLboolean rgbMode;
|
|
__GLcolorBuffer *cfb = gc->drawBuffer;
|
|
__GLfloat zero = __glZero;
|
|
__GLfloat area, ax, bx, cx, ay, by, cy;
|
|
__GLshade *sh = &gc->polygon.shader;
|
|
GLuint modeFlags = gc->polygon.shader.modeFlags;
|
|
__GLcoord *na, *nb, *nc, ea, eb, ec;
|
|
GLuint msm_colorMaterialChange, flags=0;
|
|
GLboolean needColor, needEye;
|
|
__GLphongShader *phong = &gc->polygon.shader.phong;
|
|
|
|
if (gc->polygon.shader.phong.face == __GL_FRONTFACE)
|
|
msm_colorMaterialChange = gc->light.back.colorMaterialChange;
|
|
else
|
|
msm_colorMaterialChange = gc->light.back.colorMaterialChange;
|
|
|
|
if ((gc->state.enables.general & __GL_COLOR_MATERIAL_ENABLE) &&
|
|
msm_colorMaterialChange && (modeFlags & __GL_SHADE_RGB))
|
|
flags |= __GL_PHONG_NEED_COLOR_XPOLATE;
|
|
|
|
//Compute Invariant color if possible
|
|
if (((!(flags & __GL_PHONG_NEED_COLOR_XPOLATE) ||
|
|
!(msm_colorMaterialChange & (__GL_MATERIAL_AMBIENT |
|
|
__GL_MATERIAL_EMISSIVE))) &&
|
|
(modeFlags & __GL_SHADE_RGB)) &&
|
|
!(flags & __GL_PHONG_NEED_EYE_XPOLATE))
|
|
{
|
|
ComputePhongInvarientRGBColor (gc);
|
|
flags |= __GL_PHONG_INV_COLOR_VALID;
|
|
}
|
|
|
|
//Store the flags
|
|
gc->polygon.shader.phong.flags |= flags;
|
|
|
|
needColor = (gc->polygon.shader.phong.flags &
|
|
__GL_PHONG_NEED_COLOR_XPOLATE);
|
|
needEye = (gc->polygon.shader.phong.flags &
|
|
__GL_PHONG_NEED_EYE_XPOLATE);
|
|
|
|
#ifdef __GL_LINT
|
|
ccw = ccw;
|
|
#endif
|
|
/*
|
|
** Recompute the area of the triangle after constraining the incoming
|
|
** coordinates to the subpixel precision. The viewport bias gives
|
|
** more precision (typically) than the subpixel precision. Because of
|
|
** this the algorithim below can fail to reject an essentially empty
|
|
** triangle and instead fill a large area. The scan converter fill
|
|
** routines (eg polydraw.c) don't have this trouble because of the
|
|
** very nature of edge walking.
|
|
**
|
|
** NOTE: Notice that here as in other places, when the area calculation
|
|
** is done we are careful to do it as a series of subtractions followed by
|
|
** multiplications. This is done to guarantee that no overflow will
|
|
** occur (remember that the coordinates are biased by a potentially large
|
|
** number, and that multiplying two biased numbers will square the bias).
|
|
*/
|
|
ax = __GL_FIX_PRECISION(a->window.x);
|
|
bx = __GL_FIX_PRECISION(b->window.x);
|
|
cx = __GL_FIX_PRECISION(c->window.x);
|
|
ay = __GL_FIX_PRECISION(a->window.y);
|
|
by = __GL_FIX_PRECISION(b->window.y);
|
|
cy = __GL_FIX_PRECISION(c->window.y);
|
|
area = (ax - cx) * (by - cy) - (bx - cx) * (ay - cy);
|
|
if (area == zero) {
|
|
return;
|
|
}
|
|
|
|
na = &a->normal;
|
|
nb = &b->normal;
|
|
nc = &c->normal;
|
|
|
|
if (needColor)
|
|
{
|
|
ca = a->color;
|
|
cb = b->color;
|
|
cc = c->color;
|
|
flatColor = gc->vertex.provoking->color;
|
|
}
|
|
|
|
if (needEye)
|
|
{
|
|
ea.x = a->eyeX; ea.y = a->eyeY; ea.z = a->eyeZ; ea.w = a->eyeW;
|
|
eb.x = b->eyeX; eb.y = b->eyeY; eb.z = b->eyeZ; eb.w = b->eyeW;
|
|
ec.x = c->eyeX; ec.y = c->eyeY; ec.z = c->eyeZ; ec.w = c->eyeW;
|
|
}
|
|
|
|
|
|
/*
|
|
** Construct plane equations for all of the parameters that are
|
|
** computed for the triangle: z, r, g, b, a, s, t, f
|
|
*/
|
|
if (modeFlags & __GL_SHADE_DEPTH_ITER)
|
|
{
|
|
FindPlaneEquation(&zp, a, b, c, a->window.z, b->window.z,
|
|
c->window.z);
|
|
}
|
|
|
|
#ifdef GL_WIN_specular_fog
|
|
if (modeFlags & __GL_SHADE_COMPUTE_FOG)
|
|
{
|
|
FindPlaneEquation(&ezp, a, b, c, a->eyeZ, b->eyeZ, c->eyeZ);
|
|
}
|
|
else if (modeFlags & __GL_SHADE_INTERP_FOG)
|
|
{
|
|
__GLfloat aFog = 1.0f, bFog = 1.0f, cFog = 1.0f;
|
|
|
|
if (gc->polygon.shader.modeFlags & __GL_SHADE_SPEC_FOG)
|
|
{
|
|
aFog = ComputeSpecValue (gc, a);
|
|
bFog = ComputeSpecValue (gc, b);
|
|
cFog = ComputeSpecValue (gc, c);
|
|
}
|
|
|
|
if (gc->polygon.shader.modeFlags & __GL_SHADE_SLOW_FOG)
|
|
{
|
|
aFog *= a->fog;
|
|
bFog *= b->fog;
|
|
cFog *= c->fog;
|
|
}
|
|
|
|
FindPlaneEquation(&fp, a, b, c, aFog, bFog, cFog);
|
|
}
|
|
#else //GL_WIN_specular_fog
|
|
if (modeFlags & __GL_SHADE_SLOW_FOG)
|
|
{
|
|
FindPlaneEquation(&ezp, a, b, c, a->eyeZ, b->eyeZ, c->eyeZ);
|
|
}
|
|
else if (modeFlags & __GL_SHADE_INTERP_FOG)
|
|
{
|
|
FindPlaneEquation(&fp, a, b, c, a->fog, b->fog, c->fog);
|
|
}
|
|
#endif //GL_WIN_specular_fog
|
|
|
|
if (modeFlags & __GL_SHADE_TEXTURE)
|
|
{
|
|
__GLfloat one = __glOne;
|
|
__GLfloat aWInv = a->window.w;
|
|
__GLfloat bWInv = b->window.w;
|
|
__GLfloat cWInv = c->window.w;
|
|
FindPlaneEquation(&qwp, a, b, c, a->texture.w * aWInv,
|
|
b->texture.w * bWInv, c->texture.w * cWInv);
|
|
FindPlaneEquation(&sp, a, b, c, a->texture.x * aWInv,
|
|
b->texture.x * bWInv, c->texture.x * cWInv);
|
|
FindPlaneEquation(&tp, a, b, c, a->texture.y * aWInv,
|
|
b->texture.y * bWInv, c->texture.y * cWInv);
|
|
}
|
|
|
|
rgbMode = gc->modes.rgbMode;
|
|
|
|
if (needColor)
|
|
{
|
|
if (modeFlags & __GL_SHADE_SMOOTH) {
|
|
FindPlaneEquation(&rp, a, b, c, ca->r, cb->r, cc->r);
|
|
if (rgbMode) {
|
|
FindPlaneEquation(&gp, a, b, c, ca->g, cb->g, cc->g);
|
|
FindPlaneEquation(&bp, a, b, c, ca->b, cb->b, cc->b);
|
|
FindPlaneEquation(&ap, a, b, c, ca->a, cb->a, cc->a);
|
|
}
|
|
}
|
|
}
|
|
|
|
if (needEye)
|
|
{
|
|
FindPlaneEquation(&exp, a, b, c, ea.x, eb.x, ec.x);
|
|
FindPlaneEquation(&eyp, a, b, c, ea.y, eb.y, ec.y);
|
|
// FindPlaneEquation(&ezp, a, b, c, ea.z, eb.z, ec.z);
|
|
FindPlaneEquation(&ewp, a, b, c, ea.w, eb.w, ec.w);
|
|
}
|
|
|
|
FindPlaneEquation(&nxp, a, b, c, na->x, nb->x, nc->x);
|
|
FindPlaneEquation(&nyp, a, b, c, na->y, nb->y, nc->y);
|
|
FindPlaneEquation(&nzp, a, b, c, na->z, nb->z, nc->z);
|
|
|
|
/*
|
|
** Compute general form of the line equations for each of the
|
|
** edges of the triangle.
|
|
*/
|
|
FindLineEqation(&tm.ab, a, b, c);
|
|
FindLineEqation(&tm.bc, b, c, a);
|
|
FindLineEqation(&tm.ca, c, a, b);
|
|
|
|
/* Compute bounding box of the triangle */
|
|
left = (GLint)a->window.x;
|
|
if (b->window.x < left) left = (GLint)b->window.x;
|
|
if (c->window.x < left) left = (GLint)c->window.x;
|
|
right = (GLint)a->window.x;
|
|
if (b->window.x > right) right = (GLint)b->window.x;
|
|
if (c->window.x > right) right = (GLint)c->window.x;
|
|
bottom = (GLint)a->window.y;
|
|
if (b->window.y < bottom) bottom = (GLint)b->window.y;
|
|
if (c->window.y < bottom) bottom = (GLint)c->window.y;
|
|
top = (GLint)a->window.y;
|
|
if (b->window.y > top) top = (GLint)b->window.y;
|
|
if (c->window.y > top) top = (GLint)c->window.y;
|
|
|
|
/* Bloat the bounding box when anti aliasing */
|
|
left -= (GLint)FILTER_WIDTH;
|
|
right += (GLint)FILTER_WIDTH;
|
|
bottom -= (GLint)FILTER_HEIGHT;
|
|
top += (GLint)FILTER_HEIGHT;
|
|
|
|
/* Init coverage computations */
|
|
samples = (gc->state.hints.polygonSmooth == GL_NICEST) ? 8 : 4;
|
|
ComputeCoverageStuff(&cs, samples);
|
|
|
|
/* Scan over the bounding box of the triangle */
|
|
for (y = bottom; y <= top; y++)
|
|
{
|
|
cs.lastCoverageWasOne = GL_FALSE;
|
|
for (x = left; x <= right; x++)
|
|
{
|
|
__GLfloat coverage;
|
|
__GLfloat xs, ys;
|
|
|
|
if (modeFlags & __GL_SHADE_STIPPLE)
|
|
{
|
|
/*
|
|
** Check the window coordinate against the stipple and
|
|
** and see if the pixel can be written
|
|
*/
|
|
GLint row = y & 31;
|
|
GLint col = x & 31;
|
|
if ((gc->polygon.stipple[row] & (1<<col)) == 0)
|
|
{
|
|
/*
|
|
** Stipple bit is clear. Do not render this pixel
|
|
** of the triangle.
|
|
*/
|
|
continue;
|
|
}
|
|
}
|
|
|
|
xs = x + __glHalf; /* sample point is at pixel center */
|
|
ys = y + __glHalf;
|
|
coverage = Coverage(&tm, &xs, &ys, &cs);
|
|
if (coverage != zero)
|
|
{
|
|
__GLfragment frag;
|
|
/*
|
|
** Fill in fragment for rendering. First compute the color
|
|
** of the fragment.
|
|
*/
|
|
phong->nTmp.x = FindP(&nxp, xs, ys);
|
|
phong->nTmp.y = FindP(&nyp, xs, ys);
|
|
phong->nTmp.z = FindP(&nzp, xs, ys);
|
|
|
|
if (needColor)
|
|
{
|
|
phong->tmpColor.r = FindP(&rp, xs, ys);
|
|
if (modeFlags & __GL_SHADE_RGB)
|
|
{
|
|
phong->tmpColor.g = FindP(&gp, xs, ys);
|
|
phong->tmpColor.b = FindP(&bp, xs, ys);
|
|
phong->tmpColor.a = FindP(&ap, xs, ys);
|
|
}
|
|
}
|
|
|
|
if (needEye)
|
|
{
|
|
phong->eTmp.x = FindP(&exp, xs, ys);
|
|
phong->eTmp.y = FindP(&eyp, xs, ys);
|
|
phong->eTmp.z = FindP(&ezp, xs, ys);
|
|
phong->eTmp.w = FindP(&ewp, xs, ys);
|
|
}
|
|
|
|
|
|
if (modeFlags & __GL_SHADE_RGB)
|
|
(*gc->procs.phong.ComputeRGBColor) (gc, &(frag.color));
|
|
else
|
|
(*gc->procs.phong.ComputeCIColor) (gc, &(frag.color));
|
|
|
|
/*
|
|
** Texture the fragment.
|
|
*/
|
|
if (modeFlags & __GL_SHADE_TEXTURE) {
|
|
__GLfloat qw, s, t, rho;
|
|
|
|
qw = FindP(&qwp, xs, ys);
|
|
s = FindP(&sp, xs, ys);
|
|
t = FindP(&tp, xs, ys);
|
|
rho = (*gc->procs.calcPolygonRho)(gc, sh, s, t, qw);
|
|
if( qw == (__GLfloat) 0.0 )
|
|
s = t = (__GLfloat) 0;
|
|
else {
|
|
s /= qw;
|
|
t /= qw;
|
|
}
|
|
(*gc->procs.texture)(gc, &frag.color, s, t, rho);
|
|
}
|
|
|
|
/*
|
|
** Fog the resulting color.
|
|
*/
|
|
if (modeFlags & __GL_SHADE_COMPUTE_FOG)
|
|
{
|
|
__GLfloat eyeZ = FindP(&ezp, xs, ys);
|
|
__glFogFragmentSlow(gc, &frag, eyeZ);
|
|
}
|
|
else if (modeFlags & __GL_SHADE_INTERP_FOG)
|
|
{
|
|
__GLfloat fog = FindP(&fp, xs, ys);
|
|
__glFogColorSlow(gc, &(frag.color), &(frag.color), fog);
|
|
}
|
|
|
|
/*
|
|
** Apply anti-aliasing effect
|
|
*/
|
|
if (rgbMode) {
|
|
frag.color.a *= coverage;
|
|
} else {
|
|
frag.color.r =
|
|
__glBuildAntiAliasIndex(frag.color.r,
|
|
coverage);
|
|
}
|
|
|
|
/*
|
|
** Finally, render the fragment.
|
|
*/
|
|
frag.x = (GLint)xs;
|
|
frag.y = (GLint)ys;
|
|
if (modeFlags & __GL_SHADE_DEPTH_ITER) {
|
|
frag.z = (__GLzValue)FindP(&zp, xs, ys);
|
|
}
|
|
(*gc->procs.store)(cfb, &frag);
|
|
}
|
|
}
|
|
}
|
|
#endif
|
|
}
|
|
#endif //GL_WIN_phong_shading
|