blob: 95e93b1c839c20baabf53dbffbe8a4779542091b [file] [log] [blame]
/*
* Mesa 3-D graphics library
* Version: 3.5
*
* Copyright (C) 1999-2001 Brian Paul All Rights Reserved.
*
* Permission is hereby granted, free of charge, to any person obtaining a
* copy of this software and associated documentation files (the "Software"),
* to deal in the Software without restriction, including without limitation
* the rights to use, copy, modify, merge, publish, distribute, sublicense,
* and/or sell copies of the Software, and to permit persons to whom the
* Software is furnished to do so, subject to the following conditions:
*
* The above copyright notice and this permission notice shall be included
* in all copies or substantial portions of the Software.
*
* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS
* OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
* FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL
* BRIAN PAUL BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN
* AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN
* CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
*
* Authors:
* Gareth Hughes <gareth@valinux.com>
* Keith Whitwell <keithw@valinux.com>
*/
/* Template for immediate mode vertex functions.
*/
#define DBG 0
#define VERTEX( ox, oy, oz, ow )
do {
GET_CURRENT_VERTEX;
GLfloat w;
GLuint mask;
const GLfloat * const m = ctx->_ModelProjectMatrix.m;
if (DO_FULL_MATRIX) {
VERTEX_CLIP(0) = m[0] * ox + m[4] * oy + m[8] * oz + m[12] * ow;
VERTEX_CLIP(1) = m[1] * ox + m[5] * oy + m[9] * oz + m[13] * ow;
VERTEX_CLIP(2) = m[2] * ox + m[6] * oy + m[10] * oz + m[14] * ow;
VERTEX_CLIP(3) = m[3] * ox + m[7] * oy + m[11] * oz + m[15] * ow;
w = VERTEX_CLIP(3);
}
else if (DO_NOROT_MATRIX) {
VERTEX_CLIP(0) = m[0] * ox + m[12] * ow;
VERTEX_CLIP(1) = m[5] * oy + m[13] * ow;
VERTEX_CLIP(2) = m[10] * oz + m[14] * ow;
VERTEX_CLIP(3) = ow;
w = ow;
}
else {
ASSERT (DO_IDENTITY_MATRIX);
VERTEX_CLIP(0) = ox;
VERTEX_CLIP(1) = oy;
VERTEX_CLIP(2) = oz;
VERTEX_CLIP(3) = ow;
w = ow;
}
mask = 0;
if (DO_CLIP_TEST) {
if ( VERTEX_CLIP(0) > w ) mask |= CLIP_RIGHT_BIT;
if ( VERTEX_CLIP(0) < -w ) mask |= CLIP_LEFT_BIT;
if ( VERTEX_CLIP(1) > w ) mask |= CLIP_TOP_BIT;
if ( VERTEX_CLIP(1) < -w ) mask |= CLIP_BOTTOM_BIT;
if ( VERTEX_CLIP(2) > w ) mask |= CLIP_FAR_BIT;
if ( VERTEX_CLIP(2) < -w ) mask |= CLIP_NEAR_BIT;
VERTEX_MASK(v) = mask;
}
if (!mask) {
if (HAVE_VERTEX_WIN) {
if (!HAVE_HW_VIEWPORT) {
const GLfloat *s = GET_VIEWPORT_MATRIX();
if (HAVE_W && HAVE_HW_DIVIDE) {
VERTEX_WIN( 0 ) = s[0] * VERTEX_CLIP( 0 ) + s[12];
VERTEX_WIN( 1 ) = s[5] * VERTEX_CLIP( 1 ) + s[13];
VERTEX_WIN( 2 ) = s[10] * VERTEX_CLIP( 2 ) + s[14];
VERTEX_WIN( 3 ) = w;
}
else {
const GLfloat oow = 1.0/w; /* possibly opt away */
VERTEX_WIN( 0 ) = s[0] * VERTEX_CLIP( 0 ) * oow + s[12];
VERTEX_WIN( 1 ) = s[5] * VERTEX_CLIP( 1 ) * oow + s[13];
VERTEX_WIN( 2 ) = s[10] * VERTEX_CLIP( 2 ) * oow + s[14];
if (HAVE_W)
VERTEX_WIN( 3 ) = oow;
}
}
else if (HAVE_W && HAVE_HW_DIVIDE) {
if (!VERTEX_WIN_IS_VERTEX_CLIP) {
VERTEX_WIN( 0 ) = VERTEX_CLIP( 0 );
VERTEX_WIN( 1 ) = VERTEX_CLIP( 1 );
VERTEX_WIN( 2 ) = VERTEX_CLIP( 2 );
VERTEX_WIN( 3 ) = w;
}
}
else {
const GLfloat oow = 1.0/w; /* possibly opt away */
VERTEX_WIN( 0 ) = VERTEX_CLIP( 0 ) * oow;
VERTEX_WIN( 1 ) = VERTEX_CLIP( 1 ) * oow;
VERTEX_WIN( 2 ) = VERTEX_CLIP( 2 ) * oow;
if (HAVE_W)
VERTEX_WIN( 3 ) = oow;
}
}
} else if (!FALLBACK_OR_CLIPPING) {
SET_CLIPPING(); /* transition to clipping */
}
COPY_VERTEX_FROM_CURRENT;
BUILD_PRIM_FROM_VERTEX;
}
/* Let the compiler optimize away the constant operations:
*/
static void VTAG(Vertex2f)( GLfloat ox, GLfloat oy )
{
/* Cliptest on clip[2] could also be eliminated...
*/
VERTEX( ox, oy, 0, 1 );
}
static void VTAG(Vertex2fv)( const GLfloat *obj )
{
/* Cliptest on clip[2] could also be eliminated...
*/
VERTEX( obj[0], obj[1], 0, 1 );
}
static void VTAG(Vertex3f)( GLfloat ox, GLfloat oy, GLfloat oz )
{
VERTEX( ox, oy, oz, 1 );
}
static void VTAG(Vertex3fv)( const GLfloat *obj )
{
VERTEX( obj[0], obj[1], obj[2], 1 );
}
static void VTAG(Vertex4f)( GLfloat ox, GLfloat oy, GLfloat oz, GLfloat ow )
{
VERTEX( ox, oy, oz, ow );
}
static void VTAG(Vertex4fv)( const GLfloat *obj )
{
VERTEX( obj[0], obj[1], obj[2], obj[3] );
}
#undef DO_FULL_MATRIX
#undef VTAG
#undef VERTEX