blob: e4d82aa080529d275139a632703335fd779fac0a [file] [log] [blame]
/*
* Mesa 3-D graphics library
* Version: 6.5.1
*
* Copyright (C) 1999-2006 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:
* Keith Whitwell <keith@tungstengraphics.com>
*/
#if HAVE_RGBA
#define VERT_SET_IND( v, c )
#define VERT_COPY_IND( v0, v1 )
#define VERT_SAVE_IND( idx )
#define VERT_RESTORE_IND( idx )
#endif
#if !HAVE_SPEC
#define VERT_SET_SPEC( v, c )
#define VERT_COPY_SPEC( v0, v1 )
#define VERT_SAVE_SPEC( idx )
#define VERT_RESTORE_SPEC( idx )
#endif
static void TAG(unfilled_tri)( GLcontext *ctx,
GLenum mode,
GLuint e0, GLuint e1, GLuint e2 )
{
struct vertex_buffer *VB = &TNL_CONTEXT(ctx)->vb;
GLubyte *ef = VB->EdgeFlag;
VERTEX *v[3];
LOCAL_VARS(3);
v[0] = (VERTEX *)GET_VERTEX(e0);
v[1] = (VERTEX *)GET_VERTEX(e1);
v[2] = (VERTEX *)GET_VERTEX(e2);
if (ctx->Light.ShadeModel == GL_FLAT && HAVE_HW_FLATSHADE) {
if (HAVE_RGBA) {
VERT_SAVE_RGBA(0);
VERT_SAVE_RGBA(1);
VERT_COPY_RGBA(v[0], v[2]);
VERT_COPY_RGBA(v[1], v[2]);
if (HAVE_SPEC) {
VERT_SAVE_SPEC(0);
VERT_SAVE_SPEC(1);
VERT_COPY_SPEC(v[0], v[2]);
VERT_COPY_SPEC(v[1], v[2]);
}
} else {
VERT_SAVE_IND(0);
VERT_SAVE_IND(1);
VERT_COPY_IND(v[0], v[2]);
VERT_COPY_IND(v[1], v[2]);
}
}
/* fprintf(stderr, "%s %s %d %d %d\n", __FUNCTION__, */
/* _mesa_lookup_enum_by_nr( mode ), */
/* ef[e0], ef[e1], ef[e2]); */
if (mode == GL_POINT) {
RASTERIZE(GL_POINTS);
if (ef[e0]) POINT( v[0] );
if (ef[e1]) POINT( v[1] );
if (ef[e2]) POINT( v[2] );
}
else {
RASTERIZE(GL_LINES);
if (RENDER_PRIMITIVE == GL_POLYGON) {
if (ef[e2]) LINE( v[2], v[0] );
if (ef[e0]) LINE( v[0], v[1] );
if (ef[e1]) LINE( v[1], v[2] );
}
else {
if (ef[e0]) LINE( v[0], v[1] );
if (ef[e1]) LINE( v[1], v[2] );
if (ef[e2]) LINE( v[2], v[0] );
}
}
if (ctx->Light.ShadeModel == GL_FLAT && HAVE_HW_FLATSHADE) {
if (HAVE_RGBA) {
VERT_RESTORE_RGBA(0);
VERT_RESTORE_RGBA(1);
if (HAVE_SPEC) {
VERT_RESTORE_SPEC(0);
VERT_RESTORE_SPEC(1);
}
} else {
VERT_RESTORE_IND(0);
VERT_RESTORE_IND(1);
}
}
}
static void TAG(unfilled_quad)( GLcontext *ctx,
GLenum mode,
GLuint e0, GLuint e1,
GLuint e2, GLuint e3 )
{
struct vertex_buffer *VB = &TNL_CONTEXT(ctx)->vb;
GLubyte *ef = VB->EdgeFlag;
VERTEX *v[4];
LOCAL_VARS(4);
v[0] = (VERTEX *)GET_VERTEX(e0);
v[1] = (VERTEX *)GET_VERTEX(e1);
v[2] = (VERTEX *)GET_VERTEX(e2);
v[3] = (VERTEX *)GET_VERTEX(e3);
/* Hardware flatshading breaks down here. If the hardware doesn't
* support flatshading, this will already have been done:
*/
if (ctx->Light.ShadeModel == GL_FLAT && HAVE_HW_FLATSHADE) {
if (HAVE_RGBA) {
VERT_SAVE_RGBA(0);
VERT_SAVE_RGBA(1);
VERT_SAVE_RGBA(2);
VERT_COPY_RGBA(v[0], v[3]);
VERT_COPY_RGBA(v[1], v[3]);
VERT_COPY_RGBA(v[2], v[3]);
if (HAVE_SPEC) {
VERT_SAVE_SPEC(0);
VERT_SAVE_SPEC(1);
VERT_SAVE_SPEC(2);
VERT_COPY_SPEC(v[0], v[3]);
VERT_COPY_SPEC(v[1], v[3]);
VERT_COPY_SPEC(v[2], v[3]);
}
} else {
VERT_SAVE_IND(0);
VERT_SAVE_IND(1);
VERT_SAVE_IND(2);
VERT_COPY_IND(v[0], v[3]);
VERT_COPY_IND(v[1], v[3]);
VERT_COPY_IND(v[2], v[3]);
}
}
if (mode == GL_POINT) {
RASTERIZE(GL_POINTS);
if (ef[e0]) POINT( v[0] );
if (ef[e1]) POINT( v[1] );
if (ef[e2]) POINT( v[2] );
if (ef[e3]) POINT( v[3] );
}
else {
RASTERIZE(GL_LINES);
if (ef[e0]) LINE( v[0], v[1] );
if (ef[e1]) LINE( v[1], v[2] );
if (ef[e2]) LINE( v[2], v[3] );
if (ef[e3]) LINE( v[3], v[0] );
}
if (ctx->Light.ShadeModel == GL_FLAT && HAVE_HW_FLATSHADE) {
if (HAVE_RGBA) {
VERT_RESTORE_RGBA(0);
VERT_RESTORE_RGBA(1);
VERT_RESTORE_RGBA(2);
if (HAVE_SPEC) {
VERT_RESTORE_SPEC(0);
VERT_RESTORE_SPEC(1);
VERT_RESTORE_SPEC(2);
}
} else {
VERT_RESTORE_IND(0);
VERT_RESTORE_IND(1);
VERT_RESTORE_IND(2);
}
}
}
#if HAVE_RGBA
#undef VERT_SET_IND
#undef VERT_COPY_IND
#undef VERT_SAVE_IND
#undef VERT_RESTORE_IND
#endif
#if !HAVE_SPEC
#undef VERT_SET_SPEC
#undef VERT_COPY_SPEC
#undef VERT_SAVE_SPEC
#undef VERT_RESTORE_SPEC
#endif
#undef TAG