/* * 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 */ #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