/* $Id: s_trispan.h,v 1.3 2001/09/13 22:12:54 brianp Exp $ */ /* * 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. */ #ifndef S_TRISPAN_H #define S_TRISPAN_H /* * The triangle_span structure is used by the triangle template code in * s_tritemp.h. It describes how colors, Z, texcoords, etc are to be * interpolated across each scanline of triangle. * With this structure it's easy to hand-off span rasterization to a * subroutine instead of doing it all inline like we used to do. * It also cleans up the local variable namespace a great deal. * * It would be interesting to experiment with multiprocessor rasterization * with this structure. The triangle rasterizer could simply emit a * stream of these structures which would be consumed by one or more * span-processing threads which could run in parallel. */ /* When the triangle_span struct is initialized, these flags indicates * which values are needed for rendering the triangle. */ #define SPAN_RGBA 0x001 #define SPAN_SPEC 0x002 #define SPAN_INDEX 0x004 #define SPAN_Z 0x008 #define SPAN_FOG 0x010 #define SPAN_TEXTURE 0x020 #define SPAN_INT_TEXTURE 0x040 #define SPAN_LAMBDA 0x080 #define SPAN_FLAT 0x100 /* flat shading? */ struct triangle_span { GLint x, y; GLuint count; GLuint activeMask; /* OR of the SPAN_* flags */ #if CHAN_TYPE == GL_FLOAT GLfloat red, redStep; GLfloat green, greenStep; GLfloat blue, blueStep; GLfloat alpha, alphaStep; GLfloat specRed, specRedStep; GLfloat specGreen, specGreenStep; GLfloat specBlue, specBlueStep; #else GLfixed red, redStep; GLfixed green, greenStep; GLfixed blue, blueStep; GLfixed alpha, alphaStep; GLfixed specRed, specRedStep; GLfixed specGreen, specGreenStep; GLfixed specBlue, specBlueStep; #endif GLfixed index, indexStep; GLfixed z, zStep; GLfloat fog, fogStep; GLfloat tex[MAX_TEXTURE_UNITS][4], texStep[MAX_TEXTURE_UNITS][4]; GLfixed intTex[2], intTexStep[2]; /* Needed for texture lambda (LOD) computation */ GLfloat rho[MAX_TEXTURE_UNITS]; GLfloat texWidth[MAX_TEXTURE_UNITS], texHeight[MAX_TEXTURE_UNITS]; }; #endif /* S_TRISPAN_H */