/* * 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 * Keith Whitwell */ /* 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