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[reactos.git] / dll / opengl / mesa / tritemp.h
1 /* $Id: tritemp.h,v 1.17 1998/01/16 03:46:07 brianp Exp $ */
2
3 /*
4 * Mesa 3-D graphics library
5 * Version: 2.6
6 * Copyright (C) 1995-1997 Brian Paul
7 *
8 * This library is free software; you can redistribute it and/or
9 * modify it under the terms of the GNU Library General Public
10 * License as published by the Free Software Foundation; either
11 * version 2 of the License, or (at your option) any later version.
12 *
13 * This library is distributed in the hope that it will be useful,
14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
16 * Library General Public License for more details.
17 *
18 * You should have received a copy of the GNU Library General Public
19 * License along with this library; if not, write to the Free
20 * Software Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
21 */
22
23
24 /*
25 * $Log: tritemp.h,v $
26 * Revision 1.17 1998/01/16 03:46:07 brianp
27 * fixed a few Windows compilation warnings (Theodore Jump)
28 *
29 * Revision 1.16 1997/09/18 01:08:10 brianp
30 * fixed S_SCALE / T_SCALE mix-up
31 *
32 * Revision 1.15 1997/08/22 01:53:03 brianp
33 * another attempt at fixing under/overflow errors
34 *
35 * Revision 1.14 1997/08/13 02:10:13 brianp
36 * added code to prevent over/underflow (Guido Jansen, Magnus Lundin)
37 *
38 * Revision 1.13 1997/06/20 02:52:49 brianp
39 * changed color components from GLfixed to GLubyte
40 *
41 * Revision 1.12 1997/03/14 00:25:02 brianp
42 * fixed unitialized memory read, contributed by Tom Schmidt
43 *
44 * Revision 1.11 1997/02/09 18:51:10 brianp
45 * fixed typo in texture R interpolation code
46 *
47 * Revision 1.10 1996/12/20 23:12:23 brianp
48 * another attempt at preventing color interpolation over/underflow
49 *
50 * Revision 1.9 1996/12/18 20:38:25 brianp
51 * commented out unused zp declaration
52 *
53 * Revision 1.8 1996/12/12 22:37:49 brianp
54 * projective textures didn't work right
55 *
56 * Revision 1.7 1996/11/02 06:17:37 brianp
57 * fixed some float/int roundoff and over/underflow errors (hopefully)
58 *
59 * Revision 1.6 1996/10/01 04:13:09 brianp
60 * fixed Z interpolation for >16-bit depth buffer
61 * added color underflow error check
62 *
63 * Revision 1.5 1996/09/27 01:32:59 brianp
64 * removed unused variables
65 *
66 * Revision 1.4 1996/09/18 01:03:43 brianp
67 * tightened threshold for culling by area
68 *
69 * Revision 1.3 1996/09/15 14:19:16 brianp
70 * now use GLframebuffer and GLvisual
71 *
72 * Revision 1.2 1996/09/14 06:41:38 brianp
73 * perspective correct texture code wasn't sub-pixel accurate (Doug Rabson)
74 *
75 * Revision 1.1 1996/09/13 01:38:16 brianp
76 * Initial revision
77 *
78 */
79
80
81 /*
82 * Triangle Rasterizer Template
83 *
84 * This file is #include'd to generate custom triangle rasterizers.
85 *
86 * The following macros may be defined to indicate what auxillary information
87 * must be interplated across the triangle:
88 * INTERP_Z - if defined, interpolate Z values
89 * INTERP_RGB - if defined, interpolate RGB values
90 * INTERP_ALPHA - if defined, interpolate Alpha values
91 * INTERP_INDEX - if defined, interpolate color index values
92 * INTERP_ST - if defined, interpolate integer ST texcoords
93 * (fast, simple 2-D texture mapping)
94 * INTERP_STW - if defined, interpolate float ST texcoords and W
95 * (2-D texture maps with perspective correction)
96 * INTERP_UV - if defined, interpolate float UV texcoords too
97 * (for 3-D, 4-D? texture maps)
98 *
99 * When one can directly address pixels in the color buffer the following
100 * macros can be defined and used to compute pixel addresses during
101 * rasterization (see pRow):
102 * PIXEL_TYPE - the datatype of a pixel (GLubyte, GLushort, GLuint)
103 * BYTES_PER_ROW - number of bytes per row in the color buffer
104 * PIXEL_ADDRESS(X,Y) - returns the address of pixel at (X,Y) where
105 * Y==0 at bottom of screen and increases upward.
106 *
107 * Optionally, one may provide one-time setup code per triangle:
108 * SETUP_CODE - code which is to be executed once per triangle
109 *
110 * The following macro MUST be defined:
111 * INNER_LOOP(LEFT,RIGHT,Y) - code to write a span of pixels.
112 * Something like:
113 *
114 * for (x=LEFT; x<RIGHT;x++) {
115 * put_pixel(x,Y);
116 * // increment fixed point interpolants
117 * }
118 *
119 * This code was designed for the origin to be in the lower-left corner.
120 *
121 * Inspired by triangle rasterizer code written by Allen Akin. Thanks Allen!
122 */
123
124
125 /*void triangle( GLcontext *ctx, GLuint v0, GLuint v1, GLuint v2, GLuint pv )*/
126 {
127 typedef struct {
128 GLint v0, v1; /* Y(v0) < Y(v1) */
129 GLfloat dx; /* X(v1) - X(v0) */
130 GLfloat dy; /* Y(v1) - Y(v0) */
131 GLfixed fdxdy; /* dx/dy in fixed-point */
132 GLfixed fsx; /* first sample point x coord */
133 GLfixed fsy;
134 GLfloat adjy; /* adjust from v[0]->fy to fsy, scaled */
135 GLint lines; /* number of lines to be sampled on this edge */
136 GLfixed fx0; /* fixed pt X of lower endpoint */
137 } EdgeT;
138
139 struct vertex_buffer *VB = ctx->VB;
140 EdgeT eMaj, eTop, eBot;
141 GLfloat oneOverArea;
142 int vMin, vMid, vMax; /* vertex indexes: Y(vMin)<=Y(vMid)<=Y(vMax) */
143
144 /* find the order of the 3 vertices along the Y axis */
145 {
146 GLfloat y0 = VB->Win[v0][1];
147 GLfloat y1 = VB->Win[v1][1];
148 GLfloat y2 = VB->Win[v2][1];
149
150 if (y0<=y1) {
151 if (y1<=y2) {
152 vMin = v0; vMid = v1; vMax = v2; /* y0<=y1<=y2 */
153 }
154 else if (y2<=y0) {
155 vMin = v2; vMid = v0; vMax = v1; /* y2<=y0<=y1 */
156 }
157 else {
158 vMin = v0; vMid = v2; vMax = v1; /* y0<=y2<=y1 */
159 }
160 }
161 else {
162 if (y0<=y2) {
163 vMin = v1; vMid = v0; vMax = v2; /* y1<=y0<=y2 */
164 }
165 else if (y2<=y1) {
166 vMin = v2; vMid = v1; vMax = v0; /* y2<=y1<=y0 */
167 }
168 else {
169 vMin = v1; vMid = v2; vMax = v0; /* y1<=y2<=y0 */
170 }
171 }
172 }
173
174 /* vertex/edge relationship */
175 eMaj.v0 = vMin; eMaj.v1 = vMax; /*TODO: .v1's not needed */
176 eTop.v0 = vMid; eTop.v1 = vMax;
177 eBot.v0 = vMin; eBot.v1 = vMid;
178
179 /* compute deltas for each edge: vertex[v1] - vertex[v0] */
180 eMaj.dx = VB->Win[vMax][0] - VB->Win[vMin][0];
181 eMaj.dy = VB->Win[vMax][1] - VB->Win[vMin][1];
182 eTop.dx = VB->Win[vMax][0] - VB->Win[vMid][0];
183 eTop.dy = VB->Win[vMax][1] - VB->Win[vMid][1];
184 eBot.dx = VB->Win[vMid][0] - VB->Win[vMin][0];
185 eBot.dy = VB->Win[vMid][1] - VB->Win[vMin][1];
186
187 /* compute oneOverArea */
188 {
189 GLfloat area = eMaj.dx * eBot.dy - eBot.dx * eMaj.dy;
190 if (area>-0.05f && area<0.05f) {
191 return; /* very small; CULLED */
192 }
193 oneOverArea = 1.0F / area;
194 }
195
196 /* Edge setup. For a triangle strip these could be reused... */
197 {
198 /* fixed point Y coordinates */
199 GLfixed vMin_fx = FloatToFixed(VB->Win[vMin][0] + 0.5F);
200 GLfixed vMin_fy = FloatToFixed(VB->Win[vMin][1] - 0.5F);
201 GLfixed vMid_fx = FloatToFixed(VB->Win[vMid][0] + 0.5F);
202 GLfixed vMid_fy = FloatToFixed(VB->Win[vMid][1] - 0.5F);
203 GLfixed vMax_fy = FloatToFixed(VB->Win[vMax][1] - 0.5F);
204
205 eMaj.fsy = FixedCeil(vMin_fy);
206 eMaj.lines = FixedToInt(vMax_fy + FIXED_ONE - FIXED_EPSILON - eMaj.fsy);
207 if (eMaj.lines > 0) {
208 GLfloat dxdy = eMaj.dx / eMaj.dy;
209 eMaj.fdxdy = SignedFloatToFixed(dxdy);
210 eMaj.adjy = (GLfloat) (eMaj.fsy - vMin_fy); /* SCALED! */
211 eMaj.fx0 = vMin_fx;
212 eMaj.fsx = eMaj.fx0 + (GLfixed) (eMaj.adjy * dxdy);
213 }
214 else {
215 return; /*CULLED*/
216 }
217
218 eTop.fsy = FixedCeil(vMid_fy);
219 eTop.lines = FixedToInt(vMax_fy + FIXED_ONE - FIXED_EPSILON - eTop.fsy);
220 if (eTop.lines > 0) {
221 GLfloat dxdy = eTop.dx / eTop.dy;
222 eTop.fdxdy = SignedFloatToFixed(dxdy);
223 eTop.adjy = (GLfloat) (eTop.fsy - vMid_fy); /* SCALED! */
224 eTop.fx0 = vMid_fx;
225 eTop.fsx = eTop.fx0 + (GLfixed) (eTop.adjy * dxdy);
226 }
227
228 eBot.fsy = FixedCeil(vMin_fy);
229 eBot.lines = FixedToInt(vMid_fy + FIXED_ONE - FIXED_EPSILON - eBot.fsy);
230 if (eBot.lines > 0) {
231 GLfloat dxdy = eBot.dx / eBot.dy;
232 eBot.fdxdy = SignedFloatToFixed(dxdy);
233 eBot.adjy = (GLfloat) (eBot.fsy - vMin_fy); /* SCALED! */
234 eBot.fx0 = vMin_fx;
235 eBot.fsx = eBot.fx0 + (GLfixed) (eBot.adjy * dxdy);
236 }
237 }
238
239 /*
240 * Conceptually, we view a triangle as two subtriangles
241 * separated by a perfectly horizontal line. The edge that is
242 * intersected by this line is one with maximal absolute dy; we
243 * call it a ``major'' edge. The other two edges are the
244 * ``top'' edge (for the upper subtriangle) and the ``bottom''
245 * edge (for the lower subtriangle). If either of these two
246 * edges is horizontal or very close to horizontal, the
247 * corresponding subtriangle might cover zero sample points;
248 * we take care to handle such cases, for performance as well
249 * as correctness.
250 *
251 * By stepping rasterization parameters along the major edge,
252 * we can avoid recomputing them at the discontinuity where
253 * the top and bottom edges meet. However, this forces us to
254 * be able to scan both left-to-right and right-to-left.
255 * Also, we must determine whether the major edge is at the
256 * left or right side of the triangle. We do this by
257 * computing the magnitude of the cross-product of the major
258 * and top edges. Since this magnitude depends on the sine of
259 * the angle between the two edges, its sign tells us whether
260 * we turn to the left or to the right when travelling along
261 * the major edge to the top edge, and from this we infer
262 * whether the major edge is on the left or the right.
263 *
264 * Serendipitously, this cross-product magnitude is also a
265 * value we need to compute the iteration parameter
266 * derivatives for the triangle, and it can be used to perform
267 * backface culling because its sign tells us whether the
268 * triangle is clockwise or counterclockwise. In this code we
269 * refer to it as ``area'' because it's also proportional to
270 * the pixel area of the triangle.
271 */
272
273 {
274 GLint ltor; /* true if scanning left-to-right */
275 #if INTERP_Z
276 GLfloat dzdx, dzdy; GLfixed fdzdx;
277 #endif
278 #if INTERP_RGB
279 GLfloat drdx, drdy; GLfixed fdrdx;
280 GLfloat dgdx, dgdy; GLfixed fdgdx;
281 GLfloat dbdx, dbdy; GLfixed fdbdx;
282 #endif
283 #if INTERP_ALPHA
284 GLfloat dadx, dady; GLfixed fdadx;
285 #endif
286 #if INTERP_INDEX
287 GLfloat didx, didy; GLfixed fdidx;
288 #endif
289 #if INTERP_ST
290 GLfloat dsdx, dsdy; GLfixed fdsdx;
291 GLfloat dtdx, dtdy; GLfixed fdtdx;
292 #endif
293 #if INTERP_STW
294 GLfloat dsdx, dsdy;
295 GLfloat dtdx, dtdy;
296 GLfloat dwdx, dwdy;
297 #endif
298 #if INTERP_UV
299 GLfloat dudx, dudy;
300 GLfloat dvdx, dvdy;
301 #endif
302
303 /*
304 * Execute user-supplied setup code
305 */
306 #ifdef SETUP_CODE
307 SETUP_CODE
308 #endif
309
310 ltor = (oneOverArea < 0.0F);
311
312 /* compute d?/dx and d?/dy derivatives */
313 #if INTERP_Z
314 {
315 GLfloat eMaj_dz, eBot_dz;
316 eMaj_dz = VB->Win[vMax][2] - VB->Win[vMin][2];
317 eBot_dz = VB->Win[vMid][2] - VB->Win[vMin][2];
318 dzdx = oneOverArea * (eMaj_dz * eBot.dy - eMaj.dy * eBot_dz);
319 if (dzdx>DEPTH_SCALE || dzdx<-DEPTH_SCALE) {
320 /* probably a sliver triangle */
321 dzdx = 0.0;
322 dzdy = 0.0;
323 }
324 else {
325 dzdy = oneOverArea * (eMaj.dx * eBot_dz - eMaj_dz * eBot.dx);
326 }
327 fdzdx = (GLint) dzdx;
328 }
329 #endif
330 #if INTERP_RGB
331 {
332 GLfloat eMaj_dr, eBot_dr;
333 eMaj_dr = (GLint) VB->Color[vMax][0] - (GLint) VB->Color[vMin][0];
334 eBot_dr = (GLint) VB->Color[vMid][0] - (GLint) VB->Color[vMin][0];
335 drdx = oneOverArea * (eMaj_dr * eBot.dy - eMaj.dy * eBot_dr);
336 fdrdx = SignedFloatToFixed(drdx);
337 drdy = oneOverArea * (eMaj.dx * eBot_dr - eMaj_dr * eBot.dx);
338 }
339 {
340 GLfloat eMaj_dg, eBot_dg;
341 eMaj_dg = (GLint) VB->Color[vMax][1] - (GLint) VB->Color[vMin][1];
342 eBot_dg = (GLint) VB->Color[vMid][1] - (GLint) VB->Color[vMin][1];
343 dgdx = oneOverArea * (eMaj_dg * eBot.dy - eMaj.dy * eBot_dg);
344 fdgdx = SignedFloatToFixed(dgdx);
345 dgdy = oneOverArea * (eMaj.dx * eBot_dg - eMaj_dg * eBot.dx);
346 }
347 {
348 GLfloat eMaj_db, eBot_db;
349 eMaj_db = (GLint) VB->Color[vMax][2] - (GLint) VB->Color[vMin][2];
350 eBot_db = (GLint) VB->Color[vMid][2] - (GLint) VB->Color[vMin][2];
351 dbdx = oneOverArea * (eMaj_db * eBot.dy - eMaj.dy * eBot_db);
352 fdbdx = SignedFloatToFixed(dbdx);
353 dbdy = oneOverArea * (eMaj.dx * eBot_db - eMaj_db * eBot.dx);
354 }
355 #endif
356 #if INTERP_ALPHA
357 {
358 GLfloat eMaj_da, eBot_da;
359 eMaj_da = (GLint) VB->Color[vMax][3] - (GLint) VB->Color[vMin][3];
360 eBot_da = (GLint) VB->Color[vMid][3] - (GLint) VB->Color[vMin][3];
361 dadx = oneOverArea * (eMaj_da * eBot.dy - eMaj.dy * eBot_da);
362 fdadx = SignedFloatToFixed(dadx);
363 dady = oneOverArea * (eMaj.dx * eBot_da - eMaj_da * eBot.dx);
364 }
365 #endif
366 #if INTERP_INDEX
367 {
368 GLfloat eMaj_di, eBot_di;
369 eMaj_di = (GLint) VB->Index[vMax] - (GLint) VB->Index[vMin];
370 eBot_di = (GLint) VB->Index[vMid] - (GLint) VB->Index[vMin];
371 didx = oneOverArea * (eMaj_di * eBot.dy - eMaj.dy * eBot_di);
372 fdidx = SignedFloatToFixed(didx);
373 didy = oneOverArea * (eMaj.dx * eBot_di - eMaj_di * eBot.dx);
374 }
375 #endif
376 #if INTERP_ST
377 {
378 GLfloat eMaj_ds, eBot_ds;
379 eMaj_ds = (VB->TexCoord[vMax][0] - VB->TexCoord[vMin][0]) * S_SCALE;
380 eBot_ds = (VB->TexCoord[vMid][0] - VB->TexCoord[vMin][0]) * S_SCALE;
381 dsdx = oneOverArea * (eMaj_ds * eBot.dy - eMaj.dy * eBot_ds);
382 fdsdx = SignedFloatToFixed(dsdx);
383 dsdy = oneOverArea * (eMaj.dx * eBot_ds - eMaj_ds * eBot.dx);
384 }
385 {
386 GLfloat eMaj_dt, eBot_dt;
387 eMaj_dt = (VB->TexCoord[vMax][1] - VB->TexCoord[vMin][1]) * T_SCALE;
388 eBot_dt = (VB->TexCoord[vMid][1] - VB->TexCoord[vMin][1]) * T_SCALE;
389 dtdx = oneOverArea * (eMaj_dt * eBot.dy - eMaj.dy * eBot_dt);
390 fdtdx = SignedFloatToFixed(dtdx);
391 dtdy = oneOverArea * (eMaj.dx * eBot_dt - eMaj_dt * eBot.dx);
392 }
393 #endif
394 #if INTERP_STW
395 {
396 GLfloat wMax = 1.0F / VB->Clip[vMax][3];
397 GLfloat wMin = 1.0F / VB->Clip[vMin][3];
398 GLfloat wMid = 1.0F / VB->Clip[vMid][3];
399 GLfloat eMaj_dw, eBot_dw;
400 GLfloat eMaj_ds, eBot_ds;
401 GLfloat eMaj_dt, eBot_dt;
402 #if INTERP_UV
403 GLfloat eMaj_du, eBot_du;
404 GLfloat eMaj_dv, eBot_dv;
405 #endif
406 eMaj_dw = wMax - wMin;
407 eBot_dw = wMid - wMin;
408 dwdx = oneOverArea * (eMaj_dw * eBot.dy - eMaj.dy * eBot_dw);
409 dwdy = oneOverArea * (eMaj.dx * eBot_dw - eMaj_dw * eBot.dx);
410
411 eMaj_ds = VB->TexCoord[vMax][0]*wMax - VB->TexCoord[vMin][0]*wMin;
412 eBot_ds = VB->TexCoord[vMid][0]*wMid - VB->TexCoord[vMin][0]*wMin;
413 dsdx = oneOverArea * (eMaj_ds * eBot.dy - eMaj.dy * eBot_ds);
414 dsdy = oneOverArea * (eMaj.dx * eBot_ds - eMaj_ds * eBot.dx);
415
416 eMaj_dt = VB->TexCoord[vMax][1]*wMax - VB->TexCoord[vMin][1]*wMin;
417 eBot_dt = VB->TexCoord[vMid][1]*wMid - VB->TexCoord[vMin][1]*wMin;
418 dtdx = oneOverArea * (eMaj_dt * eBot.dy - eMaj.dy * eBot_dt);
419 dtdy = oneOverArea * (eMaj.dx * eBot_dt - eMaj_dt * eBot.dx);
420 #if INTERP_UV
421 eMaj_du = VB->TexCoord[vMax][2]*wMax - VB->TexCoord[vMin][2]*wMin;
422 eBot_du = VB->TexCoord[vMid][2]*wMid - VB->TexCoord[vMin][2]*wMin;
423 dudx = oneOverArea * (eMaj_du * eBot.dy - eMaj.dy * eBot_du);
424 dudy = oneOverArea * (eMaj.dx * eBot_du - eMaj_du * eBot.dx);
425
426 /* Note: don't divide V component by W */
427 eMaj_dv = VB->TexCoord[vMax][3] - VB->TexCoord[vMin][3];
428 eBot_dv = VB->TexCoord[vMid][3] - VB->TexCoord[vMin][3];
429 dvdx = oneOverArea * (eMaj_dv * eBot.dy - eMaj.dy * eBot_dv);
430 dvdy = oneOverArea * (eMaj.dx * eBot_dv - eMaj_dv * eBot.dx);
431 #endif
432 }
433 #endif
434
435 /*
436 * We always sample at pixel centers. However, we avoid
437 * explicit half-pixel offsets in this code by incorporating
438 * the proper offset in each of x and y during the
439 * transformation to window coordinates.
440 *
441 * We also apply the usual rasterization rules to prevent
442 * cracks and overlaps. A pixel is considered inside a
443 * subtriangle if it meets all of four conditions: it is on or
444 * to the right of the left edge, strictly to the left of the
445 * right edge, on or below the top edge, and strictly above
446 * the bottom edge. (Some edges may be degenerate.)
447 *
448 * The following discussion assumes left-to-right scanning
449 * (that is, the major edge is on the left); the right-to-left
450 * case is a straightforward variation.
451 *
452 * We start by finding the half-integral y coordinate that is
453 * at or below the top of the triangle. This gives us the
454 * first scan line that could possibly contain pixels that are
455 * inside the triangle.
456 *
457 * Next we creep down the major edge until we reach that y,
458 * and compute the corresponding x coordinate on the edge.
459 * Then we find the half-integral x that lies on or just
460 * inside the edge. This is the first pixel that might lie in
461 * the interior of the triangle. (We won't know for sure
462 * until we check the other edges.)
463 *
464 * As we rasterize the triangle, we'll step down the major
465 * edge. For each step in y, we'll move an integer number
466 * of steps in x. There are two possible x step sizes, which
467 * we'll call the ``inner'' step (guaranteed to land on the
468 * edge or inside it) and the ``outer'' step (guaranteed to
469 * land on the edge or outside it). The inner and outer steps
470 * differ by one. During rasterization we maintain an error
471 * term that indicates our distance from the true edge, and
472 * select either the inner step or the outer step, whichever
473 * gets us to the first pixel that falls inside the triangle.
474 *
475 * All parameters (z, red, etc.) as well as the buffer
476 * addresses for color and z have inner and outer step values,
477 * so that we can increment them appropriately. This method
478 * eliminates the need to adjust parameters by creeping a
479 * sub-pixel amount into the triangle at each scanline.
480 */
481
482 {
483 int subTriangle;
484 GLfixed fx, fxLeftEdge, fxRightEdge, fdxLeftEdge, fdxRightEdge;
485 GLfixed fdxOuter;
486 int idxOuter;
487 float dxOuter;
488 GLfixed fError, fdError;
489 float adjx, adjy;
490 GLfixed fy;
491 int iy;
492 #ifdef PIXEL_ADDRESS
493 PIXEL_TYPE *pRow;
494 int dPRowOuter, dPRowInner; /* offset in bytes */
495 #endif
496 #if INTERP_Z
497 GLdepth *zRow;
498 int dZRowOuter, dZRowInner; /* offset in bytes */
499 GLfixed fz, fdzOuter, fdzInner;
500 #endif
501 #if INTERP_RGB
502 GLfixed fr, fdrOuter, fdrInner;
503 GLfixed fg, fdgOuter, fdgInner;
504 GLfixed fb, fdbOuter, fdbInner;
505 #endif
506 #if INTERP_ALPHA
507 GLfixed fa, fdaOuter, fdaInner;
508 #endif
509 #if INTERP_INDEX
510 GLfixed fi, fdiOuter, fdiInner;
511 #endif
512 #if INTERP_ST
513 GLfixed fs, fdsOuter, fdsInner;
514 GLfixed ft, fdtOuter, fdtInner;
515 #endif
516 #if INTERP_STW
517 GLfloat sLeft, dsOuter, dsInner;
518 GLfloat tLeft, dtOuter, dtInner;
519 GLfloat wLeft, dwOuter, dwInner;
520 #endif
521 #if INTERP_UV
522 GLfloat uLeft, duOuter, duInner;
523 GLfloat vLeft, dvOuter, dvInner;
524 #endif
525
526 for (subTriangle=0; subTriangle<=1; subTriangle++) {
527 EdgeT *eLeft, *eRight;
528 int setupLeft, setupRight;
529 int lines;
530
531 if (subTriangle==0) {
532 /* bottom half */
533 if (ltor) {
534 eLeft = &eMaj;
535 eRight = &eBot;
536 lines = eRight->lines;
537 setupLeft = 1;
538 setupRight = 1;
539 }
540 else {
541 eLeft = &eBot;
542 eRight = &eMaj;
543 lines = eLeft->lines;
544 setupLeft = 1;
545 setupRight = 1;
546 }
547 }
548 else {
549 /* top half */
550 if (ltor) {
551 eLeft = &eMaj;
552 eRight = &eTop;
553 lines = eRight->lines;
554 setupLeft = 0;
555 setupRight = 1;
556 }
557 else {
558 eLeft = &eTop;
559 eRight = &eMaj;
560 lines = eLeft->lines;
561 setupLeft = 1;
562 setupRight = 0;
563 }
564 if (lines==0) return;
565 }
566
567 if (setupLeft && eLeft->lines>0) {
568 GLint vLower;
569 GLfixed fsx = eLeft->fsx;
570 fx = FixedCeil(fsx);
571 fError = fx - fsx - FIXED_ONE;
572 fxLeftEdge = fsx - FIXED_EPSILON;
573 fdxLeftEdge = eLeft->fdxdy;
574 fdxOuter = FixedFloor(fdxLeftEdge - FIXED_EPSILON);
575 fdError = fdxOuter - fdxLeftEdge + FIXED_ONE;
576 idxOuter = FixedToInt(fdxOuter);
577 dxOuter = (float) idxOuter;
578
579 fy = eLeft->fsy;
580 iy = FixedToInt(fy);
581
582 adjx = (float)(fx - eLeft->fx0); /* SCALED! */
583 adjy = eLeft->adjy; /* SCALED! */
584
585 vLower = eLeft->v0;
586
587 #ifdef PIXEL_ADDRESS
588 {
589 pRow = PIXEL_ADDRESS( FixedToInt(fxLeftEdge), iy );
590 dPRowOuter = -((int)BYTES_PER_ROW) + idxOuter * sizeof(PIXEL_TYPE);
591 /* negative because Y=0 at bottom and increases upward */
592 }
593 #endif
594 /*
595 * Now we need the set of parameter (z, color, etc.) values at
596 * the point (fx, fy). This gives us properly-sampled parameter
597 * values that we can step from pixel to pixel. Furthermore,
598 * although we might have intermediate results that overflow
599 * the normal parameter range when we step temporarily outside
600 * the triangle, we shouldn't overflow or underflow for any
601 * pixel that's actually inside the triangle.
602 */
603
604 #if INTERP_Z
605 {
606 GLfloat z0;
607 z0 = VB->Win[vLower][2] + ctx->PolygonZoffset;
608
609 /* interpolate depth values exactly */
610 fz = (GLint) (z0 + dzdx*FixedToFloat(adjx) + dzdy*FixedToFloat(adjy));
611 fdzOuter = (GLint) (dzdy + dxOuter * dzdx);
612 zRow = Z_ADDRESS( ctx, FixedToInt(fxLeftEdge), iy );
613 dZRowOuter = (ctx->Buffer->Width + idxOuter) * sizeof(GLdepth);
614 }
615 #endif
616 #if INTERP_RGB
617 fr = (GLfixed)(IntToFixed(VB->Color[vLower][0]) + drdx * adjx + drdy * adjy)
618 + FIXED_HALF;
619 fdrOuter = SignedFloatToFixed(drdy + dxOuter * drdx);
620
621 fg = (GLfixed)(IntToFixed(VB->Color[vLower][1]) + dgdx * adjx + dgdy * adjy)
622 + FIXED_HALF;
623 fdgOuter = SignedFloatToFixed(dgdy + dxOuter * dgdx);
624
625 fb = (GLfixed)(IntToFixed(VB->Color[vLower][2]) + dbdx * adjx + dbdy * adjy)
626 + FIXED_HALF;
627 fdbOuter = SignedFloatToFixed(dbdy + dxOuter * dbdx);
628 #endif
629 #if INTERP_ALPHA
630 fa = (GLfixed)(IntToFixed(VB->Color[vLower][3]) + dadx * adjx + dady * adjy)
631 + FIXED_HALF;
632 fdaOuter = SignedFloatToFixed(dady + dxOuter * dadx);
633 #endif
634 #if INTERP_INDEX
635 fi = (GLfixed)(VB->Index[vLower] * FIXED_SCALE + didx * adjx
636 + didy * adjy) + FIXED_HALF;
637 fdiOuter = SignedFloatToFixed(didy + dxOuter * didx);
638 #endif
639 #if INTERP_ST
640 {
641 GLfloat s0, t0;
642 s0 = VB->TexCoord[vLower][0] * S_SCALE;
643 fs = (GLfixed)(s0 * FIXED_SCALE + dsdx * adjx + dsdy * adjy) + FIXED_HALF;
644 fdsOuter = SignedFloatToFixed(dsdy + dxOuter * dsdx);
645 t0 = VB->TexCoord[vLower][1] * T_SCALE;
646 ft = (GLfixed)(t0 * FIXED_SCALE + dtdx * adjx + dtdy * adjy) + FIXED_HALF;
647 fdtOuter = SignedFloatToFixed(dtdy + dxOuter * dtdx);
648 }
649 #endif
650 #if INTERP_STW
651 {
652 GLfloat w0 = 1.0F / VB->Clip[vLower][3];
653 GLfloat s0, t0, u0, v0;
654 wLeft = w0 + (dwdx * adjx + dwdy * adjy) * (1.0F/FIXED_SCALE);
655 dwOuter = dwdy + dxOuter * dwdx;
656 s0 = VB->TexCoord[vLower][0] * w0;
657 sLeft = s0 + (dsdx * adjx + dsdy * adjy) * (1.0F/FIXED_SCALE);
658 dsOuter = dsdy + dxOuter * dsdx;
659 t0 = VB->TexCoord[vLower][1] * w0;
660 tLeft = t0 + (dtdx * adjx + dtdy * adjy) * (1.0F/FIXED_SCALE);
661 dtOuter = dtdy + dxOuter * dtdx;
662 #if INTERP_UV
663 u0 = VB->TexCoord[vLower][2] * w0;
664 uLeft = u0 + (dudx * adjx + dudy * adjy) * (1.0F/FIXED_SCALE);
665 duOuter = dudy + dxOuter * dudx;
666 /* Note: don't divide V component by W */
667 v0 = VB->TexCoord[vLower][3];
668 vLeft = v0 + (dvdx * adjx + dvdy * adjy) * (1.0F/FIXED_SCALE);
669 dvOuter = dvdy + dxOuter * dvdx;
670 #endif
671 }
672 #endif
673
674 } /*if setupLeft*/
675
676
677 if (setupRight && eRight->lines>0) {
678 fxRightEdge = eRight->fsx - FIXED_EPSILON;
679 fdxRightEdge = eRight->fdxdy;
680 }
681
682 if (lines==0) {
683 continue;
684 }
685
686
687 /* Rasterize setup */
688 #ifdef PIXEL_ADDRESS
689 dPRowInner = dPRowOuter + sizeof(PIXEL_TYPE);
690 #endif
691 #if INTERP_Z
692 dZRowInner = dZRowOuter + sizeof(GLdepth);
693 fdzInner = fdzOuter + fdzdx;
694 #endif
695 #if INTERP_RGB
696 fdrInner = fdrOuter + fdrdx;
697 fdgInner = fdgOuter + fdgdx;
698 fdbInner = fdbOuter + fdbdx;
699 #endif
700 #if INTERP_ALPHA
701 fdaInner = fdaOuter + fdadx;
702 #endif
703 #if INTERP_INDEX
704 fdiInner = fdiOuter + fdidx;
705 #endif
706 #if INTERP_ST
707 fdsInner = fdsOuter + fdsdx;
708 fdtInner = fdtOuter + fdtdx;
709 #endif
710 #if INTERP_STW
711 dwInner = dwOuter + dwdx;
712 dsInner = dsOuter + dsdx;
713 dtInner = dtOuter + dtdx;
714 #if INTERP_UV
715 duInner = duOuter + dudx;
716 dvInner = dvOuter + dvdx;
717 #endif
718 #endif
719
720 while (lines>0) {
721 /* initialize the span interpolants to the leftmost value */
722 /* ff = fixed-pt fragment */
723 #if INTERP_Z
724 GLfixed ffz = fz;
725 /*GLdepth *zp = zRow;*/
726 #endif
727 #if INTERP_RGB
728 GLfixed ffr = fr, ffg = fg, ffb = fb;
729 #endif
730 #if INTERP_ALPHA
731 GLfixed ffa = fa;
732 #endif
733 #if INTERP_INDEX
734 GLfixed ffi = fi;
735 #endif
736 #if INTERP_ST
737 GLfixed ffs = fs, fft = ft;
738 #endif
739 #if INTERP_STW
740 GLfloat ss = sLeft, tt = tLeft, ww = wLeft;
741 #endif
742 #if INTERP_UV
743 GLfloat uu = uLeft, vv = vLeft;
744 #endif
745 GLint left = FixedToInt(fxLeftEdge);
746 GLint right = FixedToInt(fxRightEdge);
747
748 #if INTERP_RGB
749 {
750 /* need this to accomodate round-off errors */
751 GLfixed ffrend = ffr+(right-left-1)*fdrdx;
752 GLfixed ffgend = ffg+(right-left-1)*fdgdx;
753 GLfixed ffbend = ffb+(right-left-1)*fdbdx;
754 if (ffrend<0) ffr -= ffrend;
755 if (ffgend<0) ffg -= ffgend;
756 if (ffbend<0) ffb -= ffbend;
757 if (ffr<0) ffr = 0;
758 if (ffg<0) ffg = 0;
759 if (ffb<0) ffb = 0;
760 }
761 #endif
762 #if INTERP_ALPHA
763 {
764 GLfixed ffaend = ffa+(right-left-1)*fdadx;
765 if (ffaend<0) ffa -= ffaend;
766 if (ffa<0) ffa = 0;
767 }
768 #endif
769 #if INTERP_INDEX
770 if (ffi<0) ffi = 0;
771 #endif
772
773 INNER_LOOP( left, right, iy );
774
775 /*
776 * Advance to the next scan line. Compute the
777 * new edge coordinates, and adjust the
778 * pixel-center x coordinate so that it stays
779 * on or inside the major edge.
780 */
781 iy++;
782 lines--;
783
784 fxLeftEdge += fdxLeftEdge;
785 fxRightEdge += fdxRightEdge;
786
787
788 fError += fdError;
789 if (fError >= 0) {
790 fError -= FIXED_ONE;
791 #ifdef PIXEL_ADDRESS
792 pRow = (PIXEL_TYPE*) ((GLubyte*)pRow + dPRowOuter);
793 #endif
794 #if INTERP_Z
795 zRow = (GLdepth*) ((GLubyte*)zRow + dZRowOuter);
796 fz += fdzOuter;
797 #endif
798 #if INTERP_RGB
799 fr += fdrOuter; fg += fdgOuter; fb += fdbOuter;
800 #endif
801 #if INTERP_ALPHA
802 fa += fdaOuter;
803 #endif
804 #if INTERP_INDEX
805 fi += fdiOuter;
806 #endif
807 #if INTERP_ST
808 fs += fdsOuter; ft += fdtOuter;
809 #endif
810 #if INTERP_STW
811 sLeft += dsOuter;
812 tLeft += dtOuter;
813 wLeft += dwOuter;
814 #endif
815 #if INTERP_UV
816 uLeft += duOuter;
817 vLeft += dvOuter;
818 #endif
819 }
820 else {
821 #ifdef PIXEL_ADDRESS
822 pRow = (PIXEL_TYPE*) ((GLubyte*)pRow + dPRowInner);
823 #endif
824 #if INTERP_Z
825 zRow = (GLdepth*) ((GLubyte*)zRow + dZRowInner);
826 fz += fdzInner;
827 #endif
828 #if INTERP_RGB
829 fr += fdrInner; fg += fdgInner; fb += fdbInner;
830 #endif
831 #if INTERP_ALPHA
832 fa += fdaInner;
833 #endif
834 #if INTERP_INDEX
835 fi += fdiInner;
836 #endif
837 #if INTERP_ST
838 fs += fdsInner; ft += fdtInner;
839 #endif
840 #if INTERP_STW
841 sLeft += dsInner;
842 tLeft += dtInner;
843 wLeft += dwInner;
844 #endif
845 #if INTERP_UV
846 uLeft += duInner;
847 vLeft += dvInner;
848 #endif
849 }
850 } /*while lines>0*/
851
852 } /* for subTriangle */
853
854 }
855 }
856 }
857
858 #undef SETUP_CODE
859 #undef INNER_LOOP
860
861 #undef PIXEL_TYPE
862 #undef BYTES_PER_ROW
863 #undef PIXEL_ADDRESS
864
865 #undef INTERP_Z
866 #undef INTERP_RGB
867 #undef INTERP_ALPHA
868 #undef INTERP_INDEX
869 #undef INTERP_ST
870 #undef INTERP_STW
871 #undef INTERP_UV
872
873 #undef S_SCALE
874 #undef T_SCALE