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Diffstat (limited to 'nx-X11/extras/Mesa/src/mesa/swrast/s_linetemp.h')
-rw-r--r-- | nx-X11/extras/Mesa/src/mesa/swrast/s_linetemp.h | 454 |
1 files changed, 454 insertions, 0 deletions
diff --git a/nx-X11/extras/Mesa/src/mesa/swrast/s_linetemp.h b/nx-X11/extras/Mesa/src/mesa/swrast/s_linetemp.h new file mode 100644 index 000000000..af7aeabf6 --- /dev/null +++ b/nx-X11/extras/Mesa/src/mesa/swrast/s_linetemp.h @@ -0,0 +1,454 @@ +/* + * Mesa 3-D graphics library + * Version: 6.3 + * + * Copyright (C) 1999-2004 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. + */ + + +/* + * Line Rasterizer Template + * + * This file is #include'd to generate custom line rasterizers. + * + * The following macros may be defined to indicate what auxillary information + * must be interplated along the line: + * INTERP_Z - if defined, interpolate Z values + * INTERP_FOG - if defined, interpolate FOG values + * INTERP_RGBA - if defined, interpolate RGBA values + * INTERP_SPEC - if defined, interpolate specular RGB values + * INTERP_INDEX - if defined, interpolate color index values + * INTERP_TEX - if defined, interpolate unit 0 texcoords + * INTERP_MULTITEX - if defined, interpolate multi-texcoords + * + * When one can directly address pixels in the color buffer the following + * macros can be defined and used to directly compute pixel addresses during + * rasterization (see pixelPtr): + * PIXEL_TYPE - the datatype of a pixel (GLubyte, GLushort, GLuint) + * BYTES_PER_ROW - number of bytes per row in the color buffer + * PIXEL_ADDRESS(X,Y) - returns the address of pixel at (X,Y) where + * Y==0 at bottom of screen and increases upward. + * + * Similarly, for direct depth buffer access, this type is used for depth + * buffer addressing: + * DEPTH_TYPE - either GLushort or GLuint + * + * Optionally, one may provide one-time setup code + * SETUP_CODE - code which is to be executed once per line + * + * To actually "plot" each pixel the PLOT macro must be defined... + * PLOT(X,Y) - code to plot a pixel. Example: + * if (Z < *zPtr) { + * *zPtr = Z; + * color = pack_rgb( FixedToInt(r0), FixedToInt(g0), + * FixedToInt(b0) ); + * put_pixel( X, Y, color ); + * } + * + * This code was designed for the origin to be in the lower-left corner. + * + */ + + +static void +NAME( GLcontext *ctx, const SWvertex *vert0, const SWvertex *vert1 ) +{ + struct sw_span span; + GLuint interpFlags = 0; + GLint x0 = (GLint) vert0->win[0]; + GLint x1 = (GLint) vert1->win[0]; + GLint y0 = (GLint) vert0->win[1]; + GLint y1 = (GLint) vert1->win[1]; + GLint dx, dy; + GLint numPixels; + GLint xstep, ystep; +#if defined(DEPTH_TYPE) + const GLint depthBits = ctx->Visual.depthBits; + const GLint fixedToDepthShift = depthBits <= 16 ? FIXED_SHIFT : 0; + struct gl_renderbuffer *zrb = ctx->DrawBuffer->Attachment[BUFFER_DEPTH].Renderbuffer; +#define FixedToDepth(F) ((F) >> fixedToDepthShift) + GLint zPtrXstep, zPtrYstep; + DEPTH_TYPE *zPtr; +#elif defined(INTERP_Z) + const GLint depthBits = ctx->Visual.depthBits; +#endif +#ifdef PIXEL_ADDRESS + PIXEL_TYPE *pixelPtr; + GLint pixelXstep, pixelYstep; +#endif + +#ifdef SETUP_CODE + SETUP_CODE +#endif + + /* Cull primitives with malformed coordinates. + */ + { + GLfloat tmp = vert0->win[0] + vert0->win[1] + + vert1->win[0] + vert1->win[1]; + if (IS_INF_OR_NAN(tmp)) + return; + } + + /* + printf("%s():\n", __FUNCTION__); + printf(" (%f, %f, %f) -> (%f, %f, %f)\n", + vert0->win[0], vert0->win[1], vert0->win[2], + vert1->win[0], vert1->win[1], vert1->win[2]); + printf(" (%d, %d, %d) -> (%d, %d, %d)\n", + vert0->color[0], vert0->color[1], vert0->color[2], + vert1->color[0], vert1->color[1], vert1->color[2]); + printf(" (%d, %d, %d) -> (%d, %d, %d)\n", + vert0->specular[0], vert0->specular[1], vert0->specular[2], + vert1->specular[0], vert1->specular[1], vert1->specular[2]); + */ + +/* + * Despite being clipped to the view volume, the line's window coordinates + * may just lie outside the window bounds. That is, if the legal window + * coordinates are [0,W-1][0,H-1], it's possible for x==W and/or y==H. + * This quick and dirty code nudges the endpoints inside the window if + * necessary. + */ +#ifdef CLIP_HACK + { + GLint w = ctx->DrawBuffer->Width; + GLint h = ctx->DrawBuffer->Height; + if ((x0==w) | (x1==w)) { + if ((x0==w) & (x1==w)) + return; + x0 -= x0==w; + x1 -= x1==w; + } + if ((y0==h) | (y1==h)) { + if ((y0==h) & (y1==h)) + return; + y0 -= y0==h; + y1 -= y1==h; + } + } +#endif + + dx = x1 - x0; + dy = y1 - y0; + if (dx == 0 && dy == 0) + return; + +#ifdef DEPTH_TYPE + zPtr = (DEPTH_TYPE *) zrb->GetPointer(ctx, zrb, x0, y0); +#endif +#ifdef PIXEL_ADDRESS + pixelPtr = (PIXEL_TYPE *) PIXEL_ADDRESS(x0,y0); +#endif + + if (dx<0) { + dx = -dx; /* make positive */ + xstep = -1; +#ifdef DEPTH_TYPE + zPtrXstep = -((GLint)sizeof(DEPTH_TYPE)); +#endif +#ifdef PIXEL_ADDRESS + pixelXstep = -((GLint)sizeof(PIXEL_TYPE)); +#endif + } + else { + xstep = 1; +#ifdef DEPTH_TYPE + zPtrXstep = ((GLint)sizeof(DEPTH_TYPE)); +#endif +#ifdef PIXEL_ADDRESS + pixelXstep = ((GLint)sizeof(PIXEL_TYPE)); +#endif + } + + if (dy<0) { + dy = -dy; /* make positive */ + ystep = -1; +#ifdef DEPTH_TYPE + zPtrYstep = -((GLint) (ctx->DrawBuffer->Width * sizeof(DEPTH_TYPE))); +#endif +#ifdef PIXEL_ADDRESS + pixelYstep = BYTES_PER_ROW; +#endif + } + else { + ystep = 1; +#ifdef DEPTH_TYPE + zPtrYstep = (GLint) (ctx->DrawBuffer->Width * sizeof(DEPTH_TYPE)); +#endif +#ifdef PIXEL_ADDRESS + pixelYstep = -(BYTES_PER_ROW); +#endif + } + + ASSERT(dx >= 0); + ASSERT(dy >= 0); + + numPixels = MAX2(dx, dy); + + /* + * Span setup: compute start and step values for all interpolated values. + */ +#ifdef INTERP_RGBA + interpFlags |= SPAN_RGBA; + if (ctx->Light.ShadeModel == GL_SMOOTH) { + span.red = ChanToFixed(vert0->color[0]); + span.green = ChanToFixed(vert0->color[1]); + span.blue = ChanToFixed(vert0->color[2]); + span.alpha = ChanToFixed(vert0->color[3]); + span.redStep = (ChanToFixed(vert1->color[0]) - span.red ) / numPixels; + span.greenStep = (ChanToFixed(vert1->color[1]) - span.green) / numPixels; + span.blueStep = (ChanToFixed(vert1->color[2]) - span.blue ) / numPixels; + span.alphaStep = (ChanToFixed(vert1->color[3]) - span.alpha) / numPixels; + } + else { + span.red = ChanToFixed(vert1->color[0]); + span.green = ChanToFixed(vert1->color[1]); + span.blue = ChanToFixed(vert1->color[2]); + span.alpha = ChanToFixed(vert1->color[3]); + span.redStep = 0; + span.greenStep = 0; + span.blueStep = 0; + span.alphaStep = 0; + } +#endif +#ifdef INTERP_SPEC + interpFlags |= SPAN_SPEC; + if (ctx->Light.ShadeModel == GL_SMOOTH) { + span.specRed = ChanToFixed(vert0->specular[0]); + span.specGreen = ChanToFixed(vert0->specular[1]); + span.specBlue = ChanToFixed(vert0->specular[2]); + span.specRedStep = (ChanToFixed(vert1->specular[0]) - span.specRed) / numPixels; + span.specGreenStep = (ChanToFixed(vert1->specular[1]) - span.specBlue) / numPixels; + span.specBlueStep = (ChanToFixed(vert1->specular[2]) - span.specGreen) / numPixels; + } + else { + span.specRed = ChanToFixed(vert1->specular[0]); + span.specGreen = ChanToFixed(vert1->specular[1]); + span.specBlue = ChanToFixed(vert1->specular[2]); + span.specRedStep = 0; + span.specGreenStep = 0; + span.specBlueStep = 0; + } +#endif +#ifdef INTERP_INDEX + interpFlags |= SPAN_INDEX; + if (ctx->Light.ShadeModel == GL_SMOOTH) { + span.index = FloatToFixed(vert0->index); + span.indexStep = FloatToFixed(vert1->index - vert0->index) / numPixels; + } + else { + span.index = FloatToFixed(vert1->index); + span.indexStep = 0; + } +#endif +#if defined(INTERP_Z) || defined(DEPTH_TYPE) + interpFlags |= SPAN_Z; + { + if (depthBits <= 16) { + span.z = FloatToFixed(vert0->win[2]) + FIXED_HALF; + span.zStep = FloatToFixed(vert1->win[2] - vert0->win[2]) / numPixels; + } + else { + /* don't use fixed point */ + span.z = (GLint) vert0->win[2]; + span.zStep = (GLint) ((vert1->win[2] - vert0->win[2]) / numPixels); + } + } +#endif +#ifdef INTERP_FOG + interpFlags |= SPAN_FOG; + span.fog = vert0->fog; + span.fogStep = (vert1->fog - vert0->fog) / numPixels; +#endif +#ifdef INTERP_TEX + interpFlags |= SPAN_TEXTURE; + { + const GLfloat invw0 = vert0->win[3]; + const GLfloat invw1 = vert1->win[3]; + const GLfloat invLen = 1.0F / numPixels; + GLfloat ds, dt, dr, dq; + span.tex[0][0] = invw0 * vert0->texcoord[0][0]; + span.tex[0][1] = invw0 * vert0->texcoord[0][1]; + span.tex[0][2] = invw0 * vert0->texcoord[0][2]; + span.tex[0][3] = invw0 * vert0->texcoord[0][3]; + ds = (invw1 * vert1->texcoord[0][0]) - span.tex[0][0]; + dt = (invw1 * vert1->texcoord[0][1]) - span.tex[0][1]; + dr = (invw1 * vert1->texcoord[0][2]) - span.tex[0][2]; + dq = (invw1 * vert1->texcoord[0][3]) - span.tex[0][3]; + span.texStepX[0][0] = ds * invLen; + span.texStepX[0][1] = dt * invLen; + span.texStepX[0][2] = dr * invLen; + span.texStepX[0][3] = dq * invLen; + span.texStepY[0][0] = 0.0F; + span.texStepY[0][1] = 0.0F; + span.texStepY[0][2] = 0.0F; + span.texStepY[0][3] = 0.0F; + } +#endif +#ifdef INTERP_MULTITEX + interpFlags |= SPAN_TEXTURE; + { + const GLfloat invLen = 1.0F / numPixels; + GLuint u; + for (u = 0; u < ctx->Const.MaxTextureUnits; u++) { + if (ctx->Texture.Unit[u]._ReallyEnabled) { + const GLfloat invw0 = vert0->win[3]; + const GLfloat invw1 = vert1->win[3]; + GLfloat ds, dt, dr, dq; + span.tex[u][0] = invw0 * vert0->texcoord[u][0]; + span.tex[u][1] = invw0 * vert0->texcoord[u][1]; + span.tex[u][2] = invw0 * vert0->texcoord[u][2]; + span.tex[u][3] = invw0 * vert0->texcoord[u][3]; + ds = (invw1 * vert1->texcoord[u][0]) - span.tex[u][0]; + dt = (invw1 * vert1->texcoord[u][1]) - span.tex[u][1]; + dr = (invw1 * vert1->texcoord[u][2]) - span.tex[u][2]; + dq = (invw1 * vert1->texcoord[u][3]) - span.tex[u][3]; + span.texStepX[u][0] = ds * invLen; + span.texStepX[u][1] = dt * invLen; + span.texStepX[u][2] = dr * invLen; + span.texStepX[u][3] = dq * invLen; + span.texStepY[u][0] = 0.0F; + span.texStepY[u][1] = 0.0F; + span.texStepY[u][2] = 0.0F; + span.texStepY[u][3] = 0.0F; + } + } + } +#endif + + INIT_SPAN(span, GL_LINE, numPixels, interpFlags, SPAN_XY); + + /* Need these for fragment prog texcoord interpolation */ + span.w = 1.0F; + span.dwdx = 0.0F; + span.dwdy = 0.0F; + + /* + * Draw + */ + + if (dx > dy) { + /*** X-major line ***/ + GLint i; + GLint errorInc = dy+dy; + GLint error = errorInc-dx; + GLint errorDec = error-dx; + + for (i = 0; i < dx; i++) { +#ifdef DEPTH_TYPE + GLdepth Z = FixedToDepth(span.z); +#endif +#ifdef PLOT + PLOT( x0, y0 ); +#else + span.array->x[i] = x0; + span.array->y[i] = y0; +#endif + x0 += xstep; +#ifdef DEPTH_TYPE + zPtr = (DEPTH_TYPE *) ((GLubyte*) zPtr + zPtrXstep); + span.z += span.zStep; +#endif +#ifdef PIXEL_ADDRESS + pixelPtr = (PIXEL_TYPE*) ((GLubyte*) pixelPtr + pixelXstep); +#endif + if (error<0) { + error += errorInc; + } + else { + error += errorDec; + y0 += ystep; +#ifdef DEPTH_TYPE + zPtr = (DEPTH_TYPE *) ((GLubyte*) zPtr + zPtrYstep); +#endif +#ifdef PIXEL_ADDRESS + pixelPtr = (PIXEL_TYPE*) ((GLubyte*) pixelPtr + pixelYstep); +#endif + } + } + } + else { + /*** Y-major line ***/ + GLint i; + GLint errorInc = dx+dx; + GLint error = errorInc-dy; + GLint errorDec = error-dy; + + for (i=0;i<dy;i++) { +#ifdef DEPTH_TYPE + GLdepth Z = FixedToDepth(span.z); +#endif +#ifdef PLOT + PLOT( x0, y0 ); +#else + span.array->x[i] = x0; + span.array->y[i] = y0; +#endif + y0 += ystep; +#ifdef DEPTH_TYPE + zPtr = (DEPTH_TYPE *) ((GLubyte*) zPtr + zPtrYstep); + span.z += span.zStep; +#endif +#ifdef PIXEL_ADDRESS + pixelPtr = (PIXEL_TYPE*) ((GLubyte*) pixelPtr + pixelYstep); +#endif + if (error<0) { + error += errorInc; + } + else { + error += errorDec; + x0 += xstep; +#ifdef DEPTH_TYPE + zPtr = (DEPTH_TYPE *) ((GLubyte*) zPtr + zPtrXstep); +#endif +#ifdef PIXEL_ADDRESS + pixelPtr = (PIXEL_TYPE*) ((GLubyte*) pixelPtr + pixelXstep); +#endif + } + } + } + +#ifdef RENDER_SPAN + RENDER_SPAN( span ); +#endif + + (void)span; + +} + + +#undef NAME +#undef INTERP_Z +#undef INTERP_FOG +#undef INTERP_RGBA +#undef INTERP_SPEC +#undef INTERP_TEX +#undef INTERP_MULTITEX +#undef INTERP_INDEX +#undef PIXEL_ADDRESS +#undef PIXEL_TYPE +#undef DEPTH_TYPE +#undef BYTES_PER_ROW +#undef SETUP_CODE +#undef PLOT +#undef CLIP_HACK +#undef FixedToDepth +#undef RENDER_SPAN |