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author | marha <marha@users.sourceforge.net> | 2012-01-28 13:55:41 +0100 |
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committer | marha <marha@users.sourceforge.net> | 2012-01-28 13:55:41 +0100 |
commit | 1aee8dafb5391e093f3a111f906ab0d8b6775510 (patch) | |
tree | 3fd4cc1783510fb6ce17c4c42b4d012014008e5b /mesalib/src/mesa/swrast/s_lines.c | |
parent | c6a1477b0092762299491d79b3a8cb094c6456da (diff) | |
download | vcxsrv-1aee8dafb5391e093f3a111f906ab0d8b6775510.tar.gz vcxsrv-1aee8dafb5391e093f3a111f906ab0d8b6775510.tar.bz2 vcxsrv-1aee8dafb5391e093f3a111f906ab0d8b6775510.zip |
mesa xserver git update 28 jan 2012
Diffstat (limited to 'mesalib/src/mesa/swrast/s_lines.c')
-rw-r--r-- | mesalib/src/mesa/swrast/s_lines.c | 536 |
1 files changed, 268 insertions, 268 deletions
diff --git a/mesalib/src/mesa/swrast/s_lines.c b/mesalib/src/mesa/swrast/s_lines.c index aba403308..ee997b08a 100644 --- a/mesalib/src/mesa/swrast/s_lines.c +++ b/mesalib/src/mesa/swrast/s_lines.c @@ -1,268 +1,268 @@ -/*
- * Mesa 3-D graphics library
- * Version: 7.1
- *
- * Copyright (C) 1999-2007 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.
- */
-
-
-#include "main/glheader.h"
-#include "main/context.h"
-#include "main/colormac.h"
-#include "main/macros.h"
-#include "s_aaline.h"
-#include "s_context.h"
-#include "s_feedback.h"
-#include "s_lines.h"
-#include "s_span.h"
-
-
-/*
- * Init the mask[] array to implement a line stipple.
- */
-static void
-compute_stipple_mask( struct gl_context *ctx, GLuint len, GLubyte mask[] )
-{
- SWcontext *swrast = SWRAST_CONTEXT(ctx);
- GLuint i;
-
- for (i = 0; i < len; i++) {
- GLuint bit = (swrast->StippleCounter / ctx->Line.StippleFactor) & 0xf;
- if ((1 << bit) & ctx->Line.StipplePattern) {
- mask[i] = GL_TRUE;
- }
- else {
- mask[i] = GL_FALSE;
- }
- swrast->StippleCounter++;
- }
-}
-
-
-/*
- * To draw a wide line we can simply redraw the span N times, side by side.
- */
-static void
-draw_wide_line( struct gl_context *ctx, SWspan *span, GLboolean xMajor )
-{
- const GLint width = (GLint) CLAMP(ctx->Line.Width,
- ctx->Const.MinLineWidth,
- ctx->Const.MaxLineWidth);
- GLint start;
-
- ASSERT(span->end < MAX_WIDTH);
-
- if (width & 1)
- start = width / 2;
- else
- start = width / 2 - 1;
-
- if (xMajor) {
- GLint *y = span->array->y;
- GLuint i;
- GLint w;
- for (w = 0; w < width; w++) {
- if (w == 0) {
- for (i = 0; i < span->end; i++)
- y[i] -= start;
- }
- else {
- for (i = 0; i < span->end; i++)
- y[i]++;
- }
- _swrast_write_rgba_span(ctx, span);
- }
- }
- else {
- GLint *x = span->array->x;
- GLuint i;
- GLint w;
- for (w = 0; w < width; w++) {
- if (w == 0) {
- for (i = 0; i < span->end; i++)
- x[i] -= start;
- }
- else {
- for (i = 0; i < span->end; i++)
- x[i]++;
- }
- _swrast_write_rgba_span(ctx, span);
- }
- }
-}
-
-
-
-/**********************************************************************/
-/***** Rasterization *****/
-/**********************************************************************/
-
-/* Simple RGBA index line (no stipple, width=1, no Z, no fog, no tex)*/
-#define NAME simple_no_z_rgba_line
-#define INTERP_RGBA
-#define RENDER_SPAN(span) _swrast_write_rgba_span(ctx, &span);
-#include "s_linetemp.h"
-
-
-/* Z, fog, wide, stipple RGBA line */
-#define NAME rgba_line
-#define INTERP_RGBA
-#define INTERP_Z
-#define RENDER_SPAN(span) \
- if (ctx->Line.StippleFlag) { \
- span.arrayMask |= SPAN_MASK; \
- compute_stipple_mask(ctx, span.end, span.array->mask); \
- } \
- if (ctx->Line.Width > 1.0) { \
- draw_wide_line(ctx, &span, (GLboolean)(dx > dy)); \
- } \
- else { \
- _swrast_write_rgba_span(ctx, &span); \
- }
-#include "s_linetemp.h"
-
-
-/* General-purpose line (any/all features). */
-#define NAME general_line
-#define INTERP_RGBA
-#define INTERP_Z
-#define INTERP_ATTRIBS
-#define RENDER_SPAN(span) \
- if (ctx->Line.StippleFlag) { \
- span.arrayMask |= SPAN_MASK; \
- compute_stipple_mask(ctx, span.end, span.array->mask); \
- } \
- if (ctx->Line.Width > 1.0) { \
- draw_wide_line(ctx, &span, (GLboolean)(dx > dy)); \
- } \
- else { \
- _swrast_write_rgba_span(ctx, &span); \
- }
-#include "s_linetemp.h"
-
-
-
-void
-_swrast_add_spec_terms_line(struct gl_context *ctx,
- const SWvertex *v0, const SWvertex *v1)
-{
- SWvertex *ncv0 = (SWvertex *)v0;
- SWvertex *ncv1 = (SWvertex *)v1;
- GLfloat rSum, gSum, bSum;
- GLchan cSave[2][4];
-
- /* save original colors */
- COPY_CHAN4(cSave[0], ncv0->color);
- COPY_CHAN4(cSave[1], ncv1->color);
- /* sum v0 */
- rSum = CHAN_TO_FLOAT(ncv0->color[0]) + ncv0->attrib[FRAG_ATTRIB_COL1][0];
- gSum = CHAN_TO_FLOAT(ncv0->color[1]) + ncv0->attrib[FRAG_ATTRIB_COL1][1];
- bSum = CHAN_TO_FLOAT(ncv0->color[2]) + ncv0->attrib[FRAG_ATTRIB_COL1][2];
- UNCLAMPED_FLOAT_TO_CHAN(ncv0->color[0], rSum);
- UNCLAMPED_FLOAT_TO_CHAN(ncv0->color[1], gSum);
- UNCLAMPED_FLOAT_TO_CHAN(ncv0->color[2], bSum);
- /* sum v1 */
- rSum = CHAN_TO_FLOAT(ncv1->color[0]) + ncv1->attrib[FRAG_ATTRIB_COL1][0];
- gSum = CHAN_TO_FLOAT(ncv1->color[1]) + ncv1->attrib[FRAG_ATTRIB_COL1][1];
- bSum = CHAN_TO_FLOAT(ncv1->color[2]) + ncv1->attrib[FRAG_ATTRIB_COL1][2];
- UNCLAMPED_FLOAT_TO_CHAN(ncv1->color[0], rSum);
- UNCLAMPED_FLOAT_TO_CHAN(ncv1->color[1], gSum);
- UNCLAMPED_FLOAT_TO_CHAN(ncv1->color[2], bSum);
- /* draw */
- SWRAST_CONTEXT(ctx)->SpecLine( ctx, ncv0, ncv1 );
- /* restore original colors */
- COPY_CHAN4( ncv0->attrib[FRAG_ATTRIB_COL0], cSave[0] );
- COPY_CHAN4( ncv1->attrib[FRAG_ATTRIB_COL0], cSave[1] );
-}
-
-
-
-#ifdef DEBUG
-
-/* record the current line function name */
-static const char *lineFuncName = NULL;
-
-#define USE(lineFunc) \
-do { \
- lineFuncName = #lineFunc; \
- /*printf("%s\n", lineFuncName);*/ \
- swrast->Line = lineFunc; \
-} while (0)
-
-#else
-
-#define USE(lineFunc) swrast->Line = lineFunc
-
-#endif
-
-
-
-/**
- * Determine which line drawing function to use given the current
- * rendering context.
- *
- * Please update the summary flag _SWRAST_NEW_LINE if you add or remove
- * tests to this code.
- */
-void
-_swrast_choose_line( struct gl_context *ctx )
-{
- SWcontext *swrast = SWRAST_CONTEXT(ctx);
- GLboolean specular = (ctx->Fog.ColorSumEnabled ||
- (ctx->Light.Enabled &&
- ctx->Light.Model.ColorControl == GL_SEPARATE_SPECULAR_COLOR));
-
- if (ctx->RenderMode == GL_RENDER) {
- if (ctx->Line.SmoothFlag) {
- /* antialiased lines */
- _swrast_choose_aa_line_function(ctx);
- ASSERT(swrast->Line);
- }
- else if (ctx->Texture._EnabledCoordUnits
- || ctx->FragmentProgram._Current
- || swrast->_FogEnabled
- || specular) {
- USE(general_line);
- }
- else if (ctx->Depth.Test
- || ctx->Line.Width != 1.0
- || ctx->Line.StippleFlag) {
- /* no texture, but Z, fog, width>1, stipple, etc. */
-#if CHAN_BITS == 32
- USE(general_line);
-#else
- USE(rgba_line);
-#endif
- }
- else {
- ASSERT(!ctx->Depth.Test);
- ASSERT(ctx->Line.Width == 1.0);
- /* simple lines */
- USE(simple_no_z_rgba_line);
- }
- }
- else if (ctx->RenderMode == GL_FEEDBACK) {
- USE(_swrast_feedback_line);
- }
- else {
- ASSERT(ctx->RenderMode == GL_SELECT);
- USE(_swrast_select_line);
- }
-}
+/* + * Mesa 3-D graphics library + * Version: 7.1 + * + * Copyright (C) 1999-2007 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. + */ + + +#include "main/glheader.h" +#include "main/context.h" +#include "main/colormac.h" +#include "main/macros.h" +#include "s_aaline.h" +#include "s_context.h" +#include "s_feedback.h" +#include "s_lines.h" +#include "s_span.h" + + +/* + * Init the mask[] array to implement a line stipple. + */ +static void +compute_stipple_mask( struct gl_context *ctx, GLuint len, GLubyte mask[] ) +{ + SWcontext *swrast = SWRAST_CONTEXT(ctx); + GLuint i; + + for (i = 0; i < len; i++) { + GLuint bit = (swrast->StippleCounter / ctx->Line.StippleFactor) & 0xf; + if ((1 << bit) & ctx->Line.StipplePattern) { + mask[i] = GL_TRUE; + } + else { + mask[i] = GL_FALSE; + } + swrast->StippleCounter++; + } +} + + +/* + * To draw a wide line we can simply redraw the span N times, side by side. + */ +static void +draw_wide_line( struct gl_context *ctx, SWspan *span, GLboolean xMajor ) +{ + const GLint width = (GLint) CLAMP(ctx->Line.Width, + ctx->Const.MinLineWidth, + ctx->Const.MaxLineWidth); + GLint start; + + ASSERT(span->end < MAX_WIDTH); + + if (width & 1) + start = width / 2; + else + start = width / 2 - 1; + + if (xMajor) { + GLint *y = span->array->y; + GLuint i; + GLint w; + for (w = 0; w < width; w++) { + if (w == 0) { + for (i = 0; i < span->end; i++) + y[i] -= start; + } + else { + for (i = 0; i < span->end; i++) + y[i]++; + } + _swrast_write_rgba_span(ctx, span); + } + } + else { + GLint *x = span->array->x; + GLuint i; + GLint w; + for (w = 0; w < width; w++) { + if (w == 0) { + for (i = 0; i < span->end; i++) + x[i] -= start; + } + else { + for (i = 0; i < span->end; i++) + x[i]++; + } + _swrast_write_rgba_span(ctx, span); + } + } +} + + + +/**********************************************************************/ +/***** Rasterization *****/ +/**********************************************************************/ + +/* Simple RGBA index line (no stipple, width=1, no Z, no fog, no tex)*/ +#define NAME simple_no_z_rgba_line +#define INTERP_RGBA +#define RENDER_SPAN(span) _swrast_write_rgba_span(ctx, &span); +#include "s_linetemp.h" + + +/* Z, fog, wide, stipple RGBA line */ +#define NAME rgba_line +#define INTERP_RGBA +#define INTERP_Z +#define RENDER_SPAN(span) \ + if (ctx->Line.StippleFlag) { \ + span.arrayMask |= SPAN_MASK; \ + compute_stipple_mask(ctx, span.end, span.array->mask); \ + } \ + if (ctx->Line.Width > 1.0) { \ + draw_wide_line(ctx, &span, (GLboolean)(dx > dy)); \ + } \ + else { \ + _swrast_write_rgba_span(ctx, &span); \ + } +#include "s_linetemp.h" + + +/* General-purpose line (any/all features). */ +#define NAME general_line +#define INTERP_RGBA +#define INTERP_Z +#define INTERP_ATTRIBS +#define RENDER_SPAN(span) \ + if (ctx->Line.StippleFlag) { \ + span.arrayMask |= SPAN_MASK; \ + compute_stipple_mask(ctx, span.end, span.array->mask); \ + } \ + if (ctx->Line.Width > 1.0) { \ + draw_wide_line(ctx, &span, (GLboolean)(dx > dy)); \ + } \ + else { \ + _swrast_write_rgba_span(ctx, &span); \ + } +#include "s_linetemp.h" + + + +void +_swrast_add_spec_terms_line(struct gl_context *ctx, + const SWvertex *v0, const SWvertex *v1) +{ + SWvertex *ncv0 = (SWvertex *)v0; + SWvertex *ncv1 = (SWvertex *)v1; + GLfloat rSum, gSum, bSum; + GLchan cSave[2][4]; + + /* save original colors */ + COPY_CHAN4(cSave[0], ncv0->color); + COPY_CHAN4(cSave[1], ncv1->color); + /* sum v0 */ + rSum = CHAN_TO_FLOAT(ncv0->color[0]) + ncv0->attrib[FRAG_ATTRIB_COL1][0]; + gSum = CHAN_TO_FLOAT(ncv0->color[1]) + ncv0->attrib[FRAG_ATTRIB_COL1][1]; + bSum = CHAN_TO_FLOAT(ncv0->color[2]) + ncv0->attrib[FRAG_ATTRIB_COL1][2]; + UNCLAMPED_FLOAT_TO_CHAN(ncv0->color[0], rSum); + UNCLAMPED_FLOAT_TO_CHAN(ncv0->color[1], gSum); + UNCLAMPED_FLOAT_TO_CHAN(ncv0->color[2], bSum); + /* sum v1 */ + rSum = CHAN_TO_FLOAT(ncv1->color[0]) + ncv1->attrib[FRAG_ATTRIB_COL1][0]; + gSum = CHAN_TO_FLOAT(ncv1->color[1]) + ncv1->attrib[FRAG_ATTRIB_COL1][1]; + bSum = CHAN_TO_FLOAT(ncv1->color[2]) + ncv1->attrib[FRAG_ATTRIB_COL1][2]; + UNCLAMPED_FLOAT_TO_CHAN(ncv1->color[0], rSum); + UNCLAMPED_FLOAT_TO_CHAN(ncv1->color[1], gSum); + UNCLAMPED_FLOAT_TO_CHAN(ncv1->color[2], bSum); + /* draw */ + SWRAST_CONTEXT(ctx)->SpecLine( ctx, ncv0, ncv1 ); + /* restore original colors */ + COPY_CHAN4( ncv0->attrib[FRAG_ATTRIB_COL0], cSave[0] ); + COPY_CHAN4( ncv1->attrib[FRAG_ATTRIB_COL0], cSave[1] ); +} + + + +#ifdef DEBUG + +/* record the current line function name */ +static const char *lineFuncName = NULL; + +#define USE(lineFunc) \ +do { \ + lineFuncName = #lineFunc; \ + /*printf("%s\n", lineFuncName);*/ \ + swrast->Line = lineFunc; \ +} while (0) + +#else + +#define USE(lineFunc) swrast->Line = lineFunc + +#endif + + + +/** + * Determine which line drawing function to use given the current + * rendering context. + * + * Please update the summary flag _SWRAST_NEW_LINE if you add or remove + * tests to this code. + */ +void +_swrast_choose_line( struct gl_context *ctx ) +{ + SWcontext *swrast = SWRAST_CONTEXT(ctx); + GLboolean specular = (ctx->Fog.ColorSumEnabled || + (ctx->Light.Enabled && + ctx->Light.Model.ColorControl == GL_SEPARATE_SPECULAR_COLOR)); + + if (ctx->RenderMode == GL_RENDER) { + if (ctx->Line.SmoothFlag) { + /* antialiased lines */ + _swrast_choose_aa_line_function(ctx); + ASSERT(swrast->Line); + } + else if (ctx->Texture._EnabledCoordUnits + || _swrast_use_fragment_program(ctx) + || swrast->_FogEnabled + || specular) { + USE(general_line); + } + else if (ctx->Depth.Test + || ctx->Line.Width != 1.0 + || ctx->Line.StippleFlag) { + /* no texture, but Z, fog, width>1, stipple, etc. */ +#if CHAN_BITS == 32 + USE(general_line); +#else + USE(rgba_line); +#endif + } + else { + ASSERT(!ctx->Depth.Test); + ASSERT(ctx->Line.Width == 1.0); + /* simple lines */ + USE(simple_no_z_rgba_line); + } + } + else if (ctx->RenderMode == GL_FEEDBACK) { + USE(_swrast_feedback_line); + } + else { + ASSERT(ctx->RenderMode == GL_SELECT); + USE(_swrast_select_line); + } +} |