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author | marha <marha@users.sourceforge.net> | 2010-12-28 16:10:20 +0000 |
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committer | marha <marha@users.sourceforge.net> | 2010-12-28 16:10:20 +0000 |
commit | 807c6931fe683fd844ceec1b023232181e6aae03 (patch) | |
tree | 1a131ed95fe2200d0ad33da8f7755a7ed2364adc /mesalib/src/mesa/swrast/s_lines.c | |
parent | 973099dda7e49e5abe29819a7124b3b1e7bd8b92 (diff) | |
download | vcxsrv-807c6931fe683fd844ceec1b023232181e6aae03.tar.gz vcxsrv-807c6931fe683fd844ceec1b023232181e6aae03.tar.bz2 vcxsrv-807c6931fe683fd844ceec1b023232181e6aae03.zip |
xserver and mesa git update 28-12-2010
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 7db5af4ae..aba403308 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( GLcontext *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( GLcontext *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(GLcontext *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( GLcontext *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
+ || 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);
+ }
+}
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