reactos/dll/opengl/mesa/pb.c

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/* $Id: pb.c,v 1.14 1997/11/13 02:16:48 brianp Exp $ */
/*
* Mesa 3-D graphics library
* Version: 2.4
* Copyright (C) 1995-1997 Brian Paul
*
* This library is free software; you can redistribute it and/or
* modify it under the terms of the GNU Library General Public
* License as published by the Free Software Foundation; either
* version 2 of the License, or (at your option) any later version.
*
* This library is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
* Library General Public License for more details.
*
* You should have received a copy of the GNU Library General Public
* License along with this library; if not, write to the Free
* Software Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
*/
/*
* $Log: pb.c,v $
* Revision 1.14 1997/11/13 02:16:48 brianp
* added lambda array, initialized to zeros
*
* Revision 1.13 1997/07/24 01:24:11 brianp
* changed precompiled header symbol from PCH to PC_HEADER
*
* Revision 1.12 1997/05/28 03:26:02 brianp
* added precompiled header (PCH) support
*
* Revision 1.11 1997/05/09 22:40:19 brianp
* added gl_alloc_pb()
*
* Revision 1.10 1997/05/03 00:51:30 brianp
* new texturing function call: gl_texture_pixels()
*
* Revision 1.9 1997/05/01 02:10:33 brianp
* removed manually unrolled loop to stop Purify uninitialized memory read
*
* Revision 1.8 1997/04/16 23:54:11 brianp
* do per-pixel fog if texturing is enabled
*
* Revision 1.7 1997/02/09 19:53:43 brianp
* now use TEXTURE_xD enable constants
*
* Revision 1.6 1997/02/09 18:43:14 brianp
* added GL_EXT_texture3D support
*
* Revision 1.5 1997/02/03 20:30:54 brianp
* added a few DEFARRAY macros for BeOS
*
* Revision 1.4 1997/01/28 22:17:44 brianp
* new RGBA mode logic op support
*
* Revision 1.3 1996/09/25 03:21:10 brianp
* added NO_DRAW_BIT support
*
* Revision 1.2 1996/09/15 14:18:37 brianp
* now use GLframebuffer and GLvisual
*
* Revision 1.1 1996/09/13 01:38:16 brianp
* Initial revision
*
*/
/*
* Pixel buffer:
*
* As fragments are produced (by point, line, and bitmap drawing) they
* are accumlated in a buffer. When the buffer is full or has to be
* flushed (glEnd), we apply all enabled rasterization functions to the
* pixels and write the results to the display buffer. The goal is to
* maximize the number of pixels processed inside loops and to minimize
* the number of function calls.
*/
#ifdef PC_HEADER
#include "all.h"
#else
#include <stdlib.h>
#include <string.h>
#include "alpha.h"
#include "alphabuf.h"
#include "blend.h"
#include "depth.h"
#include "fog.h"
#include "logic.h"
#include "macros.h"
#include "masking.h"
#include "pb.h"
#include "scissor.h"
#include "stencil.h"
#include "texture.h"
#include "types.h"
#endif
/*
* Allocate and initialize a new pixel buffer structure.
*/
struct pixel_buffer *gl_alloc_pb(void)
{
struct pixel_buffer *pb;
pb = (struct pixel_buffer *) calloc(sizeof(struct pixel_buffer), 1);
if (pb) {
int i;
/* set non-zero fields */
pb->primitive = GL_BITMAP;
/* Set all lambda values to 0.0 since we don't do mipmapping for
* points or lines and want to use the level 0 texture image.
*/
for (i=0; i<PB_SIZE; i++) {
pb->lambda[i] = 0.0;
}
}
return pb;
}
/*
* When the pixel buffer is full, or needs to be flushed, call this
* function. All the pixels in the pixel buffer will be subjected
* to texturing, scissoring, stippling, alpha testing, stenciling,
* depth testing, blending, and finally written to the frame buffer.
*/
void gl_flush_pb( GLcontext *ctx )
{
struct pixel_buffer* PB = ctx->PB;
DEFARRAY(GLubyte,mask,PB_SIZE);
DEFARRAY(GLubyte, rsave, PB_SIZE);
DEFARRAY(GLubyte, gsave, PB_SIZE);
DEFARRAY(GLubyte, bsave, PB_SIZE);
DEFARRAY(GLubyte, asave, PB_SIZE);
if (PB->count==0) goto CleanUp;
/* initialize mask array and clip pixels simultaneously */
{
GLint xmin = ctx->Buffer->Xmin;
GLint xmax = ctx->Buffer->Xmax;
GLint ymin = ctx->Buffer->Ymin;
GLint ymax = ctx->Buffer->Ymax;
GLint *x = PB->x;
GLint *y = PB->y;
GLuint i, n = PB->count;
for (i=0;i<n;i++) {
mask[i] = (x[i]>=xmin) & (x[i]<=xmax) & (y[i]>=ymin) & (y[i]<=ymax);
}
}
if (ctx->Visual->RGBAflag) {
/* RGBA COLOR PIXELS */
if (PB->mono && ctx->MutablePixels) {
/* Copy flat color to all pixels */
MEMSET( PB->r, PB->color[0], PB->count );
MEMSET( PB->g, PB->color[1], PB->count );
MEMSET( PB->b, PB->color[2], PB->count );
MEMSET( PB->a, PB->color[3], PB->count );
}
/* If each pixel can be of a different color... */
if (ctx->MutablePixels || !PB->mono) {
if (ctx->Texture.Enabled) {
/* TODO: need texture lambda valus */
gl_texture_pixels( ctx, PB->count, PB->s, PB->t, PB->u,
PB->lambda, PB->r, PB->g, PB->b, PB->a);
}
if (ctx->Fog.Enabled
&& (ctx->Hint.Fog==GL_NICEST || PB->primitive==GL_BITMAP
|| ctx->Texture.Enabled)) {
gl_fog_color_pixels( ctx, PB->count, PB->z,
PB->r, PB->g, PB->b, PB->a );
}
/* Scissoring already done above */
if (ctx->Color.AlphaEnabled) {
if (gl_alpha_test( ctx, PB->count, PB->a, mask )==0) {
goto CleanUp;
}
}
if (ctx->Stencil.Enabled) {
/* first stencil test */
if (gl_stencil_pixels( ctx, PB->count, PB->x, PB->y, mask )==0) {
goto CleanUp;
}
/* depth buffering w/ stencil */
gl_depth_stencil_pixels( ctx, PB->count, PB->x, PB->y, PB->z, mask );
}
else if (ctx->Depth.Test) {
/* regular depth testing */
(*ctx->Driver.DepthTestPixels)( ctx, PB->count, PB->x, PB->y, PB->z, mask );
}
if (ctx->RasterMask & NO_DRAW_BIT) {
goto CleanUp;
}
if (ctx->RasterMask & FRONT_AND_BACK_BIT) {
/* make a copy of the colors */
MEMCPY( rsave, PB->r, PB->count * sizeof(GLubyte) );
MEMCPY( gsave, PB->r, PB->count * sizeof(GLubyte) );
MEMCPY( bsave, PB->r, PB->count * sizeof(GLubyte) );
MEMCPY( asave, PB->r, PB->count * sizeof(GLubyte) );
}
if (ctx->Color.SWLogicOpEnabled) {
gl_logicop_rgba_pixels( ctx, PB->count, PB->x, PB->y,
PB->r, PB->g, PB->b, PB->a, mask);
}
else if (ctx->Color.BlendEnabled) {
gl_blend_pixels( ctx, PB->count, PB->x, PB->y,
PB->r, PB->g, PB->b, PB->a, mask);
}
if (ctx->Color.SWmasking) {
gl_mask_color_pixels( ctx, PB->count, PB->x, PB->y,
PB->r, PB->g, PB->b, PB->a, mask );
}
/* write pixels */
(*ctx->Driver.WriteColorPixels)( ctx, PB->count, PB->x, PB->y,
PB->r, PB->g, PB->b, PB->a, mask );
if (ctx->RasterMask & ALPHABUF_BIT) {
gl_write_alpha_pixels( ctx, PB->count, PB->x, PB->y, PB->a, mask );
}
if (ctx->RasterMask & FRONT_AND_BACK_BIT) {
/*** Also draw to back buffer ***/
(*ctx->Driver.SetBuffer)( ctx, GL_BACK );
if (ctx->Color.SWLogicOpEnabled) {
gl_logicop_rgba_pixels( ctx, PB->count, PB->x, PB->y,
PB->r, PB->g, PB->b, PB->a, mask);
}
else if (ctx->Color.BlendEnabled) {
gl_blend_pixels( ctx, PB->count, PB->x, PB->y,
rsave, gsave, bsave, asave, mask );
}
if (ctx->Color.SWmasking) {
gl_mask_color_pixels( ctx, PB->count, PB->x, PB->y,
rsave, gsave, bsave, asave, mask);
}
(*ctx->Driver.WriteColorPixels)( ctx, PB->count, PB->x, PB->y,
rsave, gsave, bsave, asave, mask);
if (ctx->RasterMask & ALPHABUF_BIT) {
ctx->Buffer->Alpha = ctx->Buffer->BackAlpha;
gl_write_alpha_pixels( ctx, PB->count, PB->x, PB->y,
asave, mask );
ctx->Buffer->Alpha = ctx->Buffer->FrontAlpha;
}
(*ctx->Driver.SetBuffer)( ctx, GL_FRONT );
/*** ALL DONE ***/
}
}
else {
/* Same color for all pixels */
/* Scissoring already done above */
if (ctx->Color.AlphaEnabled) {
if (gl_alpha_test( ctx, PB->count, PB->a, mask )==0) {
goto CleanUp;
}
}
if (ctx->Stencil.Enabled) {
/* first stencil test */
if (gl_stencil_pixels( ctx, PB->count, PB->x, PB->y, mask )==0) {
goto CleanUp;
}
/* depth buffering w/ stencil */
gl_depth_stencil_pixels( ctx, PB->count, PB->x, PB->y, PB->z, mask );
}
else if (ctx->Depth.Test) {
/* regular depth testing */
(*ctx->Driver.DepthTestPixels)( ctx, PB->count, PB->x, PB->y, PB->z, mask );
}
if (ctx->RasterMask & NO_DRAW_BIT) {
goto CleanUp;
}
/* write pixels */
{
GLubyte red, green, blue, alpha;
red = PB->color[0];
green = PB->color[1];
blue = PB->color[2];
alpha = PB->color[3];
(*ctx->Driver.Color)( ctx, red, green, blue, alpha );
}
(*ctx->Driver.WriteMonocolorPixels)( ctx, PB->count, PB->x, PB->y, mask );
if (ctx->RasterMask & ALPHABUF_BIT) {
gl_write_mono_alpha_pixels( ctx, PB->count, PB->x, PB->y,
PB->color[3], mask );
}
if (ctx->RasterMask & FRONT_AND_BACK_BIT) {
/*** Also render to back buffer ***/
(*ctx->Driver.SetBuffer)( ctx, GL_BACK );
(*ctx->Driver.WriteMonocolorPixels)( ctx, PB->count, PB->x, PB->y, mask );
if (ctx->RasterMask & ALPHABUF_BIT) {
ctx->Buffer->Alpha = ctx->Buffer->BackAlpha;
gl_write_mono_alpha_pixels( ctx, PB->count, PB->x, PB->y,
PB->color[3], mask );
ctx->Buffer->Alpha = ctx->Buffer->FrontAlpha;
}
(*ctx->Driver.SetBuffer)( ctx, GL_FRONT );
}
/*** ALL DONE ***/
}
}
else {
/* COLOR INDEX PIXELS */
/* If we may be writting pixels with different indexes... */
if (PB->mono && ctx->MutablePixels) {
/* copy index to all pixels */
GLuint n = PB->count, indx = PB->index;
GLuint *pbindex = PB->i;
do {
*pbindex++ = indx;
n--;
} while (n);
}
if (ctx->MutablePixels || !PB->mono) {
/* Pixel color index may be modified */
GLuint isave[PB_SIZE];
if (ctx->Fog.Enabled
&& (ctx->Hint.Fog==GL_NICEST || PB->primitive==GL_BITMAP)) {
gl_fog_index_pixels( ctx, PB->count, PB->z, PB->i );
}
/* Scissoring already done above */
if (ctx->Stencil.Enabled) {
/* first stencil test */
if (gl_stencil_pixels( ctx, PB->count, PB->x, PB->y, mask )==0) {
goto CleanUp;
}
/* depth buffering w/ stencil */
gl_depth_stencil_pixels( ctx, PB->count, PB->x, PB->y, PB->z, mask );
}
else if (ctx->Depth.Test) {
/* regular depth testing */
(*ctx->Driver.DepthTestPixels)( ctx, PB->count, PB->x, PB->y, PB->z, mask );
}
if (ctx->RasterMask & NO_DRAW_BIT) {
goto CleanUp;
}
if (ctx->RasterMask & FRONT_AND_BACK_BIT) {
/* make a copy of the indexes */
MEMCPY( isave, PB->i, PB->count * sizeof(GLuint) );
}
if (ctx->Color.SWLogicOpEnabled) {
gl_logicop_ci_pixels( ctx, PB->count, PB->x, PB->y, PB->i, mask );
}
if (ctx->Color.SWmasking) {
gl_mask_index_pixels( ctx, PB->count, PB->x, PB->y, PB->i, mask );
}
/* write pixels */
(*ctx->Driver.WriteIndexPixels)( ctx, PB->count, PB->x, PB->y,
PB->i, mask );
if (ctx->RasterMask & FRONT_AND_BACK_BIT) {
/*** Also write to back buffer ***/
(*ctx->Driver.SetBuffer)( ctx, GL_BACK );
MEMCPY( PB->i, isave, PB->count * sizeof(GLuint) );
if (ctx->Color.SWLogicOpEnabled) {
gl_logicop_ci_pixels( ctx, PB->count, PB->x, PB->y, PB->i, mask );
}
if (ctx->Color.SWmasking) {
gl_mask_index_pixels( ctx, PB->count, PB->x, PB->y,
PB->i, mask );
}
(*ctx->Driver.WriteIndexPixels)( ctx, PB->count, PB->x, PB->y,
PB->i, mask );
(*ctx->Driver.SetBuffer)( ctx, GL_FRONT );
}
/*** ALL DONE ***/
}
else {
/* Same color index for all pixels */
/* Scissoring already done above */
if (ctx->Stencil.Enabled) {
/* first stencil test */
if (gl_stencil_pixels( ctx, PB->count, PB->x, PB->y, mask )==0) {
goto CleanUp;
}
/* depth buffering w/ stencil */
gl_depth_stencil_pixels( ctx, PB->count, PB->x, PB->y, PB->z, mask );
}
else if (ctx->Depth.Test) {
/* regular depth testing */
(*ctx->Driver.DepthTestPixels)( ctx, PB->count, PB->x, PB->y, PB->z, mask );
}
if (ctx->RasterMask & NO_DRAW_BIT) {
goto CleanUp;
}
/* write pixels */
(*ctx->Driver.Index)( ctx, PB->index );
(*ctx->Driver.WriteMonoindexPixels)( ctx, PB->count, PB->x, PB->y, mask );
if (ctx->RasterMask & FRONT_AND_BACK_BIT) {
/*** Also write to back buffer ***/
(*ctx->Driver.SetBuffer)( ctx, GL_BACK );
(*ctx->Driver.WriteMonoindexPixels)( ctx, PB->count, PB->x, PB->y, mask );
(*ctx->Driver.SetBuffer)( ctx, GL_FRONT );
}
/*** ALL DONE ***/
}
}
CleanUp:
PB->count = 0;
UNDEFARRAY(mask);
UNDEFARRAY(rsave);
UNDEFARRAY(gsave);
UNDEFARRAY(bsave);
UNDEFARRAY(asave);
}