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* Create main headers for MESA components and move some inclusions to them. CORE-7716 svn path=/trunk/; revision=61521
257 lines
7.4 KiB
C
257 lines
7.4 KiB
C
/*
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* Mesa 3-D graphics library
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* Version: 7.1
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*
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* Copyright (C) 1999-2007 Brian Paul All Rights Reserved.
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*
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* Permission is hereby granted, free of charge, to any person obtaining a
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* copy of this software and associated documentation files (the "Software"),
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* to deal in the Software without restriction, including without limitation
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* the rights to use, copy, modify, merge, publish, distribute, sublicense,
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* and/or sell copies of the Software, and to permit persons to whom the
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* Software is furnished to do so, subject to the following conditions:
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*
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* The above copyright notice and this permission notice shall be included
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* in all copies or substantial portions of the Software.
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*
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* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS
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* OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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* FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL
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* BRIAN PAUL BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN
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* AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN
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* CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
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*/
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#include <precomp.h>
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/*
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* Init the mask[] array to implement a line stipple.
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*/
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static void
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compute_stipple_mask( struct gl_context *ctx, GLuint len, GLubyte mask[] )
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{
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SWcontext *swrast = SWRAST_CONTEXT(ctx);
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GLuint i;
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for (i = 0; i < len; i++) {
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GLuint bit = (swrast->StippleCounter / ctx->Line.StippleFactor) & 0xf;
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if ((1 << bit) & ctx->Line.StipplePattern) {
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mask[i] = GL_TRUE;
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}
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else {
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mask[i] = GL_FALSE;
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}
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swrast->StippleCounter++;
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}
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}
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/*
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* To draw a wide line we can simply redraw the span N times, side by side.
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*/
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static void
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draw_wide_line( struct gl_context *ctx, SWspan *span, GLboolean xMajor )
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{
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const GLint width = (GLint) CLAMP(ctx->Line.Width,
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ctx->Const.MinLineWidth,
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ctx->Const.MaxLineWidth);
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GLint start;
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ASSERT(span->end < MAX_WIDTH);
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if (width & 1)
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start = width / 2;
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else
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start = width / 2 - 1;
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if (xMajor) {
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GLint *y = span->array->y;
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GLuint i;
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GLint w;
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for (w = 0; w < width; w++) {
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if (w == 0) {
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for (i = 0; i < span->end; i++)
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y[i] -= start;
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}
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else {
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for (i = 0; i < span->end; i++)
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y[i]++;
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}
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_swrast_write_rgba_span(ctx, span);
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}
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}
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else {
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GLint *x = span->array->x;
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GLuint i;
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GLint w;
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for (w = 0; w < width; w++) {
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if (w == 0) {
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for (i = 0; i < span->end; i++)
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x[i] -= start;
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}
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else {
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for (i = 0; i < span->end; i++)
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x[i]++;
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}
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_swrast_write_rgba_span(ctx, span);
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}
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}
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}
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/**********************************************************************/
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/***** Rasterization *****/
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/**********************************************************************/
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/* Simple RGBA index line (no stipple, width=1, no Z, no fog, no tex)*/
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#define NAME simple_no_z_rgba_line
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#define INTERP_RGBA
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#define RENDER_SPAN(span) _swrast_write_rgba_span(ctx, &span);
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#include "s_linetemp.h"
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/* Z, fog, wide, stipple RGBA line */
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#define NAME rgba_line
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#define INTERP_RGBA
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#define INTERP_Z
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#define RENDER_SPAN(span) \
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if (ctx->Line.StippleFlag) { \
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span.arrayMask |= SPAN_MASK; \
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compute_stipple_mask(ctx, span.end, span.array->mask); \
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} \
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if (ctx->Line.Width > 1.0) { \
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draw_wide_line(ctx, &span, (GLboolean)(dx > dy)); \
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} \
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else { \
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_swrast_write_rgba_span(ctx, &span); \
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}
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#include "s_linetemp.h"
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/* General-purpose line (any/all features). */
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#define NAME general_line
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#define INTERP_RGBA
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#define INTERP_Z
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#define INTERP_ATTRIBS
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#define RENDER_SPAN(span) \
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if (ctx->Line.StippleFlag) { \
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span.arrayMask |= SPAN_MASK; \
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compute_stipple_mask(ctx, span.end, span.array->mask); \
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} \
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if (ctx->Line.Width > 1.0) { \
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draw_wide_line(ctx, &span, (GLboolean)(dx > dy)); \
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} \
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else { \
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_swrast_write_rgba_span(ctx, &span); \
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}
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#include "s_linetemp.h"
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void
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_swrast_add_spec_terms_line(struct gl_context *ctx,
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const SWvertex *v0, const SWvertex *v1)
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{
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SWvertex *ncv0 = (SWvertex *)v0;
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SWvertex *ncv1 = (SWvertex *)v1;
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GLfloat rSum, gSum, bSum;
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GLchan cSave[2][4];
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/* save original colors */
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COPY_CHAN4(cSave[0], ncv0->color);
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COPY_CHAN4(cSave[1], ncv1->color);
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/* sum v0 */
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rSum = CHAN_TO_FLOAT(ncv0->color[0]) + ncv0->attrib[FRAG_ATTRIB_COL1][0];
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gSum = CHAN_TO_FLOAT(ncv0->color[1]) + ncv0->attrib[FRAG_ATTRIB_COL1][1];
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bSum = CHAN_TO_FLOAT(ncv0->color[2]) + ncv0->attrib[FRAG_ATTRIB_COL1][2];
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UNCLAMPED_FLOAT_TO_CHAN(ncv0->color[0], rSum);
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UNCLAMPED_FLOAT_TO_CHAN(ncv0->color[1], gSum);
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UNCLAMPED_FLOAT_TO_CHAN(ncv0->color[2], bSum);
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/* sum v1 */
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rSum = CHAN_TO_FLOAT(ncv1->color[0]) + ncv1->attrib[FRAG_ATTRIB_COL1][0];
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gSum = CHAN_TO_FLOAT(ncv1->color[1]) + ncv1->attrib[FRAG_ATTRIB_COL1][1];
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bSum = CHAN_TO_FLOAT(ncv1->color[2]) + ncv1->attrib[FRAG_ATTRIB_COL1][2];
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UNCLAMPED_FLOAT_TO_CHAN(ncv1->color[0], rSum);
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UNCLAMPED_FLOAT_TO_CHAN(ncv1->color[1], gSum);
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UNCLAMPED_FLOAT_TO_CHAN(ncv1->color[2], bSum);
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/* draw */
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SWRAST_CONTEXT(ctx)->SpecLine( ctx, ncv0, ncv1 );
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/* restore original colors */
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COPY_CHAN4( ncv0->attrib[FRAG_ATTRIB_COL0], cSave[0] );
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COPY_CHAN4( ncv1->attrib[FRAG_ATTRIB_COL0], cSave[1] );
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}
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#ifdef DEBUG
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/* record the current line function name */
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static const char *lineFuncName = NULL;
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#define USE(lineFunc) \
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do { \
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lineFuncName = #lineFunc; \
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/*printf("%s\n", lineFuncName);*/ \
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swrast->Line = lineFunc; \
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} while (0)
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#else
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#define USE(lineFunc) swrast->Line = lineFunc
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#endif
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/**
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* Determine which line drawing function to use given the current
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* rendering context.
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*
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* Please update the summary flag _SWRAST_NEW_LINE if you add or remove
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* tests to this code.
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*/
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void
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_swrast_choose_line( struct gl_context *ctx )
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{
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SWcontext *swrast = SWRAST_CONTEXT(ctx);
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GLboolean specular = (ctx->Fog.ColorSumEnabled ||
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(ctx->Light.Enabled &&
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ctx->Light.Model.ColorControl == GL_SEPARATE_SPECULAR_COLOR));
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if (ctx->RenderMode == GL_RENDER) {
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if (ctx->Line.SmoothFlag) {
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/* antialiased lines */
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_swrast_choose_aa_line_function(ctx);
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ASSERT(swrast->Line);
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}
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else if (ctx->Texture._EnabledCoord
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|| swrast->_FogEnabled
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|| specular) {
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USE(general_line);
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}
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else if (ctx->Depth.Test
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|| ctx->Line.Width != 1.0
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|| ctx->Line.StippleFlag) {
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/* no texture, but Z, fog, width>1, stipple, etc. */
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#if CHAN_BITS == 32
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USE(general_line);
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#else
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USE(rgba_line);
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#endif
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}
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else {
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ASSERT(!ctx->Depth.Test);
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ASSERT(ctx->Line.Width == 1.0);
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/* simple lines */
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USE(simple_no_z_rgba_line);
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}
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}
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else if (ctx->RenderMode == GL_FEEDBACK) {
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USE(_swrast_feedback_line);
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}
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else {
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ASSERT(ctx->RenderMode == GL_SELECT);
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USE(_swrast_select_line);
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}
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}
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