reactos/dll/opengl/mesa/swrast/s_lines.c

219 lines
5.8 KiB
C

/*
* 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 <precomp.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"
#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);
if (ctx->RenderMode == GL_RENDER) {
if (ctx->Line.SmoothFlag) {
/* antialiased lines */
_swrast_choose_aa_line_function(ctx);
ASSERT(swrast->Line);
}
else if (ctx->Texture._EnabledCoord
|| swrast->_FogEnabled) {
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);
}
}