Overhaul of line drawing template code. Make better use of sw_span mechanism.

This commit is contained in:
Brian Paul
2002-11-14 03:48:03 +00:00
parent 4839824587
commit 22a47c5251
4 changed files with 416 additions and 1375 deletions

View File

@@ -1,8 +1,8 @@
/* $Id: osmesa.c,v 1.97 2002/11/13 16:57:44 brianp Exp $ */
/* $Id: osmesa.c,v 1.98 2002/11/14 03:48:03 brianp Exp $ */
/*
* Mesa 3-D graphics library
* Version: 5.0
* Version: 5.1
*
* Copyright (C) 1999-2002 Brian Paul All Rights Reserved.
*
@@ -393,14 +393,12 @@ do { \
/*
* Draw a flat-shaded, RGB line into an osmesa buffer.
*/
static void
flat_rgba_line( GLcontext *ctx, const SWvertex *vert0, const SWvertex *vert1 )
{
const OSMesaContext osmesa = OSMESA_CONTEXT(ctx);
#define NAME flat_rgba_line
#define CLIP_HACK 1
#define SETUP_CODE \
const OSMesaContext osmesa = OSMESA_CONTEXT(ctx); \
const GLchan *color = vert1->color;
#define INTERP_XY 1
#define CLIP_HACK 1
#define PLOT(X, Y) \
do { \
GLchan *p = PIXELADDR4(X, Y); \
@@ -412,22 +410,20 @@ do { \
#else
#include "swrast/s_linetemp.h"
#endif
}
/*
* Draw a flat-shaded, Z-less, RGB line into an osmesa buffer.
*/
static void
flat_rgba_z_line(GLcontext *ctx, const SWvertex *vert0, const SWvertex *vert1)
{
const OSMesaContext osmesa = OSMESA_CONTEXT(ctx);
const GLchan *color = vert1->color;
#define INTERP_XY 1
#define NAME flat_rgba_z_line
#define CLIP_HACK 1
#define INTERP_Z 1
#define DEPTH_TYPE DEFAULT_SOFTWARE_DEPTH_TYPE
#define CLIP_HACK 1
#define SETUP_CODE \
const OSMesaContext osmesa = OSMESA_CONTEXT(ctx); \
const GLchan *color = vert1->color;
#define PLOT(X, Y) \
do { \
if (Z < *zPtr) { \
@@ -438,167 +434,13 @@ do { \
} \
} while (0)
#ifdef WIN32
#include "..\swrast\s_linetemp.h"
#else
#include "swrast/s_linetemp.h"
#endif
}
/*
* Draw a flat-shaded, alpha-blended, RGB line into an osmesa buffer.
* XXX update for GLchan
*/
static void
flat_blend_rgba_line( GLcontext *ctx,
const SWvertex *vert0, const SWvertex *vert1 )
{
const OSMesaContext osmesa = OSMESA_CONTEXT(ctx);
const GLint rshift = osmesa->rshift;
const GLint gshift = osmesa->gshift;
const GLint bshift = osmesa->bshift;
const GLint avalue = vert0->color[3];
const GLint msavalue = CHAN_MAX - avalue;
const GLint rvalue = vert1->color[0]*avalue;
const GLint gvalue = vert1->color[1]*avalue;
const GLint bvalue = vert1->color[2]*avalue;
#define INTERP_XY 1
#define CLIP_HACK 1
#define PLOT(X,Y) \
{ GLuint *ptr4 = (GLuint *) PIXELADDR4(X, Y); \
GLuint pixel = 0; \
pixel |=((((((*ptr4) >> rshift) & 0xff)*msavalue+rvalue)>>8) << rshift);\
pixel |=((((((*ptr4) >> gshift) & 0xff)*msavalue+gvalue)>>8) << gshift);\
pixel |=((((((*ptr4) >> bshift) & 0xff)*msavalue+bvalue)>>8) << bshift);\
*ptr4 = pixel; \
}
#if 0 /* XXX use this in the future */
#define PLOT(X,Y) \
{ \
GLchan *pixel = (GLchan *) PIXELADDR4(X, Y); \
pixel[rInd] = (pixel[rInd] * msavalue + rvalue) >> CHAN_BITS; \
pixel[gInd] = (pixel[gInd] * msavalue + gvalue) >> CHAN_BITS; \
pixel[bInd] = (pixel[bInd] * msavalue + bvalue) >> CHAN_BITS; \
pixel[aInd] = (pixel[aInd] * msavalue + avalue) >> CHAN_BITS; \
}
#endif
#ifdef WIN32
#include "..\swrast\s_linetemp.h"
#else
#include "swrast/s_linetemp.h"
#endif
}
/*
* Draw a flat-shaded, Z-less, alpha-blended, RGB line into an osmesa buffer.
* But don't write to Z buffer.
* XXX update for GLchan
*/
static void
flat_blend_rgba_z_line( GLcontext *ctx,
const SWvertex *vert0, const SWvertex *vert1 )
{
const OSMesaContext osmesa = OSMESA_CONTEXT(ctx);
const GLint rshift = osmesa->rshift;
const GLint gshift = osmesa->gshift;
const GLint bshift = osmesa->bshift;
const GLint avalue = vert0->color[3];
const GLint msavalue = 256 - avalue;
const GLint rvalue = vert1->color[0]*avalue;
const GLint gvalue = vert1->color[1]*avalue;
const GLint bvalue = vert1->color[2]*avalue;
#define INTERP_XY 1
#define INTERP_Z 1
#define DEPTH_TYPE DEFAULT_SOFTWARE_DEPTH_TYPE
#define CLIP_HACK 1
#define PLOT(X,Y) \
if (Z < *zPtr) { \
GLuint *ptr4 = (GLuint *) PIXELADDR4(X, Y); \
GLuint pixel = 0; \
pixel |=((((((*ptr4) >> rshift) & 0xff)*msavalue+rvalue)>>8) << rshift); \
pixel |=((((((*ptr4) >> gshift) & 0xff)*msavalue+gvalue)>>8) << gshift); \
pixel |=((((((*ptr4) >> bshift) & 0xff)*msavalue+bvalue)>>8) << bshift); \
*ptr4 = pixel; \
}
#if 0 /* XXX use this in the future */
#define PLOT(X,Y) \
if (Z < *zPtr) { \
GLchan *pixel = (GLchan *) PIXELADDR4(X, Y); \
pixel[rInd] = (pixel[rInd] * msavalue + rvalue) >> CHAN_BITS; \
pixel[gInd] = (pixel[gInd] * msavalue + gvalue) >> CHAN_BITS; \
pixel[bInd] = (pixel[bInd] * msavalue + bvalue) >> CHAN_BITS; \
pixel[aInd] = (pixel[aInd] * msavalue + avalue) >> CHAN_BITS; \
}
#endif
#ifdef WIN32
#include "..\swrast\s_linetemp.h"
#else
#include "swrast/s_linetemp.h"
#endif
}
/*
* Draw a flat-shaded, Z-less, alpha-blended, RGB line into an osmesa buffer.
* XXX update for GLchan
*/
static void
flat_blend_rgba_z_line_write( GLcontext *ctx,
const SWvertex *vert0, const SWvertex *vert1 )
{
const OSMesaContext osmesa = OSMESA_CONTEXT(ctx);
const GLint rshift = osmesa->rshift;
const GLint gshift = osmesa->gshift;
const GLint bshift = osmesa->bshift;
const GLint avalue = vert0->color[3];
const GLint msavalue = 256 - avalue;
const GLint rvalue = vert1->color[0]*avalue;
const GLint gvalue = vert1->color[1]*avalue;
const GLint bvalue = vert1->color[2]*avalue;
#define INTERP_XY 1
#define INTERP_Z 1
#define DEPTH_TYPE DEFAULT_SOFTWARE_DEPTH_TYPE
#define CLIP_HACK 1
#define PLOT(X,Y) \
if (Z < *zPtr) { \
GLuint *ptr4 = (GLuint *) PIXELADDR4(X, Y); \
GLuint pixel = 0; \
pixel |=((((((*ptr4) >> rshift) & 0xff)*msavalue+rvalue)>>8) << rshift); \
pixel |=((((((*ptr4) >> gshift) & 0xff)*msavalue+gvalue)>>8) << gshift); \
pixel |=((((((*ptr4) >> bshift) & 0xff)*msavalue+bvalue)>>8) << bshift); \
*ptr4 = pixel; \
*zPtr = Z; \
}
#if 0 /* XXX use this in the future */
#define PLOT(X,Y) \
if (Z < *zPtr) { \
GLchan *pixel = (GLchan *) PIXELADDR4(X, Y); \
pixel[rInd] = (pixel[rInd] * msavalue + rvalue) >> CHAN_BITS; \
pixel[gInd] = (pixel[gInd] * msavalue + gvalue) >> CHAN_BITS; \
pixel[bInd] = (pixel[bInd] * msavalue + bvalue) >> CHAN_BITS; \
pixel[aInd] = (pixel[aInd] * msavalue + avalue) >> CHAN_BITS; \
*zPtr = Z; \
}
#endif
#ifdef WIN32
#include "..\swrast\s_linetemp.h"
#else
#include "swrast/s_linetemp.h"
#endif
}
/*
* Analyze context state to see if we can provide a fast line drawing
@@ -633,39 +475,6 @@ osmesa_choose_line_function( GLcontext *ctx )
return (swrast_line_func) flat_rgba_line;
}
if (swrast->_RasterMask==(DEPTH_BIT|BLEND_BIT)
&& ctx->Depth.Func==GL_LESS
&& ctx->Depth.Mask==GL_TRUE
&& ctx->Visual.depthBits == DEFAULT_SOFTWARE_DEPTH_BITS
&& ctx->Color.BlendSrcRGB==GL_SRC_ALPHA
&& ctx->Color.BlendDstRGB==GL_ONE_MINUS_SRC_ALPHA
&& ctx->Color.BlendSrcA==GL_SRC_ALPHA
&& ctx->Color.BlendDstA==GL_ONE_MINUS_SRC_ALPHA
&& ctx->Color.BlendEquation==GL_FUNC_ADD_EXT) {
return (swrast_line_func) flat_blend_rgba_z_line_write;
}
if (swrast->_RasterMask==(DEPTH_BIT|BLEND_BIT)
&& ctx->Depth.Func==GL_LESS
&& ctx->Depth.Mask==GL_FALSE
&& ctx->Visual.depthBits == DEFAULT_SOFTWARE_DEPTH_BITS
&& ctx->Color.BlendSrcRGB==GL_SRC_ALPHA
&& ctx->Color.BlendDstRGB==GL_ONE_MINUS_SRC_ALPHA
&& ctx->Color.BlendSrcA==GL_SRC_ALPHA
&& ctx->Color.BlendDstA==GL_ONE_MINUS_SRC_ALPHA
&& ctx->Color.BlendEquation==GL_FUNC_ADD_EXT) {
return (swrast_line_func) flat_blend_rgba_z_line;
}
if (swrast->_RasterMask==BLEND_BIT
&& ctx->Color.BlendSrcRGB==GL_SRC_ALPHA
&& ctx->Color.BlendDstRGB==GL_ONE_MINUS_SRC_ALPHA
&& ctx->Color.BlendSrcA==GL_SRC_ALPHA
&& ctx->Color.BlendDstA==GL_ONE_MINUS_SRC_ALPHA
&& ctx->Color.BlendEquation==GL_FUNC_ADD_EXT) {
return (swrast_line_func) flat_blend_rgba_line;
}
return (swrast_line_func) NULL;
}

View File

@@ -1,10 +1,10 @@
/* $Id: xm_line.c,v 1.20 2002/06/15 03:03:10 brianp Exp $ */
/* $Id: xm_line.c,v 1.21 2002/11/14 03:48:03 brianp Exp $ */
/*
* Mesa 3-D graphics library
* Version: 3.5
* Version: 5.1
*
* Copyright (C) 1999-2000 Brian Paul All Rights Reserved.
* Copyright (C) 1999-2002 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"),
@@ -123,73 +123,60 @@ void xmesa_choose_point( GLcontext *ctx )
/*
* Draw a flat-shaded, PF_TRUECOLOR line into an XImage.
*/
static void flat_TRUECOLOR_line( GLcontext *ctx,
const SWvertex *vert0, const SWvertex *vert1 )
{
XMesaContext xmesa = (XMesaContext) ctx->DriverCtx;
const GLubyte *color = vert1->color;
XMesaImage *img = xmesa->xm_buffer->backimage;
unsigned long pixel;
#define NAME flat_TRUECOLOR_line
#define SETUP_CODE \
XMesaContext xmesa = (XMesaContext) ctx->DriverCtx; \
const GLubyte *color = vert1->color; \
XMesaImage *img = xmesa->xm_buffer->backimage; \
unsigned long pixel; \
PACK_TRUECOLOR( pixel, color[0], color[1], color[2] );
#define INTERP_XY 1
#define CLIP_HACK 1
#define PLOT(X,Y) XMesaPutPixel( img, X, FLIP(xmesa->xm_buffer, Y), pixel );
#include "swrast/s_linetemp.h"
}
/*
* Draw a flat-shaded, PF_8A8B8G8R line into an XImage.
*/
static void flat_8A8B8G8R_line( GLcontext *ctx,
const SWvertex *vert0, const SWvertex *vert1 )
{
XMesaContext xmesa = (XMesaContext) ctx->DriverCtx;
const GLubyte *color = vert1->color;
#define NAME flat_8A8B8G8R_line
#define SETUP_CODE \
XMesaContext xmesa = (XMesaContext) ctx->DriverCtx; \
const GLubyte *color = vert1->color; \
GLuint pixel = PACK_8B8G8R( color[0], color[1], color[2] );
#define PIXEL_TYPE GLuint
#define BYTES_PER_ROW (xmesa->xm_buffer->backimage->bytes_per_line)
#define PIXEL_ADDRESS(X,Y) PIXELADDR4(xmesa->xm_buffer,X,Y)
#define CLIP_HACK 1
#define PLOT(X,Y) *pixelPtr = pixel;
#include "swrast/s_linetemp.h"
}
/*
* Draw a flat-shaded, PF_8R8G8B line into an XImage.
*/
static void flat_8R8G8B_line( GLcontext *ctx,
const SWvertex *vert0, const SWvertex *vert1 )
{
XMesaContext xmesa = (XMesaContext) ctx->DriverCtx;
const GLubyte *color = vert1->color;
#define NAME flat_8R8G8B_line
#define SETUP_CODE \
XMesaContext xmesa = (XMesaContext) ctx->DriverCtx; \
const GLubyte *color = vert1->color; \
GLuint pixel = PACK_8R8G8B( color[0], color[1], color[2] );
#define PIXEL_TYPE GLuint
#define BYTES_PER_ROW (xmesa->xm_buffer->backimage->bytes_per_line)
#define PIXEL_ADDRESS(X,Y) PIXELADDR4(xmesa->xm_buffer,X,Y)
#define CLIP_HACK 1
#define PLOT(X,Y) *pixelPtr = pixel;
#include "swrast/s_linetemp.h"
}
/*
* Draw a flat-shaded, PF_8R8G8B24 line into an XImage.
*/
static void flat_8R8G8B24_line( GLcontext *ctx,
const SWvertex *vert0, const SWvertex *vert1 )
{
XMesaContext xmesa = (XMesaContext) ctx->DriverCtx;
#define NAME flat_8R8G8B24_line
#define SETUP_CODE \
XMesaContext xmesa = (XMesaContext) ctx->DriverCtx; \
const GLubyte *color = vert1->color;
#define PIXEL_TYPE bgr_t
#define BYTES_PER_ROW (xmesa->xm_buffer->backimage->bytes_per_line)
#define PIXEL_ADDRESS(X,Y) PIXELADDR3(xmesa->xm_buffer,X,Y)
@@ -199,130 +186,109 @@ static void flat_8R8G8B24_line( GLcontext *ctx,
pixelPtr->g = color[GCOMP]; \
pixelPtr->b = color[BCOMP]; \
}
#include "swrast/s_linetemp.h"
}
/*
* Draw a flat-shaded, PF_5R6G5B line into an XImage.
*/
static void flat_5R6G5B_line( GLcontext *ctx,
const SWvertex *vert0, const SWvertex *vert1 )
{
XMesaContext xmesa = (XMesaContext) ctx->DriverCtx;
const GLubyte *color = vert1->color;
#define NAME flat_5R6G5B_line
#define SETUP_CODE \
XMesaContext xmesa = (XMesaContext) ctx->DriverCtx; \
const GLubyte *color = vert1->color; \
GLushort pixel = PACK_5R6G5B( color[0], color[1], color[2] );
#define PIXEL_TYPE GLushort
#define BYTES_PER_ROW (xmesa->xm_buffer->backimage->bytes_per_line)
#define PIXEL_ADDRESS(X,Y) PIXELADDR2(xmesa->xm_buffer,X,Y)
#define CLIP_HACK 1
#define PLOT(X,Y) *pixelPtr = pixel;
#include "swrast/s_linetemp.h"
}
/*
* Draw a flat-shaded, PF_DITHER_5R6G5B line into an XImage.
*/
static void flat_DITHER_5R6G5B_line( GLcontext *ctx,
const SWvertex *vert0, const SWvertex *vert1 )
{
XMesaContext xmesa = (XMesaContext) ctx->DriverCtx;
#define NAME flat_DITHER_5R6G5B_line
#define SETUP_CODE \
XMesaContext xmesa = (XMesaContext) ctx->DriverCtx; \
const GLubyte *color = vert1->color;
#define PIXEL_TYPE GLushort
#define BYTES_PER_ROW (xmesa->xm_buffer->backimage->bytes_per_line)
#define PIXEL_ADDRESS(X,Y) PIXELADDR2(xmesa->xm_buffer,X,Y)
#define CLIP_HACK 1
#define PLOT(X,Y) PACK_TRUEDITHER( *pixelPtr, X, Y, color[0], color[1], color[2] );
#include "swrast/s_linetemp.h"
}
/*
* Draw a flat-shaded, PF_DITHER 8-bit line into an XImage.
*/
static void flat_DITHER8_line( GLcontext *ctx,
const SWvertex *vert0, const SWvertex *vert1 )
{
XMesaContext xmesa = (XMesaContext) ctx->DriverCtx;
const GLubyte *color = vert1->color;
GLint r = color[0], g = color[1], b = color[2];
#define NAME flat_DITHER8_line
#define SETUP_CODE \
XMesaContext xmesa = (XMesaContext) ctx->DriverCtx; \
const GLubyte *color = vert1->color; \
GLint r = color[0], g = color[1], b = color[2]; \
DITHER_SETUP;
#define INTERP_XY 1
#define PIXEL_TYPE GLubyte
#define BYTES_PER_ROW (xmesa->xm_buffer->backimage->bytes_per_line)
#define PIXEL_ADDRESS(X,Y) PIXELADDR1(xmesa->xm_buffer,X,Y)
#define CLIP_HACK 1
#define PLOT(X,Y) *pixelPtr = DITHER(X,Y,r,g,b);
#include "swrast/s_linetemp.h"
}
/*
* Draw a flat-shaded, PF_LOOKUP 8-bit line into an XImage.
*/
static void flat_LOOKUP8_line( GLcontext *ctx,
const SWvertex *vert0, const SWvertex *vert1 )
{
XMesaContext xmesa = (XMesaContext) ctx->DriverCtx;
const GLubyte *color = vert1->color;
GLubyte pixel;
LOOKUP_SETUP;
#define NAME flat_LOOKUP8_line
#define SETUP_CODE \
XMesaContext xmesa = (XMesaContext) ctx->DriverCtx; \
const GLubyte *color = vert1->color; \
GLubyte pixel; \
LOOKUP_SETUP; \
pixel = (GLubyte) LOOKUP( color[0], color[1], color[2] );
#define PIXEL_TYPE GLubyte
#define BYTES_PER_ROW (xmesa->xm_buffer->backimage->bytes_per_line)
#define PIXEL_ADDRESS(X,Y) PIXELADDR1(xmesa->xm_buffer,X,Y)
#define CLIP_HACK 1
#define PLOT(X,Y) *pixelPtr = pixel;
#include "swrast/s_linetemp.h"
}
/*
* Draw a flat-shaded, PF_HPCR line into an XImage.
*/
static void flat_HPCR_line( GLcontext *ctx,
const SWvertex *vert0, const SWvertex *vert1 )
{
XMesaContext xmesa = (XMesaContext) ctx->DriverCtx;
const GLubyte *color = vert1->color;
#define NAME flat_HPCR_line
#define SETUP_CODE \
XMesaContext xmesa = (XMesaContext) ctx->DriverCtx; \
const GLubyte *color = vert1->color; \
GLint r = color[0], g = color[1], b = color[2];
#define INTERP_XY 1
#define PIXEL_TYPE GLubyte
#define BYTES_PER_ROW (xmesa->xm_buffer->backimage->bytes_per_line)
#define PIXEL_ADDRESS(X,Y) PIXELADDR1(xmesa->xm_buffer,X,Y)
#define CLIP_HACK 1
#define PLOT(X,Y) *pixelPtr = (GLubyte) DITHER_HPCR(X,Y,r,g,b);
#include "swrast/s_linetemp.h"
}
/*
* Draw a flat-shaded, Z-less, PF_TRUECOLOR line into an XImage.
*/
static void flat_TRUECOLOR_z_line( GLcontext *ctx,
const SWvertex *vert0, const SWvertex *vert1 )
{
XMesaContext xmesa = (XMesaContext) ctx->DriverCtx;
const GLubyte *color = vert1->color;
XMesaImage *img = xmesa->xm_buffer->backimage;
unsigned long pixel;
#define NAME flat_TRUECOLOR_z_line
#define SETUP_CODE \
XMesaContext xmesa = (XMesaContext) ctx->DriverCtx; \
const GLubyte *color = vert1->color; \
XMesaImage *img = xmesa->xm_buffer->backimage; \
unsigned long pixel; \
PACK_TRUECOLOR( pixel, color[0], color[1], color[2] );
#define INTERP_XY 1
#define INTERP_Z 1
#define DEPTH_TYPE DEFAULT_SOFTWARE_DEPTH_TYPE
#define CLIP_HACK 1
@@ -331,21 +297,18 @@ static void flat_TRUECOLOR_z_line( GLcontext *ctx,
*zPtr = Z; \
XMesaPutPixel( img, X, FLIP(xmesa->xm_buffer, Y), pixel ); \
}
#include "swrast/s_linetemp.h"
}
/*
* Draw a flat-shaded, Z-less, PF_8A8B8G8R line into an XImage.
*/
static void flat_8A8B8G8R_z_line( GLcontext *ctx,
const SWvertex *vert0, const SWvertex *vert1 )
{
XMesaContext xmesa = (XMesaContext) ctx->DriverCtx;
const GLubyte *color = vert1->color;
#define NAME flat_8A8B8G8R_z_line
#define SETUP_CODE \
XMesaContext xmesa = (XMesaContext) ctx->DriverCtx; \
const GLubyte *color = vert1->color; \
GLuint pixel = PACK_8B8G8R( color[0], color[1], color[2] );
#define INTERP_Z 1
#define DEPTH_TYPE DEFAULT_SOFTWARE_DEPTH_TYPE
#define PIXEL_TYPE GLuint
@@ -357,21 +320,18 @@ static void flat_8A8B8G8R_z_line( GLcontext *ctx,
*zPtr = Z; \
*pixelPtr = pixel; \
}
#include "swrast/s_linetemp.h"
}
/*
* Draw a flat-shaded, Z-less, PF_8R8G8B line into an XImage.
*/
static void flat_8R8G8B_z_line( GLcontext *ctx,
const SWvertex *vert0, const SWvertex *vert1 )
{
XMesaContext xmesa = (XMesaContext) ctx->DriverCtx;
const GLubyte *color = vert1->color;
#define NAME flat_8R8G8B_z_line
#define SETUP_CODE \
XMesaContext xmesa = (XMesaContext) ctx->DriverCtx; \
const GLubyte *color = vert1->color; \
GLuint pixel = PACK_8R8G8B( color[0], color[1], color[2] );
#define INTERP_Z 1
#define DEPTH_TYPE DEFAULT_SOFTWARE_DEPTH_TYPE
#define PIXEL_TYPE GLuint
@@ -383,20 +343,17 @@ static void flat_8R8G8B_z_line( GLcontext *ctx,
*zPtr = Z; \
*pixelPtr = pixel; \
}
#include "swrast/s_linetemp.h"
}
/*
* Draw a flat-shaded, Z-less, PF_8R8G8B24 line into an XImage.
*/
static void flat_8R8G8B24_z_line( GLcontext *ctx,
const SWvertex *vert0, const SWvertex *vert1 )
{
XMesaContext xmesa = (XMesaContext) ctx->DriverCtx;
#define NAME flat_8R8G8B24_z_line
#define SETUP_CODE \
XMesaContext xmesa = (XMesaContext) ctx->DriverCtx; \
const GLubyte *color = vert1->color;
#define INTERP_Z 1
#define DEPTH_TYPE DEFAULT_SOFTWARE_DEPTH_TYPE
#define PIXEL_TYPE bgr_t
@@ -410,21 +367,18 @@ static void flat_8R8G8B24_z_line( GLcontext *ctx,
pixelPtr->g = color[GCOMP]; \
pixelPtr->b = color[BCOMP]; \
}
#include "swrast/s_linetemp.h"
}
/*
* Draw a flat-shaded, Z-less, PF_5R6G5B line into an XImage.
*/
static void flat_5R6G5B_z_line( GLcontext *ctx,
const SWvertex *vert0, const SWvertex *vert1 )
{
XMesaContext xmesa = (XMesaContext) ctx->DriverCtx;
const GLubyte *color = vert1->color;
#define NAME flat_5R6G5B_z_line
#define SETUP_CODE \
XMesaContext xmesa = (XMesaContext) ctx->DriverCtx; \
const GLubyte *color = vert1->color; \
GLushort pixel = PACK_5R6G5B( color[0], color[1], color[2] );
#define INTERP_Z 1
#define DEPTH_TYPE DEFAULT_SOFTWARE_DEPTH_TYPE
#define PIXEL_TYPE GLushort
@@ -437,18 +391,16 @@ static void flat_5R6G5B_z_line( GLcontext *ctx,
*pixelPtr = pixel; \
}
#include "swrast/s_linetemp.h"
}
/*
* Draw a flat-shaded, Z-less, PF_DITHER_5R6G5B line into an XImage.
*/
static void flat_DITHER_5R6G5B_z_line( GLcontext *ctx,
const SWvertex *vert0, const SWvertex *vert1 )
{
XMesaContext xmesa = (XMesaContext) ctx->DriverCtx;
#define NAME flat_DITHER_5R6G5B_z_line
#define SETUP_CODE \
XMesaContext xmesa = (XMesaContext) ctx->DriverCtx; \
const GLubyte *color = vert1->color;
#define INTERP_Z 1
#define DEPTH_TYPE DEFAULT_SOFTWARE_DEPTH_TYPE
#define PIXEL_TYPE GLushort
@@ -461,21 +413,18 @@ static void flat_DITHER_5R6G5B_z_line( GLcontext *ctx,
PACK_TRUEDITHER(*pixelPtr, X, Y, color[0], color[1], color[2]); \
}
#include "swrast/s_linetemp.h"
}
/*
* Draw a flat-shaded, Z-less, PF_DITHER 8-bit line into an XImage.
*/
static void flat_DITHER8_z_line( GLcontext *ctx,
const SWvertex *vert0, const SWvertex *vert1 )
{
XMesaContext xmesa = (XMesaContext) ctx->DriverCtx;
const GLubyte *color = vert1->color;
GLint r = color[0], g = color[1], b = color[2];
#define NAME flat_DITHER8_z_line
#define SETUP_CODE \
XMesaContext xmesa = (XMesaContext) ctx->DriverCtx; \
const GLubyte *color = vert1->color; \
GLint r = color[0], g = color[1], b = color[2]; \
DITHER_SETUP;
#define INTERP_XY 1
#define INTERP_Z 1
#define DEPTH_TYPE DEFAULT_SOFTWARE_DEPTH_TYPE
#define PIXEL_TYPE GLubyte
@@ -488,21 +437,19 @@ static void flat_DITHER8_z_line( GLcontext *ctx,
*pixelPtr = (GLubyte) DITHER( X, Y, r, g, b); \
}
#include "swrast/s_linetemp.h"
}
/*
* Draw a flat-shaded, Z-less, PF_LOOKUP 8-bit line into an XImage.
*/
static void flat_LOOKUP8_z_line( GLcontext *ctx,
const SWvertex *vert0, const SWvertex *vert1 )
{
XMesaContext xmesa = (XMesaContext) ctx->DriverCtx;
const GLubyte *color = vert1->color;
GLubyte pixel;
LOOKUP_SETUP;
#define NAME flat_LOOKUP8_z_line
#define SETUP_CODE \
XMesaContext xmesa = (XMesaContext) ctx->DriverCtx; \
const GLubyte *color = vert1->color; \
GLubyte pixel; \
LOOKUP_SETUP; \
pixel = (GLubyte) LOOKUP( color[0], color[1], color[2] );
#define INTERP_Z 1
#define DEPTH_TYPE DEFAULT_SOFTWARE_DEPTH_TYPE
#define PIXEL_TYPE GLubyte
@@ -514,22 +461,18 @@ static void flat_LOOKUP8_z_line( GLcontext *ctx,
*zPtr = Z; \
*pixelPtr = pixel; \
}
#include "swrast/s_linetemp.h"
}
/*
* Draw a flat-shaded, Z-less, PF_HPCR line into an XImage.
*/
static void flat_HPCR_z_line( GLcontext *ctx,
const SWvertex *vert0, const SWvertex *vert1 )
{
XMesaContext xmesa = (XMesaContext) ctx->DriverCtx;
const GLubyte *color = vert1->color;
#define NAME flat_HPCR_z_line
#define SETUP_CODE \
XMesaContext xmesa = (XMesaContext) ctx->DriverCtx; \
const GLubyte *color = vert1->color; \
GLint r = color[0], g = color[1], b = color[2];
#define INTERP_XY 1
#define INTERP_Z 1
#define DEPTH_TYPE DEFAULT_SOFTWARE_DEPTH_TYPE
#define PIXEL_TYPE GLubyte
@@ -541,9 +484,8 @@ static void flat_HPCR_z_line( GLcontext *ctx,
*zPtr = Z; \
*pixelPtr = (GLubyte) DITHER_HPCR( X, Y, r, g, b); \
}
#include "swrast/s_linetemp.h"
}
static swrast_line_func get_line_func( GLcontext *ctx )

View File

@@ -1,8 +1,8 @@
/* $Id: s_lines.c,v 1.32 2002/10/30 19:59:33 brianp Exp $ */
/* $Id: s_lines.c,v 1.33 2002/11/14 03:48:03 brianp Exp $ */
/*
* Mesa 3-D graphics library
* Version: 5.0
* Version: 5.1
*
* Copyright (C) 1999-2002 Brian Paul All Rights Reserved.
*
@@ -127,607 +127,104 @@ draw_wide_line( GLcontext *ctx, struct sw_span *span, GLboolean xMajor )
/**********************************************************************/
/* Flat, color index line */
static void flat_ci_line( GLcontext *ctx,
const SWvertex *vert0,
const SWvertex *vert1 )
{
GLint *x, *y;
struct sw_span span;
ASSERT(ctx->Light.ShadeModel == GL_FLAT);
ASSERT(!ctx->Line.StippleFlag);
ASSERT(ctx->Line.Width == 1.0F);
INIT_SPAN(span, GL_LINE, 0, SPAN_INDEX, SPAN_XY);
span.index = IntToFixed(vert1->index);
span.indexStep = 0;
x = span.array->x;
y = span.array->y;
#define INTERP_XY 1
#define PLOT(X,Y) \
{ \
x[span.end] = X; \
y[span.end] = Y; \
span.end++; \
}
/* Simple color index line (no stipple, width=1, no Z, no fog, no tex)*/
#define NAME simple_ci_line
#define INTERP_INDEX
#define RENDER_SPAN(span) _mesa_write_index_span(ctx, &span)
#include "s_linetemp.h"
_mesa_write_index_span(ctx, &span);
}
/* Flat-shaded, RGBA line */
static void flat_rgba_line( GLcontext *ctx,
const SWvertex *vert0,
const SWvertex *vert1 )
{
struct sw_span span;
GLint *x, *y;
ASSERT(ctx->Light.ShadeModel == GL_FLAT);
ASSERT(!ctx->Line.StippleFlag);
ASSERT(ctx->Line.Width == 1.0F);
INIT_SPAN(span, GL_LINE, 0, SPAN_RGBA, SPAN_XY);
span.red = ChanToFixed(vert1->color[0]);
span.green = ChanToFixed(vert1->color[1]);
span.blue = ChanToFixed(vert1->color[2]);
span.alpha = ChanToFixed(vert1->color[3]);
span.redStep = 0;
span.greenStep = 0;
span.blueStep = 0;
span.alphaStep = 0;
x = span.array->x;
y = span.array->y;
#define INTERP_XY 1
#define PLOT(X,Y) \
{ \
x[span.end] = X; \
y[span.end] = Y; \
span.end++; \
}
/* Simple RGBA index line (no stipple, width=1, no Z, no fog, no tex)*/
#define NAME simple_rgba_line
#define INTERP_RGBA
#define RENDER_SPAN(span) _mesa_write_rgba_span(ctx, &span);
#include "s_linetemp.h"
_mesa_write_rgba_span(ctx, &span);
}
/* Smooth shaded, color index line */
static void smooth_ci_line( GLcontext *ctx,
const SWvertex *vert0,
const SWvertex *vert1 )
{
struct sw_span span;
GLint *x, *y;
GLuint *index;
ASSERT(ctx->Light.ShadeModel == GL_SMOOTH);
ASSERT(!ctx->Line.StippleFlag);
ASSERT(ctx->Line.Width == 1.0F);
INIT_SPAN(span, GL_LINE, 0, 0, SPAN_XY | SPAN_INDEX);
x = span.array->x;
y = span.array->y;
index = span.array->index;
#define INTERP_XY 1
#define INTERP_INDEX 1
#define PLOT(X,Y) \
{ \
x[span.end] = X; \
y[span.end] = Y; \
index[span.end] = I; \
span.end++; \
}
#include "s_linetemp.h"
_mesa_write_index_span(ctx, &span);
}
/* Smooth-shaded, RGBA line */
static void smooth_rgba_line( GLcontext *ctx,
const SWvertex *vert0,
const SWvertex *vert1 )
{
struct sw_span span;
GLint *x, *y;
GLchan (*rgba)[4];
ASSERT(ctx->Light.ShadeModel == GL_SMOOTH);
ASSERT(!ctx->Line.StippleFlag);
ASSERT(ctx->Line.Width == 1.0F);
INIT_SPAN(span, GL_LINE, 0, 0, SPAN_XY | SPAN_RGBA);
x = span.array->x;
y = span.array->y;
rgba = span.array->rgba;
#define INTERP_XY 1
#define INTERP_RGB 1
#define INTERP_ALPHA 1
#define PLOT(X,Y) \
{ \
x[span.end] = X; \
y[span.end] = Y; \
rgba[span.end][RCOMP] = FixedToInt(r0); \
rgba[span.end][GCOMP] = FixedToInt(g0); \
rgba[span.end][BCOMP] = FixedToInt(b0); \
rgba[span.end][ACOMP] = FixedToInt(a0); \
span.end++; \
}
#include "s_linetemp.h"
_mesa_write_rgba_span(ctx, &span);
}
/* Smooth shaded, color index, any width, maybe stippled */
static void general_smooth_ci_line( GLcontext *ctx,
const SWvertex *vert0,
const SWvertex *vert1 )
{
GLboolean xMajor = GL_FALSE;
struct sw_span span;
GLint *x, *y;
GLdepth *z;
GLfloat *fog;
GLuint *index;
ASSERT(ctx->Light.ShadeModel == GL_SMOOTH);
INIT_SPAN(span, GL_LINE, 0, 0,
SPAN_XY | SPAN_Z | SPAN_FOG | SPAN_INDEX);
x = span.array->x;
y = span.array->y;
z = span.array->z;
fog = span.array->fog;
index = span.array->index;
#define SET_XMAJOR 1
#define INTERP_XY 1
#define INTERP_Z 1
#define INTERP_FOG 1
#define INTERP_INDEX 1
#define PLOT(X,Y) \
{ \
x[span.end] = X; \
y[span.end] = Y; \
z[span.end] = Z; \
fog[span.end] = fog0; \
index[span.end] = I; \
span.end++; \
/* Z, fog, wide, stipple color index line */
#define NAME general_ci_line
#define INTERP_INDEX
#define INTERP_Z
#define INTERP_FOG
#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, dx > dy); \
} \
else { \
_mesa_write_index_span(ctx, &span); \
}
#include "s_linetemp.h"
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, xMajor);
}
else {
_mesa_write_index_span(ctx, &span);
}
}
/* Flat shaded, color index, any width, maybe stippled */
static void general_flat_ci_line( GLcontext *ctx,
const SWvertex *vert0,
const SWvertex *vert1 )
{
GLboolean xMajor = GL_FALSE;
struct sw_span span;
GLint *x, *y;
GLdepth *z;
GLfloat *fog;
ASSERT(ctx->Light.ShadeModel == GL_FLAT);
INIT_SPAN(span, GL_LINE, 0, SPAN_INDEX,
SPAN_XY | SPAN_Z | SPAN_FOG);
span.index = IntToFixed(vert1->index);
span.indexStep = 0;
x = span.array->x;
y = span.array->y;
z = span.array->z;
fog = span.array->fog;
#define SET_XMAJOR 1
#define INTERP_XY 1
#define INTERP_Z 1
#define INTERP_FOG 1
#define PLOT(X,Y) \
{ \
x[span.end] = X; \
y[span.end] = Y; \
z[span.end] = Z; \
fog[span.end] = fog0; \
span.end++; \
/* Z, fog, wide, stipple RGBA line */
#define NAME general_rgba_line
#define INTERP_RGBA
#define INTERP_Z
#define INTERP_FOG
#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, dx > dy); \
} \
else { \
_mesa_write_rgba_span(ctx, &span); \
}
#include "s_linetemp.h"
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, xMajor);
}
else {
_mesa_write_index_span(ctx, &span);
}
}
static void general_smooth_rgba_line( GLcontext *ctx,
const SWvertex *vert0,
const SWvertex *vert1 )
{
GLboolean xMajor = GL_FALSE;
struct sw_span span;
GLint *x, *y;
GLdepth *z;
GLchan (*rgba)[4];
GLfloat *fog;
ASSERT(ctx->Light.ShadeModel == GL_SMOOTH);
INIT_SPAN(span, GL_LINE, 0, 0,
SPAN_XY | SPAN_Z | SPAN_FOG | SPAN_RGBA);
x = span.array->x;
y = span.array->y;
z = span.array->z;
rgba = span.array->rgba;
fog = span.array->fog;
#define SET_XMAJOR 1
#define INTERP_XY 1
#define INTERP_Z 1
#define INTERP_FOG 1
#define INTERP_RGB 1
#define INTERP_ALPHA 1
#define PLOT(X,Y) \
{ \
x[span.end] = X; \
y[span.end] = Y; \
z[span.end] = Z; \
rgba[span.end][RCOMP] = FixedToInt(r0); \
rgba[span.end][GCOMP] = FixedToInt(g0); \
rgba[span.end][BCOMP] = FixedToInt(b0); \
rgba[span.end][ACOMP] = FixedToInt(a0); \
fog[span.end] = fog0; \
span.end++; \
/* Single-texture line, w/ fog, Z, specular, etc. */
#define NAME textured_line
#define INTERP_RGBA
#define INTERP_Z
#define INTERP_FOG
#define INTERP_TEX
#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, dx > dy); \
} \
else { \
_mesa_write_texture_span(ctx, &span); \
}
#include "s_linetemp.h"
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, xMajor);
}
else {
_mesa_write_rgba_span(ctx, &span);
}
}
static void general_flat_rgba_line( GLcontext *ctx,
const SWvertex *vert0,
const SWvertex *vert1 )
{
GLboolean xMajor = GL_FALSE;
struct sw_span span;
GLint *x, *y;
GLdepth *z;
GLfloat *fog;
ASSERT(ctx->Light.ShadeModel == GL_FLAT);
INIT_SPAN(span, GL_LINE, 0, SPAN_RGBA,
SPAN_XY | SPAN_Z | SPAN_FOG);
span.red = ChanToFixed(vert1->color[0]);
span.green = ChanToFixed(vert1->color[1]);
span.blue = ChanToFixed(vert1->color[2]);
span.alpha = ChanToFixed(vert1->color[3]);
span.redStep = 0;
span.greenStep = 0;
span.blueStep = 0;
span.alphaStep = 0;
x = span.array->x;
y = span.array->y;
z = span.array->z;
fog = span.array->fog;
#define SET_XMAJOR 1
#define INTERP_XY 1
#define INTERP_Z 1
#define INTERP_FOG 1
#define PLOT(X,Y) \
{ \
x[span.end] = X; \
y[span.end] = Y; \
z[span.end] = Z; \
fog[span.end] = fog0; \
span.end++; \
/* Multi-texture or separate specular line, w/ fog, Z, specular, etc. */
#define NAME multitextured_line
#define INTERP_RGBA
#define INTERP_SPEC
#define INTERP_Z
#define INTERP_FOG
#define INTERP_MULTITEX
#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, dx > dy); \
} \
else { \
_mesa_write_texture_span(ctx, &span); \
}
#include "s_linetemp.h"
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, xMajor);
}
else {
_mesa_write_rgba_span(ctx, &span);
}
}
/* Flat-shaded, textured, any width, maybe stippled */
static void flat_textured_line( GLcontext *ctx,
const SWvertex *vert0,
const SWvertex *vert1 )
{
GLboolean xMajor = GL_FALSE;
struct sw_span span;
ASSERT(ctx->Light.ShadeModel == GL_FLAT);
INIT_SPAN(span, GL_LINE, 0, SPAN_RGBA | SPAN_SPEC,
SPAN_XY | SPAN_Z | SPAN_FOG | SPAN_TEXTURE | SPAN_LAMBDA);
span.red = ChanToFixed(vert1->color[0]);
span.green = ChanToFixed(vert1->color[1]);
span.blue = ChanToFixed(vert1->color[2]);
span.alpha = ChanToFixed(vert1->color[3]);
span.redStep = 0;
span.greenStep = 0;
span.blueStep = 0;
span.alphaStep = 0;
span.specRed = ChanToFixed(vert1->specular[0]);
span.specGreen = ChanToFixed(vert1->specular[1]);
span.specBlue = ChanToFixed(vert1->specular[2]);
span.specRedStep = 0;
span.specGreenStep = 0;
span.specBlueStep = 0;
#define SET_XMAJOR 1
#define INTERP_XY 1
#define INTERP_Z 1
#define INTERP_FOG 1
#define INTERP_TEX 1
#define PLOT(X,Y) \
{ \
span.array->x[span.end] = X; \
span.array->y[span.end] = Y; \
span.array->z[span.end] = Z; \
span.array->fog[span.end] = fog0; \
span.array->texcoords[0][span.end][0] = fragTexcoord[0]; \
span.array->texcoords[0][span.end][1] = fragTexcoord[1]; \
span.array->texcoords[0][span.end][2] = fragTexcoord[2]; \
span.array->lambda[0][span.end] = 0.0; \
span.end++; \
}
#include "s_linetemp.h"
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, xMajor);
}
else {
_mesa_write_texture_span(ctx, &span);
}
}
/* Smooth-shaded, textured, any width, maybe stippled */
static void smooth_textured_line( GLcontext *ctx,
const SWvertex *vert0,
const SWvertex *vert1 )
{
GLboolean xMajor = GL_FALSE;
struct sw_span span;
ASSERT(ctx->Light.ShadeModel == GL_SMOOTH);
INIT_SPAN(span, GL_LINE, 0, 0,
SPAN_XY | SPAN_Z | SPAN_FOG | SPAN_RGBA | SPAN_TEXTURE | SPAN_LAMBDA);
#define SET_XMAJOR 1
#define INTERP_XY 1
#define INTERP_Z 1
#define INTERP_FOG 1
#define INTERP_RGB 1
#define INTERP_ALPHA 1
#define INTERP_TEX 1
#define PLOT(X,Y) \
{ \
span.array->x[span.end] = X; \
span.array->y[span.end] = Y; \
span.array->z[span.end] = Z; \
span.array->fog[span.end] = fog0; \
span.array->rgba[span.end][RCOMP] = FixedToInt(r0); \
span.array->rgba[span.end][GCOMP] = FixedToInt(g0); \
span.array->rgba[span.end][BCOMP] = FixedToInt(b0); \
span.array->rgba[span.end][ACOMP] = FixedToInt(a0); \
span.array->texcoords[0][span.end][0] = fragTexcoord[0]; \
span.array->texcoords[0][span.end][1] = fragTexcoord[1]; \
span.array->texcoords[0][span.end][2] = fragTexcoord[2]; \
span.array->lambda[0][span.end] = 0.0; \
span.end++; \
}
#include "s_linetemp.h"
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, xMajor);
}
else {
_mesa_write_texture_span(ctx, &span);
}
}
/* Smooth-shaded, multitextured, any width, maybe stippled, separate specular
* color interpolation.
*/
static void smooth_multitextured_line( GLcontext *ctx,
const SWvertex *vert0,
const SWvertex *vert1 )
{
GLboolean xMajor = GL_FALSE;
struct sw_span span;
GLuint u;
ASSERT(ctx->Light.ShadeModel == GL_SMOOTH);
INIT_SPAN(span, GL_LINE, 0, 0,
SPAN_XY | SPAN_Z | SPAN_FOG | SPAN_RGBA | SPAN_SPEC | SPAN_TEXTURE | SPAN_LAMBDA);
#define SET_XMAJOR 1
#define INTERP_XY 1
#define INTERP_Z 1
#define INTERP_FOG 1
#define INTERP_RGB 1
#define INTERP_SPEC 1
#define INTERP_ALPHA 1
#define INTERP_MULTITEX 1
#define PLOT(X,Y) \
{ \
span.array->x[span.end] = X; \
span.array->y[span.end] = Y; \
span.array->z[span.end] = Z; \
span.array->fog[span.end] = fog0; \
span.array->rgba[span.end][RCOMP] = FixedToInt(r0); \
span.array->rgba[span.end][GCOMP] = FixedToInt(g0); \
span.array->rgba[span.end][BCOMP] = FixedToInt(b0); \
span.array->rgba[span.end][ACOMP] = FixedToInt(a0); \
span.array->spec[span.end][RCOMP] = FixedToInt(sr0); \
span.array->spec[span.end][GCOMP] = FixedToInt(sg0); \
span.array->spec[span.end][BCOMP] = FixedToInt(sb0); \
for (u = 0; u < ctx->Const.MaxTextureUnits; u++) { \
if (ctx->Texture.Unit[u]._ReallyEnabled) { \
span.array->texcoords[u][span.end][0] = fragTexcoord[u][0]; \
span.array->texcoords[u][span.end][1] = fragTexcoord[u][1]; \
span.array->texcoords[u][span.end][2] = fragTexcoord[u][2]; \
span.array->lambda[u][span.end] = 0.0; \
} \
} \
span.end++; \
}
#include "s_linetemp.h"
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, xMajor);
}
else {
_mesa_write_texture_span(ctx, &span);
}
}
/* Flat-shaded, multitextured, any width, maybe stippled, separate specular
* color interpolation.
*/
static void flat_multitextured_line( GLcontext *ctx,
const SWvertex *vert0,
const SWvertex *vert1 )
{
GLboolean xMajor = GL_FALSE;
struct sw_span span;
GLuint u;
ASSERT(ctx->Light.ShadeModel == GL_FLAT);
INIT_SPAN(span, GL_LINE, 0, SPAN_RGBA | SPAN_SPEC,
SPAN_XY | SPAN_Z | SPAN_FOG | SPAN_TEXTURE | SPAN_LAMBDA);
span.red = ChanToFixed(vert1->color[0]);
span.green = ChanToFixed(vert1->color[1]);
span.blue = ChanToFixed(vert1->color[2]);
span.alpha = ChanToFixed(vert1->color[3]);
span.redStep = 0;
span.greenStep = 0;
span.blueStep = 0;
span.alphaStep = 0;
span.specRed = ChanToFixed(vert1->specular[0]);
span.specGreen = ChanToFixed(vert1->specular[1]);
span.specBlue = ChanToFixed(vert1->specular[2]);
span.specRedStep = 0;
span.specGreenStep = 0;
span.specBlueStep = 0;
#define SET_XMAJOR 1
#define INTERP_XY 1
#define INTERP_Z 1
#define INTERP_FOG 1
#define INTERP_MULTITEX 1
#define PLOT(X,Y) \
{ \
span.array->x[span.end] = X; \
span.array->y[span.end] = Y; \
span.array->z[span.end] = Z; \
span.array->fog[span.end] = fog0; \
for (u = 0; u < ctx->Const.MaxTextureUnits; u++) { \
if (ctx->Texture.Unit[u]._ReallyEnabled) { \
span.array->texcoords[u][span.end][0] = fragTexcoord[u][0]; \
span.array->texcoords[u][span.end][1] = fragTexcoord[u][1]; \
span.array->texcoords[u][span.end][2] = fragTexcoord[u][2]; \
span.array->lambda[u][span.end] = 0.0; \
} \
} \
span.end++; \
}
#include "s_linetemp.h"
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, xMajor);
}
else {
_mesa_write_texture_span(ctx, &span);
}
}
void _swrast_add_spec_terms_line( GLcontext *ctx,
const SWvertex *v0,
const SWvertex *v1 )
void
_swrast_add_spec_terms_line( GLcontext *ctx,
const SWvertex *v0,
const SWvertex *v1 )
{
SWvertex *ncv0 = (SWvertex *)v0;
SWvertex *ncv1 = (SWvertex *)v1;
@@ -751,30 +248,18 @@ _mesa_print_line_function(GLcontext *ctx)
SWcontext *swrast = SWRAST_CONTEXT(ctx);
_mesa_printf("Line Func == ");
if (swrast->Line == flat_ci_line)
_mesa_printf("flat_ci_line\n");
else if (swrast->Line == flat_rgba_line)
_mesa_printf("flat_rgba_line\n");
else if (swrast->Line == smooth_ci_line)
_mesa_printf("smooth_ci_line\n");
else if (swrast->Line == smooth_rgba_line)
_mesa_printf("smooth_rgba_line\n");
else if (swrast->Line == general_smooth_ci_line)
_mesa_printf("general_smooth_ci_line\n");
else if (swrast->Line == general_flat_ci_line)
_mesa_printf("general_flat_ci_line\n");
else if (swrast->Line == general_smooth_rgba_line)
_mesa_printf("general_smooth_rgba_line\n");
else if (swrast->Line == general_flat_rgba_line)
_mesa_printf("general_flat_rgba_line\n");
else if (swrast->Line == flat_textured_line)
_mesa_printf("flat_textured_line\n");
else if (swrast->Line == smooth_textured_line)
_mesa_printf("smooth_textured_line\n");
else if (swrast->Line == smooth_multitextured_line)
_mesa_printf("smooth_multitextured_line\n");
else if (swrast->Line == flat_multitextured_line)
_mesa_printf("flat_multitextured_line\n");
if (swrast->Line == simple_ci_line)
_mesa_printf("simple_ci_line\n");
else if (swrast->Line == simple_rgba_line)
_mesa_printf("simple_rgba_line\n");
else if (swrast->Line == general_ci_line)
_mesa_printf("general_ci_line\n");
else if (swrast->Line == general_rgba_line)
_mesa_printf("general_rgba_line\n");
else if (swrast->Line == textured_line)
_mesa_printf("textured_line\n");
else if (swrast->Line == multitextured_line)
_mesa_printf("multitextured_line\n");
else
_mesa_printf("Driver func %p\n", (void *) swrast->Line);
}
@@ -822,54 +307,29 @@ _swrast_choose_line( GLcontext *ctx )
ASSERT(swrast->Triangle);
}
else if (ctx->Texture._EnabledUnits) {
if (ctx->Texture._EnabledUnits > 1 ||
(ctx->_TriangleCaps & DD_SEPARATE_SPECULAR)) {
/* textured lines */
if (ctx->Texture._EnabledUnits > 0x1 || (ctx->_TriangleCaps & DD_SEPARATE_SPECULAR)) {
/* multi-texture and/or separate specular color */
if (ctx->Light.ShadeModel == GL_SMOOTH)
USE(smooth_multitextured_line);
else
USE(flat_multitextured_line);
USE(multitextured_line);
}
else {
if (ctx->Light.ShadeModel == GL_SMOOTH) {
USE(smooth_textured_line);
}
else {
USE(flat_textured_line);
}
USE(textured_line);
}
}
else if (ctx->Depth.Test || ctx->Fog.Enabled || ctx->Line.Width != 1.0
|| ctx->Line.StippleFlag) {
/* no texture, but Z, fog, width>1, stipple, etc. */
if (rgbmode)
USE(general_rgba_line);
else
USE(general_ci_line);
}
else {
if (ctx->Light.ShadeModel == GL_SMOOTH) {
if (ctx->Depth.Test || ctx->Fog.Enabled || ctx->Line.Width != 1.0
|| ctx->Line.StippleFlag) {
if (rgbmode)
USE(general_smooth_rgba_line);
else
USE(general_smooth_ci_line);
}
else {
if (rgbmode)
USE(smooth_rgba_line);
else
USE(smooth_ci_line);
}
}
else {
if (ctx->Depth.Test || ctx->Fog.Enabled || ctx->Line.Width != 1.0
|| ctx->Line.StippleFlag) {
if (rgbmode)
USE(general_flat_rgba_line);
else
USE(general_flat_ci_line);
}
else {
if (rgbmode)
USE(flat_rgba_line);
else
USE(flat_ci_line);
}
}
/* simplest lines */
if (rgbmode)
USE(simple_rgba_line);
else
USE(simple_ci_line);
}
}
else if (ctx->RenderMode == GL_FEEDBACK) {

View File

@@ -1,8 +1,8 @@
/* $Id: s_linetemp.h,v 1.14 2002/11/09 21:26:41 brianp Exp $ */
/* $Id: s_linetemp.h,v 1.15 2002/11/14 03:48:03 brianp Exp $ */
/*
* Mesa 3-D graphics library
* Version: 5.0
* Version: 5.1
*
* Copyright (C) 1999-2002 Brian Paul All Rights Reserved.
*
@@ -34,9 +34,8 @@
* must be interplated along the line:
* INTERP_Z - if defined, interpolate Z values
* INTERP_FOG - if defined, interpolate FOG values
* INTERP_RGB - if defined, interpolate RGB values
* INTERP_RGBA - if defined, interpolate RGBA values
* INTERP_SPEC - if defined, interpolate specular RGB values
* INTERP_ALPHA - if defined, interpolate Alpha values
* INTERP_INDEX - if defined, interpolate color index values
* INTERP_TEX - if defined, interpolate unit 0 texcoords
* INTERP_MULTITEX - if defined, interpolate multi-texcoords
@@ -70,100 +69,35 @@
*/
/*void line( GLcontext *ctx, const SWvertex *vert0, const SWvertex *vert1 )*/
static void
NAME( GLcontext *ctx, const SWvertex *vert0, const SWvertex *vert1 )
{
struct sw_span span;
GLuint interpFlags = 0;
GLuint arrayFlags = SPAN_XY;
GLint x0 = (GLint) vert0->win[0];
GLint x1 = (GLint) vert1->win[0];
GLint y0 = (GLint) vert0->win[1];
GLint y1 = (GLint) vert1->win[1];
GLint dx, dy;
#ifdef INTERP_XY
GLint numPixels;
GLint xstep, ystep;
#endif
#ifdef INTERP_Z
GLint z0, z1, dz;
#if defined(DEPTH_TYPE)
const GLint depthBits = ctx->Visual.depthBits;
const GLint fixedToDepthShift = depthBits <= 16 ? FIXED_SHIFT : 0;
# define FixedToDepth(F) ((F) >> fixedToDepthShift)
# ifdef DEPTH_TYPE
#define FixedToDepth(F) ((F) >> fixedToDepthShift)
GLint zPtrXstep, zPtrYstep;
DEPTH_TYPE *zPtr;
# endif
#endif
#ifdef INTERP_FOG
GLfloat fog0 = vert0->fog;
GLfloat dfog = vert1->fog - fog0;
#endif
#ifdef INTERP_RGB
GLfixed r0 = ChanToFixed(vert0->color[0]);
GLfixed dr = ChanToFixed(vert1->color[0]) - r0;
GLfixed g0 = ChanToFixed(vert0->color[1]);
GLfixed dg = ChanToFixed(vert1->color[1]) - g0;
GLfixed b0 = ChanToFixed(vert0->color[2]);
GLfixed db = ChanToFixed(vert1->color[2]) - b0;
#endif
#ifdef INTERP_SPEC
GLfixed sr0 = ChanToFixed(vert0->specular[0]);
GLfixed dsr = ChanToFixed(vert1->specular[0]) - sr0;
GLfixed sg0 = ChanToFixed(vert0->specular[1]);
GLfixed dsg = ChanToFixed(vert1->specular[1]) - sg0;
GLfixed sb0 = ChanToFixed(vert0->specular[2]);
GLfixed dsb = ChanToFixed(vert1->specular[2]) - sb0;
#endif
#ifdef INTERP_ALPHA
GLfixed a0 = ChanToFixed(vert0->color[3]);
GLfixed da = ChanToFixed(vert1->color[3]) - a0;
#endif
#ifdef INTERP_INDEX
GLint i0 = vert0->index << 8;
GLint di = (GLint) (vert1->index << 8) - i0;
#endif
#ifdef INTERP_TEX
const GLfloat invw0 = vert0->win[3];
const GLfloat invw1 = vert1->win[3];
GLfloat tex[4];
GLfloat dtex[4];
GLfloat fragTexcoord[4];
#endif
#ifdef INTERP_MULTITEX
const GLfloat invw0 = vert0->win[3];
const GLfloat invw1 = vert1->win[3];
GLfloat tex[MAX_TEXTURE_UNITS][4];
GLfloat dtex[MAX_TEXTURE_UNITS][4];
GLfloat fragTexcoord[MAX_TEXTURE_UNITS][4];
#elif defined(INTERP_Z)
const GLint depthBits = ctx->Visual.depthBits;
#endif
#ifdef PIXEL_ADDRESS
PIXEL_TYPE *pixelPtr;
GLint pixelXstep, pixelYstep;
#endif
#ifdef INTERP_TEX
{
tex[0] = invw0 * vert0->texcoord[0][0];
dtex[0] = invw1 * vert1->texcoord[0][0] - tex[0];
tex[1] = invw0 * vert0->texcoord[0][1];
dtex[1] = invw1 * vert1->texcoord[0][1] - tex[1];
tex[2] = invw0 * vert0->texcoord[0][2];
dtex[2] = invw1 * vert1->texcoord[0][2] - tex[2];
tex[3] = invw0 * vert0->texcoord[0][3];
dtex[3] = invw1 * vert1->texcoord[0][3] - tex[3];
}
#endif
#ifdef INTERP_MULTITEX
{
GLuint u;
for (u = 0; u < ctx->Const.MaxTextureUnits; u++) {
if (ctx->Texture.Unit[u]._ReallyEnabled) {
tex[u][0] = invw0 * vert0->texcoord[u][0];
dtex[u][0] = invw1 * vert1->texcoord[u][0] - tex[u][0];
tex[u][1] = invw0 * vert0->texcoord[u][1];
dtex[u][1] = invw1 * vert1->texcoord[u][1] - tex[u][1];
tex[u][2] = invw0 * vert0->texcoord[u][2];
dtex[u][2] = invw1 * vert1->texcoord[u][2] - tex[u][2];
tex[u][3] = invw0 * vert0->texcoord[u][3];
dtex[u][3] = invw1 * vert1->texcoord[u][3] - tex[u][3];
}
}
}
#ifdef SETUP_CODE
SETUP_CODE
#endif
/* Cull primitives with malformed coordinates.
@@ -174,6 +108,27 @@
return;
}
#ifdef INTERP_RGBA
interpFlags |= SPAN_RGBA;
#endif
#ifdef INTERP_SPEC
interpFlags |= SPAN_SPEC;
#endif
#ifdef INTERP_INDEX
interpFlags |= SPAN_INDEX;
#endif
#ifdef INTERP_Z
interpFlags |= SPAN_Z;
#endif
#ifdef INTERP_FOG
interpFlags |= SPAN_FOG;
#endif
#if defined(INTERP_TEX) || defined(INTERP_MULTITEX)
interpFlags |= SPAN_TEXTURE;
#endif
INIT_SPAN(span, GL_LINE, 0, interpFlags, arrayFlags);
/*
printf("%s():\n", __FUNCTION__);
printf(" (%f, %f, %f) -> (%f, %f, %f)\n",
@@ -212,31 +167,14 @@
}
}
#endif
dx = x1 - x0;
dy = y1 - y0;
if (dx==0 && dy==0) {
if (dx == 0 && dy == 0)
return;
}
/*
* Setup
*/
#ifdef SETUP_CODE
SETUP_CODE
#endif
#ifdef INTERP_Z
# ifdef DEPTH_TYPE
zPtr = (DEPTH_TYPE *) _mesa_zbuffer_address(ctx, x0, y0);
# endif
if (depthBits <= 16) {
z0 = FloatToFixed(vert0->win[2]) + FIXED_HALF;
z1 = FloatToFixed(vert1->win[2]) + FIXED_HALF;
}
else {
z0 = (int) vert0->win[2];
z1 = (int) vert1->win[2];
}
#ifdef DEPTH_TYPE
zPtr = (DEPTH_TYPE *) _mesa_zbuffer_address(ctx, x0, y0);
#endif
#ifdef PIXEL_ADDRESS
pixelPtr = (PIXEL_TYPE *) PIXEL_ADDRESS(x0,y0);
@@ -244,10 +182,8 @@
if (dx<0) {
dx = -dx; /* make positive */
#ifdef INTERP_XY
xstep = -1;
#endif
#if defined(INTERP_Z) && defined(DEPTH_TYPE)
#ifdef DEPTH_TYPE
zPtrXstep = -((GLint)sizeof(DEPTH_TYPE));
#endif
#ifdef PIXEL_ADDRESS
@@ -255,10 +191,8 @@
#endif
}
else {
#ifdef INTERP_XY
xstep = 1;
#endif
#if defined(INTERP_Z) && defined(DEPTH_TYPE)
#ifdef DEPTH_TYPE
zPtrXstep = ((GLint)sizeof(DEPTH_TYPE));
#endif
#ifdef PIXEL_ADDRESS
@@ -268,10 +202,8 @@
if (dy<0) {
dy = -dy; /* make positive */
#ifdef INTERP_XY
ystep = -1;
#endif
#if defined(INTERP_Z) && defined(DEPTH_TYPE)
#ifdef DEPTH_TYPE
zPtrYstep = -((GLint) (ctx->DrawBuffer->Width * sizeof(DEPTH_TYPE)));
#endif
#ifdef PIXEL_ADDRESS
@@ -279,10 +211,8 @@
#endif
}
else {
#ifdef INTERP_XY
ystep = 1;
#endif
#if defined(INTERP_Z) && defined(DEPTH_TYPE)
#ifdef DEPTH_TYPE
zPtrYstep = (GLint) (ctx->DrawBuffer->Width * sizeof(DEPTH_TYPE));
#endif
#ifdef PIXEL_ADDRESS
@@ -290,146 +220,157 @@
#endif
}
ASSERT(dx >= 0);
ASSERT(dy >= 0);
span.end = numPixels = MAX2(dx, dy);
#ifdef INTERP_RGBA
if (ctx->Light.ShadeModel == GL_SMOOTH) {
span.red = ChanToFixed(vert0->color[0]);
span.green = ChanToFixed(vert0->color[1]);
span.blue = ChanToFixed(vert0->color[2]);
span.alpha = ChanToFixed(vert0->color[3]);
span.redStep = (ChanToFixed(vert1->color[0]) - span.red ) / numPixels;
span.greenStep = (ChanToFixed(vert1->color[1]) - span.green) / numPixels;
span.blueStep = (ChanToFixed(vert1->color[2]) - span.blue ) / numPixels;
span.alphaStep = (ChanToFixed(vert1->color[3]) - span.alpha) / numPixels;
}
else {
span.red = ChanToFixed(vert1->color[0]);
span.green = ChanToFixed(vert1->color[1]);
span.blue = ChanToFixed(vert1->color[2]);
span.alpha = ChanToFixed(vert1->color[3]);
span.redStep = 0;
span.greenStep = 0;
span.blueStep = 0;
span.alphaStep = 0;
}
#endif
#ifdef INTERP_SPEC
if (ctx->Light.ShadeModel == GL_SMOOTH) {
span.specRed = ChanToFixed(vert0->specular[0]);
span.specGreen = ChanToFixed(vert0->specular[1]);
span.specBlue = ChanToFixed(vert0->specular[2]);
span.specRedStep = (ChanToFixed(vert1->specular[0]) - span.specRed) / numPixels;
span.specGreenStep = (ChanToFixed(vert1->specular[1]) - span.specBlue) / numPixels;
span.specBlueStep = (ChanToFixed(vert1->specular[2]) - span.specGreen) / numPixels;
}
else {
span.specRed = ChanToFixed(vert1->specular[0]);
span.specGreen = ChanToFixed(vert1->specular[1]);
span.specBlue = ChanToFixed(vert1->specular[2]);
span.specRedStep = 0;
span.specGreenStep = 0;
span.specBlueStep = 0;
}
#endif
#ifdef INTERP_INDEX
if (ctx->Light.ShadeModel == GL_SMOOTH) {
span.index = IntToFixed(vert0->index);
span.indexStep = IntToFixed(vert1->index - vert0->index) / numPixels;
}
else {
span.index = IntToFixed(vert1->index);
span.indexStep = 0;
}
#endif
#if defined(INTERP_Z) || defined(DEPTH_TYPE)
{
if (depthBits <= 16) {
span.z = FloatToFixed(vert0->win[2]) + FIXED_HALF;
span.zStep = FloatToFixed(vert1->win[2] - vert0->win[2]) / numPixels;
}
else {
span.z = vert0->win[2];
span.zStep = (vert1->win[2] - vert0->win[2]) / numPixels;
}
}
#endif
#ifdef INTERP_FOG
span.fog = vert0->fog;
span.fogStep = (vert1->fog - vert0->fog) / numPixels;
#endif
#ifdef INTERP_TEX
{
const GLfloat invw0 = vert0->win[3];
const GLfloat invw1 = vert1->win[3];
const GLfloat invLen = 1.0F / numPixels;
GLfloat ds, dt, dr, dq;
span.tex[0][0] = invw0 * vert0->texcoord[0][0];
span.tex[0][1] = invw0 * vert0->texcoord[0][1];
span.tex[0][2] = invw0 * vert0->texcoord[0][2];
span.tex[0][3] = invw0 * vert0->texcoord[0][3];
ds = (invw1 * vert1->texcoord[0][0]) - span.tex[0][0];
dt = (invw1 * vert1->texcoord[0][1]) - span.tex[0][1];
dr = (invw1 * vert1->texcoord[0][2]) - span.tex[0][2];
dq = (invw1 * vert1->texcoord[0][3]) - span.tex[0][3];
span.texStepX[0][0] = ds * invLen;
span.texStepX[0][1] = dt * invLen;
span.texStepX[0][2] = dr * invLen;
span.texStepX[0][3] = dq * invLen;
span.texStepY[0][0] = 0.0F;
span.texStepY[0][1] = 0.0F;
span.texStepY[0][2] = 0.0F;
span.texStepY[0][3] = 0.0F;
}
#endif
#ifdef INTERP_MULTITEX
{
const GLfloat invLen = 1.0F / numPixels;
GLuint u;
for (u = 0; u < ctx->Const.MaxTextureUnits; u++) {
if (ctx->Texture.Unit[u]._ReallyEnabled) {
const GLfloat invw0 = vert0->win[3];
const GLfloat invw1 = vert1->win[3];
GLfloat ds, dt, dr, dq;
span.tex[u][0] = invw0 * vert0->texcoord[u][0];
span.tex[u][1] = invw0 * vert0->texcoord[u][1];
span.tex[u][2] = invw0 * vert0->texcoord[u][2];
span.tex[u][3] = invw0 * vert0->texcoord[u][3];
ds = (invw1 * vert1->texcoord[u][0]) - span.tex[u][0];
dt = (invw1 * vert1->texcoord[u][1]) - span.tex[u][1];
dr = (invw1 * vert1->texcoord[u][2]) - span.tex[u][2];
dq = (invw1 * vert1->texcoord[u][3]) - span.tex[u][3];
span.texStepX[u][0] = ds * invLen;
span.texStepX[u][1] = dt * invLen;
span.texStepX[u][2] = dr * invLen;
span.texStepX[u][3] = dq * invLen;
span.texStepY[u][0] = 0.0F;
span.texStepY[u][1] = 0.0F;
span.texStepY[u][2] = 0.0F;
span.texStepY[u][3] = 0.0F;
}
}
}
#endif
/*
* Draw
*/
if (dx>dy) {
if (dx > dy) {
/*** X-major line ***/
GLint i;
GLint errorInc = dy+dy;
GLint error = errorInc-dx;
GLint errorDec = error-dx;
#ifdef SET_XMAJOR
xMajor = GL_TRUE;
#endif
#ifdef INTERP_Z
dz = (z1-z0) / dx;
#endif
#ifdef INTERP_FOG
dfog /= dx;
#endif
#ifdef INTERP_RGB
dr /= dx; /* convert from whole line delta to per-pixel delta */
dg /= dx;
db /= dx;
#endif
#ifdef INTERP_SPEC
dsr /= dx; /* convert from whole line delta to per-pixel delta */
dsg /= dx;
dsb /= dx;
#endif
#ifdef INTERP_ALPHA
da /= dx;
#endif
#ifdef INTERP_INDEX
di /= dx;
#endif
#ifdef INTERP_TEX
{
const GLfloat invDx = 1.0F / (GLfloat) dx;
dtex[0] *= invDx;
dtex[1] *= invDx;
dtex[2] *= invDx;
dtex[3] *= invDx;
}
#endif
#ifdef INTERP_MULTITEX
{
const GLfloat invDx = 1.0F / (GLfloat) dx;
GLuint u;
for (u = 0; u < ctx->Const.MaxTextureUnits; u++) {
if (ctx->Texture.Unit[u]._ReallyEnabled) {
dtex[u][0] *= invDx;
dtex[u][1] *= invDx;
dtex[u][2] *= invDx;
dtex[u][3] *= invDx;
}
}
}
#endif
for (i=0;i<dx;i++) {
#ifdef INTERP_Z
GLdepth Z = FixedToDepth(z0);
for (i = 0; i < dx; i++) {
#ifdef DEPTH_TYPE
GLdepth Z = FixedToDepth(span.z);
#endif
#ifdef INTERP_INDEX
GLint I = i0 >> 8;
#ifdef PLOT
PLOT( x0, y0 );
#else
span.array->x[i] = x0;
span.array->y[i] = y0;
#endif
#ifdef INTERP_TEX
{
const GLfloat invQ = tex[3] ? (1.0F / tex[3]) : 1.0F;
fragTexcoord[0] = tex[0] * invQ;
fragTexcoord[1] = tex[1] * invQ;
fragTexcoord[2] = tex[2] * invQ;
fragTexcoord[3] = tex[3];
}
#endif
#ifdef INTERP_MULTITEX
{
GLuint u;
for (u = 0; u < ctx->Const.MaxTextureUnits; u++) {
if (ctx->Texture.Unit[u]._ReallyEnabled) {
const GLfloat invQ = 1.0F / tex[u][3];
fragTexcoord[u][0] = tex[u][0] * invQ;
fragTexcoord[u][1] = tex[u][1] * invQ;
fragTexcoord[u][2] = tex[u][2] * invQ;
fragTexcoord[u][3] = tex[u][3];
}
}
}
#endif
PLOT( x0, y0 );
#ifdef INTERP_XY
x0 += xstep;
#endif
#ifdef INTERP_Z
# ifdef DEPTH_TYPE
#ifdef DEPTH_TYPE
zPtr = (DEPTH_TYPE *) ((GLubyte*) zPtr + zPtrXstep);
# endif
z0 += dz;
span.z += span.zStep;
#endif
#ifdef INTERP_FOG
fog0 += dfog;
#endif
#ifdef INTERP_RGB
r0 += dr;
g0 += dg;
b0 += db;
#endif
#ifdef INTERP_SPEC
sr0 += dsr;
sg0 += dsg;
sb0 += dsb;
#endif
#ifdef INTERP_ALPHA
a0 += da;
#endif
#ifdef INTERP_INDEX
i0 += di;
#endif
#ifdef INTERP_TEX
tex[0] += dtex[0];
tex[1] += dtex[1];
tex[2] += dtex[2];
tex[3] += dtex[3];
#endif
#ifdef INTERP_MULTITEX
{
GLuint u;
for (u = 0; u < ctx->Const.MaxTextureUnits; u++) {
if (ctx->Texture.Unit[u]._ReallyEnabled) {
tex[u][0] += dtex[u][0];
tex[u][1] += dtex[u][1];
tex[u][2] += dtex[u][2];
tex[u][3] += dtex[u][3];
}
}
}
#endif
#ifdef PIXEL_ADDRESS
pixelPtr = (PIXEL_TYPE*) ((GLubyte*) pixelPtr + pixelXstep);
#endif
@@ -438,10 +379,8 @@
}
else {
error += errorDec;
#ifdef INTERP_XY
y0 += ystep;
#endif
#if defined(INTERP_Z) && defined(DEPTH_TYPE)
#ifdef DEPTH_TYPE
zPtr = (DEPTH_TYPE *) ((GLubyte*) zPtr + zPtrYstep);
#endif
#ifdef PIXEL_ADDRESS
@@ -456,131 +395,21 @@
GLint errorInc = dx+dx;
GLint error = errorInc-dy;
GLint errorDec = error-dy;
#ifdef INTERP_Z
dz = (z1-z0) / dy;
#endif
#ifdef INTERP_FOG
dfog /= dy;
#endif
#ifdef INTERP_RGB
dr /= dy; /* convert from whole line delta to per-pixel delta */
dg /= dy;
db /= dy;
#endif
#ifdef INTERP_SPEC
dsr /= dy; /* convert from whole line delta to per-pixel delta */
dsg /= dy;
dsb /= dy;
#endif
#ifdef INTERP_ALPHA
da /= dy;
#endif
#ifdef INTERP_INDEX
di /= dy;
#endif
#ifdef INTERP_TEX
{
const GLfloat invDy = 1.0F / (GLfloat) dy;
dtex[0] *= invDy;
dtex[1] *= invDy;
dtex[2] *= invDy;
dtex[3] *= invDy;
}
#endif
#ifdef INTERP_MULTITEX
{
const GLfloat invDy = 1.0F / (GLfloat) dy;
GLuint u;
for (u = 0; u < ctx->Const.MaxTextureUnits; u++) {
if (ctx->Texture.Unit[u]._ReallyEnabled) {
dtex[u][0] *= invDy;
dtex[u][1] *= invDy;
dtex[u][2] *= invDy;
dtex[u][3] *= invDy;
}
}
}
#endif
for (i=0;i<dy;i++) {
#ifdef INTERP_Z
GLdepth Z = FixedToDepth(z0);
#ifdef DEPTH_TYPE
GLdepth Z = FixedToDepth(span.z);
#endif
#ifdef INTERP_INDEX
GLint I = i0 >> 8;
#ifdef PLOT
PLOT( x0, y0 );
#else
span.array->x[i] = x0;
span.array->y[i] = y0;
#endif
#ifdef INTERP_TEX
{
const GLfloat invQ = tex[3] ? (1.0F / tex[3]) : 1.0F;
fragTexcoord[0] = tex[0] * invQ;
fragTexcoord[1] = tex[1] * invQ;
fragTexcoord[2] = tex[2] * invQ;
fragTexcoord[3] = tex[3];
}
#endif
#ifdef INTERP_MULTITEX
{
GLuint u;
for (u = 0; u < ctx->Const.MaxTextureUnits; u++) {
if (ctx->Texture.Unit[u]._ReallyEnabled) {
const GLfloat invQ = 1.0F / tex[u][3];
fragTexcoord[u][0] = tex[u][0] * invQ;
fragTexcoord[u][1] = tex[u][1] * invQ;
fragTexcoord[u][2] = tex[u][2] * invQ;
fragTexcoord[u][3] = tex[u][3];
}
}
}
#endif
PLOT( x0, y0 );
#ifdef INTERP_XY
y0 += ystep;
#endif
#ifdef INTERP_Z
# ifdef DEPTH_TYPE
#ifdef DEPTH_TYPE
zPtr = (DEPTH_TYPE *) ((GLubyte*) zPtr + zPtrYstep);
# endif
z0 += dz;
#endif
#ifdef INTERP_FOG
fog0 += dfog;
#endif
#ifdef INTERP_RGB
r0 += dr;
g0 += dg;
b0 += db;
#endif
#ifdef INTERP_SPEC
sr0 += dsr;
sg0 += dsg;
sb0 += dsb;
#endif
#ifdef INTERP_ALPHA
a0 += da;
#endif
#ifdef INTERP_INDEX
i0 += di;
#endif
#ifdef INTERP_TEX
tex[0] += dtex[0];
tex[1] += dtex[1];
tex[2] += dtex[2];
tex[3] += dtex[3];
#endif
#ifdef INTERP_MULTITEX
{
GLuint u;
for (u = 0; u < ctx->Const.MaxTextureUnits; u++) {
if (ctx->Texture.Unit[u]._ReallyEnabled) {
tex[u][0] += dtex[u][0];
tex[u][1] += dtex[u][1];
tex[u][2] += dtex[u][2];
tex[u][3] += dtex[u][3];
}
}
}
span.z += span.zStep;
#endif
#ifdef PIXEL_ADDRESS
pixelPtr = (PIXEL_TYPE*) ((GLubyte*) pixelPtr + pixelYstep);
@@ -590,10 +419,8 @@
}
else {
error += errorDec;
#ifdef INTERP_XY
x0 += xstep;
#endif
#if defined(INTERP_Z) && defined(DEPTH_TYPE)
#ifdef DEPTH_TYPE
zPtr = (DEPTH_TYPE *) ((GLubyte*) zPtr + zPtrXstep);
#endif
#ifdef PIXEL_ADDRESS
@@ -603,15 +430,18 @@
}
}
#ifdef RENDER_SPAN
RENDER_SPAN( span );
#endif
}
#undef INTERP_XY
#undef NAME
#undef INTERP_Z
#undef INTERP_FOG
#undef INTERP_RGB
#undef INTERP_RGBA
#undef INTERP_SPEC
#undef INTERP_ALPHA
#undef INTERP_TEX
#undef INTERP_MULTITEX
#undef INTERP_INDEX
@@ -623,4 +453,4 @@
#undef PLOT
#undef CLIP_HACK
#undef FixedToDepth
#undef SET_XMAJOR
#undef RENDER_SPAN