Add _swrast_span_default_secondary_color() for use with glBitmap, glDrawPixels, etc.

Secondary color wasn't getting added to post-texture color when drawing
bitmaps, images.  See bug 10409.
This commit is contained in:
Brian
2007-03-26 11:30:05 -06:00
parent b5d988dd19
commit 38a1c2b495
5 changed files with 46 additions and 2 deletions

View File

@@ -85,6 +85,8 @@ _swrast_Bitmap( GLcontext *ctx, GLint px, GLint py,
INIT_SPAN(span, GL_BITMAP, width, 0, SPAN_XY);
_swrast_span_default_color(ctx, &span);
if (ctx->Light.Model.ColorControl == GL_SEPARATE_SPECULAR_COLOR)
_swrast_span_default_secondary_color(ctx, &span);
if (ctx->Depth.Test)
_swrast_span_default_z(ctx, &span);
if (swrast->_FogEnabled)

View File

@@ -109,7 +109,8 @@ copy_conv_rgba_pixels(GLcontext *ctx, GLint srcx, GLint srcy,
_swrast_span_default_z(ctx, &span);
if (swrast->_FogEnabled)
_swrast_span_default_fog(ctx, &span);
if (ctx->Light.Model.ColorControl == GL_SEPARATE_SPECULAR_COLOR)
_swrast_span_default_secondary_color(ctx, &span);
/* allocate space for GLfloat image */
tmpImage = (GLfloat *) _mesa_malloc(width * height * 4 * sizeof(GLfloat));
@@ -244,6 +245,8 @@ copy_rgba_pixels(GLcontext *ctx, GLint srcx, GLint srcy,
_swrast_span_default_z(ctx, &span);
if (swrast->_FogEnabled)
_swrast_span_default_fog(ctx, &span);
if (ctx->Light.Model.ColorControl == GL_SEPARATE_SPECULAR_COLOR)
_swrast_span_default_secondary_color(ctx, &span);
if (overlapping) {
tmpImage = (GLfloat *) _mesa_malloc(width * height * sizeof(GLfloat) * 4);
@@ -489,6 +492,8 @@ copy_depth_pixels( GLcontext *ctx, GLint srcx, GLint srcy,
}
_swrast_span_default_color(ctx, &span);
if (ctx->Light.Model.ColorControl == GL_SEPARATE_SPECULAR_COLOR)
_swrast_span_default_secondary_color(ctx, &span);
if (swrast->_FogEnabled)
_swrast_span_default_fog(ctx, &span);

View File

@@ -71,6 +71,8 @@ fast_draw_rgba_pixels(GLcontext *ctx, GLint x, GLint y,
}
INIT_SPAN(span, GL_BITMAP, 0, 0, SPAN_RGBA);
if (ctx->Light.Model.ColorControl == GL_SEPARATE_SPECULAR_COLOR)
_swrast_span_default_secondary_color(ctx, &span);
if (ctx->Depth.Test)
_swrast_span_default_z(ctx, &span);
if (swrast->_FogEnabled)
@@ -441,7 +443,8 @@ draw_depth_pixels( GLcontext *ctx, GLint x, GLint y,
INIT_SPAN(span, GL_BITMAP, 0, 0, SPAN_Z);
_swrast_span_default_color(ctx, &span);
if (ctx->Light.Model.ColorControl == GL_SEPARATE_SPECULAR_COLOR)
_swrast_span_default_secondary_color(ctx, &span);
if (swrast->_FogEnabled)
_swrast_span_default_fog(ctx, &span);
if (ctx->Texture._EnabledCoordUnits)
@@ -562,6 +565,8 @@ draw_rgba_pixels( GLcontext *ctx, GLint x, GLint y,
return;
INIT_SPAN(span, GL_BITMAP, 0, 0, SPAN_RGBA);
if (ctx->Light.Model.ColorControl == GL_SEPARATE_SPECULAR_COLOR)
_swrast_span_default_secondary_color(ctx, &span);
if (ctx->Depth.Test)
_swrast_span_default_z(ctx, &span);
if (swrast->_FogEnabled)

View File

@@ -121,6 +121,35 @@ _swrast_span_default_color( GLcontext *ctx, SWspan *span )
}
void
_swrast_span_default_secondary_color(GLcontext *ctx, SWspan *span)
{
if (ctx->Visual.rgbMode) {
GLchan r, g, b, a;
UNCLAMPED_FLOAT_TO_CHAN(r, ctx->Current.RasterSecondaryColor[0]);
UNCLAMPED_FLOAT_TO_CHAN(g, ctx->Current.RasterSecondaryColor[1]);
UNCLAMPED_FLOAT_TO_CHAN(b, ctx->Current.RasterSecondaryColor[2]);
UNCLAMPED_FLOAT_TO_CHAN(a, ctx->Current.RasterSecondaryColor[3]);
#if CHAN_TYPE == GL_FLOAT
span->specRed = r;
span->specGreen = g;
span->specBlue = b;
/8span->specAlpha = a;*/
#else
span->specRed = IntToFixed(r);
span->specGreen = IntToFixed(g);
span->specBlue = IntToFixed(b);
/*span->specAlpha = IntToFixed(a);*/
#endif
span->specRedStep = 0;
span->specGreenStep = 0;
span->specBlueStep = 0;
/*span->specAlphaStep = 0;*/
span->interpMask |= SPAN_SPEC;
}
}
/**
* Init span's texcoord interpolation values to the RasterPos texcoords.
* Used during setup for glDraw/CopyPixels.

View File

@@ -222,6 +222,9 @@ _swrast_span_default_fog( GLcontext *ctx, SWspan *span );
extern void
_swrast_span_default_color( GLcontext *ctx, SWspan *span );
extern void
_swrast_span_default_secondary_color(GLcontext *ctx, SWspan *span);
extern void
_swrast_span_default_texcoords( GLcontext *ctx, SWspan *span );