
Fixed some vertex array / vertex program glitches with glDrawElements. Fixed some fragment program runtime bugs. Non-trivial Cg programs are running now.
257 lines
7.3 KiB
C
257 lines
7.3 KiB
C
/*
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* Mesa 3-D graphics library
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* Version: 5.1
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*
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* Copyright (C) 1999-2003 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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/**
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* \file swrast/s_bitmap.c
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* \brief glBitmap rendering.
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* \author Brian Paul
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*/
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#include "glheader.h"
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#include "image.h"
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#include "macros.h"
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#include "pixel.h"
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#include "s_context.h"
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#include "s_span.h"
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/*
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* Render a bitmap.
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*/
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void
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_swrast_Bitmap( GLcontext *ctx, GLint px, GLint py,
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GLsizei width, GLsizei height,
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const struct gl_pixelstore_attrib *unpack,
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const GLubyte *bitmap )
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{
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SWcontext *swrast = SWRAST_CONTEXT(ctx);
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GLint row, col;
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GLuint count = 0;
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struct sw_span span;
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ASSERT(ctx->RenderMode == GL_RENDER);
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ASSERT(bitmap);
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RENDER_START(swrast,ctx);
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if (SWRAST_CONTEXT(ctx)->NewState)
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_swrast_validate_derived( ctx );
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INIT_SPAN(span, GL_BITMAP, width, 0, SPAN_XY);
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if (ctx->Visual.rgbMode) {
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span.interpMask |= SPAN_RGBA;
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span.red = FloatToFixed(ctx->Current.RasterColor[0] * CHAN_MAXF);
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span.green = FloatToFixed(ctx->Current.RasterColor[1] * CHAN_MAXF);
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span.blue = FloatToFixed(ctx->Current.RasterColor[2] * CHAN_MAXF);
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span.alpha = FloatToFixed(ctx->Current.RasterColor[3] * CHAN_MAXF);
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span.redStep = span.greenStep = span.blueStep = span.alphaStep = 0;
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}
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else {
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span.interpMask |= SPAN_INDEX;
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span.index = ChanToFixed(ctx->Current.RasterIndex);
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span.indexStep = 0;
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}
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if (ctx->Depth.Test)
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_swrast_span_default_z(ctx, &span);
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if (ctx->Fog.Enabled)
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_swrast_span_default_fog(ctx, &span);
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if (ctx->Texture._EnabledCoordUnits)
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_swrast_span_default_texcoords(ctx, &span);
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for (row = 0; row < height; row++, span.y++) {
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const GLubyte *src = (const GLubyte *) _mesa_image_address( unpack,
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bitmap, width, height, GL_COLOR_INDEX, GL_BITMAP, 0, row, 0 );
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if (unpack->LsbFirst) {
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/* Lsb first */
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GLubyte mask = 1U << (unpack->SkipPixels & 0x7);
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for (col = 0; col < width; col++) {
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if (*src & mask) {
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span.array->x[count] = px + col;
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span.array->y[count] = py + row;
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count++;
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}
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if (mask == 128U) {
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src++;
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mask = 1U;
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}
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else {
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mask = mask << 1;
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}
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}
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/* get ready for next row */
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if (mask != 1)
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src++;
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}
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else {
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/* Msb first */
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GLubyte mask = 128U >> (unpack->SkipPixels & 0x7);
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for (col = 0; col < width; col++) {
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if (*src & mask) {
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span.array->x[count] = px + col;
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span.array->y[count] = py + row;
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count++;
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}
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if (mask == 1U) {
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src++;
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mask = 128U;
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}
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else {
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mask = mask >> 1;
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}
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}
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/* get ready for next row */
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if (mask != 128)
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src++;
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}
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if (count + width >= MAX_WIDTH || row + 1 == height) {
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/* flush the span */
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span.end = count;
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if (ctx->Visual.rgbMode)
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_swrast_write_rgba_span(ctx, &span);
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else
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_swrast_write_index_span(ctx, &span);
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span.end = 0;
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count = 0;
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}
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}
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RENDER_FINISH(swrast,ctx);
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}
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#if 0
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/*
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* XXX this is another way to implement Bitmap. Use horizontal runs of
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* fragments, initializing the mask array to indicate which fragmens to
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* draw or skip.
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*/
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void
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_swrast_Bitmap( GLcontext *ctx, GLint px, GLint py,
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GLsizei width, GLsizei height,
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const struct gl_pixelstore_attrib *unpack,
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const GLubyte *bitmap )
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{
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SWcontext *swrast = SWRAST_CONTEXT(ctx);
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GLint row, col;
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struct sw_span span;
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ASSERT(ctx->RenderMode == GL_RENDER);
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ASSERT(bitmap);
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RENDER_START(swrast,ctx);
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if (SWRAST_CONTEXT(ctx)->NewState)
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_swrast_validate_derived( ctx );
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INIT_SPAN(span, GL_BITMAP, width, 0, SPAN_MASK);
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/*span.arrayMask |= SPAN_MASK;*/ /* we'll init span.mask[] */
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span.x = px;
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span.y = py;
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/*span.end = width;*/
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if (ctx->Visual.rgbMode) {
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span.interpMask |= SPAN_RGBA;
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span.red = FloatToFixed(ctx->Current.RasterColor[0] * CHAN_MAXF);
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span.green = FloatToFixed(ctx->Current.RasterColor[1] * CHAN_MAXF);
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span.blue = FloatToFixed(ctx->Current.RasterColor[2] * CHAN_MAXF);
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span.alpha = FloatToFixed(ctx->Current.RasterColor[3] * CHAN_MAXF);
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span.redStep = span.greenStep = span.blueStep = span.alphaStep = 0;
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}
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else {
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span.interpMask |= SPAN_INDEX;
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span.index = ChanToFixed(ctx->Current.RasterIndex);
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span.indexStep = 0;
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}
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if (ctx->Depth.Test)
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_swrast_span_default_z(ctx, &span);
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if (ctx->Fog.Enabled)
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_swrast_span_default_fog(ctx, &span);
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if (ctx->Texture._EnabledCoordUnits)
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_swrast_span_default_texcoords(ctx, &span);
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for (row=0; row<height; row++, span.y++) {
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const GLubyte *src = (const GLubyte *) _mesa_image_address( unpack,
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bitmap, width, height, GL_COLOR_INDEX, GL_BITMAP, 0, row, 0 );
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if (unpack->LsbFirst) {
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/* Lsb first */
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GLubyte mask = 1U << (unpack->SkipPixels & 0x7);
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for (col=0; col<width; col++) {
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span.array->mask[col] = (*src & mask) ? GL_TRUE : GL_FALSE;
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if (mask == 128U) {
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src++;
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mask = 1U;
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}
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else {
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mask = mask << 1;
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}
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}
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if (ctx->Visual.rgbMode)
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_swrast_write_rgba_span(ctx, &span);
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else
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_swrast_write_index_span(ctx, &span);
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/* get ready for next row */
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if (mask != 1)
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src++;
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}
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else {
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/* Msb first */
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GLubyte mask = 128U >> (unpack->SkipPixels & 0x7);
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for (col=0; col<width; col++) {
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span.array->mask[col] = (*src & mask) ? GL_TRUE : GL_FALSE;
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if (mask == 1U) {
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src++;
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mask = 128U;
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}
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else {
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mask = mask >> 1;
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}
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}
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if (ctx->Visual.rgbMode)
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_swrast_write_rgba_span(ctx, &span);
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else
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_swrast_write_index_span(ctx, &span);
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/* get ready for next row */
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if (mask != 128)
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src++;
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}
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}
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RENDER_FINISH(swrast,ctx);
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}
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#endif
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