/************************************************************************** * * Copyright 2007 Tungsten Graphics, Inc., Cedar Park, Texas. * 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, sub license, 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 (including the * next paragraph) 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 NON-INFRINGEMENT. * IN NO EVENT SHALL TUNGSTEN GRAPHICS AND/OR ITS SUPPLIERS 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. * **************************************************************************/ /* Authors: Keith Whitwell */ /* Implement line stipple by cutting lines up into smaller lines. * There are hundreds of ways to implement line stipple, this is one * choice that should work in all situations, requires no state * manipulations, but with a penalty in terms of large amounts of * generated geometry. */ #include "imports.h" #include "macros.h" #define CLIP_PRIVATE #include "clip/clip_context.h" #define CLIP_PIPE_PRIVATE #include "clip/clip_pipe.h" struct stipple_stage { struct clip_pipe_stage stage; GLuint hw_data_offset; GLfloat counter; GLuint pattern; GLuint factor; }; static INLINE struct stipple_stage *stipple_stage( struct clip_pipe_stage *stage ) { return (struct stipple_stage *)stage; } static void interp_attr( const struct vf_attr *a, GLubyte *vdst, GLfloat t, const GLubyte *vin, const GLubyte *vout ) { GLuint offset = a->vertoffset; GLfloat fin[4], fout[4], fdst[4]; a->extract( a, fin, vin + offset ); a->extract( a, fout, vout + offset ); fdst[0] = LINTERP( t, fout[0], fin[0] ); fdst[1] = LINTERP( t, fout[1], fin[1] ); fdst[2] = LINTERP( t, fout[2], fin[2] ); fdst[3] = LINTERP( t, fout[3], fin[3] ); a->insert[4-1]( a, vdst + offset, fdst ); } /* Weird screen-space interpolation?? Otherwise do something special * with pos.w or fix vertices to always have clip coords available. */ static void screen_interp( struct vertex_fetch *vf, struct vertex_header *dst, GLfloat t, const struct vertex_header *out, const struct vertex_header *in ) { GLubyte *vdst = (GLubyte *)dst; const GLubyte *vin = (const GLubyte *)in; const GLubyte *vout = (const GLubyte *)out; const struct vf_attr *a = vf->attr; const GLuint attr_count = vf->attr_count; GLuint j; /* Vertex header. */ { assert(a[0].attrib == VF_ATTRIB_VERTEX_HEADER); dst->clipmask = 0; dst->edgeflag = 0; dst->pad = 0; dst->index = 0xffff; } /* Other attributes */ for (j = 1; j < attr_count; j++) { interp_attr(&a[j], vdst, t, vin, vout); } } /* Clip a line against the viewport and user clip planes. */ static void draw_line_segment( struct clip_pipe_stage *stage, struct prim_header *header, GLfloat t0, GLfloat t1 ) { struct vertex_fetch *vf = stage->pipe->draw->vb.vf; struct vertex_header *v0 = header->v[0]; struct vertex_header *v1 = header->v[1]; struct prim_header newprim = *header; header = &newprim; _mesa_printf("%s %f %f\n", __FUNCTION__, t0, t1); if (t0 > 0.0) { screen_interp( vf, stage->tmp[0], t0, v0, v1 ); header->v[0] = stage->tmp[0]; } if (t1 < 1.0) { screen_interp( vf, stage->tmp[1], t1, v0, v1 ); header->v[1] = stage->tmp[1]; } stage->next->line( stage->next, header ); } /* XXX: don't really want to iterate like this. */ static INLINE unsigned stipple_test(int counter, ushort pattern, int factor) { int b = (counter / factor) & 0xf; return (1 << b) & pattern; } /* XXX: Need to have precalculated flatshading already. */ static void stipple_line( struct clip_pipe_stage *stage, struct prim_header *header ) { struct stipple_stage *stipple = stipple_stage(stage); GLuint hw_data_offset = stipple->hw_data_offset; const GLfloat *pos0 = (GLfloat *)&(header->v[0]->data[hw_data_offset]); const GLfloat *pos1 = (GLfloat *)&(header->v[1]->data[hw_data_offset]); GLfloat start = 0; int state = 0; GLfloat x0 = (GLfloat)pos0[0]; GLfloat x1 = (GLfloat)pos1[0]; GLfloat y0 = (GLfloat)pos0[1]; GLfloat y1 = (GLfloat)pos1[1]; GLfloat dx = x0 > x1 ? x0 - x1 : x1 - x0; GLfloat dy = y0 > y1 ? y0 - y1 : y1 - y0; GLfloat length = MAX2(dx, dy); GLint i; if (header->reset_line_stipple) stipple->counter = 0; /* XXX: iterating like this is lame */ for (i = 0; i < length; i++) { int result = !!stipple_test( stipple->counter+i, stipple->pattern, stipple->factor ); // _mesa_printf("%d %f %d\n", i, length, result); if (result != state) { if (state) { if (start != i) draw_line_segment( stage, header, start / length, i / length ); } else { start = i; } state = result; } } if (state && start < length) draw_line_segment( stage, header, start / length, 1.0 ); stipple->counter += length; } static void stipple_begin( struct clip_pipe_stage *stage ) { struct stipple_stage *stipple = stipple_stage(stage); struct clip_context *draw = stage->pipe->draw; if (stage->pipe->draw->vb_state.clipped_prims) stipple->hw_data_offset = 16; else stipple->hw_data_offset = 0; stipple->stage.tri = clip_passthrough_tri; stipple->stage.point = clip_passthrough_point; stipple->stage.line = stipple_line; stipple->factor = draw->state.line_stipple_factor + 1; stipple->pattern = draw->state.line_stipple_pattern; stage->next->begin( stage->next ); } static void stipple_end( struct clip_pipe_stage *stage ) { stage->next->end( stage->next ); } struct clip_pipe_stage *clip_pipe_stipple( struct clip_pipeline *pipe ) { struct stipple_stage *stipple = CALLOC_STRUCT(stipple_stage); clip_pipe_alloc_tmps( &stipple->stage, 4 ); stipple->stage.pipe = pipe; stipple->stage.next = NULL; stipple->stage.begin = stipple_begin; stipple->stage.point = clip_passthrough_point; stipple->stage.line = stipple_line; stipple->stage.tri = clip_passthrough_tri; stipple->stage.reset_tmps = clip_pipe_reset_tmps; stipple->stage.end = stipple_end; return &stipple->stage; }