/* * Mesa 3-D graphics library * Version: 6.3 * * Copyright (C) 1999-2004 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 "glheader.h" #include "context.h" #include "colormac.h" #include "macros.h" #include "nvfragprog.h" #include "s_aaline.h" #include "s_context.h" #include "s_depth.h" #include "s_feedback.h" #include "s_lines.h" #include "s_span.h" /* * Init the mask[] array to implement a line stipple. */ static void compute_stipple_mask( GLcontext *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( GLcontext *ctx, struct sw_span *span, GLboolean xMajor ) { GLint width, start; ASSERT(span->end < MAX_WIDTH); width = (GLint) CLAMP( ctx->Line._Width, MIN_LINE_WIDTH, MAX_LINE_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]++; } if (ctx->Visual.rgbMode) _swrast_write_rgba_span(ctx, span); else _swrast_write_index_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]++; } if (ctx->Visual.rgbMode) _swrast_write_rgba_span(ctx, span); else _swrast_write_index_span(ctx, span); } } } /**********************************************************************/ /***** Rasterization *****/ /**********************************************************************/ /* 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) _swrast_write_index_span(ctx, &span) #include "s_linetemp.h" /* 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) _swrast_write_rgba_span(ctx, &span); #include "s_linetemp.h" /* 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, (GLboolean)(dx > dy)); \ } \ else { \ _swrast_write_index_span(ctx, &span); \ } #include "s_linetemp.h" /* 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, (GLboolean)(dx > dy)); \ } \ else { \ _swrast_write_rgba_span(ctx, &span); \ } #include "s_linetemp.h" /* 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, (GLboolean)(dx > dy)); \ } \ else { \ _swrast_write_rgba_span(ctx, &span); \ } #include "s_linetemp.h" /* 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, (GLboolean)(dx > dy)); \ } \ else { \ _swrast_write_rgba_span(ctx, &span); \ } #include "s_linetemp.h" void _swrast_add_spec_terms_line( GLcontext *ctx, const SWvertex *v0, const SWvertex *v1 ) { SWvertex *ncv0 = (SWvertex *)v0; SWvertex *ncv1 = (SWvertex *)v1; GLchan c[2][4]; COPY_CHAN4( c[0], ncv0->color ); COPY_CHAN4( c[1], ncv1->color ); ACC_3V( ncv0->color, ncv0->specular ); ACC_3V( ncv1->color, ncv1->specular ); SWRAST_CONTEXT(ctx)->SpecLine( ctx, ncv0, ncv1 ); COPY_CHAN4( ncv0->color, c[0] ); COPY_CHAN4( ncv1->color, c[1] ); } #ifdef DEBUG extern void _mesa_print_line_function(GLcontext *ctx); /* silence compiler warning */ void _mesa_print_line_function(GLcontext *ctx) { SWcontext *swrast = SWRAST_CONTEXT(ctx); _mesa_printf("Line Func == "); 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); } #endif #ifdef DEBUG /* record the current line function name */ static const char *lineFuncName = NULL; #define USE(lineFunc) \ do { \ lineFuncName = #lineFunc; \ /*_mesa_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( GLcontext *ctx ) { SWcontext *swrast = SWRAST_CONTEXT(ctx); const GLboolean rgbmode = ctx->Visual.rgbMode; if (ctx->RenderMode == GL_RENDER) { if (ctx->Line.SmoothFlag) { /* antialiased lines */ _swrast_choose_aa_line_function(ctx); ASSERT(swrast->Line); } else if (ctx->Texture._EnabledCoordUnits) { /* textured lines */ if (ctx->Texture._EnabledCoordUnits > 0x1 || NEED_SECONDARY_COLOR(ctx)) { /* multi-texture and/or separate specular color */ USE(multitextured_line); } else { 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 { /* simplest lines */ if (rgbmode) USE(simple_rgba_line); else USE(simple_ci_line); } } else if (ctx->RenderMode == GL_FEEDBACK) { USE(_swrast_feedback_line); } else { ASSERT(ctx->RenderMode == GL_SELECT); USE(_swrast_select_line); } /*_mesa_print_line_function(ctx);*/ }