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/**************************************************************************
*
* 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 <keith@tungstengraphics.com>
*/
/* 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 );
}
static void stipple_destroy( struct clip_pipe_stage *stage )
{
FREE( stage );
}
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.end = stipple_end;
stipple->stage.destroy = stipple_destroy;
return &stipple->stage;
}
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