/* * Mesa 3-D graphics library * * Copyright (C) 1999-2007 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 * THE AUTHORS OR COPYRIGHT HOLDERS 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 "main/glheader.h" #include "main/context.h" #include "main/colormac.h" #include "main/macros.h" #include "s_aaline.h" #include "s_context.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( struct gl_context *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( struct gl_context *ctx, SWspan *span, GLboolean xMajor ) { const GLint width = (GLint) CLAMP(ctx->Line.Width, ctx->Const.MinLineWidth, ctx->Const.MaxLineWidth); GLint start; ASSERT(span->end < SWRAST_MAX_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]++; } _swrast_write_rgba_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]++; } _swrast_write_rgba_span(ctx, span); } } } /**********************************************************************/ /***** Rasterization *****/ /**********************************************************************/ /* Simple RGBA index line (no stipple, width=1, no Z, no fog, no tex)*/ #define NAME simple_no_z_rgba_line #define INTERP_RGBA #define RENDER_SPAN(span) _swrast_write_rgba_span(ctx, &span); #include "s_linetemp.h" /* Z, fog, wide, stipple RGBA line */ #define NAME rgba_line #define INTERP_RGBA #define INTERP_Z #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" /* General-purpose line (any/all features). */ #define NAME general_line #define INTERP_RGBA #define INTERP_Z #define INTERP_ATTRIBS #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(struct gl_context *ctx, const SWvertex *v0, const SWvertex *v1) { SWvertex *ncv0 = (SWvertex *)v0; SWvertex *ncv1 = (SWvertex *)v1; GLfloat rSum, gSum, bSum; GLchan cSave[2][4]; /* save original colors */ COPY_CHAN4(cSave[0], ncv0->color); COPY_CHAN4(cSave[1], ncv1->color); /* sum v0 */ rSum = CHAN_TO_FLOAT(ncv0->color[0]) + ncv0->attrib[VARYING_SLOT_COL1][0]; gSum = CHAN_TO_FLOAT(ncv0->color[1]) + ncv0->attrib[VARYING_SLOT_COL1][1]; bSum = CHAN_TO_FLOAT(ncv0->color[2]) + ncv0->attrib[VARYING_SLOT_COL1][2]; UNCLAMPED_FLOAT_TO_CHAN(ncv0->color[0], rSum); UNCLAMPED_FLOAT_TO_CHAN(ncv0->color[1], gSum); UNCLAMPED_FLOAT_TO_CHAN(ncv0->color[2], bSum); /* sum v1 */ rSum = CHAN_TO_FLOAT(ncv1->color[0]) + ncv1->attrib[VARYING_SLOT_COL1][0]; gSum = CHAN_TO_FLOAT(ncv1->color[1]) + ncv1->attrib[VARYING_SLOT_COL1][1]; bSum = CHAN_TO_FLOAT(ncv1->color[2]) + ncv1->attrib[VARYING_SLOT_COL1][2]; UNCLAMPED_FLOAT_TO_CHAN(ncv1->color[0], rSum); UNCLAMPED_FLOAT_TO_CHAN(ncv1->color[1], gSum); UNCLAMPED_FLOAT_TO_CHAN(ncv1->color[2], bSum); /* draw */ SWRAST_CONTEXT(ctx)->SpecLine( ctx, ncv0, ncv1 ); /* restore original colors */ COPY_CHAN4(ncv0->color, cSave[0]); COPY_CHAN4(ncv1->color, cSave[1]); } #ifdef DEBUG /* record the current line function name */ static const char *lineFuncName = NULL; #define USE(lineFunc) \ do { \ lineFuncName = #lineFunc; \ /*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( struct gl_context *ctx ) { SWcontext *swrast = SWRAST_CONTEXT(ctx); GLboolean specular = (ctx->Fog.ColorSumEnabled || (ctx->Light.Enabled && ctx->Light.Model.ColorControl == GL_SEPARATE_SPECULAR_COLOR)); 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 || _swrast_use_fragment_program(ctx) || swrast->_FogEnabled || specular) { USE(general_line); } else if (ctx->Depth.Test || ctx->Line.Width != 1.0 || ctx->Line.StippleFlag) { /* no texture, but Z, fog, width>1, stipple, etc. */ #if CHAN_BITS == 32 USE(general_line); #else USE(rgba_line); #endif } else { ASSERT(!ctx->Depth.Test); ASSERT(ctx->Line.Width == 1.0); /* simple lines */ USE(simple_no_z_rgba_line); } } else if (ctx->RenderMode == GL_FEEDBACK) { USE(_swrast_feedback_line); } else { ASSERT(ctx->RenderMode == GL_SELECT); USE(_swrast_select_line); } }