fixed a bunch of g++ warnings/errors. Compiling with g++ can help find lots of poten...
[mesa.git] / src / mesa / swrast / s_aalinetemp.h
1 /* $Id: s_aalinetemp.h,v 1.6 2001/03/07 05:06:12 brianp Exp $ */
2
3 /*
4 * Mesa 3-D graphics library
5 * Version: 3.5
6 *
7 * Copyright (C) 1999-2000 Brian Paul All Rights Reserved.
8 *
9 * Permission is hereby granted, free of charge, to any person obtaining a
10 * copy of this software and associated documentation files (the "Software"),
11 * to deal in the Software without restriction, including without limitation
12 * the rights to use, copy, modify, merge, publish, distribute, sublicense,
13 * and/or sell copies of the Software, and to permit persons to whom the
14 * Software is furnished to do so, subject to the following conditions:
15 *
16 * The above copyright notice and this permission notice shall be included
17 * in all copies or substantial portions of the Software.
18 *
19 * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS
20 * OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
21 * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL
22 * BRIAN PAUL BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN
23 * AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN
24 * CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
25 */
26
27
28 /*
29 * Antialiased line template.
30 */
31
32
33 /*
34 * Function to render each fragment in the AA line.
35 */
36 static void
37 NAME(plot)(GLcontext *ctx, const struct LineInfo *line,
38 struct pixel_buffer *pb, int ix, int iy)
39 {
40 const GLfloat fx = (GLfloat) ix;
41 const GLfloat fy = (GLfloat) iy;
42 const GLfloat coverage = compute_coveragef(line, ix, iy);
43 GLdepth z;
44 GLfixed fog;
45 GLchan red, green, blue, alpha;
46 GLint frac, indx, index;
47 GLchan specRed, specGreen, specBlue;
48 GLfloat tex[MAX_TEXTURE_UNITS][4], lambda[MAX_TEXTURE_UNITS];
49
50 if (coverage == 0.0)
51 return;
52
53 /*
54 * Compute Z, color, texture coords, fog for the fragment by
55 * solving the plane equations at (ix,iy).
56 */
57 #ifdef DO_Z
58 z = (GLdepth) solve_plane(fx, fy, line->zPlane);
59 #else
60 z = 0.0;
61 #endif
62 #ifdef DO_FOG
63 fog = FloatToFixed( solve_plane(fx, fy, line->fPlane) );
64 #else
65 fog = 0;
66 #endif
67 #ifdef DO_RGBA
68 red = solve_plane_chan(fx, fy, line->rPlane);
69 green = solve_plane_chan(fx, fy, line->gPlane);
70 blue = solve_plane_chan(fx, fy, line->bPlane);
71 alpha = (GLchan) (solve_plane_chan(fx, fy, line->aPlane) * coverage);;
72 #else
73 (void) red;
74 (void) green;
75 (void) blue;
76 (void) alpha;
77 #endif
78 #ifdef DO_INDEX
79 frac = (GLint) (15.0 * coverage);
80 indx = (GLint) solve_plane(fx, fy, line->iPlane);
81 index = (indx & ~0xf) | frac;
82 #else
83 (void) frac;
84 (void) indx;
85 (void) index;
86 #endif
87 #ifdef DO_SPEC
88 specRed = solve_plane_chan(fx, fy, line->srPlane);
89 specGreen = solve_plane_chan(fx, fy, line->sgPlane);
90 specBlue = solve_plane_chan(fx, fy, line->sbPlane);
91 #else
92 (void) specRed;
93 (void) specGreen;
94 (void) specBlue;
95 #endif
96 #ifdef DO_TEX
97 {
98 GLfloat invQ = solve_plane_recip(fx, fy, line->vPlane[0]);
99 tex[0][0] = solve_plane(fx, fy, line->sPlane[0]) * invQ;
100 tex[0][1] = solve_plane(fx, fy, line->tPlane[0]) * invQ;
101 tex[0][2] = solve_plane(fx, fy, line->uPlane[0]) * invQ;
102 lambda[0] = compute_lambda(line->sPlane[0], line->tPlane[0], invQ,
103 line->texWidth[0], line->texHeight[0]);
104 }
105 #elif defined(DO_MULTITEX)
106 {
107 GLuint unit;
108 for (unit = 0; unit < ctx->Const.MaxTextureUnits; unit++) {
109 if (ctx->Texture.Unit[unit]._ReallyEnabled) {
110 GLfloat invQ = solve_plane_recip(fx, fy, line->vPlane[unit]);
111 tex[unit][0] = solve_plane(fx, fy, line->sPlane[unit]) * invQ;
112 tex[unit][1] = solve_plane(fx, fy, line->tPlane[unit]) * invQ;
113 tex[unit][2] = solve_plane(fx, fy, line->uPlane[unit]) * invQ;
114 lambda[unit] = compute_lambda(line->sPlane[unit],
115 line->tPlane[unit], invQ,
116 line->texWidth[unit], line->texHeight[unit]);
117 }
118 }
119 }
120 #else
121 (void) tex[0][0];
122 (void) lambda[0];
123 #endif
124
125
126 #if defined(DO_MULTITEX)
127 #if defined(DO_SPEC)
128 PB_WRITE_MULTITEX_SPEC_PIXEL(pb, ix, iy, z, fog, red, green, blue, alpha,
129 specRed, specGreen, specBlue, tex);
130 #else
131 PB_WRITE_MULTITEX_PIXEL(pb, ix, iy, z, fog, red, green, blue, alpha, texcoords);
132 #endif
133 #elif defined(DO_TEX)
134 PB_WRITE_TEX_PIXEL(pb, ix, iy, z, fog, red, green, blue, alpha,
135 tex[0][0], tex[0][1], tex[0][2]);
136 #elif defined(DO_RGBA)
137 PB_WRITE_RGBA_PIXEL(pb, ix, iy, z, fog, red, green, blue, alpha);
138 #elif defined(DO_INDEX)
139 PB_WRITE_CI_PIXEL(pb, ix, iy, z, fog, index);
140 #endif
141
142 PB_CHECK_FLUSH(ctx, pb);
143 }
144
145
146
147 /*
148 * Line setup
149 */
150 static void
151 NAME(line)(GLcontext *ctx, const SWvertex *v0, const SWvertex *v1)
152 {
153 SWcontext *swrast = SWRAST_CONTEXT(ctx);
154 struct pixel_buffer *pb = SWRAST_CONTEXT(ctx)->PB;
155 GLfloat tStart, tEnd; /* segment start, end along line length */
156 GLboolean inSegment;
157 GLint iLen, i;
158
159 /* Init the LineInfo struct */
160 struct LineInfo line;
161 line.x0 = v0->win[0];
162 line.y0 = v0->win[1];
163 line.x1 = v1->win[0];
164 line.y1 = v1->win[1];
165 line.dx = line.x1 - line.x0;
166 line.dy = line.y1 - line.y0;
167 line.len = sqrt(line.dx * line.dx + line.dy * line.dy);
168 line.halfWidth = 0.5F * ctx->Line.Width;
169 if (line.len == 0.0) {
170 line.xAdj = 0.0;
171 line.yAdj = 0.0;
172 }
173 else {
174 line.xAdj = line.dx / line.len * line.halfWidth;
175 line.yAdj = line.dy / line.len * line.halfWidth;
176 }
177
178 #ifdef DO_Z
179 compute_plane(line.x0, line.y0, line.x1, line.y1,
180 v0->win[2], v1->win[2], line.zPlane);
181 #endif
182 #ifdef DO_FOG
183 compute_plane(line.x0, line.y0, line.x1, line.y1,
184 v0->fog, v1->fog, line.fPlane);
185 #endif
186 #ifdef DO_RGBA
187 if (ctx->Light.ShadeModel == GL_SMOOTH) {
188 compute_plane(line.x0, line.y0, line.x1, line.y1,
189 v0->color[RCOMP], v1->color[RCOMP], line.rPlane);
190 compute_plane(line.x0, line.y0, line.x1, line.y1,
191 v0->color[GCOMP], v1->color[GCOMP], line.gPlane);
192 compute_plane(line.x0, line.y0, line.x1, line.y1,
193 v0->color[BCOMP], v1->color[BCOMP], line.bPlane);
194 compute_plane(line.x0, line.y0, line.x1, line.y1,
195 v0->color[ACOMP], v1->color[ACOMP], line.aPlane);
196 }
197 else {
198 constant_plane(v1->color[RCOMP], line.rPlane);
199 constant_plane(v1->color[GCOMP], line.gPlane);
200 constant_plane(v1->color[BCOMP], line.bPlane);
201 constant_plane(v1->color[ACOMP], line.aPlane);
202 }
203 #endif
204 #ifdef DO_SPEC
205 if (ctx->Light.ShadeModel == GL_SMOOTH) {
206 compute_plane(line.x0, line.y0, line.x1, line.y1,
207 v0->specular[RCOMP], v1->specular[RCOMP], line.srPlane);
208 compute_plane(line.x0, line.y0, line.x1, line.y1,
209 v0->specular[GCOMP], v1->specular[GCOMP], line.sgPlane);
210 compute_plane(line.x0, line.y0, line.x1, line.y1,
211 v0->specular[BCOMP], v1->specular[BCOMP], line.sbPlane);
212 }
213 else {
214 constant_plane(v1->specular[RCOMP], line.srPlane);
215 constant_plane(v1->specular[GCOMP], line.sgPlane);
216 constant_plane(v1->specular[BCOMP], line.sbPlane);
217 }
218 #endif
219 #ifdef DO_INDEX
220 if (ctx->Light.ShadeModel == GL_SMOOTH) {
221 compute_plane(line.x0, line.y0, line.x1, line.y1,
222 v0->index, v1->index, line.iPlane);
223 }
224 else {
225 constant_plane(v1->index, line.iPlane);
226 }
227 #endif
228 #ifdef DO_TEX
229 {
230 const struct gl_texture_object *obj = ctx->Texture.Unit[0]._Current;
231 const struct gl_texture_image *texImage = obj->Image[obj->BaseLevel];
232 const GLfloat invW0 = v0->win[3];
233 const GLfloat invW1 = v1->win[3];
234 const GLfloat s0 = v0->texcoord[0][0] * invW0;
235 const GLfloat s1 = v1->texcoord[0][0] * invW1;
236 const GLfloat t0 = v0->texcoord[0][1] * invW0;
237 const GLfloat t1 = v1->texcoord[0][1] * invW0;
238 const GLfloat r0 = v0->texcoord[0][2] * invW0;
239 const GLfloat r1 = v1->texcoord[0][2] * invW0;
240 const GLfloat q0 = v0->texcoord[0][3] * invW0;
241 const GLfloat q1 = v1->texcoord[0][3] * invW0;
242 compute_plane(line.x0, line.y0, line.x1, line.y1, s0, s1, line.sPlane[0]);
243 compute_plane(line.x0, line.y0, line.x1, line.y1, t0, t1, line.tPlane[0]);
244 compute_plane(line.x0, line.y0, line.x1, line.y1, r0, r1, line.uPlane[0]);
245 compute_plane(line.x0, line.y0, line.x1, line.y1, q0, q1, line.vPlane[0]);
246 line.texWidth[0] = (GLfloat) texImage->Width;
247 line.texHeight[0] = (GLfloat) texImage->Height;
248 }
249 #elif defined(DO_MULITEX)
250 {
251 GLuint u;
252 for (u = 0; u < ctx->Const.MaxTextureUnits; u++) {
253 if (ctx->Texture.Unit[u].ReallyEnabled) {
254 const struct gl_texture_object *obj = ctx->Texture.Unit[u].Current;
255 const struct gl_texture_image *texImage = obj->Image[obj->BaseLevel];
256 const GLfloat invW0 = v0->win[3];
257 const GLfloat invW1 = v1->win[3];
258 GLfloat (*texCoord)[4] = VB->TexCoordPtr[u]->data;
259 const GLfloat s0 = v0->texcoord[u][0] * invW0;
260 const GLfloat s1 = v1->texcoord[u][0] * invW1;
261 const GLfloat t0 = v0->texcoord[u][1] * invW0;
262 const GLfloat t1 = v1->texcoord[u][1] * invW0;
263 const GLfloat r0 = v0->texcoord[u][2] * invW0;
264 const GLfloat r1 = v1->texcoord[u][2] * invW0;
265 const GLfloat q0 = v0->texcoord[u][3] * invW0;
266 const GLfloat q1 = v1->texcoord[u][3] * invW0;
267 compute_plane(line.x0, line.y0, line.x1, line.y1, s0, s1, line.sPlane[u]);
268 compute_plane(line.x0, line.y0, line.x1, line.y1, t0, t1, line.tPlane[u]);
269 compute_plane(line.x0, line.y0, line.x1, line.y1, u0, u1, line.uPlane[u]);
270 compute_plane(line.x0, line.y0, line.x1, line.y1, v0, v1, line.vPlane[u]);
271 line.texWidth[u] = (GLfloat) texImage->Width;
272 line.texHeight[u] = (GLfloat) texImage->Height;
273 }
274 }
275 }
276 #endif
277
278 tStart = tEnd = 0.0;
279 inSegment = GL_FALSE;
280 iLen = (GLint) line.len;
281
282 if (ctx->Line.StippleFlag) {
283 for (i = 0; i < iLen; i++) {
284 const GLuint bit = (swrast->StippleCounter / ctx->Line.StippleFactor) & 0xf;
285 if ((1 << bit) & ctx->Line.StipplePattern) {
286 /* stipple bit is on */
287 const GLfloat t = (GLfloat) i / (GLfloat) line.len;
288 if (!inSegment) {
289 /* start new segment */
290 inSegment = GL_TRUE;
291 tStart = t;
292 }
293 else {
294 /* still in the segment, extend it */
295 tEnd = t;
296 }
297 }
298 else {
299 /* stipple bit is off */
300 if (inSegment && (tEnd > tStart)) {
301 /* draw the segment */
302 segment(ctx, &line, NAME(plot), pb, tStart, tEnd);
303 inSegment = GL_FALSE;
304 }
305 else {
306 /* still between segments, do nothing */
307 }
308 }
309 swrast->StippleCounter++;
310 }
311
312 if (inSegment) {
313 /* draw the final segment of the line */
314 segment(ctx, &line, NAME(plot), pb, tStart, 1.0F);
315 }
316 }
317 else {
318 /* non-stippled */
319 segment(ctx, &line, NAME(plot), pb, 0.0, 1.0);
320 }
321 }
322
323
324
325
326 #undef DO_Z
327 #undef DO_FOG
328 #undef DO_RGBA
329 #undef DO_INDEX
330 #undef DO_SPEC
331 #undef DO_TEX
332 #undef DO_MULTITEX
333 #undef NAME