replace _mesa_ prefix with _swrast_, remove s_histogram.[ch]
[mesa.git] / src / mesa / swrast / s_aalinetemp.h
1 /* $Id: s_aalinetemp.h,v 1.24 2003/03/25 02:23:44 brianp Exp $ */
2
3 /*
4 * Mesa 3-D graphics library
5 * Version: 5.1
6 *
7 * Copyright (C) 1999-2003 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, struct LineInfo *line, int ix, int iy)
38 {
39 const GLfloat fx = (GLfloat) ix;
40 const GLfloat fy = (GLfloat) iy;
41 const GLfloat coverage = compute_coveragef(line, ix, iy);
42 const GLuint i = line->span.end;
43
44 if (coverage == 0.0)
45 return;
46
47 line->span.end++;
48 line->span.array->coverage[i] = coverage;
49 line->span.array->x[i] = ix;
50 line->span.array->y[i] = iy;
51
52 /*
53 * Compute Z, color, texture coords, fog for the fragment by
54 * solving the plane equations at (ix,iy).
55 */
56 #ifdef DO_Z
57 line->span.array->z[i] = (GLdepth) IROUND(solve_plane(fx, fy, line->zPlane));
58 #endif
59 #ifdef DO_FOG
60 line->span.array->fog[i] = solve_plane(fx, fy, line->fPlane);
61 #endif
62 #ifdef DO_RGBA
63 line->span.array->rgba[i][RCOMP] = solve_plane_chan(fx, fy, line->rPlane);
64 line->span.array->rgba[i][GCOMP] = solve_plane_chan(fx, fy, line->gPlane);
65 line->span.array->rgba[i][BCOMP] = solve_plane_chan(fx, fy, line->bPlane);
66 line->span.array->rgba[i][ACOMP] = solve_plane_chan(fx, fy, line->aPlane);
67 #endif
68 #ifdef DO_INDEX
69 line->span.array->index[i] = (GLint) solve_plane(fx, fy, line->iPlane);
70 #endif
71 #ifdef DO_SPEC
72 line->span.array->spec[i][RCOMP] = solve_plane_chan(fx, fy, line->srPlane);
73 line->span.array->spec[i][GCOMP] = solve_plane_chan(fx, fy, line->sgPlane);
74 line->span.array->spec[i][BCOMP] = solve_plane_chan(fx, fy, line->sbPlane);
75 #endif
76 #ifdef DO_TEX
77 {
78 const GLfloat invQ = solve_plane_recip(fx, fy, line->vPlane[0]);
79 line->span.array->texcoords[0][i][0] = solve_plane(fx, fy, line->sPlane[0]) * invQ;
80 line->span.array->texcoords[0][i][1] = solve_plane(fx, fy, line->tPlane[0]) * invQ;
81 line->span.array->texcoords[0][i][2] = solve_plane(fx, fy, line->uPlane[0]) * invQ;
82 line->span.array->lambda[0][i] = compute_lambda(line->sPlane[0], line->tPlane[0], invQ,
83 line->texWidth[0], line->texHeight[0]);
84 }
85 #elif defined(DO_MULTITEX)
86 {
87 GLuint unit;
88 for (unit = 0; unit < ctx->Const.MaxTextureUnits; unit++) {
89 if (ctx->Texture.Unit[unit]._ReallyEnabled) {
90 const GLfloat invQ = solve_plane_recip(fx, fy, line->vPlane[unit]);
91 line->span.array->texcoords[unit][i][0] = solve_plane(fx, fy, line->sPlane[unit]) * invQ;
92 line->span.array->texcoords[unit][i][1] = solve_plane(fx, fy, line->tPlane[unit]) * invQ;
93 line->span.array->texcoords[unit][i][2] = solve_plane(fx, fy, line->uPlane[unit]) * invQ;
94 line->span.array->lambda[unit][i] = compute_lambda(line->sPlane[unit],
95 line->tPlane[unit], invQ,
96 line->texWidth[unit], line->texHeight[unit]);
97 }
98 }
99 }
100 #endif
101
102 if (line->span.end == MAX_WIDTH) {
103 #if defined(DO_TEX) || defined(DO_MULTITEX)
104 _swrast_write_texture_span(ctx, &(line->span));
105 #elif defined(DO_RGBA)
106 _swrast_write_rgba_span(ctx, &(line->span));
107 #else
108 _swrast_write_index_span(ctx, &(line->span));
109 #endif
110 line->span.end = 0; /* reset counter */
111 }
112 }
113
114
115
116 /*
117 * Line setup
118 */
119 static void
120 NAME(line)(GLcontext *ctx, const SWvertex *v0, const SWvertex *v1)
121 {
122 SWcontext *swrast = SWRAST_CONTEXT(ctx);
123 GLfloat tStart, tEnd; /* segment start, end along line length */
124 GLboolean inSegment;
125 GLint iLen, i;
126
127 /* Init the LineInfo struct */
128 struct LineInfo line;
129 line.x0 = v0->win[0];
130 line.y0 = v0->win[1];
131 line.x1 = v1->win[0];
132 line.y1 = v1->win[1];
133 line.dx = line.x1 - line.x0;
134 line.dy = line.y1 - line.y0;
135 line.len = SQRTF(line.dx * line.dx + line.dy * line.dy);
136 line.halfWidth = 0.5F * ctx->Line.Width;
137
138 if (line.len == 0.0 || IS_INF_OR_NAN(line.len))
139 return;
140
141 INIT_SPAN(line.span, GL_LINE, 0, 0, SPAN_XY | SPAN_COVERAGE);
142
143 line.xAdj = line.dx / line.len * line.halfWidth;
144 line.yAdj = line.dy / line.len * line.halfWidth;
145
146 #ifdef DO_Z
147 line.span.arrayMask |= SPAN_Z;
148 compute_plane(line.x0, line.y0, line.x1, line.y1,
149 v0->win[2], v1->win[2], line.zPlane);
150 #endif
151 #ifdef DO_FOG
152 line.span.arrayMask |= SPAN_FOG;
153 compute_plane(line.x0, line.y0, line.x1, line.y1,
154 v0->fog, v1->fog, line.fPlane);
155 #endif
156 #ifdef DO_RGBA
157 line.span.arrayMask |= SPAN_RGBA;
158 if (ctx->Light.ShadeModel == GL_SMOOTH) {
159 compute_plane(line.x0, line.y0, line.x1, line.y1,
160 v0->color[RCOMP], v1->color[RCOMP], line.rPlane);
161 compute_plane(line.x0, line.y0, line.x1, line.y1,
162 v0->color[GCOMP], v1->color[GCOMP], line.gPlane);
163 compute_plane(line.x0, line.y0, line.x1, line.y1,
164 v0->color[BCOMP], v1->color[BCOMP], line.bPlane);
165 compute_plane(line.x0, line.y0, line.x1, line.y1,
166 v0->color[ACOMP], v1->color[ACOMP], line.aPlane);
167 }
168 else {
169 constant_plane(v1->color[RCOMP], line.rPlane);
170 constant_plane(v1->color[GCOMP], line.gPlane);
171 constant_plane(v1->color[BCOMP], line.bPlane);
172 constant_plane(v1->color[ACOMP], line.aPlane);
173 }
174 #endif
175 #ifdef DO_SPEC
176 line.span.arrayMask |= SPAN_SPEC;
177 if (ctx->Light.ShadeModel == GL_SMOOTH) {
178 compute_plane(line.x0, line.y0, line.x1, line.y1,
179 v0->specular[RCOMP], v1->specular[RCOMP], line.srPlane);
180 compute_plane(line.x0, line.y0, line.x1, line.y1,
181 v0->specular[GCOMP], v1->specular[GCOMP], line.sgPlane);
182 compute_plane(line.x0, line.y0, line.x1, line.y1,
183 v0->specular[BCOMP], v1->specular[BCOMP], line.sbPlane);
184 }
185 else {
186 constant_plane(v1->specular[RCOMP], line.srPlane);
187 constant_plane(v1->specular[GCOMP], line.sgPlane);
188 constant_plane(v1->specular[BCOMP], line.sbPlane);
189 }
190 #endif
191 #ifdef DO_INDEX
192 line.span.arrayMask |= SPAN_INDEX;
193 if (ctx->Light.ShadeModel == GL_SMOOTH) {
194 compute_plane(line.x0, line.y0, line.x1, line.y1,
195 (GLfloat) v0->index, (GLfloat) v1->index, line.iPlane);
196 }
197 else {
198 constant_plane((GLfloat) v1->index, line.iPlane);
199 }
200 #endif
201 #ifdef DO_TEX
202 {
203 const struct gl_texture_object *obj = ctx->Texture.Unit[0]._Current;
204 const struct gl_texture_image *texImage = obj->Image[obj->BaseLevel];
205 const GLfloat invW0 = v0->win[3];
206 const GLfloat invW1 = v1->win[3];
207 const GLfloat s0 = v0->texcoord[0][0] * invW0;
208 const GLfloat s1 = v1->texcoord[0][0] * invW1;
209 const GLfloat t0 = v0->texcoord[0][1] * invW0;
210 const GLfloat t1 = v1->texcoord[0][1] * invW0;
211 const GLfloat r0 = v0->texcoord[0][2] * invW0;
212 const GLfloat r1 = v1->texcoord[0][2] * invW0;
213 const GLfloat q0 = v0->texcoord[0][3] * invW0;
214 const GLfloat q1 = v1->texcoord[0][3] * invW0;
215 line.span.arrayMask |= (SPAN_TEXTURE | SPAN_LAMBDA);
216 compute_plane(line.x0, line.y0, line.x1, line.y1, s0, s1, line.sPlane[0]);
217 compute_plane(line.x0, line.y0, line.x1, line.y1, t0, t1, line.tPlane[0]);
218 compute_plane(line.x0, line.y0, line.x1, line.y1, r0, r1, line.uPlane[0]);
219 compute_plane(line.x0, line.y0, line.x1, line.y1, q0, q1, line.vPlane[0]);
220 line.texWidth[0] = (GLfloat) texImage->Width;
221 line.texHeight[0] = (GLfloat) texImage->Height;
222 }
223 #elif defined(DO_MULTITEX)
224 {
225 GLuint u;
226 line.span.arrayMask |= (SPAN_TEXTURE | SPAN_LAMBDA);
227 for (u = 0; u < ctx->Const.MaxTextureUnits; u++) {
228 if (ctx->Texture.Unit[u]._ReallyEnabled) {
229 const struct gl_texture_object *obj = ctx->Texture.Unit[u]._Current;
230 const struct gl_texture_image *texImage = obj->Image[obj->BaseLevel];
231 const GLfloat invW0 = v0->win[3];
232 const GLfloat invW1 = v1->win[3];
233 const GLfloat s0 = v0->texcoord[u][0] * invW0;
234 const GLfloat s1 = v1->texcoord[u][0] * invW1;
235 const GLfloat t0 = v0->texcoord[u][1] * invW0;
236 const GLfloat t1 = v1->texcoord[u][1] * invW0;
237 const GLfloat r0 = v0->texcoord[u][2] * invW0;
238 const GLfloat r1 = v1->texcoord[u][2] * invW0;
239 const GLfloat q0 = v0->texcoord[u][3] * invW0;
240 const GLfloat q1 = v1->texcoord[u][3] * invW0;
241 compute_plane(line.x0, line.y0, line.x1, line.y1, s0, s1, line.sPlane[u]);
242 compute_plane(line.x0, line.y0, line.x1, line.y1, t0, t1, line.tPlane[u]);
243 compute_plane(line.x0, line.y0, line.x1, line.y1, r0, r1, line.uPlane[u]);
244 compute_plane(line.x0, line.y0, line.x1, line.y1, q0, q1, line.vPlane[u]);
245 line.texWidth[u] = (GLfloat) texImage->Width;
246 line.texHeight[u] = (GLfloat) texImage->Height;
247 }
248 }
249 }
250 #endif
251
252 tStart = tEnd = 0.0;
253 inSegment = GL_FALSE;
254 iLen = (GLint) line.len;
255
256 if (ctx->Line.StippleFlag) {
257 for (i = 0; i < iLen; i++) {
258 const GLuint bit = (swrast->StippleCounter / ctx->Line.StippleFactor) & 0xf;
259 if ((1 << bit) & ctx->Line.StipplePattern) {
260 /* stipple bit is on */
261 const GLfloat t = (GLfloat) i / (GLfloat) line.len;
262 if (!inSegment) {
263 /* start new segment */
264 inSegment = GL_TRUE;
265 tStart = t;
266 }
267 else {
268 /* still in the segment, extend it */
269 tEnd = t;
270 }
271 }
272 else {
273 /* stipple bit is off */
274 if (inSegment && (tEnd > tStart)) {
275 /* draw the segment */
276 segment(ctx, &line, NAME(plot), tStart, tEnd);
277 inSegment = GL_FALSE;
278 }
279 else {
280 /* still between segments, do nothing */
281 }
282 }
283 swrast->StippleCounter++;
284 }
285
286 if (inSegment) {
287 /* draw the final segment of the line */
288 segment(ctx, &line, NAME(plot), tStart, 1.0F);
289 }
290 }
291 else {
292 /* non-stippled */
293 segment(ctx, &line, NAME(plot), 0.0, 1.0);
294 }
295
296 #if defined(DO_TEX) || defined(DO_MULTITEX)
297 _swrast_write_texture_span(ctx, &(line.span));
298 #elif defined(DO_RGBA)
299 _swrast_write_rgba_span(ctx, &(line.span));
300 #else
301 _swrast_write_index_span(ctx, &(line.span));
302 #endif
303 }
304
305
306
307
308 #undef DO_Z
309 #undef DO_FOG
310 #undef DO_RGBA
311 #undef DO_INDEX
312 #undef DO_SPEC
313 #undef DO_TEX
314 #undef DO_MULTITEX
315 #undef NAME