2 * Mesa 3-D graphics library
5 * Copyright (C) 1999-2007 Brian Paul All Rights Reserved.
7 * Permission is hereby granted, free of charge, to any person obtaining a
8 * copy of this software and associated documentation files (the "Software"),
9 * to deal in the Software without restriction, including without limitation
10 * the rights to use, copy, modify, merge, publish, distribute, sublicense,
11 * and/or sell copies of the Software, and to permit persons to whom the
12 * Software is furnished to do so, subject to the following conditions:
14 * The above copyright notice and this permission notice shall be included
15 * in all copies or substantial portions of the Software.
17 * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS
18 * OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
19 * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL
20 * BRIAN PAUL BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN
21 * AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN
22 * CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
26 #include "main/glheader.h"
27 #include "main/context.h"
28 #include "main/colormac.h"
29 #include "main/macros.h"
31 #include "s_context.h"
33 #include "s_feedback.h"
39 * Init the mask[] array to implement a line stipple.
42 compute_stipple_mask( GLcontext
*ctx
, GLuint len
, GLubyte mask
[] )
44 SWcontext
*swrast
= SWRAST_CONTEXT(ctx
);
47 for (i
= 0; i
< len
; i
++) {
48 GLuint bit
= (swrast
->StippleCounter
/ ctx
->Line
.StippleFactor
) & 0xf;
49 if ((1 << bit
) & ctx
->Line
.StipplePattern
) {
55 swrast
->StippleCounter
++;
61 * To draw a wide line we can simply redraw the span N times, side by side.
64 draw_wide_line( GLcontext
*ctx
, SWspan
*span
, GLboolean xMajor
)
66 const GLint width
= (GLint
) CLAMP(ctx
->Line
.Width
,
67 ctx
->Const
.MinLineWidth
,
68 ctx
->Const
.MaxLineWidth
);
71 ASSERT(span
->end
< MAX_WIDTH
);
76 start
= width
/ 2 - 1;
79 GLint
*y
= span
->array
->y
;
82 for (w
= 0; w
< width
; w
++) {
84 for (i
= 0; i
< span
->end
; i
++)
88 for (i
= 0; i
< span
->end
; i
++)
91 if (ctx
->Visual
.rgbMode
)
92 _swrast_write_rgba_span(ctx
, span
);
94 _swrast_write_index_span(ctx
, span
);
98 GLint
*x
= span
->array
->x
;
101 for (w
= 0; w
< width
; w
++) {
103 for (i
= 0; i
< span
->end
; i
++)
107 for (i
= 0; i
< span
->end
; i
++)
110 if (ctx
->Visual
.rgbMode
)
111 _swrast_write_rgba_span(ctx
, span
);
113 _swrast_write_index_span(ctx
, span
);
120 /**********************************************************************/
121 /***** Rasterization *****/
122 /**********************************************************************/
124 /* Simple color index line (no stipple, width=1, no Z, no fog, no tex)*/
125 #define NAME simple_no_z_ci_line
127 #define RENDER_SPAN(span) _swrast_write_index_span(ctx, &span)
128 #include "s_linetemp.h"
130 /* Simple RGBA index line (no stipple, width=1, no Z, no fog, no tex)*/
131 #define NAME simple_no_z_rgba_line
133 #define RENDER_SPAN(span) _swrast_write_rgba_span(ctx, &span);
134 #include "s_linetemp.h"
137 /* Z, fog, wide, stipple color index line */
141 #define INTERP_ATTRIBS /* for fog */
142 #define RENDER_SPAN(span) \
143 if (ctx->Line.StippleFlag) { \
144 span.arrayMask |= SPAN_MASK; \
145 compute_stipple_mask(ctx, span.end, span.array->mask); \
147 if (ctx->Line.Width > 1.0) { \
148 draw_wide_line(ctx, &span, (GLboolean)(dx > dy)); \
151 _swrast_write_index_span(ctx, &span); \
153 #include "s_linetemp.h"
156 /* Z, fog, wide, stipple RGBA line */
157 #define NAME rgba_line
160 #define RENDER_SPAN(span) \
161 if (ctx->Line.StippleFlag) { \
162 span.arrayMask |= SPAN_MASK; \
163 compute_stipple_mask(ctx, span.end, span.array->mask); \
165 if (ctx->Line.Width > 1.0) { \
166 draw_wide_line(ctx, &span, (GLboolean)(dx > dy)); \
169 _swrast_write_rgba_span(ctx, &span); \
171 #include "s_linetemp.h"
174 /* General-purpose line (any/all features). */
175 #define NAME general_line
178 #define INTERP_ATTRIBS
179 #define RENDER_SPAN(span) \
180 if (ctx->Line.StippleFlag) { \
181 span.arrayMask |= SPAN_MASK; \
182 compute_stipple_mask(ctx, span.end, span.array->mask); \
184 if (ctx->Line.Width > 1.0) { \
185 draw_wide_line(ctx, &span, (GLboolean)(dx > dy)); \
188 _swrast_write_rgba_span(ctx, &span); \
190 #include "s_linetemp.h"
195 _swrast_add_spec_terms_line(GLcontext
*ctx
,
196 const SWvertex
*v0
, const SWvertex
*v1
)
198 SWvertex
*ncv0
= (SWvertex
*)v0
;
199 SWvertex
*ncv1
= (SWvertex
*)v1
;
200 GLfloat rSum
, gSum
, bSum
;
203 /* save original colors */
204 COPY_CHAN4(cSave
[0], ncv0
->color
);
205 COPY_CHAN4(cSave
[1], ncv1
->color
);
207 rSum
= CHAN_TO_FLOAT(ncv0
->color
[0]) + ncv0
->attrib
[FRAG_ATTRIB_COL1
][0];
208 gSum
= CHAN_TO_FLOAT(ncv0
->color
[1]) + ncv0
->attrib
[FRAG_ATTRIB_COL1
][1];
209 bSum
= CHAN_TO_FLOAT(ncv0
->color
[2]) + ncv0
->attrib
[FRAG_ATTRIB_COL1
][2];
210 UNCLAMPED_FLOAT_TO_CHAN(ncv0
->color
[0], rSum
);
211 UNCLAMPED_FLOAT_TO_CHAN(ncv0
->color
[1], gSum
);
212 UNCLAMPED_FLOAT_TO_CHAN(ncv0
->color
[2], bSum
);
214 rSum
= CHAN_TO_FLOAT(ncv1
->color
[0]) + ncv1
->attrib
[FRAG_ATTRIB_COL1
][0];
215 gSum
= CHAN_TO_FLOAT(ncv1
->color
[1]) + ncv1
->attrib
[FRAG_ATTRIB_COL1
][1];
216 bSum
= CHAN_TO_FLOAT(ncv1
->color
[2]) + ncv1
->attrib
[FRAG_ATTRIB_COL1
][2];
217 UNCLAMPED_FLOAT_TO_CHAN(ncv1
->color
[0], rSum
);
218 UNCLAMPED_FLOAT_TO_CHAN(ncv1
->color
[1], gSum
);
219 UNCLAMPED_FLOAT_TO_CHAN(ncv1
->color
[2], bSum
);
221 SWRAST_CONTEXT(ctx
)->SpecLine( ctx
, ncv0
, ncv1
);
222 /* restore original colors */
223 COPY_CHAN4( ncv0
->attrib
[FRAG_ATTRIB_COL0
], cSave
[0] );
224 COPY_CHAN4( ncv1
->attrib
[FRAG_ATTRIB_COL0
], cSave
[1] );
231 /* record the current line function name */
232 static const char *lineFuncName
= NULL
;
234 #define USE(lineFunc) \
236 lineFuncName = #lineFunc; \
237 /*_mesa_printf("%s\n", lineFuncName);*/ \
238 swrast->Line = lineFunc; \
243 #define USE(lineFunc) swrast->Line = lineFunc
250 * Determine which line drawing function to use given the current
253 * Please update the summary flag _SWRAST_NEW_LINE if you add or remove
254 * tests to this code.
257 _swrast_choose_line( GLcontext
*ctx
)
259 SWcontext
*swrast
= SWRAST_CONTEXT(ctx
);
260 const GLboolean rgbmode
= ctx
->Visual
.rgbMode
;
261 GLboolean specular
= (ctx
->Fog
.ColorSumEnabled
||
262 (ctx
->Light
.Enabled
&&
263 ctx
->Light
.Model
.ColorControl
== GL_SEPARATE_SPECULAR_COLOR
));
265 if (ctx
->RenderMode
== GL_RENDER
) {
266 if (ctx
->Line
.SmoothFlag
) {
267 /* antialiased lines */
268 _swrast_choose_aa_line_function(ctx
);
269 ASSERT(swrast
->Line
);
271 else if (ctx
->Texture
._EnabledCoordUnits
272 || ctx
->FragmentProgram
._Current
273 || swrast
->_FogEnabled
277 else if (ctx
->Depth
.Test
278 || ctx
->Line
.Width
!= 1.0
279 || ctx
->Line
.StippleFlag
) {
280 /* no texture, but Z, fog, width>1, stipple, etc. */
291 ASSERT(!ctx
->Depth
.Test
);
292 ASSERT(ctx
->Line
.Width
== 1.0);
295 USE(simple_no_z_rgba_line
);
297 USE(simple_no_z_ci_line
);
300 else if (ctx
->RenderMode
== GL_FEEDBACK
) {
301 USE(_swrast_feedback_line
);
304 ASSERT(ctx
->RenderMode
== GL_SELECT
);
305 USE(_swrast_select_line
);