2 * Mesa 3-D graphics library
5 * Copyright (C) 1999-2003 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.
30 #include "nvfragprog.h"
32 #include "s_context.h"
34 #include "s_feedback.h"
40 * Init the mask[] array to implement a line stipple.
43 compute_stipple_mask( GLcontext
*ctx
, GLuint len
, GLubyte mask
[] )
45 SWcontext
*swrast
= SWRAST_CONTEXT(ctx
);
48 for (i
= 0; i
< len
; i
++) {
49 GLuint bit
= (swrast
->StippleCounter
/ ctx
->Line
.StippleFactor
) & 0xf;
50 if ((1 << bit
) & ctx
->Line
.StipplePattern
) {
56 swrast
->StippleCounter
++;
62 * To draw a wide line we can simply redraw the span N times, side by side.
65 draw_wide_line( GLcontext
*ctx
, struct sw_span
*span
, GLboolean xMajor
)
69 ASSERT(span
->end
< MAX_WIDTH
);
71 width
= (GLint
) CLAMP( ctx
->Line
.Width
, MIN_LINE_WIDTH
, MAX_LINE_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 ((span
->interpMask
| span
->arrayMask
) & SPAN_TEXTURE
)
92 _swrast_write_texture_span(ctx
, span
);
93 else if ((span
->interpMask
| span
->arrayMask
) & SPAN_RGBA
)
94 _swrast_write_rgba_span(ctx
, span
);
96 _swrast_write_index_span(ctx
, span
);
100 GLint
*x
= span
->array
->x
;
103 for (w
= 0; w
< width
; w
++) {
105 for (i
= 0; i
< span
->end
; i
++)
109 for (i
= 0; i
< span
->end
; i
++)
112 if ((span
->interpMask
| span
->arrayMask
) & SPAN_TEXTURE
)
113 _swrast_write_texture_span(ctx
, span
);
114 else if ((span
->interpMask
| span
->arrayMask
) & SPAN_RGBA
)
115 _swrast_write_rgba_span(ctx
, span
);
117 _swrast_write_index_span(ctx
, span
);
124 /**********************************************************************/
125 /***** Rasterization *****/
126 /**********************************************************************/
128 /* Simple color index line (no stipple, width=1, no Z, no fog, no tex)*/
129 #define NAME simple_ci_line
131 #define RENDER_SPAN(span) _swrast_write_index_span(ctx, &span)
132 #include "s_linetemp.h"
134 /* Simple RGBA index line (no stipple, width=1, no Z, no fog, no tex)*/
135 #define NAME simple_rgba_line
137 #define RENDER_SPAN(span) _swrast_write_rgba_span(ctx, &span);
138 #include "s_linetemp.h"
141 /* Z, fog, wide, stipple color index line */
142 #define NAME general_ci_line
146 #define RENDER_SPAN(span) \
147 if (ctx->Line.StippleFlag) { \
148 span.arrayMask |= SPAN_MASK; \
149 compute_stipple_mask(ctx, span.end, span.array->mask); \
151 if (ctx->Line.Width > 1.0) { \
152 draw_wide_line(ctx, &span, (GLboolean)(dx > dy)); \
155 _swrast_write_index_span(ctx, &span); \
157 #include "s_linetemp.h"
160 /* Z, fog, wide, stipple RGBA line */
161 #define NAME general_rgba_line
165 #define RENDER_SPAN(span) \
166 if (ctx->Line.StippleFlag) { \
167 span.arrayMask |= SPAN_MASK; \
168 compute_stipple_mask(ctx, span.end, span.array->mask); \
170 if (ctx->Line.Width > 1.0) { \
171 draw_wide_line(ctx, &span, (GLboolean)(dx > dy)); \
174 _swrast_write_rgba_span(ctx, &span); \
176 #include "s_linetemp.h"
179 /* Single-texture line, w/ fog, Z, specular, etc. */
180 #define NAME textured_line
185 #define RENDER_SPAN(span) \
186 if (ctx->Line.StippleFlag) { \
187 span.arrayMask |= SPAN_MASK; \
188 compute_stipple_mask(ctx, span.end, span.array->mask); \
190 if (ctx->Line.Width > 1.0) { \
191 draw_wide_line(ctx, &span, (GLboolean)(dx > dy)); \
194 _swrast_write_texture_span(ctx, &span); \
196 #include "s_linetemp.h"
199 /* Multi-texture or separate specular line, w/ fog, Z, specular, etc. */
200 #define NAME multitextured_line
205 #define INTERP_MULTITEX
206 #define RENDER_SPAN(span) \
207 if (ctx->Line.StippleFlag) { \
208 span.arrayMask |= SPAN_MASK; \
209 compute_stipple_mask(ctx, span.end, span.array->mask); \
211 if (ctx->Line.Width > 1.0) { \
212 draw_wide_line(ctx, &span, (GLboolean)(dx > dy)); \
215 _swrast_write_texture_span(ctx, &span); \
217 #include "s_linetemp.h"
222 _swrast_add_spec_terms_line( GLcontext
*ctx
,
226 SWvertex
*ncv0
= (SWvertex
*)v0
;
227 SWvertex
*ncv1
= (SWvertex
*)v1
;
229 COPY_CHAN4( c
[0], ncv0
->color
);
230 COPY_CHAN4( c
[1], ncv1
->color
);
231 ACC_3V( ncv0
->color
, ncv0
->specular
);
232 ACC_3V( ncv1
->color
, ncv1
->specular
);
233 SWRAST_CONTEXT(ctx
)->SpecLine( ctx
, ncv0
, ncv1
);
234 COPY_CHAN4( ncv0
->color
, c
[0] );
235 COPY_CHAN4( ncv1
->color
, c
[1] );
241 _mesa_print_line_function(GLcontext
*ctx
); /* silence compiler warning */
243 _mesa_print_line_function(GLcontext
*ctx
)
245 SWcontext
*swrast
= SWRAST_CONTEXT(ctx
);
247 _mesa_printf("Line Func == ");
248 if (swrast
->Line
== simple_ci_line
)
249 _mesa_printf("simple_ci_line\n");
250 else if (swrast
->Line
== simple_rgba_line
)
251 _mesa_printf("simple_rgba_line\n");
252 else if (swrast
->Line
== general_ci_line
)
253 _mesa_printf("general_ci_line\n");
254 else if (swrast
->Line
== general_rgba_line
)
255 _mesa_printf("general_rgba_line\n");
256 else if (swrast
->Line
== textured_line
)
257 _mesa_printf("textured_line\n");
258 else if (swrast
->Line
== multitextured_line
)
259 _mesa_printf("multitextured_line\n");
261 _mesa_printf("Driver func %p\n", (void *) swrast
->Line
);
269 /* record the current line function name */
270 static const char *lineFuncName
= NULL
;
272 #define USE(lineFunc) \
274 lineFuncName = #lineFunc; \
275 /*_mesa_printf("%s\n", lineFuncName);*/ \
276 swrast->Line = lineFunc; \
281 #define USE(lineFunc) swrast->Line = lineFunc
288 * Determine which line drawing function to use given the current
291 * Please update the summary flag _SWRAST_NEW_LINE if you add or remove
292 * tests to this code.
295 _swrast_choose_line( GLcontext
*ctx
)
297 SWcontext
*swrast
= SWRAST_CONTEXT(ctx
);
298 const GLboolean rgbmode
= ctx
->Visual
.rgbMode
;
300 if (ctx
->RenderMode
== GL_RENDER
) {
301 if (ctx
->Line
.SmoothFlag
) {
302 /* antialiased lines */
303 _swrast_choose_aa_line_function(ctx
);
304 ASSERT(swrast
->Line
);
306 else if (ctx
->Texture
._EnabledCoordUnits
) {
308 if (ctx
->Texture
._EnabledCoordUnits
> 0x1
309 || NEED_SECONDARY_COLOR(ctx
)) {
310 /* multi-texture and/or separate specular color */
311 USE(multitextured_line
);
317 else if (ctx
->Depth
.Test
|| ctx
->Fog
.Enabled
|| ctx
->Line
.Width
!= 1.0
318 || ctx
->Line
.StippleFlag
) {
319 /* no texture, but Z, fog, width>1, stipple, etc. */
321 USE(general_rgba_line
);
323 USE(general_ci_line
);
328 USE(simple_rgba_line
);
333 else if (ctx
->RenderMode
== GL_FEEDBACK
) {
334 USE(_swrast_feedback_line
);
337 ASSERT(ctx
->RenderMode
== GL_SELECT
);
338 USE(_swrast_select_line
);
341 /*_mesa_print_line_function(ctx);*/