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"
32 #include "s_feedback.h"
38 * Init the mask[] array to implement a line stipple.
41 compute_stipple_mask( GLcontext
*ctx
, GLuint len
, GLubyte mask
[] )
43 SWcontext
*swrast
= SWRAST_CONTEXT(ctx
);
46 for (i
= 0; i
< len
; i
++) {
47 GLuint bit
= (swrast
->StippleCounter
/ ctx
->Line
.StippleFactor
) & 0xf;
48 if ((1 << bit
) & ctx
->Line
.StipplePattern
) {
54 swrast
->StippleCounter
++;
60 * To draw a wide line we can simply redraw the span N times, side by side.
63 draw_wide_line( GLcontext
*ctx
, SWspan
*span
, GLboolean xMajor
)
65 const GLint width
= (GLint
) CLAMP(ctx
->Line
.Width
,
66 ctx
->Const
.MinLineWidth
,
67 ctx
->Const
.MaxLineWidth
);
70 ASSERT(span
->end
< MAX_WIDTH
);
75 start
= width
/ 2 - 1;
78 GLint
*y
= span
->array
->y
;
81 for (w
= 0; w
< width
; w
++) {
83 for (i
= 0; i
< span
->end
; i
++)
87 for (i
= 0; i
< span
->end
; i
++)
90 if (ctx
->Visual
.rgbMode
)
91 _swrast_write_rgba_span(ctx
, span
);
93 _swrast_write_index_span(ctx
, span
);
97 GLint
*x
= span
->array
->x
;
100 for (w
= 0; w
< width
; w
++) {
102 for (i
= 0; i
< span
->end
; i
++)
106 for (i
= 0; i
< span
->end
; i
++)
109 if (ctx
->Visual
.rgbMode
)
110 _swrast_write_rgba_span(ctx
, span
);
112 _swrast_write_index_span(ctx
, span
);
119 /**********************************************************************/
120 /***** Rasterization *****/
121 /**********************************************************************/
123 /* Simple color index line (no stipple, width=1, no Z, no fog, no tex)*/
124 #define NAME simple_no_z_ci_line
126 #define RENDER_SPAN(span) _swrast_write_index_span(ctx, &span)
127 #include "s_linetemp.h"
129 /* Simple RGBA index line (no stipple, width=1, no Z, no fog, no tex)*/
130 #define NAME simple_no_z_rgba_line
132 #define RENDER_SPAN(span) _swrast_write_rgba_span(ctx, &span);
133 #include "s_linetemp.h"
136 /* Z, fog, wide, stipple color index line */
140 #define INTERP_ATTRIBS /* for fog */
141 #define RENDER_SPAN(span) \
142 if (ctx->Line.StippleFlag) { \
143 span.arrayMask |= SPAN_MASK; \
144 compute_stipple_mask(ctx, span.end, span.array->mask); \
146 if (ctx->Line.Width > 1.0) { \
147 draw_wide_line(ctx, &span, (GLboolean)(dx > dy)); \
150 _swrast_write_index_span(ctx, &span); \
152 #include "s_linetemp.h"
155 /* Z, fog, wide, stipple RGBA line */
156 #define NAME rgba_line
159 #define RENDER_SPAN(span) \
160 if (ctx->Line.StippleFlag) { \
161 span.arrayMask |= SPAN_MASK; \
162 compute_stipple_mask(ctx, span.end, span.array->mask); \
164 if (ctx->Line.Width > 1.0) { \
165 draw_wide_line(ctx, &span, (GLboolean)(dx > dy)); \
168 _swrast_write_rgba_span(ctx, &span); \
170 #include "s_linetemp.h"
173 /* General-purpose line (any/all features). */
174 #define NAME general_line
177 #define INTERP_ATTRIBS
178 #define RENDER_SPAN(span) \
179 if (ctx->Line.StippleFlag) { \
180 span.arrayMask |= SPAN_MASK; \
181 compute_stipple_mask(ctx, span.end, span.array->mask); \
183 if (ctx->Line.Width > 1.0) { \
184 draw_wide_line(ctx, &span, (GLboolean)(dx > dy)); \
187 _swrast_write_rgba_span(ctx, &span); \
189 #include "s_linetemp.h"
194 _swrast_add_spec_terms_line(GLcontext
*ctx
,
195 const SWvertex
*v0
, const SWvertex
*v1
)
197 SWvertex
*ncv0
= (SWvertex
*)v0
;
198 SWvertex
*ncv1
= (SWvertex
*)v1
;
199 GLfloat rSum
, gSum
, bSum
;
202 /* save original colors */
203 COPY_CHAN4(cSave
[0], ncv0
->color
);
204 COPY_CHAN4(cSave
[1], ncv1
->color
);
206 rSum
= CHAN_TO_FLOAT(ncv0
->color
[0]) + ncv0
->attrib
[FRAG_ATTRIB_COL1
][0];
207 gSum
= CHAN_TO_FLOAT(ncv0
->color
[1]) + ncv0
->attrib
[FRAG_ATTRIB_COL1
][1];
208 bSum
= CHAN_TO_FLOAT(ncv0
->color
[2]) + ncv0
->attrib
[FRAG_ATTRIB_COL1
][2];
209 UNCLAMPED_FLOAT_TO_CHAN(ncv0
->color
[0], rSum
);
210 UNCLAMPED_FLOAT_TO_CHAN(ncv0
->color
[1], gSum
);
211 UNCLAMPED_FLOAT_TO_CHAN(ncv0
->color
[2], bSum
);
213 rSum
= CHAN_TO_FLOAT(ncv1
->color
[0]) + ncv1
->attrib
[FRAG_ATTRIB_COL1
][0];
214 gSum
= CHAN_TO_FLOAT(ncv1
->color
[1]) + ncv1
->attrib
[FRAG_ATTRIB_COL1
][1];
215 bSum
= CHAN_TO_FLOAT(ncv1
->color
[2]) + ncv1
->attrib
[FRAG_ATTRIB_COL1
][2];
216 UNCLAMPED_FLOAT_TO_CHAN(ncv1
->color
[0], rSum
);
217 UNCLAMPED_FLOAT_TO_CHAN(ncv1
->color
[1], gSum
);
218 UNCLAMPED_FLOAT_TO_CHAN(ncv1
->color
[2], bSum
);
220 SWRAST_CONTEXT(ctx
)->SpecLine( ctx
, ncv0
, ncv1
);
221 /* restore original colors */
222 COPY_CHAN4( ncv0
->attrib
[FRAG_ATTRIB_COL0
], cSave
[0] );
223 COPY_CHAN4( ncv1
->attrib
[FRAG_ATTRIB_COL0
], cSave
[1] );
230 /* record the current line function name */
231 static const char *lineFuncName
= NULL
;
233 #define USE(lineFunc) \
235 lineFuncName = #lineFunc; \
236 /*_mesa_printf("%s\n", lineFuncName);*/ \
237 swrast->Line = lineFunc; \
242 #define USE(lineFunc) swrast->Line = lineFunc
249 * Determine which line drawing function to use given the current
252 * Please update the summary flag _SWRAST_NEW_LINE if you add or remove
253 * tests to this code.
256 _swrast_choose_line( GLcontext
*ctx
)
258 SWcontext
*swrast
= SWRAST_CONTEXT(ctx
);
259 const GLboolean rgbmode
= ctx
->Visual
.rgbMode
;
260 GLboolean specular
= (ctx
->Fog
.ColorSumEnabled
||
261 (ctx
->Light
.Enabled
&&
262 ctx
->Light
.Model
.ColorControl
== GL_SEPARATE_SPECULAR_COLOR
));
264 if (ctx
->RenderMode
== GL_RENDER
) {
265 if (ctx
->Line
.SmoothFlag
) {
266 /* antialiased lines */
267 _swrast_choose_aa_line_function(ctx
);
268 ASSERT(swrast
->Line
);
270 else if (ctx
->Texture
._EnabledCoordUnits
271 || ctx
->FragmentProgram
._Current
272 || swrast
->_FogEnabled
276 else if (ctx
->Depth
.Test
277 || ctx
->Line
.Width
!= 1.0
278 || ctx
->Line
.StippleFlag
) {
279 /* no texture, but Z, fog, width>1, stipple, etc. */
290 ASSERT(!ctx
->Depth
.Test
);
291 ASSERT(ctx
->Line
.Width
== 1.0);
294 USE(simple_no_z_rgba_line
);
296 USE(simple_no_z_ci_line
);
299 else if (ctx
->RenderMode
== GL_FEEDBACK
) {
300 USE(_swrast_feedback_line
);
303 ASSERT(ctx
->RenderMode
== GL_SELECT
);
304 USE(_swrast_select_line
);