781146e67f93ff4d00be86e38891781f186f4910
[mesa.git] / src / mesa / swrast / s_lines.c
1 /*
2 * Mesa 3-D graphics library
3 * Version: 6.5.3
4 *
5 * Copyright (C) 1999-2007 Brian Paul All Rights Reserved.
6 *
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:
13 *
14 * The above copyright notice and this permission notice shall be included
15 * in all copies or substantial portions of the Software.
16 *
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.
23 */
24
25
26 #include "glheader.h"
27 #include "context.h"
28 #include "colormac.h"
29 #include "macros.h"
30 #include "s_aaline.h"
31 #include "s_context.h"
32 #include "s_depth.h"
33 #include "s_feedback.h"
34 #include "s_lines.h"
35 #include "s_span.h"
36
37
38 /*
39 * Init the mask[] array to implement a line stipple.
40 */
41 static void
42 compute_stipple_mask( GLcontext *ctx, GLuint len, GLubyte mask[] )
43 {
44 SWcontext *swrast = SWRAST_CONTEXT(ctx);
45 GLuint i;
46
47 for (i = 0; i < len; i++) {
48 GLuint bit = (swrast->StippleCounter / ctx->Line.StippleFactor) & 0xf;
49 if ((1 << bit) & ctx->Line.StipplePattern) {
50 mask[i] = GL_TRUE;
51 }
52 else {
53 mask[i] = GL_FALSE;
54 }
55 swrast->StippleCounter++;
56 }
57 }
58
59
60 /*
61 * To draw a wide line we can simply redraw the span N times, side by side.
62 */
63 static void
64 draw_wide_line( GLcontext *ctx, SWspan *span, GLboolean xMajor )
65 {
66 GLint width, start;
67
68 ASSERT(span->end < MAX_WIDTH);
69
70 width = (GLint) CLAMP( ctx->Line._Width, MIN_LINE_WIDTH, MAX_LINE_WIDTH );
71
72 if (width & 1)
73 start = width / 2;
74 else
75 start = width / 2 - 1;
76
77 if (xMajor) {
78 GLint *y = span->array->y;
79 GLuint i;
80 GLint w;
81 for (w = 0; w < width; w++) {
82 if (w == 0) {
83 for (i = 0; i < span->end; i++)
84 y[i] -= start;
85 }
86 else {
87 for (i = 0; i < span->end; i++)
88 y[i]++;
89 }
90 if (ctx->Visual.rgbMode)
91 _swrast_write_rgba_span(ctx, span);
92 else
93 _swrast_write_index_span(ctx, span);
94 }
95 }
96 else {
97 GLint *x = span->array->x;
98 GLuint i;
99 GLint w;
100 for (w = 0; w < width; w++) {
101 if (w == 0) {
102 for (i = 0; i < span->end; i++)
103 x[i] -= start;
104 }
105 else {
106 for (i = 0; i < span->end; i++)
107 x[i]++;
108 }
109 if (ctx->Visual.rgbMode)
110 _swrast_write_rgba_span(ctx, span);
111 else
112 _swrast_write_index_span(ctx, span);
113 }
114 }
115 }
116
117
118
119 /**********************************************************************/
120 /***** Rasterization *****/
121 /**********************************************************************/
122
123 /* Simple color index line (no stipple, width=1, no Z, no fog, no tex)*/
124 #define NAME simple_no_z_ci_line
125 #define INTERP_INDEX
126 #define RENDER_SPAN(span) _swrast_write_index_span(ctx, &span)
127 #include "s_linetemp.h"
128
129 /* Simple RGBA index line (no stipple, width=1, no Z, no fog, no tex)*/
130 #define NAME simple_no_z_rgba_line
131 #define INTERP_RGBA
132 #define RENDER_SPAN(span) _swrast_write_rgba_span(ctx, &span);
133 #include "s_linetemp.h"
134
135
136 /* Z, fog, wide, stipple color index line */
137 #define NAME ci_line
138 #define INTERP_INDEX
139 #define INTERP_Z
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); \
145 } \
146 if (ctx->Line._Width > 1.0) { \
147 draw_wide_line(ctx, &span, (GLboolean)(dx > dy)); \
148 } \
149 else { \
150 _swrast_write_index_span(ctx, &span); \
151 }
152 #include "s_linetemp.h"
153
154
155 /* Z, fog, wide, stipple RGBA line */
156 #define NAME rgba_line
157 #define INTERP_RGBA
158 #define INTERP_Z
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); \
163 } \
164 if (ctx->Line._Width > 1.0) { \
165 draw_wide_line(ctx, &span, (GLboolean)(dx > dy)); \
166 } \
167 else { \
168 _swrast_write_rgba_span(ctx, &span); \
169 }
170 #include "s_linetemp.h"
171
172
173 /* General-purpose line (any/all features). */
174 #define NAME general_line
175 #define INTERP_RGBA
176 #define INTERP_Z
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); \
182 } \
183 if (ctx->Line._Width > 1.0) { \
184 draw_wide_line(ctx, &span, (GLboolean)(dx > dy)); \
185 } \
186 else { \
187 _swrast_write_rgba_span(ctx, &span); \
188 }
189 #include "s_linetemp.h"
190
191
192
193 void
194 _swrast_add_spec_terms_line(GLcontext *ctx,
195 const SWvertex *v0, const SWvertex *v1)
196 {
197 SWvertex *ncv0 = (SWvertex *)v0;
198 SWvertex *ncv1 = (SWvertex *)v1;
199 GLfloat rSum, gSum, bSum;
200 GLchan cSave[2][4];
201
202 /* save original colors */
203 COPY_CHAN4(cSave[0], ncv0->color);
204 COPY_CHAN4(cSave[1], ncv1->color);
205 /* sum v0 */
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);
212 /* sum v1 */
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);
219 /* draw */
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] );
224 }
225
226
227
228 #ifdef DEBUG
229
230 /* record the current line function name */
231 static const char *lineFuncName = NULL;
232
233 #define USE(lineFunc) \
234 do { \
235 lineFuncName = #lineFunc; \
236 /*_mesa_printf("%s\n", lineFuncName);*/ \
237 swrast->Line = lineFunc; \
238 } while (0)
239
240 #else
241
242 #define USE(lineFunc) swrast->Line = lineFunc
243
244 #endif
245
246
247
248 /**
249 * Determine which line drawing function to use given the current
250 * rendering context.
251 *
252 * Please update the summary flag _SWRAST_NEW_LINE if you add or remove
253 * tests to this code.
254 */
255 void
256 _swrast_choose_line( GLcontext *ctx )
257 {
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));
263
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);
269 }
270 else if (ctx->Texture._EnabledCoordUnits
271 || ctx->FragmentProgram._Current
272 || swrast->_FogEnabled
273 || specular) {
274 USE(general_line);
275 }
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. */
280 if (rgbmode)
281 USE(rgba_line);
282 else
283 USE(ci_line);
284 }
285 else {
286 ASSERT(!ctx->Depth.Test);
287 /* simple lines */
288 if (rgbmode)
289 USE(simple_no_z_rgba_line);
290 else
291 USE(simple_no_z_ci_line);
292 }
293 }
294 else if (ctx->RenderMode == GL_FEEDBACK) {
295 USE(_swrast_feedback_line);
296 }
297 else {
298 ASSERT(ctx->RenderMode == GL_SELECT);
299 USE(_swrast_select_line);
300 }
301 }