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 * THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR
21 * OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE,
22 * ARISING FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR
23 * OTHER DEALINGS IN THE SOFTWARE.
27 #include "main/glheader.h"
28 #include "main/context.h"
29 #include "main/colormac.h"
30 #include "main/macros.h"
32 #include "s_context.h"
33 #include "s_feedback.h"
39 * Init the mask[] array to implement a line stipple.
42 compute_stipple_mask( struct gl_context
*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( struct gl_context
*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
< SWRAST_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 _swrast_write_rgba_span(ctx
, span
);
95 GLint
*x
= span
->array
->x
;
98 for (w
= 0; w
< width
; w
++) {
100 for (i
= 0; i
< span
->end
; i
++)
104 for (i
= 0; i
< span
->end
; i
++)
107 _swrast_write_rgba_span(ctx
, span
);
114 /**********************************************************************/
115 /***** Rasterization *****/
116 /**********************************************************************/
118 /* Simple RGBA index line (no stipple, width=1, no Z, no fog, no tex)*/
119 #define NAME simple_no_z_rgba_line
121 #define RENDER_SPAN(span) _swrast_write_rgba_span(ctx, &span);
122 #include "s_linetemp.h"
125 /* Z, fog, wide, stipple RGBA line */
126 #define NAME rgba_line
129 #define RENDER_SPAN(span) \
130 if (ctx->Line.StippleFlag) { \
131 span.arrayMask |= SPAN_MASK; \
132 compute_stipple_mask(ctx, span.end, span.array->mask); \
134 if (ctx->Line.Width > 1.0) { \
135 draw_wide_line(ctx, &span, (GLboolean)(dx > dy)); \
138 _swrast_write_rgba_span(ctx, &span); \
140 #include "s_linetemp.h"
143 /* General-purpose line (any/all features). */
144 #define NAME general_line
147 #define INTERP_ATTRIBS
148 #define RENDER_SPAN(span) \
149 if (ctx->Line.StippleFlag) { \
150 span.arrayMask |= SPAN_MASK; \
151 compute_stipple_mask(ctx, span.end, span.array->mask); \
153 if (ctx->Line.Width > 1.0) { \
154 draw_wide_line(ctx, &span, (GLboolean)(dx > dy)); \
157 _swrast_write_rgba_span(ctx, &span); \
159 #include "s_linetemp.h"
164 _swrast_add_spec_terms_line(struct gl_context
*ctx
,
165 const SWvertex
*v0
, const SWvertex
*v1
)
167 SWvertex
*ncv0
= (SWvertex
*)v0
;
168 SWvertex
*ncv1
= (SWvertex
*)v1
;
169 GLfloat rSum
, gSum
, bSum
;
172 /* save original colors */
173 COPY_CHAN4(cSave
[0], ncv0
->color
);
174 COPY_CHAN4(cSave
[1], ncv1
->color
);
176 rSum
= CHAN_TO_FLOAT(ncv0
->color
[0]) + ncv0
->attrib
[VARYING_SLOT_COL1
][0];
177 gSum
= CHAN_TO_FLOAT(ncv0
->color
[1]) + ncv0
->attrib
[VARYING_SLOT_COL1
][1];
178 bSum
= CHAN_TO_FLOAT(ncv0
->color
[2]) + ncv0
->attrib
[VARYING_SLOT_COL1
][2];
179 UNCLAMPED_FLOAT_TO_CHAN(ncv0
->color
[0], rSum
);
180 UNCLAMPED_FLOAT_TO_CHAN(ncv0
->color
[1], gSum
);
181 UNCLAMPED_FLOAT_TO_CHAN(ncv0
->color
[2], bSum
);
183 rSum
= CHAN_TO_FLOAT(ncv1
->color
[0]) + ncv1
->attrib
[VARYING_SLOT_COL1
][0];
184 gSum
= CHAN_TO_FLOAT(ncv1
->color
[1]) + ncv1
->attrib
[VARYING_SLOT_COL1
][1];
185 bSum
= CHAN_TO_FLOAT(ncv1
->color
[2]) + ncv1
->attrib
[VARYING_SLOT_COL1
][2];
186 UNCLAMPED_FLOAT_TO_CHAN(ncv1
->color
[0], rSum
);
187 UNCLAMPED_FLOAT_TO_CHAN(ncv1
->color
[1], gSum
);
188 UNCLAMPED_FLOAT_TO_CHAN(ncv1
->color
[2], bSum
);
190 SWRAST_CONTEXT(ctx
)->SpecLine( ctx
, ncv0
, ncv1
);
191 /* restore original colors */
192 COPY_CHAN4(ncv0
->color
, cSave
[0]);
193 COPY_CHAN4(ncv1
->color
, cSave
[1]);
200 /* record the current line function name */
201 static const char *lineFuncName
= NULL
;
203 #define USE(lineFunc) \
205 lineFuncName = #lineFunc; \
206 /*printf("%s\n", lineFuncName);*/ \
207 swrast->Line = lineFunc; \
212 #define USE(lineFunc) swrast->Line = lineFunc
219 * Determine which line drawing function to use given the current
222 * Please update the summary flag _SWRAST_NEW_LINE if you add or remove
223 * tests to this code.
226 _swrast_choose_line( struct gl_context
*ctx
)
228 SWcontext
*swrast
= SWRAST_CONTEXT(ctx
);
229 GLboolean specular
= (ctx
->Fog
.ColorSumEnabled
||
230 (ctx
->Light
.Enabled
&&
231 ctx
->Light
.Model
.ColorControl
== GL_SEPARATE_SPECULAR_COLOR
));
233 if (ctx
->RenderMode
== GL_RENDER
) {
234 if (ctx
->Line
.SmoothFlag
) {
235 /* antialiased lines */
236 _swrast_choose_aa_line_function(ctx
);
237 ASSERT(swrast
->Line
);
239 else if (ctx
->Texture
._EnabledCoordUnits
240 || _swrast_use_fragment_program(ctx
)
241 || swrast
->_FogEnabled
245 else if (ctx
->Depth
.Test
246 || ctx
->Line
.Width
!= 1.0
247 || ctx
->Line
.StippleFlag
) {
248 /* no texture, but Z, fog, width>1, stipple, etc. */
256 ASSERT(!ctx
->Depth
.Test
);
257 ASSERT(ctx
->Line
.Width
== 1.0);
259 USE(simple_no_z_rgba_line
);
262 else if (ctx
->RenderMode
== GL_FEEDBACK
) {
263 USE(_swrast_feedback_line
);
266 ASSERT(ctx
->RenderMode
== GL_SELECT
);
267 USE(_swrast_select_line
);