-
-/*
- * Generate arrays of fragment colors, z, fog, texcoords, etc from a
- * triangle span object. Then call the span/fragment processsing
- * functions in s_span.[ch]. This is used by a bunch of the textured
- * triangle functions.
- */
-static void
-rasterize_span(GLcontext *ctx, const struct triangle_span *span)
-{
- DEFMARRAY(GLchan, rgba, MAX_WIDTH, 4);
- DEFMARRAY(GLchan, spec, MAX_WIDTH, 4);
- DEFARRAY(GLuint, index, MAX_WIDTH);
- DEFARRAY(GLuint, z, MAX_WIDTH);
- DEFARRAY(GLfloat, fog, MAX_WIDTH);
- DEFARRAY(GLfloat, sTex, MAX_WIDTH);
- DEFARRAY(GLfloat, tTex, MAX_WIDTH);
- DEFARRAY(GLfloat, rTex, MAX_WIDTH);
- DEFARRAY(GLfloat, lambda, MAX_WIDTH);
- DEFMARRAY(GLfloat, msTex, MAX_TEXTURE_UNITS, MAX_WIDTH);
- DEFMARRAY(GLfloat, mtTex, MAX_TEXTURE_UNITS, MAX_WIDTH);
- DEFMARRAY(GLfloat, mrTex, MAX_TEXTURE_UNITS, MAX_WIDTH);
- DEFMARRAY(GLfloat, mLambda, MAX_TEXTURE_UNITS, MAX_WIDTH);
-
- CHECKARRAY(rgba, return);
- CHECKARRAY(spec, return);
- CHECKARRAY(index, return);
- CHECKARRAY(z, return);
- CHECKARRAY(fog, return);
- CHECKARRAY(sTex, return);
- CHECKARRAY(tTex, return);
- CHECKARRAY(rTex, return);
- CHECKARRAY(lambda, return);
- CHECKARRAY(msTex, return);
- CHECKARRAY(mtTex, return);
- CHECKARRAY(mrTex, return);
- CHECKARRAY(mLambda, return);
-
- if (span->activeMask & SPAN_RGBA) {
-#if CHAN_TYPE == GL_FLOAT
- GLfloat r = span->red;
- GLfloat g = span->green;
- GLfloat b = span->blue;
- GLfloat a = span->alpha;
-#else
- GLfixed r = span->red;
- GLfixed g = span->green;
- GLfixed b = span->blue;
- GLfixed a = span->alpha;
-#endif
- GLuint i;
- for (i = 0; i < span->count; i++) {
- rgba[i][RCOMP] = FixedToChan(r);
- rgba[i][GCOMP] = FixedToChan(g);
- rgba[i][BCOMP] = FixedToChan(b);
- rgba[i][ACOMP] = FixedToChan(a);
- r += span->redStep;
- g += span->greenStep;
- b += span->blueStep;
- a += span->alphaStep;
- }
- }
- if (span->activeMask & SPAN_SPEC) {
-#if CHAN_TYPE == GL_FLOAT
- GLfloat r = span->specRed;
- GLfloat g = span->specGreen;
- GLfloat b = span->specBlue;
-#else
- GLfixed r = span->specRed;
- GLfixed g = span->specGreen;
- GLfixed b = span->specBlue;
-#endif
- GLuint i;
- for (i = 0; i < span->count; i++) {
- spec[i][RCOMP] = FixedToChan(r);
- spec[i][GCOMP] = FixedToChan(g);
- spec[i][BCOMP] = FixedToChan(b);
- r += span->specRedStep;
- g += span->specGreenStep;
- b += span->specBlueStep;
- }
- }
- if (span->activeMask & SPAN_INDEX) {
- GLuint i;
- GLfixed ind = span->index;
- for (i = 0; i < span->count; i++) {
- index[i] = FixedToInt(ind);
- ind += span->indexStep;
- }
- }
- if (span->activeMask & SPAN_Z) {
- if (ctx->Visual.depthBits <= 16) {
- GLuint i;
- GLfixed zval = span->z;
- for (i = 0; i < span->count; i++) {
- z[i] = FixedToInt(zval);
- zval += span->zStep;
- }
- }
- else {
- /* Deep Z buffer, no fixed->int shift */
- GLuint i;
- GLfixed zval = span->z;
- for (i = 0; i < span->count; i++) {
- z[i] = zval;
- zval += span->zStep;
- }
- }
- }
- if (span->activeMask & SPAN_FOG) {
- GLuint i;
- GLfloat f = span->fog;
- for (i = 0; i < span->count; i++) {
- fog[i] = f;
- f += span->fogStep;
- }
- }
- if (span->activeMask & SPAN_TEXTURE) {
- if (ctx->Texture._ReallyEnabled & ~TEXTURE0_ANY) {
- /* multitexture */
- if (span->activeMask & SPAN_LAMBDA) {
- /* with lambda */
- GLuint u;
- for (u = 0; u < MAX_TEXTURE_UNITS; u++) {
- if (ctx->Texture.Unit[u]._ReallyEnabled) {
- GLfloat s = span->tex[u][0];
- GLfloat t = span->tex[u][1];
- GLfloat r = span->tex[u][2];
- GLfloat q = span->tex[u][3];
- GLuint i;
- for (i = 0; i < span->count; i++) {
- const GLfloat invQ = (q == 0.0F) ? 1.0 : (1.0F / q);
- msTex[u][i] = s * invQ;
- mtTex[u][i] = t * invQ;
- mrTex[u][i] = r * invQ;
- mLambda[u][i] = log(span->rho[u] * invQ * invQ) * 1.442695F * 0.5F;
- s += span->texStep[u][0];
- t += span->texStep[u][1];
- r += span->texStep[u][2];
- q += span->texStep[u][3];
- }
- }
- }
- }
- else {
- /* without lambda */
- GLuint u;
- for (u = 0; u < MAX_TEXTURE_UNITS; u++) {
- if (ctx->Texture.Unit[u]._ReallyEnabled) {
- GLfloat s = span->tex[u][0];
- GLfloat t = span->tex[u][1];
- GLfloat r = span->tex[u][2];
- GLfloat q = span->tex[u][3];
- GLuint i;
- for (i = 0; i < span->count; i++) {
- const GLfloat invQ = (q == 0.0F) ? 1.0 : (1.0F / q);
- msTex[u][i] = s * invQ;
- mtTex[u][i] = t * invQ;
- mrTex[u][i] = r * invQ;
- s += span->texStep[u][0];
- t += span->texStep[u][1];
- r += span->texStep[u][2];
- q += span->texStep[u][3];
- }
- }
- }
- }
- }
- else {
- /* just texture unit 0 */
- if (span->activeMask & SPAN_LAMBDA) {
- /* with lambda */
- GLfloat s = span->tex[0][0];
- GLfloat t = span->tex[0][1];
- GLfloat r = span->tex[0][2];
- GLfloat q = span->tex[0][3];
- GLuint i;
- for (i = 0; i < span->count; i++) {
- const GLfloat invQ = (q == 0.0F) ? 1.0 : (1.0F / q);
- sTex[i] = s * invQ;
- tTex[i] = t * invQ;
- rTex[i] = r * invQ;
- lambda[i] = log(span->rho[0] * invQ * invQ) * 1.442695F * 0.5F;
- s += span->texStep[0][0];
- t += span->texStep[0][1];
- r += span->texStep[0][2];
- q += span->texStep[0][3];
- }
- }
- else {
- /* without lambda */
- GLfloat s = span->tex[0][0];
- GLfloat t = span->tex[0][1];
- GLfloat r = span->tex[0][2];
- GLfloat q = span->tex[0][3];
- GLuint i;
- for (i = 0; i < span->count; i++) {
- const GLfloat invQ = (q == 0.0F) ? 1.0 : (1.0F / q);
- sTex[i] = s * invQ;
- tTex[i] = t * invQ;
- rTex[i] = r * invQ;
- s += span->texStep[0][0];
- t += span->texStep[0][1];
- r += span->texStep[0][2];
- q += span->texStep[0][3];
- }
- }
- }
- }
- /* XXX keep this? */
- if (span->activeMask & SPAN_INT_TEXTURE) {
- GLint intTexcoord[MAX_WIDTH][2];
- GLfixed s = span->intTex[0];
- GLfixed t = span->intTex[1];
- GLuint i;
- for (i = 0; i < span->count; i++) {
- intTexcoord[i][0] = FixedToInt(s);
- intTexcoord[i][1] = FixedToInt(t);
- s += span->intTexStep[0];
- t += span->intTexStep[1];
- }
- }
-
- /* examine activeMask and call a s_span.c function */
- if (span->activeMask & SPAN_TEXTURE) {
- const GLfloat *fogPtr;
- if (span->activeMask & SPAN_FOG)
- fogPtr = fog;
- else
- fogPtr = NULL;
-
- if (ctx->Texture._ReallyEnabled & ~TEXTURE0_ANY) {
- if (span->activeMask & SPAN_SPEC) {
- _mesa_write_multitexture_span(ctx, span->count, span->x, span->y,
- z, fogPtr,
- (const GLfloat (*)[MAX_WIDTH]) msTex,
- (const GLfloat (*)[MAX_WIDTH]) mtTex,
- (const GLfloat (*)[MAX_WIDTH]) mrTex,
- (GLfloat (*)[MAX_WIDTH]) mLambda,
- rgba, (CONST GLchan (*)[4]) spec,
- NULL, GL_POLYGON );
- }
- else {
- _mesa_write_multitexture_span(ctx, span->count, span->x, span->y,
- z, fogPtr,
- (const GLfloat (*)[MAX_WIDTH]) msTex,
- (const GLfloat (*)[MAX_WIDTH]) mtTex,
- (const GLfloat (*)[MAX_WIDTH]) mrTex,
- (GLfloat (*)[MAX_WIDTH]) mLambda,
- rgba, NULL, NULL, GL_POLYGON);
- }
- }
- else {
- /* single texture */
- if (span->activeMask & SPAN_SPEC) {
- _mesa_write_texture_span(ctx, span->count, span->x, span->y,
- z, fogPtr, sTex, tTex, rTex, lambda,
- rgba, (CONST GLchan (*)[4]) spec,
- NULL, GL_POLYGON);
- }
- else {
- _mesa_write_texture_span(ctx, span->count, span->x, span->y,
- z, fogPtr, sTex, tTex, rTex, lambda,
- rgba, NULL, NULL, GL_POLYGON);
- }
- }
- }
- else {
- _mesa_problem(ctx, "rasterize_span() should only be used for texturing");
- }
-
- UNDEFARRAY(rgba);
- UNDEFARRAY(spec);
- UNDEFARRAY(index);
- UNDEFARRAY(z);
- UNDEFARRAY(fog);
- UNDEFARRAY(sTex);
- UNDEFARRAY(tTex);
- UNDEFARRAY(rTex);
- UNDEFARRAY(lambda);
- UNDEFARRAY(msTex);
- UNDEFARRAY(mtTex);
- UNDEFARRAY(mrTex);
- UNDEFARRAY(mLambda);
-}
-