-/* $Id: drawpix.c,v 1.13 2000/03/03 15:39:13 brianp Exp $ */
+/* $Id: drawpix.c,v 1.17 2000/04/07 16:27:26 brianp Exp $ */
/*
* Mesa 3-D graphics library
#include "feedback.h"
#include "image.h"
#include "macros.h"
+#include "mem.h"
#include "mmath.h"
#include "pixel.h"
+#include "pixeltex.h"
#include "span.h"
#include "state.h"
#include "stencil.h"
+#include "texture.h"
#include "types.h"
#include "zoom.h"
#endif
&& ctx->Pixel.AlphaBias==0.0 && ctx->Pixel.AlphaScale==1.0
&& ctx->Pixel.IndexShift==0 && ctx->Pixel.IndexOffset==0
&& ctx->Pixel.MapColorFlag==0
+ && ctx->Texture.ReallyEnabled == 0
&& unpack->Alignment==1
&& !unpack->SwapBytes
&& !unpack->LsbFirst) {
}
else {
/* setup array of fragment Z value to pass to zoom function */
- GLdepth z = (GLdepth) (ctx->Current.RasterPos[2] * DEPTH_SCALE);
+ GLdepth z = (GLdepth) (ctx->Current.RasterPos[2] * ctx->Visual->DepthMaxF);
GLint i;
assert(drawWidth < MAX_WIDTH);
for (i=0; i<drawWidth; i++)
/* Fragment depth values */
if (ctx->Depth.Test || ctx->Fog.Enabled) {
- GLdepth zval = (GLdepth) (ctx->Current.RasterPos[2] * DEPTH_SCALE);
+ GLdepth zval = (GLdepth) (ctx->Current.RasterPos[2] * ctx->Visual->DepthMaxF);
GLint i;
for (i = 0; i < drawWidth; i++) {
zspan[i] = zval;
*/
for (row = 0; row < height; row++, y++) {
GLuint indexes[MAX_WIDTH];
- const GLvoid *source = gl_pixel_addr_in_image(&ctx->Unpack,
+ const GLvoid *source = _mesa_image_address(&ctx->Unpack,
pixels, width, height, GL_COLOR_INDEX, type, 0, row, 0);
_mesa_unpack_index_span(ctx, drawWidth, GL_UNSIGNED_INT, indexes,
type, source, &ctx->Unpack, GL_TRUE);
GLstencil values[MAX_WIDTH];
GLenum destType = (sizeof(GLstencil) == sizeof(GLubyte))
? GL_UNSIGNED_BYTE : GL_UNSIGNED_SHORT;
- const GLvoid *source = gl_pixel_addr_in_image(&ctx->Unpack,
+ const GLvoid *source = _mesa_image_address(&ctx->Unpack,
pixels, width, height, GL_COLOR_INDEX, type, 0, row, 0);
_mesa_unpack_index_span(ctx, drawWidth, destType, values,
type, source, &ctx->Unpack, GL_TRUE);
/* Special case: directly write 16-bit depth values */
GLint row;
for (row = 0; row < height; row++, y++) {
- const GLdepth *zptr = gl_pixel_addr_in_image(&ctx->Unpack,
+ GLdepth zspan[MAX_WIDTH];
+ const GLushort *zptr = _mesa_image_address(&ctx->Unpack,
pixels, width, height, GL_DEPTH_COMPONENT, type, 0, row, 0);
- gl_write_rgba_span( ctx, width, x, y, zptr, rgba, GL_BITMAP );
+ GLint i;
+ for (i = 0; i < width; i++)
+ zspan[i] = zptr[i];
+ gl_write_rgba_span( ctx, width, x, y, zspan, rgba, GL_BITMAP );
}
}
- else if (type==GL_UNSIGNED_INT && sizeof(GLdepth)==sizeof(GLuint)
+ else if (type==GL_UNSIGNED_INT && ctx->Visual->DepthBits == 32
&& !bias_or_scale && !zoom && ctx->Visual->RGBAflag) {
/* Special case: directly write 32-bit depth values */
- GLint i, row;
- /* Compute shift value to scale 32-bit uints down to depth values. */
- GLuint shift = 0;
- GLuint max = MAX_DEPTH;
- while ((max & 0x80000000) == 0) {
- max = max << 1;
- shift++;
- }
+ GLint row;
for (row = 0; row < height; row++, y++) {
- GLdepth zspan[MAX_WIDTH];
- const GLdepth *zptr = gl_pixel_addr_in_image(&ctx->Unpack,
+ const GLuint *zptr = _mesa_image_address(&ctx->Unpack,
pixels, width, height, GL_DEPTH_COMPONENT, type, 0, row, 0);
- for (i=0;i<width;i++) {
- zspan[i] = zptr[i] >> shift;
- }
- gl_write_rgba_span( ctx, width, x, y, zspan, rgba, GL_BITMAP );
+ gl_write_rgba_span( ctx, width, x, y, zptr, rgba, GL_BITMAP );
}
}
else {
GLint row;
for (row = 0; row < height; row++, y++) {
GLdepth zspan[MAX_WIDTH];
- const GLvoid *src = gl_pixel_addr_in_image(&ctx->Unpack,
+ const GLvoid *src = _mesa_image_address(&ctx->Unpack,
pixels, width, height, GL_DEPTH_COMPONENT, type, 0, row, 0);
_mesa_unpack_depth_span( ctx, drawWidth, zspan, type, src,
&ctx->Unpack, GL_TRUE );
/* Fragment depth values */
if (ctx->Depth.Test || ctx->Fog.Enabled) {
/* fill in array of z values */
- GLdepth z = (GLdepth) (ctx->Current.RasterPos[2] * DEPTH_SCALE);
+ GLdepth z = (GLdepth) (ctx->Current.RasterPos[2] * ctx->Visual->DepthMaxF);
GLint i;
for (i=0;i<width;i++) {
zspan[i] = z;
if (width > MAX_WIDTH)
width = MAX_WIDTH;
for (row = 0; row < height; row++, y++) {
- const GLvoid *source = gl_pixel_addr_in_image(unpack,
+ const GLvoid *source = _mesa_image_address(unpack,
pixels, width, height, format, type, 0, row, 0);
_mesa_unpack_ubyte_color_span(ctx, width, GL_RGBA, (void*) rgba,
format, type, source, unpack, GL_TRUE);
+ if (ctx->Texture.ReallyEnabled && ctx->Pixel.PixelTextureEnabled) {
+ GLfloat s[MAX_WIDTH], t[MAX_WIDTH], r[MAX_WIDTH], q[MAX_WIDTH];
+ GLuint unit;
+ /* XXX not sure how multitexture is supposed to work here */
+ for (unit = 0; unit < MAX_TEXTURE_UNITS; unit++) {
+ _mesa_pixeltexgen(ctx, width, (const GLubyte (*)[4]) rgba,
+ s, t, r, q);
+ gl_texture_pixels(ctx, unit, width, s, t, r, NULL, rgba);
+ }
+ }
+
if (quickDraw) {
(*ctx->Driver.WriteRGBASpan)( ctx, width, x, y,
(CONST GLubyte (*)[]) rgba, NULL);
x = (GLint) (ctx->Current.RasterPos[0] + 0.5F);
y = (GLint) (ctx->Current.RasterPos[1] + 0.5F);
+ ctx->OcclusionResult = GL_TRUE;
+
/* see if device driver can do the drawpix */
if (ctx->Driver.DrawPixels
&& (*ctx->Driver.DrawPixels)(ctx, x, y, width, height, format, type,