-/* $Id: s_lines.c,v 1.28 2002/04/19 00:38:27 brianp Exp $ */
+/* $Id: s_lines.c,v 1.33 2002/11/14 03:48:03 brianp Exp $ */
/*
* Mesa 3-D graphics library
- * Version: 4.1
+ * Version: 5.1
*
* Copyright (C) 1999-2002 Brian Paul All Rights Reserved.
*
start = width / 2 - 1;
if (xMajor) {
+ GLint *y = span->array->y;
GLuint i;
GLint w;
for (w = 0; w < width; w++) {
if (w == 0) {
for (i = 0; i < span->end; i++)
- span->yArray[i] -= start;
+ y[i] -= start;
}
else {
for (i = 0; i < span->end; i++)
- span->yArray[i]++;
+ y[i]++;
}
if ((span->interpMask | span->arrayMask) & SPAN_TEXTURE)
_mesa_write_texture_span(ctx, span);
}
}
else {
+ GLint *x = span->array->x;
GLuint i;
GLint w;
for (w = 0; w < width; w++) {
if (w == 0) {
for (i = 0; i < span->end; i++)
- span->xArray[i] -= start;
+ x[i] -= start;
}
else {
for (i = 0; i < span->end; i++)
- span->xArray[i]++;
+ x[i]++;
}
if ((span->interpMask | span->arrayMask) & SPAN_TEXTURE)
_mesa_write_texture_span(ctx, span);
/**********************************************************************/
-/* Flat, color index line */
-static void flat_ci_line( GLcontext *ctx,
- const SWvertex *vert0,
- const SWvertex *vert1 )
-{
- struct sw_span span;
-
- ASSERT(ctx->Light.ShadeModel == GL_FLAT);
- ASSERT(!ctx->Line.StippleFlag);
- ASSERT(ctx->Line.Width == 1.0F);
-
- INIT_SPAN(span, GL_LINE, 0, SPAN_INDEX, SPAN_XY);
- /*span.arrayMask |= SPAN_XY;
- span.interpMask |= SPAN_INDEX;*/
- span.index = IntToFixed(vert1->index);
- span.indexStep = 0;
-
-#define INTERP_XY 1
-#define PLOT(X,Y) \
- { \
- span.xArray[span.end] = X; \
- span.yArray[span.end] = Y; \
- span.end++; \
- }
-
+/* Simple color index line (no stipple, width=1, no Z, no fog, no tex)*/
+#define NAME simple_ci_line
+#define INTERP_INDEX
+#define RENDER_SPAN(span) _mesa_write_index_span(ctx, &span)
#include "s_linetemp.h"
- _mesa_write_index_span(ctx, &span);
-}
-
-
-/* Flat-shaded, RGBA line */
-static void flat_rgba_line( GLcontext *ctx,
- const SWvertex *vert0,
- const SWvertex *vert1 )
-{
- struct sw_span span;
-
- ASSERT(ctx->Light.ShadeModel == GL_FLAT);
- ASSERT(!ctx->Line.StippleFlag);
- ASSERT(ctx->Line.Width == 1.0F);
-
- INIT_SPAN(span, GL_LINE, 0, SPAN_RGBA, SPAN_XY);
- /*span.arrayMask |= SPAN_XY;
- span.interpMask |= SPAN_RGBA;*/
- span.red = ChanToFixed(vert1->color[0]);
- span.green = ChanToFixed(vert1->color[1]);
- span.blue = ChanToFixed(vert1->color[2]);
- span.alpha = ChanToFixed(vert1->color[3]);
- span.redStep = 0;
- span.greenStep = 0;
- span.blueStep = 0;
- span.alphaStep = 0;
-
-#define INTERP_XY 1
-#define PLOT(X,Y) \
- { \
- span.xArray[span.end] = X; \
- span.yArray[span.end] = Y; \
- span.end++; \
- }
+/* Simple RGBA index line (no stipple, width=1, no Z, no fog, no tex)*/
+#define NAME simple_rgba_line
+#define INTERP_RGBA
+#define RENDER_SPAN(span) _mesa_write_rgba_span(ctx, &span);
#include "s_linetemp.h"
- _mesa_write_rgba_span(ctx, &span);
-}
-
-/* Smooth shaded, color index line */
-static void smooth_ci_line( GLcontext *ctx,
- const SWvertex *vert0,
- const SWvertex *vert1 )
-{
- struct sw_span span;
-
- ASSERT(ctx->Light.ShadeModel == GL_SMOOTH);
- ASSERT(!ctx->Line.StippleFlag);
- ASSERT(ctx->Line.Width == 1.0F);
-
- INIT_SPAN(span, GL_LINE, 0, 0, SPAN_XY | SPAN_INDEX);
- /*span.arrayMask |= (SPAN_XY | SPAN_INDEX);*/
-
-#define INTERP_XY 1
-#define INTERP_INDEX 1
-#define PLOT(X,Y) \
- { \
- span.xArray[span.end] = X; \
- span.yArray[span.end] = Y; \
- span.color.index[span.end] = I; \
- span.end++; \
+/* Z, fog, wide, stipple color index line */
+#define NAME general_ci_line
+#define INTERP_INDEX
+#define INTERP_Z
+#define INTERP_FOG
+#define RENDER_SPAN(span) \
+ if (ctx->Line.StippleFlag) { \
+ span.arrayMask |= SPAN_MASK; \
+ compute_stipple_mask(ctx, span.end, span.array->mask); \
+ } \
+ if (ctx->Line.Width > 1.0) { \
+ draw_wide_line(ctx, &span, dx > dy); \
+ } \
+ else { \
+ _mesa_write_index_span(ctx, &span); \
}
-
#include "s_linetemp.h"
- _mesa_write_index_span(ctx, &span);
-}
-
-
-/* Smooth-shaded, RGBA line */
-static void smooth_rgba_line( GLcontext *ctx,
- const SWvertex *vert0,
- const SWvertex *vert1 )
-{
- struct sw_span span;
-
- ASSERT(ctx->Light.ShadeModel == GL_SMOOTH);
- ASSERT(!ctx->Line.StippleFlag);
- ASSERT(ctx->Line.Width == 1.0F);
-
- INIT_SPAN(span, GL_LINE, 0, 0, SPAN_XY | SPAN_RGBA);
- /*span.arrayMask |= (SPAN_XY | SPAN_RGBA);*/
-
-#define INTERP_XY 1
-#define INTERP_RGB 1
-#define INTERP_ALPHA 1
-#define PLOT(X,Y) \
- { \
- span.xArray[span.end] = X; \
- span.yArray[span.end] = Y; \
- span.color.rgba[span.end][RCOMP] = FixedToInt(r0); \
- span.color.rgba[span.end][GCOMP] = FixedToInt(g0); \
- span.color.rgba[span.end][BCOMP] = FixedToInt(b0); \
- span.color.rgba[span.end][ACOMP] = FixedToInt(a0); \
- span.end++; \
- }
-
-#include "s_linetemp.h"
-
- _mesa_write_rgba_span(ctx, &span);
-}
-
-
-/* Smooth shaded, color index, any width, maybe stippled */
-static void general_smooth_ci_line( GLcontext *ctx,
- const SWvertex *vert0,
- const SWvertex *vert1 )
-{
- GLboolean xMajor = GL_FALSE;
- struct sw_span span;
-
- ASSERT(ctx->Light.ShadeModel == GL_SMOOTH);
-
- INIT_SPAN(span, GL_LINE, 0, 0,
- SPAN_XY | SPAN_Z | SPAN_FOG | SPAN_INDEX);
- /*span.arrayMask |= (SPAN_XY | SPAN_Z | SPAN_FOG | SPAN_INDEX);*/
-
-#define SET_XMAJOR 1
-#define INTERP_XY 1
-#define INTERP_Z 1
-#define INTERP_FOG 1
-#define INTERP_INDEX 1
-#define PLOT(X,Y) \
- { \
- span.xArray[span.end] = X; \
- span.yArray[span.end] = Y; \
- span.zArray[span.end] = Z; \
- span.fogArray[span.end] = fog0; \
- span.color.index[span.end] = I; \
- span.end++; \
- }
-#include "s_linetemp.h"
-
- if (ctx->Line.StippleFlag) {
- span.arrayMask |= SPAN_MASK;
- compute_stipple_mask(ctx, span.end, span.mask);
- }
-
- if (ctx->Line.Width > 1.0) {
- draw_wide_line(ctx, &span, xMajor);
- }
- else {
- _mesa_write_index_span(ctx, &span);
- }
-}
-
-/* Flat shaded, color index, any width, maybe stippled */
-static void general_flat_ci_line( GLcontext *ctx,
- const SWvertex *vert0,
- const SWvertex *vert1 )
-{
- GLboolean xMajor = GL_FALSE;
- struct sw_span span;
-
- ASSERT(ctx->Light.ShadeModel == GL_FLAT);
-
- INIT_SPAN(span, GL_LINE, 0, SPAN_INDEX,
- SPAN_XY | SPAN_Z | SPAN_FOG);
- /*span.arrayMask |= (SPAN_XY | SPAN_Z | SPAN_FOG);
- span.interpMask |= SPAN_INDEX;*/
- span.index = IntToFixed(vert1->index);
- span.indexStep = 0;
-
-#define SET_XMAJOR 1
-#define INTERP_XY 1
-#define INTERP_Z 1
-#define INTERP_FOG 1
-#define PLOT(X,Y) \
- { \
- span.xArray[span.end] = X; \
- span.yArray[span.end] = Y; \
- span.zArray[span.end] = Z; \
- span.fogArray[span.end] = fog0; \
- span.end++; \
+/* Z, fog, wide, stipple RGBA line */
+#define NAME general_rgba_line
+#define INTERP_RGBA
+#define INTERP_Z
+#define INTERP_FOG
+#define RENDER_SPAN(span) \
+ if (ctx->Line.StippleFlag) { \
+ span.arrayMask |= SPAN_MASK; \
+ compute_stipple_mask(ctx, span.end, span.array->mask); \
+ } \
+ if (ctx->Line.Width > 1.0) { \
+ draw_wide_line(ctx, &span, dx > dy); \
+ } \
+ else { \
+ _mesa_write_rgba_span(ctx, &span); \
}
#include "s_linetemp.h"
- if (ctx->Line.StippleFlag) {
- span.arrayMask |= SPAN_MASK;
- compute_stipple_mask(ctx, span.end, span.mask);
- }
- if (ctx->Line.Width > 1.0) {
- draw_wide_line(ctx, &span, xMajor);
- }
- else {
- _mesa_write_index_span(ctx, &span);
- }
-}
-
-
-
-static void general_smooth_rgba_line( GLcontext *ctx,
- const SWvertex *vert0,
- const SWvertex *vert1 )
-{
- GLboolean xMajor = GL_FALSE;
- struct sw_span span;
-
- ASSERT(ctx->Light.ShadeModel == GL_SMOOTH);
-
- INIT_SPAN(span, GL_LINE, 0, 0,
- SPAN_XY | SPAN_Z | SPAN_FOG | SPAN_RGBA);
- /*span.arrayMask |= (SPAN_XY | SPAN_Z | SPAN_FOG | SPAN_RGBA);*/
-
-#define SET_XMAJOR 1
-#define INTERP_XY 1
-#define INTERP_Z 1
-#define INTERP_FOG 1
-#define INTERP_RGB 1
-#define INTERP_ALPHA 1
-#define PLOT(X,Y) \
- { \
- span.xArray[span.end] = X; \
- span.yArray[span.end] = Y; \
- span.zArray[span.end] = Z; \
- span.color.rgba[span.end][RCOMP] = FixedToInt(r0); \
- span.color.rgba[span.end][GCOMP] = FixedToInt(g0); \
- span.color.rgba[span.end][BCOMP] = FixedToInt(b0); \
- span.color.rgba[span.end][ACOMP] = FixedToInt(a0); \
- span.fogArray[span.end] = fog0; \
- span.end++; \
+/* Single-texture line, w/ fog, Z, specular, etc. */
+#define NAME textured_line
+#define INTERP_RGBA
+#define INTERP_Z
+#define INTERP_FOG
+#define INTERP_TEX
+#define RENDER_SPAN(span) \
+ if (ctx->Line.StippleFlag) { \
+ span.arrayMask |= SPAN_MASK; \
+ compute_stipple_mask(ctx, span.end, span.array->mask); \
+ } \
+ if (ctx->Line.Width > 1.0) { \
+ draw_wide_line(ctx, &span, dx > dy); \
+ } \
+ else { \
+ _mesa_write_texture_span(ctx, &span); \
}
#include "s_linetemp.h"
- if (ctx->Line.StippleFlag) {
- span.arrayMask |= SPAN_MASK;
- compute_stipple_mask(ctx, span.end, span.mask);
- }
-
- if (ctx->Line.Width > 1.0) {
- draw_wide_line(ctx, &span, xMajor);
- }
- else {
- _mesa_write_rgba_span(ctx, &span);
- }
-}
-
-static void general_flat_rgba_line( GLcontext *ctx,
- const SWvertex *vert0,
- const SWvertex *vert1 )
-{
- GLboolean xMajor = GL_FALSE;
- struct sw_span span;
-
- ASSERT(ctx->Light.ShadeModel == GL_FLAT);
-
- INIT_SPAN(span, GL_LINE, 0, SPAN_RGBA,
- SPAN_XY | SPAN_Z | SPAN_FOG);
- /*span.arrayMask |= (SPAN_XY | SPAN_Z | SPAN_FOG);
- span.interpMask |= SPAN_RGBA;*/
- span.red = ChanToFixed(vert1->color[0]);
- span.green = ChanToFixed(vert1->color[1]);
- span.blue = ChanToFixed(vert1->color[2]);
- span.alpha = ChanToFixed(vert1->color[3]);
- span.redStep = 0;
- span.greenStep = 0;
- span.blueStep = 0;
- span.alphaStep = 0;
-
-#define SET_XMAJOR 1
-#define INTERP_XY 1
-#define INTERP_Z 1
-#define INTERP_FOG 1
-#define PLOT(X,Y) \
- { \
- span.xArray[span.end] = X; \
- span.yArray[span.end] = Y; \
- span.zArray[span.end] = Z; \
- span.fogArray[span.end] = fog0; \
- span.end++; \
+/* Multi-texture or separate specular line, w/ fog, Z, specular, etc. */
+#define NAME multitextured_line
+#define INTERP_RGBA
+#define INTERP_SPEC
+#define INTERP_Z
+#define INTERP_FOG
+#define INTERP_MULTITEX
+#define RENDER_SPAN(span) \
+ if (ctx->Line.StippleFlag) { \
+ span.arrayMask |= SPAN_MASK; \
+ compute_stipple_mask(ctx, span.end, span.array->mask); \
+ } \
+ if (ctx->Line.Width > 1.0) { \
+ draw_wide_line(ctx, &span, dx > dy); \
+ } \
+ else { \
+ _mesa_write_texture_span(ctx, &span); \
}
#include "s_linetemp.h"
- if (ctx->Line.StippleFlag) {
- span.arrayMask |= SPAN_MASK;
- compute_stipple_mask(ctx, span.end, span.mask);
- }
-
- if (ctx->Line.Width > 1.0) {
- draw_wide_line(ctx, &span, xMajor);
- }
- else {
- _mesa_write_rgba_span(ctx, &span);
- }
-}
-/* Flat-shaded, textured, any width, maybe stippled */
-static void flat_textured_line( GLcontext *ctx,
- const SWvertex *vert0,
- const SWvertex *vert1 )
-{
- GLboolean xMajor = GL_FALSE;
- struct sw_span span;
-
- ASSERT(ctx->Light.ShadeModel == GL_FLAT);
-
- INIT_SPAN(span, GL_LINE, 0, SPAN_RGBA | SPAN_SPEC,
- SPAN_XY | SPAN_Z | SPAN_FOG | SPAN_TEXTURE | SPAN_RGBA);
- /*span.arrayMask |= (SPAN_XY | SPAN_Z | SPAN_FOG | SPAN_TEXTURE | SPAN_LAMBDA);
- span.interpMask |= (SPAN_RGBA | SPAN_SPEC);*/
- span.red = ChanToFixed(vert1->color[0]);
- span.green = ChanToFixed(vert1->color[1]);
- span.blue = ChanToFixed(vert1->color[2]);
- span.alpha = ChanToFixed(vert1->color[3]);
- span.redStep = 0;
- span.greenStep = 0;
- span.blueStep = 0;
- span.alphaStep = 0;
- span.specRed = ChanToFixed(vert1->specular[0]);
- span.specGreen = ChanToFixed(vert1->specular[1]);
- span.specBlue = ChanToFixed(vert1->specular[2]);
- span.specRedStep = 0;
- span.specGreenStep = 0;
- span.specBlueStep = 0;
-
-#define SET_XMAJOR 1
-#define INTERP_XY 1
-#define INTERP_Z 1
-#define INTERP_FOG 1
-#define INTERP_TEX 1
-#define PLOT(X,Y) \
- { \
- span.xArray[span.end] = X; \
- span.yArray[span.end] = Y; \
- span.zArray[span.end] = Z; \
- span.fogArray[span.end] = fog0; \
- span.texcoords[0][span.end][0] = fragTexcoord[0]; \
- span.texcoords[0][span.end][1] = fragTexcoord[1]; \
- span.texcoords[0][span.end][2] = fragTexcoord[2]; \
- span.lambda[0][span.end] = 0.0; \
- span.end++; \
- }
-#include "s_linetemp.h"
-
- if (ctx->Line.StippleFlag) {
- span.arrayMask |= SPAN_MASK;
- compute_stipple_mask(ctx, span.end, span.mask);
- }
-
- if (ctx->Line.Width > 1.0) {
- draw_wide_line(ctx, &span, xMajor);
- }
- else {
- _mesa_write_texture_span(ctx, &span);
- }
-}
-
-
-
-/* Smooth-shaded, textured, any width, maybe stippled */
-static void smooth_textured_line( GLcontext *ctx,
- const SWvertex *vert0,
- const SWvertex *vert1 )
-{
- GLboolean xMajor = GL_FALSE;
- struct sw_span span;
-
- ASSERT(ctx->Light.ShadeModel == GL_SMOOTH);
-
- INIT_SPAN(span, GL_LINE, 0, 0,
- SPAN_XY | SPAN_Z | SPAN_FOG | SPAN_RGBA | SPAN_TEXTURE | SPAN_LAMBDA);
- /*span.arrayMask |= (SPAN_XY | SPAN_Z | SPAN_FOG | SPAN_RGBA | SPAN_TEXTURE | SPAN_LAMBDA);*/
-
-#define SET_XMAJOR 1
-#define INTERP_XY 1
-#define INTERP_Z 1
-#define INTERP_FOG 1
-#define INTERP_RGB 1
-#define INTERP_ALPHA 1
-#define INTERP_TEX 1
-#define PLOT(X,Y) \
- { \
- span.xArray[span.end] = X; \
- span.yArray[span.end] = Y; \
- span.zArray[span.end] = Z; \
- span.fogArray[span.end] = fog0; \
- span.color.rgba[span.end][RCOMP] = FixedToInt(r0); \
- span.color.rgba[span.end][GCOMP] = FixedToInt(g0); \
- span.color.rgba[span.end][BCOMP] = FixedToInt(b0); \
- span.color.rgba[span.end][ACOMP] = FixedToInt(a0); \
- span.texcoords[0][span.end][0] = fragTexcoord[0]; \
- span.texcoords[0][span.end][1] = fragTexcoord[1]; \
- span.texcoords[0][span.end][2] = fragTexcoord[2]; \
- span.lambda[0][span.end] = 0.0; \
- span.end++; \
- }
-#include "s_linetemp.h"
-
- if (ctx->Line.StippleFlag) {
- span.arrayMask |= SPAN_MASK;
- compute_stipple_mask(ctx, span.end, span.mask);
- }
-
- if (ctx->Line.Width > 1.0) {
- draw_wide_line(ctx, &span, xMajor);
- }
- else {
- _mesa_write_texture_span(ctx, &span);
- }
-}
-
-
-/* Smooth-shaded, multitextured, any width, maybe stippled, separate specular
- * color interpolation.
- */
-static void smooth_multitextured_line( GLcontext *ctx,
- const SWvertex *vert0,
- const SWvertex *vert1 )
-{
- GLboolean xMajor = GL_FALSE;
- struct sw_span span;
- GLuint u;
-
- ASSERT(ctx->Light.ShadeModel == GL_SMOOTH);
-
- INIT_SPAN(span, GL_LINE, 0, 0,
- SPAN_XY | SPAN_Z | SPAN_FOG | SPAN_RGBA | SPAN_SPEC | SPAN_TEXTURE | SPAN_LAMBDA);
- /*span.arrayMask |= (SPAN_XY | SPAN_Z | SPAN_FOG | SPAN_RGBA | SPAN_SPEC | SPAN_TEXTURE | SPAN_LAMBDA);*/
-
-#define SET_XMAJOR 1
-#define INTERP_XY 1
-#define INTERP_Z 1
-#define INTERP_FOG 1
-#define INTERP_RGB 1
-#define INTERP_SPEC 1
-#define INTERP_ALPHA 1
-#define INTERP_MULTITEX 1
-#define PLOT(X,Y) \
- { \
- span.xArray[span.end] = X; \
- span.yArray[span.end] = Y; \
- span.zArray[span.end] = Z; \
- span.fogArray[span.end] = fog0; \
- span.color.rgba[span.end][RCOMP] = FixedToInt(r0); \
- span.color.rgba[span.end][GCOMP] = FixedToInt(g0); \
- span.color.rgba[span.end][BCOMP] = FixedToInt(b0); \
- span.color.rgba[span.end][ACOMP] = FixedToInt(a0); \
- span.specArray[span.end][RCOMP] = FixedToInt(sr0); \
- span.specArray[span.end][GCOMP] = FixedToInt(sb0); \
- span.specArray[span.end][BCOMP] = FixedToInt(sb0); \
- for (u = 0; u < ctx->Const.MaxTextureUnits; u++) { \
- if (ctx->Texture.Unit[u]._ReallyEnabled) { \
- span.texcoords[u][span.end][0] = fragTexcoord[u][0]; \
- span.texcoords[u][span.end][1] = fragTexcoord[u][1]; \
- span.texcoords[u][span.end][2] = fragTexcoord[u][2]; \
- span.lambda[u][span.end] = 0.0; \
- } \
- } \
- span.end++; \
- }
-#include "s_linetemp.h"
-
- if (ctx->Line.StippleFlag) {
- span.arrayMask |= SPAN_MASK;
- compute_stipple_mask(ctx, span.end, span.mask);
- }
-
- if (ctx->Line.Width > 1.0) {
- draw_wide_line(ctx, &span, xMajor);
- }
- else {
- _mesa_write_texture_span(ctx, &span);
- }
-}
-
-
-/* Flat-shaded, multitextured, any width, maybe stippled, separate specular
- * color interpolation.
- */
-static void flat_multitextured_line( GLcontext *ctx,
- const SWvertex *vert0,
- const SWvertex *vert1 )
-{
- GLboolean xMajor = GL_FALSE;
- struct sw_span span;
- GLuint u;
-
- ASSERT(ctx->Light.ShadeModel == GL_FLAT);
-
- INIT_SPAN(span, GL_LINE, 0, SPAN_RGBA | SPAN_SPEC,
- SPAN_XY | SPAN_Z | SPAN_FOG | SPAN_TEXTURE | SPAN_LAMBDA);
- /*span.arrayMask |= (SPAN_XY | SPAN_Z | SPAN_FOG | SPAN_TEXTURE | SPAN_LAMBDA);
- span.interpMask |= (SPAN_RGBA | SPAN_SPEC);*/
- span.red = ChanToFixed(vert1->color[0]);
- span.green = ChanToFixed(vert1->color[1]);
- span.blue = ChanToFixed(vert1->color[2]);
- span.alpha = ChanToFixed(vert1->color[3]);
- span.redStep = 0;
- span.greenStep = 0;
- span.blueStep = 0;
- span.alphaStep = 0;
- span.specRed = ChanToFixed(vert1->specular[0]);
- span.specGreen = ChanToFixed(vert1->specular[1]);
- span.specBlue = ChanToFixed(vert1->specular[2]);
- span.specRedStep = 0;
- span.specGreenStep = 0;
- span.specBlueStep = 0;
-
-#define SET_XMAJOR 1
-#define INTERP_XY 1
-#define INTERP_Z 1
-#define INTERP_FOG 1
-#define INTERP_MULTITEX 1
-#define PLOT(X,Y) \
- { \
- span.xArray[span.end] = X; \
- span.yArray[span.end] = Y; \
- span.zArray[span.end] = Z; \
- span.fogArray[span.end] = fog0; \
- for (u = 0; u < ctx->Const.MaxTextureUnits; u++) { \
- if (ctx->Texture.Unit[u]._ReallyEnabled) { \
- span.texcoords[u][span.end][0] = fragTexcoord[u][0]; \
- span.texcoords[u][span.end][1] = fragTexcoord[u][1]; \
- span.texcoords[u][span.end][2] = fragTexcoord[u][2]; \
- span.lambda[u][span.end] = 0.0; \
- } \
- } \
- span.end++; \
- }
-#include "s_linetemp.h"
-
- if (ctx->Line.StippleFlag) {
- span.arrayMask |= SPAN_MASK;
- compute_stipple_mask(ctx, span.end, span.mask);
- }
-
- if (ctx->Line.Width > 1.0) {
- draw_wide_line(ctx, &span, xMajor);
- }
- else {
- _mesa_write_texture_span(ctx, &span);
- }
-}
-
-
-void _swrast_add_spec_terms_line( GLcontext *ctx,
- const SWvertex *v0,
- const SWvertex *v1 )
+void
+_swrast_add_spec_terms_line( GLcontext *ctx,
+ const SWvertex *v0,
+ const SWvertex *v1 )
{
SWvertex *ncv0 = (SWvertex *)v0;
SWvertex *ncv1 = (SWvertex *)v1;
{
SWcontext *swrast = SWRAST_CONTEXT(ctx);
- printf("Line Func == ");
- if (swrast->Line == flat_ci_line)
- printf("flat_ci_line\n");
- else if (swrast->Line == flat_rgba_line)
- printf("flat_rgba_line\n");
- else if (swrast->Line == smooth_ci_line)
- printf("smooth_ci_line\n");
- else if (swrast->Line == smooth_rgba_line)
- printf("smooth_rgba_line\n");
- else if (swrast->Line == general_smooth_ci_line)
- printf("general_smooth_ci_line\n");
- else if (swrast->Line == general_flat_ci_line)
- printf("general_flat_ci_line\n");
- else if (swrast->Line == general_smooth_rgba_line)
- printf("general_smooth_rgba_line\n");
- else if (swrast->Line == general_flat_rgba_line)
- printf("general_flat_rgba_line\n");
- else if (swrast->Line == flat_textured_line)
- printf("flat_textured_line\n");
- else if (swrast->Line == smooth_textured_line)
- printf("smooth_textured_line\n");
- else if (swrast->Line == smooth_multitextured_line)
- printf("smooth_multitextured_line\n");
- else if (swrast->Line == flat_multitextured_line)
- printf("flat_multitextured_line\n");
+ _mesa_printf("Line Func == ");
+ if (swrast->Line == simple_ci_line)
+ _mesa_printf("simple_ci_line\n");
+ else if (swrast->Line == simple_rgba_line)
+ _mesa_printf("simple_rgba_line\n");
+ else if (swrast->Line == general_ci_line)
+ _mesa_printf("general_ci_line\n");
+ else if (swrast->Line == general_rgba_line)
+ _mesa_printf("general_rgba_line\n");
+ else if (swrast->Line == textured_line)
+ _mesa_printf("textured_line\n");
+ else if (swrast->Line == multitextured_line)
+ _mesa_printf("multitextured_line\n");
else
- printf("Driver func %p\n", (void *) swrast->Line);
+ _mesa_printf("Driver func %p\n", (void *) swrast->Line);
}
#endif
#define USE(lineFunc) \
do { \
lineFuncName = #lineFunc; \
- /*printf("%s\n", lineFuncName);*/ \
+ /*_mesa_printf("%s\n", lineFuncName);*/ \
swrast->Line = lineFunc; \
} while (0)
_swrast_choose_aa_line_function(ctx);
ASSERT(swrast->Triangle);
}
- else if (ctx->Texture._ReallyEnabled) {
- if (ctx->Texture._ReallyEnabled > TEXTURE0_ANY ||
- (ctx->_TriangleCaps & DD_SEPARATE_SPECULAR)) {
+ else if (ctx->Texture._EnabledUnits) {
+ /* textured lines */
+ if (ctx->Texture._EnabledUnits > 0x1 || (ctx->_TriangleCaps & DD_SEPARATE_SPECULAR)) {
/* multi-texture and/or separate specular color */
- if (ctx->Light.ShadeModel == GL_SMOOTH)
- USE(smooth_multitextured_line);
- else
- USE(flat_multitextured_line);
+ USE(multitextured_line);
}
else {
- if (ctx->Light.ShadeModel == GL_SMOOTH) {
- USE(smooth_textured_line);
- }
- else {
- USE(flat_textured_line);
- }
+ USE(textured_line);
}
}
+ else if (ctx->Depth.Test || ctx->Fog.Enabled || ctx->Line.Width != 1.0
+ || ctx->Line.StippleFlag) {
+ /* no texture, but Z, fog, width>1, stipple, etc. */
+ if (rgbmode)
+ USE(general_rgba_line);
+ else
+ USE(general_ci_line);
+ }
else {
- if (ctx->Light.ShadeModel == GL_SMOOTH) {
- if (ctx->Depth.Test || ctx->Fog.Enabled || ctx->Line.Width != 1.0
- || ctx->Line.StippleFlag) {
- if (rgbmode)
- USE(general_smooth_rgba_line);
- else
- USE(general_smooth_ci_line);
- }
- else {
- if (rgbmode)
- USE(smooth_rgba_line);
- else
- USE(smooth_ci_line);
- }
- }
- else {
- if (ctx->Depth.Test || ctx->Fog.Enabled || ctx->Line.Width != 1.0
- || ctx->Line.StippleFlag) {
- if (rgbmode)
- USE(general_flat_rgba_line);
- else
- USE(general_flat_ci_line);
- }
- else {
- if (rgbmode)
- USE(flat_rgba_line);
- else
- USE(flat_ci_line);
- }
- }
+ /* simplest lines */
+ if (rgbmode)
+ USE(simple_rgba_line);
+ else
+ USE(simple_ci_line);
}
}
else if (ctx->RenderMode == GL_FEEDBACK) {