-/* $Id: s_lines.c,v 1.1 2000/10/31 18:00:04 keithw Exp $ */
+/* $Id: s_lines.c,v 1.12 2001/03/03 20:33:30 brianp Exp $ */
/*
* Mesa 3-D graphics library
* Version: 3.5
*
- * Copyright (C) 1999-2000 Brian Paul All Rights Reserved.
+ * Copyright (C) 1999-2001 Brian Paul All Rights Reserved.
*
* Permission is hereby granted, free of charge, to any person obtaining a
* copy of this software and associated documentation files (the "Software"),
#include "glheader.h"
-#include "feedback.h"
+#include "colormac.h"
#include "macros.h"
#include "mmath.h"
-#include "vb.h"
-
+#include "s_aaline.h"
#include "s_pb.h"
+#include "s_context.h"
#include "s_depth.h"
+#include "s_lines.h"
+#include "s_feedback.h"
*/
-/*
- * All line drawing functions have the same arguments:
- * v1, v2 - indexes of first and second endpoints into vertex buffer arrays
- * pv - provoking vertex: which vertex color/index to use for flat shading.
- */
-
-
-
-
-
-
-#if MAX_WIDTH > MAX_HEIGHT
-# define MAXPOINTS MAX_WIDTH
-#else
-# define MAXPOINTS MAX_HEIGHT
-#endif
-
/* Flat, color index line */
static void flat_ci_line( GLcontext *ctx,
- GLuint vert0, GLuint vert1, GLuint pvert )
+ const SWvertex *vert0,
+ const SWvertex *vert1 )
{
- PB_SET_INDEX( ctx->PB, ctx->VB->IndexPtr->data[pvert] );
+ struct pixel_buffer *PB = SWRAST_CONTEXT(ctx)->PB;
+
+ PB_SET_INDEX( PB, vert0->index );
#define INTERP_XY 1
-#define PLOT(X,Y) PB_WRITE_PIXEL(ctx->PB, X, Y, 0, 0);
+#define PLOT(X,Y) PB_WRITE_PIXEL(PB, X, Y, 0, 0);
#include "s_linetemp.h"
- gl_flush_pb(ctx);
+ _mesa_flush_pb(ctx);
}
/* Flat, color index line with Z interpolation/testing */
static void flat_ci_z_line( GLcontext *ctx,
- GLuint vert0, GLuint vert1, GLuint pvert )
+ const SWvertex *vert0,
+ const SWvertex *vert1 )
{
- PB_SET_INDEX( ctx->PB, ctx->VB->IndexPtr->data[pvert] );
+ struct pixel_buffer *PB = SWRAST_CONTEXT(ctx)->PB;
+ PB_SET_INDEX( PB, vert0->index );
#define INTERP_XY 1
#define INTERP_Z 1
-#define PLOT(X,Y) PB_WRITE_PIXEL(ctx->PB, X, Y, Z, fog0);
+#define PLOT(X,Y) PB_WRITE_PIXEL(PB, X, Y, Z, fog0);
#include "s_linetemp.h"
- gl_flush_pb(ctx);
+ _mesa_flush_pb(ctx);
}
/* Flat-shaded, RGBA line */
static void flat_rgba_line( GLcontext *ctx,
- GLuint vert0, GLuint vert1, GLuint pvert )
+ const SWvertex *vert0,
+ const SWvertex *vert1 )
{
- const GLchan *color = ctx->VB->ColorPtr->data[pvert];
- PB_SET_COLOR( ctx->PB, color[0], color[1], color[2], color[3] );
+ const GLchan *color = vert1->color;
+ struct pixel_buffer *PB = SWRAST_CONTEXT(ctx)->PB;
+ PB_SET_COLOR( PB, color[0], color[1], color[2], color[3] );
#define INTERP_XY 1
-#define PLOT(X,Y) PB_WRITE_PIXEL(ctx->PB, X, Y, 0, 0);
+#define PLOT(X,Y) PB_WRITE_PIXEL(PB, X, Y, 0, 0);
#include "s_linetemp.h"
- gl_flush_pb(ctx);
+ _mesa_flush_pb(ctx);
}
/* Flat-shaded, RGBA line with Z interpolation/testing */
static void flat_rgba_z_line( GLcontext *ctx,
- GLuint vert0, GLuint vert1, GLuint pvert )
+ const SWvertex *vert0,
+ const SWvertex *vert1 )
{
- const GLchan *color = ctx->VB->ColorPtr->data[pvert];
- PB_SET_COLOR( ctx->PB, color[0], color[1], color[2], color[3] );
+ const GLchan *color = vert1->color;
+ struct pixel_buffer *PB = SWRAST_CONTEXT(ctx)->PB;
+ PB_SET_COLOR( PB, color[0], color[1], color[2], color[3] );
#define INTERP_XY 1
#define INTERP_Z 1
-#define PLOT(X,Y) PB_WRITE_PIXEL(ctx->PB, X, Y, Z, fog0);
+#define PLOT(X,Y) PB_WRITE_PIXEL(PB, X, Y, Z, fog0);
#include "s_linetemp.h"
- gl_flush_pb(ctx);
+ _mesa_flush_pb(ctx);
}
/* Smooth shaded, color index line */
static void smooth_ci_line( GLcontext *ctx,
- GLuint vert0, GLuint vert1, GLuint pvert )
+ const SWvertex *vert0,
+ const SWvertex *vert1 )
{
- GLint count = ctx->PB->count;
- GLint *pbx = ctx->PB->x;
- GLint *pby = ctx->PB->y;
- GLuint *pbi = ctx->PB->index;
- (void) pvert;
+ struct pixel_buffer *PB = SWRAST_CONTEXT(ctx)->PB;
+ GLint count = PB->count;
+ GLint *pbx = PB->x;
+ GLint *pby = PB->y;
+ GLuint *pbi = PB->index;
- ctx->PB->mono = GL_FALSE;
+ PB->mono = GL_FALSE;
#define INTERP_XY 1
#define INTERP_INDEX 1
#include "s_linetemp.h"
- ctx->PB->count = count;
- gl_flush_pb(ctx);
+ PB->count = count;
+ _mesa_flush_pb(ctx);
}
/* Smooth shaded, color index line with Z interpolation/testing */
static void smooth_ci_z_line( GLcontext *ctx,
- GLuint vert0, GLuint vert1, GLuint pvert )
+ const SWvertex *vert0,
+ const SWvertex *vert1 )
{
- GLint count = ctx->PB->count;
- GLint *pbx = ctx->PB->x;
- GLint *pby = ctx->PB->y;
- GLdepth *pbz = ctx->PB->z;
- GLuint *pbi = ctx->PB->index;
- (void) pvert;
+ struct pixel_buffer *PB = SWRAST_CONTEXT(ctx)->PB;
+ GLint count = PB->count;
+ GLint *pbx = PB->x;
+ GLint *pby = PB->y;
+ GLdepth *pbz = PB->z;
+ GLuint *pbi = PB->index;
- ctx->PB->mono = GL_FALSE;
+ PB->mono = GL_FALSE;
#define INTERP_XY 1
#define INTERP_Z 1
#include "s_linetemp.h"
- ctx->PB->count = count;
- gl_flush_pb(ctx);
+ PB->count = count;
+ _mesa_flush_pb(ctx);
}
/* Smooth-shaded, RGBA line */
static void smooth_rgba_line( GLcontext *ctx,
- GLuint vert0, GLuint vert1, GLuint pvert )
+ const SWvertex *vert0,
+ const SWvertex *vert1 )
{
- GLint count = ctx->PB->count;
- GLint *pbx = ctx->PB->x;
- GLint *pby = ctx->PB->y;
- GLchan (*pbrgba)[4] = ctx->PB->rgba;
- (void) pvert;
+ struct pixel_buffer *PB = SWRAST_CONTEXT(ctx)->PB;
+ GLint count = PB->count;
+ GLint *pbx = PB->x;
+ GLint *pby = PB->y;
+ GLchan (*pbrgba)[4] = PB->rgba;
- ctx->PB->mono = GL_FALSE;
+ PB->mono = GL_FALSE;
#define INTERP_XY 1
#define INTERP_RGB 1
#include "s_linetemp.h"
- ctx->PB->count = count;
- gl_flush_pb(ctx);
+ PB->count = count;
+ _mesa_flush_pb(ctx);
}
/* Smooth-shaded, RGBA line with Z interpolation/testing */
static void smooth_rgba_z_line( GLcontext *ctx,
- GLuint vert0, GLuint vert1, GLuint pvert )
+ const SWvertex *vert0,
+ const SWvertex *vert1 )
{
- GLint count = ctx->PB->count;
- GLint *pbx = ctx->PB->x;
- GLint *pby = ctx->PB->y;
- GLdepth *pbz = ctx->PB->z;
- GLfixed *pbfog = ctx->PB->fog;
- GLchan (*pbrgba)[4] = ctx->PB->rgba;
+ struct pixel_buffer *PB = SWRAST_CONTEXT(ctx)->PB;
+ GLint count = PB->count;
+ GLint *pbx = PB->x;
+ GLint *pby = PB->y;
+ GLdepth *pbz = PB->z;
+ GLfixed *pbfog = PB->fog;
+ GLchan (*pbrgba)[4] = PB->rgba;
- (void) pvert;
- ctx->PB->mono = GL_FALSE;
+ PB->mono = GL_FALSE;
#define INTERP_XY 1
#define INTERP_Z 1
#define INTERP_RGB 1
#define INTERP_ALPHA 1
-#define PLOT(X,Y) \
- pbx[count] = X; \
- pby[count] = Y; \
- pbz[count] = Z; \
+#define PLOT(X,Y) \
+ pbx[count] = X; \
+ pby[count] = Y; \
+ pbz[count] = Z; \
pbfog[count] = fog0; \
pbrgba[count][RCOMP] = FixedToInt(r0); \
pbrgba[count][GCOMP] = FixedToInt(g0); \
#include "s_linetemp.h"
- ctx->PB->count = count;
- gl_flush_pb(ctx);
+ PB->count = count;
+ _mesa_flush_pb(ctx);
}
-#define CHECK_FULL(count) \
- if (count >= PB_SIZE-MAX_WIDTH) { \
- ctx->PB->count = count; \
- gl_flush_pb(ctx); \
- count = ctx->PB->count; \
- }
+#define CHECK_FULL(count) \
+ if (count >= PB_SIZE-MAX_WIDTH) { \
+ PB->count = count; \
+ _mesa_flush_pb(ctx); \
+ count = PB->count; \
+ }
/* Smooth shaded, color index, any width, maybe stippled */
static void general_smooth_ci_line( GLcontext *ctx,
- GLuint vert0, GLuint vert1, GLuint pvert )
+ const SWvertex *vert0,
+ const SWvertex *vert1 )
{
- GLint count = ctx->PB->count;
- GLint *pbx = ctx->PB->x;
- GLint *pby = ctx->PB->y;
- GLdepth *pbz = ctx->PB->z;
- GLfixed *pbfog = ctx->PB->fog;
- GLuint *pbi = ctx->PB->index;
- (void) pvert;
+ struct pixel_buffer *PB = SWRAST_CONTEXT(ctx)->PB;
+ GLint count = PB->count;
+ GLint *pbx = PB->x;
+ GLint *pby = PB->y;
+ GLdepth *pbz = PB->z;
+ GLfixed *pbfog = PB->fog;
+ GLuint *pbi = PB->index;
- ctx->PB->mono = GL_FALSE;
+ PB->mono = GL_FALSE;
if (ctx->Line.StippleFlag) {
/* stippled */
pbx[count] = X; \
pby[count] = Y; \
pbz[count] = Z; \
- pbfog[count] = fog0; \
+ pbfog[count] = fog0; \
pbi[count] = I; \
count++; \
CHECK_FULL(count);
#define INTERP_XY 1
#define INTERP_Z 1
#define INTERP_INDEX 1
-#define XMAJOR_PLOT(X,Y) \
- pbx[count] = X; pbx[count+1] = X; \
- pby[count] = Y; pby[count+1] = Y+1; \
- pbz[count] = Z; pbz[count+1] = Z; \
+#define XMAJOR_PLOT(X,Y) \
+ pbx[count] = X; pbx[count+1] = X; \
+ pby[count] = Y; pby[count+1] = Y+1; \
+ pbz[count] = Z; pbz[count+1] = Z; \
pbfog[count] = fog0; pbfog[count+1] = fog0; \
- pbi[count] = I; pbi[count+1] = I; \
- count += 2; \
+ pbi[count] = I; pbi[count+1] = I; \
+ count += 2; \
CHECK_FULL(count);
-#define YMAJOR_PLOT(X,Y) \
- pbx[count] = X; pbx[count+1] = X+1; \
- pby[count] = Y; pby[count+1] = Y; \
- pbz[count] = Z; pbz[count+1] = Z; \
+#define YMAJOR_PLOT(X,Y) \
+ pbx[count] = X; pbx[count+1] = X+1; \
+ pby[count] = Y; pby[count+1] = Y; \
+ pbz[count] = Z; pbz[count+1] = Z; \
pbfog[count] = fog0; pbfog[count+1] = fog0; \
- pbi[count] = I; pbi[count+1] = I; \
- count += 2; \
+ pbi[count] = I; pbi[count+1] = I; \
+ count += 2; \
CHECK_FULL(count);
#include "s_linetemp.h"
}
}
}
- ctx->PB->count = count;
- gl_flush_pb(ctx);
+ PB->count = count;
+ _mesa_flush_pb(ctx);
}
/* Flat shaded, color index, any width, maybe stippled */
static void general_flat_ci_line( GLcontext *ctx,
- GLuint vert0, GLuint vert1, GLuint pvert )
+ const SWvertex *vert0,
+ const SWvertex *vert1 )
{
+ struct pixel_buffer *PB = SWRAST_CONTEXT(ctx)->PB;
GLint count;
- GLint *pbx = ctx->PB->x;
- GLint *pby = ctx->PB->y;
- GLdepth *pbz = ctx->PB->z;
- GLfixed *pbfog = ctx->PB->fog;
- PB_SET_INDEX( ctx->PB, ctx->VB->IndexPtr->data[pvert] );
- count = ctx->PB->count;
+ GLint *pbx = PB->x;
+ GLint *pby = PB->y;
+ GLdepth *pbz = PB->z;
+ GLfixed *pbfog = PB->fog;
+ PB_SET_INDEX( PB, vert0->index );
+ count = PB->count;
if (ctx->Line.StippleFlag) {
/* stippled, any width */
pbx[count] = X; \
pby[count] = Y; \
pbz[count] = Z; \
- pbfog[count] = fog0; \
+ pbfog[count] = fog0; \
count++; \
CHECK_FULL(count);
#include "s_linetemp.h"
/* special case: unstippled and width=2 */
#define INTERP_XY 1
#define INTERP_Z 1
-#define XMAJOR_PLOT(X,Y) \
- pbx[count] = X; pbx[count+1] = X; \
- pby[count] = Y; pby[count+1] = Y+1; \
- pbz[count] = Z; pbz[count+1] = Z; \
+#define XMAJOR_PLOT(X,Y) \
+ pbx[count] = X; pbx[count+1] = X; \
+ pby[count] = Y; pby[count+1] = Y+1; \
+ pbz[count] = Z; pbz[count+1] = Z; \
pbfog[count] = fog0; pbfog[count+1] = fog0; \
- count += 2; \
+ count += 2; \
CHECK_FULL(count);
-#define YMAJOR_PLOT(X,Y) \
- pbx[count] = X; pbx[count+1] = X+1; \
- pby[count] = Y; pby[count+1] = Y; \
- pbz[count] = Z; pbz[count+1] = Z; \
+#define YMAJOR_PLOT(X,Y) \
+ pbx[count] = X; pbx[count+1] = X+1; \
+ pby[count] = Y; pby[count+1] = Y; \
+ pbz[count] = Z; pbz[count+1] = Z; \
pbfog[count] = fog0; pbfog[count+1] = fog0; \
- count += 2; \
+ count += 2; \
CHECK_FULL(count);
#include "s_linetemp.h"
}
pbx[count] = X; \
pby[count] = Y; \
pbz[count] = Z; \
- pbfog[count] = fog0; \
+ pbfog[count] = fog0; \
count++; \
CHECK_FULL(count);
#include "s_linetemp.h"
}
}
- ctx->PB->count = count;
- gl_flush_pb(ctx);
+ PB->count = count;
+ _mesa_flush_pb(ctx);
}
static void general_smooth_rgba_line( GLcontext *ctx,
- GLuint vert0, GLuint vert1, GLuint pvert)
+ const SWvertex *vert0,
+ const SWvertex *vert1 )
{
- GLint count = ctx->PB->count;
- GLint *pbx = ctx->PB->x;
- GLint *pby = ctx->PB->y;
- GLdepth *pbz = ctx->PB->z;
- GLfixed *pbfog = ctx->PB->fog;
- GLchan (*pbrgba)[4] = ctx->PB->rgba;
+ struct pixel_buffer *PB = SWRAST_CONTEXT(ctx)->PB;
+ GLint count = PB->count;
+ GLint *pbx = PB->x;
+ GLint *pby = PB->y;
+ GLdepth *pbz = PB->z;
+ GLfixed *pbfog = PB->fog;
+ GLchan (*pbrgba)[4] = PB->rgba;
- (void) pvert;
-
- ctx->PB->mono = GL_FALSE;
+ PB->mono = GL_FALSE;
if (ctx->Line.StippleFlag) {
/* stippled */
pbx[count] = X; \
pby[count] = Y; \
pbz[count] = Z; \
- pbfog[count] = fog0; \
+ pbfog[count] = fog0; \
pbrgba[count][RCOMP] = FixedToInt(r0); \
pbrgba[count][GCOMP] = FixedToInt(g0); \
pbrgba[count][BCOMP] = FixedToInt(b0); \
pbx[count] = X; \
pby[count] = Y; \
pbz[count] = Z; \
- pbfog[count] = fog0; \
+ pbfog[count] = fog0; \
pbrgba[count][RCOMP] = FixedToInt(r0); \
pbrgba[count][GCOMP] = FixedToInt(g0); \
pbrgba[count][BCOMP] = FixedToInt(b0); \
}
}
- ctx->PB->count = count;
- gl_flush_pb(ctx);
+ PB->count = count;
+ _mesa_flush_pb(ctx);
}
static void general_flat_rgba_line( GLcontext *ctx,
- GLuint vert0, GLuint vert1, GLuint pvert )
+ const SWvertex *vert0,
+ const SWvertex *vert1 )
{
- const GLchan *color = ctx->VB->ColorPtr->data[pvert];
- PB_SET_COLOR( ctx->PB, color[0], color[1], color[2], color[3] );
+ struct pixel_buffer *PB = SWRAST_CONTEXT(ctx)->PB;
+ const GLchan *color = vert1->color;
+ PB_SET_COLOR( PB, color[0], color[1], color[2], color[3] );
if (ctx->Line.StippleFlag) {
/* stippled */
#define INTERP_Z 1
#define WIDE 1
#define STIPPLE 1
-#define PLOT(X,Y) PB_WRITE_PIXEL(ctx->PB, X, Y, Z, fog0);
+#define PLOT(X,Y) PB_WRITE_PIXEL(PB, X, Y, Z, fog0);
#include "s_linetemp.h"
}
else {
/* special case: unstippled and width=2 */
#define INTERP_XY 1
#define INTERP_Z 1
-#define XMAJOR_PLOT(X,Y) PB_WRITE_PIXEL(ctx->PB, X, Y, Z, fog0); \
- PB_WRITE_PIXEL(ctx->PB, X, Y+1, Z, fog0);
-#define YMAJOR_PLOT(X,Y) PB_WRITE_PIXEL(ctx->PB, X, Y, Z, fog0); \
- PB_WRITE_PIXEL(ctx->PB, X+1, Y, Z, fog0);
+#define XMAJOR_PLOT(X,Y) PB_WRITE_PIXEL(PB, X, Y, Z, fog0); \
+ PB_WRITE_PIXEL(PB, X, Y+1, Z, fog0);
+#define YMAJOR_PLOT(X,Y) PB_WRITE_PIXEL(PB, X, Y, Z, fog0); \
+ PB_WRITE_PIXEL(PB, X+1, Y, Z, fog0);
#include "s_linetemp.h"
}
else {
#define INTERP_XY 1
#define INTERP_Z 1
#define WIDE 1
-#define PLOT(X,Y) PB_WRITE_PIXEL(ctx->PB, X, Y, Z, fog0);
+#define PLOT(X,Y) PB_WRITE_PIXEL(PB, X, Y, Z, fog0);
#include "s_linetemp.h"
}
}
- gl_flush_pb(ctx);
+ _mesa_flush_pb(ctx);
}
/* Flat-shaded, textured, any width, maybe stippled */
static void flat_textured_line( GLcontext *ctx,
- GLuint vert0, GLuint vert1, GLuint pv )
+ const SWvertex *vert0,
+ const SWvertex *vert1 )
{
+ struct pixel_buffer *PB = SWRAST_CONTEXT(ctx)->PB;
GLint count;
- GLint *pbx = ctx->PB->x;
- GLint *pby = ctx->PB->y;
- GLdepth *pbz = ctx->PB->z;
- GLfixed *pbfog = ctx->PB->fog;
- GLfloat *pbs = ctx->PB->s[0];
- GLfloat *pbt = ctx->PB->t[0];
- GLfloat *pbu = ctx->PB->u[0];
- GLchan *color = ctx->VB->ColorPtr->data[pv];
- PB_SET_COLOR( ctx->PB, color[0], color[1], color[2], color[3] );
- count = ctx->PB->count;
+ GLint *pbx = PB->x;
+ GLint *pby = PB->y;
+ GLdepth *pbz = PB->z;
+ GLfixed *pbfog = PB->fog;
+ GLfloat *pbs = PB->s[0];
+ GLfloat *pbt = PB->t[0];
+ GLfloat *pbu = PB->u[0];
+ GLchan *color = (GLchan*) vert1->color;
+ PB_SET_COLOR( PB, color[0], color[1], color[2], color[3] );
+ count = PB->count;
if (ctx->Line.StippleFlag) {
/* stippled */
#include "s_linetemp.h"
}
- ctx->PB->count = count;
- gl_flush_pb(ctx);
+ PB->count = count;
+ _mesa_flush_pb(ctx);
}
/* Smooth-shaded, textured, any width, maybe stippled */
static void smooth_textured_line( GLcontext *ctx,
- GLuint vert0, GLuint vert1, GLuint pvert )
+ const SWvertex *vert0,
+ const SWvertex *vert1 )
{
- GLint count = ctx->PB->count;
- GLint *pbx = ctx->PB->x;
- GLint *pby = ctx->PB->y;
- GLdepth *pbz = ctx->PB->z;
- GLfixed *pbfog = ctx->PB->fog;
- GLfloat *pbs = ctx->PB->s[0];
- GLfloat *pbt = ctx->PB->t[0];
- GLfloat *pbu = ctx->PB->u[0];
- GLchan (*pbrgba)[4] = ctx->PB->rgba;
- (void) pvert;
-
- ctx->PB->mono = GL_FALSE;
+ struct pixel_buffer *PB = SWRAST_CONTEXT(ctx)->PB;
+ GLint count = PB->count;
+ GLint *pbx = PB->x;
+ GLint *pby = PB->y;
+ GLdepth *pbz = PB->z;
+ GLfixed *pbfog = PB->fog;
+ GLfloat *pbs = PB->s[0];
+ GLfloat *pbt = PB->t[0];
+ GLfloat *pbu = PB->u[0];
+ GLchan (*pbrgba)[4] = PB->rgba;
+
+ PB->mono = GL_FALSE;
if (ctx->Line.StippleFlag) {
/* stippled */
pbx[count] = X; \
pby[count] = Y; \
pbz[count] = Z; \
- pbfog[count] = fog0; \
+ pbfog[count] = fog0; \
pbs[count] = fragTexcoord[0]; \
pbt[count] = fragTexcoord[1]; \
pbu[count] = fragTexcoord[2]; \
pbx[count] = X; \
pby[count] = Y; \
pbz[count] = Z; \
- pbfog[count] = fog0; \
+ pbfog[count] = fog0; \
pbs[count] = fragTexcoord[0]; \
pbt[count] = fragTexcoord[1]; \
pbu[count] = fragTexcoord[2]; \
#include "s_linetemp.h"
}
- ctx->PB->count = count;
- gl_flush_pb(ctx);
+ PB->count = count;
+ _mesa_flush_pb(ctx);
}
* color interpolation.
*/
static void smooth_multitextured_line( GLcontext *ctx,
- GLuint vert0, GLuint vert1, GLuint pvert )
+ const SWvertex *vert0,
+ const SWvertex *vert1 )
{
- GLint count = ctx->PB->count;
- GLint *pbx = ctx->PB->x;
- GLint *pby = ctx->PB->y;
- GLdepth *pbz = ctx->PB->z;
- GLfixed *pbfog = ctx->PB->fog;
- GLchan (*pbrgba)[4] = ctx->PB->rgba;
- GLchan (*pbspec)[3] = ctx->PB->spec;
-
- (void) pvert;
+ struct pixel_buffer *PB = SWRAST_CONTEXT(ctx)->PB;
+ GLint count = PB->count;
+ GLint *pbx = PB->x;
+ GLint *pby = PB->y;
+ GLdepth *pbz = PB->z;
+ GLfixed *pbfog = PB->fog;
+ GLchan (*pbrgba)[4] = PB->rgba;
+ GLchan (*pbspec)[3] = PB->spec;
- ctx->PB->mono = GL_FALSE;
+ PB->mono = GL_FALSE;
if (ctx->Line.StippleFlag) {
/* stippled */
pbx[count] = X; \
pby[count] = Y; \
pbz[count] = Z; \
- pbfog[count] = fog0; \
+ pbfog[count] = fog0; \
pbrgba[count][RCOMP] = FixedToInt(r0); \
pbrgba[count][GCOMP] = FixedToInt(g0); \
pbrgba[count][BCOMP] = FixedToInt(b0); \
pbspec[count][GCOMP] = FixedToInt(sg0); \
pbspec[count][BCOMP] = FixedToInt(sb0); \
for (u = 0; u < ctx->Const.MaxTextureUnits; u++) { \
- if (ctx->Texture.Unit[u].ReallyEnabled) { \
- ctx->PB->s[u][0] = fragTexcoord[u][0]; \
- ctx->PB->s[u][1] = fragTexcoord[u][1]; \
- ctx->PB->s[u][2] = fragTexcoord[u][2]; \
- ctx->PB->s[u][3] = fragTexcoord[u][3]; \
+ if (ctx->Texture.Unit[u]._ReallyEnabled) { \
+ PB->s[u][0] = fragTexcoord[u][0]; \
+ PB->s[u][1] = fragTexcoord[u][1]; \
+ PB->s[u][2] = fragTexcoord[u][2]; \
+ PB->s[u][3] = fragTexcoord[u][3]; \
} \
} \
count++; \
pbx[count] = X; \
pby[count] = Y; \
pbz[count] = Z; \
- pbfog[count] = fog0; \
+ pbfog[count] = fog0; \
pbrgba[count][RCOMP] = FixedToInt(r0); \
pbrgba[count][GCOMP] = FixedToInt(g0); \
pbrgba[count][BCOMP] = FixedToInt(b0); \
pbspec[count][GCOMP] = FixedToInt(sg0); \
pbspec[count][BCOMP] = FixedToInt(sb0); \
for (u = 0; u < ctx->Const.MaxTextureUnits; u++) { \
- if (ctx->Texture.Unit[u].ReallyEnabled) { \
- ctx->PB->s[u][0] = fragTexcoord[u][0]; \
- ctx->PB->s[u][1] = fragTexcoord[u][1]; \
- ctx->PB->s[u][2] = fragTexcoord[u][2]; \
- ctx->PB->s[u][3] = fragTexcoord[u][3]; \
+ if (ctx->Texture.Unit[u]._ReallyEnabled) { \
+ PB->s[u][0] = fragTexcoord[u][0]; \
+ PB->s[u][1] = fragTexcoord[u][1]; \
+ PB->s[u][2] = fragTexcoord[u][2]; \
+ PB->s[u][3] = fragTexcoord[u][3]; \
} \
} \
count++; \
#include "s_linetemp.h"
}
- ctx->PB->count = count;
- gl_flush_pb(ctx);
+ PB->count = count;
+ _mesa_flush_pb(ctx);
}
* color interpolation.
*/
static void flat_multitextured_line( GLcontext *ctx,
- GLuint vert0, GLuint vert1, GLuint pvert )
+ const SWvertex *vert0,
+ const SWvertex *vert1 )
{
- GLint count = ctx->PB->count;
- GLint *pbx = ctx->PB->x;
- GLint *pby = ctx->PB->y;
- GLdepth *pbz = ctx->PB->z;
- GLfixed *pbfog = ctx->PB->fog;
- GLchan (*pbrgba)[4] = ctx->PB->rgba;
- GLchan (*pbspec)[3] = ctx->PB->spec;
- GLchan *color = ctx->VB->ColorPtr->data[pvert];
- GLchan sRed = ctx->VB->SecondaryColorPtr->data ? ctx->VB->SecondaryColorPtr->data[pvert][0] : 0;
- GLchan sGreen = ctx->VB->SecondaryColorPtr->data ? ctx->VB->SecondaryColorPtr->data[pvert][1] : 0;
- GLchan sBlue = ctx->VB->SecondaryColorPtr->data ? ctx->VB->SecondaryColorPtr->data[pvert][2] : 0;
-
- (void) pvert;
-
- ctx->PB->mono = GL_FALSE;
+ struct pixel_buffer *PB = SWRAST_CONTEXT(ctx)->PB;
+ GLint count = PB->count;
+ GLint *pbx = PB->x;
+ GLint *pby = PB->y;
+ GLdepth *pbz = PB->z;
+ GLfixed *pbfog = PB->fog;
+ GLchan (*pbrgba)[4] = PB->rgba;
+ GLchan (*pbspec)[3] = PB->spec;
+ GLchan *color = (GLchan*) vert1->color;
+ GLchan sRed = vert1->specular[0];
+ GLchan sGreen = vert1->specular[1];
+ GLchan sBlue = vert1->specular[2];
+
+ PB->mono = GL_FALSE;
if (ctx->Line.StippleFlag) {
/* stippled */
pbx[count] = X; \
pby[count] = Y; \
pbz[count] = Z; \
- pbfog[count] = fog0; \
+ pbfog[count] = fog0; \
pbrgba[count][RCOMP] = color[0]; \
pbrgba[count][GCOMP] = color[1]; \
pbrgba[count][BCOMP] = color[2]; \
pbspec[count][GCOMP] = sGreen; \
pbspec[count][BCOMP] = sBlue; \
for (u = 0; u < ctx->Const.MaxTextureUnits; u++) { \
- if (ctx->Texture.Unit[u].ReallyEnabled) { \
- ctx->PB->s[u][0] = fragTexcoord[u][0]; \
- ctx->PB->s[u][1] = fragTexcoord[u][1]; \
- ctx->PB->s[u][2] = fragTexcoord[u][2]; \
- ctx->PB->s[u][3] = fragTexcoord[u][3]; \
+ if (ctx->Texture.Unit[u]._ReallyEnabled) { \
+ PB->s[u][0] = fragTexcoord[u][0]; \
+ PB->s[u][1] = fragTexcoord[u][1]; \
+ PB->s[u][2] = fragTexcoord[u][2]; \
+ PB->s[u][3] = fragTexcoord[u][3]; \
} \
} \
count++; \
pbx[count] = X; \
pby[count] = Y; \
pbz[count] = Z; \
- pbfog[count] = fog0; \
+ pbfog[count] = fog0; \
pbrgba[count][RCOMP] = color[0]; \
pbrgba[count][GCOMP] = color[1]; \
pbrgba[count][BCOMP] = color[2]; \
pbspec[count][GCOMP] = sGreen; \
pbspec[count][BCOMP] = sBlue; \
for (u = 0; u < ctx->Const.MaxTextureUnits; u++) { \
- if (ctx->Texture.Unit[u].ReallyEnabled) { \
- ctx->PB->s[u][0] = fragTexcoord[u][0]; \
- ctx->PB->s[u][1] = fragTexcoord[u][1]; \
- ctx->PB->s[u][2] = fragTexcoord[u][2]; \
- ctx->PB->s[u][3] = fragTexcoord[u][3]; \
+ if (ctx->Texture.Unit[u]._ReallyEnabled) { \
+ PB->s[u][0] = fragTexcoord[u][0]; \
+ PB->s[u][1] = fragTexcoord[u][1]; \
+ PB->s[u][2] = fragTexcoord[u][2]; \
+ PB->s[u][3] = fragTexcoord[u][3]; \
} \
} \
count++; \
#include "s_linetemp.h"
}
- ctx->PB->count = count;
- gl_flush_pb(ctx);
+ PB->count = count;
+ _mesa_flush_pb(ctx);
}
-
-
-/*
- * Antialiased RGBA line
- *
- * This AA line function isn't terribly efficient but it's pretty
- * straight-forward to understand. Also, it doesn't exactly conform
- * to the specification.
- */
-static void aa_rgba_line( GLcontext *ctx,
- GLuint vert0, GLuint vert1, GLuint pvert )
-{
-#define INTERP_RGBA 1
-#define PLOT(x, y) \
- { \
- PB_WRITE_RGBA_PIXEL( pb, (x), (y), z, fog0, \
- red, green, blue, coverage ); \
- }
-#include "s_lnaatemp.h"
-}
-
-/*
- * Antialiased Textured RGBA line
- *
- * This AA line function isn't terribly efficient but it's pretty
- * straight-forward to understand. Also, it doesn't exactly conform
- * to the specification.
- */
-static void aa_tex_rgba_line( GLcontext *ctx,
- GLuint vert0, GLuint vert1, GLuint pvert )
+void _swrast_add_spec_terms_line( GLcontext *ctx,
+ const SWvertex *v0,
+ const SWvertex *v1 )
{
-#define INTERP_RGBA 1
-#define INTERP_TEX 1
-#define PLOT(x, y) \
- { \
- PB_WRITE_TEX_PIXEL( pb, (x), (y), z, fog0, \
- red, green, blue, coverage, \
- fragTexcoord[0], fragTexcoord[1], fragTexcoord[2] ); \
- }
-#include "s_lnaatemp.h"
+ SWvertex *ncv0 = (SWvertex *)v0;
+ SWvertex *ncv1 = (SWvertex *)v1;
+ GLchan c[2][4];
+ COPY_CHAN4( c[0], ncv0->color );
+ COPY_CHAN4( c[1], ncv1->color );
+ ACC_3V( ncv0->color, ncv0->specular );
+ ACC_3V( ncv1->color, ncv1->specular );
+ SWRAST_CONTEXT(ctx)->SpecLine( ctx, ncv0, ncv1 );
+ COPY_CHAN4( ncv0->color, c[0] );
+ COPY_CHAN4( ncv1->color, c[1] );
}
-/*
- * Antialiased Multitextured RGBA line
- *
- * This AA line function isn't terribly efficient but it's pretty
- * straight-forward to understand. Also, it doesn't exactly conform
- * to the specification.
- */
-static void aa_multitex_rgba_line( GLcontext *ctx,
- GLuint vert0, GLuint vert1, GLuint pvert )
-{
-#define INTERP_RGBA 1
-#define INTERP_SPEC 1
-#define INTERP_MULTITEX 1
-#define PLOT(x, y) \
- { \
- PB_WRITE_MULTITEX_SPEC_PIXEL( pb, (x), (y), z, fog0, \
- red, green, blue, coverage, specRed, specGreen, specBlue, \
- fragTexcoord ); \
- }
-#include "s_lnaatemp.h"
-}
-
-
-/*
- * Antialiased CI line. Same comments for RGBA antialiased lines apply.
- */
-static void aa_ci_line( GLcontext *ctx,
- GLuint vert0, GLuint vert1, GLuint pvert )
-{
-#define INTERP_INDEX 1
-#define PLOT(x, y) \
- { \
- PB_WRITE_CI_PIXEL( pb, (x), (y), z, fog0, index + coverage ); \
- }
-#include "s_lnaatemp.h"
-}
-
-
-/*
- * Null rasterizer for measuring transformation speed.
- */
-static void null_line( GLcontext *ctx, GLuint v1, GLuint v2, GLuint pv )
-{
- (void) ctx;
- (void) v1;
- (void) v2;
- (void) pv;
-}
-
-
-
#ifdef DEBUG
+extern void
+_mesa_print_line_function(GLcontext *ctx); /* silence compiler warning */
void
_mesa_print_line_function(GLcontext *ctx)
{
+ SWcontext *swrast = SWRAST_CONTEXT(ctx);
+
printf("Line Func == ");
- if (ctx->Driver.LineFunc == flat_ci_line)
+ if (swrast->Line == flat_ci_line)
printf("flat_ci_line\n");
- else if (ctx->Driver.LineFunc == flat_ci_z_line)
+ else if (swrast->Line == flat_ci_z_line)
printf("flat_ci_z_line\n");
- else if (ctx->Driver.LineFunc == flat_rgba_line)
+ else if (swrast->Line == flat_rgba_line)
printf("flat_rgba_line\n");
- else if (ctx->Driver.LineFunc == flat_rgba_z_line)
+ else if (swrast->Line == flat_rgba_z_line)
printf("flat_rgba_z_line\n");
- else if (ctx->Driver.LineFunc == smooth_ci_line)
+ else if (swrast->Line == smooth_ci_line)
printf("smooth_ci_line\n");
- else if (ctx->Driver.LineFunc == smooth_ci_z_line)
+ else if (swrast->Line == smooth_ci_z_line)
printf("smooth_ci_z_line\n");
- else if (ctx->Driver.LineFunc == smooth_rgba_line)
+ else if (swrast->Line == smooth_rgba_line)
printf("smooth_rgba_line\n");
- else if (ctx->Driver.LineFunc == smooth_rgba_z_line)
+ else if (swrast->Line == smooth_rgba_z_line)
printf("smooth_rgba_z_line\n");
- else if (ctx->Driver.LineFunc == general_smooth_ci_line)
+ else if (swrast->Line == general_smooth_ci_line)
printf("general_smooth_ci_line\n");
- else if (ctx->Driver.LineFunc == general_flat_ci_line)
+ else if (swrast->Line == general_flat_ci_line)
printf("general_flat_ci_line\n");
- else if (ctx->Driver.LineFunc == general_smooth_rgba_line)
+ else if (swrast->Line == general_smooth_rgba_line)
printf("general_smooth_rgba_line\n");
- else if (ctx->Driver.LineFunc == general_flat_rgba_line)
+ else if (swrast->Line == general_flat_rgba_line)
printf("general_flat_rgba_line\n");
- else if (ctx->Driver.LineFunc == flat_textured_line)
+ else if (swrast->Line == flat_textured_line)
printf("flat_textured_line\n");
- else if (ctx->Driver.LineFunc == smooth_textured_line)
+ else if (swrast->Line == smooth_textured_line)
printf("smooth_textured_line\n");
- else if (ctx->Driver.LineFunc == smooth_multitextured_line)
+ else if (swrast->Line == smooth_multitextured_line)
printf("smooth_multitextured_line\n");
- else if (ctx->Driver.LineFunc == flat_multitextured_line)
+ else if (swrast->Line == flat_multitextured_line)
printf("flat_multitextured_line\n");
- else if (ctx->Driver.LineFunc == aa_rgba_line)
- printf("aa_rgba_line\n");
- else if (ctx->Driver.LineFunc == aa_tex_rgba_line)
- printf("aa_tex_rgba_line\n");
- else if (ctx->Driver.LineFunc == aa_multitex_rgba_line)
- printf("aa_multitex_rgba_line\n");
- else if (ctx->Driver.LineFunc == aa_ci_line)
- printf("aa_ci_line\n");
- else if (ctx->Driver.LineFunc == null_line)
- printf("null_line\n");
else
- printf("Driver func %p\n", ctx->Driver.LineFunc);
+ printf("Driver func %p\n", swrast->Line);
}
#endif
* tests to this code.
*/
void
-_swrast_set_line_function( GLcontext *ctx )
+_swrast_choose_line( GLcontext *ctx )
{
- GLboolean rgbmode = ctx->Visual.RGBAflag;
- /* TODO: antialiased lines */
+ SWcontext *swrast = SWRAST_CONTEXT(ctx);
+ const GLboolean rgbmode = ctx->Visual.rgbMode;
if (ctx->RenderMode==GL_RENDER) {
- if (ctx->NoRaster) {
- ctx->Driver.LineFunc = null_line;
- return;
- }
- if (ctx->Driver.LineFunc) {
- /* Device driver will draw lines. */
- return;
- }
-
if (ctx->Line.SmoothFlag) {
/* antialiased lines */
- if (rgbmode) {
- if (ctx->Texture.ReallyEnabled) {
- if (ctx->Texture.MultiTextureEnabled
- || ctx->Light.Model.ColorControl==GL_SEPARATE_SPECULAR_COLOR
- || ctx->Fog.ColorSumEnabled)
- /* Multitextured! */
- ctx->Driver.LineFunc = aa_multitex_rgba_line;
- else
- ctx->Driver.LineFunc = aa_tex_rgba_line;
- } else {
- ctx->Driver.LineFunc = aa_rgba_line;
- }
- }
- else {
- ctx->Driver.LineFunc = aa_ci_line;
- }
+ _swrast_choose_aa_line_function(ctx);
+ ASSERT(swrast->Triangle);
}
- else if (ctx->Texture.ReallyEnabled) {
- if (ctx->Texture.MultiTextureEnabled
- || ctx->Light.Model.ColorControl==GL_SEPARATE_SPECULAR_COLOR
- || ctx->Fog.ColorSumEnabled) {
+ else if (ctx->Texture._ReallyEnabled) {
+ if (swrast->_MultiTextureEnabled ||
+ (ctx->_TriangleCaps & DD_SEPERATE_SPECULAR)) {
/* multi-texture and/or separate specular color */
if (ctx->Light.ShadeModel==GL_SMOOTH)
- ctx->Driver.LineFunc = smooth_multitextured_line;
+ swrast->Line = smooth_multitextured_line;
else
- ctx->Driver.LineFunc = flat_multitextured_line;
+ swrast->Line = flat_multitextured_line;
}
else {
if (ctx->Light.ShadeModel==GL_SMOOTH) {
- ctx->Driver.LineFunc = smooth_textured_line;
+ swrast->Line = smooth_textured_line;
}
else {
- ctx->Driver.LineFunc = flat_textured_line;
+ swrast->Line = flat_textured_line;
}
}
}
- else if (ctx->Line.Width!=1.0 || ctx->Line.StippleFlag
- || ctx->Line.SmoothFlag) {
+ else if (ctx->Line.Width!=1.0 || ctx->Line.StippleFlag) {
if (ctx->Light.ShadeModel==GL_SMOOTH) {
if (rgbmode)
- ctx->Driver.LineFunc = general_smooth_rgba_line;
+ swrast->Line = general_smooth_rgba_line;
else
- ctx->Driver.LineFunc = general_smooth_ci_line;
+ swrast->Line = general_smooth_ci_line;
}
else {
if (rgbmode)
- ctx->Driver.LineFunc = general_flat_rgba_line;
+ swrast->Line = general_flat_rgba_line;
else
- ctx->Driver.LineFunc = general_flat_ci_line;
+ swrast->Line = general_flat_ci_line;
}
}
else {
/* Width==1, non-stippled, smooth-shaded */
if (ctx->Depth.Test || ctx->Fog.Enabled) {
if (rgbmode)
- ctx->Driver.LineFunc = smooth_rgba_z_line;
+ swrast->Line = smooth_rgba_z_line;
else
- ctx->Driver.LineFunc = smooth_ci_z_line;
+ swrast->Line = smooth_ci_z_line;
}
else {
if (rgbmode)
- ctx->Driver.LineFunc = smooth_rgba_line;
+ swrast->Line = smooth_rgba_line;
else
- ctx->Driver.LineFunc = smooth_ci_line;
+ swrast->Line = smooth_ci_line;
}
}
else {
/* Width==1, non-stippled, flat-shaded */
if (ctx->Depth.Test || ctx->Fog.Enabled) {
if (rgbmode)
- ctx->Driver.LineFunc = flat_rgba_z_line;
+ swrast->Line = flat_rgba_z_line;
else
- ctx->Driver.LineFunc = flat_ci_z_line;
+ swrast->Line = flat_ci_z_line;
}
else {
if (rgbmode)
- ctx->Driver.LineFunc = flat_rgba_line;
+ swrast->Line = flat_rgba_line;
else
- ctx->Driver.LineFunc = flat_ci_line;
+ swrast->Line = flat_ci_line;
}
}
}
}
else if (ctx->RenderMode==GL_FEEDBACK) {
- ctx->Driver.LineFunc = gl_feedback_line;
+ swrast->Line = _mesa_feedback_line;
}
else {
/* GL_SELECT mode */
- ctx->Driver.LineFunc = gl_select_line;
+ swrast->Line = _mesa_select_line;
}
/*_mesa_print_line_function(ctx);*/