/*
* Mesa 3-D graphics library
- * Version: 7.1
*
* Copyright (C) 1999-2007 Brian Paul All Rights Reserved.
*
* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS
* OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
* FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL
- * BRIAN PAUL BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN
- * AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN
- * CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
+ * THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR
+ * OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE,
+ * ARISING FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR
+ * OTHER DEALINGS IN THE SOFTWARE.
*/
#include "main/glheader.h"
#include "main/context.h"
-#include "main/colormac.h"
#include "main/macros.h"
#include "s_aaline.h"
#include "s_context.h"
* Init the mask[] array to implement a line stipple.
*/
static void
-compute_stipple_mask( GLcontext *ctx, GLuint len, GLubyte mask[] )
+compute_stipple_mask( struct gl_context *ctx, GLuint len, GLubyte mask[] )
{
SWcontext *swrast = SWRAST_CONTEXT(ctx);
GLuint i;
* To draw a wide line we can simply redraw the span N times, side by side.
*/
static void
-draw_wide_line( GLcontext *ctx, SWspan *span, GLboolean xMajor )
+draw_wide_line( struct gl_context *ctx, SWspan *span, GLboolean xMajor )
{
const GLint width = (GLint) CLAMP(ctx->Line.Width,
ctx->Const.MinLineWidth,
ctx->Const.MaxLineWidth);
GLint start;
- ASSERT(span->end < MAX_WIDTH);
+ assert(span->end < SWRAST_MAX_WIDTH);
if (width & 1)
start = width / 2;
for (i = 0; i < span->end; i++)
y[i]++;
}
- if (ctx->Visual.rgbMode)
- _swrast_write_rgba_span(ctx, span);
- else
- _swrast_write_index_span(ctx, span);
+ _swrast_write_rgba_span(ctx, span);
}
}
else {
for (i = 0; i < span->end; i++)
x[i]++;
}
- if (ctx->Visual.rgbMode)
- _swrast_write_rgba_span(ctx, span);
- else
- _swrast_write_index_span(ctx, span);
+ _swrast_write_rgba_span(ctx, span);
}
}
}
/***** Rasterization *****/
/**********************************************************************/
-/* Simple color index line (no stipple, width=1, no Z, no fog, no tex)*/
-#define NAME simple_no_z_ci_line
-#define INTERP_INDEX
-#define RENDER_SPAN(span) _swrast_write_index_span(ctx, &span)
-#include "s_linetemp.h"
-
/* Simple RGBA index line (no stipple, width=1, no Z, no fog, no tex)*/
#define NAME simple_no_z_rgba_line
#define INTERP_RGBA
#include "s_linetemp.h"
-/* Z, fog, wide, stipple color index line */
-#define NAME ci_line
-#define INTERP_INDEX
-#define INTERP_Z
-#define INTERP_ATTRIBS /* for 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, (GLboolean)(dx > dy)); \
- } \
- else { \
- _swrast_write_index_span(ctx, &span); \
- }
-#include "s_linetemp.h"
-
-
/* Z, fog, wide, stipple RGBA line */
#define NAME rgba_line
#define INTERP_RGBA
void
-_swrast_add_spec_terms_line(GLcontext *ctx,
+_swrast_add_spec_terms_line(struct gl_context *ctx,
const SWvertex *v0, const SWvertex *v1)
{
SWvertex *ncv0 = (SWvertex *)v0;
COPY_CHAN4(cSave[0], ncv0->color);
COPY_CHAN4(cSave[1], ncv1->color);
/* sum v0 */
- rSum = CHAN_TO_FLOAT(ncv0->color[0]) + ncv0->attrib[FRAG_ATTRIB_COL1][0];
- gSum = CHAN_TO_FLOAT(ncv0->color[1]) + ncv0->attrib[FRAG_ATTRIB_COL1][1];
- bSum = CHAN_TO_FLOAT(ncv0->color[2]) + ncv0->attrib[FRAG_ATTRIB_COL1][2];
+ rSum = CHAN_TO_FLOAT(ncv0->color[0]) + ncv0->attrib[VARYING_SLOT_COL1][0];
+ gSum = CHAN_TO_FLOAT(ncv0->color[1]) + ncv0->attrib[VARYING_SLOT_COL1][1];
+ bSum = CHAN_TO_FLOAT(ncv0->color[2]) + ncv0->attrib[VARYING_SLOT_COL1][2];
UNCLAMPED_FLOAT_TO_CHAN(ncv0->color[0], rSum);
UNCLAMPED_FLOAT_TO_CHAN(ncv0->color[1], gSum);
UNCLAMPED_FLOAT_TO_CHAN(ncv0->color[2], bSum);
/* sum v1 */
- rSum = CHAN_TO_FLOAT(ncv1->color[0]) + ncv1->attrib[FRAG_ATTRIB_COL1][0];
- gSum = CHAN_TO_FLOAT(ncv1->color[1]) + ncv1->attrib[FRAG_ATTRIB_COL1][1];
- bSum = CHAN_TO_FLOAT(ncv1->color[2]) + ncv1->attrib[FRAG_ATTRIB_COL1][2];
+ rSum = CHAN_TO_FLOAT(ncv1->color[0]) + ncv1->attrib[VARYING_SLOT_COL1][0];
+ gSum = CHAN_TO_FLOAT(ncv1->color[1]) + ncv1->attrib[VARYING_SLOT_COL1][1];
+ bSum = CHAN_TO_FLOAT(ncv1->color[2]) + ncv1->attrib[VARYING_SLOT_COL1][2];
UNCLAMPED_FLOAT_TO_CHAN(ncv1->color[0], rSum);
UNCLAMPED_FLOAT_TO_CHAN(ncv1->color[1], gSum);
UNCLAMPED_FLOAT_TO_CHAN(ncv1->color[2], bSum);
/* draw */
SWRAST_CONTEXT(ctx)->SpecLine( ctx, ncv0, ncv1 );
/* restore original colors */
- COPY_CHAN4( ncv0->attrib[FRAG_ATTRIB_COL0], cSave[0] );
- COPY_CHAN4( ncv1->attrib[FRAG_ATTRIB_COL0], cSave[1] );
+ COPY_CHAN4(ncv0->color, cSave[0]);
+ COPY_CHAN4(ncv1->color, cSave[1]);
}
#define USE(lineFunc) \
do { \
lineFuncName = #lineFunc; \
- /*_mesa_printf("%s\n", lineFuncName);*/ \
+ /*printf("%s\n", lineFuncName);*/ \
swrast->Line = lineFunc; \
} while (0)
* tests to this code.
*/
void
-_swrast_choose_line( GLcontext *ctx )
+_swrast_choose_line( struct gl_context *ctx )
{
SWcontext *swrast = SWRAST_CONTEXT(ctx);
- const GLboolean rgbmode = ctx->Visual.rgbMode;
GLboolean specular = (ctx->Fog.ColorSumEnabled ||
(ctx->Light.Enabled &&
ctx->Light.Model.ColorControl == GL_SEPARATE_SPECULAR_COLOR));
if (ctx->Line.SmoothFlag) {
/* antialiased lines */
_swrast_choose_aa_line_function(ctx);
- ASSERT(swrast->Line);
+ assert(swrast->Line);
}
else if (ctx->Texture._EnabledCoordUnits
- || ctx->FragmentProgram._Current
+ || _swrast_use_fragment_program(ctx)
|| swrast->_FogEnabled
|| specular) {
USE(general_line);
}
else if (ctx->Depth.Test
- || ctx->Line.Width != 1.0
+ || ctx->Line.Width != 1.0F
|| ctx->Line.StippleFlag) {
/* no texture, but Z, fog, width>1, stipple, etc. */
- if (rgbmode)
#if CHAN_BITS == 32
- USE(general_line);
+ USE(general_line);
#else
- USE(rgba_line);
+ USE(rgba_line);
#endif
- else
- USE(ci_line);
}
else {
- ASSERT(!ctx->Depth.Test);
- ASSERT(ctx->Line.Width == 1.0);
+ assert(!ctx->Depth.Test);
+ assert(ctx->Line.Width == 1.0F);
/* simple lines */
- if (rgbmode)
- USE(simple_no_z_rgba_line);
- else
- USE(simple_no_z_ci_line);
+ USE(simple_no_z_rgba_line);
}
}
else if (ctx->RenderMode == GL_FEEDBACK) {
USE(_swrast_feedback_line);
}
else {
- ASSERT(ctx->RenderMode == GL_SELECT);
+ assert(ctx->RenderMode == GL_SELECT);
USE(_swrast_select_line);
}
}