/*
* Mesa 3-D graphics library
- * Version: 5.1
*
- * Copyright (C) 1999-2003 Brian Paul All Rights Reserved.
+ * Copyright (C) 1999-2007 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"),
* 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 "glheader.h"
-#include "context.h"
-#include "colormac.h"
-#include "macros.h"
-#include "nvfragprog.h"
+#include "main/glheader.h"
+#include "main/context.h"
+#include "main/macros.h"
#include "s_aaline.h"
#include "s_context.h"
-#include "s_depth.h"
#include "s_feedback.h"
#include "s_lines.h"
#include "s_span.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, struct sw_span *span, GLboolean xMajor )
+draw_wide_line( struct gl_context *ctx, SWspan *span, GLboolean xMajor )
{
- GLint width, start;
+ const GLint width = (GLint) CLAMP(ctx->Line.Width,
+ ctx->Const.MinLineWidth,
+ ctx->Const.MaxLineWidth);
+ GLint start;
- ASSERT(span->end < MAX_WIDTH);
-
- width = (GLint) CLAMP( ctx->Line.Width, MIN_LINE_WIDTH, MAX_LINE_WIDTH );
+ assert(span->end < SWRAST_MAX_WIDTH);
if (width & 1)
start = width / 2;
for (i = 0; i < span->end; i++)
y[i]++;
}
- if ((span->interpMask | span->arrayMask) & SPAN_TEXTURE)
- _swrast_write_texture_span(ctx, span);
- else if ((span->interpMask | span->arrayMask) & SPAN_RGBA)
- _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 ((span->interpMask | span->arrayMask) & SPAN_TEXTURE)
- _swrast_write_texture_span(ctx, span);
- else if ((span->interpMask | span->arrayMask) & SPAN_RGBA)
- _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_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_rgba_line
+#define NAME simple_no_z_rgba_line
#define INTERP_RGBA
#define RENDER_SPAN(span) _swrast_write_rgba_span(ctx, &span);
#include "s_linetemp.h"
-/* 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, (GLboolean)(dx > dy)); \
- } \
- else { \
- _swrast_write_index_span(ctx, &span); \
- }
-#include "s_linetemp.h"
-
-
/* Z, fog, wide, stipple RGBA line */
-#define NAME general_rgba_line
+#define NAME rgba_line
#define INTERP_RGBA
#define INTERP_Z
-#define INTERP_FOG
#define RENDER_SPAN(span) \
if (ctx->Line.StippleFlag) { \
span.arrayMask |= SPAN_MASK; \
#include "s_linetemp.h"
-/* Single-texture line, w/ fog, Z, specular, etc. */
-#define NAME textured_line
+/* General-purpose line (any/all features). */
+#define NAME general_line
#define INTERP_RGBA
#define INTERP_Z
-#define INTERP_FOG
-#define INTERP_TEX
+#define INTERP_ATTRIBS
#define RENDER_SPAN(span) \
if (ctx->Line.StippleFlag) { \
span.arrayMask |= SPAN_MASK; \
draw_wide_line(ctx, &span, (GLboolean)(dx > dy)); \
} \
else { \
- _swrast_write_texture_span(ctx, &span); \
- }
-#include "s_linetemp.h"
-
-
-/* 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, (GLboolean)(dx > dy)); \
- } \
- else { \
- _swrast_write_texture_span(ctx, &span); \
+ _swrast_write_rgba_span(ctx, &span); \
}
#include "s_linetemp.h"
void
-_swrast_add_spec_terms_line( GLcontext *ctx,
- const SWvertex *v0,
- const SWvertex *v1 )
+_swrast_add_spec_terms_line(struct gl_context *ctx,
+ const SWvertex *v0, const SWvertex *v1)
{
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 );
+ GLfloat rSum, gSum, bSum;
+ GLchan cSave[2][4];
+
+ /* save original colors */
+ COPY_CHAN4(cSave[0], ncv0->color);
+ COPY_CHAN4(cSave[1], ncv1->color);
+ /* sum v0 */
+ 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[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 );
- COPY_CHAN4( ncv0->color, c[0] );
- COPY_CHAN4( ncv1->color, c[1] );
-}
-
-
-#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);
-
- _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
- _mesa_printf("Driver func %p\n", (void *) swrast->Line);
+ /* restore original colors */
+ COPY_CHAN4(ncv0->color, cSave[0]);
+ COPY_CHAN4(ncv1->color, cSave[1]);
}
-#endif
#define USE(lineFunc) \
do { \
lineFuncName = #lineFunc; \
- /*_mesa_printf("%s\n", lineFuncName);*/ \
+ /*printf("%s\n", lineFuncName);*/ \
swrast->Line = lineFunc; \
} while (0)
-/*
+/**
* Determine which line drawing function to use given the current
* rendering context.
*
* 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->RenderMode == GL_RENDER) {
if (ctx->Line.SmoothFlag) {
/* antialiased lines */
_swrast_choose_aa_line_function(ctx);
- ASSERT(swrast->Line);
+ assert(swrast->Line);
}
- else if (ctx->Texture._EnabledCoordUnits) {
- /* textured lines */
- if (ctx->Texture._EnabledCoordUnits > 0x1
- || NEED_SECONDARY_COLOR(ctx)) {
- /* multi-texture and/or separate specular color */
- USE(multitextured_line);
- }
- else {
- USE(textured_line);
- }
+ else if (ctx->Texture._EnabledCoordUnits
+ || _swrast_use_fragment_program(ctx)
+ || swrast->_FogEnabled
+ || specular) {
+ USE(general_line);
}
- else if (ctx->Depth.Test || ctx->Fog.Enabled || ctx->Line.Width != 1.0
+ else if (ctx->Depth.Test
+ || ctx->Line.Width != 1.0F
|| ctx->Line.StippleFlag) {
/* no texture, but Z, fog, width>1, stipple, etc. */
- if (rgbmode)
- USE(general_rgba_line);
- else
- USE(general_ci_line);
+#if CHAN_BITS == 32
+ USE(general_line);
+#else
+ USE(rgba_line);
+#endif
}
else {
- /* simplest lines */
- if (rgbmode)
- USE(simple_rgba_line);
- else
- USE(simple_ci_line);
+ assert(!ctx->Depth.Test);
+ assert(ctx->Line.Width == 1.0F);
+ /* simple lines */
+ 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);
}
-
- /*_mesa_print_line_function(ctx);*/
}