-/* $Id: s_linetemp.h,v 1.2 2000/11/05 18:24:40 keithw Exp $ */
/*
* Mesa 3-D graphics library
- * Version: 3.5
- *
- * Copyright (C) 1999-2000 Brian Paul All Rights Reserved.
- *
+ * Version: 5.1
+ *
+ * Copyright (C) 1999-2002 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"),
* to deal in the Software without restriction, including without limitation
* the rights to use, copy, modify, merge, publish, distribute, sublicense,
* and/or sell copies of the Software, and to permit persons to whom the
* Software is furnished to do so, subject to the following conditions:
- *
+ *
* The above copyright notice and this permission notice shall be included
* in all copies or substantial portions of 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
*
* The following macros may be defined to indicate what auxillary information
* must be interplated along the line:
- * INTERP_Z - if defined, interpolate Z and FOG values
- * INTERP_RGB - if defined, interpolate RGB values
+ * INTERP_Z - if defined, interpolate Z values
+ * INTERP_FOG - if defined, interpolate FOG values
+ * INTERP_RGBA - if defined, interpolate RGBA values
* INTERP_SPEC - if defined, interpolate specular RGB values
- * INTERP_ALPHA - if defined, interpolate Alpha values
* INTERP_INDEX - if defined, interpolate color index values
* INTERP_TEX - if defined, interpolate unit 0 texcoords
* INTERP_MULTITEX - if defined, interpolate multi-texcoords
* Optionally, one may provide one-time setup code
* SETUP_CODE - code which is to be executed once per line
*
- * To enable line stippling define STIPPLE = 1
- * To enable wide lines define WIDE = 1
- *
- * To actually "plot" each pixel either the PLOT macro or
- * (XMAJOR_PLOT and YMAJOR_PLOT macros) must be defined...
+ * To actually "plot" each pixel the PLOT macro must be defined...
* PLOT(X,Y) - code to plot a pixel. Example:
* if (Z < *zPtr) {
* *zPtr = Z;
*/
-/*void line( GLcontext *ctx, SWvertex *vert0, SWvertex *vert1 )*/
+static void
+NAME( GLcontext *ctx, const SWvertex *vert0, const SWvertex *vert1 )
{
+ struct sw_span span;
+ GLuint interpFlags = 0;
GLint x0 = (GLint) vert0->win[0];
GLint x1 = (GLint) vert1->win[0];
GLint y0 = (GLint) vert0->win[1];
GLint y1 = (GLint) vert1->win[1];
GLint dx, dy;
-#ifdef INTERP_XY
+ GLint numPixels;
GLint xstep, ystep;
-#endif
-#ifdef INTERP_Z
- GLint z0, z1, dz;
- const GLint depthBits = ctx->Visual.DepthBits;
+#if defined(DEPTH_TYPE)
+ const GLint depthBits = ctx->Visual.depthBits;
const GLint fixedToDepthShift = depthBits <= 16 ? FIXED_SHIFT : 0;
-# define FixedToDepth(F) ((F) >> fixedToDepthShift)
-# ifdef DEPTH_TYPE
+#define FixedToDepth(F) ((F) >> fixedToDepthShift)
GLint zPtrXstep, zPtrYstep;
DEPTH_TYPE *zPtr;
-# endif
- GLfixed fog0 = FloatToFixed(vert0->fog);
- GLfixed dfog = FloatToFixed(vert1->fog) - fog0;
-#endif
-#ifdef INTERP_RGB
- GLfixed r0 = IntToFixed(vert0->color[0]);
- GLfixed dr = IntToFixed(vert1->color[0]) - r0;
- GLfixed g0 = IntToFixed(vert0->color[1]);
- GLfixed dg = IntToFixed(vert1->color[1]) - g0;
- GLfixed b0 = IntToFixed(vert0->color[2]);
- GLfixed db = IntToFixed(vert1->color[2]) - b0;
-#endif
-#ifdef INTERP_SPEC
- GLfixed sr0 = IntToFixed(vert0->specular[0]);
- GLfixed dsr = IntToFixed(vert1->specular[0]) - sr0;
- GLfixed sg0 = IntToFixed(vert0->specular[1]);
- GLfixed dsg = IntToFixed(vert1->specular[1]) - sg0;
- GLfixed sb0 = IntToFixed(vert0->specular[2]);
- GLfixed dsb = IntToFixed(vert1->specular[2]) - sb0;
-#endif
-#ifdef INTERP_ALPHA
- GLfixed a0 = IntToFixed(vert0->color[3]);
- GLfixed da = IntToFixed(vert1->color[3]) - a0;
-#endif
-#ifdef INTERP_INDEX
- GLint i0 = vert0->index << 8;
- GLint di = (GLint) (vert1->index << 8) - i0;
-#endif
-#ifdef INTERP_TEX
- const GLfloat invw0 = vert0->win[3];
- const GLfloat invw1 = vert1->win[3];
- GLfloat tex[4];
- GLfloat dtex[4];
- GLfloat fragTexcoord[4];
-#endif
-#ifdef INTERP_MULTITEX
- const GLfloat invw0 = vert0->win[3];
- const GLfloat invw1 = vert1->win[3];
- GLfloat tex[MAX_TEXTURE_UNITS][4];
- GLfloat dtex[MAX_TEXTURE_UNITS][4];
- GLfloat fragTexcoord[MAX_TEXTURE_UNITS][4];
+#elif defined(INTERP_Z)
+ const GLint depthBits = ctx->Visual.depthBits;
#endif
#ifdef PIXEL_ADDRESS
PIXEL_TYPE *pixelPtr;
GLint pixelXstep, pixelYstep;
#endif
-#ifdef STIPPLE
- SWcontext *swrast = SWRAST_CONTEXT(ctx);
-#endif
-#ifdef WIDE
- /* for wide lines, draw all X in [x+min, x+max] or Y in [y+min, y+max] */
- GLint width, min, max;
- width = (GLint) CLAMP( ctx->Line.Width, MIN_LINE_WIDTH, MAX_LINE_WIDTH );
- min = (width-1) / -2;
- max = min + width - 1;
-#endif
-#ifdef INTERP_TEX
- {
- tex[0] = invw0 * vert0->texcoord[0][0];
- dtex[0] = invw1 * vert1->texcoord[0][0] - tex[0];
- tex[1] = invw0 * vert0->texcoord[0][1];
- dtex[1] = invw1 * vert1->texcoord[0][1] - tex[1];
- tex[2] = invw0 * vert0->texcoord[0][2];
- dtex[2] = invw1 * vert1->texcoord[0][2] - tex[2];
- tex[3] = invw0 * vert0->texcoord[0][3];
- dtex[3] = invw1 * vert1->texcoord[0][3] - tex[3];
- }
+
+#ifdef SETUP_CODE
+ SETUP_CODE
#endif
-#ifdef INTERP_MULTITEX
+
+ /* Cull primitives with malformed coordinates.
+ */
{
- GLuint u;
- for (u = 0; u < ctx->Const.MaxTextureUnits; u++) {
- if (ctx->Texture.Unit[u]._ReallyEnabled) {
- tex[u][0] = invw0 * vert0->texcoord[u][0];
- dtex[u][0] = invw1 * vert1->texcoord[u][0] - tex[u][0];
- tex[u][1] = invw0 * vert0->texcoord[u][1];
- dtex[u][1] = invw1 * vert1->texcoord[u][1] - tex[u][1];
- tex[u][2] = invw0 * vert0->texcoord[u][2];
- dtex[u][2] = invw1 * vert1->texcoord[u][2] - tex[u][2];
- tex[u][3] = invw0 * vert0->texcoord[u][3];
- dtex[u][3] = invw1 * vert1->texcoord[u][3] - tex[u][3];
- }
- }
+ GLfloat tmp = vert0->win[0] + vert0->win[1]
+ + vert1->win[0] + vert1->win[1];
+ if (IS_INF_OR_NAN(tmp))
+ return;
}
-#endif
+ /*
+ printf("%s():\n", __FUNCTION__);
+ printf(" (%f, %f, %f) -> (%f, %f, %f)\n",
+ vert0->win[0], vert0->win[1], vert0->win[2],
+ vert1->win[0], vert1->win[1], vert1->win[2]);
+ printf(" (%d, %d, %d) -> (%d, %d, %d)\n",
+ vert0->color[0], vert0->color[1], vert0->color[2],
+ vert1->color[0], vert1->color[1], vert1->color[2]);
+ printf(" (%d, %d, %d) -> (%d, %d, %d)\n",
+ vert0->specular[0], vert0->specular[1], vert0->specular[2],
+ vert1->specular[0], vert1->specular[1], vert1->specular[2]);
+ */
/*
* Despite being clipped to the view volume, the line's window coordinates
}
}
#endif
+
dx = x1 - x0;
dy = y1 - y0;
- if (dx==0 && dy==0) {
+ if (dx == 0 && dy == 0)
return;
- }
-
- /*
- * Setup
- */
-#ifdef SETUP_CODE
- SETUP_CODE
-#endif
-#ifdef INTERP_Z
-# ifdef DEPTH_TYPE
- zPtr = (DEPTH_TYPE *) _mesa_zbuffer_address(ctx, x0, y0);
-# endif
- if (depthBits <= 16) {
- z0 = FloatToFixed(vert0->win[2]);
- z1 = FloatToFixed(vert1->win[2]);
- }
- else {
- z0 = (int) vert0->win[2];
- z1 = (int) vert1->win[2];
- }
+#ifdef DEPTH_TYPE
+ zPtr = (DEPTH_TYPE *) _swrast_zbuffer_address(ctx, x0, y0);
#endif
#ifdef PIXEL_ADDRESS
pixelPtr = (PIXEL_TYPE *) PIXEL_ADDRESS(x0,y0);
if (dx<0) {
dx = -dx; /* make positive */
-#ifdef INTERP_XY
xstep = -1;
-#endif
-#if defined(INTERP_Z) && defined(DEPTH_TYPE)
+#ifdef DEPTH_TYPE
zPtrXstep = -((GLint)sizeof(DEPTH_TYPE));
#endif
#ifdef PIXEL_ADDRESS
#endif
}
else {
-#ifdef INTERP_XY
xstep = 1;
-#endif
-#if defined(INTERP_Z) && defined(DEPTH_TYPE)
+#ifdef DEPTH_TYPE
zPtrXstep = ((GLint)sizeof(DEPTH_TYPE));
#endif
#ifdef PIXEL_ADDRESS
if (dy<0) {
dy = -dy; /* make positive */
-#ifdef INTERP_XY
ystep = -1;
-#endif
-#if defined(INTERP_Z) && defined(DEPTH_TYPE)
- zPtrYstep = -ctx->DrawBuffer->Width * ((GLint)sizeof(DEPTH_TYPE));
+#ifdef DEPTH_TYPE
+ zPtrYstep = -((GLint) (ctx->DrawBuffer->Width * sizeof(DEPTH_TYPE)));
#endif
#ifdef PIXEL_ADDRESS
pixelYstep = BYTES_PER_ROW;
#endif
}
else {
-#ifdef INTERP_XY
ystep = 1;
-#endif
-#if defined(INTERP_Z) && defined(DEPTH_TYPE)
- zPtrYstep = ctx->DrawBuffer->Width * ((GLint)sizeof(DEPTH_TYPE));
+#ifdef DEPTH_TYPE
+ zPtrYstep = (GLint) (ctx->DrawBuffer->Width * sizeof(DEPTH_TYPE));
#endif
#ifdef PIXEL_ADDRESS
pixelYstep = -(BYTES_PER_ROW);
#endif
}
+ ASSERT(dx >= 0);
+ ASSERT(dy >= 0);
+
+ numPixels = MAX2(dx, dy);
+
/*
- * Draw
+ * Span setup: compute start and step values for all interpolated values.
*/
-
- if (dx>dy) {
- /*** X-major line ***/
- GLint i;
- GLint errorInc = dy+dy;
- GLint error = errorInc-dx;
- GLint errorDec = error-dx;
-#ifdef INTERP_Z
- dz = (z1-z0) / dx;
- dfog /= dx;
-#endif
-#ifdef INTERP_RGB
- dr /= dx; /* convert from whole line delta to per-pixel delta */
- dg /= dx;
- db /= dx;
+#ifdef INTERP_RGBA
+ interpFlags |= SPAN_RGBA;
+ if (ctx->Light.ShadeModel == GL_SMOOTH) {
+ span.red = ChanToFixed(vert0->color[0]);
+ span.green = ChanToFixed(vert0->color[1]);
+ span.blue = ChanToFixed(vert0->color[2]);
+ span.alpha = ChanToFixed(vert0->color[3]);
+ span.redStep = (ChanToFixed(vert1->color[0]) - span.red ) / numPixels;
+ span.greenStep = (ChanToFixed(vert1->color[1]) - span.green) / numPixels;
+ span.blueStep = (ChanToFixed(vert1->color[2]) - span.blue ) / numPixels;
+ span.alphaStep = (ChanToFixed(vert1->color[3]) - span.alpha) / numPixels;
+ }
+ else {
+ 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;
+ }
#endif
#ifdef INTERP_SPEC
- dsr /= dx; /* convert from whole line delta to per-pixel delta */
- dsg /= dx;
- dsb /= dx;
-#endif
-#ifdef INTERP_ALPHA
- da /= dx;
+ interpFlags |= SPAN_SPEC;
+ if (ctx->Light.ShadeModel == GL_SMOOTH) {
+ span.specRed = ChanToFixed(vert0->specular[0]);
+ span.specGreen = ChanToFixed(vert0->specular[1]);
+ span.specBlue = ChanToFixed(vert0->specular[2]);
+ span.specRedStep = (ChanToFixed(vert1->specular[0]) - span.specRed) / numPixels;
+ span.specGreenStep = (ChanToFixed(vert1->specular[1]) - span.specBlue) / numPixels;
+ span.specBlueStep = (ChanToFixed(vert1->specular[2]) - span.specGreen) / numPixels;
+ }
+ else {
+ 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;
+ }
#endif
#ifdef INTERP_INDEX
- di /= dx;
+ interpFlags |= SPAN_INDEX;
+ if (ctx->Light.ShadeModel == GL_SMOOTH) {
+ span.index = IntToFixed(vert0->index);
+ span.indexStep = IntToFixed(vert1->index - vert0->index) / numPixels;
+ }
+ else {
+ span.index = IntToFixed(vert1->index);
+ span.indexStep = 0;
+ }
#endif
-#ifdef INTERP_TEX
- {
- const GLfloat invDx = 1.0F / (GLfloat) dx;
- dtex[0] *= invDx;
- dtex[1] *= invDx;
- dtex[2] *= invDx;
- dtex[3] *= invDx;
+#if defined(INTERP_Z) || defined(DEPTH_TYPE)
+ interpFlags |= SPAN_Z;
+ {
+ if (depthBits <= 16) {
+ span.z = FloatToFixed(vert0->win[2]) + FIXED_HALF;
+ span.zStep = FloatToFixed(vert1->win[2] - vert0->win[2]) / numPixels;
}
-#endif
-#ifdef INTERP_MULTITEX
- {
- const GLfloat invDx = 1.0F / (GLfloat) dx;
- GLuint u;
- for (u = 0; u < ctx->Const.MaxTextureUnits; u++) {
- if (ctx->Texture.Unit[u]._ReallyEnabled) {
- dtex[u][0] *= invDx;
- dtex[u][1] *= invDx;
- dtex[u][2] *= invDx;
- dtex[u][3] *= invDx;
- }
- }
+ else {
+ /* don't use fixed point */
+ span.z = (GLint) vert0->win[2];
+ span.zStep = (GLint) ((vert1->win[2] - vert0->win[2]) / numPixels);
}
+ }
#endif
-
- for (i=0;i<dx;i++) {
-#ifdef STIPPLE
- GLushort m;
- m = 1 << ((swrast->StippleCounter/ctx->Line.StippleFactor) & 0xf);
- if (ctx->Line.StipplePattern & m) {
-#endif
-#ifdef INTERP_Z
- GLdepth Z = FixedToDepth(z0);
-#endif
-#ifdef INTERP_INDEX
- GLint I = i0 >> 8;
+#ifdef INTERP_FOG
+ interpFlags |= SPAN_FOG;
+ span.fog = vert0->fog;
+ span.fogStep = (vert1->fog - vert0->fog) / numPixels;
#endif
#ifdef INTERP_TEX
- {
- const GLfloat invQ = 1.0F / tex[3];
- fragTexcoord[0] = tex[0] * invQ;
- fragTexcoord[1] = tex[1] * invQ;
- fragTexcoord[2] = tex[2] * invQ;
- }
+ interpFlags |= SPAN_TEXTURE;
+ {
+ const GLfloat invw0 = vert0->win[3];
+ const GLfloat invw1 = vert1->win[3];
+ const GLfloat invLen = 1.0F / numPixels;
+ GLfloat ds, dt, dr, dq;
+ span.tex[0][0] = invw0 * vert0->texcoord[0][0];
+ span.tex[0][1] = invw0 * vert0->texcoord[0][1];
+ span.tex[0][2] = invw0 * vert0->texcoord[0][2];
+ span.tex[0][3] = invw0 * vert0->texcoord[0][3];
+ ds = (invw1 * vert1->texcoord[0][0]) - span.tex[0][0];
+ dt = (invw1 * vert1->texcoord[0][1]) - span.tex[0][1];
+ dr = (invw1 * vert1->texcoord[0][2]) - span.tex[0][2];
+ dq = (invw1 * vert1->texcoord[0][3]) - span.tex[0][3];
+ span.texStepX[0][0] = ds * invLen;
+ span.texStepX[0][1] = dt * invLen;
+ span.texStepX[0][2] = dr * invLen;
+ span.texStepX[0][3] = dq * invLen;
+ span.texStepY[0][0] = 0.0F;
+ span.texStepY[0][1] = 0.0F;
+ span.texStepY[0][2] = 0.0F;
+ span.texStepY[0][3] = 0.0F;
+ }
#endif
#ifdef INTERP_MULTITEX
- {
- GLuint u;
- for (u = 0; u < ctx->Const.MaxTextureUnits; u++) {
- if (ctx->Texture.Unit[u]._ReallyEnabled) {
- const GLfloat invQ = 1.0F / tex[u][3];
- fragTexcoord[u][0] = tex[u][0] * invQ;
- fragTexcoord[u][1] = tex[u][1] * invQ;
- fragTexcoord[u][2] = tex[u][2] * invQ;
- }
- }
- }
-#endif
-#ifdef WIDE
- {
- GLint yy;
- GLint ymin = y0 + min;
- GLint ymax = y0 + max;
- for (yy=ymin;yy<=ymax;yy++) {
- PLOT( x0, yy );
- }
- }
-#else
-# ifdef XMAJOR_PLOT
- XMAJOR_PLOT( x0, y0 );
-# else
- PLOT( x0, y0 );
-# endif
-#endif /*WIDE*/
-#ifdef STIPPLE
- }
- swrast->StippleCounter++;
-#endif
-#ifdef INTERP_XY
- x0 += xstep;
-#endif
-#ifdef INTERP_Z
-# ifdef DEPTH_TYPE
- zPtr = (DEPTH_TYPE *) ((GLubyte*) zPtr + zPtrXstep);
-# endif
- z0 += dz;
- fog0 += dfog;
-#endif
-#ifdef INTERP_RGB
- r0 += dr;
- g0 += dg;
- b0 += db;
-#endif
-#ifdef INTERP_SPEC
- sr0 += dsr;
- sg0 += dsg;
- sb0 += dsb;
-#endif
-#ifdef INTERP_ALPHA
- a0 += da;
+ interpFlags |= SPAN_TEXTURE;
+ {
+ const GLfloat invLen = 1.0F / numPixels;
+ GLuint u;
+ for (u = 0; u < ctx->Const.MaxTextureUnits; u++) {
+ if (ctx->Texture.Unit[u]._ReallyEnabled) {
+ const GLfloat invw0 = vert0->win[3];
+ const GLfloat invw1 = vert1->win[3];
+ GLfloat ds, dt, dr, dq;
+ span.tex[u][0] = invw0 * vert0->texcoord[u][0];
+ span.tex[u][1] = invw0 * vert0->texcoord[u][1];
+ span.tex[u][2] = invw0 * vert0->texcoord[u][2];
+ span.tex[u][3] = invw0 * vert0->texcoord[u][3];
+ ds = (invw1 * vert1->texcoord[u][0]) - span.tex[u][0];
+ dt = (invw1 * vert1->texcoord[u][1]) - span.tex[u][1];
+ dr = (invw1 * vert1->texcoord[u][2]) - span.tex[u][2];
+ dq = (invw1 * vert1->texcoord[u][3]) - span.tex[u][3];
+ span.texStepX[u][0] = ds * invLen;
+ span.texStepX[u][1] = dt * invLen;
+ span.texStepX[u][2] = dr * invLen;
+ span.texStepX[u][3] = dq * invLen;
+ span.texStepY[u][0] = 0.0F;
+ span.texStepY[u][1] = 0.0F;
+ span.texStepY[u][2] = 0.0F;
+ span.texStepY[u][3] = 0.0F;
+ }
+ }
+ }
#endif
-#ifdef INTERP_INDEX
- i0 += di;
+
+ INIT_SPAN(span, GL_LINE, numPixels, interpFlags, SPAN_XY);
+
+ /*
+ * Draw
+ */
+
+ if (dx > dy) {
+ /*** X-major line ***/
+ GLint i;
+ GLint errorInc = dy+dy;
+ GLint error = errorInc-dx;
+ GLint errorDec = error-dx;
+
+ for (i = 0; i < dx; i++) {
+#ifdef DEPTH_TYPE
+ GLdepth Z = FixedToDepth(span.z);
#endif
-#ifdef INTERP_TEX
- tex[0] += dtex[0];
- tex[1] += dtex[1];
- tex[2] += dtex[2];
- tex[3] += dtex[3];
+#ifdef PLOT
+ PLOT( x0, y0 );
+#else
+ span.array->x[i] = x0;
+ span.array->y[i] = y0;
#endif
-#ifdef INTERP_MULTITEX
- {
- GLuint u;
- for (u = 0; u < ctx->Const.MaxTextureUnits; u++) {
- if (ctx->Texture.Unit[u]._ReallyEnabled) {
- tex[u][0] += dtex[u][0];
- tex[u][1] += dtex[u][1];
- tex[u][2] += dtex[u][2];
- tex[u][3] += dtex[u][3];
- }
- }
- }
+ x0 += xstep;
+#ifdef DEPTH_TYPE
+ zPtr = (DEPTH_TYPE *) ((GLubyte*) zPtr + zPtrXstep);
+ span.z += span.zStep;
#endif
-
#ifdef PIXEL_ADDRESS
pixelPtr = (PIXEL_TYPE*) ((GLubyte*) pixelPtr + pixelXstep);
#endif
}
else {
error += errorDec;
-#ifdef INTERP_XY
y0 += ystep;
-#endif
-#if defined(INTERP_Z) && defined(DEPTH_TYPE)
+#ifdef DEPTH_TYPE
zPtr = (DEPTH_TYPE *) ((GLubyte*) zPtr + zPtrYstep);
#endif
#ifdef PIXEL_ADDRESS
GLint errorInc = dx+dx;
GLint error = errorInc-dy;
GLint errorDec = error-dy;
-#ifdef INTERP_Z
- dz = (z1-z0) / dy;
- dfog /= dy;
-#endif
-#ifdef INTERP_RGB
- dr /= dy; /* convert from whole line delta to per-pixel delta */
- dg /= dy;
- db /= dy;
-#endif
-#ifdef INTERP_SPEC
- dsr /= dy; /* convert from whole line delta to per-pixel delta */
- dsg /= dy;
- dsb /= dy;
-#endif
-#ifdef INTERP_ALPHA
- da /= dy;
-#endif
-#ifdef INTERP_INDEX
- di /= dy;
-#endif
-#ifdef INTERP_TEX
- {
- const GLfloat invDy = 1.0F / (GLfloat) dy;
- dtex[0] *= invDy;
- dtex[1] *= invDy;
- dtex[2] *= invDy;
- dtex[3] *= invDy;
- }
-#endif
-#ifdef INTERP_MULTITEX
- {
- const GLfloat invDy = 1.0F / (GLfloat) dy;
- GLuint u;
- for (u = 0; u < ctx->Const.MaxTextureUnits; u++) {
- if (ctx->Texture.Unit[u]._ReallyEnabled) {
- dtex[u][0] *= invDy;
- dtex[u][1] *= invDy;
- dtex[u][2] *= invDy;
- dtex[u][3] *= invDy;
- }
- }
- }
-#endif
for (i=0;i<dy;i++) {
-#ifdef STIPPLE
- GLushort m;
- m = 1 << ((swrast->StippleCounter/ctx->Line.StippleFactor) & 0xf);
- if (ctx->Line.StipplePattern & m) {
+#ifdef DEPTH_TYPE
+ GLdepth Z = FixedToDepth(span.z);
#endif
-#ifdef INTERP_Z
- GLdepth Z = FixedToDepth(z0);
-#endif
-#ifdef INTERP_INDEX
- GLint I = i0 >> 8;
-#endif
-#ifdef INTERP_TEX
- {
- const GLfloat invQ = 1.0F / tex[3];
- fragTexcoord[0] = tex[0] * invQ;
- fragTexcoord[1] = tex[1] * invQ;
- fragTexcoord[2] = tex[2] * invQ;
- }
-#endif
-#ifdef INTERP_MULTITEX
- {
- GLuint u;
- for (u = 0; u < ctx->Const.MaxTextureUnits; u++) {
- if (ctx->Texture.Unit[u]._ReallyEnabled) {
- const GLfloat invQ = 1.0F / tex[u][3];
- fragTexcoord[u][0] = tex[u][0] * invQ;
- fragTexcoord[u][1] = tex[u][1] * invQ;
- fragTexcoord[u][2] = tex[u][2] * invQ;
- }
- }
- }
-#endif
-#ifdef WIDE
- {
- GLint xx;
- GLint xmin = x0 + min;
- GLint xmax = x0 + max;
- for (xx=xmin;xx<=xmax;xx++) {
- PLOT( xx, y0 );
- }
- }
+#ifdef PLOT
+ PLOT( x0, y0 );
#else
-# ifdef YMAJOR_PLOT
- YMAJOR_PLOT( x0, y0 );
-# else
- PLOT( x0, y0 );
-# endif
-#endif /*WIDE*/
-#ifdef STIPPLE
- }
- swrast->StippleCounter++;
-#endif
-#ifdef INTERP_XY
- y0 += ystep;
+ span.array->x[i] = x0;
+ span.array->y[i] = y0;
#endif
-#ifdef INTERP_Z
-# ifdef DEPTH_TYPE
+ y0 += ystep;
+#ifdef DEPTH_TYPE
zPtr = (DEPTH_TYPE *) ((GLubyte*) zPtr + zPtrYstep);
-# endif
- z0 += dz;
- fog0 += dfog;
-#endif
-#ifdef INTERP_RGB
- r0 += dr;
- g0 += dg;
- b0 += db;
-#endif
-#ifdef INTERP_SPEC
- sr0 += dsr;
- sg0 += dsg;
- sb0 += dsb;
-#endif
-#ifdef INTERP_ALPHA
- a0 += da;
-#endif
-#ifdef INTERP_INDEX
- i0 += di;
-#endif
-#ifdef INTERP_TEX
- tex[0] += dtex[0];
- tex[1] += dtex[1];
- tex[2] += dtex[2];
- tex[3] += dtex[3];
-#endif
-#ifdef INTERP_MULTITEX
- {
- GLuint u;
- for (u = 0; u < ctx->Const.MaxTextureUnits; u++) {
- if (ctx->Texture.Unit[u]._ReallyEnabled) {
- tex[u][0] += dtex[u][0];
- tex[u][1] += dtex[u][1];
- tex[u][2] += dtex[u][2];
- tex[u][3] += dtex[u][3];
- }
- }
- }
+ span.z += span.zStep;
#endif
#ifdef PIXEL_ADDRESS
pixelPtr = (PIXEL_TYPE*) ((GLubyte*) pixelPtr + pixelYstep);
}
else {
error += errorDec;
-#ifdef INTERP_XY
x0 += xstep;
-#endif
-#if defined(INTERP_Z) && defined(DEPTH_TYPE)
+#ifdef DEPTH_TYPE
zPtr = (DEPTH_TYPE *) ((GLubyte*) zPtr + zPtrXstep);
#endif
#ifdef PIXEL_ADDRESS
}
}
+#ifdef RENDER_SPAN
+ RENDER_SPAN( span );
+#endif
+
}
-#undef INTERP_XY
+#undef NAME
#undef INTERP_Z
-#undef INTERP_RGB
+#undef INTERP_FOG
+#undef INTERP_RGBA
#undef INTERP_SPEC
-#undef INTERP_ALPHA
#undef INTERP_TEX
#undef INTERP_MULTITEX
#undef INTERP_INDEX
#undef BYTES_PER_ROW
#undef SETUP_CODE
#undef PLOT
-#undef XMAJOR_PLOT
-#undef YMAJOR_PLOT
#undef CLIP_HACK
-#undef STIPPLE
-#undef WIDE
#undef FixedToDepth
+#undef RENDER_SPAN