#include "main/glheader.h"
#include "main/colormac.h"
-#include "main/context.h"
#include "main/macros.h"
-#include "main/texstate.h"
#include "s_context.h"
#include "s_feedback.h"
#include "s_points.h"
* Must also clamp to user-defined range and implmentation limits.
*/
static INLINE GLfloat
-get_size(const GLcontext *ctx, const SWvertex *vert, GLboolean smoothed)
+get_size(const struct gl_context *ctx, const SWvertex *vert, GLboolean smoothed)
{
GLfloat size;
* Draw a point sprite
*/
static void
-sprite_point(GLcontext *ctx, const SWvertex *vert)
+sprite_point(struct gl_context *ctx, const SWvertex *vert)
{
SWcontext *swrast = SWRAST_CONTEXT(ctx);
SWspan span;
GLfloat s, r, dsdx;
/* texcoord / pointcoord interpolants */
- s = 0.0;
- dsdx = 1.0 / size;
+ s = 0.0F;
+ dsdx = 1.0F / size;
if (ctx->Point.SpriteOrigin == GL_LOWER_LEFT) {
- dtdy = 1.0 / size;
- t0 = 0.5 * dtdy;
+ dtdy = 1.0F / size;
+ t0 = 0.5F * dtdy;
}
else {
/* GL_UPPER_LEFT */
- dtdy = -1.0 / size;
- t0 = 1.0 + 0.5 * dtdy;
+ dtdy = -1.0F / size;
+ t0 = 1.0F + 0.5F * dtdy;
}
ATTRIB_LOOP_BEGIN
* Draw smooth/antialiased point. RGB or CI mode.
*/
static void
-smooth_point(GLcontext *ctx, const SWvertex *vert)
+smooth_point(struct gl_context *ctx, const SWvertex *vert)
{
SWcontext *swrast = SWRAST_CONTEXT(ctx);
- const GLboolean ciMode = !ctx->Visual.rgbMode;
SWspan span;
GLfloat size, alphaAtten;
if (dist2 >= rmin2) {
/* compute partial coverage */
coverage = 1.0F - (dist2 - rmin2) * cscale;
- if (ciMode) {
- /* coverage in [0,15] */
- coverage *= 15.0;
- }
}
else {
/* full coverage */
* Draw large (size >= 1) non-AA point. RGB or CI mode.
*/
static void
-large_point(GLcontext *ctx, const SWvertex *vert)
+large_point(struct gl_context *ctx, const SWvertex *vert)
{
SWcontext *swrast = SWRAST_CONTEXT(ctx);
- const GLboolean ciMode = !ctx->Visual.rgbMode;
SWspan span;
GLfloat size;
span.arrayMask = SPAN_XY;
span.facing = swrast->PointLineFacing;
- if (ciMode) {
- span.interpMask = SPAN_Z | SPAN_INDEX;
- span.index = FloatToFixed(vert->attrib[FRAG_ATTRIB_CI][0]);
- span.indexStep = 0;
- }
- else {
- span.interpMask = SPAN_Z | SPAN_RGBA;
- span.red = ChanToFixed(vert->color[0]);
- span.green = ChanToFixed(vert->color[1]);
- span.blue = ChanToFixed(vert->color[2]);
- span.alpha = ChanToFixed(vert->color[3]);
- span.redStep = 0;
- span.greenStep = 0;
- span.blueStep = 0;
- span.alphaStep = 0;
- }
+ span.interpMask = SPAN_Z | SPAN_RGBA;
+ span.red = ChanToFixed(vert->color[0]);
+ span.green = ChanToFixed(vert->color[1]);
+ span.blue = ChanToFixed(vert->color[2]);
+ span.alpha = ChanToFixed(vert->color[3]);
+ span.redStep = 0;
+ span.greenStep = 0;
+ span.blueStep = 0;
+ span.alphaStep = 0;
/* need these for fragment programs */
span.attrStart[FRAG_ATTRIB_WPOS][3] = 1.0F;
* Draw size=1, single-pixel point
*/
static void
-pixel_point(GLcontext *ctx, const SWvertex *vert)
+pixel_point(struct gl_context *ctx, const SWvertex *vert)
{
SWcontext *swrast = SWRAST_CONTEXT(ctx);
- const GLboolean ciMode = !ctx->Visual.rgbMode;
/*
* Note that unlike the other functions, we put single-pixel points
* into a special span array in order to render as many points as
/* Span init */
span->interpMask = 0;
span->arrayMask = SPAN_XY | SPAN_Z;
- if (ciMode)
- span->arrayMask |= SPAN_INDEX;
- else
- span->arrayMask |= SPAN_RGBA;
+ span->arrayMask |= SPAN_RGBA;
/*span->arrayMask |= SPAN_LAMBDA;*/
span->arrayAttribs = swrast->_ActiveAttribMask; /* we'll produce these vals */
(swrast->_RasterMask & (BLEND_BIT | LOGIC_OP_BIT | MASKING_BIT)) ||
span->facing != swrast->PointLineFacing) {
if (span->end > 0) {
- if (ciMode)
- _swrast_write_index_span(ctx, span);
- else
- _swrast_write_rgba_span(ctx, span);
+ _swrast_write_rgba_span(ctx, span);
span->end = 0;
}
}
span->facing = swrast->PointLineFacing;
/* fragment attributes */
- if (ciMode) {
- span->array->index[count] = (GLuint) vert->attrib[FRAG_ATTRIB_CI][0];
- }
- else {
- span->array->rgba[count][RCOMP] = vert->color[0];
- span->array->rgba[count][GCOMP] = vert->color[1];
- span->array->rgba[count][BCOMP] = vert->color[2];
- span->array->rgba[count][ACOMP] = vert->color[3];
- }
+ span->array->rgba[count][RCOMP] = vert->color[0];
+ span->array->rgba[count][GCOMP] = vert->color[1];
+ span->array->rgba[count][BCOMP] = vert->color[2];
+ span->array->rgba[count][ACOMP] = vert->color[3];
+
ATTRIB_LOOP_BEGIN
COPY_4V(span->array->attribs[attr][count], vert->attrib[attr]);
ATTRIB_LOOP_END
* primary color.
*/
void
-_swrast_add_spec_terms_point(GLcontext *ctx, const SWvertex *v0)
+_swrast_add_spec_terms_point(struct gl_context *ctx, const SWvertex *v0)
{
SWvertex *ncv0 = (SWvertex *) v0; /* cast away const */
GLfloat rSum, gSum, bSum;
* Examine current state to determine which point drawing function to use.
*/
void
-_swrast_choose_point(GLcontext *ctx)
+_swrast_choose_point(struct gl_context *ctx)
{
SWcontext *swrast = SWRAST_CONTEXT(ctx);
const GLfloat size = CLAMP(ctx->Point.Size,