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-rw-r--r--src/mesa/main/lines.c1146
1 files changed, 1146 insertions, 0 deletions
diff --git a/src/mesa/main/lines.c b/src/mesa/main/lines.c
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+++ b/src/mesa/main/lines.c
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+/* $Id: lines.c,v 1.1 1999/08/19 00:55:41 jtg Exp $ */
+
+/*
+ * Mesa 3-D graphics library
+ * Version: 3.1
+ *
+ * Copyright (C) 1999 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
+ * 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.
+ */
+
+
+
+
+
+#ifdef PC_HEADER
+#include "all.h"
+#else
+#include <assert.h>
+#include "context.h"
+#include "depth.h"
+#include "feedback.h"
+#include "lines.h"
+#include "macros.h"
+#include "mmath.h"
+#include "pb.h"
+#include "texstate.h"
+#include "types.h"
+#include "vb.h"
+#ifdef XFree86Server
+#include "GL/xf86glx.h"
+#endif
+#endif
+
+
+
+void gl_LineWidth( GLcontext *ctx, GLfloat width )
+{
+ if (width<=0.0) {
+ gl_error( ctx, GL_INVALID_VALUE, "glLineWidth" );
+ return;
+ }
+ ASSERT_OUTSIDE_BEGIN_END_AND_FLUSH(ctx, "glLineWidth");
+
+ if (ctx->Line.Width != width) {
+ ctx->Line.Width = width;
+ ctx->TriangleCaps &= ~DD_LINE_WIDTH;
+ if (width != 1.0) ctx->TriangleCaps |= DD_LINE_WIDTH;
+ ctx->NewState |= NEW_RASTER_OPS;
+ }
+}
+
+
+
+void gl_LineStipple( GLcontext *ctx, GLint factor, GLushort pattern )
+{
+ ASSERT_OUTSIDE_BEGIN_END_AND_FLUSH(ctx, "glLineStipple");
+ ctx->Line.StippleFactor = CLAMP( factor, 1, 256 );
+ ctx->Line.StipplePattern = pattern;
+ ctx->NewState |= NEW_RASTER_OPS;
+}
+
+
+
+/**********************************************************************/
+/***** Rasterization *****/
+/**********************************************************************/
+
+
+/*
+ * There are 4 pairs (RGBA, CI) of line drawing functions:
+ * 1. simple: width=1 and no special rasterization functions (fastest)
+ * 2. flat: width=1, non-stippled, flat-shaded, any raster operations
+ * 3. smooth: width=1, non-stippled, smooth-shaded, any raster operations
+ * 4. general: any other kind of line (slowest)
+ */
+
+
+/*
+ * 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.
+ */
+
+
+
+static void feedback_line( GLcontext *ctx, GLuint v1, GLuint v2, GLuint pv )
+{
+ struct vertex_buffer *VB = ctx->VB;
+ GLfloat x1, y1, z1, w1;
+ GLfloat x2, y2, z2, w2;
+ GLfloat tex1[4], tex2[4], invq;
+ GLuint texUnit = ctx->Texture.CurrentTransformUnit;
+
+ x1 = VB->Win.data[v1][0];
+ y1 = VB->Win.data[v1][1];
+ z1 = VB->Win.data[v1][2] / DEPTH_SCALE;
+ w1 = (VB->ClipPtr->size == 4 ? VEC_ELT(VB->ClipPtr, GLfloat, v1)[3] : 1.0);
+
+ x2 = VB->Win.data[v2][0];
+ y2 = VB->Win.data[v2][1];
+ z2 = VB->Win.data[v2][2] / DEPTH_SCALE;
+ w2 = (VB->ClipPtr->size == 4 ? VEC_ELT(VB->ClipPtr, GLfloat, v2)[3] : 1.0);
+
+
+ if (VB->TexCoordPtr[texUnit]->size == 4) {
+ invq = (VB->TexCoordPtr[texUnit]->data[v1][3]==0.0
+ ? 1.0
+ : 1.0F / VB->TexCoordPtr[texUnit]->data[v1][3]);
+
+ tex1[0] = VB->TexCoordPtr[texUnit]->data[v1][0] * invq;
+ tex1[1] = VB->TexCoordPtr[texUnit]->data[v1][1] * invq;
+ tex1[2] = VB->TexCoordPtr[texUnit]->data[v1][2] * invq;
+ tex1[3] = VB->TexCoordPtr[texUnit]->data[v1][3];
+
+ invq = (VB->TexCoordPtr[texUnit]->data[v2][3]==0.0
+ ? 1.0
+ : 1.0F / VB->TexCoordPtr[texUnit]->data[v2][3]);
+
+ tex2[0] = VB->TexCoordPtr[texUnit]->data[v2][0] * invq;
+ tex2[1] = VB->TexCoordPtr[texUnit]->data[v2][1] * invq;
+ tex2[2] = VB->TexCoordPtr[texUnit]->data[v2][2] * invq;
+ tex2[3] = VB->TexCoordPtr[texUnit]->data[v2][3];
+ } else {
+ ASSIGN_4V(tex1, 0,0,0,1);
+ ASSIGN_4V(tex2, 0,0,0,1);
+ COPY_SZ_4V(tex1,
+ VB->TexCoordPtr[texUnit]->size,
+ VB->TexCoordPtr[texUnit]->data[v1]);
+ COPY_SZ_4V(tex2,
+ VB->TexCoordPtr[texUnit]->size,
+ VB->TexCoordPtr[texUnit]->data[v2]);
+ }
+
+
+ if (ctx->StippleCounter==0) {
+ FEEDBACK_TOKEN( ctx, (GLfloat) (GLint) GL_LINE_RESET_TOKEN );
+ }
+ else {
+ FEEDBACK_TOKEN( ctx, (GLfloat) (GLint) GL_LINE_TOKEN );
+ }
+
+ {
+ GLfloat color[4];
+ GLubyte *ubc = VB->ColorPtr->data[pv];
+ GLuint index = VB->IndexPtr->data[pv];
+
+ UBYTE_RGBA_TO_FLOAT_RGBA( color, ubc );
+ gl_feedback_vertex( ctx, x1,y1,z1,w1, color, (GLfloat) index, tex1 );
+ gl_feedback_vertex( ctx, x2,y2,z2,w2, color, (GLfloat) index, tex2 );
+ }
+
+ ctx->StippleCounter++;
+}
+
+
+
+static void select_line( GLcontext *ctx, GLuint v1, GLuint v2, GLuint pv )
+{
+ (void) pv;
+ gl_update_hitflag( ctx, ctx->VB->Win.data[v1][2] / DEPTH_SCALE );
+ gl_update_hitflag( ctx, ctx->VB->Win.data[v2][2] / DEPTH_SCALE );
+}
+
+
+
+#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 )
+{
+ GLint count;
+ GLint *pbx = ctx->PB->x;
+ GLint *pby = ctx->PB->y;
+ PB_SET_INDEX( ctx, ctx->PB, ctx->VB->IndexPtr->data[pvert] );
+ count = ctx->PB->count;
+
+#define INTERP_XY 1
+
+#define PLOT(X,Y) \
+ pbx[count] = X; \
+ pby[count] = Y; \
+ count++;
+
+#include "linetemp.h"
+
+ ctx->PB->count = count;
+ PB_CHECK_FLUSH( ctx, ctx->PB );
+}
+
+
+
+/* Flat, color index line with Z interpolation/testing */
+static void flat_ci_z_line( GLcontext *ctx,
+ GLuint vert0, GLuint vert1, GLuint pvert )
+{
+ GLint count;
+ GLint *pbx = ctx->PB->x;
+ GLint *pby = ctx->PB->y;
+ GLdepth *pbz = ctx->PB->z;
+ PB_SET_INDEX( ctx, ctx->PB, ctx->VB->IndexPtr->data[pvert] );
+ count = ctx->PB->count;
+
+#define INTERP_XY 1
+#define INTERP_Z 1
+
+#define PLOT(X,Y) \
+ pbx[count] = X; \
+ pby[count] = Y; \
+ pbz[count] = Z; \
+ count++;
+
+#include "linetemp.h"
+
+ ctx->PB->count = count;
+ PB_CHECK_FLUSH( ctx, ctx->PB );
+}
+
+
+
+/* Flat-shaded, RGBA line */
+static void flat_rgba_line( GLcontext *ctx,
+ GLuint vert0, GLuint vert1, GLuint pvert )
+{
+ GLint count;
+ GLint *pbx = ctx->PB->x;
+ GLint *pby = ctx->PB->y;
+ GLubyte *color = ctx->VB->ColorPtr->data[pvert];
+ PB_SET_COLOR( ctx, ctx->PB, color[0], color[1], color[2], color[3] );
+ count = ctx->PB->count;
+
+#define INTERP_XY 1
+
+#define PLOT(X,Y) \
+ pbx[count] = X; \
+ pby[count] = Y; \
+ count++;
+
+#include "linetemp.h"
+
+ ctx->PB->count = count;
+ PB_CHECK_FLUSH( ctx, ctx->PB );
+}
+
+
+
+/* Flat-shaded, RGBA line with Z interpolation/testing */
+static void flat_rgba_z_line( GLcontext *ctx,
+ GLuint vert0, GLuint vert1, GLuint pvert )
+{
+ GLint count;
+ GLint *pbx = ctx->PB->x;
+ GLint *pby = ctx->PB->y;
+ GLdepth *pbz = ctx->PB->z;
+ GLubyte *color = ctx->VB->ColorPtr->data[pvert];
+ PB_SET_COLOR( ctx, ctx->PB, color[0], color[1], color[2], color[3] );
+ count = ctx->PB->count;
+
+#define INTERP_XY 1
+#define INTERP_Z 1
+
+#define PLOT(X,Y) \
+ pbx[count] = X; \
+ pby[count] = Y; \
+ pbz[count] = Z; \
+ count++;
+
+#include "linetemp.h"
+
+ ctx->PB->count = count;
+ PB_CHECK_FLUSH( ctx, ctx->PB );
+}
+
+
+
+/* Smooth shaded, color index line */
+static void smooth_ci_line( GLcontext *ctx,
+ GLuint vert0, GLuint vert1, GLuint pvert )
+{
+ GLint count = ctx->PB->count;
+ GLint *pbx = ctx->PB->x;
+ GLint *pby = ctx->PB->y;
+ GLuint *pbi = ctx->PB->i;
+ (void) pvert;
+
+#define INTERP_XY 1
+#define INTERP_INDEX 1
+
+#define PLOT(X,Y) \
+ pbx[count] = X; \
+ pby[count] = Y; \
+ pbi[count] = I; \
+ count++;
+
+#include "linetemp.h"
+
+ ctx->PB->count = count;
+ PB_CHECK_FLUSH( ctx, ctx->PB );
+}
+
+
+
+/* Smooth shaded, color index line with Z interpolation/testing */
+static void smooth_ci_z_line( GLcontext *ctx,
+ GLuint vert0, GLuint vert1, GLuint pvert )
+{
+ GLint count = ctx->PB->count;
+ GLint *pbx = ctx->PB->x;
+ GLint *pby = ctx->PB->y;
+ GLdepth *pbz = ctx->PB->z;
+ GLuint *pbi = ctx->PB->i;
+ (void) pvert;
+
+#define INTERP_XY 1
+#define INTERP_Z 1
+#define INTERP_INDEX 1
+
+#define PLOT(X,Y) \
+ pbx[count] = X; \
+ pby[count] = Y; \
+ pbz[count] = Z; \
+ pbi[count] = I; \
+ count++;
+
+#include "linetemp.h"
+
+ ctx->PB->count = count;
+ PB_CHECK_FLUSH( ctx, ctx->PB );
+}
+
+
+
+/* Smooth-shaded, RGBA line */
+static void smooth_rgba_line( GLcontext *ctx,
+ GLuint vert0, GLuint vert1, GLuint pvert )
+{
+ GLint count = ctx->PB->count;
+ GLint *pbx = ctx->PB->x;
+ GLint *pby = ctx->PB->y;
+ GLubyte (*pbrgba)[4] = ctx->PB->rgba;
+ (void) pvert;
+
+#define INTERP_XY 1
+#define INTERP_RGB 1
+#define INTERP_ALPHA 1
+
+#define PLOT(X,Y) \
+ pbx[count] = X; \
+ pby[count] = Y; \
+ pbrgba[count][RCOMP] = FixedToInt(r0); \
+ pbrgba[count][GCOMP] = FixedToInt(g0); \
+ pbrgba[count][BCOMP] = FixedToInt(b0); \
+ pbrgba[count][ACOMP] = FixedToInt(a0); \
+ count++;
+
+#include "linetemp.h"
+
+ ctx->PB->count = count;
+ PB_CHECK_FLUSH( ctx, ctx->PB );
+}
+
+
+
+/* Smooth-shaded, RGBA line with Z interpolation/testing */
+static void smooth_rgba_z_line( GLcontext *ctx,
+ GLuint vert0, GLuint vert1, GLuint pvert )
+{
+ GLint count = ctx->PB->count;
+ GLint *pbx = ctx->PB->x;
+ GLint *pby = ctx->PB->y;
+ GLdepth *pbz = ctx->PB->z;
+ GLubyte (*pbrgba)[4] = ctx->PB->rgba;
+ (void) pvert;
+
+#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; \
+ pbrgba[count][RCOMP] = FixedToInt(r0); \
+ pbrgba[count][GCOMP] = FixedToInt(g0); \
+ pbrgba[count][BCOMP] = FixedToInt(b0); \
+ pbrgba[count][ACOMP] = FixedToInt(a0); \
+ count++;
+
+#include "linetemp.h"
+
+ ctx->PB->count = count;
+ PB_CHECK_FLUSH( ctx, ctx->PB );
+}
+
+
+#define CHECK_FULL(count) \
+ if (count >= PB_SIZE-MAX_WIDTH) { \
+ ctx->PB->count = count; \
+ gl_flush_pb(ctx); \
+ count = ctx->PB->count; \
+ }
+
+
+
+/* Smooth shaded, color index, any width, maybe stippled */
+static void general_smooth_ci_line( GLcontext *ctx,
+ GLuint vert0, GLuint vert1, GLuint pvert )
+{
+ GLint count = ctx->PB->count;
+ GLint *pbx = ctx->PB->x;
+ GLint *pby = ctx->PB->y;
+ GLdepth *pbz = ctx->PB->z;
+ GLuint *pbi = ctx->PB->i;
+ (void) pvert;
+
+ if (ctx->Line.StippleFlag) {
+ /* stippled */
+#define INTERP_XY 1
+#define INTERP_Z 1
+#define INTERP_INDEX 1
+#define WIDE 1
+#define STIPPLE 1
+#define PLOT(X,Y) \
+ pbx[count] = X; \
+ pby[count] = Y; \
+ pbz[count] = Z; \
+ pbi[count] = I; \
+ count++; \
+ CHECK_FULL(count);
+#include "linetemp.h"
+ }
+ else {
+ /* unstippled */
+ if (ctx->Line.Width==2.0F) {
+ /* special case: unstippled and width=2 */
+#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; \
+ 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; \
+ pbi[count] = I; pbi[count+1] = I; \
+ count += 2; \
+ CHECK_FULL(count);
+#include "linetemp.h"
+ }
+ else {
+ /* unstippled, any width */
+#define INTERP_XY 1
+#define INTERP_Z 1
+#define INTERP_INDEX 1
+#define WIDE 1
+#define PLOT(X,Y) \
+ pbx[count] = X; \
+ pby[count] = Y; \
+ pbz[count] = Z; \
+ pbi[count] = I; \
+ count++; \
+ CHECK_FULL(count);
+#include "linetemp.h"
+ }
+ }
+
+ ctx->PB->count = count;
+ PB_CHECK_FLUSH( ctx, ctx->PB );
+}
+
+
+/* Flat shaded, color index, any width, maybe stippled */
+static void general_flat_ci_line( GLcontext *ctx,
+ GLuint vert0, GLuint vert1, GLuint pvert )
+{
+ GLint count;
+ GLint *pbx = ctx->PB->x;
+ GLint *pby = ctx->PB->y;
+ GLdepth *pbz = ctx->PB->z;
+ PB_SET_INDEX( ctx, ctx->PB, ctx->VB->IndexPtr->data[pvert] );
+ count = ctx->PB->count;
+
+ if (ctx->Line.StippleFlag) {
+ /* stippled, any width */
+#define INTERP_XY 1
+#define INTERP_Z 1
+#define WIDE 1
+#define STIPPLE 1
+#define PLOT(X,Y) \
+ pbx[count] = X; \
+ pby[count] = Y; \
+ pbz[count] = Z; \
+ count++; \
+ CHECK_FULL(count);
+#include "linetemp.h"
+ }
+ else {
+ /* unstippled */
+ if (ctx->Line.Width==2.0F) {
+ /* 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; \
+ 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; \
+ count += 2; \
+ CHECK_FULL(count);
+#include "linetemp.h"
+ }
+ else {
+ /* unstippled, any width */
+#define INTERP_XY 1
+#define INTERP_Z 1
+#define WIDE 1
+#define PLOT(X,Y) \
+ pbx[count] = X; \
+ pby[count] = Y; \
+ pbz[count] = Z; \
+ count++; \
+ CHECK_FULL(count);
+#include "linetemp.h"
+ }
+ }
+
+ ctx->PB->count = count;
+ PB_CHECK_FLUSH( ctx, ctx->PB );
+}
+
+
+
+static void general_smooth_rgba_line( GLcontext *ctx,
+ GLuint vert0, GLuint vert1, GLuint pvert)
+{
+ GLint count = ctx->PB->count;
+ GLint *pbx = ctx->PB->x;
+ GLint *pby = ctx->PB->y;
+ GLdepth *pbz = ctx->PB->z;
+ GLubyte (*pbrgba)[4] = ctx->PB->rgba;
+ (void) pvert;
+
+ if (ctx->Line.StippleFlag) {
+ /* stippled */
+#define INTERP_XY 1
+#define INTERP_Z 1
+#define INTERP_RGB 1
+#define INTERP_ALPHA 1
+#define WIDE 1
+#define STIPPLE 1
+#define PLOT(X,Y) \
+ pbx[count] = X; \
+ pby[count] = Y; \
+ pbz[count] = Z; \
+ pbrgba[count][RCOMP] = FixedToInt(r0); \
+ pbrgba[count][GCOMP] = FixedToInt(g0); \
+ pbrgba[count][BCOMP] = FixedToInt(b0); \
+ pbrgba[count][ACOMP] = FixedToInt(a0); \
+ count++; \
+ CHECK_FULL(count);
+#include "linetemp.h"
+ }
+ else {
+ /* unstippled */
+ if (ctx->Line.Width==2.0F) {
+ /* special case: unstippled and width=2 */
+#define INTERP_XY 1
+#define INTERP_Z 1
+#define INTERP_RGB 1
+#define INTERP_ALPHA 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; \
+ pbrgba[count][RCOMP] = FixedToInt(r0); \
+ pbrgba[count][GCOMP] = FixedToInt(g0); \
+ pbrgba[count][BCOMP] = FixedToInt(b0); \
+ pbrgba[count][ACOMP] = FixedToInt(a0); \
+ pbrgba[count+1][RCOMP] = FixedToInt(r0); \
+ pbrgba[count+1][GCOMP] = FixedToInt(g0); \
+ pbrgba[count+1][BCOMP] = FixedToInt(b0); \
+ pbrgba[count+1][ACOMP] = FixedToInt(a0); \
+ 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; \
+ pbrgba[count][RCOMP] = FixedToInt(r0); \
+ pbrgba[count][GCOMP] = FixedToInt(g0); \
+ pbrgba[count][BCOMP] = FixedToInt(b0); \
+ pbrgba[count][ACOMP] = FixedToInt(a0); \
+ pbrgba[count+1][RCOMP] = FixedToInt(r0); \
+ pbrgba[count+1][GCOMP] = FixedToInt(g0); \
+ pbrgba[count+1][BCOMP] = FixedToInt(b0); \
+ pbrgba[count+1][ACOMP] = FixedToInt(a0); \
+ count += 2; \
+ CHECK_FULL(count);
+#include "linetemp.h"
+ }
+ else {
+ /* unstippled, any width */
+#define INTERP_XY 1
+#define INTERP_Z 1
+#define INTERP_RGB 1
+#define INTERP_ALPHA 1
+#define WIDE 1
+#define PLOT(X,Y) \
+ pbx[count] = X; \
+ pby[count] = Y; \
+ pbz[count] = Z; \
+ pbrgba[count][RCOMP] = FixedToInt(r0); \
+ pbrgba[count][GCOMP] = FixedToInt(g0); \
+ pbrgba[count][BCOMP] = FixedToInt(b0); \
+ pbrgba[count][ACOMP] = FixedToInt(a0); \
+ count++; \
+ CHECK_FULL(count);
+#include "linetemp.h"
+ }
+ }
+
+ ctx->PB->count = count;
+ PB_CHECK_FLUSH( ctx, ctx->PB );
+}
+
+
+static void general_flat_rgba_line( GLcontext *ctx,
+ GLuint vert0, GLuint vert1, GLuint pvert )
+{
+ GLint count;
+ GLint *pbx = ctx->PB->x;
+ GLint *pby = ctx->PB->y;
+ GLdepth *pbz = ctx->PB->z;
+ GLubyte *color = ctx->VB->ColorPtr->data[pvert];
+ PB_SET_COLOR( ctx, ctx->PB, color[0], color[1], color[2], color[3] );
+ count = ctx->PB->count;
+
+ if (ctx->Line.StippleFlag) {
+ /* stippled */
+#define INTERP_XY 1
+#define INTERP_Z 1
+#define WIDE 1
+#define STIPPLE 1
+#define PLOT(X,Y) \
+ pbx[count] = X; \
+ pby[count] = Y; \
+ pbz[count] = Z; \
+ count++; \
+ CHECK_FULL(count);
+#include "linetemp.h"
+ }
+ else {
+ /* unstippled */
+ if (ctx->Line.Width==2.0F) {
+ /* 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; \
+ 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; \
+ count += 2; \
+ CHECK_FULL(count);
+#include "linetemp.h"
+ }
+ else {
+ /* unstippled, any width */
+#define INTERP_XY 1
+#define INTERP_Z 1
+#define WIDE 1
+#define PLOT(X,Y) \
+ pbx[count] = X; \
+ pby[count] = Y; \
+ pbz[count] = Z; \
+ count++; \
+ CHECK_FULL(count);
+#include "linetemp.h"
+ }
+ }
+
+ ctx->PB->count = count;
+ PB_CHECK_FLUSH( ctx, ctx->PB );
+}
+
+
+/* Flat-shaded, textured, any width, maybe stippled */
+static void flat_textured_line( GLcontext *ctx,
+ GLuint vert0, GLuint vert1, GLuint pv )
+{
+ GLint count;
+ GLint *pbx = ctx->PB->x;
+ GLint *pby = ctx->PB->y;
+ GLdepth *pbz = ctx->PB->z;
+ GLfloat *pbs = ctx->PB->s[0];
+ GLfloat *pbt = ctx->PB->t[0];
+ GLfloat *pbu = ctx->PB->u[0];
+ GLubyte *color = ctx->VB->ColorPtr->data[pv];
+ PB_SET_COLOR( ctx, ctx->PB, color[0], color[1], color[2], color[3] );
+ count = ctx->PB->count;
+
+ if (ctx->Line.StippleFlag) {
+ /* stippled */
+#define INTERP_XY 1
+#define INTERP_Z 1
+#define INTERP_STUV0 1
+#define WIDE 1
+#define STIPPLE 1
+#define PLOT(X,Y) \
+ { \
+ pbx[count] = X; \
+ pby[count] = Y; \
+ pbz[count] = Z; \
+ pbs[count] = s; \
+ pbt[count] = t; \
+ pbu[count] = u; \
+ count++; \
+ CHECK_FULL(count); \
+ }
+#include "linetemp.h"
+ }
+ else {
+ /* unstippled */
+#define INTERP_XY 1
+#define INTERP_Z 1
+#define INTERP_STUV0 1
+#define WIDE 1
+#define PLOT(X,Y) \
+ { \
+ pbx[count] = X; \
+ pby[count] = Y; \
+ pbz[count] = Z; \
+ pbs[count] = s; \
+ pbt[count] = t; \
+ pbu[count] = u; \
+ count++; \
+ CHECK_FULL(count); \
+ }
+#include "linetemp.h"
+ }
+
+ ctx->PB->count = count;
+ PB_CHECK_FLUSH( ctx, ctx->PB );
+}
+
+
+
+/* Smooth-shaded, textured, any width, maybe stippled */
+static void smooth_textured_line( GLcontext *ctx,
+ GLuint vert0, GLuint vert1, GLuint pvert )
+{
+ GLint count = ctx->PB->count;
+ GLint *pbx = ctx->PB->x;
+ GLint *pby = ctx->PB->y;
+ GLdepth *pbz = ctx->PB->z;
+ GLfloat *pbs = ctx->PB->s[0];
+ GLfloat *pbt = ctx->PB->t[0];
+ GLfloat *pbu = ctx->PB->u[0];
+ GLubyte (*pbrgba)[4] = ctx->PB->rgba;
+ (void) pvert;
+
+ if (ctx->Line.StippleFlag) {
+ /* stippled */
+#define INTERP_XY 1
+#define INTERP_Z 1
+#define INTERP_RGB 1
+#define INTERP_ALPHA 1
+#define INTERP_STUV0 1
+#define WIDE 1
+#define STIPPLE 1
+#define PLOT(X,Y) \
+ { \
+ pbx[count] = X; \
+ pby[count] = Y; \
+ pbz[count] = Z; \
+ pbs[count] = s; \
+ pbt[count] = t; \
+ pbu[count] = u; \
+ pbrgba[count][RCOMP] = FixedToInt(r0); \
+ pbrgba[count][GCOMP] = FixedToInt(g0); \
+ pbrgba[count][BCOMP] = FixedToInt(b0); \
+ pbrgba[count][ACOMP] = FixedToInt(a0); \
+ count++; \
+ CHECK_FULL(count); \
+ }
+#include "linetemp.h"
+ }
+ else {
+ /* unstippled */
+#define INTERP_XY 1
+#define INTERP_Z 1
+#define INTERP_RGB 1
+#define INTERP_ALPHA 1
+#define INTERP_STUV0 1
+#define WIDE 1
+#define PLOT(X,Y) \
+ { \
+ pbx[count] = X; \
+ pby[count] = Y; \
+ pbz[count] = Z; \
+ pbs[count] = s; \
+ pbt[count] = t; \
+ pbu[count] = u; \
+ pbrgba[count][RCOMP] = FixedToInt(r0); \
+ pbrgba[count][GCOMP] = FixedToInt(g0); \
+ pbrgba[count][BCOMP] = FixedToInt(b0); \
+ pbrgba[count][ACOMP] = FixedToInt(a0); \
+ count++; \
+ CHECK_FULL(count); \
+ }
+#include "linetemp.h"
+ }
+
+ ctx->PB->count = count;
+ PB_CHECK_FLUSH( ctx, ctx->PB );
+}
+
+
+/* Smooth-shaded, multitextured, any width, maybe stippled, separate specular
+ * color interpolation.
+ */
+static void smooth_multitextured_line( GLcontext *ctx,
+ GLuint vert0, GLuint vert1, GLuint pvert )
+{
+ GLint count = ctx->PB->count;
+ GLint *pbx = ctx->PB->x;
+ GLint *pby = ctx->PB->y;
+ GLdepth *pbz = ctx->PB->z;
+ GLfloat *pbs = ctx->PB->s[0];
+ GLfloat *pbt = ctx->PB->t[0];
+ GLfloat *pbu = ctx->PB->u[0];
+ GLfloat *pbs1 = ctx->PB->s[1];
+ GLfloat *pbt1 = ctx->PB->t[1];
+ GLfloat *pbu1 = ctx->PB->u[1];
+ GLubyte (*pbrgba)[4] = ctx->PB->rgba;
+ GLubyte (*pbspec)[3] = ctx->PB->spec;
+ (void) pvert;
+
+ if (ctx->Line.StippleFlag) {
+ /* stippled */
+#define INTERP_XY 1
+#define INTERP_Z 1
+#define INTERP_RGB 1
+#define INTERP_SPEC 1
+#define INTERP_ALPHA 1
+#define INTERP_STUV0 1
+#define INTERP_STUV1 1
+#define WIDE 1
+#define STIPPLE 1
+#define PLOT(X,Y) \
+ { \
+ pbx[count] = X; \
+ pby[count] = Y; \
+ pbz[count] = Z; \
+ pbs[count] = s; \
+ pbt[count] = t; \
+ pbu[count] = u; \
+ pbs1[count] = s1; \
+ pbt1[count] = t1; \
+ pbu1[count] = u1; \
+ pbrgba[count][RCOMP] = FixedToInt(r0); \
+ pbrgba[count][GCOMP] = FixedToInt(g0); \
+ pbrgba[count][BCOMP] = FixedToInt(b0); \
+ pbrgba[count][ACOMP] = FixedToInt(a0); \
+ pbspec[count][RCOMP] = FixedToInt(sr0); \
+ pbspec[count][GCOMP] = FixedToInt(sg0); \
+ pbspec[count][BCOMP] = FixedToInt(sb0); \
+ count++; \
+ CHECK_FULL(count); \
+ }
+#include "linetemp.h"
+ }
+ else {
+ /* unstippled */
+#define INTERP_XY 1
+#define INTERP_Z 1
+#define INTERP_RGB 1
+#define INTERP_SPEC 1
+#define INTERP_ALPHA 1
+#define INTERP_STUV0 1
+#define INTERP_STUV1 1
+#define WIDE 1
+#define PLOT(X,Y) \
+ { \
+ pbx[count] = X; \
+ pby[count] = Y; \
+ pbz[count] = Z; \
+ pbs[count] = s; \
+ pbt[count] = t; \
+ pbu[count] = u; \
+ pbs1[count] = s1; \
+ pbt1[count] = t1; \
+ pbu1[count] = u1; \
+ pbrgba[count][RCOMP] = FixedToInt(r0); \
+ pbrgba[count][GCOMP] = FixedToInt(g0); \
+ pbrgba[count][BCOMP] = FixedToInt(b0); \
+ pbrgba[count][ACOMP] = FixedToInt(a0); \
+ pbspec[count][RCOMP] = FixedToInt(sr0); \
+ pbspec[count][GCOMP] = FixedToInt(sg0); \
+ pbspec[count][BCOMP] = FixedToInt(sb0); \
+ count++; \
+ CHECK_FULL(count); \
+ }
+#include "linetemp.h"
+ }
+
+ ctx->PB->count = count;
+ PB_CHECK_FLUSH( ctx, ctx->PB );
+}
+
+
+/*
+ * 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, red, green, blue, coverage ); }
+#include "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 )
+{
+#define INTERP_RGBA 1
+#define INTERP_STUV0 1
+#define PLOT(x, y) \
+ { \
+ PB_WRITE_TEX_PIXEL( pb, (x), (y), z, red, green, blue, coverage, \
+ s, t, u ); \
+ }
+#include "lnaatemp.h"
+}
+
+
+/*
+ * 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_STUV0 1
+#define INTERP_STUV1 1
+#define PLOT(x, y) \
+ { \
+ PB_WRITE_MULTITEX_SPEC_PIXEL( pb, (x), (y), z, \
+ red, green, blue, coverage, specRed, specGreen, specBlue, \
+ s, t, u, s1, t1, u1 ); \
+ }
+#include "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, index + coverage ); \
+ }
+#include "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;
+}
+
+
+/*
+ * Determine which line drawing function to use given the current
+ * rendering context.
+ */
+void gl_set_line_function( GLcontext *ctx )
+{
+ GLboolean rgbmode = ctx->Visual->RGBAflag;
+ /* TODO: antialiased lines */
+
+ 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.ReallyEnabled >= TEXTURE1_1D
+ || ctx->Light.Model.ColorControl==GL_SEPARATE_SPECULAR_COLOR)
+ /* 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;
+ }
+ }
+ else if (ctx->Texture.ReallyEnabled) {
+ if (ctx->Texture.ReallyEnabled >= TEXTURE1_1D
+ || ctx->Light.Model.ColorControl==GL_SEPARATE_SPECULAR_COLOR) {
+ /* multi-texture and/or separate specular color */
+ ctx->Driver.LineFunc = smooth_multitextured_line;
+ }
+ else {
+ if (ctx->Light.ShadeModel==GL_SMOOTH) {
+ ctx->Driver.LineFunc = smooth_textured_line;
+ }
+ else {
+ ctx->Driver.LineFunc = flat_textured_line;
+ }
+ }
+ }
+ else if (ctx->Line.Width!=1.0 || ctx->Line.StippleFlag
+ || ctx->Line.SmoothFlag) {
+ if (ctx->Light.ShadeModel==GL_SMOOTH) {
+ if (rgbmode)
+ ctx->Driver.LineFunc = general_smooth_rgba_line;
+ else
+ ctx->Driver.LineFunc = general_smooth_ci_line;
+ }
+ else {
+ if (rgbmode)
+ ctx->Driver.LineFunc = general_flat_rgba_line;
+ else
+ ctx->Driver.LineFunc = general_flat_ci_line;
+ }
+ }
+ else {
+ if (ctx->Light.ShadeModel==GL_SMOOTH) {
+ /* Width==1, non-stippled, smooth-shaded */
+ if (ctx->Depth.Test
+ || (ctx->Fog.Enabled && ctx->Hint.Fog==GL_NICEST)) {
+ if (rgbmode)
+ ctx->Driver.LineFunc = smooth_rgba_z_line;
+ else
+ ctx->Driver.LineFunc = smooth_ci_z_line;
+ }
+ else {
+ if (rgbmode)
+ ctx->Driver.LineFunc = smooth_rgba_line;
+ else
+ ctx->Driver.LineFunc = smooth_ci_line;
+ }
+ }
+ else {
+ /* Width==1, non-stippled, flat-shaded */
+ if (ctx->Depth.Test
+ || (ctx->Fog.Enabled && ctx->Hint.Fog==GL_NICEST)) {
+ if (rgbmode)
+ ctx->Driver.LineFunc = flat_rgba_z_line;
+ else
+ ctx->Driver.LineFunc = flat_ci_z_line;
+ }
+ else {
+ if (rgbmode)
+ ctx->Driver.LineFunc = flat_rgba_line;
+ else
+ ctx->Driver.LineFunc = flat_ci_line;
+ }
+ }
+ }
+ }
+ else if (ctx->RenderMode==GL_FEEDBACK) {
+ ctx->Driver.LineFunc = feedback_line;
+ }
+ else {
+ /* GL_SELECT mode */
+ ctx->Driver.LineFunc = select_line;
+ }
+}
+