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-rw-r--r--src/mesa/main/points.c1344
1 files changed, 1344 insertions, 0 deletions
diff --git a/src/mesa/main/points.c b/src/mesa/main/points.c
new file mode 100644
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--- /dev/null
+++ b/src/mesa/main/points.c
@@ -0,0 +1,1344 @@
+/* $Id: points.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 "context.h"
+#include "feedback.h"
+#include "macros.h"
+#include "pb.h"
+#include "span.h"
+#include "texstate.h"
+#include "types.h"
+#include "vb.h"
+#include "mmath.h"
+#ifdef XFree86Server
+#include "GL/xf86glx.h"
+#endif
+#endif
+
+
+
+void gl_PointSize( GLcontext *ctx, GLfloat size )
+{
+ if (size<=0.0) {
+ gl_error( ctx, GL_INVALID_VALUE, "glPointSize" );
+ return;
+ }
+ ASSERT_OUTSIDE_BEGIN_END_AND_FLUSH(ctx, "glPointSize");
+
+ if (ctx->Point.Size != size) {
+ ctx->Point.Size = size;
+ ctx->TriangleCaps &= DD_POINT_SIZE;
+ if (size != 1.0) ctx->TriangleCaps |= DD_POINT_SIZE;
+ ctx->NewState |= NEW_RASTER_OPS;
+ }
+}
+
+
+
+void gl_PointParameterfvEXT( GLcontext *ctx, GLenum pname,
+ const GLfloat *params)
+{
+ ASSERT_OUTSIDE_BEGIN_END_AND_FLUSH(ctx, "glPointParameterfvEXT");
+ if(pname==GL_DISTANCE_ATTENUATION_EXT) {
+ GLboolean tmp = ctx->Point.Attenuated;
+ COPY_3V(ctx->Point.Params,params);
+ ctx->Point.Attenuated = (params[0] != 1.0 ||
+ params[1] != 0.0 ||
+ params[2] != 0.0);
+
+ if (tmp != ctx->Point.Attenuated) {
+ ctx->Enabled ^= ENABLE_POINT_ATTEN;
+ ctx->TriangleCaps ^= DD_POINT_ATTEN;
+ ctx->NewState |= NEW_RASTER_OPS;
+ }
+ } else {
+ if (*params<0.0 ) {
+ gl_error( ctx, GL_INVALID_VALUE, "glPointParameterfvEXT" );
+ return;
+ }
+ switch (pname) {
+ case GL_POINT_SIZE_MIN_EXT:
+ ctx->Point.MinSize=*params;
+ break;
+ case GL_POINT_SIZE_MAX_EXT:
+ ctx->Point.MaxSize=*params;
+ break;
+ case GL_POINT_FADE_THRESHOLD_SIZE_EXT:
+ ctx->Point.Threshold=*params;
+ break;
+ default:
+ gl_error( ctx, GL_INVALID_ENUM, "glPointParameterfvEXT" );
+ return;
+ }
+ }
+ ctx->NewState |= NEW_RASTER_OPS;
+}
+
+
+/**********************************************************************/
+/***** Rasterization *****/
+/**********************************************************************/
+
+
+/*
+ * There are 3 pairs (RGBA, CI) of point rendering functions:
+ * 1. simple: size=1 and no special rasterization functions (fastest)
+ * 2. size1: size=1 and any rasterization functions
+ * 3. general: any size and rasterization functions (slowest)
+ *
+ * All point rendering functions take the same two arguments: first and
+ * last which specify that the points specified by VB[first] through
+ * VB[last] are to be rendered.
+ */
+
+
+
+/*
+ * Put points in feedback buffer.
+ */
+static void feedback_points( GLcontext *ctx, GLuint first, GLuint last )
+{
+ struct vertex_buffer *VB = ctx->VB;
+ GLuint texUnit = ctx->Texture.CurrentTransformUnit;
+ GLuint tsize = VB->TexCoordPtr[texUnit]->size;
+ GLuint i;
+ GLfloat texcoord[4];
+
+ ASSIGN_4V(texcoord, 0,0,0,1);
+
+ for (i=first;i<=last;i++) {
+ if (VB->ClipMask[i]==0) {
+ GLfloat x, y, z, w, invq;
+ GLfloat color[4];
+ x = VB->Win.data[i][0];
+ y = VB->Win.data[i][1];
+ z = VB->Win.data[i][2] / DEPTH_SCALE;
+ w = VB->ClipPtr->data[i][3];
+
+ if (tsize == 4) {
+ invq = 1.0F / VB->TexCoordPtr[texUnit]->data[i][3];
+ texcoord[0] = VB->TexCoordPtr[texUnit]->data[i][0] * invq;
+ texcoord[1] = VB->TexCoordPtr[texUnit]->data[i][1] * invq;
+ texcoord[2] = VB->TexCoordPtr[texUnit]->data[i][2] * invq;
+ texcoord[3] = VB->TexCoordPtr[texUnit]->data[i][3];
+ } else {
+ COPY_SZ_4V(texcoord, tsize, VB->TexCoordPtr[texUnit]->data[i]);
+ }
+
+ FEEDBACK_TOKEN( ctx, (GLfloat) (GLint) GL_POINT_TOKEN );
+
+ UBYTE_RGBA_TO_FLOAT_RGBA( color, VB->ColorPtr->data[i] );
+
+ gl_feedback_vertex( ctx, x, y, z, w, color,
+ (GLfloat) VB->IndexPtr->data[i], texcoord
+);
+ }
+ }
+}
+
+
+
+/*
+ * Put points in selection buffer.
+ */
+static void select_points( GLcontext *ctx, GLuint first, GLuint last )
+{
+ struct vertex_buffer *VB = ctx->VB;
+ GLuint i;
+
+ for (i=first;i<=last;i++) {
+ if (VB->ClipMask[i]==0) {
+ gl_update_hitflag( ctx, VB->Win.data[i][2] / DEPTH_SCALE );
+ }
+ }
+}
+
+
+/*
+ * CI points with size == 1.0
+ */
+void size1_ci_points( GLcontext *ctx, GLuint first, GLuint last )
+{
+ struct vertex_buffer *VB = ctx->VB;
+ struct pixel_buffer *PB = ctx->PB;
+ GLfloat *win;
+ GLint *pbx = PB->x, *pby = PB->y;
+ GLdepth *pbz = PB->z;
+ GLuint *pbi = PB->i;
+ GLuint pbcount = PB->count;
+ GLuint i;
+
+ win = &VB->Win.data[first][0];
+ for (i=first;i<=last;i++) {
+ if (VB->ClipMask[i]==0) {
+ pbx[pbcount] = (GLint) win[0];
+ pby[pbcount] = (GLint) win[1];
+ pbz[pbcount] = (GLint) (win[2] + ctx->PointZoffset);
+ pbi[pbcount] = VB->IndexPtr->data[i];
+ pbcount++;
+ }
+ win += 3;
+ }
+ PB->count = pbcount;
+ PB_CHECK_FLUSH(ctx, PB);
+}
+
+
+
+/*
+ * RGBA points with size == 1.0
+ */
+static void size1_rgba_points( GLcontext *ctx, GLuint first, GLuint last )
+{
+ struct vertex_buffer *VB = ctx->VB;
+ struct pixel_buffer *PB = ctx->PB;
+ GLuint i;
+
+ for (i=first;i<=last;i++) {
+ if (VB->ClipMask[i]==0) {
+ GLint x, y, z;
+ GLint red, green, blue, alpha;
+
+ x = (GLint) VB->Win.data[i][0];
+ y = (GLint) VB->Win.data[i][1];
+ z = (GLint) (VB->Win.data[i][2] + ctx->PointZoffset);
+
+ red = VB->ColorPtr->data[i][0];
+ green = VB->ColorPtr->data[i][1];
+ blue = VB->ColorPtr->data[i][2];
+ alpha = VB->ColorPtr->data[i][3];
+
+ PB_WRITE_RGBA_PIXEL( PB, x, y, z, red, green, blue, alpha );
+ }
+ }
+ PB_CHECK_FLUSH(ctx,PB);
+}
+
+
+
+/*
+ * General CI points.
+ */
+static void general_ci_points( GLcontext *ctx, GLuint first, GLuint last )
+{
+ struct vertex_buffer *VB = ctx->VB;
+ struct pixel_buffer *PB = ctx->PB;
+ GLuint i;
+ GLint isize = (GLint) (CLAMP(ctx->Point.Size,MIN_POINT_SIZE,MAX_POINT_SIZE) + 0.5F);
+ GLint radius = isize >> 1;
+
+ for (i=first;i<=last;i++) {
+ if (VB->ClipMask[i]==0) {
+ GLint x, y, z;
+ GLint x0, x1, y0, y1;
+ GLint ix, iy;
+
+ x = (GLint) VB->Win.data[i][0];
+ y = (GLint) VB->Win.data[i][1];
+ z = (GLint) (VB->Win.data[i][2] + ctx->PointZoffset);
+
+ if (isize & 1) {
+ /* odd size */
+ x0 = x - radius;
+ x1 = x + radius;
+ y0 = y - radius;
+ y1 = y + radius;
+ }
+ else {
+ /* even size */
+ x0 = (GLint) (x + 1.5F) - radius;
+ x1 = x0 + isize - 1;
+ y0 = (GLint) (y + 1.5F) - radius;
+ y1 = y0 + isize - 1;
+ }
+
+ PB_SET_INDEX( ctx, PB, VB->IndexPtr->data[i] );
+
+ for (iy=y0;iy<=y1;iy++) {
+ for (ix=x0;ix<=x1;ix++) {
+ PB_WRITE_PIXEL( PB, ix, iy, z );
+ }
+ }
+ PB_CHECK_FLUSH(ctx,PB);
+ }
+ }
+}
+
+
+/*
+ * General RGBA points.
+ */
+static void general_rgba_points( GLcontext *ctx, GLuint first, GLuint last )
+{
+ struct vertex_buffer *VB = ctx->VB;
+ struct pixel_buffer *PB = ctx->PB;
+ GLuint i;
+ GLint isize = (GLint) (CLAMP(ctx->Point.Size,MIN_POINT_SIZE,MAX_POINT_SIZE) + 0.5F);
+ GLint radius = isize >> 1;
+
+ for (i=first;i<=last;i++) {
+ if (VB->ClipMask[i]==0) {
+ GLint x, y, z;
+ GLint x0, x1, y0, y1;
+ GLint ix, iy;
+
+ x = (GLint) VB->Win.data[i][0];
+ y = (GLint) VB->Win.data[i][1];
+ z = (GLint) (VB->Win.data[i][2] + ctx->PointZoffset);
+
+ if (isize & 1) {
+ /* odd size */
+ x0 = x - radius;
+ x1 = x + radius;
+ y0 = y - radius;
+ y1 = y + radius;
+ }
+ else {
+ /* even size */
+ x0 = (GLint) (x + 1.5F) - radius;
+ x1 = x0 + isize - 1;
+ y0 = (GLint) (y + 1.5F) - radius;
+ y1 = y0 + isize - 1;
+ }
+
+ PB_SET_COLOR( ctx, PB,
+ VB->ColorPtr->data[i][0],
+ VB->ColorPtr->data[i][1],
+ VB->ColorPtr->data[i][2],
+ VB->ColorPtr->data[i][3] );
+
+ for (iy=y0;iy<=y1;iy++) {
+ for (ix=x0;ix<=x1;ix++) {
+ PB_WRITE_PIXEL( PB, ix, iy, z );
+ }
+ }
+ PB_CHECK_FLUSH(ctx,PB);
+ }
+ }
+}
+
+
+
+
+/*
+ * Textured RGBA points.
+ */
+static void textured_rgba_points( GLcontext *ctx, GLuint first, GLuint last )
+{
+ struct vertex_buffer *VB = ctx->VB;
+ struct pixel_buffer *PB = ctx->PB;
+ GLuint i;
+
+ for (i=first;i<=last;i++) {
+ if (VB->ClipMask[i]==0) {
+ GLint x, y, z;
+ GLint x0, x1, y0, y1;
+ GLint ix, iy;
+ GLint isize, radius;
+ GLint red, green, blue, alpha;
+ GLfloat s, t, u;
+
+ x = (GLint) VB->Win.data[i][0];
+ y = (GLint) VB->Win.data[i][1];
+ z = (GLint) (VB->Win.data[i][2] + ctx->PointZoffset);
+
+ isize = (GLint)
+ (CLAMP(ctx->Point.Size,MIN_POINT_SIZE,MAX_POINT_SIZE) + 0.5F);
+ if (isize<1) {
+ isize = 1;
+ }
+ radius = isize >> 1;
+
+ if (isize & 1) {
+ /* odd size */
+ x0 = x - radius;
+ x1 = x + radius;
+ y0 = y - radius;
+ y1 = y + radius;
+ }
+ else {
+ /* even size */
+ x0 = (GLint) (x + 1.5F) - radius;
+ x1 = x0 + isize - 1;
+ y0 = (GLint) (y + 1.5F) - radius;
+ y1 = y0 + isize - 1;
+ }
+
+ red = VB->ColorPtr->data[i][0];
+ green = VB->ColorPtr->data[i][1];
+ blue = VB->ColorPtr->data[i][2];
+ alpha = VB->ColorPtr->data[i][3];
+
+ switch (VB->TexCoordPtr[0]->size) {
+ case 4:
+ s = VB->TexCoordPtr[0]->data[i][0]/VB->TexCoordPtr[0]->data[i][3];
+ t = VB->TexCoordPtr[0]->data[i][1]/VB->TexCoordPtr[0]->data[i][3];
+ u = VB->TexCoordPtr[0]->data[i][2]/VB->TexCoordPtr[0]->data[i][3];
+ break;
+ case 3:
+ s = VB->TexCoordPtr[0]->data[i][0];
+ t = VB->TexCoordPtr[0]->data[i][1];
+ u = VB->TexCoordPtr[0]->data[i][2];
+ break;
+ case 2:
+ s = VB->TexCoordPtr[0]->data[i][0];
+ t = VB->TexCoordPtr[0]->data[i][1];
+ u = 0.0;
+ break;
+ case 1:
+ s = VB->TexCoordPtr[0]->data[i][0];
+ t = 0.0;
+ u = 0.0;
+ break;
+ }
+
+
+
+
+/* don't think this is needed
+ PB_SET_COLOR( red, green, blue, alpha );
+*/
+
+ for (iy=y0;iy<=y1;iy++) {
+ for (ix=x0;ix<=x1;ix++) {
+ PB_WRITE_TEX_PIXEL( PB, ix, iy, z, red, green, blue, alpha, s, t, u );
+ }
+ }
+ PB_CHECK_FLUSH(ctx,PB);
+ }
+ }
+}
+
+
+/*
+ * Multitextured RGBA points.
+ */
+static void multitextured_rgba_points( GLcontext *ctx, GLuint first, GLuint last )
+{
+ struct vertex_buffer *VB = ctx->VB;
+ struct pixel_buffer *PB = ctx->PB;
+ GLuint i;
+
+ for (i=first;i<=last;i++) {
+ if (VB->ClipMask[i]==0) {
+ GLint x, y, z;
+ GLint x0, x1, y0, y1;
+ GLint ix, iy;
+ GLint isize, radius;
+ GLint red, green, blue, alpha;
+ GLfloat s, t, u;
+ GLfloat s1, t1, u1;
+
+ x = (GLint) VB->Win.data[i][0];
+ y = (GLint) VB->Win.data[i][1];
+ z = (GLint) (VB->Win.data[i][2] + ctx->PointZoffset);
+
+ isize = (GLint)
+ (CLAMP(ctx->Point.Size,MIN_POINT_SIZE,MAX_POINT_SIZE) + 0.5F);
+ if (isize<1) {
+ isize = 1;
+ }
+ radius = isize >> 1;
+
+ if (isize & 1) {
+ /* odd size */
+ x0 = x - radius;
+ x1 = x + radius;
+ y0 = y - radius;
+ y1 = y + radius;
+ }
+ else {
+ /* even size */
+ x0 = (GLint) (x + 1.5F) - radius;
+ x1 = x0 + isize - 1;
+ y0 = (GLint) (y + 1.5F) - radius;
+ y1 = y0 + isize - 1;
+ }
+
+ red = VB->ColorPtr->data[i][0];
+ green = VB->ColorPtr->data[i][1];
+ blue = VB->ColorPtr->data[i][2];
+ alpha = VB->ColorPtr->data[i][3];
+
+ switch (VB->TexCoordPtr[0]->size) {
+ case 4:
+ s = VB->TexCoordPtr[0]->data[i][0]/VB->TexCoordPtr[0]->data[i][3];
+ t = VB->TexCoordPtr[0]->data[i][1]/VB->TexCoordPtr[0]->data[i][3];
+ u = VB->TexCoordPtr[0]->data[i][2]/VB->TexCoordPtr[0]->data[i][3];
+ break;
+ case 3:
+ s = VB->TexCoordPtr[0]->data[i][0];
+ t = VB->TexCoordPtr[0]->data[i][1];
+ u = VB->TexCoordPtr[0]->data[i][2];
+ break;
+ case 2:
+ s = VB->TexCoordPtr[0]->data[i][0];
+ t = VB->TexCoordPtr[0]->data[i][1];
+ u = 0.0;
+ break;
+ case 1:
+ s = VB->TexCoordPtr[0]->data[i][0];
+ t = 0.0;
+ u = 0.0;
+ break;
+ }
+
+ switch (VB->TexCoordPtr[1]->size) {
+ case 4:
+ s1 = VB->TexCoordPtr[1]->data[i][0]/VB->TexCoordPtr[1]->data[i][3];
+ t1 = VB->TexCoordPtr[1]->data[i][1]/VB->TexCoordPtr[1]->data[i][3];
+ u1 = VB->TexCoordPtr[1]->data[i][2]/VB->TexCoordPtr[1]->data[i][3];
+ break;
+ case 3:
+ s1 = VB->TexCoordPtr[1]->data[i][0];
+ t1 = VB->TexCoordPtr[1]->data[i][1];
+ u1 = VB->TexCoordPtr[1]->data[i][2];
+ break;
+ case 2:
+ s1 = VB->TexCoordPtr[1]->data[i][0];
+ t1 = VB->TexCoordPtr[1]->data[i][1];
+ u1 = 0.0;
+ break;
+ case 1:
+ s1 = VB->TexCoordPtr[1]->data[i][0];
+ t1 = 0.0;
+ u1 = 0.0;
+ break;
+ }
+
+ for (iy=y0;iy<=y1;iy++) {
+ for (ix=x0;ix<=x1;ix++) {
+ PB_WRITE_MULTITEX_PIXEL( PB, ix, iy, z, red, green, blue, alpha, s, t, u, s1, t1, u1 );
+ }
+ }
+ PB_CHECK_FLUSH(ctx,PB);
+ }
+ }
+}
+
+
+
+
+/*
+ * Antialiased points with or without texture mapping.
+ */
+static void antialiased_rgba_points( GLcontext *ctx,
+ GLuint first, GLuint last )
+{
+ struct vertex_buffer *VB = ctx->VB;
+ struct pixel_buffer *PB = ctx->PB;
+ GLuint i;
+ GLfloat radius, rmin, rmax, rmin2, rmax2, cscale;
+
+ radius = CLAMP( ctx->Point.Size, MIN_POINT_SIZE, MAX_POINT_SIZE ) * 0.5F;
+ rmin = radius - 0.7071F; /* 0.7071 = sqrt(2)/2 */
+ rmax = radius + 0.7071F;
+ rmin2 = rmin*rmin;
+ rmax2 = rmax*rmax;
+ cscale = 256.0F / (rmax2-rmin2);
+
+ if (ctx->Texture.ReallyEnabled) {
+ for (i=first;i<=last;i++) {
+ if (VB->ClipMask[i]==0) {
+ GLint xmin, ymin, xmax, ymax;
+ GLint x, y, z;
+ GLint red, green, blue, alpha;
+ GLfloat s, t, u;
+ GLfloat s1, t1, u1;
+
+ xmin = (GLint) (VB->Win.data[i][0] - radius);
+ xmax = (GLint) (VB->Win.data[i][0] + radius);
+ ymin = (GLint) (VB->Win.data[i][1] - radius);
+ ymax = (GLint) (VB->Win.data[i][1] + radius);
+ z = (GLint) (VB->Win.data[i][2] + ctx->PointZoffset);
+
+ red = VB->ColorPtr->data[i][0];
+ green = VB->ColorPtr->data[i][1];
+ blue = VB->ColorPtr->data[i][2];
+
+ switch (VB->TexCoordPtr[0]->size) {
+ case 4:
+ s = (VB->TexCoordPtr[0]->data[i][0]/
+ VB->TexCoordPtr[0]->data[i][3]);
+ t = (VB->TexCoordPtr[0]->data[i][1]/
+ VB->TexCoordPtr[0]->data[i][3]);
+ u = (VB->TexCoordPtr[0]->data[i][2]/
+ VB->TexCoordPtr[0]->data[i][3]);
+ break;
+ case 3:
+ s = VB->TexCoordPtr[0]->data[i][0];
+ t = VB->TexCoordPtr[0]->data[i][1];
+ u = VB->TexCoordPtr[0]->data[i][2];
+ break;
+ case 2:
+ s = VB->TexCoordPtr[0]->data[i][0];
+ t = VB->TexCoordPtr[0]->data[i][1];
+ u = 0.0;
+ break;
+ case 1:
+ s = VB->TexCoordPtr[0]->data[i][0];
+ t = 0.0;
+ u = 0.0;
+ break;
+ }
+
+ if (ctx->Texture.ReallyEnabled >= TEXTURE1_1D) {
+ /* Multitextured! This is probably a slow enough path that
+ there's no reason to specialize the multitexture case. */
+ switch (VB->TexCoordPtr[1]->size) {
+ case 4:
+ s1 = ( VB->TexCoordPtr[1]->data[i][0] /
+ VB->TexCoordPtr[1]->data[i][3]);
+ t1 = ( VB->TexCoordPtr[1]->data[i][1] /
+ VB->TexCoordPtr[1]->data[i][3]);
+ u1 = ( VB->TexCoordPtr[1]->data[i][2] /
+ VB->TexCoordPtr[1]->data[i][3]);
+ break;
+ case 3:
+ s1 = VB->TexCoordPtr[1]->data[i][0];
+ t1 = VB->TexCoordPtr[1]->data[i][1];
+ u1 = VB->TexCoordPtr[1]->data[i][2];
+ break;
+ case 2:
+ s1 = VB->TexCoordPtr[1]->data[i][0];
+ t1 = VB->TexCoordPtr[1]->data[i][1];
+ u1 = 0.0;
+ break;
+ case 1:
+ s1 = VB->TexCoordPtr[1]->data[i][0];
+ t1 = 0.0;
+ u1 = 0.0;
+ break;
+ }
+ }
+
+ for (y=ymin;y<=ymax;y++) {
+ for (x=xmin;x<=xmax;x++) {
+ GLfloat dx = x/*+0.5F*/ - VB->Win.data[i][0];
+ GLfloat dy = y/*+0.5F*/ - VB->Win.data[i][1];
+ GLfloat dist2 = dx*dx + dy*dy;
+ if (dist2<rmax2) {
+ alpha = VB->ColorPtr->data[i][3];
+ if (dist2>=rmin2) {
+ GLint coverage = (GLint) (256.0F-(dist2-rmin2)*cscale);
+ /* coverage is in [0,256] */
+ alpha = (alpha * coverage) >> 8;
+ }
+ if (ctx->Texture.ReallyEnabled >= TEXTURE1_1D) {
+ PB_WRITE_MULTITEX_PIXEL( PB, x,y,z, red, green, blue,
+ alpha, s, t, u, s1, t1, u1 );
+ } else {
+ PB_WRITE_TEX_PIXEL( PB, x,y,z, red, green, blue,
+ alpha, s, t, u );
+ }
+ }
+ }
+ }
+
+ PB_CHECK_FLUSH(ctx,PB);
+ }
+ }
+ }
+ else {
+ /* Not texture mapped */
+ for (i=first;i<=last;i++) {
+ if (VB->ClipMask[i]==0) {
+ GLint xmin, ymin, xmax, ymax;
+ GLint x, y, z;
+ GLint red, green, blue, alpha;
+
+ xmin = (GLint) (VB->Win.data[i][0] - radius);
+ xmax = (GLint) (VB->Win.data[i][0] + radius);
+ ymin = (GLint) (VB->Win.data[i][1] - radius);
+ ymax = (GLint) (VB->Win.data[i][1] + radius);
+ z = (GLint) (VB->Win.data[i][2] + ctx->PointZoffset);
+
+ red = VB->ColorPtr->data[i][0];
+ green = VB->ColorPtr->data[i][1];
+ blue = VB->ColorPtr->data[i][2];
+
+ for (y=ymin;y<=ymax;y++) {
+ for (x=xmin;x<=xmax;x++) {
+ GLfloat dx = x/*+0.5F*/ - VB->Win.data[i][0];
+ GLfloat dy = y/*+0.5F*/ - VB->Win.data[i][1];
+ GLfloat dist2 = dx*dx + dy*dy;
+ if (dist2<rmax2) {
+ alpha = VB->ColorPtr->data[i][3];
+ if (dist2>=rmin2) {
+ GLint coverage = (GLint) (256.0F-(dist2-rmin2)*cscale);
+ /* coverage is in [0,256] */
+ alpha = (alpha * coverage) >> 8;
+ }
+ PB_WRITE_RGBA_PIXEL( PB, x, y, z, red, green, blue,
+ alpha );
+ }
+ }
+ }
+ PB_CHECK_FLUSH(ctx,PB);
+ }
+ }
+ }
+}
+
+
+
+/*
+ * Null rasterizer for measuring transformation speed.
+ */
+static void null_points( GLcontext *ctx, GLuint first, GLuint last )
+{
+ (void) ctx;
+ (void) first;
+ (void) last;
+}
+
+
+
+/* Definition of the functions for GL_EXT_point_parameters */
+
+/* Calculates the distance attenuation formula of a vector of points in
+ * eye space coordinates
+ */
+static void dist3(GLfloat *out, GLuint first, GLuint last,
+ const GLcontext *ctx, const GLvector4f *v)
+{
+ GLuint stride = v->stride;
+ GLfloat *p = VEC_ELT(v, GLfloat, first);
+ GLuint i;
+
+ for (i = first ; i <= last ; i++, STRIDE_F(p, stride) )
+ {
+ GLfloat dist = GL_SQRT(p[0]*p[0]+p[1]*p[1]+p[2]*p[2]);
+ out[i] = 1/(ctx->Point.Params[0]+
+ dist * (ctx->Point.Params[1] +
+ dist * ctx->Point.Params[2]));
+ }
+}
+
+static void dist2(GLfloat *out, GLuint first, GLuint last,
+ const GLcontext *ctx, const GLvector4f *v)
+{
+ GLuint stride = v->stride;
+ GLfloat *p = VEC_ELT(v, GLfloat, first);
+ GLuint i;
+
+ for (i = first ; i <= last ; i++, STRIDE_F(p, stride) )
+ {
+ GLfloat dist = GL_SQRT(p[0]*p[0]+p[1]*p[1]);
+ out[i] = 1/(ctx->Point.Params[0]+
+ dist * (ctx->Point.Params[1] +
+ dist * ctx->Point.Params[2]));
+ }
+}
+
+
+typedef void (*dist_func)(GLfloat *out, GLuint first, GLuint last,
+ const GLcontext *ctx, const GLvector4f *v);
+
+
+static dist_func eye_dist_tab[5] = {
+ 0,
+ 0,
+ dist2,
+ dist3,
+ dist3
+};
+
+
+static void clip_dist(GLfloat *out, GLuint first, GLuint last,
+ const GLcontext *ctx, GLvector4f *clip)
+{
+ /* this is never called */
+ gl_problem(NULL, "clip_dist() called - dead code!\n");
+
+ (void) out;
+ (void) first;
+ (void) last;
+ (void) ctx;
+ (void) clip;
+
+#if 0
+ GLuint i;
+ const GLfloat *from = (GLfloat *)clip_vec->start;
+ const GLuint stride = clip_vec->stride;
+
+ for (i = first ; i <= last ; i++ )
+ {
+ GLfloat dist = win[i][2];
+ out[i] = 1/(ctx->Point.Params[0]+
+ dist * (ctx->Point.Params[1] +
+ dist * ctx->Point.Params[2]));
+ }
+#endif
+}
+
+
+
+/*
+ * Distance Attenuated General CI points.
+ */
+static void dist_atten_general_ci_points( GLcontext *ctx, GLuint first,
+ GLuint last )
+{
+ struct vertex_buffer *VB = ctx->VB;
+ struct pixel_buffer *PB = ctx->PB;
+ GLuint i;
+ GLfloat psize,dsize;
+ GLfloat dist[VB_SIZE];
+ psize=CLAMP(ctx->Point.Size,MIN_POINT_SIZE,MAX_POINT_SIZE);
+
+ if (ctx->NeedEyeCoords)
+ (eye_dist_tab[VB->EyePtr->size])( dist, first, last, ctx, VB->EyePtr );
+ else
+ clip_dist( dist, first, last, ctx, VB->ClipPtr );
+
+ for (i=first;i<=last;i++) {
+ if (VB->ClipMask[i]==0) {
+ GLint x, y, z;
+ GLint x0, x1, y0, y1;
+ GLint ix, iy;
+ GLint isize, radius;
+
+ x = (GLint) VB->Win.data[i][0];
+ y = (GLint) VB->Win.data[i][1];
+ z = (GLint) (VB->Win.data[i][2] + ctx->PointZoffset);
+
+ dsize=psize*dist[i];
+ if(dsize>=ctx->Point.Threshold) {
+ isize=(GLint) (MIN2(dsize,ctx->Point.MaxSize)+0.5F);
+ } else {
+ isize=(GLint) (MAX2(ctx->Point.Threshold,ctx->Point.MinSize)+0.5F);
+ }
+ radius = isize >> 1;
+
+ if (isize & 1) {
+ /* odd size */
+ x0 = x - radius;
+ x1 = x + radius;
+ y0 = y - radius;
+ y1 = y + radius;
+ }
+ else {
+ /* even size */
+ x0 = (GLint) (x + 1.5F) - radius;
+ x1 = x0 + isize - 1;
+ y0 = (GLint) (y + 1.5F) - radius;
+ y1 = y0 + isize - 1;
+ }
+
+ PB_SET_INDEX( ctx, PB, VB->IndexPtr->data[i] );
+
+ for (iy=y0;iy<=y1;iy++) {
+ for (ix=x0;ix<=x1;ix++) {
+ PB_WRITE_PIXEL( PB, ix, iy, z );
+ }
+ }
+ PB_CHECK_FLUSH(ctx,PB);
+ }
+ }
+}
+
+/*
+ * Distance Attenuated General RGBA points.
+ */
+static void dist_atten_general_rgba_points( GLcontext *ctx, GLuint first,
+ GLuint last )
+{
+ struct vertex_buffer *VB = ctx->VB;
+ struct pixel_buffer *PB = ctx->PB;
+ GLuint i;
+ GLubyte alpha;
+ GLfloat psize,dsize;
+ GLfloat dist[VB_SIZE];
+ psize=CLAMP(ctx->Point.Size,MIN_POINT_SIZE,MAX_POINT_SIZE);
+
+ if (ctx->NeedEyeCoords)
+ (eye_dist_tab[VB->EyePtr->size])( dist, first, last, ctx, VB->EyePtr );
+ else
+ clip_dist( dist, first, last, ctx, VB->ClipPtr );
+
+ for (i=first;i<=last;i++) {
+ if (VB->ClipMask[i]==0) {
+ GLint x, y, z;
+ GLint x0, x1, y0, y1;
+ GLint ix, iy;
+ GLint isize, radius;
+
+ x = (GLint) VB->Win.data[i][0];
+ y = (GLint) VB->Win.data[i][1];
+ z = (GLint) (VB->Win.data[i][2] + ctx->PointZoffset);
+ dsize=psize*dist[i];
+ if (dsize >= ctx->Point.Threshold) {
+ isize = (GLint) (MIN2(dsize,ctx->Point.MaxSize)+0.5F);
+ alpha = VB->ColorPtr->data[i][3];
+ }
+ else {
+ isize = (GLint) (MAX2(ctx->Point.Threshold,ctx->Point.MinSize)+0.5F);
+ dsize /= ctx->Point.Threshold;
+ alpha = (GLint) (VB->ColorPtr->data[i][3]* (dsize*dsize));
+ }
+ radius = isize >> 1;
+
+ if (isize & 1) {
+ /* odd size */
+ x0 = x - radius;
+ x1 = x + radius;
+ y0 = y - radius;
+ y1 = y + radius;
+ }
+ else {
+ /* even size */
+ x0 = (GLint) (x + 1.5F) - radius;
+ x1 = x0 + isize - 1;
+ y0 = (GLint) (y + 1.5F) - radius;
+ y1 = y0 + isize - 1;
+ }
+
+ PB_SET_COLOR( ctx, PB,
+ VB->ColorPtr->data[i][0],
+ VB->ColorPtr->data[i][1],
+ VB->ColorPtr->data[i][2],
+ alpha );
+
+ for (iy=y0;iy<=y1;iy++) {
+ for (ix=x0;ix<=x1;ix++) {
+ PB_WRITE_PIXEL( PB, ix, iy, z );
+ }
+ }
+ PB_CHECK_FLUSH(ctx,PB);
+ }
+ }
+}
+
+/*
+ * Distance Attenuated Textured RGBA points.
+ */
+static void dist_atten_textured_rgba_points( GLcontext *ctx, GLuint first,
+ GLuint last )
+{
+ struct vertex_buffer *VB = ctx->VB;
+ struct pixel_buffer *PB = ctx->PB;
+ GLuint i;
+ GLfloat psize,dsize;
+ GLfloat dist[VB_SIZE];
+ psize=CLAMP(ctx->Point.Size,MIN_POINT_SIZE,MAX_POINT_SIZE);
+
+ if (ctx->NeedEyeCoords)
+ (eye_dist_tab[VB->EyePtr->size])( dist, first, last, ctx, VB->EyePtr );
+ else
+ clip_dist( dist, first, last, ctx, VB->ClipPtr );
+
+ for (i=first;i<=last;i++) {
+ if (VB->ClipMask[i]==0) {
+ GLint x, y, z;
+ GLint x0, x1, y0, y1;
+ GLint ix, iy;
+ GLint isize, radius;
+ GLint red, green, blue, alpha;
+ GLfloat s, t, u;
+ GLfloat s1, t1, u1;
+
+ x = (GLint) VB->Win.data[i][0];
+ y = (GLint) VB->Win.data[i][1];
+ z = (GLint) (VB->Win.data[i][2] + ctx->PointZoffset);
+
+ dsize=psize*dist[i];
+ if(dsize>=ctx->Point.Threshold) {
+ isize=(GLint) (MIN2(dsize,ctx->Point.MaxSize)+0.5F);
+ alpha=VB->ColorPtr->data[i][3];
+ } else {
+ isize=(GLint) (MAX2(ctx->Point.Threshold,ctx->Point.MinSize)+0.5F);
+ dsize/=ctx->Point.Threshold;
+ alpha = (GLint) (VB->ColorPtr->data[i][3]* (dsize*dsize));
+ }
+
+ if (isize<1) {
+ isize = 1;
+ }
+ radius = isize >> 1;
+
+ if (isize & 1) {
+ /* odd size */
+ x0 = x - radius;
+ x1 = x + radius;
+ y0 = y - radius;
+ y1 = y + radius;
+ }
+ else {
+ /* even size */
+ x0 = (GLint) (x + 1.5F) - radius;
+ x1 = x0 + isize - 1;
+ y0 = (GLint) (y + 1.5F) - radius;
+ y1 = y0 + isize - 1;
+ }
+
+ red = VB->ColorPtr->data[i][0];
+ green = VB->ColorPtr->data[i][1];
+ blue = VB->ColorPtr->data[i][2];
+
+ switch (VB->TexCoordPtr[0]->size) {
+ case 4:
+ s = (VB->TexCoordPtr[0]->data[i][0]/
+ VB->TexCoordPtr[0]->data[i][3]);
+ t = (VB->TexCoordPtr[0]->data[i][1]/
+ VB->TexCoordPtr[0]->data[i][3]);
+ u = (VB->TexCoordPtr[0]->data[i][2]/
+ VB->TexCoordPtr[0]->data[i][3]);
+ break;
+ case 3:
+ s = VB->TexCoordPtr[0]->data[i][0];
+ t = VB->TexCoordPtr[0]->data[i][1];
+ u = VB->TexCoordPtr[0]->data[i][2];
+ break;
+ case 2:
+ s = VB->TexCoordPtr[0]->data[i][0];
+ t = VB->TexCoordPtr[0]->data[i][1];
+ u = 0.0;
+ break;
+ case 1:
+ s = VB->TexCoordPtr[0]->data[i][0];
+ t = 0.0;
+ u = 0.0;
+ break;
+ }
+
+ if (ctx->Texture.ReallyEnabled >= TEXTURE1_1D) {
+ /* Multitextured! This is probably a slow enough path that
+ there's no reason to specialize the multitexture case. */
+ switch (VB->TexCoordPtr[1]->size) {
+ case 4:
+ s1 = ( VB->TexCoordPtr[1]->data[i][0] /
+ VB->TexCoordPtr[1]->data[i][3] );
+ t1 = ( VB->TexCoordPtr[1]->data[i][1] /
+ VB->TexCoordPtr[1]->data[i][3] );
+ u1 = ( VB->TexCoordPtr[1]->data[i][2] /
+ VB->TexCoordPtr[1]->data[i][3] );
+ break;
+ case 3:
+ s1 = VB->TexCoordPtr[1]->data[i][0];
+ t1 = VB->TexCoordPtr[1]->data[i][1];
+ u1 = VB->TexCoordPtr[1]->data[i][2];
+ break;
+ case 2:
+ s1 = VB->TexCoordPtr[1]->data[i][0];
+ t1 = VB->TexCoordPtr[1]->data[i][1];
+ u1 = 0.0;
+ break;
+ case 1:
+ s1 = VB->TexCoordPtr[1]->data[i][0];
+ t1 = 0.0;
+ u1 = 0.0;
+ break;
+ }
+ }
+
+/* don't think this is needed
+ PB_SET_COLOR( red, green, blue, alpha );
+*/
+
+ for (iy=y0;iy<=y1;iy++) {
+ for (ix=x0;ix<=x1;ix++) {
+ if (ctx->Texture.ReallyEnabled >= TEXTURE1_1D) {
+ PB_WRITE_MULTITEX_PIXEL( PB, ix, iy, z, red, green, blue, alpha, s, t, u, s1, t1, u1 );
+ } else {
+ PB_WRITE_TEX_PIXEL( PB, ix, iy, z, red, green, blue, alpha, s, t, u );
+ }
+ }
+ }
+ PB_CHECK_FLUSH(ctx,PB);
+ }
+ }
+}
+
+/*
+ * Distance Attenuated Antialiased points with or without texture mapping.
+ */
+static void dist_atten_antialiased_rgba_points( GLcontext *ctx,
+ GLuint first, GLuint last )
+{
+ struct vertex_buffer *VB = ctx->VB;
+ struct pixel_buffer *PB = ctx->PB;
+ GLuint i;
+ GLfloat radius, rmin, rmax, rmin2, rmax2, cscale;
+ GLfloat psize,dsize,alphaf;
+ GLfloat dist[VB_SIZE];
+ psize=CLAMP(ctx->Point.Size,MIN_POINT_SIZE,MAX_POINT_SIZE);
+
+ if (ctx->NeedEyeCoords)
+ (eye_dist_tab[VB->EyePtr->size])( dist, first, last, ctx, VB->EyePtr );
+ else
+ clip_dist( dist, first, last, ctx, VB->ClipPtr );
+
+ if (ctx->Texture.ReallyEnabled) {
+ for (i=first;i<=last;i++) {
+ if (VB->ClipMask[i]==0) {
+ GLint xmin, ymin, xmax, ymax;
+ GLint x, y, z;
+ GLint red, green, blue, alpha;
+ GLfloat s, t, u;
+ GLfloat s1, t1, u1;
+
+ dsize=psize*dist[i];
+ if(dsize>=ctx->Point.Threshold) {
+ radius=(MIN2(dsize,ctx->Point.MaxSize)*0.5F);
+ alphaf=1.0;
+ } else {
+ radius=(MAX2(ctx->Point.Threshold,ctx->Point.MinSize)*0.5F);
+ dsize/=ctx->Point.Threshold;
+ alphaf=(dsize*dsize);
+ }
+ rmin = radius - 0.7071F; /* 0.7071 = sqrt(2)/2 */
+ rmax = radius + 0.7071F;
+ rmin2 = rmin*rmin;
+ rmax2 = rmax*rmax;
+ cscale = 256.0F / (rmax2-rmin2);
+
+ xmin = (GLint) (VB->Win.data[i][0] - radius);
+ xmax = (GLint) (VB->Win.data[i][0] + radius);
+ ymin = (GLint) (VB->Win.data[i][1] - radius);
+ ymax = (GLint) (VB->Win.data[i][1] + radius);
+ z = (GLint) (VB->Win.data[i][2] + ctx->PointZoffset);
+
+ red = VB->ColorPtr->data[i][0];
+ green = VB->ColorPtr->data[i][1];
+ blue = VB->ColorPtr->data[i][2];
+
+ switch (VB->TexCoordPtr[0]->size) {
+ case 4:
+ s = (VB->TexCoordPtr[0]->data[i][0]/
+ VB->TexCoordPtr[0]->data[i][3]);
+ t = (VB->TexCoordPtr[0]->data[i][1]/
+ VB->TexCoordPtr[0]->data[i][3]);
+ u = (VB->TexCoordPtr[0]->data[i][2]/
+ VB->TexCoordPtr[0]->data[i][3]);
+ break;
+ case 3:
+ s = VB->TexCoordPtr[0]->data[i][0];
+ t = VB->TexCoordPtr[0]->data[i][1];
+ u = VB->TexCoordPtr[0]->data[i][2];
+ break;
+ case 2:
+ s = VB->TexCoordPtr[0]->data[i][0];
+ t = VB->TexCoordPtr[0]->data[i][1];
+ u = 0.0;
+ break;
+ case 1:
+ s = VB->TexCoordPtr[0]->data[i][0];
+ t = 0.0;
+ u = 0.0;
+ break;
+ }
+
+ if (ctx->Texture.ReallyEnabled >= TEXTURE1_1D) {
+ /* Multitextured! This is probably a slow enough path that
+ there's no reason to specialize the multitexture case. */
+ switch (VB->TexCoordPtr[1]->size) {
+ case 4:
+ s1 = ( VB->TexCoordPtr[1]->data[i][0] /
+ VB->TexCoordPtr[1]->data[i][3] );
+ t1 = ( VB->TexCoordPtr[1]->data[i][1] /
+ VB->TexCoordPtr[1]->data[i][3] );
+ u1 = ( VB->TexCoordPtr[1]->data[i][2] /
+ VB->TexCoordPtr[1]->data[i][3] );
+ break;
+ case 3:
+ s1 = VB->TexCoordPtr[1]->data[i][0];
+ t1 = VB->TexCoordPtr[1]->data[i][1];
+ u1 = VB->TexCoordPtr[1]->data[i][2];
+ break;
+ case 2:
+ s1 = VB->TexCoordPtr[1]->data[i][0];
+ t1 = VB->TexCoordPtr[1]->data[i][1];
+ u1 = 0.0;
+ break;
+ case 1:
+ s1 = VB->TexCoordPtr[1]->data[i][0];
+ t1 = 0.0;
+ u1 = 0.0;
+ break;
+ }
+ }
+
+ for (y=ymin;y<=ymax;y++) {
+ for (x=xmin;x<=xmax;x++) {
+ GLfloat dx = x/*+0.5F*/ - VB->Win.data[i][0];
+ GLfloat dy = y/*+0.5F*/ - VB->Win.data[i][1];
+ GLfloat dist2 = dx*dx + dy*dy;
+ if (dist2<rmax2) {
+ alpha = VB->ColorPtr->data[i][3];
+ if (dist2>=rmin2) {
+ GLint coverage = (GLint) (256.0F-(dist2-rmin2)*cscale);
+ /* coverage is in [0,256] */
+ alpha = (alpha * coverage) >> 8;
+ }
+ alpha = (GLint) (alpha * alphaf);
+ if (ctx->Texture.ReallyEnabled >= TEXTURE1_1D) {
+ PB_WRITE_MULTITEX_PIXEL( PB, x,y,z, red, green, blue, alpha, s, t, u, s1, t1, u1 );
+ } else {
+ PB_WRITE_TEX_PIXEL( PB, x,y,z, red, green, blue, alpha, s, t, u );
+ }
+ }
+ }
+ }
+ PB_CHECK_FLUSH(ctx,PB);
+ }
+ }
+ }
+ else {
+ /* Not texture mapped */
+ for (i=first;i<=last;i++) {
+ if (VB->ClipMask[i]==0) {
+ GLint xmin, ymin, xmax, ymax;
+ GLint x, y, z;
+ GLint red, green, blue, alpha;
+
+ dsize=psize*dist[i];
+ if(dsize>=ctx->Point.Threshold) {
+ radius=(MIN2(dsize,ctx->Point.MaxSize)*0.5F);
+ alphaf=1.0;
+ } else {
+ radius=(MAX2(ctx->Point.Threshold,ctx->Point.MinSize)*0.5F);
+ dsize/=ctx->Point.Threshold;
+ alphaf=(dsize*dsize);
+ }
+ rmin = radius - 0.7071F; /* 0.7071 = sqrt(2)/2 */
+ rmax = radius + 0.7071F;
+ rmin2 = rmin*rmin;
+ rmax2 = rmax*rmax;
+ cscale = 256.0F / (rmax2-rmin2);
+
+ xmin = (GLint) (VB->Win.data[i][0] - radius);
+ xmax = (GLint) (VB->Win.data[i][0] + radius);
+ ymin = (GLint) (VB->Win.data[i][1] - radius);
+ ymax = (GLint) (VB->Win.data[i][1] + radius);
+ z = (GLint) (VB->Win.data[i][2] + ctx->PointZoffset);
+
+ red = VB->ColorPtr->data[i][0];
+ green = VB->ColorPtr->data[i][1];
+ blue = VB->ColorPtr->data[i][2];
+
+ for (y=ymin;y<=ymax;y++) {
+ for (x=xmin;x<=xmax;x++) {
+ GLfloat dx = x/*+0.5F*/ - VB->Win.data[i][0];
+ GLfloat dy = y/*+0.5F*/ - VB->Win.data[i][1];
+ GLfloat dist2 = dx*dx + dy*dy;
+ if (dist2<rmax2) {
+ alpha = VB->ColorPtr->data[i][3];
+ if (dist2>=rmin2) {
+ GLint coverage = (GLint) (256.0F-(dist2-rmin2)*cscale);
+ /* coverage is in [0,256] */
+ alpha = (alpha * coverage) >> 8;
+ }
+ alpha = (GLint) (alpha * alphaf);
+ PB_WRITE_RGBA_PIXEL( PB, x, y, z, red, green, blue, alpha )
+ ;
+ }
+ }
+ }
+ PB_CHECK_FLUSH(ctx,PB);
+ }
+ }
+ }
+}
+
+
+/*
+ * Examine the current context to determine which point drawing function
+ * should be used.
+ */
+void gl_set_point_function( GLcontext *ctx )
+{
+ GLboolean rgbmode = ctx->Visual->RGBAflag;
+
+ if (ctx->RenderMode==GL_RENDER) {
+ if (ctx->NoRaster) {
+ ctx->Driver.PointsFunc = null_points;
+ return;
+ }
+ if (ctx->Driver.PointsFunc) {
+ /* Device driver will draw points. */
+ ctx->IndirectTriangles &= ~DD_POINT_SW_RASTERIZE;
+ return;
+ }
+
+ if (!ctx->Point.Attenuated) {
+ if (ctx->Point.SmoothFlag && rgbmode) {
+ ctx->Driver.PointsFunc = antialiased_rgba_points;
+ }
+ else if (ctx->Texture.ReallyEnabled) {
+ if (ctx->Texture.ReallyEnabled >= TEXTURE1_1D) {
+ ctx->Driver.PointsFunc = multitextured_rgba_points;
+ }
+ else {
+ ctx->Driver.PointsFunc = textured_rgba_points;
+ }
+ }
+ else if (ctx->Point.Size==1.0) {
+ /* size=1, any raster ops */
+ if (rgbmode)
+ ctx->Driver.PointsFunc = size1_rgba_points;
+ else
+ ctx->Driver.PointsFunc = size1_ci_points;
+ }
+ else {
+ /* every other kind of point rendering */
+ if (rgbmode)
+ ctx->Driver.PointsFunc = general_rgba_points;
+ else
+ ctx->Driver.PointsFunc = general_ci_points;
+ }
+ }
+ else if(ctx->Point.SmoothFlag && rgbmode) {
+ ctx->Driver.PointsFunc = dist_atten_antialiased_rgba_points;
+ }
+ else if (ctx->Texture.ReallyEnabled) {
+ ctx->Driver.PointsFunc = dist_atten_textured_rgba_points;
+ }
+ else {
+ /* every other kind of point rendering */
+ if (rgbmode)
+ ctx->Driver.PointsFunc = dist_atten_general_rgba_points;
+ else
+ ctx->Driver.PointsFunc = dist_atten_general_ci_points;
+ }
+ }
+ else if (ctx->RenderMode==GL_FEEDBACK) {
+ ctx->Driver.PointsFunc = feedback_points;
+ }
+ else {
+ /* GL_SELECT mode */
+ ctx->Driver.PointsFunc = select_points;
+ }
+
+}
+