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+/* $Id: s_aalinetemp.h,v 1.1 2000/11/05 23:15:16 brianp Exp $ */
+
+/*
+ * Mesa 3-D graphics library
+ * Version: 3.5
+ *
+ * Copyright (C) 1999-2000 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.
+ */
+
+
+/*
+ * Antialiased line template.
+ */
+
+
+/*
+ * Function to render each fragment in the AA line.
+ */
+static void
+NAME(plot)(GLcontext *ctx, const struct LineInfo *line,
+ struct pixel_buffer *pb, int ix, int iy)
+{
+ const GLfloat fx = (GLfloat) ix;
+ const GLfloat fy = (GLfloat) iy;
+ const GLfloat coverage = compute_coveragef(line, ix, iy);
+ GLdepth z;
+ GLfloat fog;
+ GLchan red, green, blue, alpha;
+ GLint frac, indx, index;
+ GLchan specRed, specGreen, specBlue;
+ GLfloat tex[MAX_TEXTURE_UNITS][4], lambda[MAX_TEXTURE_UNITS];
+
+ if (coverage == 0.0)
+ return;
+
+ /*
+ * Compute Z, color, texture coords, fog for the fragment by
+ * solving the plane equations at (ix,iy).
+ */
+#ifdef DO_Z
+ z = (GLdepth) solve_plane(fx, fy, line->zPlane);
+#else
+ z = 0.0;
+#endif
+#ifdef DO_FOG
+ fog = solve_plane(fx, fy, line->fPlane);
+#else
+ fog = 0.0;
+#endif
+#ifdef DO_RGBA
+ red = solve_plane_chan(fx, fy, line->rPlane);
+ green = solve_plane_chan(fx, fy, line->gPlane);
+ blue = solve_plane_chan(fx, fy, line->bPlane);
+ alpha = (GLchan) (solve_plane_chan(fx, fy, line->aPlane) * coverage);;
+#else
+ (void) red;
+ (void) green;
+ (void) blue;
+ (void) alpha;
+#endif
+#ifdef DO_INDEX
+ frac = (GLint) (15.0 * coverage);
+ indx = (GLint) solve_plane(fx, fy, line->iPlane);
+ index = (indx & ~0xf) | frac;
+#else
+ (void) frac;
+ (void) indx;
+ (void) index;
+#endif
+#ifdef DO_SPEC
+ specRed = solve_plane_chan(fx, fy, line->srPlane);
+ specGreen = solve_plane_chan(fx, fy, line->sgPlane);
+ specBlue = solve_plane_chan(fx, fy, line->sbPlane);
+#else
+ (void) specRed;
+ (void) specGreen;
+ (void) specBlue;
+#endif
+#ifdef DO_TEX
+ {
+ GLfloat invQ = solve_plane_recip(fx, fy, line->vPlane[0]);
+ tex[0][0] = solve_plane(fx, fy, line->sPlane[0]) * invQ;
+ tex[0][1] = solve_plane(fx, fy, line->tPlane[0]) * invQ;
+ tex[0][2] = solve_plane(fx, fy, line->uPlane[0]) * invQ;
+ lambda[0] = compute_lambda(line->sPlane[0], line->tPlane[0], invQ,
+ line->texWidth[0], line->texHeight[0]);
+ }
+#elif defined(DO_MULTITEX)
+ {
+ GLuint unit;
+ for (unit = 0; unit < ctx->Const.MaxTextureUnits; unit++) {
+ if (ctx->Texture.Unit[unit]._ReallyEnabled) {
+ GLfloat invQ = solve_plane_recip(fx, fy, line->vPlane[unit]);
+ tex[unit][0] = solve_plane(fx, fy, line->sPlane[unit]) * invQ;
+ tex[unit][1] = solve_plane(fx, fy, line->tPlane[unit]) * invQ;
+ tex[unit][2] = solve_plane(fx, fy, line->uPlane[unit]) * invQ;
+ lambda[unit] = compute_lambda(line->sPlane[unit],
+ line->tPlane[unit], invQ,
+ line->texWidth[unit], line->texHeight[unit]);
+ }
+ }
+ }
+#else
+ (void) tex[0][0];
+ (void) lambda[0];
+#endif
+
+
+#if defined(DO_MULTITEX)
+#if defined(DO_SPEC)
+ PB_WRITE_MULTITEX_SPEC_PIXEL(pb, ix, iy, z, fog, red, green, blue, alpha,
+ specRed, specGreen, specBlue, tex);
+#else
+ PB_WRITE_MULTITEX_PIXEL(pb, ix, iy, z, fog, red, green, blue, alpha, texcoords);
+#endif
+#elif defined(DO_TEX)
+ PB_WRITE_TEX_PIXEL(pb, ix, iy, z, fog, red, green, blue, alpha,
+ tex[0][0], tex[0][1], tex[0][2]);
+#elif defined(DO_RGBA)
+ PB_WRITE_RGBA_PIXEL(pb, ix, iy, z, fog, red, green, blue, alpha);
+#elif defined(DO_INDEX)
+ PB_WRITE_CI_PIXEL(pb, ix, iy, z, fog, index);
+#endif
+
+ PB_CHECK_FLUSH(ctx, pb);
+}
+
+
+
+/*
+ * Line setup
+ */
+static void
+NAME(line)(GLcontext *ctx, SWvertex *v0, SWvertex *v1)
+{
+ SWcontext *swrast = SWRAST_CONTEXT(ctx);
+ struct pixel_buffer *pb = SWRAST_CONTEXT(ctx)->PB;
+ GLfloat tStart, tEnd; /* segment start, end along line length */
+ GLboolean inSegment;
+ GLint iLen, i;
+
+ /* Init the LineInfo struct */
+ struct LineInfo line;
+ line.x0 = v0->win[0];
+ line.y0 = v0->win[1];
+ line.x1 = v1->win[0];
+ line.y1 = v1->win[1];
+ line.dx = line.x1 - line.x0;
+ line.dy = line.y1 - line.y0;
+ line.len = sqrt(line.dx * line.dx + line.dy * line.dy);
+ line.halfWidth = 0.5F * ctx->Line.Width;
+ line.xAdj = line.dx / line.len * line.halfWidth;
+ line.yAdj = line.dy / line.len * line.halfWidth;
+
+#ifdef DO_Z
+ compute_plane(line.x0, line.y0, line.x1, line.y1,
+ v0->win[2], v1->win[2], line.zPlane);
+#endif
+#ifdef DO_FOG
+ compute_plane(line.x0, line.y0, line.x1, line.y1,
+ v0->fog, v1->fog, line.fPlane);
+#endif
+#ifdef DO_RGBA
+ if (ctx->Light.ShadeModel == GL_SMOOTH) {
+ compute_plane(line.x0, line.y0, line.x1, line.y1,
+ v0->color[RCOMP], v1->color[RCOMP], line.rPlane);
+ compute_plane(line.x0, line.y0, line.x1, line.y1,
+ v0->color[GCOMP], v1->color[GCOMP], line.gPlane);
+ compute_plane(line.x0, line.y0, line.x1, line.y1,
+ v0->color[BCOMP], v1->color[BCOMP], line.bPlane);
+ compute_plane(line.x0, line.y0, line.x1, line.y1,
+ v0->color[ACOMP], v1->color[ACOMP], line.aPlane);
+ }
+ else {
+ constant_plane(v0->color[RCOMP], line.rPlane);
+ constant_plane(v0->color[GCOMP], line.gPlane);
+ constant_plane(v0->color[BCOMP], line.bPlane);
+ constant_plane(v0->color[ACOMP], line.aPlane);
+ }
+#endif
+#ifdef DO_SPEC
+ if (ctx->Light.ShadeModel == GL_SMOOTH) {
+ compute_plane(line.x0, line.y0, line.x1, line.y1,
+ v0->specular[RCOMP], v1->specular[RCOMP], line.srPlane);
+ compute_plane(line.x0, line.y0, line.x1, line.y1,
+ v0->specular[GCOMP], v1->specular[GCOMP], line.sgPlane);
+ compute_plane(line.x0, line.y0, line.x1, line.y1,
+ v0->specular[BCOMP], v1->specular[BCOMP], line.sbPlane);
+ }
+ else {
+ constant_plane(v0->specular[RCOMP], line.srPlane);
+ constant_plane(v0->specular[GCOMP], line.sgPlane);
+ constant_plane(v0->specular[BCOMP], line.sbPlane);
+ }
+#endif
+#ifdef DO_INDEX
+ if (ctx->Light.ShadeModel == GL_SMOOTH) {
+ compute_plane(line.x0, line.y0, line.x1, line.y1,
+ v0->index, v1->index, line.iPlane);
+ }
+ else {
+ constant_plane(v0->index, line.iPlane);
+ }
+#endif
+#ifdef DO_TEX
+ {
+ const struct gl_texture_object *obj = ctx->Texture.Unit[0]._Current;
+ const struct gl_texture_image *texImage = obj->Image[obj->BaseLevel];
+ const GLfloat invW0 = v0->win[3];
+ const GLfloat invW1 = v1->win[3];
+ const GLfloat s0 = v0->texcoord[0][0] * invW0;
+ const GLfloat s1 = v1->texcoord[0][0] * invW1;
+ const GLfloat t0 = v0->texcoord[0][1] * invW0;
+ const GLfloat t1 = v1->texcoord[0][1] * invW0;
+ const GLfloat r0 = v0->texcoord[0][2] * invW0;
+ const GLfloat r1 = v1->texcoord[0][2] * invW0;
+ const GLfloat q0 = v0->texcoord[0][3] * invW0;
+ const GLfloat q1 = v1->texcoord[0][3] * invW0;
+ compute_plane(line.x0, line.y0, line.x1, line.y1, s0, s1, line.sPlane[0]);
+ compute_plane(line.x0, line.y0, line.x1, line.y1, t0, t1, line.tPlane[0]);
+ compute_plane(line.x0, line.y0, line.x1, line.y1, r0, r1, line.uPlane[0]);
+ compute_plane(line.x0, line.y0, line.x1, line.y1, q0, q1, line.vPlane[0]);
+ line.texWidth[0] = (GLfloat) texImage->Width;
+ line.texHeight[0] = (GLfloat) texImage->Height;
+ }
+#elif defined(DO_MULITEX)
+ {
+ GLuint u;
+ for (u = 0; u < ctx->Const.MaxTextureUnits; u++) {
+ if (ctx->Texture.Unit[u].ReallyEnabled) {
+ const struct gl_texture_object *obj = ctx->Texture.Unit[u].Current;
+ const struct gl_texture_image *texImage = obj->Image[obj->BaseLevel];
+ const GLfloat invW0 = v0->win[3];
+ const GLfloat invW1 = v1->win[3];
+ GLfloat (*texCoord)[4] = VB->TexCoordPtr[u]->data;
+ const GLfloat s0 = v0->texcoord[u][0] * invW0;
+ const GLfloat s1 = v1->texcoord[u][0] * invW1;
+ const GLfloat t0 = v0->texcoord[u][1] * invW0;
+ const GLfloat t1 = v1->texcoord[u][1] * invW0;
+ const GLfloat r0 = v0->texcoord[u][2] * invW0;
+ const GLfloat r1 = v1->texcoord[u][2] * invW0;
+ const GLfloat q0 = v0->texcoord[u][3] * invW0;
+ const GLfloat q1 = v1->texcoord[u][3] * invW0;
+ compute_plane(line.x0, line.y0, line.x1, line.y1, s0, s1, line.sPlane[u]);
+ compute_plane(line.x0, line.y0, line.x1, line.y1, t0, t1, line.tPlane[u]);
+ compute_plane(line.x0, line.y0, line.x1, line.y1, u0, u1, line.uPlane[u]);
+ compute_plane(line.x0, line.y0, line.x1, line.y1, v0, v1, line.vPlane[u]);
+ line.texWidth[u] = (GLfloat) texImage->Width;
+ line.texHeight[u] = (GLfloat) texImage->Height;
+ }
+ }
+ }
+#endif
+
+ tStart = tEnd = 0.0;
+ inSegment = GL_FALSE;
+ iLen = (GLint) line.len;
+
+ if (ctx->Line.StippleFlag) {
+ for (i = 0; i < iLen; i++) {
+ const GLuint bit = (swrast->StippleCounter / ctx->Line.StippleFactor) & 0xf;
+ if ((1 << bit) & ctx->Line.StipplePattern) {
+ /* stipple bit is on */
+ const GLfloat t = (GLfloat) i / (GLfloat) line.len;
+ if (!inSegment) {
+ /* start new segment */
+ inSegment = GL_TRUE;
+ tStart = t;
+ }
+ else {
+ /* still in the segment, extend it */
+ tEnd = t;
+ }
+ }
+ else {
+ /* stipple bit is off */
+ if (inSegment && (tEnd > tStart)) {
+ /* draw the segment */
+ segment(ctx, &line, NAME(plot), pb, tStart, tEnd);
+ inSegment = GL_FALSE;
+ }
+ else {
+ /* still between segments, do nothing */
+ }
+ }
+ swrast->StippleCounter++;
+ }
+ }
+ else {
+ /* non-stippled */
+ segment(ctx, &line, NAME(plot), pb, 0.0, 1.0);
+ }
+}
+
+
+
+
+#undef DO_Z
+#undef DO_FOG
+#undef DO_RGBA
+#undef DO_INDEX
+#undef DO_SPEC
+#undef DO_TEX
+#undef DO_MULTITEX
+#undef NAME