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-rw-r--r--src/mesa/swrast/s_lines.c752
-rw-r--r--src/mesa/swrast/s_linetemp.h560
2 files changed, 301 insertions, 1011 deletions
diff --git a/src/mesa/swrast/s_lines.c b/src/mesa/swrast/s_lines.c
index 1cb95596836..001b4dc3168 100644
--- a/src/mesa/swrast/s_lines.c
+++ b/src/mesa/swrast/s_lines.c
@@ -1,8 +1,8 @@
-/* $Id: s_lines.c,v 1.32 2002/10/30 19:59:33 brianp Exp $ */
+/* $Id: s_lines.c,v 1.33 2002/11/14 03:48:03 brianp Exp $ */
/*
* Mesa 3-D graphics library
- * Version: 5.0
+ * Version: 5.1
*
* Copyright (C) 1999-2002 Brian Paul All Rights Reserved.
*
@@ -127,607 +127,104 @@ draw_wide_line( GLcontext *ctx, struct sw_span *span, GLboolean xMajor )
/**********************************************************************/
-/* Flat, color index line */
-static void flat_ci_line( GLcontext *ctx,
- const SWvertex *vert0,
- const SWvertex *vert1 )
-{
- GLint *x, *y;
- struct sw_span span;
-
- ASSERT(ctx->Light.ShadeModel == GL_FLAT);
- ASSERT(!ctx->Line.StippleFlag);
- ASSERT(ctx->Line.Width == 1.0F);
-
- INIT_SPAN(span, GL_LINE, 0, SPAN_INDEX, SPAN_XY);
- span.index = IntToFixed(vert1->index);
- span.indexStep = 0;
- x = span.array->x;
- y = span.array->y;
-
-#define INTERP_XY 1
-#define PLOT(X,Y) \
- { \
- x[span.end] = X; \
- y[span.end] = Y; \
- span.end++; \
- }
-
+/* Simple color index line (no stipple, width=1, no Z, no fog, no tex)*/
+#define NAME simple_ci_line
+#define INTERP_INDEX
+#define RENDER_SPAN(span) _mesa_write_index_span(ctx, &span)
#include "s_linetemp.h"
- _mesa_write_index_span(ctx, &span);
-}
-
-
-/* Flat-shaded, RGBA line */
-static void flat_rgba_line( GLcontext *ctx,
- const SWvertex *vert0,
- const SWvertex *vert1 )
-{
- struct sw_span span;
- GLint *x, *y;
-
- ASSERT(ctx->Light.ShadeModel == GL_FLAT);
- ASSERT(!ctx->Line.StippleFlag);
- ASSERT(ctx->Line.Width == 1.0F);
-
- INIT_SPAN(span, GL_LINE, 0, SPAN_RGBA, SPAN_XY);
- 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;
- x = span.array->x;
- y = span.array->y;
-
-#define INTERP_XY 1
-#define PLOT(X,Y) \
- { \
- x[span.end] = X; \
- y[span.end] = Y; \
- span.end++; \
- }
+/* Simple RGBA index line (no stipple, width=1, no Z, no fog, no tex)*/
+#define NAME simple_rgba_line
+#define INTERP_RGBA
+#define RENDER_SPAN(span) _mesa_write_rgba_span(ctx, &span);
#include "s_linetemp.h"
- _mesa_write_rgba_span(ctx, &span);
-}
-
-/* Smooth shaded, color index line */
-static void smooth_ci_line( GLcontext *ctx,
- const SWvertex *vert0,
- const SWvertex *vert1 )
-{
- struct sw_span span;
- GLint *x, *y;
- GLuint *index;
-
- ASSERT(ctx->Light.ShadeModel == GL_SMOOTH);
- ASSERT(!ctx->Line.StippleFlag);
- ASSERT(ctx->Line.Width == 1.0F);
-
- INIT_SPAN(span, GL_LINE, 0, 0, SPAN_XY | SPAN_INDEX);
- x = span.array->x;
- y = span.array->y;
- index = span.array->index;
-
-#define INTERP_XY 1
-#define INTERP_INDEX 1
-#define PLOT(X,Y) \
- { \
- x[span.end] = X; \
- y[span.end] = Y; \
- index[span.end] = I; \
- span.end++; \
+/* Z, fog, wide, stipple color index line */
+#define NAME general_ci_line
+#define INTERP_INDEX
+#define INTERP_Z
+#define INTERP_FOG
+#define RENDER_SPAN(span) \
+ if (ctx->Line.StippleFlag) { \
+ span.arrayMask |= SPAN_MASK; \
+ compute_stipple_mask(ctx, span.end, span.array->mask); \
+ } \
+ if (ctx->Line.Width > 1.0) { \
+ draw_wide_line(ctx, &span, dx > dy); \
+ } \
+ else { \
+ _mesa_write_index_span(ctx, &span); \
}
-
#include "s_linetemp.h"
- _mesa_write_index_span(ctx, &span);
-}
-
-
-/* Smooth-shaded, RGBA line */
-static void smooth_rgba_line( GLcontext *ctx,
- const SWvertex *vert0,
- const SWvertex *vert1 )
-{
- struct sw_span span;
- GLint *x, *y;
- GLchan (*rgba)[4];
-
- ASSERT(ctx->Light.ShadeModel == GL_SMOOTH);
- ASSERT(!ctx->Line.StippleFlag);
- ASSERT(ctx->Line.Width == 1.0F);
-
- INIT_SPAN(span, GL_LINE, 0, 0, SPAN_XY | SPAN_RGBA);
- x = span.array->x;
- y = span.array->y;
- rgba = span.array->rgba;
-
-#define INTERP_XY 1
-#define INTERP_RGB 1
-#define INTERP_ALPHA 1
-#define PLOT(X,Y) \
- { \
- x[span.end] = X; \
- y[span.end] = Y; \
- rgba[span.end][RCOMP] = FixedToInt(r0); \
- rgba[span.end][GCOMP] = FixedToInt(g0); \
- rgba[span.end][BCOMP] = FixedToInt(b0); \
- rgba[span.end][ACOMP] = FixedToInt(a0); \
- span.end++; \
- }
-
-#include "s_linetemp.h"
-
- _mesa_write_rgba_span(ctx, &span);
-}
-
-
-/* Smooth shaded, color index, any width, maybe stippled */
-static void general_smooth_ci_line( GLcontext *ctx,
- const SWvertex *vert0,
- const SWvertex *vert1 )
-{
- GLboolean xMajor = GL_FALSE;
- struct sw_span span;
- GLint *x, *y;
- GLdepth *z;
- GLfloat *fog;
- GLuint *index;
-
- ASSERT(ctx->Light.ShadeModel == GL_SMOOTH);
-
- INIT_SPAN(span, GL_LINE, 0, 0,
- SPAN_XY | SPAN_Z | SPAN_FOG | SPAN_INDEX);
- x = span.array->x;
- y = span.array->y;
- z = span.array->z;
- fog = span.array->fog;
- index = span.array->index;
-
-#define SET_XMAJOR 1
-#define INTERP_XY 1
-#define INTERP_Z 1
-#define INTERP_FOG 1
-#define INTERP_INDEX 1
-#define PLOT(X,Y) \
- { \
- x[span.end] = X; \
- y[span.end] = Y; \
- z[span.end] = Z; \
- fog[span.end] = fog0; \
- index[span.end] = I; \
- span.end++; \
- }
-#include "s_linetemp.h"
-
- if (ctx->Line.StippleFlag) {
- span.arrayMask |= SPAN_MASK;
- compute_stipple_mask(ctx, span.end, span.array->mask);
- }
-
- if (ctx->Line.Width > 1.0) {
- draw_wide_line(ctx, &span, xMajor);
- }
- else {
- _mesa_write_index_span(ctx, &span);
- }
-}
-
-/* Flat shaded, color index, any width, maybe stippled */
-static void general_flat_ci_line( GLcontext *ctx,
- const SWvertex *vert0,
- const SWvertex *vert1 )
-{
- GLboolean xMajor = GL_FALSE;
- struct sw_span span;
- GLint *x, *y;
- GLdepth *z;
- GLfloat *fog;
-
- ASSERT(ctx->Light.ShadeModel == GL_FLAT);
-
- INIT_SPAN(span, GL_LINE, 0, SPAN_INDEX,
- SPAN_XY | SPAN_Z | SPAN_FOG);
- span.index = IntToFixed(vert1->index);
- span.indexStep = 0;
- x = span.array->x;
- y = span.array->y;
- z = span.array->z;
- fog = span.array->fog;
-
-#define SET_XMAJOR 1
-#define INTERP_XY 1
-#define INTERP_Z 1
-#define INTERP_FOG 1
-#define PLOT(X,Y) \
- { \
- x[span.end] = X; \
- y[span.end] = Y; \
- z[span.end] = Z; \
- fog[span.end] = fog0; \
- span.end++; \
+/* Z, fog, wide, stipple RGBA line */
+#define NAME general_rgba_line
+#define INTERP_RGBA
+#define INTERP_Z
+#define INTERP_FOG
+#define RENDER_SPAN(span) \
+ if (ctx->Line.StippleFlag) { \
+ span.arrayMask |= SPAN_MASK; \
+ compute_stipple_mask(ctx, span.end, span.array->mask); \
+ } \
+ if (ctx->Line.Width > 1.0) { \
+ draw_wide_line(ctx, &span, dx > dy); \
+ } \
+ else { \
+ _mesa_write_rgba_span(ctx, &span); \
}
#include "s_linetemp.h"
- if (ctx->Line.StippleFlag) {
- span.arrayMask |= SPAN_MASK;
- compute_stipple_mask(ctx, span.end, span.array->mask);
- }
- if (ctx->Line.Width > 1.0) {
- draw_wide_line(ctx, &span, xMajor);
- }
- else {
- _mesa_write_index_span(ctx, &span);
- }
-}
-
-
-
-static void general_smooth_rgba_line( GLcontext *ctx,
- const SWvertex *vert0,
- const SWvertex *vert1 )
-{
- GLboolean xMajor = GL_FALSE;
- struct sw_span span;
- GLint *x, *y;
- GLdepth *z;
- GLchan (*rgba)[4];
- GLfloat *fog;
-
- ASSERT(ctx->Light.ShadeModel == GL_SMOOTH);
-
- INIT_SPAN(span, GL_LINE, 0, 0,
- SPAN_XY | SPAN_Z | SPAN_FOG | SPAN_RGBA);
- x = span.array->x;
- y = span.array->y;
- z = span.array->z;
- rgba = span.array->rgba;
- fog = span.array->fog;
-
-#define SET_XMAJOR 1
-#define INTERP_XY 1
-#define INTERP_Z 1
-#define INTERP_FOG 1
-#define INTERP_RGB 1
-#define INTERP_ALPHA 1
-#define PLOT(X,Y) \
- { \
- x[span.end] = X; \
- y[span.end] = Y; \
- z[span.end] = Z; \
- rgba[span.end][RCOMP] = FixedToInt(r0); \
- rgba[span.end][GCOMP] = FixedToInt(g0); \
- rgba[span.end][BCOMP] = FixedToInt(b0); \
- rgba[span.end][ACOMP] = FixedToInt(a0); \
- fog[span.end] = fog0; \
- span.end++; \
+/* Single-texture line, w/ fog, Z, specular, etc. */
+#define NAME textured_line
+#define INTERP_RGBA
+#define INTERP_Z
+#define INTERP_FOG
+#define INTERP_TEX
+#define RENDER_SPAN(span) \
+ if (ctx->Line.StippleFlag) { \
+ span.arrayMask |= SPAN_MASK; \
+ compute_stipple_mask(ctx, span.end, span.array->mask); \
+ } \
+ if (ctx->Line.Width > 1.0) { \
+ draw_wide_line(ctx, &span, dx > dy); \
+ } \
+ else { \
+ _mesa_write_texture_span(ctx, &span); \
}
#include "s_linetemp.h"
- if (ctx->Line.StippleFlag) {
- span.arrayMask |= SPAN_MASK;
- compute_stipple_mask(ctx, span.end, span.array->mask);
- }
-
- if (ctx->Line.Width > 1.0) {
- draw_wide_line(ctx, &span, xMajor);
- }
- else {
- _mesa_write_rgba_span(ctx, &span);
- }
-}
-
-static void general_flat_rgba_line( GLcontext *ctx,
- const SWvertex *vert0,
- const SWvertex *vert1 )
-{
- GLboolean xMajor = GL_FALSE;
- struct sw_span span;
- GLint *x, *y;
- GLdepth *z;
- GLfloat *fog;
-
- ASSERT(ctx->Light.ShadeModel == GL_FLAT);
-
- INIT_SPAN(span, GL_LINE, 0, SPAN_RGBA,
- SPAN_XY | SPAN_Z | SPAN_FOG);
- 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;
- x = span.array->x;
- y = span.array->y;
- z = span.array->z;
- fog = span.array->fog;
-
-#define SET_XMAJOR 1
-#define INTERP_XY 1
-#define INTERP_Z 1
-#define INTERP_FOG 1
-#define PLOT(X,Y) \
- { \
- x[span.end] = X; \
- y[span.end] = Y; \
- z[span.end] = Z; \
- fog[span.end] = fog0; \
- span.end++; \
+/* Multi-texture or separate specular line, w/ fog, Z, specular, etc. */
+#define NAME multitextured_line
+#define INTERP_RGBA
+#define INTERP_SPEC
+#define INTERP_Z
+#define INTERP_FOG
+#define INTERP_MULTITEX
+#define RENDER_SPAN(span) \
+ if (ctx->Line.StippleFlag) { \
+ span.arrayMask |= SPAN_MASK; \
+ compute_stipple_mask(ctx, span.end, span.array->mask); \
+ } \
+ if (ctx->Line.Width > 1.0) { \
+ draw_wide_line(ctx, &span, dx > dy); \
+ } \
+ else { \
+ _mesa_write_texture_span(ctx, &span); \
}
#include "s_linetemp.h"
- if (ctx->Line.StippleFlag) {
- span.arrayMask |= SPAN_MASK;
- compute_stipple_mask(ctx, span.end, span.array->mask);
- }
-
- if (ctx->Line.Width > 1.0) {
- draw_wide_line(ctx, &span, xMajor);
- }
- else {
- _mesa_write_rgba_span(ctx, &span);
- }
-}
-/* Flat-shaded, textured, any width, maybe stippled */
-static void flat_textured_line( GLcontext *ctx,
- const SWvertex *vert0,
- const SWvertex *vert1 )
-{
- GLboolean xMajor = GL_FALSE;
- struct sw_span span;
-
- ASSERT(ctx->Light.ShadeModel == GL_FLAT);
-
- INIT_SPAN(span, GL_LINE, 0, SPAN_RGBA | SPAN_SPEC,
- SPAN_XY | SPAN_Z | SPAN_FOG | SPAN_TEXTURE | SPAN_LAMBDA);
- 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;
- 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;
-
-#define SET_XMAJOR 1
-#define INTERP_XY 1
-#define INTERP_Z 1
-#define INTERP_FOG 1
-#define INTERP_TEX 1
-#define PLOT(X,Y) \
- { \
- span.array->x[span.end] = X; \
- span.array->y[span.end] = Y; \
- span.array->z[span.end] = Z; \
- span.array->fog[span.end] = fog0; \
- span.array->texcoords[0][span.end][0] = fragTexcoord[0]; \
- span.array->texcoords[0][span.end][1] = fragTexcoord[1]; \
- span.array->texcoords[0][span.end][2] = fragTexcoord[2]; \
- span.array->lambda[0][span.end] = 0.0; \
- span.end++; \
- }
-#include "s_linetemp.h"
-
- if (ctx->Line.StippleFlag) {
- span.arrayMask |= SPAN_MASK;
- compute_stipple_mask(ctx, span.end, span.array->mask);
- }
-
- if (ctx->Line.Width > 1.0) {
- draw_wide_line(ctx, &span, xMajor);
- }
- else {
- _mesa_write_texture_span(ctx, &span);
- }
-}
-
-
-
-/* Smooth-shaded, textured, any width, maybe stippled */
-static void smooth_textured_line( GLcontext *ctx,
- const SWvertex *vert0,
- const SWvertex *vert1 )
-{
- GLboolean xMajor = GL_FALSE;
- struct sw_span span;
-
- ASSERT(ctx->Light.ShadeModel == GL_SMOOTH);
-
- INIT_SPAN(span, GL_LINE, 0, 0,
- SPAN_XY | SPAN_Z | SPAN_FOG | SPAN_RGBA | SPAN_TEXTURE | SPAN_LAMBDA);
-
-#define SET_XMAJOR 1
-#define INTERP_XY 1
-#define INTERP_Z 1
-#define INTERP_FOG 1
-#define INTERP_RGB 1
-#define INTERP_ALPHA 1
-#define INTERP_TEX 1
-#define PLOT(X,Y) \
- { \
- span.array->x[span.end] = X; \
- span.array->y[span.end] = Y; \
- span.array->z[span.end] = Z; \
- span.array->fog[span.end] = fog0; \
- span.array->rgba[span.end][RCOMP] = FixedToInt(r0); \
- span.array->rgba[span.end][GCOMP] = FixedToInt(g0); \
- span.array->rgba[span.end][BCOMP] = FixedToInt(b0); \
- span.array->rgba[span.end][ACOMP] = FixedToInt(a0); \
- span.array->texcoords[0][span.end][0] = fragTexcoord[0]; \
- span.array->texcoords[0][span.end][1] = fragTexcoord[1]; \
- span.array->texcoords[0][span.end][2] = fragTexcoord[2]; \
- span.array->lambda[0][span.end] = 0.0; \
- span.end++; \
- }
-#include "s_linetemp.h"
-
- if (ctx->Line.StippleFlag) {
- span.arrayMask |= SPAN_MASK;
- compute_stipple_mask(ctx, span.end, span.array->mask);
- }
-
- if (ctx->Line.Width > 1.0) {
- draw_wide_line(ctx, &span, xMajor);
- }
- else {
- _mesa_write_texture_span(ctx, &span);
- }
-}
-
-
-/* Smooth-shaded, multitextured, any width, maybe stippled, separate specular
- * color interpolation.
- */
-static void smooth_multitextured_line( GLcontext *ctx,
- const SWvertex *vert0,
- const SWvertex *vert1 )
-{
- GLboolean xMajor = GL_FALSE;
- struct sw_span span;
- GLuint u;
-
- ASSERT(ctx->Light.ShadeModel == GL_SMOOTH);
-
- INIT_SPAN(span, GL_LINE, 0, 0,
- SPAN_XY | SPAN_Z | SPAN_FOG | SPAN_RGBA | SPAN_SPEC | SPAN_TEXTURE | SPAN_LAMBDA);
-
-#define SET_XMAJOR 1
-#define INTERP_XY 1
-#define INTERP_Z 1
-#define INTERP_FOG 1
-#define INTERP_RGB 1
-#define INTERP_SPEC 1
-#define INTERP_ALPHA 1
-#define INTERP_MULTITEX 1
-#define PLOT(X,Y) \
- { \
- span.array->x[span.end] = X; \
- span.array->y[span.end] = Y; \
- span.array->z[span.end] = Z; \
- span.array->fog[span.end] = fog0; \
- span.array->rgba[span.end][RCOMP] = FixedToInt(r0); \
- span.array->rgba[span.end][GCOMP] = FixedToInt(g0); \
- span.array->rgba[span.end][BCOMP] = FixedToInt(b0); \
- span.array->rgba[span.end][ACOMP] = FixedToInt(a0); \
- span.array->spec[span.end][RCOMP] = FixedToInt(sr0); \
- span.array->spec[span.end][GCOMP] = FixedToInt(sg0); \
- span.array->spec[span.end][BCOMP] = FixedToInt(sb0); \
- for (u = 0; u < ctx->Const.MaxTextureUnits; u++) { \
- if (ctx->Texture.Unit[u]._ReallyEnabled) { \
- span.array->texcoords[u][span.end][0] = fragTexcoord[u][0]; \
- span.array->texcoords[u][span.end][1] = fragTexcoord[u][1]; \
- span.array->texcoords[u][span.end][2] = fragTexcoord[u][2]; \
- span.array->lambda[u][span.end] = 0.0; \
- } \
- } \
- span.end++; \
- }
-#include "s_linetemp.h"
-
- if (ctx->Line.StippleFlag) {
- span.arrayMask |= SPAN_MASK;
- compute_stipple_mask(ctx, span.end, span.array->mask);
- }
-
- if (ctx->Line.Width > 1.0) {
- draw_wide_line(ctx, &span, xMajor);
- }
- else {
- _mesa_write_texture_span(ctx, &span);
- }
-}
-
-
-/* Flat-shaded, multitextured, any width, maybe stippled, separate specular
- * color interpolation.
- */
-static void flat_multitextured_line( GLcontext *ctx,
- const SWvertex *vert0,
- const SWvertex *vert1 )
-{
- GLboolean xMajor = GL_FALSE;
- struct sw_span span;
- GLuint u;
-
- ASSERT(ctx->Light.ShadeModel == GL_FLAT);
-
- INIT_SPAN(span, GL_LINE, 0, SPAN_RGBA | SPAN_SPEC,
- SPAN_XY | SPAN_Z | SPAN_FOG | SPAN_TEXTURE | SPAN_LAMBDA);
- 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;
- 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;
-
-#define SET_XMAJOR 1
-#define INTERP_XY 1
-#define INTERP_Z 1
-#define INTERP_FOG 1
-#define INTERP_MULTITEX 1
-#define PLOT(X,Y) \
- { \
- span.array->x[span.end] = X; \
- span.array->y[span.end] = Y; \
- span.array->z[span.end] = Z; \
- span.array->fog[span.end] = fog0; \
- for (u = 0; u < ctx->Const.MaxTextureUnits; u++) { \
- if (ctx->Texture.Unit[u]._ReallyEnabled) { \
- span.array->texcoords[u][span.end][0] = fragTexcoord[u][0]; \
- span.array->texcoords[u][span.end][1] = fragTexcoord[u][1]; \
- span.array->texcoords[u][span.end][2] = fragTexcoord[u][2]; \
- span.array->lambda[u][span.end] = 0.0; \
- } \
- } \
- span.end++; \
- }
-#include "s_linetemp.h"
-
- if (ctx->Line.StippleFlag) {
- span.arrayMask |= SPAN_MASK;
- compute_stipple_mask(ctx, span.end, span.array->mask);
- }
-
- if (ctx->Line.Width > 1.0) {
- draw_wide_line(ctx, &span, xMajor);
- }
- else {
- _mesa_write_texture_span(ctx, &span);
- }
-}
-
-
-void _swrast_add_spec_terms_line( GLcontext *ctx,
- const SWvertex *v0,
- const SWvertex *v1 )
+void
+_swrast_add_spec_terms_line( GLcontext *ctx,
+ const SWvertex *v0,
+ const SWvertex *v1 )
{
SWvertex *ncv0 = (SWvertex *)v0;
SWvertex *ncv1 = (SWvertex *)v1;
@@ -751,30 +248,18 @@ _mesa_print_line_function(GLcontext *ctx)
SWcontext *swrast = SWRAST_CONTEXT(ctx);
_mesa_printf("Line Func == ");
- if (swrast->Line == flat_ci_line)
- _mesa_printf("flat_ci_line\n");
- else if (swrast->Line == flat_rgba_line)
- _mesa_printf("flat_rgba_line\n");
- else if (swrast->Line == smooth_ci_line)
- _mesa_printf("smooth_ci_line\n");
- else if (swrast->Line == smooth_rgba_line)
- _mesa_printf("smooth_rgba_line\n");
- else if (swrast->Line == general_smooth_ci_line)
- _mesa_printf("general_smooth_ci_line\n");
- else if (swrast->Line == general_flat_ci_line)
- _mesa_printf("general_flat_ci_line\n");
- else if (swrast->Line == general_smooth_rgba_line)
- _mesa_printf("general_smooth_rgba_line\n");
- else if (swrast->Line == general_flat_rgba_line)
- _mesa_printf("general_flat_rgba_line\n");
- else if (swrast->Line == flat_textured_line)
- _mesa_printf("flat_textured_line\n");
- else if (swrast->Line == smooth_textured_line)
- _mesa_printf("smooth_textured_line\n");
- else if (swrast->Line == smooth_multitextured_line)
- _mesa_printf("smooth_multitextured_line\n");
- else if (swrast->Line == flat_multitextured_line)
- _mesa_printf("flat_multitextured_line\n");
+ if (swrast->Line == simple_ci_line)
+ _mesa_printf("simple_ci_line\n");
+ else if (swrast->Line == simple_rgba_line)
+ _mesa_printf("simple_rgba_line\n");
+ else if (swrast->Line == general_ci_line)
+ _mesa_printf("general_ci_line\n");
+ else if (swrast->Line == general_rgba_line)
+ _mesa_printf("general_rgba_line\n");
+ else if (swrast->Line == textured_line)
+ _mesa_printf("textured_line\n");
+ else if (swrast->Line == multitextured_line)
+ _mesa_printf("multitextured_line\n");
else
_mesa_printf("Driver func %p\n", (void *) swrast->Line);
}
@@ -822,54 +307,29 @@ _swrast_choose_line( GLcontext *ctx )
ASSERT(swrast->Triangle);
}
else if (ctx->Texture._EnabledUnits) {
- if (ctx->Texture._EnabledUnits > 1 ||
- (ctx->_TriangleCaps & DD_SEPARATE_SPECULAR)) {
+ /* textured lines */
+ if (ctx->Texture._EnabledUnits > 0x1 || (ctx->_TriangleCaps & DD_SEPARATE_SPECULAR)) {
/* multi-texture and/or separate specular color */
- if (ctx->Light.ShadeModel == GL_SMOOTH)
- USE(smooth_multitextured_line);
- else
- USE(flat_multitextured_line);
+ USE(multitextured_line);
}
else {
- if (ctx->Light.ShadeModel == GL_SMOOTH) {
- USE(smooth_textured_line);
- }
- else {
- USE(flat_textured_line);
- }
+ USE(textured_line);
}
}
+ else if (ctx->Depth.Test || ctx->Fog.Enabled || ctx->Line.Width != 1.0
+ || ctx->Line.StippleFlag) {
+ /* no texture, but Z, fog, width>1, stipple, etc. */
+ if (rgbmode)
+ USE(general_rgba_line);
+ else
+ USE(general_ci_line);
+ }
else {
- if (ctx->Light.ShadeModel == GL_SMOOTH) {
- if (ctx->Depth.Test || ctx->Fog.Enabled || ctx->Line.Width != 1.0
- || ctx->Line.StippleFlag) {
- if (rgbmode)
- USE(general_smooth_rgba_line);
- else
- USE(general_smooth_ci_line);
- }
- else {
- if (rgbmode)
- USE(smooth_rgba_line);
- else
- USE(smooth_ci_line);
- }
- }
- else {
- if (ctx->Depth.Test || ctx->Fog.Enabled || ctx->Line.Width != 1.0
- || ctx->Line.StippleFlag) {
- if (rgbmode)
- USE(general_flat_rgba_line);
- else
- USE(general_flat_ci_line);
- }
- else {
- if (rgbmode)
- USE(flat_rgba_line);
- else
- USE(flat_ci_line);
- }
- }
+ /* simplest lines */
+ if (rgbmode)
+ USE(simple_rgba_line);
+ else
+ USE(simple_ci_line);
}
}
else if (ctx->RenderMode == GL_FEEDBACK) {
diff --git a/src/mesa/swrast/s_linetemp.h b/src/mesa/swrast/s_linetemp.h
index 1fb14dcd10a..4d21d1c9daf 100644
--- a/src/mesa/swrast/s_linetemp.h
+++ b/src/mesa/swrast/s_linetemp.h
@@ -1,8 +1,8 @@
-/* $Id: s_linetemp.h,v 1.14 2002/11/09 21:26:41 brianp Exp $ */
+/* $Id: s_linetemp.h,v 1.15 2002/11/14 03:48:03 brianp Exp $ */
/*
* Mesa 3-D graphics library
- * Version: 5.0
+ * Version: 5.1
*
* Copyright (C) 1999-2002 Brian Paul All Rights Reserved.
*
@@ -34,9 +34,8 @@
* must be interplated along the line:
* INTERP_Z - if defined, interpolate Z values
* INTERP_FOG - if defined, interpolate FOG values
- * INTERP_RGB - if defined, interpolate RGB 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
@@ -70,100 +69,35 @@
*/
-/*void line( GLcontext *ctx, const SWvertex *vert0, const SWvertex *vert1 )*/
+static void
+NAME( GLcontext *ctx, const SWvertex *vert0, const SWvertex *vert1 )
{
+ struct sw_span span;
+ GLuint interpFlags = 0;
+ GLuint arrayFlags = SPAN_XY;
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;
+#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
-#endif
-#ifdef INTERP_FOG
- GLfloat fog0 = vert0->fog;
- GLfloat dfog = vert1->fog - fog0;
-#endif
-#ifdef INTERP_RGB
- GLfixed r0 = ChanToFixed(vert0->color[0]);
- GLfixed dr = ChanToFixed(vert1->color[0]) - r0;
- GLfixed g0 = ChanToFixed(vert0->color[1]);
- GLfixed dg = ChanToFixed(vert1->color[1]) - g0;
- GLfixed b0 = ChanToFixed(vert0->color[2]);
- GLfixed db = ChanToFixed(vert1->color[2]) - b0;
-#endif
-#ifdef INTERP_SPEC
- GLfixed sr0 = ChanToFixed(vert0->specular[0]);
- GLfixed dsr = ChanToFixed(vert1->specular[0]) - sr0;
- GLfixed sg0 = ChanToFixed(vert0->specular[1]);
- GLfixed dsg = ChanToFixed(vert1->specular[1]) - sg0;
- GLfixed sb0 = ChanToFixed(vert0->specular[2]);
- GLfixed dsb = ChanToFixed(vert1->specular[2]) - sb0;
-#endif
-#ifdef INTERP_ALPHA
- GLfixed a0 = ChanToFixed(vert0->color[3]);
- GLfixed da = ChanToFixed(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 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];
- }
-#endif
-#ifdef INTERP_MULTITEX
- {
- 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];
- }
- }
- }
+
+#ifdef SETUP_CODE
+ SETUP_CODE
#endif
/* Cull primitives with malformed coordinates.
@@ -174,6 +108,27 @@
return;
}
+#ifdef INTERP_RGBA
+ interpFlags |= SPAN_RGBA;
+#endif
+#ifdef INTERP_SPEC
+ interpFlags |= SPAN_SPEC;
+#endif
+#ifdef INTERP_INDEX
+ interpFlags |= SPAN_INDEX;
+#endif
+#ifdef INTERP_Z
+ interpFlags |= SPAN_Z;
+#endif
+#ifdef INTERP_FOG
+ interpFlags |= SPAN_FOG;
+#endif
+#if defined(INTERP_TEX) || defined(INTERP_MULTITEX)
+ interpFlags |= SPAN_TEXTURE;
+#endif
+
+ INIT_SPAN(span, GL_LINE, 0, interpFlags, arrayFlags);
+
/*
printf("%s():\n", __FUNCTION__);
printf(" (%f, %f, %f) -> (%f, %f, %f)\n",
@@ -212,31 +167,14 @@
}
}
#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]) + FIXED_HALF;
- z1 = FloatToFixed(vert1->win[2]) + FIXED_HALF;
- }
- else {
- z0 = (int) vert0->win[2];
- z1 = (int) vert1->win[2];
- }
+#ifdef DEPTH_TYPE
+ zPtr = (DEPTH_TYPE *) _mesa_zbuffer_address(ctx, x0, y0);
#endif
#ifdef PIXEL_ADDRESS
pixelPtr = (PIXEL_TYPE *) PIXEL_ADDRESS(x0,y0);
@@ -244,10 +182,8 @@
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
@@ -255,10 +191,8 @@
#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
@@ -268,10 +202,8 @@
if (dy<0) {
dy = -dy; /* make positive */
-#ifdef INTERP_XY
ystep = -1;
-#endif
-#if defined(INTERP_Z) && defined(DEPTH_TYPE)
+#ifdef DEPTH_TYPE
zPtrYstep = -((GLint) (ctx->DrawBuffer->Width * sizeof(DEPTH_TYPE)));
#endif
#ifdef PIXEL_ADDRESS
@@ -279,10 +211,8 @@
#endif
}
else {
-#ifdef INTERP_XY
ystep = 1;
-#endif
-#if defined(INTERP_Z) && defined(DEPTH_TYPE)
+#ifdef DEPTH_TYPE
zPtrYstep = (GLint) (ctx->DrawBuffer->Width * sizeof(DEPTH_TYPE));
#endif
#ifdef PIXEL_ADDRESS
@@ -290,146 +220,157 @@
#endif
}
- /*
- * Draw
- */
+ ASSERT(dx >= 0);
+ ASSERT(dy >= 0);
- if (dx>dy) {
- /*** X-major line ***/
- GLint i;
- GLint errorInc = dy+dy;
- GLint error = errorInc-dx;
- GLint errorDec = error-dx;
-#ifdef SET_XMAJOR
- xMajor = GL_TRUE;
-#endif
-#ifdef INTERP_Z
- dz = (z1-z0) / dx;
-#endif
-#ifdef INTERP_FOG
- dfog /= dx;
-#endif
-#ifdef INTERP_RGB
- dr /= dx; /* convert from whole line delta to per-pixel delta */
- dg /= dx;
- db /= dx;
+ span.end = numPixels = MAX2(dx, dy);
+
+#ifdef INTERP_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;
+ 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;
+ 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)
+ {
+ 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 {
+ span.z = vert0->win[2];
+ span.zStep = (vert1->win[2] - vert0->win[2]) / numPixels;
}
+ }
#endif
-
- for (i=0;i<dx;i++) {
-#ifdef INTERP_Z
- GLdepth Z = FixedToDepth(z0);
-#endif
-#ifdef INTERP_INDEX
- GLint I = i0 >> 8;
+#ifdef INTERP_FOG
+ span.fog = vert0->fog;
+ span.fogStep = (vert1->fog - vert0->fog) / numPixels;
#endif
#ifdef INTERP_TEX
- {
- const GLfloat invQ = tex[3] ? (1.0F / tex[3]) : 1.0F;
- fragTexcoord[0] = tex[0] * invQ;
- fragTexcoord[1] = tex[1] * invQ;
- fragTexcoord[2] = tex[2] * invQ;
- fragTexcoord[3] = tex[3];
- }
+ {
+ 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;
- fragTexcoord[u][3] = tex[u][3];
- }
- }
- }
+ {
+ 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
- PLOT( x0, y0 );
+ /*
+ * Draw
+ */
-#ifdef INTERP_XY
- x0 += xstep;
-#endif
-#ifdef INTERP_Z
-# ifdef DEPTH_TYPE
- zPtr = (DEPTH_TYPE *) ((GLubyte*) zPtr + zPtrXstep);
-# endif
- z0 += dz;
-#endif
-#ifdef INTERP_FOG
- 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;
+ 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
@@ -438,10 +379,8 @@
}
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
@@ -456,131 +395,21 @@
GLint errorInc = dx+dx;
GLint error = errorInc-dy;
GLint errorDec = error-dy;
-#ifdef INTERP_Z
- dz = (z1-z0) / dy;
-#endif
-#ifdef INTERP_FOG
- 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 INTERP_Z
- GLdepth Z = FixedToDepth(z0);
+#ifdef DEPTH_TYPE
+ GLdepth Z = FixedToDepth(span.z);
#endif
-#ifdef INTERP_INDEX
- GLint I = i0 >> 8;
+#ifdef PLOT
+ PLOT( x0, y0 );
+#else
+ span.array->x[i] = x0;
+ span.array->y[i] = y0;
#endif
-#ifdef INTERP_TEX
- {
- const GLfloat invQ = tex[3] ? (1.0F / tex[3]) : 1.0F;
- fragTexcoord[0] = tex[0] * invQ;
- fragTexcoord[1] = tex[1] * invQ;
- fragTexcoord[2] = tex[2] * invQ;
- fragTexcoord[3] = tex[3];
- }
-#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;
- fragTexcoord[u][3] = tex[u][3];
- }
- }
- }
-#endif
-
- PLOT( x0, y0 );
-
-#ifdef INTERP_XY
y0 += ystep;
-#endif
-#ifdef INTERP_Z
-# ifdef DEPTH_TYPE
+#ifdef DEPTH_TYPE
zPtr = (DEPTH_TYPE *) ((GLubyte*) zPtr + zPtrYstep);
-# endif
- z0 += dz;
-#endif
-#ifdef INTERP_FOG
- 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);
@@ -590,10 +419,8 @@
}
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
@@ -603,15 +430,18 @@
}
}
+#ifdef RENDER_SPAN
+ RENDER_SPAN( span );
+#endif
+
}
-#undef INTERP_XY
+#undef NAME
#undef INTERP_Z
#undef INTERP_FOG
-#undef INTERP_RGB
+#undef INTERP_RGBA
#undef INTERP_SPEC
-#undef INTERP_ALPHA
#undef INTERP_TEX
#undef INTERP_MULTITEX
#undef INTERP_INDEX
@@ -623,4 +453,4 @@
#undef PLOT
#undef CLIP_HACK
#undef FixedToDepth
-#undef SET_XMAJOR
+#undef RENDER_SPAN