/* * Mesa 3-D graphics library * Version: 6.5 * * Copyright (C) 1999-2005 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. */ /* * Line Rasterizer Template * * This file is #include'd to generate custom line rasterizers. * * The following macros may be defined to indicate what auxillary information * must be interplated along the line: * INTERP_Z - if defined, interpolate Z values * INTERP_FOG - if defined, interpolate FOG values * INTERP_RGBA - if defined, interpolate RGBA values * INTERP_SPEC - if defined, interpolate specular RGB values * INTERP_INDEX - if defined, interpolate color index values * INTERP_TEX - if defined, interpolate unit 0 texcoords * INTERP_MULTITEX - if defined, interpolate multi-texcoords * * When one can directly address pixels in the color buffer the following * macros can be defined and used to directly compute pixel addresses during * rasterization (see pixelPtr): * PIXEL_TYPE - the datatype of a pixel (GLubyte, GLushort, GLuint) * BYTES_PER_ROW - number of bytes per row in the color buffer * PIXEL_ADDRESS(X,Y) - returns the address of pixel at (X,Y) where * Y==0 at bottom of screen and increases upward. * * Similarly, for direct depth buffer access, this type is used for depth * buffer addressing: * DEPTH_TYPE - either GLushort or GLuint * * Optionally, one may provide one-time setup code * SETUP_CODE - code which is to be executed once per line * * To actually "plot" each pixel the PLOT macro must be defined... * PLOT(X,Y) - code to plot a pixel. Example: * if (Z < *zPtr) { * *zPtr = Z; * color = pack_rgb( FixedToInt(r0), FixedToInt(g0), * FixedToInt(b0) ); * put_pixel( X, Y, color ); * } * * This code was designed for the origin to be in the lower-left corner. * */ static void NAME( GLcontext *ctx, const SWvertex *vert0, const SWvertex *vert1 ) { struct sw_span span; GLuint interpFlags = 0; 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; GLint numPixels; GLint xstep, ystep; #if defined(DEPTH_TYPE) const GLint depthBits = ctx->Visual.depthBits; const GLint fixedToDepthShift = depthBits <= 16 ? FIXED_SHIFT : 0; struct gl_renderbuffer *zrb = ctx->DrawBuffer->Attachment[BUFFER_DEPTH].Renderbuffer; #define FixedToDepth(F) ((F) >> fixedToDepthShift) GLint zPtrXstep, zPtrYstep; DEPTH_TYPE *zPtr; #elif defined(INTERP_Z) const GLint depthBits = ctx->Visual.depthBits; #endif #ifdef PIXEL_ADDRESS PIXEL_TYPE *pixelPtr; GLint pixelXstep, pixelYstep; #endif #ifdef SETUP_CODE SETUP_CODE #endif /* Cull primitives with malformed coordinates. */ { GLfloat tmp = vert0->win[0] + vert0->win[1] + vert1->win[0] + vert1->win[1]; if (IS_INF_OR_NAN(tmp)) return; } /* printf("%s():\n", __FUNCTION__); printf(" (%f, %f, %f) -> (%f, %f, %f)\n", vert0->win[0], vert0->win[1], vert0->win[2], vert1->win[0], vert1->win[1], vert1->win[2]); printf(" (%d, %d, %d) -> (%d, %d, %d)\n", vert0->color[0], vert0->color[1], vert0->color[2], vert1->color[0], vert1->color[1], vert1->color[2]); printf(" (%d, %d, %d) -> (%d, %d, %d)\n", vert0->specular[0], vert0->specular[1], vert0->specular[2], vert1->specular[0], vert1->specular[1], vert1->specular[2]); */ /* * Despite being clipped to the view volume, the line's window coordinates * may just lie outside the window bounds. That is, if the legal window * coordinates are [0,W-1][0,H-1], it's possible for x==W and/or y==H. * This quick and dirty code nudges the endpoints inside the window if * necessary. */ #ifdef CLIP_HACK { GLint w = ctx->DrawBuffer->Width; GLint h = ctx->DrawBuffer->Height; if ((x0==w) | (x1==w)) { if ((x0==w) & (x1==w)) return; x0 -= x0==w; x1 -= x1==w; } if ((y0==h) | (y1==h)) { if ((y0==h) & (y1==h)) return; y0 -= y0==h; y1 -= y1==h; } } #endif dx = x1 - x0; dy = y1 - y0; if (dx == 0 && dy == 0) return; #ifdef DEPTH_TYPE zPtr = (DEPTH_TYPE *) zrb->GetPointer(ctx, zrb, x0, y0); #endif #ifdef PIXEL_ADDRESS pixelPtr = (PIXEL_TYPE *) PIXEL_ADDRESS(x0,y0); #endif if (dx<0) { dx = -dx; /* make positive */ xstep = -1; #ifdef DEPTH_TYPE zPtrXstep = -((GLint)sizeof(DEPTH_TYPE)); #endif #ifdef PIXEL_ADDRESS pixelXstep = -((GLint)sizeof(PIXEL_TYPE)); #endif } else { xstep = 1; #ifdef DEPTH_TYPE zPtrXstep = ((GLint)sizeof(DEPTH_TYPE)); #endif #ifdef PIXEL_ADDRESS pixelXstep = ((GLint)sizeof(PIXEL_TYPE)); #endif } if (dy<0) { dy = -dy; /* make positive */ ystep = -1; #ifdef DEPTH_TYPE zPtrYstep = -((GLint) (ctx->DrawBuffer->Width * sizeof(DEPTH_TYPE))); #endif #ifdef PIXEL_ADDRESS pixelYstep = BYTES_PER_ROW; #endif } else { ystep = 1; #ifdef DEPTH_TYPE zPtrYstep = (GLint) (ctx->DrawBuffer->Width * sizeof(DEPTH_TYPE)); #endif #ifdef PIXEL_ADDRESS pixelYstep = -(BYTES_PER_ROW); #endif } ASSERT(dx >= 0); ASSERT(dy >= 0); numPixels = MAX2(dx, dy); /* * Span setup: compute start and step values for all interpolated values. */ #ifdef INTERP_RGBA interpFlags |= SPAN_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 interpFlags |= SPAN_SPEC; 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 interpFlags |= SPAN_INDEX; if (ctx->Light.ShadeModel == GL_SMOOTH) { span.index = FloatToFixed(vert0->index); span.indexStep = FloatToFixed(vert1->index - vert0->index) / numPixels; } else { span.index = FloatToFixed(vert1->index); span.indexStep = 0; } #endif #if defined(INTERP_Z) || defined(DEPTH_TYPE) interpFlags |= SPAN_Z; { if (depthBits <= 16) { span.z = FloatToFixed(vert0->win[2]) + FIXED_HALF; span.zStep = FloatToFixed(vert1->win[2] - vert0->win[2]) / numPixels; } else { /* don't use fixed point */ span.z = (GLint) vert0->win[2]; span.zStep = (GLint) ((vert1->win[2] - vert0->win[2]) / numPixels); } } #endif #ifdef INTERP_FOG interpFlags |= SPAN_FOG; span.fog = vert0->fog; span.fogStep = (vert1->fog - vert0->fog) / numPixels; #endif #ifdef INTERP_TEX interpFlags |= SPAN_TEXTURE; { 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 interpFlags |= SPAN_TEXTURE; { 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 INIT_SPAN(span, GL_LINE, numPixels, interpFlags, SPAN_XY); /* Need these for fragment prog texcoord interpolation */ span.w = 1.0F; span.dwdx = 0.0F; span.dwdy = 0.0F; /* * Draw */ 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 GLuint Z = FixedToDepth(span.z); #endif #ifdef PLOT PLOT( x0, y0 ); #else span.array->x[i] = x0; span.array->y[i] = y0; #endif 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 if (error<0) { error += errorInc; } else { error += errorDec; y0 += ystep; #ifdef DEPTH_TYPE zPtr = (DEPTH_TYPE *) ((GLubyte*) zPtr + zPtrYstep); #endif #ifdef PIXEL_ADDRESS pixelPtr = (PIXEL_TYPE*) ((GLubyte*) pixelPtr + pixelYstep); #endif } } } else { /*** Y-major line ***/ GLint i; GLint errorInc = dx+dx; GLint error = errorInc-dy; GLint errorDec = error-dy; for (i=0;i<dy;i++) { #ifdef DEPTH_TYPE GLuint Z = FixedToDepth(span.z); #endif #ifdef PLOT PLOT( x0, y0 ); #else span.array->x[i] = x0; span.array->y[i] = y0; #endif y0 += ystep; #ifdef DEPTH_TYPE zPtr = (DEPTH_TYPE *) ((GLubyte*) zPtr + zPtrYstep); span.z += span.zStep; #endif #ifdef PIXEL_ADDRESS pixelPtr = (PIXEL_TYPE*) ((GLubyte*) pixelPtr + pixelYstep); #endif if (error<0) { error += errorInc; } else { error += errorDec; x0 += xstep; #ifdef DEPTH_TYPE zPtr = (DEPTH_TYPE *) ((GLubyte*) zPtr + zPtrXstep); #endif #ifdef PIXEL_ADDRESS pixelPtr = (PIXEL_TYPE*) ((GLubyte*) pixelPtr + pixelXstep); #endif } } } #ifdef RENDER_SPAN RENDER_SPAN( span ); #endif (void)span; } #undef NAME #undef INTERP_Z #undef INTERP_FOG #undef INTERP_RGBA #undef INTERP_SPEC #undef INTERP_TEX #undef INTERP_MULTITEX #undef INTERP_INDEX #undef PIXEL_ADDRESS #undef PIXEL_TYPE #undef DEPTH_TYPE #undef BYTES_PER_ROW #undef SETUP_CODE #undef PLOT #undef CLIP_HACK #undef FixedToDepth #undef RENDER_SPAN