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/**************************************************************************
*
* Copyright 2007 Tungsten Graphics, Inc., Cedar Park, Texas.
* 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, sub license, 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 (including the
* next paragraph) 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 NON-INFRINGEMENT.
* IN NO EVENT SHALL TUNGSTEN GRAPHICS AND/OR ITS SUPPLIERS 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.
*
**************************************************************************/
/* Authors: Keith Whitwell <keith@tungstengraphics.com>
*/
/* Implement line stipple by cutting lines up into smaller lines.
* There are hundreds of ways to implement line stipple, this is one
* choice that should work in all situations, requires no state
* manipulations, but with a penalty in terms of large amounts of
* generated geometry.
*/
#include "pipe/p_util.h"
#include "pipe/p_defines.h"
#include "pipe/p_shader_tokens.h"
#include "draw_private.h"
/** Subclass of draw_stage */
struct stipple_stage {
struct draw_stage stage;
float counter;
uint pattern;
uint factor;
};
static INLINE struct stipple_stage *
stipple_stage(struct draw_stage *stage)
{
return (struct stipple_stage *) stage;
}
/**
* Compute interpolated vertex attributes for 'dst' at position 't'
* between 'v0' and 'v1'.
*/
static void
screen_interp( struct draw_context *draw,
struct vertex_header *dst,
float t,
const struct vertex_header *v0,
const struct vertex_header *v1 )
{
uint attr;
for (attr = 0; attr < draw->vertex_info.num_attribs; attr++) {
switch (draw->vertex_info.interp_mode[attr]) {
case INTERP_NONE:
case INTERP_CONSTANT:
COPY_4FV(dst->data[attr], v0->data[attr]);
break;
case INTERP_PERSPECTIVE:
/* Fall-through */
/* XXX special-case perspective? */
case INTERP_LINEAR:
{
const float *val0 = v0->data[attr];
const float *val1 = v1->data[attr];
float *newv = dst->data[attr];
uint i;
for (i = 0; i < 4; i++) {
newv[i] = val0[i] + t * (val1[i] - val0[i]);
}
}
break;
default:
abort();
}
}
}
static void
emit_segment(struct draw_stage *stage, struct prim_header *header,
float t0, float t1)
{
struct vertex_header *v0new = dup_vert(stage, header->v[0], 0);
struct vertex_header *v1new = dup_vert(stage, header->v[1], 1);
struct prim_header newprim = *header;
if (t0 > 0.0) {
screen_interp( stage->draw, v0new, t0, header->v[0], header->v[1] );
newprim.v[0] = v0new;
}
if (t1 < 1.0) {
screen_interp( stage->draw, v1new, t1, header->v[0], header->v[1] );
newprim.v[1] = v1new;
}
stage->next->line( stage->next, &newprim );
}
static INLINE unsigned
stipple_test(int counter, ushort pattern, int factor)
{
int b = (counter / factor) & 0xf;
return (1 << b) & pattern;
}
static void
stipple_line(struct draw_stage *stage, struct prim_header *header)
{
struct stipple_stage *stipple = stipple_stage(stage);
struct vertex_header *v0 = header->v[0];
struct vertex_header *v1 = header->v[1];
const float *pos0 = v0->data[0];
const float *pos1 = v1->data[0];
float start = 0;
int state = 0;
float x0 = pos0[0];
float x1 = pos1[0];
float y0 = pos0[1];
float y1 = pos1[1];
float dx = x0 > x1 ? x0 - x1 : x1 - x0;
float dy = y0 > y1 ? y0 - y1 : y1 - y0;
float length = MAX2(dx, dy);
int i;
/* XXX ToDo: intead of iterating pixel-by-pixel, use a look-up table.
*/
for (i = 0; i < length; i++) {
int result = stipple_test( stipple->counter+i,
stipple->pattern, stipple->factor );
if (result != state) {
/* changing from "off" to "on" or vice versa */
if (state) {
if (start != i) {
/* finishing an "on" segment */
emit_segment( stage, header, start / length, i / length );
}
}
else {
/* starting an "on" segment */
start = i;
}
state = result;
}
}
if (state && start < length)
emit_segment( stage, header, start / length, 1.0 );
stipple->counter += length;
}
static void
reset_stipple_counter(struct draw_stage *stage)
{
struct stipple_stage *stipple = stipple_stage(stage);
stipple->counter = 0;
stage->next->reset_stipple_counter( stage->next );
}
static void
stipple_begin(struct draw_stage *stage)
{
struct stipple_stage *stipple = stipple_stage(stage);
struct draw_context *draw = stage->draw;
stipple->pattern = draw->rasterizer->line_stipple_pattern;
stipple->factor = draw->rasterizer->line_stipple_factor + 1;
stage->next->begin( stage->next );
}
static void
stipple_end(struct draw_stage *stage)
{
stage->next->end( stage->next );
}
static void
passthrough_point(struct draw_stage *stage, struct prim_header *header)
{
stage->next->point( stage->next, header );
}
static void
passthrough_tri(struct draw_stage *stage, struct prim_header *header)
{
stage->next->tri(stage->next, header);
}
/**
* Create line stippler stage
*/
struct draw_stage *draw_stipple_stage( struct draw_context *draw )
{
struct stipple_stage *stipple = CALLOC_STRUCT(stipple_stage);
draw_alloc_tmps( &stipple->stage, 2 );
stipple->stage.draw = draw;
stipple->stage.next = NULL;
stipple->stage.begin = stipple_begin;
stipple->stage.point = passthrough_point;
stipple->stage.line = stipple_line;
stipple->stage.tri = passthrough_tri;
stipple->stage.reset_stipple_counter = reset_stipple_counter;
stipple->stage.end = stipple_end;
return &stipple->stage;
}
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