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- /* $Id: span.c,v 1.7 1997/02/09 19:53:43 brianp Exp $ */
-
- /*
- * Mesa 3-D graphics library
- * Version: 2.2
- * Copyright (C) 1995-1997 Brian Paul
- *
- * This library is free software; you can redistribute it and/or
- * modify it under the terms of the GNU Library General Public
- * License as published by the Free Software Foundation; either
- * version 2 of the License, or (at your option) any later version.
- *
- * This library is distributed in the hope that it will be useful,
- * but WITHOUT ANY WARRANTY; without even the implied warranty of
- * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
- * Library General Public License for more details.
- *
- * You should have received a copy of the GNU Library General Public
- * License along with this library; if not, write to the Free
- * Software Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
- */
-
-
- /*
- * $Log: span.c,v $
- * Revision 1.7 1997/02/09 19:53:43 brianp
- * now use TEXTURE_xD enable constants
- *
- * Revision 1.6 1997/02/09 18:43:34 brianp
- * added GL_EXT_texture3D support
- *
- * Revision 1.5 1997/01/28 22:17:44 brianp
- * new RGBA mode logic op support
- *
- * Revision 1.4 1996/09/25 03:22:05 brianp
- * added NO_DRAW_BIT support
- *
- * Revision 1.3 1996/09/15 14:18:55 brianp
- * now use GLframebuffer and GLvisual
- *
- * Revision 1.2 1996/09/15 01:48:58 brianp
- * removed #define NULL 0
- *
- * Revision 1.1 1996/09/13 01:38:16 brianp
- * Initial revision
- *
- */
-
-
- /*
- * pixel span rasterization:
- * These functions simulate the rasterization pipeline.
- */
-
-
- #include <string.h>
- #include "alpha.h"
- #include "alphabuf.h"
- #include "blend.h"
- #include "depth.h"
- #include "fog.h"
- #include "logic.h"
- #include "macros.h"
- #include "masking.h"
- #include "scissor.h"
- #include "span.h"
- #include "stencil.h"
- #include "texture.h"
- #include "types.h"
-
-
-
-
- /*
- * Apply the current polygon stipple pattern to a span of pixels.
- */
- static void stipple_polygon_span( GLcontext *ctx,
- GLuint n, GLint x, GLint y, GLubyte mask[] )
- {
- register GLuint i, m, stipple, highbit=0x80000000;
-
- stipple = ctx->PolygonStipple[y % 32];
- m = highbit >> (GLuint) (x % 32);
-
- for (i=0;i<n;i++) {
- if ((m & stipple)==0) {
- mask[i] = 0;
- }
- m = m >> 1;
- if (m==0) {
- m = 0x80000000;
- }
- }
- }
-
-
-
- /*
- * Clip a pixel span to the current buffer/window boundaries.
- * Return: 0 = all pixels clipped
- * 1 = at least one pixel is visible
- */
- static GLuint clip_span( GLcontext *ctx,
- GLint n, GLint x, GLint y, GLubyte mask[] )
- {
- GLint i;
-
- /* Clip to top and bottom */
- if (y<0 || y>=ctx->Buffer->Height) {
- return 0;
- }
-
- /* Clip to left and right */
- if (x>=0 && x+n<=ctx->Buffer->Width) {
- /* no clipping needed */
- return 1;
- }
- else if (x+n<=0) {
- /* completely off left side */
- return 0;
- }
- else if (x>=ctx->Buffer->Width) {
- /* completely off right side */
- return 0;
- }
- else {
- /* clip-test each pixel, this could be done better */
- for (i=0;i<n;i++) {
- if (x+i<0 || x+i>=ctx->Buffer->Width) {
- mask[i] = 0;
- }
- }
- return 1;
- }
- }
-
-
-
- /*
- * Write a horizontal span of color index pixels to the frame buffer.
- * Stenciling, Depth-testing, etc. are done as needed.
- * Input: n - number of pixels in the span
- * x, y - location of leftmost pixel in the span
- * z - array of [n] z-values
- * index - array of [n] color indexes
- * primitive - either GL_POINT, GL_LINE, GL_POLYGON, or GL_BITMAP
- */
- void gl_write_index_span( GLcontext *ctx,
- GLuint n, GLint x, GLint y, GLdepth z[],
- GLuint index[], GLenum primitive )
- {
- GLuint i;
- GLubyte mask[MAX_WIDTH];
- GLuint index_save[MAX_WIDTH];
-
- /* init mask to 1's (all pixels are to be written) */
- for (i=0;i<n;i++)
- mask[i] = 1;
-
- if ((ctx->RasterMask & WINCLIP_BIT) || primitive==GL_BITMAP) {
- if (clip_span(ctx,n,x,y,mask)==0) {
- return;
- }
- }
-
- /* Per-pixel fog */
- if (ctx->Fog.Enabled
- && (ctx->Hint.Fog==GL_NICEST || primitive==GL_BITMAP)) {
- gl_fog_index_pixels( ctx, n, z, index );
- }
-
- /* Do the scissor test */
- if (ctx->Scissor.Enabled) {
- if (gl_scissor_span( ctx, n, x, y, mask )==0) {
- return;
- }
- }
-
- /* Polygon Stippling */
- if (ctx->Polygon.StippleFlag && primitive==GL_POLYGON) {
- stipple_polygon_span( ctx, n, x, y, mask );
- }
-
- if (ctx->Stencil.Enabled) {
- /* first stencil test */
- if (gl_stencil_span( ctx, n, x, y, mask )==0) {
- return;
- }
- /* depth buffering w/ stencil */
- gl_depth_stencil_span( ctx, n, x, y, z, mask );
- }
- else if (ctx->Depth.Test) {
- /* regular depth testing */
- if ((*ctx->Driver.DepthTestSpan)( ctx, n, x, y, z, mask )==0) return;
- }
-
- if (ctx->RasterMask & NO_DRAW_BIT) {
- /* write no pixels */
- return;
- }
-
- if (ctx->RasterMask & FRONT_AND_BACK_BIT) {
- /* Save a copy of the indexes since LogicOp and IndexMask
- * may change them
- */
- MEMCPY( index_save, index, n * sizeof(GLuint) );
- }
-
- if (ctx->Color.SWLogicOpEnabled) {
- gl_logicop_ci_span( ctx, n, x, y, index, mask );
- }
- if (ctx->Color.SWmasking) {
- gl_mask_index_span( ctx, n, x, y, index );
- }
-
- /* write pixels */
- (*ctx->Driver.WriteIndexSpan)( ctx, n, x, y, index, mask );
-
-
- if (ctx->RasterMask & FRONT_AND_BACK_BIT) {
- /*** Also draw to back buffer ***/
- (*ctx->Driver.SetBuffer)( ctx, GL_BACK );
- MEMCPY( index, index_save, n * sizeof(GLuint) );
- if (ctx->Color.SWLogicOpEnabled) {
- gl_logicop_ci_span( ctx, n, x, y, index, mask );
- }
- if (ctx->Color.SWmasking) {
- gl_mask_index_span( ctx, n, x, y, index );
- }
- (*ctx->Driver.WriteIndexSpan)( ctx, n, x, y, index, mask );
- (*ctx->Driver.SetBuffer)( ctx, GL_FRONT );
- }
- }
-
-
-
-
- void gl_write_monoindex_span( GLcontext *ctx,
- GLuint n, GLint x, GLint y, GLdepth z[],
- GLuint index, GLenum primitive )
- {
- GLuint i;
- GLubyte mask[MAX_WIDTH];
- GLuint index_save[MAX_WIDTH];
-
- /* init mask to 1's (all pixels are to be written) */
- for (i=0;i<n;i++)
- mask[i] = 1;
-
- if ((ctx->RasterMask & WINCLIP_BIT) || primitive==GL_BITMAP) {
- if (clip_span( ctx,n,x,y,mask)==0) {
- return;
- }
- }
-
- /* Do the scissor test */
- if (ctx->Scissor.Enabled) {
- if (gl_scissor_span( ctx, n, x, y, mask )==0) {
- return;
- }
- }
-
- /* Polygon Stippling */
- if (ctx->Polygon.StippleFlag && primitive==GL_POLYGON) {
- stipple_polygon_span( ctx, n, x, y, mask );
- }
-
- if (ctx->Stencil.Enabled) {
- /* first stencil test */
- if (gl_stencil_span( ctx, n, x, y, mask )==0) {
- return;
- }
- /* depth buffering w/ stencil */
- gl_depth_stencil_span( ctx, n, x, y, z, mask );
- }
- else if (ctx->Depth.Test) {
- /* regular depth testing */
- if ((*ctx->Driver.DepthTestSpan)( ctx, n, x, y, z, mask )==0) return;
- }
-
- if (ctx->RasterMask & NO_DRAW_BIT) {
- /* write no pixels */
- return;
- }
-
- if ((ctx->Fog.Enabled && (ctx->Hint.Fog==GL_NICEST || primitive==GL_BITMAP))
- || ctx->Color.SWLogicOpEnabled || ctx->Color.SWmasking) {
- GLuint ispan[MAX_WIDTH];
- /* index may change, replicate single index into an array */
- for (i=0;i<n;i++) {
- ispan[i] = index;
- }
-
- if (ctx->Fog.Enabled
- && (ctx->Hint.Fog==GL_NICEST || primitive==GL_BITMAP)) {
- gl_fog_index_pixels( ctx, n, z, ispan );
- }
-
- if (ctx->RasterMask & FRONT_AND_BACK_BIT) {
- MEMCPY( index_save, index, n * sizeof(GLuint) );
- }
-
- if (ctx->Color.SWLogicOpEnabled) {
- gl_logicop_ci_span( ctx, n, x, y, ispan, mask );
- }
-
- if (ctx->Color.SWmasking) {
- gl_mask_index_span( ctx, n, x, y, ispan );
- }
-
- (*ctx->Driver.WriteIndexSpan)( ctx, n, x, y, ispan, mask );
-
- if (ctx->RasterMask & FRONT_AND_BACK_BIT) {
- /*** Also draw to back buffer ***/
- (*ctx->Driver.SetBuffer)( ctx, GL_BACK );
- for (i=0;i<n;i++) {
- ispan[i] = index;
- }
- if (ctx->Color.SWLogicOpEnabled) {
- gl_logicop_ci_span( ctx, n, x, y, ispan, mask );
- }
- if (ctx->Color.SWmasking) {
- gl_mask_index_span( ctx, n, x, y, ispan );
- }
- (*ctx->Driver.WriteIndexSpan)( ctx, n, x, y, ispan, mask );
- (*ctx->Driver.SetBuffer)( ctx, GL_FRONT );
- }
- }
- else {
- (*ctx->Driver.WriteMonoindexSpan)( ctx, n, x, y, mask );
-
- if (ctx->RasterMask & FRONT_AND_BACK_BIT) {
- /*** Also draw to back buffer ***/
- (*ctx->Driver.SetBuffer)( ctx, GL_BACK );
- (*ctx->Driver.WriteMonoindexSpan)( ctx, n, x, y, mask );
- (*ctx->Driver.SetBuffer)( ctx, GL_FRONT );
- }
- }
- }
-
-
-
- void gl_write_color_span( GLcontext *ctx,
- GLuint n, GLint x, GLint y, GLdepth z[],
- GLubyte r[], GLubyte g[],
- GLubyte b[], GLubyte a[],
- GLenum primitive )
- {
- GLuint i;
- GLubyte mask[MAX_WIDTH];
- GLboolean write_all = GL_TRUE;
- GLubyte rtmp[MAX_WIDTH], gtmp[MAX_WIDTH], btmp[MAX_WIDTH], atmp[MAX_WIDTH];
- GLubyte *red, *green, *blue, *alpha;
-
- /* init mask to 1's (all pixels are to be written) */
- for (i=0;i<n;i++)
- mask[i] = 1;
-
- if ((ctx->RasterMask & WINCLIP_BIT) || primitive==GL_BITMAP) {
- if (clip_span( ctx,n,x,y,mask)==0) {
- return;
- }
- write_all = GL_FALSE;
- }
-
- if ((primitive==GL_BITMAP && ctx->MutablePixels)
- || (ctx->RasterMask & FRONT_AND_BACK_BIT)) {
- /* must make a copy of the colors since they may be modified */
- MEMCPY( rtmp, r, n * sizeof(GLubyte) );
- MEMCPY( gtmp, g, n * sizeof(GLubyte) );
- MEMCPY( btmp, b, n * sizeof(GLubyte) );
- MEMCPY( atmp, a, n * sizeof(GLubyte) );
- red = rtmp;
- green = gtmp;
- blue = btmp;
- alpha = atmp;
- }
- else {
- red = r;
- green = g;
- blue = b;
- alpha = a;
- }
-
- /* Per-pixel fog */
- if (ctx->Fog.Enabled
- && (ctx->Hint.Fog==GL_NICEST || primitive==GL_BITMAP)) {
- gl_fog_color_pixels( ctx, n, z, red, green, blue, alpha );
- }
-
- /* Do the scissor test */
- if (ctx->Scissor.Enabled) {
- if (gl_scissor_span( ctx, n, x, y, mask )==0) {
- return;
- }
- write_all = GL_FALSE;
- }
-
- /* Polygon Stippling */
- if (ctx->Polygon.StippleFlag && primitive==GL_POLYGON) {
- stipple_polygon_span( ctx, n, x, y, mask );
- write_all = GL_FALSE;
- }
-
- /* Do the alpha test */
- if (ctx->Color.AlphaEnabled) {
- if (gl_alpha_test( ctx, n, alpha, mask )==0) {
- return;
- }
- write_all = GL_FALSE;
- }
-
- if (ctx->Stencil.Enabled) {
- /* first stencil test */
- if (gl_stencil_span( ctx, n, x, y, mask )==0) {
- return;
- }
- /* depth buffering w/ stencil */
- gl_depth_stencil_span( ctx, n, x, y, z, mask );
- write_all = GL_FALSE;
- }
- else if (ctx->Depth.Test) {
- /* regular depth testing */
- GLuint m = (*ctx->Driver.DepthTestSpan)( ctx, n, x, y, z, mask );
- if (m==0) {
- return;
- }
- if (m<n) {
- write_all = GL_FALSE;
- }
- }
-
- if (ctx->RasterMask & NO_DRAW_BIT) {
- /* write no pixels */
- return;
- }
-
- /* logic op or blending */
- if (ctx->Color.SWLogicOpEnabled) {
- gl_logicop_rgba_span( ctx, n, x, y, red, green, blue, alpha, mask );
- }
- else if (ctx->Color.BlendEnabled) {
- gl_blend_span( ctx, n, x, y, red, green, blue, alpha, mask );
- }
-
- /* Color component masking */
- if (ctx->Color.SWmasking) {
- gl_mask_color_span( ctx, n, x, y, red, green, blue, alpha );
- }
-
- /* write pixels */
- (*ctx->Driver.WriteColorSpan)( ctx, n, x, y, red, green, blue, alpha,
- write_all ? NULL : mask );
- if (ctx->RasterMask & ALPHABUF_BIT) {
- gl_write_alpha_span( ctx, n, x, y, alpha, write_all ? NULL : mask );
- }
-
- if (ctx->RasterMask & FRONT_AND_BACK_BIT) {
- /*** Also render to back buffer ***/
- MEMCPY( rtmp, r, n * sizeof(GLubyte) );
- MEMCPY( gtmp, g, n * sizeof(GLubyte) );
- MEMCPY( btmp, b, n * sizeof(GLubyte) );
- MEMCPY( atmp, a, n * sizeof(GLubyte) );
- (*ctx->Driver.SetBuffer)( ctx, GL_BACK );
- if (ctx->Color.SWLogicOpEnabled) {
- gl_logicop_rgba_span( ctx, n, x, y, red, green, blue, alpha, mask );
- }
- else if (ctx->Color.BlendEnabled) {
- gl_blend_span( ctx, n, x, y, red, green, blue, alpha, mask );
- }
- if (ctx->Color.SWmasking) {
- gl_mask_color_span( ctx, n, x, y, red, green, blue, alpha );
- }
- (*ctx->Driver.WriteColorSpan)( ctx, n, x, y, red, green, blue, alpha,
- write_all ? NULL : mask );
- if (ctx->RasterMask & ALPHABUF_BIT) {
- ctx->Buffer->Alpha = ctx->Buffer->BackAlpha;
- gl_write_alpha_span( ctx, n, x, y, alpha, write_all ? NULL : mask );
- ctx->Buffer->Alpha = ctx->Buffer->FrontAlpha;
- }
- (*ctx->Driver.SetBuffer)( ctx, GL_FRONT );
- }
-
- }
-
-
-
- /*
- * Write a horizontal span of color pixels to the frame buffer.
- * The color is initially constant for the whole span.
- * Alpha-testing, stenciling, depth-testing, and blending are done as needed.
- * Input: n - number of pixels in the span
- * x, y - location of leftmost pixel in the span
- * z - array of [n] z-values
- * r, g, b, a - the color of the pixels
- * primitive - either GL_POINT, GL_LINE, GL_POLYGON or GL_BITMAP.
- */
- void gl_write_monocolor_span( GLcontext *ctx,
- GLuint n, GLint x, GLint y, GLdepth z[],
- GLint r, GLint g, GLint b, GLint a,
- GLenum primitive )
- {
- GLuint i;
- GLubyte mask[MAX_WIDTH];
- GLboolean write_all = GL_TRUE;
- GLubyte red[MAX_WIDTH], green[MAX_WIDTH], blue[MAX_WIDTH], alpha[MAX_WIDTH];
-
- /* init mask to 1's (all pixels are to be written) */
- for (i=0;i<n;i++)
- mask[i] = 1;
-
- if ((ctx->RasterMask & WINCLIP_BIT) || primitive==GL_BITMAP) {
- if (clip_span( ctx,n,x,y,mask)==0) {
- return;
- }
- write_all = GL_FALSE;
- }
-
- /* Do the scissor test */
- if (ctx->Scissor.Enabled) {
- if (gl_scissor_span( ctx, n, x, y, mask )==0) {
- return;
- }
- write_all = GL_FALSE;
- }
-
- /* Polygon Stippling */
- if (ctx->Polygon.StippleFlag && primitive==GL_POLYGON) {
- stipple_polygon_span( ctx, n, x, y, mask );
- write_all = GL_FALSE;
- }
-
- /* Do the alpha test */
- if (ctx->Color.AlphaEnabled) {
- GLubyte alpha[MAX_WIDTH];
- for (i=0;i<n;i++) {
- alpha[i] = a;
- }
- if (gl_alpha_test( ctx, n, alpha, mask )==0) {
- return;
- }
- write_all = GL_FALSE;
- }
-
- if (ctx->Stencil.Enabled) {
- /* first stencil test */
- if (gl_stencil_span( ctx, n, x, y, mask )==0) {
- return;
- }
- /* depth buffering w/ stencil */
- gl_depth_stencil_span( ctx, n, x, y, z, mask );
- write_all = GL_FALSE;
- }
- else if (ctx->Depth.Test) {
- /* regular depth testing */
- GLuint m = (*ctx->Driver.DepthTestSpan)( ctx, n, x, y, z, mask );
- if (m==0) {
- return;
- }
- if (m<n) {
- write_all = GL_FALSE;
- }
- }
-
- if (ctx->RasterMask & NO_DRAW_BIT) {
- /* write no pixels */
- return;
- }
-
- if (ctx->Color.BlendEnabled || ctx->Color.SWLogicOpEnabled
- || ctx->Color.SWmasking) {
- /* assign same color to each pixel */
- for (i=0;i<n;i++) {
- if (mask[i]) {
- red[i] = r;
- green[i] = g;
- blue[i] = b;
- alpha[i] = a;
- }
- }
-
- if (ctx->Color.SWLogicOpEnabled) {
- gl_logicop_rgba_span( ctx, n, x, y, red, green, blue, alpha, mask );
- }
- else if (ctx->Color.BlendEnabled) {
- gl_blend_span( ctx, n, x, y, red, green, blue, alpha, mask );
- }
-
- /* Color component masking */
- if (ctx->Color.SWmasking) {
- gl_mask_color_span( ctx, n, x, y, red, green, blue, alpha );
- }
-
- /* write pixels */
- (*ctx->Driver.WriteColorSpan)( ctx, n, x, y, red, green, blue, alpha,
- write_all ? NULL : mask );
- if (ctx->RasterMask & ALPHABUF_BIT) {
- gl_write_alpha_span( ctx, n, x, y, alpha, write_all ? NULL : mask );
- }
-
- if (ctx->RasterMask & FRONT_AND_BACK_BIT) {
- /*** Also draw to back buffer ***/
- for (i=0;i<n;i++) {
- if (mask[i]) {
- red[i] = r;
- green[i] = g;
- blue[i] = b;
- alpha[i] = a;
- }
- }
- (*ctx->Driver.SetBuffer)( ctx, GL_BACK );
- if (ctx->Color.SWLogicOpEnabled) {
- gl_logicop_rgba_span( ctx, n, x, y, red, green, blue, alpha, mask);
- }
- else if (ctx->Color.BlendEnabled) {
- gl_blend_span( ctx, n, x, y, red, green, blue, alpha, mask );
- }
- if (ctx->Color.SWmasking) {
- gl_mask_color_span( ctx, n, x, y, red, green, blue, alpha );
- }
- (*ctx->Driver.WriteColorSpan)( ctx, n, x, y, red, green, blue, alpha,
- write_all ? NULL : mask );
- (*ctx->Driver.SetBuffer)( ctx, GL_FRONT );
- if (ctx->RasterMask & ALPHABUF_BIT) {
- ctx->Buffer->Alpha = ctx->Buffer->BackAlpha;
- gl_write_alpha_span( ctx, n, x, y, alpha,
- write_all ? NULL : mask );
- ctx->Buffer->Alpha = ctx->Buffer->FrontAlpha;
- }
- }
- }
- else {
- (*ctx->Driver.WriteMonocolorSpan)( ctx, n, x, y, mask );
- if (ctx->RasterMask & ALPHABUF_BIT) {
- gl_write_mono_alpha_span( ctx, n, x, y, a, write_all ? NULL : mask );
- }
- if (ctx->RasterMask & FRONT_AND_BACK_BIT) {
- /* Also draw to back buffer */
- (*ctx->Driver.SetBuffer)( ctx, GL_BACK );
- (*ctx->Driver.WriteMonocolorSpan)( ctx, n, x, y, mask );
- (*ctx->Driver.SetBuffer)( ctx, GL_FRONT );
- if (ctx->RasterMask & ALPHABUF_BIT) {
- ctx->Buffer->Alpha = ctx->Buffer->BackAlpha;
- gl_write_mono_alpha_span( ctx, n, x, y, a,
- write_all ? NULL : mask );
- ctx->Buffer->Alpha = ctx->Buffer->FrontAlpha;
- }
- }
- }
- }
-
-
-
- /*
- * Write a horizontal span of textured pixels to the frame buffer.
- * The color of each pixel is different.
- * Alpha-testing, stenciling, depth-testing, and blending are done
- * as needed.
- * Input: n - number of pixels in the span
- * x, y - location of leftmost pixel in the span
- * z - array of [n] z-values
- * s, t - array of (s,t) texture coordinates for each pixel
- * lambda - array of texture lambda values
- * red, green, blue, alpha - array of [n] color components
- * primitive - either GL_POINT, GL_LINE, GL_POLYGON or GL_BITMAP.
- */
- void gl_write_texture_span( GLcontext *ctx,
- GLuint n, GLint x, GLint y, GLdepth z[],
- GLfloat s[], GLfloat t[], GLfloat u[],
- GLfloat lambda[],
- GLubyte r[], GLubyte g[],
- GLubyte b[], GLubyte a[],
- GLenum primitive )
- {
- GLuint i;
- GLubyte mask[MAX_WIDTH];
- GLboolean write_all = GL_TRUE;
- GLubyte rtmp[MAX_WIDTH], gtmp[MAX_WIDTH], btmp[MAX_WIDTH], atmp[MAX_WIDTH];
- GLubyte *red, *green, *blue, *alpha;
-
- /* init mask to 1's (all pixels are to be written) */
- for (i=0;i<n;i++)
- mask[i] = 1;
-
- if ((ctx->RasterMask & WINCLIP_BIT) || primitive==GL_BITMAP) {
- if (clip_span( ctx,n,x,y,mask)==0) {
- return;
- }
- write_all = GL_FALSE;
- }
-
-
- if (primitive==GL_BITMAP || (ctx->RasterMask & FRONT_AND_BACK_BIT)) {
- /* must make a copy of the colors since they may be modified */
- MEMCPY( rtmp, r, n * sizeof(GLubyte) );
- MEMCPY( gtmp, g, n * sizeof(GLubyte) );
- MEMCPY( btmp, b, n * sizeof(GLubyte) );
- MEMCPY( atmp, a, n * sizeof(GLubyte) );
- red = rtmp;
- green = gtmp;
- blue = btmp;
- alpha = atmp;
- }
- else {
- red = r;
- green = g;
- blue = b;
- alpha = a;
- }
-
- /* Texture */
- if (ctx->Texture.Enabled & TEXTURE_3D) {
- gl_texture_pixels_3d( ctx, n, s, t, u, lambda, red, green, blue, alpha );
- }
- else if (ctx->Texture.Enabled & TEXTURE_2D) {
- gl_texture_pixels_2d( ctx, n, s, t, lambda, red, green, blue, alpha );
- }
- else if (ctx->Texture.Enabled & TEXTURE_1D) {
- gl_texture_pixels_1d( ctx, n, s, lambda, red, green, blue, alpha );
- }
-
-
- /* Per-pixel fog */
- if (ctx->Fog.Enabled
- && (ctx->Hint.Fog==GL_NICEST || primitive==GL_BITMAP)) {
- gl_fog_color_pixels( ctx, n, z, red, green, blue, alpha );
- }
-
- /* Do the scissor test */
- if (ctx->Scissor.Enabled) {
- if (gl_scissor_span( ctx, n, x, y, mask )==0) {
- return;
- }
- write_all = GL_FALSE;
- }
-
- /* Polygon Stippling */
- if (ctx->Polygon.StippleFlag && primitive==GL_POLYGON) {
- stipple_polygon_span( ctx, n, x, y, mask );
- write_all = GL_FALSE;
- }
-
- /* Do the alpha test */
- if (ctx->Color.AlphaEnabled) {
- if (gl_alpha_test( ctx, n, alpha, mask )==0) {
- return;
- }
- write_all = GL_FALSE;
- }
-
- if (ctx->Stencil.Enabled) {
- /* first stencil test */
- if (gl_stencil_span( ctx, n, x, y, mask )==0) {
- return;
- }
- /* depth buffering w/ stencil */
- gl_depth_stencil_span( ctx, n, x, y, z, mask );
- write_all = GL_FALSE;
- }
- else if (ctx->Depth.Test) {
- /* regular depth testing */
- GLuint m = (*ctx->Driver.DepthTestSpan)( ctx, n, x, y, z, mask );
- if (m==0) {
- return;
- }
- if (m<n) {
- write_all = GL_FALSE;
- }
- }
-
- if (ctx->RasterMask & NO_DRAW_BIT) {
- /* write no pixels */
- return;
- }
-
- /* blending */
- if (ctx->Color.SWLogicOpEnabled) {
- gl_logicop_rgba_span( ctx, n, x, y, red, green, blue, alpha, mask );
- }
- else if (ctx->Color.BlendEnabled) {
- gl_blend_span( ctx, n, x, y, red, green, blue, alpha, mask );
- }
-
- if (ctx->Color.SWmasking) {
- gl_mask_color_span( ctx, n, x, y, red, green, blue, alpha );
- }
-
- /* write pixels */
- (*ctx->Driver.WriteColorSpan)( ctx, n, x, y, red, green, blue, alpha,
- write_all ? NULL : mask );
- if (ctx->RasterMask & ALPHABUF_BIT) {
- gl_write_alpha_span( ctx, n, x, y, alpha, write_all ? NULL : mask );
- }
-
- if (ctx->RasterMask & FRONT_AND_BACK_BIT) {
- /* Also draw to back buffer */
- MEMCPY( rtmp, r, n * sizeof(GLubyte) );
- MEMCPY( gtmp, g, n * sizeof(GLubyte) );
- MEMCPY( btmp, b, n * sizeof(GLubyte) );
- MEMCPY( atmp, a, n * sizeof(GLubyte) );
- (*ctx->Driver.SetBuffer)( ctx, GL_BACK );
- if (ctx->Color.SWLogicOpEnabled) {
- gl_logicop_rgba_span( ctx, n, x, y, red, green, blue, alpha, mask );
- }
- else if (ctx->Color.BlendEnabled) {
- gl_blend_span( ctx, n, x, y, red, green, blue, alpha, mask );
- }
- if (ctx->Color.SWmasking) {
- gl_mask_color_span( ctx, n, x, y, red, green, blue, alpha );
- }
- (*ctx->Driver.WriteColorSpan)( ctx, n, x, y, red, green, blue, alpha,
- write_all ? NULL : mask );
- (*ctx->Driver.SetBuffer)( ctx, GL_FRONT );
- if (ctx->RasterMask & ALPHABUF_BIT) {
- ctx->Buffer->Alpha = ctx->Buffer->BackAlpha;
- gl_write_alpha_span( ctx, n, x, y, alpha, write_all ? NULL : mask );
- ctx->Buffer->Alpha = ctx->Buffer->FrontAlpha;
- }
- }
- }
-
-
-
- /*
- * Read RGBA pixels from frame buffer. Clipping will be done to prevent
- * reading ouside the buffer's boundaries.
- */
- void gl_read_color_span( GLcontext *ctx,
- GLuint n, GLint x, GLint y,
- GLubyte red[], GLubyte green[],
- GLubyte blue[], GLubyte alpha[] )
- {
- register GLuint i;
-
- if (y<0 || y>=ctx->Buffer->Height || x>=ctx->Buffer->Width) {
- /* completely above, below, or right */
- for (i=0;i<n;i++) {
- red[i] = green[i] = blue[i] = alpha[i] = 0;
- }
- }
- else {
- if (x>=0 && x+n<=ctx->Buffer->Width) {
- /* OK */
- (*ctx->Driver.ReadColorSpan)( ctx, n, x, y, red, green, blue, alpha );
- if (ctx->RasterMask & ALPHABUF_BIT) {
- gl_read_alpha_span( ctx, n, x, y, alpha );
- }
- }
- else {
- i = 0;
- if (x<0) {
- while (x<0 && n>0) {
- red[i] = green[i] = blue[i] = alpha[i] = 0;
- x++;
- n--;
- i++;
- }
- }
- n = MIN2( n, ctx->Buffer->Width - x );
- (*ctx->Driver.ReadColorSpan)( ctx, n, x, y, red+i, green+i, blue+i, alpha+i);
- if (ctx->RasterMask & ALPHABUF_BIT) {
- gl_read_alpha_span( ctx, n, x, y, alpha+i );
- }
- }
- }
- }
-
-
-
-
- /*
- * Read CI pixels from frame buffer. Clipping will be done to prevent
- * reading ouside the buffer's boundaries.
- */
- void gl_read_index_span( GLcontext *ctx,
- GLuint n, GLint x, GLint y, GLuint indx[] )
- {
- register GLuint i;
-
- if (y<0 || y>=ctx->Buffer->Height || x>=ctx->Buffer->Width) {
- /* completely above, below, or right */
- for (i=0;i<n;i++) {
- indx[i] = 0;
- }
- }
- else {
- if (x>=0 && x+n<=ctx->Buffer->Width) {
- /* OK */
- (*ctx->Driver.ReadIndexSpan)( ctx, n, x, y, indx );
- }
- else {
- i = 0;
- if (x<0) {
- while (x<0 && n>0) {
- indx[i] = 0;
- x++;
- n--;
- i++;
- }
- }
- n = MIN2( n, ctx->Buffer->Width - x );
- (*ctx->Driver.ReadIndexSpan)( ctx, n, x, y, indx+i );
- }
- }
- }
-
-
-