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- /* $Id: stencil.c,v 1.3 1997/02/27 19:58:35 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: stencil.c,v $
- * Revision 1.3 1997/02/27 19:58:35 brianp
- * don't try to clear stencil buffer if there isn't one
- *
- * Revision 1.2 1996/09/15 14:18:55 brianp
- * now use GLframebuffer and GLvisual
- *
- * Revision 1.1 1996/09/13 01:38:16 brianp
- * Initial revision
- *
- */
-
-
- #include <stdlib.h>
- #include <string.h>
- #include "context.h"
- #include "dlist.h"
- #include "macros.h"
- #include "pb.h"
- #include "stencil.h"
- #include "types.h"
-
-
-
- /*
- * Return the address of a stencil buffer value given the window coords:
- */
- #define STENCIL_ADDRESS(X,Y) (ctx->Buffer->Stencil + ctx->Buffer->Width * (Y) + (X))
-
-
- void gl_ClearStencil( GLcontext *ctx, GLint s )
- {
- if (INSIDE_BEGIN_END(ctx)) {
- gl_error( ctx, GL_INVALID_OPERATION, "glClearStencil" );
- return;
- }
- ctx->Stencil.Clear = (GLstencil) s;
- }
-
-
-
- void gl_StencilFunc( GLcontext *ctx, GLenum func, GLint ref, GLuint mask )
- {
- GLint maxref;
-
- if (INSIDE_BEGIN_END(ctx)) {
- gl_error( ctx, GL_INVALID_OPERATION, "glStencilFunc" );
- return;
- }
-
- switch (func) {
- case GL_NEVER:
- case GL_LESS:
- case GL_LEQUAL:
- case GL_GREATER:
- case GL_GEQUAL:
- case GL_EQUAL:
- case GL_NOTEQUAL:
- case GL_ALWAYS:
- ctx->Stencil.Function = func;
- break;
- default:
- gl_error( ctx, GL_INVALID_ENUM, "glStencilFunc" );
- return;
- }
-
- maxref = (1 << STENCIL_BITS) - 1;
- ctx->Stencil.Ref = CLAMP( ref, 0, maxref );
- ctx->Stencil.ValueMask = mask;
- }
-
-
-
- void gl_StencilMask( GLcontext *ctx, GLuint mask )
- {
- if (INSIDE_BEGIN_END(ctx)) {
- gl_error( ctx, GL_INVALID_OPERATION, "glStencilMask" );
- return;
- }
- ctx->Stencil.WriteMask = (GLstencil) mask;
- }
-
-
-
- void gl_StencilOp( GLcontext *ctx, GLenum fail, GLenum zfail, GLenum zpass )
- {
- if (INSIDE_BEGIN_END(ctx)) {
- gl_error( ctx, GL_INVALID_OPERATION, "glStencilOp" );
- return;
- }
- switch (fail) {
- case GL_KEEP:
- case GL_ZERO:
- case GL_REPLACE:
- case GL_INCR:
- case GL_DECR:
- case GL_INVERT:
- ctx->Stencil.FailFunc = fail;
- break;
- default:
- gl_error( ctx, GL_INVALID_ENUM, "glStencilOp" );
- return;
- }
- switch (zfail) {
- case GL_KEEP:
- case GL_ZERO:
- case GL_REPLACE:
- case GL_INCR:
- case GL_DECR:
- case GL_INVERT:
- ctx->Stencil.ZFailFunc = zfail;
- break;
- default:
- gl_error( ctx, GL_INVALID_ENUM, "glStencilOp" );
- return;
- }
- switch (zpass) {
- case GL_KEEP:
- case GL_ZERO:
- case GL_REPLACE:
- case GL_INCR:
- case GL_DECR:
- case GL_INVERT:
- ctx->Stencil.ZPassFunc = zpass;
- break;
- default:
- gl_error( ctx, GL_INVALID_ENUM, "glStencilOp" );
- return;
- }
- }
-
-
-
- /* Stencil Logic:
-
- IF stencil test fails THEN
- Don't write the pixel (RGBA,Z)
- Execute FailOp
- ELSE
- Write the pixel
- ENDIF
-
- Perform Depth Test
-
- IF depth test passes OR no depth buffer THEN
- Execute ZPass
- Write the pixel
- ELSE
- Execute ZFail
- ENDIF
-
- */
-
-
-
-
- /*
- * Apply the given stencil operator for each pixel in the span whose
- * mask flag is set.
- * Input: n - number of pixels in the span
- * x, y - location of leftmost pixel in the span
- * oper - the stencil buffer operator
- * mask - array [n] of flag: 1=apply operator, 0=don't apply operator
- */
- static void apply_stencil_op_to_span( GLcontext *ctx,
- GLuint n, GLint x, GLint y,
- GLenum oper, GLubyte mask[] )
- {
- GLint i;
- GLstencil s, ref;
- GLstencil wrtmask, invmask;
- GLstencil *stencil;
-
- wrtmask = ctx->Stencil.WriteMask;
- invmask = ~ctx->Stencil.WriteMask;
- ref = ctx->Stencil.Ref;
- stencil = STENCIL_ADDRESS( x, y );
-
- switch (oper) {
- case GL_KEEP:
- /* do nothing */
- break;
- case GL_ZERO:
- if (invmask==0) {
- for (i=0;i<n;i++) {
- if (mask[i]) {
- stencil[i] = 0;
- }
- }
- }
- else {
- for (i=0;i<n;i++) {
- if (mask[i]) {
- stencil[i] = stencil[i] & invmask;
- }
- }
- }
- break;
- case GL_REPLACE:
- if (invmask==0) {
- for (i=0;i<n;i++) {
- if (mask[i]) {
- stencil[i] = ref;
- }
- }
- }
- else {
- for (i=0;i<n;i++) {
- if (mask[i]) {
- s = stencil[i];
- stencil[i] = (invmask & s ) | (wrtmask & ref);
- }
- }
- }
- break;
- case GL_INCR:
- if (invmask==0) {
- for (i=0;i<n;i++) {
- if (mask[i]) {
- s = stencil[i];
- if (s<0xff) {
- stencil[i] = s+1;
- }
- }
- }
- }
- else {
- for (i=0;i<n;i++) {
- if (mask[i]) {
- /* VERIFY logic of adding 1 to a write-masked value */
- s = stencil[i];
- if (s<0xff) {
- stencil[i] = (invmask & s) | (wrtmask & (s+1));
- }
- }
- }
- }
- break;
- case GL_DECR:
- if (invmask==0) {
- for (i=0;i<n;i++) {
- if (mask[i]) {
- s = stencil[i];
- if (s>0) {
- stencil[i] = s-1;
- }
- }
- }
- }
- else {
- for (i=0;i<n;i++) {
- if (mask[i]) {
- /* VERIFY logic of subtracting 1 to a write-masked value */
- s = stencil[i];
- if (s>0) {
- stencil[i] = (invmask & s) | (wrtmask & (s-1));
- }
- }
- }
- }
- break;
- case GL_INVERT:
- if (invmask==0) {
- for (i=0;i<n;i++) {
- if (mask[i]) {
- s = stencil[i];
- stencil[i] = ~s;
- }
- }
- }
- else {
- for (i=0;i<n;i++) {
- if (mask[i]) {
- s = stencil[i];
- stencil[i] = (invmask & s) | (wrtmask & ~s);
- }
- }
- }
- break;
- default:
- abort();
- }
- }
-
-
-
-
- /*
- * Apply stencil test to a span of pixels before depth buffering.
- * Input: n - number of pixels in the span
- * x, y - coordinate of left-most pixel in the span
- * mask - array [n] of flag: 0=skip the pixel, 1=stencil the pixel
- * Output: mask - pixels which fail the stencil test will have their
- * mask flag set to 0.
- * Return: 0 = all pixels failed, 1 = zero or more pixels passed.
- */
- GLint gl_stencil_span( GLcontext *ctx,
- GLuint n, GLint x, GLint y, GLubyte mask[] )
- {
- GLubyte fail[MAX_WIDTH];
- GLint allfail = 0;
- GLuint i;
- GLstencil r, s;
- GLstencil *stencil;
-
- stencil = STENCIL_ADDRESS( x, y );
-
- /*
- * Perform stencil test. The results of this operation are stored
- * in the fail[] array:
- * IF fail[i] is non-zero THEN
- * the stencil fail operator is to be applied
- * ELSE
- * the stencil fail operator is not to be applied
- * ENDIF
- */
- switch (ctx->Stencil.Function) {
- case GL_NEVER:
- /* always fail */
- for (i=0;i<n;i++) {
- if (mask[i]) {
- mask[i] = 0;
- fail[i] = 1;
- }
- else {
- fail[i] = 0;
- }
- }
- allfail = 1;
- break;
- case GL_LESS:
- r = ctx->Stencil.Ref & ctx->Stencil.ValueMask;
- for (i=0;i<n;i++) {
- if (mask[i]) {
- s = stencil[i] & ctx->Stencil.ValueMask;
- if (r < s) {
- /* passed */
- fail[i] = 0;
- }
- else {
- fail[i] = 1;
- mask[i] = 0;
- }
- }
- else {
- fail[i] = 0;
- }
- }
- break;
- case GL_LEQUAL:
- r = ctx->Stencil.Ref & ctx->Stencil.ValueMask;
- for (i=0;i<n;i++) {
- if (mask[i]) {
- s = stencil[i] & ctx->Stencil.ValueMask;
- if (r <= s) {
- /* pass */
- fail[i] = 0;
- }
- else {
- fail[i] = 1;
- mask[i] = 0;
- }
- }
- else {
- fail[i] = 0;
- }
- }
- break;
- case GL_GREATER:
- r = ctx->Stencil.Ref & ctx->Stencil.ValueMask;
- for (i=0;i<n;i++) {
- if (mask[i]) {
- s = stencil[i] & ctx->Stencil.ValueMask;
- if (r > s) {
- /* passed */
- fail[i] = 0;
- }
- else {
- fail[i] = 1;
- mask[i] = 0;
- }
- }
- else {
- fail[i] = 0;
- }
- }
- break;
- case GL_GEQUAL:
- r = ctx->Stencil.Ref & ctx->Stencil.ValueMask;
- for (i=0;i<n;i++) {
- if (mask[i]) {
- s = stencil[i] & ctx->Stencil.ValueMask;
- if (r >= s) {
- /* passed */
- fail[i] = 0;
- }
- else {
- fail[i] = 1;
- mask[i] = 0;
- }
- }
- else {
- fail[i] = 0;
- }
- }
- break;
- case GL_EQUAL:
- r = ctx->Stencil.Ref & ctx->Stencil.ValueMask;
- for (i=0;i<n;i++) {
- if (mask[i]) {
- s = stencil[i] & ctx->Stencil.ValueMask;
- if (r == s) {
- /* passed */
- fail[i] = 0;
- }
- else {
- fail[i] = 1;
- mask[i] = 0;
- }
- }
- else {
- fail[i] = 0;
- }
- }
- break;
- case GL_NOTEQUAL:
- r = ctx->Stencil.Ref & ctx->Stencil.ValueMask;
- for (i=0;i<n;i++) {
- if (mask[i]) {
- s = stencil[i] & ctx->Stencil.ValueMask;
- if (r != s) {
- /* passed */
- fail[i] = 0;
- }
- else {
- fail[i] = 1;
- mask[i] = 0;
- }
- }
- else {
- fail[i] = 0;
- }
- }
- break;
- case GL_ALWAYS:
- /* always pass */
- for (i=0;i<n;i++) {
- fail[i] = 0;
- }
- break;
- default:
- abort();
- }
-
- apply_stencil_op_to_span( ctx, n, x, y, ctx->Stencil.FailFunc, fail );
-
- return (allfail) ? 0 : 1;
- }
-
-
-
-
- /*
- * Apply the combination depth-buffer/stencil operator to a span of pixels.
- * Input: n - number of pixels in the span
- * x, y - location of leftmost pixel in span
- * z - array [n] of z values
- * Input: mask - array [n] of flags (1=test this pixel, 0=skip the pixel)
- * Output: mask - array [n] of flags (1=depth test passed, 0=failed)
- */
- void gl_depth_stencil_span( GLcontext *ctx,
- GLuint n, GLint x, GLint y, const GLdepth z[],
- GLubyte mask[] )
- {
- if (ctx->Depth.Test==GL_FALSE) {
- /*
- * No depth buffer, just apply zpass stencil function to active pixels.
- */
- apply_stencil_op_to_span( ctx, n, x, y, ctx->Stencil.ZPassFunc, mask );
- }
- else {
- /*
- * Perform depth buffering, then apply zpass or zfail stencil function.
- */
- GLubyte passmask[MAX_WIDTH], failmask[MAX_WIDTH], oldmask[MAX_WIDTH];
- GLuint i;
-
- /* init pass and fail masks to zero, copy mask[] to oldmask[] */
- for (i=0;i<n;i++) {
- passmask[i] = failmask[i] = 0;
- oldmask[i] = mask[i];
- }
-
- /* apply the depth test */
- (*ctx->Driver.DepthTestSpan)( ctx, n, x, y, z, mask );
-
- /* set the stencil pass/fail flags according to result of depth test */
- for (i=0;i<n;i++) {
- if (oldmask[i]) {
- if (mask[i]) {
- passmask[i] = 1;
- }
- else {
- failmask[i] = 1;
- }
- }
- }
-
- /* apply the pass and fail operations */
- apply_stencil_op_to_span( ctx, n, x, y, ctx->Stencil.ZFailFunc, failmask );
- apply_stencil_op_to_span( ctx, n, x, y, ctx->Stencil.ZPassFunc, passmask );
- }
- }
-
-
-
-
- /*
- * Apply the given stencil operator for each pixel in the array whose
- * mask flag is set.
- * Input: n - number of pixels in the span
- * x, y - array of [n] pixels
- * operator - the stencil buffer operator
- * mask - array [n] of flag: 1=apply operator, 0=don't apply operator
- */
- static void apply_stencil_op_to_pixels( GLcontext *ctx,
- GLuint n, const GLint x[],
- const GLint y[],
- GLenum oper, GLubyte mask[] )
- {
- GLint i;
- GLstencil ref;
- GLstencil wrtmask, invmask;
-
- wrtmask = ctx->Stencil.WriteMask;
- invmask = ~ctx->Stencil.WriteMask;
-
- ref = ctx->Stencil.Ref;
-
- switch (oper) {
- case GL_KEEP:
- /* do nothing */
- break;
- case GL_ZERO:
- if (invmask==0) {
- for (i=0;i<n;i++) {
- if (mask[i]) {
- GLstencil *sptr = STENCIL_ADDRESS( x[i], y[i] );
- *sptr = 0;
- }
- }
- }
- else {
- for (i=0;i<n;i++) {
- if (mask[i]) {
- GLstencil *sptr = STENCIL_ADDRESS( x[i], y[i] );
- *sptr = invmask & *sptr;
- }
- }
- }
- break;
- case GL_REPLACE:
- if (invmask==0) {
- for (i=0;i<n;i++) {
- if (mask[i]) {
- GLstencil *sptr = STENCIL_ADDRESS( x[i], y[i] );
- *sptr = ref;
- }
- }
- }
- else {
- for (i=0;i<n;i++) {
- if (mask[i]) {
- GLstencil *sptr = STENCIL_ADDRESS( x[i], y[i] );
- *sptr = (invmask & *sptr ) | (wrtmask & ref);
- }
- }
- }
- break;
- case GL_INCR:
- if (invmask==0) {
- for (i=0;i<n;i++) {
- if (mask[i]) {
- GLstencil *sptr = STENCIL_ADDRESS( x[i], y[i] );
- if (*sptr < 0xff) {
- *sptr = *sptr + 1;
- }
- }
- }
- }
- else {
- for (i=0;i<n;i++) {
- if (mask[i]) {
- GLstencil *sptr = STENCIL_ADDRESS( x[i], y[i] );
- if (*sptr<0xff) {
- *sptr = (invmask & *sptr) | (wrtmask & (*sptr+1));
- }
- }
- }
- }
- break;
- case GL_DECR:
- if (invmask==0) {
- for (i=0;i<n;i++) {
- if (mask[i]) {
- GLstencil *sptr = STENCIL_ADDRESS( x[i], y[i] );
- if (*sptr>0) {
- *sptr = *sptr - 1;
- }
- }
- }
- }
- else {
- for (i=0;i<n;i++) {
- if (mask[i]) {
- GLstencil *sptr = STENCIL_ADDRESS( x[i], y[i] );
- if (*sptr>0) {
- *sptr = (invmask & *sptr) | (wrtmask & (*sptr-1));
- }
- }
- }
- }
- break;
- case GL_INVERT:
- if (invmask==0) {
- for (i=0;i<n;i++) {
- if (mask[i]) {
- GLstencil *sptr = STENCIL_ADDRESS( x[i], y[i] );
- *sptr = ~*sptr;
- }
- }
- }
- else {
- for (i=0;i<n;i++) {
- if (mask[i]) {
- GLstencil *sptr = STENCIL_ADDRESS( x[i], y[i] );
- *sptr = (invmask & *sptr) | (wrtmask & ~*sptr);
- }
- }
- }
- break;
- default:
- abort();
- return;
- }
- }
-
-
-
- /*
- * Apply stencil test to an array of pixels before depth buffering.
- * Input: n - number of pixels in the span
- * x, y - array of [n] pixels to stencil
- * mask - array [n] of flag: 0=skip the pixel, 1=stencil the pixel
- * Output: mask - pixels which fail the stencil test will have their
- * mask flag set to 0.
- * Return: 0 = all pixels failed, 1 = zero or more pixels passed.
- */
- GLint gl_stencil_pixels( GLcontext *ctx,
- GLuint n, const GLint x[], const GLint y[],
- GLubyte mask[] )
- {
- GLubyte fail[PB_SIZE];
- GLstencil r, s;
- GLuint i;
- GLint allfail = 0;
-
- /*
- * Perform stencil test. The results of this operation are stored
- * in the fail[] array:
- * IF fail[i] is non-zero THEN
- * the stencil fail operator is to be applied
- * ELSE
- * the stencil fail operator is not to be applied
- * ENDIF
- */
-
- switch (ctx->Stencil.Function) {
- case GL_NEVER:
- /* always fail */
- for (i=0;i<n;i++) {
- if (mask[i]) {
- mask[i] = 0;
- fail[i] = 1;
- }
- else {
- fail[i] = 0;
- }
- }
- allfail = 1;
- break;
- case GL_LESS:
- r = ctx->Stencil.Ref & ctx->Stencil.ValueMask;
- for (i=0;i<n;i++) {
- if (mask[i]) {
- GLstencil *sptr = STENCIL_ADDRESS(x[i],y[i]);
- s = *sptr & ctx->Stencil.ValueMask;
- if (r < s) {
- /* passed */
- fail[i] = 0;
- }
- else {
- fail[i] = 1;
- mask[i] = 0;
- }
- }
- else {
- fail[i] = 0;
- }
- }
- break;
- case GL_LEQUAL:
- r = ctx->Stencil.Ref & ctx->Stencil.ValueMask;
- for (i=0;i<n;i++) {
- if (mask[i]) {
- GLstencil *sptr = STENCIL_ADDRESS(x[i],y[i]);
- s = *sptr & ctx->Stencil.ValueMask;
- if (r <= s) {
- /* pass */
- fail[i] = 0;
- }
- else {
- fail[i] = 1;
- mask[i] = 0;
- }
- }
- else {
- fail[i] = 0;
- }
- }
- break;
- case GL_GREATER:
- r = ctx->Stencil.Ref & ctx->Stencil.ValueMask;
- for (i=0;i<n;i++) {
- if (mask[i]) {
- GLstencil *sptr = STENCIL_ADDRESS(x[i],y[i]);
- s = *sptr & ctx->Stencil.ValueMask;
- if (r > s) {
- /* passed */
- fail[i] = 0;
- }
- else {
- fail[i] = 1;
- mask[i] = 0;
- }
- }
- else {
- fail[i] = 0;
- }
- }
- break;
- case GL_GEQUAL:
- r = ctx->Stencil.Ref & ctx->Stencil.ValueMask;
- for (i=0;i<n;i++) {
- if (mask[i]) {
- GLstencil *sptr = STENCIL_ADDRESS(x[i],y[i]);
- s = *sptr & ctx->Stencil.ValueMask;
- if (r >= s) {
- /* passed */
- fail[i] = 0;
- }
- else {
- fail[i] = 1;
- mask[i] = 0;
- }
- }
- else {
- fail[i] = 0;
- }
- }
- break;
- case GL_EQUAL:
- r = ctx->Stencil.Ref & ctx->Stencil.ValueMask;
- for (i=0;i<n;i++) {
- if (mask[i]) {
- GLstencil *sptr = STENCIL_ADDRESS(x[i],y[i]);
- s = *sptr & ctx->Stencil.ValueMask;
- if (r == s) {
- /* passed */
- fail[i] = 0;
- }
- else {
- fail[i] = 1;
- mask[i] = 0;
- }
- }
- else {
- fail[i] = 0;
- }
- }
- break;
- case GL_NOTEQUAL:
- r = ctx->Stencil.Ref & ctx->Stencil.ValueMask;
- for (i=0;i<n;i++) {
- if (mask[i]) {
- GLstencil *sptr = STENCIL_ADDRESS(x[i],y[i]);
- s = *sptr & ctx->Stencil.ValueMask;
- if (r != s) {
- /* passed */
- fail[i] = 0;
- }
- else {
- fail[i] = 1;
- mask[i] = 0;
- }
- }
- else {
- fail[i] = 0;
- }
- }
- break;
- case GL_ALWAYS:
- /* always pass */
- for (i=0;i<n;i++) {
- fail[i] = 0;
- }
- break;
- default:
- abort();
- }
-
- apply_stencil_op_to_pixels( ctx, n, x, y, ctx->Stencil.FailFunc, fail );
-
- return (allfail) ? 0 : 1;
- }
-
-
-
-
- /*
- * Apply the combination depth-buffer/stencil operator to a span of pixels.
- * Input: n - number of pixels in the span
- * x, y - array of [n] pixels to stencil
- * z - array [n] of z values
- * Input: mask - array [n] of flags (1=test this pixel, 0=skip the pixel)
- * Output: mask - array [n] of flags (1=depth test passed, 0=failed)
- */
- void gl_depth_stencil_pixels( GLcontext *ctx,
- GLuint n, const GLint x[], const GLint y[],
- const GLdepth z[], GLubyte mask[] )
- {
- if (ctx->Depth.Test==GL_FALSE) {
- /*
- * No depth buffer, just apply zpass stencil function to active pixels.
- */
- apply_stencil_op_to_pixels( ctx, n, x, y, ctx->Stencil.ZPassFunc, mask );
- }
- else {
- /*
- * Perform depth buffering, then apply zpass or zfail stencil function.
- */
- GLubyte passmask[PB_SIZE], failmask[PB_SIZE], oldmask[PB_SIZE];
- GLuint i;
-
- /* init pass and fail masks to zero */
- for (i=0;i<n;i++) {
- passmask[i] = failmask[i] = 0;
- oldmask[i] = mask[i];
- }
-
- /* apply the depth test */
- (*ctx->Driver.DepthTestPixels)( ctx, n, x, y, z, mask );
-
- /* set the stencil pass/fail flags according to result of depth test */
- for (i=0;i<n;i++) {
- if (oldmask[i]) {
- if (mask[i]) {
- passmask[i] = 1;
- }
- else {
- failmask[i] = 1;
- }
- }
- }
-
- /* apply the pass and fail operations */
- apply_stencil_op_to_pixels( ctx, n, x, y,
- ctx->Stencil.ZFailFunc, failmask );
- apply_stencil_op_to_pixels( ctx, n, x, y,
- ctx->Stencil.ZPassFunc, passmask );
- }
-
- }
-
-
-
- /*
- * Return a span of stencil values from the stencil buffer.
- * Input: n - how many pixels
- * x,y - location of first pixel
- * Output: stencil - the array of stencil values
- */
- void gl_read_stencil_span( GLcontext *ctx,
- GLuint n, GLint x, GLint y, GLubyte stencil[] )
- {
- GLstencil *s;
-
- if (ctx->Buffer->Stencil) {
- s = STENCIL_ADDRESS( x, y );
- MEMCPY( stencil, s, n * sizeof(GLubyte) );
- }
- }
-
-
-
- /*
- * Write a span of stencil values to the stencil buffer.
- * Input: n - how many pixels
- * x,y - location of first pixel
- * stencil - the array of stencil values
- */
- void gl_write_stencil_span( GLcontext *ctx,
- GLuint n, GLint x, GLint y,
- const GLubyte stencil[] )
- {
- GLstencil *s;
-
- if (ctx->Buffer->Stencil) {
- s = STENCIL_ADDRESS( x, y );
- MEMCPY( s, stencil, n * sizeof(GLubyte) );
- }
- }
-
-
-
- /*
- * Allocate a new stencil buffer. If there's an old one it will be
- * deallocated first. The new stencil buffer will be uninitialized.
- */
- void gl_alloc_stencil_buffer( GLcontext *ctx )
- {
- GLuint buffersize = ctx->Buffer->Width * ctx->Buffer->Height;
-
- /* deallocate current stencil buffer if present */
- if (ctx->Buffer->Stencil) {
- free(ctx->Buffer->Stencil);
- ctx->Buffer->Stencil = NULL;
- }
-
- /* allocate new stencil buffer */
- ctx->Buffer->Stencil = (GLstencil *) malloc(buffersize * sizeof(GLstencil));
- if (!ctx->Buffer->Stencil) {
- /* out of memory */
- ctx->Stencil.Enabled = GL_FALSE;
- gl_error( ctx, GL_OUT_OF_MEMORY, "gl_alloc_stencil_buffer" );
- }
- }
-
-
-
-
- /*
- * Clear the stencil buffer. If the stencil buffer doesn't exist yet we'll
- * allocate it now.
- */
- void gl_clear_stencil_buffer( GLcontext *ctx )
- {
- if (ctx->Visual->StencilBits==0 || !ctx->Buffer->Stencil) {
- /* no stencil buffer */
- return;
- }
-
- if (ctx->Scissor.Enabled) {
- /* clear scissor region only */
- GLint y;
- GLint width = ctx->Buffer->Xmax - ctx->Buffer->Xmin + 1;
- for (y=ctx->Buffer->Ymin; y<=ctx->Buffer->Ymax; y++) {
- GLstencil *ptr = STENCIL_ADDRESS( ctx->Buffer->Xmin, y );
- MEMSET( ptr, ctx->Stencil.Clear, width * sizeof(GLstencil) );
- }
- }
- else {
- /* clear whole stencil buffer */
- MEMSET( ctx->Buffer->Stencil, ctx->Stencil.Clear,
- ctx->Buffer->Width * ctx->Buffer->Height * sizeof(GLstencil) );
- }
- }
-