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ddsample.c
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2000-01-07
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/* $Id: ddsample.c,v 1.3 1999/11/08 07:36:43 brianp Exp $ */
/*
* Mesa 3-D graphics library
* Version: 3.1
*
* Copyright (C) 1999 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.
*/
/*
* This is a sample template for writing new Mesa device drivers.
* You'll have to rewrite much of the code below.
*
* Let's say you're interfacing Mesa to a window/operating system
* called FOO. Replace all occurances of FOOMesa with the real name
* you select for your interface (i.e. XMesa, WMesa, AmigaMesa).
*
* You'll have to design an API for clients to use, defined in a
* header called Mesa/include/GL/FooMesa.h Use the sample as an
* example. The API should at least have functions for creating
* rendering contexts, binding rendering contexts to windows/frame
* buffers, etc.
*
* Next, you'll have to write implementations for the device driver
* functions described in dd.h
*
* Note that you'll usually have to flip Y coordinates since Mesa's
* window coordinates start at the bottom and increase upward. Most
* window system's Y-axis increases downward
*
* Functions marked OPTIONAL may be completely omitted by your driver.
*
* Your Makefile should compile this module along with the rest of
* the core Mesa library.
*/
#ifndef XFree86Server
#include <stdlib.h>
#else
#include "GL/xf86glx.h"
#endif
#include "GL/FooMesa.h"
#include "context.h"
#include "matrix.h"
#include "types.h"
#include "vb.h"
/*
* In C++ terms, this class derives from the GLvisual class.
* Add system-specific fields to it.
*/
struct foo_mesa_visual {
GLvisual *gl_visual;
GLboolean db_flag; /* double buffered? */
GLboolean rgb_flag; /* RGB mode? */
GLuint depth; /* bits per pixel (1, 8, 24, etc) */
};
/*
* In C++ terms, this class derives from the GLframebuffer class.
* Add system-specific fields to it.
*/
struct foo_mesa_buffer {
GLframebuffer *gl_buffer; /* The depth, stencil, accum, etc buffers */
void *the_window; /* your window handle, etc */
int Width, Height;
};
/*
* In C++ terms, this class derives from the GLcontext class.
* Add system-specific fields to it.
*/
struct foo_mesa_context {
GLcontext *gl_ctx; /* the core library context */
FooMesaVisual visual;
FooMesaBuffer Buffer;
GLuint ClearIndex;
GLubyte ClearColor[4];
GLuint CurrentIndex;
GLubyte CurrentColor[4];
/* etc... */
};
static FooMesaContext CurrentContext = 0;
static FooMesaBuffer CurrentBuffer = 0;
static void setup_DD_pointers( GLcontext *ctx );
/**********************************************************************/
/***** Miscellaneous device driver funcs *****/
/**********************************************************************/
static void finish( GLcontext *ctx )
{
struct foo_mesa_context *foo = (struct foo_mesa_context *) ctx->DriverCtx;
/* OPTIONAL FUNCTION: implements glFinish if possible */
}
static void flush( GLcontext *ctx )
{
struct foo_mesa_context *foo = (struct foo_mesa_context *) ctx->DriverCtx;
/* OPTIONAL FUNCTION: implements glFlush if possible */
}
static void clear_index( GLcontext *ctx, GLuint index )
{
struct foo_mesa_context *foo = (struct foo_mesa_context *) ctx->DriverCtx;
foo->ClearIndex = index;
}
static void clear_color( GLcontext *ctx, GLubyte r, GLubyte g, GLubyte b, GLubyte a )
{
struct foo_mesa_context *foo = (struct foo_mesa_context *) ctx->DriverCtx;
foo->ClearColor[0] = r;
foo->ClearColor[1] = g;
foo->ClearColor[2] = b;
foo->ClearColor[3] = a;
}
static GLbitfield clear( GLcontext *ctx, GLbitfield mask, GLboolean all,
GLint x, GLint y, GLint width, GLint height )
{
struct foo_mesa_context *foo = (struct foo_mesa_context *) ctx->DriverCtx;
/*
* Clear the specified region of the buffers indicated by 'mask'
* using the clear color or index as specified by one of the two
* functions above.
* If all==GL_TRUE, clear whole buffer, else just clear region defined
* by x,y,width,height
*/
return mask; /* return mask of buffers remaining to be cleared */
}
static void set_index( GLcontext *ctx, GLuint index )
{
struct foo_mesa_context *foo = (struct foo_mesa_context *) ctx->DriverCtx;
foo->CurrentIndex = index;
}
static void set_color( GLcontext *ctx, GLubyte r, GLubyte g, GLubyte b, GLubyte a )
{
struct foo_mesa_context *foo = (struct foo_mesa_context *) ctx->DriverCtx;
foo->CurrentColor[0] = r;
foo->CurrentColor[1] = g;
foo->CurrentColor[2] = b;
foo->CurrentColor[3] = a;
}
/*
* OPTIONAL FUNCTION: implement glIndexMask if possible, else
* return GL_FALSE
*/
static GLboolean index_mask( GLcontext *ctx, GLuint mask )
{
struct foo_mesa_context *foo = (struct foo_mesa_context *) ctx->DriverCtx;
return GL_FALSE;
}
/*
* OPTIONAL FUNCTION: implement glColorMask if possible, else
* return GL_FALSE
*/
static GLboolean color_mask( GLcontext *ctx,
GLboolean rmask, GLboolean gmask,
GLboolean bmask, GLboolean amask)
{
struct foo_mesa_context *foo = (struct foo_mesa_context *) ctx->DriverCtx;
return GL_FALSE;
}
/*
* OPTIONAL FUNCTION:
* Implements glLogicOp if possible. Return GL_TRUE if the device driver
* can perform the operation, otherwise return GL_FALSE. If GL_FALSE
* is returned, the logic op will be done in software by Mesa.
*/
static GLboolean logicop( GLcontext *ctx, GLenum op )
{
struct foo_mesa_context *foo = (struct foo_mesa_context *) ctx->DriverCtx;
return GL_FALSE;
}
/*
* OPTIONAL FUNCTION: enable/disable dithering if applicable
*/
static void dither( GLcontext *ctx, GLboolean enable )
{
struct foo_mesa_context *foo = (struct foo_mesa_context *) ctx->DriverCtx;
}
/*
* Set the current drawing/reading buffer, return GL_TRUE or GL_FALSE
* for success/failure.
*/
static GLboolean set_buffer( GLcontext *ctx, GLenum mode )
{
struct foo_mesa_context *foo = (struct foo_mesa_context *) ctx->DriverCtx;
setup_DD_pointers( ctx );
return GL_TRUE;
}
/*
* Return the width and height of the current buffer.
* If anything special has to been done when the buffer/window is
* resized, do it now.
*/
static void get_buffer_size( GLcontext *ctx, GLuint *width, GLuint *height )
{
struct foo_mesa_context *foo = (struct foo_mesa_context *) ctx->DriverCtx;
*width = foo->Buffer->Width = 12345; /* XXX fix these */
*height = foo->Buffer->Height = 12345;
}
/**********************************************************************/
/***** Dummy functions *****/
/**********************************************************************/
static void WriteCIPixel( GLint x, GLint y, GLuint index )
{
}
static void WriteRGBAPixel( GLint x, GLint y, const GLubyte color[4] )
{
}
static void WriteRGBPixel( GLint x, GLint y, const GLubyte color[3] )
{
}
static GLuint ReadCIPixel( GLint x, GLint y )
{
return 0;
}
static void ReadRGBAPixel( GLint x, GLint y, GLubyte color[4] )
{
}
#define FLIP(y) foo->Buffer->Height - (y) - 1;
/**********************************************************************/
/***** Accelerated point, line, triangle rendering *****/
/**********************************************************************/
/* There may several functions like this, for different screen modes, etc */
static void fast_points_function( GLcontext *ctx, GLuint first, GLuint last )
{
struct foo_mesa_context *foo = (struct foo_mesa_context *) ctx->DriverCtx;
struct vertex_buffer *VB = ctx->VB;
GLint i;
for (i=first;i<=last;i++) {
if (VB->ClipMask[i]==0) {
int x, y;
x = (GLint) VB->Win[i][0];
y = FLIP( (GLint) VB->Win[i][1] );
WriteRGBAPixel( x, y, VB->ColorPtr->data[i] );
}
}
}
/* There may several functions like this, for different screen modes, etc */
static void fast_line_function( GLcontext *ctx, GLuint v0, GLuint v1, GLuint pv )
{
/* Render a line by some hardware/OS accerated method */
struct foo_mesa_context *foo = (struct foo_mesa_context *) ctx->DriverCtx;
struct vertex_buffer *VB = ctx->VB;
int x0, y0, x1, y1;
GLubyte *pixel;
pixel = VB->ColorPtr->data[pv];
x0 = (int) VB->Win[v0][0];
y0 = FLIP( (int) VB->Win[v0][1] );
x1 = (int) VB->Win[v1][0];
y1 = FLIP( (int) VB->Win[v1][1] );
/* Draw line from (x0,y0) to (x1,y1) with current pixel color/index */
}
/* There may several functions like this, for different screen modes, etc */
static void fast_triangle_function( GLcontext *ctx, GLuint v0,
GLuint v1, GLuint v2, GLuint pv )
{
/* Render a triangle by some hardware/OS accerated method */
struct foo_mesa_context *foo = (struct foo_mesa_context *) ctx->DriverCtx;
struct vertex_buffer *VB = ctx->VB;
GLubyte *pixel;
pixel = VB->ColorPtr->data[pv];
/* Draw triangle with current pixel color/index */
}
/**********************************************************************/
/***** Write spans of pixels *****/
/**********************************************************************/
static void write_index8_span( const GLcontext *ctx,
GLuint n, GLint x, GLint y,
const GLubyte index[],
const GLubyte mask[] )
{
GLint i;
for (i=0;i<n;i++) {
if (mask[i]) {
WriteCIPixel(x+i, y, index[i]);
}
}
}
static void write_index32_span( const GLcontext *ctx,
GLuint n, GLint x, GLint y,
const GLuint index[],
const GLubyte mask[] )
{
GLint i;
for (i=0;i<n;i++) {
if (mask[i]) {
WriteCIPixel(x+i, y, index[i]);
}
}
}
static void write_mono_index_span( const GLcontext *ctx,
GLuint n, GLint x, GLint y,
const GLubyte mask[] )
{
struct foo_mesa_context *foo = (struct foo_mesa_context *) ctx->DriverCtx;
GLuint i;
for (i=0;i<n;i++) {
if (mask[i]) {
WriteCIPixel(x+i, y, foo->CurrentIndex);
}
}
}
static void write_rgba_span( const GLcontext *ctx, GLuint n, GLint x, GLint y,
const GLubyte rgba[][4], const GLubyte mask[] )
{
struct foo_mesa_context *foo = (struct foo_mesa_context *) ctx->DriverCtx;
GLuint i;
y = FLIP(y);
if (mask) {
/* draw some pixels */
for (i=0; i<n; i++) {
if (mask[i]) {
WriteRGBAPixel( x+i, y, foo->CurrentColor );
}
}
}
else {
/* draw all pixels */
for (i=0; i<n; i++) {
WriteRGBAPixel( x+i, y, foo->CurrentColor );
}
}
}
static void write_rgb_span( const GLcontext *ctx, GLuint n, GLint x, GLint y,
const GLubyte rgb[][3], const GLubyte mask[] )
{
struct foo_mesa_context *foo = (struct foo_mesa_context *) ctx->DriverCtx;
GLuint i;
y = FLIP(y);
if (mask) {
/* draw some pixels */
for (i=0; i<n; i++) {
if (mask[i]) {
WriteRGBPixel( x+i, y, rgb[i] );
}
}
}
else {
/* draw all pixels */
for (i=0; i<n; i++) {
WriteRGBPixel( x+i, y, rgb[i] );
}
}
}
static void write_mono_rgba_span( const GLcontext *ctx,
GLuint n, GLint x, GLint y,
const GLubyte mask[])
{
struct foo_mesa_context *foo = (struct foo_mesa_context *) ctx->DriverCtx;
GLint i;
y = FLIP(y);
for (i=0; i<n; i++) {
if (mask[i]) {
WriteRGBAPixel( x+i, y, foo->CurrentColor );
}
}
}
/**********************************************************************/
/***** Read spans of pixels *****/
/**********************************************************************/
static void read_index_span( const GLcontext *ctx,
GLuint n, GLint x, GLint y, GLuint index[])
{
GLint i;
for (i=0; i<n; i++) {
index[i] = ReadCIPixel( x+i, y );
}
}
static void read_rgba_span( const GLcontext *ctx, GLuint n, GLint x, GLint y,
GLubyte rgba[][4] )
{
int i;
for (i=0; i<n; i++) {
ReadRGBAPixel( x+i, y, rgba[i] );
}
}
/**********************************************************************/
/***** Write arrays of pixels *****/
/**********************************************************************/
static void write_index_pixels( const GLcontext *ctx,
GLuint n, const GLint x[], const GLint y[],
const GLuint index[], const GLubyte mask[] )
{
GLint i;
for (i=0; i<n; i++) {
if (mask[i]) {
WriteCIPixel( x[i], y[i], index[i] );
}
}
}
static void write_mono_index_pixels( const GLcontext *ctx,
GLuint n,
const GLint x[], const GLint y[],
const GLubyte mask[] )
{
struct foo_mesa_context *foo = (struct foo_mesa_context *) ctx->DriverCtx;
GLint i;
for (i=0; i<n; i++) {
if (mask[i]) {
WriteCIPixel( x[i], y[i], foo->CurrentIndex );
}
}
}
static void write_rgba_pixels( const GLcontext *ctx,
GLuint n, const GLint x[], const GLint y[],
const GLubyte rgba[][4], const GLubyte mask[] )
{
GLint i;
for (i=0; i<n; i++) {
if (mask[i]) {
WriteRGBAPixel( x[i], y[i], rgba[i] );
}
}
}
static void write_mono_rgba_pixels( const GLcontext *ctx,
GLuint n, const GLint x[], const GLint y[],
const GLubyte mask[] )
{
struct foo_mesa_context *foo = (struct foo_mesa_context *) ctx->DriverCtx;
GLint i;
for (i=0; i<n; i++) {
if (mask[i]) {
WriteRGBAPixel( x[i], y[i], foo->CurrentColor );
}
}
}
/**********************************************************************/
/***** Read arrays of pixels *****/
/**********************************************************************/
/* Read an array of color index pixels. */
static void read_index_pixels( const GLcontext *ctx,
GLuint n, const GLint x[], const GLint y[],
GLuint index[], const GLubyte mask[] )
{
GLint i;
for (i=0; i<n; i++) {
if (mask[i]) {
index[i] = ReadCIPixel( x[i], y[i] );
}
}
}
static void read_rgba_pixels( const GLcontext *ctx,
GLuint n, const GLint x[], const GLint y[],
GLubyte rgba[][4], const GLubyte mask[] )
{
GLint i;
for (i=0; i<n; i++) {
if (mask[i]) {
ReadRGBAPixel( x[i], y[i], rgba[i] );
}
}
}
/**********************************************************************/
/**********************************************************************/
static void setup_DD_pointers( GLcontext *ctx )
{
/* Initialize all the pointers in the DD struct. Do this whenever */
/* a new context is made current or we change buffers via set_buffer! */
ctx->Driver.UpdateState = setup_DD_pointers;
ctx->Driver.ClearIndex = clear_index;
ctx->Driver.ClearColor = clear_color;
ctx->Driver.Clear = clear;
ctx->Driver.Index = set_index;
ctx->Driver.Color = set_color;
ctx->Driver.SetBuffer = set_buffer;
ctx->Driver.GetBufferSize = get_buffer_size;
ctx->Driver.PointsFunc = fast_points_function;
ctx->Driver.LineFunc = fast_line_function;
ctx->Driver.TriangleFunc = fast_triangle_function;
/* Pixel/span writing functions: */
ctx->Driver.WriteRGBASpan = write_rgba_span;
ctx->Driver.WriteRGBSpan = write_rgb_span;
ctx->Driver.WriteMonoRGBASpan = write_mono_rgba_span;
ctx->Driver.WriteRGBAPixels = write_rgba_pixels;
ctx->Driver.WriteMonoRGBAPixels = write_mono_rgba_pixels;
ctx->Driver.WriteCI32Span = write_index32_span;
ctx->Driver.WriteCI8Span = write_index8_span;
ctx->Driver.WriteMonoCISpan = write_mono_index_span;
ctx->Driver.WriteCI32Pixels = write_index_pixels;
ctx->Driver.WriteMonoCIPixels = write_mono_index_pixels;
/* Pixel/span reading functions: */
ctx->Driver.ReadCI32Span = read_index_span;
ctx->Driver.ReadRGBASpan = read_rgba_span;
ctx->Driver.ReadCI32Pixels = read_index_pixels;
ctx->Driver.ReadRGBAPixels = read_rgba_pixels;
/*
* OPTIONAL FUNCTIONS: these may be left uninitialized if the device
* driver can't/needn't implement them.
*/
ctx->Driver.Finish = finish;
ctx->Driver.Flush = flush;
ctx->Driver.IndexMask = index_mask;
ctx->Driver.ColorMask = color_mask;
ctx->Driver.LogicOp = logicop;
ctx->Driver.Dither = dither;
}
/**********************************************************************/
/***** FOO/Mesa Public API Functions *****/
/**********************************************************************/
/*
* The exact arguments to this function will depend on your window system
*/
FooMesaVisual FooMesaCreateVisual( GLboolean rgb_mode, GLboolean dbFlag,
GLint depthSize, GLint stencilSize,
GLint accumSize )
{
FooMesaVisual v;
GLint redBits, greenBits, blueBits, alphaBits, indexBits;
GLboolean alphaFlag = GL_FALSE;
v = (FooMesaVisual) calloc( 1, sizeof(struct foo_mesa_visual) );
if (!v) {
return NULL;
}
if (rgb_mode) {
/* RGB(A) mode */
redBits = 8; /* XXX 8 is just an example */
greenBits = 8;
blueBits = 8;
alphaBits = 8;
indexBits = 0;
}
else {
/* color index mode */
redBits = 0;
greenBits = 0;
blueBits = 0;
alphaBits = 0;
indexBits = 8; /* XXX 8 is just an example */
}
/* Create core visual */
v->gl_visual = gl_create_visual( rgb_mode,
alphaFlag,
dbFlag,
GL_FALSE, /* stereo */
depthSize,
stencilSize,
accumSize,
indexBits,
redBits, greenBits, blueBits, alphaBits );
return v;
}
void FooMesaDestroyVisual( FooMesaVisual v )
{
gl_destroy_visual( v->gl_visual );
free( v );
}
FooMesaBuffer FooMesaCreateBuffer( FooMesaVisual visual,
void *your_window_id )
{
FooMesaBuffer b;
b = (FooMesaBuffer) calloc( 1, sizeof(struct foo_mesa_buffer) );
if (!b) {
return NULL;
}
b->gl_buffer = gl_create_framebuffer( visual->gl_visual );
b->the_window = your_window_id;
/* other stuff */
return b;
}
void FooMesaDestroyBuffer( FooMesaBuffer b )
{
gl_destroy_framebuffer( b->gl_buffer );
free( b );
}
FooMesaContext FooMesaCreateContext( FooMesaVisual visual,
FooMesaContext share )
{
FooMesaContext c;
GLboolean direct = GL_FALSE;
c = (FooMesaContext) calloc( 1, sizeof(struct foo_mesa_context) );
if (!c) {
return NULL;
}
c->gl_ctx = gl_create_context( visual->gl_visual,
share ? share->gl_ctx : NULL,
(void *) c, direct );
/* you probably have to do a bunch of other initializations here. */
/* and then, finally let the context examine your initializations */
gl_context_initialize( c->gl_ctx );
return c;
}
void FooMesaDestroyContext( FooMesaContext c )
{
gl_destroy_context( c->gl_ctx );
free( c );
}
/*
* Make the specified context and buffer the current one.
*/
void FooMesaMakeCurrent( FooMesaContext c, FooMesaBuffer b )
{
if (c && b) {
gl_make_current( c->gl_ctx, b->gl_buffer );
CurrentContext = c;
CurrentBuffer = b;
if (c->gl_ctx->Viewport.Width==0) {
/* initialize viewport to window size */
gl_Viewport( c->gl_ctx, 0, 0, c->Buffer->Width, c->Buffer->Height );
}
}
else {
/* Detach */
gl_make_current( NULL, NULL );
CurrentContext = 0;
CurrentBuffer = 0;
}
}
void FooMesaSwapBuffers( FooMesaBuffer b )
{
/* copy/swap back buffer to front if applicable */
}
/* you may need to add other FOO/Mesa functions too... */