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lnaatemp.h
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2000-01-07
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/* $Id: lnaatemp.h,v 1.1.1.1 1999/08/19 00:55:41 jtg 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.
*/
/*
* Antialiased 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_RGBA - if defined, interpolate RGBA values
* INTERP_SPEC - if defined, interpolate specular RGB values
* INTERP_INDEX - if defined, interpolate color index values
* INTERP_STUV0 - if defined, interpolate unit 0 STU texcoords with
* perspective correction
* NOTE: OpenGL STRQ = Mesa STUV (R was taken for red)
* INTERP_STUV1 - if defined, interpolate unit 1 STU texcoords
*
* 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.
*
* This code was designed for the origin to be in the lower-left corner.
*/
/* void aa_line( GLcontext *ctx, GLuint vert0, GLuint vert1, GLuint pvert ) */
{
const struct vertex_buffer *VB = ctx->VB;
struct pixel_buffer *pb = ctx->PB;
GLfloat halfWidth = 0.5F * ctx->Line.Width; /* 0.5 is a bit of a hack */
GLboolean solid = !ctx->Line.StippleFlag;
GLint x0 = (GLint) VB->Win.data[vert0][0];
GLint x1 = (GLint) VB->Win.data[vert1][0];
GLint y0 = (GLint) VB->Win.data[vert0][1];
GLint y1 = (GLint) VB->Win.data[vert1][1];
GLint dx = x1 - x0;
GLint dy = y1 - y0;
GLint xStep, yStep;
GLint z0, z1;
#if INTERP_RGBA
GLfixed fr, fg, fb, fa; /* fixed-pt RGBA */
GLfixed dfr, dfg, dfb, dfa; /* fixed-pt RGBA deltas */
#endif
#if INTERP_SPEC
GLfixed fsr, fsg, fsb; /* fixed-pt specular RGBA */
GLfixed dfsr, dfsg, dfsb; /* fixed-pt specular RGBA deltas */
#endif
#if INTERP_INDEX
GLfixed fi, dfi;
#endif
#if INTERP_STUV0 || INTERP_STUV1
GLfloat invw0 = VB->Win.data[vert0][3];
GLfloat invw1 = VB->Win.data[vert1][3];
#endif
#if INTERP_STUV0
/* h denotes hyperbolic */
GLfloat hs0 = invw0 * VB->TexCoordPtr[0]->data[vert0][0];
GLfloat dhs = invw1 * VB->TexCoordPtr[0]->data[vert1][0] - hs0;
GLfloat ht0 = invw0 * VB->TexCoordPtr[0]->data[vert0][1];
GLfloat dht = invw1 * VB->TexCoordPtr[0]->data[vert1][1] - ht0;
GLfloat hu0 = 0, dhu = 0;
GLfloat hv0 = invw0, dhv = invw1 - invw0;
#endif
#if INTERP_STUV1
GLfloat hs01 = invw0 * VB->TexCoordPtr[1]->data[vert0][0];
GLfloat dhs1 = invw1 * VB->TexCoordPtr[1]->data[vert1][0] - hs01;
GLfloat ht01 = invw0 * VB->TexCoordPtr[1]->data[vert0][1];
GLfloat dht1 = invw1 * VB->TexCoordPtr[1]->data[vert1][1] - ht01;
GLfloat hu01 = 0, dhu1 = 0;
GLfloat hv01 = invw0, dhv1 = invw1 - invw0;
#endif
if (dx == 0 && dy == 0)
return;
#if DEPTH_BITS==16
z0 = FloatToFixed(VB->Win.data[vert0][2]);
z1 = FloatToFixed(VB->Win.data[vert1][2]);
#else
z0 = (int) VB->Win.data[vert0][2];
z1 = (int) VB->Win.data[vert1][2];
#endif
#if INTERP_STUV0
if (VB->TexCoordPtr[0]->size > 2) {
hu0 = invw0 * VB->TexCoordPtr[0]->data[vert0][2];
dhu = invw1 * VB->TexCoordPtr[0]->data[vert1][2] - hu0;
if (VB->TexCoordPtr[0]->size > 3) {
hv0 = invw0 * VB->TexCoordPtr[0]->data[vert0][3];
dhv = invw1 * VB->TexCoordPtr[0]->data[vert1][3] - hv0;
}
}
#endif
#if INTERP_STUV1
if (VB->TexCoordPtr[1]->size > 2) {
hu01 = invw0 * VB->TexCoordPtr[1]->data[vert0][2];
dhu1 = invw1 * VB->TexCoordPtr[1]->data[vert1][2] - hu01;
if (VB->TexCoordPtr[1]->size > 3) {
hv01 = invw0 * VB->TexCoordPtr[1]->data[vert0][3];
dhv1 = invw1 * VB->TexCoordPtr[1]->data[vert1][3] - hv01;
}
}
#endif
#if INTERP_RGBA
if (ctx->Light.ShadeModel == GL_SMOOTH) {
fr = IntToFixed(VB->ColorPtr->data[vert0][0]);
fg = IntToFixed(VB->ColorPtr->data[vert0][1]);
fb = IntToFixed(VB->ColorPtr->data[vert0][2]);
fa = IntToFixed(VB->ColorPtr->data[vert0][3]);
}
else {
fr = IntToFixed(VB->ColorPtr->data[pvert][0]);
fg = IntToFixed(VB->ColorPtr->data[pvert][1]);
fb = IntToFixed(VB->ColorPtr->data[pvert][2]);
fa = IntToFixed(VB->ColorPtr->data[pvert][3]);
dfr = dfg = dfb = dfa = 0;
}
#endif
#if INTERP_SPEC
if (ctx->Light.ShadeModel == GL_SMOOTH) {
fsr = IntToFixed(VB->Specular[vert0][0]);
fsg = IntToFixed(VB->Specular[vert0][1]);
fsb = IntToFixed(VB->Specular[vert0][2]);
}
else {
fsr = IntToFixed(VB->Specular[pvert][0]);
fsg = IntToFixed(VB->Specular[pvert][1]);
fsb = IntToFixed(VB->Specular[pvert][2]);
dfsr = dfsg = dfsb = 0;
}
#endif
#if INTERP_INDEX
if (ctx->Light.ShadeModel == GL_SMOOTH) {
fi = IntToFixed(VB->IndexPtr->data[vert0]);
}
else {
fi = IntToFixed(VB->IndexPtr->data[pvert]);
dfi = 0;
}
#endif
/*
* Setup
*/
#ifdef SETUP_CODE
SETUP_CODE
#endif
if (dx < 0) {
xStep = -1;
dx = -dx;
}
else {
xStep = 1;
}
if (dy < 0) {
yStep = -1;
dy = -dy;
}
else {
yStep = 1;
}
if (dx > dy) {
/*** X-major line ***/
GLint i;
GLint x = x0;
GLfloat y = VB->Win.data[vert0][1];
GLfloat yStep = (VB->Win.data[vert1][1] - y) / (GLfloat) dx;
GLint dz = (z1 - z0) / dx;
GLfloat invDx = 1.0F / dx;
(void) invDx;
#if INTERP_RGBA
if (ctx->Light.ShadeModel == GL_SMOOTH) {
dfr = (IntToFixed(VB->ColorPtr->data[vert1][0]) - fr) * invDx;
dfg = (IntToFixed(VB->ColorPtr->data[vert1][1]) - fg) * invDx;
dfb = (IntToFixed(VB->ColorPtr->data[vert1][2]) - fb) * invDx;
dfa = (IntToFixed(VB->ColorPtr->data[vert1][3]) - fa) * invDx;
}
#endif
#if INTERP_SPEC
if (ctx->Light.ShadeModel == GL_SMOOTH) {
dfsr = (IntToFixed(VB->Specular[vert1][0]) - fsr) * invDx;
dfsg = (IntToFixed(VB->Specular[vert1][1]) - fsg) * invDx;
dfsb = (IntToFixed(VB->Specular[vert1][2]) - fsb) * invDx;
}
#endif
#if INTERP_STUV0
dhs *= invDx;
dht *= invDx;
dhu *= invDx;
dhv *= invDx;
#endif
#if INTERP_STUV1
dhs1 *= invDx;
dht1 *= invDx;
dhu1 *= invDx;
dhv1 *= invDx;
#endif
for (i = 0; i < dx; i++) {
if (solid || (ctx->Line.StipplePattern & (1 << ((ctx->StippleCounter/ctx->Line.StippleFactor) & 0xf)))) {
GLfloat yTop = y + halfWidth;
GLfloat yBot = y - halfWidth;
GLint yTopi = (GLint) yTop;
GLint yBoti = (GLint) yBot;
GLint iy;
#if INTERP_RGBA
GLubyte red = FixedToInt(fr);
GLubyte green = FixedToInt(fg);
GLubyte blue = FixedToInt(fb);
GLubyte alpha = FixedToInt(fa);
GLint coverage;
#endif
#if INTERP_SPEC
GLubyte specRed = FixedToInt(fsr);
GLubyte specGreen = FixedToInt(fsg);
GLubyte specBlue = FixedToInt(fsb);
#endif
#if INTERP_INDEX
GLuint index = FixedToInt(fi) & 0xfffffff0;
GLuint coverage;
#endif
#if DEPTH_BITS==16
GLdepth z = FixedToInt(z0);
#else
GLdepth z = z0;
#endif
ASSERT(yBoti <= yTopi);
{
#if INTERP_STUV0
GLfloat invQ = 1.0F / hv0;
GLfloat s = hs0 * invQ;
GLfloat t = ht0 * invQ;
GLfloat u = hu0 * invQ;
#endif
#if INTERP_STUV1
GLfloat invQ1 = 1.0F / hv01;
GLfloat s1 = hs01 * invQ1;
GLfloat t1 = ht01 * invQ1;
GLfloat u1 = hu01 * invQ1;
#endif
/* bottom pixel of swipe */
#if INTERP_RGBA
coverage = (GLint) (alpha * (1.0F - (yBot - yBoti)));
#endif
#if INTERP_INDEX
coverage = (GLuint) (15.0F * (1.0F - (yBot - yBoti)));
#endif
PLOT(x, yBoti);
yBoti++;
/* top pixel of swipe */
#if INTERP_RGBA
coverage = (GLint) (alpha * (yTop - yTopi));
#endif
#if INTERP_INDEX
coverage = (GLuint) (15.0F * (yTop - yTopi));
#endif
PLOT(x, yTopi);
yTopi--;
/* pixels between top and bottom with 100% coverage */
#if INTERP_RGBA
coverage = alpha;
#endif
#if INTERP_INDEX
coverage = 15;
#endif
for (iy = yBoti; iy <= yTopi; iy++) {
PLOT(x, iy);
}
}
PB_CHECK_FLUSH( ctx, pb );
} /* if stippling */
x += xStep;
y += yStep;
z0 += dz;
#if INTERP_RGBA
fr += dfr;
fg += dfg;
fb += dfb;
fa += dfa;
#endif
#if INTERP_SPEC
fsr += dfsr;
fsg += dfsg;
fsb += dfsb;
#endif
#if INTERP_STUV0
hs0 += dhs;
ht0 += dht;
hu0 += dhu;
hv0 += dhv;
#endif
#if INTERP_STUV1
hs01 += dhs1;
ht01 += dht1;
hu01 += dhu1;
hv01 += dhv1;
#endif
#if INTERP_INDEX
fi += dfi;
#endif
if (!solid)
ctx->StippleCounter++;
}
}
else {
/*** Y-major line ***/
GLint i;
GLint y = y0;
GLfloat x = VB->Win.data[vert0][0];
GLfloat xStep = (VB->Win.data[vert1][0] - x) / (GLfloat) dy;
GLint dz = (z1 - z0) / dy;
GLfloat invDy = 1.0F / dy;
(void) invDy;
#if INTERP_RGBA
if (ctx->Light.ShadeModel == GL_SMOOTH) {
dfr = (IntToFixed(VB->ColorPtr->data[vert1][0]) - fr) * invDy;
dfg = (IntToFixed(VB->ColorPtr->data[vert1][1]) - fg) * invDy;
dfb = (IntToFixed(VB->ColorPtr->data[vert1][2]) - fb) * invDy;
dfa = (IntToFixed(VB->ColorPtr->data[vert1][3]) - fa) * invDy;
}
#endif
#if INTERP_SPEC
if (ctx->Light.ShadeModel == GL_SMOOTH) {
dfsr = (IntToFixed(VB->Specular[vert1][0]) - fsr) * invDy;
dfsg = (IntToFixed(VB->Specular[vert1][1]) - fsg) * invDy;
dfsb = (IntToFixed(VB->Specular[vert1][2]) - fsb) * invDy;
}
#endif
#if INTERP_STUV0
dhs *= invDy;
dht *= invDy;
dhu *= invDy;
dhv *= invDy;
#endif
#if INTERP_STUV1
dhs1 *= invDy;
dht1 *= invDy;
dhu1 *= invDy;
dhv1 *= invDy;
#endif
#if INTERP_INDEX
if (ctx->Light.ShadeModel == GL_SMOOTH) {
dfi = (IntToFixed(VB->IndexPtr->data[vert1]) - fi) / dy;
}
#endif
for (i = 0; i < dy; i++) {
if (solid || (ctx->Line.StipplePattern & (1 << ((ctx->StippleCounter/ctx->Line.StippleFactor) & 0xf)))) {
GLfloat xRight = x + halfWidth;
GLfloat xLeft = x - halfWidth;
GLint xRighti = (GLint) xRight;
GLint xLefti = (GLint) xLeft;
GLint ix;
#if INTERP_RGBA
GLubyte red = FixedToInt(fr);
GLubyte green = FixedToInt(fg);
GLubyte blue = FixedToInt(fb);
GLubyte alpha = FixedToInt(fa);
GLint coverage;
#endif
#if INTERP_SPEC
GLubyte specRed = FixedToInt(fsr);
GLubyte specGreen = FixedToInt(fsg);
GLubyte specBlue = FixedToInt(fsb);
#endif
#if INTERP_INDEX
GLuint index = FixedToInt(fi) & 0xfffffff0;
GLuint coverage;
#endif
#if DEPTH_BITS==16
GLdepth z = FixedToInt(z0);
#else
GLdepth z = z0;
#endif
ASSERT(xLefti < xRight);
{
#if INTERP_STUV0
GLfloat invQ = 1.0F / hv0;
GLfloat s = hs0 * invQ;
GLfloat t = ht0 * invQ;
GLfloat u = hu0 * invQ;
#endif
#if INTERP_STUV1
GLfloat invQ1 = 1.0F / hv01;
GLfloat s1 = hs01 * invQ1;
GLfloat t1 = ht01 * invQ1;
GLfloat u1 = hu01 * invQ1;
#endif
/* left pixel of swipe */
#if INTERP_RGBA
coverage = (GLint) (alpha * (1.0F - (xLeft - xLefti)));
#endif
#if INTERP_INDEX
coverage = (GLuint) (15.0F * (1.0F - (xLeft - xLefti)));
#endif
PLOT(xLefti, y);
xLefti++;
/* right pixel of swipe */
#if INTERP_RGBA
coverage = (GLint) (alpha * (xRight - xRighti));
#endif
#if INTERP_INDEX
coverage = (GLuint) (15.0F * (xRight - xRighti));
#endif
PLOT(xRighti, y)
xRighti--;
/* pixels between top and bottom with 100% coverage */
#if INTERP_RGBA
coverage = alpha;
#endif
#if INTERP_INDEX
coverage = 15;
#endif
for (ix = xLefti; ix <= xRighti; ix++) {
PLOT(ix, y);
}
}
PB_CHECK_FLUSH( ctx, pb );
}
x += xStep;
y += yStep;
z0 += dz;
#if INTERP_RGBA
fr += dfr;
fg += dfg;
fb += dfb;
fa += dfa;
#endif
#if INTERP_SPEC
fsr += dfsr;
fsg += dfsg;
fsb += dfsb;
#endif
#if INTERP_STUV0
hs0 += dhs;
ht0 += dht;
hu0 += dhu;
hv0 += dhv;
#endif
#if INTERP_STUV1
hs01 += dhs1;
ht01 += dht1;
hu01 += dhu1;
hv01 += dhv1;
#endif
#if INTERP_INDEX
fi += dfi;
#endif
if (!solid)
ctx->StippleCounter++;
}
}
}
#undef INTERP_RGBA
#undef INTERP_SPEC
#undef INTERP_STUV0
#undef INTERP_STUV1
#undef INTERP_INDEX
#undef PLOT