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span.c
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2000-01-07
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/* $Id: span.c,v 1.4 1999/11/08 15:28:08 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.
*/
/*
* pixel span rasterization:
* These functions simulate the rasterization pipeline.
*/
#ifdef PC_HEADER
#include "all.h"
#else
#ifndef XFree86Server
#include <assert.h>
#include <string.h>
#else
#include "GL/xf86glx.h"
#endif
#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"
#endif
/*
* 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;
}
}
/*
* Draw to more than one color buffer (or none).
*/
static void multi_write_index_span( GLcontext *ctx, GLuint n,
GLint x, GLint y, const GLuint indexes[],
const GLubyte mask[] )
{
GLuint bufferBit;
if (ctx->Color.DrawBuffer == GL_NONE)
return;
/* loop over four possible dest color buffers */
for (bufferBit = 1; bufferBit <= 8; bufferBit = bufferBit << 1) {
if (bufferBit & ctx->Color.DrawDestMask) {
GLuint indexTmp[MAX_WIDTH];
ASSERT(n < MAX_WIDTH);
if (bufferBit == FRONT_LEFT_BIT)
(*ctx->Driver.SetBuffer)( ctx, GL_FRONT_LEFT);
else if (bufferBit == FRONT_RIGHT_BIT)
(*ctx->Driver.SetBuffer)( ctx, GL_FRONT_RIGHT);
else if (bufferBit == BACK_LEFT_BIT)
(*ctx->Driver.SetBuffer)( ctx, GL_BACK_LEFT);
else
(*ctx->Driver.SetBuffer)( ctx, GL_BACK_RIGHT);
/* make copy of incoming indexes */
MEMCPY( indexTmp, indexes, n * sizeof(GLuint) );
if (ctx->Color.SWLogicOpEnabled) {
gl_logicop_ci_span( ctx, n, x, y, indexTmp, mask );
}
if (ctx->Color.SWmasking) {
gl_mask_index_span( ctx, n, x, y, indexTmp );
}
(*ctx->Driver.WriteCI32Span)( ctx, n, x, y, indexTmp, mask );
}
}
/* restore default dest buffer */
(void) (*ctx->Driver.SetBuffer)( ctx, ctx->Color.DriverDrawBuffer);
}
/*
* 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, const GLdepth z[],
GLuint indexIn[], GLenum primitive )
{
GLubyte mask[MAX_WIDTH];
GLuint indexBackup[MAX_WIDTH];
GLuint *index; /* points to indexIn or indexBackup */
/* init mask to 1's (all pixels are to be written) */
MEMSET(mask, 1, n);
if ((ctx->RasterMask & WINCLIP_BIT) || primitive==GL_BITMAP) {
if (clip_span(ctx,n,x,y,mask)==0) {
return;
}
}
if ((primitive==GL_BITMAP && ctx->MutablePixels)
|| (ctx->RasterMask & MULTI_DRAW_BIT)) {
/* Make copy of color indexes */
MEMCPY( indexBackup, indexIn, n * sizeof(GLuint) );
index = indexBackup;
}
else {
index = indexIn;
}
/* Per-pixel fog */
if (ctx->Fog.Enabled && (primitive==GL_BITMAP || ctx->FogMode == FOG_FRAGMENT)) {
gl_fog_ci_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 & MULTI_DRAW_BIT) {
/* draw to zero or two or more buffers */
multi_write_index_span( ctx, n, x, y, index, mask );
}
else {
/* normal situation: draw to exactly one buffer */
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.WriteCI32Span)( ctx, n, x, y, index, mask );
}
}
void gl_write_monoindex_span( GLcontext *ctx,
GLuint n, GLint x, GLint y, const GLdepth z[],
GLuint index, GLenum primitive )
{
GLubyte mask[MAX_WIDTH];
GLuint i;
/* init mask to 1's (all pixels are to be written) */
MEMSET(mask, 1, n);
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->Color.DrawBuffer == GL_NONE) {
/* write no pixels */
return;
}
if ((ctx->Fog.Enabled && (primitive==GL_BITMAP || ctx->FogMode==FOG_FRAGMENT))
|| ctx->Color.SWLogicOpEnabled || ctx->Color.SWmasking) {
/* different index per pixel */
GLuint indexes[MAX_WIDTH];
for (i=0;i<n;i++) {
indexes[i] = index;
}
if (ctx->Fog.Enabled && (primitive==GL_BITMAP || ctx->FogMode==FOG_FRAGMENT)) {
gl_fog_ci_pixels( ctx, n, z, indexes );
}
if (ctx->Color.SWLogicOpEnabled) {
gl_logicop_ci_span( ctx, n, x, y, indexes, mask );
}
if (ctx->Color.SWmasking) {
gl_mask_index_span( ctx, n, x, y, indexes );
}
if (ctx->RasterMask & MULTI_DRAW_BIT) {
/* draw to zero or two or more buffers */
multi_write_index_span( ctx, n, x, y, indexes, mask );
}
else {
/* normal situation: draw to exactly one buffer */
if (ctx->Color.SWLogicOpEnabled) {
gl_logicop_ci_span( ctx, n, x, y, indexes, mask );
}
if (ctx->Color.SWmasking) {
gl_mask_index_span( ctx, n, x, y, indexes );
}
(*ctx->Driver.WriteCI32Span)( ctx, n, x, y, indexes, mask );
}
}
else {
/* same color index for all pixels */
ASSERT(!ctx->Color.SWLogicOpEnabled);
ASSERT(!ctx->Color.SWmasking);
if (ctx->RasterMask & MULTI_DRAW_BIT) {
/* draw to zero or two or more buffers */
GLuint indexes[MAX_WIDTH];
for (i=0;i<n;i++)
indexes[i] = index;
multi_write_index_span( ctx, n, x, y, indexes, mask );
}
else {
/* normal situation: draw to exactly one buffer */
(*ctx->Driver.WriteMonoCISpan)( ctx, n, x, y, mask );
}
}
}
/*
* Draw to more than one RGBA color buffer (or none).
*/
static void multi_write_rgba_span( GLcontext *ctx, GLuint n,
GLint x, GLint y, CONST GLubyte rgba[][4],
const GLubyte mask[] )
{
GLuint bufferBit;
if (ctx->Color.DrawBuffer == GL_NONE)
return;
/* loop over four possible dest color buffers */
for (bufferBit = 1; bufferBit <= 8; bufferBit = bufferBit << 1) {
if (bufferBit & ctx->Color.DrawDestMask) {
GLubyte rgbaTmp[MAX_WIDTH][4];
ASSERT(n < MAX_WIDTH);
if (bufferBit == FRONT_LEFT_BIT) {
(*ctx->Driver.SetBuffer)( ctx, GL_FRONT_LEFT);
ctx->Buffer->Alpha = ctx->Buffer->FrontLeftAlpha;
}
else if (bufferBit == FRONT_RIGHT_BIT) {
(*ctx->Driver.SetBuffer)( ctx, GL_FRONT_RIGHT);
ctx->Buffer->Alpha = ctx->Buffer->FrontRightAlpha;
}
else if (bufferBit == BACK_LEFT_BIT) {
(*ctx->Driver.SetBuffer)( ctx, GL_BACK_LEFT);
ctx->Buffer->Alpha = ctx->Buffer->BackLeftAlpha;
}
else {
(*ctx->Driver.SetBuffer)( ctx, GL_BACK_RIGHT);
ctx->Buffer->Alpha = ctx->Buffer->BackRightAlpha;
}
/* make copy of incoming colors */
MEMCPY( rgbaTmp, rgba, 4 * n * sizeof(GLubyte) );
if (ctx->Color.SWLogicOpEnabled) {
gl_logicop_rgba_span( ctx, n, x, y, rgbaTmp, mask );
}
else if (ctx->Color.BlendEnabled) {
gl_blend_span( ctx, n, x, y, rgbaTmp, mask );
}
if (ctx->Color.SWmasking) {
gl_mask_rgba_span( ctx, n, x, y, rgbaTmp );
}
(*ctx->Driver.WriteRGBASpan)( ctx, n, x, y,
(const GLubyte (*)[4]) rgbaTmp, mask );
if (ctx->RasterMask & ALPHABUF_BIT) {
gl_write_alpha_span( ctx, n, x, y,
(const GLubyte (*)[4])rgbaTmp, mask );
}
}
}
/* restore default dest buffer */
(void) (*ctx->Driver.SetBuffer)( ctx, ctx->Color.DriverDrawBuffer );
}
void gl_write_rgba_span( GLcontext *ctx,
GLuint n, GLint x, GLint y, const GLdepth z[],
GLubyte rgbaIn[][4],
GLenum primitive )
{
GLubyte mask[MAX_WIDTH];
GLboolean write_all = GL_TRUE;
GLubyte rgbaBackup[MAX_WIDTH][4];
GLubyte (*rgba)[4];
const GLubyte *Null = 0;
/* init mask to 1's (all pixels are to be written) */
MEMSET(mask, 1, n);
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 & MULTI_DRAW_BIT)) {
/* must make a copy of the colors since they may be modified */
MEMCPY( rgbaBackup, rgbaIn, 4 * n * sizeof(GLubyte) );
rgba = rgbaBackup;
}
else {
rgba = rgbaIn;
}
/* Per-pixel fog */
if (ctx->Fog.Enabled && (primitive==GL_BITMAP || ctx->FogMode==FOG_FRAGMENT)) {
gl_fog_rgba_pixels( ctx, n, z, rgba );
}
/* 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, (const GLubyte (*)[4]) rgba, 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 & MULTI_DRAW_BIT) {
multi_write_rgba_span( ctx, n, x, y,
(const GLubyte (*)[4]) rgba,
write_all ? Null : mask );
}
else {
/* normal: write to exactly one buffer */
/* logic op or blending */
if (ctx->Color.SWLogicOpEnabled) {
gl_logicop_rgba_span( ctx, n, x, y, rgba, mask );
}
else if (ctx->Color.BlendEnabled) {
gl_blend_span( ctx, n, x, y, rgba, mask );
}
/* Color component masking */
if (ctx->Color.SWmasking) {
gl_mask_rgba_span( ctx, n, x, y, rgba );
}
/* write pixels */
(*ctx->Driver.WriteRGBASpan)( ctx, n, x, y,
(const GLubyte (*)[4]) rgba,
write_all ? Null : mask );
if (ctx->RasterMask & ALPHABUF_BIT) {
gl_write_alpha_span( ctx, n, x, y,
(const GLubyte (*)[4]) rgba,
write_all ? Null : mask );
}
}
}
/*
* 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, const GLdepth z[],
const GLubyte color[4],
GLenum primitive )
{
GLuint i;
GLubyte mask[MAX_WIDTH];
GLboolean write_all = GL_TRUE;
GLubyte rgba[MAX_WIDTH][4];
const GLubyte *Null = 0;
/* init mask to 1's (all pixels are to be written) */
MEMSET(mask, 1, n);
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) {
for (i=0;i<n;i++) {
rgba[i][ACOMP] = color[ACOMP];
}
if (gl_alpha_test( ctx, n, (const GLubyte (*)[4])rgba, 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->Color.DrawBuffer == GL_NONE) {
/* 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]) {
COPY_4UBV(rgba[i], color);
}
}
if (ctx->RasterMask & MULTI_DRAW_BIT) {
multi_write_rgba_span( ctx, n, x, y, (const GLubyte (*)[4]) rgba,
mask );
}
else {
/* normal: write to exactly one buffer */
if (ctx->Color.SWLogicOpEnabled) {
gl_logicop_rgba_span( ctx, n, x, y, rgba, mask );
}
else if (ctx->Color.BlendEnabled) {
gl_blend_span( ctx, n, x, y, rgba, mask );
}
/* Color component masking */
if (ctx->Color.SWmasking) {
gl_mask_rgba_span( ctx, n, x, y, rgba );
}
/* write pixels */
(*ctx->Driver.WriteRGBASpan)( ctx, n, x, y,
(const GLubyte (*)[4]) rgba,
write_all ? Null : mask );
if (ctx->RasterMask & ALPHABUF_BIT) {
gl_write_alpha_span( ctx, n, x, y,
(const GLubyte (*)[4]) rgba,
write_all ? Null : mask );
}
}
}
else {
/* same color for all pixels */
ASSERT(!ctx->Color.BlendEnabled);
ASSERT(!ctx->Color.SWLogicOpEnabled);
ASSERT(!ctx->Color.SWmasking);
if (ctx->RasterMask & MULTI_DRAW_BIT) {
for (i=0;i<n;i++) {
if (mask[i]) {
COPY_4UBV(rgba[i], color);
}
}
multi_write_rgba_span( ctx, n, x, y,
(const GLubyte (*)[4]) rgba,
mask );
}
else {
(*ctx->Driver.WriteMonoRGBASpan)( ctx, n, x, y, mask );
if (ctx->RasterMask & ALPHABUF_BIT) {
gl_write_mono_alpha_span( ctx, n, x, y, (GLubyte) color[ACOMP],
write_all ? Null : mask );
}
}
}
}
/*
* Add specular color to base color. This is used only when
* GL_LIGHT_MODEL_COLOR_CONTROL = GL_SEPARATE_SPECULAR_COLOR.
*/
static void add_colors(GLuint n, GLubyte rgba[][4], CONST GLubyte specular[][4] )
{
GLuint i;
for (i=0; i<n; i++) {
GLint r = rgba[i][RCOMP] + specular[i][RCOMP];
GLint g = rgba[i][GCOMP] + specular[i][GCOMP];
GLint b = rgba[i][BCOMP] + specular[i][BCOMP];
rgba[i][RCOMP] = (GLubyte) MIN2(r, 255);
rgba[i][GCOMP] = (GLubyte) MIN2(g, 255);
rgba[i][BCOMP] = (GLubyte) MIN2(b, 255);
}
}
/*
* 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
* rgba - 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, const GLdepth z[],
const GLfloat s[], const GLfloat t[],
const GLfloat u[], GLfloat lambda[],
GLubyte rgbaIn[][4], CONST GLubyte spec[][4],
GLenum primitive )
{
GLubyte mask[MAX_WIDTH];
GLboolean write_all = GL_TRUE;
GLubyte rgbaBackup[MAX_WIDTH][4];
GLubyte (*rgba)[4]; /* points to either rgbaIn or rgbaBackup */
const GLubyte *Null = 0;
/* init mask to 1's (all pixels are to be written) */
MEMSET(mask, 1, n);
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 & MULTI_DRAW_BIT)) {
/* must make a copy of the colors since they may be modified */
MEMCPY(rgbaBackup, rgbaIn, 4 * sizeof(GLubyte));
rgba = rgbaBackup;
}
else {
rgba = rgbaIn;
}
/* Texture */
ASSERT(ctx->Texture.Enabled);
gl_texture_pixels( ctx, 0, n, s, t, u, lambda, rgba );
/* Add base and specular colors */
if (spec && ctx->Light.Enabled
&& ctx->Light.Model.ColorControl == GL_SEPARATE_SPECULAR_COLOR)
add_colors( n, rgba, spec ); /* rgba = rgba + spec */
/* Per-pixel fog */
if (ctx->Fog.Enabled && (primitive==GL_BITMAP || ctx->FogMode==FOG_FRAGMENT)) {
gl_fog_rgba_pixels( ctx, n, z, rgba );
}
/* 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, (const GLubyte (*)[4]) rgba, 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 & MULTI_DRAW_BIT) {
multi_write_rgba_span( ctx, n, x, y, (const GLubyte (*)[4])rgba,
write_all ? Null : mask );
}
else {
/* normal: write to exactly one buffer */
if (ctx->Color.SWLogicOpEnabled) {
gl_logicop_rgba_span( ctx, n, x, y, rgba, mask );
}
else if (ctx->Color.BlendEnabled) {
gl_blend_span( ctx, n, x, y, rgba, mask );
}
if (ctx->Color.SWmasking) {
gl_mask_rgba_span( ctx, n, x, y, rgba );
}
(*ctx->Driver.WriteRGBASpan)( ctx, n, x, y, (const GLubyte (*)[4])rgba,
write_all ? Null : mask );
if (ctx->RasterMask & ALPHABUF_BIT) {
gl_write_alpha_span( ctx, n, x, y, (const GLubyte (*)[4]) rgba,
write_all ? Null : mask );
}
}
}
/*
* As above but perform multiple stages of texture application.
* Input: texUnits - number of texture units to apply
*/
void gl_write_multitexture_span( GLcontext *ctx, GLuint texUnits,
GLuint n, GLint x, GLint y,
const GLdepth z[],
CONST GLfloat s[][MAX_WIDTH],
CONST GLfloat t[][MAX_WIDTH],
CONST GLfloat u[][MAX_WIDTH],
GLfloat lambda[][MAX_WIDTH],
GLubyte rgbaIn[][4], CONST GLubyte spec[][4],
GLenum primitive )
{
GLubyte mask[MAX_WIDTH];
GLboolean write_all = GL_TRUE;
GLubyte rgbaBackup[MAX_WIDTH][4];
GLubyte (*rgba)[4]; /* points to either rgbaIn or rgbaBackup */
GLuint i;
const GLubyte *Null = 0;
/* init mask to 1's (all pixels are to be written) */
MEMSET(mask, 1, n);
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 & MULTI_DRAW_BIT)) {
/* must make a copy of the colors since they may be modified */
MEMCPY(rgbaBackup, rgbaIn, 4 * sizeof(GLubyte));
rgba = rgbaBackup;
}
else {
rgba = rgbaIn;
}
/* Texture */
ASSERT(ctx->Texture.Enabled);
ASSERT(texUnits <= MAX_TEXTURE_UNITS);
for (i=0;i<texUnits;i++) {
gl_texture_pixels( ctx, i, n, s[i], t[i], u[i], lambda[i], rgba );
}
/* Add base and specular colors */
if (spec && ctx->Light.Enabled
&& ctx->Light.Model.ColorControl == GL_SEPARATE_SPECULAR_COLOR)
add_colors( n, rgba, spec ); /* rgba = rgba + spec */
/* Per-pixel fog */
if (ctx->Fog.Enabled && (primitive==GL_BITMAP || ctx->FogMode==FOG_FRAGMENT)) {
gl_fog_rgba_pixels( ctx, n, z, rgba );
}
/* 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, (const GLubyte (*)[4])rgba, 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 & MULTI_DRAW_BIT) {
multi_write_rgba_span( ctx, n, x, y, (const GLubyte (*)[4]) rgba, write_all ? Null : mask );
}
else {
/* normal: write to exactly one buffer */
if (ctx->Color.SWLogicOpEnabled) {
gl_logicop_rgba_span( ctx, n, x, y, rgba, mask );
}
else if (ctx->Color.BlendEnabled) {
gl_blend_span( ctx, n, x, y, rgba, mask );
}
if (ctx->Color.SWmasking) {
gl_mask_rgba_span( ctx, n, x, y, rgba );
}
(*ctx->Driver.WriteRGBASpan)( ctx, n, x, y, (const GLubyte (*)[4])rgba, write_all ? Null : mask );
if (ctx->RasterMask & ALPHABUF_BIT) {
gl_write_alpha_span( ctx, n, x, y, (const GLubyte (*)[4])rgba,
write_all ? Null : mask );
}
}
}
/*
* Read RGBA pixels from frame buffer. Clipping will be done to prevent
* reading ouside the buffer's boundaries.
*/
void gl_read_rgba_span( GLcontext *ctx,
GLuint n, GLint x, GLint y,
GLubyte rgba[][4] )
{
if (y<0 || y>=ctx->Buffer->Height || x>=ctx->Buffer->Width) {
/* completely above, below, or right */
MEMSET( rgba, 0, 4 * n * sizeof(GLubyte)); /*XXX maybe leave undefined?*/
}
else {
GLint skip, length;
if (x < 0) {
/* left edge clippping */
skip = -x;
length = (GLint) n - skip;
if (length < 0) {
/* completely left of window */
return;
}
if (length > ctx->Buffer->Width) {
length = ctx->Buffer->Width;
}
}
else if ((GLint) (x + n) > ctx->Buffer->Width) {
/* right edge clipping */
skip = 0;
length = ctx->Buffer->Width - x;
if (length < 0) {
/* completely to right of window */
return;
}
}
else {
/* no clipping */
skip = 0;
length = (GLint) n;
}
(*ctx->Driver.ReadRGBASpan)( ctx, length, x + skip, y, rgba + skip );
if (ctx->Visual->SoftwareAlpha) {
gl_read_alpha_span( ctx, length, x + skip, y, rgba + skip );
}
}
}
/*
* 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 {
GLint skip, length;
if (x < 0) {
/* left edge clippping */
skip = -x;
length = (GLint) n - skip;
if (length < 0) {
/* completely left of window */
return;
}
if (length > ctx->Buffer->Width) {
length = ctx->Buffer->Width;
}
}
else if ((GLint) (x + n) > ctx->Buffer->Width) {
/* right edge clipping */
skip = 0;
length = ctx->Buffer->Width - x;
if (length < 0) {
/* completely to right of window */
return;
}
}
else {
/* no clipping */
skip = 0;
length = (GLint) n;
}
(*ctx->Driver.ReadCI32Span)( ctx, length, skip + x, y, indx + skip );
}
}