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Amiga Plus 1997 #1
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programmierung
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mesa-1.2.8
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span.c
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1996-05-27
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/* $Id: span.c,v 1.31 1996/04/25 20:41:06 brianp Exp $ */
/*
* Mesa 3-D graphics library
* Version: 1.2
* Copyright (C) 1995-1996 Brian Paul (brianp@ssec.wisc.edu)
*
* 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 1.31 1996/04/25 20:41:06 brianp
* replaced gl_depth_test_span() with DD.depth_test_span()
*
* Revision 1.30 1996/03/22 20:54:47 brianp
* replaced CC.ClipSpans with WINCLIP_BIT RasterMask flag
*
* Revision 1.29 1996/02/19 21:50:00 brianp
* added support for software alpha buffering
*
* Revision 1.28 1996/02/06 03:23:54 brianp
* removed gamma correction code
*
* Revision 1.27 1996/01/22 15:33:53 brianp
* use new CC.MutablePixels variable instead of CC.MutableColors
*
* Revision 1.26 1996/01/09 19:51:57 brianp
* fixed a bug in clip_span()
*
* Revision 1.25 1995/12/30 01:01:05 brianp
* gl_write_monocolor_span now takes integer color, not floating point
*
* Revision 1.24 1995/12/18 17:27:22 brianp
* use new GLdepth datatype
*
* Revision 1.23 1995/11/30 00:19:52 brianp
* make copy of span colors if they may be modified and reused
*
* Revision 1.22 1995/10/19 15:49:30 brianp
* added gamma support
*
* Revision 1.21 1995/10/13 22:41:16 brianp
* removed dithering code, added color/index masking code
*
* Revision 1.20 1995/09/18 14:21:29 brianp
* use NULL mask if writing all pixels in a color span
*
* Revision 1.19 1995/08/31 21:33:29 brianp
* use *DD.read_*_span instead of dd_read_*_span
*
* Revision 1.18 1995/07/26 15:03:48 brianp
* replaced some literals with variables for SunOS 4.x per Asif Khan
*
* Revision 1.17 1995/07/24 18:58:10 brianp
* added CC.ClipSpans logic
*
* Revision 1.16 1995/06/12 15:42:53 brianp
* changed color arrays to GLubyte
*
* Revision 1.15 1995/05/31 14:57:36 brianp
* added gl_read_index_span() and gl_read_color_span()
*
* Revision 1.14 1995/05/22 21:02:41 brianp
* Release 1.2
*
* Revision 1.13 1995/05/17 13:52:37 brianp
* implemented glIndexMask(0) and glColorMask(0,0,0,0)
*
* Revision 1.12 1995/05/17 13:17:22 brianp
* changed default CC.Mode value to allow use of real OpenGL headers
* removed need for CC.MajorMode variable
*
* Revision 1.11 1995/05/12 16:28:09 brianp
* renamed texture functions
* added clipping for glDrawPixels
*
* Revision 1.10 1995/04/11 14:03:27 brianp
* changed (*CC.write...) to (*DD.write...)
*
* Revision 1.9 1995/03/30 21:06:50 brianp
* updated to use pointers to CC.write_* functions
*
* Revision 1.8 1995/03/27 20:32:17 brianp
* new Texture.Enabled scheme
*
* Revision 1.7 1995/03/08 15:10:02 brianp
* support for dd_logicop
*
* Revision 1.6 1995/03/07 19:02:32 brianp
* updated for new logic blend function names
*
* Revision 1.5 1995/03/07 14:21:14 brianp
* updated for new XSetForeground/GC scheme
*
* Revision 1.4 1995/03/04 19:29:44 brianp
* 1.1 beta revision
*
* Revision 1.3 1995/03/01 17:44:31 brianp
* added stenciling for PB
*
* Revision 1.2 1995/02/27 22:49:03 brianp
* modified for PB
*
* Revision 1.1 1995/02/24 14:28:31 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 "context.h"
#include "depth.h"
#include "dd.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"
#ifndef NULL
# define NULL 0
#endif
/*
* Apply the current polygon stipple pattern to a span of pixels.
*/
static void stipple_polygon_span( GLuint n, GLint x, GLint y, GLubyte mask[] )
{
register GLuint i, m, stipple, highbit=0x80000000;
stipple = CC.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( GLint n, GLint x, GLint y, GLubyte mask[] )
{
GLint i;
/* Clip to top and bottom */
if (y<0 || y>=CC.BufferHeight) {
return 0;
}
/* Clip to left and right */
if (x>=0 && x+n<=CC.BufferWidth) {
/* no clipping needed */
return 1;
}
else if (x+n<=0) {
/* completely off left side */
return 0;
}
else if (x>=CC.BufferWidth) {
/* 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>=CC.BufferWidth) {
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( GLuint n, GLint x, GLint y, GLdepth z[],
GLuint index[], GLenum primitive )
{
GLuint i;
GLubyte mask[MAX_WIDTH];
/* init mask to 1's (all pixels are to be written) */
for (i=0;i<n;i++)
mask[i] = 1;
if ((CC.RasterMask & WINCLIP_BIT) || primitive==GL_BITMAP) {
if (clip_span(n,x,y,mask)==0) {
return;
}
}
/* Per-pixel fog */
if (CC.Fog.Enabled && (CC.Hint.Fog==GL_NICEST || primitive==GL_BITMAP)) {
gl_fog_index_pixels( n, z, index );
}
/* Do the scissor test */
if (CC.Scissor.Enabled) {
if (gl_scissor_span( n, x, y, mask )==0) {
return;
}
}
/* Polygon Stippling */
if (CC.Polygon.StippleFlag && primitive==GL_POLYGON) {
stipple_polygon_span( n, x, y, mask );
}
if (CC.Stencil.Enabled) {
/* first stencil test */
if (gl_stencil_span( n, x, y, mask )==0) {
return;
}
/* depth buffering w/ stencil */
gl_depth_stencil_span( n, x, y, z, mask );
}
else if (CC.Depth.Test) {
/* regular depth testing */
if ((*DD.depth_test_span)( n, x, y, z, mask )==0) return;
}
if (CC.Color.IndexMask==0) {
/* write no pixels */
return;
}
/* logic op */
if (CC.Color.SWLogicOpEnabled) {
gl_logic_span( n, x, y, index, mask );
}
if (CC.Color.SWmasking) {
gl_mask_index_span( n, x, y, index );
}
/* write pixels */
(*DD.write_index_span)( n, x, y, index, mask );
}
void gl_write_monoindex_span( GLuint n, GLint x, GLint y, GLdepth z[],
GLuint index, GLenum primitive )
{
GLuint i;
GLubyte mask[MAX_WIDTH];
/* init mask to 1's (all pixels are to be written) */
for (i=0;i<n;i++)
mask[i] = 1;
if ((CC.RasterMask & WINCLIP_BIT) || primitive==GL_BITMAP) {
if (clip_span(n,x,y,mask)==0) {
return;
}
}
/* Do the scissor test */
if (CC.Scissor.Enabled) {
if (gl_scissor_span( n, x, y, mask )==0) {
return;
}
}
/* Polygon Stippling */
if (CC.Polygon.StippleFlag && primitive==GL_POLYGON) {
stipple_polygon_span( n, x, y, mask );
}
if (CC.Stencil.Enabled) {
/* first stencil test */
if (gl_stencil_span( n, x, y, mask )==0) {
return;
}
/* depth buffering w/ stencil */
gl_depth_stencil_span( n, x, y, z, mask );
}
else if (CC.Depth.Test) {
/* regular depth testing */
if ((*DD.depth_test_span)( n, x, y, z, mask )==0) return;
}
if (CC.Color.IndexMask==0) {
/* write no pixels */
return;
}
if ((CC.Fog.Enabled && (CC.Hint.Fog==GL_NICEST || primitive==GL_BITMAP))
|| CC.Color.SWLogicOpEnabled || CC.Color.SWmasking) {
GLuint ispan[MAX_WIDTH];
for (i=0;i<n;i++) {
ispan[i] = index;
}
if (CC.Fog.Enabled && (CC.Hint.Fog==GL_NICEST || primitive==GL_BITMAP)) {
gl_fog_index_pixels( n, z, ispan );
}
if (CC.Color.SWLogicOpEnabled) {
gl_logic_span( n, x, y, ispan, mask );
}
if (CC.Color.SWmasking) {
gl_mask_index_span( n, x, y, ispan );
}
(*DD.write_index_span)( n, x, y, ispan, mask );
}
else {
(*DD.write_monoindex_span)( n, x, y, mask );
}
}
void gl_write_color_span( 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 ((CC.RasterMask & WINCLIP_BIT) || primitive==GL_BITMAP) {
if (clip_span(n,x,y,mask)==0) {
return;
}
write_all = GL_FALSE;
}
if (primitive==GL_BITMAP && CC.MutablePixels) {
/* 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 (CC.Fog.Enabled && (CC.Hint.Fog==GL_NICEST || primitive==GL_BITMAP)) {
gl_fog_color_pixels( n, z, red, green, blue, alpha );
}
/* Do the scissor test */
if (CC.Scissor.Enabled) {
if (gl_scissor_span( n, x, y, mask )==0) {
return;
}
write_all = GL_FALSE;
}
/* Polygon Stippling */
if (CC.Polygon.StippleFlag && primitive==GL_POLYGON) {
stipple_polygon_span( n, x, y, mask );
write_all = GL_FALSE;
}
/* Do the alpha test */
if (CC.Color.AlphaEnabled) {
if (gl_alpha_test( n, alpha, mask )==0) {
return;
}
write_all = GL_FALSE;
}
if (CC.Stencil.Enabled) {
/* first stencil test */
if (gl_stencil_span( n, x, y, mask )==0) {
return;
}
/* depth buffering w/ stencil */
gl_depth_stencil_span( n, x, y, z, mask );
write_all = GL_FALSE;
}
else if (CC.Depth.Test) {
/* regular depth testing */
GLuint m = (*DD.depth_test_span)( n, x, y, z, mask );
if (m==0) {
return;
}
if (m<n) {
write_all = GL_FALSE;
}
}
if (CC.Color.ColorMask==0) {
/* write no pixels */
return;
}
/* blending */
if (CC.Color.BlendEnabled) {
gl_blend_span( n, x, y, red, green, blue, alpha, mask );
}
/* Color component masking */
if (CC.Color.SWmasking) {
gl_mask_color_span( n, x, y, red, green, blue, alpha );
}
/* write pixels */
(*DD.write_color_span)( n, x, y, red, green, blue, alpha,
write_all ? NULL : mask );
if (CC.RasterMask & ALPHABUF_BIT) {
gl_write_alpha_span( n, x, y, alpha, 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( 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;
/* init mask to 1's (all pixels are to be written) */
for (i=0;i<n;i++)
mask[i] = 1;
if ((CC.RasterMask & WINCLIP_BIT) || primitive==GL_BITMAP) {
if (clip_span(n,x,y,mask)==0) {
return;
}
write_all = GL_FALSE;
}
/* Do the scissor test */
if (CC.Scissor.Enabled) {
if (gl_scissor_span( n, x, y, mask )==0) {
return;
}
write_all = GL_FALSE;
}
/* Polygon Stippling */
if (CC.Polygon.StippleFlag && primitive==GL_POLYGON) {
stipple_polygon_span( n, x, y, mask );
write_all = GL_FALSE;
}
/* Do the alpha test */
if (CC.Color.AlphaEnabled) {
GLubyte alpha[MAX_WIDTH];
for (i=0;i<n;i++) {
alpha[i] = a;
}
if (gl_alpha_test( n, alpha, mask )==0) {
return;
}
write_all = GL_FALSE;
}
if (CC.Stencil.Enabled) {
/* first stencil test */
if (gl_stencil_span( n, x, y, mask )==0) {
return;
}
/* depth buffering w/ stencil */
gl_depth_stencil_span( n, x, y, z, mask );
write_all = GL_FALSE;
}
else if (CC.Depth.Test) {
/* regular depth testing */
GLuint m = (*DD.depth_test_span)( n, x, y, z, mask );
if (m==0) {
return;
}
if (m<n) {
write_all = GL_FALSE;
}
}
if (CC.Color.ColorMask==0) {
/* write no pixels */
return;
}
if (CC.Color.BlendEnabled || CC.Color.SWmasking) {
/* assign same color to each pixel */
GLubyte red[MAX_WIDTH], green[MAX_WIDTH];
GLubyte blue[MAX_WIDTH], alpha[MAX_WIDTH];
for (i=0;i<n;i++) {
if (mask[i]) {
red[i] = r;
green[i] = g;
blue[i] = b;
alpha[i] = a;
}
}
if (CC.Color.BlendEnabled) {
gl_blend_span( n, x, y, red, green, blue, alpha, mask );
}
/* Color component masking */
if (CC.Color.SWmasking) {
gl_mask_color_span( n, x, y, red, green, blue, alpha );
}
/* write pixels */
(*DD.write_color_span)( n, x, y, red, green, blue, alpha,
write_all ? NULL : mask );
if (CC.RasterMask & ALPHABUF_BIT) {
gl_write_alpha_span( n, x, y, alpha, write_all ? NULL : mask );
}
}
else {
(*DD.write_monocolor_span)( n, x, y, mask );
if (CC.RasterMask & ALPHABUF_BIT) {
gl_write_mono_alpha_span( n, x, y, a, write_all ? NULL : mask );
}
}
}
/*
* 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
* 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( GLuint n, GLint x, GLint y, GLdepth z[],
GLfloat s[], GLfloat t[],
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 ((CC.RasterMask & WINCLIP_BIT) || primitive==GL_BITMAP) {
if (clip_span(n,x,y,mask)==0) {
return;
}
write_all = GL_FALSE;
}
if (primitive==GL_BITMAP) {
/* 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 (CC.Texture.Enabled & 2) {
gl_texture_pixels_2d( n, s, t, red, green, blue, alpha );
}
else if (CC.Texture.Enabled & 1) {
gl_texture_pixels_1d( n, s, red, green, blue, alpha );
}
/* Per-pixel fog */
if (CC.Fog.Enabled && (CC.Hint.Fog==GL_NICEST || primitive==GL_BITMAP)) {
gl_fog_color_pixels( n, z, red, green, blue, alpha );
}
/* Do the scissor test */
if (CC.Scissor.Enabled) {
if (gl_scissor_span( n, x, y, mask )==0) {
return;
}
write_all = GL_FALSE;
}
/* Polygon Stippling */
if (CC.Polygon.StippleFlag && primitive==GL_POLYGON) {
stipple_polygon_span( n, x, y, mask );
write_all = GL_FALSE;
}
/* Do the alpha test */
if (CC.Color.AlphaEnabled) {
if (gl_alpha_test( n, alpha, mask )==0) {
return;
}
write_all = GL_FALSE;
}
if (CC.Stencil.Enabled) {
/* first stencil test */
if (gl_stencil_span( n, x, y, mask )==0) {
return;
}
/* depth buffering w/ stencil */
gl_depth_stencil_span( n, x, y, z, mask );
write_all = GL_FALSE;
}
else if (CC.Depth.Test) {
/* regular depth testing */
GLuint m = (*DD.depth_test_span)( n, x, y, z, mask );
if (m==0) {
return;
}
if (m<n) {
write_all = GL_FALSE;
}
}
if (CC.Color.ColorMask==0) {
/* write no pixels */
return;
}
/* blending */
if (CC.Color.BlendEnabled) {
gl_blend_span( n, x, y, red, green, blue, alpha, mask );
}
if (CC.Color.SWmasking) {
gl_mask_color_span( n, x, y, red, green, blue, alpha );
}
/* write pixels */
(*DD.write_color_span)( n, x, y, red, green, blue, alpha,
write_all ? NULL : mask );
if (CC.RasterMask & ALPHABUF_BIT) {
gl_write_alpha_span( n, x, y, alpha, 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_color_span( GLuint n, GLint x, GLint y,
GLubyte red[], GLubyte green[],
GLubyte blue[], GLubyte alpha[] )
{
register GLuint i;
if (y<0 || y>=CC.BufferHeight || x>=CC.BufferWidth) {
/* 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<=CC.BufferWidth) {
/* OK */
(*DD.read_color_span)( n, x, y, red, green, blue, alpha );
if (CC.RasterMask & ALPHABUF_BIT) {
gl_read_alpha_span( 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, CC.BufferWidth - x );
(*DD.read_color_span)( n, x, y, red+i, green+i, blue+i, alpha+i );
if (CC.RasterMask & ALPHABUF_BIT) {
gl_read_alpha_span( 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( GLuint n, GLint x, GLint y, GLuint indx[] )
{
register GLuint i;
if (y<0 || y>=CC.BufferHeight || x>=CC.BufferWidth) {
/* completely above, below, or right */
for (i=0;i<n;i++) {
indx[i] = 0;
}
}
else {
if (x>=0 && x+n<=CC.BufferWidth) {
/* OK */
(*DD.read_index_span)( n, x, y, indx );
}
else {
i = 0;
if (x<0) {
while (x<0 && n>0) {
indx[i] = 0;
x++;
n--;
i++;
}
}
n = MIN2( n, CC.BufferWidth - x );
(*DD.read_index_span)( n, x, y, indx+i );
}
}
}