/* * 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. */ /* $XFree86: xc/extras/Mesa/src/lnaatemp.h,v 1.7 2000/02/18 12:18:45 tsi Exp $ */ /* * 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; #ifdef INTERP_RGBA GLfixed fr, fg, fb, fa; /* fixed-pt RGBA */ GLfixed dfr, dfg, dfb, dfa; /* fixed-pt RGBA deltas */ #endif #ifdef INTERP_SPEC GLfixed fsr, fsg, fsb; /* fixed-pt specular RGBA */ GLfixed dfsr, dfsg, dfsb; /* fixed-pt specular RGBA deltas */ #endif #ifdef INTERP_INDEX GLfixed fi, dfi; #endif #if defined(INTERP_STUV0) || defined(INTERP_STUV1) GLfloat invw0 = VB->Win.data[vert0][3]; GLfloat invw1 = VB->Win.data[vert1][3]; #endif #ifdef 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 #ifdef 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 #ifdef 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 #ifdef 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 #ifdef 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 #ifdef 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 #ifdef 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; #ifdef 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 #ifdef 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 #ifdef INTERP_STUV0 dhs *= invDx; dht *= invDx; dhu *= invDx; dhv *= invDx; #endif #ifdef 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; #ifdef INTERP_RGBA GLubyte red = FixedToInt(fr); GLubyte green = FixedToInt(fg); GLubyte blue = FixedToInt(fb); GLubyte alpha = FixedToInt(fa); GLint coverage; #endif #ifdef INTERP_SPEC GLubyte specRed = FixedToInt(fsr); GLubyte specGreen = FixedToInt(fsg); GLubyte specBlue = FixedToInt(fsb); #endif #ifdef 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); { #ifdef INTERP_STUV0 GLfloat invQ = 1.0F / hv0; GLfloat s = hs0 * invQ; GLfloat t = ht0 * invQ; GLfloat u = hu0 * invQ; #endif #ifdef INTERP_STUV1 GLfloat invQ1 = 1.0F / hv01; GLfloat s1 = hs01 * invQ1; GLfloat t1 = ht01 * invQ1; GLfloat u1 = hu01 * invQ1; #endif /* bottom pixel of swipe */ #ifdef INTERP_RGBA coverage = (GLint) (alpha * (1.0F - (yBot - yBoti))); #endif #ifdef INTERP_INDEX coverage = (GLuint) (15.0F * (1.0F - (yBot - yBoti))); #endif PLOT(x, yBoti); yBoti++; /* top pixel of swipe */ #ifdef INTERP_RGBA coverage = (GLint) (alpha * (yTop - yTopi)); #endif #ifdef INTERP_INDEX coverage = (GLuint) (15.0F * (yTop - yTopi)); #endif PLOT(x, yTopi); yTopi--; /* pixels between top and bottom with 100% coverage */ #ifdef INTERP_RGBA coverage = alpha; #endif #ifdef 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; #ifdef INTERP_RGBA fr += dfr; fg += dfg; fb += dfb; fa += dfa; #endif #ifdef INTERP_SPEC fsr += dfsr; fsg += dfsg; fsb += dfsb; #endif #ifdef INTERP_STUV0 hs0 += dhs; ht0 += dht; hu0 += dhu; hv0 += dhv; #endif #ifdef INTERP_STUV1 hs01 += dhs1; ht01 += dht1; hu01 += dhu1; hv01 += dhv1; #endif #ifdef 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; #ifdef 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 #ifdef 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 #ifdef INTERP_STUV0 dhs *= invDy; dht *= invDy; dhu *= invDy; dhv *= invDy; #endif #ifdef INTERP_STUV1 dhs1 *= invDy; dht1 *= invDy; dhu1 *= invDy; dhv1 *= invDy; #endif #ifdef 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; #ifdef INTERP_RGBA GLubyte red = FixedToInt(fr); GLubyte green = FixedToInt(fg); GLubyte blue = FixedToInt(fb); GLubyte alpha = FixedToInt(fa); GLint coverage; #endif #ifdef INTERP_SPEC GLubyte specRed = FixedToInt(fsr); GLubyte specGreen = FixedToInt(fsg); GLubyte specBlue = FixedToInt(fsb); #endif #ifdef 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); { #ifdef INTERP_STUV0 GLfloat invQ = 1.0F / hv0; GLfloat s = hs0 * invQ; GLfloat t = ht0 * invQ; GLfloat u = hu0 * invQ; #endif #ifdef INTERP_STUV1 GLfloat invQ1 = 1.0F / hv01; GLfloat s1 = hs01 * invQ1; GLfloat t1 = ht01 * invQ1; GLfloat u1 = hu01 * invQ1; #endif /* left pixel of swipe */ #ifdef INTERP_RGBA coverage = (GLint) (alpha * (1.0F - (xLeft - xLefti))); #endif #ifdef INTERP_INDEX coverage = (GLuint) (15.0F * (1.0F - (xLeft - xLefti))); #endif PLOT(xLefti, y); xLefti++; /* right pixel of swipe */ #ifdef INTERP_RGBA coverage = (GLint) (alpha * (xRight - xRighti)); #endif #ifdef INTERP_INDEX coverage = (GLuint) (15.0F * (xRight - xRighti)); #endif PLOT(xRighti, y) xRighti--; /* pixels between top and bottom with 100% coverage */ #ifdef INTERP_RGBA coverage = alpha; #endif #ifdef 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; #ifdef INTERP_RGBA fr += dfr; fg += dfg; fb += dfb; fa += dfa; #endif #ifdef INTERP_SPEC fsr += dfsr; fsg += dfsg; fsb += dfsb; #endif #ifdef INTERP_STUV0 hs0 += dhs; ht0 += dht; hu0 += dhu; hv0 += dhv; #endif #ifdef INTERP_STUV1 hs01 += dhs1; ht01 += dht1; hu01 += dhu1; hv01 += dhv1; #endif #ifdef 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