move mesa32 over to new dir
[reactos.git] / reactos / lib / mesa32 / src / swrast / s_aalinetemp.h
1 /*
2 * Mesa 3-D graphics library
3 * Version: 6.3
4 *
5 * Copyright (C) 1999-2004 Brian Paul All Rights Reserved.
6 *
7 * Permission is hereby granted, free of charge, to any person obtaining a
8 * copy of this software and associated documentation files (the "Software"),
9 * to deal in the Software without restriction, including without limitation
10 * the rights to use, copy, modify, merge, publish, distribute, sublicense,
11 * and/or sell copies of the Software, and to permit persons to whom the
12 * Software is furnished to do so, subject to the following conditions:
13 *
14 * The above copyright notice and this permission notice shall be included
15 * in all copies or substantial portions of the Software.
16 *
17 * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS
18 * OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
19 * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL
20 * BRIAN PAUL BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN
21 * AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN
22 * CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
23 */
24
25
26 /*
27 * Antialiased line template.
28 */
29
30
31 /*
32 * Function to render each fragment in the AA line.
33 * \param ix - integer fragment window X coordiante
34 * \param iy - integer fragment window Y coordiante
35 */
36 static void
37 NAME(plot)(GLcontext *ctx, struct LineInfo *line, int ix, int iy)
38 {
39 const GLfloat fx = (GLfloat) ix;
40 const GLfloat fy = (GLfloat) iy;
41 #ifdef DO_INDEX
42 const GLfloat coverage = compute_coveragei(line, ix, iy);
43 #else
44 const GLfloat coverage = compute_coveragef(line, ix, iy);
45 #endif
46 const GLuint i = line->span.end;
47
48 if (coverage == 0.0)
49 return;
50
51 line->span.end++;
52 line->span.array->coverage[i] = coverage;
53 line->span.array->x[i] = ix;
54 line->span.array->y[i] = iy;
55
56 /*
57 * Compute Z, color, texture coords, fog for the fragment by
58 * solving the plane equations at (ix,iy).
59 */
60 #ifdef DO_Z
61 line->span.array->z[i] = (GLdepth) IROUND(solve_plane(fx, fy, line->zPlane));
62 #endif
63 #ifdef DO_FOG
64 line->span.array->fog[i] = solve_plane(fx, fy, line->fPlane);
65 #endif
66 #ifdef DO_RGBA
67 line->span.array->rgba[i][RCOMP] = solve_plane_chan(fx, fy, line->rPlane);
68 line->span.array->rgba[i][GCOMP] = solve_plane_chan(fx, fy, line->gPlane);
69 line->span.array->rgba[i][BCOMP] = solve_plane_chan(fx, fy, line->bPlane);
70 line->span.array->rgba[i][ACOMP] = solve_plane_chan(fx, fy, line->aPlane);
71 #endif
72 #ifdef DO_INDEX
73 line->span.array->index[i] = (GLint) solve_plane(fx, fy, line->iPlane);
74 #endif
75 #ifdef DO_SPEC
76 line->span.array->spec[i][RCOMP] = solve_plane_chan(fx, fy, line->srPlane);
77 line->span.array->spec[i][GCOMP] = solve_plane_chan(fx, fy, line->sgPlane);
78 line->span.array->spec[i][BCOMP] = solve_plane_chan(fx, fy, line->sbPlane);
79 #endif
80 #ifdef DO_TEX
81 {
82 GLfloat invQ;
83 if (ctx->FragmentProgram._Active) {
84 invQ = 1.0F;
85 }
86 else {
87 invQ = solve_plane_recip(fx, fy, line->vPlane[0]);
88 }
89 line->span.array->texcoords[0][i][0] = solve_plane(fx, fy, line->sPlane[0]) * invQ;
90 line->span.array->texcoords[0][i][1] = solve_plane(fx, fy, line->tPlane[0]) * invQ;
91 line->span.array->texcoords[0][i][2] = solve_plane(fx, fy, line->uPlane[0]) * invQ;
92 line->span.array->lambda[0][i] = compute_lambda(line->sPlane[0],
93 line->tPlane[0], invQ,
94 line->texWidth[0],
95 line->texHeight[0]);
96 }
97 #elif defined(DO_MULTITEX)
98 {
99 GLuint unit;
100 for (unit = 0; unit < ctx->Const.MaxTextureUnits; unit++) {
101 if (ctx->Texture.Unit[unit]._ReallyEnabled) {
102 GLfloat invQ;
103 if (ctx->FragmentProgram._Active) {
104 invQ = 1.0F;
105 }
106 else {
107 invQ = solve_plane_recip(fx, fy, line->vPlane[unit]);
108 }
109 line->span.array->texcoords[unit][i][0] = solve_plane(fx, fy, line->sPlane[unit]) * invQ;
110 line->span.array->texcoords[unit][i][1] = solve_plane(fx, fy, line->tPlane[unit]) * invQ;
111 line->span.array->texcoords[unit][i][2] = solve_plane(fx, fy, line->uPlane[unit]) * invQ;
112 line->span.array->lambda[unit][i] = compute_lambda(line->sPlane[unit],
113 line->tPlane[unit], invQ,
114 line->texWidth[unit], line->texHeight[unit]);
115 }
116 }
117 }
118 #endif
119
120 if (line->span.end == MAX_WIDTH) {
121 #if defined(DO_RGBA)
122 _swrast_write_rgba_span(ctx, &(line->span));
123 #else
124 _swrast_write_index_span(ctx, &(line->span));
125 #endif
126 line->span.end = 0; /* reset counter */
127 }
128 }
129
130
131
132 /*
133 * Line setup
134 */
135 static void
136 NAME(line)(GLcontext *ctx, const SWvertex *v0, const SWvertex *v1)
137 {
138 SWcontext *swrast = SWRAST_CONTEXT(ctx);
139 GLfloat tStart, tEnd; /* segment start, end along line length */
140 GLboolean inSegment;
141 GLint iLen, i;
142
143 /* Init the LineInfo struct */
144 struct LineInfo line;
145 line.x0 = v0->win[0];
146 line.y0 = v0->win[1];
147 line.x1 = v1->win[0];
148 line.y1 = v1->win[1];
149 line.dx = line.x1 - line.x0;
150 line.dy = line.y1 - line.y0;
151 line.len = SQRTF(line.dx * line.dx + line.dy * line.dy);
152 line.halfWidth = 0.5F * ctx->Line._Width;
153
154 if (line.len == 0.0 || IS_INF_OR_NAN(line.len))
155 return;
156
157 INIT_SPAN(line.span, GL_LINE, 0, 0, SPAN_XY | SPAN_COVERAGE);
158
159 line.xAdj = line.dx / line.len * line.halfWidth;
160 line.yAdj = line.dy / line.len * line.halfWidth;
161
162 #ifdef DO_Z
163 line.span.arrayMask |= SPAN_Z;
164 compute_plane(line.x0, line.y0, line.x1, line.y1,
165 v0->win[2], v1->win[2], line.zPlane);
166 #endif
167 #ifdef DO_FOG
168 line.span.arrayMask |= SPAN_FOG;
169 compute_plane(line.x0, line.y0, line.x1, line.y1,
170 v0->fog, v1->fog, line.fPlane);
171 #endif
172 #ifdef DO_RGBA
173 line.span.arrayMask |= SPAN_RGBA;
174 if (ctx->Light.ShadeModel == GL_SMOOTH) {
175 compute_plane(line.x0, line.y0, line.x1, line.y1,
176 v0->color[RCOMP], v1->color[RCOMP], line.rPlane);
177 compute_plane(line.x0, line.y0, line.x1, line.y1,
178 v0->color[GCOMP], v1->color[GCOMP], line.gPlane);
179 compute_plane(line.x0, line.y0, line.x1, line.y1,
180 v0->color[BCOMP], v1->color[BCOMP], line.bPlane);
181 compute_plane(line.x0, line.y0, line.x1, line.y1,
182 v0->color[ACOMP], v1->color[ACOMP], line.aPlane);
183 }
184 else {
185 constant_plane(v1->color[RCOMP], line.rPlane);
186 constant_plane(v1->color[GCOMP], line.gPlane);
187 constant_plane(v1->color[BCOMP], line.bPlane);
188 constant_plane(v1->color[ACOMP], line.aPlane);
189 }
190 #endif
191 #ifdef DO_SPEC
192 line.span.arrayMask |= SPAN_SPEC;
193 if (ctx->Light.ShadeModel == GL_SMOOTH) {
194 compute_plane(line.x0, line.y0, line.x1, line.y1,
195 v0->specular[RCOMP], v1->specular[RCOMP], line.srPlane);
196 compute_plane(line.x0, line.y0, line.x1, line.y1,
197 v0->specular[GCOMP], v1->specular[GCOMP], line.sgPlane);
198 compute_plane(line.x0, line.y0, line.x1, line.y1,
199 v0->specular[BCOMP], v1->specular[BCOMP], line.sbPlane);
200 }
201 else {
202 constant_plane(v1->specular[RCOMP], line.srPlane);
203 constant_plane(v1->specular[GCOMP], line.sgPlane);
204 constant_plane(v1->specular[BCOMP], line.sbPlane);
205 }
206 #endif
207 #ifdef DO_INDEX
208 line.span.arrayMask |= SPAN_INDEX;
209 if (ctx->Light.ShadeModel == GL_SMOOTH) {
210 compute_plane(line.x0, line.y0, line.x1, line.y1,
211 v0->index, v1->index, line.iPlane);
212 }
213 else {
214 constant_plane(v1->index, line.iPlane);
215 }
216 #endif
217 #ifdef DO_TEX
218 {
219 const struct gl_texture_object *obj = ctx->Texture.Unit[0]._Current;
220 const struct gl_texture_image *texImage = obj->Image[0][obj->BaseLevel];
221 const GLfloat invW0 = v0->win[3];
222 const GLfloat invW1 = v1->win[3];
223 const GLfloat s0 = v0->texcoord[0][0] * invW0;
224 const GLfloat s1 = v1->texcoord[0][0] * invW1;
225 const GLfloat t0 = v0->texcoord[0][1] * invW0;
226 const GLfloat t1 = v1->texcoord[0][1] * invW1;
227 const GLfloat r0 = v0->texcoord[0][2] * invW0;
228 const GLfloat r1 = v1->texcoord[0][2] * invW1;
229 const GLfloat q0 = v0->texcoord[0][3] * invW0;
230 const GLfloat q1 = v1->texcoord[0][3] * invW1;
231 line.span.arrayMask |= (SPAN_TEXTURE | SPAN_LAMBDA);
232 compute_plane(line.x0, line.y0, line.x1, line.y1, s0, s1, line.sPlane[0]);
233 compute_plane(line.x0, line.y0, line.x1, line.y1, t0, t1, line.tPlane[0]);
234 compute_plane(line.x0, line.y0, line.x1, line.y1, r0, r1, line.uPlane[0]);
235 compute_plane(line.x0, line.y0, line.x1, line.y1, q0, q1, line.vPlane[0]);
236 line.texWidth[0] = (GLfloat) texImage->Width;
237 line.texHeight[0] = (GLfloat) texImage->Height;
238 }
239 #elif defined(DO_MULTITEX)
240 {
241 GLuint u;
242 line.span.arrayMask |= (SPAN_TEXTURE | SPAN_LAMBDA);
243 for (u = 0; u < ctx->Const.MaxTextureUnits; u++) {
244 if (ctx->Texture.Unit[u]._ReallyEnabled) {
245 const struct gl_texture_object *obj = ctx->Texture.Unit[u]._Current;
246 const struct gl_texture_image *texImage = obj->Image[0][obj->BaseLevel];
247 const GLfloat invW0 = v0->win[3];
248 const GLfloat invW1 = v1->win[3];
249 const GLfloat s0 = v0->texcoord[u][0] * invW0;
250 const GLfloat s1 = v1->texcoord[u][0] * invW1;
251 const GLfloat t0 = v0->texcoord[u][1] * invW0;
252 const GLfloat t1 = v1->texcoord[u][1] * invW1;
253 const GLfloat r0 = v0->texcoord[u][2] * invW0;
254 const GLfloat r1 = v1->texcoord[u][2] * invW1;
255 const GLfloat q0 = v0->texcoord[u][3] * invW0;
256 const GLfloat q1 = v1->texcoord[u][3] * invW1;
257 compute_plane(line.x0, line.y0, line.x1, line.y1, s0, s1, line.sPlane[u]);
258 compute_plane(line.x0, line.y0, line.x1, line.y1, t0, t1, line.tPlane[u]);
259 compute_plane(line.x0, line.y0, line.x1, line.y1, r0, r1, line.uPlane[u]);
260 compute_plane(line.x0, line.y0, line.x1, line.y1, q0, q1, line.vPlane[u]);
261 line.texWidth[u] = (GLfloat) texImage->Width;
262 line.texHeight[u] = (GLfloat) texImage->Height;
263 }
264 }
265 }
266 #endif
267
268 tStart = tEnd = 0.0;
269 inSegment = GL_FALSE;
270 iLen = (GLint) line.len;
271
272 if (ctx->Line.StippleFlag) {
273 for (i = 0; i < iLen; i++) {
274 const GLuint bit = (swrast->StippleCounter / ctx->Line.StippleFactor) & 0xf;
275 if ((1 << bit) & ctx->Line.StipplePattern) {
276 /* stipple bit is on */
277 const GLfloat t = (GLfloat) i / (GLfloat) line.len;
278 if (!inSegment) {
279 /* start new segment */
280 inSegment = GL_TRUE;
281 tStart = t;
282 }
283 else {
284 /* still in the segment, extend it */
285 tEnd = t;
286 }
287 }
288 else {
289 /* stipple bit is off */
290 if (inSegment && (tEnd > tStart)) {
291 /* draw the segment */
292 segment(ctx, &line, NAME(plot), tStart, tEnd);
293 inSegment = GL_FALSE;
294 }
295 else {
296 /* still between segments, do nothing */
297 }
298 }
299 swrast->StippleCounter++;
300 }
301
302 if (inSegment) {
303 /* draw the final segment of the line */
304 segment(ctx, &line, NAME(plot), tStart, 1.0F);
305 }
306 }
307 else {
308 /* non-stippled */
309 segment(ctx, &line, NAME(plot), 0.0, 1.0);
310 }
311
312 #if defined(DO_RGBA)
313 _swrast_write_rgba_span(ctx, &(line.span));
314 #else
315 _swrast_write_index_span(ctx, &(line.span));
316 #endif
317 }
318
319
320
321
322 #undef DO_Z
323 #undef DO_FOG
324 #undef DO_RGBA
325 #undef DO_INDEX
326 #undef DO_SPEC
327 #undef DO_TEX
328 #undef DO_MULTITEX
329 #undef NAME