⭐ 欢迎来到虫虫下载站! | 📦 资源下载 📁 资源专辑 ℹ️ 关于我们
⭐ 虫虫下载站

📄 s_blend.c

📁 winNT技术操作系统,国外开放的原代码和LIUX一样
💻 C
📖 第 1 页 / 共 2 页
字号:
               sR = 1.0F - (GLfloat) Rs * rscale;
               sG = 1.0F - (GLfloat) Gs * gscale;
               sB = 1.0F - (GLfloat) Bs * bscale;
               break;
            default:
               /* this should never happen */
               _mesa_problem(ctx, "Bad blend source RGB factor in do_blend");
               return;
         }

         /* Source Alpha factor */
         switch (ctx->Color.BlendSrcA) {
            case GL_ZERO:
               sA = 0.0F;
               break;
            case GL_ONE:
               sA = 1.0F;
               break;
            case GL_DST_COLOR:
               sA = (GLfloat) Ad * ascale;
               break;
            case GL_ONE_MINUS_DST_COLOR:
               sA = 1.0F - (GLfloat) Ad * ascale;
               break;
            case GL_SRC_ALPHA:
               sA = (GLfloat) As * ascale;
               break;
            case GL_ONE_MINUS_SRC_ALPHA:
               sA = 1.0F - (GLfloat) As * ascale;
               break;
            case GL_DST_ALPHA:
               sA =(GLfloat) Ad * ascale;
               break;
            case GL_ONE_MINUS_DST_ALPHA:
               sA = 1.0F - (GLfloat) Ad * ascale;
               break;
            case GL_SRC_ALPHA_SATURATE:
               sA = 1.0;
               break;
            case GL_CONSTANT_COLOR:
               sA = ctx->Color.BlendColor[3];
               break;
            case GL_ONE_MINUS_CONSTANT_COLOR:
               sA = 1.0F - ctx->Color.BlendColor[3];
               break;
            case GL_CONSTANT_ALPHA:
               sA = ctx->Color.BlendColor[3];
               break;
            case GL_ONE_MINUS_CONSTANT_ALPHA:
               sA = 1.0F - ctx->Color.BlendColor[3];
               break;
            case GL_SRC_COLOR: /* GL_NV_blend_square */
               sA = (GLfloat) As * ascale;
               break;
            case GL_ONE_MINUS_SRC_COLOR: /* GL_NV_blend_square */
               sA = 1.0F - (GLfloat) As * ascale;
               break;
            default:
               /* this should never happen */
               sA = 0.0F;
               _mesa_problem(ctx, "Bad blend source A factor in do_blend");
         }

         /* Dest RGB factor */
         switch (ctx->Color.BlendDstRGB) {
            case GL_ZERO:
               dR = dG = dB = 0.0F;
               break;
            case GL_ONE:
               dR = dG = dB = 1.0F;
               break;
            case GL_SRC_COLOR:
               dR = (GLfloat) Rs * rscale;
               dG = (GLfloat) Gs * gscale;
               dB = (GLfloat) Bs * bscale;
               break;
            case GL_ONE_MINUS_SRC_COLOR:
               dR = 1.0F - (GLfloat) Rs * rscale;
               dG = 1.0F - (GLfloat) Gs * gscale;
               dB = 1.0F - (GLfloat) Bs * bscale;
               break;
            case GL_SRC_ALPHA:
               dR = dG = dB = (GLfloat) As * ascale;
               break;
            case GL_ONE_MINUS_SRC_ALPHA:
               dR = dG = dB = 1.0F - (GLfloat) As * ascale;
               break;
            case GL_DST_ALPHA:
               dR = dG = dB = (GLfloat) Ad * ascale;
               break;
            case GL_ONE_MINUS_DST_ALPHA:
               dR = dG = dB = 1.0F - (GLfloat) Ad * ascale;
               break;
            case GL_CONSTANT_COLOR:
               dR = ctx->Color.BlendColor[0];
               dG = ctx->Color.BlendColor[1];
               dB = ctx->Color.BlendColor[2];
               break;
            case GL_ONE_MINUS_CONSTANT_COLOR:
               dR = 1.0F - ctx->Color.BlendColor[0];
               dG = 1.0F - ctx->Color.BlendColor[1];
               dB = 1.0F - ctx->Color.BlendColor[2];
               break;
            case GL_CONSTANT_ALPHA:
               dR = dG = dB = ctx->Color.BlendColor[3];
               break;
            case GL_ONE_MINUS_CONSTANT_ALPHA:
               dR = dG = dB = 1.0F - ctx->Color.BlendColor[3];
               break;
            case GL_DST_COLOR: /* GL_NV_blend_square */
               dR = (GLfloat) Rd * rscale;
               dG = (GLfloat) Gd * gscale;
               dB = (GLfloat) Bd * bscale;
               break;
            case GL_ONE_MINUS_DST_COLOR: /* GL_NV_blend_square */
               dR = 1.0F - (GLfloat) Rd * rscale;
               dG = 1.0F - (GLfloat) Gd * gscale;
               dB = 1.0F - (GLfloat) Bd * bscale;
               break;
            default:
               /* this should never happen */
               dR = dG = dB = 0.0F;
               _mesa_problem(ctx, "Bad blend dest RGB factor in do_blend");
         }

         /* Dest Alpha factor */
         switch (ctx->Color.BlendDstA) {
            case GL_ZERO:
               dA = 0.0F;
               break;
            case GL_ONE:
               dA = 1.0F;
               break;
            case GL_SRC_COLOR:
               dA = (GLfloat) As * ascale;
               break;
            case GL_ONE_MINUS_SRC_COLOR:
               dA = 1.0F - (GLfloat) As * ascale;
               break;
            case GL_SRC_ALPHA:
               dA = (GLfloat) As * ascale;
               break;
            case GL_ONE_MINUS_SRC_ALPHA:
               dA = 1.0F - (GLfloat) As * ascale;
               break;
            case GL_DST_ALPHA:
               dA = (GLfloat) Ad * ascale;
               break;
            case GL_ONE_MINUS_DST_ALPHA:
               dA = 1.0F - (GLfloat) Ad * ascale;
               break;
            case GL_CONSTANT_COLOR:
               dA = ctx->Color.BlendColor[3];
               break;
            case GL_ONE_MINUS_CONSTANT_COLOR:
               dA = 1.0F - ctx->Color.BlendColor[3];
               break;
            case GL_CONSTANT_ALPHA:
               dA = ctx->Color.BlendColor[3];
               break;
            case GL_ONE_MINUS_CONSTANT_ALPHA:
               dA = 1.0F - ctx->Color.BlendColor[3];
               break;
            case GL_DST_COLOR: /* GL_NV_blend_square */
               dA = (GLfloat) Ad * ascale;
               break;
            case GL_ONE_MINUS_DST_COLOR: /* GL_NV_blend_square */
               dA = 1.0F - (GLfloat) Ad * ascale;
               break;
            default:
               /* this should never happen */
               dA = 0.0F;
               _mesa_problem(ctx, "Bad blend dest A factor in do_blend");
               return;
         }

         /* Due to round-off problems we have to clamp against zero. */
         /* Optimization: we don't have to do this for all src & dst factors */
         if (dA < 0.0F)  dA = 0.0F;
         if (dR < 0.0F)  dR = 0.0F;
         if (dG < 0.0F)  dG = 0.0F;
         if (dB < 0.0F)  dB = 0.0F;
         if (sA < 0.0F)  sA = 0.0F;
         if (sR < 0.0F)  sR = 0.0F;
         if (sG < 0.0F)  sG = 0.0F;
         if (sB < 0.0F)  sB = 0.0F;

         ASSERT( sR <= 1.0 );
         ASSERT( sG <= 1.0 );
         ASSERT( sB <= 1.0 );
         ASSERT( sA <= 1.0 );
         ASSERT( dR <= 1.0 );
         ASSERT( dG <= 1.0 );
         ASSERT( dB <= 1.0 );
         ASSERT( dA <= 1.0 );

         /* compute blended color */
#if CHAN_TYPE == GL_FLOAT
         if (ctx->Color.BlendEquationRGB==GL_FUNC_ADD) {
            r = Rs * sR + Rd * dR;
            g = Gs * sG + Gd * dG;
            b = Bs * sB + Bd * dB;
            a = As * sA + Ad * dA;
         }
         else if (ctx->Color.BlendEquationRGB==GL_FUNC_SUBTRACT) {
            r = Rs * sR - Rd * dR;
            g = Gs * sG - Gd * dG;
            b = Bs * sB - Bd * dB;
            a = As * sA - Ad * dA;
         }
         else if (ctx->Color.BlendEquationRGB==GL_FUNC_REVERSE_SUBTRACT) {
            r = Rd * dR - Rs * sR;
            g = Gd * dG - Gs * sG;
            b = Bd * dB - Bs * sB;
            a = Ad * dA - As * sA;
         }
         else if (ctx->Color.BlendEquationRGB==GL_MIN) {
	    r = MIN2( Rd, Rs );
	    g = MIN2( Gd, Gs );
	    b = MIN2( Bd, Bs );
	 }
         else if (ctx->Color.BlendEquationRGB==GL_MAX) {
	    r = MAX2( Rd, Rs );
	    g = MAX2( Gd, Gs );
	    b = MAX2( Bd, Bs );
	 }
         else {
            /* should never get here */
            r = g = b = 0.0F;  /* silence uninitialized var warning */
            _mesa_problem(ctx, "unexpected BlendEquation in blend_general()");
         }

         if (ctx->Color.BlendEquationA==GL_FUNC_ADD) {
            a = As * sA + Ad * dA;
         }
         else if (ctx->Color.BlendEquationA==GL_FUNC_SUBTRACT) {
            a = As * sA - Ad * dA;
         }
         else if (ctx->Color.BlendEquationA==GL_FUNC_REVERSE_SUBTRACT) {
            a = Ad * dA - As * sA;
         }
         else if (ctx->Color.BlendEquationA==GL_MIN) {
	    a = MIN2( Ad, As );
	 }
         else if (ctx->Color.BlendEquationA==GL_MAX) {
	    a = MAX2( Ad, As );
	 }
         else {
            /* should never get here */
            a = 0.0F;  /* silence uninitialized var warning */
            _mesa_problem(ctx, "unexpected BlendEquation in blend_general()");
         }

         /* final clamping */
         rgba[i][RCOMP] = MAX2( r, 0.0F );
         rgba[i][GCOMP] = MAX2( g, 0.0F );
         rgba[i][BCOMP] = MAX2( b, 0.0F );
         rgba[i][ACOMP] = CLAMP( a, 0.0F, CHAN_MAXF );
#else
         if (ctx->Color.BlendEquationRGB==GL_FUNC_ADD) {
            r = Rs * sR + Rd * dR + 0.5F;
            g = Gs * sG + Gd * dG + 0.5F;
            b = Bs * sB + Bd * dB + 0.5F;
         }
         else if (ctx->Color.BlendEquationRGB==GL_FUNC_SUBTRACT) {
            r = Rs * sR - Rd * dR + 0.5F;
            g = Gs * sG - Gd * dG + 0.5F;
            b = Bs * sB - Bd * dB + 0.5F;
         }
         else if (ctx->Color.BlendEquationRGB==GL_FUNC_REVERSE_SUBTRACT) {
            r = Rd * dR - Rs * sR + 0.5F;
            g = Gd * dG - Gs * sG + 0.5F;
            b = Bd * dB - Bs * sB + 0.5F;
         }
         else if (ctx->Color.BlendEquationRGB==GL_MIN) {
	    r = MIN2( Rd, Rs );
	    g = MIN2( Gd, Gs );
	    b = MIN2( Bd, Bs );
	 }
         else if (ctx->Color.BlendEquationRGB==GL_MAX) {
	    r = MAX2( Rd, Rs );
	    g = MAX2( Gd, Gs );
	    b = MAX2( Bd, Bs );
	 }
         else {
            /* should never get here */
            r = g = b = 0.0F;  /* silence uninitialized var warning */
            _mesa_problem(ctx, "unexpected BlendEquation in blend_general()");
         }

         if (ctx->Color.BlendEquationA==GL_FUNC_ADD) {
            a = As * sA + Ad * dA + 0.5F;
         }
         else if (ctx->Color.BlendEquationA==GL_FUNC_SUBTRACT) {
            a = As * sA - Ad * dA + 0.5F;
         }
         else if (ctx->Color.BlendEquationA==GL_FUNC_REVERSE_SUBTRACT) {
            a = Ad * dA - As * sA + 0.5F;
         }
         else if (ctx->Color.BlendEquationA==GL_MIN) {
	    a = MIN2( Ad, As );
	 }
         else if (ctx->Color.BlendEquationA==GL_MAX) {
	    a = MAX2( Ad, As );
	 }
         else {
            /* should never get here */
            a = 0.0F;  /* silence uninitialized var warning */
            _mesa_problem(ctx, "unexpected BlendEquation in blend_general()");
         }

         /* final clamping */
         rgba[i][RCOMP] = (GLchan) (GLint) CLAMP( r, 0.0F, CHAN_MAXF );
         rgba[i][GCOMP] = (GLchan) (GLint) CLAMP( g, 0.0F, CHAN_MAXF );
         rgba[i][BCOMP] = (GLchan) (GLint) CLAMP( b, 0.0F, CHAN_MAXF );
         rgba[i][ACOMP] = (GLchan) (GLint) CLAMP( a, 0.0F, CHAN_MAXF );
#endif
      }
   }
}


/*
 * Analyze current blending parameters to pick fastest blending function.
 * Result: the ctx->Color.BlendFunc pointer is updated.
 */
void _swrast_choose_blend_func( GLcontext *ctx )
{
   const GLenum eq = ctx->Color.BlendEquationRGB;
   const GLenum srcRGB = ctx->Color.BlendSrcRGB;
   const GLenum dstRGB = ctx->Color.BlendDstRGB;
   const GLenum srcA = ctx->Color.BlendSrcA;
   const GLenum dstA = ctx->Color.BlendDstA;

   if (ctx->Color.BlendEquationRGB != ctx->Color.BlendEquationA) {
      SWRAST_CONTEXT(ctx)->BlendFunc = blend_general;
   }
   else if (eq==GL_MIN) {
      /* Note: GL_MIN ignores the blending weight factors */
#if defined(USE_MMX_ASM)
      if ( cpu_has_mmx ) {
         SWRAST_CONTEXT(ctx)->BlendFunc = _mesa_mmx_blend_min;
      }
      else
#endif
         SWRAST_CONTEXT(ctx)->BlendFunc = blend_min;
   }
   else if (eq==GL_MAX) {
      /* Note: GL_MAX ignores the blending weight factors */
#if defined(USE_MMX_ASM)
      if ( cpu_has_mmx ) {
         SWRAST_CONTEXT(ctx)->BlendFunc = _mesa_mmx_blend_max;
      }
      else
#endif
         SWRAST_CONTEXT(ctx)->BlendFunc = blend_max;
   }
   else if (srcRGB != srcA || dstRGB != dstA) {
      SWRAST_CONTEXT(ctx)->BlendFunc = blend_general;
   }
   else if (eq==GL_FUNC_ADD && srcRGB==GL_SRC_ALPHA
            && dstRGB==GL_ONE_MINUS_SRC_ALPHA) {
#if defined(USE_MMX_ASM)
      if ( cpu_has_mmx ) {
         SWRAST_CONTEXT(ctx)->BlendFunc = _mesa_mmx_blend_transparency;
      }
      else
#endif
	 SWRAST_CONTEXT(ctx)->BlendFunc = blend_transparency;
   }
   else if (eq==GL_FUNC_ADD && srcRGB==GL_ONE && dstRGB==GL_ONE) {
#if defined(USE_MMX_ASM)
      if ( cpu_has_mmx ) {
         SWRAST_CONTEXT(ctx)->BlendFunc = _mesa_mmx_blend_add;
      }
      else
#endif
         SWRAST_CONTEXT(ctx)->BlendFunc = blend_add;
   }
   else if (((eq==GL_FUNC_ADD || eq==GL_FUNC_REVERSE_SUBTRACT)
	     && (srcRGB==GL_ZERO && dstRGB==GL_SRC_COLOR))
	    ||
	    ((eq==GL_FUNC_ADD || eq==GL_FUNC_SUBTRACT)
	     && (srcRGB==GL_DST_COLOR && dstRGB==GL_ZERO))) {
#if defined(USE_MMX_ASM)
      if ( cpu_has_mmx ) {
         SWRAST_CONTEXT(ctx)->BlendFunc = _mesa_mmx_blend_modulate;
      }
      else
#endif
         SWRAST_CONTEXT(ctx)->BlendFunc = blend_modulate;
   }
   else if (eq==GL_FUNC_ADD && srcRGB == GL_ZERO && dstRGB == GL_ONE) {
      SWRAST_CONTEXT(ctx)->BlendFunc = blend_noop;
   }
   else if (eq==GL_FUNC_ADD && srcRGB == GL_ONE && dstRGB == GL_ZERO) {
      SWRAST_CONTEXT(ctx)->BlendFunc = blend_replace;
   }
   else {
      SWRAST_CONTEXT(ctx)->BlendFunc = blend_general;
   }
}



/*
 * Apply the blending operator to a span of pixels.
 * We can handle horizontal runs of pixels (spans) or arrays of x/y
 * pixel coordinates.
 */
void
_swrast_blend_span(GLcontext *ctx, struct gl_renderbuffer *rb,
                   const struct sw_span *span, GLchan rgba[][4])
{
   GLchan framebuffer[MAX_WIDTH][4];

   ASSERT(span->end <= MAX_WIDTH);
   ASSERT(span->arrayMask & SPAN_RGBA);
   ASSERT(!ctx->Color._LogicOpEnabled);

   /* Read span of current frame buffer pixels */
   if (span->arrayMask & SPAN_XY) {
      /* array of x/y pixel coords */
      _swrast_get_values(ctx, rb, span->end, span->array->x, span->array->y,
                         framebuffer, 4 * sizeof(GLchan));
   }
   else {
      /* horizontal run of pixels */
      _swrast_read_rgba_span(ctx, rb, span->end, span->x, span->y,
                             framebuffer);
   }

   SWRAST_CONTEXT(ctx)->BlendFunc( ctx, span->end, span->array->mask, rgba,
				   (const GLchan (*)[4]) framebuffer );
}

⌨️ 快捷键说明

复制代码 Ctrl + C
搜索代码 Ctrl + F
全屏模式 F11
切换主题 Ctrl + Shift + D
显示快捷键 ?
增大字号 Ctrl + =
减小字号 Ctrl + -