📄 s_aaline.c
字号:
GLint stop = 4, i;
GLfloat insideCount = SUB_PIXEL * SUB_PIXEL;
if (!haveSamples) {
make_sample_table(SUB_PIXEL, SUB_PIXEL, samples);
haveSamples = GL_TRUE;
}
#if 0 /*DEBUG*/
{
const GLfloat area = dx0 * dy1 - dx1 * dy0;
assert(area >= 0.0);
}
#endif
for (i = 0; i < stop; i++) {
const GLfloat sx = x + samples[i][0];
const GLfloat sy = y + samples[i][1];
const GLfloat fx0 = sx - info->qx0;
const GLfloat fy0 = sy - info->qy0;
const GLfloat fx1 = sx - info->qx1;
const GLfloat fy1 = sy - info->qy1;
const GLfloat fx2 = sx - info->qx2;
const GLfloat fy2 = sy - info->qy2;
const GLfloat fx3 = sx - info->qx3;
const GLfloat fy3 = sy - info->qy3;
/* cross product determines if sample is inside or outside each edge */
GLfloat cross0 = (info->ex0 * fy0 - info->ey0 * fx0);
GLfloat cross1 = (info->ex1 * fy1 - info->ey1 * fx1);
GLfloat cross2 = (info->ex2 * fy2 - info->ey2 * fx2);
GLfloat cross3 = (info->ex3 * fy3 - info->ey3 * fx3);
/* Check if the sample is exactly on an edge. If so, let cross be a
* positive or negative value depending on the direction of the edge.
*/
if (cross0 == 0.0F)
cross0 = info->ex0 + info->ey0;
if (cross1 == 0.0F)
cross1 = info->ex1 + info->ey1;
if (cross2 == 0.0F)
cross2 = info->ex2 + info->ey2;
if (cross3 == 0.0F)
cross3 = info->ex3 + info->ey3;
if (cross0 < 0.0F || cross1 < 0.0F || cross2 < 0.0F || cross3 < 0.0F) {
/* point is outside quadrilateral */
insideCount -= 1.0F;
stop = SUB_PIXEL * SUB_PIXEL;
}
}
if (stop == 4)
return 1.0F;
else
return insideCount * (1.0F / (SUB_PIXEL * SUB_PIXEL));
}
/**
* Compute coverage value for color index mode.
* XXX this may not be quite correct.
* \return coverage in [0,15].
*/
static GLfloat
compute_coveragei(const struct LineInfo *info,
GLint winx, GLint winy)
{
return compute_coveragef(info, winx, winy) * 15.0F;
}
typedef void (*plot_func)(GLcontext *ctx, struct LineInfo *line,
int ix, int iy);
/*
* Draw an AA line segment (called many times per line when stippling)
*/
static void
segment(GLcontext *ctx,
struct LineInfo *line,
plot_func plot,
GLfloat t0, GLfloat t1)
{
const GLfloat absDx = (line->dx < 0.0F) ? -line->dx : line->dx;
const GLfloat absDy = (line->dy < 0.0F) ? -line->dy : line->dy;
/* compute the actual segment's endpoints */
const GLfloat x0 = line->x0 + t0 * line->dx;
const GLfloat y0 = line->y0 + t0 * line->dy;
const GLfloat x1 = line->x0 + t1 * line->dx;
const GLfloat y1 = line->y0 + t1 * line->dy;
/* compute vertices of the line-aligned quadrilateral */
line->qx0 = x0 - line->yAdj;
line->qy0 = y0 + line->xAdj;
line->qx1 = x0 + line->yAdj;
line->qy1 = y0 - line->xAdj;
line->qx2 = x1 + line->yAdj;
line->qy2 = y1 - line->xAdj;
line->qx3 = x1 - line->yAdj;
line->qy3 = y1 + line->xAdj;
/* compute the quad's edge vectors (for coverage calc) */
line->ex0 = line->qx1 - line->qx0;
line->ey0 = line->qy1 - line->qy0;
line->ex1 = line->qx2 - line->qx1;
line->ey1 = line->qy2 - line->qy1;
line->ex2 = line->qx3 - line->qx2;
line->ey2 = line->qy3 - line->qy2;
line->ex3 = line->qx0 - line->qx3;
line->ey3 = line->qy0 - line->qy3;
if (absDx > absDy) {
/* X-major line */
GLfloat dydx = line->dy / line->dx;
GLfloat xLeft, xRight, yBot, yTop;
GLint ix, ixRight;
if (x0 < x1) {
xLeft = x0 - line->halfWidth;
xRight = x1 + line->halfWidth;
if (line->dy >= 0.0) {
yBot = y0 - 3.0F * line->halfWidth;
yTop = y0 + line->halfWidth;
}
else {
yBot = y0 - line->halfWidth;
yTop = y0 + 3.0F * line->halfWidth;
}
}
else {
xLeft = x1 - line->halfWidth;
xRight = x0 + line->halfWidth;
if (line->dy <= 0.0) {
yBot = y1 - 3.0F * line->halfWidth;
yTop = y1 + line->halfWidth;
}
else {
yBot = y1 - line->halfWidth;
yTop = y1 + 3.0F * line->halfWidth;
}
}
/* scan along the line, left-to-right */
ixRight = (GLint) (xRight + 1.0F);
/*printf("avg span height: %g\n", yTop - yBot);*/
for (ix = (GLint) xLeft; ix < ixRight; ix++) {
const GLint iyBot = (GLint) yBot;
const GLint iyTop = (GLint) (yTop + 1.0F);
GLint iy;
/* scan across the line, bottom-to-top */
for (iy = iyBot; iy < iyTop; iy++) {
(*plot)(ctx, line, ix, iy);
}
yBot += dydx;
yTop += dydx;
}
}
else {
/* Y-major line */
GLfloat dxdy = line->dx / line->dy;
GLfloat yBot, yTop, xLeft, xRight;
GLint iy, iyTop;
if (y0 < y1) {
yBot = y0 - line->halfWidth;
yTop = y1 + line->halfWidth;
if (line->dx >= 0.0) {
xLeft = x0 - 3.0F * line->halfWidth;
xRight = x0 + line->halfWidth;
}
else {
xLeft = x0 - line->halfWidth;
xRight = x0 + 3.0F * line->halfWidth;
}
}
else {
yBot = y1 - line->halfWidth;
yTop = y0 + line->halfWidth;
if (line->dx <= 0.0) {
xLeft = x1 - 3.0F * line->halfWidth;
xRight = x1 + line->halfWidth;
}
else {
xLeft = x1 - line->halfWidth;
xRight = x1 + 3.0F * line->halfWidth;
}
}
/* scan along the line, bottom-to-top */
iyTop = (GLint) (yTop + 1.0F);
/*printf("avg span width: %g\n", xRight - xLeft);*/
for (iy = (GLint) yBot; iy < iyTop; iy++) {
const GLint ixLeft = (GLint) xLeft;
const GLint ixRight = (GLint) (xRight + 1.0F);
GLint ix;
/* scan across the line, left-to-right */
for (ix = ixLeft; ix < ixRight; ix++) {
(*plot)(ctx, line, ix, iy);
}
xLeft += dxdy;
xRight += dxdy;
}
}
}
#define NAME(x) aa_ci_##x
#define DO_Z
#define DO_FOG
#define DO_INDEX
#include "s_aalinetemp.h"
#define NAME(x) aa_rgba_##x
#define DO_Z
#define DO_FOG
#define DO_RGBA
#include "s_aalinetemp.h"
#define NAME(x) aa_tex_rgba_##x
#define DO_Z
#define DO_FOG
#define DO_RGBA
#define DO_TEX
#include "s_aalinetemp.h"
#define NAME(x) aa_multitex_rgba_##x
#define DO_Z
#define DO_FOG
#define DO_RGBA
#define DO_MULTITEX
#include "s_aalinetemp.h"
#define NAME(x) aa_multitex_spec_##x
#define DO_Z
#define DO_FOG
#define DO_RGBA
#define DO_MULTITEX
#define DO_SPEC
#include "s_aalinetemp.h"
void
_swrast_choose_aa_line_function(GLcontext *ctx)
{
SWcontext *swrast = SWRAST_CONTEXT(ctx);
ASSERT(ctx->Line.SmoothFlag);
if (ctx->Visual.rgbMode) {
/* RGBA */
if (ctx->Texture._EnabledCoordUnits != 0) {
if (ctx->Texture._EnabledCoordUnits > 1) {
/* Multitextured! */
if (ctx->Light.Model.ColorControl==GL_SEPARATE_SPECULAR_COLOR ||
ctx->Fog.ColorSumEnabled)
swrast->Line = aa_multitex_spec_line;
else
swrast->Line = aa_multitex_rgba_line;
}
else {
swrast->Line = aa_tex_rgba_line;
}
}
else {
swrast->Line = aa_rgba_line;
}
}
else {
/* Color Index */
swrast->Line = aa_ci_line;
}
}
⌨️ 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 + -