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📄 s_lines.c

📁 mesa-6.5-minigui源码
💻 C
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/* * Mesa 3-D graphics library * Version:  6.5 * * Copyright (C) 1999-2005  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. */#include "glheader.h"#include "context.h"#include "colormac.h"#include "macros.h"#include "s_aaline.h"#include "s_context.h"#include "s_depth.h"#include "s_feedback.h"#include "s_lines.h"#include "s_span.h"/* * Init the mask[] array to implement a line stipple. */static voidcompute_stipple_mask( GLcontext *ctx, GLuint len, GLubyte mask[] ){   SWcontext *swrast = SWRAST_CONTEXT(ctx);   GLuint i;   for (i = 0; i < len; i++) {      GLuint bit = (swrast->StippleCounter / ctx->Line.StippleFactor) & 0xf;      if ((1 << bit) & ctx->Line.StipplePattern) {         mask[i] = GL_TRUE;      }      else {         mask[i] = GL_FALSE;      }      swrast->StippleCounter++;   }}/* * To draw a wide line we can simply redraw the span N times, side by side. */static voiddraw_wide_line( GLcontext *ctx, struct sw_span *span, GLboolean xMajor ){   GLint width, start;   ASSERT(span->end < MAX_WIDTH);   width = (GLint) CLAMP( ctx->Line._Width, MIN_LINE_WIDTH, MAX_LINE_WIDTH );   if (width & 1)      start = width / 2;   else      start = width / 2 - 1;   if (xMajor) {      GLint *y = span->array->y;      GLuint i;      GLint w;      for (w = 0; w < width; w++) {         if (w == 0) {            for (i = 0; i < span->end; i++)               y[i] -= start;         }         else {            for (i = 0; i < span->end; i++)               y[i]++;         }         if (ctx->Visual.rgbMode)            _swrast_write_rgba_span(ctx, span);         else            _swrast_write_index_span(ctx, span);      }   }   else {      GLint *x = span->array->x;      GLuint i;      GLint w;      for (w = 0; w < width; w++) {         if (w == 0) {            for (i = 0; i < span->end; i++)               x[i] -= start;         }         else {            for (i = 0; i < span->end; i++)               x[i]++;         }         if (ctx->Visual.rgbMode)            _swrast_write_rgba_span(ctx, span);         else            _swrast_write_index_span(ctx, span);      }   }}/**********************************************************************//*****                    Rasterization                           *****//**********************************************************************//* Simple color index line (no stipple, width=1, no Z, no fog, no tex)*/#define NAME simple_ci_line#define INTERP_INDEX#define RENDER_SPAN(span) _swrast_write_index_span(ctx, &span)#include "s_linetemp.h"/* Simple RGBA index line (no stipple, width=1, no Z, no fog, no tex)*/#define NAME simple_rgba_line#define INTERP_RGBA#define RENDER_SPAN(span) _swrast_write_rgba_span(ctx, &span);#include "s_linetemp.h"/* Z, fog, wide, stipple color index line */#define NAME general_ci_line#define INTERP_INDEX#define INTERP_Z#define INTERP_FOG#define RENDER_SPAN(span)					\   if (ctx->Line.StippleFlag) {					\      span.arrayMask |= SPAN_MASK;				\      compute_stipple_mask(ctx, span.end, span.array->mask);    \   }								\   if (ctx->Line._Width > 1.0) {					\      draw_wide_line(ctx, &span, (GLboolean)(dx > dy));		\   }								\   else {							\      _swrast_write_index_span(ctx, &span);			\   }#include "s_linetemp.h"/* Z, fog, wide, stipple RGBA line */#define NAME general_rgba_line#define INTERP_RGBA#define INTERP_Z#define INTERP_FOG#define RENDER_SPAN(span)					\   if (ctx->Line.StippleFlag) {					\      span.arrayMask |= SPAN_MASK;				\      compute_stipple_mask(ctx, span.end, span.array->mask);	\   }								\   if (ctx->Line._Width > 1.0) {					\      draw_wide_line(ctx, &span, (GLboolean)(dx > dy));		\   }								\   else {							\      _swrast_write_rgba_span(ctx, &span);			\   }#include "s_linetemp.h"/* Single-texture line, w/ fog, Z, specular, etc. */#define NAME textured_line#define INTERP_RGBA#define INTERP_Z#define INTERP_FOG#define INTERP_TEX#define RENDER_SPAN(span)					\   if (ctx->Line.StippleFlag) {					\      span.arrayMask |= SPAN_MASK;				\      compute_stipple_mask(ctx, span.end, span.array->mask);	\   }								\   if (ctx->Line._Width > 1.0) {					\      draw_wide_line(ctx, &span, (GLboolean)(dx > dy));		\   }								\   else {							\      _swrast_write_rgba_span(ctx, &span);			\   }#include "s_linetemp.h"/* Multi-texture or separate specular line, w/ fog, Z, specular, etc. */#define NAME multitextured_line#define INTERP_RGBA#define INTERP_SPEC#define INTERP_Z#define INTERP_FOG#define INTERP_MULTITEX#define RENDER_SPAN(span)					\   if (ctx->Line.StippleFlag) {					\      span.arrayMask |= SPAN_MASK;				\      compute_stipple_mask(ctx, span.end, span.array->mask);	\   }								\   if (ctx->Line._Width > 1.0) {					\      draw_wide_line(ctx, &span, (GLboolean)(dx > dy));		\   }								\   else {							\      _swrast_write_rgba_span(ctx, &span);			\   }#include "s_linetemp.h"void_swrast_add_spec_terms_line( GLcontext *ctx,                             const SWvertex *v0,                             const SWvertex *v1 ){   SWvertex *ncv0 = (SWvertex *)v0;   SWvertex *ncv1 = (SWvertex *)v1;   GLchan c[2][4];   COPY_CHAN4( c[0], ncv0->color );   COPY_CHAN4( c[1], ncv1->color );   ACC_3V( ncv0->color, ncv0->specular );   ACC_3V( ncv1->color, ncv1->specular );   SWRAST_CONTEXT(ctx)->SpecLine( ctx, ncv0, ncv1 );   COPY_CHAN4( ncv0->color, c[0] );   COPY_CHAN4( ncv1->color, c[1] );}#ifdef DEBUGextern void_mesa_print_line_function(GLcontext *ctx);  /* silence compiler warning */void_mesa_print_line_function(GLcontext *ctx){   SWcontext *swrast = SWRAST_CONTEXT(ctx);   _mesa_printf("Line Func == ");   if (swrast->Line == simple_ci_line)      _mesa_printf("simple_ci_line\n");   else if (swrast->Line == simple_rgba_line)      _mesa_printf("simple_rgba_line\n");   else if (swrast->Line == general_ci_line)      _mesa_printf("general_ci_line\n");   else if (swrast->Line == general_rgba_line)      _mesa_printf("general_rgba_line\n");   else if (swrast->Line == textured_line)      _mesa_printf("textured_line\n");   else if (swrast->Line == multitextured_line)      _mesa_printf("multitextured_line\n");   else      _mesa_printf("Driver func %p\n", (void *(*)()) swrast->Line);}#endif#ifdef DEBUG/* record the current line function name */static const char *lineFuncName = NULL;#define USE(lineFunc)                   \do {                                    \    lineFuncName = #lineFunc;           \    /*_mesa_printf("%s\n", lineFuncName);*/   \    swrast->Line = lineFunc;            \} while (0)#else#define USE(lineFunc)  swrast->Line = lineFunc#endif/* * Determine which line drawing function to use given the current * rendering context. * * Please update the summary flag _SWRAST_NEW_LINE if you add or remove * tests to this code. */void_swrast_choose_line( GLcontext *ctx ){   SWcontext *swrast = SWRAST_CONTEXT(ctx);   const GLboolean rgbmode = ctx->Visual.rgbMode;   if (ctx->RenderMode == GL_RENDER) {      if (ctx->Line.SmoothFlag) {         /* antialiased lines */         _swrast_choose_aa_line_function(ctx);         ASSERT(swrast->Line);      }      else if (ctx->Texture._EnabledCoordUnits) {         /* textured lines */         if (ctx->Texture._EnabledCoordUnits > 0x1             || NEED_SECONDARY_COLOR(ctx)) {            /* multi-texture and/or separate specular color */            USE(multitextured_line);         }         else {            USE(textured_line);         }      }      else if (ctx->Depth.Test || swrast->_FogEnabled || ctx->Line._Width != 1.0               || ctx->Line.StippleFlag) {         /* no texture, but Z, fog, width>1, stipple, etc. */         if (rgbmode)            USE(general_rgba_line);         else            USE(general_ci_line);      }      else {         /* simplest lines */         if (rgbmode)            USE(simple_rgba_line);         else            USE(simple_ci_line);      }   }   else if (ctx->RenderMode == GL_FEEDBACK) {      USE(_swrast_feedback_line);   }   else {      ASSERT(ctx->RenderMode == GL_SELECT);      USE(_swrast_select_line);   }   /*_mesa_print_line_function(ctx);*/}

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