s_aaline.c

来自「mesa-6.5-minigui源码」· C语言 代码 · 共 555 行 · 第 1/2 页

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   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 GLfloatcompute_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 voidsegment(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;   }}

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