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📄 s_aalinetemp.h

📁 mesa-6.5-minigui源码
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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. *//* * Antialiased line template. *//* * Function to render each fragment in the AA line. * \param ix  - integer fragment window X coordiante * \param iy  - integer fragment window Y coordiante */static voidNAME(plot)(GLcontext *ctx, struct LineInfo *line, int ix, int iy){   const GLfloat fx = (GLfloat) ix;   const GLfloat fy = (GLfloat) iy;#ifdef DO_INDEX   const GLfloat coverage = compute_coveragei(line, ix, iy);#else   const GLfloat coverage = compute_coveragef(line, ix, iy);#endif   const GLuint i = line->span.end;   if (coverage == 0.0)      return;   line->span.end++;   line->span.array->coverage[i] = coverage;   line->span.array->x[i] = ix;   line->span.array->y[i] = iy;   /*    * Compute Z, color, texture coords, fog for the fragment by    * solving the plane equations at (ix,iy).    */#ifdef DO_Z   line->span.array->z[i] = (GLuint) solve_plane(fx, fy, line->zPlane);#endif#ifdef DO_FOG   line->span.array->fog[i] = solve_plane(fx, fy, line->fPlane);#endif#ifdef DO_RGBA   line->span.array->rgba[i][RCOMP] = solve_plane_chan(fx, fy, line->rPlane);   line->span.array->rgba[i][GCOMP] = solve_plane_chan(fx, fy, line->gPlane);   line->span.array->rgba[i][BCOMP] = solve_plane_chan(fx, fy, line->bPlane);   line->span.array->rgba[i][ACOMP] = solve_plane_chan(fx, fy, line->aPlane);#endif#ifdef DO_INDEX   line->span.array->index[i] = (GLint) solve_plane(fx, fy, line->iPlane);#endif#ifdef DO_SPEC   line->span.array->spec[i][RCOMP] = solve_plane_chan(fx, fy, line->srPlane);   line->span.array->spec[i][GCOMP] = solve_plane_chan(fx, fy, line->sgPlane);   line->span.array->spec[i][BCOMP] = solve_plane_chan(fx, fy, line->sbPlane);#endif#ifdef DO_TEX   {      GLfloat invQ;      if (ctx->FragmentProgram._Active) {         invQ = 1.0F;      }      else {         invQ = solve_plane_recip(fx, fy, line->vPlane[0]);      }      line->span.array->texcoords[0][i][0] = solve_plane(fx, fy, line->sPlane[0]) * invQ;      line->span.array->texcoords[0][i][1] = solve_plane(fx, fy, line->tPlane[0]) * invQ;      line->span.array->texcoords[0][i][2] = solve_plane(fx, fy, line->uPlane[0]) * invQ;      line->span.array->lambda[0][i] = compute_lambda(line->sPlane[0],                                                      line->tPlane[0], invQ,                                                      line->texWidth[0],                                                      line->texHeight[0]);   }#elif defined(DO_MULTITEX)   {      GLuint unit;      for (unit = 0; unit < ctx->Const.MaxTextureUnits; unit++) {         if (ctx->Texture.Unit[unit]._ReallyEnabled) {            GLfloat invQ;            if (ctx->FragmentProgram._Active) {               invQ = 1.0F;            }            else {               invQ = solve_plane_recip(fx, fy, line->vPlane[unit]);            }            line->span.array->texcoords[unit][i][0] = solve_plane(fx, fy, line->sPlane[unit]) * invQ;            line->span.array->texcoords[unit][i][1] = solve_plane(fx, fy, line->tPlane[unit]) * invQ;            line->span.array->texcoords[unit][i][2] = solve_plane(fx, fy, line->uPlane[unit]) * invQ;            line->span.array->lambda[unit][i] = compute_lambda(line->sPlane[unit],                                                               line->tPlane[unit], invQ,                                                               line->texWidth[unit], line->texHeight[unit]);         }      }   }#endif   if (line->span.end == MAX_WIDTH) {#if defined(DO_RGBA)      _swrast_write_rgba_span(ctx, &(line->span));#else      _swrast_write_index_span(ctx, &(line->span));#endif      line->span.end = 0; /* reset counter */   }}/* * Line setup */static voidNAME(line)(GLcontext *ctx, const SWvertex *v0, const SWvertex *v1){   SWcontext *swrast = SWRAST_CONTEXT(ctx);   GLfloat tStart, tEnd;   /* segment start, end along line length */   GLboolean inSegment;   GLint iLen, i;   /* Init the LineInfo struct */   struct LineInfo line;   line.x0 = v0->win[0];   line.y0 = v0->win[1];   line.x1 = v1->win[0];   line.y1 = v1->win[1];   line.dx = line.x1 - line.x0;   line.dy = line.y1 - line.y0;   line.len = SQRTF(line.dx * line.dx + line.dy * line.dy);   line.halfWidth = 0.5F * ctx->Line._Width;   if (line.len == 0.0 || IS_INF_OR_NAN(line.len))      return;   INIT_SPAN(line.span, GL_LINE, 0, 0, SPAN_XY | SPAN_COVERAGE);   line.xAdj = line.dx / line.len * line.halfWidth;   line.yAdj = line.dy / line.len * line.halfWidth;#ifdef DO_Z   line.span.arrayMask |= SPAN_Z;   compute_plane(line.x0, line.y0, line.x1, line.y1,                 v0->win[2], v1->win[2], line.zPlane);#endif#ifdef DO_FOG   line.span.arrayMask |= SPAN_FOG;   compute_plane(line.x0, line.y0, line.x1, line.y1,                 v0->fog, v1->fog, line.fPlane);#endif#ifdef DO_RGBA   line.span.arrayMask |= SPAN_RGBA;   if (ctx->Light.ShadeModel == GL_SMOOTH) {      compute_plane(line.x0, line.y0, line.x1, line.y1,                    v0->color[RCOMP], v1->color[RCOMP], line.rPlane);      compute_plane(line.x0, line.y0, line.x1, line.y1,                    v0->color[GCOMP], v1->color[GCOMP], line.gPlane);      compute_plane(line.x0, line.y0, line.x1, line.y1,                    v0->color[BCOMP], v1->color[BCOMP], line.bPlane);      compute_plane(line.x0, line.y0, line.x1, line.y1,                    v0->color[ACOMP], v1->color[ACOMP], line.aPlane);   }   else {      constant_plane(v1->color[RCOMP], line.rPlane);      constant_plane(v1->color[GCOMP], line.gPlane);      constant_plane(v1->color[BCOMP], line.bPlane);      constant_plane(v1->color[ACOMP], line.aPlane);   }#endif#ifdef DO_SPEC   line.span.arrayMask |= SPAN_SPEC;   if (ctx->Light.ShadeModel == GL_SMOOTH) {      compute_plane(line.x0, line.y0, line.x1, line.y1,                    v0->specular[RCOMP], v1->specular[RCOMP], line.srPlane);      compute_plane(line.x0, line.y0, line.x1, line.y1,                    v0->specular[GCOMP], v1->specular[GCOMP], line.sgPlane);      compute_plane(line.x0, line.y0, line.x1, line.y1,                    v0->specular[BCOMP], v1->specular[BCOMP], line.sbPlane);   }   else {      constant_plane(v1->specular[RCOMP], line.srPlane);      constant_plane(v1->specular[GCOMP], line.sgPlane);      constant_plane(v1->specular[BCOMP], line.sbPlane);   }#endif#ifdef DO_INDEX   line.span.arrayMask |= SPAN_INDEX;   if (ctx->Light.ShadeModel == GL_SMOOTH) {      compute_plane(line.x0, line.y0, line.x1, line.y1,                    v0->index, v1->index, line.iPlane);   }   else {      constant_plane(v1->index, line.iPlane);   }#endif#ifdef DO_TEX   {      const struct gl_texture_object *obj = ctx->Texture.Unit[0]._Current;      const struct gl_texture_image *texImage = obj->Image[0][obj->BaseLevel];      const GLfloat invW0 = v0->win[3];      const GLfloat invW1 = v1->win[3];      const GLfloat s0 = v0->texcoord[0][0] * invW0;      const GLfloat s1 = v1->texcoord[0][0] * invW1;      const GLfloat t0 = v0->texcoord[0][1] * invW0;      const GLfloat t1 = v1->texcoord[0][1] * invW1;      const GLfloat r0 = v0->texcoord[0][2] * invW0;      const GLfloat r1 = v1->texcoord[0][2] * invW1;      const GLfloat q0 = v0->texcoord[0][3] * invW0;      const GLfloat q1 = v1->texcoord[0][3] * invW1;      line.span.arrayMask |= (SPAN_TEXTURE | SPAN_LAMBDA);      compute_plane(line.x0, line.y0, line.x1, line.y1, s0, s1, line.sPlane[0]);      compute_plane(line.x0, line.y0, line.x1, line.y1, t0, t1, line.tPlane[0]);      compute_plane(line.x0, line.y0, line.x1, line.y1, r0, r1, line.uPlane[0]);      compute_plane(line.x0, line.y0, line.x1, line.y1, q0, q1, line.vPlane[0]);      line.texWidth[0] = (GLfloat) texImage->Width;      line.texHeight[0] = (GLfloat) texImage->Height;   }#elif defined(DO_MULTITEX)   {      GLuint u;      line.span.arrayMask |= (SPAN_TEXTURE | SPAN_LAMBDA);      for (u = 0; u < ctx->Const.MaxTextureUnits; u++) {         if (ctx->Texture.Unit[u]._ReallyEnabled) {            const struct gl_texture_object *obj = ctx->Texture.Unit[u]._Current;            const struct gl_texture_image *texImage = obj->Image[0][obj->BaseLevel];            const GLfloat invW0 = v0->win[3];            const GLfloat invW1 = v1->win[3];            const GLfloat s0 = v0->texcoord[u][0] * invW0;            const GLfloat s1 = v1->texcoord[u][0] * invW1;            const GLfloat t0 = v0->texcoord[u][1] * invW0;            const GLfloat t1 = v1->texcoord[u][1] * invW1;            const GLfloat r0 = v0->texcoord[u][2] * invW0;            const GLfloat r1 = v1->texcoord[u][2] * invW1;            const GLfloat q0 = v0->texcoord[u][3] * invW0;            const GLfloat q1 = v1->texcoord[u][3] * invW1;            compute_plane(line.x0, line.y0, line.x1, line.y1, s0, s1, line.sPlane[u]);            compute_plane(line.x0, line.y0, line.x1, line.y1, t0, t1, line.tPlane[u]);            compute_plane(line.x0, line.y0, line.x1, line.y1, r0, r1, line.uPlane[u]);            compute_plane(line.x0, line.y0, line.x1, line.y1, q0, q1, line.vPlane[u]);            line.texWidth[u]  = (GLfloat) texImage->Width;            line.texHeight[u] = (GLfloat) texImage->Height;         }      }   }#endif   tStart = tEnd = 0.0;   inSegment = GL_FALSE;   iLen = (GLint) line.len;   if (ctx->Line.StippleFlag) {      for (i = 0; i < iLen; i++) {         const GLuint bit = (swrast->StippleCounter / ctx->Line.StippleFactor) & 0xf;         if ((1 << bit) & ctx->Line.StipplePattern) {            /* stipple bit is on */            const GLfloat t = (GLfloat) i / (GLfloat) line.len;            if (!inSegment) {               /* start new segment */               inSegment = GL_TRUE;               tStart = t;            }            else {               /* still in the segment, extend it */               tEnd = t;            }         }         else {            /* stipple bit is off */            if (inSegment && (tEnd > tStart)) {               /* draw the segment */               segment(ctx, &line, NAME(plot), tStart, tEnd);               inSegment = GL_FALSE;            }            else {               /* still between segments, do nothing */            }         }         swrast->StippleCounter++;      }      if (inSegment) {         /* draw the final segment of the line */         segment(ctx, &line, NAME(plot), tStart, 1.0F);      }   }   else {      /* non-stippled */      segment(ctx, &line, NAME(plot), 0.0, 1.0);   }#if defined(DO_RGBA)   _swrast_write_rgba_span(ctx, &(line.span));#else   _swrast_write_index_span(ctx, &(line.span));#endif}#undef DO_Z#undef DO_FOG#undef DO_RGBA#undef DO_INDEX#undef DO_SPEC#undef DO_TEX#undef DO_MULTITEX#undef NAME

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