xm_tri.c

来自「mesa-6.5-minigui源码」· C语言 代码 · 共 1,632 行 · 第 1/4 页

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#define DEPTH_TYPE DEFAULT_SOFTWARE_DEPTH_TYPE#define INTERP_RGB 1#define PIXEL_ADDRESS(X,Y) PIXEL_ADDR1(xrb, X, Y)#define PIXEL_TYPE GLubyte#define BYTES_PER_ROW (xrb->ximage->bytes_per_line)#define SETUP_CODE						\   XMesaContext xmesa = XMESA_CONTEXT(ctx);			\   GET_XRB(xrb);#define RENDER_SPAN( span )					\   GLuint i;							\   GLint x = span.x, y = YFLIP(xrb, span.y);			\   for (i = 0; i < span.end; i++, x++) {			\      const DEPTH_TYPE z = FixedToDepth(span.z);		\      if (z < zRow[i]) {					\         pRow[i] = DITHER_HPCR(x, y, FixedToInt(span.red),	\            FixedToInt(span.green), FixedToInt(span.blue) );	\         zRow[i] = z;						\      }								\      span.red += span.redStep;					\      span.green += span.greenStep;				\      span.blue += span.blueStep;				\      span.z += span.zStep;					\   }#include "swrast/s_tritemp.h"/* * XImage, flat, depth-buffered, PF_TRUECOLOR triangle. */#define NAME flat_TRUECOLOR_z_triangle#define INTERP_Z 1#define DEPTH_TYPE DEFAULT_SOFTWARE_DEPTH_TYPE#define SETUP_CODE						\   XMesaContext xmesa = XMESA_CONTEXT(ctx);			\   GET_XRB(xrb);						\   XMesaImage *img = xrb->ximage;				\   unsigned long pixel;						\   PACK_TRUECOLOR(pixel, v2->color[0], v2->color[1], v2->color[2]);#define RENDER_SPAN( span )					\   GLuint i;							\   GLint x = span.x, y = YFLIP(xrb, span.y);			\   for (i = 0; i < span.end; i++, x++) {			\      const DEPTH_TYPE z = FixedToDepth(span.z);		\      if (z < zRow[i]) {					\         XMesaPutPixel(img, x, y, pixel);			\         zRow[i] = z;						\      }								\      span.z += span.zStep;					\   }#include "swrast/s_tritemp.h"/* * XImage, flat, depth-buffered, PF_8A8B8G8R triangle. */#define NAME flat_8A8B8G8R_z_triangle#define INTERP_Z 1#define DEPTH_TYPE DEFAULT_SOFTWARE_DEPTH_TYPE#define PIXEL_ADDRESS(X,Y) PIXEL_ADDR4(xrb, X, Y)#define PIXEL_TYPE GLuint#define BYTES_PER_ROW (xrb->ximage->bytes_per_line)#define SETUP_CODE					\   GET_XRB(xrb);					\   GLuint p = PACK_8B8G8R( v2->color[0], v2->color[1], v2->color[2] );#define RENDER_SPAN( span )				\   GLuint i;						\   for (i = 0; i < span.end; i++) {			\      const DEPTH_TYPE z = FixedToDepth(span.z);	\      if (z < zRow[i]) {				\	 pRow[i] = (PIXEL_TYPE) p;			\         zRow[i] = z;					\      }							\      span.z += span.zStep;				\   }#include "swrast/s_tritemp.h"/* * XImage, flat, depth-buffered, PF_8A8R8G8B triangle. */#define NAME flat_8A8R8G8B_z_triangle#define INTERP_Z 1#define DEPTH_TYPE DEFAULT_SOFTWARE_DEPTH_TYPE#define PIXEL_ADDRESS(X,Y) PIXEL_ADDR4(xrb, X, Y)#define PIXEL_TYPE GLuint#define BYTES_PER_ROW (xrb->ximage->bytes_per_line)#define SETUP_CODE					\   GET_XRB(xrb);					\   GLuint p = PACK_8R8G8B( v2->color[0], v2->color[1], v2->color[2] );#define RENDER_SPAN( span )				\   GLuint i;						\   for (i = 0; i < span.end; i++) {			\      const DEPTH_TYPE z = FixedToDepth(span.z);	\      if (z < zRow[i]) {				\	 pRow[i] = (PIXEL_TYPE) p;			\         zRow[i] = z;					\      }							\      span.z += span.zStep;				\   }#include "swrast/s_tritemp.h"/* * XImage, flat, depth-buffered, PF_8R8G8B triangle. */#define NAME flat_8R8G8B_z_triangle#define INTERP_Z 1#define DEPTH_TYPE DEFAULT_SOFTWARE_DEPTH_TYPE#define PIXEL_ADDRESS(X,Y) PIXEL_ADDR4(xrb, X, Y)#define PIXEL_TYPE GLuint#define BYTES_PER_ROW (xrb->ximage->bytes_per_line)#define SETUP_CODE					\   GET_XRB(xrb);					\   GLuint p = PACK_8R8G8B( v2->color[0], v2->color[1], v2->color[2] );#define RENDER_SPAN( span )			\   GLuint i;					\   for (i = 0; i < span.end; i++) {		\      DEPTH_TYPE z = FixedToDepth(span.z);	\      if (z < zRow[i]) {			\	 pRow[i] = (PIXEL_TYPE) p;		\         zRow[i] = z;				\      }						\      span.z += span.zStep;			\   }#include "swrast/s_tritemp.h"/* * XImage, flat, depth-buffered, PF_8R8G8B24 triangle. */#define NAME flat_8R8G8B24_z_triangle#define INTERP_Z 1#define DEPTH_TYPE DEFAULT_SOFTWARE_DEPTH_TYPE#define PIXEL_ADDRESS(X,Y) PIXEL_ADDR3(xrb, X, Y)#define PIXEL_TYPE bgr_t#define BYTES_PER_ROW (xrb->ximage->bytes_per_line)#define SETUP_CODE					\   GET_XRB(xrb);					\   const GLubyte *color = v2->color;#define RENDER_SPAN( span )				\   GLuint i;						\   for (i = 0; i < span.end; i++) {			\      const DEPTH_TYPE z = FixedToDepth(span.z);	\      if (z < zRow[i]) {				\	 PIXEL_TYPE *ptr = pRow + i;			\         ptr->r = color[RCOMP];				\         ptr->g = color[GCOMP];				\         ptr->b = color[BCOMP];				\         zRow[i] = z;					\      }							\      span.z += span.zStep;				\   }#include "swrast/s_tritemp.h"/* * XImage, flat, depth-buffered, PF_TRUEDITHER triangle. */#define NAME flat_TRUEDITHER_z_triangle#define INTERP_Z 1#define DEPTH_TYPE DEFAULT_SOFTWARE_DEPTH_TYPE#define SETUP_CODE						\   XMesaContext xmesa = XMESA_CONTEXT(ctx);			\   GET_XRB(xrb);						\   XMesaImage *img = xrb->ximage;#define RENDER_SPAN( span )					\   GLuint i;							\   GLint x = span.x, y = YFLIP(xrb, span.y);			\   for (i = 0; i < span.end; i++, x++) {			\      const DEPTH_TYPE z = FixedToDepth(span.z);		\      if (z < zRow[i]) {					\         unsigned long p;					\         PACK_TRUEDITHER(p, x, y, v2->color[0],			\            v2->color[1], v2->color[2]);			\         XMesaPutPixel(img, x, y, p);				\         zRow[i] = z;						\      }								\      span.z += span.zStep;					\   }#include "swrast/s_tritemp.h"/* * XImage, flat, depth-buffered, PF_5R6G5B triangle. */#define NAME flat_5R6G5B_z_triangle#define INTERP_Z 1#define DEPTH_TYPE DEFAULT_SOFTWARE_DEPTH_TYPE#define PIXEL_ADDRESS(X,Y) PIXEL_ADDR2(xrb, X, Y)#define PIXEL_TYPE GLushort#define BYTES_PER_ROW (xrb->ximage->bytes_per_line)#define SETUP_CODE					\   GET_XRB(xrb);					\   GLushort p = PACK_5R6G5B( v2->color[0], v2->color[1], v2->color[2] );#define RENDER_SPAN( span )				\   GLuint i;						\   for (i = 0; i < span.end; i++) {			\      const DEPTH_TYPE z = FixedToDepth(span.z);	\      if (z < zRow[i]) {				\	 pRow[i] = (PIXEL_TYPE) p;			\         zRow[i] = z;					\      }							\      span.z += span.zStep;				\   }#include "swrast/s_tritemp.h"/* * XImage, flat, depth-buffered, PF_DITHER_5R6G5B triangle. */#define NAME flat_DITHER_5R6G5B_z_triangle#define INTERP_Z 1#define DEPTH_TYPE DEFAULT_SOFTWARE_DEPTH_TYPE#define PIXEL_ADDRESS(X,Y) PIXEL_ADDR2(xrb, X, Y)#define PIXEL_TYPE GLushort#define BYTES_PER_ROW (xrb->ximage->bytes_per_line)#define SETUP_CODE						\   XMesaContext xmesa = XMESA_CONTEXT(ctx);			\   GET_XRB(xrb);						\   const GLubyte *color = v2->color;#define RENDER_SPAN( span )					\   GLuint i;							\   GLint x = span.x, y = YFLIP(xrb, span.y);			\   for (i = 0; i < span.end; i++, x++) {			\      const DEPTH_TYPE z = FixedToDepth(span.z);		\      if (z < zRow[i]) {					\	 PACK_TRUEDITHER(pRow[i], x, y, color[RCOMP],		\			 color[GCOMP], color[BCOMP]);		\         zRow[i] = z;						\      }								\      span.z += span.zStep;					\   }#include "swrast/s_tritemp.h"/* * XImage, flat, depth-buffered, 8-bit PF_DITHER triangle. */#define NAME flat_DITHER8_z_triangle#define INTERP_Z 1#define DEPTH_TYPE DEFAULT_SOFTWARE_DEPTH_TYPE#define PIXEL_ADDRESS(X,Y) PIXEL_ADDR1(xrb, X, Y)#define PIXEL_TYPE GLubyte#define BYTES_PER_ROW (xrb->ximage->bytes_per_line)#define SETUP_CODE						\   GET_XRB(xrb);						\   FLAT_DITHER_SETUP( v2->color[0], v2->color[1], v2->color[2] );#define RENDER_SPAN( span )					\   GLuint i;							\   GLint x = span.x, y = YFLIP(xrb, span.y);			\   FLAT_DITHER_ROW_SETUP(YFLIP(xrb, y));			\   for (i = 0; i < span.end; i++, x++) {			\      const DEPTH_TYPE z = FixedToDepth(span.z);		\      if (z < zRow[i]) {					\	 pRow[i] = (PIXEL_TYPE) FLAT_DITHER(x);			\         zRow[i] = z;						\      }								\      span.z += span.zStep;					\   }#include "swrast/s_tritemp.h"/* * XImage, flat, depth-buffered, PF_DITHER triangle. */#define NAME flat_DITHER_z_triangle#define INTERP_Z 1#define DEPTH_TYPE DEFAULT_SOFTWARE_DEPTH_TYPE#define SETUP_CODE						\   GET_XRB(xrb);					\   XMesaImage *img = xrb->ximage;		\   FLAT_DITHER_SETUP( v2->color[0], v2->color[1], v2->color[2] );#define RENDER_SPAN( span )					\   GLuint i;							\   GLint x = span.x, y = YFLIP(xrb, span.y);	\   FLAT_DITHER_ROW_SETUP(y);					\   for (i = 0; i < span.end; i++, x++) {			\      const DEPTH_TYPE z = FixedToDepth(span.z);		\      if (z < zRow[i]) {					\         unsigned long p = FLAT_DITHER(x);			\	 XMesaPutPixel(img, x, y, p);				\         zRow[i] = z;						\      }								\      span.z += span.zStep;					\   }#include "swrast/s_tritemp.h"/* * XImage, flat, depth-buffered, 8-bit PF_HPCR triangle. */#define NAME flat_HPCR_z_triangle#define INTERP_Z 1#define DEPTH_TYPE DEFAULT_SOFTWARE_DEPTH_TYPE#define PIXEL_ADDRESS(X,Y) PIXEL_ADDR1(xrb, X, Y)#define PIXEL_TYPE GLubyte#define BYTES_PER_ROW (xrb->ximage->bytes_per_line)#define SETUP_CODE						\   XMesaContext xmesa = XMESA_CONTEXT(ctx);			\   GET_XRB(xrb);						\   GLubyte r = v2->color[0];					\   GLubyte g = v2->color[1];					\   GLubyte b = v2->color[2];#define RENDER_SPAN( span )					\   GLuint i;							\   GLint x = span.x, y = YFLIP(xrb, span.y);	\   for (i = 0; i < span.end; i++, x++) {			\      const DEPTH_TYPE z = FixedToDepth(span.z);		\      if (z < zRow[i]) {					\	 pRow[i] = (PIXEL_TYPE) DITHER_HPCR(x, y, r, g, b);	\         zRow[i] = z;						\      }								\      span.z += span.zStep;					\   }#include "swrast/s_tritemp.h"/* * XImage, flat, depth-buffered, 8-bit PF_LOOKUP triangle. */#define NAME flat_LOOKUP8_z_triangle#define INTERP_Z 1#define DEPTH_TYPE DEFAULT_SOFTWARE_DEPTH_TYPE#define PIXEL_ADDRESS(X,Y) PIXEL_ADDR1(xrb, X, Y)#define PIXEL_TYPE GLubyte#define BYTES_PER_ROW (xrb->ximage->bytes_per_line)#define SETUP_CODE					\   GET_XRB(xrb);					\   LOOKUP_SETUP;					\   GLubyte r = v2->color[0];				\   GLubyte g = v2->color[1];				\   GLubyte b = v2->color[2];				\   GLubyte p = LOOKUP(r,g,b);#define RENDER_SPAN( span )				\   GLuint i;						\   for (i = 0; i < span.end; i++) {			\      const DEPTH_TYPE z = FixedToDepth(span.z);	\      if (z < zRow[i]) {				\	 pRow[i] = p;					\         zRow[i] = z;					\      }							\      span.z += span.zStep;				\   }#include "swrast/s_tritemp.h"/* * XImage, smooth, NON-depth-buffered, PF_TRUECOLOR triangle. */#define NAME smooth_TRUECOLOR_triangle#define INTERP_RGB 1#define SETUP_CODE						\   XMesaContext xmesa = XMESA_CONTEXT(ctx);			\   GET_XRB(xrb);						\   XMesaImage *img = xrb->ximage;#define RENDER_SPAN( span )					\   GLuint i;							\   GLint x = span.x, y = YFLIP(xrb, span.y);	\   for (i = 0; i < span.end; i++, x++) {			\      unsigned long p;						\      PACK_TRUECOLOR(p, FixedToInt(span.red),			\         FixedToInt(span.green), FixedToInt(span.blue));	\      XMesaPutPixel(img, x, y, p);				\      span.red += span.redStep;					\      span.green += span.greenStep;				\      span.blue += span.blueStep;				\   }#include "swrast/s_tritemp.h"/* * XImage, smooth, NON-depth-buffered, PF_8A8B8G8R triangle. */#define NAME smooth_8A8B8G8R_triangle#define INTERP_RGB 1#define PIXEL_ADDRESS(X,Y) PIXEL_ADDR4(xrb, X, Y)#define PIXEL_TYPE GLuint#define BYTES_PER_ROW (xrb->ximage->bytes_per_line)#define SETUP_CODE						\   GET_XRB(xrb);#define RENDER_SPAN( span )					\   GLuint i;							\   for (i = 0; i < span.end; i++) {				\      pRow[i] = PACK_8B8G8R(FixedToInt(span.red),		\         FixedToInt(span.green), FixedToInt(span.blue) );	\      span.red += span.redStep;					\      span.green += span.greenStep;				\      span.blue += span.blueStep;				\   }#include "swrast/s_tritemp.h"

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