⭐ 欢迎来到虫虫下载站! | 📦 资源下载 📁 资源专辑 ℹ️ 关于我们
⭐ 虫虫下载站

📄 s_lines.c

📁 Mesa is an open-source implementation of the OpenGL specification - a system for rendering interacti
💻 C
字号:
/* * Mesa 3-D graphics library * Version:  7.1 * * Copyright (C) 1999-2007  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, SWspan *span, GLboolean xMajor ){   const GLint width = (GLint) CLAMP(ctx->Line.Width,                                     ctx->Const.MinLineWidth,                                     ctx->Const.MaxLineWidth);   GLint start;   ASSERT(span->end < MAX_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_no_z_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_no_z_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 ci_line#define INTERP_INDEX#define INTERP_Z#define INTERP_ATTRIBS /* for 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 rgba_line#define INTERP_RGBA#define INTERP_Z#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"/* General-purpose line (any/all features). */#define NAME general_line#define INTERP_RGBA#define INTERP_Z#define INTERP_ATTRIBS#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;   GLfloat rSum, gSum, bSum;   GLchan cSave[2][4];   /* save original colors */   COPY_CHAN4(cSave[0], ncv0->color);   COPY_CHAN4(cSave[1], ncv1->color);   /* sum v0 */   rSum = CHAN_TO_FLOAT(ncv0->color[0]) + ncv0->attrib[FRAG_ATTRIB_COL1][0];   gSum = CHAN_TO_FLOAT(ncv0->color[1]) + ncv0->attrib[FRAG_ATTRIB_COL1][1];   bSum = CHAN_TO_FLOAT(ncv0->color[2]) + ncv0->attrib[FRAG_ATTRIB_COL1][2];   UNCLAMPED_FLOAT_TO_CHAN(ncv0->color[0], rSum);   UNCLAMPED_FLOAT_TO_CHAN(ncv0->color[1], gSum);   UNCLAMPED_FLOAT_TO_CHAN(ncv0->color[2], bSum);   /* sum v1 */   rSum = CHAN_TO_FLOAT(ncv1->color[0]) + ncv1->attrib[FRAG_ATTRIB_COL1][0];   gSum = CHAN_TO_FLOAT(ncv1->color[1]) + ncv1->attrib[FRAG_ATTRIB_COL1][1];   bSum = CHAN_TO_FLOAT(ncv1->color[2]) + ncv1->attrib[FRAG_ATTRIB_COL1][2];   UNCLAMPED_FLOAT_TO_CHAN(ncv1->color[0], rSum);   UNCLAMPED_FLOAT_TO_CHAN(ncv1->color[1], gSum);   UNCLAMPED_FLOAT_TO_CHAN(ncv1->color[2], bSum);   /* draw */   SWRAST_CONTEXT(ctx)->SpecLine( ctx, ncv0, ncv1 );   /* restore original colors */   COPY_CHAN4( ncv0->attrib[FRAG_ATTRIB_COL0], cSave[0] );   COPY_CHAN4( ncv1->attrib[FRAG_ATTRIB_COL0], cSave[1] );}#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;   GLboolean specular = (ctx->Fog.ColorSumEnabled ||                         (ctx->Light.Enabled &&                          ctx->Light.Model.ColorControl == GL_SEPARATE_SPECULAR_COLOR));   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               || ctx->FragmentProgram._Current               || swrast->_FogEnabled               || specular) {         USE(general_line);      }      else if (ctx->Depth.Test               || ctx->Line.Width != 1.0               || ctx->Line.StippleFlag) {         /* no texture, but Z, fog, width>1, stipple, etc. */         if (rgbmode)#if CHAN_BITS == 32            USE(general_line);#else            USE(rgba_line);#endif         else            USE(ci_line);      }      else {         ASSERT(!ctx->Depth.Test);         ASSERT(ctx->Line.Width == 1.0);         /* simple lines */         if (rgbmode)            USE(simple_no_z_rgba_line);         else            USE(simple_no_z_ci_line);      }   }   else if (ctx->RenderMode == GL_FEEDBACK) {      USE(_swrast_feedback_line);   }   else {      ASSERT(ctx->RenderMode == GL_SELECT);      USE(_swrast_select_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 + -