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📄 s_linetemp.h

📁 Mesa is an open-source implementation of the OpenGL specification - a system for rendering interacti
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/* * Mesa 3-D graphics library * Version:  7.0 * * 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. *//* * Line Rasterizer Template * * This file is #include'd to generate custom line rasterizers. * * The following macros may be defined to indicate what auxillary information * must be interplated along the line: *    INTERP_Z        - if defined, interpolate Z values *    INTERP_RGBA     - if defined, interpolate RGBA values *    INTERP_INDEX    - if defined, interpolate color index values *    INTERP_ATTRIBS  - if defined, interpolate attribs (texcoords, varying, etc) * * When one can directly address pixels in the color buffer the following * macros can be defined and used to directly compute pixel addresses during * rasterization (see pixelPtr): *    PIXEL_TYPE          - the datatype of a pixel (GLubyte, GLushort, GLuint) *    BYTES_PER_ROW       - number of bytes per row in the color buffer *    PIXEL_ADDRESS(X,Y)  - returns the address of pixel at (X,Y) where *                          Y==0 at bottom of screen and increases upward. * * Similarly, for direct depth buffer access, this type is used for depth * buffer addressing: *    DEPTH_TYPE          - either GLushort or GLuint * * Optionally, one may provide one-time setup code *    SETUP_CODE    - code which is to be executed once per line * * To actually "plot" each pixel the PLOT macro must be defined... *    PLOT(X,Y) - code to plot a pixel.  Example: *                if (Z < *zPtr) { *                   *zPtr = Z; *                   color = pack_rgb( FixedToInt(r0), FixedToInt(g0), *                                     FixedToInt(b0) ); *                   put_pixel( X, Y, color ); *                } * * This code was designed for the origin to be in the lower-left corner. * */static voidNAME( GLcontext *ctx, const SWvertex *vert0, const SWvertex *vert1 ){   const SWcontext *swrast = SWRAST_CONTEXT(ctx);   SWspan span;   GLuint interpFlags = 0;   GLint x0 = (GLint) vert0->attrib[FRAG_ATTRIB_WPOS][0];   GLint x1 = (GLint) vert1->attrib[FRAG_ATTRIB_WPOS][0];   GLint y0 = (GLint) vert0->attrib[FRAG_ATTRIB_WPOS][1];   GLint y1 = (GLint) vert1->attrib[FRAG_ATTRIB_WPOS][1];   GLint dx, dy;   GLint numPixels;   GLint xstep, ystep;#if defined(DEPTH_TYPE)   const GLint depthBits = ctx->DrawBuffer->Visual.depthBits;   const GLint fixedToDepthShift = depthBits <= 16 ? FIXED_SHIFT : 0;   struct gl_renderbuffer *zrb = ctx->DrawBuffer->Attachment[BUFFER_DEPTH].Renderbuffer;#define FixedToDepth(F)  ((F) >> fixedToDepthShift)   GLint zPtrXstep, zPtrYstep;   DEPTH_TYPE *zPtr;#elif defined(INTERP_Z)   const GLint depthBits = ctx->DrawBuffer->Visual.depthBits;/*ctx->Visual.depthBits;*/#endif#ifdef PIXEL_ADDRESS   PIXEL_TYPE *pixelPtr;   GLint pixelXstep, pixelYstep;#endif#ifdef SETUP_CODE   SETUP_CODE#endif   (void) swrast;   /* Cull primitives with malformed coordinates.    */   {      GLfloat tmp = vert0->attrib[FRAG_ATTRIB_WPOS][0] + vert0->attrib[FRAG_ATTRIB_WPOS][1]                  + vert1->attrib[FRAG_ATTRIB_WPOS][0] + vert1->attrib[FRAG_ATTRIB_WPOS][1];      if (IS_INF_OR_NAN(tmp))	 return;   }   /*   printf("%s():\n", __FUNCTION__);   printf(" (%f, %f, %f) -> (%f, %f, %f)\n",          vert0->attrib[FRAG_ATTRIB_WPOS][0],          vert0->attrib[FRAG_ATTRIB_WPOS][1],          vert0->attrib[FRAG_ATTRIB_WPOS][2],          vert1->attrib[FRAG_ATTRIB_WPOS][0],          vert1->attrib[FRAG_ATTRIB_WPOS][1],          vert1->attrib[FRAG_ATTRIB_WPOS][2]);   printf(" (%d, %d, %d) -> (%d, %d, %d)\n",          vert0->color[0], vert0->color[1], vert0->color[2],           vert1->color[0], vert1->color[1], vert1->color[2]);   printf(" (%d, %d, %d) -> (%d, %d, %d)\n",          vert0->specular[0], vert0->specular[1], vert0->specular[2],           vert1->specular[0], vert1->specular[1], vert1->specular[2]);   *//* * Despite being clipped to the view volume, the line's window coordinates * may just lie outside the window bounds.  That is, if the legal window * coordinates are [0,W-1][0,H-1], it's possible for x==W and/or y==H. * This quick and dirty code nudges the endpoints inside the window if * necessary. */#ifdef CLIP_HACK   {      GLint w = ctx->DrawBuffer->Width;      GLint h = ctx->DrawBuffer->Height;      if ((x0==w) | (x1==w)) {         if ((x0==w) & (x1==w))           return;         x0 -= x0==w;         x1 -= x1==w;      }      if ((y0==h) | (y1==h)) {         if ((y0==h) & (y1==h))           return;         y0 -= y0==h;         y1 -= y1==h;      }   }#endif   dx = x1 - x0;   dy = y1 - y0;   if (dx == 0 && dy == 0)      return;   /*   printf("%s %d,%d  %g %g %g %g  %g %g %g %g\n", __FUNCTION__, dx, dy,          vert0->attrib[FRAG_ATTRIB_COL1][0],          vert0->attrib[FRAG_ATTRIB_COL1][1],          vert0->attrib[FRAG_ATTRIB_COL1][2],          vert0->attrib[FRAG_ATTRIB_COL1][3],          vert1->attrib[FRAG_ATTRIB_COL1][0],          vert1->attrib[FRAG_ATTRIB_COL1][1],          vert1->attrib[FRAG_ATTRIB_COL1][2],          vert1->attrib[FRAG_ATTRIB_COL1][3]);   */#ifdef DEPTH_TYPE   zPtr = (DEPTH_TYPE *) zrb->GetPointer(ctx, zrb, x0, y0);#endif#ifdef PIXEL_ADDRESS   pixelPtr = (PIXEL_TYPE *) PIXEL_ADDRESS(x0,y0);#endif   if (dx<0) {      dx = -dx;   /* make positive */      xstep = -1;#ifdef DEPTH_TYPE      zPtrXstep = -((GLint)sizeof(DEPTH_TYPE));#endif#ifdef PIXEL_ADDRESS      pixelXstep = -((GLint)sizeof(PIXEL_TYPE));#endif   }   else {      xstep = 1;#ifdef DEPTH_TYPE      zPtrXstep = ((GLint)sizeof(DEPTH_TYPE));#endif#ifdef PIXEL_ADDRESS      pixelXstep = ((GLint)sizeof(PIXEL_TYPE));#endif   }   if (dy<0) {      dy = -dy;   /* make positive */      ystep = -1;#ifdef DEPTH_TYPE      zPtrYstep = -((GLint) (ctx->DrawBuffer->Width * sizeof(DEPTH_TYPE)));#endif#ifdef PIXEL_ADDRESS      pixelYstep = BYTES_PER_ROW;#endif   }   else {      ystep = 1;#ifdef DEPTH_TYPE      zPtrYstep = (GLint) (ctx->DrawBuffer->Width * sizeof(DEPTH_TYPE));#endif#ifdef PIXEL_ADDRESS      pixelYstep = -(BYTES_PER_ROW);#endif   }   ASSERT(dx >= 0);   ASSERT(dy >= 0);   numPixels = MAX2(dx, dy);   /*    * Span setup: compute start and step values for all interpolated values.    */#ifdef INTERP_RGBA   interpFlags |= SPAN_RGBA;   if (ctx->Light.ShadeModel == GL_SMOOTH) {      span.red   = ChanToFixed(vert0->color[0]);      span.green = ChanToFixed(vert0->color[1]);      span.blue  = ChanToFixed(vert0->color[2]);      span.alpha = ChanToFixed(vert0->color[3]);      span.redStep   = (ChanToFixed(vert1->color[0]) - span.red  ) / numPixels;      span.greenStep = (ChanToFixed(vert1->color[1]) - span.green) / numPixels;      span.blueStep  = (ChanToFixed(vert1->color[2]) - span.blue ) / numPixels;      span.alphaStep = (ChanToFixed(vert1->color[3]) - span.alpha) / numPixels;   }   else {      span.red   = ChanToFixed(vert1->color[0]);      span.green = ChanToFixed(vert1->color[1]);      span.blue  = ChanToFixed(vert1->color[2]);      span.alpha = ChanToFixed(vert1->color[3]);      span.redStep   = 0;      span.greenStep = 0;      span.blueStep  = 0;      span.alphaStep = 0;   }#endif#ifdef INTERP_INDEX   interpFlags |= SPAN_INDEX;   if (ctx->Light.ShadeModel == GL_SMOOTH) {      span.index = FloatToFixed(vert0->attrib[FRAG_ATTRIB_CI][0]);      span.indexStep = FloatToFixed(  vert1->attrib[FRAG_ATTRIB_CI][0]                                    - vert0->attrib[FRAG_ATTRIB_CI][0]) / numPixels;   }   else {      span.index = FloatToFixed(vert1->attrib[FRAG_ATTRIB_CI][0]);      span.indexStep = 0;   }#endif#if defined(INTERP_Z) || defined(DEPTH_TYPE)   interpFlags |= SPAN_Z;   {      if (depthBits <= 16) {         span.z = FloatToFixed(vert0->attrib[FRAG_ATTRIB_WPOS][2]) + FIXED_HALF;         span.zStep = FloatToFixed(  vert1->attrib[FRAG_ATTRIB_WPOS][2]                                   - vert0->attrib[FRAG_ATTRIB_WPOS][2]) / numPixels;      }      else {         /* don't use fixed point */         span.z = (GLuint) vert0->attrib[FRAG_ATTRIB_WPOS][2];         span.zStep = (GLint) ((  vert1->attrib[FRAG_ATTRIB_WPOS][2]                                - vert0->attrib[FRAG_ATTRIB_WPOS][2]) / numPixels);      }   }#endif#if defined(INTERP_ATTRIBS)   {      const GLfloat invLen = 1.0F / numPixels;      const GLfloat invw0 = vert0->attrib[FRAG_ATTRIB_WPOS][3];      const GLfloat invw1 = vert1->attrib[FRAG_ATTRIB_WPOS][3];      span.attrStart[FRAG_ATTRIB_WPOS][3] = invw0;      span.attrStepX[FRAG_ATTRIB_WPOS][3] = (invw1 - invw0) * invLen;      span.attrStepY[FRAG_ATTRIB_WPOS][3] = 0.0;      ATTRIB_LOOP_BEGIN         if (swrast->_InterpMode[attr] == GL_FLAT) {            COPY_4V(span.attrStart[attr], vert1->attrib[attr]);            ASSIGN_4V(span.attrStepX[attr], 0.0, 0.0, 0.0, 0.0);         }         else {            GLuint c;            for (c = 0; c < 4; c++) {               float da;               span.attrStart[attr][c] = invw0 * vert0->attrib[attr][c];               da = (invw1 * vert1->attrib[attr][c]) - span.attrStart[attr][c];               span.attrStepX[attr][c] = da * invLen;            }         }         ASSIGN_4V(span.attrStepY[attr], 0.0, 0.0, 0.0, 0.0);      ATTRIB_LOOP_END   }#endif   INIT_SPAN(span, GL_LINE);   span.end = numPixels;   span.interpMask = interpFlags;   span.arrayMask = SPAN_XY;   span.facing = swrast->PointLineFacing;   /*    * Draw    */   if (dx > dy) {      /*** X-major line ***/      GLint i;      GLint errorInc = dy+dy;      GLint error = errorInc-dx;      GLint errorDec = error-dx;      for (i = 0; i < dx; i++) {#ifdef DEPTH_TYPE         GLuint Z = FixedToDepth(span.z);#endif#ifdef PLOT         PLOT( x0, y0 );#else         span.array->x[i] = x0;         span.array->y[i] = y0;#endif         x0 += xstep;#ifdef DEPTH_TYPE         zPtr = (DEPTH_TYPE *) ((GLubyte*) zPtr + zPtrXstep);         span.z += span.zStep;#endif#ifdef PIXEL_ADDRESS         pixelPtr = (PIXEL_TYPE*) ((GLubyte*) pixelPtr + pixelXstep);#endif         if (error < 0) {            error += errorInc;         }         else {            error += errorDec;            y0 += ystep;#ifdef DEPTH_TYPE            zPtr = (DEPTH_TYPE *) ((GLubyte*) zPtr + zPtrYstep);#endif#ifdef PIXEL_ADDRESS            pixelPtr = (PIXEL_TYPE*) ((GLubyte*) pixelPtr + pixelYstep);#endif         }      }   }   else {      /*** Y-major line ***/      GLint i;      GLint errorInc = dx+dx;      GLint error = errorInc-dy;      GLint errorDec = error-dy;      for (i=0;i<dy;i++) {#ifdef DEPTH_TYPE         GLuint Z = FixedToDepth(span.z);#endif#ifdef PLOT         PLOT( x0, y0 );#else         span.array->x[i] = x0;         span.array->y[i] = y0;#endif         y0 += ystep;#ifdef DEPTH_TYPE         zPtr = (DEPTH_TYPE *) ((GLubyte*) zPtr + zPtrYstep);         span.z += span.zStep;#endif#ifdef PIXEL_ADDRESS         pixelPtr = (PIXEL_TYPE*) ((GLubyte*) pixelPtr + pixelYstep);#endif         if (error<0) {            error += errorInc;         }         else {            error += errorDec;            x0 += xstep;#ifdef DEPTH_TYPE            zPtr = (DEPTH_TYPE *) ((GLubyte*) zPtr + zPtrXstep);#endif#ifdef PIXEL_ADDRESS            pixelPtr = (PIXEL_TYPE*) ((GLubyte*) pixelPtr + pixelXstep);#endif         }      }   }#ifdef RENDER_SPAN   RENDER_SPAN( span );#endif   (void)span;}#undef NAME#undef INTERP_Z#undef INTERP_RGBA#undef INTERP_ATTRIBS#undef INTERP_INDEX#undef PIXEL_ADDRESS#undef PIXEL_TYPE#undef DEPTH_TYPE#undef BYTES_PER_ROW#undef SETUP_CODE#undef PLOT#undef CLIP_HACK#undef FixedToDepth#undef RENDER_SPAN

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