1 /* 2 * Mesa 3-D graphics library 3 * 4 * Copyright (C) 1999-2007 Brian Paul All Rights Reserved. 5 * 6 * Permission is hereby granted, free of charge, to any person obtaining a 7 * copy of this software and associated documentation files (the "Software"), 8 * to deal in the Software without restriction, including without limitation 9 * the rights to use, copy, modify, merge, publish, distribute, sublicense, 10 * and/or sell copies of the Software, and to permit persons to whom the 11 * Software is furnished to do so, subject to the following conditions: 12 * 13 * The above copyright notice and this permission notice shall be included 14 * in all copies or substantial portions of the Software. 15 * 16 * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS 17 * OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, 18 * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL 19 * THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR 20 * OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, 21 * ARISING FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR 22 * OTHER DEALINGS IN THE SOFTWARE. 23 */ 24 25 26 /* 27 * Line Rasterizer Template 28 * 29 * This file is #include'd to generate custom line rasterizers. 30 * 31 * The following macros may be defined to indicate what auxillary information 32 * must be interplated along the line: 33 * INTERP_Z - if defined, interpolate Z values 34 * INTERP_ATTRIBS - if defined, interpolate attribs (texcoords, varying, etc) 35 * 36 * When one can directly address pixels in the color buffer the following 37 * macros can be defined and used to directly compute pixel addresses during 38 * rasterization (see pixelPtr): 39 * PIXEL_TYPE - the datatype of a pixel (GLubyte, GLushort, GLuint) 40 * BYTES_PER_ROW - number of bytes per row in the color buffer 41 * PIXEL_ADDRESS(X,Y) - returns the address of pixel at (X,Y) where 42 * Y==0 at bottom of screen and increases upward. 43 * 44 * Similarly, for direct depth buffer access, this type is used for depth 45 * buffer addressing: 46 * DEPTH_TYPE - either GLushort or GLuint 47 * 48 * Optionally, one may provide one-time setup code 49 * SETUP_CODE - code which is to be executed once per line 50 * 51 * To actually "plot" each pixel the PLOT macro must be defined... 52 * PLOT(X,Y) - code to plot a pixel. Example: 53 * if (Z < *zPtr) { 54 * *zPtr = Z; 55 * color = pack_rgb( FixedToInt(r0), FixedToInt(g0), 56 * FixedToInt(b0) ); 57 * put_pixel( X, Y, color ); 58 * } 59 * 60 * This code was designed for the origin to be in the lower-left corner. 61 * 62 */ 63 64 65 static void 66 NAME( struct gl_context *ctx, const SWvertex *vert0, const SWvertex *vert1 ) 67 { 68 const SWcontext *swrast = SWRAST_CONTEXT(ctx); 69 SWspan span; 70 GLuint interpFlags = 0; 71 GLint x0 = (GLint) vert0->attrib[VARYING_SLOT_POS][0]; 72 GLint x1 = (GLint) vert1->attrib[VARYING_SLOT_POS][0]; 73 GLint y0 = (GLint) vert0->attrib[VARYING_SLOT_POS][1]; 74 GLint y1 = (GLint) vert1->attrib[VARYING_SLOT_POS][1]; 75 GLint dx, dy; 76 GLint numPixels; 77 GLint xstep, ystep; 78 #if defined(DEPTH_TYPE) 79 const GLint depthBits = ctx->DrawBuffer->Visual.depthBits; 80 const GLint fixedToDepthShift = depthBits <= 16 ? FIXED_SHIFT : 0; 81 struct gl_renderbuffer *zrb = ctx->DrawBuffer->Attachment[BUFFER_DEPTH].Renderbuffer; 82 #define FixedToDepth(F) ((F) >> fixedToDepthShift) 83 GLint zPtrXstep, zPtrYstep; 84 DEPTH_TYPE *zPtr; 85 #elif defined(INTERP_Z) 86 const GLint depthBits = ctx->DrawBuffer->Visual.depthBits; 87 #endif 88 #ifdef PIXEL_ADDRESS 89 PIXEL_TYPE *pixelPtr; 90 GLint pixelXstep, pixelYstep; 91 #endif 92 93 #ifdef SETUP_CODE 94 SETUP_CODE 95 #endif 96 97 (void) swrast; 98 99 /* Cull primitives with malformed coordinates. 100 */ 101 { 102 GLfloat tmp = vert0->attrib[VARYING_SLOT_POS][0] + vert0->attrib[VARYING_SLOT_POS][1] 103 + vert1->attrib[VARYING_SLOT_POS][0] + vert1->attrib[VARYING_SLOT_POS][1]; 104 if (IS_INF_OR_NAN(tmp)) 105 return; 106 } 107 108 /* 109 printf("%s():\n", __func__); 110 printf(" (%f, %f, %f) -> (%f, %f, %f)\n", 111 vert0->attrib[VARYING_SLOT_POS][0], 112 vert0->attrib[VARYING_SLOT_POS][1], 113 vert0->attrib[VARYING_SLOT_POS][2], 114 vert1->attrib[VARYING_SLOT_POS][0], 115 vert1->attrib[VARYING_SLOT_POS][1], 116 vert1->attrib[VARYING_SLOT_POS][2]); 117 printf(" (%d, %d, %d) -> (%d, %d, %d)\n", 118 vert0->color[0], vert0->color[1], vert0->color[2], 119 vert1->color[0], vert1->color[1], vert1->color[2]); 120 printf(" (%d, %d, %d) -> (%d, %d, %d)\n", 121 vert0->specular[0], vert0->specular[1], vert0->specular[2], 122 vert1->specular[0], vert1->specular[1], vert1->specular[2]); 123 */ 124 125 /* 126 * Despite being clipped to the view volume, the line's window coordinates 127 * may just lie outside the window bounds. That is, if the legal window 128 * coordinates are [0,W-1][0,H-1], it's possible for x==W and/or y==H. 129 * This quick and dirty code nudges the endpoints inside the window if 130 * necessary. 131 */ 132 #ifdef CLIP_HACK 133 { 134 GLint w = ctx->DrawBuffer->Width; 135 GLint h = ctx->DrawBuffer->Height; 136 if ((x0==w) | (x1==w)) { 137 if ((x0==w) & (x1==w)) 138 return; 139 x0 -= x0==w; 140 x1 -= x1==w; 141 } 142 if ((y0==h) | (y1==h)) { 143 if ((y0==h) & (y1==h)) 144 return; 145 y0 -= y0==h; 146 y1 -= y1==h; 147 } 148 } 149 #endif 150 151 dx = x1 - x0; 152 dy = y1 - y0; 153 if (dx == 0 && dy == 0) 154 return; 155 156 /* 157 printf("%s %d,%d %g %g %g %g %g %g %g %g\n", __func__, dx, dy, 158 vert0->attrib[VARYING_SLOT_COL1][0], 159 vert0->attrib[VARYING_SLOT_COL1][1], 160 vert0->attrib[VARYING_SLOT_COL1][2], 161 vert0->attrib[VARYING_SLOT_COL1][3], 162 vert1->attrib[VARYING_SLOT_COL1][0], 163 vert1->attrib[VARYING_SLOT_COL1][1], 164 vert1->attrib[VARYING_SLOT_COL1][2], 165 vert1->attrib[VARYING_SLOT_COL1][3]); 166 */ 167 168 #ifdef DEPTH_TYPE 169 zPtr = (DEPTH_TYPE *) _swrast_pixel_address(zrb, x0, y0); 170 #endif 171 #ifdef PIXEL_ADDRESS 172 pixelPtr = (PIXEL_TYPE *) PIXEL_ADDRESS(x0,y0); 173 #endif 174 175 if (dx<0) { 176 dx = -dx; /* make positive */ 177 xstep = -1; 178 #ifdef DEPTH_TYPE 179 zPtrXstep = -((GLint)sizeof(DEPTH_TYPE)); 180 #endif 181 #ifdef PIXEL_ADDRESS 182 pixelXstep = -((GLint)sizeof(PIXEL_TYPE)); 183 #endif 184 } 185 else { 186 xstep = 1; 187 #ifdef DEPTH_TYPE 188 zPtrXstep = ((GLint)sizeof(DEPTH_TYPE)); 189 #endif 190 #ifdef PIXEL_ADDRESS 191 pixelXstep = ((GLint)sizeof(PIXEL_TYPE)); 192 #endif 193 } 194 195 if (dy<0) { 196 dy = -dy; /* make positive */ 197 ystep = -1; 198 #ifdef DEPTH_TYPE 199 zPtrYstep = -((GLint) (ctx->DrawBuffer->Width * sizeof(DEPTH_TYPE))); 200 #endif 201 #ifdef PIXEL_ADDRESS 202 pixelYstep = BYTES_PER_ROW; 203 #endif 204 } 205 else { 206 ystep = 1; 207 #ifdef DEPTH_TYPE 208 zPtrYstep = (GLint) (ctx->DrawBuffer->Width * sizeof(DEPTH_TYPE)); 209 #endif 210 #ifdef PIXEL_ADDRESS 211 pixelYstep = -(BYTES_PER_ROW); 212 #endif 213 } 214 215 assert(dx >= 0); 216 assert(dy >= 0); 217 218 numPixels = MAX2(dx, dy); 219 220 /* 221 * Span setup: compute start and step values for all interpolated values. 222 */ 223 interpFlags |= SPAN_RGBA; 224 if (ctx->Light.ShadeModel == GL_SMOOTH) { 225 span.red = ChanToFixed(vert0->color[0]); 226 span.green = ChanToFixed(vert0->color[1]); 227 span.blue = ChanToFixed(vert0->color[2]); 228 span.alpha = ChanToFixed(vert0->color[3]); 229 span.redStep = (ChanToFixed(vert1->color[0]) - span.red ) / numPixels; 230 span.greenStep = (ChanToFixed(vert1->color[1]) - span.green) / numPixels; 231 span.blueStep = (ChanToFixed(vert1->color[2]) - span.blue ) / numPixels; 232 span.alphaStep = (ChanToFixed(vert1->color[3]) - span.alpha) / numPixels; 233 } 234 else { 235 span.red = ChanToFixed(vert1->color[0]); 236 span.green = ChanToFixed(vert1->color[1]); 237 span.blue = ChanToFixed(vert1->color[2]); 238 span.alpha = ChanToFixed(vert1->color[3]); 239 span.redStep = 0; 240 span.greenStep = 0; 241 span.blueStep = 0; 242 span.alphaStep = 0; 243 } 244 #if defined(INTERP_Z) || defined(DEPTH_TYPE) 245 interpFlags |= SPAN_Z; 246 { 247 if (depthBits <= 16) { 248 span.z = FloatToFixed(vert0->attrib[VARYING_SLOT_POS][2]) + FIXED_HALF; 249 span.zStep = FloatToFixed( vert1->attrib[VARYING_SLOT_POS][2] 250 - vert0->attrib[VARYING_SLOT_POS][2]) / numPixels; 251 } 252 else { 253 /* don't use fixed point */ 254 span.z = (GLuint) vert0->attrib[VARYING_SLOT_POS][2]; 255 span.zStep = (GLint) (( vert1->attrib[VARYING_SLOT_POS][2] 256 - vert0->attrib[VARYING_SLOT_POS][2]) / numPixels); 257 } 258 } 259 #endif 260 #if defined(INTERP_ATTRIBS) 261 { 262 const GLfloat invLen = 1.0F / numPixels; 263 const GLfloat invw0 = vert0->attrib[VARYING_SLOT_POS][3]; 264 const GLfloat invw1 = vert1->attrib[VARYING_SLOT_POS][3]; 265 266 span.attrStart[VARYING_SLOT_POS][3] = invw0; 267 span.attrStepX[VARYING_SLOT_POS][3] = (invw1 - invw0) * invLen; 268 span.attrStepY[VARYING_SLOT_POS][3] = 0.0; 269 270 ATTRIB_LOOP_BEGIN 271 if (swrast->_InterpMode[attr] == GL_FLAT) { 272 COPY_4V(span.attrStart[attr], vert1->attrib[attr]); 273 ASSIGN_4V(span.attrStepX[attr], 0.0, 0.0, 0.0, 0.0); 274 } 275 else { 276 GLuint c; 277 for (c = 0; c < 4; c++) { 278 float da; 279 span.attrStart[attr][c] = invw0 * vert0->attrib[attr][c]; 280 da = (invw1 * vert1->attrib[attr][c]) - span.attrStart[attr][c]; 281 span.attrStepX[attr][c] = da * invLen; 282 } 283 } 284 ASSIGN_4V(span.attrStepY[attr], 0.0, 0.0, 0.0, 0.0); 285 ATTRIB_LOOP_END 286 } 287 #endif 288 289 INIT_SPAN(span, GL_LINE); 290 span.end = numPixels; 291 span.interpMask = interpFlags; 292 span.arrayMask = SPAN_XY; 293 294 span.facing = swrast->PointLineFacing; 295 296 297 /* 298 * Draw 299 */ 300 301 if (dx > dy) { 302 /*** X-major line ***/ 303 GLint i; 304 GLint errorInc = dy+dy; 305 GLint error = errorInc-dx; 306 GLint errorDec = error-dx; 307 308 for (i = 0; i < dx; i++) { 309 #ifdef DEPTH_TYPE 310 GLuint Z = FixedToDepth(span.z); 311 #endif 312 #ifdef PLOT 313 PLOT( x0, y0 ); 314 #else 315 span.array->x[i] = x0; 316 span.array->y[i] = y0; 317 #endif 318 x0 += xstep; 319 #ifdef DEPTH_TYPE 320 zPtr = (DEPTH_TYPE *) ((GLubyte*) zPtr + zPtrXstep); 321 span.z += span.zStep; 322 #endif 323 #ifdef PIXEL_ADDRESS 324 pixelPtr = (PIXEL_TYPE*) ((GLubyte*) pixelPtr + pixelXstep); 325 #endif 326 if (error < 0) { 327 error += errorInc; 328 } 329 else { 330 error += errorDec; 331 y0 += ystep; 332 #ifdef DEPTH_TYPE 333 zPtr = (DEPTH_TYPE *) ((GLubyte*) zPtr + zPtrYstep); 334 #endif 335 #ifdef PIXEL_ADDRESS 336 pixelPtr = (PIXEL_TYPE*) ((GLubyte*) pixelPtr + pixelYstep); 337 #endif 338 } 339 } 340 } 341 else { 342 /*** Y-major line ***/ 343 GLint i; 344 GLint errorInc = dx+dx; 345 GLint error = errorInc-dy; 346 GLint errorDec = error-dy; 347 348 for (i=0;i<dy;i++) { 349 #ifdef DEPTH_TYPE 350 GLuint Z = FixedToDepth(span.z); 351 #endif 352 #ifdef PLOT 353 PLOT( x0, y0 ); 354 #else 355 span.array->x[i] = x0; 356 span.array->y[i] = y0; 357 #endif 358 y0 += ystep; 359 #ifdef DEPTH_TYPE 360 zPtr = (DEPTH_TYPE *) ((GLubyte*) zPtr + zPtrYstep); 361 span.z += span.zStep; 362 #endif 363 #ifdef PIXEL_ADDRESS 364 pixelPtr = (PIXEL_TYPE*) ((GLubyte*) pixelPtr + pixelYstep); 365 #endif 366 if (error<0) { 367 error += errorInc; 368 } 369 else { 370 error += errorDec; 371 x0 += xstep; 372 #ifdef DEPTH_TYPE 373 zPtr = (DEPTH_TYPE *) ((GLubyte*) zPtr + zPtrXstep); 374 #endif 375 #ifdef PIXEL_ADDRESS 376 pixelPtr = (PIXEL_TYPE*) ((GLubyte*) pixelPtr + pixelXstep); 377 #endif 378 } 379 } 380 } 381 382 #ifdef RENDER_SPAN 383 RENDER_SPAN( span ); 384 #endif 385 386 (void)span; 387 388 } 389 390 391 #undef NAME 392 #undef INTERP_Z 393 #undef INTERP_ATTRIBS 394 #undef PIXEL_ADDRESS 395 #undef PIXEL_TYPE 396 #undef DEPTH_TYPE 397 #undef BYTES_PER_ROW 398 #undef SETUP_CODE 399 #undef PLOT 400 #undef CLIP_HACK 401 #undef FixedToDepth 402 #undef RENDER_SPAN 403