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zoom.c
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2000-01-07
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/* $Id: zoom.c,v 1.4 1999/11/08 14:53:05 brianp Exp $ */
/*
* Mesa 3-D graphics library
* Version: 3.1
*
* Copyright (C) 1999 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.
*/
#ifdef PC_HEADER
#include "all.h"
#else
#ifndef XFree86Server
#include <assert.h>
#else
#include "GL/xf86glx.h"
#endif
#include "macros.h"
#include "span.h"
#include "stencil.h"
#include "zoom.h"
#endif
/*
* Write a span of pixels to the frame buffer while applying a pixel zoom.
* This is only used by glDrawPixels and glCopyPixels.
* Input: n - number of pixels in input row
* x, y - destination of the span
* z - depth values for the span
* red, green, blue, alpha - array of colors
* y0 - location of first row in the image we're drawing.
*/
void
gl_write_zoomed_rgba_span( GLcontext *ctx,
GLuint n, GLint x, GLint y, const GLdepth z[],
CONST GLubyte rgba[][4], GLint y0 )
{
GLint m;
GLint r0, r1, row, r;
GLint i, j, skipcol;
GLubyte zrgba[MAX_WIDTH][4]; /* zoomed pixel colors */
GLdepth zdepth[MAX_WIDTH]; /* zoomed depth values */
GLint maxwidth = MIN2( ctx->Buffer->Width, MAX_WIDTH );
const GLuint *srcRGBA32 = (const GLuint *) rgba;
GLuint *dstRGBA32 = (GLuint *) zrgba;
/* compute width of output row */
m = (GLint) ABSF( n * ctx->Pixel.ZoomX );
if (m==0) {
return;
}
if (ctx->Pixel.ZoomX<0.0) {
/* adjust x coordinate for left/right mirroring */
x = x - m;
}
/* compute which rows to draw */
row = y-y0;
r0 = y0 + (GLint) (row * ctx->Pixel.ZoomY);
r1 = y0 + (GLint) ((row+1) * ctx->Pixel.ZoomY);
if (r0==r1) {
return;
}
else if (r1<r0) {
GLint rtmp = r1;
r1 = r0;
r0 = rtmp;
}
/* return early if r0...r1 is above or below window */
if (r0<0 && r1<0) {
/* below window */
return;
}
if (r0>=ctx->Buffer->Height && r1>=ctx->Buffer->Height) {
/* above window */
return;
}
/* check if left edge is outside window */
skipcol = 0;
if (x<0) {
skipcol = -x;
m += x;
}
/* make sure span isn't too long or short */
if (m>maxwidth) {
m = maxwidth;
}
else if (m<=0) {
return;
}
assert( m <= MAX_WIDTH );
/* zoom the span horizontally */
if (ctx->Pixel.ZoomX==-1.0F) {
/* n==m */
for (j=0;j<m;j++) {
i = n - (j+skipcol) - 1;
dstRGBA32[j] = srcRGBA32[i];
zdepth[j] = z[i];
}
}
else {
GLfloat xscale = 1.0F / ctx->Pixel.ZoomX;
for (j=0;j<m;j++) {
i = (GLint) ((j+skipcol) * xscale);
if (i<0) i = n + i - 1;
dstRGBA32[j] = srcRGBA32[i];
zdepth[j] = z[i];
}
}
/* write the span */
for (r=r0; r<r1; r++) {
gl_write_rgba_span( ctx, m, x+skipcol, r, zdepth, zrgba, GL_BITMAP );
}
}
void
gl_write_zoomed_rgb_span( GLcontext *ctx,
GLuint n, GLint x, GLint y, const GLdepth z[],
CONST GLubyte rgb[][3], GLint y0 )
{
GLint m;
GLint r0, r1, row, r;
GLint i, j, skipcol;
GLubyte zrgba[MAX_WIDTH][4]; /* zoomed pixel colors */
GLdepth zdepth[MAX_WIDTH]; /* zoomed depth values */
GLint maxwidth = MIN2( ctx->Buffer->Width, MAX_WIDTH );
/* compute width of output row */
m = (GLint) ABSF( n * ctx->Pixel.ZoomX );
if (m==0) {
return;
}
if (ctx->Pixel.ZoomX<0.0) {
/* adjust x coordinate for left/right mirroring */
x = x - m;
}
/* compute which rows to draw */
row = y-y0;
r0 = y0 + (GLint) (row * ctx->Pixel.ZoomY);
r1 = y0 + (GLint) ((row+1) * ctx->Pixel.ZoomY);
if (r0==r1) {
return;
}
else if (r1<r0) {
GLint rtmp = r1;
r1 = r0;
r0 = rtmp;
}
/* return early if r0...r1 is above or below window */
if (r0<0 && r1<0) {
/* below window */
return;
}
if (r0>=ctx->Buffer->Height && r1>=ctx->Buffer->Height) {
/* above window */
return;
}
/* check if left edge is outside window */
skipcol = 0;
if (x<0) {
skipcol = -x;
m += x;
}
/* make sure span isn't too long or short */
if (m>maxwidth) {
m = maxwidth;
}
else if (m<=0) {
return;
}
assert( m <= MAX_WIDTH );
/* zoom the span horizontally */
if (ctx->Pixel.ZoomX==-1.0F) {
/* n==m */
for (j=0;j<m;j++) {
i = n - (j+skipcol) - 1;
zrgba[j][0] = rgb[i][0];
zrgba[j][1] = rgb[i][1];
zrgba[j][2] = rgb[i][2];
zrgba[j][3] = 255;
zdepth[j] = z[i];
}
}
else {
GLfloat xscale = 1.0F / ctx->Pixel.ZoomX;
for (j=0;j<m;j++) {
i = (GLint) ((j+skipcol) * xscale);
if (i<0) i = n + i - 1;
zrgba[j][0] = rgb[i][0];
zrgba[j][1] = rgb[i][1];
zrgba[j][2] = rgb[i][2];
zrgba[j][3] = 255;
zdepth[j] = z[i];
}
}
/* write the span */
for (r=r0; r<r1; r++) {
gl_write_rgba_span( ctx, m, x+skipcol, r, zdepth, zrgba, GL_BITMAP );
}
}
/*
* As above, but write CI pixels.
*/
void
gl_write_zoomed_index_span( GLcontext *ctx,
GLuint n, GLint x, GLint y, const GLdepth z[],
const GLuint indexes[], GLint y0 )
{
GLint m;
GLint r0, r1, row, r;
GLint i, j, skipcol;
GLuint zindexes[MAX_WIDTH]; /* zoomed color indexes */
GLdepth zdepth[MAX_WIDTH]; /* zoomed depth values */
GLint maxwidth = MIN2( ctx->Buffer->Width, MAX_WIDTH );
/* compute width of output row */
m = (GLint) ABSF( n * ctx->Pixel.ZoomX );
if (m==0) {
return;
}
if (ctx->Pixel.ZoomX<0.0) {
/* adjust x coordinate for left/right mirroring */
x = x - m;
}
/* compute which rows to draw */
row = y-y0;
r0 = y0 + (GLint) (row * ctx->Pixel.ZoomY);
r1 = y0 + (GLint) ((row+1) * ctx->Pixel.ZoomY);
if (r0==r1) {
return;
}
else if (r1<r0) {
GLint rtmp = r1;
r1 = r0;
r0 = rtmp;
}
/* return early if r0...r1 is above or below window */
if (r0<0 && r1<0) {
/* below window */
return;
}
if (r0>=ctx->Buffer->Height && r1>=ctx->Buffer->Height) {
/* above window */
return;
}
/* check if left edge is outside window */
skipcol = 0;
if (x<0) {
skipcol = -x;
m += x;
}
/* make sure span isn't too long or short */
if (m>maxwidth) {
m = maxwidth;
}
else if (m<=0) {
return;
}
assert( m <= MAX_WIDTH );
/* zoom the span horizontally */
if (ctx->Pixel.ZoomX==-1.0F) {
/* n==m */
for (j=0;j<m;j++) {
i = n - (j+skipcol) - 1;
zindexes[j] = indexes[i];
zdepth[j] = z[i];
}
}
else {
GLfloat xscale = 1.0F / ctx->Pixel.ZoomX;
for (j=0;j<m;j++) {
i = (GLint) ((j+skipcol) * xscale);
if (i<0) i = n + i - 1;
zindexes[j] = indexes[i];
zdepth[j] = z[i];
}
}
/* write the span */
for (r=r0; r<r1; r++) {
gl_write_index_span( ctx, m, x+skipcol, r, zdepth, zindexes, GL_BITMAP );
}
}
/*
* As above, but write stencil values.
*/
void
gl_write_zoomed_stencil_span( GLcontext *ctx,
GLuint n, GLint x, GLint y,
const GLstencil stencil[], GLint y0 )
{
GLint m;
GLint r0, r1, row, r;
GLint i, j, skipcol;
GLstencil zstencil[MAX_WIDTH]; /* zoomed stencil values */
GLint maxwidth = MIN2( ctx->Buffer->Width, MAX_WIDTH );
/* compute width of output row */
m = (GLint) ABSF( n * ctx->Pixel.ZoomX );
if (m==0) {
return;
}
if (ctx->Pixel.ZoomX<0.0) {
/* adjust x coordinate for left/right mirroring */
x = x - m;
}
/* compute which rows to draw */
row = y-y0;
r0 = y0 + (GLint) (row * ctx->Pixel.ZoomY);
r1 = y0 + (GLint) ((row+1) * ctx->Pixel.ZoomY);
if (r0==r1) {
return;
}
else if (r1<r0) {
GLint rtmp = r1;
r1 = r0;
r0 = rtmp;
}
/* return early if r0...r1 is above or below window */
if (r0<0 && r1<0) {
/* below window */
return;
}
if (r0>=ctx->Buffer->Height && r1>=ctx->Buffer->Height) {
/* above window */
return;
}
/* check if left edge is outside window */
skipcol = 0;
if (x<0) {
skipcol = -x;
m += x;
}
/* make sure span isn't too long or short */
if (m>maxwidth) {
m = maxwidth;
}
else if (m<=0) {
return;
}
assert( m <= MAX_WIDTH );
/* zoom the span horizontally */
if (ctx->Pixel.ZoomX==-1.0F) {
/* n==m */
for (j=0;j<m;j++) {
i = n - (j+skipcol) - 1;
zstencil[j] = stencil[i];
}
}
else {
GLfloat xscale = 1.0F / ctx->Pixel.ZoomX;
for (j=0;j<m;j++) {
i = (GLint) ((j+skipcol) * xscale);
if (i<0) i = n + i - 1;
zstencil[j] = stencil[i];
}
}
/* write the span */
for (r=r0; r<r1; r++) {
gl_write_stencil_span( ctx, m, x+skipcol, r, zstencil );
}
}