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- /* $Id: span.c,v 3.9 1998/08/16 14:45:44 brianp Exp $ */
-
- /*
- * Mesa 3-D graphics library
- * Version: 3.0
- * Copyright (C) 1995-1998 Brian Paul
- *
- * This library is free software; you can redistribute it and/or
- * modify it under the terms of the GNU Library General Public
- * License as published by the Free Software Foundation; either
- * version 2 of the License, or (at your option) any later version.
- *
- * This library is distributed in the hope that it will be useful,
- * but WITHOUT ANY WARRANTY; without even the implied warranty of
- * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
- * Library General Public License for more details.
- *
- * You should have received a copy of the GNU Library General Public
- * License along with this library; if not, write to the Free
- * Software Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
- */
-
-
- /*
- * $Log: span.c,v $
- * Revision 3.9 1998/08/16 14:45:44 brianp
- * fixed clipping problem in gl_read_rgba_span() (Karl Schultz)
- *
- * Revision 3.8 1998/06/07 22:18:52 brianp
- * implemented GL_EXT_multitexture extension
- *
- * Revision 3.7 1998/03/28 03:57:13 brianp
- * added CONST macro to fix IRIX compilation problems
- *
- * Revision 3.6 1998/03/27 04:17:31 brianp
- * fixed G++ warnings
- *
- * Revision 3.5 1998/03/15 17:55:54 brianp
- * added FogMode to context struct
- *
- * Revision 3.4 1998/03/10 01:27:47 brianp
- * fixed bugs in the backup of color arrays
- *
- * Revision 3.3 1998/02/20 04:50:44 brianp
- * implemented GL_SGIS_multitexture
- *
- * Revision 3.2 1998/02/03 04:26:07 brianp
- * removed const from lambda[] passed to gl_write_texture_span()
- *
- * Revision 3.1 1998/02/02 03:09:34 brianp
- * added GL_LIGHT_MODEL_COLOR_CONTROL (separate specular color interpolation)
- *
- * Revision 3.0 1998/01/31 21:03:42 brianp
- * initial rev
- *
- */
-
-
- /*
- * pixel span rasterization:
- * These functions simulate the rasterization pipeline.
- */
-
-
- #ifdef PC_HEADER
- #include "all.h"
- #else
- #include <assert.h>
- #include <string.h>
- #include "alpha.h"
- #include "alphabuf.h"
- #include "blend.h"
- #include "depth.h"
- #include "fog.h"
- #include "logic.h"
- #include "macros.h"
- #include "masking.h"
- #include "scissor.h"
- #include "span.h"
- #include "stencil.h"
- #include "texture.h"
- #include "types.h"
- #endif
-
-
-
-
- /*
- * Apply the current polygon stipple pattern to a span of pixels.
- */
- static void stipple_polygon_span( GLcontext *ctx,
- GLuint n, GLint x, GLint y, GLubyte mask[] )
- {
- register GLuint i, m, stipple, highbit=0x80000000;
-
- stipple = ctx->PolygonStipple[y % 32];
- m = highbit >> (GLuint) (x % 32);
-
- for (i=0;i<n;i++) {
- if ((m & stipple)==0) {
- mask[i] = 0;
- }
- m = m >> 1;
- if (m==0) {
- m = 0x80000000;
- }
- }
- }
-
-
-
- /*
- * Clip a pixel span to the current buffer/window boundaries.
- * Return: 0 = all pixels clipped
- * 1 = at least one pixel is visible
- */
- static GLuint clip_span( GLcontext *ctx,
- GLint n, GLint x, GLint y, GLubyte mask[] )
- {
- GLint i;
-
- /* Clip to top and bottom */
- if (y<0 || y>=ctx->Buffer->Height) {
- return 0;
- }
-
- /* Clip to left and right */
- if (x>=0 && x+n<=ctx->Buffer->Width) {
- /* no clipping needed */
- return 1;
- }
- else if (x+n<=0) {
- /* completely off left side */
- return 0;
- }
- else if (x>=ctx->Buffer->Width) {
- /* completely off right side */
- return 0;
- }
- else {
- /* clip-test each pixel, this could be done better */
- for (i=0;i<n;i++) {
- if (x+i<0 || x+i>=ctx->Buffer->Width) {
- mask[i] = 0;
- }
- }
- return 1;
- }
- }
-
-
-
- /*
- * Write a horizontal span of color index pixels to the frame buffer.
- * Stenciling, Depth-testing, etc. are done as needed.
- * Input: n - number of pixels in the span
- * x, y - location of leftmost pixel in the span
- * z - array of [n] z-values
- * index - array of [n] color indexes
- * primitive - either GL_POINT, GL_LINE, GL_POLYGON, or GL_BITMAP
- */
- void gl_write_index_span( GLcontext *ctx,
- GLuint n, GLint x, GLint y, const GLdepth z[],
- GLuint indexIn[], GLenum primitive )
- {
- GLubyte mask[MAX_WIDTH];
- GLuint indexBackup[MAX_WIDTH];
- GLuint *index; /* points to indexIn or indexBackup */
-
- /* init mask to 1's (all pixels are to be written) */
- MEMSET(mask, 1, n);
-
- if ((ctx->RasterMask & WINCLIP_BIT) || primitive==GL_BITMAP) {
- if (clip_span(ctx,n,x,y,mask)==0) {
- return;
- }
- }
-
- if ((primitive==GL_BITMAP && ctx->MutablePixels)
- || (ctx->RasterMask & FRONT_AND_BACK_BIT)) {
- /* Make copy of color indexes */
- MEMCPY( indexBackup, indexIn, n * sizeof(GLuint) );
- index = indexBackup;
- }
- else {
- index = indexIn;
- }
-
- /* Per-pixel fog */
- if (ctx->Fog.Enabled && (primitive==GL_BITMAP || ctx->FogMode == FOG_FRAGMENT)) {
- gl_fog_ci_pixels( ctx, n, z, index );
- }
-
- /* Do the scissor test */
- if (ctx->Scissor.Enabled) {
- if (gl_scissor_span( ctx, n, x, y, mask )==0) {
- return;
- }
- }
-
- /* Polygon Stippling */
- if (ctx->Polygon.StippleFlag && primitive==GL_POLYGON) {
- stipple_polygon_span( ctx, n, x, y, mask );
- }
-
- if (ctx->Stencil.Enabled) {
- /* first stencil test */
- if (gl_stencil_span( ctx, n, x, y, mask )==0) {
- return;
- }
- /* depth buffering w/ stencil */
- gl_depth_stencil_span( ctx, n, x, y, z, mask );
- }
- else if (ctx->Depth.Test) {
- /* regular depth testing */
- if ((*ctx->Driver.DepthTestSpan)( ctx, n, x, y, z, mask )==0) return;
- }
-
- if (ctx->RasterMask & NO_DRAW_BIT) {
- /* write no pixels */
- return;
- }
-
- if (ctx->Color.SWLogicOpEnabled) {
- gl_logicop_ci_span( ctx, n, x, y, index, mask );
- }
- if (ctx->Color.SWmasking) {
- gl_mask_index_span( ctx, n, x, y, index );
- }
-
- /* write pixels */
- (*ctx->Driver.WriteCI32Span)( ctx, n, x, y, index, mask );
-
-
- if (ctx->RasterMask & FRONT_AND_BACK_BIT) {
- /*** Also draw to back buffer ***/
- (*ctx->Driver.SetBuffer)( ctx, GL_BACK );
- MEMCPY( indexBackup, indexIn, n * sizeof(GLuint) );
- assert( index == indexBackup );
- if (ctx->Color.SWLogicOpEnabled) {
- gl_logicop_ci_span( ctx, n, x, y, index, mask );
- }
- if (ctx->Color.SWmasking) {
- gl_mask_index_span( ctx, n, x, y, index );
- }
- (*ctx->Driver.WriteCI32Span)( ctx, n, x, y, index, mask );
- (*ctx->Driver.SetBuffer)( ctx, GL_FRONT );
- }
- }
-
-
-
-
- void gl_write_monoindex_span( GLcontext *ctx,
- GLuint n, GLint x, GLint y, const GLdepth z[],
- GLuint index, GLenum primitive )
- {
- GLuint i;
- GLubyte mask[MAX_WIDTH];
- GLuint indexBackup[MAX_WIDTH];
-
- /* init mask to 1's (all pixels are to be written) */
- MEMSET(mask, 1, n);
-
- if ((ctx->RasterMask & WINCLIP_BIT) || primitive==GL_BITMAP) {
- if (clip_span( ctx, n, x, y, mask)==0) {
- return;
- }
- }
-
- /* Do the scissor test */
- if (ctx->Scissor.Enabled) {
- if (gl_scissor_span( ctx, n, x, y, mask )==0) {
- return;
- }
- }
-
- /* Polygon Stippling */
- if (ctx->Polygon.StippleFlag && primitive==GL_POLYGON) {
- stipple_polygon_span( ctx, n, x, y, mask );
- }
-
- if (ctx->Stencil.Enabled) {
- /* first stencil test */
- if (gl_stencil_span( ctx, n, x, y, mask )==0) {
- return;
- }
- /* depth buffering w/ stencil */
- gl_depth_stencil_span( ctx, n, x, y, z, mask );
- }
- else if (ctx->Depth.Test) {
- /* regular depth testing */
- if ((*ctx->Driver.DepthTestSpan)( ctx, n, x, y, z, mask )==0) return;
- }
-
- if (ctx->RasterMask & NO_DRAW_BIT) {
- /* write no pixels */
- return;
- }
-
- if ((ctx->Fog.Enabled && (primitive==GL_BITMAP || ctx->FogMode==FOG_FRAGMENT))
- || ctx->Color.SWLogicOpEnabled || ctx->Color.SWmasking) {
- GLuint ispan[MAX_WIDTH];
- /* index may change, replicate single index into an array */
- for (i=0;i<n;i++) {
- ispan[i] = index;
- }
-
- if (ctx->Fog.Enabled && (primitive==GL_BITMAP || ctx->FogMode==FOG_FRAGMENT)) {
- gl_fog_ci_pixels( ctx, n, z, ispan );
- }
-
- if (ctx->RasterMask & FRONT_AND_BACK_BIT) {
- MEMCPY( indexBackup, ispan, n * sizeof(GLuint) );
- }
-
- if (ctx->Color.SWLogicOpEnabled) {
- gl_logicop_ci_span( ctx, n, x, y, ispan, mask );
- }
-
- if (ctx->Color.SWmasking) {
- gl_mask_index_span( ctx, n, x, y, ispan );
- }
-
- (*ctx->Driver.WriteCI32Span)( ctx, n, x, y, ispan, mask );
-
- if (ctx->RasterMask & FRONT_AND_BACK_BIT) {
- /*** Also draw to back buffer ***/
- MEMCPY( ispan, indexBackup, n * sizeof(GLuint) );
- (*ctx->Driver.SetBuffer)( ctx, GL_BACK );
- for (i=0;i<n;i++) {
- ispan[i] = index;
- }
- if (ctx->Color.SWLogicOpEnabled) {
- gl_logicop_ci_span( ctx, n, x, y, ispan, mask );
- }
- if (ctx->Color.SWmasking) {
- gl_mask_index_span( ctx, n, x, y, ispan );
- }
- (*ctx->Driver.WriteCI32Span)( ctx, n, x, y, ispan, mask );
- (*ctx->Driver.SetBuffer)( ctx, GL_FRONT );
- }
- }
- else {
- (*ctx->Driver.WriteMonoCISpan)( ctx, n, x, y, mask );
-
- if (ctx->RasterMask & FRONT_AND_BACK_BIT) {
- /*** Also draw to back buffer ***/
- (*ctx->Driver.SetBuffer)( ctx, GL_BACK );
- (*ctx->Driver.WriteMonoCISpan)( ctx, n, x, y, mask );
- (*ctx->Driver.SetBuffer)( ctx, GL_FRONT );
- }
- }
- }
-
-
-
- void gl_write_rgba_span( GLcontext *ctx,
- GLuint n, GLint x, GLint y, const GLdepth z[],
- GLubyte rgbaIn[][4],
- GLenum primitive )
- {
- GLubyte mask[MAX_WIDTH];
- GLboolean write_all = GL_TRUE;
- GLubyte rgbaBackup[MAX_WIDTH][4];
- GLubyte (*rgba)[4];
- const GLubyte *Null = 0;
-
- /* init mask to 1's (all pixels are to be written) */
- MEMSET(mask, 1, n);
-
- if ((ctx->RasterMask & WINCLIP_BIT) || primitive==GL_BITMAP) {
- if (clip_span( ctx,n,x,y,mask)==0) {
- return;
- }
- write_all = GL_FALSE;
- }
-
- if ((primitive==GL_BITMAP && ctx->MutablePixels)
- || (ctx->RasterMask & FRONT_AND_BACK_BIT)) {
- /* must make a copy of the colors since they may be modified */
- MEMCPY( rgbaBackup, rgbaIn, 4 * n * sizeof(GLubyte) );
- rgba = rgbaBackup;
- }
- else {
- rgba = rgbaIn;
- }
-
- /* Per-pixel fog */
- if (ctx->Fog.Enabled && (primitive==GL_BITMAP || ctx->FogMode==FOG_FRAGMENT)) {
- gl_fog_rgba_pixels( ctx, n, z, rgba );
- }
-
- /* Do the scissor test */
- if (ctx->Scissor.Enabled) {
- if (gl_scissor_span( ctx, n, x, y, mask )==0) {
- return;
- }
- write_all = GL_FALSE;
- }
-
- /* Polygon Stippling */
- if (ctx->Polygon.StippleFlag && primitive==GL_POLYGON) {
- stipple_polygon_span( ctx, n, x, y, mask );
- write_all = GL_FALSE;
- }
-
- /* Do the alpha test */
- if (ctx->Color.AlphaEnabled) {
- if (gl_alpha_test( ctx, n, rgba, mask )==0) {
- return;
- }
- write_all = GL_FALSE;
- }
-
- if (ctx->Stencil.Enabled) {
- /* first stencil test */
- if (gl_stencil_span( ctx, n, x, y, mask )==0) {
- return;
- }
- /* depth buffering w/ stencil */
- gl_depth_stencil_span( ctx, n, x, y, z, mask );
- write_all = GL_FALSE;
- }
- else if (ctx->Depth.Test) {
- /* regular depth testing */
- GLuint m = (*ctx->Driver.DepthTestSpan)( ctx, n, x, y, z, mask );
- if (m==0) {
- return;
- }
- if (m<n) {
- write_all = GL_FALSE;
- }
- }
-
- if (ctx->RasterMask & NO_DRAW_BIT) {
- /* write no pixels */
- return;
- }
-
- /* logic op or blending */
- if (ctx->Color.SWLogicOpEnabled) {
- gl_logicop_rgba_span( ctx, n, x, y, rgba, mask );
- }
- else if (ctx->Color.BlendEnabled) {
- gl_blend_span( ctx, n, x, y, rgba, mask );
- }
-
- /* Color component masking */
- if (ctx->Color.SWmasking) {
- gl_mask_rgba_span( ctx, n, x, y, rgba );
- }
-
- /* write pixels */
- (*ctx->Driver.WriteRGBASpan)( ctx, n, x, y, rgba, write_all ? Null : mask );
- if (ctx->RasterMask & ALPHABUF_BIT) {
- gl_write_alpha_span( ctx, n, x, y, rgba, write_all ? Null : mask );
- }
-
- if (ctx->RasterMask & FRONT_AND_BACK_BIT) {
- /*** Also render to back buffer ***/
- MEMCPY( rgbaBackup, rgbaIn, 4 * n * sizeof(GLubyte) );
- assert( rgba == rgbaBackup );
- (*ctx->Driver.SetBuffer)( ctx, GL_BACK );
- if (ctx->Color.SWLogicOpEnabled) {
- gl_logicop_rgba_span( ctx, n, x, y, rgba, mask );
- }
- else if (ctx->Color.BlendEnabled) {
- gl_blend_span( ctx, n, x, y, rgba, mask );
- }
- if (ctx->Color.SWmasking) {
- gl_mask_rgba_span( ctx, n, x, y, rgba );
- }
- (*ctx->Driver.WriteRGBASpan)( ctx, n, x, y, rgba, write_all ? Null : mask );
- if (ctx->RasterMask & ALPHABUF_BIT) {
- ctx->Buffer->Alpha = ctx->Buffer->BackAlpha;
- gl_write_alpha_span( ctx, n, x, y, rgba, write_all ? Null : mask );
- ctx->Buffer->Alpha = ctx->Buffer->FrontAlpha;
- }
- (*ctx->Driver.SetBuffer)( ctx, GL_FRONT );
- }
-
- }
-
-
-
- /*
- * Write a horizontal span of color pixels to the frame buffer.
- * The color is initially constant for the whole span.
- * Alpha-testing, stenciling, depth-testing, and blending are done as needed.
- * Input: n - number of pixels in the span
- * x, y - location of leftmost pixel in the span
- * z - array of [n] z-values
- * r, g, b, a - the color of the pixels
- * primitive - either GL_POINT, GL_LINE, GL_POLYGON or GL_BITMAP.
- */
- void gl_write_monocolor_span( GLcontext *ctx,
- GLuint n, GLint x, GLint y, const GLdepth z[],
- GLint r, GLint g, GLint b, GLint a,
- GLenum primitive )
- {
- GLuint i;
- GLubyte mask[MAX_WIDTH];
- GLboolean write_all = GL_TRUE;
- GLubyte rgba[MAX_WIDTH][4];
- const GLubyte *Null = 0;
-
- /* init mask to 1's (all pixels are to be written) */
- MEMSET(mask, 1, n);
-
- if ((ctx->RasterMask & WINCLIP_BIT) || primitive==GL_BITMAP) {
- if (clip_span( ctx,n,x,y,mask)==0) {
- return;
- }
- write_all = GL_FALSE;
- }
-
- /* Do the scissor test */
- if (ctx->Scissor.Enabled) {
- if (gl_scissor_span( ctx, n, x, y, mask )==0) {
- return;
- }
- write_all = GL_FALSE;
- }
-
- /* Polygon Stippling */
- if (ctx->Polygon.StippleFlag && primitive==GL_POLYGON) {
- stipple_polygon_span( ctx, n, x, y, mask );
- write_all = GL_FALSE;
- }
-
- /* Do the alpha test */
- if (ctx->Color.AlphaEnabled) {
- for (i=0;i<n;i++) {
- rgba[i][ACOMP] = a;
- }
- if (gl_alpha_test( ctx, n, rgba, mask )==0) {
- return;
- }
- write_all = GL_FALSE;
- }
-
- if (ctx->Stencil.Enabled) {
- /* first stencil test */
- if (gl_stencil_span( ctx, n, x, y, mask )==0) {
- return;
- }
- /* depth buffering w/ stencil */
- gl_depth_stencil_span( ctx, n, x, y, z, mask );
- write_all = GL_FALSE;
- }
- else if (ctx->Depth.Test) {
- /* regular depth testing */
- GLuint m = (*ctx->Driver.DepthTestSpan)( ctx, n, x, y, z, mask );
- if (m==0) {
- return;
- }
- if (m<n) {
- write_all = GL_FALSE;
- }
- }
-
- if (ctx->RasterMask & NO_DRAW_BIT) {
- /* write no pixels */
- return;
- }
-
- if (ctx->Color.BlendEnabled || ctx->Color.SWLogicOpEnabled
- || ctx->Color.SWmasking) {
- /* assign same color to each pixel */
- for (i=0;i<n;i++) {
- if (mask[i]) {
- rgba[i][RCOMP] = r;
- rgba[i][GCOMP] = g;
- rgba[i][BCOMP] = b;
- rgba[i][ACOMP] = a;
- }
- }
-
- if (ctx->Color.SWLogicOpEnabled) {
- gl_logicop_rgba_span( ctx, n, x, y, rgba, mask );
- }
- else if (ctx->Color.BlendEnabled) {
- gl_blend_span( ctx, n, x, y, rgba, mask );
- }
-
- /* Color component masking */
- if (ctx->Color.SWmasking) {
- gl_mask_rgba_span( ctx, n, x, y, rgba );
- }
-
- /* write pixels */
- (*ctx->Driver.WriteRGBASpan)( ctx, n, x, y, rgba, write_all ? Null : mask );
- if (ctx->RasterMask & ALPHABUF_BIT) {
- gl_write_alpha_span( ctx, n, x, y, rgba, write_all ? Null : mask );
- }
-
- if (ctx->RasterMask & FRONT_AND_BACK_BIT) {
- /*** Also draw to back buffer ***/
- for (i=0;i<n;i++) {
- if (mask[i]) {
- rgba[i][RCOMP] = r;
- rgba[i][GCOMP] = g;
- rgba[i][BCOMP] = b;
- rgba[i][ACOMP] = a;
- }
- }
- (*ctx->Driver.SetBuffer)( ctx, GL_BACK );
- if (ctx->Color.SWLogicOpEnabled) {
- gl_logicop_rgba_span( ctx, n, x, y, rgba, mask);
- }
- else if (ctx->Color.BlendEnabled) {
- gl_blend_span( ctx, n, x, y, rgba, mask );
- }
- if (ctx->Color.SWmasking) {
- gl_mask_rgba_span( ctx, n, x, y, rgba );
- }
- (*ctx->Driver.WriteRGBASpan)( ctx, n, x, y, rgba, write_all ? Null : mask );
- (*ctx->Driver.SetBuffer)( ctx, GL_FRONT );
- if (ctx->RasterMask & ALPHABUF_BIT) {
- ctx->Buffer->Alpha = ctx->Buffer->BackAlpha;
- gl_write_alpha_span( ctx, n, x, y, rgba,
- write_all ? Null : mask );
- ctx->Buffer->Alpha = ctx->Buffer->FrontAlpha;
- }
- }
- }
- else {
- (*ctx->Driver.WriteMonoRGBASpan)( ctx, n, x, y, mask );
- if (ctx->RasterMask & ALPHABUF_BIT) {
- gl_write_mono_alpha_span( ctx, n, x, y, a, write_all ? Null : mask );
- }
- if (ctx->RasterMask & FRONT_AND_BACK_BIT) {
- /* Also draw to back buffer */
- (*ctx->Driver.SetBuffer)( ctx, GL_BACK );
- (*ctx->Driver.WriteMonoRGBASpan)( ctx, n, x, y, mask );
- (*ctx->Driver.SetBuffer)( ctx, GL_FRONT );
- if (ctx->RasterMask & ALPHABUF_BIT) {
- ctx->Buffer->Alpha = ctx->Buffer->BackAlpha;
- gl_write_mono_alpha_span( ctx, n, x, y, a,
- write_all ? Null : mask );
- ctx->Buffer->Alpha = ctx->Buffer->FrontAlpha;
- }
- }
- }
- }
-
-
-
- /*
- * Add specular color to base color. This is used only when
- * GL_LIGHT_MODEL_COLOR_CONTROL = GL_SEPARATE_SPECULAR_COLOR.
- */
- static void add_colors(GLuint n, GLubyte rgba[][4], CONST GLubyte specular[][4] )
- {
- GLuint i;
- for (i=0; i<n; i++) {
- GLint r = rgba[i][RCOMP] + specular[i][RCOMP];
- GLint g = rgba[i][GCOMP] + specular[i][GCOMP];
- GLint b = rgba[i][BCOMP] + specular[i][BCOMP];
- rgba[i][RCOMP] = MIN2(r, 255);
- rgba[i][GCOMP] = MIN2(g, 255);
- rgba[i][BCOMP] = MIN2(b, 255);
- }
- }
-
-
- /*
- * Write a horizontal span of textured pixels to the frame buffer.
- * The color of each pixel is different.
- * Alpha-testing, stenciling, depth-testing, and blending are done
- * as needed.
- * Input: n - number of pixels in the span
- * x, y - location of leftmost pixel in the span
- * z - array of [n] z-values
- * s, t - array of (s,t) texture coordinates for each pixel
- * lambda - array of texture lambda values
- * rgba - array of [n] color components
- * primitive - either GL_POINT, GL_LINE, GL_POLYGON or GL_BITMAP.
- */
- void gl_write_texture_span( GLcontext *ctx,
- GLuint n, GLint x, GLint y, const GLdepth z[],
- const GLfloat s[], const GLfloat t[],
- const GLfloat u[], GLfloat lambda[],
- GLubyte rgbaIn[][4], CONST GLubyte spec[][4],
- GLenum primitive )
- {
- GLubyte mask[MAX_WIDTH];
- GLboolean write_all = GL_TRUE;
- GLubyte rgbaBackup[MAX_WIDTH][4];
- GLubyte (*rgba)[4]; /* points to either rgbaIn or rgbaBackup */
- const GLubyte *Null = 0;
-
- /* init mask to 1's (all pixels are to be written) */
- MEMSET(mask, 1, n);
-
- if ((ctx->RasterMask & WINCLIP_BIT) || primitive==GL_BITMAP) {
- if (clip_span(ctx, n, x, y, mask)==0) {
- return;
- }
- write_all = GL_FALSE;
- }
-
-
- if (primitive==GL_BITMAP || (ctx->RasterMask & FRONT_AND_BACK_BIT)) {
- /* must make a copy of the colors since they may be modified */
- MEMCPY(rgbaBackup, rgbaIn, 4 * sizeof(GLubyte));
- rgba = rgbaBackup;
- }
- else {
- rgba = rgbaIn;
- }
-
- /* Texture */
- ASSERT(ctx->Texture.Enabled);
- gl_texture_pixels( ctx, 0, n, s, t, u, lambda, rgba );
-
- /* Add base and specular colors */
- if (spec && ctx->Light.Model.ColorControl == GL_SEPARATE_SPECULAR_COLOR)
- add_colors( n, rgba, spec ); /* rgba = rgba + spec */
-
- /* Per-pixel fog */
- if (ctx->Fog.Enabled && (primitive==GL_BITMAP || ctx->FogMode==FOG_FRAGMENT)) {
- gl_fog_rgba_pixels( ctx, n, z, rgba );
- }
-
- /* Do the scissor test */
- if (ctx->Scissor.Enabled) {
- if (gl_scissor_span( ctx, n, x, y, mask )==0) {
- return;
- }
- write_all = GL_FALSE;
- }
-
- /* Polygon Stippling */
- if (ctx->Polygon.StippleFlag && primitive==GL_POLYGON) {
- stipple_polygon_span( ctx, n, x, y, mask );
- write_all = GL_FALSE;
- }
-
- /* Do the alpha test */
- if (ctx->Color.AlphaEnabled) {
- if (gl_alpha_test( ctx, n, rgba, mask )==0) {
- return;
- }
- write_all = GL_FALSE;
- }
-
- if (ctx->Stencil.Enabled) {
- /* first stencil test */
- if (gl_stencil_span( ctx, n, x, y, mask )==0) {
- return;
- }
- /* depth buffering w/ stencil */
- gl_depth_stencil_span( ctx, n, x, y, z, mask );
- write_all = GL_FALSE;
- }
- else if (ctx->Depth.Test) {
- /* regular depth testing */
- GLuint m = (*ctx->Driver.DepthTestSpan)( ctx, n, x, y, z, mask );
- if (m==0) {
- return;
- }
- if (m<n) {
- write_all = GL_FALSE;
- }
- }
-
- if (ctx->RasterMask & NO_DRAW_BIT) {
- /* write no pixels */
- return;
- }
-
- if (ctx->RasterMask & FRONT_AND_BACK_BIT) {
- /* make backup of fragment colors */
- MEMCPY( rgbaBackup, rgba, 4 * n * sizeof(GLubyte) );
- }
-
- /* blending */
- if (ctx->Color.SWLogicOpEnabled) {
- gl_logicop_rgba_span( ctx, n, x, y, rgba, mask );
- }
- else if (ctx->Color.BlendEnabled) {
- gl_blend_span( ctx, n, x, y, rgba, mask );
- }
-
- if (ctx->Color.SWmasking) {
- gl_mask_rgba_span( ctx, n, x, y, rgba );
- }
-
- /* write pixels */
- (*ctx->Driver.WriteRGBASpan)( ctx, n, x, y, rgba, write_all ? Null : mask );
- if (ctx->RasterMask & ALPHABUF_BIT) {
- gl_write_alpha_span( ctx, n, x, y, rgba, write_all ? Null : mask );
- }
-
- if (ctx->RasterMask & FRONT_AND_BACK_BIT) {
- /* Also draw to back buffer */
- (*ctx->Driver.SetBuffer)( ctx, GL_BACK );
- if (ctx->Color.SWLogicOpEnabled) {
- gl_logicop_rgba_span( ctx, n, x, y, rgba, mask );
- }
- else if (ctx->Color.BlendEnabled) {
- gl_blend_span( ctx, n, x, y, rgba, mask );
- }
- if (ctx->Color.SWmasking) {
- gl_mask_rgba_span( ctx, n, x, y, rgba );
- }
- (*ctx->Driver.WriteRGBASpan)( ctx, n, x, y, rgba, write_all ? Null : mask );
- (*ctx->Driver.SetBuffer)( ctx, GL_FRONT );
- if (ctx->RasterMask & ALPHABUF_BIT) {
- ctx->Buffer->Alpha = ctx->Buffer->BackAlpha;
- gl_write_alpha_span( ctx, n, x, y, rgba, write_all ? Null : mask );
- ctx->Buffer->Alpha = ctx->Buffer->FrontAlpha;
- }
- }
- }
-
-
-
- /*
- * As above but perform multiple stages of texture application.
- * Input: texSets - number of texture sets to apply
- */
- void gl_write_multitexture_span( GLcontext *ctx, GLuint texSets,
- GLuint n, GLint x, GLint y, const GLdepth z[],
- CONST GLfloat s[][MAX_WIDTH],
- CONST GLfloat t[][MAX_WIDTH],
- CONST GLfloat u[][MAX_WIDTH],
- GLfloat lambda[][MAX_WIDTH],
- GLubyte rgbaIn[][4], CONST GLubyte spec[][4],
- GLenum primitive )
- {
- GLubyte mask[MAX_WIDTH];
- GLboolean write_all = GL_TRUE;
- GLubyte rgbaBackup[MAX_WIDTH][4];
- GLubyte (*rgba)[4]; /* points to either rgbaIn or rgbaBackup */
- GLuint i;
- const GLubyte *Null = 0;
-
- /* init mask to 1's (all pixels are to be written) */
- MEMSET(mask, 1, n);
-
- if ((ctx->RasterMask & WINCLIP_BIT) || primitive==GL_BITMAP) {
- if (clip_span(ctx, n, x, y, mask)==0) {
- return;
- }
- write_all = GL_FALSE;
- }
-
-
- if (primitive==GL_BITMAP || (ctx->RasterMask & FRONT_AND_BACK_BIT)) {
- /* must make a copy of the colors since they may be modified */
- MEMCPY(rgbaBackup, rgbaIn, 4 * sizeof(GLubyte));
- rgba = rgbaBackup;
- }
- else {
- rgba = rgbaIn;
- }
-
- /* Texture */
- ASSERT(ctx->Texture.Enabled);
- ASSERT(texSets <= MAX_TEX_SETS);
- for (i=0;i<texSets;i++) {
- GLuint j = ctx->Texture.Set[i].TexCoordSet;
- /* Evaluate i_th texture environment using the j_th set of
- * texture coords
- */
- gl_texture_pixels( ctx, i, n, s[j], t[j], u[j], lambda[j], rgba );
- }
-
-
- /* Add base and specular colors */
- if (spec && ctx->Light.Model.ColorControl == GL_SEPARATE_SPECULAR_COLOR)
- add_colors( n, rgba, spec ); /* rgba = rgba + spec */
-
- /* Per-pixel fog */
- if (ctx->Fog.Enabled && (primitive==GL_BITMAP || ctx->FogMode==FOG_FRAGMENT)) {
- gl_fog_rgba_pixels( ctx, n, z, rgba );
- }
-
- /* Do the scissor test */
- if (ctx->Scissor.Enabled) {
- if (gl_scissor_span( ctx, n, x, y, mask )==0) {
- return;
- }
- write_all = GL_FALSE;
- }
-
- /* Polygon Stippling */
- if (ctx->Polygon.StippleFlag && primitive==GL_POLYGON) {
- stipple_polygon_span( ctx, n, x, y, mask );
- write_all = GL_FALSE;
- }
-
- /* Do the alpha test */
- if (ctx->Color.AlphaEnabled) {
- if (gl_alpha_test( ctx, n, rgba, mask )==0) {
- return;
- }
- write_all = GL_FALSE;
- }
-
- if (ctx->Stencil.Enabled) {
- /* first stencil test */
- if (gl_stencil_span( ctx, n, x, y, mask )==0) {
- return;
- }
- /* depth buffering w/ stencil */
- gl_depth_stencil_span( ctx, n, x, y, z, mask );
- write_all = GL_FALSE;
- }
- else if (ctx->Depth.Test) {
- /* regular depth testing */
- GLuint m = (*ctx->Driver.DepthTestSpan)( ctx, n, x, y, z, mask );
- if (m==0) {
- return;
- }
- if (m<n) {
- write_all = GL_FALSE;
- }
- }
-
- if (ctx->RasterMask & NO_DRAW_BIT) {
- /* write no pixels */
- return;
- }
-
- if (ctx->RasterMask & FRONT_AND_BACK_BIT) {
- /* make backup of fragment colors */
- MEMCPY( rgbaBackup, rgba, 4 * n * sizeof(GLubyte) );
- }
-
- /* blending */
- if (ctx->Color.SWLogicOpEnabled) {
- gl_logicop_rgba_span( ctx, n, x, y, rgba, mask );
- }
- else if (ctx->Color.BlendEnabled) {
- gl_blend_span( ctx, n, x, y, rgba, mask );
- }
-
- if (ctx->Color.SWmasking) {
- gl_mask_rgba_span( ctx, n, x, y, rgba );
- }
-
- /* write pixels */
- (*ctx->Driver.WriteRGBASpan)( ctx, n, x, y, rgba, write_all ? Null : mask );
- if (ctx->RasterMask & ALPHABUF_BIT) {
- gl_write_alpha_span( ctx, n, x, y, rgba, write_all ? Null : mask );
- }
-
- if (ctx->RasterMask & FRONT_AND_BACK_BIT) {
- /* Also draw to back buffer */
- (*ctx->Driver.SetBuffer)( ctx, GL_BACK );
- if (ctx->Color.SWLogicOpEnabled) {
- gl_logicop_rgba_span( ctx, n, x, y, rgba, mask );
- }
- else if (ctx->Color.BlendEnabled) {
- gl_blend_span( ctx, n, x, y, rgba, mask );
- }
- if (ctx->Color.SWmasking) {
- gl_mask_rgba_span( ctx, n, x, y, rgba );
- }
- (*ctx->Driver.WriteRGBASpan)( ctx, n, x, y, rgba, write_all ? Null : mask );
- (*ctx->Driver.SetBuffer)( ctx, GL_FRONT );
- if (ctx->RasterMask & ALPHABUF_BIT) {
- ctx->Buffer->Alpha = ctx->Buffer->BackAlpha;
- gl_write_alpha_span( ctx, n, x, y, rgba, write_all ? Null : mask );
- ctx->Buffer->Alpha = ctx->Buffer->FrontAlpha;
- }
- }
- }
-
-
-
- /*
- * Read RGBA pixels from frame buffer. Clipping will be done to prevent
- * reading ouside the buffer's boundaries.
- */
- void gl_read_rgba_span( GLcontext *ctx,
- GLuint n, GLint x, GLint y,
- GLubyte rgba[][4] )
- {
- if (y<0 || y>=ctx->Buffer->Height || x>=ctx->Buffer->Width) {
- /* completely above, below, or right */
- MEMSET( rgba, 0, 4 * n * sizeof(GLubyte)); /*XXX maybe leave undefined?*/
- }
- else {
- GLint skip, length;
- if (x < 0) {
- /* left edge clippping */
- skip = -x;
- length = (GLint) n - skip;
- if (length < 0) {
- /* completely left of window */
- return;
- }
- if (length > ctx->Buffer->Width) {
- length = ctx->Buffer->Width;
- }
- }
- else if ((GLint) (x + n) > ctx->Buffer->Width) {
- /* right edge clipping */
- skip = 0;
- length = ctx->Buffer->Width - x;
- if (length < 0) {
- /* completely to right of window */
- return;
- }
- }
- else {
- /* no clipping */
- skip = 0;
- length = (GLint) n;
- }
-
- (*ctx->Driver.ReadRGBASpan)( ctx, length, x + skip, y, rgba + skip );
- if (ctx->RasterMask & ALPHABUF_BIT) {
- gl_read_alpha_span( ctx, length, x + skip, y, rgba + skip );
- }
- }
- }
-
-
-
-
- /*
- * Read CI pixels from frame buffer. Clipping will be done to prevent
- * reading ouside the buffer's boundaries.
- */
- void gl_read_index_span( GLcontext *ctx,
- GLuint n, GLint x, GLint y, GLuint indx[] )
- {
- register GLuint i;
-
- if (y<0 || y>=ctx->Buffer->Height || x>=ctx->Buffer->Width) {
- /* completely above, below, or right */
- for (i=0;i<n;i++) {
- indx[i] = 0;
- }
- }
- else {
- GLint skip, length;
- if (x < 0) {
- /* left edge clippping */
- skip = -x;
- length = (GLint) n - skip;
- if (length < 0) {
- /* completely left of window */
- return;
- }
- if (length > ctx->Buffer->Width) {
- length = ctx->Buffer->Width;
- }
- }
- else if ((GLint) (x + n) > ctx->Buffer->Width) {
- /* right edge clipping */
- skip = 0;
- length = ctx->Buffer->Width - x;
- if (length < 0) {
- /* completely to right of window */
- return;
- }
- }
- else {
- /* no clipping */
- skip = 0;
- length = (GLint) n;
- }
-
- (*ctx->Driver.ReadCI32Span)( ctx, length, skip + x, y, indx + skip );
- }
- }
-