This is accum.c in view mode; [Download] [Up]
/* $Id: accum.c,v 1.4 1997/05/28 03:23:09 brianp Exp $ */ /* * Mesa 3-D graphics library * Version: 2.3 * Copyright (C) 1995-1997 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: accum.c,v $ * Revision 1.4 1997/05/28 03:23:09 brianp * added precompiled header (PCH) support * * Revision 1.3 1997/04/30 01:54:48 brianp * call gl_warning() if calling gl_Accum w/out accum buffer * * Revision 1.2 1996/09/15 14:19:44 brianp * now use GLframebuffer and GLvisual * added gl_alloc_accum_buffer() * * Revision 1.1 1996/09/13 01:38:16 brianp * Initial revision * */ #ifdef PCH #include "all.h" #else #include <limits.h> #include <stdlib.h> #include <string.h> #include "accum.h" #include "context.h" #include "dlist.h" #include "macros.h" #include "types.h" #endif void gl_alloc_accum_buffer( GLcontext *ctx ) { GLint n; if (ctx->Buffer->Accum) { free( ctx->Buffer->Accum ); ctx->Buffer->Accum = NULL; } /* allocate accumulation buffer if not already present */ n = ctx->Buffer->Width * ctx->Buffer->Height * 4 * sizeof(GLaccum); ctx->Buffer->Accum = (GLaccum *) malloc( n ); if (!ctx->Buffer->Accum) { /* unable to setup accumulation buffer */ gl_error( ctx, GL_OUT_OF_MEMORY, "glAccum" ); } } void gl_ClearAccum( GLcontext *ctx, GLfloat red, GLfloat green, GLfloat blue, GLfloat alpha ) { if (INSIDE_BEGIN_END(ctx)) { gl_error( ctx, GL_INVALID_OPERATION, "glAccum" ); return; } ctx->Accum.ClearColor[0] = CLAMP( red, -1.0, 1.0 ); ctx->Accum.ClearColor[1] = CLAMP( green, -1.0, 1.0 ); ctx->Accum.ClearColor[2] = CLAMP( blue, -1.0, 1.0 ); ctx->Accum.ClearColor[3] = CLAMP( alpha, -1.0, 1.0 ); } void gl_Accum( GLcontext *ctx, GLenum op, GLfloat value ) { GLuint xpos, ypos, width, height; GLfloat acc_scale; if (INSIDE_BEGIN_END(ctx)) { gl_error( ctx, GL_INVALID_OPERATION, "glAccum" ); return; } if (ctx->Visual->AccumBits==0 || !ctx->Buffer->Accum) { /* No accumulation buffer! */ gl_warning(ctx, "Calling glAccum() without an accumulation buffer"); return; } if (sizeof(GLaccum)==1) { acc_scale = 127.0; } else if (sizeof(GLaccum)==2) { acc_scale = 32767.0; } else { /* sizeof(GLaccum) > 2 (Cray) */ acc_scale = (float) SHRT_MAX; } /* Determine region to operate upon. */ if (ctx->Scissor.Enabled) { xpos = ctx->Scissor.X; ypos = ctx->Scissor.Y; width = ctx->Scissor.Width; height = ctx->Scissor.Height; } else { /* whole window */ xpos = 0; ypos = 0; width = ctx->Buffer->Width; height = ctx->Buffer->Height; } switch (op) { case GL_ADD: { GLaccum ival, *acc; GLuint i, j; ival = (GLaccum) (value * acc_scale); for (j=0;j<height;j++) { acc = ctx->Buffer->Accum + (ypos * ctx->Buffer->Width + xpos) * 4; for (i=0;i<width;i++) { *acc += ival; acc++; /* red */ *acc += ival; acc++; /* green */ *acc += ival; acc++; /* blue */ *acc += ival; acc++; /* alpha */ } ypos++; } } break; case GL_MULT: { GLaccum *acc; GLuint i, j; for (j=0;j<height;j++) { acc = ctx->Buffer->Accum + (ypos * ctx->Buffer->Width + xpos) * 4; for (i=0;i<width;i++) { *acc = (GLaccum) ( (GLfloat) *acc * value ); acc++; /*r*/ *acc = (GLaccum) ( (GLfloat) *acc * value ); acc++; /*g*/ *acc = (GLaccum) ( (GLfloat) *acc * value ); acc++; /*g*/ *acc = (GLaccum) ( (GLfloat) *acc * value ); acc++; /*a*/ } ypos++; } } break; case GL_ACCUM: { GLaccum *acc; GLubyte red[MAX_WIDTH], green[MAX_WIDTH]; GLubyte blue[MAX_WIDTH], alpha[MAX_WIDTH]; GLfloat rscale, gscale, bscale, ascale; GLuint i, j; (void) (*ctx->Driver.SetBuffer)( ctx, ctx->Pixel.ReadBuffer ); /* Accumulate */ rscale = value * acc_scale * ctx->Visual->InvRedScale; gscale = value * acc_scale * ctx->Visual->InvGreenScale; bscale = value * acc_scale * ctx->Visual->InvBlueScale; ascale = value * acc_scale * ctx->Visual->InvAlphaScale; for (j=0;j<height;j++) { (*ctx->Driver.ReadColorSpan)( ctx, width, xpos, ypos, red, green, blue, alpha); acc = ctx->Buffer->Accum + (ypos * ctx->Buffer->Width + xpos) * 4; for (i=0;i<width;i++) { *acc += (GLaccum) ( (GLfloat) red[i] * rscale ); acc++; *acc += (GLaccum) ( (GLfloat) green[i] * gscale ); acc++; *acc += (GLaccum) ( (GLfloat) blue[i] * bscale ); acc++; *acc += (GLaccum) ( (GLfloat) alpha[i] * ascale ); acc++; } ypos++; } (void) (*ctx->Driver.SetBuffer)( ctx, ctx->Color.DrawBuffer ); } break; case GL_LOAD: { GLaccum *acc; GLubyte red[MAX_WIDTH], green[MAX_WIDTH]; GLubyte blue[MAX_WIDTH], alpha[MAX_WIDTH]; GLfloat rscale, gscale, bscale, ascale; GLuint i, j; (void) (*ctx->Driver.SetBuffer)( ctx, ctx->Pixel.ReadBuffer ); /* Load accumulation buffer */ rscale = value * acc_scale * ctx->Visual->InvRedScale; gscale = value * acc_scale * ctx->Visual->InvGreenScale; bscale = value * acc_scale * ctx->Visual->InvBlueScale; ascale = value * acc_scale * ctx->Visual->InvAlphaScale; for (j=0;j<height;j++) { (*ctx->Driver.ReadColorSpan)( ctx, width, xpos, ypos, red, green, blue, alpha); acc = ctx->Buffer->Accum + (ypos * ctx->Buffer->Width + xpos) * 4; for (i=0;i<width;i++) { *acc++ = (GLaccum) ( (GLfloat) red[i] * rscale ); *acc++ = (GLaccum) ( (GLfloat) green[i] * gscale ); *acc++ = (GLaccum) ( (GLfloat) blue[i] * bscale ); *acc++ = (GLaccum) ( (GLfloat) alpha[i] * ascale ); } ypos++; } (void) (*ctx->Driver.SetBuffer)( ctx, ctx->Color.DrawBuffer ); } break; case GL_RETURN: { GLubyte red[MAX_WIDTH], green[MAX_WIDTH]; GLubyte blue[MAX_WIDTH], alpha[MAX_WIDTH]; GLaccum *acc; GLfloat rscale, gscale, bscale, ascale; GLint rmax, gmax, bmax, amax; GLuint i, j; rscale = value / acc_scale * ctx->Visual->RedScale; gscale = value / acc_scale * ctx->Visual->GreenScale; bscale = value / acc_scale * ctx->Visual->BlueScale; ascale = value / acc_scale * ctx->Visual->AlphaScale; rmax = (GLint) ctx->Visual->RedScale; gmax = (GLint) ctx->Visual->GreenScale; bmax = (GLint) ctx->Visual->BlueScale; amax = (GLint) ctx->Visual->AlphaScale; for (j=0;j<height;j++) { acc = ctx->Buffer->Accum + (ypos * ctx->Buffer->Width + xpos) * 4; for (i=0;i<width;i++) { GLint r, g, b, a; r = (GLint) ( (GLfloat) (*acc++) * rscale + 0.5F ); g = (GLint) ( (GLfloat) (*acc++) * gscale + 0.5F ); b = (GLint) ( (GLfloat) (*acc++) * bscale + 0.5F ); a = (GLint) ( (GLfloat) (*acc++) * ascale + 0.5F ); red[i] = CLAMP( r, 0, rmax ); green[i] = CLAMP( g, 0, gmax ); blue[i] = CLAMP( b, 0, bmax ); alpha[i] = CLAMP( a, 0, amax ); } (*ctx->Driver.WriteColorSpan)( ctx, width, xpos, ypos, red, green, blue, alpha, NULL ); ypos++; } } break; default: gl_error( ctx, GL_INVALID_ENUM, "glAccum" ); } } /* * Clear the accumulation Buffer-> */ void gl_clear_accum_buffer( GLcontext *ctx ) { GLuint buffersize; GLfloat acc_scale; if (ctx->Visual->AccumBits==0) { /* No accumulation buffer! */ return; } if (sizeof(GLaccum)==1) { acc_scale = 127.0; } else if (sizeof(GLaccum)==2) { acc_scale = 32767.0; } else { /* sizeof(GLaccum) > 2 (Cray) */ acc_scale = (float) SHRT_MAX; } /* number of pixels */ buffersize = ctx->Buffer->Width * ctx->Buffer->Height; if (!ctx->Buffer->Accum) { /* try to alloc accumulation buffer */ ctx->Buffer->Accum = (GLaccum *) malloc( buffersize * 4 * sizeof(GLaccum) ); } if (ctx->Buffer->Accum) { if (ctx->Scissor.Enabled) { /* Limit clear to scissor box */ GLaccum r, g, b, a; GLint i, j; GLint width, height; GLaccum *row; r = (GLaccum) (ctx->Accum.ClearColor[0] * acc_scale); g = (GLaccum) (ctx->Accum.ClearColor[1] * acc_scale); b = (GLaccum) (ctx->Accum.ClearColor[2] * acc_scale); a = (GLaccum) (ctx->Accum.ClearColor[3] * acc_scale); /* size of region to clear */ width = 4 * (ctx->Buffer->Xmax - ctx->Buffer->Xmin + 1); height = ctx->Buffer->Ymax - ctx->Buffer->Ymin + 1; /* ptr to first element to clear */ row = ctx->Buffer->Accum + 4 * (ctx->Buffer->Ymin * ctx->Buffer->Width + ctx->Buffer->Xmin); for (j=0;j<height;j++) { for (i=0;i<width;i+=4) { row[i+0] = r; row[i+1] = g; row[i+2] = b; row[i+3] = a; } row += 4 * ctx->Buffer->Width; } } else { /* clear whole buffer */ if (ctx->Accum.ClearColor[0]==0.0 && ctx->Accum.ClearColor[1]==0.0 && ctx->Accum.ClearColor[2]==0.0 && ctx->Accum.ClearColor[3]==0.0) { /* Black */ MEMSET( ctx->Buffer->Accum, 0, buffersize * 4 * sizeof(GLaccum) ); } else { /* Not black */ GLaccum *acc, r, g, b, a; GLuint i; acc = ctx->Buffer->Accum; r = (GLaccum) (ctx->Accum.ClearColor[0] * acc_scale); g = (GLaccum) (ctx->Accum.ClearColor[1] * acc_scale); b = (GLaccum) (ctx->Accum.ClearColor[2] * acc_scale); a = (GLaccum) (ctx->Accum.ClearColor[3] * acc_scale); for (i=0;i<buffersize;i++) { *acc++ = r; *acc++ = g; *acc++ = b; *acc++ = a; } } } } }
These are the contents of the former NiCE NeXT User Group NeXTSTEP/OpenStep software archive, currently hosted by Netfuture.ch.