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/* $Id: xmesa4.c,v 1.4 1997/06/03 02:00:23 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: xmesa4.c,v $ * Revision 1.4 1997/06/03 02:00:23 brianp * fixed problem with polygon stippling * * Revision 1.3 1997/05/26 20:34:57 brianp * renamed PACK_RGB to PACK_TRUECOLOR * * Revision 1.2 1997/03/16 02:16:32 brianp * moved PACK_8B8G8R macro to xmesaP.h * * Revision 1.1 1997/03/16 02:14:45 brianp * Initial revision * */ /* * Mesa/X11 interface, part 4. * * This file contains "accelerated" triangle functions. It should be * fairly easy to write new special-purpose triangle functions and hook * them into this module. */ #include <sys/time.h> #include <assert.h> #include <stdlib.h> #include <stdio.h> #include <X11/Xlib.h> #include "depth.h" #include "macros.h" #include "vb.h" #include "types.h" #include "xmesaP.h" /**********************************************************************/ /*** Triangle rendering ***/ /**********************************************************************/ /* * Render a triangle into a pixmap, any pixel format, flat shaded and * no raster ops. */ void flat_pixmap_triangle( GLcontext *ctx, GLuint v0, GLuint v1, GLuint v2, GLuint pv ) { XMesaContext xmesa = (XMesaContext) ctx->DriverCtx; struct vertex_buffer *VB = ctx->VB; XPoint p[3]; GC gc; if (VB->MonoColor) { gc = xmesa->xm_buffer->gc1; /* use current color */ } else { unsigned long pixel; if (xmesa->xm_visual->gl_visual->RGBAflag) { pixel = xmesa_color_to_pixel( xmesa, VB->Color[pv][0], VB->Color[pv][1], VB->Color[pv][2], VB->Color[pv][3] ); } else { pixel = VB->Index[pv]; } gc = xmesa->xm_buffer->gc2; XSetForeground( xmesa->display, gc, pixel ); } p[0].x = (GLint) (VB->Win[v0][0] + 0.5f); p[0].y = FLIP( (GLint) (VB->Win[v0][1] - 0.5f) ); p[1].x = (GLint) (VB->Win[v1][0] + 0.5f); p[1].y = FLIP( (GLint) (VB->Win[v1][1] - 0.5f) ); p[2].x = (GLint) (VB->Win[v2][0] + 0.5f); p[2].y = FLIP( (GLint) (VB->Win[v2][1] - 0.5f) ); XFillPolygon( xmesa->display, xmesa->xm_buffer->buffer, gc, p, 3, Convex, CoordModeOrigin ); } /* * XImage, smooth, depth-buffered, PF_TRUECOLOR triangle. */ static void smooth_TRUECOLOR_z_triangle( GLcontext *ctx, GLuint v0, GLuint v1, GLuint v2, GLuint pv ) { XMesaContext xmesa = (XMesaContext) ctx->DriverCtx; XImage *img = xmesa->xm_buffer->backimage; #define INTERP_Z 1 #define INTERP_RGB 1 #define INNER_LOOP( LEFT, RIGHT, Y ) \ { \ GLint i, xx = LEFT, yy = FLIP(Y), len = RIGHT-LEFT; \ for (i=0;i<len;i++,xx++) { \ GLdepth z = FixedToDepth(ffz); \ if (z < zRow[i]) { \ unsigned long p; \ PACK_TRUECOLOR(p, FixedToInt(ffr), FixedToInt(ffg), FixedToInt(ffb));\ XPutPixel( img, xx, yy, p ); \ zRow[i] = z; \ } \ ffr += fdrdx; ffg += fdgdx; ffb += fdbdx; \ ffz += fdzdx; \ } \ } #include "tritemp.h" } /* * XImage, smooth, depth-buffered, PF_8A8B8G8R triangle. */ static void smooth_8A8B8G8R_z_triangle( GLcontext *ctx, GLuint v0, GLuint v1, GLuint v2, GLuint pv ) { XMesaContext xmesa = (XMesaContext) ctx->DriverCtx; #define INTERP_Z 1 #define INTERP_RGB 1 #define PIXEL_ADDRESS(X,Y) PIXELADDR4(X,Y) #define PIXEL_TYPE GLuint #define BYTES_PER_ROW (xmesa->xm_buffer->backimage->bytes_per_line) #define INNER_LOOP( LEFT, RIGHT, Y ) \ { \ GLint i, len = RIGHT-LEFT; \ for (i=0;i<len;i++) { \ GLdepth z = FixedToDepth(ffz); \ if (z < zRow[i]) { \ pRow[i] = PACK_8B8G8R( FixedToInt(ffr), FixedToInt(ffg), \ FixedToInt(ffb) ); \ zRow[i] = z; \ } \ ffr += fdrdx; ffg += fdgdx; ffb += fdbdx; \ ffz += fdzdx; \ } \ } #include "tritemp.h" } /* * XImage, smooth, depth-buffered, PF_8R8G8B triangle. */ static void smooth_8R8G8B_z_triangle( GLcontext *ctx, GLuint v0, GLuint v1, GLuint v2, GLuint pv ) { XMesaContext xmesa = (XMesaContext) ctx->DriverCtx; #define INTERP_Z 1 #define INTERP_RGB 1 #define PIXEL_ADDRESS(X,Y) PIXELADDR4(X,Y) #define PIXEL_TYPE GLuint #define BYTES_PER_ROW (xmesa->xm_buffer->backimage->bytes_per_line) #define INNER_LOOP( LEFT, RIGHT, Y ) \ { \ GLint i, len = RIGHT-LEFT; \ for (i=0;i<len;i++) { \ GLdepth z = FixedToDepth(ffz); \ if (z < zRow[i]) { \ pRow[i] = PACK_8R8G8B( FixedToInt(ffr), FixedToInt(ffg), \ FixedToInt(ffb) ); \ zRow[i] = z; \ } \ ffr += fdrdx; ffg += fdgdx; ffb += fdbdx; \ ffz += fdzdx; \ } \ } #include "tritemp.h" } /* * XImage, smooth, depth-buffered, PF_5R6G5B triangle. */ static void smooth_5R6G5B_z_triangle( GLcontext *ctx, GLuint v0, GLuint v1, GLuint v2, GLuint pv ) { XMesaContext xmesa = (XMesaContext) ctx->DriverCtx; #define INTERP_Z 1 #define INTERP_RGB 1 #define PIXEL_ADDRESS(X,Y) PIXELADDR2(X,Y) #define PIXEL_TYPE GLushort #define BYTES_PER_ROW (xmesa->xm_buffer->backimage->bytes_per_line) #define INNER_LOOP( LEFT, RIGHT, Y ) \ { \ GLint i, len = RIGHT-LEFT; \ for (i=0;i<len;i++) { \ GLdepth z = FixedToDepth(ffz); \ if (z < zRow[i]) { \ pRow[i] = PACK_5R6G5B( FixedToInt(ffr), FixedToInt(ffg), \ FixedToInt(ffb) ); \ zRow[i] = z; \ } \ ffr += fdrdx; ffg += fdgdx; ffb += fdbdx; \ ffz += fdzdx; \ } \ } #include "tritemp.h" } /* * XImage, smooth, depth-buffered, 8-bit, PF_DITHER8 triangle. */ static void smooth_DITHER8_z_triangle( GLcontext *ctx, GLuint v0, GLuint v1, GLuint v2, GLuint pv ) { XMesaContext xmesa = (XMesaContext) ctx->DriverCtx; #define INTERP_Z 1 #define INTERP_RGB 1 #define PIXEL_ADDRESS(X,Y) PIXELADDR1(X,Y) #define PIXEL_TYPE GLubyte #define BYTES_PER_ROW (xmesa->xm_buffer->backimage->bytes_per_line) #define INNER_LOOP( LEFT, RIGHT, Y ) \ { \ GLint i, xx = LEFT, yy = FLIP(Y), len = RIGHT-LEFT; \ XDITHER_SETUP(yy); \ for (i=0;i<len;i++,xx++) { \ GLdepth z = FixedToDepth(ffz); \ if (z < zRow[i]) { \ pRow[i] = XDITHER( xx, FixedToInt(ffr), FixedToInt(ffg), \ FixedToInt(ffb) ); \ zRow[i] = z; \ } \ ffr += fdrdx; ffg += fdgdx; ffb += fdbdx; \ ffz += fdzdx; \ } \ } #include "tritemp.h" } /* * XImage, smooth, depth-buffered, PF_DITHER triangle. */ static void smooth_DITHER_z_triangle( GLcontext *ctx, GLuint v0, GLuint v1, GLuint v2, GLuint pv ) { XMesaContext xmesa = (XMesaContext) ctx->DriverCtx; XImage *img = xmesa->xm_buffer->backimage; #define INTERP_Z 1 #define INTERP_RGB 1 #define PIXEL_ADDRESS(X,Y) PIXELADDR1(X,Y) #define PIXEL_TYPE GLubyte #define BYTES_PER_ROW (xmesa->xm_buffer->backimage->bytes_per_line) #define INNER_LOOP( LEFT, RIGHT, Y ) \ { \ GLint i, xx = LEFT, yy = FLIP(Y), len = RIGHT-LEFT; \ XDITHER_SETUP(yy); \ for (i=0;i<len;i++,xx++) { \ GLdepth z = FixedToDepth(ffz); \ if (z < zRow[i]) { \ unsigned long p = XDITHER( xx, FixedToInt(ffr), \ FixedToInt(ffg), FixedToInt(ffb) ); \ XPutPixel( img, xx, yy, p ); \ zRow[i] = z; \ } \ ffr += fdrdx; ffg += fdgdx; ffb += fdbdx; \ ffz += fdzdx; \ } \ } #include "tritemp.h" } /* * XImage, smooth, depth-buffered, 8-bit PF_LOOKUP triangle. */ static void smooth_LOOKUP8_z_triangle( GLcontext *ctx, GLuint v0, GLuint v1, GLuint v2, GLuint pv ) { XMesaContext xmesa = (XMesaContext) ctx->DriverCtx; #define INTERP_Z 1 #define INTERP_RGB 1 #define PIXEL_ADDRESS(X,Y) PIXELADDR1(X,Y) #define PIXEL_TYPE GLubyte #define BYTES_PER_ROW (xmesa->xm_buffer->backimage->bytes_per_line) #define INNER_LOOP( LEFT, RIGHT, Y ) \ { \ GLint i, len = RIGHT-LEFT; \ LOOKUP_SETUP; \ for (i=0;i<len;i++) { \ GLdepth z = FixedToDepth(ffz); \ if (z < zRow[i]) { \ pRow[i] = LOOKUP( FixedToInt(ffr), FixedToInt(ffg), \ FixedToInt(ffb) ); \ zRow[i] = z; \ } \ ffr += fdrdx; ffg += fdgdx; ffb += fdbdx; \ ffz += fdzdx; \ } \ } #include "tritemp.h" } /* * XImage, smooth, depth-buffered, 8-bit PF_HPCR triangle. */ static void smooth_HPCR_z_triangle( GLcontext *ctx, GLuint v0, GLuint v1, GLuint v2, GLuint pv ) { XMesaContext xmesa = (XMesaContext) ctx->DriverCtx; #define INTERP_Z 1 #define INTERP_RGB 1 #define PIXEL_ADDRESS(X,Y) PIXELADDR1(X,Y) #define PIXEL_TYPE GLubyte #define BYTES_PER_ROW (xmesa->xm_buffer->backimage->bytes_per_line) #define INNER_LOOP( LEFT, RIGHT, Y ) \ { \ GLint i, xx = LEFT, yy = FLIP(Y), len = RIGHT-LEFT; \ for (i=0;i<len;i++,xx++) { \ GLdepth z = FixedToDepth(ffz); \ if (z < zRow[i]) { \ pRow[i] = DITHER_HPCR( xx, yy, FixedToInt(ffr), \ FixedToInt(ffg), FixedToInt(ffb) ); \ zRow[i] = z; \ } \ ffr += fdrdx; ffg += fdgdx; ffb += fdbdx; \ ffz += fdzdx; \ } \ } #include "tritemp.h" } /* * XImage, flat, depth-buffered, PF_TRUECOLOR triangle. */ static void flat_TRUECOLOR_z_triangle( GLcontext *ctx, GLuint v0, GLuint v1, GLuint v2, GLuint pv ) { XMesaContext xmesa = (XMesaContext) ctx->DriverCtx; XImage *img = xmesa->xm_buffer->backimage; #define INTERP_Z 1 #define SETUP_CODE \ unsigned long pixel; \ PACK_TRUECOLOR(pixel, VB->Color[pv][0], VB->Color[pv][1], VB->Color[pv][2]); #define INNER_LOOP( LEFT, RIGHT, Y ) \ { \ GLint i, xx = LEFT, yy = FLIP(Y), len = RIGHT-LEFT; \ for (i=0;i<len;i++,xx++) { \ GLdepth z = FixedToDepth(ffz); \ if (z < zRow[i]) { \ XPutPixel( img, xx, yy, pixel ); \ zRow[i] = z; \ } \ ffz += fdzdx; \ } \ } #include "tritemp.h" } /* * XImage, flat, depth-buffered, PF_8A8B8G8R triangle. */ static void flat_8A8B8G8R_z_triangle( GLcontext *ctx, GLuint v0, GLuint v1, GLuint v2, GLuint pv ) { XMesaContext xmesa = (XMesaContext) ctx->DriverCtx; #define INTERP_Z 1 #define PIXEL_ADDRESS(X,Y) PIXELADDR4(X,Y) #define PIXEL_TYPE GLuint #define BYTES_PER_ROW (xmesa->xm_buffer->backimage->bytes_per_line) #define SETUP_CODE \ unsigned long p = PACK_8B8G8R( VB->Color[pv][0], \ VB->Color[pv][1], VB->Color[pv][2] ); #define INNER_LOOP( LEFT, RIGHT, Y ) \ { \ GLint i, len = RIGHT-LEFT; \ for (i=0;i<len;i++) { \ GLdepth z = FixedToDepth(ffz); \ if (z < zRow[i]) { \ pRow[i] = p; \ zRow[i] = z; \ } \ ffz += fdzdx; \ } \ } #include "tritemp.h" } /* * XImage, flat, depth-buffered, PF_8R8G8B triangle. */ static void flat_8R8G8B_z_triangle( GLcontext *ctx, GLuint v0, GLuint v1, GLuint v2, GLuint pv ) { XMesaContext xmesa = (XMesaContext) ctx->DriverCtx; #define INTERP_Z 1 #define PIXEL_ADDRESS(X,Y) PIXELADDR4(X,Y) #define PIXEL_TYPE GLuint #define BYTES_PER_ROW (xmesa->xm_buffer->backimage->bytes_per_line) #define SETUP_CODE \ unsigned long p = PACK_8R8G8B( VB->Color[pv][0], \ VB->Color[pv][1], VB->Color[pv][2] ); #define INNER_LOOP( LEFT, RIGHT, Y ) \ { \ GLint i, len = RIGHT-LEFT; \ for (i=0;i<len;i++) { \ GLdepth z = FixedToDepth(ffz); \ if (z < zRow[i]) { \ pRow[i] = p; \ zRow[i] = z; \ } \ ffz += fdzdx; \ } \ } #include "tritemp.h" } /* * XImage, flat, depth-buffered, PF_5R6G5B triangle. */ static void flat_5R6G5B_z_triangle( GLcontext *ctx, GLuint v0, GLuint v1, GLuint v2, GLuint pv ) { XMesaContext xmesa = (XMesaContext) ctx->DriverCtx; #define INTERP_Z 1 #define PIXEL_ADDRESS(X,Y) PIXELADDR2(X,Y) #define PIXEL_TYPE GLushort #define BYTES_PER_ROW (xmesa->xm_buffer->backimage->bytes_per_line) #define SETUP_CODE \ unsigned long p = PACK_5R6G5B( VB->Color[pv][0], \ VB->Color[pv][1], VB->Color[pv][2] ); #define INNER_LOOP( LEFT, RIGHT, Y ) \ { \ GLint i, len = RIGHT-LEFT; \ for (i=0;i<len;i++) { \ GLdepth z = FixedToDepth(ffz); \ if (z < zRow[i]) { \ pRow[i] = p; \ zRow[i] = z; \ } \ ffz += fdzdx; \ } \ } #include "tritemp.h" } /* * XImage, flat, depth-buffered, 8-bit PF_DITHER triangle. */ static void flat_DITHER8_z_triangle( GLcontext *ctx, GLuint v0, GLuint v1, GLuint v2, GLuint pv ) { XMesaContext xmesa = (XMesaContext) ctx->DriverCtx; #define INTERP_Z 1 #define PIXEL_ADDRESS(X,Y) PIXELADDR1(X,Y) #define PIXEL_TYPE GLubyte #define BYTES_PER_ROW (xmesa->xm_buffer->backimage->bytes_per_line) #define SETUP_CODE \ FLAT_DITHER_SETUP( VB->Color[pv][0], VB->Color[pv][1], VB->Color[pv][2] ); #define INNER_LOOP( LEFT, RIGHT, Y ) \ { \ GLint i, xx = LEFT, len = RIGHT-LEFT; \ FLAT_DITHER_ROW_SETUP(FLIP(Y)); \ for (i=0;i<len;i++,xx++) { \ GLdepth z = FixedToDepth(ffz); \ if (z < zRow[i]) { \ pRow[i] = FLAT_DITHER(xx); \ zRow[i] = z; \ } \ ffz += fdzdx; \ } \ } #include "tritemp.h" } /* * XImage, flat, depth-buffered, PF_DITHER triangle. */ static void flat_DITHER_z_triangle( GLcontext *ctx, GLuint v0, GLuint v1, GLuint v2, GLuint pv ) { XMesaContext xmesa = (XMesaContext) ctx->DriverCtx; XImage *img = xmesa->xm_buffer->backimage; #define INTERP_Z 1 #define SETUP_CODE \ FLAT_DITHER_SETUP( VB->Color[pv][0], VB->Color[pv][1], VB->Color[pv][2] ); #define INNER_LOOP( LEFT, RIGHT, Y ) \ { \ GLint i, xx = LEFT, yy = FLIP(Y), len = RIGHT-LEFT; \ FLAT_DITHER_ROW_SETUP(yy); \ for (i=0;i<len;i++,xx++) { \ GLdepth z = FixedToDepth(ffz); \ if (z < zRow[i]) { \ unsigned long p = FLAT_DITHER(xx); \ XPutPixel( img, xx, yy, p ); \ zRow[i] = z; \ } \ ffz += fdzdx; \ } \ } #include "tritemp.h" } /* * XImage, flat, depth-buffered, 8-bit PF_HPCR triangle. */ static void flat_HPCR_z_triangle( GLcontext *ctx, GLuint v0, GLuint v1, GLuint v2, GLuint pv ) { XMesaContext xmesa = (XMesaContext) ctx->DriverCtx; #define INTERP_Z 1 #define PIXEL_ADDRESS(X,Y) PIXELADDR1(X,Y) #define PIXEL_TYPE GLubyte #define BYTES_PER_ROW (xmesa->xm_buffer->backimage->bytes_per_line) #define SETUP_CODE \ GLubyte r = VB->Color[pv][0]; \ GLubyte g = VB->Color[pv][1]; \ GLubyte b = VB->Color[pv][2]; #define INNER_LOOP( LEFT, RIGHT, Y ) \ { \ GLint i, xx = LEFT, yy = FLIP(Y), len = RIGHT-LEFT; \ for (i=0;i<len;i++,xx++) { \ GLdepth z = FixedToDepth(ffz); \ if (z < zRow[i]) { \ pRow[i] = DITHER_HPCR( xx, yy, r, g, b ); \ zRow[i] = z; \ } \ ffz += fdzdx; \ } \ } #include "tritemp.h" } /* * XImage, flat, depth-buffered, 8-bit PF_LOOKUP triangle. */ static void flat_LOOKUP8_z_triangle( GLcontext *ctx, GLuint v0, GLuint v1, GLuint v2, GLuint pv ) { XMesaContext xmesa = (XMesaContext) ctx->DriverCtx; #define INTERP_Z 1 #define PIXEL_ADDRESS(X,Y) PIXELADDR1(X,Y) #define PIXEL_TYPE GLubyte #define BYTES_PER_ROW (xmesa->xm_buffer->backimage->bytes_per_line) #define SETUP_CODE \ LOOKUP_SETUP; \ GLubyte r = VB->Color[pv][0]; \ GLubyte g = VB->Color[pv][1]; \ GLubyte b = VB->Color[pv][2]; \ GLubyte p = LOOKUP(r,g,b); #define INNER_LOOP( LEFT, RIGHT, Y ) \ { \ GLint i, len = RIGHT-LEFT; \ for (i=0;i<len;i++) { \ GLdepth z = FixedToDepth(ffz); \ if (z < zRow[i]) { \ pRow[i] = p; \ zRow[i] = z; \ } \ ffz += fdzdx; \ } \ } #include "tritemp.h" } /* * XImage, smooth, NON-depth-buffered, PF_TRUECOLOR triangle. */ static void smooth_TRUECOLOR_triangle( GLcontext *ctx, GLuint v0, GLuint v1, GLuint v2, GLuint pv ) { XMesaContext xmesa = (XMesaContext) ctx->DriverCtx; XImage *img = xmesa->xm_buffer->backimage; #define INTERP_RGB 1 #define INNER_LOOP( LEFT, RIGHT, Y ) \ { \ GLint xx, yy = FLIP(Y); \ for (xx=LEFT;xx<RIGHT;xx++) { \ unsigned long p; \ PACK_TRUECOLOR(p, FixedToInt(ffr), FixedToInt(ffg), FixedToInt(ffb));\ XPutPixel( img, xx, yy, p ); \ ffr += fdrdx; ffg += fdgdx; ffb += fdbdx; \ } \ } #include "tritemp.h" } /* * XImage, smooth, NON-depth-buffered, PF_8A8B8G8R triangle. */ static void smooth_8A8B8G8R_triangle( GLcontext *ctx, GLuint v0, GLuint v1, GLuint v2, GLuint pv ) { XMesaContext xmesa = (XMesaContext) ctx->DriverCtx; #define INTERP_RGB 1 #define PIXEL_ADDRESS(X,Y) PIXELADDR4(X,Y) #define PIXEL_TYPE GLuint #define BYTES_PER_ROW (xmesa->xm_buffer->backimage->bytes_per_line) #define INNER_LOOP( LEFT, RIGHT, Y ) \ { \ GLint xx; \ PIXEL_TYPE *pixel = pRow; \ for (xx=LEFT;xx<RIGHT;xx++,pixel++) { \ *pixel = PACK_8B8G8R( FixedToInt(ffr), FixedToInt(ffg), \ FixedToInt(ffb) ); \ ffr += fdrdx; ffg += fdgdx; ffb += fdbdx; \ } \ } #include "tritemp.h" } /* * XImage, smooth, NON-depth-buffered, PF_8R8G8B triangle. */ static void smooth_8R8G8B_triangle( GLcontext *ctx, GLuint v0, GLuint v1, GLuint v2, GLuint pv ) { XMesaContext xmesa = (XMesaContext) ctx->DriverCtx; #define INTERP_RGB 1 #define PIXEL_ADDRESS(X,Y) PIXELADDR4(X,Y) #define PIXEL_TYPE GLuint #define BYTES_PER_ROW (xmesa->xm_buffer->backimage->bytes_per_line) #define INNER_LOOP( LEFT, RIGHT, Y ) \ { \ GLint xx; \ PIXEL_TYPE *pixel = pRow; \ for (xx=LEFT;xx<RIGHT;xx++,pixel++) { \ *pixel = PACK_8R8G8B( FixedToInt(ffr), FixedToInt(ffg), \ FixedToInt(ffb) ); \ ffr += fdrdx; ffg += fdgdx; ffb += fdbdx; \ } \ } #include "tritemp.h" } /* * XImage, smooth, NON-depth-buffered, PF_5R6G5B triangle. */ static void smooth_5R6G5B_triangle( GLcontext *ctx, GLuint v0, GLuint v1, GLuint v2, GLuint pv ) { XMesaContext xmesa = (XMesaContext) ctx->DriverCtx; #define INTERP_RGB 1 #define PIXEL_ADDRESS(X,Y) PIXELADDR2(X,Y) #define PIXEL_TYPE GLushort #define BYTES_PER_ROW (xmesa->xm_buffer->backimage->bytes_per_line) #define INNER_LOOP( LEFT, RIGHT, Y ) \ { \ GLint xx; \ PIXEL_TYPE *pixel = pRow; \ for (xx=LEFT;xx<RIGHT;xx++,pixel++) { \ *pixel = PACK_5R6G5B( FixedToInt(ffr), FixedToInt(ffg), \ FixedToInt(ffb) ); \ ffr += fdrdx; ffg += fdgdx; ffb += fdbdx; \ } \ } #include "tritemp.h" } /* * XImage, smooth, NON-depth-buffered, 8-bit PF_DITHER triangle. */ static void smooth_DITHER8_triangle( GLcontext *ctx, GLuint v0, GLuint v1, GLuint v2, GLuint pv ) { XMesaContext xmesa = (XMesaContext) ctx->DriverCtx; #define INTERP_RGB 1 #define PIXEL_ADDRESS(X,Y) PIXELADDR1(X,Y) #define PIXEL_TYPE GLubyte #define BYTES_PER_ROW (xmesa->xm_buffer->backimage->bytes_per_line) #define INNER_LOOP( LEFT, RIGHT, Y ) \ { \ GLint xx, yy = FLIP(Y); \ PIXEL_TYPE *pixel = pRow; \ XDITHER_SETUP(yy); \ for (xx=LEFT;xx<RIGHT;xx++,pixel++) { \ *pixel = XDITHER( xx, FixedToInt(ffr), FixedToInt(ffg), \ FixedToInt(ffb) ); \ ffr += fdrdx; ffg += fdgdx; ffb += fdbdx; \ } \ } #include "tritemp.h" } /* * XImage, smooth, NON-depth-buffered, PF_DITHER triangle. */ static void smooth_DITHER_triangle( GLcontext *ctx, GLuint v0, GLuint v1, GLuint v2, GLuint pv ) { XMesaContext xmesa = (XMesaContext) ctx->DriverCtx; XImage *img = xmesa->xm_buffer->backimage; #define INTERP_RGB 1 #define INNER_LOOP( LEFT, RIGHT, Y ) \ { \ GLint xx, yy = FLIP(Y); \ XDITHER_SETUP(yy); \ for (xx=LEFT;xx<RIGHT;xx++) { \ unsigned long p = XDITHER( xx, FixedToInt(ffr), \ FixedToInt(ffg), FixedToInt(ffb) ); \ XPutPixel( img, xx, yy, p ); \ ffr += fdrdx; ffg += fdgdx; ffb += fdbdx; \ } \ } #include "tritemp.h" } /* * XImage, smooth, NON-depth-buffered, 8-bit PF_LOOKUP triangle. */ static void smooth_LOOKUP8_triangle( GLcontext *ctx, GLuint v0, GLuint v1, GLuint v2, GLuint pv ) { XMesaContext xmesa = (XMesaContext) ctx->DriverCtx; #define INTERP_RGB 1 #define PIXEL_ADDRESS(X,Y) PIXELADDR1(X,Y) #define PIXEL_TYPE GLubyte #define BYTES_PER_ROW (xmesa->xm_buffer->backimage->bytes_per_line) #define INNER_LOOP( LEFT, RIGHT, Y ) \ { \ GLint xx; \ PIXEL_TYPE *pixel = pRow; \ LOOKUP_SETUP; \ for (xx=LEFT;xx<RIGHT;xx++,pixel++) { \ *pixel = LOOKUP( FixedToInt(ffr), FixedToInt(ffg), \ FixedToInt(ffb) ); \ ffr += fdrdx; ffg += fdgdx; ffb += fdbdx; \ } \ } #include "tritemp.h" } /* * XImage, smooth, NON-depth-buffered, 8-bit PF_HPCR triangle. */ static void smooth_HPCR_triangle( GLcontext *ctx, GLuint v0, GLuint v1, GLuint v2, GLuint pv ) { XMesaContext xmesa = (XMesaContext) ctx->DriverCtx; #define INTERP_RGB 1 #define PIXEL_ADDRESS(X,Y) PIXELADDR1(X,Y) #define PIXEL_TYPE GLubyte #define BYTES_PER_ROW (xmesa->xm_buffer->backimage->bytes_per_line) #define INNER_LOOP( LEFT, RIGHT, Y ) \ { \ GLint xx, yy = FLIP(Y); \ PIXEL_TYPE *pixel = pRow; \ for (xx=LEFT;xx<RIGHT;xx++,pixel++) { \ *pixel = DITHER_HPCR( xx, yy, FixedToInt(ffr), \ FixedToInt(ffg), FixedToInt(ffb) ); \ ffr += fdrdx; ffg += fdgdx; ffb += fdbdx; \ } \ } #include "tritemp.h" } /* * XImage, flat, NON-depth-buffered, PF_TRUECOLOR triangle. */ static void flat_TRUECOLOR_triangle( GLcontext *ctx, GLuint v0, GLuint v1, GLuint v2, GLuint pv ) { XMesaContext xmesa = (XMesaContext) ctx->DriverCtx; XImage *img = xmesa->xm_buffer->backimage; #define SETUP_CODE \ unsigned long pixel; \ PACK_TRUECOLOR(pixel, VB->Color[pv][0], VB->Color[pv][1], VB->Color[pv][2]); #define INNER_LOOP( LEFT, RIGHT, Y ) \ { \ GLint xx, yy = FLIP(Y); \ for (xx=LEFT;xx<RIGHT;xx++) { \ XPutPixel( img, xx, yy, pixel ); \ } \ } #include "tritemp.h" } /* * XImage, flat, NON-depth-buffered, PF_8A8B8G8R triangle. */ static void flat_8A8B8G8R_triangle( GLcontext *ctx, GLuint v0, GLuint v1, GLuint v2, GLuint pv ) { XMesaContext xmesa = (XMesaContext) ctx->DriverCtx; #define PIXEL_ADDRESS(X,Y) PIXELADDR4(X,Y) #define PIXEL_TYPE GLuint #define BYTES_PER_ROW (xmesa->xm_buffer->backimage->bytes_per_line) #define SETUP_CODE \ unsigned long p = PACK_8B8G8R( VB->Color[pv][0], \ VB->Color[pv][1], VB->Color[pv][2] ); #define INNER_LOOP( LEFT, RIGHT, Y ) \ { \ GLint xx; \ PIXEL_TYPE *pixel = pRow; \ for (xx=LEFT;xx<RIGHT;xx++,pixel++) { \ *pixel = p; \ } \ } #include "tritemp.h" } /* * XImage, flat, NON-depth-buffered, PF_8R8G8B triangle. */ static void flat_8R8G8B_triangle( GLcontext *ctx, GLuint v0, GLuint v1, GLuint v2, GLuint pv ) { XMesaContext xmesa = (XMesaContext) ctx->DriverCtx; #define PIXEL_ADDRESS(X,Y) PIXELADDR4(X,Y) #define PIXEL_TYPE GLuint #define BYTES_PER_ROW (xmesa->xm_buffer->backimage->bytes_per_line) #define SETUP_CODE \ unsigned long p = PACK_8R8G8B( VB->Color[pv][0], \ VB->Color[pv][1], VB->Color[pv][2] ); #define INNER_LOOP( LEFT, RIGHT, Y ) \ { \ GLint xx; \ PIXEL_TYPE *pixel = pRow; \ for (xx=LEFT;xx<RIGHT;xx++,pixel++) { \ *pixel = p; \ } \ } #include "tritemp.h" } /* * XImage, flat, NON-depth-buffered, PF_5R6G5B triangle. */ static void flat_5R6G5B_triangle( GLcontext *ctx, GLuint v0, GLuint v1, GLuint v2, GLuint pv ) { XMesaContext xmesa = (XMesaContext) ctx->DriverCtx; #define PIXEL_ADDRESS(X,Y) PIXELADDR2(X,Y) #define PIXEL_TYPE GLushort #define BYTES_PER_ROW (xmesa->xm_buffer->backimage->bytes_per_line) #define SETUP_CODE \ unsigned long p = PACK_5R6G5B( VB->Color[pv][0], \ VB->Color[pv][1], VB->Color[pv][2] ); #define INNER_LOOP( LEFT, RIGHT, Y ) \ { \ GLint xx; \ PIXEL_TYPE *pixel = pRow; \ for (xx=LEFT;xx<RIGHT;xx++,pixel++) { \ *pixel = p; \ } \ } #include "tritemp.h" } /* * XImage, flat, NON-depth-buffered, 8-bit PF_DITHER triangle. */ static void flat_DITHER8_triangle( GLcontext *ctx, GLuint v0, GLuint v1, GLuint v2, GLuint pv ) { XMesaContext xmesa = (XMesaContext) ctx->DriverCtx; #define PIXEL_ADDRESS(X,Y) PIXELADDR1(X,Y) #define PIXEL_TYPE GLubyte #define BYTES_PER_ROW (xmesa->xm_buffer->backimage->bytes_per_line) #define SETUP_CODE \ FLAT_DITHER_SETUP( VB->Color[pv][0], VB->Color[pv][1], VB->Color[pv][2] ); #define INNER_LOOP( LEFT, RIGHT, Y ) \ { \ GLint xx; \ PIXEL_TYPE *pixel = pRow; \ FLAT_DITHER_ROW_SETUP(FLIP(Y)); \ for (xx=LEFT;xx<RIGHT;xx++,pixel++) { \ *pixel = FLAT_DITHER(xx); \ } \ } #include "tritemp.h" } /* * XImage, flat, NON-depth-buffered, PF_DITHER triangle. */ static void flat_DITHER_triangle( GLcontext *ctx, GLuint v0, GLuint v1, GLuint v2, GLuint pv ) { XMesaContext xmesa = (XMesaContext) ctx->DriverCtx; XImage *img = xmesa->xm_buffer->backimage; #define SETUP_CODE \ FLAT_DITHER_SETUP( VB->Color[pv][0], VB->Color[pv][1], VB->Color[pv][2] ); #define INNER_LOOP( LEFT, RIGHT, Y ) \ { \ GLint xx, yy = FLIP(Y); \ FLAT_DITHER_ROW_SETUP(yy); \ for (xx=LEFT;xx<RIGHT;xx++) { \ unsigned long p = FLAT_DITHER(xx); \ XPutPixel( img, xx, yy, p ); \ } \ } #include "tritemp.h" } /* * XImage, flat, NON-depth-buffered, 8-bit PF_HPCR triangle. */ static void flat_HPCR_triangle( GLcontext *ctx, GLuint v0, GLuint v1, GLuint v2, GLuint pv ) { XMesaContext xmesa = (XMesaContext) ctx->DriverCtx; #define PIXEL_ADDRESS(X,Y) PIXELADDR1(X,Y) #define PIXEL_TYPE GLubyte #define BYTES_PER_ROW (xmesa->xm_buffer->backimage->bytes_per_line) #define SETUP_CODE \ GLubyte r = VB->Color[pv][0]; \ GLubyte g = VB->Color[pv][1]; \ GLubyte b = VB->Color[pv][2]; #define INNER_LOOP( LEFT, RIGHT, Y ) \ { \ GLint xx, yy = FLIP(Y); \ PIXEL_TYPE *pixel = pRow; \ for (xx=LEFT;xx<RIGHT;xx++,pixel++) { \ *pixel = DITHER_HPCR( xx, yy, r, g, b ); \ } \ } #include "tritemp.h" } /* * XImage, flat, NON-depth-buffered, 8-bit PF_LOOKUP triangle. */ static void flat_LOOKUP8_triangle( GLcontext *ctx, GLuint v0, GLuint v1, GLuint v2, GLuint pv ) { XMesaContext xmesa = (XMesaContext) ctx->DriverCtx; #define PIXEL_ADDRESS(X,Y) PIXELADDR1(X,Y) #define PIXEL_TYPE GLubyte #define BYTES_PER_ROW (xmesa->xm_buffer->backimage->bytes_per_line) #define SETUP_CODE \ LOOKUP_SETUP; \ GLubyte r = VB->Color[pv][0]; \ GLubyte g = VB->Color[pv][1]; \ GLubyte b = VB->Color[pv][2]; \ GLubyte p = LOOKUP(r,g,b); #define INNER_LOOP( LEFT, RIGHT, Y ) \ { \ GLint xx; \ PIXEL_TYPE *pixel = pRow; \ for (xx=LEFT;xx<RIGHT;xx++,pixel++) { \ *pixel = p; \ } \ } #include "tritemp.h" } /* * This function is called if we're about to render triangles into an * X window/pixmap. It sets the polygon stipple pattern if enabled. */ static void setup_x_polygon_options( GLcontext *ctx ) { XMesaContext xmesa = (XMesaContext) ctx->DriverCtx; int fill_type; if (ctx->Polygon.StippleFlag) { if (xmesa->xm_buffer->stipple_pixmap == 0) { /* Allocate polygon stippling stuff once for this context. */ XGCValues values; XMesaBuffer b = xmesa->xm_buffer; b->stipple_pixmap = XCreatePixmap( xmesa->display, b->buffer, 32, 32, 1 ); values.function = GXcopy; values.foreground = 1; values.background = 0; b->stipple_gc = XCreateGC( xmesa->display, b->stipple_pixmap, (GCFunction|GCForeground|GCBackground), &values ); } /* * NOTE: We don't handle the following here! * GL_UNPACK_SWAP_BYTES * GL_UNPACK_LSB_FIRST */ /* Copy Mesa stipple pattern to an XImage then to Pixmap */ { XImage *stipple_ximage; GLuint stipple[32]; int i; int shift = xmesa->xm_buffer->height % 32; for (i=0;i<32;i++) { stipple[31-i] = ctx->PolygonStipple[(i+shift) % 32]; } stipple_ximage = XCreateImage( xmesa->display, xmesa->xm_visual->visinfo->visual, 1, ZPixmap, 0, (char *)stipple, 32, 32, 8, 0 ); stipple_ximage->byte_order = LSBFirst; stipple_ximage->bitmap_bit_order = LSBFirst; stipple_ximage->bitmap_unit = 32; XPutImage( xmesa->display, xmesa->xm_buffer->stipple_pixmap, xmesa->xm_buffer->stipple_gc, stipple_ximage, 0, 0, 0, 0, 32, 32 ); stipple_ximage->data = NULL; XDestroyImage( stipple_ximage ); } XSetStipple( xmesa->display, xmesa->xm_buffer->gc1, xmesa->xm_buffer->stipple_pixmap ); XSetStipple( xmesa->display, xmesa->xm_buffer->gc2, xmesa->xm_buffer->stipple_pixmap ); fill_type = FillStippled; } else { fill_type = FillSolid; } XSetFillStyle( xmesa->display, xmesa->xm_buffer->gc1, fill_type ); XSetFillStyle( xmesa->display, xmesa->xm_buffer->gc2, fill_type ); } triangle_func xmesa_get_triangle_func( GLcontext *ctx ) { XMesaContext xmesa = (XMesaContext) ctx->DriverCtx; int depth = xmesa->xm_visual->visinfo->depth; if (ctx->Polygon.SmoothFlag) return NULL; if (ctx->Texture.Enabled) return NULL; if (xmesa->xm_buffer->buffer==XIMAGE) { if ( ctx->Light.ShadeModel==GL_SMOOTH && ctx->RasterMask==DEPTH_BIT && ctx->Depth.Func==GL_LESS && ctx->Depth.Mask==GL_TRUE && ctx->Polygon.StippleFlag==GL_FALSE) { switch (xmesa->pixelformat) { case PF_TRUECOLOR: return smooth_TRUECOLOR_z_triangle; case PF_8A8B8G8R: return smooth_8A8B8G8R_z_triangle; case PF_8R8G8B: return smooth_8R8G8B_z_triangle; case PF_5R6G5B: return smooth_5R6G5B_z_triangle; case PF_HPCR: return smooth_HPCR_z_triangle; case PF_DITHER: return (depth==8) ? smooth_DITHER8_z_triangle : smooth_DITHER_z_triangle; case PF_LOOKUP: return (depth==8) ? smooth_LOOKUP8_z_triangle : NULL; default: return NULL; } } if ( ctx->Light.ShadeModel==GL_FLAT && ctx->RasterMask==DEPTH_BIT && ctx->Depth.Func==GL_LESS && ctx->Depth.Mask==GL_TRUE && ctx->Polygon.StippleFlag==GL_FALSE) { switch (xmesa->pixelformat) { case PF_TRUECOLOR: return flat_TRUECOLOR_z_triangle; case PF_8A8B8G8R: return flat_8A8B8G8R_z_triangle; case PF_8R8G8B: return flat_8R8G8B_z_triangle; case PF_5R6G5B: return flat_5R6G5B_z_triangle; case PF_HPCR: return flat_HPCR_z_triangle; case PF_DITHER: return (depth==8) ? flat_DITHER8_z_triangle : flat_DITHER_z_triangle; case PF_LOOKUP: return (depth==8) ? flat_LOOKUP8_z_triangle : NULL; default: return NULL; } } if ( ctx->RasterMask==0 /* no depth test */ && ctx->Light.ShadeModel==GL_SMOOTH && ctx->Polygon.StippleFlag==GL_FALSE) { switch (xmesa->pixelformat) { case PF_TRUECOLOR: return smooth_TRUECOLOR_triangle; case PF_8A8B8G8R: return smooth_8A8B8G8R_triangle; case PF_8R8G8B: return smooth_8R8G8B_triangle; case PF_5R6G5B: return smooth_5R6G5B_triangle; case PF_HPCR: return smooth_HPCR_triangle; case PF_DITHER: return (depth==8) ? smooth_DITHER8_triangle : smooth_DITHER_triangle; case PF_LOOKUP: return (depth==8) ? smooth_LOOKUP8_triangle : NULL; default: return NULL; } } if ( ctx->RasterMask==0 /* no depth test */ && ctx->Light.ShadeModel==GL_FLAT && ctx->Polygon.StippleFlag==GL_FALSE) { switch (xmesa->pixelformat) { case PF_TRUECOLOR: return flat_TRUECOLOR_triangle; case PF_8A8B8G8R: return flat_8A8B8G8R_triangle; case PF_8R8G8B: return flat_8R8G8B_triangle; case PF_5R6G5B: return flat_5R6G5B_triangle; case PF_HPCR: return flat_HPCR_triangle; case PF_DITHER: return (depth==8) ? flat_DITHER8_triangle : flat_DITHER_triangle; case PF_LOOKUP: return (depth==8) ? flat_LOOKUP8_triangle : NULL; default: return NULL; } } return NULL; } else { /* pixmap */ if (ctx->Light.ShadeModel==GL_FLAT && ctx->RasterMask==0) { setup_x_polygon_options( ctx ); return flat_pixmap_triangle; } return NULL; } }
These are the contents of the former NiCE NeXT User Group NeXTSTEP/OpenStep software archive, currently hosted by Netfuture.ch.