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/* $Id: xmesa3.c,v 1.6 1996/10/01 03:31:30 brianp Exp $ */ /* * Mesa 3-D graphics library * Version: 2.0 * Copyright (C) 1995-1996 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: xmesa3.c,v $ * Revision 1.6 1996/10/01 03:31:30 brianp * use new FixedToDepth() macro * * Revision 1.5 1996/09/27 01:31:54 brianp * removed unused variables * * Revision 1.4 1996/09/25 02:02:59 brianp * coordinates were incorrectly biased in flat_pixmap_triangle() * * Revision 1.3 1996/09/19 03:16:04 brianp * new X/Mesa interface with XMesaContext, XMesaVisual, and XMesaBuffer types * * Revision 1.2 1996/09/15 14:21:43 brianp * now use GLframebuffer and GLvisual * * Revision 1.1 1996/09/13 01:38:16 brianp * Initial revision * */ /* * Mesa/X11 interface, part 3. * * This file contains "accelerated" point, line, and triangle functions. * It should be fairly easy to write new special-purpose point, line or * 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 "bresenhm.h" #include "depth.h" #include "interp.h" #include "macros.h" #include "vb.h" #include "types.h" #include "xmesaP.h" /* * Like PACK_8A8B8G8R() but don't use alpha. This is usually an acceptable * shortcut. */ #define PACK_8B8G8R( R, G, B ) ( ((B) << 16) | ((G) << 8) | (R) ) /**********************************************************************/ /*** Point rendering ***/ /**********************************************************************/ /* * Render an array of points into a pixmap, any pixel format. */ static void draw_points_ANY_pixmap( GLcontext *ctx, GLuint first, GLuint last ) { XMesaContext xmesa = (XMesaContext) ctx->DriverCtx; Display *dpy = xmesa->xm_visual->display; Drawable buffer = xmesa->xm_buffer->buffer; GC gc = xmesa->xm_buffer->gc2; struct vertex_buffer *VB = ctx->VB; register GLuint i; if (VB->MonoColor) { /* all same color */ XPoint p[VB_SIZE]; int n = 0; for (i=first;i<=last;i++) { if (VB->Unclipped[i]) { p[n].x = (GLint) VB->Win[i][0]; p[n].y = FLIP( (GLint) VB->Win[i][1] ); n++; } } XDrawPoints( dpy, buffer, xmesa->xm_buffer->gc1, p, n, CoordModeOrigin ); } else { /* all different colors */ int shift = ctx->ColorShift; if (xmesa->xm_visual->gl_visual->RGBAflag) { /* RGB mode */ for (i=first;i<=last;i++) { if (VB->Unclipped[i]) { register int x, y; unsigned long pixel = xmesa_color_to_pixel( xmesa, VB->Color[i][0] >> shift, VB->Color[i][1] >> shift, VB->Color[i][2] >> shift, VB->Color[i][3] >> shift ); XSetForeground( dpy, gc, pixel ); x = (GLint) VB->Win[i][0]; y = FLIP( (GLint) VB->Win[i][1] ); XDrawPoint( dpy, buffer, gc, x, y); } } } else { /* Color index mode */ for (i=first;i<=last;i++) { if (VB->Unclipped[i]) { register int x, y; XSetForeground( dpy, gc, VB->Index[i] >> shift ); x = (GLint) VB->Win[i][0]; y = FLIP( (GLint) VB->Win[i][1] ); XDrawPoint( dpy, buffer, gc, x, y); } } } } } /* * Analyze context state to see if we can provide a fast points drawing * function, like those in points.c. Otherwise, return NULL. */ points_func xmesa_get_points_func( GLcontext *ctx ) { XMesaContext xmesa = (XMesaContext) ctx->DriverCtx; if (ctx->Point.Size==1.0F && !ctx->Point.SmoothFlag && ctx->RasterMask==0 && !ctx->Texture.Enabled) { if (xmesa->xm_buffer->buffer==XIMAGE) { return NULL; /*draw_points_ximage;*/ } else { return draw_points_ANY_pixmap; } } else { return NULL; } } /**********************************************************************/ /*** Line rendering ***/ /**********************************************************************/ /* * Render a line into a pixmap, any pixel format. */ static void flat_pixmap_line( GLcontext *ctx, GLuint v0, GLuint v1, GLuint pv ) { XMesaContext xmesa = (XMesaContext) ctx->DriverCtx; struct vertex_buffer *VB = ctx->VB; register int x0, y0, x1, y1; 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 ); } x0 = (GLint) VB->Win[v0][0]; y0 = FLIP( (GLint) VB->Win[v0][1] ); x1 = (GLint) VB->Win[v1][0]; y1 = FLIP( (GLint) VB->Win[v1][1] ); XDrawLine( xmesa->display, xmesa->xm_buffer->buffer, gc, x0, y0, x1, y1 ); } /* * Despite being clipped to the view volume, the line's window coordinates * may just lie outside the window bounds. That is, if the legal window * coordinates are [0,W-1][0,H-1], it's possible for x==W and/or y==H. * These quick and dirty macros take care of that possibility. */ #define WINCLIP_X(X1,X2) \ { \ GLint w = ctx->Buffer->Width; \ if (X1==w | X2==w) { \ if (X1==w & X2==w) return; \ X1 -= X1==w; X2 -= X2==w; \ } \ } #define WINCLIP_Y(Y1,Y2) \ { \ GLint h = ctx->Buffer->Height; \ if (Y1==h | Y2==h) { \ if (Y1==h & Y2==h) return; \ Y1 -= Y1==h; Y2 -= Y2==h; \ } \ } /* * Draw a flat-shaded, PF_8A8B8G8R line into an XImage. */ static void flat_8A8B8G8R_line( GLcontext *ctx, GLuint v0, GLuint v1, GLuint pv ) { XMesaContext xmesa = (XMesaContext) ctx->DriverCtx; struct vertex_buffer *VB = ctx->VB; GLint x1 = (GLint) VB->Win[v0][0], y1 = (GLint) VB->Win[v0][1]; GLint x2 = (GLint) VB->Win[v1][0], y2 = (GLint) VB->Win[v1][1]; GLuint pixel; WINCLIP_X(x1,x2); WINCLIP_Y(y1,y2); pixel = PACK_8B8G8R( VB->Color[pv][0], VB->Color[pv][1], VB->Color[pv][2] ); #define BRESENHAM_PLOT(X,Y) \ { \ GLuint *ptr = PIXELADDR4(X,Y); \ *ptr = pixel; \ } BRESENHAM( x1, y1, x2, y2 ); #undef BRESENHAM_PLOT } /* * Draw a flat-shaded, PF_8R8G8B line into an XImage. */ static void flat_8R8G8B_line( GLcontext *ctx, GLuint v0, GLuint v1, GLuint pv ) { XMesaContext xmesa = (XMesaContext) ctx->DriverCtx; struct vertex_buffer *VB = ctx->VB; GLint x1 = (GLint) VB->Win[v0][0], y1 = (GLint) VB->Win[v0][1]; GLint x2 = (GLint) VB->Win[v1][0], y2 = (GLint) VB->Win[v1][1]; GLuint pixel; WINCLIP_X(x1,x2); WINCLIP_Y(y1,y2); pixel = PACK_8R8G8B( VB->Color[pv][0], VB->Color[pv][1], VB->Color[pv][2] ); #define BRESENHAM_PLOT(X,Y) \ { \ GLuint *ptr = PIXELADDR4(X,Y); \ *ptr = pixel; \ } BRESENHAM( x1, y1, x2, y2 ); #undef BRESENHAM_PLOT } /* * Draw a flat-shaded, PF_5R6G5B line into an XImage. */ static void flat_5R6G5B_line( GLcontext *ctx, GLuint v0, GLuint v1, GLuint pv ) { XMesaContext xmesa = (XMesaContext) ctx->DriverCtx; struct vertex_buffer *VB = ctx->VB; GLint x1 = (GLint) VB->Win[v0][0], y1 = (GLint) VB->Win[v0][1]; GLint x2 = (GLint) VB->Win[v1][0], y2 = (GLint) VB->Win[v1][1]; GLushort pixel; WINCLIP_X(x1,x2); WINCLIP_Y(y1,y2); pixel = PACK_5R6G5B( VB->Color[pv][0], VB->Color[pv][1], VB->Color[pv][2] ); #define BRESENHAM_PLOT(X,Y) \ { \ GLushort *ptr = PIXELADDR2(X,Y); \ *ptr = pixel; \ } BRESENHAM( x1, y1, x2, y2 ); #undef BRESENHAM_PLOT } /* * Draw a flat-shaded, PF_TRUECOLOR line into an XImage. */ static void flat_TRUECOLOR_line( GLcontext *ctx, GLuint v0, GLuint v1, GLuint pv ) { XMesaContext xmesa = (XMesaContext) ctx->DriverCtx; struct vertex_buffer *VB = ctx->VB; XImage *img = xmesa->xm_buffer->backimage; GLint x1 = (GLint) VB->Win[v0][0], y1 = (GLint) VB->Win[v0][1]; GLint x2 = (GLint) VB->Win[v1][0], y2 = (GLint) VB->Win[v1][1]; unsigned long pixel = PACK_RGB( VB->Color[pv][0], VB->Color[pv][1], VB->Color[pv][2] ); WINCLIP_X(x1,x2); WINCLIP_Y(y1,y2); #define BRESENHAM_PLOT(X,Y) \ XPutPixel( img, X, FLIP(Y), pixel ); BRESENHAM( x1, y1, x2, y2 ); #undef BRESENHAM_PLOT } /* * Draw a flat-shaded, PF_DITHER 8-bit line into an XImage. */ static void flat_DITHER8_line( GLcontext *ctx, GLuint v0, GLuint v1, GLuint pv ) { XMesaContext xmesa = (XMesaContext) ctx->DriverCtx; struct vertex_buffer *VB = ctx->VB; GLint x1 = (GLint) VB->Win[v0][0], y1 = (GLint) VB->Win[v0][1]; GLint x2 = (GLint) VB->Win[v1][0], y2 = (GLint) VB->Win[v1][1]; GLint r = VB->Color[pv][0], g = VB->Color[pv][1], b = VB->Color[pv][2]; WINCLIP_X(x1,x2); WINCLIP_Y(y1,y2); #define BRESENHAM_PLOT(X,Y) \ GLubyte *ptr = PIXELADDR1(X,Y); \ *ptr = DITHER( X, Y, r, g, b); BRESENHAM( x1, y1, x2, y2 ); #undef BRESENHAM_PLOT } /* * Draw a flat-shaded, PF_LOOKUP 8-bit line into an XImage. */ static void flat_LOOKUP8_line( GLcontext *ctx, GLuint v0, GLuint v1, GLuint pv ) { XMesaContext xmesa = (XMesaContext) ctx->DriverCtx; struct vertex_buffer *VB = ctx->VB; GLint x1 = (GLint) VB->Win[v0][0], y1 = (GLint) VB->Win[v0][1]; GLint x2 = (GLint) VB->Win[v1][0], y2 = (GLint) VB->Win[v1][1]; GLubyte pixel = LOOKUP( VB->Color[pv][0], VB->Color[pv][1], VB->Color[pv][2] ); WINCLIP_X(x1,x2); WINCLIP_Y(y1,y2); #define BRESENHAM_PLOT(X,Y) \ GLubyte *ptr = PIXELADDR1(X,Y); \ *ptr = pixel; BRESENHAM( x1, y1, x2, y2 ); #undef BRESENHAM_PLOT } /* * Draw a flat-shaded, PF_HPCR line into an XImage. */ static void flat_HPCR_line( GLcontext *ctx, GLuint v0, GLuint v1, GLuint pv ) { XMesaContext xmesa = (XMesaContext) ctx->DriverCtx; struct vertex_buffer *VB = ctx->VB; GLint x1 = (GLint) VB->Win[v0][0], y1 = (GLint) VB->Win[v0][1]; GLint x2 = (GLint) VB->Win[v1][0], y2 = (GLint) VB->Win[v1][1]; GLint r = VB->Color[pv][0], g = VB->Color[pv][1], b = VB->Color[pv][2]; WINCLIP_X(x1,x2); WINCLIP_Y(y1,y2); #define BRESENHAM_PLOT(X,Y) \ GLubyte *ptr = PIXELADDR1(X,Y); \ *ptr = DITHER_HPCR( X, Y, r, g, b); BRESENHAM( x1, y1, x2, y2 ); #undef BRESENHAM_PLOT } /* * Draw a flat-shaded, Z-less, PF_TRUECOLOR line into an XImage. */ static void flat_TRUECOLOR_z_line( GLcontext *ctx, GLuint v0, GLuint v1, GLuint pv ) { XMesaContext xmesa = (XMesaContext) ctx->DriverCtx; XImage *img = xmesa->xm_buffer->backimage; struct vertex_buffer *VB = ctx->VB; GLint x1 = (GLint) VB->Win[v0][0], x2 = (GLint) VB->Win[v1][0]; GLint y1 = (GLint) VB->Win[v0][1], y2 = (GLint) VB->Win[v1][1]; GLint z1 = (GLint) VB->Win[v0][2], z2 = (GLint) VB->Win[v1][2]; unsigned long pixel = PACK_RGB( VB->Color[pv][0], VB->Color[pv][1], VB->Color[pv][2] ); WINCLIP_X(x1,x2); WINCLIP_Y(y1,y2); #define BRESENHAM_PLOT(X,Y,Z,ZBUF) \ if (Z < *ZBUF) { \ XPutPixel( img, X, FLIP(Y), pixel ); \ *ZBUF = Z; \ } BRESENHAM_Z( ctx, x1, y1, z1, x2, y2, z2 ); #undef BRESENHAM_PLOT } /* * Draw a flat-shaded, Z-less, PF_8A8B8G8R line into an XImage. */ static void flat_8A8B8G8R_z_line( GLcontext *ctx, GLuint v0, GLuint v1, GLuint pv ) { XMesaContext xmesa = (XMesaContext) ctx->DriverCtx; struct vertex_buffer *VB = ctx->VB; GLint x1 = (GLint) VB->Win[v0][0], x2 = (GLint) VB->Win[v1][0]; GLint y1 = (GLint) VB->Win[v0][1], y2 = (GLint) VB->Win[v1][1]; GLint z1 = (GLint) VB->Win[v0][2], z2 = (GLint) VB->Win[v1][2]; GLuint pixel = PACK_8B8G8R( VB->Color[pv][0], VB->Color[pv][1], VB->Color[pv][2] ); WINCLIP_X(x1,x2); WINCLIP_Y(y1,y2); #define BRESENHAM_PLOT(X,Y,Z,ZBUF) \ if (Z < *ZBUF) { \ GLuint *ptr = PIXELADDR4(X,Y); \ *ptr = pixel; \ *ZBUF = Z; \ } BRESENHAM_Z( ctx, x1, y1, z1, x2, y2, z2 ); #undef BRESENHAM_PLOT } /* * Draw a flat-shaded, Z-less, PF_8R8G8B line into an XImage. */ static void flat_8R8G8B_z_line( GLcontext *ctx, GLuint v0, GLuint v1, GLuint pv ) { XMesaContext xmesa = (XMesaContext) ctx->DriverCtx; struct vertex_buffer *VB = ctx->VB; GLint x1 = (GLint) VB->Win[v0][0], x2 = (GLint) VB->Win[v1][0]; GLint y1 = (GLint) VB->Win[v0][1], y2 = (GLint) VB->Win[v1][1]; GLint z1 = (GLint) VB->Win[v0][2], z2 = (GLint) VB->Win[v1][2]; GLuint pixel = PACK_8R8G8B( VB->Color[pv][0], VB->Color[pv][1], VB->Color[pv][2] ); WINCLIP_X(x1,x2); WINCLIP_Y(y1,y2); #define BRESENHAM_PLOT(X,Y,Z,ZBUF) \ if (Z < *ZBUF) { \ GLuint *ptr = PIXELADDR4(X,Y); \ *ptr = pixel; \ *ZBUF = Z; \ } BRESENHAM_Z( ctx, x1, y1, z1, x2, y2, z2 ); #undef BRESENHAM_PLOT } /* * Draw a flat-shaded, Z-less, PF_5R6G5B line into an XImage. */ static void flat_5R6G5B_z_line( GLcontext *ctx, GLuint v0, GLuint v1, GLuint pv ) { XMesaContext xmesa = (XMesaContext) ctx->DriverCtx; struct vertex_buffer *VB = ctx->VB; GLint x1 = (GLint) VB->Win[v0][0], x2 = (GLint) VB->Win[v1][0]; GLint y1 = (GLint) VB->Win[v0][1], y2 = (GLint) VB->Win[v1][1]; GLint z1 = (GLint) VB->Win[v0][2], z2 = (GLint) VB->Win[v1][2]; GLuint pixel = PACK_5R6G5B( VB->Color[pv][0], VB->Color[pv][1], VB->Color[pv][2] ); WINCLIP_X(x1,x2); WINCLIP_Y(y1,y2); #define BRESENHAM_PLOT(X,Y,Z,ZBUF) \ if (Z < *ZBUF) { \ GLushort *ptr = PIXELADDR2(X,Y); \ *ptr = pixel; \ *ZBUF = Z; \ } BRESENHAM_Z( ctx, x1, y1, z1, x2, y2, z2 ); #undef BRESENHAM_PLOT } /* * Draw a flat-shaded, Z-less, PF_DITHER 8-bit line into an XImage. */ static void flat_DITHER8_z_line( GLcontext *ctx, GLuint v0, GLuint v1, GLuint pv ) { XMesaContext xmesa = (XMesaContext) ctx->DriverCtx; struct vertex_buffer *VB = ctx->VB; GLint x1 = (GLint) VB->Win[v0][0], x2 = (GLint) VB->Win[v1][0]; GLint y1 = (GLint) VB->Win[v0][1], y2 = (GLint) VB->Win[v1][1]; GLint z1 = (GLint) VB->Win[v0][2], z2 = (GLint) VB->Win[v1][2]; GLint r = VB->Color[pv][0], g = VB->Color[pv][1], b = VB->Color[pv][2]; WINCLIP_X(x1,x2); WINCLIP_Y(y1,y2); #define BRESENHAM_PLOT(X,Y,Z,ZBUF) \ if (Z < *ZBUF) { \ GLubyte *ptr = PIXELADDR1(X,Y); \ *ptr = DITHER( X, Y, r, g, b); \ *ZBUF = Z; \ } BRESENHAM_Z( ctx, x1, y1, z1, x2, y2, z2 ); #undef BRESENHAM_PLOT } /* * Draw a flat-shaded, Z-less, PF_LOOKUP 8-bit line into an XImage. */ static void flat_LOOKUP8_z_line( GLcontext *ctx, GLuint v0, GLuint v1, GLuint pv ) { XMesaContext xmesa = (XMesaContext) ctx->DriverCtx; struct vertex_buffer *VB = ctx->VB; GLint x1 = (GLint) VB->Win[v0][0], x2 = (GLint) VB->Win[v1][0]; GLint y1 = (GLint) VB->Win[v0][1], y2 = (GLint) VB->Win[v1][1]; GLint z1 = (GLint) VB->Win[v0][2], z2 = (GLint) VB->Win[v1][2]; GLubyte pixel = LOOKUP( VB->Color[pv][0], VB->Color[pv][1], VB->Color[pv][2] ); WINCLIP_X(x1,x2); WINCLIP_Y(y1,y2); #define BRESENHAM_PLOT(X,Y,Z,ZBUF) \ if (Z < *ZBUF) { \ GLubyte *ptr = PIXELADDR1(X,Y); \ *ptr = pixel; \ *ZBUF = Z; \ } BRESENHAM_Z( ctx, x1, y1, z1, x2, y2, z2 ); #undef BRESENHAM_PLOT } /* * Draw a flat-shaded, Z-less, PF_HPCR line into an XImage. */ static void flat_HPCR_z_line( GLcontext *ctx, GLuint v0, GLuint v1, GLuint pv ) { XMesaContext xmesa = (XMesaContext) ctx->DriverCtx; struct vertex_buffer *VB = ctx->VB; GLint x1 = (GLint) VB->Win[v0][0], x2 = (GLint) VB->Win[v1][0]; GLint y1 = (GLint) VB->Win[v0][1], y2 = (GLint) VB->Win[v1][1]; GLint z1 = (GLint) VB->Win[v0][2], z2 = (GLint) VB->Win[v1][2]; GLint r = VB->Color[pv][0], g = VB->Color[pv][1], b = VB->Color[pv][2]; WINCLIP_X(x1,x2); WINCLIP_Y(y1,y2); #define BRESENHAM_PLOT(X,Y,Z,ZBUF) \ if (Z < *ZBUF) { \ GLubyte *ptr = PIXELADDR1(X,Y); \ *ptr = DITHER_HPCR( X, Y, r, g, b); \ *ZBUF = Z; \ } BRESENHAM_Z( ctx, x1, y1, z1, x2, y2, z2 ); #undef BRESENHAM_PLOT } /* * Examine ctx->Line attributes and set xmesa->xm_buffer->gc1 * and xmesa->xm_buffer->gc2 appropriately. */ static void setup_x_line_options( GLcontext *ctx ) { XMesaContext xmesa = (XMesaContext) ctx->DriverCtx; int i, state, state0, new_state, len; int tbit; char *dptr; int n_segments = 0; char dashes[20]; int line_width, line_style; /*** Line Stipple ***/ if (ctx->Line.StippleFlag) { const int pattern = ctx->Line.StipplePattern; dptr = dashes; state0 = state = ((pattern & 1) != 0); /* Decompose the pattern */ for (i=1,tbit=2,len=1;i<16;++i,tbit=(tbit<<1)) { new_state = ((tbit & pattern) != 0); if (state != new_state) { *dptr++ = ctx->Line.StippleFactor * len; len = 1; state = new_state; } else ++len; } *dptr = ctx->Line.StippleFactor * len; n_segments = 1 + (dptr - dashes); /* Handle case where line style starts OFF */ if (state0 == 0) { char first_dash = dashes[0]; char *d2ptr = &dashes[1]; dptr = dashes; for (i=0;i<n_segments-1;++i) *dptr++ = *d2ptr++; *dptr = first_dash; } XSetDashes( xmesa->display, xmesa->xm_buffer->gc1, 0, dashes, n_segments ); XSetDashes( xmesa->display, xmesa->xm_buffer->gc2, 0, dashes, n_segments ); line_style = LineOnOffDash; } else { line_style = LineSolid; } /*** Line Width ***/ line_width = (int) (ctx->Line.Width+0.5F); if (line_width < 2) { /* Use fast lines when possible */ line_width = 0; } /*** Set GC attributes ***/ XSetLineAttributes( xmesa->display, xmesa->xm_buffer->gc1, line_width, line_style, CapButt, JoinBevel); XSetLineAttributes( xmesa->display, xmesa->xm_buffer->gc2, line_width, line_style, CapButt, JoinBevel); XSetFillStyle( xmesa->display, xmesa->xm_buffer->gc1, FillSolid ); XSetFillStyle( xmesa->display, xmesa->xm_buffer->gc2, FillSolid ); } /* * Analyze context state to see if we can provide a fast line drawing * function, like those in lines.c. Otherwise, return NULL. */ line_func xmesa_get_line_func( GLcontext *ctx ) { XMesaContext xmesa = (XMesaContext) ctx->DriverCtx; int depth = xmesa->xm_visual->visinfo->depth; if (ctx->Line.SmoothFlag) return NULL; if (ctx->Texture.Enabled) return NULL; if (ctx->Light.ShadeModel!=GL_FLAT) return NULL; if (xmesa->xm_buffer->buffer==XIMAGE && ctx->RasterMask==DEPTH_BIT && ctx->Depth.Func==GL_LESS && ctx->Depth.Mask==GL_TRUE && ctx->Line.Width==1.0F && ctx->Line.StippleFlag==GL_FALSE) { switch (xmesa->pixelformat) { case PF_TRUECOLOR: return flat_TRUECOLOR_z_line; case PF_8A8B8G8R: return flat_8A8B8G8R_z_line; case PF_8R8G8B: return flat_8R8G8B_z_line; case PF_5R6G5B: return flat_5R6G5B_z_line; case PF_DITHER: return (depth==8) ? flat_DITHER8_z_line : NULL; case PF_LOOKUP: return (depth==8) ? flat_LOOKUP8_z_line : NULL; case PF_HPCR: return flat_HPCR_z_line; default: return NULL; } } if (xmesa->xm_buffer->buffer==XIMAGE && ctx->RasterMask==0 && ctx->Line.Width==1.0F && ctx->Line.StippleFlag==GL_FALSE) { switch (xmesa->pixelformat) { case PF_TRUECOLOR: return flat_TRUECOLOR_line; case PF_8A8B8G8R: return flat_8A8B8G8R_line; case PF_8R8G8B: return flat_8R8G8B_line; case PF_5R6G5B: return flat_5R6G5B_line; case PF_DITHER: return (depth==8) ? flat_DITHER8_line : NULL; case PF_LOOKUP: return (depth==8) ? flat_LOOKUP8_line : NULL; case PF_HPCR: return flat_HPCR_line; default: return NULL; } } if (xmesa->xm_buffer->buffer!=XIMAGE && ctx->RasterMask==0) { setup_x_line_options( ctx ); return flat_pixmap_line; } return NULL; } /**********************************************************************/ /*** 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_RGB( 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, yy = FLIP(Y), len = RIGHT-LEFT; \ PIXEL_TYPE *pixel = pRow; \ for (i=0;i<len;i++,pixel++) { \ GLdepth z = FixedToDepth(ffz); \ if (z < zRow[i]) { \ *pixel = 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, yy = FLIP(Y), len = RIGHT-LEFT; \ PIXEL_TYPE *pixel = pRow; \ for (i=0;i<len;i++,pixel++) { \ GLdepth z = FixedToDepth(ffz); \ if (z < zRow[i]) { \ *pixel = 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, yy = FLIP(Y), len = RIGHT-LEFT; \ PIXEL_TYPE *pixel = pRow; \ for (i=0;i<len;i++,pixel++) { \ GLdepth z = FixedToDepth(ffz); \ if (z < zRow[i]) { \ *pixel = 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; \ PIXEL_TYPE *pixel = pRow; \ for (i=0;i<len;i++,pixel++,xx++) { \ GLdepth z = FixedToDepth(ffz); \ if (z < zRow[i]) { \ *pixel = DITHER( xx, yy, 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; \ for (i=0;i<len;i++,xx++) { \ GLdepth z = FixedToDepth(ffz); \ if (z < zRow[i]) { \ unsigned long p = DITHER( xx, yy, FixedToInt(ffr), \ FixedToInt(ffg), FixedToInt(ffb) ); \ zRow[i] = z; \ XPutPixel( img, xx, yy, p ); \ } \ 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, xx = LEFT, yy = FLIP(Y), len = RIGHT-LEFT; \ PIXEL_TYPE *pixel = pRow; \ for (i=0;i<len;i++,pixel++,xx++) { \ GLdepth z = FixedToDepth(ffz); \ if (z < zRow[i]) { \ *pixel = 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; \ PIXEL_TYPE *pixel = pRow; \ for (i=0;i<len;i++,pixel++,xx++) { \ GLdepth z = FixedToDepth(ffz); \ if (z < zRow[i]) { \ *pixel = 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_RGB( 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, yy = FLIP(Y), len = RIGHT-LEFT; \ PIXEL_TYPE *pixel = pRow; \ for (i=0;i<len;i++,pixel++) { \ GLdepth z = FixedToDepth(ffz); \ if (z < zRow[i]) { \ *pixel = 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, yy = FLIP(Y), len = RIGHT-LEFT; \ PIXEL_TYPE *pixel = pRow; \ for (i=0;i<len;i++,pixel++) { \ GLdepth z = FixedToDepth(ffz); \ if (z < zRow[i]) { \ *pixel = 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, yy = FLIP(Y), len = RIGHT-LEFT; \ PIXEL_TYPE *pixel = pRow; \ for (i=0;i<len;i++,pixel++) { \ GLdepth z = FixedToDepth(ffz); \ if (z < zRow[i]) { \ *pixel = 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 \ 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; \ PIXEL_TYPE *pixel = pRow; \ for (i=0;i<len;i++,xx++,pixel++) { \ GLdepth z = FixedToDepth(ffz); \ if (z < zRow[i]) { \ *pixel = DITHER( xx, yy, r, g, b ); \ 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 \ 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]) { \ unsigned long p = DITHER( xx, yy, r, g, b ); \ 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; \ PIXEL_TYPE *pixel = pRow; \ for (i=0;i<len;i++,xx++,pixel++) { \ GLdepth z = FixedToDepth(ffz); \ if (z < zRow[i]) { \ *pixel = 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 \ 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, yy = FLIP(Y), len = RIGHT-LEFT; \ PIXEL_TYPE *pixel = pRow; \ for (i=0;i<len;i++,pixel++) { \ GLdepth z = FixedToDepth(ffz); \ if (z < zRow[i]) { \ *pixel = 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_RGB( 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; \ for (xx=LEFT;xx<RIGHT;xx++,pixel++) { \ *pixel = DITHER( xx, yy, 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); \ for (xx=LEFT;xx<RIGHT;xx++) { \ unsigned long p = DITHER( xx, yy, 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, yy = FLIP(Y); \ PIXEL_TYPE *pixel = pRow; \ 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_RGB( 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, yy = FLIP(Y); \ 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, yy = FLIP(Y); \ 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, yy = FLIP(Y); \ 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 \ 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( xx, yy, r, g, b ); \ } \ } #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 \ 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); \ for (xx=LEFT;xx<RIGHT;xx++) { \ unsigned long p = DITHER( xx, yy, r, g, b ); \ 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 \ 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, yy = FLIP(Y); \ 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) { /* * Allocate polygon stippling stuff once for this context. */ if (xmesa->xm_buffer->stipple_pixmap == 0) { 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 ); b->stipple_ximage = XCreateImage( xmesa->display, xmesa->xm_visual->visinfo->visual, 1, ZPixmap, 0, (char *)ctx->PolygonStipple, 32, 32, 8, 0 ); b->stipple_ximage->byte_order = LSBFirst; b->stipple_ximage->bitmap_bit_order = LSBFirst; b->stipple_ximage->bitmap_unit = 32; } /* * NOTE: We don't handle the following here! * GL_UNPACK_SWAP_BYTES * GL_UNPACK_LSB_FIRST */ XPutImage( xmesa->display, xmesa->xm_buffer->stipple_pixmap, xmesa->xm_buffer->stipple_gc, xmesa->xm_buffer->stipple_ximage, 0, 0, 0, 0, 32, 32 ); 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.