ReactOS 0.4.15-dev-7788-g1ad9096
span.c
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1/* $Id: span.c,v 1.12 1997/08/14 01:12:37 brianp Exp $ */
2
3/*
4 * Mesa 3-D graphics library
5 * Version: 2.4
6 * Copyright (C) 1995-1997 Brian Paul
7 *
8 * This library is free software; you can redistribute it and/or
9 * modify it under the terms of the GNU Library General Public
10 * License as published by the Free Software Foundation; either
11 * version 2 of the License, or (at your option) any later version.
12 *
13 * This library is distributed in the hope that it will be useful,
14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
16 * Library General Public License for more details.
17 *
18 * You should have received a copy of the GNU Library General Public
19 * License along with this library; if not, write to the Free
20 * Software Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
21 */
22
23
24/*
25 * $Log: span.c,v $
26 * Revision 1.12 1997/08/14 01:12:37 brianp
27 * replaced a few for loops with MEMSET calls
28 *
29 * Revision 1.11 1997/07/24 01:21:56 brianp
30 * changed precompiled header symbol from PCH to PC_HEADER
31 *
32 * Revision 1.10 1997/05/28 03:26:29 brianp
33 * added precompiled header (PCH) support
34 *
35 * Revision 1.9 1997/05/03 00:51:30 brianp
36 * new texturing function call: gl_texture_pixels()
37 *
38 * Revision 1.8 1997/04/16 23:54:11 brianp
39 * do per-pixel fog if texturing is enabled
40 *
41 * Revision 1.7 1997/02/09 19:53:43 brianp
42 * now use TEXTURE_xD enable constants
43 *
44 * Revision 1.6 1997/02/09 18:43:34 brianp
45 * added GL_EXT_texture3D support
46 *
47 * Revision 1.5 1997/01/28 22:17:44 brianp
48 * new RGBA mode logic op support
49 *
50 * Revision 1.4 1996/09/25 03:22:05 brianp
51 * added NO_DRAW_BIT support
52 *
53 * Revision 1.3 1996/09/15 14:18:55 brianp
54 * now use GLframebuffer and GLvisual
55 *
56 * Revision 1.2 1996/09/15 01:48:58 brianp
57 * removed #define NULL 0
58 *
59 * Revision 1.1 1996/09/13 01:38:16 brianp
60 * Initial revision
61 *
62 */
63
64
65/*
66 * pixel span rasterization:
67 * These functions simulate the rasterization pipeline.
68 */
69
70
71#ifdef PC_HEADER
72#include "all.h"
73#else
74#include <string.h>
75#include "alpha.h"
76#include "alphabuf.h"
77#include "blend.h"
78#include "depth.h"
79#include "fog.h"
80#include "logic.h"
81#include "macros.h"
82#include "masking.h"
83#include "scissor.h"
84#include "span.h"
85#include "stencil.h"
86#include "texture.h"
87#include "types.h"
88#endif
89
90
91
92
93/*
94 * Apply the current polygon stipple pattern to a span of pixels.
95 */
98{
99 register GLuint i, m, stipple, highbit=0x80000000;
100
101 stipple = ctx->PolygonStipple[y % 32];
102 m = highbit >> (GLuint) (x % 32);
103
104 for (i=0;i<n;i++) {
105 if ((m & stipple)==0) {
106 mask[i] = 0;
107 }
108 m = m >> 1;
109 if (m==0) {
110 m = 0x80000000;
111 }
112 }
113}
114
115
116
117/*
118 * Clip a pixel span to the current buffer/window boundaries.
119 * Return: 0 = all pixels clipped
120 * 1 = at least one pixel is visible
121 */
124{
125 GLint i;
126
127 /* Clip to top and bottom */
128 if (y<0 || y>=ctx->Buffer->Height) {
129 return 0;
130 }
131
132 /* Clip to left and right */
133 if (x>=0 && x+n<=ctx->Buffer->Width) {
134 /* no clipping needed */
135 return 1;
136 }
137 else if (x+n<=0) {
138 /* completely off left side */
139 return 0;
140 }
141 else if (x>=ctx->Buffer->Width) {
142 /* completely off right side */
143 return 0;
144 }
145 else {
146 /* clip-test each pixel, this could be done better */
147 for (i=0;i<n;i++) {
148 if (x+i<0 || x+i>=ctx->Buffer->Width) {
149 mask[i] = 0;
150 }
151 }
152 return 1;
153 }
154}
155
156
157
158/*
159 * Write a horizontal span of color index pixels to the frame buffer.
160 * Stenciling, Depth-testing, etc. are done as needed.
161 * Input: n - number of pixels in the span
162 * x, y - location of leftmost pixel in the span
163 * z - array of [n] z-values
164 * index - array of [n] color indexes
165 * primitive - either GL_POINT, GL_LINE, GL_POLYGON, or GL_BITMAP
166 */
168 GLuint n, GLint x, GLint y, GLdepth z[],
169 GLuint index[], GLenum primitive )
170{
172 GLuint index_save[MAX_WIDTH];
173
174 /* init mask to 1's (all pixels are to be written) */
175 MEMSET(mask, 1, n);
176
177 if ((ctx->RasterMask & WINCLIP_BIT) || primitive==GL_BITMAP) {
178 if (clip_span(ctx,n,x,y,mask)==0) {
179 return;
180 }
181 }
182
183 /* Per-pixel fog */
184 if (ctx->Fog.Enabled
185 && (ctx->Hint.Fog==GL_NICEST || primitive==GL_BITMAP)) {
187 }
188
189 /* Do the scissor test */
190 if (ctx->Scissor.Enabled) {
191 if (gl_scissor_span( ctx, n, x, y, mask )==0) {
192 return;
193 }
194 }
195
196 /* Polygon Stippling */
197 if (ctx->Polygon.StippleFlag && primitive==GL_POLYGON) {
199 }
200
201 if (ctx->Stencil.Enabled) {
202 /* first stencil test */
203 if (gl_stencil_span( ctx, n, x, y, mask )==0) {
204 return;
205 }
206 /* depth buffering w/ stencil */
208 }
209 else if (ctx->Depth.Test) {
210 /* regular depth testing */
211 if ((*ctx->Driver.DepthTestSpan)( ctx, n, x, y, z, mask )==0) return;
212 }
213
214 if (ctx->RasterMask & NO_DRAW_BIT) {
215 /* write no pixels */
216 return;
217 }
218
219 if (ctx->RasterMask & FRONT_AND_BACK_BIT) {
220 /* Save a copy of the indexes since LogicOp and IndexMask
221 * may change them
222 */
223 MEMCPY( index_save, index, n * sizeof(GLuint) );
224 }
225
226 if (ctx->Color.SWLogicOpEnabled) {
228 }
229 if (ctx->Color.SWmasking) {
231 }
232
233 /* write pixels */
234 (*ctx->Driver.WriteIndexSpan)( ctx, n, x, y, index, mask );
235
236
237 if (ctx->RasterMask & FRONT_AND_BACK_BIT) {
238 /*** Also draw to back buffer ***/
239 (*ctx->Driver.SetBuffer)( ctx, GL_BACK );
240 MEMCPY( index, index_save, n * sizeof(GLuint) );
241 if (ctx->Color.SWLogicOpEnabled) {
243 }
244 if (ctx->Color.SWmasking) {
246 }
247 (*ctx->Driver.WriteIndexSpan)( ctx, n, x, y, index, mask );
248 (*ctx->Driver.SetBuffer)( ctx, GL_FRONT );
249 }
250}
251
252
253
254
256 GLuint n, GLint x, GLint y, GLdepth z[],
257 GLuint index, GLenum primitive )
258{
259 GLuint i;
261 GLuint index_save[MAX_WIDTH];
262
263 /* init mask to 1's (all pixels are to be written) */
264 MEMSET(mask, 1, n);
265
266 if ((ctx->RasterMask & WINCLIP_BIT) || primitive==GL_BITMAP)
267 {
268 if (clip_span( ctx,n,x,y,mask)==0) {
269 return;
270 }
271 }
272
273 /* Do the scissor test */
274 if (ctx->Scissor.Enabled)
275 {
276 if (gl_scissor_span( ctx, n, x, y, mask )==0) {
277 return;
278 }
279 }
280
281 /* Polygon Stippling */
282 if (ctx->Polygon.StippleFlag && primitive==GL_POLYGON)
283 {
285 }
286
287 if (ctx->Stencil.Enabled)
288 {
289 /* first stencil test */
290 if (gl_stencil_span( ctx, n, x, y, mask )==0)
291 {
292 return;
293 }
294 /* depth buffering w/ stencil */
296 }
297 else if (ctx->Depth.Test)
298 {
299 /* regular depth testing */
300 if ((*ctx->Driver.DepthTestSpan)( ctx, n, x, y, z, mask )==0)
301 return;
302 }
303
304 if (ctx->RasterMask & NO_DRAW_BIT)
305 {
306 /* write no pixels */
307 return;
308 }
309
310 if ((ctx->Fog.Enabled && (ctx->Hint.Fog==GL_NICEST || primitive==GL_BITMAP))
311 || ctx->Color.SWLogicOpEnabled || ctx->Color.SWmasking)
312 {
313 GLuint ispan[MAX_WIDTH];
314 /* index may change, replicate single index into an array */
315 for (i=0;i<n;i++)
316 {
317 ispan[i] = index;
318 }
319
320 if (ctx->Fog.Enabled
321 && (ctx->Hint.Fog==GL_NICEST || primitive==GL_BITMAP))
322 {
323 gl_fog_index_pixels( ctx, n, z, ispan );
324 }
325
326 if (ctx->RasterMask & FRONT_AND_BACK_BIT)
327 {
328 MEMCPY( index_save, ispan, n * sizeof(GLuint) );
329 }
330
331 if (ctx->Color.SWLogicOpEnabled)
332 {
333 gl_logicop_ci_span( ctx, n, x, y, ispan, mask );
334 }
335
336 if (ctx->Color.SWmasking)
337 {
338 gl_mask_index_span( ctx, n, x, y, ispan );
339 }
340
341 (*ctx->Driver.WriteIndexSpan)( ctx, n, x, y, ispan, mask );
342
343 if (ctx->RasterMask & FRONT_AND_BACK_BIT)
344 {
345 /*** Also draw to back buffer ***/
346 (*ctx->Driver.SetBuffer)( ctx, GL_BACK );
347 for (i=0;i<n;i++)
348 {
349 ispan[i] = index;
350 }
351
352 if (ctx->Color.SWLogicOpEnabled) {
353 gl_logicop_ci_span( ctx, n, x, y, ispan, mask );
354 }
355 if (ctx->Color.SWmasking) {
356 gl_mask_index_span( ctx, n, x, y, ispan );
357 }
358 (*ctx->Driver.WriteIndexSpan)( ctx, n, x, y, ispan, mask );
359 (*ctx->Driver.SetBuffer)( ctx, GL_FRONT );
360 }
361 }
362 else
363 {
364 (*ctx->Driver.WriteMonoindexSpan)( ctx, n, x, y, mask );
365
366 if (ctx->RasterMask & FRONT_AND_BACK_BIT)
367 {
368 /*** Also draw to back buffer ***/
369 (*ctx->Driver.SetBuffer)( ctx, GL_BACK );
370 (*ctx->Driver.WriteMonoindexSpan)( ctx, n, x, y, mask );
371 (*ctx->Driver.SetBuffer)( ctx, GL_FRONT );
372 }
373 }
374}
375
376
377
379 GLuint n, GLint x, GLint y, GLdepth z[],
380 GLubyte r[], GLubyte g[],
381 GLubyte b[], GLubyte a[],
382 GLenum primitive )
383{
385 GLboolean write_all = GL_TRUE;
386 GLubyte rtmp[MAX_WIDTH], gtmp[MAX_WIDTH], btmp[MAX_WIDTH], atmp[MAX_WIDTH];
387 GLubyte *red, *green, *blue, *alpha;
388
389 /* init mask to 1's (all pixels are to be written) */
390 MEMSET(mask, 1, n);
391
392 if ((ctx->RasterMask & WINCLIP_BIT) || primitive==GL_BITMAP) {
393 if (clip_span( ctx,n,x,y,mask)==0) {
394 return;
395 }
396 write_all = GL_FALSE;
397 }
398
399 if ((primitive==GL_BITMAP && ctx->MutablePixels)
400 || (ctx->RasterMask & FRONT_AND_BACK_BIT)) {
401 /* must make a copy of the colors since they may be modified */
402 MEMCPY( rtmp, r, n * sizeof(GLubyte) );
403 MEMCPY( gtmp, g, n * sizeof(GLubyte) );
404 MEMCPY( btmp, b, n * sizeof(GLubyte) );
405 MEMCPY( atmp, a, n * sizeof(GLubyte) );
406 red = rtmp;
407 green = gtmp;
408 blue = btmp;
409 alpha = atmp;
410 }
411 else {
412 red = r;
413 green = g;
414 blue = b;
415 alpha = a;
416 }
417
418 /* Per-pixel fog */
419 if (ctx->Fog.Enabled && (ctx->Hint.Fog==GL_NICEST || primitive==GL_BITMAP
420 || ctx->Texture.Enabled)) {
422 }
423
424 /* Do the scissor test */
425 if (ctx->Scissor.Enabled) {
426 if (gl_scissor_span( ctx, n, x, y, mask )==0) {
427 return;
428 }
429 write_all = GL_FALSE;
430 }
431
432 /* Polygon Stippling */
433 if (ctx->Polygon.StippleFlag && primitive==GL_POLYGON) {
435 write_all = GL_FALSE;
436 }
437
438 /* Do the alpha test */
439 if (ctx->Color.AlphaEnabled) {
440 if (gl_alpha_test( ctx, n, alpha, mask )==0) {
441 return;
442 }
443 write_all = GL_FALSE;
444 }
445
446 if (ctx->Stencil.Enabled) {
447 /* first stencil test */
448 if (gl_stencil_span( ctx, n, x, y, mask )==0) {
449 return;
450 }
451 /* depth buffering w/ stencil */
453 write_all = GL_FALSE;
454 }
455 else if (ctx->Depth.Test) {
456 /* regular depth testing */
457 GLuint m = (*ctx->Driver.DepthTestSpan)( ctx, n, x, y, z, mask );
458 if (m==0) {
459 return;
460 }
461 if (m<n) {
462 write_all = GL_FALSE;
463 }
464 }
465
466 if (ctx->RasterMask & NO_DRAW_BIT) {
467 /* write no pixels */
468 return;
469 }
470
471 /* logic op or blending */
472 if (ctx->Color.SWLogicOpEnabled) {
474 }
475 else if (ctx->Color.BlendEnabled) {
477 }
478
479 /* Color component masking */
480 if (ctx->Color.SWmasking) {
482 }
483
484 /* write pixels */
485 (*ctx->Driver.WriteColorSpan)( ctx, n, x, y, red, green, blue, alpha,
486 write_all ? NULL : mask );
487 if (ctx->RasterMask & ALPHABUF_BIT) {
488 gl_write_alpha_span( ctx, n, x, y, alpha, write_all ? NULL : mask );
489 }
490
491 if (ctx->RasterMask & FRONT_AND_BACK_BIT) {
492 /*** Also render to back buffer ***/
493 MEMCPY( rtmp, r, n * sizeof(GLubyte) );
494 MEMCPY( gtmp, g, n * sizeof(GLubyte) );
495 MEMCPY( btmp, b, n * sizeof(GLubyte) );
496 MEMCPY( atmp, a, n * sizeof(GLubyte) );
497 (*ctx->Driver.SetBuffer)( ctx, GL_BACK );
498 if (ctx->Color.SWLogicOpEnabled) {
500 }
501 else if (ctx->Color.BlendEnabled) {
503 }
504 if (ctx->Color.SWmasking) {
506 }
507 (*ctx->Driver.WriteColorSpan)( ctx, n, x, y, red, green, blue, alpha,
508 write_all ? NULL : mask );
509 if (ctx->RasterMask & ALPHABUF_BIT) {
510 ctx->Buffer->Alpha = ctx->Buffer->BackAlpha;
511 gl_write_alpha_span( ctx, n, x, y, alpha, write_all ? NULL : mask );
512 ctx->Buffer->Alpha = ctx->Buffer->FrontAlpha;
513 }
514 (*ctx->Driver.SetBuffer)( ctx, GL_FRONT );
515 }
516
517}
518
519
520
521/*
522 * Write a horizontal span of color pixels to the frame buffer.
523 * The color is initially constant for the whole span.
524 * Alpha-testing, stenciling, depth-testing, and blending are done as needed.
525 * Input: n - number of pixels in the span
526 * x, y - location of leftmost pixel in the span
527 * z - array of [n] z-values
528 * r, g, b, a - the color of the pixels
529 * primitive - either GL_POINT, GL_LINE, GL_POLYGON or GL_BITMAP.
530 */
532 GLuint n, GLint x, GLint y, GLdepth z[],
533 GLint r, GLint g, GLint b, GLint a,
534 GLenum primitive )
535{
536 GLuint i;
538 GLboolean write_all = GL_TRUE;
540
541 /* init mask to 1's (all pixels are to be written) */
542 MEMSET(mask, 1, n);
543
544 if ((ctx->RasterMask & WINCLIP_BIT) || primitive==GL_BITMAP) {
545 if (clip_span( ctx,n,x,y,mask)==0) {
546 return;
547 }
548 write_all = GL_FALSE;
549 }
550
551 /* Do the scissor test */
552 if (ctx->Scissor.Enabled) {
553 if (gl_scissor_span( ctx, n, x, y, mask )==0) {
554 return;
555 }
556 write_all = GL_FALSE;
557 }
558
559 /* Polygon Stippling */
560 if (ctx->Polygon.StippleFlag && primitive==GL_POLYGON) {
562 write_all = GL_FALSE;
563 }
564
565 /* Do the alpha test */
566 if (ctx->Color.AlphaEnabled) {
568 for (i=0;i<n;i++) {
569 alpha[i] = a;
570 }
571 if (gl_alpha_test( ctx, n, alpha, mask )==0) {
572 return;
573 }
574 write_all = GL_FALSE;
575 }
576
577 if (ctx->Stencil.Enabled) {
578 /* first stencil test */
579 if (gl_stencil_span( ctx, n, x, y, mask )==0) {
580 return;
581 }
582 /* depth buffering w/ stencil */
584 write_all = GL_FALSE;
585 }
586 else if (ctx->Depth.Test) {
587 /* regular depth testing */
588 GLuint m = (*ctx->Driver.DepthTestSpan)( ctx, n, x, y, z, mask );
589 if (m==0) {
590 return;
591 }
592 if (m<n) {
593 write_all = GL_FALSE;
594 }
595 }
596
597 if (ctx->RasterMask & NO_DRAW_BIT) {
598 /* write no pixels */
599 return;
600 }
601
602 if (ctx->Color.BlendEnabled || ctx->Color.SWLogicOpEnabled
603 || ctx->Color.SWmasking) {
604 /* assign same color to each pixel */
605 for (i=0;i<n;i++) {
606 if (mask[i]) {
607 red[i] = r;
608 green[i] = g;
609 blue[i] = b;
610 alpha[i] = a;
611 }
612 }
613
614 if (ctx->Color.SWLogicOpEnabled) {
616 }
617 else if (ctx->Color.BlendEnabled) {
619 }
620
621 /* Color component masking */
622 if (ctx->Color.SWmasking) {
624 }
625
626 /* write pixels */
627 (*ctx->Driver.WriteColorSpan)( ctx, n, x, y, red, green, blue, alpha,
628 write_all ? NULL : mask );
629 if (ctx->RasterMask & ALPHABUF_BIT) {
630 gl_write_alpha_span( ctx, n, x, y, alpha, write_all ? NULL : mask );
631 }
632
633 if (ctx->RasterMask & FRONT_AND_BACK_BIT) {
634 /*** Also draw to back buffer ***/
635 for (i=0;i<n;i++) {
636 if (mask[i]) {
637 red[i] = r;
638 green[i] = g;
639 blue[i] = b;
640 alpha[i] = a;
641 }
642 }
643 (*ctx->Driver.SetBuffer)( ctx, GL_BACK );
644 if (ctx->Color.SWLogicOpEnabled) {
646 }
647 else if (ctx->Color.BlendEnabled) {
649 }
650 if (ctx->Color.SWmasking) {
652 }
653 (*ctx->Driver.WriteColorSpan)( ctx, n, x, y, red, green, blue, alpha,
654 write_all ? NULL : mask );
655 (*ctx->Driver.SetBuffer)( ctx, GL_FRONT );
656 if (ctx->RasterMask & ALPHABUF_BIT) {
657 ctx->Buffer->Alpha = ctx->Buffer->BackAlpha;
659 write_all ? NULL : mask );
660 ctx->Buffer->Alpha = ctx->Buffer->FrontAlpha;
661 }
662 }
663 }
664 else {
665 (*ctx->Driver.WriteMonocolorSpan)( ctx, n, x, y, mask );
666 if (ctx->RasterMask & ALPHABUF_BIT) {
667 gl_write_mono_alpha_span( ctx, n, x, y, a, write_all ? NULL : mask );
668 }
669 if (ctx->RasterMask & FRONT_AND_BACK_BIT) {
670 /* Also draw to back buffer */
671 (*ctx->Driver.SetBuffer)( ctx, GL_BACK );
672 (*ctx->Driver.WriteMonocolorSpan)( ctx, n, x, y, mask );
673 (*ctx->Driver.SetBuffer)( ctx, GL_FRONT );
674 if (ctx->RasterMask & ALPHABUF_BIT) {
675 ctx->Buffer->Alpha = ctx->Buffer->BackAlpha;
677 write_all ? NULL : mask );
678 ctx->Buffer->Alpha = ctx->Buffer->FrontAlpha;
679 }
680 }
681 }
682}
683
684
685
686/*
687 * Write a horizontal span of textured pixels to the frame buffer.
688 * The color of each pixel is different.
689 * Alpha-testing, stenciling, depth-testing, and blending are done
690 * as needed.
691 * Input: n - number of pixels in the span
692 * x, y - location of leftmost pixel in the span
693 * z - array of [n] z-values
694 * s, t - array of (s,t) texture coordinates for each pixel
695 * lambda - array of texture lambda values
696 * red, green, blue, alpha - array of [n] color components
697 * primitive - either GL_POINT, GL_LINE, GL_POLYGON or GL_BITMAP.
698 */
700 GLuint n, GLint x, GLint y, GLdepth z[],
701 GLfloat s[], GLfloat t[], GLfloat u[],
702 GLfloat lambda[],
703 GLubyte r[], GLubyte g[],
704 GLubyte b[], GLubyte a[],
705 GLenum primitive )
706{
708 GLboolean write_all = GL_TRUE;
709 GLubyte rtmp[MAX_WIDTH], gtmp[MAX_WIDTH], btmp[MAX_WIDTH], atmp[MAX_WIDTH];
710 GLubyte *red, *green, *blue, *alpha;
711
712 /* init mask to 1's (all pixels are to be written) */
713 MEMSET(mask, 1, n);
714
715 if ((ctx->RasterMask & WINCLIP_BIT) || primitive==GL_BITMAP) {
716 if (clip_span( ctx,n,x,y,mask)==0) {
717 return;
718 }
719 write_all = GL_FALSE;
720 }
721
722
723 if (primitive==GL_BITMAP || (ctx->RasterMask & FRONT_AND_BACK_BIT)) {
724 /* must make a copy of the colors since they may be modified */
725 MEMCPY( rtmp, r, n * sizeof(GLubyte) );
726 MEMCPY( gtmp, g, n * sizeof(GLubyte) );
727 MEMCPY( btmp, b, n * sizeof(GLubyte) );
728 MEMCPY( atmp, a, n * sizeof(GLubyte) );
729 red = rtmp;
730 green = gtmp;
731 blue = btmp;
732 alpha = atmp;
733 }
734 else {
735 red = r;
736 green = g;
737 blue = b;
738 alpha = a;
739 }
740
741 /* Texture */
742 ASSERT(ctx->Texture.Enabled);
743 gl_texture_pixels( ctx, n, s, t, u, lambda, red, green, blue, alpha );
744
745 /* Per-pixel fog */
746 if (ctx->Fog.Enabled && (ctx->Hint.Fog==GL_NICEST || primitive==GL_BITMAP
747 || ctx->Texture.Enabled)) {
749 }
750
751 /* Do the scissor test */
752 if (ctx->Scissor.Enabled) {
753 if (gl_scissor_span( ctx, n, x, y, mask )==0) {
754 return;
755 }
756 write_all = GL_FALSE;
757 }
758
759 /* Polygon Stippling */
760 if (ctx->Polygon.StippleFlag && primitive==GL_POLYGON) {
762 write_all = GL_FALSE;
763 }
764
765 /* Do the alpha test */
766 if (ctx->Color.AlphaEnabled) {
767 if (gl_alpha_test( ctx, n, alpha, mask )==0) {
768 return;
769 }
770 write_all = GL_FALSE;
771 }
772
773 if (ctx->Stencil.Enabled) {
774 /* first stencil test */
775 if (gl_stencil_span( ctx, n, x, y, mask )==0) {
776 return;
777 }
778 /* depth buffering w/ stencil */
780 write_all = GL_FALSE;
781 }
782 else if (ctx->Depth.Test) {
783 /* regular depth testing */
784 GLuint m = (*ctx->Driver.DepthTestSpan)( ctx, n, x, y, z, mask );
785 if (m==0) {
786 return;
787 }
788 if (m<n) {
789 write_all = GL_FALSE;
790 }
791 }
792
793 if (ctx->RasterMask & NO_DRAW_BIT) {
794 /* write no pixels */
795 return;
796 }
797
798 /* blending */
799 if (ctx->Color.SWLogicOpEnabled) {
801 }
802 else if (ctx->Color.BlendEnabled) {
804 }
805
806 if (ctx->Color.SWmasking) {
808 }
809
810 /* write pixels */
811 (*ctx->Driver.WriteColorSpan)( ctx, n, x, y, red, green, blue, alpha,
812 write_all ? NULL : mask );
813 if (ctx->RasterMask & ALPHABUF_BIT) {
814 gl_write_alpha_span( ctx, n, x, y, alpha, write_all ? NULL : mask );
815 }
816
817 if (ctx->RasterMask & FRONT_AND_BACK_BIT) {
818 /* Also draw to back buffer */
819 MEMCPY( rtmp, r, n * sizeof(GLubyte) );
820 MEMCPY( gtmp, g, n * sizeof(GLubyte) );
821 MEMCPY( btmp, b, n * sizeof(GLubyte) );
822 MEMCPY( atmp, a, n * sizeof(GLubyte) );
823 (*ctx->Driver.SetBuffer)( ctx, GL_BACK );
824 if (ctx->Color.SWLogicOpEnabled) {
826 }
827 else if (ctx->Color.BlendEnabled) {
829 }
830 if (ctx->Color.SWmasking) {
832 }
833 (*ctx->Driver.WriteColorSpan)( ctx, n, x, y, red, green, blue, alpha,
834 write_all ? NULL : mask );
835 (*ctx->Driver.SetBuffer)( ctx, GL_FRONT );
836 if (ctx->RasterMask & ALPHABUF_BIT) {
837 ctx->Buffer->Alpha = ctx->Buffer->BackAlpha;
838 gl_write_alpha_span( ctx, n, x, y, alpha, write_all ? NULL : mask );
839 ctx->Buffer->Alpha = ctx->Buffer->FrontAlpha;
840 }
841 }
842}
843
844
845
846/*
847 * Read RGBA pixels from frame buffer. Clipping will be done to prevent
848 * reading ouside the buffer's boundaries.
849 */
851 GLuint n, GLint x, GLint y,
854{
855 register GLuint i;
856
857 if (y<0 || y>=ctx->Buffer->Height || x>=ctx->Buffer->Width) {
858 /* completely above, below, or right */
859 for (i=0;i<n;i++) {
860 red[i] = green[i] = blue[i] = alpha[i] = 0;
861 }
862 }
863 else {
864 if (x>=0 && x+n<=ctx->Buffer->Width) {
865 /* OK */
866 (*ctx->Driver.ReadColorSpan)( ctx, n, x, y, red, green, blue, alpha );
867 if (ctx->RasterMask & ALPHABUF_BIT) {
869 }
870 }
871 else {
872 i = 0;
873 if (x<0) {
874 while (x<0 && n>0) {
875 red[i] = green[i] = blue[i] = alpha[i] = 0;
876 x++;
877 n--;
878 i++;
879 }
880 }
881 n = MIN2( n, ctx->Buffer->Width - x );
882 (*ctx->Driver.ReadColorSpan)( ctx, n, x, y, red+i, green+i, blue+i, alpha+i);
883 if (ctx->RasterMask & ALPHABUF_BIT) {
885 }
886 }
887 }
888}
889
890
891
892
893/*
894 * Read CI pixels from frame buffer. Clipping will be done to prevent
895 * reading ouside the buffer's boundaries.
896 */
898 GLuint n, GLint x, GLint y, GLuint indx[] )
899{
900 register GLuint i;
901
902 if (y<0 || y>=ctx->Buffer->Height || x>=ctx->Buffer->Width) {
903 /* completely above, below, or right */
904 for (i=0;i<n;i++) {
905 indx[i] = 0;
906 }
907 }
908 else {
909 if (x>=0 && x+n<=ctx->Buffer->Width) {
910 /* OK */
911 (*ctx->Driver.ReadIndexSpan)( ctx, n, x, y, indx );
912 }
913 else {
914 i = 0;
915 if (x<0) {
916 while (x<0 && n>0) {
917 indx[i] = 0;
918 x++;
919 n--;
920 i++;
921 }
922 }
923 n = MIN2( n, ctx->Buffer->Width - x );
924 (*ctx->Driver.ReadIndexSpan)( ctx, n, x, y, indx+i );
925 }
926 }
927}
928
929
GLint gl_alpha_test(GLcontext *ctx, GLuint n, const GLubyte alpha[], GLubyte mask[])
Definition: alpha.c:92
void gl_read_alpha_span(GLcontext *ctx, GLuint n, GLint x, GLint y, GLubyte alpha[])
Definition: alphabuf.c:246
void gl_write_alpha_span(GLcontext *ctx, GLuint n, GLint x, GLint y, GLubyte alpha[], GLubyte mask[])
Definition: alphabuf.c:155
void gl_write_mono_alpha_span(GLcontext *ctx, GLuint n, GLint x, GLint y, GLubyte alpha, GLubyte mask[])
Definition: alphabuf.c:177
#define index(s, c)
Definition: various.h:29
void gl_blend_span(GLcontext *ctx, GLuint n, GLint x, GLint y, GLubyte red[], GLubyte green[], GLubyte blue[], GLubyte alpha[], GLubyte mask[])
Definition: blend.c:507
Definition: bufpool.h:45
#define NULL
Definition: types.h:112
#define MAX_WIDTH
Definition: config.h:130
void gl_texture_pixels(GLcontext *ctx, GLuint n, const GLfloat s[], const GLfloat t[], const GLfloat r[], const GLfloat lambda[], GLubyte red[], GLubyte green[], GLubyte blue[], GLubyte alpha[])
Definition: texture.c:1678
#define FRONT_AND_BACK_BIT
Definition: types.h:1225
#define NO_DRAW_BIT
Definition: types.h:1226
#define WINCLIP_BIT
Definition: types.h:1224
GLint GLdepth
Definition: types.h:218
#define ALPHABUF_BIT
Definition: types.h:1223
void gl_fog_color_pixels(GLcontext *ctx, GLuint n, const GLdepth z[], GLubyte red[], GLubyte green[], GLubyte blue[], GLubyte alpha[])
Definition: fog.c:252
void gl_fog_index_pixels(GLcontext *ctx, GLuint n, const GLdepth z[], GLuint index[])
Definition: fog.c:333
unsigned char GLubyte
Definition: gl.h:157
#define GL_TRUE
Definition: gl.h:174
#define GL_NICEST
Definition: gl.h:585
float GLfloat
Definition: gl.h:161
GLclampf green
Definition: gl.h:1740
GLint GLint GLint GLint GLint x
Definition: gl.h:1548
GLclampf GLclampf GLclampf alpha
Definition: gl.h:1740
unsigned int GLenum
Definition: gl.h:150
GLdouble s
Definition: gl.h:2039
#define GL_BACK
Definition: gl.h:271
unsigned int GLuint
Definition: gl.h:159
#define GL_BITMAP
Definition: gl.h:497
GLint GLint GLint GLint GLint GLint y
Definition: gl.h:1548
#define GL_FALSE
Definition: gl.h:173
GLdouble GLdouble GLdouble r
Definition: gl.h:2055
#define GL_POLYGON
Definition: gl.h:199
GLclampf GLclampf blue
Definition: gl.h:1740
GLdouble GLdouble t
Definition: gl.h:2047
int GLint
Definition: gl.h:156
#define GL_FRONT
Definition: gl.h:270
unsigned char GLboolean
Definition: gl.h:151
GLdouble n
Definition: glext.h:7729
GLuint index
Definition: glext.h:6031
GLenum GLint GLuint mask
Definition: glext.h:6028
GLboolean GLboolean GLboolean b
Definition: glext.h:6204
GLboolean GLboolean g
Definition: glext.h:6204
GLboolean GLboolean GLboolean GLboolean a
Definition: glext.h:6204
GLdouble GLdouble z
Definition: glext.h:5874
const GLfloat * m
Definition: glext.h:10848
GLsizei GLenum const GLvoid GLsizei GLenum GLbyte GLbyte GLbyte GLdouble GLdouble GLdouble GLfloat GLfloat GLfloat GLint GLint GLint GLshort GLshort GLshort GLubyte GLubyte GLubyte GLuint GLuint GLuint GLushort GLushort GLushort GLbyte GLbyte GLbyte GLbyte GLdouble GLdouble GLdouble GLdouble GLfloat GLfloat GLfloat GLfloat GLint GLint GLint GLint GLshort GLshort GLshort GLshort GLubyte GLubyte GLubyte GLubyte GLuint GLuint GLuint GLuint GLushort GLushort GLushort GLushort GLboolean const GLdouble const GLfloat const GLint const GLshort const GLbyte const GLdouble const GLfloat const GLint const GLshort const GLdouble const GLfloat const GLint const GLshort const GLdouble const GLfloat const GLint const GLshort const GLdouble const GLfloat const GLint const GLshort const GLdouble const GLdouble const GLfloat const GLfloat const GLint const GLint const GLshort const GLshort const GLdouble const GLfloat const GLint const GLshort const GLdouble const GLfloat const GLint const GLshort const GLdouble const GLfloat const GLint const GLshort const GLdouble const GLfloat const GLint const GLshort const GLdouble const GLfloat const GLint const GLshort const GLdouble const GLfloat const GLint const GLshort const GLdouble const GLfloat const GLint const GLshort GLenum GLenum GLenum GLfloat GLenum GLint GLenum GLenum GLenum GLfloat GLenum GLenum GLint GLenum GLfloat GLenum GLint GLint GLushort GLenum GLenum GLfloat GLenum GLenum GLint GLfloat const GLubyte GLenum GLenum GLenum const GLfloat GLenum GLenum const GLint GLenum GLint GLint GLsizei GLsizei GLint GLenum GLenum const GLvoid GLenum GLenum const GLfloat GLenum GLenum const GLint GLenum GLenum const GLdouble GLenum GLenum const GLfloat GLenum GLenum const GLint GLsizei GLuint GLfloat GLuint GLbitfield GLfloat GLint GLuint GLboolean GLenum GLfloat GLenum GLbitfield GLenum GLfloat GLfloat GLint GLint const GLfloat GLenum GLfloat GLfloat GLint GLint GLfloat GLfloat GLint GLint const GLfloat GLint GLfloat GLfloat GLint GLfloat GLfloat GLint GLfloat GLfloat const GLdouble const GLfloat const GLdouble const GLfloat GLint i
Definition: glfuncs.h:248
GLsizei GLenum const GLvoid GLsizei GLenum GLbyte GLbyte GLbyte GLdouble GLdouble GLdouble GLfloat GLfloat GLfloat GLint GLint GLint GLshort GLshort GLshort GLubyte GLubyte GLubyte GLuint GLuint GLuint GLushort GLushort GLushort GLbyte GLbyte GLbyte GLbyte GLdouble GLdouble GLdouble GLdouble GLfloat GLfloat GLfloat GLfloat GLint GLint GLint GLint GLshort GLshort GLshort GLshort GLubyte GLubyte GLubyte GLubyte GLuint GLuint GLuint GLuint GLushort GLushort GLushort GLushort GLboolean const GLdouble const GLfloat const GLint const GLshort const GLbyte const GLdouble const GLfloat const GLint const GLshort const GLdouble const GLfloat const GLint const GLshort const GLdouble const GLfloat const GLint const GLshort const GLdouble const GLfloat const GLint const GLshort const GLdouble const GLdouble const GLfloat const GLfloat const GLint const GLint const GLshort const GLshort const GLdouble const GLfloat const GLint const GLshort const GLdouble const GLfloat const GLint const GLshort const GLdouble const GLfloat const GLint const GLshort const GLdouble const GLfloat const GLint const GLshort const GLdouble const GLfloat const GLint const GLshort const GLdouble const GLfloat const GLint const GLshort const GLdouble const GLfloat const GLint const GLshort GLenum GLenum GLenum GLfloat GLenum GLint GLenum GLenum GLenum GLfloat GLenum GLenum GLint GLenum GLfloat GLenum GLint GLint GLushort GLenum GLenum GLfloat GLenum GLenum GLint GLfloat const GLubyte GLenum GLenum GLenum const GLfloat GLenum GLenum const GLint GLenum GLint GLint GLsizei GLsizei GLint GLenum GLenum const GLvoid GLenum GLenum const GLfloat GLenum GLenum const GLint GLenum GLenum const GLdouble GLenum GLenum const GLfloat GLenum GLenum const GLint GLsizei GLuint GLfloat GLuint GLbitfield GLfloat GLint GLuint GLboolean GLenum GLfloat GLenum GLbitfield GLenum GLfloat GLfloat GLint GLint const GLfloat GLenum GLfloat GLfloat GLint GLint GLfloat GLfloat GLint GLint const GLfloat GLint GLfloat GLfloat GLint GLfloat GLfloat GLint GLfloat GLfloat const GLdouble * u
Definition: glfuncs.h:240
#define a
Definition: ke_i.h:78
#define b
Definition: ke_i.h:79
#define red
Definition: linetest.c:67
void gl_logicop_rgba_span(GLcontext *ctx, GLuint n, GLint x, GLint y, GLubyte red[], GLubyte green[], GLubyte blue[], GLubyte alpha[], GLubyte mask[])
Definition: logic.c:364
void gl_logicop_ci_span(GLcontext *ctx, GLuint n, GLint x, GLint y, GLuint index[], GLubyte mask[])
Definition: logic.c:105
#define MEMSET(DST, VAL, N)
Definition: macros.h:241
#define MEMCPY(DST, SRC, BYTES)
Definition: macros.h:231
#define MIN2(A, B)
Definition: macros.h:159
void gl_mask_index_span(GLcontext *ctx, GLuint n, GLint x, GLint y, GLuint index[])
Definition: masking.c:161
void gl_mask_color_span(GLcontext *ctx, GLuint n, GLint x, GLint y, GLubyte red[], GLubyte green[], GLubyte blue[], GLubyte alpha[])
Definition: masking.c:93
#define ASSERT(a)
Definition: mode.c:44
GLint gl_scissor_span(GLcontext *ctx, GLuint n, GLint x, GLint y, GLubyte mask[])
Definition: scissor.c:87
void gl_write_texture_span(GLcontext *ctx, GLuint n, GLint x, GLint y, GLdepth z[], GLfloat s[], GLfloat t[], GLfloat u[], GLfloat lambda[], GLubyte r[], GLubyte g[], GLubyte b[], GLubyte a[], GLenum primitive)
Definition: span.c:699
void gl_read_color_span(GLcontext *ctx, GLuint n, GLint x, GLint y, GLubyte red[], GLubyte green[], GLubyte blue[], GLubyte alpha[])
Definition: span.c:850
void gl_write_monoindex_span(GLcontext *ctx, GLuint n, GLint x, GLint y, GLdepth z[], GLuint index, GLenum primitive)
Definition: span.c:255
void gl_write_color_span(GLcontext *ctx, GLuint n, GLint x, GLint y, GLdepth z[], GLubyte r[], GLubyte g[], GLubyte b[], GLubyte a[], GLenum primitive)
Definition: span.c:378
void gl_read_index_span(GLcontext *ctx, GLuint n, GLint x, GLint y, GLuint indx[])
Definition: span.c:897
void gl_write_index_span(GLcontext *ctx, GLuint n, GLint x, GLint y, GLdepth z[], GLuint index[], GLenum primitive)
Definition: span.c:167
static GLuint clip_span(GLcontext *ctx, GLint n, GLint x, GLint y, GLubyte mask[])
Definition: span.c:122
static void stipple_polygon_span(GLcontext *ctx, GLuint n, GLint x, GLint y, GLubyte mask[])
Definition: span.c:96
void gl_write_monocolor_span(GLcontext *ctx, GLuint n, GLint x, GLint y, GLdepth z[], GLint r, GLint g, GLint b, GLint a, GLenum primitive)
Definition: span.c:531
GLint gl_stencil_span(GLcontext *ctx, GLuint n, GLint x, GLint y, GLubyte mask[])
Definition: stencil.c:339
void gl_depth_stencil_span(GLcontext *ctx, GLuint n, GLint x, GLint y, const GLdepth z[], GLubyte mask[])
Definition: stencil.c:514