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/* $Id: s_lines.c,v 1.1 2003-02-28 11:49:42 pj Exp $ */
/*
* Mesa 3-D graphics library
* Version: 5.0
*
* Copyright (C) 1999-2002 Brian Paul All Rights Reserved.
*
* Permission is hereby granted, free of charge, to any person obtaining a
* copy of this software and associated documentation files (the "Software"),
* to deal in the Software without restriction, including without limitation
* the rights to use, copy, modify, merge, publish, distribute, sublicense,
* and/or sell copies of the Software, and to permit persons to whom the
* Software is furnished to do so, subject to the following conditions:
*
* The above copyright notice and this permission notice shall be included
* in all copies or substantial portions of the Software.
*
* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS
* OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
* FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL
* BRIAN PAUL BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN
* AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN
* CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
*/
#include "glheader.h"
#include "colormac.h"
#include "macros.h"
#include "mmath.h"
#include "s_aaline.h"
#include "s_context.h"
#include "s_depth.h"
#include "s_feedback.h"
#include "s_lines.h"
#include "s_span.h"
/*
* Init the mask[] array to implement a line stipple.
*/
static void
compute_stipple_mask( GLcontext *ctx, GLuint len, GLubyte mask[] )
{
SWcontext *swrast = SWRAST_CONTEXT(ctx);
GLuint i;
for (i = 0; i < len; i++) {
GLuint bit = (swrast->StippleCounter / ctx->Line.StippleFactor) & 0xf;
if ((1 << bit) & ctx->Line.StipplePattern) {
mask[i] = GL_TRUE;
}
else {
mask[i] = GL_FALSE;
}
swrast->StippleCounter++;
}
}
/*
* To draw a wide line we can simply redraw the span N times, side by side.
*/
static void
draw_wide_line( GLcontext *ctx, struct sw_span *span, GLboolean xMajor )
{
GLint width, start;
ASSERT(span->end < MAX_WIDTH);
width = (GLint) CLAMP( ctx->Line.Width, MIN_LINE_WIDTH, MAX_LINE_WIDTH );
if (width & 1)
start = width / 2;
else
start = width / 2 - 1;
if (xMajor) {
GLint *y = span->array->y;
GLuint i;
GLint w;
for (w = 0; w < width; w++) {
if (w == 0) {
for (i = 0; i < span->end; i++)
y[i] -= start;
}
else {
for (i = 0; i < span->end; i++)
y[i]++;
}
if ((span->interpMask | span->arrayMask) & SPAN_TEXTURE)
_mesa_write_texture_span(ctx, span);
else if ((span->interpMask | span->arrayMask) & SPAN_RGBA)
_mesa_write_rgba_span(ctx, span);
else
_mesa_write_index_span(ctx, span);
}
}
else {
GLint *x = span->array->x;
GLuint i;
GLint w;
for (w = 0; w < width; w++) {
if (w == 0) {
for (i = 0; i < span->end; i++)
x[i] -= start;
}
else {
for (i = 0; i < span->end; i++)
x[i]++;
}
if ((span->interpMask | span->arrayMask) & SPAN_TEXTURE)
_mesa_write_texture_span(ctx, span);
else if ((span->interpMask | span->arrayMask) & SPAN_RGBA)
_mesa_write_rgba_span(ctx, span);
else
_mesa_write_index_span(ctx, span);
}
}
}
/**********************************************************************/
/***** Rasterization *****/
/**********************************************************************/
/* Flat, color index line */
static void flat_ci_line( GLcontext *ctx,
const SWvertex *vert0,
const SWvertex *vert1 )
{
GLint *x, *y;
struct sw_span span;
ASSERT(ctx->Light.ShadeModel == GL_FLAT);
ASSERT(!ctx->Line.StippleFlag);
ASSERT(ctx->Line.Width == 1.0F);
INIT_SPAN(span, GL_LINE, 0, SPAN_INDEX, SPAN_XY);
span.index = IntToFixed(vert1->index);
span.indexStep = 0;
x = span.array->x;
y = span.array->y;
#define INTERP_XY 1
#define PLOT(X,Y) \
{ \
x[span.end] = X; \
y[span.end] = Y; \
span.end++; \
}
#include "s_linetemp.h"
_mesa_write_index_span(ctx, &span);
}
/* Flat-shaded, RGBA line */
static void flat_rgba_line( GLcontext *ctx,
const SWvertex *vert0,
const SWvertex *vert1 )
{
struct sw_span span;
GLint *x, *y;
ASSERT(ctx->Light.ShadeModel == GL_FLAT);
ASSERT(!ctx->Line.StippleFlag);
ASSERT(ctx->Line.Width == 1.0F);
INIT_SPAN(span, GL_LINE, 0, SPAN_RGBA, SPAN_XY);
span.red = ChanToFixed(vert1->color[0]);
span.green = ChanToFixed(vert1->color[1]);
span.blue = ChanToFixed(vert1->color[2]);
span.alpha = ChanToFixed(vert1->color[3]);
span.redStep = 0;
span.greenStep = 0;
span.blueStep = 0;
span.alphaStep = 0;
x = span.array->x;
y = span.array->y;
#define INTERP_XY 1
#define PLOT(X,Y) \
{ \
x[span.end] = X; \
y[span.end] = Y; \
span.end++; \
}
#include "s_linetemp.h"
_mesa_write_rgba_span(ctx, &span);
}
/* Smooth shaded, color index line */
static void smooth_ci_line( GLcontext *ctx,
const SWvertex *vert0,
const SWvertex *vert1 )
{
struct sw_span span;
GLint *x, *y;
GLuint *index;
ASSERT(ctx->Light.ShadeModel == GL_SMOOTH);
ASSERT(!ctx->Line.StippleFlag);
ASSERT(ctx->Line.Width == 1.0F);
INIT_SPAN(span, GL_LINE, 0, 0, SPAN_XY | SPAN_INDEX);
x = span.array->x;
y = span.array->y;
index = span.array->index;
#define INTERP_XY 1
#define INTERP_INDEX 1
#define PLOT(X,Y) \
{ \
x[span.end] = X; \
y[span.end] = Y; \
index[span.end] = I; \
span.end++; \
}
#include "s_linetemp.h"
_mesa_write_index_span(ctx, &span);
}
/* Smooth-shaded, RGBA line */
static void smooth_rgba_line( GLcontext *ctx,
const SWvertex *vert0,
const SWvertex *vert1 )
{
struct sw_span span;
GLint *x, *y;
GLchan (*rgba)[4];
ASSERT(ctx->Light.ShadeModel == GL_SMOOTH);
ASSERT(!ctx->Line.StippleFlag);
ASSERT(ctx->Line.Width == 1.0F);
INIT_SPAN(span, GL_LINE, 0, 0, SPAN_XY | SPAN_RGBA);
x = span.array->x;
y = span.array->y;
rgba = span.array->rgba;
#define INTERP_XY 1
#define INTERP_RGB 1
#define INTERP_ALPHA 1
#define PLOT(X,Y) \
{ \
x[span.end] = X; \
y[span.end] = Y; \
rgba[span.end][RCOMP] = FixedToInt(r0); \
rgba[span.end][GCOMP] = FixedToInt(g0); \
rgba[span.end][BCOMP] = FixedToInt(b0); \
rgba[span.end][ACOMP] = FixedToInt(a0); \
span.end++; \
}
#include "s_linetemp.h"
_mesa_write_rgba_span(ctx, &span);
}
/* Smooth shaded, color index, any width, maybe stippled */
static void general_smooth_ci_line( GLcontext *ctx,
const SWvertex *vert0,
const SWvertex *vert1 )
{
GLboolean xMajor = GL_FALSE;
struct sw_span span;
GLint *x, *y;
GLdepth *z;
GLfloat *fog;
GLuint *index;
ASSERT(ctx->Light.ShadeModel == GL_SMOOTH);
INIT_SPAN(span, GL_LINE, 0, 0,
SPAN_XY | SPAN_Z | SPAN_FOG | SPAN_INDEX);
x = span.array->x;
y = span.array->y;
z = span.array->z;
fog = span.array->fog;
index = span.array->index;
#define SET_XMAJOR 1
#define INTERP_XY 1
#define INTERP_Z 1
#define INTERP_FOG 1
#define INTERP_INDEX 1
#define PLOT(X,Y) \
{ \
x[span.end] = X; \
y[span.end] = Y; \
z[span.end] = Z; \
fog[span.end] = fog0; \
index[span.end] = I; \
span.end++; \
}
#include "s_linetemp.h"
if (ctx->Line.StippleFlag) {
span.arrayMask |= SPAN_MASK;
compute_stipple_mask(ctx, span.end, span.array->mask);
}
if (ctx->Line.Width > 1.0) {
draw_wide_line(ctx, &span, xMajor);
}
else {
_mesa_write_index_span(ctx, &span);
}
}
/* Flat shaded, color index, any width, maybe stippled */
static void general_flat_ci_line( GLcontext *ctx,
const SWvertex *vert0,
const SWvertex *vert1 )
{
GLboolean xMajor = GL_FALSE;
struct sw_span span;
GLint *x, *y;
GLdepth *z;
GLfloat *fog;
ASSERT(ctx->Light.ShadeModel == GL_FLAT);
INIT_SPAN(span, GL_LINE, 0, SPAN_INDEX,
SPAN_XY | SPAN_Z | SPAN_FOG);
span.index = IntToFixed(vert1->index);
span.indexStep = 0;
x = span.array->x;
y = span.array->y;
z = span.array->z;
fog = span.array->fog;
#define SET_XMAJOR 1
#define INTERP_XY 1
#define INTERP_Z 1
#define INTERP_FOG 1
#define PLOT(X,Y) \
{ \
x[span.end] = X; \
y[span.end] = Y; \
z[span.end] = Z; \
fog[span.end] = fog0; \
span.end++; \
}
#include "s_linetemp.h"
if (ctx->Line.StippleFlag) {
span.arrayMask |= SPAN_MASK;
compute_stipple_mask(ctx, span.end, span.array->mask);
}
if (ctx->Line.Width > 1.0) {
draw_wide_line(ctx, &span, xMajor);
}
else {
_mesa_write_index_span(ctx, &span);
}
}
static void general_smooth_rgba_line( GLcontext *ctx,
const SWvertex *vert0,
const SWvertex *vert1 )
{
GLboolean xMajor = GL_FALSE;
struct sw_span span;
GLint *x, *y;
GLdepth *z;
GLchan (*rgba)[4];
GLfloat *fog;
ASSERT(ctx->Light.ShadeModel == GL_SMOOTH);
INIT_SPAN(span, GL_LINE, 0, 0,
SPAN_XY | SPAN_Z | SPAN_FOG | SPAN_RGBA);
x = span.array->x;
y = span.array->y;
z = span.array->z;
rgba = span.array->rgba;
fog = span.array->fog;
#define SET_XMAJOR 1
#define INTERP_XY 1
#define INTERP_Z 1
#define INTERP_FOG 1
#define INTERP_RGB 1
#define INTERP_ALPHA 1
#define PLOT(X,Y) \
{ \
x[span.end] = X; \
y[span.end] = Y; \
z[span.end] = Z; \
rgba[span.end][RCOMP] = FixedToInt(r0); \
rgba[span.end][GCOMP] = FixedToInt(g0); \
rgba[span.end][BCOMP] = FixedToInt(b0); \
rgba[span.end][ACOMP] = FixedToInt(a0); \
fog[span.end] = fog0; \
span.end++; \
}
#include "s_linetemp.h"
if (ctx->Line.StippleFlag) {
span.arrayMask |= SPAN_MASK;
compute_stipple_mask(ctx, span.end, span.array->mask);
}
if (ctx->Line.Width > 1.0) {
draw_wide_line(ctx, &span, xMajor);
}
else {
_mesa_write_rgba_span(ctx, &span);
}
}
static void general_flat_rgba_line( GLcontext *ctx,
const SWvertex *vert0,
const SWvertex *vert1 )
{
GLboolean xMajor = GL_FALSE;
struct sw_span span;
GLint *x, *y;
GLdepth *z;
GLfloat *fog;
ASSERT(ctx->Light.ShadeModel == GL_FLAT);
INIT_SPAN(span, GL_LINE, 0, SPAN_RGBA,
SPAN_XY | SPAN_Z | SPAN_FOG);
span.red = ChanToFixed(vert1->color[0]);
span.green = ChanToFixed(vert1->color[1]);
span.blue = ChanToFixed(vert1->color[2]);
span.alpha = ChanToFixed(vert1->color[3]);
span.redStep = 0;
span.greenStep = 0;
span.blueStep = 0;
span.alphaStep = 0;
x = span.array->x;
y = span.array->y;
z = span.array->z;
fog = span.array->fog;
#define SET_XMAJOR 1
#define INTERP_XY 1
#define INTERP_Z 1
#define INTERP_FOG 1
#define PLOT(X,Y) \
{ \
x[span.end] = X; \
y[span.end] = Y; \
z[span.end] = Z; \
fog[span.end] = fog0; \
span.end++; \
}
#include "s_linetemp.h"
if (ctx->Line.StippleFlag) {
span.arrayMask |= SPAN_MASK;
compute_stipple_mask(ctx, span.end, span.array->mask);
}
if (ctx->Line.Width > 1.0) {
draw_wide_line(ctx, &span, xMajor);
}
else {
_mesa_write_rgba_span(ctx, &span);
}
}
/* Flat-shaded, textured, any width, maybe stippled */
static void flat_textured_line( GLcontext *ctx,
const SWvertex *vert0,
const SWvertex *vert1 )
{
GLboolean xMajor = GL_FALSE;
struct sw_span span;
ASSERT(ctx->Light.ShadeModel == GL_FLAT);
INIT_SPAN(span, GL_LINE, 0, SPAN_RGBA | SPAN_SPEC,
SPAN_XY | SPAN_Z | SPAN_FOG | SPAN_TEXTURE | SPAN_LAMBDA);
span.red = ChanToFixed(vert1->color[0]);
span.green = ChanToFixed(vert1->color[1]);
span.blue = ChanToFixed(vert1->color[2]);
span.alpha = ChanToFixed(vert1->color[3]);
span.redStep = 0;
span.greenStep = 0;
span.blueStep = 0;
span.alphaStep = 0;
span.specRed = ChanToFixed(vert1->specular[0]);
span.specGreen = ChanToFixed(vert1->specular[1]);
span.specBlue = ChanToFixed(vert1->specular[2]);
span.specRedStep = 0;
span.specGreenStep = 0;
span.specBlueStep = 0;
#define SET_XMAJOR 1
#define INTERP_XY 1
#define INTERP_Z 1
#define INTERP_FOG 1
#define INTERP_TEX 1
#define PLOT(X,Y) \
{ \
span.array->x[span.end] = X; \
span.array->y[span.end] = Y; \
span.array->z[span.end] = Z; \
span.array->fog[span.end] = fog0; \
span.array->texcoords[0][span.end][0] = fragTexcoord[0]; \
span.array->texcoords[0][span.end][1] = fragTexcoord[1]; \
span.array->texcoords[0][span.end][2] = fragTexcoord[2]; \
span.array->lambda[0][span.end] = 0.0; \
span.end++; \
}
#include "s_linetemp.h"
if (ctx->Line.StippleFlag) {
span.arrayMask |= SPAN_MASK;
compute_stipple_mask(ctx, span.end, span.array->mask);
}
if (ctx->Line.Width > 1.0) {
draw_wide_line(ctx, &span, xMajor);
}
else {
_mesa_write_texture_span(ctx, &span);
}
}
/* Smooth-shaded, textured, any width, maybe stippled */
static void smooth_textured_line( GLcontext *ctx,
const SWvertex *vert0,
const SWvertex *vert1 )
{
GLboolean xMajor = GL_FALSE;
struct sw_span span;
ASSERT(ctx->Light.ShadeModel == GL_SMOOTH);
INIT_SPAN(span, GL_LINE, 0, 0,
SPAN_XY | SPAN_Z | SPAN_FOG | SPAN_RGBA | SPAN_TEXTURE | SPAN_LAMBDA);
#define SET_XMAJOR 1
#define INTERP_XY 1
#define INTERP_Z 1
#define INTERP_FOG 1
#define INTERP_RGB 1
#define INTERP_ALPHA 1
#define INTERP_TEX 1
#define PLOT(X,Y) \
{ \
span.array->x[span.end] = X; \
span.array->y[span.end] = Y; \
span.array->z[span.end] = Z; \
span.array->fog[span.end] = fog0; \
span.array->rgba[span.end][RCOMP] = FixedToInt(r0); \
span.array->rgba[span.end][GCOMP] = FixedToInt(g0); \
span.array->rgba[span.end][BCOMP] = FixedToInt(b0); \
span.array->rgba[span.end][ACOMP] = FixedToInt(a0); \
span.array->texcoords[0][span.end][0] = fragTexcoord[0]; \
span.array->texcoords[0][span.end][1] = fragTexcoord[1]; \
span.array->texcoords[0][span.end][2] = fragTexcoord[2]; \
span.array->lambda[0][span.end] = 0.0; \
span.end++; \
}
#include "s_linetemp.h"
if (ctx->Line.StippleFlag) {
span.arrayMask |= SPAN_MASK;
compute_stipple_mask(ctx, span.end, span.array->mask);
}
if (ctx->Line.Width > 1.0) {
draw_wide_line(ctx, &span, xMajor);
}
else {
_mesa_write_texture_span(ctx, &span);
}
}
/* Smooth-shaded, multitextured, any width, maybe stippled, separate specular
* color interpolation.
*/
static void smooth_multitextured_line( GLcontext *ctx,
const SWvertex *vert0,
const SWvertex *vert1 )
{
GLboolean xMajor = GL_FALSE;
struct sw_span span;
GLuint u;
ASSERT(ctx->Light.ShadeModel == GL_SMOOTH);
INIT_SPAN(span, GL_LINE, 0, 0,
SPAN_XY | SPAN_Z | SPAN_FOG | SPAN_RGBA | SPAN_SPEC | SPAN_TEXTURE | SPAN_LAMBDA);
#define SET_XMAJOR 1
#define INTERP_XY 1
#define INTERP_Z 1
#define INTERP_FOG 1
#define INTERP_RGB 1
#define INTERP_SPEC 1
#define INTERP_ALPHA 1
#define INTERP_MULTITEX 1
#define PLOT(X,Y) \
{ \
span.array->x[span.end] = X; \
span.array->y[span.end] = Y; \
span.array->z[span.end] = Z; \
span.array->fog[span.end] = fog0; \
span.array->rgba[span.end][RCOMP] = FixedToInt(r0); \
span.array->rgba[span.end][GCOMP] = FixedToInt(g0); \
span.array->rgba[span.end][BCOMP] = FixedToInt(b0); \
span.array->rgba[span.end][ACOMP] = FixedToInt(a0); \
span.array->spec[span.end][RCOMP] = FixedToInt(sr0); \
span.array->spec[span.end][GCOMP] = FixedToInt(sg0); \
span.array->spec[span.end][BCOMP] = FixedToInt(sb0); \
for (u = 0; u < ctx->Const.MaxTextureUnits; u++) { \
if (ctx->Texture.Unit[u]._ReallyEnabled) { \
span.array->texcoords[u][span.end][0] = fragTexcoord[u][0]; \
span.array->texcoords[u][span.end][1] = fragTexcoord[u][1]; \
span.array->texcoords[u][span.end][2] = fragTexcoord[u][2]; \
span.array->lambda[u][span.end] = 0.0; \
} \
} \
span.end++; \
}
#include "s_linetemp.h"
if (ctx->Line.StippleFlag) {
span.arrayMask |= SPAN_MASK;
compute_stipple_mask(ctx, span.end, span.array->mask);
}
if (ctx->Line.Width > 1.0) {
draw_wide_line(ctx, &span, xMajor);
}
else {
_mesa_write_texture_span(ctx, &span);
}
}
/* Flat-shaded, multitextured, any width, maybe stippled, separate specular
* color interpolation.
*/
static void flat_multitextured_line( GLcontext *ctx,
const SWvertex *vert0,
const SWvertex *vert1 )
{
GLboolean xMajor = GL_FALSE;
struct sw_span span;
GLuint u;
ASSERT(ctx->Light.ShadeModel == GL_FLAT);
INIT_SPAN(span, GL_LINE, 0, SPAN_RGBA | SPAN_SPEC,
SPAN_XY | SPAN_Z | SPAN_FOG | SPAN_TEXTURE | SPAN_LAMBDA);
span.red = ChanToFixed(vert1->color[0]);
span.green = ChanToFixed(vert1->color[1]);
span.blue = ChanToFixed(vert1->color[2]);
span.alpha = ChanToFixed(vert1->color[3]);
span.redStep = 0;
span.greenStep = 0;
span.blueStep = 0;
span.alphaStep = 0;
span.specRed = ChanToFixed(vert1->specular[0]);
span.specGreen = ChanToFixed(vert1->specular[1]);
span.specBlue = ChanToFixed(vert1->specular[2]);
span.specRedStep = 0;
span.specGreenStep = 0;
span.specBlueStep = 0;
#define SET_XMAJOR 1
#define INTERP_XY 1
#define INTERP_Z 1
#define INTERP_FOG 1
#define INTERP_MULTITEX 1
#define PLOT(X,Y) \
{ \
span.array->x[span.end] = X; \
span.array->y[span.end] = Y; \
span.array->z[span.end] = Z; \
span.array->fog[span.end] = fog0; \
for (u = 0; u < ctx->Const.MaxTextureUnits; u++) { \
if (ctx->Texture.Unit[u]._ReallyEnabled) { \
span.array->texcoords[u][span.end][0] = fragTexcoord[u][0]; \
span.array->texcoords[u][span.end][1] = fragTexcoord[u][1]; \
span.array->texcoords[u][span.end][2] = fragTexcoord[u][2]; \
span.array->lambda[u][span.end] = 0.0; \
} \
} \
span.end++; \
}
#include "s_linetemp.h"
if (ctx->Line.StippleFlag) {
span.arrayMask |= SPAN_MASK;
compute_stipple_mask(ctx, span.end, span.array->mask);
}
if (ctx->Line.Width > 1.0) {
draw_wide_line(ctx, &span, xMajor);
}
else {
_mesa_write_texture_span(ctx, &span);
}
}
void _swrast_add_spec_terms_line( GLcontext *ctx,
const SWvertex *v0,
const SWvertex *v1 )
{
SWvertex *ncv0 = (SWvertex *)v0;
SWvertex *ncv1 = (SWvertex *)v1;
GLchan c[2][4];
COPY_CHAN4( c[0], ncv0->color );
COPY_CHAN4( c[1], ncv1->color );
ACC_3V( ncv0->color, ncv0->specular );
ACC_3V( ncv1->color, ncv1->specular );
SWRAST_CONTEXT(ctx)->SpecLine( ctx, ncv0, ncv1 );
COPY_CHAN4( ncv0->color, c[0] );
COPY_CHAN4( ncv1->color, c[1] );
}
#ifdef DEBUG
extern void
_mesa_print_line_function(GLcontext *ctx); /* silence compiler warning */
void
_mesa_print_line_function(GLcontext *ctx)
{
SWcontext *swrast = SWRAST_CONTEXT(ctx);
_mesa_printf("Line Func == ");
if (swrast->Line == flat_ci_line)
_mesa_printf("flat_ci_line\n");
else if (swrast->Line == flat_rgba_line)
_mesa_printf("flat_rgba_line\n");
else if (swrast->Line == smooth_ci_line)
_mesa_printf("smooth_ci_line\n");
else if (swrast->Line == smooth_rgba_line)
_mesa_printf("smooth_rgba_line\n");
else if (swrast->Line == general_smooth_ci_line)
_mesa_printf("general_smooth_ci_line\n");
else if (swrast->Line == general_flat_ci_line)
_mesa_printf("general_flat_ci_line\n");
else if (swrast->Line == general_smooth_rgba_line)
_mesa_printf("general_smooth_rgba_line\n");
else if (swrast->Line == general_flat_rgba_line)
_mesa_printf("general_flat_rgba_line\n");
else if (swrast->Line == flat_textured_line)
_mesa_printf("flat_textured_line\n");
else if (swrast->Line == smooth_textured_line)
_mesa_printf("smooth_textured_line\n");
else if (swrast->Line == smooth_multitextured_line)
_mesa_printf("smooth_multitextured_line\n");
else if (swrast->Line == flat_multitextured_line)
_mesa_printf("flat_multitextured_line\n");
else
_mesa_printf("Driver func %p\n", (void *) swrast->Line);
}
#endif
#ifdef DEBUG
/* record the current line function name */
static const char *lineFuncName = NULL;
#define USE(lineFunc) \
do { \
lineFuncName = #lineFunc; \
/*_mesa_printf("%s\n", lineFuncName);*/ \
swrast->Line = lineFunc; \
} while (0)
#else
#define USE(lineFunc) swrast->Line = lineFunc
#endif
/*
* Determine which line drawing function to use given the current
* rendering context.
*
* Please update the summary flag _SWRAST_NEW_LINE if you add or remove
* tests to this code.
*/
void
_swrast_choose_line( GLcontext *ctx )
{
SWcontext *swrast = SWRAST_CONTEXT(ctx);
const GLboolean rgbmode = ctx->Visual.rgbMode;
if (ctx->RenderMode == GL_RENDER) {
if (ctx->Line.SmoothFlag) {
/* antialiased lines */
_swrast_choose_aa_line_function(ctx);
ASSERT(swrast->Triangle);
}
else if (ctx->Texture._EnabledUnits) {
if (ctx->Texture._EnabledUnits > 1 ||
(ctx->_TriangleCaps & DD_SEPARATE_SPECULAR)) {
/* multi-texture and/or separate specular color */
if (ctx->Light.ShadeModel == GL_SMOOTH)
USE(smooth_multitextured_line);
else
USE(flat_multitextured_line);
}
else {
if (ctx->Light.ShadeModel == GL_SMOOTH) {
USE(smooth_textured_line);
}
else {
USE(flat_textured_line);
}
}
}
else {
if (ctx->Light.ShadeModel == GL_SMOOTH) {
if (ctx->Depth.Test || ctx->Fog.Enabled || ctx->Line.Width != 1.0
|| ctx->Line.StippleFlag) {
if (rgbmode)
USE(general_smooth_rgba_line);
else
USE(general_smooth_ci_line);
}
else {
if (rgbmode)
USE(smooth_rgba_line);
else
USE(smooth_ci_line);
}
}
else {
if (ctx->Depth.Test || ctx->Fog.Enabled || ctx->Line.Width != 1.0
|| ctx->Line.StippleFlag) {
if (rgbmode)
USE(general_flat_rgba_line);
else
USE(general_flat_ci_line);
}
else {
if (rgbmode)
USE(flat_rgba_line);
else
USE(flat_ci_line);
}
}
}
}
else if (ctx->RenderMode == GL_FEEDBACK) {
USE(_mesa_feedback_line);
}
else {
ASSERT(ctx->RenderMode == GL_SELECT);
USE(_mesa_select_line);
}
/*_mesa_print_line_function(ctx);*/
}