/* * Mesa 3-D graphics library * Version: 3.3 * * Copyright (C) 1999-2000 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. */ /* * Off-Screen Mesa rendering / Rendering into client memory space * * Note on thread safety: this driver is thread safe. All * functions are reentrant. The notion of current context is * managed by the core gl_make_current() and gl_get_current_context() * functions. Those functions are thread-safe. */ #ifdef PC_HEADER #include "all.h" #else #include "glheader.h" #include "GL/osmesa.h" #include "context.h" #include "depth.h" #include "mem.h" #include "matrix.h" #include "types.h" #include "vb.h" #include "extensions.h" #endif /* * This is the OS/Mesa context struct. * Notice how it includes a GLcontext. By doing this we're mimicking * C++ inheritance/derivation. * Later, we can cast a GLcontext pointer into an OSMesaContext pointer * or vice versa. */ struct osmesa_context { GLcontext gl_ctx; /* The core GL/Mesa context */ GLvisual *gl_visual; /* Describes the buffers */ GLframebuffer *gl_buffer; /* Depth, stencil, accum, etc buffers */ GLenum format; /* either GL_RGBA or GL_COLOR_INDEX */ void *buffer; /* the image buffer */ GLint width, height; /* size of image buffer */ GLuint pixel; /* current color index or RGBA pixel value */ GLuint clearpixel; /* pixel for clearing the color buffer */ GLint rowlength; /* number of pixels per row */ GLint userRowLength; /* user-specified number of pixels per row */ GLint rshift, gshift; /* bit shifts for RGBA formats */ GLint bshift, ashift; GLint rind, gind, bind; /* index offsets for RGBA formats */ void *rowaddr[MAX_HEIGHT]; /* address of first pixel in each image row */ GLboolean yup; /* TRUE -> Y increases upward */ /* FALSE -> Y increases downward */ }; /* A forward declaration: */ static void osmesa_update_state( GLcontext *ctx ); /**********************************************************************/ /***** Public Functions *****/ /**********************************************************************/ /* * Create an Off-Screen Mesa rendering context. The only attribute needed is * an RGBA vs Color-Index mode flag. * * Input: format - either GL_RGBA or GL_COLOR_INDEX * sharelist - specifies another OSMesaContext with which to share * display lists. NULL indicates no sharing. * Return: an OSMesaContext or 0 if error */ OSMesaContext GLAPIENTRY OSMesaCreateContext( GLenum format, OSMesaContext sharelist ) { OSMesaContext osmesa; GLint rshift, gshift, bshift, ashift; GLint rind, gind, bind; GLint indexBits, alphaBits = 0; GLboolean rgbmode; GLboolean swalpha; GLuint i4 = 1; GLubyte *i1 = (GLubyte *) &i4; GLint little_endian = *i1; swalpha = GL_FALSE; rind = gind = bind = 0; if (format==OSMESA_COLOR_INDEX) { indexBits = 8; rshift = gshift = bshift = ashift = 0; rgbmode = GL_FALSE; } else if (format==OSMESA_RGBA) { indexBits = 0; alphaBits = 8; if (little_endian) { rshift = 0; gshift = 8; bshift = 16; ashift = 24; } else { rshift = 24; gshift = 16; bshift = 8; ashift = 0; } rgbmode = GL_TRUE; } else if (format==OSMESA_BGRA) { indexBits = 0; alphaBits = 8; if (little_endian) { ashift = 0; rshift = 8; gshift = 16; bshift = 24; } else { bshift = 24; gshift = 16; rshift = 8; ashift = 0; } rgbmode = GL_TRUE; } else if (format==OSMESA_ARGB) { indexBits = 0; alphaBits = 8; if (little_endian) { bshift = 0; gshift = 8; rshift = 16; ashift = 24; } else { ashift = 24; rshift = 16; gshift = 8; bshift = 0; } rgbmode = GL_TRUE; } else if (format==OSMESA_RGB) { indexBits = 0; alphaBits = 0; bshift = 0; gshift = 8; rshift = 16; ashift = 24; bind = 2; gind = 1; rind = 0; rgbmode = GL_TRUE; swalpha = GL_TRUE; } else if (format==OSMESA_BGR) { indexBits = 0; alphaBits = 0; bshift = 0; gshift = 8; rshift = 16; ashift = 24; bind = 0; gind = 1; rind = 2; rgbmode = GL_TRUE; swalpha = GL_TRUE; } else { return NULL; } osmesa = (OSMesaContext) CALLOC_STRUCT(osmesa_context); if (osmesa) { osmesa->gl_visual = gl_create_visual( rgbmode, swalpha, /* software alpha */ GL_FALSE, /* double buffer */ GL_FALSE, /* stereo */ DEFAULT_SOFTWARE_DEPTH_BITS, STENCIL_BITS, rgbmode ? ACCUM_BITS : 0, indexBits, 8, 8, 8, alphaBits ); if (!osmesa->gl_visual) { FREE(osmesa); return NULL; } if (!_mesa_initialize_context(&osmesa->gl_ctx, osmesa->gl_visual, sharelist ? &sharelist->gl_ctx : (GLcontext *) NULL, (void *) osmesa, GL_TRUE )) { _mesa_destroy_visual( osmesa->gl_visual ); FREE(osmesa); return NULL; } gl_extensions_enable(&(osmesa->gl_ctx),"GL_HP_occlusion_test"); gl_extensions_enable(&(osmesa->gl_ctx), "GL_ARB_texture_cube_map"); gl_extensions_enable(&(osmesa->gl_ctx), "GL_EXT_texture_env_combine"); gl_extensions_enable(&(osmesa->gl_ctx), "GL_EXT_texture_env_dot3"); osmesa->gl_buffer = gl_create_framebuffer( osmesa->gl_visual, osmesa->gl_visual->DepthBits > 0, osmesa->gl_visual->StencilBits > 0, osmesa->gl_visual->AccumRedBits > 0, osmesa->gl_visual->AlphaBits > 0 ); if (!osmesa->gl_buffer) { gl_destroy_visual( osmesa->gl_visual ); gl_free_context_data( &osmesa->gl_ctx ); FREE(osmesa); return NULL; } osmesa->format = format; osmesa->buffer = NULL; osmesa->width = 0; osmesa->height = 0; osmesa->pixel = 0; osmesa->clearpixel = 0; osmesa->userRowLength = 0; osmesa->rowlength = 0; osmesa->yup = GL_TRUE; osmesa->rshift = rshift; osmesa->gshift = gshift; osmesa->bshift = bshift; osmesa->ashift = ashift; osmesa->rind = rind; osmesa->gind = gind; osmesa->bind = bind; } return osmesa; } /* * Destroy an Off-Screen Mesa rendering context. * * Input: ctx - the context to destroy */ void GLAPIENTRY OSMesaDestroyContext( OSMesaContext ctx ) { if (ctx) { gl_destroy_visual( ctx->gl_visual ); gl_destroy_framebuffer( ctx->gl_buffer ); gl_free_context_data( &ctx->gl_ctx ); FREE( ctx ); } } /* * Recompute the values of the context's rowaddr array. */ static void compute_row_addresses( OSMesaContext ctx ) { GLint i; if (ctx->yup) { /* Y=0 is bottom line of window */ if (ctx->format==OSMESA_COLOR_INDEX) { /* 1-byte CI mode */ GLubyte *origin = (GLubyte *) ctx->buffer; for (i=0;irowaddr[i] = origin + i * ctx->rowlength; } } else { if ((ctx->format==OSMESA_RGB) || (ctx->format==OSMESA_BGR)) { /* 3-byte RGB mode */ GLubyte *origin = (GLubyte *) ctx->buffer; for (i=0;irowaddr[i] = origin + (i * (ctx->rowlength*3)); } } else { /* 4-byte RGBA mode */ GLuint *origin = (GLuint *) ctx->buffer; for (i=0;irowaddr[i] = origin + i * ctx->rowlength; } } } } else { /* Y=0 is top line of window */ if (ctx->format==OSMESA_COLOR_INDEX) { /* 1-byte CI mode */ GLubyte *origin = (GLubyte *) ctx->buffer; for (i=0;irowaddr[i] = origin + (ctx->height-i-1) * ctx->rowlength; } } else { if ((ctx->format==OSMESA_RGB) || (ctx->format==OSMESA_BGR)) { /* 3-byte RGB mode */ GLubyte *origin = (GLubyte *) ctx->buffer; for (i=0;irowaddr[i] = origin + ((ctx->height-i-1) * (ctx->rowlength*3)); } } else { /* 4-byte RGBA mode */ GLuint *origin = (GLuint *) ctx->buffer; for (i=0;irowaddr[i] = origin + (ctx->height-i-1) * ctx->rowlength; } } } } } /* * Bind an OSMesaContext to an image buffer. The image buffer is just a * block of memory which the client provides. Its size must be at least * as large as width*height*sizeof(type). Its address should be a multiple * of 4 if using RGBA mode. * * Image data is stored in the order of glDrawPixels: row-major order * with the lower-left image pixel stored in the first array position * (ie. bottom-to-top). * * Since the only type initially supported is GL_UNSIGNED_BYTE, if the * context is in RGBA mode, each pixel will be stored as a 4-byte RGBA * value. If the context is in color indexed mode, each pixel will be * stored as a 1-byte value. * * If the context's viewport hasn't been initialized yet, it will now be * initialized to (0,0,width,height). * * Input: ctx - the rendering context * buffer - the image buffer memory * type - data type for pixel components, only GL_UNSIGNED_BYTE * supported now * width, height - size of image buffer in pixels, at least 1 * Return: GL_TRUE if success, GL_FALSE if error because of invalid ctx, * invalid buffer address, type!=GL_UNSIGNED_BYTE, width<1, height<1, * width>internal limit or height>internal limit. */ GLboolean GLAPIENTRY OSMesaMakeCurrent( OSMesaContext ctx, void *buffer, GLenum type, GLsizei width, GLsizei height ) { if (!ctx || !buffer || type!=GL_UNSIGNED_BYTE || width<1 || height<1 || width>MAX_WIDTH || height>MAX_HEIGHT) { return GL_FALSE; } osmesa_update_state( &ctx->gl_ctx ); gl_make_current( &ctx->gl_ctx, ctx->gl_buffer ); ctx->buffer = buffer; ctx->width = width; ctx->height = height; if (ctx->userRowLength) ctx->rowlength = ctx->userRowLength; else ctx->rowlength = width; compute_row_addresses( ctx ); /* init viewport */ if (ctx->gl_ctx.Viewport.Width==0) { /* initialize viewport and scissor box to buffer size */ _mesa_Viewport( 0, 0, width, height ); ctx->gl_ctx.Scissor.Width = width; ctx->gl_ctx.Scissor.Height = height; } return GL_TRUE; } OSMesaContext GLAPIENTRY OSMesaGetCurrentContext( void ) { GLcontext *ctx = gl_get_current_context(); if (ctx) return (OSMesaContext) ctx; else return NULL; } void GLAPIENTRY OSMesaPixelStore( GLint pname, GLint value ) { OSMesaContext ctx = OSMesaGetCurrentContext(); switch (pname) { case OSMESA_ROW_LENGTH: if (value<0) { gl_error( &ctx->gl_ctx, GL_INVALID_VALUE, "OSMesaPixelStore(value)" ); return; } ctx->userRowLength = value; ctx->rowlength = value; break; case OSMESA_Y_UP: ctx->yup = value ? GL_TRUE : GL_FALSE; break; default: gl_error( &ctx->gl_ctx, GL_INVALID_ENUM, "OSMesaPixelStore(pname)" ); return; } compute_row_addresses( ctx ); } void GLAPIENTRY OSMesaGetIntegerv( GLint pname, GLint *value ) { OSMesaContext ctx = OSMesaGetCurrentContext(); switch (pname) { case OSMESA_WIDTH: *value = ctx->width; return; case OSMESA_HEIGHT: *value = ctx->height; return; case OSMESA_FORMAT: *value = ctx->format; return; case OSMESA_TYPE: *value = GL_UNSIGNED_BYTE; return; case OSMESA_ROW_LENGTH: *value = ctx->rowlength; return; case OSMESA_Y_UP: *value = ctx->yup; return; default: gl_error(&ctx->gl_ctx, GL_INVALID_ENUM, "OSMesaGetIntergerv(pname)"); return; } } /* * Return the depth buffer associated with an OSMesa context. * Input: c - the OSMesa context * Output: width, height - size of buffer in pixels * bytesPerValue - bytes per depth value (2 or 4) * buffer - pointer to depth buffer values * Return: GL_TRUE or GL_FALSE to indicate success or failure. */ GLboolean GLAPIENTRY OSMesaGetDepthBuffer( OSMesaContext c, GLint *width, GLint *height, GLint *bytesPerValue, void **buffer ) { if ((!c->gl_buffer) || (!c->gl_buffer->DepthBuffer)) { *width = 0; *height = 0; *bytesPerValue = 0; *buffer = 0; return GL_FALSE; } else { *width = c->gl_buffer->Width; *height = c->gl_buffer->Height; if (c->gl_visual->DepthBits <= 16) *bytesPerValue = sizeof(GLushort); else *bytesPerValue = sizeof(GLuint); *buffer = c->gl_buffer->DepthBuffer; return GL_TRUE; } } /* * Return the color buffer associated with an OSMesa context. * Input: c - the OSMesa context * Output: width, height - size of buffer in pixels * format - the pixel format (OSMESA_FORMAT) * buffer - pointer to color buffer values * Return: GL_TRUE or GL_FALSE to indicate success or failure. */ GLboolean GLAPIENTRY OSMesaGetColorBuffer( OSMesaContext c, GLint *width, GLint *height, GLint *format, void **buffer ) { if (!c->buffer) { *width = 0; *height = 0; *format = 0; *buffer = 0; return GL_FALSE; } else { *width = c->width; *height = c->height; *format = c->format; *buffer = c->buffer; return GL_TRUE; } } /**********************************************************************/ /*** Device Driver Functions ***/ /**********************************************************************/ /* * Useful macros: */ #define PACK_RGBA(R,G,B,A) ( ((R) << osmesa->rshift) \ | ((G) << osmesa->gshift) \ | ((B) << osmesa->bshift) \ | ((A) << osmesa->ashift) ) #define PACK_RGBA2(R,G,B,A) ( ((R) << rshift) \ | ((G) << gshift) \ | ((B) << bshift) \ | ((A) << ashift) ) #define UNPACK_RED(P) (((P) >> osmesa->rshift) & 0xff) #define UNPACK_GREEN(P) (((P) >> osmesa->gshift) & 0xff) #define UNPACK_BLUE(P) (((P) >> osmesa->bshift) & 0xff) #define UNPACK_ALPHA(P) (((P) >> osmesa->ashift) & 0xff) #define PIXELADDR1(X,Y) ((GLubyte *) osmesa->rowaddr[Y] + (X)) #define PIXELADDR3(X,Y) ((GLubyte *) osmesa->rowaddr[Y] + ((X)*3)) #define PIXELADDR4(X,Y) ((GLuint *) osmesa->rowaddr[Y] + (X)) static GLboolean set_draw_buffer( GLcontext *ctx, GLenum mode ) { (void) ctx; if (mode==GL_FRONT_LEFT) { return GL_TRUE; } else { return GL_FALSE; } } static void set_read_buffer( GLcontext *ctx, GLframebuffer *buffer, GLenum mode ) { /* separate read buffer not supported */ ASSERT(buffer == ctx->DrawBuffer); ASSERT(mode == GL_FRONT_LEFT); } static void clear_index( GLcontext *ctx, GLuint index ) { OSMesaContext osmesa = (OSMesaContext) ctx; osmesa->clearpixel = index; } static void clear_color( GLcontext *ctx, GLubyte r, GLubyte g, GLubyte b, GLubyte a ) { OSMesaContext osmesa = (OSMesaContext) ctx; osmesa->clearpixel = PACK_RGBA( r, g, b, a ); } static GLbitfield clear( GLcontext *ctx, GLbitfield mask, GLboolean all, GLint x, GLint y, GLint width, GLint height ) { OSMesaContext osmesa = (OSMesaContext) ctx; const GLuint *colorMask = (GLuint *) &ctx->Color.ColorMask; /* we can't handle color or index masking */ if (*colorMask != 0xffffffff || ctx->Color.IndexMask != 0xffffffff) return mask; /* sanity check - we only have a front-left buffer */ ASSERT((mask & (DD_FRONT_RIGHT_BIT | DD_BACK_LEFT_BIT | DD_BACK_RIGHT_BIT)) == 0); if (mask & DD_FRONT_LEFT_BIT) { if (osmesa->format==OSMESA_COLOR_INDEX) { if (all) { /* Clear whole CI buffer */ MEMSET(osmesa->buffer, osmesa->clearpixel, osmesa->rowlength * osmesa->height); } else { /* Clear part of CI buffer */ GLint i, j; for (i=0;iclearpixel; } } } } else if ((osmesa->format==OSMESA_RGB)||(osmesa->format==OSMESA_BGR)) { GLubyte rval = UNPACK_RED(osmesa->clearpixel); GLubyte gval = UNPACK_GREEN(osmesa->clearpixel); GLubyte bval = UNPACK_BLUE(osmesa->clearpixel); GLint rind = osmesa->rind; GLint gind = osmesa->gind; GLint bind = osmesa->bind; if (all) { GLuint i, n; GLubyte *ptr3 = (GLubyte *) osmesa->buffer; /* Clear whole RGB buffer */ n = osmesa->rowlength * osmesa->height; for (i=0;irowlength * osmesa->height; ptr4 = (GLuint *) osmesa->buffer; if (osmesa->clearpixel) { for (i=0;iclearpixel; } } else { BZERO(ptr4, n * sizeof(GLuint)); } } else { /* Clear part of RGBA buffer */ GLint i, j; for (i=0;iclearpixel; } } } } } /* have Mesa clear all other buffers */ return mask & (~DD_FRONT_LEFT_BIT); } static void set_index( GLcontext *ctx, GLuint index ) { OSMesaContext osmesa = (OSMesaContext) ctx; osmesa->pixel = index; } static void set_color( GLcontext *ctx, GLubyte r, GLubyte g, GLubyte b, GLubyte a ) { OSMesaContext osmesa = (OSMesaContext) ctx; osmesa->pixel = PACK_RGBA( r, g, b, a ); } static void buffer_size( GLcontext *ctx, GLuint *width, GLuint *height ) { OSMesaContext osmesa = (OSMesaContext) ctx; *width = osmesa->width; *height = osmesa->height; } /**********************************************************************/ /***** Read/write spans/arrays of RGBA pixels *****/ /**********************************************************************/ /* Write RGBA pixels to an RGBA (or permuted) buffer. */ static void write_rgba_span( const GLcontext *ctx, GLuint n, GLint x, GLint y, CONST GLubyte rgba[][4], const GLubyte mask[] ) { OSMesaContext osmesa = (OSMesaContext) ctx; GLuint *ptr4 = PIXELADDR4( x, y ); GLuint i; GLint rshift = osmesa->rshift; GLint gshift = osmesa->gshift; GLint bshift = osmesa->bshift; GLint ashift = osmesa->ashift; if (mask) { for (i=0;irshift; GLint gshift = osmesa->gshift; GLint bshift = osmesa->bshift; GLint ashift = osmesa->ashift; if (mask) { for (i=0;ipixel; } } } static void write_rgba_pixels( const GLcontext *ctx, GLuint n, const GLint x[], const GLint y[], CONST GLubyte rgba[][4], const GLubyte mask[] ) { OSMesaContext osmesa = (OSMesaContext) ctx; GLuint i; GLint rshift = osmesa->rshift; GLint gshift = osmesa->gshift; GLint bshift = osmesa->bshift; GLint ashift = osmesa->ashift; for (i=0;ipixel; } } } static void read_rgba_span( const GLcontext *ctx, GLuint n, GLint x, GLint y, GLubyte rgba[][4] ) { OSMesaContext osmesa = (OSMesaContext) ctx; GLuint i; GLuint *ptr4 = PIXELADDR4(x,y); for (i=0;irind; GLint gind = osmesa->gind; GLint bind = osmesa->bind; if (mask) { for (i=0;irind; GLint gind = osmesa->gind; GLint bind = osmesa->bind; if (mask) { for (i=0;ipixel); GLubyte gval = UNPACK_GREEN(osmesa->pixel); GLubyte bval = UNPACK_BLUE(osmesa->pixel); GLint rind = osmesa->rind; GLint gind = osmesa->gind; GLint bind = osmesa->bind; GLubyte *ptr3 = PIXELADDR3( x, y); GLuint i; for (i=0;irind; GLint gind = osmesa->gind; GLint bind = osmesa->bind; for (i=0;irind; GLint gind = osmesa->gind; GLint bind = osmesa->bind; GLubyte rval = UNPACK_RED(osmesa->pixel); GLubyte gval = UNPACK_GREEN(osmesa->pixel); GLubyte bval = UNPACK_BLUE(osmesa->pixel); for (i=0;irind; GLint gind = osmesa->gind; GLint bind = osmesa->bind; const GLubyte *ptr3 = PIXELADDR3( x, y); for (i=0;irind; GLint gind = osmesa->gind; GLint bind = osmesa->bind; for (i=0;ipixel; } } } static void write_index_pixels( const GLcontext *ctx, GLuint n, const GLint x[], const GLint y[], const GLuint index[], const GLubyte mask[] ) { OSMesaContext osmesa = (OSMesaContext) ctx; GLuint i; for (i=0;ipixel; } } } static void read_index_span( const GLcontext *ctx, GLuint n, GLint x, GLint y, GLuint index[] ) { OSMesaContext osmesa = (OSMesaContext) ctx; GLuint i; const GLubyte *ptr1 = PIXELADDR1(x,y); for (i=0;iVB->ColorPtr->data[pvert]; unsigned long pixel = PACK_RGBA( color[0], color[1], color[2], color[3] ); #define INTERP_XY 1 #define CLIP_HACK 1 #define PLOT(X,Y) { GLuint *ptr4 = PIXELADDR4(X,Y); *ptr4 = pixel; } #ifdef WIN32 #include "..\linetemp.h" #else #include "linetemp.h" #endif } /* * Draw a flat-shaded, Z-less, RGB line into an osmesa buffer. */ static void flat_rgba_z_line( GLcontext *ctx, GLuint vert0, GLuint vert1, GLuint pvert ) { OSMesaContext osmesa = (OSMesaContext) ctx; GLubyte *color = ctx->VB->ColorPtr->data[pvert]; unsigned long pixel = PACK_RGBA( color[0], color[1], color[2], color[3] ); #define INTERP_XY 1 #define INTERP_Z 1 #define DEPTH_TYPE DEFAULT_SOFTWARE_DEPTH_TYPE #define CLIP_HACK 1 #define PLOT(X,Y) \ if (Z < *zPtr) { \ GLuint *ptr4 = PIXELADDR4(X,Y); \ *ptr4 = pixel; \ *zPtr = Z; \ } #ifdef WIN32 #include "..\linetemp.h" #else #include "linetemp.h" #endif } /* * Draw a flat-shaded, alpha-blended, RGB line into an osmesa buffer. */ static void flat_blend_rgba_line( GLcontext *ctx, GLuint vert0, GLuint vert1, GLuint pvert ) { OSMesaContext osmesa = (OSMesaContext) ctx; struct vertex_buffer *VB = ctx->VB; GLint rshift = osmesa->rshift; GLint gshift = osmesa->gshift; GLint bshift = osmesa->bshift; GLint avalue = VB->ColorPtr->data[pvert][3]; GLint msavalue = 255 - avalue; GLint rvalue = VB->ColorPtr->data[pvert][0]*avalue; GLint gvalue = VB->ColorPtr->data[pvert][1]*avalue; GLint bvalue = VB->ColorPtr->data[pvert][2]*avalue; #define INTERP_XY 1 #define CLIP_HACK 1 #define PLOT(X,Y) \ { GLuint *ptr4 = PIXELADDR4(X,Y); \ GLuint pixel = 0; \ pixel |=((((((*ptr4) >> rshift) & 0xff)*msavalue+rvalue)>>8) << rshift);\ pixel |=((((((*ptr4) >> gshift) & 0xff)*msavalue+gvalue)>>8) << gshift);\ pixel |=((((((*ptr4) >> bshift) & 0xff)*msavalue+bvalue)>>8) << bshift);\ *ptr4 = pixel; \ } #ifdef WIN32 #include "..\linetemp.h" #else #include "linetemp.h" #endif } /* * Draw a flat-shaded, Z-less, alpha-blended, RGB line into an osmesa buffer. */ static void flat_blend_rgba_z_line( GLcontext *ctx, GLuint vert0, GLuint vert1, GLuint pvert ) { OSMesaContext osmesa = (OSMesaContext) ctx; struct vertex_buffer *VB = ctx->VB; GLint rshift = osmesa->rshift; GLint gshift = osmesa->gshift; GLint bshift = osmesa->bshift; GLint avalue = VB->ColorPtr->data[pvert][3]; GLint msavalue = 256 - avalue; GLint rvalue = VB->ColorPtr->data[pvert][0]*avalue; GLint gvalue = VB->ColorPtr->data[pvert][1]*avalue; GLint bvalue = VB->ColorPtr->data[pvert][2]*avalue; #define INTERP_XY 1 #define INTERP_Z 1 #define DEPTH_TYPE DEFAULT_SOFTWARE_DEPTH_TYPE #define CLIP_HACK 1 #define PLOT(X,Y) \ if (Z < *zPtr) { \ GLuint *ptr4 = PIXELADDR4(X,Y); \ GLuint pixel = 0; \ pixel |=((((((*ptr4) >> rshift) & 0xff)*msavalue+rvalue)>>8) << rshift); \ pixel |=((((((*ptr4) >> gshift) & 0xff)*msavalue+gvalue)>>8) << gshift); \ pixel |=((((((*ptr4) >> bshift) & 0xff)*msavalue+bvalue)>>8) << bshift); \ *ptr4 = pixel; \ } #ifdef WIN32 #include "..\linetemp.h" #else #include "linetemp.h" #endif } /* * Draw a flat-shaded, Z-less, alpha-blended, RGB line into an osmesa buffer. */ static void flat_blend_rgba_z_line_write( GLcontext *ctx, GLuint vert0, GLuint vert1, GLuint pvert ) { OSMesaContext osmesa = (OSMesaContext) ctx; struct vertex_buffer *VB = ctx->VB; GLint rshift = osmesa->rshift; GLint gshift = osmesa->gshift; GLint bshift = osmesa->bshift; GLint avalue = VB->ColorPtr->data[pvert][3]; GLint msavalue = 256 - avalue; GLint rvalue = VB->ColorPtr->data[pvert][0]*avalue; GLint gvalue = VB->ColorPtr->data[pvert][1]*avalue; GLint bvalue = VB->ColorPtr->data[pvert][2]*avalue; #define INTERP_XY 1 #define INTERP_Z 1 #define DEPTH_TYPE DEFAULT_SOFTWARE_DEPTH_TYPE #define CLIP_HACK 1 #define PLOT(X,Y) \ if (Z < *zPtr) { \ GLuint *ptr4 = PIXELADDR4(X,Y); \ GLuint pixel = 0; \ pixel |=((((((*ptr4) >> rshift) & 0xff)*msavalue+rvalue)>>8) << rshift); \ pixel |=((((((*ptr4) >> gshift) & 0xff)*msavalue+gvalue)>>8) << gshift); \ pixel |=((((((*ptr4) >> bshift) & 0xff)*msavalue+bvalue)>>8) << bshift); \ *ptr4 = pixel; \ *zPtr = Z; \ } #ifdef WIN32 #include "..\linetemp.h" #else #include "linetemp.h" #endif } /* * Analyze context state to see if we can provide a fast line drawing * function, like those in lines.c. Otherwise, return NULL. */ static line_func choose_line_function( GLcontext *ctx ) { OSMesaContext osmesa = (OSMesaContext) ctx; if (ctx->Line.SmoothFlag) return NULL; if (ctx->Texture.ReallyEnabled) return NULL; if (ctx->Light.ShadeModel!=GL_FLAT) return NULL; if (ctx->Line.Width==1.0F && ctx->Line.StippleFlag==GL_FALSE) { if (ctx->RasterMask==DEPTH_BIT && ctx->Depth.Func==GL_LESS && ctx->Depth.Mask==GL_TRUE && ctx->Visual->DepthBits == DEFAULT_SOFTWARE_DEPTH_BITS) { switch(osmesa->format) { case OSMESA_RGBA: case OSMESA_BGRA: case OSMESA_ARGB: return flat_rgba_z_line; default: return NULL; } } if (ctx->RasterMask==0) { switch(osmesa->format) { case OSMESA_RGBA: case OSMESA_BGRA: case OSMESA_ARGB: return flat_rgba_line; default: return NULL; } } if (ctx->RasterMask==(DEPTH_BIT|BLEND_BIT) && ctx->Depth.Func==GL_LESS && ctx->Depth.Mask==GL_TRUE && ctx->Visual->DepthBits == DEFAULT_SOFTWARE_DEPTH_BITS && ctx->Color.BlendSrcRGB==GL_SRC_ALPHA && ctx->Color.BlendDstRGB==GL_ONE_MINUS_SRC_ALPHA && ctx->Color.BlendSrcA==GL_SRC_ALPHA && ctx->Color.BlendDstA==GL_ONE_MINUS_SRC_ALPHA && ctx->Color.BlendEquation==GL_FUNC_ADD_EXT) { switch(osmesa->format) { case OSMESA_RGBA: case OSMESA_BGRA: case OSMESA_ARGB: return flat_blend_rgba_z_line_write; default: return NULL; } } if (ctx->RasterMask==(DEPTH_BIT|BLEND_BIT) && ctx->Depth.Func==GL_LESS && ctx->Depth.Mask==GL_FALSE && ctx->Visual->DepthBits == DEFAULT_SOFTWARE_DEPTH_BITS && ctx->Color.BlendSrcRGB==GL_SRC_ALPHA && ctx->Color.BlendDstRGB==GL_ONE_MINUS_SRC_ALPHA && ctx->Color.BlendSrcA==GL_SRC_ALPHA && ctx->Color.BlendDstA==GL_ONE_MINUS_SRC_ALPHA && ctx->Color.BlendEquation==GL_FUNC_ADD_EXT) { switch(osmesa->format) { case OSMESA_RGBA: case OSMESA_BGRA: case OSMESA_ARGB: return flat_blend_rgba_z_line; default: return NULL; } } if (ctx->RasterMask==BLEND_BIT && ctx->Color.BlendSrcRGB==GL_SRC_ALPHA && ctx->Color.BlendDstRGB==GL_ONE_MINUS_SRC_ALPHA && ctx->Color.BlendSrcA==GL_SRC_ALPHA && ctx->Color.BlendDstA==GL_ONE_MINUS_SRC_ALPHA && ctx->Color.BlendEquation==GL_FUNC_ADD_EXT) { switch(osmesa->format) { case OSMESA_RGBA: case OSMESA_BGRA: case OSMESA_ARGB: return flat_blend_rgba_line; default: return NULL; } } } return NULL; } /**********************************************************************/ /***** Optimized triangle rendering *****/ /**********************************************************************/ /* * Smooth-shaded, z-less triangle, RGBA color. */ static void smooth_rgba_z_triangle( GLcontext *ctx, GLuint v0, GLuint v1, GLuint v2, GLuint pv ) { OSMesaContext osmesa = (OSMesaContext) ctx; GLint rshift = osmesa->rshift; GLint gshift = osmesa->gshift; GLint bshift = osmesa->bshift; GLint ashift = osmesa->ashift; (void) pv; #define INTERP_Z 1 #define DEPTH_TYPE DEFAULT_SOFTWARE_DEPTH_TYPE #define INTERP_RGB 1 #define INTERP_ALPHA 1 #define INNER_LOOP( LEFT, RIGHT, Y ) \ { \ GLint i, len = RIGHT-LEFT; \ GLuint *img = PIXELADDR4(LEFT,Y); \ for (i=0;iColorPtr->data[pv][0]; \ GLubyte g = VB->ColorPtr->data[pv][1]; \ GLubyte b = VB->ColorPtr->data[pv][2]; \ GLubyte a = VB->ColorPtr->data[pv][3]; \ GLuint pixel = PACK_RGBA(r,g,b,a); #define INNER_LOOP( LEFT, RIGHT, Y ) \ { \ GLint i, len = RIGHT-LEFT; \ GLuint *img = PIXELADDR4(LEFT,Y); \ for (i=0;iformat==OSMESA_RGB)||(osmesa->format==OSMESA_BGR)) return NULL; if (ctx->Polygon.SmoothFlag) return NULL; if (ctx->Polygon.StippleFlag) return NULL; if (ctx->Texture.ReallyEnabled) return NULL; if (ctx->RasterMask==DEPTH_BIT && ctx->Depth.Func==GL_LESS && ctx->Depth.Mask==GL_TRUE && ctx->Visual->DepthBits == DEFAULT_SOFTWARE_DEPTH_BITS && osmesa->format!=OSMESA_COLOR_INDEX) { if (ctx->Light.ShadeModel==GL_SMOOTH) { return smooth_rgba_z_triangle; } else { return flat_rgba_z_triangle; } } return NULL; } static const GLubyte *get_string( GLcontext *ctx, GLenum name ) { (void) ctx; switch (name) { case GL_RENDERER: return (const GLubyte *) "Mesa OffScreen"; default: return NULL; } } static void osmesa_update_state( GLcontext *ctx ) { OSMesaContext osmesa = (OSMesaContext) ctx; ASSERT((void *) osmesa == (void *) ctx->DriverCtx); ctx->Driver.GetString = get_string; ctx->Driver.UpdateState = osmesa_update_state; ctx->Driver.SetDrawBuffer = set_draw_buffer; ctx->Driver.SetReadBuffer = set_read_buffer; ctx->Driver.Color = set_color; ctx->Driver.Index = set_index; ctx->Driver.ClearIndex = clear_index; ctx->Driver.ClearColor = clear_color; ctx->Driver.Clear = clear; ctx->Driver.GetBufferSize = buffer_size; ctx->Driver.PointsFunc = NULL; ctx->Driver.LineFunc = choose_line_function( ctx ); ctx->Driver.TriangleFunc = choose_triangle_function( ctx ); /* RGB(A) span/pixel functions */ if ((osmesa->format==OSMESA_RGB) || (osmesa->format==OSMESA_BGR)) { /* 3 bytes / pixel in frame buffer */ ctx->Driver.WriteRGBASpan = write_rgba_span3; ctx->Driver.WriteRGBSpan = write_rgb_span3; ctx->Driver.WriteRGBAPixels = write_rgba_pixels3; ctx->Driver.WriteMonoRGBASpan = write_monocolor_span3; ctx->Driver.WriteMonoRGBAPixels = write_monocolor_pixels3; ctx->Driver.ReadRGBASpan = read_rgba_span3; ctx->Driver.ReadRGBAPixels = read_rgba_pixels3; } else { /* 4 bytes / pixel in frame buffer */ if (osmesa->format==OSMESA_RGBA && RCOMP==0 && GCOMP==1 && BCOMP==2 && ACOMP==3) ctx->Driver.WriteRGBASpan = write_rgba_span_rgba; else ctx->Driver.WriteRGBASpan = write_rgba_span; ctx->Driver.WriteRGBSpan = write_rgb_span; ctx->Driver.WriteRGBAPixels = write_rgba_pixels; ctx->Driver.WriteMonoRGBASpan = write_monocolor_span; ctx->Driver.WriteMonoRGBAPixels = write_monocolor_pixels; if (osmesa->format==OSMESA_RGBA && RCOMP==0 && GCOMP==1 && BCOMP==2 && ACOMP==3) ctx->Driver.ReadRGBASpan = read_rgba_span_rgba; else ctx->Driver.ReadRGBASpan = read_rgba_span; ctx->Driver.ReadRGBAPixels = read_rgba_pixels; } /* CI span/pixel functions */ ctx->Driver.WriteCI32Span = write_index32_span; ctx->Driver.WriteCI8Span = write_index8_span; ctx->Driver.WriteMonoCISpan = write_monoindex_span; ctx->Driver.WriteCI32Pixels = write_index_pixels; ctx->Driver.WriteMonoCIPixels = write_monoindex_pixels; ctx->Driver.ReadCI32Span = read_index_span; ctx->Driver.ReadCI32Pixels = read_index_pixels; }