Leaked source code of windows server 2003
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/*
** Copyright 1991,1992, Silicon Graphics, Inc.
** All Rights Reserved.
**
** This is UNPUBLISHED PROPRIETARY SOURCE CODE of Silicon Graphics, Inc.;
** the contents of this file may not be disclosed to third parties, copied or
** duplicated in any form, in whole or in part, without the prior written
** permission of Silicon Graphics, Inc.
**
** RESTRICTED RIGHTS LEGEND:
** Use, duplication or disclosure by the Government is subject to restrictions
** as set forth in subdivision (c)(1)(ii) of the Rights in Technical Data
** and Computer Software clause at DFARS 252.227-7013, and/or in similar or
** successor clauses in the FAR, DOD or NASA FAR Supplement. Unpublished -
** rights reserved under the Copyright Laws of the United States.
**
** $Revision: 1.8 $
** $Date: 1993/04/10 04:07:00 $
*/
#include "precomp.h"
#pragma hdrstop
#define __GL_BITS_PER_UINT32 (sizeof(GLuint) * __GL_BITS_PER_BYTE)
void __glDrawBitmap(__GLcontext *gc, GLsizei width, GLsizei height,
GLfloat xOrig, GLfloat yOrig,
GLfloat xMove, GLfloat yMove,
const GLubyte oldbits[])
{
__GLbitmap bitmap;
GLubyte *newbits;
size_t size;
bitmap.width = width;
bitmap.height = height;
bitmap.xorig = xOrig;
bitmap.yorig = yOrig;
bitmap.xmove = xMove;
bitmap.ymove = yMove;
/*
** Could check the pixel transfer modes and see if we can maybe just
** render oldbits directly rather than converting it first.
*/
size = (size_t) __glImageSize(width, height, GL_COLOR_INDEX, GL_BITMAP);
newbits = (GLubyte *) gcTempAlloc(gc, size);
__glFillImage(gc, width, height, GL_COLOR_INDEX, GL_BITMAP,
oldbits, newbits);
(*gc->procs.renderBitmap)(gc, &bitmap, newbits);
gcTempFree(gc, newbits);
}
void FASTCALL __glRenderBitmap(__GLcontext *gc, const __GLbitmap *bitmap,
const GLubyte *data)
{
__GLfragment frag;
__GLvertex *rp;
__GLfloat fx;
GLint x, y, bit;
GLint ySign;
GLuint modeFlags = gc->polygon.shader.modeFlags;
// Crank down the fpu precision to 24-bit mantissa to gain front-end speed.
// This will only affect code which relies on double arithmetic. Also,
// mask off FP exceptions. Finally, to draw primitives, we can let the
// FPU run in chop (truncation) mode since we have enough precision left
// to convert to pixel units:
FPU_SAVE_MODE();
FPU_PREC_LOW_MASK_EXCEPTIONS();
FPU_CHOP_ON_PREC_LOW();
ySign = gc->constants.ySign;
/*
** Check if current raster position is valid. Do not render if invalid.
** Also, if selection is in progress skip the rendering of the
** bitmap. Bitmaps are invisible to selection and do not generate
** selection hits.
*/
rp = &gc->state.current.rasterPos;
if (!gc->state.current.validRasterPos) {
goto glBitmap_exit;
}
if (gc->renderMode == GL_SELECT) {
rp->window.x += bitmap->xmove;
rp->window.y += ySign * bitmap->ymove;
goto glBitmap_exit;
}
if (gc->renderMode == GL_FEEDBACK) {
__glFeedbackBitmap(gc, rp);
/*
** Advance the raster position as if the bitmap had been rendered.
*/
rp->window.x += bitmap->xmove;
rp->window.y += ySign * bitmap->ymove;
goto glBitmap_exit;
}
frag.color = *rp->color;
if (modeFlags & __GL_SHADE_TEXTURE) {
__GLfloat qInv;
if (__GL_FLOAT_EQZ(rp->texture.w))
{
qInv = __glZero;
}
else
{
qInv = __glOne / rp->texture.w;
}
(*gc->procs.texture)(gc, &frag.color, rp->texture.x * qInv,
rp->texture.y * qInv, __glOne);
}
/* XXX - is this the correct test */
if (gc->state.enables.general & __GL_FOG_ENABLE) {
(*gc->procs.fogPoint)(gc, &frag, rp->eyeZ);
}
frag.z = rp->window.z;
fx = (GLint) (rp->window.x - bitmap->xorig);
frag.y = (GLint) (rp->window.y - ySign * bitmap->yorig);
bit = 7;
for (y = 0; y < bitmap->height; y++) {
frag.x = fx;
for (x = 0; x < bitmap->width; x++) {
if (*data & (1<<bit)) {
(*gc->procs.store)(gc->drawBuffer, &frag);
}
frag.x++;
bit--;
if (bit < 0) {
bit = 7;
data++;
}
}
frag.y += ySign;
if (bit != 7) {
bit = 7;
data++;
}
}
/*
** Advance current raster position.
*/
rp->window.x += bitmap->xmove;
rp->window.y += ySign * bitmap->ymove;
glBitmap_exit:
FPU_RESTORE_MODE_NO_EXCEPTIONS();
}