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/*
** Macros and externs used by genline.c */
extern ULONG FASTCALL __fastLineComputeColorRGB4(__GLcontext *gc, __GLcolor *color); extern ULONG FASTCALL __fastLineComputeColorRGB8(__GLcontext *gc, __GLcolor *color); extern ULONG FASTCALL __fastLineComputeColorRGB(__GLcontext *gc, __GLcolor *color); extern ULONG FASTCALL __fastLineComputeColorCI4and8(__GLcontext *gc, __GLcolor *color); extern ULONG FASTCALL __fastLineComputeColorCI(__GLcontext *gc, __GLcolor *color);
extern void FASTCALL __fastGenLineBegin(__GLcontext *gc); extern void FASTCALL __fastGenLineEnd(__GLcontext *gc); extern void FASTCALL __fastGenLine(__GLcontext *gc, __GLvertex *v0, __GLvertex *v1, GLuint flags); extern void FASTCALL __fastGenLineWide(__GLcontext *gc, __GLvertex *v0, __GLvertex *v1, GLuint flags);
BOOL FASTCALL __fastGenLineSetupDisplay(__GLcontext *gc); void FASTCALL __glQueryLineAcceleration(__GLcontext *gc);
BOOL FASTCALL __glGenSetupEitherLines(__GLcontext *gc);
/*
** float-to-fix macro converts floats to 28.4 */ #define __FAST_LINE_FLTTOFIX(x) ((long)((x) * 16.0f))
// Converts a floating-point coordinate to an appropriate device coordinate
#ifdef _CLIENTSIDE_
#define __FAST_LINE_FLTTODEV(x) ((long)(x))
#define __FAST_LINE_UNIT_VALUE 1
#else
#define __FAST_LINE_FLTTODEV(x) __FAST_LINE_FLTTOFIX(x)
#define __FAST_LINE_UNIT_VALUE 16
#endif
/*
** line-stroking macros for DIB surfaces */
#ifdef NT_NO_BUFFER_INVARIANCE
BOOL FASTCALL __fastGenLineSetupDIB(__GLcontext *gc);
/*
** __FAST_LINE_STROKE_DIB ** ** Strokes a thin solid line into a DIB surface. Performs scissoring. ** Works for 8, 16, and 32 BPP ** */ #define __FAST_LINE_STROKE_DIB \
{ \ len = gc->line.options.numPixels; \ fraction = gc->line.options.fraction; \ dfraction = gc->line.options.dfraction; \ \ if (!gc->transform.reasonableViewport) { \ GLint clipX0, clipX1, clipY0, clipY1; \ GLint xStart, yStart, xEnd, yEnd; \ GLint xLittle, yLittle, xBig, yBig; \ GLint highWord, lowWord, bigs, littles; \ \ clipX0 = gc->transform.clipX0; \ clipX1 = gc->transform.clipX1; \ clipY0 = gc->transform.clipY0; \ clipY1 = gc->transform.clipY1; \ \ xBig = gc->line.options.xBig; \ yBig = gc->line.options.yBig; \ \ xStart = gc->line.options.xStart; \ yStart = gc->line.options.yStart; \ \ /* If the start point is in the scissor region, we attempt to \
** trivially accept the line. \ */ \ if (xStart >= clipX0 && xStart < clipX1 && \ yStart >= clipY0 && yStart < clipY1) { \ \ len--; /* Makes our math simpler */ \ /* Trivial accept attempt */ \ xEnd = xStart + xBig * len; \ yEnd = yStart + yBig * len; \ if (xEnd >= clipX0 && xEnd < clipX1 && \ yEnd >= clipY0 && yEnd < clipY1) { \ len++; \ goto no_scissor; \ } \ \ xLittle = gc->line.options.xLittle; \ yLittle = gc->line.options.yLittle; \ \ /* \
** Invert negative minor slopes so we can assume \ ** dfraction > 0 \ */ \ if (dfraction < 0) { \ dfraction = -dfraction; \ fraction = 0x7fffffff - fraction; \ } \ \ /* Now we compute number of littles and bigs in this line */\ \ /* We perform a 16 by 32 bit multiply. Ugh. */ \ highWord = (((GLuint) dfraction) >> 16) * len + \ (((GLuint) fraction) >> 16); \ lowWord = (dfraction & 0xffff) * len + (fraction & 0xffff); \ highWord += (((GLuint) lowWord) >> 16); \ bigs = ((GLuint) highWord) >> 15; \ littles = len - bigs; \ \ /* Second trivial accept attempt */ \ xEnd = xStart + xBig*bigs + xLittle*littles; \ yEnd = yStart + yBig*bigs + yLittle*littles; \ if (xEnd >= clipX0 && xEnd < clipX1 && \ yEnd >= clipY0 && yEnd < clipY1) { \ len++; \ goto no_scissor; \ } \ len++; /* Restore len */ \ } else { \ xLittle = gc->line.options.xLittle; \ yLittle = gc->line.options.yLittle; \ } \ \ /* \
** The line needs to be scissored. \ ** Well, it should only happen rarely, so we can afford \ ** to make it slow. We achieve this by tediously stippling the \ ** line. (rather than clipping it, of course, which would be \ ** faster but harder). \ */ \ \ if (!((GLuint)cfb->buf.other & NO_CLIP)) { \ RECTL rcl; \ \ xEnd = x + xBig * (len - 1); \ yEnd = y + yBig * (len - 1); \ \ if (x < xEnd) { \ rcl.left = x; \ rcl.right = xEnd + 1; \ } else { \ rcl.left = xEnd; \ rcl.right = x + 1; \ } \ if (y < yEnd) { \ rcl.top = y; \ rcl.bottom = yEnd + 1; \ } else { \ rcl.top = yEnd; \ rcl.bottom = y + 1; \ } \ switch (wglRectVisible(&rcl)) { \ case WGL_RECT_ALL: \ goto scissor_no_complex; \ break; \ case WGL_RECT_NONE: \ goto no_draw; \ break; \ } \ \ /* Line is partially visible, check each pixel */ \ \ while (--len >= 0) { \ if (wglPixelVisible(x, y) && \ xStart >= clipX0 && xStart < clipX1 && \ yStart >= clipY0 && yStart < clipY1) { \ *addr = pixel; \ } \ fraction += dfraction; \ if (fraction < 0) { \ fraction &= ~0x80000000; \ x += xBig; \ y += yBig; \ xStart += xBig; \ yStart += yBig; \ addr += addrBig; \ } else { \ x += xLittle; \ y += yLittle; \ xStart += xLittle; \ yStart += yLittle; \ addr += addrLittle; \ } \ } \ } else { \ scissor_no_complex: \ while (--len >= 0) { \ if (xStart >= clipX0 && xStart < clipX1 && \ yStart >= clipY0 && yStart < clipY1) { \ *addr = pixel; \ } \ fraction += dfraction; \ if (fraction < 0) { \ fraction &= ~0x80000000; \ xStart += xBig; \ yStart += yBig; \ addr += addrBig; \ } else { \ xStart += xLittle; \ yStart += yLittle; \ addr += addrLittle; \ } \ } \ } \ } else { \ no_scissor: \ if (!((GLuint)cfb->buf.other & NO_CLIP)) { \ RECTL rcl; \ GLint xEnd, yEnd, xBig, yBig, xLittle, yLittle; \ \ xBig = gc->line.options.xBig; \ yBig = gc->line.options.yBig; \ xLittle = gc->line.options.xLittle; \ yLittle = gc->line.options.yLittle; \ \ xEnd = x + xBig * (len - 1); \ yEnd = y + yBig * (len - 1); \ \ if (x < xEnd) { \ rcl.left = x; \ rcl.right = xEnd + 1; \ } else { \ rcl.left = xEnd; \ rcl.right = x + 1; \ } \ if (y < yEnd) { \ rcl.top = y; \ rcl.bottom = yEnd + 1; \ } else { \ rcl.top = yEnd; \ rcl.bottom = y + 1; \ } \ switch (wglRectVisible(&rcl)) { \ case WGL_RECT_ALL: \ goto no_complex; \ break; \ case WGL_RECT_NONE: \ goto no_draw; \ break; \ } \ \ /* Line is partially visible, check each pixel */ \ \ while (--len >= 0) { \ if (wglPixelVisible(x, y)) \ *addr = pixel; \ \ fraction += dfraction; \ if (fraction < 0) { \ fraction &= ~0x80000000; \ x += xBig; \ y += yBig; \ addr += addrBig; \ } else { \ x += xLittle; \ y += yLittle; \ addr += addrLittle; \ } \ } \ } else { \ no_complex: \ while (--len >= 0) { \ *addr = pixel; \ \ fraction += dfraction; \ if (fraction < 0) { \ fraction &= ~0x80000000; \ addr += addrBig; \ } else { \ addr += addrLittle; \ } \ } \ } \ } \ no_draw:; \ }
/*
** __FAST_LINE_STROKE_DIB24 ** ** Strokes a thin solid line into a DIB surface. Performs scissoring. ** Works for 24 BPP ** */ #define __FAST_LINE_STROKE_DIB24 \
{ \ len = gc->line.options.numPixels; \ fraction = gc->line.options.fraction; \ dfraction = gc->line.options.dfraction; \ \ if (!gc->transform.reasonableViewport) { \ GLint clipX0, clipX1, clipY0, clipY1; \ GLint xStart, yStart, xEnd, yEnd; \ GLint xLittle, yLittle, xBig, yBig; \ GLint highWord, lowWord, bigs, littles; \ \ clipX0 = gc->transform.clipX0; \ clipX1 = gc->transform.clipX1; \ clipY0 = gc->transform.clipY0; \ clipY1 = gc->transform.clipY1; \ \ xBig = gc->line.options.xBig; \ yBig = gc->line.options.yBig; \ \ xStart = gc->line.options.xStart; \ yStart = gc->line.options.yStart; \ \ /* If the start point is in the scissor region, we attempt to \
** trivially accept the line. \ */ \ if (xStart >= clipX0 && xStart < clipX1 && \ yStart >= clipY0 && yStart < clipY1) { \ \ len--; /* Makes our math simpler */ \ /* Trivial accept attempt */ \ xEnd = xStart + xBig * len; \ yEnd = yStart + yBig * len; \ if (xEnd >= clipX0 && xEnd < clipX1 && \ yEnd >= clipY0 && yEnd < clipY1) { \ len++; \ goto no_scissor; \ } \ \ xLittle = gc->line.options.xLittle; \ yLittle = gc->line.options.yLittle; \ \ /* \
** Invert negative minor slopes so we can assume \ ** dfraction > 0 \ */ \ if (dfraction < 0) { \ dfraction = -dfraction; \ fraction = 0x7fffffff - fraction; \ } \ \ /* Now we compute number of littles and bigs in this line */\ \ /* We perform a 16 by 32 bit multiply. Ugh. */ \ highWord = (((GLuint) dfraction) >> 16) * len + \ (((GLuint) fraction) >> 16); \ lowWord = (dfraction & 0xffff) * len + (fraction & 0xffff); \ highWord += (((GLuint) lowWord) >> 16); \ bigs = ((GLuint) highWord) >> 15; \ littles = len - bigs; \ \ /* Second trivial accept attempt */ \ xEnd = xStart + xBig*bigs + xLittle*littles; \ yEnd = yStart + yBig*bigs + yLittle*littles; \ if (xEnd >= clipX0 && xEnd < clipX1 && \ yEnd >= clipY0 && yEnd < clipY1) { \ len++; \ goto no_scissor; \ } \ len++; /* Restore len */ \ } else { \ xLittle = gc->line.options.xLittle; \ yLittle = gc->line.options.yLittle; \ } \ \ /* \
** The line needs to be scissored. \ ** Well, it should only happen rarely, so we can afford \ ** to make it slow. We achieve this by tediously stippling the \ ** line. (rather than clipping it, of course, which would be \ ** faster but harder). \ */ \ \ if (!((GLuint)cfb->buf.other & NO_CLIP)) { \ RECTL rcl; \ \ xEnd = x + xBig * (len - 1); \ yEnd = y + yBig * (len - 1); \ \ if (x < xEnd) { \ rcl.left = x; \ rcl.right = xEnd + 1; \ } else { \ rcl.left = xEnd; \ rcl.right = x + 1; \ } \ if (y < yEnd) { \ rcl.top = y; \ rcl.bottom = yEnd + 1; \ } else { \ rcl.top = yEnd; \ rcl.bottom = y + 1; \ } \ switch (wglRectVisible(&rcl)) { \ case WGL_RECT_ALL: \ goto scissor_no_complex; \ break; \ case WGL_RECT_NONE: \ goto no_draw; \ break; \ } \ \ /* Line is partially visible, check each pixel */ \ \ while (--len >= 0) { \ if (wglPixelVisible(x, y) && \ xStart >= clipX0 && xStart < clipX1 && \ yStart >= clipY0 && yStart < clipY1) { \ addr[0] = ir; \ addr[1] = ig; \ addr[2] = ib; \ } \ fraction += dfraction; \ if (fraction < 0) { \ fraction &= ~0x80000000; \ x += xBig; \ y += yBig; \ xStart += xBig; \ yStart += yBig; \ addr += addrBig; \ } else { \ x += xLittle; \ y += yLittle; \ xStart += xLittle; \ yStart += yLittle; \ addr += addrLittle; \ } \ } \ } else { \ scissor_no_complex: \ while (--len >= 0) { \ if (xStart >= clipX0 && xStart < clipX1 && \ yStart >= clipY0 && yStart < clipY1) { \ addr[0] = ir; \ addr[1] = ig; \ addr[2] = ib; \ } \ fraction += dfraction; \ if (fraction < 0) { \ fraction &= ~0x80000000; \ xStart += xBig; \ yStart += yBig; \ addr += addrBig; \ } else { \ xStart += xLittle; \ yStart += yLittle; \ addr += addrLittle; \ } \ } \ } \ } else { \ no_scissor: \ if (!((GLuint)cfb->buf.other & NO_CLIP)) { \ RECTL rcl; \ GLint xEnd, yEnd, xBig, yBig, xLittle, yLittle; \ \ xBig = gc->line.options.xBig; \ yBig = gc->line.options.yBig; \ xLittle = gc->line.options.xLittle; \ yLittle = gc->line.options.yLittle; \ \ xEnd = x + xBig * (len - 1); \ yEnd = y + yBig * (len - 1); \ \ if (x < xEnd) { \ rcl.left = x; \ rcl.right = xEnd + 1; \ } else { \ rcl.left = xEnd; \ rcl.right = x + 1; \ } \ if (y < yEnd) { \ rcl.top = y; \ rcl.bottom = yEnd + 1; \ } else { \ rcl.top = yEnd; \ rcl.bottom = y + 1; \ } \ switch (wglRectVisible(&rcl)) { \ case WGL_RECT_ALL: \ goto no_complex; \ break; \ case WGL_RECT_NONE: \ goto no_draw; \ break; \ } \ \ /* Line is partially visible, check each pixel */ \ \ while (--len >= 0) { \ if (wglPixelVisible(x, y)) { \ addr[0] = ir; \ addr[1] = ig; \ addr[2] = ib; \ } \ fraction += dfraction; \ if (fraction < 0) { \ fraction &= ~0x80000000; \ addr += addrBig; \ } else { \ addr += addrLittle; \ } \ } \ } else { \ no_complex: \ while (--len >= 0) { \ addr[0] = ir; \ addr[1] = ig; \ addr[2] = ib; \ fraction += dfraction; \ if (fraction < 0) { \ fraction &= ~0x80000000; \ addr += addrBig; \ } else { \ addr += addrLittle; \ } \ } \ } \ } \ no_draw:; \ }
/*
** __FAST_LINE_STROKE_DIB_WIDE ** ** Strokes a wide solid line into a DIB surface. Performs scissoring. ** Works for 8, 16, and 32 BPP ** */ #define __FAST_LINE_STROKE_DIB_WIDE \
{ \ len = gc->line.options.numPixels; \ fraction = gc->line.options.fraction; \ dfraction = gc->line.options.dfraction; \ \ /* \
** Since one or more of the strokes of a wide line may lie outside \ ** the viewport, wide lines always go through the scissoring checks \ */ \ { \ GLint clipX0, clipX1, clipY0, clipY1; \ GLint xStart, yStart, xEnd, yEnd; \ GLint xLittle, yLittle, xBig, yBig; \ GLint highWord, lowWord, bigs, littles; \ \ clipX0 = gc->transform.clipX0; \ clipX1 = gc->transform.clipX1; \ clipY0 = gc->transform.clipY0; \ clipY1 = gc->transform.clipY1; \ \ xBig = gc->line.options.xBig; \ yBig = gc->line.options.yBig; \ \ xStart = gc->line.options.xStart; \ yStart = gc->line.options.yStart; \ \ /* If the start point is in the scissor region, we attempt to \
** trivially accept the line. \ */ \ if (xStart >= clipX0 && xStart < clipX1 && \ yStart >= clipY0 && yStart < clipY1) { \ \ len--; /* Makes our math simpler */ \ width--; \ /* Trivial accept attempt */ \ xEnd = xStart + xBig * len; \ yEnd = yStart + yBig * len; \ if (xEnd >= clipX0 && xEnd < clipX1 && \ yEnd >= clipY0 && yEnd < clipY1) { \ \ if (gc->line.options.axis == __GL_X_MAJOR) { \ if (((yStart + width) >= clipY0) && \ ((yStart + width) < clipY1) && \ ((yEnd + width) >= clipY0) && \ ((yEnd + width) < clipY1)) { \ \ len++; \ width++; \ goto no_scissor; \ } \ } else { \ if (((xStart + width) >= clipX0) && \ ((xStart + width) < clipX1) && \ ((xEnd + width) >= clipX0) && \ ((xEnd + width) < clipX1)) { \ \ len++; \ width++; \ goto no_scissor; \ } \ } \ } \ \ xLittle = gc->line.options.xLittle; \ yLittle = gc->line.options.yLittle; \ \ /* \
** Invert negative minor slopes so we can assume \ ** dfraction > 0 \ */ \ if (dfraction < 0) { \ dfraction = -dfraction; \ fraction = 0x7fffffff - fraction; \ } \ \ /* Now we compute number of littles and bigs in this line */\ \ /* We perform a 16 by 32 bit multiply. Ugh. */ \ highWord = (((GLuint) dfraction) >> 16) * len + \ (((GLuint) fraction) >> 16); \ lowWord = (dfraction & 0xffff) * len + (fraction & 0xffff); \ highWord += (((GLuint) lowWord) >> 16); \ bigs = ((GLuint) highWord) >> 15; \ littles = len - bigs; \ \ /* Second trivial accept attempt */ \ xEnd = xStart + xBig*bigs + xLittle*littles; \ yEnd = yStart + yBig*bigs + yLittle*littles; \ if (xEnd >= clipX0 && xEnd < clipX1 && \ yEnd >= clipY0 && yEnd < clipY1) { \ \ if (gc->line.options.axis == __GL_X_MAJOR) { \ if (((yStart + width) >= clipY0) && \ ((yStart + width) < clipY1) && \ ((yEnd + width) >= clipY0) && \ ((yEnd + width) < clipY1)) { \ \ len++; \ width++; \ goto no_scissor; \ } \ } else { \ if (((xStart + width) >= clipX0) && \ ((xStart + width) < clipX1) && \ ((xEnd + width) >= clipX0) && \ ((xEnd + width) < clipX1)) { \ \ len++; \ width++; \ goto no_scissor; \ } \ } \ } \ len++; /* Restore len and width */ \ width++; \ } else { \ xLittle = gc->line.options.xLittle; \ yLittle = gc->line.options.yLittle; \ } \ \ /* \
** The line needs to be scissored. \ ** Well, it should only happen rarely, so we can afford \ ** to make it slow. We achieve this by tediously stippling the \ ** line. (rather than clipping it, of course, which would be \ ** faster but harder). \ */ \ \ if (gc->line.options.axis == __GL_X_MAJOR) { \ GLint yTmp0; \ \ if (!((GLuint)cfb->buf.other & NO_CLIP)) { \ RECTL rcl; \ GLint yTmp1; \ \ xEnd = x + xBig * (len - 1); \ yEnd = y + yBig * (len - 1); \ \ if (x < xEnd) { \ rcl.left = x; \ rcl.right = xEnd + 1; \ } else { \ rcl.left = xEnd; \ rcl.right = x + 1; \ } \ if (y < yEnd) { \ rcl.top = y; \ rcl.bottom = yEnd + width; \ } else { \ rcl.top = yEnd; \ rcl.bottom = y + width; \ } \ switch (wglRectVisible(&rcl)) { \ case WGL_RECT_ALL: \ goto scissor_x_no_complex; \ break; \ case WGL_RECT_NONE: \ goto no_draw; \ break; \ } \ \ /* Line is partially visible, check each pixel */ \ \ while (--len >= 0) { \ if (xStart >= clipX0 && xStart < clipX1) { \ yTmp0 = yStart; \ yTmp1 = y; \ w = width; \ while (--w >= 0) { \ if (wglPixelVisible(x, yTmp1) && \ yTmp0 >= clipY0 && yTmp0 < clipY1) { \ *addr = pixel; \ } \ addr += addrMinor; \ yTmp0++; \ yTmp1++; \ } \ } else { \ addr += addrMinor * width; \ } \ fraction += dfraction; \ if (fraction < 0) { \ fraction &= ~0x80000000; \ x += xBig; \ y += yBig; \ xStart += xBig; \ yStart += yBig; \ addr += addrBig; \ } else { \ x += xLittle; \ y += yLittle; \ xStart += xLittle; \ yStart += yLittle; \ addr += addrLittle; \ } \ } \ } else { \ scissor_x_no_complex: \ while (--len >= 0) { \ if (xStart >= clipX0 && xStart < clipX1) { \ yTmp0 = yStart; \ w = width; \ while (--w >= 0) { \ if (yTmp0 >= clipY0 && yTmp0 < clipY1) { \ *addr = pixel; \ } \ addr += addrMinor; \ yTmp0++; \ } \ } else { \ addr += addrMinor * width; \ } \ fraction += dfraction; \ if (fraction < 0) { \ fraction &= ~0x80000000; \ xStart += xBig; \ yStart += yBig; \ addr += addrBig; \ } else { \ xStart += xLittle; \ yStart += yLittle; \ addr += addrLittle; \ } \ } \ } \ } else { \ GLint xTmp0; \ \ if (!((GLuint)cfb->buf.other & NO_CLIP)) { \ RECTL rcl; \ GLint xTmp1; \ \ xEnd = x + xBig * (len - 1); \ yEnd = y + yBig * (len - 1); \ \ if (x < xEnd) { \ rcl.left = x; \ rcl.right = xEnd + width; \ } else { \ rcl.left = xEnd; \ rcl.right = x + width; \ } \ if (y < yEnd) { \ rcl.top = y; \ rcl.bottom = yEnd + 1; \ } else { \ rcl.top = yEnd; \ rcl.bottom = y + 1; \ } \ switch (wglRectVisible(&rcl)) { \ case WGL_RECT_ALL: \ goto scissor_y_no_complex; \ break; \ case WGL_RECT_NONE: \ goto no_draw; \ break; \ } \ \ /* Line is partially visible, check each pixel */ \ \ while (--len >= 0) { \ if (yStart >= clipY0 && yStart < clipY1) { \ xTmp0 = xStart; \ xTmp1 = x; \ w = width; \ while (--w >= 0) { \ if (wglPixelVisible(xTmp1, y) && \ xTmp0 >= clipX0 && xTmp0 < clipX1) { \ *addr = pixel; \ } \ addr += addrMinor; \ xTmp0++; \ xTmp1++; \ } \ } else { \ addr += addrMinor * width; \ } \ fraction += dfraction; \ if (fraction < 0) { \ fraction &= ~0x80000000; \ x += xBig; \ y += yBig; \ xStart += xBig; \ yStart += yBig; \ addr += addrBig; \ } else { \ x += xLittle; \ y += yLittle; \ xStart += xLittle; \ yStart += yLittle; \ addr += addrLittle; \ } \ } \ } else { \ scissor_y_no_complex: \ while (--len >= 0) { \ if (yStart >= clipY0 && yStart < clipY1) { \ xTmp0 = xStart; \ w = width; \ while (--w >= 0) { \ if (xTmp0 >= clipX0 && xTmp0 < clipX1) { \ *addr = pixel; \ } \ addr += addrMinor; \ xTmp0++; \ } \ } else { \ addr += addrMinor * width; \ } \ fraction += dfraction; \ if (fraction < 0) { \ fraction &= ~0x80000000; \ xStart += xBig; \ yStart += yBig; \ addr += addrBig; \ } else { \ xStart += xLittle; \ yStart += yLittle; \ addr += addrLittle; \ } \ } \ } \ } \ goto no_draw; \ no_scissor: \ if (!((GLuint)cfb->buf.other & NO_CLIP)) { \ RECTL rcl; \ \ xEnd = x + xBig * (len - 1); \ yEnd = y + yBig * (len - 1); \ \ xLittle = gc->line.options.xLittle; \ yLittle = gc->line.options.yLittle; \ \ if (gc->line.options.axis == __GL_X_MAJOR) { \ GLint yTmp; \ \ if (x < xEnd) { \ rcl.left = x; \ rcl.right = xEnd + 1; \ } else { \ rcl.left = xEnd; \ rcl.right = x + 1; \ } \ if (y < yEnd) { \ rcl.top = y; \ rcl.bottom = yEnd + width; \ } else { \ rcl.top = yEnd; \ rcl.bottom = y + width; \ } \ switch (wglRectVisible(&rcl)) { \ case WGL_RECT_ALL: \ goto no_scissor_no_complex; \ break; \ case WGL_RECT_NONE: \ goto no_draw; \ break; \ } \ \ /* Line is partially visible, check each pixel */ \ \ while (--len >= 0) { \ yTmp = y; \ w = width; \ while (--w >= 0) { \ if (wglPixelVisible(x, yTmp)) { \ *addr = pixel; \ } \ addr += addrMinor; \ yTmp++; \ } \ fraction += dfraction; \ if (fraction < 0) { \ fraction &= ~0x80000000; \ x += xBig; \ y += yBig; \ addr += addrBig; \ } else { \ x += xLittle; \ y += yLittle; \ addr += addrLittle; \ } \ } \ } else { \ GLint xTmp; \ \ if (x < xEnd) { \ rcl.left = x; \ rcl.right = xEnd + width; \ } else { \ rcl.left = xEnd; \ rcl.right = x + width; \ } \ if (y < yEnd) { \ rcl.top = y; \ rcl.bottom = yEnd + 1; \ } else { \ rcl.top = yEnd; \ rcl.bottom = y + 1; \ } \ switch (wglRectVisible(&rcl)) { \ case WGL_RECT_ALL: \ goto no_scissor_no_complex; \ break; \ case WGL_RECT_NONE: \ goto no_draw; \ break; \ } \ \ /* Line is partially visible, check each pixel */ \ \ while (--len >= 0) { \ xTmp = x; \ w = width; \ while (--w >= 0) { \ if (wglPixelVisible(xTmp, y)) { \ *addr = pixel; \ } \ addr += addrMinor; \ xTmp++; \ } \ fraction += dfraction; \ if (fraction < 0) { \ fraction &= ~0x80000000; \ x += xBig; \ y += yBig; \ addr += addrBig; \ } else { \ x += xLittle; \ y += yLittle; \ addr += addrLittle; \ } \ } \ } \ } else { \ no_scissor_no_complex: \ while (--len >= 0) { \ w = width; \ while (--w >= 0) { \ *addr = pixel; \ addr += addrMinor; \ } \ fraction += dfraction; \ if (fraction < 0) { \ fraction &= ~0x80000000; \ addr += addrBig; \ } else { \ addr += addrLittle; \ } \ } \ } \ } \ no_draw:; \ }
/*
** __FAST_LINE_STROKE_DIB24_WIDE ** ** Strokes a wide solid line into a DIB surface. Performs scissoring. ** Works for 24 BPP ** */ #define __FAST_LINE_STROKE_DIB24_WIDE \
{ \ len = gc->line.options.numPixels; \ fraction = gc->line.options.fraction; \ dfraction = gc->line.options.dfraction; \ \ /* \
** Since one or more of the strokes of a wide line may lie outside \ ** the viewport, wide lines always go through the scissoring checks \ */ \ { \ GLint clipX0, clipX1, clipY0, clipY1; \ GLint xStart, yStart, xEnd, yEnd; \ GLint xLittle, yLittle, xBig, yBig; \ GLint highWord, lowWord, bigs, littles; \ \ clipX0 = gc->transform.clipX0; \ clipX1 = gc->transform.clipX1; \ clipY0 = gc->transform.clipY0; \ clipY1 = gc->transform.clipY1; \ \ xBig = gc->line.options.xBig; \ yBig = gc->line.options.yBig; \ \ xStart = gc->line.options.xStart; \ yStart = gc->line.options.yStart; \ \ /* If the start point is in the scissor region, we attempt to \
** trivially accept the line. \ */ \ if (xStart >= clipX0 && xStart < clipX1 && \ yStart >= clipY0 && yStart < clipY1) { \ \ len--; /* Makes our math simpler */ \ width--; \ /* Trivial accept attempt */ \ xEnd = xStart + xBig * len; \ yEnd = yStart + yBig * len; \ if (xEnd >= clipX0 && xEnd < clipX1 && \ yEnd >= clipY0 && yEnd < clipY1) { \ \ if (gc->line.options.axis == __GL_X_MAJOR) { \ if (((yStart + width) >= clipY0) && \ ((yStart + width) < clipY1) && \ ((yEnd + width) >= clipY0) && \ ((yEnd + width) < clipY1)) { \ \ len++; \ width++; \ goto no_scissor; \ } \ } else { \ if (((xStart + width) >= clipX0) && \ ((xStart + width) < clipX1) && \ ((xEnd + width) >= clipX0) && \ ((xEnd + width) < clipX1)) { \ \ len++; \ width++; \ goto no_scissor; \ } \ } \ } \ \ xLittle = gc->line.options.xLittle; \ yLittle = gc->line.options.yLittle; \ \ /* \
** Invert negative minor slopes so we can assume \ ** dfraction > 0 \ */ \ if (dfraction < 0) { \ dfraction = -dfraction; \ fraction = 0x7fffffff - fraction; \ } \ \ /* Now we compute number of littles and bigs in this line */\ \ /* We perform a 16 by 32 bit multiply. Ugh. */ \ highWord = (((GLuint) dfraction) >> 16) * len + \ (((GLuint) fraction) >> 16); \ lowWord = (dfraction & 0xffff) * len + (fraction & 0xffff); \ highWord += (((GLuint) lowWord) >> 16); \ bigs = ((GLuint) highWord) >> 15; \ littles = len - bigs; \ \ /* Second trivial accept attempt */ \ xEnd = xStart + xBig*bigs + xLittle*littles; \ yEnd = yStart + yBig*bigs + yLittle*littles; \ if (xEnd >= clipX0 && xEnd < clipX1 && \ yEnd >= clipY0 && yEnd < clipY1) { \ \ if (gc->line.options.axis == __GL_X_MAJOR) { \ if (((yStart + width) >= clipY0) && \ ((yStart + width) < clipY1) && \ ((yEnd + width) >= clipY0) && \ ((yEnd + width) < clipY1)) { \ \ len++; \ width++; \ goto no_scissor; \ } \ } else { \ if (((xStart + width) >= clipX0) && \ ((xStart + width) < clipX1) && \ ((xEnd + width) >= clipX0) && \ ((xEnd + width) < clipX1)) { \ \ len++; \ width++; \ goto no_scissor; \ } \ } \ } \ len++; /* Restore len and width */ \ width++; \ } else { \ xLittle = gc->line.options.xLittle; \ yLittle = gc->line.options.yLittle; \ } \ \ /* \
** The line needs to be scissored. \ ** Well, it should only happen rarely, so we can afford \ ** to make it slow. We achieve this by tediously stippling the \ ** line. (rather than clipping it, of course, which would be \ ** faster but harder). \ */ \ \ if (gc->line.options.axis == __GL_X_MAJOR) { \ GLint yTmp0; \ \ if (!((GLuint)cfb->buf.other & NO_CLIP)) { \ RECTL rcl; \ GLint yTmp1; \ \ xEnd = x + xBig * (len - 1); \ yEnd = y + yBig * (len - 1); \ \ if (x < xEnd) { \ rcl.left = x; \ rcl.right = xEnd + 1; \ } else { \ rcl.left = xEnd; \ rcl.right = x + 1; \ } \ if (y < yEnd) { \ rcl.top = y; \ rcl.bottom = yEnd + width; \ } else { \ rcl.top = yEnd; \ rcl.bottom = y + width; \ } \ switch (wglRectVisible(&rcl)) { \ case WGL_RECT_ALL: \ goto scissor_x_no_complex; \ break; \ case WGL_RECT_NONE: \ goto no_draw; \ break; \ } \ \ /* Line is partially visible, check each pixel */ \ \ while (--len >= 0) { \ if (xStart >= clipX0 && xStart < clipX1) { \ yTmp0 = yStart; \ yTmp1 = y; \ w = width; \ while (--w >= 0) { \ if (wglPixelVisible(x, yTmp1) && \ yTmp0 >= clipY0 && yTmp0 < clipY1) { \ addr[0] = ir; \ addr[1] = ig; \ addr[2] = ib; \ } \ addr += addrMinor; \ yTmp0++; \ yTmp1++; \ } \ } else { \ addr += addrMinor * width; \ } \ fraction += dfraction; \ if (fraction < 0) { \ fraction &= ~0x80000000; \ x += xBig; \ y += yBig; \ xStart += xBig; \ yStart += yBig; \ addr += addrBig; \ } else { \ x += xLittle; \ y += yLittle; \ xStart += xLittle; \ yStart += yLittle; \ addr += addrLittle; \ } \ } \ } else { \ scissor_x_no_complex: \ while (--len >= 0) { \ if (xStart >= clipX0 && xStart < clipX1) { \ yTmp0 = yStart; \ w = width; \ while (--w >= 0) { \ if (yTmp0 >= clipY0 && yTmp0 < clipY1) { \ addr[0] = ir; \ addr[1] = ig; \ addr[2] = ib; \ } \ addr += addrMinor; \ yTmp0++; \ } \ } else { \ addr += addrMinor * width; \ } \ fraction += dfraction; \ if (fraction < 0) { \ fraction &= ~0x80000000; \ xStart += xBig; \ yStart += yBig; \ addr += addrBig; \ } else { \ xStart += xLittle; \ yStart += yLittle; \ addr += addrLittle; \ } \ } \ } \ } else { \ GLint xTmp0; \ \ if (!((GLuint)cfb->buf.other & NO_CLIP)) { \ RECTL rcl; \ GLint xTmp1; \ \ xEnd = x + xBig * (len - 1); \ yEnd = y + yBig * (len - 1); \ \ if (x < xEnd) { \ rcl.left = x; \ rcl.right = xEnd + width; \ } else { \ rcl.left = xEnd; \ rcl.right = x + width; \ } \ if (y < yEnd) { \ rcl.top = y; \ rcl.bottom = yEnd + 1; \ } else { \ rcl.top = yEnd; \ rcl.bottom = y + 1; \ } \ switch (wglRectVisible(&rcl)) { \ case WGL_RECT_ALL: \ goto scissor_y_no_complex; \ break; \ case WGL_RECT_NONE: \ goto no_draw; \ break; \ } \ \ /* Line is partially visible, check each pixel */ \ \ while (--len >= 0) { \ if (yStart >= clipY0 && yStart < clipY1) { \ xTmp0 = xStart; \ xTmp1 = x; \ w = width; \ while (--w >= 0) { \ if (wglPixelVisible(xTmp1, y) && \ xTmp0 >= clipX0 && xTmp0 < clipX1) { \ addr[0] = ir; \ addr[1] = ig; \ addr[2] = ib; \ } \ addr += addrMinor; \ xTmp0++; \ xTmp1++; \ } \ } else { \ addr += addrMinor * width; \ } \ fraction += dfraction; \ if (fraction < 0) { \ fraction &= ~0x80000000; \ x += xBig; \ y += yBig; \ xStart += xBig; \ yStart += yBig; \ addr += addrBig; \ } else { \ x += xLittle; \ y += yLittle; \ xStart += xLittle; \ yStart += yLittle; \ addr += addrLittle; \ } \ } \ } else { \ scissor_y_no_complex: \ while (--len >= 0) { \ if (yStart >= clipY0 && yStart < clipY1) { \ xTmp0 = xStart; \ w = width; \ while (--w >= 0) { \ if (xTmp0 >= clipX0 && xTmp0 < clipX1) { \ addr[0] = ir; \ addr[1] = ig; \ addr[2] = ib; \ } \ addr += addrMinor; \ xTmp0++; \ } \ } else { \ addr += addrMinor * width; \ } \ fraction += dfraction; \ if (fraction < 0) { \ fraction &= ~0x80000000; \ xStart += xBig; \ yStart += yBig; \ addr += addrBig; \ } else { \ xStart += xLittle; \ yStart += yLittle; \ addr += addrLittle; \ } \ } \ } \ } \ goto no_draw; \ no_scissor: \ if (!((GLuint)cfb->buf.other & NO_CLIP)) { \ RECTL rcl; \ \ xLittle = gc->line.options.xLittle; \ yLittle = gc->line.options.yLittle; \ \ if (gc->line.options.axis == __GL_X_MAJOR) { \ GLint yTmp; \ \ if (x < xEnd) { \ rcl.left = x; \ rcl.right = xEnd + 1; \ } else { \ rcl.left = xEnd; \ rcl.right = x + 1; \ } \ if (y < yEnd) { \ rcl.top = y; \ rcl.bottom = yEnd + width; \ } else { \ rcl.top = yEnd; \ rcl.bottom = y + width; \ } \ switch (wglRectVisible(&rcl)) { \ case WGL_RECT_ALL: \ goto no_scissor_no_complex; \ break; \ case WGL_RECT_NONE: \ goto no_draw; \ break; \ } \ \ /* Line is partially visible, check each pixel */ \ \ while (--len >= 0) { \ yTmp = y; \ w = width; \ while (--w >= 0) { \ if (wglPixelVisible(x, yTmp)) { \ addr[0] = ir; \ addr[1] = ig; \ addr[2] = ib; \ } \ addr += addrMinor; \ yTmp++; \ } \ fraction += dfraction; \ if (fraction < 0) { \ fraction &= ~0x80000000; \ x += xBig; \ y += yBig; \ addr += addrBig; \ } else { \ x += xLittle; \ y += yLittle; \ addr += addrLittle; \ } \ } \ } else { \ GLint xTmp; \ \ if (x < xEnd) { \ rcl.left = x; \ rcl.right = xEnd + width; \ } else { \ rcl.left = xEnd; \ rcl.right = x + width; \ } \ if (y < yEnd) { \ rcl.top = y; \ rcl.bottom = yEnd + 1; \ } else { \ rcl.top = yEnd; \ rcl.bottom = y + 1; \ } \ switch (wglRectVisible(&rcl)) { \ case WGL_RECT_ALL: \ goto no_scissor_no_complex; \ break; \ case WGL_RECT_NONE: \ goto no_draw; \ break; \ } \ \ /* Line is partially visible, check each pixel */ \ \ while (--len >= 0) { \ xTmp = x; \ w = width; \ while (--w >= 0) { \ if (wglPixelVisible(xTmp, y)) { \ addr[0] = ir; \ addr[1] = ig; \ addr[2] = ib; \ } \ addr += addrMinor; \ xTmp++; \ } \ fraction += dfraction; \ if (fraction < 0) { \ fraction &= ~0x80000000; \ x += xBig; \ y += yBig; \ addr += addrBig; \ } else { \ x += xLittle; \ y += yLittle; \ addr += addrLittle; \ } \ } \ } \ } else { \ no_scissor_no_complex: \ while (--len >= 0) { \ w = width; \ while (--w >= 0) { \ addr[0] = ir; \ addr[1] = ig; \ addr[2] = ib; \ addr += addrMinor; \ } \ fraction += dfraction; \ if (fraction < 0) { \ fraction &= ~0x80000000; \ addr += addrBig; \ } else { \ addr += addrLittle; \ } \ } \ } \ } \ no_draw:; \ }
#endif // NT_NO_BUFFER_INVARIANCE
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