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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 ** ** This is UNPUBLISHED PROPRIETARY SOURCE CODE of Silicon Graphics, Inc.; ** the contents of this file may not be disclosed to third parties, copied or ** duplicated in any form, in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 Unpublished - ** rights reserved under the Copyright Laws of the United States.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(); }
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