added flat_multitextured_line()

This commit is contained in:
Brian Paul 2000-06-28 23:09:36 +00:00
parent 73b5e3766f
commit 36b303f15d

View file

@ -1,4 +1,4 @@
/* $Id: lines.c,v 1.10 2000/05/10 22:36:05 brianp Exp $ */
/* $Id: lines.c,v 1.11 2000/06/28 23:09:36 brianp Exp $ */
/*
* Mesa 3-D graphics library
@ -848,6 +848,104 @@ static void smooth_multitextured_line( GLcontext *ctx,
}
/* Flat-shaded, multitextured, any width, maybe stippled, separate specular
* color interpolation.
*/
static void flat_multitextured_line( GLcontext *ctx,
GLuint vert0, GLuint vert1, GLuint pvert )
{
GLint count = ctx->PB->count;
GLint *pbx = ctx->PB->x;
GLint *pby = ctx->PB->y;
GLdepth *pbz = ctx->PB->z;
GLfloat *pbs = ctx->PB->s[0];
GLfloat *pbt = ctx->PB->t[0];
GLfloat *pbu = ctx->PB->u[0];
GLfloat *pbs1 = ctx->PB->s[1];
GLfloat *pbt1 = ctx->PB->t[1];
GLfloat *pbu1 = ctx->PB->u[1];
GLubyte (*pbrgba)[4] = ctx->PB->rgba;
GLubyte (*pbspec)[3] = ctx->PB->spec;
GLubyte *color = ctx->VB->ColorPtr->data[pvert];
GLubyte sRed = ctx->VB->Specular ? ctx->VB->Specular[pvert][0] : 0;
GLubyte sGreen = ctx->VB->Specular ? ctx->VB->Specular[pvert][1] : 0;
GLubyte sBlue = ctx->VB->Specular ? ctx->VB->Specular[pvert][2] : 0;
(void) pvert;
ctx->PB->mono = GL_FALSE;
if (ctx->Line.StippleFlag) {
/* stippled */
#define INTERP_XY 1
#define INTERP_Z 1
#define INTERP_ALPHA 1
#define INTERP_STUV0 1
#define INTERP_STUV1 1
#define WIDE 1
#define STIPPLE 1
#define PLOT(X,Y) \
{ \
pbx[count] = X; \
pby[count] = Y; \
pbz[count] = Z; \
pbs[count] = s; \
pbt[count] = t; \
pbu[count] = u; \
pbs1[count] = s1; \
pbt1[count] = t1; \
pbu1[count] = u1; \
pbrgba[count][RCOMP] = color[0]; \
pbrgba[count][GCOMP] = color[1]; \
pbrgba[count][BCOMP] = color[2]; \
pbrgba[count][ACOMP] = color[3]; \
pbspec[count][RCOMP] = sRed; \
pbspec[count][GCOMP] = sGreen; \
pbspec[count][BCOMP] = sBlue; \
count++; \
CHECK_FULL(count); \
}
#include "linetemp.h"
}
else {
/* unstippled */
#define INTERP_XY 1
#define INTERP_Z 1
#define INTERP_ALPHA 1
#define INTERP_STUV0 1
#define INTERP_STUV1 1
#define WIDE 1
#define PLOT(X,Y) \
{ \
pbx[count] = X; \
pby[count] = Y; \
pbz[count] = Z; \
pbs[count] = s; \
pbt[count] = t; \
pbu[count] = u; \
pbs1[count] = s1; \
pbt1[count] = t1; \
pbu1[count] = u1; \
pbrgba[count][RCOMP] = color[0]; \
pbrgba[count][GCOMP] = color[1]; \
pbrgba[count][BCOMP] = color[2]; \
pbrgba[count][ACOMP] = color[3]; \
pbspec[count][RCOMP] = sRed; \
pbspec[count][GCOMP] = sGreen; \
pbspec[count][BCOMP] = sBlue; \
count++; \
CHECK_FULL(count); \
}
#include "linetemp.h"
}
ctx->PB->count = count;
gl_flush_pb(ctx);
}
/*
* Antialiased RGBA line
*
@ -976,7 +1074,10 @@ void gl_set_line_function( GLcontext *ctx )
if (ctx->Texture.ReallyEnabled >= TEXTURE1_1D
|| ctx->Light.Model.ColorControl==GL_SEPARATE_SPECULAR_COLOR) {
/* multi-texture and/or separate specular color */
ctx->Driver.LineFunc = smooth_multitextured_line;
if (ctx->Light.ShadeModel==GL_SMOOTH)
ctx->Driver.LineFunc = smooth_multitextured_line;
else
ctx->Driver.LineFunc = flat_multitextured_line;
}
else {
if (ctx->Light.ShadeModel==GL_SMOOTH) {