1 | /* $Id: zoom.c,v 1.1 2000-02-29 00:50:16 sandervl Exp $ */
|
---|
2 |
|
---|
3 | /*
|
---|
4 | * Mesa 3-D graphics library
|
---|
5 | * Version: 3.1
|
---|
6 | *
|
---|
7 | * Copyright (C) 1999 Brian Paul All Rights Reserved.
|
---|
8 | *
|
---|
9 | * Permission is hereby granted, free of charge, to any person obtaining a
|
---|
10 | * copy of this software and associated documentation files (the "Software"),
|
---|
11 | * to deal in the Software without restriction, including without limitation
|
---|
12 | * the rights to use, copy, modify, merge, publish, distribute, sublicense,
|
---|
13 | * and/or sell copies of the Software, and to permit persons to whom the
|
---|
14 | * Software is furnished to do so, subject to the following conditions:
|
---|
15 | *
|
---|
16 | * The above copyright notice and this permission notice shall be included
|
---|
17 | * in all copies or substantial portions of the Software.
|
---|
18 | *
|
---|
19 | * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS
|
---|
20 | * OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
|
---|
21 | * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL
|
---|
22 | * BRIAN PAUL BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN
|
---|
23 | * AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN
|
---|
24 | * CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
|
---|
25 | */
|
---|
26 |
|
---|
27 |
|
---|
28 |
|
---|
29 |
|
---|
30 |
|
---|
31 | #ifdef PC_HEADER
|
---|
32 | #include "all.h"
|
---|
33 | #else
|
---|
34 | #ifndef XFree86Server
|
---|
35 | #include <assert.h>
|
---|
36 | #else
|
---|
37 | #include "GL/xf86glx.h"
|
---|
38 | #endif
|
---|
39 | #include "macros.h"
|
---|
40 | #include "span.h"
|
---|
41 | #include "stencil.h"
|
---|
42 | #include "zoom.h"
|
---|
43 | #endif
|
---|
44 |
|
---|
45 |
|
---|
46 |
|
---|
47 | /*
|
---|
48 | * Write a span of pixels to the frame buffer while applying a pixel zoom.
|
---|
49 | * This is only used by glDrawPixels and glCopyPixels.
|
---|
50 | * Input: n - number of pixels in input row
|
---|
51 | * x, y - destination of the span
|
---|
52 | * z - depth values for the span
|
---|
53 | * red, green, blue, alpha - array of colors
|
---|
54 | * y0 - location of first row in the image we're drawing.
|
---|
55 | */
|
---|
56 | void
|
---|
57 | gl_write_zoomed_rgba_span( GLcontext *ctx,
|
---|
58 | GLuint n, GLint x, GLint y, const GLdepth z[],
|
---|
59 | CONST GLubyte rgba[][4], GLint y0 )
|
---|
60 | {
|
---|
61 | GLint m;
|
---|
62 | GLint r0, r1, row, r;
|
---|
63 | GLint i, j, skipcol;
|
---|
64 | GLubyte zrgba[MAX_WIDTH][4]; /* zoomed pixel colors */
|
---|
65 | GLdepth zdepth[MAX_WIDTH]; /* zoomed depth values */
|
---|
66 | GLint maxwidth = MIN2( ctx->Buffer->Width, MAX_WIDTH );
|
---|
67 | const GLuint *srcRGBA32 = (const GLuint *) rgba;
|
---|
68 | GLuint *dstRGBA32 = (GLuint *) zrgba;
|
---|
69 |
|
---|
70 | /* compute width of output row */
|
---|
71 | m = (GLint) ABSF( n * ctx->Pixel.ZoomX );
|
---|
72 | if (m==0) {
|
---|
73 | return;
|
---|
74 | }
|
---|
75 | if (ctx->Pixel.ZoomX<0.0) {
|
---|
76 | /* adjust x coordinate for left/right mirroring */
|
---|
77 | x = x - m;
|
---|
78 | }
|
---|
79 |
|
---|
80 | /* compute which rows to draw */
|
---|
81 | row = y-y0;
|
---|
82 | r0 = y0 + (GLint) (row * ctx->Pixel.ZoomY);
|
---|
83 | r1 = y0 + (GLint) ((row+1) * ctx->Pixel.ZoomY);
|
---|
84 | if (r0==r1) {
|
---|
85 | return;
|
---|
86 | }
|
---|
87 | else if (r1<r0) {
|
---|
88 | GLint rtmp = r1;
|
---|
89 | r1 = r0;
|
---|
90 | r0 = rtmp;
|
---|
91 | }
|
---|
92 |
|
---|
93 | /* return early if r0...r1 is above or below window */
|
---|
94 | if (r0<0 && r1<0) {
|
---|
95 | /* below window */
|
---|
96 | return;
|
---|
97 | }
|
---|
98 | if (r0>=ctx->Buffer->Height && r1>=ctx->Buffer->Height) {
|
---|
99 | /* above window */
|
---|
100 | return;
|
---|
101 | }
|
---|
102 |
|
---|
103 | /* check if left edge is outside window */
|
---|
104 | skipcol = 0;
|
---|
105 | if (x<0) {
|
---|
106 | skipcol = -x;
|
---|
107 | m += x;
|
---|
108 | }
|
---|
109 | /* make sure span isn't too long or short */
|
---|
110 | if (m>maxwidth) {
|
---|
111 | m = maxwidth;
|
---|
112 | }
|
---|
113 | else if (m<=0) {
|
---|
114 | return;
|
---|
115 | }
|
---|
116 |
|
---|
117 | assert( m <= MAX_WIDTH );
|
---|
118 |
|
---|
119 | /* zoom the span horizontally */
|
---|
120 | if (ctx->Pixel.ZoomX==-1.0F) {
|
---|
121 | /* n==m */
|
---|
122 | for (j=0;j<m;j++) {
|
---|
123 | i = n - (j+skipcol) - 1;
|
---|
124 | dstRGBA32[j] = srcRGBA32[i];
|
---|
125 | zdepth[j] = z[i];
|
---|
126 | }
|
---|
127 | }
|
---|
128 | else {
|
---|
129 | GLfloat xscale = 1.0F / ctx->Pixel.ZoomX;
|
---|
130 | for (j=0;j<m;j++) {
|
---|
131 | i = (GLint) ((j+skipcol) * xscale);
|
---|
132 | if (i<0) i = n + i - 1;
|
---|
133 | dstRGBA32[j] = srcRGBA32[i];
|
---|
134 | zdepth[j] = z[i];
|
---|
135 | }
|
---|
136 | }
|
---|
137 |
|
---|
138 | /* write the span */
|
---|
139 | for (r=r0; r<r1; r++) {
|
---|
140 | gl_write_rgba_span( ctx, m, x+skipcol, r, zdepth, zrgba, GL_BITMAP );
|
---|
141 | }
|
---|
142 | }
|
---|
143 |
|
---|
144 |
|
---|
145 |
|
---|
146 | void
|
---|
147 | gl_write_zoomed_rgb_span( GLcontext *ctx,
|
---|
148 | GLuint n, GLint x, GLint y, const GLdepth z[],
|
---|
149 | CONST GLubyte rgb[][3], GLint y0 )
|
---|
150 | {
|
---|
151 | GLint m;
|
---|
152 | GLint r0, r1, row, r;
|
---|
153 | GLint i, j, skipcol;
|
---|
154 | GLubyte zrgba[MAX_WIDTH][4]; /* zoomed pixel colors */
|
---|
155 | GLdepth zdepth[MAX_WIDTH]; /* zoomed depth values */
|
---|
156 | GLint maxwidth = MIN2( ctx->Buffer->Width, MAX_WIDTH );
|
---|
157 |
|
---|
158 | /* compute width of output row */
|
---|
159 | m = (GLint) ABSF( n * ctx->Pixel.ZoomX );
|
---|
160 | if (m==0) {
|
---|
161 | return;
|
---|
162 | }
|
---|
163 | if (ctx->Pixel.ZoomX<0.0) {
|
---|
164 | /* adjust x coordinate for left/right mirroring */
|
---|
165 | x = x - m;
|
---|
166 | }
|
---|
167 |
|
---|
168 | /* compute which rows to draw */
|
---|
169 | row = y-y0;
|
---|
170 | r0 = y0 + (GLint) (row * ctx->Pixel.ZoomY);
|
---|
171 | r1 = y0 + (GLint) ((row+1) * ctx->Pixel.ZoomY);
|
---|
172 | if (r0==r1) {
|
---|
173 | return;
|
---|
174 | }
|
---|
175 | else if (r1<r0) {
|
---|
176 | GLint rtmp = r1;
|
---|
177 | r1 = r0;
|
---|
178 | r0 = rtmp;
|
---|
179 | }
|
---|
180 |
|
---|
181 | /* return early if r0...r1 is above or below window */
|
---|
182 | if (r0<0 && r1<0) {
|
---|
183 | /* below window */
|
---|
184 | return;
|
---|
185 | }
|
---|
186 | if (r0>=ctx->Buffer->Height && r1>=ctx->Buffer->Height) {
|
---|
187 | /* above window */
|
---|
188 | return;
|
---|
189 | }
|
---|
190 |
|
---|
191 | /* check if left edge is outside window */
|
---|
192 | skipcol = 0;
|
---|
193 | if (x<0) {
|
---|
194 | skipcol = -x;
|
---|
195 | m += x;
|
---|
196 | }
|
---|
197 | /* make sure span isn't too long or short */
|
---|
198 | if (m>maxwidth) {
|
---|
199 | m = maxwidth;
|
---|
200 | }
|
---|
201 | else if (m<=0) {
|
---|
202 | return;
|
---|
203 | }
|
---|
204 |
|
---|
205 | assert( m <= MAX_WIDTH );
|
---|
206 |
|
---|
207 | /* zoom the span horizontally */
|
---|
208 | if (ctx->Pixel.ZoomX==-1.0F) {
|
---|
209 | /* n==m */
|
---|
210 | for (j=0;j<m;j++) {
|
---|
211 | i = n - (j+skipcol) - 1;
|
---|
212 | zrgba[j][0] = rgb[i][0];
|
---|
213 | zrgba[j][1] = rgb[i][1];
|
---|
214 | zrgba[j][2] = rgb[i][2];
|
---|
215 | zrgba[j][3] = 255;
|
---|
216 | zdepth[j] = z[i];
|
---|
217 | }
|
---|
218 | }
|
---|
219 | else {
|
---|
220 | GLfloat xscale = 1.0F / ctx->Pixel.ZoomX;
|
---|
221 | for (j=0;j<m;j++) {
|
---|
222 | i = (GLint) ((j+skipcol) * xscale);
|
---|
223 | if (i<0) i = n + i - 1;
|
---|
224 | zrgba[j][0] = rgb[i][0];
|
---|
225 | zrgba[j][1] = rgb[i][1];
|
---|
226 | zrgba[j][2] = rgb[i][2];
|
---|
227 | zrgba[j][3] = 255;
|
---|
228 | zdepth[j] = z[i];
|
---|
229 | }
|
---|
230 | }
|
---|
231 |
|
---|
232 | /* write the span */
|
---|
233 | for (r=r0; r<r1; r++) {
|
---|
234 | gl_write_rgba_span( ctx, m, x+skipcol, r, zdepth, zrgba, GL_BITMAP );
|
---|
235 | }
|
---|
236 | }
|
---|
237 |
|
---|
238 |
|
---|
239 |
|
---|
240 | /*
|
---|
241 | * As above, but write CI pixels.
|
---|
242 | */
|
---|
243 | void
|
---|
244 | gl_write_zoomed_index_span( GLcontext *ctx,
|
---|
245 | GLuint n, GLint x, GLint y, const GLdepth z[],
|
---|
246 | const GLuint indexes[], GLint y0 )
|
---|
247 | {
|
---|
248 | GLint m;
|
---|
249 | GLint r0, r1, row, r;
|
---|
250 | GLint i, j, skipcol;
|
---|
251 | GLuint zindexes[MAX_WIDTH]; /* zoomed color indexes */
|
---|
252 | GLdepth zdepth[MAX_WIDTH]; /* zoomed depth values */
|
---|
253 | GLint maxwidth = MIN2( ctx->Buffer->Width, MAX_WIDTH );
|
---|
254 |
|
---|
255 | /* compute width of output row */
|
---|
256 | m = (GLint) ABSF( n * ctx->Pixel.ZoomX );
|
---|
257 | if (m==0) {
|
---|
258 | return;
|
---|
259 | }
|
---|
260 | if (ctx->Pixel.ZoomX<0.0) {
|
---|
261 | /* adjust x coordinate for left/right mirroring */
|
---|
262 | x = x - m;
|
---|
263 | }
|
---|
264 |
|
---|
265 | /* compute which rows to draw */
|
---|
266 | row = y-y0;
|
---|
267 | r0 = y0 + (GLint) (row * ctx->Pixel.ZoomY);
|
---|
268 | r1 = y0 + (GLint) ((row+1) * ctx->Pixel.ZoomY);
|
---|
269 | if (r0==r1) {
|
---|
270 | return;
|
---|
271 | }
|
---|
272 | else if (r1<r0) {
|
---|
273 | GLint rtmp = r1;
|
---|
274 | r1 = r0;
|
---|
275 | r0 = rtmp;
|
---|
276 | }
|
---|
277 |
|
---|
278 | /* return early if r0...r1 is above or below window */
|
---|
279 | if (r0<0 && r1<0) {
|
---|
280 | /* below window */
|
---|
281 | return;
|
---|
282 | }
|
---|
283 | if (r0>=ctx->Buffer->Height && r1>=ctx->Buffer->Height) {
|
---|
284 | /* above window */
|
---|
285 | return;
|
---|
286 | }
|
---|
287 |
|
---|
288 | /* check if left edge is outside window */
|
---|
289 | skipcol = 0;
|
---|
290 | if (x<0) {
|
---|
291 | skipcol = -x;
|
---|
292 | m += x;
|
---|
293 | }
|
---|
294 | /* make sure span isn't too long or short */
|
---|
295 | if (m>maxwidth) {
|
---|
296 | m = maxwidth;
|
---|
297 | }
|
---|
298 | else if (m<=0) {
|
---|
299 | return;
|
---|
300 | }
|
---|
301 |
|
---|
302 | assert( m <= MAX_WIDTH );
|
---|
303 |
|
---|
304 | /* zoom the span horizontally */
|
---|
305 | if (ctx->Pixel.ZoomX==-1.0F) {
|
---|
306 | /* n==m */
|
---|
307 | for (j=0;j<m;j++) {
|
---|
308 | i = n - (j+skipcol) - 1;
|
---|
309 | zindexes[j] = indexes[i];
|
---|
310 | zdepth[j] = z[i];
|
---|
311 | }
|
---|
312 | }
|
---|
313 | else {
|
---|
314 | GLfloat xscale = 1.0F / ctx->Pixel.ZoomX;
|
---|
315 | for (j=0;j<m;j++) {
|
---|
316 | i = (GLint) ((j+skipcol) * xscale);
|
---|
317 | if (i<0) i = n + i - 1;
|
---|
318 | zindexes[j] = indexes[i];
|
---|
319 | zdepth[j] = z[i];
|
---|
320 | }
|
---|
321 | }
|
---|
322 |
|
---|
323 | /* write the span */
|
---|
324 | for (r=r0; r<r1; r++) {
|
---|
325 | gl_write_index_span( ctx, m, x+skipcol, r, zdepth, zindexes, GL_BITMAP );
|
---|
326 | }
|
---|
327 | }
|
---|
328 |
|
---|
329 |
|
---|
330 |
|
---|
331 | /*
|
---|
332 | * As above, but write stencil values.
|
---|
333 | */
|
---|
334 | void
|
---|
335 | gl_write_zoomed_stencil_span( GLcontext *ctx,
|
---|
336 | GLuint n, GLint x, GLint y,
|
---|
337 | const GLstencil stencil[], GLint y0 )
|
---|
338 | {
|
---|
339 | GLint m;
|
---|
340 | GLint r0, r1, row, r;
|
---|
341 | GLint i, j, skipcol;
|
---|
342 | GLstencil zstencil[MAX_WIDTH]; /* zoomed stencil values */
|
---|
343 | GLint maxwidth = MIN2( ctx->Buffer->Width, MAX_WIDTH );
|
---|
344 |
|
---|
345 | /* compute width of output row */
|
---|
346 | m = (GLint) ABSF( n * ctx->Pixel.ZoomX );
|
---|
347 | if (m==0) {
|
---|
348 | return;
|
---|
349 | }
|
---|
350 | if (ctx->Pixel.ZoomX<0.0) {
|
---|
351 | /* adjust x coordinate for left/right mirroring */
|
---|
352 | x = x - m;
|
---|
353 | }
|
---|
354 |
|
---|
355 | /* compute which rows to draw */
|
---|
356 | row = y-y0;
|
---|
357 | r0 = y0 + (GLint) (row * ctx->Pixel.ZoomY);
|
---|
358 | r1 = y0 + (GLint) ((row+1) * ctx->Pixel.ZoomY);
|
---|
359 | if (r0==r1) {
|
---|
360 | return;
|
---|
361 | }
|
---|
362 | else if (r1<r0) {
|
---|
363 | GLint rtmp = r1;
|
---|
364 | r1 = r0;
|
---|
365 | r0 = rtmp;
|
---|
366 | }
|
---|
367 |
|
---|
368 | /* return early if r0...r1 is above or below window */
|
---|
369 | if (r0<0 && r1<0) {
|
---|
370 | /* below window */
|
---|
371 | return;
|
---|
372 | }
|
---|
373 | if (r0>=ctx->Buffer->Height && r1>=ctx->Buffer->Height) {
|
---|
374 | /* above window */
|
---|
375 | return;
|
---|
376 | }
|
---|
377 |
|
---|
378 | /* check if left edge is outside window */
|
---|
379 | skipcol = 0;
|
---|
380 | if (x<0) {
|
---|
381 | skipcol = -x;
|
---|
382 | m += x;
|
---|
383 | }
|
---|
384 | /* make sure span isn't too long or short */
|
---|
385 | if (m>maxwidth) {
|
---|
386 | m = maxwidth;
|
---|
387 | }
|
---|
388 | else if (m<=0) {
|
---|
389 | return;
|
---|
390 | }
|
---|
391 |
|
---|
392 | assert( m <= MAX_WIDTH );
|
---|
393 |
|
---|
394 | /* zoom the span horizontally */
|
---|
395 | if (ctx->Pixel.ZoomX==-1.0F) {
|
---|
396 | /* n==m */
|
---|
397 | for (j=0;j<m;j++) {
|
---|
398 | i = n - (j+skipcol) - 1;
|
---|
399 | zstencil[j] = stencil[i];
|
---|
400 | }
|
---|
401 | }
|
---|
402 | else {
|
---|
403 | GLfloat xscale = 1.0F / ctx->Pixel.ZoomX;
|
---|
404 | for (j=0;j<m;j++) {
|
---|
405 | i = (GLint) ((j+skipcol) * xscale);
|
---|
406 | if (i<0) i = n + i - 1;
|
---|
407 | zstencil[j] = stencil[i];
|
---|
408 | }
|
---|
409 | }
|
---|
410 |
|
---|
411 | /* write the span */
|
---|
412 | for (r=r0; r<r1; r++) {
|
---|
413 | gl_write_stencil_span( ctx, m, x+skipcol, r, zstencil );
|
---|
414 | }
|
---|
415 | }
|
---|