| 1 | /* $Id: zoom.c,v 1.2 2000-05-23 20:41:08 jeroen Exp $ */ | 
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| 2 |  | 
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| 3 | /* | 
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| 4 | * Mesa 3-D graphics library | 
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| 5 | * Version:  3.3 | 
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| 6 | * | 
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| 7 | * Copyright (C) 1999  Brian Paul   All Rights Reserved. | 
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| 8 | * | 
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| 9 | * Permission is hereby granted, free of charge, to any person obtaining a | 
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| 10 | * copy of this software and associated documentation files (the "Software"), | 
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| 11 | * to deal in the Software without restriction, including without limitation | 
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| 12 | * the rights to use, copy, modify, merge, publish, distribute, sublicense, | 
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| 13 | * and/or sell copies of the Software, and to permit persons to whom the | 
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| 14 | * Software is furnished to do so, subject to the following conditions: | 
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| 15 | * | 
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| 16 | * The above copyright notice and this permission notice shall be included | 
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| 17 | * in all copies or substantial portions of the Software. | 
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| 18 | * | 
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| 19 | * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS | 
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| 20 | * OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, | 
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| 21 | * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.  IN NO EVENT SHALL | 
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| 22 | * BRIAN PAUL BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN | 
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| 23 | * AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN | 
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| 24 | * CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. | 
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| 25 | */ | 
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| 26 |  | 
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| 27 |  | 
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| 28 |  | 
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| 29 |  | 
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| 30 |  | 
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| 31 | #ifdef PC_HEADER | 
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| 32 | #include "all.h" | 
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| 33 | #else | 
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| 34 | #include "glheader.h" | 
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| 35 | #include "macros.h" | 
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| 36 | #include "span.h" | 
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| 37 | #include "stencil.h" | 
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| 38 | #include "zoom.h" | 
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| 39 | #endif | 
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| 40 |  | 
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| 41 |  | 
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| 42 |  | 
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| 43 | /* | 
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| 44 | * Write a span of pixels to the frame buffer while applying a pixel zoom. | 
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| 45 | * This is only used by glDrawPixels and glCopyPixels. | 
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| 46 | * Input:  n - number of pixels in input row | 
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| 47 | *         x, y - destination of the span | 
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| 48 | *         z - depth values for the span | 
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| 49 | *         red, green, blue, alpha - array of colors | 
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| 50 | *         y0 - location of first row in the image we're drawing. | 
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| 51 | */ | 
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| 52 | void | 
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| 53 | gl_write_zoomed_rgba_span( GLcontext *ctx, | 
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| 54 | GLuint n, GLint x, GLint y, const GLdepth z[], | 
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| 55 | CONST GLubyte rgba[][4], GLint y0 ) | 
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| 56 | { | 
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| 57 | GLint m; | 
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| 58 | GLint r0, r1, row, r; | 
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| 59 | GLint i, j, skipcol; | 
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| 60 | GLubyte zrgba[MAX_WIDTH][4];  /* zoomed pixel colors */ | 
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| 61 | GLdepth zdepth[MAX_WIDTH];  /* zoomed depth values */ | 
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| 62 | GLint maxwidth = MIN2( ctx->DrawBuffer->Width, MAX_WIDTH ); | 
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| 63 | const GLuint *srcRGBA32 = (const GLuint *) rgba; | 
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| 64 | GLuint *dstRGBA32 = (GLuint *) zrgba; | 
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| 65 |  | 
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| 66 | /* compute width of output row */ | 
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| 67 | m = (GLint) ABSF( n * ctx->Pixel.ZoomX ); | 
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| 68 | if (m==0) { | 
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| 69 | return; | 
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| 70 | } | 
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| 71 | if (ctx->Pixel.ZoomX<0.0) { | 
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| 72 | /* adjust x coordinate for left/right mirroring */ | 
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| 73 | x = x - m; | 
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| 74 | } | 
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| 75 |  | 
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| 76 | /* compute which rows to draw */ | 
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| 77 | row = y-y0; | 
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| 78 | r0 = y0 + (GLint) (row * ctx->Pixel.ZoomY); | 
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| 79 | r1 = y0 + (GLint) ((row+1) * ctx->Pixel.ZoomY); | 
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| 80 | if (r0==r1) { | 
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| 81 | return; | 
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| 82 | } | 
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| 83 | else if (r1<r0) { | 
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| 84 | GLint rtmp = r1; | 
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| 85 | r1 = r0; | 
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| 86 | r0 = rtmp; | 
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| 87 | } | 
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| 88 |  | 
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| 89 | /* return early if r0...r1 is above or below window */ | 
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| 90 | if (r0<0 && r1<0) { | 
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| 91 | /* below window */ | 
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| 92 | return; | 
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| 93 | } | 
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| 94 | if (r0>=ctx->DrawBuffer->Height && r1>=ctx->DrawBuffer->Height) { | 
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| 95 | /* above window */ | 
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| 96 | return; | 
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| 97 | } | 
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| 98 |  | 
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| 99 | /* check if left edge is outside window */ | 
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| 100 | skipcol = 0; | 
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| 101 | if (x<0) { | 
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| 102 | skipcol = -x; | 
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| 103 | m += x; | 
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| 104 | } | 
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| 105 | /* make sure span isn't too long or short */ | 
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| 106 | if (m>maxwidth) { | 
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| 107 | m = maxwidth; | 
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| 108 | } | 
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| 109 | else if (m<=0) { | 
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| 110 | return; | 
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| 111 | } | 
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| 112 |  | 
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| 113 | ASSERT( m <= MAX_WIDTH ); | 
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| 114 |  | 
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| 115 | /* zoom the span horizontally */ | 
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| 116 | if (ctx->Pixel.ZoomX==-1.0F) { | 
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| 117 | /* n==m */ | 
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| 118 | for (j=0;j<m;j++) { | 
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| 119 | i = n - (j+skipcol) - 1; | 
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| 120 | dstRGBA32[j] = srcRGBA32[i]; | 
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| 121 | zdepth[j] = z[i]; | 
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| 122 | } | 
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| 123 | } | 
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| 124 | else { | 
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| 125 | GLfloat xscale = 1.0F / ctx->Pixel.ZoomX; | 
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| 126 | for (j=0;j<m;j++) { | 
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| 127 | i = (GLint) ((j+skipcol) * xscale); | 
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| 128 | if (i<0)  i = n + i - 1; | 
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| 129 | dstRGBA32[j] = srcRGBA32[i]; | 
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| 130 | zdepth[j] = z[i]; | 
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| 131 | } | 
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| 132 | } | 
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| 133 |  | 
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| 134 | /* write the span */ | 
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| 135 | for (r=r0; r<r1; r++) { | 
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| 136 | gl_write_rgba_span( ctx, m, x+skipcol, r, zdepth, zrgba, GL_BITMAP ); | 
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| 137 | } | 
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| 138 | } | 
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| 139 |  | 
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| 140 |  | 
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| 141 |  | 
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| 142 | void | 
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| 143 | gl_write_zoomed_rgb_span( GLcontext *ctx, | 
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| 144 | GLuint n, GLint x, GLint y, const GLdepth z[], | 
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| 145 | CONST GLubyte rgb[][3], GLint y0 ) | 
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| 146 | { | 
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| 147 | GLint m; | 
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| 148 | GLint r0, r1, row, r; | 
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| 149 | GLint i, j, skipcol; | 
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| 150 | GLubyte zrgba[MAX_WIDTH][4];  /* zoomed pixel colors */ | 
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| 151 | GLdepth zdepth[MAX_WIDTH];  /* zoomed depth values */ | 
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| 152 | GLint maxwidth = MIN2( ctx->DrawBuffer->Width, MAX_WIDTH ); | 
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| 153 |  | 
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| 154 | /* compute width of output row */ | 
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| 155 | m = (GLint) ABSF( n * ctx->Pixel.ZoomX ); | 
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| 156 | if (m==0) { | 
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| 157 | return; | 
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| 158 | } | 
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| 159 | if (ctx->Pixel.ZoomX<0.0) { | 
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| 160 | /* adjust x coordinate for left/right mirroring */ | 
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| 161 | x = x - m; | 
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| 162 | } | 
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| 163 |  | 
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| 164 | /* compute which rows to draw */ | 
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| 165 | row = y-y0; | 
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| 166 | r0 = y0 + (GLint) (row * ctx->Pixel.ZoomY); | 
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| 167 | r1 = y0 + (GLint) ((row+1) * ctx->Pixel.ZoomY); | 
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| 168 | if (r0==r1) { | 
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| 169 | return; | 
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| 170 | } | 
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| 171 | else if (r1<r0) { | 
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| 172 | GLint rtmp = r1; | 
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| 173 | r1 = r0; | 
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| 174 | r0 = rtmp; | 
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| 175 | } | 
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| 176 |  | 
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| 177 | /* return early if r0...r1 is above or below window */ | 
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| 178 | if (r0<0 && r1<0) { | 
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| 179 | /* below window */ | 
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| 180 | return; | 
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| 181 | } | 
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| 182 | if (r0>=ctx->DrawBuffer->Height && r1>=ctx->DrawBuffer->Height) { | 
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| 183 | /* above window */ | 
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| 184 | return; | 
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| 185 | } | 
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| 186 |  | 
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| 187 | /* check if left edge is outside window */ | 
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| 188 | skipcol = 0; | 
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| 189 | if (x<0) { | 
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| 190 | skipcol = -x; | 
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| 191 | m += x; | 
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| 192 | } | 
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| 193 | /* make sure span isn't too long or short */ | 
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| 194 | if (m>maxwidth) { | 
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| 195 | m = maxwidth; | 
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| 196 | } | 
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| 197 | else if (m<=0) { | 
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| 198 | return; | 
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| 199 | } | 
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| 200 |  | 
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| 201 | ASSERT( m <= MAX_WIDTH ); | 
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| 202 |  | 
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| 203 | /* zoom the span horizontally */ | 
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| 204 | if (ctx->Pixel.ZoomX==-1.0F) { | 
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| 205 | /* n==m */ | 
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| 206 | for (j=0;j<m;j++) { | 
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| 207 | i = n - (j+skipcol) - 1; | 
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| 208 | zrgba[j][0] = rgb[i][0]; | 
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| 209 | zrgba[j][1] = rgb[i][1]; | 
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| 210 | zrgba[j][2] = rgb[i][2]; | 
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| 211 | zrgba[j][3] = 255; | 
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| 212 | zdepth[j] = z[i]; | 
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| 213 | } | 
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| 214 | } | 
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| 215 | else { | 
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| 216 | GLfloat xscale = 1.0F / ctx->Pixel.ZoomX; | 
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| 217 | for (j=0;j<m;j++) { | 
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| 218 | i = (GLint) ((j+skipcol) * xscale); | 
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| 219 | if (i<0)  i = n + i - 1; | 
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| 220 | zrgba[j][0] = rgb[i][0]; | 
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| 221 | zrgba[j][1] = rgb[i][1]; | 
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| 222 | zrgba[j][2] = rgb[i][2]; | 
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| 223 | zrgba[j][3] = 255; | 
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| 224 | zdepth[j] = z[i]; | 
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| 225 | } | 
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| 226 | } | 
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| 227 |  | 
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| 228 | /* write the span */ | 
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| 229 | for (r=r0; r<r1; r++) { | 
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| 230 | gl_write_rgba_span( ctx, m, x+skipcol, r, zdepth, zrgba, GL_BITMAP ); | 
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| 231 | } | 
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| 232 | } | 
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| 233 |  | 
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| 234 |  | 
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| 235 |  | 
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| 236 | /* | 
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| 237 | * As above, but write CI pixels. | 
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| 238 | */ | 
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| 239 | void | 
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| 240 | gl_write_zoomed_index_span( GLcontext *ctx, | 
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| 241 | GLuint n, GLint x, GLint y, const GLdepth z[], | 
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| 242 | const GLuint indexes[], GLint y0 ) | 
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| 243 | { | 
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| 244 | GLint m; | 
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| 245 | GLint r0, r1, row, r; | 
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| 246 | GLint i, j, skipcol; | 
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| 247 | GLuint zindexes[MAX_WIDTH];  /* zoomed color indexes */ | 
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| 248 | GLdepth zdepth[MAX_WIDTH];  /* zoomed depth values */ | 
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| 249 | GLint maxwidth = MIN2( ctx->DrawBuffer->Width, MAX_WIDTH ); | 
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| 250 |  | 
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| 251 | /* compute width of output row */ | 
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| 252 | m = (GLint) ABSF( n * ctx->Pixel.ZoomX ); | 
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| 253 | if (m==0) { | 
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| 254 | return; | 
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| 255 | } | 
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| 256 | if (ctx->Pixel.ZoomX<0.0) { | 
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| 257 | /* adjust x coordinate for left/right mirroring */ | 
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| 258 | x = x - m; | 
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| 259 | } | 
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| 260 |  | 
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| 261 | /* compute which rows to draw */ | 
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| 262 | row = y-y0; | 
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| 263 | r0 = y0 + (GLint) (row * ctx->Pixel.ZoomY); | 
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| 264 | r1 = y0 + (GLint) ((row+1) * ctx->Pixel.ZoomY); | 
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| 265 | if (r0==r1) { | 
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| 266 | return; | 
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| 267 | } | 
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| 268 | else if (r1<r0) { | 
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| 269 | GLint rtmp = r1; | 
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| 270 | r1 = r0; | 
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| 271 | r0 = rtmp; | 
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| 272 | } | 
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| 273 |  | 
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| 274 | /* return early if r0...r1 is above or below window */ | 
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| 275 | if (r0<0 && r1<0) { | 
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| 276 | /* below window */ | 
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| 277 | return; | 
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| 278 | } | 
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| 279 | if (r0>=ctx->DrawBuffer->Height && r1>=ctx->DrawBuffer->Height) { | 
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| 280 | /* above window */ | 
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| 281 | return; | 
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| 282 | } | 
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| 283 |  | 
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| 284 | /* check if left edge is outside window */ | 
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| 285 | skipcol = 0; | 
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| 286 | if (x<0) { | 
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| 287 | skipcol = -x; | 
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| 288 | m += x; | 
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| 289 | } | 
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| 290 | /* make sure span isn't too long or short */ | 
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| 291 | if (m>maxwidth) { | 
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| 292 | m = maxwidth; | 
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| 293 | } | 
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| 294 | else if (m<=0) { | 
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| 295 | return; | 
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| 296 | } | 
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| 297 |  | 
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| 298 | ASSERT( m <= MAX_WIDTH ); | 
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| 299 |  | 
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| 300 | /* zoom the span horizontally */ | 
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| 301 | if (ctx->Pixel.ZoomX==-1.0F) { | 
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| 302 | /* n==m */ | 
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| 303 | for (j=0;j<m;j++) { | 
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| 304 | i = n - (j+skipcol) - 1; | 
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| 305 | zindexes[j] = indexes[i]; | 
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| 306 | zdepth[j]   = z[i]; | 
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| 307 | } | 
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| 308 | } | 
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| 309 | else { | 
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| 310 | GLfloat xscale = 1.0F / ctx->Pixel.ZoomX; | 
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| 311 | for (j=0;j<m;j++) { | 
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| 312 | i = (GLint) ((j+skipcol) * xscale); | 
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| 313 | if (i<0)  i = n + i - 1; | 
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| 314 | zindexes[j] = indexes[i]; | 
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| 315 | zdepth[j] = z[i]; | 
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| 316 | } | 
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| 317 | } | 
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| 318 |  | 
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| 319 | /* write the span */ | 
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| 320 | for (r=r0; r<r1; r++) { | 
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| 321 | gl_write_index_span( ctx, m, x+skipcol, r, zdepth, zindexes, GL_BITMAP ); | 
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| 322 | } | 
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| 323 | } | 
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| 324 |  | 
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| 325 |  | 
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| 326 |  | 
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| 327 | /* | 
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| 328 | * As above, but write stencil values. | 
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| 329 | */ | 
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| 330 | void | 
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| 331 | gl_write_zoomed_stencil_span( GLcontext *ctx, | 
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| 332 | GLuint n, GLint x, GLint y, | 
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| 333 | const GLstencil stencil[], GLint y0 ) | 
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| 334 | { | 
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| 335 | GLint m; | 
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| 336 | GLint r0, r1, row, r; | 
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| 337 | GLint i, j, skipcol; | 
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| 338 | GLstencil zstencil[MAX_WIDTH];  /* zoomed stencil values */ | 
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| 339 | GLint maxwidth = MIN2( ctx->DrawBuffer->Width, MAX_WIDTH ); | 
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| 340 |  | 
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| 341 | /* compute width of output row */ | 
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| 342 | m = (GLint) ABSF( n * ctx->Pixel.ZoomX ); | 
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| 343 | if (m==0) { | 
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| 344 | return; | 
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| 345 | } | 
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| 346 | if (ctx->Pixel.ZoomX<0.0) { | 
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| 347 | /* adjust x coordinate for left/right mirroring */ | 
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| 348 | x = x - m; | 
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| 349 | } | 
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| 350 |  | 
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| 351 | /* compute which rows to draw */ | 
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| 352 | row = y-y0; | 
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| 353 | r0 = y0 + (GLint) (row * ctx->Pixel.ZoomY); | 
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| 354 | r1 = y0 + (GLint) ((row+1) * ctx->Pixel.ZoomY); | 
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| 355 | if (r0==r1) { | 
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| 356 | return; | 
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| 357 | } | 
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| 358 | else if (r1<r0) { | 
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| 359 | GLint rtmp = r1; | 
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| 360 | r1 = r0; | 
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| 361 | r0 = rtmp; | 
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| 362 | } | 
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| 363 |  | 
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| 364 | /* return early if r0...r1 is above or below window */ | 
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| 365 | if (r0<0 && r1<0) { | 
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| 366 | /* below window */ | 
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| 367 | return; | 
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| 368 | } | 
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| 369 | if (r0>=ctx->DrawBuffer->Height && r1>=ctx->DrawBuffer->Height) { | 
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| 370 | /* above window */ | 
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| 371 | return; | 
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| 372 | } | 
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| 373 |  | 
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| 374 | /* check if left edge is outside window */ | 
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| 375 | skipcol = 0; | 
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| 376 | if (x<0) { | 
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| 377 | skipcol = -x; | 
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| 378 | m += x; | 
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| 379 | } | 
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| 380 | /* make sure span isn't too long or short */ | 
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| 381 | if (m>maxwidth) { | 
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| 382 | m = maxwidth; | 
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| 383 | } | 
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| 384 | else if (m<=0) { | 
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| 385 | return; | 
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| 386 | } | 
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| 387 |  | 
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| 388 | ASSERT( m <= MAX_WIDTH ); | 
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| 389 |  | 
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| 390 | /* zoom the span horizontally */ | 
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| 391 | if (ctx->Pixel.ZoomX==-1.0F) { | 
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| 392 | /* n==m */ | 
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| 393 | for (j=0;j<m;j++) { | 
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| 394 | i = n - (j+skipcol) - 1; | 
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| 395 | zstencil[j] = stencil[i]; | 
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| 396 | } | 
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| 397 | } | 
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| 398 | else { | 
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| 399 | GLfloat xscale = 1.0F / ctx->Pixel.ZoomX; | 
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| 400 | for (j=0;j<m;j++) { | 
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| 401 | i = (GLint) ((j+skipcol) * xscale); | 
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| 402 | if (i<0)  i = n + i - 1; | 
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| 403 | zstencil[j] = stencil[i]; | 
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| 404 | } | 
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| 405 | } | 
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| 406 |  | 
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| 407 | /* write the span */ | 
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| 408 | for (r=r0; r<r1; r++) { | 
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| 409 | gl_write_stencil_span( ctx, m, x+skipcol, r, zstencil ); | 
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| 410 | } | 
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| 411 | } | 
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