Details | Last modification | View Log | RSS feed
Rev | Author | Line No. | Line |
---|---|---|---|
57 | pj | 1 | /* $Id: s_pointtemp.h,v 1.1 2003-02-28 11:49:42 pj Exp $ */ |
2 | |||
3 | /* |
||
4 | * Mesa 3-D graphics library |
||
5 | * Version: 5.0 |
||
6 | * |
||
7 | * Copyright (C) 1999-2002 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 | * Point rendering template code. |
||
30 | * |
||
31 | * Set FLAGS = bitwise-OR of the following tokens: |
||
32 | * |
||
33 | * RGBA = do rgba instead of color index |
||
34 | * SMOOTH = do antialiasing |
||
35 | * TEXTURE = do texture coords |
||
36 | * SPECULAR = do separate specular color |
||
37 | * LARGE = do points with diameter > 1 pixel |
||
38 | * ATTENUATE = compute point size attenuation |
||
39 | * SPRITE = GL_NV_point_sprite |
||
40 | * |
||
41 | * Notes: LARGE and ATTENUATE are exclusive of each other. |
||
42 | * TEXTURE requires RGBA |
||
43 | * SPECULAR requires TEXTURE |
||
44 | */ |
||
45 | |||
46 | |||
47 | /* |
||
48 | * NOTES on antialiased point rasterization: |
||
49 | * |
||
50 | * Let d = distance of fragment center from vertex. |
||
51 | * if d < rmin2 then |
||
52 | * fragment has 100% coverage |
||
53 | * else if d > rmax2 then |
||
54 | * fragment has 0% coverage |
||
55 | * else |
||
56 | * fragment has % coverage = (d - rmin2) / (rmax2 - rmin2) |
||
57 | */ |
||
58 | |||
59 | |||
60 | |||
61 | static void |
||
62 | NAME ( GLcontext *ctx, const SWvertex *vert ) |
||
63 | { |
||
64 | #if FLAGS & (ATTENUATE | LARGE | SMOOTH | SPRITE) |
||
65 | GLfloat size; |
||
66 | #endif |
||
67 | #if FLAGS & ATTENUATE |
||
68 | GLfloat alphaAtten; |
||
69 | #endif |
||
70 | #if FLAGS & RGBA |
||
71 | const GLchan red = vert->color[0]; |
||
72 | const GLchan green = vert->color[1]; |
||
73 | const GLchan blue = vert->color[2]; |
||
74 | const GLchan alpha = vert->color[3]; |
||
75 | #endif |
||
76 | #if FLAGS & SPECULAR |
||
77 | const GLchan specRed = vert->specular[0]; |
||
78 | const GLchan specGreen = vert->specular[1]; |
||
79 | const GLchan specBlue = vert->specular[2]; |
||
80 | #endif |
||
81 | #if FLAGS & INDEX |
||
82 | const GLuint colorIndex = vert->index; |
||
83 | #endif |
||
84 | #if FLAGS & TEXTURE |
||
85 | GLfloat texcoord[MAX_TEXTURE_UNITS][4]; |
||
86 | GLuint u; |
||
87 | #endif |
||
88 | SWcontext *swrast = SWRAST_CONTEXT(ctx); |
||
89 | struct sw_span *span = &(swrast->PointSpan); |
||
90 | |||
91 | /* Cull primitives with malformed coordinates. |
||
92 | */ |
||
93 | { |
||
94 | float tmp = vert->win[0] + vert->win[1]; |
||
95 | if (IS_INF_OR_NAN(tmp)) |
||
96 | return; |
||
97 | } |
||
98 | |||
99 | /* |
||
100 | * Span init |
||
101 | */ |
||
102 | span->interpMask = SPAN_FOG; |
||
103 | span->arrayMask = SPAN_XY | SPAN_Z; |
||
104 | span->fog = vert->fog; |
||
105 | span->fogStep = 0.0; |
||
106 | #if FLAGS & RGBA |
||
107 | span->arrayMask |= SPAN_RGBA; |
||
108 | #endif |
||
109 | #if FLAGS & SPECULAR |
||
110 | span->arrayMask |= SPAN_SPEC; |
||
111 | #endif |
||
112 | #if FLAGS & INDEX |
||
113 | span->arrayMask |= SPAN_INDEX; |
||
114 | #endif |
||
115 | #if FLAGS & TEXTURE |
||
116 | span->arrayMask |= SPAN_TEXTURE; |
||
117 | for (u = 0; u < ctx->Const.MaxTextureUnits; u++) { |
||
118 | if (ctx->Texture.Unit[u]._ReallyEnabled) { |
||
119 | const GLfloat q = vert->texcoord[u][3]; |
||
120 | const GLfloat invQ = (q == 0.0F || q == 1.0F) ? 1.0F : (1.0F / q); |
||
121 | texcoord[u][0] = vert->texcoord[u][0] * invQ; |
||
122 | texcoord[u][1] = vert->texcoord[u][1] * invQ; |
||
123 | texcoord[u][2] = vert->texcoord[u][2] * invQ; |
||
124 | texcoord[u][3] = q; |
||
125 | } |
||
126 | } |
||
127 | #endif |
||
128 | #if FLAGS & SMOOTH |
||
129 | span->arrayMask |= SPAN_COVERAGE; |
||
130 | #endif |
||
131 | #if FLAGS & SPRITE |
||
132 | span->arrayMask |= SPAN_TEXTURE; |
||
133 | #endif |
||
134 | |||
135 | #if FLAGS & ATTENUATE |
||
136 | if (vert->pointSize >= ctx->Point.Threshold) { |
||
137 | size = MIN2(vert->pointSize, ctx->Point.MaxSize); |
||
138 | alphaAtten = 1.0F; |
||
139 | } |
||
140 | else { |
||
141 | GLfloat dsize = vert->pointSize / ctx->Point.Threshold; |
||
142 | size = MAX2(ctx->Point.Threshold, ctx->Point.MinSize); |
||
143 | alphaAtten = dsize * dsize; |
||
144 | } |
||
145 | #elif FLAGS & (LARGE | SMOOTH | SPRITE) |
||
146 | size = ctx->Point._Size; |
||
147 | #endif |
||
148 | |||
149 | #if FLAGS & (ATTENUATE | LARGE | SMOOTH | SPRITE) |
||
150 | /* |
||
151 | * Multi-pixel points |
||
152 | */ |
||
153 | {{ |
||
154 | GLint x, y; |
||
155 | const GLfloat radius = 0.5F * size; |
||
156 | const GLint z = (GLint) (vert->win[2] + 0.5F); |
||
157 | GLuint count; |
||
158 | #if FLAGS & SMOOTH |
||
159 | const GLfloat rmin = radius - 0.7071F; /* 0.7071 = sqrt(2)/2 */ |
||
160 | const GLfloat rmax = radius + 0.7071F; |
||
161 | const GLfloat rmin2 = MAX2(0.0F, rmin * rmin); |
||
162 | const GLfloat rmax2 = rmax * rmax; |
||
163 | const GLfloat cscale = 1.0F / (rmax2 - rmin2); |
||
164 | const GLint xmin = (GLint) (vert->win[0] - radius); |
||
165 | const GLint xmax = (GLint) (vert->win[0] + radius); |
||
166 | const GLint ymin = (GLint) (vert->win[1] - radius); |
||
167 | const GLint ymax = (GLint) (vert->win[1] + radius); |
||
168 | #else |
||
169 | /* non-smooth */ |
||
170 | GLint xmin, xmax, ymin, ymax; |
||
171 | GLint iSize = (GLint) (size + 0.5F); |
||
172 | GLint iRadius; |
||
173 | iSize = MAX2(1, iSize); |
||
174 | iRadius = iSize / 2; |
||
175 | if (iSize & 1) { |
||
176 | /* odd size */ |
||
177 | xmin = (GLint) (vert->win[0] - iRadius); |
||
178 | xmax = (GLint) (vert->win[0] + iRadius); |
||
179 | ymin = (GLint) (vert->win[1] - iRadius); |
||
180 | ymax = (GLint) (vert->win[1] + iRadius); |
||
181 | } |
||
182 | else { |
||
183 | /* even size */ |
||
184 | xmin = (GLint) vert->win[0] - iRadius + 1; |
||
185 | xmax = xmin + iSize - 1; |
||
186 | ymin = (GLint) vert->win[1] - iRadius + 1; |
||
187 | ymax = ymin + iSize - 1; |
||
188 | } |
||
189 | #endif /*SMOOTH*/ |
||
190 | |||
191 | /* check if we need to flush */ |
||
192 | if (span->end + (xmax-xmin+1) * (ymax-ymin+1) >= MAX_WIDTH || |
||
193 | (swrast->_RasterMask & (BLEND_BIT | LOGIC_OP_BIT | MASKING_BIT))) { |
||
194 | #if FLAGS & (TEXTURE | SPRITE) |
||
195 | if (ctx->Texture._EnabledUnits) |
||
196 | _mesa_write_texture_span(ctx, span); |
||
197 | else |
||
198 | _mesa_write_rgba_span(ctx, span); |
||
199 | #elif FLAGS & RGBA |
||
200 | _mesa_write_rgba_span(ctx, span); |
||
201 | #else |
||
202 | _mesa_write_index_span(ctx, span); |
||
203 | #endif |
||
204 | span->end = 0; |
||
205 | } |
||
206 | |||
207 | /* |
||
208 | * OK, generate fragments |
||
209 | */ |
||
210 | count = span->end; |
||
211 | (void) radius; |
||
212 | for (y = ymin; y <= ymax; y++) { |
||
213 | for (x = xmin; x <= xmax; x++) { |
||
214 | #if FLAGS & (SPRITE | TEXTURE) |
||
215 | GLuint u; |
||
216 | #endif |
||
217 | |||
218 | #if FLAGS & RGBA |
||
219 | span->array->rgba[count][RCOMP] = red; |
||
220 | span->array->rgba[count][GCOMP] = green; |
||
221 | span->array->rgba[count][BCOMP] = blue; |
||
222 | span->array->rgba[count][ACOMP] = alpha; |
||
223 | #endif |
||
224 | #if FLAGS & SPECULAR |
||
225 | span->array->spec[count][RCOMP] = specRed; |
||
226 | span->array->spec[count][GCOMP] = specGreen; |
||
227 | span->array->spec[count][BCOMP] = specBlue; |
||
228 | #endif |
||
229 | #if FLAGS & INDEX |
||
230 | span->array->index[count] = colorIndex; |
||
231 | #endif |
||
232 | #if FLAGS & TEXTURE |
||
233 | for (u = 0; u < ctx->Const.MaxTextureUnits; u++) { |
||
234 | if (ctx->Texture.Unit[u]._ReallyEnabled) { |
||
235 | COPY_4V(span->array->texcoords[u][count], texcoord[u]); |
||
236 | } |
||
237 | } |
||
238 | #endif |
||
239 | |||
240 | #if FLAGS & SMOOTH |
||
241 | /* compute coverage */ |
||
242 | { |
||
243 | const GLfloat dx = x - vert->win[0] + 0.5F; |
||
244 | const GLfloat dy = y - vert->win[1] + 0.5F; |
||
245 | const GLfloat dist2 = dx * dx + dy * dy; |
||
246 | if (dist2 < rmax2) { |
||
247 | if (dist2 >= rmin2) { |
||
248 | /* compute partial coverage */ |
||
249 | span->array->coverage[count] = 1.0F - (dist2 - rmin2) * cscale; |
||
250 | #if FLAGS & INDEX |
||
251 | /* coverage in [0,15] */ |
||
252 | span->array->coverage[count] *= 15.0; |
||
253 | #endif |
||
254 | } |
||
255 | else { |
||
256 | /* full coverage */ |
||
257 | span->array->coverage[count] = 1.0F; |
||
258 | } |
||
259 | |||
260 | span->array->x[count] = x; |
||
261 | span->array->y[count] = y; |
||
262 | span->array->z[count] = z; |
||
263 | |||
264 | #if (FLAGS & ATTENUATE) && (FLAGS & RGBA) |
||
265 | span->array->rgba[count][ACOMP] = (GLchan) (alpha * alphaAtten); |
||
266 | #elif FLAGS & RGBA |
||
267 | span->array->rgba[count][ACOMP] = alpha; |
||
268 | #endif /*ATTENUATE*/ |
||
269 | count++; |
||
270 | } /*if*/ |
||
271 | } |
||
272 | |||
273 | #else /*SMOOTH*/ |
||
274 | |||
275 | /* not smooth (square points) */ |
||
276 | span->array->x[count] = x; |
||
277 | span->array->y[count] = y; |
||
278 | span->array->z[count] = z; |
||
279 | |||
280 | #if FLAGS & SPRITE |
||
281 | for (u = 0; u < ctx->Const.MaxTextureUnits; u++) { |
||
282 | if (ctx->Texture.Unit[u]._ReallyEnabled) { |
||
283 | if (ctx->Point.CoordReplace[u]) { |
||
284 | GLfloat s = 0.5F + (x + 0.5F - vert->win[0]) / size; |
||
285 | GLfloat t = 0.5F - (y + 0.5F - vert->win[1]) / size; |
||
286 | span->array->texcoords[u][count][0] = s; |
||
287 | span->array->texcoords[u][count][1] = t; |
||
288 | span->array->texcoords[u][count][3] = 1.0F; |
||
289 | if (ctx->Point.SpriteRMode == GL_ZERO) |
||
290 | span->array->texcoords[u][count][2] = 0.0F; |
||
291 | else if (ctx->Point.SpriteRMode == GL_S) |
||
292 | span->array->texcoords[u][count][2] = vert->texcoord[u][0]; |
||
293 | else /* GL_R */ |
||
294 | span->array->texcoords[u][count][2] = vert->texcoord[u][2]; |
||
295 | } |
||
296 | else { |
||
297 | COPY_4V(span->array->texcoords[u][count], vert->texcoord[u]); |
||
298 | } |
||
299 | } |
||
300 | } |
||
301 | #endif /*SPRITE*/ |
||
302 | |||
303 | count++; /* square point */ |
||
304 | |||
305 | #endif /*SMOOTH*/ |
||
306 | |||
307 | } /*for x*/ |
||
308 | } /*for y*/ |
||
309 | span->end = count; |
||
310 | }} |
||
311 | |||
312 | #else /* LARGE | ATTENUATE | SMOOTH | SPRITE */ |
||
313 | |||
314 | /* |
||
315 | * Single-pixel points |
||
316 | */ |
||
317 | {{ |
||
318 | GLuint count; |
||
319 | |||
320 | /* check if we need to flush */ |
||
321 | if (span->end >= MAX_WIDTH || |
||
322 | (swrast->_RasterMask & (BLEND_BIT | LOGIC_OP_BIT | MASKING_BIT))) { |
||
323 | #if FLAGS & (TEXTURE | SPRITE) |
||
324 | if (ctx->Texture._EnabledUnits) |
||
325 | _mesa_write_texture_span(ctx, span); |
||
326 | else |
||
327 | _mesa_write_rgba_span(ctx, span); |
||
328 | #elif FLAGS & RGBA |
||
329 | _mesa_write_rgba_span(ctx, span); |
||
330 | #else |
||
331 | _mesa_write_index_span(ctx, span); |
||
332 | #endif |
||
333 | span->end = 0; |
||
334 | } |
||
335 | |||
336 | count = span->end; |
||
337 | |||
338 | #if FLAGS & RGBA |
||
339 | span->array->rgba[count][RCOMP] = red; |
||
340 | span->array->rgba[count][GCOMP] = green; |
||
341 | span->array->rgba[count][BCOMP] = blue; |
||
342 | span->array->rgba[count][ACOMP] = alpha; |
||
343 | #endif |
||
344 | #if FLAGS & SPECULAR |
||
345 | span->array->spec[count][RCOMP] = specRed; |
||
346 | span->array->spec[count][GCOMP] = specGreen; |
||
347 | span->array->spec[count][BCOMP] = specBlue; |
||
348 | #endif |
||
349 | #if FLAGS & INDEX |
||
350 | span->array->index[count] = colorIndex; |
||
351 | #endif |
||
352 | #if FLAGS & TEXTURE |
||
353 | for (u = 0; u < ctx->Const.MaxTextureUnits; u++) { |
||
354 | if (ctx->Texture.Unit[u]._ReallyEnabled) { |
||
355 | COPY_4V(span->array->texcoords[u][count], texcoord[u]); |
||
356 | } |
||
357 | } |
||
358 | #endif |
||
359 | |||
360 | span->array->x[count] = (GLint) vert->win[0]; |
||
361 | span->array->y[count] = (GLint) vert->win[1]; |
||
362 | span->array->z[count] = (GLint) (vert->win[2] + 0.5F); |
||
363 | span->end = count + 1; |
||
364 | }} |
||
365 | |||
366 | #endif /* LARGE || ATTENUATE || SMOOTH */ |
||
367 | |||
368 | ASSERT(span->end <= MAX_WIDTH); |
||
369 | } |
||
370 | |||
371 | |||
372 | #undef FLAGS |
||
373 | #undef NAME |