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/* $Id: s_pointtemp.h,v 1.1 2003-02-28 11:49:42 pj Exp $ */
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3
/*
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 * Mesa 3-D graphics library
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 * Version:  5.0
6
 *
7
 * Copyright (C) 1999-2002  Brian Paul   All Rights Reserved.
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 *
9
 * Permission is hereby granted, free of charge, to any person obtaining a
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 * copy of this software and associated documentation files (the "Software"),
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 * to deal in the Software without restriction, including without limitation
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 * the rights to use, copy, modify, merge, publish, distribute, sublicense,
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 * and/or sell copies of the Software, and to permit persons to whom the
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 * Software is furnished to do so, subject to the following conditions:
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 *
16
 * The above copyright notice and this permission notice shall be included
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 * in all copies or substantial portions of the Software.
18
 *
19
 * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS
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 * OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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 * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.  IN NO EVENT SHALL
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 * BRIAN PAUL BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN
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 * AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN
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 * 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
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 *   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];
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   const GLchan alpha = vert->color[3];
75
#endif
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#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