diff options
author | Brian Paul <[email protected]> | 2000-11-05 23:15:16 +0000 |
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committer | Brian Paul <[email protected]> | 2000-11-05 23:15:16 +0000 |
commit | 7798374e472a8fa2f8699d38873e6b8490d853a4 (patch) | |
tree | 5b320550e20335504ee952a909422c08dfea463e /src/mesa/swrast/s_aalinetemp.h | |
parent | 14940c4ffe066a8b85bc14274c19ad3d8e334d61 (diff) |
New implementation of antialiased lines. Mesa should now pass the remaining
GL conformance tests for AA lines (but not tried yet).
TODO: improve code sharing with the AA triangle code.
Diffstat (limited to 'src/mesa/swrast/s_aalinetemp.h')
-rw-r--r-- | src/mesa/swrast/s_aalinetemp.h | 322 |
1 files changed, 322 insertions, 0 deletions
diff --git a/src/mesa/swrast/s_aalinetemp.h b/src/mesa/swrast/s_aalinetemp.h new file mode 100644 index 00000000000..ee414aae596 --- /dev/null +++ b/src/mesa/swrast/s_aalinetemp.h @@ -0,0 +1,322 @@ +/* $Id: s_aalinetemp.h,v 1.1 2000/11/05 23:15:16 brianp Exp $ */ + +/* + * Mesa 3-D graphics library + * Version: 3.5 + * + * Copyright (C) 1999-2000 Brian Paul All Rights Reserved. + * + * Permission is hereby granted, free of charge, to any person obtaining a + * copy of this software and associated documentation files (the "Software"), + * to deal in the Software without restriction, including without limitation + * the rights to use, copy, modify, merge, publish, distribute, sublicense, + * and/or sell copies of the Software, and to permit persons to whom the + * Software is furnished to do so, subject to the following conditions: + * + * The above copyright notice and this permission notice shall be included + * in all copies or substantial portions of the Software. + * + * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS + * OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, + * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL + * BRIAN PAUL BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN + * AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN + * CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. + */ + + +/* + * Antialiased line template. + */ + + +/* + * Function to render each fragment in the AA line. + */ +static void +NAME(plot)(GLcontext *ctx, const struct LineInfo *line, + struct pixel_buffer *pb, int ix, int iy) +{ + const GLfloat fx = (GLfloat) ix; + const GLfloat fy = (GLfloat) iy; + const GLfloat coverage = compute_coveragef(line, ix, iy); + GLdepth z; + GLfloat fog; + GLchan red, green, blue, alpha; + GLint frac, indx, index; + GLchan specRed, specGreen, specBlue; + GLfloat tex[MAX_TEXTURE_UNITS][4], lambda[MAX_TEXTURE_UNITS]; + + if (coverage == 0.0) + return; + + /* + * Compute Z, color, texture coords, fog for the fragment by + * solving the plane equations at (ix,iy). + */ +#ifdef DO_Z + z = (GLdepth) solve_plane(fx, fy, line->zPlane); +#else + z = 0.0; +#endif +#ifdef DO_FOG + fog = solve_plane(fx, fy, line->fPlane); +#else + fog = 0.0; +#endif +#ifdef DO_RGBA + red = solve_plane_chan(fx, fy, line->rPlane); + green = solve_plane_chan(fx, fy, line->gPlane); + blue = solve_plane_chan(fx, fy, line->bPlane); + alpha = (GLchan) (solve_plane_chan(fx, fy, line->aPlane) * coverage);; +#else + (void) red; + (void) green; + (void) blue; + (void) alpha; +#endif +#ifdef DO_INDEX + frac = (GLint) (15.0 * coverage); + indx = (GLint) solve_plane(fx, fy, line->iPlane); + index = (indx & ~0xf) | frac; +#else + (void) frac; + (void) indx; + (void) index; +#endif +#ifdef DO_SPEC + specRed = solve_plane_chan(fx, fy, line->srPlane); + specGreen = solve_plane_chan(fx, fy, line->sgPlane); + specBlue = solve_plane_chan(fx, fy, line->sbPlane); +#else + (void) specRed; + (void) specGreen; + (void) specBlue; +#endif +#ifdef DO_TEX + { + GLfloat invQ = solve_plane_recip(fx, fy, line->vPlane[0]); + tex[0][0] = solve_plane(fx, fy, line->sPlane[0]) * invQ; + tex[0][1] = solve_plane(fx, fy, line->tPlane[0]) * invQ; + tex[0][2] = solve_plane(fx, fy, line->uPlane[0]) * invQ; + lambda[0] = compute_lambda(line->sPlane[0], line->tPlane[0], invQ, + line->texWidth[0], line->texHeight[0]); + } +#elif defined(DO_MULTITEX) + { + GLuint unit; + for (unit = 0; unit < ctx->Const.MaxTextureUnits; unit++) { + if (ctx->Texture.Unit[unit]._ReallyEnabled) { + GLfloat invQ = solve_plane_recip(fx, fy, line->vPlane[unit]); + tex[unit][0] = solve_plane(fx, fy, line->sPlane[unit]) * invQ; + tex[unit][1] = solve_plane(fx, fy, line->tPlane[unit]) * invQ; + tex[unit][2] = solve_plane(fx, fy, line->uPlane[unit]) * invQ; + lambda[unit] = compute_lambda(line->sPlane[unit], + line->tPlane[unit], invQ, + line->texWidth[unit], line->texHeight[unit]); + } + } + } +#else + (void) tex[0][0]; + (void) lambda[0]; +#endif + + +#if defined(DO_MULTITEX) +#if defined(DO_SPEC) + PB_WRITE_MULTITEX_SPEC_PIXEL(pb, ix, iy, z, fog, red, green, blue, alpha, + specRed, specGreen, specBlue, tex); +#else + PB_WRITE_MULTITEX_PIXEL(pb, ix, iy, z, fog, red, green, blue, alpha, texcoords); +#endif +#elif defined(DO_TEX) + PB_WRITE_TEX_PIXEL(pb, ix, iy, z, fog, red, green, blue, alpha, + tex[0][0], tex[0][1], tex[0][2]); +#elif defined(DO_RGBA) + PB_WRITE_RGBA_PIXEL(pb, ix, iy, z, fog, red, green, blue, alpha); +#elif defined(DO_INDEX) + PB_WRITE_CI_PIXEL(pb, ix, iy, z, fog, index); +#endif + + PB_CHECK_FLUSH(ctx, pb); +} + + + +/* + * Line setup + */ +static void +NAME(line)(GLcontext *ctx, SWvertex *v0, SWvertex *v1) +{ + SWcontext *swrast = SWRAST_CONTEXT(ctx); + struct pixel_buffer *pb = SWRAST_CONTEXT(ctx)->PB; + GLfloat tStart, tEnd; /* segment start, end along line length */ + GLboolean inSegment; + GLint iLen, i; + + /* Init the LineInfo struct */ + struct LineInfo line; + line.x0 = v0->win[0]; + line.y0 = v0->win[1]; + line.x1 = v1->win[0]; + line.y1 = v1->win[1]; + line.dx = line.x1 - line.x0; + line.dy = line.y1 - line.y0; + line.len = sqrt(line.dx * line.dx + line.dy * line.dy); + line.halfWidth = 0.5F * ctx->Line.Width; + line.xAdj = line.dx / line.len * line.halfWidth; + line.yAdj = line.dy / line.len * line.halfWidth; + +#ifdef DO_Z + compute_plane(line.x0, line.y0, line.x1, line.y1, + v0->win[2], v1->win[2], line.zPlane); +#endif +#ifdef DO_FOG + compute_plane(line.x0, line.y0, line.x1, line.y1, + v0->fog, v1->fog, line.fPlane); +#endif +#ifdef DO_RGBA + if (ctx->Light.ShadeModel == GL_SMOOTH) { + compute_plane(line.x0, line.y0, line.x1, line.y1, + v0->color[RCOMP], v1->color[RCOMP], line.rPlane); + compute_plane(line.x0, line.y0, line.x1, line.y1, + v0->color[GCOMP], v1->color[GCOMP], line.gPlane); + compute_plane(line.x0, line.y0, line.x1, line.y1, + v0->color[BCOMP], v1->color[BCOMP], line.bPlane); + compute_plane(line.x0, line.y0, line.x1, line.y1, + v0->color[ACOMP], v1->color[ACOMP], line.aPlane); + } + else { + constant_plane(v0->color[RCOMP], line.rPlane); + constant_plane(v0->color[GCOMP], line.gPlane); + constant_plane(v0->color[BCOMP], line.bPlane); + constant_plane(v0->color[ACOMP], line.aPlane); + } +#endif +#ifdef DO_SPEC + if (ctx->Light.ShadeModel == GL_SMOOTH) { + compute_plane(line.x0, line.y0, line.x1, line.y1, + v0->specular[RCOMP], v1->specular[RCOMP], line.srPlane); + compute_plane(line.x0, line.y0, line.x1, line.y1, + v0->specular[GCOMP], v1->specular[GCOMP], line.sgPlane); + compute_plane(line.x0, line.y0, line.x1, line.y1, + v0->specular[BCOMP], v1->specular[BCOMP], line.sbPlane); + } + else { + constant_plane(v0->specular[RCOMP], line.srPlane); + constant_plane(v0->specular[GCOMP], line.sgPlane); + constant_plane(v0->specular[BCOMP], line.sbPlane); + } +#endif +#ifdef DO_INDEX + if (ctx->Light.ShadeModel == GL_SMOOTH) { + compute_plane(line.x0, line.y0, line.x1, line.y1, + v0->index, v1->index, line.iPlane); + } + else { + constant_plane(v0->index, line.iPlane); + } +#endif +#ifdef DO_TEX + { + const struct gl_texture_object *obj = ctx->Texture.Unit[0]._Current; + const struct gl_texture_image *texImage = obj->Image[obj->BaseLevel]; + const GLfloat invW0 = v0->win[3]; + const GLfloat invW1 = v1->win[3]; + const GLfloat s0 = v0->texcoord[0][0] * invW0; + const GLfloat s1 = v1->texcoord[0][0] * invW1; + const GLfloat t0 = v0->texcoord[0][1] * invW0; + const GLfloat t1 = v1->texcoord[0][1] * invW0; + const GLfloat r0 = v0->texcoord[0][2] * invW0; + const GLfloat r1 = v1->texcoord[0][2] * invW0; + const GLfloat q0 = v0->texcoord[0][3] * invW0; + const GLfloat q1 = v1->texcoord[0][3] * invW0; + compute_plane(line.x0, line.y0, line.x1, line.y1, s0, s1, line.sPlane[0]); + compute_plane(line.x0, line.y0, line.x1, line.y1, t0, t1, line.tPlane[0]); + compute_plane(line.x0, line.y0, line.x1, line.y1, r0, r1, line.uPlane[0]); + compute_plane(line.x0, line.y0, line.x1, line.y1, q0, q1, line.vPlane[0]); + line.texWidth[0] = (GLfloat) texImage->Width; + line.texHeight[0] = (GLfloat) texImage->Height; + } +#elif defined(DO_MULITEX) + { + GLuint u; + for (u = 0; u < ctx->Const.MaxTextureUnits; u++) { + if (ctx->Texture.Unit[u].ReallyEnabled) { + const struct gl_texture_object *obj = ctx->Texture.Unit[u].Current; + const struct gl_texture_image *texImage = obj->Image[obj->BaseLevel]; + const GLfloat invW0 = v0->win[3]; + const GLfloat invW1 = v1->win[3]; + GLfloat (*texCoord)[4] = VB->TexCoordPtr[u]->data; + const GLfloat s0 = v0->texcoord[u][0] * invW0; + const GLfloat s1 = v1->texcoord[u][0] * invW1; + const GLfloat t0 = v0->texcoord[u][1] * invW0; + const GLfloat t1 = v1->texcoord[u][1] * invW0; + const GLfloat r0 = v0->texcoord[u][2] * invW0; + const GLfloat r1 = v1->texcoord[u][2] * invW0; + const GLfloat q0 = v0->texcoord[u][3] * invW0; + const GLfloat q1 = v1->texcoord[u][3] * invW0; + compute_plane(line.x0, line.y0, line.x1, line.y1, s0, s1, line.sPlane[u]); + compute_plane(line.x0, line.y0, line.x1, line.y1, t0, t1, line.tPlane[u]); + compute_plane(line.x0, line.y0, line.x1, line.y1, u0, u1, line.uPlane[u]); + compute_plane(line.x0, line.y0, line.x1, line.y1, v0, v1, line.vPlane[u]); + line.texWidth[u] = (GLfloat) texImage->Width; + line.texHeight[u] = (GLfloat) texImage->Height; + } + } + } +#endif + + tStart = tEnd = 0.0; + inSegment = GL_FALSE; + iLen = (GLint) line.len; + + if (ctx->Line.StippleFlag) { + for (i = 0; i < iLen; i++) { + const GLuint bit = (swrast->StippleCounter / ctx->Line.StippleFactor) & 0xf; + if ((1 << bit) & ctx->Line.StipplePattern) { + /* stipple bit is on */ + const GLfloat t = (GLfloat) i / (GLfloat) line.len; + if (!inSegment) { + /* start new segment */ + inSegment = GL_TRUE; + tStart = t; + } + else { + /* still in the segment, extend it */ + tEnd = t; + } + } + else { + /* stipple bit is off */ + if (inSegment && (tEnd > tStart)) { + /* draw the segment */ + segment(ctx, &line, NAME(plot), pb, tStart, tEnd); + inSegment = GL_FALSE; + } + else { + /* still between segments, do nothing */ + } + } + swrast->StippleCounter++; + } + } + else { + /* non-stippled */ + segment(ctx, &line, NAME(plot), pb, 0.0, 1.0); + } +} + + + + +#undef DO_Z +#undef DO_FOG +#undef DO_RGBA +#undef DO_INDEX +#undef DO_SPEC +#undef DO_TEX +#undef DO_MULTITEX +#undef NAME |