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Diffstat (limited to 'src/mesa/swrast/s_aatriangle.c')
-rw-r--r-- | src/mesa/swrast/s_aatriangle.c | 413 |
1 files changed, 413 insertions, 0 deletions
diff --git a/src/mesa/swrast/s_aatriangle.c b/src/mesa/swrast/s_aatriangle.c new file mode 100644 index 00000000000..347322cf65e --- /dev/null +++ b/src/mesa/swrast/s_aatriangle.c @@ -0,0 +1,413 @@ +/* $Id: s_aatriangle.c,v 1.1 2000/10/31 18:00:04 keithw 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 Triangle rasterizers + */ + + +#include "s_aatriangle.h" +#include "s_span.h" + + +/* + * Compute coefficients of a plane using the X,Y coords of the v0, v1, v2 + * vertices and the given Z values. + */ +static INLINE void +compute_plane(const GLfloat v0[], const GLfloat v1[], const GLfloat v2[], + GLfloat z0, GLfloat z1, GLfloat z2, GLfloat plane[4]) +{ + const GLfloat px = v1[0] - v0[0]; + const GLfloat py = v1[1] - v0[1]; + const GLfloat pz = z1 - z0; + + const GLfloat qx = v2[0] - v0[0]; + const GLfloat qy = v2[1] - v0[1]; + const GLfloat qz = z2 - z0; + + const GLfloat a = py * qz - pz * qy; + const GLfloat b = pz * qx - px * qz; + const GLfloat c = px * qy - py * qx; + const GLfloat d = -(a * v0[0] + b * v0[1] + c * z0); + + plane[0] = a; + plane[1] = b; + plane[2] = c; + plane[3] = d; +} + + +/* + * Compute coefficients of a plane with a constant Z value. + */ +static INLINE void +constant_plane(GLfloat value, GLfloat plane[4]) +{ + plane[0] = 0.0; + plane[1] = 0.0; + plane[2] = -1.0; + plane[3] = value; +} + +#define CONSTANT_PLANE(VALUE, PLANE) \ +do { \ + PLANE[0] = 0.0F; \ + PLANE[1] = 0.0F; \ + PLANE[2] = -1.0F; \ + PLANE[3] = VALUE; \ +} while (0) + + + +/* + * Solve plane equation for Z at (X,Y). + */ +static INLINE GLfloat +solve_plane(GLfloat x, GLfloat y, const GLfloat plane[4]) +{ + GLfloat z = (plane[3] + plane[0] * x + plane[1] * y) / -plane[2]; + return z; +} + + +#define SOLVE_PLANE(X, Y, PLANE) \ + ((PLANE[3] + PLANE[0] * (X) + PLANE[1] * (Y)) / -PLANE[2]) + + +/* + * Return 1 / solve_plane(). + */ +static INLINE GLfloat +solve_plane_recip(GLfloat x, GLfloat y, const GLfloat plane[4]) +{ + GLfloat z = -plane[2] / (plane[3] + plane[0] * x + plane[1] * y); + return z; +} + + + +/* + * Solve plane and return clamped GLchan value. + */ +static INLINE GLchan +solve_plane_chan(GLfloat x, GLfloat y, const GLfloat plane[4]) +{ + GLfloat z = (plane[3] + plane[0] * x + plane[1] * y) / -plane[2] + 0.5F; + if (z < 0.0F) + return 0; + else if (z > CHAN_MAXF) + return CHAN_MAXF; + return (GLchan) (GLint) z; +} + + + +/* + * Compute how much (area) of the given pixel is inside the triangle. + * Vertices MUST be specified in counter-clockwise order. + * Return: coverage in [0, 1]. + */ +static GLfloat +compute_coveragef(const GLfloat v0[3], const GLfloat v1[3], + const GLfloat v2[3], GLint winx, GLint winy) +{ + static const GLfloat samples[16][2] = { + /* start with the four corners */ + { 0.00, 0.00 }, + { 0.75, 0.00 }, + { 0.00, 0.75 }, + { 0.75, 0.75 }, + /* continue with interior samples */ + { 0.25, 0.00 }, + { 0.50, 0.00 }, + { 0.00, 0.25 }, + { 0.25, 0.25 }, + { 0.50, 0.25 }, + { 0.75, 0.25 }, + { 0.00, 0.50 }, + { 0.25, 0.50 }, + { 0.50, 0.50 }, + { 0.75, 0.50 }, + { 0.25, 0.75 }, + { 0.50, 0.75 } + }; + const GLfloat x = (GLfloat) winx; + const GLfloat y = (GLfloat) winy; + const GLfloat dx0 = v1[0] - v0[0]; + const GLfloat dy0 = v1[1] - v0[1]; + const GLfloat dx1 = v2[0] - v1[0]; + const GLfloat dy1 = v2[1] - v1[1]; + const GLfloat dx2 = v0[0] - v2[0]; + const GLfloat dy2 = v0[1] - v2[1]; + GLint stop = 4, i; + GLfloat insideCount = 16.0F; + +#ifdef DEBUG + { + const GLfloat area = dx0 * dy1 - dx1 * dy0; + assert(area >= 0.0); + } +#endif + + for (i = 0; i < stop; i++) { + const GLfloat sx = x + samples[i][0]; + const GLfloat sy = y + samples[i][1]; + const GLfloat fx0 = sx - v0[0]; + const GLfloat fy0 = sy - v0[1]; + const GLfloat fx1 = sx - v1[0]; + const GLfloat fy1 = sy - v1[1]; + const GLfloat fx2 = sx - v2[0]; + const GLfloat fy2 = sy - v2[1]; + /* cross product determines if sample is inside or outside each edge */ + GLfloat cross0 = (dx0 * fy0 - dy0 * fx0); + GLfloat cross1 = (dx1 * fy1 - dy1 * fx1); + GLfloat cross2 = (dx2 * fy2 - dy2 * fx2); + /* Check if the sample is exactly on an edge. If so, let cross be a + * positive or negative value depending on the direction of the edge. + */ + if (cross0 == 0.0F) + cross0 = dx0 + dy0; + if (cross1 == 0.0F) + cross1 = dx1 + dy1; + if (cross2 == 0.0F) + cross2 = dx2 + dy2; + if (cross0 < 0.0F || cross1 < 0.0F || cross2 < 0.0F) { + /* point is outside triangle */ + insideCount -= 1.0F; + stop = 16; + } + } + if (stop == 4) + return 1.0F; + else + return insideCount * (1.0F / 16.0F); +} + + + +/* + * Compute how much (area) of the given pixel is inside the triangle. + * Vertices MUST be specified in counter-clockwise order. + * Return: coverage in [0, 15]. + */ +static GLint +compute_coveragei(const GLfloat v0[3], const GLfloat v1[3], + const GLfloat v2[3], GLint winx, GLint winy) +{ + /* NOTE: 15 samples instead of 16. + * A better sample distribution could be used. + */ + static const GLfloat samples[15][2] = { + /* start with the four corners */ + { 0.00, 0.00 }, + { 0.75, 0.00 }, + { 0.00, 0.75 }, + { 0.75, 0.75 }, + /* continue with interior samples */ + { 0.25, 0.00 }, + { 0.50, 0.00 }, + { 0.00, 0.25 }, + { 0.25, 0.25 }, + { 0.50, 0.25 }, + { 0.75, 0.25 }, + { 0.00, 0.50 }, + { 0.25, 0.50 }, + /*{ 0.50, 0.50 },*/ + { 0.75, 0.50 }, + { 0.25, 0.75 }, + { 0.50, 0.75 } + }; + const GLfloat x = (GLfloat) winx; + const GLfloat y = (GLfloat) winy; + const GLfloat dx0 = v1[0] - v0[0]; + const GLfloat dy0 = v1[1] - v0[1]; + const GLfloat dx1 = v2[0] - v1[0]; + const GLfloat dy1 = v2[1] - v1[1]; + const GLfloat dx2 = v0[0] - v2[0]; + const GLfloat dy2 = v0[1] - v2[1]; + GLint stop = 4, i; + GLint insideCount = 15; + +#ifdef DEBUG + { + const GLfloat area = dx0 * dy1 - dx1 * dy0; + assert(area >= 0.0); + } +#endif + + for (i = 0; i < stop; i++) { + const GLfloat sx = x + samples[i][0]; + const GLfloat sy = y + samples[i][1]; + const GLfloat fx0 = sx - v0[0]; + const GLfloat fy0 = sy - v0[1]; + const GLfloat fx1 = sx - v1[0]; + const GLfloat fy1 = sy - v1[1]; + const GLfloat fx2 = sx - v2[0]; + const GLfloat fy2 = sy - v2[1]; + /* cross product determines if sample is inside or outside each edge */ + GLfloat cross0 = (dx0 * fy0 - dy0 * fx0); + GLfloat cross1 = (dx1 * fy1 - dy1 * fx1); + GLfloat cross2 = (dx2 * fy2 - dy2 * fx2); + /* Check if the sample is exactly on an edge. If so, let cross be a + * positive or negative value depending on the direction of the edge. + */ + if (cross0 == 0.0F) + cross0 = dx0 + dy0; + if (cross1 == 0.0F) + cross1 = dx1 + dy1; + if (cross2 == 0.0F) + cross2 = dx2 + dy2; + if (cross0 < 0.0F || cross1 < 0.0F || cross2 < 0.0F) { + /* point is outside triangle */ + insideCount--; + stop = 15; + } + } + if (stop == 4) + return 15; + else + return insideCount; +} + + + +static void +rgba_aa_tri(GLcontext *ctx, GLuint v0, GLuint v1, GLuint v2, GLuint pv) +{ +#define DO_Z +#define DO_RGBA +#include "s_aatritemp.h" +} + + +static void +index_aa_tri(GLcontext *ctx, GLuint v0, GLuint v1, GLuint v2, GLuint pv) +{ +#define DO_Z +#define DO_INDEX +#include "s_aatritemp.h" +} + + +/* + * Compute mipmap level of detail. + */ +static INLINE GLfloat +compute_lambda(const GLfloat sPlane[4], const GLfloat tPlane[4], + GLfloat invQ, GLfloat width, GLfloat height) +{ + GLfloat dudx = sPlane[0] / sPlane[2] * invQ * width; + GLfloat dudy = sPlane[1] / sPlane[2] * invQ * width; + GLfloat dvdx = tPlane[0] / tPlane[2] * invQ * height; + GLfloat dvdy = tPlane[1] / tPlane[2] * invQ * height; + GLfloat r1 = dudx * dudx + dudy * dudy; + GLfloat r2 = dvdx * dvdx + dvdy * dvdy; + GLfloat rho2 = r1 + r2; + /* return log base 2 of rho */ + return log(rho2) * 1.442695 * 0.5; /* 1.442695 = 1/log(2) */ +} + + +static void +tex_aa_tri(GLcontext *ctx, GLuint v0, GLuint v1, GLuint v2, GLuint pv) +{ +#define DO_Z +#define DO_RGBA +#define DO_TEX +#include "s_aatritemp.h" +} + + +static void +spec_tex_aa_tri(GLcontext *ctx, GLuint v0, GLuint v1, GLuint v2, GLuint pv) +{ +#define DO_Z +#define DO_RGBA +#define DO_TEX +#define DO_SPEC +#include "s_aatritemp.h" +} + + +static void +multitex_aa_tri(GLcontext *ctx, GLuint v0, GLuint v1, GLuint v2, GLuint pv) +{ +#define DO_Z +#define DO_RGBA +#define DO_MULTITEX +#include "s_aatritemp.h" +} + +static void +spec_multitex_aa_tri(GLcontext *ctx, GLuint v0, GLuint v1, GLuint v2, GLuint pv) +{ +#define DO_Z +#define DO_RGBA +#define DO_MULTITEX +#define DO_SPEC +#include "s_aatritemp.h" +} + + +/* + * Examine GL state and set ctx->Driver.TriangleFunc to an + * appropriate antialiased triangle rasterizer function. + */ +void +_mesa_set_aa_triangle_function(GLcontext *ctx) +{ + ASSERT(ctx->Polygon.SmoothFlag); + if (ctx->Texture.ReallyEnabled) { + if (ctx->Light.Enabled && + ctx->Light.Model.ColorControl == GL_SEPARATE_SPECULAR_COLOR) { + if (ctx->Texture.MultiTextureEnabled) { + ctx->Driver.TriangleFunc = spec_multitex_aa_tri; + } + else { + ctx->Driver.TriangleFunc = spec_tex_aa_tri; + } + } + else { + if (ctx->Texture.MultiTextureEnabled) { + ctx->Driver.TriangleFunc = multitex_aa_tri; + } + else { + ctx->Driver.TriangleFunc = tex_aa_tri; + } + } + } + else { + if (ctx->Visual.RGBAflag) { + ctx->Driver.TriangleFunc = rgba_aa_tri; + } + else { + ctx->Driver.TriangleFunc = index_aa_tri; + } + } + ASSERT(ctx->Driver.TriangleFunc); +} |