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Diffstat (limited to 'src/mesa/swrast/s_aatritemp.h')
-rw-r--r-- | src/mesa/swrast/s_aatritemp.h | 517 |
1 files changed, 517 insertions, 0 deletions
diff --git a/src/mesa/swrast/s_aatritemp.h b/src/mesa/swrast/s_aatritemp.h new file mode 100644 index 00000000000..30cc1647c72 --- /dev/null +++ b/src/mesa/swrast/s_aatritemp.h @@ -0,0 +1,517 @@ +/* $Id: s_aatritemp.h,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 Rasterizer Template + * + * This file is #include'd to generate custom AA triangle rasterizers. + * NOTE: this code hasn't been optimized yet. That'll come after it + * works correctly. + * + * The following macros may be defined to indicate what auxillary information + * must be copmuted across the triangle: + * DO_Z - if defined, compute Z values + * DO_RGBA - if defined, compute RGBA values + * DO_INDEX - if defined, compute color index values + * DO_SPEC - if defined, compute specular RGB values + * DO_TEX - if defined, compute unit 0 STRQ texcoords + * DO_MULTITEX - if defined, compute all unit's STRQ texcoords + */ + +/*void triangle( GLcontext *ctx, GLuint v0, GLuint v1, GLuint v2, GLuint pv )*/ +{ + const struct vertex_buffer *VB = ctx->VB; + const GLfloat *p0 = VB->Win.data[v0]; + const GLfloat *p1 = VB->Win.data[v1]; + const GLfloat *p2 = VB->Win.data[v2]; + GLint vMin, vMid, vMax; + GLint iyMin, iyMax; + GLfloat yMin, yMax; + GLboolean ltor; + GLfloat majDx, majDy; +#ifdef DO_Z + GLfloat zPlane[4]; /* Z (depth) */ + GLdepth z[MAX_WIDTH]; + GLfloat fogPlane[4]; + GLfixed fog[MAX_WIDTH]; +#endif +#ifdef DO_RGBA + GLfloat rPlane[4], gPlane[4], bPlane[4], aPlane[4]; /* color */ + GLchan rgba[MAX_WIDTH][4]; +#endif +#ifdef DO_INDEX + GLfloat iPlane[4]; /* color index */ + GLuint index[MAX_WIDTH]; +#endif +#ifdef DO_SPEC + GLfloat srPlane[4], sgPlane[4], sbPlane[4]; /* spec color */ + GLchan spec[MAX_WIDTH][4]; +#endif +#ifdef DO_TEX + GLfloat sPlane[4], tPlane[4], uPlane[4], vPlane[4]; + GLfloat texWidth, texHeight; + GLfloat s[MAX_WIDTH], t[MAX_WIDTH], u[MAX_WIDTH]; + GLfloat lambda[MAX_WIDTH]; +#elif defined(DO_MULTITEX) + GLfloat sPlane[MAX_TEXTURE_UNITS][4]; + GLfloat tPlane[MAX_TEXTURE_UNITS][4]; + GLfloat uPlane[MAX_TEXTURE_UNITS][4]; + GLfloat vPlane[MAX_TEXTURE_UNITS][4]; + GLfloat texWidth[MAX_TEXTURE_UNITS], texHeight[MAX_TEXTURE_UNITS]; + GLfloat s[MAX_TEXTURE_UNITS][MAX_WIDTH]; + GLfloat t[MAX_TEXTURE_UNITS][MAX_WIDTH]; + GLfloat u[MAX_TEXTURE_UNITS][MAX_WIDTH]; + GLfloat lambda[MAX_TEXTURE_UNITS][MAX_WIDTH]; +#endif + GLfloat bf = ctx->backface_sign; + + /* determine bottom to top order of vertices */ + { + GLfloat y0 = VB->Win.data[v0][1]; + GLfloat y1 = VB->Win.data[v1][1]; + GLfloat y2 = VB->Win.data[v2][1]; + if (y0 <= y1) { + if (y1 <= y2) { + vMin = v0; vMid = v1; vMax = v2; /* y0<=y1<=y2 */ + } + else if (y2 <= y0) { + vMin = v2; vMid = v0; vMax = v1; /* y2<=y0<=y1 */ + } + else { + vMin = v0; vMid = v2; vMax = v1; bf = -bf; /* y0<=y2<=y1 */ + } + } + else { + if (y0 <= y2) { + vMin = v1; vMid = v0; vMax = v2; bf = -bf; /* y1<=y0<=y2 */ + } + else if (y2 <= y1) { + vMin = v2; vMid = v1; vMax = v0; bf = -bf; /* y2<=y1<=y0 */ + } + else { + vMin = v1; vMid = v2; vMax = v0; /* y1<=y2<=y0 */ + } + } + } + + majDx = VB->Win.data[vMax][0] - VB->Win.data[vMin][0]; + majDy = VB->Win.data[vMax][1] - VB->Win.data[vMin][1]; + + { + const GLfloat botDx = VB->Win.data[vMid][0] - VB->Win.data[vMin][0]; + const GLfloat botDy = VB->Win.data[vMid][1] - VB->Win.data[vMin][1]; + const GLfloat area = majDx * botDy - botDx * majDy; + ltor = (GLboolean) (area < 0.0F); + /* Do backface culling */ + if (area * bf < 0 || area * area < .0025) + return; + } + +#ifndef DO_OCCLUSION_TEST + ctx->OcclusionResult = GL_TRUE; +#endif + + /* plane setup */ +#ifdef DO_Z + compute_plane(p0, p1, p2, p0[2], p1[2], p2[2], zPlane); + compute_plane(p0, p1, p2, + VB->FogCoordPtr->data[v0], + VB->FogCoordPtr->data[v1], + VB->FogCoordPtr->data[v2], + fogPlane); +#endif +#ifdef DO_RGBA + if (ctx->Light.ShadeModel == GL_SMOOTH) { + GLchan (*rgba)[4] = VB->ColorPtr->data; + compute_plane(p0, p1, p2, rgba[v0][0], rgba[v1][0], rgba[v2][0], rPlane); + compute_plane(p0, p1, p2, rgba[v0][1], rgba[v1][1], rgba[v2][1], gPlane); + compute_plane(p0, p1, p2, rgba[v0][2], rgba[v1][2], rgba[v2][2], bPlane); + compute_plane(p0, p1, p2, rgba[v0][3], rgba[v1][3], rgba[v2][3], aPlane); + } + else { + constant_plane(VB->ColorPtr->data[pv][RCOMP], rPlane); + constant_plane(VB->ColorPtr->data[pv][GCOMP], gPlane); + constant_plane(VB->ColorPtr->data[pv][BCOMP], bPlane); + constant_plane(VB->ColorPtr->data[pv][ACOMP], aPlane); + } +#endif +#ifdef DO_INDEX + if (ctx->Light.ShadeModel == GL_SMOOTH) { + compute_plane(p0, p1, p2, VB->IndexPtr->data[v0], + VB->IndexPtr->data[v1], VB->IndexPtr->data[v2], iPlane); + } + else { + constant_plane(VB->IndexPtr->data[pv], iPlane); + } +#endif +#ifdef DO_SPEC + { + GLchan (*spec)[4] = VB->SecondaryColorPtr->data; + compute_plane(p0, p1, p2, spec[v0][0], spec[v1][0], spec[v2][0],srPlane); + compute_plane(p0, p1, p2, spec[v0][1], spec[v1][1], spec[v2][1],sgPlane); + compute_plane(p0, p1, p2, spec[v0][2], spec[v1][2], spec[v2][2],sbPlane); + } +#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 GLint tSize = 3; + const GLfloat invW0 = VB->Win.data[v0][3]; + const GLfloat invW1 = VB->Win.data[v1][3]; + const GLfloat invW2 = VB->Win.data[v2][3]; + GLfloat (*texCoord)[4] = VB->TexCoordPtr[0]->data; + const GLfloat s0 = texCoord[v0][0] * invW0; + const GLfloat s1 = texCoord[v1][0] * invW1; + const GLfloat s2 = texCoord[v2][0] * invW2; + const GLfloat t0 = (tSize > 1) ? texCoord[v0][1] * invW0 : 0.0F; + const GLfloat t1 = (tSize > 1) ? texCoord[v1][1] * invW1 : 0.0F; + const GLfloat t2 = (tSize > 1) ? texCoord[v2][1] * invW2 : 0.0F; + const GLfloat r0 = (tSize > 2) ? texCoord[v0][2] * invW0 : 0.0F; + const GLfloat r1 = (tSize > 2) ? texCoord[v1][2] * invW1 : 0.0F; + const GLfloat r2 = (tSize > 2) ? texCoord[v2][2] * invW2 : 0.0F; + const GLfloat q0 = (tSize > 3) ? texCoord[v0][3] * invW0 : invW0; + const GLfloat q1 = (tSize > 3) ? texCoord[v1][3] * invW1 : invW1; + const GLfloat q2 = (tSize > 3) ? texCoord[v2][3] * invW2 : invW2; + compute_plane(p0, p1, p2, s0, s1, s2, sPlane); + compute_plane(p0, p1, p2, t0, t1, t2, tPlane); + compute_plane(p0, p1, p2, r0, r1, r2, uPlane); + compute_plane(p0, p1, p2, q0, q1, q2, vPlane); + texWidth = (GLfloat) texImage->Width; + texHeight = (GLfloat) texImage->Height; + } +#elif defined(DO_MULTITEX) + { + 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 GLint tSize = VB->TexCoordPtr[u]->size; + const GLfloat invW0 = VB->Win.data[v0][3]; + const GLfloat invW1 = VB->Win.data[v1][3]; + const GLfloat invW2 = VB->Win.data[v2][3]; + GLfloat (*texCoord)[4] = VB->TexCoordPtr[u]->data; + const GLfloat s0 = texCoord[v0][0] * invW0; + const GLfloat s1 = texCoord[v1][0] * invW1; + const GLfloat s2 = texCoord[v2][0] * invW2; + const GLfloat t0 = (tSize > 1) ? texCoord[v0][1] * invW0 : 0.0F; + const GLfloat t1 = (tSize > 1) ? texCoord[v1][1] * invW1 : 0.0F; + const GLfloat t2 = (tSize > 1) ? texCoord[v2][1] * invW2 : 0.0F; + const GLfloat r0 = (tSize > 2) ? texCoord[v0][2] * invW0 : 0.0F; + const GLfloat r1 = (tSize > 2) ? texCoord[v1][2] * invW1 : 0.0F; + const GLfloat r2 = (tSize > 2) ? texCoord[v2][2] * invW2 : 0.0F; + const GLfloat q0 = (tSize > 3) ? texCoord[v0][3] * invW0 : invW0; + const GLfloat q1 = (tSize > 3) ? texCoord[v1][3] * invW1 : invW1; + const GLfloat q2 = (tSize > 3) ? texCoord[v2][3] * invW2 : invW2; + compute_plane(p0, p1, p2, s0, s1, s2, sPlane[u]); + compute_plane(p0, p1, p2, t0, t1, t2, tPlane[u]); + compute_plane(p0, p1, p2, r0, r1, r2, uPlane[u]); + compute_plane(p0, p1, p2, q0, q1, q2, vPlane[u]); + texWidth[u] = (GLfloat) texImage->Width; + texHeight[u] = (GLfloat) texImage->Height; + } + } + } +#endif + + yMin = VB->Win.data[vMin][1]; + yMax = VB->Win.data[vMax][1]; + iyMin = (int) yMin; + iyMax = (int) yMax + 1; + + if (ltor) { + /* scan left to right */ + const float *pMin = VB->Win.data[vMin]; + const float *pMid = VB->Win.data[vMid]; + const float *pMax = VB->Win.data[vMax]; + const float dxdy = majDx / majDy; + const float xAdj = dxdy < 0.0F ? -dxdy : 0.0F; + float x = VB->Win.data[vMin][0] - (yMin - iyMin) * dxdy; + int iy; + for (iy = iyMin; iy < iyMax; iy++, x += dxdy) { + GLint ix, startX = (GLint) (x - xAdj); + GLuint count, n; + GLfloat coverage = 0.0F; + /* skip over fragments with zero coverage */ + while (startX < MAX_WIDTH) { + coverage = compute_coveragef(pMin, pMid, pMax, startX, iy); + if (coverage > 0.0F) + break; + startX++; + } + + /* enter interior of triangle */ + ix = startX; + count = 0; + while (coverage > 0.0F) { +#ifdef DO_Z + z[count] = (GLdepth) solve_plane(ix, iy, zPlane); + fog[count] = FloatToFixed(solve_plane(ix, iy, fogPlane)); +#endif +#ifdef DO_RGBA + rgba[count][RCOMP] = solve_plane_chan(ix, iy, rPlane); + rgba[count][GCOMP] = solve_plane_chan(ix, iy, gPlane); + rgba[count][BCOMP] = solve_plane_chan(ix, iy, bPlane); + rgba[count][ACOMP] = (GLchan) (solve_plane_chan(ix, iy, aPlane) * coverage); +#endif +#ifdef DO_INDEX + { + GLint frac = compute_coveragei(pMin, pMid, pMax, ix, iy); + GLint indx = (GLint) solve_plane(ix, iy, iPlane); + index[count] = (indx & ~0xf) | frac; + } +#endif +#ifdef DO_SPEC + spec[count][RCOMP] = solve_plane_chan(ix, iy, srPlane); + spec[count][GCOMP] = solve_plane_chan(ix, iy, sgPlane); + spec[count][BCOMP] = solve_plane_chan(ix, iy, sbPlane); +#endif +#ifdef DO_TEX + { + GLfloat invQ = solve_plane_recip(ix, iy, vPlane); + s[count] = solve_plane(ix, iy, sPlane) * invQ; + t[count] = solve_plane(ix, iy, tPlane) * invQ; + u[count] = solve_plane(ix, iy, uPlane) * invQ; + lambda[count] = compute_lambda(sPlane, tPlane, invQ, + texWidth, texHeight); + } +#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(ix, iy, vPlane[unit]); + s[unit][count] = solve_plane(ix, iy, sPlane[unit]) * invQ; + t[unit][count] = solve_plane(ix, iy, tPlane[unit]) * invQ; + u[unit][count] = solve_plane(ix, iy, uPlane[unit]) * invQ; + lambda[unit][count] = compute_lambda(sPlane[unit], + tPlane[unit], invQ, texWidth[unit], texHeight[unit]); + } + } + } +#endif + ix++; + count++; + coverage = compute_coveragef(pMin, pMid, pMax, ix, iy); + } + + n = (GLuint) ix - (GLuint) startX; +#ifdef DO_MULTITEX +# ifdef DO_SPEC + gl_write_multitexture_span(ctx, n, startX, iy, z, fog, + (const GLfloat (*)[MAX_WIDTH]) s, + (const GLfloat (*)[MAX_WIDTH]) t, + (const GLfloat (*)[MAX_WIDTH]) u, + (GLfloat (*)[MAX_WIDTH]) lambda, + rgba, (const GLchan (*)[4]) spec, + GL_POLYGON); +# else + gl_write_multitexture_span(ctx, n, startX, iy, z, fog, + (const GLfloat (*)[MAX_WIDTH]) s, + (const GLfloat (*)[MAX_WIDTH]) t, + (const GLfloat (*)[MAX_WIDTH]) u, + lambda, rgba, NULL, GL_POLYGON); +# endif +#elif defined(DO_TEX) +# ifdef DO_SPEC + gl_write_texture_span(ctx, n, startX, iy, z, fog, + s, t, u, lambda, rgba, + (const GLchan (*)[4]) spec, GL_POLYGON); +# else + gl_write_texture_span(ctx, n, startX, iy, z, fog, + s, t, u, lambda, + rgba, NULL, GL_POLYGON); +# endif +#elif defined(DO_RGBA) + gl_write_rgba_span(ctx, n, startX, iy, z, fog, rgba, GL_POLYGON); +#elif defined(DO_INDEX) + gl_write_index_span(ctx, n, startX, iy, z, fog, index, GL_POLYGON); +#endif + } + } + else { + /* scan right to left */ + const GLfloat *pMin = VB->Win.data[vMin]; + const GLfloat *pMid = VB->Win.data[vMid]; + const GLfloat *pMax = VB->Win.data[vMax]; + const GLfloat dxdy = majDx / majDy; + const GLfloat xAdj = dxdy > 0 ? dxdy : 0.0F; + GLfloat x = VB->Win.data[vMin][0] - (yMin - iyMin) * dxdy; + GLint iy; + for (iy = iyMin; iy < iyMax; iy++, x += dxdy) { + GLint ix, left, startX = (GLint) (x + xAdj); + GLuint count, n; + GLfloat coverage = 0.0F; + /* skip fragments with zero coverage */ + while (startX >= 0) { + coverage = compute_coveragef(pMin, pMax, pMid, startX, iy); + if (coverage > 0.0F) + break; + startX--; + } + + /* enter interior of triangle */ + ix = startX; + count = 0; + while (coverage > 0.0F) { +#ifdef DO_Z + z[ix] = (GLdepth) solve_plane(ix, iy, zPlane); + fog[ix] = FloatToFixed(solve_plane(ix, iy, fogPlane)); +#endif +#ifdef DO_RGBA + rgba[ix][RCOMP] = solve_plane_chan(ix, iy, rPlane); + rgba[ix][GCOMP] = solve_plane_chan(ix, iy, gPlane); + rgba[ix][BCOMP] = solve_plane_chan(ix, iy, bPlane); + rgba[ix][ACOMP] = (GLchan) (solve_plane_chan(ix, iy, aPlane) * coverage); +#endif +#ifdef DO_INDEX + { + GLint frac = compute_coveragei(pMin, pMax, pMid, ix, iy); + GLint indx = (GLint) solve_plane(ix, iy, iPlane); + index[ix] = (indx & ~0xf) | frac; + } +#endif +#ifdef DO_SPEC + spec[ix][RCOMP] = solve_plane_chan(ix, iy, srPlane); + spec[ix][GCOMP] = solve_plane_chan(ix, iy, sgPlane); + spec[ix][BCOMP] = solve_plane_chan(ix, iy, sbPlane); +#endif +#ifdef DO_TEX + { + GLfloat invQ = solve_plane_recip(ix, iy, vPlane); + s[ix] = solve_plane(ix, iy, sPlane) * invQ; + t[ix] = solve_plane(ix, iy, tPlane) * invQ; + u[ix] = solve_plane(ix, iy, uPlane) * invQ; + lambda[ix] = compute_lambda(sPlane, tPlane, invQ, + texWidth, texHeight); + } +#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(ix, iy, vPlane[unit]); + s[unit][ix] = solve_plane(ix, iy, sPlane[unit]) * invQ; + t[unit][ix] = solve_plane(ix, iy, tPlane[unit]) * invQ; + u[unit][ix] = solve_plane(ix, iy, uPlane[unit]) * invQ; + lambda[unit][ix] = compute_lambda(sPlane[unit], + tPlane[unit], invQ, texWidth[unit], texHeight[unit]); + } + } + } +#endif + ix--; + count++; + coverage = compute_coveragef(pMin, pMax, pMid, ix, iy); + } + + n = (GLuint) startX - (GLuint) ix; + left = ix + 1; +#ifdef DO_MULTITEX + { + GLuint unit; + for (unit = 0; unit < ctx->Const.MaxTextureUnits; unit++) { + if (ctx->Texture.Unit[unit].ReallyEnabled) { + GLint j; + for (j = 0; j < n; j++) { + s[unit][j] = s[unit][j + left]; + t[unit][j] = t[unit][j + left]; + u[unit][j] = u[unit][j + left]; + lambda[unit][j] = lambda[unit][j + left]; + } + } + } + } +# ifdef DO_SPEC + gl_write_multitexture_span(ctx, n, left, iy, z + left, fog + left, + (const GLfloat (*)[MAX_WIDTH]) s, + (const GLfloat (*)[MAX_WIDTH]) t, + (const GLfloat (*)[MAX_WIDTH]) u, + lambda, rgba + left, + (const GLchan (*)[4]) (spec + left), + GL_POLYGON); +# else + gl_write_multitexture_span(ctx, n, left, iy, z + left, fog + left, + (const GLfloat (*)[MAX_WIDTH]) s, + (const GLfloat (*)[MAX_WIDTH]) t, + (const GLfloat (*)[MAX_WIDTH]) u, + lambda, + rgba + left, NULL, GL_POLYGON); +# endif +#elif defined(DO_TEX) +# ifdef DO_SPEC + gl_write_texture_span(ctx, n, left, iy, z + left, fog + left, + s + left, t + left, u + left, + lambda + left, rgba + left, + (const GLchan (*)[4]) (spec + left), + GL_POLYGON); +# else + gl_write_texture_span(ctx, n, left, iy, z + left, fog + left, + s + left, t + left, + u + left, lambda + left, + rgba + left, NULL, GL_POLYGON); +# endif +#elif defined(DO_RGBA) + gl_write_rgba_span(ctx, n, left, iy, z + left, fog + left, + rgba + left, GL_POLYGON); +#elif defined(DO_INDEX) + gl_write_index_span(ctx, n, left, iy, z + left, fog + left, + index + left, GL_POLYGON); +#endif + } + } +} + + +#ifdef DO_Z +#undef DO_Z +#endif + +#ifdef DO_RGBA +#undef DO_RGBA +#endif + +#ifdef DO_INDEX +#undef DO_INDEX +#endif + +#ifdef DO_SPEC +#undef DO_SPEC +#endif + +#ifdef DO_TEX +#undef DO_TEX +#endif + +#ifdef DO_MULTITEX +#undef DO_MULTITEX +#endif + +#ifdef DO_OCCLUSION_TEST +#undef DO_OCCLUSION_TEST +#endif |