diff options
Diffstat (limited to 'src/mesa/swrast/s_fog.c')
-rw-r--r-- | src/mesa/swrast/s_fog.c | 391 |
1 files changed, 202 insertions, 189 deletions
diff --git a/src/mesa/swrast/s_fog.c b/src/mesa/swrast/s_fog.c index da06e3f3543..c46032b53c7 100644 --- a/src/mesa/swrast/s_fog.c +++ b/src/mesa/swrast/s_fog.c @@ -67,204 +67,144 @@ _swrast_z_to_fogfactor(GLcontext *ctx, GLfloat z) } - /** - * Calculate fog factors (in [0,1]) from window z values - * Input: n - number of pixels - * z - array of integer depth values - * red, green, blue, alpha - pixel colors - * Output: red, green, blue, alpha - fogged pixel colors - * - * Use lookup table & interpolation? + * Apply fog to a span of RGBA pixels. + * The fog value are either in the span->array->fog array or interpolated from + * the fog/fogStep values. + * They fog values are either fog coordinates (Z) or fog blend factors. + * _PreferPixelFog should be in sync with that state! */ -static void -compute_fog_factors_from_z( const GLcontext *ctx, - GLuint n, - const GLdepth z[], - GLfloat fogFact[] ) +void +_swrast_fog_rgba_span( const GLcontext *ctx, struct sw_span *span ) { - const GLfloat *proj = ctx->ProjectionMatrixStack.Top->m; - const GLboolean ortho = (proj[15] != 0.0F); - const GLfloat p10 = proj[10]; - const GLfloat p14 = proj[14]; - const GLfloat tz = ctx->Viewport._WindowMap.m[MAT_TZ]; - GLfloat szInv; - GLuint i; + const SWcontext *swrast = SWRAST_CONTEXT(ctx); + const GLchan rFog = swrast->_FogColor[RCOMP]; + const GLchan gFog = swrast->_FogColor[GCOMP]; + const GLchan bFog = swrast->_FogColor[BCOMP]; + const GLuint haveW = (span->interpMask & SPAN_W); + GLchan (*rgba)[4] = (GLchan (*)[4]) span->array->rgba; - if (ctx->Viewport._WindowMap.m[MAT_SZ] == 0.0) - szInv = 1.0F; - else - szInv = 1.0F / ctx->Viewport._WindowMap.m[MAT_SZ]; + ASSERT(swrast->_FogEnabled); + ASSERT((span->interpMask | span->arrayMask) & SPAN_FOG); + ASSERT(span->arrayMask & SPAN_RGBA); - /* - * Note: to compute eyeZ from the ndcZ we have to solve the following: - * - * p[10] * eyeZ + p[14] * eyeW - * ndcZ = --------------------------- - * p[11] * eyeZ + p[15] * eyeW - * - * Thus: - * - * p[14] * eyeW - p[15] * eyeW * ndcZ - * eyeZ = ---------------------------------- - * p[11] * ndcZ - p[10] - * - * If we note: - * a) if using an orthographic projection, p[11] = 0 and p[15] = 1. - * b) if using a perspective projection, p[11] = -1 and p[15] = 0. - * c) we assume eyeW = 1 (not always true- glVertex4) - * - * Then we can simplify the calculation of eyeZ quite a bit. We do - * separate calculations for the orthographic and perspective cases below. - * Note that we drop a negative sign or two since they don't matter. + /* NOTE: if haveW is true, that means the fog start/step values are + * perspective-corrected and we have to divide each fog coord by W. */ - switch (ctx->Fog.Mode) { + /* we need to compute fog blend factors */ + if (swrast->_PreferPixelFog) { + /* The span's fog values are fog coordinates, now compute blend factors + * and blend the fragment colors with the fog color. + */ + switch (ctx->Fog.Mode) { case GL_LINEAR: { - GLfloat fogEnd = ctx->Fog.End; - GLfloat fogScale; - if (ctx->Fog.Start == ctx->Fog.End) - fogScale = 1.0; - else - fogScale = 1.0F / (ctx->Fog.End - ctx->Fog.Start); - if (ortho) { - for (i=0;i<n;i++) { - GLfloat ndcz = ((GLfloat) z[i] - tz) * szInv; - GLfloat eyez = (ndcz - p14) / p10; - GLfloat f; - if (eyez < 0.0) - eyez = -eyez; - f = (fogEnd - eyez) * fogScale; - fogFact[i] = CLAMP(f, 0.0F, 1.0F); - } - } - else { - /* perspective */ - for (i=0;i<n;i++) { - GLfloat ndcz = ((GLfloat) z[i] - tz) * szInv; - GLfloat eyez = p14 / (ndcz + p10); - GLfloat f; - if (eyez < 0.0) - eyez = -eyez; - f = (fogEnd - eyez) * fogScale; - fogFact[i] = CLAMP(f, 0.0F, 1.0F); - } + const GLfloat fogEnd = ctx->Fog.End; + const GLfloat fogScale = (ctx->Fog.Start == ctx->Fog.End) + ? 1.0F : 1.0F / (ctx->Fog.End - ctx->Fog.Start); + const GLfloat fogStep = span->fogStep; + GLfloat fogCoord = span->fog; + const GLfloat wStep = haveW ? span->dwdx : 0.0F; + GLfloat w = haveW ? span->w : 1.0F; + GLuint i; + for (i = 0; i < span->end; i++) { + GLfloat f, oneMinusF; + f = (fogEnd - FABSF(fogCoord/w)) * fogScale; + f = CLAMP(f, 0.0F, 1.0F); + oneMinusF = 1.0F - f; + rgba[i][RCOMP] = (GLchan) (f * rgba[i][RCOMP] + oneMinusF * rFog); + rgba[i][GCOMP] = (GLchan) (f * rgba[i][GCOMP] + oneMinusF * gFog); + rgba[i][BCOMP] = (GLchan) (f * rgba[i][BCOMP] + oneMinusF * bFog); + fogCoord += fogStep; + w += wStep; } } - break; + break; case GL_EXP: - if (ortho) { - for (i=0;i<n;i++) { - GLfloat ndcz = ((GLfloat) z[i] - tz) * szInv; - GLfloat eyez = (ndcz - p14) / p10; - if (eyez < 0.0) - eyez = -eyez; - fogFact[i] = (GLfloat) exp( -ctx->Fog.Density * eyez ); - } - } - else { - /* perspective */ - for (i=0;i<n;i++) { - GLfloat ndcz = ((GLfloat) z[i] - tz) * szInv; - GLfloat eyez = p14 / (ndcz + p10); - if (eyez < 0.0) - eyez = -eyez; - fogFact[i] = (GLfloat) exp( -ctx->Fog.Density * eyez ); + { + const GLfloat density = -ctx->Fog.Density; + const GLfloat fogStep = span->fogStep; + GLfloat fogCoord = span->fog; + const GLfloat wStep = haveW ? span->dwdx : 0.0F; + GLfloat w = haveW ? span->w : 1.0F; + GLuint i; + for (i = 0; i < span->end; i++) { + GLfloat f, oneMinusF; + f = (GLfloat) exp(density * FABSF(fogCoord/w)); + oneMinusF = 1.0F - f; + rgba[i][RCOMP] = (GLchan) (f * rgba[i][RCOMP] + oneMinusF * rFog); + rgba[i][GCOMP] = (GLchan) (f * rgba[i][GCOMP] + oneMinusF * gFog); + rgba[i][BCOMP] = (GLchan) (f * rgba[i][BCOMP] + oneMinusF * bFog); + fogCoord += fogStep; + w += wStep; } } - break; + break; case GL_EXP2: { - GLfloat negDensitySquared = -ctx->Fog.Density * ctx->Fog.Density; - if (ortho) { - for (i=0;i<n;i++) { - GLfloat ndcz = ((GLfloat) z[i] - tz) * szInv; - GLfloat eyez = (ndcz - p14) / p10; - GLfloat tmp = negDensitySquared * eyez * eyez; + const GLfloat negDensitySquared = -ctx->Fog.Density * ctx->Fog.Density; + const GLfloat fogStep = span->fogStep; + GLfloat fogCoord = span->fog; + const GLfloat wStep = haveW ? span->dwdx : 0.0F; + GLfloat w = haveW ? span->w : 1.0F; + GLuint i; + for (i = 0; i < span->end; i++) { + const GLfloat coord = fogCoord / w; + GLfloat tmp = negDensitySquared * coord * coord; + GLfloat f, oneMinusF; #if defined(__alpha__) || defined(__alpha) - /* XXX this underflow check may be needed for other systems*/ - if (tmp < FLT_MIN_10_EXP) - tmp = FLT_MIN_10_EXP; + /* XXX this underflow check may be needed for other systems*/ + if (tmp < FLT_MIN_10_EXP) + tmp = FLT_MIN_10_EXP; #endif - fogFact[i] = (GLfloat) exp( tmp ); - } - } - else { - /* perspective */ - for (i=0;i<n;i++) { - GLfloat ndcz = ((GLfloat) z[i] - tz) * szInv; - GLfloat eyez = p14 / (ndcz + p10); - GLfloat tmp = negDensitySquared * eyez * eyez; -#if defined(__alpha__) || defined(__alpha) - /* XXX this underflow check may be needed for other systems*/ - if (tmp < FLT_MIN_10_EXP) - tmp = FLT_MIN_10_EXP; -#endif - fogFact[i] = (GLfloat) exp( tmp ); - } + f = (GLfloat) exp(tmp); + f = CLAMP(f, 0.0F, 1.0F); + oneMinusF = 1.0F - f; + rgba[i][RCOMP] = (GLchan) (f * rgba[i][RCOMP] + oneMinusF * rFog); + rgba[i][GCOMP] = (GLchan) (f * rgba[i][GCOMP] + oneMinusF * gFog); + rgba[i][BCOMP] = (GLchan) (f * rgba[i][BCOMP] + oneMinusF * bFog); + fogCoord += fogStep; + w += wStep; } } - break; + break; default: - _mesa_problem(ctx, "Bad fog mode in compute_fog_factors_from_z"); + _mesa_problem(ctx, "Bad fog mode in _swrast_fog_rgba_span"); return; + } } -} - - - -/** - * Apply fog to a span of RGBA pixels. - * The fog factors are either in the span->array->fog or stored as base/step. - * These are fog _factors_, not fog coords. Fog coords were converted to - * fog factors per vertex. - */ -void -_swrast_fog_rgba_span( const GLcontext *ctx, struct sw_span *span ) -{ - const SWcontext *swrast = SWRAST_CONTEXT(ctx); - const GLuint n = span->end; - GLchan (*rgba)[4] = (GLchan (*)[4]) span->array->rgba; - GLchan rFog, gFog, bFog; - - ASSERT(ctx->Fog.Enabled); - ASSERT((span->interpMask | span->arrayMask) & SPAN_FOG); - ASSERT(span->arrayMask & SPAN_RGBA); - - UNCLAMPED_FLOAT_TO_CHAN(rFog, ctx->Fog.Color[RCOMP]); - UNCLAMPED_FLOAT_TO_CHAN(gFog, ctx->Fog.Color[GCOMP]); - UNCLAMPED_FLOAT_TO_CHAN(bFog, ctx->Fog.Color[BCOMP]); - - if (swrast->_PreferPixelFog) { - /* compute fog factor from each fragment's Z value */ - if ((span->interpMask & SPAN_Z) && (span->arrayMask & SPAN_Z) == 0) - _swrast_span_interpolate_z(ctx, span); - compute_fog_factors_from_z(ctx, n, span->array->z, span->array->fog); - span->arrayMask |= SPAN_FOG; - } - - if (span->arrayMask & SPAN_FOG) { - /* use fog array in span */ + else if (span->arrayMask & SPAN_FOG) { + /* The span's fog array values are blend factors. + * They were previously computed per-vertex. + */ GLuint i; - for (i = 0; i < n; i++) { - const GLfloat fog = span->array->fog[i]; - const GLfloat oneMinusFog = 1.0F - fog; - rgba[i][RCOMP] = (GLchan) (fog * rgba[i][RCOMP] + oneMinusFog * rFog); - rgba[i][GCOMP] = (GLchan) (fog * rgba[i][GCOMP] + oneMinusFog * gFog); - rgba[i][BCOMP] = (GLchan) (fog * rgba[i][BCOMP] + oneMinusFog * bFog); + for (i = 0; i < span->end; i++) { + const GLfloat f = span->array->fog[i]; + const GLfloat oneMinusF = 1.0F - f; + rgba[i][RCOMP] = (GLchan) (f * rgba[i][RCOMP] + oneMinusF * rFog); + rgba[i][GCOMP] = (GLchan) (f * rgba[i][GCOMP] + oneMinusF * gFog); + rgba[i][BCOMP] = (GLchan) (f * rgba[i][BCOMP] + oneMinusF * bFog); } } else { - /* interpolate fog factors */ - GLfloat fog = span->fog, dFog = span->fogStep; + /* The span's fog start/step values are blend factors. + * They were previously computed per-vertex. + */ + const GLfloat fogStep = span->fogStep; + GLfloat fog = span->fog; + const GLfloat wStep = haveW ? span->dwdx : 0.0F; + GLfloat w = haveW ? span->w : 1.0F; GLuint i; - for (i = 0; i < n; i++) { - const GLfloat oneMinusFog = 1.0F - fog; - rgba[i][RCOMP] = (GLchan) (fog * rgba[i][RCOMP] + oneMinusFog * rFog); - rgba[i][GCOMP] = (GLchan) (fog * rgba[i][GCOMP] + oneMinusFog * gFog); - rgba[i][BCOMP] = (GLchan) (fog * rgba[i][BCOMP] + oneMinusFog * bFog); - fog += dFog; + ASSERT(span->interpMask & SPAN_FOG); + for (i = 0; i < span->end; i++) { + const GLfloat fact = fog / w; + const GLfloat oneMinusF = 1.0F - fact; + rgba[i][RCOMP] = (GLchan) (fact * rgba[i][RCOMP] + oneMinusF * rFog); + rgba[i][GCOMP] = (GLchan) (fact * rgba[i][GCOMP] + oneMinusF * gFog); + rgba[i][BCOMP] = (GLchan) (fact * rgba[i][BCOMP] + oneMinusF * bFog); + fog += fogStep; + w += wStep; } } } @@ -277,37 +217,110 @@ void _swrast_fog_ci_span( const GLcontext *ctx, struct sw_span *span ) { const SWcontext *swrast = SWRAST_CONTEXT(ctx); - const GLuint n = span->end; + const GLuint haveW = (span->interpMask & SPAN_W); + const GLuint fogIndex = (GLuint) ctx->Fog.Index; GLuint *index = span->array->index; - ASSERT(ctx->Fog.Enabled); + ASSERT(swrast->_FogEnabled); ASSERT(span->arrayMask & SPAN_INDEX); ASSERT((span->interpMask | span->arrayMask) & SPAN_FOG); + /* we need to compute fog blend factors */ if (swrast->_PreferPixelFog) { - /* compute fog factor from each fragment's Z value */ - if ((span->interpMask & SPAN_Z) && (span->arrayMask & SPAN_Z) == 0) - _swrast_span_interpolate_z(ctx, span); - compute_fog_factors_from_z(ctx, n, span->array->z, span->array->fog); - span->arrayMask |= SPAN_FOG; + /* The span's fog values are fog coordinates, now compute blend factors + * and blend the fragment colors with the fog color. + */ + switch (ctx->Fog.Mode) { + case GL_LINEAR: + { + const GLfloat fogEnd = ctx->Fog.End; + const GLfloat fogScale = (ctx->Fog.Start == ctx->Fog.End) + ? 1.0F : 1.0F / (ctx->Fog.End - ctx->Fog.Start); + const GLfloat fogStep = span->fogStep; + GLfloat fogCoord = span->fog; + const GLfloat wStep = haveW ? span->dwdx : 0.0F; + GLfloat w = haveW ? span->w : 1.0F; + GLuint i; + for (i = 0; i < span->end; i++) { + GLfloat f = (fogEnd - FABSF(fogCoord/w)) * fogScale; + f = CLAMP(f, 0.0F, 1.0F); + index[i] = (GLuint) ((GLfloat) index[i] + (1.0F - f) * fogIndex); + fogCoord += fogStep; + w += wStep; + } + } + break; + case GL_EXP: + { + const GLfloat density = -ctx->Fog.Density; + const GLfloat fogStep = span->fogStep; + GLfloat fogCoord = span->fog; + const GLfloat wStep = haveW ? span->dwdx : 0.0F; + GLfloat w = haveW ? span->w : 1.0F; + GLuint i; + for (i = 0; i < span->end; i++) { + GLfloat f = (GLfloat) exp(density * FABSF(fogCoord/w)); + index[i] = (GLuint) ((GLfloat) index[i] + (1.0F - f) * fogIndex); + fogCoord += fogStep; + w += wStep; + } + } + break; + case GL_EXP2: + { + const GLfloat negDensitySquared = -ctx->Fog.Density * ctx->Fog.Density; + const GLfloat fogStep = span->fogStep; + GLfloat fogCoord = span->fog; + const GLfloat wStep = haveW ? span->dwdx : 0.0F; + GLfloat w = haveW ? span->w : 1.0F; + GLuint i; + for (i = 0; i < span->end; i++) { + const GLfloat coord = fogCoord / w; + GLfloat tmp = negDensitySquared * coord * coord; + GLfloat f; +#if defined(__alpha__) || defined(__alpha) + /* XXX this underflow check may be needed for other systems*/ + if (tmp < FLT_MIN_10_EXP) + tmp = FLT_MIN_10_EXP; +#endif + f = (GLfloat) exp(tmp); + f = CLAMP(f, 0.0F, 1.0F); + index[i] = (GLuint) ((GLfloat) index[i] + (1.0F - f) * fogIndex); + fogCoord += fogStep; + w += wStep; + } + } + break; + default: + _mesa_problem(ctx, "Bad fog mode in _swrast_fog_ci_span"); + return; + } } - - if (span->arrayMask & SPAN_FOG) { - const GLuint idx = (GLuint) ctx->Fog.Index; + else if (span->arrayMask & SPAN_FOG) { + /* The span's fog array values are blend factors. + * They were previously computed per-vertex. + */ GLuint i; - for (i = 0; i < n; i++) { - const GLfloat f = CLAMP(span->array->fog[i], 0.0F, 1.0F); - index[i] = (GLuint) ((GLfloat) index[i] + (1.0F - f) * idx); + for (i = 0; i < span->end; i++) { + const GLfloat f = span->array->fog[i]; + index[i] = (GLuint) ((GLfloat) index[i] + (1.0F - f) * fogIndex); } } else { - GLfloat fog = span->fog, dFog = span->fogStep; - const GLuint idx = (GLuint) ctx->Fog.Index; + /* The span's fog start/step values are blend factors. + * They were previously computed per-vertex. + */ + const GLfloat fogStep = span->fogStep; + GLfloat fog = span->fog; + const GLfloat wStep = haveW ? span->dwdx : 0.0F; + GLfloat w = haveW ? span->w : 1.0F; GLuint i; - for (i = 0; i < n; i++) { - const GLfloat f = CLAMP(fog, 0.0F, 1.0F); - index[i] = (GLuint) ((GLfloat) index[i] + (1.0F - f) * idx); - fog += dFog; + ASSERT(span->interpMask & SPAN_FOG); + for (i = 0; i < span->end; i++) { + const GLfloat f = fog / w; + index[i] = (GLuint) ((GLfloat) index[i] + (1.0F - f) * fogIndex); + fog += fogStep; + w += wStep; } } } |