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-rw-r--r--src/mesa/swrast/s_fog.c226
1 files changed, 80 insertions, 146 deletions
diff --git a/src/mesa/swrast/s_fog.c b/src/mesa/swrast/s_fog.c
index caaefcb688f..0988ebb1a7d 100644
--- a/src/mesa/swrast/s_fog.c
+++ b/src/mesa/swrast/s_fog.c
@@ -1,4 +1,4 @@
-/* $Id: s_fog.c,v 1.21 2002/02/02 21:40:33 brianp Exp $ */
+/* $Id: s_fog.c,v 1.22 2002/02/17 17:30:58 brianp Exp $ */
/*
* Mesa 3-D graphics library
@@ -33,6 +33,7 @@
#include "s_context.h"
#include "s_fog.h"
+#include "s_span.h"
@@ -62,7 +63,7 @@ _mesa_z_to_fogfactor(GLcontext *ctx, GLfloat z)
f = (GLfloat) exp(-(d * d * z * z));
return f;
default:
- _mesa_problem(ctx, "Bad fog mode in make_fog_coord");
+ _mesa_problem(ctx, "Bad fog mode in _mesa_z_to_fogfactor");
return 0.0;
}
}
@@ -70,127 +71,6 @@ _mesa_z_to_fogfactor(GLcontext *ctx, GLfloat z)
/**
- * Apply fog to a span of RGBA pixels.
- * Input: ctx -
- * span - where span->fog and span->fogStep have to be set.
- * red, green, blue, alpha - pixel colors
- * Output: red, green, blue, alpha - fogged pixel colors
- */
-void
-_mesa_fog_rgba_pixels( const GLcontext *ctx, struct sw_span *span,
- GLchan rgba[][4] )
-{
- GLuint i;
- GLfloat fog = span->fog, Dfog = span->fogStep;
- GLchan rFog, gFog, bFog;
-
- ASSERT(ctx->Fog.Enabled);
- ASSERT(span->interpMask & 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]);
-
- for (i = 0; i < span->end; i++) {
- const GLfloat one_min_fog = 1.0F - fog;
- rgba[i][RCOMP] = (GLchan) (fog * rgba[i][RCOMP] + one_min_fog * rFog);
- rgba[i][GCOMP] = (GLchan) (fog * rgba[i][GCOMP] + one_min_fog * gFog);
- rgba[i][BCOMP] = (GLchan) (fog * rgba[i][BCOMP] + one_min_fog * bFog);
- fog += Dfog;
- }
-}
-
-
-/**
- * Apply fog given in an array to RGBA pixels.
- * Input: ctx -
- * span -
- * fog - array of fog factors in [0,1]
- * red, green, blue, alpha - pixel colors
- * Output: red, green, blue, alpha - fogged pixel colors
- */
-void
-_mesa_fog_rgba_pixels_with_array( const GLcontext *ctx, struct sw_span *span,
- const GLfloat fog[], GLchan rgba[][4] )
-{
- GLuint i;
- GLchan rFog, gFog, bFog;
-
- ASSERT(fog != NULL);
- ASSERT(ctx->Fog.Enabled);
- 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]);
-
- for (i = span->start; i < span->end; i++) {
- const GLfloat f = fog[i];
- const GLfloat g = 1.0F - f;
- rgba[i][RCOMP] = (GLchan) (f * rgba[i][RCOMP] + g * rFog);
- rgba[i][GCOMP] = (GLchan) (f * rgba[i][GCOMP] + g * gFog);
- rgba[i][BCOMP] = (GLchan) (f * rgba[i][BCOMP] + g * bFog);
- }
-}
-
-
-
-/**
- * Apply fog to a span of color index pixels.
- * Input: ctx -
- * span - where span->fog and span->fogStep have to be set.
- * index - pixel color indexes
- * Output: index - fogged pixel color indexes
- */
-void
-_mesa_fog_ci_pixels( const GLcontext *ctx, struct sw_span *span,
- GLuint index[] )
-{
- GLuint idx = (GLuint) ctx->Fog.Index;
- GLuint i;
- GLfloat fog = span->fog, Dfog = span->fogStep;
-
- ASSERT(ctx->Fog.Enabled);
- ASSERT(span->interpMask & SPAN_FOG);
- ASSERT(span->arrayMask & SPAN_INDEX);
-
- for (i = 0; i < span->end; i++) {
- const GLfloat f = CLAMP(fog, 0.0F, 1.0F);
- index[i] = (GLuint) ((GLfloat) index[i] + (1.0F - f) * idx);
- fog += Dfog;
- }
-}
-
-
-/**
- * Apply fog given in an array to a span of color index pixels.
- * Input: ctx -
- * span -
- * fog - array of fog factors in [0,1]
- * index - pixel color indexes
- * Output: index - fogged pixel color indexes
- */
-void
-_mesa_fog_ci_pixels_with_array( const GLcontext *ctx, struct sw_span *span,
- const GLfloat fog[], GLuint index[] )
-{
- GLuint idx = (GLuint) ctx->Fog.Index;
- GLuint i;
-
- ASSERT(fog != NULL);
- ASSERT(ctx->Fog.Enabled);
- ASSERT(span->arrayMask & SPAN_INDEX);
-
- for (i = span->start; i < span->end; i++) {
- const GLfloat f = CLAMP(fog[i], 0.0F, 1.0F);
- index[i] = (GLuint) ((GLfloat) index[i] + (1.0F - f) * idx);
- }
-}
-
-
-
-/**
* Calculate fog factors (in [0,1]) from window z values
* Input: n - number of pixels
* z - array of integer depth values
@@ -331,45 +211,99 @@ compute_fog_factors_from_z( const GLcontext *ctx,
}
+
/**
* Apply fog to a span of RGBA pixels.
- * Input: ctx -
- * span - where span->zArray has to be filled.
- * red, green, blue, alpha - pixel colors
- * Output: red, green, blue, alpha - fogged pixel colors
+ * The fog factors are either in the span->fogArray or stored as base/step.
+ * These are fog _factors_, not fog coords. Fog coords were converted to
+ * fog factors per vertex.
*/
void
-_mesa_depth_fog_rgba_pixels(const GLcontext *ctx, struct sw_span *span,
- GLchan rgba[][4])
+_mesa_fog_rgba_span( const GLcontext *ctx, struct sw_span *span )
{
- GLfloat fogFact[MAX_WIDTH];
+ const SWcontext *swrast = SWRAST_CONTEXT(ctx);
+ const GLuint n = span->end;
+ GLchan (*rgba)[4] = (GLchan (*)[4]) span->color.rgba;
+ GLchan rFog, gFog, bFog;
ASSERT(ctx->Fog.Enabled);
- ASSERT(span->arrayMask & SPAN_Z);
- ASSERT(span->end <= MAX_WIDTH);
+ ASSERT((span->interpMask | span->arrayMask) & SPAN_FOG);
+ ASSERT(span->arrayMask & SPAN_RGBA);
- compute_fog_factors_from_z(ctx, span->end, span->zArray, fogFact );
- _mesa_fog_rgba_pixels_with_array( ctx, span, fogFact, 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)
+ _mesa_span_interpolate_z(ctx, span);
+ compute_fog_factors_from_z(ctx, n, span->zArray, span->fogArray);
+ span->arrayMask |= SPAN_FOG;
+ }
+
+ if (span->arrayMask & SPAN_FOG) {
+ GLuint i;
+ for (i = 0; i < n; i++) {
+ const GLfloat fog = span->fogArray[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);
+ }
+ }
+ else {
+ GLfloat fog = span->fog, dFog = span->fogStep;
+ 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;
+ }
+ }
}
/**
- * Apply fog to a span of color index pixels.
- * Input: ctx -
- * span - where span->zArray has to be filled.
- * index - pixel color indexes
- * Output: index - fogged pixel color indexes
+ * As above, but color index mode.
*/
void
-_mesa_depth_fog_ci_pixels( const GLcontext *ctx, struct sw_span *span,
- GLuint index[] )
+_mesa_fog_ci_span( const GLcontext *ctx, struct sw_span *span )
{
- GLfloat fogFact[MAX_WIDTH];
+ const SWcontext *swrast = SWRAST_CONTEXT(ctx);
+ const GLuint n = span->end;
+ GLuint *index = span->color.index;
ASSERT(ctx->Fog.Enabled);
- ASSERT(span->arrayMask & SPAN_Z);
- ASSERT(span->end <= MAX_WIDTH);
+ ASSERT(span->arrayMask & SPAN_INDEX);
+ ASSERT((span->interpMask | span->arrayMask) & SPAN_FOG);
+
+ if (swrast->_PreferPixelFog) {
+ /* compute fog factor from each fragment's Z value */
+ if ((span->interpMask & SPAN_Z) && (span->arrayMask & SPAN_Z) == 0)
+ _mesa_span_interpolate_z(ctx, span);
+ compute_fog_factors_from_z(ctx, n, span->zArray, span->fogArray);
+ span->arrayMask |= SPAN_FOG;
+ }
- compute_fog_factors_from_z(ctx, span->end, span->zArray, fogFact );
- _mesa_fog_ci_pixels_with_array( ctx, span, fogFact, index );
+ if (span->arrayMask & SPAN_FOG) {
+ const GLuint idx = (GLuint) ctx->Fog.Index;
+ GLuint i;
+ for (i = 0; i < n; i++) {
+ const GLfloat f = CLAMP(span->fogArray[i], 0.0F, 1.0F);
+ index[i] = (GLuint) ((GLfloat) index[i] + (1.0F - f) * idx);
+ }
+ }
+ else {
+ GLfloat fog = span->fog, dFog = span->fogStep;
+ const GLuint idx = (GLuint) ctx->Fog.Index;
+ 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;
+ }
+ }
}