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-rw-r--r--src/mesa/swrast/s_points.c1193
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diff --git a/src/mesa/swrast/s_points.c b/src/mesa/swrast/s_points.c
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+++ b/src/mesa/swrast/s_points.c
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+/* $Id: s_points.c,v 1.1 2000/10/31 18:00:04 keithw Exp $ */
+
+/*
+ * Mesa 3-D graphics library
+ * Version: 3.4
+ *
+ * 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.
+ */
+
+
+#include "glheader.h"
+#include "context.h"
+#include "feedback.h"
+#include "macros.h"
+#include "mmath.h"
+#include "texstate.h"
+#include "vb.h"
+
+#include "s_pb.h"
+#include "s_span.h"
+
+
+/**********************************************************************/
+/***** Rasterization *****/
+/**********************************************************************/
+
+
+/*
+ * There are 3 pairs (RGBA, CI) of point rendering functions:
+ * 1. simple: size=1 and no special rasterization functions (fastest)
+ * 2. size1: size=1 and any rasterization functions
+ * 3. general: any size and rasterization functions (slowest)
+ *
+ * All point rendering functions take the same two arguments: first and
+ * last which specify that the points specified by VB[first] through
+ * VB[last] are to be rendered.
+ */
+
+
+
+
+
+/*
+ * CI points with size == 1.0
+ */
+static void
+size1_ci_points( GLcontext *ctx, GLuint first, GLuint last )
+{
+ struct vertex_buffer *VB = ctx->VB;
+ struct pixel_buffer *PB = ctx->PB;
+ GLfloat *win, *fog;
+ GLint *pbx = PB->x, *pby = PB->y;
+ GLdepth *pbz = PB->z;
+ GLfixed *pbfog = PB->fog;
+ GLuint *pbi = PB->index;
+ GLuint pbcount = PB->count;
+ GLuint i;
+
+ win = &VB->Win.data[first][0];
+ fog = &VB->FogCoordPtr->data[first];
+
+ for (i = first; i <= last; i++) {
+ if (VB->ClipMask[i] == 0) {
+ pbx[pbcount] = (GLint) win[0];
+ pby[pbcount] = (GLint) win[1];
+ pbz[pbcount] = (GLint) (win[2] + ctx->PointZoffset);
+ pbfog[pbcount] = FloatToFixed(fog[i]);
+ pbi[pbcount] = VB->IndexPtr->data[i];
+ pbcount++;
+ }
+ win += 3;
+ }
+ PB->count = pbcount;
+ PB_CHECK_FLUSH(ctx, PB);
+}
+
+
+
+/*
+ * RGBA points with size == 1.0
+ */
+static void
+size1_rgba_points( GLcontext *ctx, GLuint first, GLuint last )
+{
+ struct vertex_buffer *VB = ctx->VB;
+ struct pixel_buffer *PB = ctx->PB;
+ GLuint i;
+
+ for (i = first; i <= last; i++) {
+ if (VB->ClipMask[i] == 0) {
+ GLint x, y, z;
+ GLint fog;
+ GLint red, green, blue, alpha;
+
+ x = (GLint) VB->Win.data[i][0];
+ y = (GLint) VB->Win.data[i][1];
+ z = (GLint) (VB->Win.data[i][2] + ctx->PointZoffset);
+
+ fog = FloatToFixed( VB->FogCoordPtr->data[i] );
+
+ red = VB->ColorPtr->data[i][0];
+ green = VB->ColorPtr->data[i][1];
+ blue = VB->ColorPtr->data[i][2];
+ alpha = VB->ColorPtr->data[i][3];
+
+ PB_WRITE_RGBA_PIXEL( PB, x, y, z, fog, red, green, blue, alpha );
+ }
+ }
+ PB_CHECK_FLUSH(ctx, PB);
+}
+
+
+
+/*
+ * General CI points.
+ */
+static void
+general_ci_points( GLcontext *ctx, GLuint first, GLuint last )
+{
+ struct vertex_buffer *VB = ctx->VB;
+ struct pixel_buffer *PB = ctx->PB;
+ const GLint isize = (GLint) (ctx->Point.Size + 0.5F);
+ GLint radius = isize >> 1;
+ GLuint i;
+
+ for (i = first; i <= last; i++) {
+ if (VB->ClipMask[i] == 0) {
+ GLint x0, x1, y0, y1;
+ GLint ix, iy;
+
+ GLint x = (GLint) VB->Win.data[i][0];
+ GLint y = (GLint) VB->Win.data[i][1];
+ GLint z = (GLint) (VB->Win.data[i][2] + ctx->PointZoffset);
+
+ GLfixed fog = FloatToFixed( VB->FogCoordPtr->data[i] );
+
+ if (isize & 1) {
+ /* odd size */
+ x0 = x - radius;
+ x1 = x + radius;
+ y0 = y - radius;
+ y1 = y + radius;
+ }
+ else {
+ /* even size */
+ x0 = (GLint) (x + 1.5F) - radius;
+ x1 = x0 + isize - 1;
+ y0 = (GLint) (y + 1.5F) - radius;
+ y1 = y0 + isize - 1;
+ }
+
+ PB_SET_INDEX( PB, VB->IndexPtr->data[i] );
+
+ for (iy = y0; iy <= y1; iy++) {
+ for (ix = x0; ix <= x1; ix++) {
+ PB_WRITE_PIXEL( PB, ix, iy, z, fog );
+ }
+ }
+ PB_CHECK_FLUSH(ctx,PB);
+ }
+ }
+}
+
+
+/*
+ * General RGBA points.
+ */
+static void
+general_rgba_points( GLcontext *ctx, GLuint first, GLuint last )
+{
+ struct vertex_buffer *VB = ctx->VB;
+ struct pixel_buffer *PB = ctx->PB;
+ GLint isize = (GLint) (ctx->Point.Size + 0.5F);
+ GLint radius = isize >> 1;
+ GLuint i;
+
+ for (i = first; i <= last; i++) {
+ if (VB->ClipMask[i] == 0) {
+ GLint x0, x1, y0, y1;
+ GLint ix, iy;
+
+ GLint x = (GLint) VB->Win.data[i][0];
+ GLint y = (GLint) VB->Win.data[i][1];
+ GLint z = (GLint) (VB->Win.data[i][2] + ctx->PointZoffset);
+
+ GLfixed fog = FloatToFixed( VB->FogCoordPtr->data[i] );
+
+ if (isize & 1) {
+ /* odd size */
+ x0 = x - radius;
+ x1 = x + radius;
+ y0 = y - radius;
+ y1 = y + radius;
+ }
+ else {
+ /* even size */
+ x0 = (GLint) (x + 1.5F) - radius;
+ x1 = x0 + isize - 1;
+ y0 = (GLint) (y + 1.5F) - radius;
+ y1 = y0 + isize - 1;
+ }
+
+ PB_SET_COLOR( PB,
+ VB->ColorPtr->data[i][0],
+ VB->ColorPtr->data[i][1],
+ VB->ColorPtr->data[i][2],
+ VB->ColorPtr->data[i][3] );
+
+ for (iy = y0; iy <= y1; iy++) {
+ for (ix = x0; ix <= x1; ix++) {
+ PB_WRITE_PIXEL( PB, ix, iy, z, fog );
+ }
+ }
+ PB_CHECK_FLUSH(ctx,PB);
+ }
+ }
+}
+
+
+
+
+/*
+ * Textured RGBA points.
+ */
+static void
+textured_rgba_points( GLcontext *ctx, GLuint first, GLuint last )
+{
+ struct vertex_buffer *VB = ctx->VB;
+ struct pixel_buffer *PB = ctx->PB;
+ GLuint i;
+
+ for (i = first; i <= last; i++) {
+ if (VB->ClipMask[i] == 0) {
+ GLint x0, x1, y0, y1;
+ GLint ix, iy, radius;
+ GLint red, green, blue, alpha;
+ GLfloat s, t, u;
+
+ GLint x = (GLint) VB->Win.data[i][0];
+ GLint y = (GLint) VB->Win.data[i][1];
+ GLint z = (GLint) (VB->Win.data[i][2] + ctx->PointZoffset);
+ GLint isize = (GLint) (ctx->Point.Size + 0.5F);
+
+ GLfixed fog = FloatToFixed( VB->FogCoordPtr->data[i] );
+
+ if (isize < 1) {
+ isize = 1;
+ }
+ radius = isize >> 1;
+
+ if (isize & 1) {
+ /* odd size */
+ x0 = x - radius;
+ x1 = x + radius;
+ y0 = y - radius;
+ y1 = y + radius;
+ }
+ else {
+ /* even size */
+ x0 = (GLint) (x + 1.5F) - radius;
+ x1 = x0 + isize - 1;
+ y0 = (GLint) (y + 1.5F) - radius;
+ y1 = y0 + isize - 1;
+ }
+
+ red = VB->ColorPtr->data[i][0];
+ green = VB->ColorPtr->data[i][1];
+ blue = VB->ColorPtr->data[i][2];
+ alpha = VB->ColorPtr->data[i][3];
+
+ switch (VB->TexCoordPtr[0]->size) {
+ case 4:
+ s = VB->TexCoordPtr[0]->data[i][0]/VB->TexCoordPtr[0]->data[i][3];
+ t = VB->TexCoordPtr[0]->data[i][1]/VB->TexCoordPtr[0]->data[i][3];
+ u = VB->TexCoordPtr[0]->data[i][2]/VB->TexCoordPtr[0]->data[i][3];
+ break;
+ case 3:
+ s = VB->TexCoordPtr[0]->data[i][0];
+ t = VB->TexCoordPtr[0]->data[i][1];
+ u = VB->TexCoordPtr[0]->data[i][2];
+ break;
+ case 2:
+ s = VB->TexCoordPtr[0]->data[i][0];
+ t = VB->TexCoordPtr[0]->data[i][1];
+ u = 0.0;
+ break;
+ case 1:
+ s = VB->TexCoordPtr[0]->data[i][0];
+ t = 0.0;
+ u = 0.0;
+ break;
+ default:
+ /* should never get here */
+ s = t = u = 0.0;
+ gl_problem(ctx, "unexpected texcoord size in textured_rgba_points()");
+ }
+
+ for (iy = y0; iy <= y1; iy++) {
+ for (ix = x0; ix <= x1; ix++) {
+ PB_WRITE_TEX_PIXEL( PB, ix, iy, z, fog, red, green, blue, alpha,
+ s, t, u );
+ }
+ }
+
+ PB_CHECK_FLUSH(ctx, PB);
+ }
+ }
+}
+
+
+/*
+ * Multitextured RGBA points.
+ */
+static void
+multitextured_rgba_points( GLcontext *ctx, GLuint first, GLuint last )
+{
+ struct vertex_buffer *VB = ctx->VB;
+ struct pixel_buffer *PB = ctx->PB;
+ GLuint i;
+
+ for (i = first; i <= last; i++) {
+ if (VB->ClipMask[i] == 0) {
+ const GLint red = VB->ColorPtr->data[i][0];
+ const GLint green = VB->ColorPtr->data[i][1];
+ const GLint blue = VB->ColorPtr->data[i][2];
+ const GLint alpha = VB->ColorPtr->data[i][3];
+ const GLint sRed = VB->SecondaryColorPtr->data ? VB->SecondaryColorPtr->data[i][0] : 0;
+ const GLint sGreen = VB->SecondaryColorPtr->data ? VB->SecondaryColorPtr->data[i][1] : 0;
+ const GLint sBlue = VB->SecondaryColorPtr->data ? VB->SecondaryColorPtr->data[i][2] : 0;
+ const GLint x = (GLint) VB->Win.data[i][0];
+ const GLint y = (GLint) VB->Win.data[i][1];
+ const GLint z = (GLint) (VB->Win.data[i][2] + ctx->PointZoffset);
+ GLint x0, x1, y0, y1;
+ GLint ix, iy;
+ GLfloat texcoord[MAX_TEXTURE_UNITS][4];
+ GLint radius, u;
+ GLint isize = (GLint) (ctx->Point.Size + 0.5F);
+
+ GLfixed fog = FloatToFixed( VB->FogCoordPtr->data[i] );
+
+ if (isize < 1) {
+ isize = 1;
+ }
+ radius = isize >> 1;
+
+ if (isize & 1) {
+ /* odd size */
+ x0 = x - radius;
+ x1 = x + radius;
+ y0 = y - radius;
+ y1 = y + radius;
+ }
+ else {
+ /* even size */
+ x0 = (GLint) (x + 1.5F) - radius;
+ x1 = x0 + isize - 1;
+ y0 = (GLint) (y + 1.5F) - radius;
+ y1 = y0 + isize - 1;
+ }
+
+ for (u = 0; u < ctx->Const.MaxTextureUnits; u++) {
+ if (ctx->Texture.Unit[u].ReallyEnabled) {
+ switch (VB->TexCoordPtr[0]->size) {
+ case 4:
+ texcoord[u][0] = VB->TexCoordPtr[u]->data[i][0] /
+ VB->TexCoordPtr[u]->data[i][3];
+ texcoord[u][1] = VB->TexCoordPtr[u]->data[i][1] /
+ VB->TexCoordPtr[u]->data[i][3];
+ texcoord[u][2] = VB->TexCoordPtr[u]->data[i][2] /
+ VB->TexCoordPtr[u]->data[i][3];
+ break;
+ case 3:
+ texcoord[u][0] = VB->TexCoordPtr[u]->data[i][0];
+ texcoord[u][1] = VB->TexCoordPtr[u]->data[i][1];
+ texcoord[u][2] = VB->TexCoordPtr[u]->data[i][2];
+ break;
+ case 2:
+ texcoord[u][0] = VB->TexCoordPtr[u]->data[i][0];
+ texcoord[u][1] = VB->TexCoordPtr[u]->data[i][1];
+ texcoord[u][2] = 0.0;
+ break;
+ case 1:
+ texcoord[u][0] = VB->TexCoordPtr[u]->data[i][0];
+ texcoord[u][1] = 0.0;
+ texcoord[u][2] = 0.0;
+ break;
+ default:
+ /* should never get here */
+ gl_problem(ctx, "unexpected texcoord size");
+ }
+ }
+ }
+
+ for (iy = y0; iy <= y1; iy++) {
+ for (ix = x0; ix <= x1; ix++) {
+ PB_WRITE_MULTITEX_SPEC_PIXEL( PB, ix, iy, z, fog,
+ red, green, blue, alpha,
+ sRed, sGreen, sBlue,
+ texcoord );
+ }
+ }
+ PB_CHECK_FLUSH(ctx, PB);
+ }
+ }
+}
+
+
+/*
+ * NOTES on aa point rasterization:
+ *
+ * Let d = distance of fragment center from vertex.
+ * if d < rmin2 then
+ * fragment has 100% coverage
+ * else if d > rmax2 then
+ * fragment has 0% coverage
+ * else
+ * fragement has % coverage = (d - rmin2) / (rmax2 - rmin2)
+ */
+
+
+/*
+ * Antialiased points with or without texture mapping.
+ */
+static void
+antialiased_rgba_points( GLcontext *ctx, GLuint first, GLuint last )
+{
+ struct vertex_buffer *VB = ctx->VB;
+ struct pixel_buffer *PB = ctx->PB;
+ const GLfloat radius = ctx->Point.Size * 0.5F;
+ const GLfloat rmin = radius - 0.7071F; /* 0.7071 = sqrt(2)/2 */
+ const GLfloat rmax = radius + 0.7071F;
+ const GLfloat rmin2 = MAX2(0.0, rmin * rmin);
+ const GLfloat rmax2 = rmax * rmax;
+ const GLfloat cscale = 256.0F / (rmax2 - rmin2);
+ GLuint i;
+
+ if (ctx->Texture.ReallyEnabled) {
+ for (i = first; i <= last; i++) {
+ if (VB->ClipMask[i] == 0) {
+ GLint x, y;
+ GLfloat vx = VB->Win.data[i][0];
+ GLfloat vy = VB->Win.data[i][1];
+ const GLint xmin = (GLint) (vx - radius);
+ const GLint xmax = (GLint) (vx + radius);
+ const GLint ymin = (GLint) (vy - radius);
+ const GLint ymax = (GLint) (vy + radius);
+ const GLint z = (GLint) (VB->Win.data[i][2] + ctx->PointZoffset);
+ const GLint red = VB->ColorPtr->data[i][0];
+ const GLint green = VB->ColorPtr->data[i][1];
+ const GLint blue = VB->ColorPtr->data[i][2];
+ GLfloat texcoord[MAX_TEXTURE_UNITS][4];
+ GLint u, alpha;
+
+ GLfixed fog = FloatToFixed( VB->FogCoordPtr->data[i] );
+
+ for (u = 0; u < ctx->Const.MaxTextureUnits; u++) {
+ if (ctx->Texture.Unit[u].ReallyEnabled) {
+ switch (VB->TexCoordPtr[0]->size) {
+ case 4:
+ texcoord[u][0] = VB->TexCoordPtr[u]->data[i][0] /
+ VB->TexCoordPtr[u]->data[i][3];
+ texcoord[u][1] = VB->TexCoordPtr[u]->data[i][1] /
+ VB->TexCoordPtr[u]->data[i][3];
+ texcoord[u][2] = VB->TexCoordPtr[u]->data[i][2] /
+ VB->TexCoordPtr[u]->data[i][3];
+ break;
+ case 3:
+ texcoord[u][0] = VB->TexCoordPtr[u]->data[i][0];
+ texcoord[u][1] = VB->TexCoordPtr[u]->data[i][1];
+ texcoord[u][2] = VB->TexCoordPtr[u]->data[i][2];
+ break;
+ case 2:
+ texcoord[u][0] = VB->TexCoordPtr[u]->data[i][0];
+ texcoord[u][1] = VB->TexCoordPtr[u]->data[i][1];
+ texcoord[u][2] = 0.0;
+ break;
+ case 1:
+ texcoord[u][0] = VB->TexCoordPtr[u]->data[i][0];
+ texcoord[u][1] = 0.0;
+ texcoord[u][2] = 0.0;
+ break;
+ default:
+ /* should never get here */
+ gl_problem(ctx, "unexpected texcoord size in antialiased_rgba_points()");
+ }
+ }
+ }
+
+ /* translate by a half pixel to simplify math below */
+ vx -= 0.5F;
+ vx -= 0.5F;
+
+ for (y = ymin; y <= ymax; y++) {
+ for (x = xmin; x <= xmax; x++) {
+ const GLfloat dx = x - vx;
+ const GLfloat dy = y - vy;
+ const GLfloat dist2 = dx*dx + dy*dy;
+ if (dist2 < rmax2) {
+ alpha = VB->ColorPtr->data[i][3];
+ if (dist2 >= rmin2) {
+ GLint coverage = (GLint) (256.0F - (dist2 - rmin2) * cscale);
+ /* coverage is in [0,256] */
+ alpha = (alpha * coverage) >> 8;
+ }
+ if (ctx->Texture.MultiTextureEnabled) {
+ PB_WRITE_MULTITEX_PIXEL( PB, x,y,z, fog,
+ red, green, blue,
+ alpha, texcoord );
+ }
+ else {
+ PB_WRITE_TEX_PIXEL( PB, x,y,z, fog,
+ red, green, blue, alpha,
+ texcoord[0][0],
+ texcoord[0][1],
+ texcoord[0][2] );
+ }
+ }
+ }
+ }
+
+ PB_CHECK_FLUSH(ctx,PB);
+ }
+ }
+ }
+ else {
+ /* Not texture mapped */
+ for (i=first;i<=last;i++) {
+ if (VB->ClipMask[i]==0) {
+ const GLint xmin = (GLint) (VB->Win.data[i][0] - 0.0 - radius);
+ const GLint xmax = (GLint) (VB->Win.data[i][0] - 0.0 + radius);
+ const GLint ymin = (GLint) (VB->Win.data[i][1] - 0.0 - radius);
+ const GLint ymax = (GLint) (VB->Win.data[i][1] - 0.0 + radius);
+ const GLint red = VB->ColorPtr->data[i][0];
+ const GLint green = VB->ColorPtr->data[i][1];
+ const GLint blue = VB->ColorPtr->data[i][2];
+ const GLint z = (GLint) (VB->Win.data[i][2] + ctx->PointZoffset);
+ GLint x, y;
+
+ GLfixed fog = FloatToFixed( VB->FogCoordPtr->data[i] );
+
+ /*
+ printf("point %g, %g\n", VB->Win.data[i][0], VB->Win.data[i][1]);
+ printf("%d..%d X %d..%d\n", xmin, xmax, ymin, ymax);
+ */
+ for (y = ymin; y <= ymax; y++) {
+ for (x = xmin; x <= xmax; x++) {
+ const GLfloat dx = x + 0.5F - VB->Win.data[i][0];
+ const GLfloat dy = y + 0.5F - VB->Win.data[i][1];
+ const GLfloat dist2 = dx*dx + dy*dy;
+ if (dist2 < rmax2) {
+ GLint alpha = VB->ColorPtr->data[i][3];
+ if (dist2 >= rmin2) {
+ GLint coverage = (GLint) (256.0F - (dist2 - rmin2) * cscale);
+ /* coverage is in [0,256] */
+ alpha = (alpha * coverage) >> 8;
+ }
+ PB_WRITE_RGBA_PIXEL(PB, x, y, z, fog,
+ red, green, blue, alpha);
+ }
+ }
+ }
+ PB_CHECK_FLUSH(ctx,PB);
+ }
+ }
+ }
+}
+
+
+
+/*
+ * Null rasterizer for measuring transformation speed.
+ */
+static void
+null_points( GLcontext *ctx, GLuint first, GLuint last )
+{
+ (void) ctx;
+ (void) first;
+ (void) last;
+}
+
+
+
+/* Definition of the functions for GL_EXT_point_parameters */
+
+/* Calculates the distance attenuation formula of a vector of points in
+ * eye space coordinates
+ */
+static void
+dist3(GLfloat *out, GLuint first, GLuint last,
+ const GLcontext *ctx, const GLvector4f *v)
+{
+ GLuint stride = v->stride;
+ const GLfloat *p = VEC_ELT(v, GLfloat, first);
+ GLuint i;
+
+ for (i = first ; i <= last ; i++, STRIDE_F(p, stride) ) {
+ GLfloat dist = GL_SQRT(p[0]*p[0]+p[1]*p[1]+p[2]*p[2]);
+ out[i] = 1.0F / (ctx->Point.Params[0] +
+ dist * (ctx->Point.Params[1] +
+ dist * ctx->Point.Params[2]));
+ }
+}
+
+
+static void
+dist2(GLfloat *out, GLuint first, GLuint last,
+ const GLcontext *ctx, const GLvector4f *v)
+{
+ GLuint stride = v->stride;
+ const GLfloat *p = VEC_ELT(v, GLfloat, first);
+ GLuint i;
+
+ for (i = first ; i <= last ; i++, STRIDE_F(p, stride) ) {
+ GLfloat dist = GL_SQRT(p[0]*p[0]+p[1]*p[1]);
+ out[i] = 1.0F / (ctx->Point.Params[0] +
+ dist * (ctx->Point.Params[1] +
+ dist * ctx->Point.Params[2]));
+ }
+}
+
+
+typedef void (*dist_func)(GLfloat *out, GLuint first, GLuint last,
+ const GLcontext *ctx, const GLvector4f *v);
+
+
+static dist_func eye_dist_tab[5] = {
+ 0,
+ 0,
+ dist2,
+ dist3,
+ dist3
+};
+
+
+
+/*
+ * Distance Attenuated General CI points.
+ */
+static void
+dist_atten_general_ci_points( GLcontext *ctx, GLuint first, GLuint last )
+{
+ struct vertex_buffer *VB = ctx->VB;
+ struct pixel_buffer *PB = ctx->PB;
+ GLfloat dist[VB_SIZE];
+ const GLfloat psize = ctx->Point.Size;
+ GLuint i;
+
+ ASSERT(ctx->NeedEyeCoords);
+ (eye_dist_tab[VB->EyePtr->size])( dist, first, last, ctx, VB->EyePtr );
+
+
+ for (i=first;i<=last;i++) {
+ if (VB->ClipMask[i]==0) {
+ GLint x0, x1, y0, y1;
+ GLint ix, iy;
+ GLint isize, radius;
+ GLint x = (GLint) VB->Win.data[i][0];
+ GLint y = (GLint) VB->Win.data[i][1];
+ GLint z = (GLint) (VB->Win.data[i][2] + ctx->PointZoffset);
+ GLfloat dsize = psize * dist[i];
+
+ GLfixed fog = FloatToFixed( VB->FogCoordPtr->data[i] );
+
+ if (dsize >= ctx->Point.Threshold) {
+ isize = (GLint) (MIN2(dsize, ctx->Point.MaxSize) + 0.5F);
+ }
+ else {
+ isize = (GLint) (MAX2(ctx->Point.Threshold, ctx->Point.MinSize) + 0.5F);
+ }
+ radius = isize >> 1;
+
+ if (isize & 1) {
+ /* odd size */
+ x0 = x - radius;
+ x1 = x + radius;
+ y0 = y - radius;
+ y1 = y + radius;
+ }
+ else {
+ /* even size */
+ x0 = (GLint) (x + 1.5F) - radius;
+ x1 = x0 + isize - 1;
+ y0 = (GLint) (y + 1.5F) - radius;
+ y1 = y0 + isize - 1;
+ }
+
+ PB_SET_INDEX( PB, VB->IndexPtr->data[i] );
+
+ for (iy=y0;iy<=y1;iy++) {
+ for (ix=x0;ix<=x1;ix++) {
+ PB_WRITE_PIXEL( PB, ix, iy, z, fog );
+ }
+ }
+ PB_CHECK_FLUSH(ctx,PB);
+ }
+ }
+}
+
+/*
+ * Distance Attenuated General RGBA points.
+ */
+static void
+dist_atten_general_rgba_points( GLcontext *ctx, GLuint first, GLuint last )
+{
+ struct vertex_buffer *VB = ctx->VB;
+ struct pixel_buffer *PB = ctx->PB;
+ GLfloat dist[VB_SIZE];
+ const GLfloat psize = ctx->Point.Size;
+ GLuint i;
+
+ ASSERT (ctx->NeedEyeCoords);
+ (eye_dist_tab[VB->EyePtr->size])( dist, first, last, ctx, VB->EyePtr );
+
+ for (i=first;i<=last;i++) {
+ if (VB->ClipMask[i]==0) {
+ GLint x0, x1, y0, y1;
+ GLint ix, iy;
+ GLint isize, radius;
+ GLint x = (GLint) VB->Win.data[i][0];
+ GLint y = (GLint) VB->Win.data[i][1];
+ GLint z = (GLint) (VB->Win.data[i][2] + ctx->PointZoffset);
+ GLfloat dsize=psize*dist[i];
+ GLchan alpha;
+ GLfixed fog = FloatToFixed( VB->FogCoordPtr->data[i] );
+
+ if (dsize >= ctx->Point.Threshold) {
+ isize = (GLint) (MIN2(dsize,ctx->Point.MaxSize)+0.5F);
+ alpha = VB->ColorPtr->data[i][3];
+ }
+ else {
+ isize = (GLint) (MAX2(ctx->Point.Threshold,ctx->Point.MinSize)+0.5F);
+ dsize /= ctx->Point.Threshold;
+ alpha = (GLint) (VB->ColorPtr->data[i][3]* (dsize*dsize));
+ }
+ radius = isize >> 1;
+
+ if (isize & 1) {
+ /* odd size */
+ x0 = x - radius;
+ x1 = x + radius;
+ y0 = y - radius;
+ y1 = y + radius;
+ }
+ else {
+ /* even size */
+ x0 = (GLint) (x + 1.5F) - radius;
+ x1 = x0 + isize - 1;
+ y0 = (GLint) (y + 1.5F) - radius;
+ y1 = y0 + isize - 1;
+ }
+
+ PB_SET_COLOR( PB,
+ VB->ColorPtr->data[i][0],
+ VB->ColorPtr->data[i][1],
+ VB->ColorPtr->data[i][2],
+ alpha );
+
+ for (iy = y0; iy <= y1; iy++) {
+ for (ix = x0; ix <= x1; ix++) {
+ PB_WRITE_PIXEL( PB, ix, iy, z, fog );
+ }
+ }
+ PB_CHECK_FLUSH(ctx,PB);
+ }
+ }
+}
+
+/*
+ * Distance Attenuated Textured RGBA points.
+ */
+static void
+dist_atten_textured_rgba_points( GLcontext *ctx, GLuint first, GLuint last )
+{
+ struct vertex_buffer *VB = ctx->VB;
+ struct pixel_buffer *PB = ctx->PB;
+ GLfloat dist[VB_SIZE];
+ const GLfloat psize = ctx->Point.Size;
+ GLuint i;
+
+ ASSERT(ctx->NeedEyeCoords);
+ (eye_dist_tab[VB->EyePtr->size])( dist, first, last, ctx, VB->EyePtr );
+
+ for (i=first;i<=last;i++) {
+ if (VB->ClipMask[i]==0) {
+ const GLint x = (GLint) VB->Win.data[i][0];
+ const GLint y = (GLint) VB->Win.data[i][1];
+ const GLint z = (GLint) (VB->Win.data[i][2] + ctx->PointZoffset);
+ const GLint red = VB->ColorPtr->data[i][0];
+ const GLint green = VB->ColorPtr->data[i][1];
+ const GLint blue = VB->ColorPtr->data[i][2];
+ GLfloat texcoord[MAX_TEXTURE_UNITS][4];
+ GLint x0, x1, y0, y1;
+ GLint ix, iy, alpha, u;
+ GLint isize, radius;
+ GLfloat dsize = psize*dist[i];
+
+ GLfixed fog = FloatToFixed( VB->FogCoordPtr->data[i] );
+
+ /* compute point size and alpha */
+ if (dsize >= ctx->Point.Threshold) {
+ isize = (GLint) (MIN2(dsize, ctx->Point.MaxSize) + 0.5F);
+ alpha = VB->ColorPtr->data[i][3];
+ }
+ else {
+ isize = (GLint) (MAX2(ctx->Point.Threshold, ctx->Point.MinSize) + 0.5F);
+ dsize /= ctx->Point.Threshold;
+ alpha = (GLint) (VB->ColorPtr->data[i][3] * (dsize * dsize));
+ }
+ if (isize < 1) {
+ isize = 1;
+ }
+ radius = isize >> 1;
+
+ if (isize & 1) {
+ /* odd size */
+ x0 = x - radius;
+ x1 = x + radius;
+ y0 = y - radius;
+ y1 = y + radius;
+ }
+ else {
+ /* even size */
+ x0 = (GLint) (x + 1.5F) - radius;
+ x1 = x0 + isize - 1;
+ y0 = (GLint) (y + 1.5F) - radius;
+ y1 = y0 + isize - 1;
+ }
+
+ /* get texture coordinates */
+ for (u = 0; u < ctx->Const.MaxTextureUnits; u++) {
+ if (ctx->Texture.Unit[u].ReallyEnabled) {
+ switch (VB->TexCoordPtr[0]->size) {
+ case 4:
+ texcoord[u][0] = VB->TexCoordPtr[u]->data[i][0] /
+ VB->TexCoordPtr[u]->data[i][3];
+ texcoord[u][1] = VB->TexCoordPtr[u]->data[i][1] /
+ VB->TexCoordPtr[u]->data[i][3];
+ texcoord[u][2] = VB->TexCoordPtr[u]->data[i][2] /
+ VB->TexCoordPtr[u]->data[i][3];
+ break;
+ case 3:
+ texcoord[u][0] = VB->TexCoordPtr[u]->data[i][0];
+ texcoord[u][1] = VB->TexCoordPtr[u]->data[i][1];
+ texcoord[u][2] = VB->TexCoordPtr[u]->data[i][2];
+ break;
+ case 2:
+ texcoord[u][0] = VB->TexCoordPtr[u]->data[i][0];
+ texcoord[u][1] = VB->TexCoordPtr[u]->data[i][1];
+ texcoord[u][2] = 0.0;
+ break;
+ case 1:
+ texcoord[u][0] = VB->TexCoordPtr[u]->data[i][0];
+ texcoord[u][1] = 0.0;
+ texcoord[u][2] = 0.0;
+ break;
+ default:
+ /* should never get here */
+ gl_problem(ctx, "unexpected texcoord size");
+ }
+ }
+ }
+
+ for (iy = y0; iy <= y1; iy++) {
+ for (ix = x0; ix <= x1; ix++) {
+ if (ctx->Texture.MultiTextureEnabled) {
+ PB_WRITE_MULTITEX_PIXEL( PB, ix, iy, z, fog,
+ red, green, blue, alpha,
+ texcoord );
+ }
+ else {
+ PB_WRITE_TEX_PIXEL( PB, ix, iy, z, fog,
+ red, green, blue, alpha,
+ texcoord[0][0],
+ texcoord[0][1],
+ texcoord[0][2] );
+ }
+ }
+ }
+ PB_CHECK_FLUSH(ctx,PB);
+ }
+ }
+}
+
+/*
+ * Distance Attenuated Antialiased points with or without texture mapping.
+ */
+static void
+dist_atten_antialiased_rgba_points( GLcontext *ctx, GLuint first, GLuint last )
+{
+ struct vertex_buffer *VB = ctx->VB;
+ struct pixel_buffer *PB = ctx->PB;
+ GLfloat dist[VB_SIZE];
+ const GLfloat psize = ctx->Point.Size;
+ GLuint i;
+
+ ASSERT(ctx->NeedEyeCoords);
+ (eye_dist_tab[VB->EyePtr->size])( dist, first, last, ctx, VB->EyePtr );
+
+ if (ctx->Texture.ReallyEnabled) {
+ for (i=first;i<=last;i++) {
+ if (VB->ClipMask[i]==0) {
+ GLfloat radius, rmin, rmax, rmin2, rmax2, cscale, alphaf;
+ GLint xmin, ymin, xmax, ymax;
+ GLint x, y, z;
+ GLint red, green, blue, alpha;
+ GLfloat texcoord[MAX_TEXTURE_UNITS][4];
+ GLfloat dsize = psize * dist[i];
+ GLint u;
+
+ GLfixed fog = FloatToFixed( VB->FogCoordPtr->data[i] );
+
+ if (dsize >= ctx->Point.Threshold) {
+ radius = MIN2(dsize, ctx->Point.MaxSize) * 0.5F;
+ alphaf = 1.0F;
+ }
+ else {
+ radius = (MAX2(ctx->Point.Threshold, ctx->Point.MinSize) * 0.5F);
+ dsize /= ctx->Point.Threshold;
+ alphaf = (dsize*dsize);
+ }
+ rmin = radius - 0.7071F; /* 0.7071 = sqrt(2)/2 */
+ rmax = radius + 0.7071F;
+ rmin2 = MAX2(0.0, rmin * rmin);
+ rmax2 = rmax * rmax;
+ cscale = 256.0F / (rmax2 - rmin2);
+
+ xmin = (GLint) (VB->Win.data[i][0] - radius);
+ xmax = (GLint) (VB->Win.data[i][0] + radius);
+ ymin = (GLint) (VB->Win.data[i][1] - radius);
+ ymax = (GLint) (VB->Win.data[i][1] + radius);
+ z = (GLint) (VB->Win.data[i][2] + ctx->PointZoffset);
+
+ red = VB->ColorPtr->data[i][0];
+ green = VB->ColorPtr->data[i][1];
+ blue = VB->ColorPtr->data[i][2];
+
+ /* get texture coordinates */
+ for (u = 0; u < ctx->Const.MaxTextureUnits; u++) {
+ if (ctx->Texture.Unit[u].ReallyEnabled) {
+ switch (VB->TexCoordPtr[0]->size) {
+ case 4:
+ texcoord[u][0] = VB->TexCoordPtr[u]->data[i][0] /
+ VB->TexCoordPtr[u]->data[i][3];
+ texcoord[u][1] = VB->TexCoordPtr[u]->data[i][1] /
+ VB->TexCoordPtr[u]->data[i][3];
+ texcoord[u][2] = VB->TexCoordPtr[u]->data[i][2] /
+ VB->TexCoordPtr[u]->data[i][3];
+ break;
+ case 3:
+ texcoord[u][0] = VB->TexCoordPtr[u]->data[i][0];
+ texcoord[u][1] = VB->TexCoordPtr[u]->data[i][1];
+ texcoord[u][2] = VB->TexCoordPtr[u]->data[i][2];
+ break;
+ case 2:
+ texcoord[u][0] = VB->TexCoordPtr[u]->data[i][0];
+ texcoord[u][1] = VB->TexCoordPtr[u]->data[i][1];
+ texcoord[u][2] = 0.0;
+ break;
+ case 1:
+ texcoord[u][0] = VB->TexCoordPtr[u]->data[i][0];
+ texcoord[u][1] = 0.0;
+ texcoord[u][2] = 0.0;
+ break;
+ default:
+ /* should never get here */
+ gl_problem(ctx, "unexpected texcoord size");
+ }
+ }
+ }
+
+ for (y = ymin; y <= ymax; y++) {
+ for (x = xmin; x <= xmax; x++) {
+ const GLfloat dx = x + 0.5F - VB->Win.data[i][0];
+ const GLfloat dy = y + 0.5F - VB->Win.data[i][1];
+ const GLfloat dist2 = dx*dx + dy*dy;
+ if (dist2 < rmax2) {
+ alpha = VB->ColorPtr->data[i][3];
+ if (dist2 >= rmin2) {
+ GLint coverage = (GLint) (256.0F - (dist2 - rmin2) * cscale);
+ /* coverage is in [0,256] */
+ alpha = (alpha * coverage) >> 8;
+ }
+ alpha = (GLint) (alpha * alphaf);
+ if (ctx->Texture.MultiTextureEnabled) {
+ PB_WRITE_MULTITEX_PIXEL( PB, x, y, z, fog,
+ red, green, blue, alpha,
+ texcoord );
+ }
+ else {
+ PB_WRITE_TEX_PIXEL( PB, x,y,z, fog,
+ red, green, blue, alpha,
+ texcoord[0][0],
+ texcoord[0][1],
+ texcoord[0][2] );
+ }
+ }
+ }
+ }
+ PB_CHECK_FLUSH(ctx,PB);
+ }
+ }
+ }
+ else {
+ /* Not texture mapped */
+ for (i = first; i <= last; i++) {
+ if (VB->ClipMask[i] == 0) {
+ GLfloat radius, rmin, rmax, rmin2, rmax2, cscale, alphaf;
+ GLint xmin, ymin, xmax, ymax;
+ GLint x, y, z;
+ GLfixed fog;
+ GLint red, green, blue, alpha;
+ GLfloat dsize = psize * dist[i];
+
+ if (dsize >= ctx->Point.Threshold) {
+ radius = MIN2(dsize, ctx->Point.MaxSize) * 0.5F;
+ alphaf = 1.0F;
+ }
+ else {
+ radius = (MAX2(ctx->Point.Threshold, ctx->Point.MinSize) * 0.5F);
+ dsize /= ctx->Point.Threshold;
+ alphaf = dsize * dsize;
+ }
+ rmin = radius - 0.7071F; /* 0.7071 = sqrt(2)/2 */
+ rmax = radius + 0.7071F;
+ rmin2 = MAX2(0.0, rmin * rmin);
+ rmax2 = rmax * rmax;
+ cscale = 256.0F / (rmax2 - rmin2);
+
+ xmin = (GLint) (VB->Win.data[i][0] - radius);
+ xmax = (GLint) (VB->Win.data[i][0] + radius);
+ ymin = (GLint) (VB->Win.data[i][1] - radius);
+ ymax = (GLint) (VB->Win.data[i][1] + radius);
+ z = (GLint) (VB->Win.data[i][2] + ctx->PointZoffset);
+
+ fog = FloatToFixed( VB->FogCoordPtr->data[i] );
+
+ red = VB->ColorPtr->data[i][0];
+ green = VB->ColorPtr->data[i][1];
+ blue = VB->ColorPtr->data[i][2];
+
+ for (y = ymin; y <= ymax; y++) {
+ for (x = xmin; x <= xmax; x++) {
+ const GLfloat dx = x + 0.5F - VB->Win.data[i][0];
+ const GLfloat dy = y + 0.5F - VB->Win.data[i][1];
+ const GLfloat dist2 = dx * dx + dy * dy;
+ if (dist2 < rmax2) {
+ alpha = VB->ColorPtr->data[i][3];
+ if (dist2 >= rmin2) {
+ GLint coverage = (GLint) (256.0F - (dist2 - rmin2) * cscale);
+ /* coverage is in [0,256] */
+ alpha = (alpha * coverage) >> 8;
+ }
+ alpha = (GLint) (alpha * alphaf);
+ PB_WRITE_RGBA_PIXEL(PB, x, y, z, fog,
+ red, green, blue, alpha);
+ }
+ }
+ }
+ PB_CHECK_FLUSH(ctx,PB);
+ }
+ }
+ }
+}
+
+
+#ifdef DEBUG
+void
+_mesa_print_points_function(GLcontext *ctx)
+{
+ printf("Point Func == ");
+ if (ctx->Driver.PointsFunc == size1_ci_points)
+ printf("size1_ci_points\n");
+ else if (ctx->Driver.PointsFunc == size1_rgba_points)
+ printf("size1_rgba_points\n");
+ else if (ctx->Driver.PointsFunc == general_ci_points)
+ printf("general_ci_points\n");
+ else if (ctx->Driver.PointsFunc == general_rgba_points)
+ printf("general_rgba_points\n");
+ else if (ctx->Driver.PointsFunc == textured_rgba_points)
+ printf("textured_rgba_points\n");
+ else if (ctx->Driver.PointsFunc == multitextured_rgba_points)
+ printf("multitextured_rgba_points\n");
+ else if (ctx->Driver.PointsFunc == antialiased_rgba_points)
+ printf("antialiased_rgba_points\n");
+ else if (ctx->Driver.PointsFunc == null_points)
+ printf("null_points\n");
+ else if (ctx->Driver.PointsFunc == dist_atten_general_ci_points)
+ printf("dist_atten_general_ci_points\n");
+ else if (ctx->Driver.PointsFunc == dist_atten_general_rgba_points)
+ printf("dist_atten_general_rgba_points\n");
+ else if (ctx->Driver.PointsFunc == dist_atten_textured_rgba_points)
+ printf("dist_atten_textured_rgba_points\n");
+ else if (ctx->Driver.PointsFunc == dist_atten_antialiased_rgba_points)
+ printf("dist_atten_antialiased_rgba_points\n");
+ else if (!ctx->Driver.PointsFunc)
+ printf("NULL\n");
+ else
+ printf("Driver func %p\n", ctx->Driver.PointsFunc);
+}
+#endif
+
+
+/*
+ * Examine the current context to determine which point drawing function
+ * should be used.
+ */
+void
+_swrast_set_point_function( GLcontext *ctx )
+{
+ GLboolean rgbmode = ctx->Visual.RGBAflag;
+
+ if (ctx->RenderMode==GL_RENDER) {
+ if (ctx->NoRaster) {
+ ctx->Driver.PointsFunc = null_points;
+ return;
+ }
+ if (ctx->Driver.PointsFunc) {
+ /* Device driver will draw points. */
+ ctx->IndirectTriangles &= ~DD_POINT_SW_RASTERIZE;
+ return;
+ }
+
+ if (!ctx->Point.Attenuated) {
+ if (ctx->Point.SmoothFlag && rgbmode) {
+ ctx->Driver.PointsFunc = antialiased_rgba_points;
+ }
+ else if (ctx->Texture.ReallyEnabled) {
+ if (ctx->Texture.MultiTextureEnabled ||
+ ctx->Light.Model.ColorControl==GL_SEPARATE_SPECULAR_COLOR ||
+ ctx->Fog.ColorSumEnabled) {
+ ctx->Driver.PointsFunc = multitextured_rgba_points;
+ }
+ else {
+ ctx->Driver.PointsFunc = textured_rgba_points;
+ }
+ }
+ else if (ctx->Point.Size==1.0) {
+ /* size=1, any raster ops */
+ if (rgbmode)
+ ctx->Driver.PointsFunc = size1_rgba_points;
+ else
+ ctx->Driver.PointsFunc = size1_ci_points;
+ }
+ else {
+ /* every other kind of point rendering */
+ if (rgbmode)
+ ctx->Driver.PointsFunc = general_rgba_points;
+ else
+ ctx->Driver.PointsFunc = general_ci_points;
+ }
+ }
+ else if(ctx->Point.SmoothFlag && rgbmode) {
+ ctx->Driver.PointsFunc = dist_atten_antialiased_rgba_points;
+ }
+ else if (ctx->Texture.ReallyEnabled) {
+ ctx->Driver.PointsFunc = dist_atten_textured_rgba_points;
+ }
+ else {
+ /* every other kind of point rendering */
+ if (rgbmode)
+ ctx->Driver.PointsFunc = dist_atten_general_rgba_points;
+ else
+ ctx->Driver.PointsFunc = dist_atten_general_ci_points;
+ }
+ }
+ else if (ctx->RenderMode==GL_FEEDBACK) {
+ ctx->Driver.PointsFunc = gl_feedback_points;
+ }
+ else {
+ /* GL_SELECT mode */
+ ctx->Driver.PointsFunc = gl_select_points;
+ }
+
+ /*_mesa_print_points_function(ctx);*/
+}
+