diff options
Diffstat (limited to 'src/mesa/swrast/s_points.c')
-rw-r--r-- | src/mesa/swrast/s_points.c | 1193 |
1 files changed, 1193 insertions, 0 deletions
diff --git a/src/mesa/swrast/s_points.c b/src/mesa/swrast/s_points.c new file mode 100644 index 00000000000..b24fc642ac1 --- /dev/null +++ b/src/mesa/swrast/s_points.c @@ -0,0 +1,1193 @@ +/* $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);*/ +} + |