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+/* $Id: s_pointtemp.h,v 1.1 2001/01/03 22:17:16 brianp 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.
+ */
+
+
+/*
+ * Point rendering template code.
+ *
+ * Set FLAGS = bitwise-OR of the following tokens:
+ *
+ * RGBA = do rgba instead of color index
+ * SMOOTH = do antialiasing
+ * TEXTURE = do texture coords
+ * SPECULAR = do separate specular color
+ * LARGE = do points with diameter > 1 pixel
+ * ATTENUATE = compute point size attenuation
+ * SPRITE = GL_MESA_sprite_point
+ *
+ * Notes: LARGE and ATTENUATE are exclusive of each other.
+ * TEXTURE requires RGBA
+ * SPECULAR requires TEXTURE
+ */
+
+
+/*
+ * NOTES on antialiased 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)
+ */
+
+
+
+static void
+NAME ( GLcontext *ctx, const SWvertex *vert )
+{
+ SWcontext *swrast = SWRAST_CONTEXT(ctx);
+ struct pixel_buffer *PB = swrast->PB;
+
+ const GLint z = (GLint) (vert->win[2]);
+ const GLfixed fog = FloatToFixed( vert->fog );
+
+#if FLAGS & RGBA
+ const GLint red = vert->color[0];
+ const GLint green = vert->color[1];
+ const GLint blue = vert->color[2];
+ GLint alpha = vert->color[3];
+#if FLAGS & SPECULAR
+ const GLint sRed = vert->specular[0];
+ const GLint sGreen = vert->specular[1];
+ const GLint sBlue = vert->specular[2];
+#endif
+#else
+ GLint index = vert->index;
+#endif
+#if FLAGS & (ATTENUATE | LARGE | SMOOTH)
+ GLfloat size;
+#endif
+#if FLAGS & ATTENUATE
+ GLfloat alphaAtten;
+#endif
+
+#if FLAGS & TEXTURE
+ GLfloat texcoord[MAX_TEXTURE_UNITS][4];
+ GLuint u;
+ for (u = 0; u < ctx->Const.MaxTextureUnits; u++) {
+ if (ctx->Texture.Unit[u]._ReallyEnabled) {
+ if (vert->texcoord[u][3] != 1.0 && vert->texcoord[u][3] != 0.0) {
+ texcoord[u][0] = vert->texcoord[u][0] / vert->texcoord[u][3];
+ texcoord[u][1] = vert->texcoord[u][1] / vert->texcoord[u][3];
+ texcoord[u][2] = vert->texcoord[u][2] / vert->texcoord[u][3];
+ }
+ else {
+ texcoord[u][0] = vert->texcoord[u][0];
+ texcoord[u][1] = vert->texcoord[u][1];
+ texcoord[u][2] = vert->texcoord[u][2];
+ }
+ }
+ }
+#endif
+
+#if FLAGS & ATTENUATE
+ if (vert->pointSize >= ctx->Point.Threshold) {
+ size = MIN2(vert->pointSize, ctx->Point.MaxSize);
+ alphaAtten = 1.0F;
+ }
+ else {
+ GLfloat dsize = vert->pointSize / ctx->Point.Threshold;
+ size = MAX2(ctx->Point.Threshold, ctx->Point.MinSize);
+ alphaAtten = dsize * dsize;
+ }
+#elif FLAGS & (LARGE | SMOOTH)
+ size = ctx->Point._Size;
+#endif
+
+#if FLAGS & SPRITE
+ {
+ SWcontext *swctx = SWRAST_CONTEXT(ctx);
+ const GLfloat radius = 0.5 * vert->pointSize; /* XXX threshold, alpha */
+ SWvertex v0, v1, v2, v3;
+ GLuint unit;
+
+ (void) red;
+ (void) green;
+ (void) blue;
+ (void) alpha;
+ (void) fog;
+ (void) z;
+
+ /* lower left corner */
+ v0 = *vert;
+ v0.win[0] -= radius;
+ v0.win[1] -= radius;
+
+ /* lower right corner */
+ v1 = *vert;
+ v1.win[0] += radius;
+ v1.win[1] -= radius;
+
+ /* upper right corner */
+ v2 = *vert;
+ v2.win[0] += radius;
+ v2.win[1] += radius;
+
+ /* upper left corner */
+ v3 = *vert;
+ v3.win[0] -= radius;
+ v3.win[1] += radius;
+
+ for (unit = 0; unit < ctx->Const.MaxTextureUnits; unit++) {
+ if (ctx->Texture.Unit[unit]._ReallyEnabled) {
+ v0.texcoord[unit][0] = 0.0;
+ v0.texcoord[unit][1] = 0.0;
+ v1.texcoord[unit][0] = 1.0;
+ v1.texcoord[unit][1] = 0.0;
+ v2.texcoord[unit][0] = 1.0;
+ v2.texcoord[unit][1] = 1.0;
+ v3.texcoord[unit][0] = 0.0;
+ v3.texcoord[unit][1] = 1.0;
+ }
+ }
+
+ /* XXX if radius < threshold, attenuate alpha? */
+
+ /* XXX need to implement clipping!!! */
+
+ /* render */
+ swctx->Triangle(ctx, &v0, &v1, &v2);
+ swctx->Triangle(ctx, &v0, &v2, &v3);
+ }
+
+#elif FLAGS & (LARGE | ATTENUATE | SMOOTH)
+
+ {
+ GLint x, y;
+ const GLfloat radius = 0.5F * size;
+#if FLAGS & SMOOTH
+ 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);
+ const GLint xmin = (GLint) (vert->win[0] - radius);
+ const GLint xmax = (GLint) (vert->win[0] + radius);
+ const GLint ymin = (GLint) (vert->win[1] - radius);
+ const GLint ymax = (GLint) (vert->win[1] + radius);
+#else
+ /* non-smooth */
+ GLint xmin, xmax, ymin, ymax;
+ GLint iSize = (GLint) (size + 0.5F);
+ GLint iRadius;
+ iSize = MAX2(1, iSize);
+ iRadius = iSize / 2;
+ if (iSize & 1) {
+ /* odd size */
+ xmin = vert->win[0] - iRadius;
+ xmax = vert->win[0] + iRadius;
+ ymin = vert->win[1] - iRadius;
+ ymax = vert->win[1] + iRadius;
+ }
+ else {
+ /* even size */
+ xmin = (GLint) vert->win[0] - iRadius + 1;
+ xmax = xmin + iSize - 1;
+ ymin = (GLint) vert->win[1] - iRadius + 1;
+ ymax = ymin + iSize - 1;
+ }
+#endif
+ (void) radius;
+
+ for (y = ymin; y <= ymax; y++) {
+ for (x = xmin; x <= xmax; x++) {
+#if FLAGS & SMOOTH
+ /* compute coverage */
+ const GLfloat dx = x - vert->win[0];
+ const GLfloat dy = y - vert->win[1];
+ const GLfloat dist2 = dx * dx + dy * dy;
+ if (dist2 < rmax2) {
+ alpha = vert->color[3];
+ if (dist2 >= rmin2) {
+ GLint coverage = (GLint) (256.0F - (dist2 - rmin2) * cscale);
+#if FLAGS & RGBA
+ /* coverage is in [0,256] */
+ alpha = (alpha * coverage) >> 8;
+#else
+ /* 4 fractional index bits */
+ index = (index & ~f) | (coverage >> 4); /* XXX verify */
+#endif
+ }
+#endif /* SMOOTH */
+
+#if ((FLAGS & (ATTENUATE | RGBA)) == (ATTENUATE | RGBA))
+ alpha = (GLint) (alpha * alphaAtten);
+#endif
+
+#if FLAGS & SPECULAR
+ PB_WRITE_MULTITEX_SPEC_PIXEL(PB, x, y, z, fog,
+ red, green, blue, alpha,
+ sRed, sGreen, sBlue,
+ texcoord);
+
+#elif FLAGS & TEXTURE
+ if (swrast->_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]);
+ }
+#elif FLAGS & RGBA
+ PB_WRITE_RGBA_PIXEL(PB, x, y, z, fog, red, green, blue, alpha);
+#else /* color index */
+ PB_WRITE_CI_PIXEL(PB, x, y, z, fog, index);
+#endif
+#if FLAGS & SMOOTH
+ }
+#endif
+ }
+ }
+ PB_CHECK_FLUSH(ctx,PB);
+ }
+
+#else /* LARGE || ATTENUATE || SMOOTH*/
+
+ {
+ /* size == 1 */
+ GLint x = vert->win[0];
+ GLint y = vert->win[1];
+#if ((FLAGS & (SPECULAR | TEXTURE)) == (SPECULAR | TEXTURE))
+ PB_WRITE_MULTITEX_SPEC_PIXEL(PB, x, y, z, fog,
+ red, green, blue, alpha,
+ sRed, sGreen, sBlue,
+ texcoord);
+#elif FLAGS & TEXTURE
+ if (swrast->_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]);
+ }
+#elif FLAGS & RGBA
+ /* rgba size 1 point */
+ alpha = vert->color[3];
+ PB_WRITE_RGBA_PIXEL(PB, x, y, z, fog, red, green, blue, alpha);
+#else
+ /* color index size 1 point */
+ PB_WRITE_CI_PIXEL(PB, x, y, z, fog, index);
+#endif
+ }
+#endif /* LARGE || ATTENUATE || SMOOTH */
+
+ PB_CHECK_FLUSH(ctx, PB);
+}
+
+
+#undef FLAGS
+#undef NAME