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Diffstat (limited to 'src/mesa/swrast/s_pointtemp.h')
-rw-r--r-- | src/mesa/swrast/s_pointtemp.h | 312 |
1 files changed, 312 insertions, 0 deletions
diff --git a/src/mesa/swrast/s_pointtemp.h b/src/mesa/swrast/s_pointtemp.h new file mode 100644 index 00000000000..ed2ab0ca5e3 --- /dev/null +++ b/src/mesa/swrast/s_pointtemp.h @@ -0,0 +1,312 @@ +/* $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 |