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-rw-r--r--src/mesa/swrast/s_triangle.c351
1 files changed, 164 insertions, 187 deletions
diff --git a/src/mesa/swrast/s_triangle.c b/src/mesa/swrast/s_triangle.c
index 411c241684a..3b5d57c5d4e 100644
--- a/src/mesa/swrast/s_triangle.c
+++ b/src/mesa/swrast/s_triangle.c
@@ -1,4 +1,4 @@
-/* $Id: s_triangle.c,v 1.13 2001/02/16 18:14:41 keithw Exp $ */
+/* $Id: s_triangle.c,v 1.14 2001/03/03 00:37:27 brianp Exp $ */
/*
* Mesa 3-D graphics library
@@ -388,10 +388,10 @@ static void affine_textured_triangle( GLcontext *ctx,
} \
if (envmode == GL_BLEND || envmode == GL_ADD) { \
/* potential off-by-one error here? (1.0f -> 2048 -> 0) */ \
- er = FloatToFixed(unit->EnvColor[0]); \
- eg = FloatToFixed(unit->EnvColor[1]); \
- eb = FloatToFixed(unit->EnvColor[2]); \
- ea = FloatToFixed(unit->EnvColor[3]); \
+ er = FloatToFixed(unit->EnvColor[RCOMP]); \
+ eg = FloatToFixed(unit->EnvColor[GCOMP]); \
+ eb = FloatToFixed(unit->EnvColor[BCOMP]); \
+ ea = FloatToFixed(unit->EnvColor[ACOMP]); \
} \
switch (format) { \
case GL_ALPHA: \
@@ -423,9 +423,9 @@ static void affine_textured_triangle( GLcontext *ctx,
*/
#define NEAREST_RGB \
- tr = tex00[0]; \
- tg = tex00[1]; \
- tb = tex00[2]; \
+ tr = tex00[RCOMP]; \
+ tg = tex00[GCOMP]; \
+ tb = tex00[BCOMP]; \
ta = 0xff
#define LINEAR_RGB \
@@ -438,10 +438,10 @@ static void affine_textured_triangle( GLcontext *ctx,
ta = 0xff
#define NEAREST_RGBA \
- tr = tex00[0]; \
- tg = tex00[1]; \
- tb = tex00[2]; \
- ta = tex00[3]
+ tr = tex00[RCOMP]; \
+ tg = tex00[GCOMP]; \
+ tb = tex00[BCOMP]; \
+ ta = tex00[ACOMP]
#define LINEAR_RGBA \
tr = (ti * (si * tex00[0] + sf * tex01[0]) + \
@@ -454,34 +454,34 @@ static void affine_textured_triangle( GLcontext *ctx,
tf * (si * tex10[3] + sf * tex11[3])) >> 2 * FIXED_SHIFT
#define MODULATE \
- dest[0] = ffr * (tr + 1) >> (FIXED_SHIFT + 8); \
- dest[1] = ffg * (tg + 1) >> (FIXED_SHIFT + 8); \
- dest[2] = ffb * (tb + 1) >> (FIXED_SHIFT + 8); \
- dest[3] = ffa * (ta + 1) >> (FIXED_SHIFT + 8)
+ dest[RCOMP] = ffr * (tr + 1) >> (FIXED_SHIFT + 8); \
+ dest[GCOMP] = ffg * (tg + 1) >> (FIXED_SHIFT + 8); \
+ dest[BCOMP] = ffb * (tb + 1) >> (FIXED_SHIFT + 8); \
+ dest[ACOMP] = ffa * (ta + 1) >> (FIXED_SHIFT + 8)
#define DECAL \
- dest[0] = ((0xff - ta) * ffr + ((ta + 1) * tr << FIXED_SHIFT)) >> (FIXED_SHIFT + 8); \
- dest[1] = ((0xff - ta) * ffg + ((ta + 1) * tg << FIXED_SHIFT)) >> (FIXED_SHIFT + 8); \
- dest[2] = ((0xff - ta) * ffb + ((ta + 1) * tb << FIXED_SHIFT)) >> (FIXED_SHIFT + 8); \
- dest[3] = FixedToInt(ffa)
+ dest[RCOMP] = ((0xff - ta) * ffr + ((ta + 1) * tr << FIXED_SHIFT)) >> (FIXED_SHIFT + 8); \
+ dest[GCOMP] = ((0xff - ta) * ffg + ((ta + 1) * tg << FIXED_SHIFT)) >> (FIXED_SHIFT + 8); \
+ dest[BCOMP] = ((0xff - ta) * ffb + ((ta + 1) * tb << FIXED_SHIFT)) >> (FIXED_SHIFT + 8); \
+ dest[ACOMP] = FixedToInt(ffa)
#define BLEND \
- dest[0] = ((0xff - tr) * ffr + (tr + 1) * er) >> (FIXED_SHIFT + 8); \
- dest[1] = ((0xff - tg) * ffg + (tg + 1) * eg) >> (FIXED_SHIFT + 8); \
- dest[2] = ((0xff - tb) * ffb + (tb + 1) * eb) >> (FIXED_SHIFT + 8); \
- dest[3] = ffa * (ta + 1) >> (FIXED_SHIFT + 8)
+ dest[RCOMP] = ((0xff - tr) * ffr + (tr + 1) * er) >> (FIXED_SHIFT + 8); \
+ dest[GCOMP] = ((0xff - tg) * ffg + (tg + 1) * eg) >> (FIXED_SHIFT + 8); \
+ dest[BCOMP] = ((0xff - tb) * ffb + (tb + 1) * eb) >> (FIXED_SHIFT + 8); \
+ dest[ACOMP] = ffa * (ta + 1) >> (FIXED_SHIFT + 8)
#define REPLACE \
- dest[0] = tr; \
- dest[1] = tg; \
- dest[2] = tb; \
- dest[3] = ta
+ dest[RCOMP] = tr; \
+ dest[GCOMP] = tg; \
+ dest[BCOMP] = tb; \
+ dest[ACOMP] = ta
#define ADD \
- dest[0] = ((ffr << 8) + (tr + 1) * er) >> (FIXED_SHIFT + 8); \
- dest[1] = ((ffg << 8) + (tg + 1) * eg) >> (FIXED_SHIFT + 8); \
- dest[2] = ((ffb << 8) + (tb + 1) * eb) >> (FIXED_SHIFT + 8); \
- dest[3] = ffa * (ta + 1) >> (FIXED_SHIFT + 8)
+ dest[RCOMP] = ((ffr << 8) + (tr + 1) * er) >> (FIXED_SHIFT + 8); \
+ dest[GCOMP] = ((ffg << 8) + (tg + 1) * eg) >> (FIXED_SHIFT + 8); \
+ dest[BCOMP] = ((ffb << 8) + (tb + 1) * eb) >> (FIXED_SHIFT + 8); \
+ dest[ACOMP] = ffa * (ta + 1) >> (FIXED_SHIFT + 8)
/* shortcuts */
@@ -713,10 +713,10 @@ static void near_persp_textured_triangle(GLcontext *ctx,
return; \
} \
if (envmode == GL_BLEND || envmode == GL_ADD) { \
- er = FloatToFixed(unit->EnvColor[0]); \
- eg = FloatToFixed(unit->EnvColor[1]); \
- eb = FloatToFixed(unit->EnvColor[2]); \
- ea = FloatToFixed(unit->EnvColor[3]); \
+ er = FloatToFixed(unit->EnvColor[RCOMP]); \
+ eg = FloatToFixed(unit->EnvColor[GCOMP]); \
+ eb = FloatToFixed(unit->EnvColor[BCOMP]); \
+ ea = FloatToFixed(unit->EnvColor[ACOMP]); \
} \
sscale = twidth; \
tscale = theight; \
@@ -728,7 +728,7 @@ static void near_persp_textured_triangle(GLcontext *ctx,
GLint s = (int)(SS * invQ + BIAS) & smask; \
GLint t = (int)(TT * invQ + BIAS) & tmask; \
GLint pos = COMP * ((t << twidth_log2) + s); \
- GLchan *tex00 = texture + pos; \
+ const GLchan *tex00 = texture + pos; \
zspan[i] = FixedToDepth(ffz); \
fogspan[i] = fffog / 256; \
DO_TEX; \
@@ -1444,10 +1444,10 @@ static void lin_persp_textured_triangle( GLcontext *ctx,
return; \
} \
if (envmode == GL_BLEND || envmode == GL_ADD) { \
- er = FloatToFixed(unit->EnvColor[0]); \
- eg = FloatToFixed(unit->EnvColor[1]); \
- eb = FloatToFixed(unit->EnvColor[2]); \
- ea = FloatToFixed(unit->EnvColor[3]); \
+ er = FloatToFixed(unit->EnvColor[RCOMP]); \
+ eg = FloatToFixed(unit->EnvColor[GCOMP]); \
+ eb = FloatToFixed(unit->EnvColor[BCOMP]); \
+ ea = FloatToFixed(unit->EnvColor[ACOMP]); \
} \
switch (format) { \
case GL_ALPHA: \
@@ -1603,10 +1603,10 @@ static void general_textured_triangle( GLcontext *ctx,
GLboolean flat_shade = (ctx->Light.ShadeModel==GL_FLAT); \
GLint r, g, b, a; \
if (flat_shade) { \
- r = v2->color[0]; \
- g = v2->color[1]; \
- b = v2->color[2]; \
- a = v2->color[3]; \
+ r = v2->color[RCOMP]; \
+ g = v2->color[GCOMP]; \
+ b = v2->color[BCOMP]; \
+ a = v2->color[ACOMP]; \
}
#define INNER_LOOP( LEFT, RIGHT, Y ) \
{ \
@@ -1698,13 +1698,13 @@ static void general_textured_spec_triangle1( GLcontext *ctx,
GLboolean flat_shade = (ctx->Light.ShadeModel==GL_FLAT); \
GLint r, g, b, a, sr, sg, sb; \
if (flat_shade) { \
- r = v2->color[0]; \
- g = v2->color[1]; \
- b = v2->color[2]; \
- a = v2->color[3]; \
- sr = v2->specular[0]; \
- sg = v2->specular[1]; \
- sb = v2->specular[2]; \
+ r = v2->color[RCOMP]; \
+ g = v2->color[GCOMP]; \
+ b = v2->color[BCOMP]; \
+ a = v2->color[ACOMP]; \
+ sr = v2->specular[RCOMP]; \
+ sg = v2->specular[GCOMP]; \
+ sb = v2->specular[BCOMP]; \
}
#define INNER_LOOP( LEFT, RIGHT, Y ) \
{ \
@@ -1777,26 +1777,6 @@ static void general_textured_spec_triangle1( GLcontext *ctx,
}
-
-/*
- * Compute the lambda value for a fragment. (texture level of detail)
- */
-static INLINE GLfloat
-compute_lambda( GLfloat dsdx, GLfloat dsdy, GLfloat dtdx, GLfloat dtdy,
- GLfloat invQ, GLfloat width, GLfloat height )
-{
- GLfloat dudx = dsdx * invQ * width;
- GLfloat dudy = dsdy * invQ * width;
- GLfloat dvdx = dtdx * invQ * height;
- GLfloat dvdy = dtdy * invQ * height;
- GLfloat r1 = dudx * dudx + dudy * dudy;
- GLfloat r2 = dvdx * dvdx + dvdy * dvdy;
- GLfloat rho2 = r1 + r2; /* used to be: rho2 = MAX2(r1,r2); */
- /* return log base 2 of rho */
- return log(rho2) * 1.442695 * 0.5; /* 1.442695 = 1/log(2) */
-}
-
-
/*
* Render a smooth-shaded, textured, RGBA triangle.
* Interpolate S,T,U with perspective correction and compute lambda for
@@ -1828,10 +1808,10 @@ static void lambda_textured_triangle1( GLcontext *ctx,
const GLboolean flat_shade = (ctx->Light.ShadeModel==GL_FLAT); \
GLint r, g, b, a; \
if (flat_shade) { \
- r = v2->color[0]; \
- g = v2->color[1]; \
- b = v2->color[2]; \
- a = v2->color[3]; \
+ r = v2->color[RCOMP]; \
+ g = v2->color[GCOMP]; \
+ b = v2->color[BCOMP]; \
+ a = v2->color[ACOMP]; \
}
#define INNER_LOOP( LEFT, RIGHT, Y ) \
@@ -1855,7 +1835,7 @@ static void lambda_textured_triangle1( GLcontext *ctx,
s[i] = ss*invQ; \
t[i] = tt*invQ; \
u[i] = uu*invQ; \
- lambda[i] = COMPUTE_LAMBDA(invQ); \
+ COMPUTE_LAMBDA(lambda[i], invQ); \
ffz += fdzdx; \
fffog += fdfogdx; \
ss += dsdx; \
@@ -1876,7 +1856,7 @@ static void lambda_textured_triangle1( GLcontext *ctx,
s[i] = ss*invQ; \
t[i] = tt*invQ; \
u[i] = uu*invQ; \
- lambda[i] = COMPUTE_LAMBDA(invQ); \
+ COMPUTE_LAMBDA(lambda[i], invQ); \
ffz += fdzdx; \
fffog += fdfogdx; \
ffr += fdrdx; \
@@ -1932,13 +1912,13 @@ static void lambda_textured_spec_triangle1( GLcontext *ctx,
const GLboolean flat_shade = (ctx->Light.ShadeModel==GL_FLAT); \
GLint r, g, b, a, sr, sg, sb; \
if (flat_shade) { \
- r = v2->color[0]; \
- g = v2->color[1]; \
- b = v2->color[2]; \
- a = v2->color[3]; \
- sr = v2->specular[0]; \
- sg = v2->specular[1]; \
- sb = v2->specular[2]; \
+ r = v2->color[RCOMP]; \
+ g = v2->color[GCOMP]; \
+ b = v2->color[BCOMP]; \
+ a = v2->color[ACOMP]; \
+ sr = v2->specular[RCOMP]; \
+ sg = v2->specular[GCOMP]; \
+ sb = v2->specular[BCOMP]; \
}
#define INNER_LOOP( LEFT, RIGHT, Y ) \
@@ -1966,7 +1946,7 @@ static void lambda_textured_spec_triangle1( GLcontext *ctx,
s[i] = ss*invQ; \
t[i] = tt*invQ; \
u[i] = uu*invQ; \
- lambda[i] = COMPUTE_LAMBDA(invQ); \
+ COMPUTE_LAMBDA(lambda[i], invQ); \
fffog += fdfogdx; \
ffz += fdzdx; \
ss += dsdx; \
@@ -1990,7 +1970,7 @@ static void lambda_textured_spec_triangle1( GLcontext *ctx,
s[i] = ss*invQ; \
t[i] = tt*invQ; \
u[i] = uu*invQ; \
- lambda[i] = COMPUTE_LAMBDA(invQ); \
+ COMPUTE_LAMBDA(lambda[i], invQ); \
fffog += fdfogdx; \
ffz += fdzdx; \
ffr += fdrdx; \
@@ -2036,112 +2016,109 @@ lambda_multitextured_triangle1( GLcontext *ctx,
#define INTERP_RGB 1
#define INTERP_ALPHA 1
#define INTERP_MULTITEX 1
+#define INTERP_MULTILAMBDA 1
-#define SETUP_CODE \
- GLchan rgba[MAX_WIDTH][4]; \
- const GLboolean flat_shade = (ctx->Light.ShadeModel==GL_FLAT); \
- GLfloat twidth[MAX_TEXTURE_UNITS], theight[MAX_TEXTURE_UNITS]; \
- GLint r, g, b, a; \
- if (flat_shade) { \
- r = v2->color[0]; \
- g = v2->color[1]; \
- b = v2->color[2]; \
- a = v2->color[3]; \
- } \
- { \
- GLuint unit; \
- for (unit = 0; unit < ctx->Const.MaxTextureUnits; unit++) { \
- if (ctx->Texture.Unit[unit]._ReallyEnabled) { \
+#define SETUP_CODE \
+ GLchan rgba[MAX_WIDTH][4]; \
+ const GLboolean flat_shade = (ctx->Light.ShadeModel==GL_FLAT); \
+ GLfloat twidth[MAX_TEXTURE_UNITS], theight[MAX_TEXTURE_UNITS]; \
+ GLint r, g, b, a; \
+ if (flat_shade) { \
+ r = v2->color[0]; \
+ g = v2->color[1]; \
+ b = v2->color[2]; \
+ a = v2->color[3]; \
+ } \
+ { \
+ GLuint unit; \
+ for (unit = 0; unit < ctx->Const.MaxTextureUnits; unit++) { \
+ if (ctx->Texture.Unit[unit]._ReallyEnabled) { \
const struct gl_texture_object *obj = ctx->Texture.Unit[unit]._Current; \
- const GLint baseLevel = obj->BaseLevel; \
- const struct gl_texture_image *texImage = obj->Image[baseLevel]; \
- twidth[unit] = (GLfloat) texImage->Width; \
- theight[unit] = (GLfloat) texImage->Height; \
- } \
- } \
+ const GLint baseLevel = obj->BaseLevel; \
+ const struct gl_texture_image *texImage = obj->Image[baseLevel];\
+ twidth[unit] = (GLfloat) texImage->Width; \
+ theight[unit] = (GLfloat) texImage->Height; \
+ } \
+ } \
}
-#define INNER_LOOP( LEFT, RIGHT, Y ) \
- { \
- GLint i; \
- const GLint n = RIGHT-LEFT; \
- GLdepth zspan[MAX_WIDTH]; \
- GLfixed fogspan[MAX_WIDTH]; \
- GLfloat lambda[MAX_TEXTURE_UNITS][MAX_WIDTH]; \
- if (n > 0) { \
- if (flat_shade) { \
- for (i=0;i<n;i++) { \
- zspan[i] = FixedToDepth(ffz); \
- fogspan[i] = fffog / 256; \
- fffog += fdfogdx; \
- ffz += fdzdx; \
- rgba[i][RCOMP] = r; \
- rgba[i][GCOMP] = g; \
- rgba[i][BCOMP] = b; \
- rgba[i][ACOMP] = a; \
- { \
- GLuint unit; \
- for (unit = 0; unit < ctx->Const.MaxTextureUnits; unit++) { \
- if (ctx->Texture.Unit[unit]._ReallyEnabled) { \
- GLdouble invQ = 1.0 / vv[unit]; \
- s[unit][i] = ss[unit] * invQ; \
- t[unit][i] = tt[unit] * invQ; \
- u[unit][i] = uu[unit] * invQ; \
- lambda[unit][i] = compute_lambda(dsdx[unit], dsdy[unit],\
- dtdx[unit], dtdy[unit], invQ, \
- twidth[unit], theight[unit] ); \
- ss[unit] += dsdx[unit]; \
- tt[unit] += dtdx[unit]; \
- uu[unit] += dudx[unit]; \
- vv[unit] += dvdx[unit]; \
- } \
- } \
- } \
- } \
- } \
- else { /* smooth shade */ \
- for (i=0;i<n;i++) { \
- zspan[i] = FixedToDepth(ffz); \
- fogspan[i] = fffog / 256; \
- ffz += fdzdx; \
- fffog += fdfogdx; \
- rgba[i][RCOMP] = FixedToInt(ffr); \
- rgba[i][GCOMP] = FixedToInt(ffg); \
- rgba[i][BCOMP] = FixedToInt(ffb); \
- rgba[i][ACOMP] = FixedToInt(ffa); \
- ffr += fdrdx; \
- ffg += fdgdx; \
- ffb += fdbdx; \
- ffa += fdadx; \
- { \
- GLuint unit; \
- for (unit = 0; unit < ctx->Const.MaxTextureUnits; unit++) { \
- if (ctx->Texture.Unit[unit]._ReallyEnabled) { \
- GLdouble invQ = 1.0 / vv[unit]; \
- s[unit][i] = ss[unit] * invQ; \
- t[unit][i] = tt[unit] * invQ; \
- u[unit][i] = uu[unit] * invQ; \
- lambda[unit][i] = compute_lambda(dsdx[unit], dsdy[unit],\
- dtdx[unit], dtdy[unit], invQ, \
- twidth[unit], theight[unit] ); \
- ss[unit] += dsdx[unit]; \
- tt[unit] += dtdx[unit]; \
- uu[unit] += dudx[unit]; \
- vv[unit] += dvdx[unit]; \
- } \
- } \
- } \
- } \
- } \
- gl_write_multitexture_span( ctx, n, LEFT, Y, zspan, fogspan, \
- (const GLfloat (*)[MAX_WIDTH]) s, \
- (const GLfloat (*)[MAX_WIDTH]) t, \
- (const GLfloat (*)[MAX_WIDTH]) u, \
- (GLfloat (*)[MAX_WIDTH]) lambda, \
- rgba, NULL, GL_POLYGON ); \
- } \
+#define INNER_LOOP( LEFT, RIGHT, Y ) \
+ { \
+ GLint i; \
+ const GLint n = RIGHT-LEFT; \
+ GLdepth zspan[MAX_WIDTH]; \
+ GLfixed fogspan[MAX_WIDTH]; \
+ GLfloat lambda[MAX_TEXTURE_UNITS][MAX_WIDTH]; \
+ if (n > 0) { \
+ if (flat_shade) { \
+ for (i=0;i<n;i++) { \
+ zspan[i] = FixedToDepth(ffz); \
+ fogspan[i] = fffog / 256; \
+ fffog += fdfogdx; \
+ ffz += fdzdx; \
+ rgba[i][RCOMP] = r; \
+ rgba[i][GCOMP] = g; \
+ rgba[i][BCOMP] = b; \
+ rgba[i][ACOMP] = a; \
+ { \
+ GLuint unit; \
+ for (unit = 0; unit < ctx->Const.MaxTextureUnits; unit++) {\
+ if (ctx->Texture.Unit[unit]._ReallyEnabled) { \
+ GLdouble invQ = 1.0 / vv[unit]; \
+ s[unit][i] = ss[unit] * invQ; \
+ t[unit][i] = tt[unit] * invQ; \
+ u[unit][i] = uu[unit] * invQ; \
+ COMPUTE_MULTILAMBDA(lambda[unit][i], invQ, unit);\
+ ss[unit] += dsdx[unit]; \
+ tt[unit] += dtdx[unit]; \
+ uu[unit] += dudx[unit]; \
+ vv[unit] += dvdx[unit]; \
+ } \
+ } \
+ } \
+ } \
+ } \
+ else { /* smooth shade */ \
+ for (i=0;i<n;i++) { \
+ zspan[i] = FixedToDepth(ffz); \
+ fogspan[i] = fffog / 256; \
+ ffz += fdzdx; \
+ fffog += fdfogdx; \
+ rgba[i][RCOMP] = FixedToInt(ffr); \
+ rgba[i][GCOMP] = FixedToInt(ffg); \
+ rgba[i][BCOMP] = FixedToInt(ffb); \
+ rgba[i][ACOMP] = FixedToInt(ffa); \
+ ffr += fdrdx; \
+ ffg += fdgdx; \
+ ffb += fdbdx; \
+ ffa += fdadx; \
+ { \
+ GLuint unit; \
+ for (unit = 0; unit < ctx->Const.MaxTextureUnits; unit++) {\
+ if (ctx->Texture.Unit[unit]._ReallyEnabled) { \
+ GLdouble invQ = 1.0 / vv[unit]; \
+ s[unit][i] = ss[unit] * invQ; \
+ t[unit][i] = tt[unit] * invQ; \
+ u[unit][i] = uu[unit] * invQ; \
+ COMPUTE_MULTILAMBDA(lambda[unit][i], invQ, unit); \
+ ss[unit] += dsdx[unit]; \
+ tt[unit] += dtdx[unit]; \
+ uu[unit] += dudx[unit]; \
+ vv[unit] += dvdx[unit]; \
+ } \
+ } \
+ } \
+ } \
+ } \
+ gl_write_multitexture_span( ctx, n, LEFT, Y, zspan, fogspan, \
+ (const GLfloat (*)[MAX_WIDTH]) s, \
+ (const GLfloat (*)[MAX_WIDTH]) t, \
+ (const GLfloat (*)[MAX_WIDTH]) u, \
+ (GLfloat (*)[MAX_WIDTH]) lambda, \
+ rgba, NULL, GL_POLYGON ); \
+ } \
}
#include "s_tritemp.h"
}