diff options
Diffstat (limited to 'src/mesa/swrast/s_triangle.c')
-rw-r--r-- | src/mesa/swrast/s_triangle.c | 351 |
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" } |