diff options
Diffstat (limited to 'src/mesa/swrast')
-rw-r--r-- | src/mesa/swrast/s_aatriangle.c | 8 | ||||
-rw-r--r-- | src/mesa/swrast/s_aatritemp.h | 41 |
2 files changed, 38 insertions, 11 deletions
diff --git a/src/mesa/swrast/s_aatriangle.c b/src/mesa/swrast/s_aatriangle.c index 9a9eb877f10..d81250292dd 100644 --- a/src/mesa/swrast/s_aatriangle.c +++ b/src/mesa/swrast/s_aatriangle.c @@ -1,4 +1,4 @@ -/* $Id: s_aatriangle.c,v 1.14 2001/05/10 17:41:41 brianp Exp $ */ +/* $Id: s_aatriangle.c,v 1.15 2001/05/15 16:18:13 brianp Exp $ */ /* * Mesa 3-D graphics library @@ -309,6 +309,7 @@ rgba_aa_tri(GLcontext *ctx, const SWvertex *v2) { #define DO_Z +#define DO_FOG #define DO_RGBA #include "s_aatritemp.h" } @@ -321,6 +322,7 @@ index_aa_tri(GLcontext *ctx, const SWvertex *v2) { #define DO_Z +#define DO_FOG #define DO_INDEX #include "s_aatritemp.h" } @@ -355,6 +357,7 @@ tex_aa_tri(GLcontext *ctx, const SWvertex *v2) { #define DO_Z +#define DO_FOG #define DO_RGBA #define DO_TEX #include "s_aatritemp.h" @@ -368,6 +371,7 @@ spec_tex_aa_tri(GLcontext *ctx, const SWvertex *v2) { #define DO_Z +#define DO_FOG #define DO_RGBA #define DO_TEX #define DO_SPEC @@ -382,6 +386,7 @@ multitex_aa_tri(GLcontext *ctx, const SWvertex *v2) { #define DO_Z +#define DO_FOG #define DO_RGBA #define DO_MULTITEX #include "s_aatritemp.h" @@ -394,6 +399,7 @@ spec_multitex_aa_tri(GLcontext *ctx, const SWvertex *v2) { #define DO_Z +#define DO_FOG #define DO_RGBA #define DO_MULTITEX #define DO_SPEC diff --git a/src/mesa/swrast/s_aatritemp.h b/src/mesa/swrast/s_aatritemp.h index 64da824bed2..354dd48abe2 100644 --- a/src/mesa/swrast/s_aatritemp.h +++ b/src/mesa/swrast/s_aatritemp.h @@ -1,4 +1,4 @@ -/* $Id: s_aatritemp.h,v 1.13 2001/05/10 18:01:19 brianp Exp $ */ +/* $Id: s_aatritemp.h,v 1.14 2001/05/15 16:18:13 brianp Exp $ */ /* * Mesa 3-D graphics library @@ -51,12 +51,17 @@ GLint iyMin, iyMax; GLfloat yMin, yMax; GLboolean ltor; - GLfloat majDx, majDy; + GLfloat majDx, majDy; /* major (i.e. long) edge dx and dy */ + #ifdef DO_Z GLfloat zPlane[4]; /* Z (depth) */ GLdepth z[MAX_WIDTH]; +#endif +#ifdef DO_FOG GLfloat fogPlane[4]; GLfloat fog[MAX_WIDTH]; +#else + GLfloat *fog = NULL; #endif #ifdef DO_RGBA GLfloat rPlane[4], gPlane[4], bPlane[4], aPlane[4]; /* color */ @@ -134,14 +139,16 @@ ctx->OcclusionResult = GL_TRUE; #endif - /* plane setup */ + /* Plane equation setup: + * We evaluate plane equations at window (x,y) coordinates in order + * to compute color, Z, fog, texcoords, etc. This isn't terribly + * efficient but it's easy and reliable. + */ #ifdef DO_Z compute_plane(p0, p1, p2, p0[2], p1[2], p2[2], zPlane); - compute_plane(p0, p1, p2, - v0->fog, - v1->fog, - v2->fog, - fogPlane); +#endif +#ifdef DO_FOG + compute_plane(p0, p1, p2, v0->fog, v1->fog, v2->fog, fogPlane); #endif #ifdef DO_RGBA if (ctx->Light.ShadeModel == GL_SMOOTH) { @@ -238,6 +245,12 @@ } #endif + /* Begin bottom-to-top scan over the triangle. + * The long edge will either be on the left or right side of the + * triangle. We always scan from the long edge toward the shorter + * edges, stopping when we find that coverage = 0. If the long edge + * is on the left we scan left-to-right. Else, we scan right-to-left. + */ yMin = vMin->win[1]; yMax = vMax->win[1]; iyMin = (int) yMin; @@ -250,7 +263,7 @@ const float *pMax = vMax->win; const float dxdy = majDx / majDy; const float xAdj = dxdy < 0.0F ? -dxdy : 0.0F; - float x = vMin->win[0] - (yMin - iyMin) * dxdy; + float x = pMin[0] - (yMin - iyMin) * dxdy; int iy; for (iy = iyMin; iy < iyMax; iy++, x += dxdy) { GLint ix, startX = (GLint) (x - xAdj); @@ -272,6 +285,8 @@ const GLfloat cx = ix + 0.5F, cy = iy + 0.5F; #ifdef DO_Z z[count] = (GLdepth) solve_plane(cx, cy, zPlane); +#endif +#ifdef DO_FOG fog[count] = solve_plane(cx, cy, fogPlane); #endif #ifdef DO_RGBA @@ -366,7 +381,7 @@ const GLfloat *pMax = vMax->win; const GLfloat dxdy = majDx / majDy; const GLfloat xAdj = dxdy > 0 ? dxdy : 0.0F; - GLfloat x = vMin->win[0] - (yMin - iyMin) * dxdy; + GLfloat x = pMin[0] - (yMin - iyMin) * dxdy; GLint iy; for (iy = iyMin; iy < iyMax; iy++, x += dxdy) { GLint ix, left, startX = (GLint) (x + xAdj); @@ -394,6 +409,8 @@ const GLfloat cx = ix + 0.5F, cy = iy + 0.5F; #ifdef DO_Z z[ix] = (GLdepth) solve_plane(cx, cy, zPlane); +#endif +#ifdef DO_FOG fog[ix] = solve_plane(cx, cy, fogPlane); #endif #ifdef DO_RGBA @@ -509,6 +526,10 @@ #undef DO_Z #endif +#ifdef DO_FOG +#undef DO_FOG +#endif + #ifdef DO_RGBA #undef DO_RGBA #endif |