/* * Mesa 3-D graphics library * Version: 7.0.3 * * Copyright (C) 1999-2007 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 * THE AUTHORS 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. */ /* * Antialiased Triangle Rasterizer Template * * This file is #include'd to generate custom AA triangle rasterizers. * NOTE: this code hasn't been optimized yet. That'll come after it * works correctly. * * The following macros may be defined to indicate what auxillary information * must be copmuted across the triangle: * DO_Z - if defined, compute Z values * DO_ATTRIBS - if defined, compute texcoords, varying, etc. */ /*void triangle( struct gl_context *ctx, GLuint v0, GLuint v1, GLuint v2, GLuint pv )*/ { const SWcontext *swrast = SWRAST_CONTEXT(ctx); const GLfloat *p0 = v0->attrib[VARYING_SLOT_POS]; const GLfloat *p1 = v1->attrib[VARYING_SLOT_POS]; const GLfloat *p2 = v2->attrib[VARYING_SLOT_POS]; const SWvertex *vMin, *vMid, *vMax; GLint iyMin, iyMax; GLfloat yMin, yMax; GLboolean ltor; GLfloat majDx, majDy; /* major (i.e. long) edge dx and dy */ SWspan span; #ifdef DO_Z GLfloat zPlane[4]; #endif GLfloat rPlane[4], gPlane[4], bPlane[4], aPlane[4]; #if defined(DO_ATTRIBS) GLfloat attrPlane[VARYING_SLOT_MAX][4][4]; GLfloat wPlane[4]; /* win[3] */ #endif GLfloat bf = SWRAST_CONTEXT(ctx)->_BackfaceCullSign; (void) swrast; INIT_SPAN(span, GL_POLYGON); span.arrayMask = SPAN_COVERAGE; /* determine bottom to top order of vertices */ { GLfloat y0 = v0->attrib[VARYING_SLOT_POS][1]; GLfloat y1 = v1->attrib[VARYING_SLOT_POS][1]; GLfloat y2 = v2->attrib[VARYING_SLOT_POS][1]; if (y0 <= y1) { if (y1 <= y2) { vMin = v0; vMid = v1; vMax = v2; /* y0<=y1<=y2 */ } else if (y2 <= y0) { vMin = v2; vMid = v0; vMax = v1; /* y2<=y0<=y1 */ } else { vMin = v0; vMid = v2; vMax = v1; bf = -bf; /* y0<=y2<=y1 */ } } else { if (y0 <= y2) { vMin = v1; vMid = v0; vMax = v2; bf = -bf; /* y1<=y0<=y2 */ } else if (y2 <= y1) { vMin = v2; vMid = v1; vMax = v0; bf = -bf; /* y2<=y1<=y0 */ } else { vMin = v1; vMid = v2; vMax = v0; /* y1<=y2<=y0 */ } } } majDx = vMax->attrib[VARYING_SLOT_POS][0] - vMin->attrib[VARYING_SLOT_POS][0]; majDy = vMax->attrib[VARYING_SLOT_POS][1] - vMin->attrib[VARYING_SLOT_POS][1]; /* front/back-face determination and cullling */ { const GLfloat botDx = vMid->attrib[VARYING_SLOT_POS][0] - vMin->attrib[VARYING_SLOT_POS][0]; const GLfloat botDy = vMid->attrib[VARYING_SLOT_POS][1] - vMin->attrib[VARYING_SLOT_POS][1]; const GLfloat area = majDx * botDy - botDx * majDy; /* Do backface culling */ if (area * bf < 0 || area == 0 || IS_INF_OR_NAN(area)) return; ltor = (GLboolean) (area < 0.0F); span.facing = area * swrast->_BackfaceSign > 0.0F; } /* 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); span.arrayMask |= SPAN_Z; #endif if (ctx->Light.ShadeModel == GL_SMOOTH) { compute_plane(p0, p1, p2, v0->color[RCOMP], v1->color[RCOMP], v2->color[RCOMP], rPlane); compute_plane(p0, p1, p2, v0->color[GCOMP], v1->color[GCOMP], v2->color[GCOMP], gPlane); compute_plane(p0, p1, p2, v0->color[BCOMP], v1->color[BCOMP], v2->color[BCOMP], bPlane); compute_plane(p0, p1, p2, v0->color[ACOMP], v1->color[ACOMP], v2->color[ACOMP], aPlane); } else { constant_plane(v2->color[RCOMP], rPlane); constant_plane(v2->color[GCOMP], gPlane); constant_plane(v2->color[BCOMP], bPlane); constant_plane(v2->color[ACOMP], aPlane); } span.arrayMask |= SPAN_RGBA; #if defined(DO_ATTRIBS) { const GLfloat invW0 = v0->attrib[VARYING_SLOT_POS][3]; const GLfloat invW1 = v1->attrib[VARYING_SLOT_POS][3]; const GLfloat invW2 = v2->attrib[VARYING_SLOT_POS][3]; compute_plane(p0, p1, p2, invW0, invW1, invW2, wPlane); span.attrStepX[VARYING_SLOT_POS][3] = plane_dx(wPlane); span.attrStepY[VARYING_SLOT_POS][3] = plane_dy(wPlane); ATTRIB_LOOP_BEGIN GLuint c; if (swrast->_InterpMode[attr] == GL_FLAT) { for (c = 0; c < 4; c++) { constant_plane(v2->attrib[attr][c] * invW2, attrPlane[attr][c]); } } else { for (c = 0; c < 4; c++) { const GLfloat a0 = v0->attrib[attr][c] * invW0; const GLfloat a1 = v1->attrib[attr][c] * invW1; const GLfloat a2 = v2->attrib[attr][c] * invW2; compute_plane(p0, p1, p2, a0, a1, a2, attrPlane[attr][c]); } } for (c = 0; c < 4; c++) { span.attrStepX[attr][c] = plane_dx(attrPlane[attr][c]); span.attrStepY[attr][c] = plane_dy(attrPlane[attr][c]); } ATTRIB_LOOP_END } #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->attrib[VARYING_SLOT_POS][1]; yMax = vMax->attrib[VARYING_SLOT_POS][1]; iyMin = (GLint) yMin; iyMax = (GLint) yMax + 1; if (ltor) { /* scan left to right */ const GLfloat *pMin = vMin->attrib[VARYING_SLOT_POS]; const GLfloat *pMid = vMid->attrib[VARYING_SLOT_POS]; const GLfloat *pMax = vMax->attrib[VARYING_SLOT_POS]; const GLfloat dxdy = majDx / majDy; const GLfloat xAdj = dxdy < 0.0F ? -dxdy : 0.0F; GLint iy; #ifdef _OPENMP #pragma omp parallel for schedule(dynamic) private(iy) firstprivate(span) #endif for (iy = iyMin; iy < iyMax; iy++) { GLfloat x = pMin[0] - (yMin - iy) * dxdy; GLint ix, startX = (GLint) (x - xAdj); GLuint count; GLfloat coverage = 0.0F; #ifdef _OPENMP /* each thread needs to use a different (global) SpanArrays variable */ span.array = SWRAST_CONTEXT(ctx)->SpanArrays + omp_get_thread_num(); #endif /* skip over fragments with zero coverage */ while (startX < SWRAST_MAX_WIDTH) { coverage = compute_coveragef(pMin, pMid, pMax, startX, iy); if (coverage > 0.0F) break; startX++; } /* enter interior of triangle */ ix = startX; #if defined(DO_ATTRIBS) /* compute attributes at left-most fragment */ span.attrStart[VARYING_SLOT_POS][3] = solve_plane(ix + 0.5F, iy + 0.5F, wPlane); ATTRIB_LOOP_BEGIN GLuint c; for (c = 0; c < 4; c++) { span.attrStart[attr][c] = solve_plane(ix + 0.5F, iy + 0.5F, attrPlane[attr][c]); } ATTRIB_LOOP_END #endif count = 0; while (coverage > 0.0F) { /* (cx,cy) = center of fragment */ const GLfloat cx = ix + 0.5F, cy = iy + 0.5F; SWspanarrays *array = span.array; array->coverage[count] = coverage; #ifdef DO_Z array->z[count] = (GLuint) solve_plane(cx, cy, zPlane); #endif array->rgba[count][RCOMP] = solve_plane_chan(cx, cy, rPlane); array->rgba[count][GCOMP] = solve_plane_chan(cx, cy, gPlane); array->rgba[count][BCOMP] = solve_plane_chan(cx, cy, bPlane); array->rgba[count][ACOMP] = solve_plane_chan(cx, cy, aPlane); ix++; count++; coverage = compute_coveragef(pMin, pMid, pMax, ix, iy); } if (ix > startX) { span.x = startX; span.y = iy; span.end = (GLuint) ix - (GLuint) startX; _swrast_write_rgba_span(ctx, &span); } } } else { /* scan right to left */ const GLfloat *pMin = vMin->attrib[VARYING_SLOT_POS]; const GLfloat *pMid = vMid->attrib[VARYING_SLOT_POS]; const GLfloat *pMax = vMax->attrib[VARYING_SLOT_POS]; const GLfloat dxdy = majDx / majDy; const GLfloat xAdj = dxdy > 0 ? dxdy : 0.0F; GLint iy; #ifdef _OPENMP #pragma omp parallel for schedule(dynamic) private(iy) firstprivate(span) #endif for (iy = iyMin; iy < iyMax; iy++) { GLfloat x = pMin[0] - (yMin - iy) * dxdy; GLint ix, left, startX = (GLint) (x + xAdj); GLuint count, n; GLfloat coverage = 0.0F; #ifdef _OPENMP /* each thread needs to use a different (global) SpanArrays variable */ span.array = SWRAST_CONTEXT(ctx)->SpanArrays + omp_get_thread_num(); #endif /* make sure we're not past the window edge */ if (startX >= ctx->DrawBuffer->_Xmax) { startX = ctx->DrawBuffer->_Xmax - 1; } /* skip fragments with zero coverage */ while (startX > 0) { coverage = compute_coveragef(pMin, pMax, pMid, startX, iy); if (coverage > 0.0F) break; startX--; } /* enter interior of triangle */ ix = startX; count = 0; while (coverage > 0.0F) { /* (cx,cy) = center of fragment */ const GLfloat cx = ix + 0.5F, cy = iy + 0.5F; SWspanarrays *array = span.array; ASSERT(ix >= 0); array->coverage[ix] = coverage; #ifdef DO_Z array->z[ix] = (GLuint) solve_plane(cx, cy, zPlane); #endif array->rgba[ix][RCOMP] = solve_plane_chan(cx, cy, rPlane); array->rgba[ix][GCOMP] = solve_plane_chan(cx, cy, gPlane); array->rgba[ix][BCOMP] = solve_plane_chan(cx, cy, bPlane); array->rgba[ix][ACOMP] = solve_plane_chan(cx, cy, aPlane); ix--; count++; coverage = compute_coveragef(pMin, pMax, pMid, ix, iy); } #if defined(DO_ATTRIBS) /* compute attributes at left-most fragment */ span.attrStart[VARYING_SLOT_POS][3] = solve_plane(ix + 1.5F, iy + 0.5F, wPlane); ATTRIB_LOOP_BEGIN GLuint c; for (c = 0; c < 4; c++) { span.attrStart[attr][c] = solve_plane(ix + 1.5F, iy + 0.5F, attrPlane[attr][c]); } ATTRIB_LOOP_END #endif if (startX > ix) { n = (GLuint) startX - (GLuint) ix; left = ix + 1; /* shift all values to the left */ /* XXX this is temporary */ { SWspanarrays *array = span.array; GLint j; for (j = 0; j < (GLint) n; j++) { array->coverage[j] = array->coverage[j + left]; COPY_CHAN4(array->rgba[j], array->rgba[j + left]); #ifdef DO_Z array->z[j] = array->z[j + left]; #endif } } span.x = left; span.y = iy; span.end = n; _swrast_write_rgba_span(ctx, &span); } } } } #undef DO_Z #undef DO_ATTRIBS #undef DO_OCCLUSION_TEST