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path: root/src/mesa/main/fog.c
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/* $Id: fog.c,v 1.25 2000/10/28 20:41:14 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.
 */


#ifdef PC_HEADER
#include "all.h"
#else
#include "glheader.h"
#include "colormac.h"
#include "context.h"
#include "fog.h"
#include "macros.h"
#include "mmath.h"
#include "types.h"
#include "xform.h"
#endif



void
_mesa_Fogf(GLenum pname, GLfloat param)
{
   _mesa_Fogfv(pname, &param);
}


void
_mesa_Fogi(GLenum pname, GLint param )
{
   GLfloat fparam = (GLfloat) param;
   _mesa_Fogfv(pname, &fparam);
}


void
_mesa_Fogiv(GLenum pname, const GLint *params )
{
   GLfloat p[4];
   switch (pname) {
      case GL_FOG_MODE:
      case GL_FOG_DENSITY:
      case GL_FOG_START:
      case GL_FOG_END:
      case GL_FOG_INDEX:
      case GL_FOG_COORDINATE_SOURCE_EXT:
	 p[0] = (GLfloat) *params;
	 break;
      case GL_FOG_COLOR:
	 p[0] = INT_TO_FLOAT( params[0] );
	 p[1] = INT_TO_FLOAT( params[1] );
	 p[2] = INT_TO_FLOAT( params[2] );
	 p[3] = INT_TO_FLOAT( params[3] );
	 break;
      default:
         /* Error will be caught later in _mesa_Fogfv */
         ;
   }
   _mesa_Fogfv(pname, p);
}


void 
_mesa_Fogfv( GLenum pname, const GLfloat *params )
{
   GET_CURRENT_CONTEXT(ctx);
   GLenum m;

   ASSERT_OUTSIDE_BEGIN_END_AND_FLUSH(ctx, "glFog");

   switch (pname) {
      case GL_FOG_MODE:
         m = (GLenum) (GLint) *params;
	 if (m==GL_LINEAR || m==GL_EXP || m==GL_EXP2) {
	    ctx->Fog.Mode = m;
	 }
	 else {
	    gl_error( ctx, GL_INVALID_ENUM, "glFog" );
            return;
	 }
	 break;
      case GL_FOG_DENSITY:
	 if (*params<0.0) {
	    gl_error( ctx, GL_INVALID_VALUE, "glFog" );
            return;
	 }
	 else {
	    ctx->Fog.Density = *params;
	 }
	 break;
      case GL_FOG_START:
	 ctx->Fog.Start = *params;
	 break;
      case GL_FOG_END:
	 ctx->Fog.End = *params;
	 break;
      case GL_FOG_INDEX:
	 ctx->Fog.Index = *params;
	 break;
      case GL_FOG_COLOR:
	 ctx->Fog.Color[0] = params[0];
	 ctx->Fog.Color[1] = params[1];
	 ctx->Fog.Color[2] = params[2];
	 ctx->Fog.Color[3] = params[3];
         break;
      case GL_FOG_COORDINATE_SOURCE_EXT: {
	 GLenum p = (GLenum)(GLint) *params;
	 if (p == GL_FOG_COORDINATE_EXT || p == GL_FRAGMENT_DEPTH_EXT)
	    ctx->Fog.FogCoordinateSource = p;
	 else
	    gl_error( ctx, GL_INVALID_ENUM, "glFog" );
	 break;
      }
      default:
         gl_error( ctx, GL_INVALID_ENUM, "glFog" );
         return;
   }

   if (ctx->Driver.Fogfv) {
      (*ctx->Driver.Fogfv)( ctx, pname, params );
   }

   ctx->NewState |= NEW_FOG;
}




void
_mesa_init_fog( void )
{
}

static GLvector1f *get_fogcoord_ptr( GLcontext *ctx, GLvector1f *tmp )
{
   struct vertex_buffer *VB = ctx->VB;

   if (ctx->Fog.FogCoordinateSource == GL_FRAGMENT_DEPTH_EXT) {      
      if (!ctx->NeedEyeCoords) {
	 GLfloat *m = ctx->ModelView.m;
	 GLfloat plane[4];

	 plane[0] = m[2];
	 plane[1] = m[6];
	 plane[2] = m[10];
	 plane[3] = m[14];

	 /* Full eye coords weren't required, just calculate the
	  * eye Z values.  
	  */
	 gl_dotprod_tab[0][VB->ObjPtr->size](&VB->Eye, 2,
					     VB->ObjPtr, plane, 0 );

	 tmp->data = &(VB->Eye.data[0][2]);
	 tmp->start = VB->Eye.start+2;
	 tmp->stride = VB->Eye.stride;
	 return tmp;
      }
      else 
      {
	 if (VB->EyePtr->size < 2)
	    gl_vector4f_clean_elem( &VB->Eye, VB->Count, 2 );

	 tmp->data = &(VB->EyePtr->data[0][2]);
	 tmp->start = VB->EyePtr->start+2;
	 tmp->stride = VB->EyePtr->stride;
	 return tmp;
      }
   } else
      return VB->FogCoordPtr;
}


/* Use lookup table & interpolation?
 */
static void 
make_win_fog_coords( struct vertex_buffer *VB,
		     GLvector1f *fogcoord)
{
   const GLcontext *ctx = VB->ctx;
   GLfloat end  = ctx->Fog.End;
   GLfloat *v = fogcoord->start;
   GLuint stride = fogcoord->stride;
   GLuint n = VB->Count - VB->Start;
   GLfloat *out;		
   GLfloat d;
   GLuint i;

   VB->FogCoordPtr = VB->store.FogCoord;
   out = VB->FogCoordPtr->data + VB->Start;

   switch (ctx->Fog.Mode) {
   case GL_LINEAR:
      d = 1.0F / (ctx->Fog.End - ctx->Fog.Start);
      for ( i = 0 ; i < n ; i++, STRIDE_F(v, stride)) {
	 out[i] = (end - ABSF(*v)) * d;
	 if (0) fprintf(stderr, "z %f out %f\n", *v, out[i]);
      }
      break;
   case GL_EXP:
      d = -ctx->Fog.Density;
      for ( i = 0 ; i < n ; i++, STRIDE_F(v,stride)) {
	 out[i] = exp( d*ABSF(*v) );
	 if (0) fprintf(stderr, "z %f out %f\n", *v, out[i]);
      }
      break;
   case GL_EXP2:
      d = -(ctx->Fog.Density*ctx->Fog.Density);
      for ( i = 0 ; i < n ; i++, STRIDE_F(v, stride)) {
	 GLfloat z = *v;
	 out[i] = exp( d*z*z ); 
	 if (0) fprintf(stderr, "z %f out %f\n", *v, out[i]);
      }
      break;
   default:
      gl_problem(ctx, "Bad fog mode in make_fog_coord");
      return;
   }
}


void 
_mesa_make_win_fog_coords( struct vertex_buffer *VB )
{
   GLvector1f tmp;

   make_win_fog_coords( VB, get_fogcoord_ptr( VB->ctx, &tmp ) );
}



/*
 * Apply fog to an array of RGBA pixels.
 * Input:  n - number of pixels
 *         fog - array of interpolated screen-space fog coordinates in [0..1]
 *         red, green, blue, alpha - pixel colors
 * Output:  red, green, blue, alpha - fogged pixel colors
 */
void
_mesa_fog_rgba_pixels( const GLcontext *ctx,
                       GLuint n, 
		       const GLfixed fog[], 
		       GLchan rgba[][4] )
{
   GLfixed rFog = ctx->Fog.Color[0] * CHAN_MAXF;
   GLfixed gFog = ctx->Fog.Color[1] * CHAN_MAXF;
   GLfixed bFog = ctx->Fog.Color[2] * CHAN_MAXF;
   GLuint i;

   for (i=0;i<n;i++) {
      GLfixed f = CLAMP(fog[i], 0, FIXED_ONE);
      GLfixed g = FIXED_ONE - f;
      rgba[i][0] = (f*rgba[i][0] + g*rFog) >> FIXED_SHIFT;
      rgba[i][1] = (f*rgba[i][1] + g*gFog) >> FIXED_SHIFT;
      rgba[i][2] = (f*rgba[i][2] + g*bFog) >> FIXED_SHIFT;
   }
}




/*
 * Apply fog to an array of color index pixels.
 * Input:  n - number of pixels
 *         z - array of integer depth values
 *         index - pixel color indexes
 * Output:  index - fogged pixel color indexes
 */
void
_mesa_fog_ci_pixels( const GLcontext *ctx,
                     GLuint n, const GLfixed fog[], GLuint index[] )
{
   GLuint idx = ctx->Fog.Index;
   GLuint i;

   for (i=0;i<n;i++) {
      GLfixed f = FixedToFloat(CLAMP(fog[i], 0, FIXED_ONE));
      index[i] = (GLuint) ((GLfloat) index[i] + (1.0F-f) * idx);
   }
}



/*
 * Calculate fog coords from window z values 
 * Input:  n - number of pixels
 *         z - array of integer depth values
 *         red, green, blue, alpha - pixel colors
 * Output:  red, green, blue, alpha - fogged pixel colors
 *
 * Use lookup table & interpolation? 
 */
void
_mesa_win_fog_coords_from_z( const GLcontext *ctx,
			     GLuint n, 
			     const GLdepth z[], 
			     GLfixed fogcoord[] )
{
   GLfloat c = ctx->ProjectionMatrix.m[10];
   GLfloat d = ctx->ProjectionMatrix.m[14];
   GLuint i;

   GLfloat tz = ctx->Viewport.WindowMap.m[MAT_TZ];
   GLfloat szInv = 1.0F / ctx->Viewport.WindowMap.m[MAT_SZ];

   switch (ctx->Fog.Mode) {
      case GL_LINEAR:
         {
            GLfloat fogEnd = ctx->Fog.End;
            GLfloat fogScale = (GLfloat) FIXED_ONE / (ctx->Fog.End - 
						      ctx->Fog.Start);
            for (i=0;i<n;i++) {
               GLfloat ndcz = ((GLfloat) z[i] - tz) * szInv;
               GLfloat eyez = -d / (c+ndcz);
	       if (eyez < 0.0)  eyez = -eyez;
               fogcoord[i] = (GLint)(fogEnd - eyez) * fogScale;
            }
         }
	 break;
      case GL_EXP:
	 for (i=0;i<n;i++) {
	    GLfloat ndcz = ((GLfloat) z[i] - tz) * szInv;
	    GLfloat eyez = d / (c+ndcz);
	    if (eyez < 0.0) eyez = -eyez;
	    fogcoord[i] = FloatToFixed(exp( -ctx->Fog.Density * eyez ));
	 }
	 break;
      case GL_EXP2:
         {
            GLfloat negDensitySquared = -ctx->Fog.Density * ctx->Fog.Density;
            for (i=0;i<n;i++) {
               GLfloat ndcz = ((GLfloat) z[i] - tz) * szInv;
               GLfloat eyez = d / (c+ndcz);
               GLfloat tmp = negDensitySquared * eyez * eyez;
#if defined(__alpha__) || defined(__alpha)
               /* XXX this underflow check may be needed for other systems */
               if (tmp < FLT_MIN_10_EXP)
		  tmp = FLT_MIN_10_EXP;
#endif
	       fogcoord[i] = FloatToFixed(exp( tmp ));
            }
         }
	 break;
      default:
         gl_problem(ctx, "Bad fog mode in _mesa_win_fog_coords_from_z");
         return;
   }
}


/*
 * Apply fog to an array of RGBA pixels.
 * Input:  n - number of pixels
 *         z - array of integer depth values
 *         red, green, blue, alpha - pixel colors
 * Output:  red, green, blue, alpha - fogged pixel colors
 */
void
_mesa_depth_fog_rgba_pixels( const GLcontext *ctx,
			     GLuint n, const GLdepth z[], GLchan rgba[][4] )
{
   GLfixed fog[MAX_WIDTH];
   _mesa_win_fog_coords_from_z( ctx, n, z, fog );
   _mesa_fog_rgba_pixels( ctx, n, fog, rgba );
}


/*
 * Apply fog to an array of color index pixels.
 * Input:  n - number of pixels
 *         z - array of integer depth values
 *         index - pixel color indexes
 * Output:  index - fogged pixel color indexes
 */
void
_mesa_depth_fog_ci_pixels( const GLcontext *ctx,
                     GLuint n, const GLdepth z[], GLuint index[] )
{
   GLfixed fog[MAX_WIDTH];
   _mesa_win_fog_coords_from_z( ctx, n, z, fog );
   _mesa_fog_ci_pixels( ctx, n, fog, index );
}