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/**************************************************************************
*
* Copyright 2007 Tungsten Graphics, Inc., Cedar Park, Texas.
* 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, sub license, 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 (including the
* next paragraph) 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 NON-INFRINGEMENT.
* IN NO EVENT SHALL TUNGSTEN GRAPHICS AND/OR ITS SUPPLIERS 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.
*
**************************************************************************/
/* Authors: Keith Whitwell <keith@tungstengraphics.com>
*/
#include "pipe/p_util.h"
#include "pipe/p_defines.h"
#include "pipe/p_shader_tokens.h"
#include "draw_private.h"
struct wide_stage {
struct draw_stage stage;
float half_line_width;
float half_point_size;
uint texcoord_slot[PIPE_MAX_SHADER_OUTPUTS];
uint texcoord_mode[PIPE_MAX_SHADER_OUTPUTS];
uint num_texcoords;
int psize_slot;
};
static INLINE struct wide_stage *wide_stage( struct draw_stage *stage )
{
return (struct wide_stage *)stage;
}
static void passthrough_point( struct draw_stage *stage,
struct prim_header *header )
{
stage->next->point( stage->next, header );
}
static void passthrough_line( struct draw_stage *stage,
struct prim_header *header )
{
stage->next->line(stage->next, header);
}
static void passthrough_tri( struct draw_stage *stage,
struct prim_header *header )
{
stage->next->tri(stage->next, header);
}
/**
* Draw a wide line by drawing a quad (two triangles).
* XXX need to disable polygon stipple.
*/
static void wide_line( struct draw_stage *stage,
struct prim_header *header )
{
const struct wide_stage *wide = wide_stage(stage);
const float half_width = wide->half_line_width;
struct prim_header tri;
struct vertex_header *v0 = dup_vert(stage, header->v[0], 0);
struct vertex_header *v1 = dup_vert(stage, header->v[0], 1);
struct vertex_header *v2 = dup_vert(stage, header->v[1], 2);
struct vertex_header *v3 = dup_vert(stage, header->v[1], 3);
float *pos0 = v0->data[0];
float *pos1 = v1->data[0];
float *pos2 = v2->data[0];
float *pos3 = v3->data[0];
const float dx = FABSF(pos0[0] - pos2[0]);
const float dy = FABSF(pos0[1] - pos2[1]);
/*
* Draw wide line as a quad (two tris) by "stretching" the line along
* X or Y.
* We need to tweak coords in several ways to be conformant here.
*/
if (dx > dy) {
/* x-major line */
pos0[1] = pos0[1] - half_width - 0.25f;
pos1[1] = pos1[1] + half_width - 0.25f;
pos2[1] = pos2[1] - half_width - 0.25f;
pos3[1] = pos3[1] + half_width - 0.25f;
if (pos0[0] < pos2[0]) {
/* left to right line */
pos0[0] -= 0.5f;
pos1[0] -= 0.5f;
pos2[0] -= 0.5f;
pos3[0] -= 0.5f;
}
else {
/* right to left line */
pos0[0] += 0.5f;
pos1[0] += 0.5f;
pos2[0] += 0.5f;
pos3[0] += 0.5f;
}
}
else {
/* y-major line */
pos0[0] = pos0[0] - half_width + 0.25f;
pos1[0] = pos1[0] + half_width + 0.25f;
pos2[0] = pos2[0] - half_width + 0.25f;
pos3[0] = pos3[0] + half_width + 0.25f;
if (pos0[1] < pos2[1]) {
/* top to bottom line */
pos0[1] -= 0.5f;
pos1[1] -= 0.5f;
pos2[1] -= 0.5f;
pos3[1] -= 0.5f;
}
else {
/* bottom to top line */
pos0[1] += 0.5f;
pos1[1] += 0.5f;
pos2[1] += 0.5f;
pos3[1] += 0.5f;
}
}
tri.det = header->det; /* only the sign matters */
tri.v[0] = v0;
tri.v[1] = v2;
tri.v[2] = v3;
stage->next->tri( stage->next, &tri );
tri.v[0] = v0;
tri.v[1] = v3;
tri.v[2] = v1;
stage->next->tri( stage->next, &tri );
}
/**
* Draw a wide line by drawing a quad, using geometry which will
* fullfill GL's antialiased line requirements.
*/
static void wide_line_aa(struct draw_stage *stage,
struct prim_header *header)
{
const struct wide_stage *wide = wide_stage(stage);
const float half_width = wide->half_line_width;
struct prim_header tri;
struct vertex_header *v[4];
float *pos;
float dx = header->v[1]->data[0][0] - header->v[0]->data[0][0];
float dy = header->v[1]->data[0][1] - header->v[0]->data[0][1];
const float len = (float) sqrt(dx * dx + dy * dy);
uint i;
dx = dx * half_width / len;
dy = dy * half_width / len;
/* allocate/dup new verts */
for (i = 0; i < 4; i++) {
v[i] = dup_vert(stage, header->v[i/2], i);
}
/*
* Quad for line from v0 to v1:
*
* 1 3
* +-------------------------+
* | |
* *v0 v1*
* | |
* +-------------------------+
* 0 2
*/
pos = v[0]->data[0];
pos[0] += dy;
pos[1] -= dx;
pos = v[1]->data[0];
pos[0] -= dy;
pos[1] += dx;
pos = v[2]->data[0];
pos[0] += dy;
pos[1] -= dx;
pos = v[3]->data[0];
pos[0] -= dy;
pos[1] += dx;
tri.det = header->det; /* only the sign matters */
tri.v[0] = v[2]; tri.v[1] = v[1]; tri.v[2] = v[0];
stage->next->tri( stage->next, &tri );
tri.v[0] = v[3]; tri.v[1] = v[1]; tri.v[2] = v[2];
stage->next->tri( stage->next, &tri );
}
/**
* Set the vertex texcoords for sprite mode.
* Coords may be left untouched or set to a right-side-up or upside-down
* orientation.
*/
static void set_texcoords(const struct wide_stage *wide,
struct vertex_header *v, const float tc[4])
{
uint i;
for (i = 0; i < wide->num_texcoords; i++) {
if (wide->texcoord_mode[i] != PIPE_SPRITE_COORD_NONE) {
uint j = wide->texcoord_slot[i];
v->data[j][0] = tc[0];
if (wide->texcoord_mode[i] == PIPE_SPRITE_COORD_LOWER_LEFT)
v->data[j][1] = 1.0f - tc[1];
else
v->data[j][1] = tc[1];
v->data[j][2] = tc[2];
v->data[j][3] = tc[3];
}
}
}
/* If there are lots of sprite points (and why wouldn't there be?) it
* would probably be more sensible to change hardware setup to
* optimize this rather than doing the whole thing in software like
* this.
*/
static void wide_point( struct draw_stage *stage,
struct prim_header *header )
{
const struct wide_stage *wide = wide_stage(stage);
const boolean sprite = (boolean) stage->draw->rasterizer->point_sprite;
float half_size;
float left_adj, right_adj;
struct prim_header tri;
/* four dups of original vertex */
struct vertex_header *v0 = dup_vert(stage, header->v[0], 0);
struct vertex_header *v1 = dup_vert(stage, header->v[0], 1);
struct vertex_header *v2 = dup_vert(stage, header->v[0], 2);
struct vertex_header *v3 = dup_vert(stage, header->v[0], 3);
float *pos0 = v0->data[0];
float *pos1 = v1->data[0];
float *pos2 = v2->data[0];
float *pos3 = v3->data[0];
/* point size is either per-vertex or fixed size */
if (wide->psize_slot >= 0) {
half_size = 0.5f * header->v[0]->data[wide->psize_slot][0];
}
else {
half_size = wide->half_point_size;
}
left_adj = -half_size + 0.25f;
right_adj = half_size + 0.25f;
pos0[0] += left_adj;
pos0[1] -= half_size;
pos1[0] += left_adj;
pos1[1] += half_size;
pos2[0] += right_adj;
pos2[1] -= half_size;
pos3[0] += right_adj;
pos3[1] += half_size;
if (sprite) {
static const float tex00[4] = { 0, 0, 0, 1 };
static const float tex01[4] = { 0, 1, 0, 1 };
static const float tex11[4] = { 1, 1, 0, 1 };
static const float tex10[4] = { 1, 0, 0, 1 };
set_texcoords( wide, v0, tex00 );
set_texcoords( wide, v1, tex01 );
set_texcoords( wide, v2, tex10 );
set_texcoords( wide, v3, tex11 );
}
tri.det = header->det; /* only the sign matters */
tri.v[0] = v0;
tri.v[1] = v2;
tri.v[2] = v3;
stage->next->tri( stage->next, &tri );
tri.v[0] = v0;
tri.v[1] = v3;
tri.v[2] = v1;
stage->next->tri( stage->next, &tri );
}
static void wide_first_point( struct draw_stage *stage,
struct prim_header *header )
{
struct wide_stage *wide = wide_stage(stage);
struct draw_context *draw = stage->draw;
wide->half_point_size = 0.5f * draw->rasterizer->point_size;
if (draw->rasterizer->point_size != 1.0) {
stage->point = wide_point;
}
else {
stage->point = passthrough_point;
}
if (draw->rasterizer->point_sprite) {
/* find vertex shader texcoord outputs */
const struct draw_vertex_shader *vs = draw->vertex_shader;
uint i, j = 0;
for (i = 0; i < vs->state->num_outputs; i++) {
if (vs->state->output_semantic_name[i] == TGSI_SEMANTIC_GENERIC) {
wide->texcoord_slot[j] = i;
wide->texcoord_mode[j] = draw->rasterizer->sprite_coord_mode[j];
j++;
}
}
wide->num_texcoords = j;
}
wide->psize_slot = -1;
if (draw->rasterizer->point_size_per_vertex) {
/* find PSIZ vertex output */
const struct draw_vertex_shader *vs = draw->vertex_shader;
uint i;
for (i = 0; i < vs->state->num_outputs; i++) {
if (vs->state->output_semantic_name[i] == TGSI_SEMANTIC_PSIZE) {
wide->psize_slot = i;
break;
}
}
}
stage->point( stage, header );
}
static void wide_first_line( struct draw_stage *stage,
struct prim_header *header )
{
struct wide_stage *wide = wide_stage(stage);
struct draw_context *draw = stage->draw;
wide->half_line_width = 0.5f * draw->rasterizer->line_width;
if (draw->rasterizer->line_width != 1.0) {
if (draw->rasterizer->line_smooth)
wide->stage.line = wide_line_aa;
else
wide->stage.line = wide_line;
}
else {
wide->stage.line = passthrough_line;
}
stage->line( stage, header );
}
static void wide_flush( struct draw_stage *stage, unsigned flags )
{
stage->line = wide_first_line;
stage->point = wide_first_point;
stage->next->flush( stage->next, flags );
}
static void wide_reset_stipple_counter( struct draw_stage *stage )
{
stage->next->reset_stipple_counter( stage->next );
}
static void wide_destroy( struct draw_stage *stage )
{
draw_free_temp_verts( stage );
FREE( stage );
}
struct draw_stage *draw_wide_stage( struct draw_context *draw )
{
struct wide_stage *wide = CALLOC_STRUCT(wide_stage);
draw_alloc_temp_verts( &wide->stage, 4 );
wide->stage.draw = draw;
wide->stage.next = NULL;
wide->stage.point = wide_first_point;
wide->stage.line = wide_first_line;
wide->stage.tri = passthrough_tri;
wide->stage.flush = wide_flush;
wide->stage.reset_stipple_counter = wide_reset_stipple_counter;
wide->stage.destroy = wide_destroy;
return &wide->stage;
}
|