New point rasterization functions based on template code that

handles CI/RGB, texture, antialiasing, attenuation, etc.
This commit is contained in:
Brian Paul 2001-01-03 22:17:16 +00:00
parent 6532db9868
commit 08dfacd425
2 changed files with 396 additions and 897 deletions

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/* $Id: s_pointtemp.h,v 1.1 2001/01/03 22:17:16 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.
*/
/*
* Point rendering template code.
*
* Set FLAGS = bitwise-OR of the following tokens:
*
* RGBA = do rgba instead of color index
* SMOOTH = do antialiasing
* TEXTURE = do texture coords
* SPECULAR = do separate specular color
* LARGE = do points with diameter > 1 pixel
* ATTENUATE = compute point size attenuation
* SPRITE = GL_MESA_sprite_point
*
* Notes: LARGE and ATTENUATE are exclusive of each other.
* TEXTURE requires RGBA
* SPECULAR requires TEXTURE
*/
/*
* NOTES on antialiased point rasterization:
*
* Let d = distance of fragment center from vertex.
* if d < rmin2 then
* fragment has 100% coverage
* else if d > rmax2 then
* fragment has 0% coverage
* else
* fragement has % coverage = (d - rmin2) / (rmax2 - rmin2)
*/
static void
NAME ( GLcontext *ctx, const SWvertex *vert )
{
SWcontext *swrast = SWRAST_CONTEXT(ctx);
struct pixel_buffer *PB = swrast->PB;
const GLint z = (GLint) (vert->win[2]);
const GLfixed fog = FloatToFixed( vert->fog );
#if FLAGS & RGBA
const GLint red = vert->color[0];
const GLint green = vert->color[1];
const GLint blue = vert->color[2];
GLint alpha = vert->color[3];
#if FLAGS & SPECULAR
const GLint sRed = vert->specular[0];
const GLint sGreen = vert->specular[1];
const GLint sBlue = vert->specular[2];
#endif
#else
GLint index = vert->index;
#endif
#if FLAGS & (ATTENUATE | LARGE | SMOOTH)
GLfloat size;
#endif
#if FLAGS & ATTENUATE
GLfloat alphaAtten;
#endif
#if FLAGS & TEXTURE
GLfloat texcoord[MAX_TEXTURE_UNITS][4];
GLuint u;
for (u = 0; u < ctx->Const.MaxTextureUnits; u++) {
if (ctx->Texture.Unit[u]._ReallyEnabled) {
if (vert->texcoord[u][3] != 1.0 && vert->texcoord[u][3] != 0.0) {
texcoord[u][0] = vert->texcoord[u][0] / vert->texcoord[u][3];
texcoord[u][1] = vert->texcoord[u][1] / vert->texcoord[u][3];
texcoord[u][2] = vert->texcoord[u][2] / vert->texcoord[u][3];
}
else {
texcoord[u][0] = vert->texcoord[u][0];
texcoord[u][1] = vert->texcoord[u][1];
texcoord[u][2] = vert->texcoord[u][2];
}
}
}
#endif
#if FLAGS & ATTENUATE
if (vert->pointSize >= ctx->Point.Threshold) {
size = MIN2(vert->pointSize, ctx->Point.MaxSize);
alphaAtten = 1.0F;
}
else {
GLfloat dsize = vert->pointSize / ctx->Point.Threshold;
size = MAX2(ctx->Point.Threshold, ctx->Point.MinSize);
alphaAtten = dsize * dsize;
}
#elif FLAGS & (LARGE | SMOOTH)
size = ctx->Point._Size;
#endif
#if FLAGS & SPRITE
{
SWcontext *swctx = SWRAST_CONTEXT(ctx);
const GLfloat radius = 0.5 * vert->pointSize; /* XXX threshold, alpha */
SWvertex v0, v1, v2, v3;
GLuint unit;
(void) red;
(void) green;
(void) blue;
(void) alpha;
(void) fog;
(void) z;
/* lower left corner */
v0 = *vert;
v0.win[0] -= radius;
v0.win[1] -= radius;
/* lower right corner */
v1 = *vert;
v1.win[0] += radius;
v1.win[1] -= radius;
/* upper right corner */
v2 = *vert;
v2.win[0] += radius;
v2.win[1] += radius;
/* upper left corner */
v3 = *vert;
v3.win[0] -= radius;
v3.win[1] += radius;
for (unit = 0; unit < ctx->Const.MaxTextureUnits; unit++) {
if (ctx->Texture.Unit[unit]._ReallyEnabled) {
v0.texcoord[unit][0] = 0.0;
v0.texcoord[unit][1] = 0.0;
v1.texcoord[unit][0] = 1.0;
v1.texcoord[unit][1] = 0.0;
v2.texcoord[unit][0] = 1.0;
v2.texcoord[unit][1] = 1.0;
v3.texcoord[unit][0] = 0.0;
v3.texcoord[unit][1] = 1.0;
}
}
/* XXX if radius < threshold, attenuate alpha? */
/* XXX need to implement clipping!!! */
/* render */
swctx->Triangle(ctx, &v0, &v1, &v2);
swctx->Triangle(ctx, &v0, &v2, &v3);
}
#elif FLAGS & (LARGE | ATTENUATE | SMOOTH)
{
GLint x, y;
const GLfloat radius = 0.5F * size;
#if FLAGS & SMOOTH
const GLfloat rmin = radius - 0.7071F; /* 0.7071 = sqrt(2)/2 */
const GLfloat rmax = radius + 0.7071F;
const GLfloat rmin2 = MAX2(0.0, rmin * rmin);
const GLfloat rmax2 = rmax * rmax;
const GLfloat cscale = 256.0F / (rmax2 - rmin2);
const GLint xmin = (GLint) (vert->win[0] - radius);
const GLint xmax = (GLint) (vert->win[0] + radius);
const GLint ymin = (GLint) (vert->win[1] - radius);
const GLint ymax = (GLint) (vert->win[1] + radius);
#else
/* non-smooth */
GLint xmin, xmax, ymin, ymax;
GLint iSize = (GLint) (size + 0.5F);
GLint iRadius;
iSize = MAX2(1, iSize);
iRadius = iSize / 2;
if (iSize & 1) {
/* odd size */
xmin = vert->win[0] - iRadius;
xmax = vert->win[0] + iRadius;
ymin = vert->win[1] - iRadius;
ymax = vert->win[1] + iRadius;
}
else {
/* even size */
xmin = (GLint) vert->win[0] - iRadius + 1;
xmax = xmin + iSize - 1;
ymin = (GLint) vert->win[1] - iRadius + 1;
ymax = ymin + iSize - 1;
}
#endif
(void) radius;
for (y = ymin; y <= ymax; y++) {
for (x = xmin; x <= xmax; x++) {
#if FLAGS & SMOOTH
/* compute coverage */
const GLfloat dx = x - vert->win[0];
const GLfloat dy = y - vert->win[1];
const GLfloat dist2 = dx * dx + dy * dy;
if (dist2 < rmax2) {
alpha = vert->color[3];
if (dist2 >= rmin2) {
GLint coverage = (GLint) (256.0F - (dist2 - rmin2) * cscale);
#if FLAGS & RGBA
/* coverage is in [0,256] */
alpha = (alpha * coverage) >> 8;
#else
/* 4 fractional index bits */
index = (index & ~f) | (coverage >> 4); /* XXX verify */
#endif
}
#endif /* SMOOTH */
#if ((FLAGS & (ATTENUATE | RGBA)) == (ATTENUATE | RGBA))
alpha = (GLint) (alpha * alphaAtten);
#endif
#if FLAGS & SPECULAR
PB_WRITE_MULTITEX_SPEC_PIXEL(PB, x, y, z, fog,
red, green, blue, alpha,
sRed, sGreen, sBlue,
texcoord);
#elif FLAGS & TEXTURE
if (swrast->_MultiTextureEnabled) {
PB_WRITE_MULTITEX_PIXEL(PB, x, y, z, fog,
red, green, blue, alpha,
texcoord);
}
else {
PB_WRITE_TEX_PIXEL(PB, x,y,z, fog,
red, green, blue, alpha,
texcoord[0][0],
texcoord[0][1],
texcoord[0][2]);
}
#elif FLAGS & RGBA
PB_WRITE_RGBA_PIXEL(PB, x, y, z, fog, red, green, blue, alpha);
#else /* color index */
PB_WRITE_CI_PIXEL(PB, x, y, z, fog, index);
#endif
#if FLAGS & SMOOTH
}
#endif
}
}
PB_CHECK_FLUSH(ctx,PB);
}
#else /* LARGE || ATTENUATE || SMOOTH*/
{
/* size == 1 */
GLint x = vert->win[0];
GLint y = vert->win[1];
#if ((FLAGS & (SPECULAR | TEXTURE)) == (SPECULAR | TEXTURE))
PB_WRITE_MULTITEX_SPEC_PIXEL(PB, x, y, z, fog,
red, green, blue, alpha,
sRed, sGreen, sBlue,
texcoord);
#elif FLAGS & TEXTURE
if (swrast->_MultiTextureEnabled) {
PB_WRITE_MULTITEX_PIXEL(PB, x, y, z, fog,
red, green, blue, alpha, texcoord );
}
else {
PB_WRITE_TEX_PIXEL(PB, x, y, z, fog,
red, green, blue, alpha,
texcoord[0][0], texcoord[0][1], texcoord[0][2]);
}
#elif FLAGS & RGBA
/* rgba size 1 point */
alpha = vert->color[3];
PB_WRITE_RGBA_PIXEL(PB, x, y, z, fog, red, green, blue, alpha);
#else
/* color index size 1 point */
PB_WRITE_CI_PIXEL(PB, x, y, z, fog, index);
#endif
}
#endif /* LARGE || ATTENUATE || SMOOTH */
PB_CHECK_FLUSH(ctx, PB);
}
#undef FLAGS
#undef NAME