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undo previous check-in (unfinished code)
This commit is contained in:
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1 changed files with 257 additions and 285 deletions
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@ -1,4 +1,4 @@
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/* $Id: s_aatritemp.h,v 1.19 2001/07/13 20:07:37 brianp Exp $ */
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/* $Id: s_aatritemp.h,v 1.20 2001/07/13 20:12:44 brianp Exp $ */
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/*
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* Mesa 3-D graphics library
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@ -48,11 +48,10 @@
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const GLfloat *p1 = v1->win;
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const GLfloat *p2 = v2->win;
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const SWvertex *vMin, *vMid, *vMax;
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GLfloat xMin, yMin, xMid, yMid, xMax, yMax;
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GLfloat majDx, majDy, botDx, botDy, topDx, topDy;
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GLfloat area;
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GLboolean majorOnLeft;
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GLfloat bf = SWRAST_CONTEXT(ctx)->_backface_sign;
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GLint iyMin, iyMax;
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GLfloat yMin, yMax;
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GLboolean ltor;
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GLfloat majDx, majDy; /* major (i.e. long) edge dx and dy */
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#ifdef DO_Z
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GLfloat zPlane[4];
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@ -72,7 +71,6 @@
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GLfloat iPlane[4];
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GLuint index[MAX_WIDTH];
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GLint icoverageSpan[MAX_WIDTH];
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GLfloat coverageSpan[MAX_WIDTH];
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#else
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GLfloat coverageSpan[MAX_WIDTH];
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#endif
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@ -98,6 +96,7 @@
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DEFMARRAY(GLfloat, u, MAX_TEXTURE_UNITS, MAX_WIDTH);
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DEFMARRAY(GLfloat, lambda, MAX_TEXTURE_UNITS, MAX_WIDTH);
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#endif
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GLfloat bf = SWRAST_CONTEXT(ctx)->_backface_sign;
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#ifdef DO_RGBA
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CHECKARRAY(rgba, return); /* mac 32k limitation */
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@ -141,38 +140,27 @@
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}
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}
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xMin = vMin->win[0]; yMin = vMin->win[1];
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xMid = vMid->win[0]; yMid = vMid->win[1];
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xMax = vMax->win[0]; yMax = vMax->win[1];
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majDx = vMax->win[0] - vMin->win[0];
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majDy = vMax->win[1] - vMin->win[1];
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/* the major edge is between the top and bottom vertices */
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majDx = xMax - xMin;
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majDy = yMax - yMin;
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/* the bottom edge is between the bottom and mid vertices */
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botDx = xMid - xMin;
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botDy = yMid - yMin;
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/* the top edge is between the top and mid vertices */
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topDx = xMax - xMid;
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topDy = yMax - yMid;
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/* compute clockwise / counter-clockwise orientation and do BF culling */
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area = majDx * botDy - botDx * majDy;
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/* Do backface culling */
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if (area * bf < 0 || area * area < .0025)
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return;
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majorOnLeft = (GLboolean) (area < 0.0F);
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{
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const GLfloat botDx = vMid->win[0] - vMin->win[0];
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const GLfloat botDy = vMid->win[1] - vMin->win[1];
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const GLfloat area = majDx * botDy - botDx * majDy;
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ltor = (GLboolean) (area < 0.0F);
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/* Do backface culling */
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if (area * bf < 0 || area * area < .0025)
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return;
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}
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#ifndef DO_OCCLUSION_TEST
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ctx->OcclusionResult = GL_TRUE;
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#endif
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assert(majDy > 0.0F);
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/* Plane equation setup:
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* We evaluate plane equations at window (x,y) coordinates in order
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* to compute color, Z, fog, texcoords, etc. This isn't terribly
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* efficient but it's easy and reliable. It also copes with computing
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* interpolated data just outside the triangle's edges.
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* efficient but it's easy and reliable.
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*/
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#ifdef DO_Z
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compute_plane(p0, p1, p2, p0[2], p1[2], p2[2], zPlane);
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@ -280,300 +268,284 @@
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* edges, stopping when we find that coverage = 0. If the long edge
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* is on the left we scan left-to-right. Else, we scan right-to-left.
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*/
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{
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const GLint iyMin = (GLint) yMin;
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const GLint iyMax = (GLint) yMax + 1;
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/* upper edge and lower edge derivatives */
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const GLfloat topDxDy = (topDy != 0.0F) ? topDx / topDy : 0.0F;
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const GLfloat botDxDy = (botDy != 0.0F) ? botDx / botDy : 0.0F;
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const GLfloat *pA, *pB, *pC;
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const GLfloat majDxDy = majDx / majDy;
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const GLfloat absMajDxDy = FABSF(majDxDy);
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const GLfloat absTopDxDy = FABSF(topDxDy);
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const GLfloat absBotDxDy = FABSF(botDxDy);
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#if 0
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GLfloat xMaj = xMin - (yMin - (GLfloat) iyMin) * majDxDy;
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GLfloat xBot = xMaj;
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GLfloat xTop = xMid - (yMid - (GLint) yMid) * topDxDy;
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#else
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GLfloat xMaj;
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GLfloat xBot;
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GLfloat xTop;
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#endif
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yMin = vMin->win[1];
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yMax = vMax->win[1];
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iyMin = (GLint) yMin;
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iyMax = (GLint) yMax + 1;
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if (ltor) {
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/* scan left to right */
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const GLfloat *pMin = vMin->win;
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const GLfloat *pMid = vMid->win;
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const GLfloat *pMax = vMax->win;
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const GLfloat dxdy = majDx / majDy;
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const GLfloat xAdj = dxdy < 0.0F ? -dxdy : 0.0F;
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GLfloat x = pMin[0] - (yMin - iyMin) * dxdy;
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GLint iy;
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GLint k;
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/* pA, pB, pC are the vertices in counter-clockwise order */
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if (majorOnLeft) {
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pA = vMin->win;
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pB = vMid->win;
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pC = vMax->win;
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xMaj = xMin - absMajDxDy - 1.0;
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xBot = xMin + absBotDxDy + 1.0;
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xTop = xMid + absTopDxDy + 1.0;
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}
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else {
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pA = vMin->win;
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pB = vMax->win;
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pC = vMid->win;
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xMaj = xMin + absMajDxDy + 1.0;
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xBot = xMin - absBotDxDy - 1.0;
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xTop = xMid - absTopDxDy - 1.0;
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}
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/* Scan from bottom to top */
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for (iy = iyMin; iy < iyMax; iy++, xMaj += majDxDy) {
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GLint ix, i, j, len;
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GLint iRight, iLeft;
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for (iy = iyMin; iy < iyMax; iy++, x += dxdy) {
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GLint ix, startX = (GLint) (x - xAdj);
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GLuint count, n;
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GLfloat coverage = 0.0F;
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if (majorOnLeft) {
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iLeft = (GLint) (xMaj + 0.0);
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/* compute right */
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if (iy <= yMid) {
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/* we're in the lower part */
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iRight = (GLint) (xBot + 0.0);
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xBot += botDxDy;
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}
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else {
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/* we're in the upper part */
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iRight = (GLint) (xTop + 0.0);
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xTop += topDxDy;
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}
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}
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else {
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iRight = (GLint) (xMaj + 0.0);
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/* compute left */
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if (iy <= yMid) {
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/* we're in the lower part */
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iLeft = (GLint) (xBot - 0.0);
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xBot += botDxDy;
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}
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else {
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/* we're in the upper part */
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iLeft = (GLint) (xTop - 0.0);
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xTop += topDxDy;
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}
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/* skip over fragments with zero coverage */
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while (startX < MAX_WIDTH) {
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coverage = compute_coveragef(pMin, pMid, pMax, startX, iy);
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if (coverage > 0.0F)
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break;
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startX++;
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}
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#ifdef DEBUG
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for (i = 0; i < MAX_WIDTH; i++) {
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coverageSpan[i] = -1.0;
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}
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/* enter interior of triangle */
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ix = startX;
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count = 0;
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while (coverage > 0.0F) {
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/* (cx,cy) = center of fragment */
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const GLfloat cx = ix + 0.5F, cy = iy + 0.5F;
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#ifdef DO_INDEX
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icoverageSpan[count] = compute_coveragei(pMin, pMid, pMax, ix, iy);
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#else
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coverageSpan[count] = coverage;
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#endif
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if (iLeft < 0)
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iLeft = 0;
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if (iRight >= ctx->DrawBuffer->_Xmax)
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iRight = ctx->DrawBuffer->_Xmax - 1;
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/*printf("%d: iLeft = %d iRight = %d\n", iy, iLeft, iRight);*/
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/* The pixels at y in [iLeft, iRight] (inclusive) are candidates */
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/* scan left to right until we hit 100% coverage or the right edge */
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i = iLeft;
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while (i < iRight) {
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coverage = compute_coveragef(pA, pB, pC, i, iy);
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if (coverage == 0.0F) {
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if (i == iLeft)
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iLeft++; /* skip zero coverage pixels */
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else {
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iRight = i;
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i--;
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break; /* went past right edge */
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}
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}
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else {
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coverageSpan[i - iLeft] = coverage;
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if (coverage == 1.0F)
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break;
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}
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i++;
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}
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assert(coverageSpan[i-iLeft] > 0.0 || iLeft == iRight);
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assert(i == iRight || coverage == 1.0 || coverage == 0.0);
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/* scan right to left until we hit 100% coverage or the left edge */
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j = iRight;
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assert(j - iLeft >= 0);
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while (1) {
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coverage = compute_coveragef(pA, pB, pC, j, iy);
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if (coverage == 0.0F) {
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if (j == iRight && j > i)
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iRight--; /* skip zero coverage pixels */
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else
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break;
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}
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else {
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if (j <= i)
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break;
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assert(j - iLeft >= 0);
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coverageSpan[j - iLeft] = coverage;
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if (coverage == 1.0F)
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break;
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}
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/*printf("%d: coverage[%d]' = %g\n", iy, j-iLeft, coverage);*/
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j--;
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}
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assert(coverageSpan[j-iLeft] > 0.0 || iRight <= iLeft);
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printf("iLeft=%d i=%d j=%d iRight=%d\n", iLeft, i, j, iRight);
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assert(iLeft >= 0);
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assert(iLeft < ctx->DrawBuffer->_Xmax);
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assert(iRight >= 0);
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assert(iRight < ctx->DrawBuffer->_Xmax);
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assert(iRight >= iLeft);
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/* any pixels left in between must have 100% coverage */
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k = i + 1;
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while (k < j) {
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coverageSpan[k - iLeft] = 1.0F;
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k++;
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}
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len = iRight - iLeft;
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/*printf("len = %d\n", len);*/
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assert(len >= 0);
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assert(len < MAX_WIDTH);
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if (len == 0)
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continue;
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#ifdef DEBUG
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for (k = 0; k < len; k++) {
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assert(coverageSpan[k] > 0.0);
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}
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#endif
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/*
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* Compute color, texcoords, etc for the span
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*/
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{
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const GLfloat cx = iLeft + 0.5F, cy = iy + 0.5F;
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#ifdef DO_Z
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GLfloat zFrag = solve_plane(cx, cy, zPlane);
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const GLfloat zStep = -zPlane[0] / zPlane[2];
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z[count] = (GLdepth) solve_plane(cx, cy, zPlane);
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#endif
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#ifdef DO_FOG
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GLfloat fogFrag = solve_plane(cx, cy, fogPlane);
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const GLfloat fogStep = -fogPlane[0] / fogPlane[2];
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fog[count] = solve_plane(cx, cy, fogPlane);
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#endif
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#ifdef DO_RGBA
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/* to do */
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rgba[count][RCOMP] = solve_plane_chan(cx, cy, rPlane);
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rgba[count][GCOMP] = solve_plane_chan(cx, cy, gPlane);
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rgba[count][BCOMP] = solve_plane_chan(cx, cy, bPlane);
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rgba[count][ACOMP] = solve_plane_chan(cx, cy, aPlane);
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#endif
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#ifdef DO_INDEX
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/* to do */
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index[count] = (GLint) solve_plane(cx, cy, iPlane);
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#endif
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#ifdef DO_SPEC
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/* to do */
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spec[count][RCOMP] = solve_plane_chan(cx, cy, srPlane);
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spec[count][GCOMP] = solve_plane_chan(cx, cy, sgPlane);
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spec[count][BCOMP] = solve_plane_chan(cx, cy, sbPlane);
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#endif
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#ifdef DO_TEX
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GLfloat sFrag = solve_plane(cx, cy, sPlane);
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GLfloat tFrag = solve_plane(cx, cy, tPlane);
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GLfloat uFrag = solve_plane(cx, cy, uPlane);
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GLfloat vFrag = solve_plane(cx, cy, vPlane);
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const GLfloat sStep = -sPlane[0] / sPlane[2];
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const GLfloat tStep = -tPlane[0] / tPlane[2];
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const GLfloat uStep = -uPlane[0] / uPlane[2];
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const GLfloat vStep = -vPlane[0] / vPlane[2];
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{
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const GLfloat invQ = solve_plane_recip(cx, cy, vPlane);
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s[count] = solve_plane(cx, cy, sPlane) * invQ;
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t[count] = solve_plane(cx, cy, tPlane) * invQ;
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u[count] = solve_plane(cx, cy, uPlane) * invQ;
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lambda[count] = compute_lambda(sPlane, tPlane, invQ,
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texWidth, texHeight);
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}
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#elif defined(DO_MULTITEX)
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/* to do */
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#endif
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for (ix = iLeft; ix < iRight; ix++) {
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const GLint k = ix - iLeft;
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const GLfloat cx = ix + 0.5F, cy = iy + 0.5F;
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#ifdef DO_Z
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z[k] = zFrag; zFrag += zStep;
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#endif
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#ifdef DO_FOG
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fog[k] = fogFrag; fogFrag += fogStep;
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#endif
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#ifdef DO_RGBA
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rgba[k][RCOMP] = solve_plane_chan(cx, cy, rPlane);
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rgba[k][GCOMP] = solve_plane_chan(cx, cy, gPlane);
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rgba[k][BCOMP] = solve_plane_chan(cx, cy, bPlane);
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rgba[k][ACOMP] = solve_plane_chan(cx, cy, aPlane);
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#endif
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#ifdef DO_INDEX
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index[k] = (GLint) solve_plane(cx, cy, iPlane);
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#endif
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#ifdef DO_SPEC
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spec[k][RCOMP] = solve_plane_chan(cx, cy, srPlane);
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spec[k][GCOMP] = solve_plane_chan(cx, cy, sgPlane);
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spec[k][BCOMP] = solve_plane_chan(cx, cy, sbPlane);
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#endif
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#ifdef DO_TEX
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s[k] = sFrag / vFrag;
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t[k] = tFrag / vFrag;
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u[k] = uFrag / vFrag;
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lambda[k] = compute_lambda(sPlane, tPlane, 1.0F / vFrag,
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texWidth, texHeight);
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sFrag += sStep;
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tFrag += tStep;
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uFrag += uStep;
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vFrag += vStep;
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#elif defined(DO_MULTITEX)
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{
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GLuint unit;
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for (unit = 0; unit < ctx->Const.MaxTextureUnits; unit++) {
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if (ctx->Texture.Unit[unit]._ReallyEnabled) {
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GLfloat invQ = solve_plane_recip(cx, cy, vPlane[unit]);
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s[unit][k] = solve_plane(cx, cy, sPlane[unit]) * invQ;
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t[unit][k] = solve_plane(cx, cy, tPlane[unit]) * invQ;
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u[unit][k] = solve_plane(cx, cy, uPlane[unit]) * invQ;
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lambda[unit][k] = compute_lambda(sPlane[unit],
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{
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GLuint unit;
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for (unit = 0; unit < ctx->Const.MaxTextureUnits; unit++) {
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if (ctx->Texture.Unit[unit]._ReallyEnabled) {
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GLfloat invQ = solve_plane_recip(cx, cy, vPlane[unit]);
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s[unit][count] = solve_plane(cx, cy, sPlane[unit]) * invQ;
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t[unit][count] = solve_plane(cx, cy, tPlane[unit]) * invQ;
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u[unit][count] = solve_plane(cx, cy, uPlane[unit]) * invQ;
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lambda[unit][count] = compute_lambda(sPlane[unit],
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tPlane[unit], invQ, texWidth[unit], texHeight[unit]);
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}
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}
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}
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}
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#endif
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} /* for ix */
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ix++;
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count++;
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coverage = compute_coveragef(pMin, pMid, pMax, ix, iy);
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}
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/*
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* Write/process the span of fragments.
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*/
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if (ix <= startX)
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continue;
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n = (GLuint) ix - (GLuint) startX;
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#ifdef DO_MULTITEX
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_mesa_write_multitexture_span(ctx, len, iLeft, iy, z, fog,
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# ifdef DO_SPEC
|
||||
_mesa_write_multitexture_span(ctx, n, startX, iy, z, fog,
|
||||
(const GLfloat (*)[MAX_WIDTH]) s,
|
||||
(const GLfloat (*)[MAX_WIDTH]) t,
|
||||
(const GLfloat (*)[MAX_WIDTH]) u,
|
||||
(GLfloat (*)[MAX_WIDTH]) lambda,
|
||||
rgba,
|
||||
# ifdef DO_SPEC
|
||||
(const GLchan (*)[4]) spec,
|
||||
# else
|
||||
NULL,
|
||||
# endif
|
||||
rgba, (const GLchan (*)[4]) spec,
|
||||
coverageSpan, GL_POLYGON);
|
||||
#elif defined(DO_TEX)
|
||||
_mesa_write_texture_span(ctx, len, iLeft, iy, z, fog,
|
||||
s, t, u, lambda, rgba,
|
||||
# ifdef DO_SPEC
|
||||
(const GLchan (*)[4]) spec,
|
||||
# else
|
||||
NULL,
|
||||
_mesa_write_multitexture_span(ctx, n, startX, iy, z, fog,
|
||||
(const GLfloat (*)[MAX_WIDTH]) s,
|
||||
(const GLfloat (*)[MAX_WIDTH]) t,
|
||||
(const GLfloat (*)[MAX_WIDTH]) u,
|
||||
lambda, rgba, NULL, coverageSpan,
|
||||
GL_POLYGON);
|
||||
# endif
|
||||
#elif defined(DO_TEX)
|
||||
# ifdef DO_SPEC
|
||||
_mesa_write_texture_span(ctx, n, startX, iy, z, fog,
|
||||
s, t, u, lambda, rgba,
|
||||
(const GLchan (*)[4]) spec,
|
||||
coverageSpan, GL_POLYGON);
|
||||
# else
|
||||
_mesa_write_texture_span(ctx, n, startX, iy, z, fog,
|
||||
s, t, u, lambda,
|
||||
rgba, NULL, coverageSpan, GL_POLYGON);
|
||||
# endif
|
||||
#elif defined(DO_RGBA)
|
||||
_mesa_write_rgba_span(ctx, len, iLeft, iy, z, fog, rgba,
|
||||
_mesa_write_rgba_span(ctx, n, startX, iy, z, fog, rgba,
|
||||
coverageSpan, GL_POLYGON);
|
||||
#elif defined(DO_INDEX)
|
||||
_mesa_write_index_span(ctx, len, iLeft, iy, z, fog, index,
|
||||
_mesa_write_index_span(ctx, n, startX, iy, z, fog, index,
|
||||
icoverageSpan, GL_POLYGON);
|
||||
#endif
|
||||
|
||||
} /* for iy */
|
||||
}
|
||||
}
|
||||
else {
|
||||
/* scan right to left */
|
||||
const GLfloat *pMin = vMin->win;
|
||||
const GLfloat *pMid = vMid->win;
|
||||
const GLfloat *pMax = vMax->win;
|
||||
const GLfloat dxdy = majDx / majDy;
|
||||
const GLfloat xAdj = dxdy > 0 ? dxdy : 0.0F;
|
||||
GLfloat x = pMin[0] - (yMin - iyMin) * dxdy;
|
||||
GLint iy;
|
||||
for (iy = iyMin; iy < iyMax; iy++, x += dxdy) {
|
||||
GLint ix, left, startX = (GLint) (x + xAdj);
|
||||
GLuint count, n;
|
||||
GLfloat coverage = 0.0F;
|
||||
|
||||
/* 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;
|
||||
#ifdef DO_INDEX
|
||||
icoverageSpan[ix] = compute_coveragei(pMin, pMid, pMax, ix, iy);
|
||||
#else
|
||||
coverageSpan[ix] = coverage;
|
||||
#endif
|
||||
#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
|
||||
rgba[ix][RCOMP] = solve_plane_chan(cx, cy, rPlane);
|
||||
rgba[ix][GCOMP] = solve_plane_chan(cx, cy, gPlane);
|
||||
rgba[ix][BCOMP] = solve_plane_chan(cx, cy, bPlane);
|
||||
rgba[ix][ACOMP] = solve_plane_chan(cx, cy, aPlane);
|
||||
#endif
|
||||
#ifdef DO_INDEX
|
||||
index[ix] = (GLint) solve_plane(cx, cy, iPlane);
|
||||
#endif
|
||||
#ifdef DO_SPEC
|
||||
spec[ix][RCOMP] = solve_plane_chan(cx, cy, srPlane);
|
||||
spec[ix][GCOMP] = solve_plane_chan(cx, cy, sgPlane);
|
||||
spec[ix][BCOMP] = solve_plane_chan(cx, cy, sbPlane);
|
||||
#endif
|
||||
#ifdef DO_TEX
|
||||
{
|
||||
const GLfloat invQ = solve_plane_recip(cx, cy, vPlane);
|
||||
s[ix] = solve_plane(cx, cy, sPlane) * invQ;
|
||||
t[ix] = solve_plane(cx, cy, tPlane) * invQ;
|
||||
u[ix] = solve_plane(cx, cy, uPlane) * invQ;
|
||||
lambda[ix] = compute_lambda(sPlane, tPlane, invQ,
|
||||
texWidth, texHeight);
|
||||
}
|
||||
#elif defined(DO_MULTITEX)
|
||||
{
|
||||
GLuint unit;
|
||||
for (unit = 0; unit < ctx->Const.MaxTextureUnits; unit++) {
|
||||
if (ctx->Texture.Unit[unit]._ReallyEnabled) {
|
||||
GLfloat invQ = solve_plane_recip(cx, cy, vPlane[unit]);
|
||||
s[unit][ix] = solve_plane(cx, cy, sPlane[unit]) * invQ;
|
||||
t[unit][ix] = solve_plane(cx, cy, tPlane[unit]) * invQ;
|
||||
u[unit][ix] = solve_plane(cx, cy, uPlane[unit]) * invQ;
|
||||
lambda[unit][ix] = compute_lambda(sPlane[unit],
|
||||
tPlane[unit], invQ, texWidth[unit], texHeight[unit]);
|
||||
}
|
||||
}
|
||||
}
|
||||
#endif
|
||||
ix--;
|
||||
count++;
|
||||
coverage = compute_coveragef(pMin, pMax, pMid, ix, iy);
|
||||
}
|
||||
|
||||
if (startX <= ix)
|
||||
continue;
|
||||
|
||||
n = (GLuint) startX - (GLuint) ix;
|
||||
|
||||
left = ix + 1;
|
||||
#ifdef DO_MULTITEX
|
||||
{
|
||||
GLuint unit;
|
||||
for (unit = 0; unit < ctx->Const.MaxTextureUnits; unit++) {
|
||||
if (ctx->Texture.Unit[unit]._ReallyEnabled) {
|
||||
GLint j;
|
||||
for (j = 0; j < (GLint) n; j++) {
|
||||
s[unit][j] = s[unit][j + left];
|
||||
t[unit][j] = t[unit][j + left];
|
||||
u[unit][j] = u[unit][j + left];
|
||||
lambda[unit][j] = lambda[unit][j + left];
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
# ifdef DO_SPEC
|
||||
_mesa_write_multitexture_span(ctx, n, left, iy, z + left, fog + left,
|
||||
(const GLfloat (*)[MAX_WIDTH]) s,
|
||||
(const GLfloat (*)[MAX_WIDTH]) t,
|
||||
(const GLfloat (*)[MAX_WIDTH]) u,
|
||||
lambda, rgba + left,
|
||||
(const GLchan (*)[4]) (spec + left),
|
||||
coverageSpan + left,
|
||||
GL_POLYGON);
|
||||
# else
|
||||
_mesa_write_multitexture_span(ctx, n, left, iy, z + left, fog + left,
|
||||
(const GLfloat (*)[MAX_WIDTH]) s,
|
||||
(const GLfloat (*)[MAX_WIDTH]) t,
|
||||
(const GLfloat (*)[MAX_WIDTH]) u,
|
||||
lambda,
|
||||
rgba + left, NULL, coverageSpan + left,
|
||||
GL_POLYGON);
|
||||
# endif
|
||||
#elif defined(DO_TEX)
|
||||
# ifdef DO_SPEC
|
||||
_mesa_write_texture_span(ctx, n, left, iy, z + left, fog + left,
|
||||
s + left, t + left, u + left,
|
||||
lambda + left, rgba + left,
|
||||
(const GLchan (*)[4]) (spec + left),
|
||||
coverageSpan + left,
|
||||
GL_POLYGON);
|
||||
# else
|
||||
_mesa_write_texture_span(ctx, n, left, iy, z + left, fog + left,
|
||||
s + left, t + left,
|
||||
u + left, lambda + left,
|
||||
rgba + left, NULL,
|
||||
coverageSpan + left, GL_POLYGON);
|
||||
# endif
|
||||
#elif defined(DO_RGBA)
|
||||
_mesa_write_rgba_span(ctx, n, left, iy, z + left, fog + left,
|
||||
rgba + left, coverageSpan + left, GL_POLYGON);
|
||||
#elif defined(DO_INDEX)
|
||||
_mesa_write_index_span(ctx, n, left, iy, z + left, fog + left,
|
||||
index + left, icoverageSpan + left, GL_POLYGON);
|
||||
#endif
|
||||
}
|
||||
}
|
||||
|
||||
#ifdef DO_RGBA
|
||||
UNDEFARRAY(rgba); /* mac 32k limitation */
|
||||
|
|
|
|||
Loading…
Add table
Reference in a new issue