diff options
Diffstat (limited to 'nx-X11/extras/Mesa/src/mesa/swrast/s_pointtemp.h')
-rw-r--r-- | nx-X11/extras/Mesa/src/mesa/swrast/s_pointtemp.h | 419 |
1 files changed, 0 insertions, 419 deletions
diff --git a/nx-X11/extras/Mesa/src/mesa/swrast/s_pointtemp.h b/nx-X11/extras/Mesa/src/mesa/swrast/s_pointtemp.h deleted file mode 100644 index 4ce261009..000000000 --- a/nx-X11/extras/Mesa/src/mesa/swrast/s_pointtemp.h +++ /dev/null @@ -1,419 +0,0 @@ -/* - * Mesa 3-D graphics library - * Version: 6.5 - * - * Copyright (C) 1999-2005 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. - */ - -/* - * Regarding GL_NV_point_sprite: - * - * Portions of this software may use or implement intellectual - * property owned and licensed by NVIDIA Corporation. NVIDIA disclaims - * any and all warranties with respect to such intellectual property, - * including any use thereof or modifications thereto. - */ - - -/* - * 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_ARB_point_sprite / GL_NV_point_sprite - * - * Notes: LARGE and ATTENUATE are exclusive of each other. - * TEXTURE requires RGBA - */ - - -/* - * 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 - * fragment has % coverage = (d - rmin2) / (rmax2 - rmin2) - */ - - - -static void -NAME ( GLcontext *ctx, const SWvertex *vert ) -{ -#if FLAGS & (ATTENUATE | LARGE | SMOOTH | SPRITE) - GLfloat size; -#endif -#if FLAGS & RGBA -#if (FLAGS & ATTENUATE) && (FLAGS & SMOOTH) - GLfloat alphaAtten; -#endif - const GLchan red = vert->color[0]; - const GLchan green = vert->color[1]; - const GLchan blue = vert->color[2]; - const GLchan alpha = vert->color[3]; -#endif -#if FLAGS & SPECULAR - const GLchan specRed = vert->specular[0]; - const GLchan specGreen = vert->specular[1]; - const GLchan specBlue = vert->specular[2]; -#endif -#if FLAGS & INDEX - const GLuint colorIndex = (GLuint) vert->index; /* XXX round? */ -#endif -#if FLAGS & TEXTURE - GLfloat texcoord[MAX_TEXTURE_COORD_UNITS][4]; - GLuint u; -#endif - SWcontext *swrast = SWRAST_CONTEXT(ctx); - struct sw_span *span = &(swrast->PointSpan); - - /* Cull primitives with malformed coordinates. - */ - { - float tmp = vert->win[0] + vert->win[1]; - if (IS_INF_OR_NAN(tmp)) - return; - } - - /* - * Span init - */ - span->interpMask = SPAN_FOG; - span->arrayMask = SPAN_XY | SPAN_Z; - span->fog = vert->fog; - span->fogStep = 0.0; -#if FLAGS & RGBA - span->arrayMask |= SPAN_RGBA; -#endif -#if FLAGS & SPECULAR - span->arrayMask |= SPAN_SPEC; -#endif -#if FLAGS & INDEX - span->arrayMask |= SPAN_INDEX; -#endif -#if FLAGS & TEXTURE - span->arrayMask |= SPAN_TEXTURE; - if (ctx->FragmentProgram._Active) { - /* Don't divide texture s,t,r by q (use TXP to do that) */ - for (u = 0; u < ctx->Const.MaxTextureUnits; u++) { - if (ctx->Texture._EnabledCoordUnits & (1 << u)) { - COPY_4V(texcoord[u], vert->texcoord[u]); - } - } - } - else { - /* Divide texture s,t,r by q here */ - for (u = 0; u < ctx->Const.MaxTextureUnits; u++) { - if (ctx->Texture._EnabledCoordUnits & (1 << u)) { - const GLfloat q = vert->texcoord[u][3]; - const GLfloat invQ = (q == 0.0F || q == 1.0F) ? 1.0F : (1.0F / q); - texcoord[u][0] = vert->texcoord[u][0] * invQ; - texcoord[u][1] = vert->texcoord[u][1] * invQ; - texcoord[u][2] = vert->texcoord[u][2] * invQ; - texcoord[u][3] = q; - } - } - } - /* need these for fragment programs */ - span->w = 1.0F; - span->dwdx = 0.0F; - span->dwdy = 0.0F; -#endif -#if FLAGS & SMOOTH - span->arrayMask |= SPAN_COVERAGE; -#endif -#if FLAGS & SPRITE - span->arrayMask |= SPAN_TEXTURE; -#endif - - /* Compute point size if not known to be one */ -#if FLAGS & ATTENUATE - /* first, clamp attenuated size to the user-specifed range */ - size = CLAMP(vert->pointSize, ctx->Point.MinSize, ctx->Point.MaxSize); -#if (FLAGS & RGBA) && (FLAGS & SMOOTH) - /* only if multisampling, compute the fade factor */ - if (ctx->Multisample.Enabled) { - if (vert->pointSize >= ctx->Point.Threshold) { - alphaAtten = 1.0F; - } - else { - GLfloat dsize = vert->pointSize / ctx->Point.Threshold; - alphaAtten = dsize * dsize; - } - } - else { - alphaAtten = 1.0; - } -#endif -#elif FLAGS & (LARGE | SMOOTH | SPRITE) - /* constant, non-attenuated size */ - size = ctx->Point._Size; /* this is already clamped */ -#endif - - -#if FLAGS & (ATTENUATE | LARGE | SMOOTH | SPRITE) - /*** - *** Multi-pixel points - ***/ - - /* do final clamping now */ - if (ctx->Point.SmoothFlag) { - size = CLAMP(size, ctx->Const.MinPointSizeAA, ctx->Const.MaxPointSizeAA); - } - else { - size = CLAMP(size, ctx->Const.MinPointSize, ctx->Const.MaxPointSize); - } - - {{ - GLint x, y; - const GLfloat radius = 0.5F * size; - const GLint z = (GLint) (vert->win[2] + 0.5F); - GLuint count; -#if FLAGS & SMOOTH - const GLfloat rmin = radius - 0.7071F; /* 0.7071 = sqrt(2)/2 */ - const GLfloat rmax = radius + 0.7071F; - const GLfloat rmin2 = MAX2(0.0F, rmin * rmin); - const GLfloat rmax2 = rmax * rmax; - const GLfloat cscale = 1.0F / (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 = (GLint) (vert->win[0] - iRadius); - xmax = (GLint) (vert->win[0] + iRadius); - ymin = (GLint) (vert->win[1] - iRadius); - ymax = (GLint) (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 /*SMOOTH*/ - - /* check if we need to flush */ - if (span->end + (xmax-xmin+1) * (ymax-ymin+1) >= MAX_WIDTH || - (swrast->_RasterMask & (BLEND_BIT | LOGIC_OP_BIT | MASKING_BIT))) { -#if FLAGS & RGBA - _swrast_write_rgba_span(ctx, span); -#else - _swrast_write_index_span(ctx, span); -#endif - span->end = 0; - } - - /* - * OK, generate fragments - */ - count = span->end; - (void) radius; - for (y = ymin; y <= ymax; y++) { - /* check if we need to flush */ - if (count + (xmax-xmin+1) >= MAX_WIDTH) { - span->end = count; -#if FLAGS & RGBA - _swrast_write_rgba_span(ctx, span); -#else - _swrast_write_index_span(ctx, span); -#endif - count = span->end = 0; - } - for (x = xmin; x <= xmax; x++) { -#if FLAGS & (SPRITE | TEXTURE) - GLuint u; -#endif - -#if FLAGS & RGBA - span->array->rgba[count][RCOMP] = red; - span->array->rgba[count][GCOMP] = green; - span->array->rgba[count][BCOMP] = blue; - span->array->rgba[count][ACOMP] = alpha; -#endif -#if FLAGS & SPECULAR - span->array->spec[count][RCOMP] = specRed; - span->array->spec[count][GCOMP] = specGreen; - span->array->spec[count][BCOMP] = specBlue; -#endif -#if FLAGS & INDEX - span->array->index[count] = colorIndex; -#endif -#if FLAGS & TEXTURE - for (u = 0; u < ctx->Const.MaxTextureUnits; u++) { - if (ctx->Texture._EnabledCoordUnits & (1 << u)) { - COPY_4V(span->array->texcoords[u][count], texcoord[u]); - } - } -#endif - -#if FLAGS & SMOOTH - /* compute coverage */ - { - const GLfloat dx = x - vert->win[0] + 0.5F; - const GLfloat dy = y - vert->win[1] + 0.5F; - const GLfloat dist2 = dx * dx + dy * dy; - if (dist2 < rmax2) { - if (dist2 >= rmin2) { - /* compute partial coverage */ - span->array->coverage[count] = 1.0F - (dist2 - rmin2) * cscale; -#if FLAGS & INDEX - /* coverage in [0,15] */ - span->array->coverage[count] *= 15.0; -#endif - } - else { - /* full coverage */ - span->array->coverage[count] = 1.0F; - } - - span->array->x[count] = x; - span->array->y[count] = y; - span->array->z[count] = z; - -#if (FLAGS & ATTENUATE) && (FLAGS & RGBA) - span->array->rgba[count][ACOMP] = (GLchan) (alpha * alphaAtten); -#elif FLAGS & RGBA - span->array->rgba[count][ACOMP] = alpha; -#endif /*ATTENUATE*/ - count++; - } /*if*/ - } - -#else /*SMOOTH*/ - - /* not smooth (square points) */ - span->array->x[count] = x; - span->array->y[count] = y; - span->array->z[count] = z; - -#if FLAGS & SPRITE - for (u = 0; u < ctx->Const.MaxTextureUnits; u++) { - if (ctx->Texture.Unit[u]._ReallyEnabled) { - if (ctx->Point.CoordReplace[u]) { - GLfloat s = 0.5F + (x + 0.5F - vert->win[0]) / size; - GLfloat t, r; - if (ctx->Point.SpriteOrigin == GL_LOWER_LEFT) - t = 0.5F + (y + 0.5F - vert->win[1]) / size; - else /* GL_UPPER_LEFT */ - t = 0.5F - (y + 0.5F - vert->win[1]) / size; - if (ctx->Point.SpriteRMode == GL_ZERO) - r = 0.0F; - else if (ctx->Point.SpriteRMode == GL_S) - r = vert->texcoord[u][0]; - else /* GL_R */ - r = vert->texcoord[u][2]; - span->array->texcoords[u][count][0] = s; - span->array->texcoords[u][count][1] = t; - span->array->texcoords[u][count][2] = r; - span->array->texcoords[u][count][3] = 1.0F; - } - else { - COPY_4V(span->array->texcoords[u][count], vert->texcoord[u]); - } - } - } -#endif /*SPRITE*/ - - count++; /* square point */ - -#endif /*SMOOTH*/ - - } /*for x*/ - } /*for y*/ - span->end = count; - }} - -#else /* LARGE | ATTENUATE | SMOOTH | SPRITE */ - - /*** - *** Single-pixel points - ***/ - {{ - GLuint count; - - /* check if we need to flush */ - if (span->end >= MAX_WIDTH || - (swrast->_RasterMask & (BLEND_BIT | LOGIC_OP_BIT | MASKING_BIT))) { -#if FLAGS & RGBA - _swrast_write_rgba_span(ctx, span); -#else - _swrast_write_index_span(ctx, span); -#endif - span->end = 0; - } - - count = span->end; - -#if FLAGS & RGBA - span->array->rgba[count][RCOMP] = red; - span->array->rgba[count][GCOMP] = green; - span->array->rgba[count][BCOMP] = blue; - span->array->rgba[count][ACOMP] = alpha; -#endif -#if FLAGS & SPECULAR - span->array->spec[count][RCOMP] = specRed; - span->array->spec[count][GCOMP] = specGreen; - span->array->spec[count][BCOMP] = specBlue; -#endif -#if FLAGS & INDEX - span->array->index[count] = colorIndex; -#endif -#if FLAGS & TEXTURE - for (u = 0; u < ctx->Const.MaxTextureUnits; u++) { - if (ctx->Texture.Unit[u]._ReallyEnabled) { - COPY_4V(span->array->texcoords[u][count], texcoord[u]); - } - } -#endif - - span->array->x[count] = (GLint) vert->win[0]; - span->array->y[count] = (GLint) vert->win[1]; - span->array->z[count] = (GLint) (vert->win[2] + 0.5F); - span->end = count + 1; - }} - -#endif /* LARGE || ATTENUATE || SMOOTH */ - - ASSERT(span->end <= MAX_WIDTH); -} - - -#undef FLAGS -#undef NAME |