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, 419 insertions, 0 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 new file mode 100644 index 000000000..4ce261009 --- /dev/null +++ b/nx-X11/extras/Mesa/src/mesa/swrast/s_pointtemp.h @@ -0,0 +1,419 @@ +/* + * 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 |