s_aatriangle.c revision 2a182a98973edc9ecf2936b1288485bb2b3fa722
1/* $Id: s_aatriangle.c,v 1.22 2002/01/27 18:32:03 brianp Exp $ */
2
3/*
4 * Mesa 3-D graphics library
5 * Version:  4.0.1
6 *
7 * Copyright (C) 1999-2001  Brian Paul   All Rights Reserved.
8 *
9 * Permission is hereby granted, free of charge, to any person obtaining a
10 * copy of this software and associated documentation files (the "Software"),
11 * to deal in the Software without restriction, including without limitation
12 * the rights to use, copy, modify, merge, publish, distribute, sublicense,
13 * and/or sell copies of the Software, and to permit persons to whom the
14 * Software is furnished to do so, subject to the following conditions:
15 *
16 * The above copyright notice and this permission notice shall be included
17 * in all copies or substantial portions of the Software.
18 *
19 * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS
20 * OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
21 * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.  IN NO EVENT SHALL
22 * BRIAN PAUL BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN
23 * AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN
24 * CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
25 */
26
27
28/*
29 * Antialiased Triangle rasterizers
30 */
31
32
33#include "macros.h"
34#include "mem.h"
35#include "mmath.h"
36#include "s_aatriangle.h"
37#include "s_context.h"
38#include "s_span.h"
39
40
41/*
42 * Compute coefficients of a plane using the X,Y coords of the v0, v1, v2
43 * vertices and the given Z values.
44 * A point (x,y,z) lies on plane iff a*x+b*y+c*z+d = 0.
45 */
46static INLINE void
47compute_plane(const GLfloat v0[], const GLfloat v1[], const GLfloat v2[],
48              GLfloat z0, GLfloat z1, GLfloat z2, GLfloat plane[4])
49{
50   const GLfloat px = v1[0] - v0[0];
51   const GLfloat py = v1[1] - v0[1];
52   const GLfloat pz = z1 - z0;
53
54   const GLfloat qx = v2[0] - v0[0];
55   const GLfloat qy = v2[1] - v0[1];
56   const GLfloat qz = z2 - z0;
57
58   /* Crossproduct "(a,b,c):= dv1 x dv2" is orthogonal to plane. */
59   const GLfloat a = py * qz - pz * qy;
60   const GLfloat b = pz * qx - px * qz;
61   const GLfloat c = px * qy - py * qx;
62   /* Point on the plane = "r*(a,b,c) + w", with fixed "r" depending
63      on the distance of plane from origin and arbitrary "w" parallel
64      to the plane. */
65   /* The scalar product "(r*(a,b,c)+w)*(a,b,c)" is "r*(a^2+b^2+c^2)",
66      which is equal to "-d" below. */
67   const GLfloat d = -(a * v0[0] + b * v0[1] + c * z0);
68
69   plane[0] = a;
70   plane[1] = b;
71   plane[2] = c;
72   plane[3] = d;
73}
74
75
76/*
77 * Compute coefficients of a plane with a constant Z value.
78 */
79static INLINE void
80constant_plane(GLfloat value, GLfloat plane[4])
81{
82   plane[0] = 0.0;
83   plane[1] = 0.0;
84   plane[2] = -1.0;
85   plane[3] = value;
86}
87
88#define CONSTANT_PLANE(VALUE, PLANE)	\
89do {					\
90   PLANE[0] = 0.0F;			\
91   PLANE[1] = 0.0F;			\
92   PLANE[2] = -1.0F;			\
93   PLANE[3] = VALUE;			\
94} while (0)
95
96
97
98/*
99 * Solve plane equation for Z at (X,Y).
100 */
101static INLINE GLfloat
102solve_plane(GLfloat x, GLfloat y, const GLfloat plane[4])
103{
104   ASSERT(plane[2] != 0.0F);
105   return (plane[3] + plane[0] * x + plane[1] * y) / -plane[2];
106}
107
108
109#define SOLVE_PLANE(X, Y, PLANE) \
110   ((PLANE[3] + PLANE[0] * (X) + PLANE[1] * (Y)) / -PLANE[2])
111
112
113/*
114 * Return 1 / solve_plane().
115 */
116static INLINE GLfloat
117solve_plane_recip(GLfloat x, GLfloat y, const GLfloat plane[4])
118{
119   const GLfloat denom = plane[3] + plane[0] * x + plane[1] * y;
120   if (denom == 0.0F)
121      return 0.0F;
122   else
123      return -plane[2] / denom;
124}
125
126
127
128/*
129 * Solve plane and return clamped GLchan value.
130 */
131static INLINE GLchan
132solve_plane_chan(GLfloat x, GLfloat y, const GLfloat plane[4])
133{
134   GLfloat z = (plane[3] + plane[0] * x + plane[1] * y) / -plane[2] + 0.5F;
135   if (z < 0.0F)
136      return 0;
137   else if (z > CHAN_MAXF)
138      return (GLchan) CHAN_MAXF;
139   return (GLchan) (GLint) z;
140}
141
142
143
144/*
145 * Compute how much (area) of the given pixel is inside the triangle.
146 * Vertices MUST be specified in counter-clockwise order.
147 * Return:  coverage in [0, 1].
148 */
149static GLfloat
150compute_coveragef(const GLfloat v0[3], const GLfloat v1[3],
151                  const GLfloat v2[3], GLint winx, GLint winy)
152{
153   /* Given a position [0,3]x[0,3] return the sub-pixel sample position.
154    * Contributed by Ray Tice.
155    *
156    * Jitter sample positions -
157    * - average should be .5 in x & y for each column
158    * - each of the 16 rows and columns should be used once
159    * - the rectangle formed by the first four points
160    *   should contain the other points
161    * - the distrubition should be fairly even in any given direction
162    *
163    * The pattern drawn below isn't optimal, but it's better than a regular
164    * grid.  In the drawing, the center of each subpixel is surrounded by
165    * four dots.  The "x" marks the jittered position relative to the
166    * subpixel center.
167    */
168#define POS(a, b) (0.5+a*4+b)/16
169   static const GLfloat samples[16][2] = {
170      /* start with the four corners */
171      { POS(0, 2), POS(0, 0) },
172      { POS(3, 3), POS(0, 2) },
173      { POS(0, 0), POS(3, 1) },
174      { POS(3, 1), POS(3, 3) },
175      /* continue with interior samples */
176      { POS(1, 1), POS(0, 1) },
177      { POS(2, 0), POS(0, 3) },
178      { POS(0, 3), POS(1, 3) },
179      { POS(1, 2), POS(1, 0) },
180      { POS(2, 3), POS(1, 2) },
181      { POS(3, 2), POS(1, 1) },
182      { POS(0, 1), POS(2, 2) },
183      { POS(1, 0), POS(2, 1) },
184      { POS(2, 1), POS(2, 3) },
185      { POS(3, 0), POS(2, 0) },
186      { POS(1, 3), POS(3, 0) },
187      { POS(2, 2), POS(3, 2) }
188   };
189
190   const GLfloat x = (GLfloat) winx;
191   const GLfloat y = (GLfloat) winy;
192   const GLfloat dx0 = v1[0] - v0[0];
193   const GLfloat dy0 = v1[1] - v0[1];
194   const GLfloat dx1 = v2[0] - v1[0];
195   const GLfloat dy1 = v2[1] - v1[1];
196   const GLfloat dx2 = v0[0] - v2[0];
197   const GLfloat dy2 = v0[1] - v2[1];
198   GLint stop = 4, i;
199   GLfloat insideCount = 16.0F;
200
201#ifdef DEBUG
202   {
203      const GLfloat area = dx0 * dy1 - dx1 * dy0;
204      ASSERT(area >= 0.0);
205   }
206#endif
207
208   for (i = 0; i < stop; i++) {
209      const GLfloat sx = x + samples[i][0];
210      const GLfloat sy = y + samples[i][1];
211      const GLfloat fx0 = sx - v0[0];
212      const GLfloat fy0 = sy - v0[1];
213      const GLfloat fx1 = sx - v1[0];
214      const GLfloat fy1 = sy - v1[1];
215      const GLfloat fx2 = sx - v2[0];
216      const GLfloat fy2 = sy - v2[1];
217      /* cross product determines if sample is inside or outside each edge */
218      GLfloat cross0 = (dx0 * fy0 - dy0 * fx0);
219      GLfloat cross1 = (dx1 * fy1 - dy1 * fx1);
220      GLfloat cross2 = (dx2 * fy2 - dy2 * fx2);
221      /* Check if the sample is exactly on an edge.  If so, let cross be a
222       * positive or negative value depending on the direction of the edge.
223       */
224      if (cross0 == 0.0F)
225         cross0 = dx0 + dy0;
226      if (cross1 == 0.0F)
227         cross1 = dx1 + dy1;
228      if (cross2 == 0.0F)
229         cross2 = dx2 + dy2;
230      if (cross0 < 0.0F || cross1 < 0.0F || cross2 < 0.0F) {
231         /* point is outside triangle */
232         insideCount -= 1.0F;
233         stop = 16;
234      }
235   }
236   if (stop == 4)
237      return 1.0F;
238   else
239      return insideCount * (1.0F / 16.0F);
240}
241
242
243
244/*
245 * Compute how much (area) of the given pixel is inside the triangle.
246 * Vertices MUST be specified in counter-clockwise order.
247 * Return:  coverage in [0, 15].
248 */
249static GLint
250compute_coveragei(const GLfloat v0[3], const GLfloat v1[3],
251                  const GLfloat v2[3], GLint winx, GLint winy)
252{
253   /* NOTE: 15 samples instead of 16. */
254   static const GLfloat samples[15][2] = {
255      /* start with the four corners */
256      { POS(0, 2), POS(0, 0) },
257      { POS(3, 3), POS(0, 2) },
258      { POS(0, 0), POS(3, 1) },
259      { POS(3, 1), POS(3, 3) },
260      /* continue with interior samples */
261      { POS(1, 1), POS(0, 1) },
262      { POS(2, 0), POS(0, 3) },
263      { POS(0, 3), POS(1, 3) },
264      { POS(1, 2), POS(1, 0) },
265      { POS(2, 3), POS(1, 2) },
266      { POS(3, 2), POS(1, 1) },
267      { POS(0, 1), POS(2, 2) },
268      { POS(1, 0), POS(2, 1) },
269      { POS(2, 1), POS(2, 3) },
270      { POS(3, 0), POS(2, 0) },
271      { POS(1, 3), POS(3, 0) }
272   };
273   const GLfloat x = (GLfloat) winx;
274   const GLfloat y = (GLfloat) winy;
275   const GLfloat dx0 = v1[0] - v0[0];
276   const GLfloat dy0 = v1[1] - v0[1];
277   const GLfloat dx1 = v2[0] - v1[0];
278   const GLfloat dy1 = v2[1] - v1[1];
279   const GLfloat dx2 = v0[0] - v2[0];
280   const GLfloat dy2 = v0[1] - v2[1];
281   GLint stop = 4, i;
282   GLint insideCount = 15;
283
284#ifdef DEBUG
285   {
286      const GLfloat area = dx0 * dy1 - dx1 * dy0;
287      ASSERT(area >= 0.0);
288   }
289#endif
290
291   for (i = 0; i < stop; i++) {
292      const GLfloat sx = x + samples[i][0];
293      const GLfloat sy = y + samples[i][1];
294      const GLfloat fx0 = sx - v0[0];
295      const GLfloat fy0 = sy - v0[1];
296      const GLfloat fx1 = sx - v1[0];
297      const GLfloat fy1 = sy - v1[1];
298      const GLfloat fx2 = sx - v2[0];
299      const GLfloat fy2 = sy - v2[1];
300      /* cross product determines if sample is inside or outside each edge */
301      GLfloat cross0 = (dx0 * fy0 - dy0 * fx0);
302      GLfloat cross1 = (dx1 * fy1 - dy1 * fx1);
303      GLfloat cross2 = (dx2 * fy2 - dy2 * fx2);
304      /* Check if the sample is exactly on an edge.  If so, let cross be a
305       * positive or negative value depending on the direction of the edge.
306       */
307      if (cross0 == 0.0F)
308         cross0 = dx0 + dy0;
309      if (cross1 == 0.0F)
310         cross1 = dx1 + dy1;
311      if (cross2 == 0.0F)
312         cross2 = dx2 + dy2;
313      if (cross0 < 0.0F || cross1 < 0.0F || cross2 < 0.0F) {
314         /* point is outside triangle */
315         insideCount--;
316         stop = 15;
317      }
318   }
319   if (stop == 4)
320      return 15;
321   else
322      return insideCount;
323}
324
325
326
327static void
328rgba_aa_tri(GLcontext *ctx,
329	    const SWvertex *v0,
330	    const SWvertex *v1,
331	    const SWvertex *v2)
332{
333#define DO_Z
334#define DO_FOG
335#define DO_RGBA
336#include "s_aatritemp.h"
337}
338
339
340static void
341index_aa_tri(GLcontext *ctx,
342	     const SWvertex *v0,
343	     const SWvertex *v1,
344	     const SWvertex *v2)
345{
346#define DO_Z
347#define DO_FOG
348#define DO_INDEX
349#include "s_aatritemp.h"
350}
351
352
353/*
354 * Compute mipmap level of detail.
355 */
356static INLINE GLfloat
357compute_lambda(const GLfloat sPlane[4], const GLfloat tPlane[4],
358               GLfloat invQ, GLfloat width, GLfloat height)
359{
360   GLfloat dudx = sPlane[0] / sPlane[2] * invQ * width;
361   GLfloat dudy = sPlane[1] / sPlane[2] * invQ * width;
362   GLfloat dvdx = tPlane[0] / tPlane[2] * invQ * height;
363   GLfloat dvdy = tPlane[1] / tPlane[2] * invQ * height;
364   GLfloat r1 = dudx * dudx + dudy * dudy;
365   GLfloat r2 = dvdx * dvdx + dvdy * dvdy;
366   GLfloat rho2 = r1 + r2;
367   /* return log base 2 of rho */
368   if (rho2 == 0.0F)
369      return 0.0;
370   else
371      return (GLfloat) (log(rho2) * 1.442695 * 0.5); /* 1.442695 = 1/log(2) */
372}
373
374
375static void
376tex_aa_tri(GLcontext *ctx,
377	   const SWvertex *v0,
378	   const SWvertex *v1,
379	   const SWvertex *v2)
380{
381#define DO_Z
382#define DO_FOG
383#define DO_RGBA
384#define DO_TEX
385#include "s_aatritemp.h"
386}
387
388
389static void
390spec_tex_aa_tri(GLcontext *ctx,
391		const SWvertex *v0,
392		const SWvertex *v1,
393		const SWvertex *v2)
394{
395#define DO_Z
396#define DO_FOG
397#define DO_RGBA
398#define DO_TEX
399#define DO_SPEC
400#include "s_aatritemp.h"
401}
402
403
404static void
405multitex_aa_tri(GLcontext *ctx,
406		const SWvertex *v0,
407		const SWvertex *v1,
408		const SWvertex *v2)
409{
410#define DO_Z
411#define DO_FOG
412#define DO_RGBA
413#define DO_MULTITEX
414#include "s_aatritemp.h"
415}
416
417static void
418spec_multitex_aa_tri(GLcontext *ctx,
419		     const SWvertex *v0,
420		     const SWvertex *v1,
421		     const SWvertex *v2)
422{
423#define DO_Z
424#define DO_FOG
425#define DO_RGBA
426#define DO_MULTITEX
427#define DO_SPEC
428#include "s_aatritemp.h"
429}
430
431
432/*
433 * Examine GL state and set swrast->Triangle to an
434 * appropriate antialiased triangle rasterizer function.
435 */
436void
437_mesa_set_aa_triangle_function(GLcontext *ctx)
438{
439   ASSERT(ctx->Polygon.SmoothFlag);
440
441   if (ctx->Texture._ReallyEnabled) {
442      if (ctx->_TriangleCaps & DD_SEPARATE_SPECULAR) {
443         if (ctx->Texture._ReallyEnabled > TEXTURE0_ANY) {
444            SWRAST_CONTEXT(ctx)->Triangle = spec_multitex_aa_tri;
445         }
446         else {
447            SWRAST_CONTEXT(ctx)->Triangle = spec_tex_aa_tri;
448         }
449      }
450      else {
451         if (ctx->Texture._ReallyEnabled > TEXTURE0_ANY) {
452            SWRAST_CONTEXT(ctx)->Triangle = multitex_aa_tri;
453         }
454         else {
455            SWRAST_CONTEXT(ctx)->Triangle = tex_aa_tri;
456         }
457      }
458   }
459   else if (ctx->Visual.rgbMode) {
460      SWRAST_CONTEXT(ctx)->Triangle = rgba_aa_tri;
461   }
462   else {
463      SWRAST_CONTEXT(ctx)->Triangle = index_aa_tri;
464   }
465
466   ASSERT(SWRAST_CONTEXT(ctx)->Triangle);
467}
468