s_aatritemp.h revision a852378a6289d154364dde440f89a39bbfc33e2d
1/* $Id: s_aatritemp.h,v 1.4 2000/11/19 23:10:26 brianp Exp $ */ 2 3/* 4 * Mesa 3-D graphics library 5 * Version: 3.5 6 * 7 * Copyright (C) 1999-2000 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 Rasterizer Template 30 * 31 * This file is #include'd to generate custom AA triangle rasterizers. 32 * NOTE: this code hasn't been optimized yet. That'll come after it 33 * works correctly. 34 * 35 * The following macros may be defined to indicate what auxillary information 36 * must be copmuted across the triangle: 37 * DO_Z - if defined, compute Z values 38 * DO_RGBA - if defined, compute RGBA values 39 * DO_INDEX - if defined, compute color index values 40 * DO_SPEC - if defined, compute specular RGB values 41 * DO_TEX - if defined, compute unit 0 STRQ texcoords 42 * DO_MULTITEX - if defined, compute all unit's STRQ texcoords 43 */ 44 45/*void triangle( GLcontext *ctx, GLuint v0, GLuint v1, GLuint v2, GLuint pv )*/ 46{ 47 const GLfloat *p0 = v0->win; 48 const GLfloat *p1 = v1->win; 49 const GLfloat *p2 = v2->win; 50 const SWvertex *vMin, *vMid, *vMax; 51 GLint iyMin, iyMax; 52 GLfloat yMin, yMax; 53 GLboolean ltor; 54 GLfloat majDx, majDy; 55#ifdef DO_Z 56 GLfloat zPlane[4]; /* Z (depth) */ 57 GLdepth z[MAX_WIDTH]; 58 GLfloat fogPlane[4]; 59 GLfixed fog[MAX_WIDTH]; 60#endif 61#ifdef DO_RGBA 62 GLfloat rPlane[4], gPlane[4], bPlane[4], aPlane[4]; /* color */ 63 GLchan rgba[MAX_WIDTH][4]; 64#endif 65#ifdef DO_INDEX 66 GLfloat iPlane[4]; /* color index */ 67 GLuint index[MAX_WIDTH]; 68#endif 69#ifdef DO_SPEC 70 GLfloat srPlane[4], sgPlane[4], sbPlane[4]; /* spec color */ 71 GLchan spec[MAX_WIDTH][4]; 72#endif 73#ifdef DO_TEX 74 GLfloat sPlane[4], tPlane[4], uPlane[4], vPlane[4]; 75 GLfloat texWidth, texHeight; 76 GLfloat s[MAX_WIDTH], t[MAX_WIDTH], u[MAX_WIDTH]; 77 GLfloat lambda[MAX_WIDTH]; 78#elif defined(DO_MULTITEX) 79 GLfloat sPlane[MAX_TEXTURE_UNITS][4]; 80 GLfloat tPlane[MAX_TEXTURE_UNITS][4]; 81 GLfloat uPlane[MAX_TEXTURE_UNITS][4]; 82 GLfloat vPlane[MAX_TEXTURE_UNITS][4]; 83 GLfloat texWidth[MAX_TEXTURE_UNITS], texHeight[MAX_TEXTURE_UNITS]; 84 GLfloat s[MAX_TEXTURE_UNITS][MAX_WIDTH]; 85 GLfloat t[MAX_TEXTURE_UNITS][MAX_WIDTH]; 86 GLfloat u[MAX_TEXTURE_UNITS][MAX_WIDTH]; 87 GLfloat lambda[MAX_TEXTURE_UNITS][MAX_WIDTH]; 88#endif 89 GLfloat bf = SWRAST_CONTEXT(ctx)->_backface_sign; 90 91 /* determine bottom to top order of vertices */ 92 { 93 GLfloat y0 = v0->win[1]; 94 GLfloat y1 = v1->win[1]; 95 GLfloat y2 = v2->win[1]; 96 if (y0 <= y1) { 97 if (y1 <= y2) { 98 vMin = v0; vMid = v1; vMax = v2; /* y0<=y1<=y2 */ 99 } 100 else if (y2 <= y0) { 101 vMin = v2; vMid = v0; vMax = v1; /* y2<=y0<=y1 */ 102 } 103 else { 104 vMin = v0; vMid = v2; vMax = v1; bf = -bf; /* y0<=y2<=y1 */ 105 } 106 } 107 else { 108 if (y0 <= y2) { 109 vMin = v1; vMid = v0; vMax = v2; bf = -bf; /* y1<=y0<=y2 */ 110 } 111 else if (y2 <= y1) { 112 vMin = v2; vMid = v1; vMax = v0; bf = -bf; /* y2<=y1<=y0 */ 113 } 114 else { 115 vMin = v1; vMid = v2; vMax = v0; /* y1<=y2<=y0 */ 116 } 117 } 118 } 119 120 majDx = vMax->win[0] - vMin->win[0]; 121 majDy = vMax->win[1] - vMin->win[1]; 122 123 { 124 const GLfloat botDx = vMid->win[0] - vMin->win[0]; 125 const GLfloat botDy = vMid->win[1] - vMin->win[1]; 126 const GLfloat area = majDx * botDy - botDx * majDy; 127 ltor = (GLboolean) (area < 0.0F); 128 /* Do backface culling */ 129 if (area * bf < 0 || area * area < .0025) 130 return; 131 } 132 133#ifndef DO_OCCLUSION_TEST 134 ctx->OcclusionResult = GL_TRUE; 135#endif 136 137 /* plane setup */ 138#ifdef DO_Z 139 compute_plane(p0, p1, p2, p0[2], p1[2], p2[2], zPlane); 140 compute_plane(p0, p1, p2, 141 v0->fog, 142 v1->fog, 143 v2->fog, 144 fogPlane); 145#endif 146#ifdef DO_RGBA 147 if (ctx->Light.ShadeModel == GL_SMOOTH) { 148 compute_plane(p0, p1, p2, v0->color[0], v1->color[0], v2->color[0], rPlane); 149 compute_plane(p0, p1, p2, v0->color[1], v1->color[1], v2->color[1], gPlane); 150 compute_plane(p0, p1, p2, v0->color[2], v1->color[2], v2->color[2], bPlane); 151 compute_plane(p0, p1, p2, v0->color[3], v1->color[3], v2->color[3], aPlane); 152 } 153 else { 154 constant_plane(v0->color[RCOMP], rPlane); 155 constant_plane(v0->color[GCOMP], gPlane); 156 constant_plane(v0->color[BCOMP], bPlane); 157 constant_plane(v0->color[ACOMP], aPlane); 158 } 159#endif 160#ifdef DO_INDEX 161 if (ctx->Light.ShadeModel == GL_SMOOTH) { 162 compute_plane(p0, p1, p2, v0->index, 163 v1->index, v2->index, iPlane); 164 } 165 else { 166 constant_plane(v0->index, iPlane); 167 } 168#endif 169#ifdef DO_SPEC 170 { 171 compute_plane(p0, p1, p2, v0->specular[0], v1->specular[0], v2->specular[0],srPlane); 172 compute_plane(p0, p1, p2, v0->specular[1], v1->specular[1], v2->specular[1],sgPlane); 173 compute_plane(p0, p1, p2, v0->specular[2], v1->specular[2], v2->specular[2],sbPlane); 174 } 175#endif 176#ifdef DO_TEX 177 { 178 const struct gl_texture_object *obj = ctx->Texture.Unit[0]._Current; 179 const struct gl_texture_image *texImage = obj->Image[obj->BaseLevel]; 180 const GLfloat invW0 = v0->win[3]; 181 const GLfloat invW1 = v1->win[3]; 182 const GLfloat invW2 = v2->win[3]; 183 const GLfloat s0 = v0->texcoord[0][0] * invW0; 184 const GLfloat s1 = v1->texcoord[0][0] * invW1; 185 const GLfloat s2 = v2->texcoord[0][0] * invW2; 186 const GLfloat t0 = v0->texcoord[0][1] * invW0; 187 const GLfloat t1 = v1->texcoord[0][1] * invW1; 188 const GLfloat t2 = v2->texcoord[0][1] * invW2; 189 const GLfloat r0 = v0->texcoord[0][2] * invW0; 190 const GLfloat r1 = v1->texcoord[0][2] * invW1; 191 const GLfloat r2 = v2->texcoord[0][2] * invW2; 192 const GLfloat q0 = v0->texcoord[0][3] * invW0; 193 const GLfloat q1 = v1->texcoord[0][3] * invW1; 194 const GLfloat q2 = v2->texcoord[0][3] * invW2; 195 compute_plane(p0, p1, p2, s0, s1, s2, sPlane); 196 compute_plane(p0, p1, p2, t0, t1, t2, tPlane); 197 compute_plane(p0, p1, p2, r0, r1, r2, uPlane); 198 compute_plane(p0, p1, p2, q0, q1, q2, vPlane); 199 texWidth = (GLfloat) texImage->Width; 200 texHeight = (GLfloat) texImage->Height; 201 } 202#elif defined(DO_MULTITEX) 203 { 204 GLuint u; 205 for (u = 0; u < ctx->Const.MaxTextureUnits; u++) { 206 if (ctx->Texture.Unit[u]._ReallyEnabled) { 207 const struct gl_texture_object *obj = ctx->Texture.Unit[u]._Current; 208 const struct gl_texture_image *texImage = obj->Image[obj->BaseLevel]; 209 const GLfloat invW0 = v0->win[3]; 210 const GLfloat invW1 = v1->win[3]; 211 const GLfloat invW2 = v2->win[3]; 212 const GLfloat s0 = v0->texcoord[u][0] * invW0; 213 const GLfloat s1 = v1->texcoord[u][0] * invW1; 214 const GLfloat s2 = v2->texcoord[u][0] * invW2; 215 const GLfloat t0 = v0->texcoord[u][1] * invW0; 216 const GLfloat t1 = v1->texcoord[u][1] * invW1; 217 const GLfloat t2 = v2->texcoord[u][1] * invW2; 218 const GLfloat r0 = v0->texcoord[u][2] * invW0; 219 const GLfloat r1 = v1->texcoord[u][2] * invW1; 220 const GLfloat r2 = v2->texcoord[u][2] * invW2; 221 const GLfloat q0 = v0->texcoord[u][3] * invW0; 222 const GLfloat q1 = v1->texcoord[u][3] * invW1; 223 const GLfloat q2 = v2->texcoord[u][3] * invW2; 224 compute_plane(p0, p1, p2, s0, s1, s2, sPlane[u]); 225 compute_plane(p0, p1, p2, t0, t1, t2, tPlane[u]); 226 compute_plane(p0, p1, p2, r0, r1, r2, uPlane[u]); 227 compute_plane(p0, p1, p2, q0, q1, q2, vPlane[u]); 228 texWidth[u] = (GLfloat) texImage->Width; 229 texHeight[u] = (GLfloat) texImage->Height; 230 } 231 } 232 } 233#endif 234 235 yMin = vMin->win[1]; 236 yMax = vMax->win[1]; 237 iyMin = (int) yMin; 238 iyMax = (int) yMax + 1; 239 240 if (ltor) { 241 /* scan left to right */ 242 const float *pMin = vMin->win; 243 const float *pMid = vMid->win; 244 const float *pMax = vMax->win; 245 const float dxdy = majDx / majDy; 246 const float xAdj = dxdy < 0.0F ? -dxdy : 0.0F; 247 float x = vMin->win[0] - (yMin - iyMin) * dxdy; 248 int iy; 249 for (iy = iyMin; iy < iyMax; iy++, x += dxdy) { 250 GLint ix, startX = (GLint) (x - xAdj); 251 GLuint count, n; 252 GLfloat coverage = 0.0F; 253 /* skip over fragments with zero coverage */ 254 while (startX < MAX_WIDTH) { 255 coverage = compute_coveragef(pMin, pMid, pMax, startX, iy); 256 if (coverage > 0.0F) 257 break; 258 startX++; 259 } 260 261 /* enter interior of triangle */ 262 ix = startX; 263 count = 0; 264 while (coverage > 0.0F) { 265#ifdef DO_Z 266 z[count] = (GLdepth) solve_plane(ix, iy, zPlane); 267 fog[count] = FloatToFixed(solve_plane(ix, iy, fogPlane)); 268#endif 269#ifdef DO_RGBA 270 rgba[count][RCOMP] = solve_plane_chan(ix, iy, rPlane); 271 rgba[count][GCOMP] = solve_plane_chan(ix, iy, gPlane); 272 rgba[count][BCOMP] = solve_plane_chan(ix, iy, bPlane); 273 rgba[count][ACOMP] = (GLchan) (solve_plane_chan(ix, iy, aPlane) * coverage); 274#endif 275#ifdef DO_INDEX 276 { 277 GLint frac = compute_coveragei(pMin, pMid, pMax, ix, iy); 278 GLint indx = (GLint) solve_plane(ix, iy, iPlane); 279 index[count] = (indx & ~0xf) | frac; 280 } 281#endif 282#ifdef DO_SPEC 283 spec[count][RCOMP] = solve_plane_chan(ix, iy, srPlane); 284 spec[count][GCOMP] = solve_plane_chan(ix, iy, sgPlane); 285 spec[count][BCOMP] = solve_plane_chan(ix, iy, sbPlane); 286#endif 287#ifdef DO_TEX 288 { 289 GLfloat invQ = solve_plane_recip(ix, iy, vPlane); 290 s[count] = solve_plane(ix, iy, sPlane) * invQ; 291 t[count] = solve_plane(ix, iy, tPlane) * invQ; 292 u[count] = solve_plane(ix, iy, uPlane) * invQ; 293 lambda[count] = compute_lambda(sPlane, tPlane, invQ, 294 texWidth, texHeight); 295 } 296#elif defined(DO_MULTITEX) 297 { 298 GLuint unit; 299 for (unit = 0; unit < ctx->Const.MaxTextureUnits; unit++) { 300 if (ctx->Texture.Unit[unit]._ReallyEnabled) { 301 GLfloat invQ = solve_plane_recip(ix, iy, vPlane[unit]); 302 s[unit][count] = solve_plane(ix, iy, sPlane[unit]) * invQ; 303 t[unit][count] = solve_plane(ix, iy, tPlane[unit]) * invQ; 304 u[unit][count] = solve_plane(ix, iy, uPlane[unit]) * invQ; 305 lambda[unit][count] = compute_lambda(sPlane[unit], 306 tPlane[unit], invQ, texWidth[unit], texHeight[unit]); 307 } 308 } 309 } 310#endif 311 ix++; 312 count++; 313 coverage = compute_coveragef(pMin, pMid, pMax, ix, iy); 314 } 315 316 n = (GLuint) ix - (GLuint) startX; 317#ifdef DO_MULTITEX 318# ifdef DO_SPEC 319 gl_write_multitexture_span(ctx, n, startX, iy, z, fog, 320 (const GLfloat (*)[MAX_WIDTH]) s, 321 (const GLfloat (*)[MAX_WIDTH]) t, 322 (const GLfloat (*)[MAX_WIDTH]) u, 323 (GLfloat (*)[MAX_WIDTH]) lambda, 324 rgba, (const GLchan (*)[4]) spec, 325 GL_POLYGON); 326# else 327 gl_write_multitexture_span(ctx, n, startX, iy, z, fog, 328 (const GLfloat (*)[MAX_WIDTH]) s, 329 (const GLfloat (*)[MAX_WIDTH]) t, 330 (const GLfloat (*)[MAX_WIDTH]) u, 331 lambda, rgba, NULL, GL_POLYGON); 332# endif 333#elif defined(DO_TEX) 334# ifdef DO_SPEC 335 gl_write_texture_span(ctx, n, startX, iy, z, fog, 336 s, t, u, lambda, rgba, 337 (const GLchan (*)[4]) spec, GL_POLYGON); 338# else 339 gl_write_texture_span(ctx, n, startX, iy, z, fog, 340 s, t, u, lambda, 341 rgba, NULL, GL_POLYGON); 342# endif 343#elif defined(DO_RGBA) 344 gl_write_rgba_span(ctx, n, startX, iy, z, fog, rgba, GL_POLYGON); 345#elif defined(DO_INDEX) 346 gl_write_index_span(ctx, n, startX, iy, z, fog, index, GL_POLYGON); 347#endif 348 } 349 } 350 else { 351 /* scan right to left */ 352 const GLfloat *pMin = vMin->win; 353 const GLfloat *pMid = vMid->win; 354 const GLfloat *pMax = vMax->win; 355 const GLfloat dxdy = majDx / majDy; 356 const GLfloat xAdj = dxdy > 0 ? dxdy : 0.0F; 357 GLfloat x = vMin->win[0] - (yMin - iyMin) * dxdy; 358 GLint iy; 359 for (iy = iyMin; iy < iyMax; iy++, x += dxdy) { 360 GLint ix, left, startX = (GLint) (x + xAdj); 361 GLuint count, n; 362 GLfloat coverage = 0.0F; 363 /* skip fragments with zero coverage */ 364 while (startX >= 0) { 365 coverage = compute_coveragef(pMin, pMax, pMid, startX, iy); 366 if (coverage > 0.0F) 367 break; 368 startX--; 369 } 370 371 /* enter interior of triangle */ 372 ix = startX; 373 count = 0; 374 while (coverage > 0.0F) { 375#ifdef DO_Z 376 z[ix] = (GLdepth) solve_plane(ix, iy, zPlane); 377 fog[ix] = FloatToFixed(solve_plane(ix, iy, fogPlane)); 378#endif 379#ifdef DO_RGBA 380 rgba[ix][RCOMP] = solve_plane_chan(ix, iy, rPlane); 381 rgba[ix][GCOMP] = solve_plane_chan(ix, iy, gPlane); 382 rgba[ix][BCOMP] = solve_plane_chan(ix, iy, bPlane); 383 rgba[ix][ACOMP] = (GLchan) (solve_plane_chan(ix, iy, aPlane) * coverage); 384#endif 385#ifdef DO_INDEX 386 { 387 GLint frac = compute_coveragei(pMin, pMax, pMid, ix, iy); 388 GLint indx = (GLint) solve_plane(ix, iy, iPlane); 389 index[ix] = (indx & ~0xf) | frac; 390 } 391#endif 392#ifdef DO_SPEC 393 spec[ix][RCOMP] = solve_plane_chan(ix, iy, srPlane); 394 spec[ix][GCOMP] = solve_plane_chan(ix, iy, sgPlane); 395 spec[ix][BCOMP] = solve_plane_chan(ix, iy, sbPlane); 396#endif 397#ifdef DO_TEX 398 { 399 GLfloat invQ = solve_plane_recip(ix, iy, vPlane); 400 s[ix] = solve_plane(ix, iy, sPlane) * invQ; 401 t[ix] = solve_plane(ix, iy, tPlane) * invQ; 402 u[ix] = solve_plane(ix, iy, uPlane) * invQ; 403 lambda[ix] = compute_lambda(sPlane, tPlane, invQ, 404 texWidth, texHeight); 405 } 406#elif defined(DO_MULTITEX) 407 { 408 GLuint unit; 409 for (unit = 0; unit < ctx->Const.MaxTextureUnits; unit++) { 410 if (ctx->Texture.Unit[unit]._ReallyEnabled) { 411 GLfloat invQ = solve_plane_recip(ix, iy, vPlane[unit]); 412 s[unit][ix] = solve_plane(ix, iy, sPlane[unit]) * invQ; 413 t[unit][ix] = solve_plane(ix, iy, tPlane[unit]) * invQ; 414 u[unit][ix] = solve_plane(ix, iy, uPlane[unit]) * invQ; 415 lambda[unit][ix] = compute_lambda(sPlane[unit], 416 tPlane[unit], invQ, texWidth[unit], texHeight[unit]); 417 } 418 } 419 } 420#endif 421 ix--; 422 count++; 423 coverage = compute_coveragef(pMin, pMax, pMid, ix, iy); 424 } 425 426 n = (GLuint) startX - (GLuint) ix; 427 left = ix + 1; 428#ifdef DO_MULTITEX 429 { 430 GLuint unit; 431 for (unit = 0; unit < ctx->Const.MaxTextureUnits; unit++) { 432 if (ctx->Texture.Unit[unit]._ReallyEnabled) { 433 GLint j; 434 for (j = 0; j < n; j++) { 435 s[unit][j] = s[unit][j + left]; 436 t[unit][j] = t[unit][j + left]; 437 u[unit][j] = u[unit][j + left]; 438 lambda[unit][j] = lambda[unit][j + left]; 439 } 440 } 441 } 442 } 443# ifdef DO_SPEC 444 gl_write_multitexture_span(ctx, n, left, iy, z + left, fog + left, 445 (const GLfloat (*)[MAX_WIDTH]) s, 446 (const GLfloat (*)[MAX_WIDTH]) t, 447 (const GLfloat (*)[MAX_WIDTH]) u, 448 lambda, rgba + left, 449 (const GLchan (*)[4]) (spec + left), 450 GL_POLYGON); 451# else 452 gl_write_multitexture_span(ctx, n, left, iy, z + left, fog + left, 453 (const GLfloat (*)[MAX_WIDTH]) s, 454 (const GLfloat (*)[MAX_WIDTH]) t, 455 (const GLfloat (*)[MAX_WIDTH]) u, 456 lambda, 457 rgba + left, NULL, GL_POLYGON); 458# endif 459#elif defined(DO_TEX) 460# ifdef DO_SPEC 461 gl_write_texture_span(ctx, n, left, iy, z + left, fog + left, 462 s + left, t + left, u + left, 463 lambda + left, rgba + left, 464 (const GLchan (*)[4]) (spec + left), 465 GL_POLYGON); 466# else 467 gl_write_texture_span(ctx, n, left, iy, z + left, fog + left, 468 s + left, t + left, 469 u + left, lambda + left, 470 rgba + left, NULL, GL_POLYGON); 471# endif 472#elif defined(DO_RGBA) 473 gl_write_rgba_span(ctx, n, left, iy, z + left, fog + left, 474 rgba + left, GL_POLYGON); 475#elif defined(DO_INDEX) 476 gl_write_index_span(ctx, n, left, iy, z + left, fog + left, 477 index + left, GL_POLYGON); 478#endif 479 } 480 } 481} 482 483 484#ifdef DO_Z 485#undef DO_Z 486#endif 487 488#ifdef DO_RGBA 489#undef DO_RGBA 490#endif 491 492#ifdef DO_INDEX 493#undef DO_INDEX 494#endif 495 496#ifdef DO_SPEC 497#undef DO_SPEC 498#endif 499 500#ifdef DO_TEX 501#undef DO_TEX 502#endif 503 504#ifdef DO_MULTITEX 505#undef DO_MULTITEX 506#endif 507 508#ifdef DO_OCCLUSION_TEST 509#undef DO_OCCLUSION_TEST 510#endif 511