s_aatritemp.h revision dae62174c5e7736aa93da8c17a20ea356d2f9bdf
1/* $Id: s_aatritemp.h,v 1.11 2001/05/07 16:01:59 brianp Exp $ */ 2 3/* 4 * Mesa 3-D graphics library 5 * Version: 3.5 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 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 GLfloat 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(v2->color[RCOMP], rPlane); 155 constant_plane(v2->color[GCOMP], gPlane); 156 constant_plane(v2->color[BCOMP], bPlane); 157 constant_plane(v2->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(v2->index, iPlane); 167 } 168#endif 169#ifdef DO_SPEC 170 if (ctx->Light.ShadeModel == GL_SMOOTH) { 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 else { 176 /* KW: added this */ 177 constant_plane(v2->specular[RCOMP], srPlane); 178 constant_plane(v2->specular[GCOMP], sgPlane); 179 constant_plane(v2->specular[BCOMP], sbPlane); 180 } 181#endif 182#ifdef DO_TEX 183 { 184 const struct gl_texture_object *obj = ctx->Texture.Unit[0]._Current; 185 const struct gl_texture_image *texImage = obj->Image[obj->BaseLevel]; 186 const GLfloat invW0 = v0->win[3]; 187 const GLfloat invW1 = v1->win[3]; 188 const GLfloat invW2 = v2->win[3]; 189 const GLfloat s0 = v0->texcoord[0][0] * invW0; 190 const GLfloat s1 = v1->texcoord[0][0] * invW1; 191 const GLfloat s2 = v2->texcoord[0][0] * invW2; 192 const GLfloat t0 = v0->texcoord[0][1] * invW0; 193 const GLfloat t1 = v1->texcoord[0][1] * invW1; 194 const GLfloat t2 = v2->texcoord[0][1] * invW2; 195 const GLfloat r0 = v0->texcoord[0][2] * invW0; 196 const GLfloat r1 = v1->texcoord[0][2] * invW1; 197 const GLfloat r2 = v2->texcoord[0][2] * invW2; 198 const GLfloat q0 = v0->texcoord[0][3] * invW0; 199 const GLfloat q1 = v1->texcoord[0][3] * invW1; 200 const GLfloat q2 = v2->texcoord[0][3] * invW2; 201 compute_plane(p0, p1, p2, s0, s1, s2, sPlane); 202 compute_plane(p0, p1, p2, t0, t1, t2, tPlane); 203 compute_plane(p0, p1, p2, r0, r1, r2, uPlane); 204 compute_plane(p0, p1, p2, q0, q1, q2, vPlane); 205 texWidth = (GLfloat) texImage->Width; 206 texHeight = (GLfloat) texImage->Height; 207 } 208#elif defined(DO_MULTITEX) 209 { 210 GLuint u; 211 for (u = 0; u < ctx->Const.MaxTextureUnits; u++) { 212 if (ctx->Texture.Unit[u]._ReallyEnabled) { 213 const struct gl_texture_object *obj = ctx->Texture.Unit[u]._Current; 214 const struct gl_texture_image *texImage = obj->Image[obj->BaseLevel]; 215 const GLfloat invW0 = v0->win[3]; 216 const GLfloat invW1 = v1->win[3]; 217 const GLfloat invW2 = v2->win[3]; 218 const GLfloat s0 = v0->texcoord[u][0] * invW0; 219 const GLfloat s1 = v1->texcoord[u][0] * invW1; 220 const GLfloat s2 = v2->texcoord[u][0] * invW2; 221 const GLfloat t0 = v0->texcoord[u][1] * invW0; 222 const GLfloat t1 = v1->texcoord[u][1] * invW1; 223 const GLfloat t2 = v2->texcoord[u][1] * invW2; 224 const GLfloat r0 = v0->texcoord[u][2] * invW0; 225 const GLfloat r1 = v1->texcoord[u][2] * invW1; 226 const GLfloat r2 = v2->texcoord[u][2] * invW2; 227 const GLfloat q0 = v0->texcoord[u][3] * invW0; 228 const GLfloat q1 = v1->texcoord[u][3] * invW1; 229 const GLfloat q2 = v2->texcoord[u][3] * invW2; 230 compute_plane(p0, p1, p2, s0, s1, s2, sPlane[u]); 231 compute_plane(p0, p1, p2, t0, t1, t2, tPlane[u]); 232 compute_plane(p0, p1, p2, r0, r1, r2, uPlane[u]); 233 compute_plane(p0, p1, p2, q0, q1, q2, vPlane[u]); 234 texWidth[u] = (GLfloat) texImage->Width; 235 texHeight[u] = (GLfloat) texImage->Height; 236 } 237 } 238 } 239#endif 240 241 yMin = vMin->win[1]; 242 yMax = vMax->win[1]; 243 iyMin = (int) yMin; 244 iyMax = (int) yMax + 1; 245 246 if (ltor) { 247 /* scan left to right */ 248 const float *pMin = vMin->win; 249 const float *pMid = vMid->win; 250 const float *pMax = vMax->win; 251 const float dxdy = majDx / majDy; 252 const float xAdj = dxdy < 0.0F ? -dxdy : 0.0F; 253 float x = vMin->win[0] - (yMin - iyMin) * dxdy; 254 int iy; 255 for (iy = iyMin; iy < iyMax; iy++, x += dxdy) { 256 GLint ix, startX = (GLint) (x - xAdj); 257 GLuint count, n; 258 GLfloat coverage = 0.0F; 259 /* skip over fragments with zero coverage */ 260 while (startX < MAX_WIDTH) { 261 coverage = compute_coveragef(pMin, pMid, pMax, startX, iy); 262 if (coverage > 0.0F) 263 break; 264 startX++; 265 } 266 267 /* enter interior of triangle */ 268 ix = startX; 269 count = 0; 270 while (coverage > 0.0F) { 271 /* (cx,cy) = center of fragment */ 272 const GLfloat cx = ix + 0.5F, cy = iy + 0.5F; 273#ifdef DO_Z 274 z[count] = (GLdepth) solve_plane(cx, cy, zPlane); 275 fog[count] = solve_plane(cx, cy, fogPlane); 276#endif 277#ifdef DO_RGBA 278 rgba[count][RCOMP] = solve_plane_chan(cx, cy, rPlane); 279 rgba[count][GCOMP] = solve_plane_chan(cx, cy, gPlane); 280 rgba[count][BCOMP] = solve_plane_chan(cx, cy, bPlane); 281 rgba[count][ACOMP] = (GLchan) (solve_plane_chan(cx, cy, aPlane) * coverage); 282#endif 283#ifdef DO_INDEX 284 { 285 GLint frac = compute_coveragei(pMin, pMid, pMax, ix, iy); 286 GLint indx = (GLint) solve_plane(cx, cy, iPlane); 287 index[count] = (indx & ~0xf) | frac; 288 } 289#endif 290#ifdef DO_SPEC 291 spec[count][RCOMP] = solve_plane_chan(cx, cy, srPlane); 292 spec[count][GCOMP] = solve_plane_chan(cx, cy, sgPlane); 293 spec[count][BCOMP] = solve_plane_chan(cx, cy, sbPlane); 294#endif 295#ifdef DO_TEX 296 { 297 const GLfloat invQ = solve_plane_recip(cx, cy, vPlane); 298 s[count] = solve_plane(cx, cy, sPlane) * invQ; 299 t[count] = solve_plane(cx, cy, tPlane) * invQ; 300 u[count] = solve_plane(cx, cy, uPlane) * invQ; 301 lambda[count] = compute_lambda(sPlane, tPlane, invQ, 302 texWidth, texHeight); 303 } 304#elif defined(DO_MULTITEX) 305 { 306 GLuint unit; 307 for (unit = 0; unit < ctx->Const.MaxTextureUnits; unit++) { 308 if (ctx->Texture.Unit[unit]._ReallyEnabled) { 309 GLfloat invQ = solve_plane_recip(cx, cy, vPlane[unit]); 310 s[unit][count] = solve_plane(cx, cy, sPlane[unit]) * invQ; 311 t[unit][count] = solve_plane(cx, cy, tPlane[unit]) * invQ; 312 u[unit][count] = solve_plane(cx, cy, uPlane[unit]) * invQ; 313 lambda[unit][count] = compute_lambda(sPlane[unit], 314 tPlane[unit], invQ, texWidth[unit], texHeight[unit]); 315 } 316 } 317 } 318#endif 319 ix++; 320 count++; 321 coverage = compute_coveragef(pMin, pMid, pMax, ix, iy); 322 } 323 324 n = (GLuint) ix - (GLuint) startX; 325#ifdef DO_MULTITEX 326# ifdef DO_SPEC 327 _mesa_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 (GLfloat (*)[MAX_WIDTH]) lambda, 332 rgba, (const GLchan (*)[4]) spec, 333 GL_POLYGON); 334# else 335 _mesa_write_multitexture_span(ctx, n, startX, iy, z, fog, 336 (const GLfloat (*)[MAX_WIDTH]) s, 337 (const GLfloat (*)[MAX_WIDTH]) t, 338 (const GLfloat (*)[MAX_WIDTH]) u, 339 lambda, rgba, NULL, GL_POLYGON); 340# endif 341#elif defined(DO_TEX) 342# ifdef DO_SPEC 343 _mesa_write_texture_span(ctx, n, startX, iy, z, fog, 344 s, t, u, lambda, rgba, 345 (const GLchan (*)[4]) spec, GL_POLYGON); 346# else 347 _mesa_write_texture_span(ctx, n, startX, iy, z, fog, 348 s, t, u, lambda, 349 rgba, NULL, GL_POLYGON); 350# endif 351#elif defined(DO_RGBA) 352 _mesa_write_rgba_span(ctx, n, startX, iy, z, fog, rgba, GL_POLYGON); 353#elif defined(DO_INDEX) 354 _mesa_write_index_span(ctx, n, startX, iy, z, fog, index, GL_POLYGON); 355#endif 356 } 357 } 358 else { 359 /* scan right to left */ 360 const GLfloat *pMin = vMin->win; 361 const GLfloat *pMid = vMid->win; 362 const GLfloat *pMax = vMax->win; 363 const GLfloat dxdy = majDx / majDy; 364 const GLfloat xAdj = dxdy > 0 ? dxdy : 0.0F; 365 GLfloat x = vMin->win[0] - (yMin - iyMin) * dxdy; 366 GLint iy; 367 for (iy = iyMin; iy < iyMax; iy++, x += dxdy) { 368 GLint ix, left, startX = (GLint) (x + xAdj); 369 GLuint count, n; 370 GLfloat coverage = 0.0F; 371 372 /* make sure we're not past the window edge */ 373 if (startX >= ctx->DrawBuffer->_Xmax) { 374 startX = ctx->DrawBuffer->_Xmax - 1; 375 } 376 377 /* skip fragments with zero coverage */ 378 while (startX >= 0) { 379 coverage = compute_coveragef(pMin, pMax, pMid, startX, iy); 380 if (coverage > 0.0F) 381 break; 382 startX--; 383 } 384 385 /* enter interior of triangle */ 386 ix = startX; 387 count = 0; 388 while (coverage > 0.0F) { 389 /* (cx,cy) = center of fragment */ 390 const GLfloat cx = ix + 0.5F, cy = iy + 0.5F; 391#ifdef DO_Z 392 z[ix] = (GLdepth) solve_plane(cx, cy, zPlane); 393 fog[ix] = solve_plane(cx, cy, fogPlane); 394#endif 395#ifdef DO_RGBA 396 rgba[ix][RCOMP] = solve_plane_chan(cx, cy, rPlane); 397 rgba[ix][GCOMP] = solve_plane_chan(cx, cy, gPlane); 398 rgba[ix][BCOMP] = solve_plane_chan(cx, cy, bPlane); 399 rgba[ix][ACOMP] = (GLchan) (solve_plane_chan(cx, cy, aPlane) * coverage); 400#endif 401#ifdef DO_INDEX 402 { 403 GLint frac = compute_coveragei(pMin, pMax, pMid, ix, iy); 404 GLint indx = (GLint) solve_plane(cx, cy, iPlane); 405 index[ix] = (indx & ~0xf) | frac; 406 } 407#endif 408#ifdef DO_SPEC 409 spec[ix][RCOMP] = solve_plane_chan(cx, cy, srPlane); 410 spec[ix][GCOMP] = solve_plane_chan(cx, cy, sgPlane); 411 spec[ix][BCOMP] = solve_plane_chan(cx, cy, sbPlane); 412#endif 413#ifdef DO_TEX 414 { 415 const GLfloat invQ = solve_plane_recip(cx, cy, vPlane); 416 s[ix] = solve_plane(cx, cy, sPlane) * invQ; 417 t[ix] = solve_plane(cx, cy, tPlane) * invQ; 418 u[ix] = solve_plane(cx, cy, uPlane) * invQ; 419 lambda[ix] = compute_lambda(sPlane, tPlane, invQ, 420 texWidth, texHeight); 421 } 422#elif defined(DO_MULTITEX) 423 { 424 GLuint unit; 425 for (unit = 0; unit < ctx->Const.MaxTextureUnits; unit++) { 426 if (ctx->Texture.Unit[unit]._ReallyEnabled) { 427 GLfloat invQ = solve_plane_recip(cx, cy, vPlane[unit]); 428 s[unit][ix] = solve_plane(cx, cy, sPlane[unit]) * invQ; 429 t[unit][ix] = solve_plane(cx, cy, tPlane[unit]) * invQ; 430 u[unit][ix] = solve_plane(cx, cy, uPlane[unit]) * invQ; 431 lambda[unit][ix] = compute_lambda(sPlane[unit], 432 tPlane[unit], invQ, texWidth[unit], texHeight[unit]); 433 } 434 } 435 } 436#endif 437 ix--; 438 count++; 439 coverage = compute_coveragef(pMin, pMax, pMid, ix, iy); 440 } 441 442 n = (GLuint) startX - (GLuint) ix; 443 left = ix + 1; 444#ifdef DO_MULTITEX 445 { 446 GLuint unit; 447 for (unit = 0; unit < ctx->Const.MaxTextureUnits; unit++) { 448 if (ctx->Texture.Unit[unit]._ReallyEnabled) { 449 GLint j; 450 for (j = 0; j < (GLint) n; j++) { 451 s[unit][j] = s[unit][j + left]; 452 t[unit][j] = t[unit][j + left]; 453 u[unit][j] = u[unit][j + left]; 454 lambda[unit][j] = lambda[unit][j + left]; 455 } 456 } 457 } 458 } 459# ifdef DO_SPEC 460 _mesa_write_multitexture_span(ctx, n, left, iy, z + left, fog + left, 461 (const GLfloat (*)[MAX_WIDTH]) s, 462 (const GLfloat (*)[MAX_WIDTH]) t, 463 (const GLfloat (*)[MAX_WIDTH]) u, 464 lambda, rgba + left, 465 (const GLchan (*)[4]) (spec + left), 466 GL_POLYGON); 467# else 468 _mesa_write_multitexture_span(ctx, n, left, iy, z + left, fog + left, 469 (const GLfloat (*)[MAX_WIDTH]) s, 470 (const GLfloat (*)[MAX_WIDTH]) t, 471 (const GLfloat (*)[MAX_WIDTH]) u, 472 lambda, 473 rgba + left, NULL, GL_POLYGON); 474# endif 475#elif defined(DO_TEX) 476# ifdef DO_SPEC 477 _mesa_write_texture_span(ctx, n, left, iy, z + left, fog + left, 478 s + left, t + left, u + left, 479 lambda + left, rgba + left, 480 (const GLchan (*)[4]) (spec + left), 481 GL_POLYGON); 482# else 483 _mesa_write_texture_span(ctx, n, left, iy, z + left, fog + left, 484 s + left, t + left, 485 u + left, lambda + left, 486 rgba + left, NULL, GL_POLYGON); 487# endif 488#elif defined(DO_RGBA) 489 _mesa_write_rgba_span(ctx, n, left, iy, z + left, fog + left, 490 rgba + left, GL_POLYGON); 491#elif defined(DO_INDEX) 492 _mesa_write_index_span(ctx, n, left, iy, z + left, fog + left, 493 index + left, GL_POLYGON); 494#endif 495 } 496 } 497} 498 499 500#ifdef DO_Z 501#undef DO_Z 502#endif 503 504#ifdef DO_RGBA 505#undef DO_RGBA 506#endif 507 508#ifdef DO_INDEX 509#undef DO_INDEX 510#endif 511 512#ifdef DO_SPEC 513#undef DO_SPEC 514#endif 515 516#ifdef DO_TEX 517#undef DO_TEX 518#endif 519 520#ifdef DO_MULTITEX 521#undef DO_MULTITEX 522#endif 523 524#ifdef DO_OCCLUSION_TEST 525#undef DO_OCCLUSION_TEST 526#endif 527