s_aaline.c revision 77df88727cb0a423dd5cb41498c2302d9df4fce7
1/* $Id: s_aaline.c,v 1.16 2002/08/07 00:45:07 brianp Exp $ */
2
3/*
4 * Mesa 3-D graphics library
5 * Version:  4.1
6 *
7 * Copyright (C) 1999-2002  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#include "glheader.h"
29#include "swrast/s_aaline.h"
30#include "swrast/s_context.h"
31#include "swrast/s_span.h"
32#include "swrast/swrast.h"
33#include "mtypes.h"
34#include "mmath.h"
35
36
37#define SUB_PIXEL 4
38
39
40/*
41 * Info about the AA line we're rendering
42 */
43struct LineInfo
44{
45   GLfloat x0, y0;        /* start */
46   GLfloat x1, y1;        /* end */
47   GLfloat dx, dy;        /* direction vector */
48   GLfloat len;           /* length */
49   GLfloat halfWidth;     /* half of line width */
50   GLfloat xAdj, yAdj;    /* X and Y adjustment for quad corners around line */
51   /* for coverage computation */
52   GLfloat qx0, qy0;      /* quad vertices */
53   GLfloat qx1, qy1;
54   GLfloat qx2, qy2;
55   GLfloat qx3, qy3;
56   GLfloat ex0, ey0;      /* quad edge vectors */
57   GLfloat ex1, ey1;
58   GLfloat ex2, ey2;
59   GLfloat ex3, ey3;
60
61   /* DO_Z */
62   GLfloat zPlane[4];
63   /* DO_FOG */
64   GLfloat fPlane[4];
65   /* DO_RGBA */
66   GLfloat rPlane[4], gPlane[4], bPlane[4], aPlane[4];
67   /* DO_INDEX */
68   GLfloat iPlane[4];
69   /* DO_SPEC */
70   GLfloat srPlane[4], sgPlane[4], sbPlane[4];
71   /* DO_TEX or DO_MULTITEX */
72   GLfloat sPlane[MAX_TEXTURE_UNITS][4];
73   GLfloat tPlane[MAX_TEXTURE_UNITS][4];
74   GLfloat uPlane[MAX_TEXTURE_UNITS][4];
75   GLfloat vPlane[MAX_TEXTURE_UNITS][4];
76   GLfloat lambda[MAX_TEXTURE_UNITS];
77   GLfloat texWidth[MAX_TEXTURE_UNITS], texHeight[MAX_TEXTURE_UNITS];
78
79   struct sw_span span;
80};
81
82
83
84/*
85 * Compute the equation of a plane used to interpolate line fragment data
86 * such as color, Z, texture coords, etc.
87 * Input: (x0, y0) and (x1,y1) are the endpoints of the line.
88 *        z0, and z1 are the end point values to interpolate.
89 * Output:  plane - the plane equation.
90 *
91 * Note: we don't really have enough parameters to specify a plane.
92 * We take the endpoints of the line and compute a plane such that
93 * the cross product of the line vector and the plane normal is
94 * parallel to the projection plane.
95 */
96static void
97compute_plane(GLfloat x0, GLfloat y0, GLfloat x1, GLfloat y1,
98              GLfloat z0, GLfloat z1, GLfloat plane[4])
99{
100#if 0
101   /* original */
102   const GLfloat px = x1 - x0;
103   const GLfloat py = y1 - y0;
104   const GLfloat pz = z1 - z0;
105   const GLfloat qx = -py;
106   const GLfloat qy = px;
107   const GLfloat qz = 0;
108   const GLfloat a = py * qz - pz * qy;
109   const GLfloat b = pz * qx - px * qz;
110   const GLfloat c = px * qy - py * qx;
111   const GLfloat d = -(a * x0 + b * y0 + c * z0);
112   plane[0] = a;
113   plane[1] = b;
114   plane[2] = c;
115   plane[3] = d;
116#else
117   /* simplified */
118   const GLfloat px = x1 - x0;
119   const GLfloat py = y1 - y0;
120   const GLfloat pz = z0 - z1;
121   const GLfloat a = pz * px;
122   const GLfloat b = pz * py;
123   const GLfloat c = px * px + py * py;
124   const GLfloat d = -(a * x0 + b * y0 + c * z0);
125   if (a == 0.0 && b == 0.0 && c == 0.0 && d == 0.0) {
126      plane[0] = 0.0;
127      plane[1] = 0.0;
128      plane[2] = 1.0;
129      plane[3] = 0.0;
130   }
131   else {
132      plane[0] = a;
133      plane[1] = b;
134      plane[2] = c;
135      plane[3] = d;
136   }
137#endif
138}
139
140
141static INLINE void
142constant_plane(GLfloat value, GLfloat plane[4])
143{
144   plane[0] = 0.0;
145   plane[1] = 0.0;
146   plane[2] = -1.0;
147   plane[3] = value;
148}
149
150
151static INLINE GLfloat
152solve_plane(GLfloat x, GLfloat y, const GLfloat plane[4])
153{
154   const GLfloat z = (plane[3] + plane[0] * x + plane[1] * y) / -plane[2];
155   return z;
156}
157
158#define SOLVE_PLANE(X, Y, PLANE) \
159   ((PLANE[3] + PLANE[0] * (X) + PLANE[1] * (Y)) / -PLANE[2])
160
161
162/*
163 * Return 1 / solve_plane().
164 */
165static INLINE GLfloat
166solve_plane_recip(GLfloat x, GLfloat y, const GLfloat plane[4])
167{
168   const GLfloat denom = plane[3] + plane[0] * x + plane[1] * y;
169   if (denom == 0.0)
170      return 0.0;
171   else
172      return -plane[2] / denom;
173}
174
175
176/*
177 * Solve plane and return clamped GLchan value.
178 */
179static INLINE GLchan
180solve_plane_chan(GLfloat x, GLfloat y, const GLfloat plane[4])
181{
182   GLfloat z = (plane[3] + plane[0] * x + plane[1] * y) / -plane[2] + 0.5F;
183   if (z < 0.0F)
184      return 0;
185   else if (z > CHAN_MAXF)
186      return (GLchan) CHAN_MAXF;
187   return (GLchan) (GLint) z;
188}
189
190
191/*
192 * Compute mipmap level of detail.
193 */
194static INLINE GLfloat
195compute_lambda(const GLfloat sPlane[4], const GLfloat tPlane[4],
196               GLfloat invQ, GLfloat width, GLfloat height)
197{
198   GLfloat dudx = sPlane[0] / sPlane[2] * invQ * width;
199   GLfloat dudy = sPlane[1] / sPlane[2] * invQ * width;
200   GLfloat dvdx = tPlane[0] / tPlane[2] * invQ * height;
201   GLfloat dvdy = tPlane[1] / tPlane[2] * invQ * height;
202   GLfloat r1 = dudx * dudx + dudy * dudy;
203   GLfloat r2 = dvdx * dvdx + dvdy * dvdy;
204   GLfloat rho2 = r1 + r2;
205   /* return log base 2 of rho */
206   if (rho2 == 0.0F)
207      return 0.0;
208   else
209      return (GLfloat) (log(rho2) * 1.442695 * 0.5);/* 1.442695 = 1/log(2) */
210}
211
212
213
214
215/*
216 * Fill in the samples[] array with the (x,y) subpixel positions of
217 * xSamples * ySamples sample positions.
218 * Note that the four corner samples are put into the first four
219 * positions of the array.  This allows us to optimize for the common
220 * case of all samples being inside the polygon.
221 */
222static void
223make_sample_table(GLint xSamples, GLint ySamples, GLfloat samples[][2])
224{
225   const GLfloat dx = 1.0F / (GLfloat) xSamples;
226   const GLfloat dy = 1.0F / (GLfloat) ySamples;
227   GLint x, y;
228   GLint i;
229
230   i = 4;
231   for (x = 0; x < xSamples; x++) {
232      for (y = 0; y < ySamples; y++) {
233         GLint j;
234         if (x == 0 && y == 0) {
235            /* lower left */
236            j = 0;
237         }
238         else if (x == xSamples - 1 && y == 0) {
239            /* lower right */
240            j = 1;
241         }
242         else if (x == 0 && y == ySamples - 1) {
243            /* upper left */
244            j = 2;
245         }
246         else if (x == xSamples - 1 && y == ySamples - 1) {
247            /* upper right */
248            j = 3;
249         }
250         else {
251            j = i++;
252         }
253         samples[j][0] = x * dx + 0.5F * dx;
254         samples[j][1] = y * dy + 0.5F * dy;
255      }
256   }
257}
258
259
260
261/*
262 * Compute how much of the given pixel's area is inside the rectangle
263 * defined by vertices v0, v1, v2, v3.
264 * Vertices MUST be specified in counter-clockwise order.
265 * Return:  coverage in [0, 1].
266 */
267static GLfloat
268compute_coveragef(const struct LineInfo *info,
269                  GLint winx, GLint winy)
270{
271   static GLfloat samples[SUB_PIXEL * SUB_PIXEL][2];
272   static GLboolean haveSamples = GL_FALSE;
273   const GLfloat x = (GLfloat) winx;
274   const GLfloat y = (GLfloat) winy;
275   GLint stop = 4, i;
276   GLfloat insideCount = SUB_PIXEL * SUB_PIXEL;
277
278   if (!haveSamples) {
279      make_sample_table(SUB_PIXEL, SUB_PIXEL, samples);
280      haveSamples = GL_TRUE;
281   }
282
283#if 0 /*DEBUG*/
284   {
285      const GLfloat area = dx0 * dy1 - dx1 * dy0;
286      assert(area >= 0.0);
287   }
288#endif
289
290   for (i = 0; i < stop; i++) {
291      const GLfloat sx = x + samples[i][0];
292      const GLfloat sy = y + samples[i][1];
293      const GLfloat fx0 = sx - info->qx0;
294      const GLfloat fy0 = sy - info->qy0;
295      const GLfloat fx1 = sx - info->qx1;
296      const GLfloat fy1 = sy - info->qy1;
297      const GLfloat fx2 = sx - info->qx2;
298      const GLfloat fy2 = sy - info->qy2;
299      const GLfloat fx3 = sx - info->qx3;
300      const GLfloat fy3 = sy - info->qy3;
301      /* cross product determines if sample is inside or outside each edge */
302      GLfloat cross0 = (info->ex0 * fy0 - info->ey0 * fx0);
303      GLfloat cross1 = (info->ex1 * fy1 - info->ey1 * fx1);
304      GLfloat cross2 = (info->ex2 * fy2 - info->ey2 * fx2);
305      GLfloat cross3 = (info->ex3 * fy3 - info->ey3 * fx3);
306      /* Check if the sample is exactly on an edge.  If so, let cross be a
307       * positive or negative value depending on the direction of the edge.
308       */
309      if (cross0 == 0.0F)
310         cross0 = info->ex0 + info->ey0;
311      if (cross1 == 0.0F)
312         cross1 = info->ex1 + info->ey1;
313      if (cross2 == 0.0F)
314         cross2 = info->ex2 + info->ey2;
315      if (cross3 == 0.0F)
316         cross3 = info->ex3 + info->ey3;
317      if (cross0 < 0.0F || cross1 < 0.0F || cross2 < 0.0F || cross3 < 0.0F) {
318         /* point is outside quadrilateral */
319         insideCount -= 1.0F;
320         stop = SUB_PIXEL * SUB_PIXEL;
321      }
322   }
323   if (stop == 4)
324      return 1.0F;
325   else
326      return insideCount * (1.0F / (SUB_PIXEL * SUB_PIXEL));
327}
328
329
330
331typedef void (*plot_func)(GLcontext *ctx, struct LineInfo *line,
332                          int ix, int iy);
333
334
335
336/*
337 * Draw an AA line segment (called many times per line when stippling)
338 */
339static void
340segment(GLcontext *ctx,
341        struct LineInfo *line,
342        plot_func plot,
343        GLfloat t0, GLfloat t1)
344{
345   const GLfloat absDx = (line->dx < 0.0F) ? -line->dx : line->dx;
346   const GLfloat absDy = (line->dy < 0.0F) ? -line->dy : line->dy;
347   /* compute the actual segment's endpoints */
348   const GLfloat x0 = line->x0 + t0 * line->dx;
349   const GLfloat y0 = line->y0 + t0 * line->dy;
350   const GLfloat x1 = line->x0 + t1 * line->dx;
351   const GLfloat y1 = line->y0 + t1 * line->dy;
352
353   /* compute vertices of the line-aligned quadrilateral */
354   line->qx0 = x0 - line->yAdj;
355   line->qy0 = y0 + line->xAdj;
356   line->qx1 = x0 + line->yAdj;
357   line->qy1 = y0 - line->xAdj;
358   line->qx2 = x1 + line->yAdj;
359   line->qy2 = y1 - line->xAdj;
360   line->qx3 = x1 - line->yAdj;
361   line->qy3 = y1 + line->xAdj;
362   /* compute the quad's edge vectors (for coverage calc) */
363   line->ex0 = line->qx1 - line->qx0;
364   line->ey0 = line->qy1 - line->qy0;
365   line->ex1 = line->qx2 - line->qx1;
366   line->ey1 = line->qy2 - line->qy1;
367   line->ex2 = line->qx3 - line->qx2;
368   line->ey2 = line->qy3 - line->qy2;
369   line->ex3 = line->qx0 - line->qx3;
370   line->ey3 = line->qy0 - line->qy3;
371
372   if (absDx > absDy) {
373      /* X-major line */
374      GLfloat dydx = line->dy / line->dx;
375      GLfloat xLeft, xRight, yBot, yTop;
376      GLint ix, ixRight;
377      if (x0 < x1) {
378         xLeft = x0 - line->halfWidth;
379         xRight = x1 + line->halfWidth;
380         if (line->dy >= 0.0) {
381            yBot = y0 - 3.0F * line->halfWidth;
382            yTop = y0 + line->halfWidth;
383         }
384         else {
385            yBot = y0 - line->halfWidth;
386            yTop = y0 + 3.0F * line->halfWidth;
387         }
388      }
389      else {
390         xLeft = x1 - line->halfWidth;
391         xRight = x0 + line->halfWidth;
392         if (line->dy <= 0.0) {
393            yBot = y1 - 3.0F * line->halfWidth;
394            yTop = y1 + line->halfWidth;
395         }
396         else {
397            yBot = y1 - line->halfWidth;
398            yTop = y1 + 3.0F * line->halfWidth;
399         }
400      }
401
402      /* scan along the line, left-to-right */
403      ixRight = (GLint) (xRight + 1.0F);
404
405      /*printf("avg span height: %g\n", yTop - yBot);*/
406      for (ix = (GLint) xLeft; ix < ixRight; ix++) {
407         const GLint iyBot = (GLint) yBot;
408         const GLint iyTop = (GLint) (yTop + 1.0F);
409         GLint iy;
410         /* scan across the line, bottom-to-top */
411         for (iy = iyBot; iy < iyTop; iy++) {
412            (*plot)(ctx, line, ix, iy);
413         }
414         yBot += dydx;
415         yTop += dydx;
416      }
417   }
418   else {
419      /* Y-major line */
420      GLfloat dxdy = line->dx / line->dy;
421      GLfloat yBot, yTop, xLeft, xRight;
422      GLint iy, iyTop;
423      if (y0 < y1) {
424         yBot = y0 - line->halfWidth;
425         yTop = y1 + line->halfWidth;
426         if (line->dx >= 0.0) {
427            xLeft = x0 - 3.0F * line->halfWidth;
428            xRight = x0 + line->halfWidth;
429         }
430         else {
431            xLeft = x0 - line->halfWidth;
432            xRight = x0 + 3.0F * line->halfWidth;
433         }
434      }
435      else {
436         yBot = y1 - line->halfWidth;
437         yTop = y0 + line->halfWidth;
438         if (line->dx <= 0.0) {
439            xLeft = x1 - 3.0F * line->halfWidth;
440            xRight = x1 + line->halfWidth;
441         }
442         else {
443            xLeft = x1 - line->halfWidth;
444            xRight = x1 + 3.0F * line->halfWidth;
445         }
446      }
447
448      /* scan along the line, bottom-to-top */
449      iyTop = (GLint) (yTop + 1.0F);
450
451      /*printf("avg span width: %g\n", xRight - xLeft);*/
452      for (iy = (GLint) yBot; iy < iyTop; iy++) {
453         const GLint ixLeft = (GLint) xLeft;
454         const GLint ixRight = (GLint) (xRight + 1.0F);
455         GLint ix;
456         /* scan across the line, left-to-right */
457         for (ix = ixLeft; ix < ixRight; ix++) {
458            (*plot)(ctx, line, ix, iy);
459         }
460         xLeft += dxdy;
461         xRight += dxdy;
462      }
463   }
464}
465
466
467#define NAME(x) aa_ci_##x
468#define DO_Z
469#define DO_FOG
470#define DO_INDEX
471#include "s_aalinetemp.h"
472
473
474#define NAME(x) aa_rgba_##x
475#define DO_Z
476#define DO_FOG
477#define DO_RGBA
478#include "s_aalinetemp.h"
479
480
481#define NAME(x)  aa_tex_rgba_##x
482#define DO_Z
483#define DO_FOG
484#define DO_RGBA
485#define DO_TEX
486#include "s_aalinetemp.h"
487
488
489#define NAME(x)  aa_multitex_rgba_##x
490#define DO_Z
491#define DO_FOG
492#define DO_RGBA
493#define DO_MULTITEX
494#include "s_aalinetemp.h"
495
496
497#define NAME(x)  aa_multitex_spec_##x
498#define DO_Z
499#define DO_FOG
500#define DO_RGBA
501#define DO_MULTITEX
502#define DO_SPEC
503#include "s_aalinetemp.h"
504
505
506
507void
508_swrast_choose_aa_line_function(GLcontext *ctx)
509{
510   SWcontext *swrast = SWRAST_CONTEXT(ctx);
511
512   ASSERT(ctx->Line.SmoothFlag);
513
514   if (ctx->Visual.rgbMode) {
515      /* RGBA */
516      if (ctx->Texture._EnabledUnits != 0) {
517         if (ctx->Texture._EnabledUnits > 1) {
518            /* Multitextured! */
519            if (ctx->Light.Model.ColorControl==GL_SEPARATE_SPECULAR_COLOR ||
520                ctx->Fog.ColorSumEnabled)
521               swrast->Line = aa_multitex_spec_line;
522            else
523               swrast->Line = aa_multitex_rgba_line;
524         }
525         else {
526            swrast->Line = aa_tex_rgba_line;
527         }
528      }
529      else {
530         swrast->Line = aa_rgba_line;
531      }
532   }
533   else {
534      /* Color Index */
535      swrast->Line = aa_ci_line;
536   }
537}
538