s_aaline.c revision a20ed720032d1a04a5206374020234140dd5ef08
1/* $Id: s_aaline.c,v 1.19 2003/02/28 15:08:49 brianp Exp $ */
2
3/*
4 * Mesa 3-D graphics library
5 * Version:  5.0.1
6 *
7 * Copyright (C) 1999-2003  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_COORD_UNITS][4];
73   GLfloat tPlane[MAX_TEXTURE_COORD_UNITS][4];
74   GLfloat uPlane[MAX_TEXTURE_COORD_UNITS][4];
75   GLfloat vPlane[MAX_TEXTURE_COORD_UNITS][4];
76   GLfloat lambda[MAX_TEXTURE_COORD_UNITS];
77   GLfloat texWidth[MAX_TEXTURE_COORD_UNITS];
78   GLfloat texHeight[MAX_TEXTURE_COORD_UNITS];
79
80   struct sw_span span;
81};
82
83
84
85/*
86 * Compute the equation of a plane used to interpolate line fragment data
87 * such as color, Z, texture coords, etc.
88 * Input: (x0, y0) and (x1,y1) are the endpoints of the line.
89 *        z0, and z1 are the end point values to interpolate.
90 * Output:  plane - the plane equation.
91 *
92 * Note: we don't really have enough parameters to specify a plane.
93 * We take the endpoints of the line and compute a plane such that
94 * the cross product of the line vector and the plane normal is
95 * parallel to the projection plane.
96 */
97static void
98compute_plane(GLfloat x0, GLfloat y0, GLfloat x1, GLfloat y1,
99              GLfloat z0, GLfloat z1, GLfloat plane[4])
100{
101#if 0
102   /* original */
103   const GLfloat px = x1 - x0;
104   const GLfloat py = y1 - y0;
105   const GLfloat pz = z1 - z0;
106   const GLfloat qx = -py;
107   const GLfloat qy = px;
108   const GLfloat qz = 0;
109   const GLfloat a = py * qz - pz * qy;
110   const GLfloat b = pz * qx - px * qz;
111   const GLfloat c = px * qy - py * qx;
112   const GLfloat d = -(a * x0 + b * y0 + c * z0);
113   plane[0] = a;
114   plane[1] = b;
115   plane[2] = c;
116   plane[3] = d;
117#else
118   /* simplified */
119   const GLfloat px = x1 - x0;
120   const GLfloat py = y1 - y0;
121   const GLfloat pz = z0 - z1;
122   const GLfloat a = pz * px;
123   const GLfloat b = pz * py;
124   const GLfloat c = px * px + py * py;
125   const GLfloat d = -(a * x0 + b * y0 + c * z0);
126   if (a == 0.0 && b == 0.0 && c == 0.0 && d == 0.0) {
127      plane[0] = 0.0;
128      plane[1] = 0.0;
129      plane[2] = 1.0;
130      plane[3] = 0.0;
131   }
132   else {
133      plane[0] = a;
134      plane[1] = b;
135      plane[2] = c;
136      plane[3] = d;
137   }
138#endif
139}
140
141
142static INLINE void
143constant_plane(GLfloat value, GLfloat plane[4])
144{
145   plane[0] = 0.0;
146   plane[1] = 0.0;
147   plane[2] = -1.0;
148   plane[3] = value;
149}
150
151
152static INLINE GLfloat
153solve_plane(GLfloat x, GLfloat y, const GLfloat plane[4])
154{
155   const GLfloat z = (plane[3] + plane[0] * x + plane[1] * y) / -plane[2];
156   return z;
157}
158
159#define SOLVE_PLANE(X, Y, PLANE) \
160   ((PLANE[3] + PLANE[0] * (X) + PLANE[1] * (Y)) / -PLANE[2])
161
162
163/*
164 * Return 1 / solve_plane().
165 */
166static INLINE GLfloat
167solve_plane_recip(GLfloat x, GLfloat y, const GLfloat plane[4])
168{
169   const GLfloat denom = plane[3] + plane[0] * x + plane[1] * y;
170   if (denom == 0.0)
171      return 0.0;
172   else
173      return -plane[2] / denom;
174}
175
176
177/*
178 * Solve plane and return clamped GLchan value.
179 */
180static INLINE GLchan
181solve_plane_chan(GLfloat x, GLfloat y, const GLfloat plane[4])
182{
183   const GLfloat z = (plane[3] + plane[0] * x + plane[1] * y) / -plane[2];
184#if CHAN_TYPE == GL_FLOAT
185   return CLAMP(z, 0.0F, CHAN_MAXF);
186#else
187   if (z < 0)
188      return 0;
189   else if (z > CHAN_MAX)
190      return CHAN_MAX;
191   return (GLchan) IROUND_POS(z);
192#endif
193}
194
195
196/*
197 * Compute mipmap level of detail.
198 */
199static INLINE GLfloat
200compute_lambda(const GLfloat sPlane[4], const GLfloat tPlane[4],
201               GLfloat invQ, GLfloat width, GLfloat height)
202{
203   GLfloat dudx = sPlane[0] / sPlane[2] * invQ * width;
204   GLfloat dudy = sPlane[1] / sPlane[2] * invQ * width;
205   GLfloat dvdx = tPlane[0] / tPlane[2] * invQ * height;
206   GLfloat dvdy = tPlane[1] / tPlane[2] * invQ * height;
207   GLfloat r1 = dudx * dudx + dudy * dudy;
208   GLfloat r2 = dvdx * dvdx + dvdy * dvdy;
209   GLfloat rho2 = r1 + r2;
210   /* return log base 2 of rho */
211   if (rho2 == 0.0F)
212      return 0.0;
213   else
214      return (GLfloat) (log(rho2) * 1.442695 * 0.5);/* 1.442695 = 1/log(2) */
215}
216
217
218
219
220/*
221 * Fill in the samples[] array with the (x,y) subpixel positions of
222 * xSamples * ySamples sample positions.
223 * Note that the four corner samples are put into the first four
224 * positions of the array.  This allows us to optimize for the common
225 * case of all samples being inside the polygon.
226 */
227static void
228make_sample_table(GLint xSamples, GLint ySamples, GLfloat samples[][2])
229{
230   const GLfloat dx = 1.0F / (GLfloat) xSamples;
231   const GLfloat dy = 1.0F / (GLfloat) ySamples;
232   GLint x, y;
233   GLint i;
234
235   i = 4;
236   for (x = 0; x < xSamples; x++) {
237      for (y = 0; y < ySamples; y++) {
238         GLint j;
239         if (x == 0 && y == 0) {
240            /* lower left */
241            j = 0;
242         }
243         else if (x == xSamples - 1 && y == 0) {
244            /* lower right */
245            j = 1;
246         }
247         else if (x == 0 && y == ySamples - 1) {
248            /* upper left */
249            j = 2;
250         }
251         else if (x == xSamples - 1 && y == ySamples - 1) {
252            /* upper right */
253            j = 3;
254         }
255         else {
256            j = i++;
257         }
258         samples[j][0] = x * dx + 0.5F * dx;
259         samples[j][1] = y * dy + 0.5F * dy;
260      }
261   }
262}
263
264
265
266/*
267 * Compute how much of the given pixel's area is inside the rectangle
268 * defined by vertices v0, v1, v2, v3.
269 * Vertices MUST be specified in counter-clockwise order.
270 * Return:  coverage in [0, 1].
271 */
272static GLfloat
273compute_coveragef(const struct LineInfo *info,
274                  GLint winx, GLint winy)
275{
276   static GLfloat samples[SUB_PIXEL * SUB_PIXEL][2];
277   static GLboolean haveSamples = GL_FALSE;
278   const GLfloat x = (GLfloat) winx;
279   const GLfloat y = (GLfloat) winy;
280   GLint stop = 4, i;
281   GLfloat insideCount = SUB_PIXEL * SUB_PIXEL;
282
283   if (!haveSamples) {
284      make_sample_table(SUB_PIXEL, SUB_PIXEL, samples);
285      haveSamples = GL_TRUE;
286   }
287
288#if 0 /*DEBUG*/
289   {
290      const GLfloat area = dx0 * dy1 - dx1 * dy0;
291      assert(area >= 0.0);
292   }
293#endif
294
295   for (i = 0; i < stop; i++) {
296      const GLfloat sx = x + samples[i][0];
297      const GLfloat sy = y + samples[i][1];
298      const GLfloat fx0 = sx - info->qx0;
299      const GLfloat fy0 = sy - info->qy0;
300      const GLfloat fx1 = sx - info->qx1;
301      const GLfloat fy1 = sy - info->qy1;
302      const GLfloat fx2 = sx - info->qx2;
303      const GLfloat fy2 = sy - info->qy2;
304      const GLfloat fx3 = sx - info->qx3;
305      const GLfloat fy3 = sy - info->qy3;
306      /* cross product determines if sample is inside or outside each edge */
307      GLfloat cross0 = (info->ex0 * fy0 - info->ey0 * fx0);
308      GLfloat cross1 = (info->ex1 * fy1 - info->ey1 * fx1);
309      GLfloat cross2 = (info->ex2 * fy2 - info->ey2 * fx2);
310      GLfloat cross3 = (info->ex3 * fy3 - info->ey3 * fx3);
311      /* Check if the sample is exactly on an edge.  If so, let cross be a
312       * positive or negative value depending on the direction of the edge.
313       */
314      if (cross0 == 0.0F)
315         cross0 = info->ex0 + info->ey0;
316      if (cross1 == 0.0F)
317         cross1 = info->ex1 + info->ey1;
318      if (cross2 == 0.0F)
319         cross2 = info->ex2 + info->ey2;
320      if (cross3 == 0.0F)
321         cross3 = info->ex3 + info->ey3;
322      if (cross0 < 0.0F || cross1 < 0.0F || cross2 < 0.0F || cross3 < 0.0F) {
323         /* point is outside quadrilateral */
324         insideCount -= 1.0F;
325         stop = SUB_PIXEL * SUB_PIXEL;
326      }
327   }
328   if (stop == 4)
329      return 1.0F;
330   else
331      return insideCount * (1.0F / (SUB_PIXEL * SUB_PIXEL));
332}
333
334
335
336typedef void (*plot_func)(GLcontext *ctx, struct LineInfo *line,
337                          int ix, int iy);
338
339
340
341/*
342 * Draw an AA line segment (called many times per line when stippling)
343 */
344static void
345segment(GLcontext *ctx,
346        struct LineInfo *line,
347        plot_func plot,
348        GLfloat t0, GLfloat t1)
349{
350   const GLfloat absDx = (line->dx < 0.0F) ? -line->dx : line->dx;
351   const GLfloat absDy = (line->dy < 0.0F) ? -line->dy : line->dy;
352   /* compute the actual segment's endpoints */
353   const GLfloat x0 = line->x0 + t0 * line->dx;
354   const GLfloat y0 = line->y0 + t0 * line->dy;
355   const GLfloat x1 = line->x0 + t1 * line->dx;
356   const GLfloat y1 = line->y0 + t1 * line->dy;
357
358   /* compute vertices of the line-aligned quadrilateral */
359   line->qx0 = x0 - line->yAdj;
360   line->qy0 = y0 + line->xAdj;
361   line->qx1 = x0 + line->yAdj;
362   line->qy1 = y0 - line->xAdj;
363   line->qx2 = x1 + line->yAdj;
364   line->qy2 = y1 - line->xAdj;
365   line->qx3 = x1 - line->yAdj;
366   line->qy3 = y1 + line->xAdj;
367   /* compute the quad's edge vectors (for coverage calc) */
368   line->ex0 = line->qx1 - line->qx0;
369   line->ey0 = line->qy1 - line->qy0;
370   line->ex1 = line->qx2 - line->qx1;
371   line->ey1 = line->qy2 - line->qy1;
372   line->ex2 = line->qx3 - line->qx2;
373   line->ey2 = line->qy3 - line->qy2;
374   line->ex3 = line->qx0 - line->qx3;
375   line->ey3 = line->qy0 - line->qy3;
376
377   if (absDx > absDy) {
378      /* X-major line */
379      GLfloat dydx = line->dy / line->dx;
380      GLfloat xLeft, xRight, yBot, yTop;
381      GLint ix, ixRight;
382      if (x0 < x1) {
383         xLeft = x0 - line->halfWidth;
384         xRight = x1 + line->halfWidth;
385         if (line->dy >= 0.0) {
386            yBot = y0 - 3.0F * line->halfWidth;
387            yTop = y0 + line->halfWidth;
388         }
389         else {
390            yBot = y0 - line->halfWidth;
391            yTop = y0 + 3.0F * line->halfWidth;
392         }
393      }
394      else {
395         xLeft = x1 - line->halfWidth;
396         xRight = x0 + line->halfWidth;
397         if (line->dy <= 0.0) {
398            yBot = y1 - 3.0F * line->halfWidth;
399            yTop = y1 + line->halfWidth;
400         }
401         else {
402            yBot = y1 - line->halfWidth;
403            yTop = y1 + 3.0F * line->halfWidth;
404         }
405      }
406
407      /* scan along the line, left-to-right */
408      ixRight = (GLint) (xRight + 1.0F);
409
410      /*printf("avg span height: %g\n", yTop - yBot);*/
411      for (ix = (GLint) xLeft; ix < ixRight; ix++) {
412         const GLint iyBot = (GLint) yBot;
413         const GLint iyTop = (GLint) (yTop + 1.0F);
414         GLint iy;
415         /* scan across the line, bottom-to-top */
416         for (iy = iyBot; iy < iyTop; iy++) {
417            (*plot)(ctx, line, ix, iy);
418         }
419         yBot += dydx;
420         yTop += dydx;
421      }
422   }
423   else {
424      /* Y-major line */
425      GLfloat dxdy = line->dx / line->dy;
426      GLfloat yBot, yTop, xLeft, xRight;
427      GLint iy, iyTop;
428      if (y0 < y1) {
429         yBot = y0 - line->halfWidth;
430         yTop = y1 + line->halfWidth;
431         if (line->dx >= 0.0) {
432            xLeft = x0 - 3.0F * line->halfWidth;
433            xRight = x0 + line->halfWidth;
434         }
435         else {
436            xLeft = x0 - line->halfWidth;
437            xRight = x0 + 3.0F * line->halfWidth;
438         }
439      }
440      else {
441         yBot = y1 - line->halfWidth;
442         yTop = y0 + line->halfWidth;
443         if (line->dx <= 0.0) {
444            xLeft = x1 - 3.0F * line->halfWidth;
445            xRight = x1 + line->halfWidth;
446         }
447         else {
448            xLeft = x1 - line->halfWidth;
449            xRight = x1 + 3.0F * line->halfWidth;
450         }
451      }
452
453      /* scan along the line, bottom-to-top */
454      iyTop = (GLint) (yTop + 1.0F);
455
456      /*printf("avg span width: %g\n", xRight - xLeft);*/
457      for (iy = (GLint) yBot; iy < iyTop; iy++) {
458         const GLint ixLeft = (GLint) xLeft;
459         const GLint ixRight = (GLint) (xRight + 1.0F);
460         GLint ix;
461         /* scan across the line, left-to-right */
462         for (ix = ixLeft; ix < ixRight; ix++) {
463            (*plot)(ctx, line, ix, iy);
464         }
465         xLeft += dxdy;
466         xRight += dxdy;
467      }
468   }
469}
470
471
472#define NAME(x) aa_ci_##x
473#define DO_Z
474#define DO_FOG
475#define DO_INDEX
476#include "s_aalinetemp.h"
477
478
479#define NAME(x) aa_rgba_##x
480#define DO_Z
481#define DO_FOG
482#define DO_RGBA
483#include "s_aalinetemp.h"
484
485
486#define NAME(x)  aa_tex_rgba_##x
487#define DO_Z
488#define DO_FOG
489#define DO_RGBA
490#define DO_TEX
491#include "s_aalinetemp.h"
492
493
494#define NAME(x)  aa_multitex_rgba_##x
495#define DO_Z
496#define DO_FOG
497#define DO_RGBA
498#define DO_MULTITEX
499#include "s_aalinetemp.h"
500
501
502#define NAME(x)  aa_multitex_spec_##x
503#define DO_Z
504#define DO_FOG
505#define DO_RGBA
506#define DO_MULTITEX
507#define DO_SPEC
508#include "s_aalinetemp.h"
509
510
511
512void
513_swrast_choose_aa_line_function(GLcontext *ctx)
514{
515   SWcontext *swrast = SWRAST_CONTEXT(ctx);
516
517   ASSERT(ctx->Line.SmoothFlag);
518
519   if (ctx->Visual.rgbMode) {
520      /* RGBA */
521      if (ctx->Texture._EnabledUnits != 0) {
522         if (ctx->Texture._EnabledUnits > 1) {
523            /* Multitextured! */
524            if (ctx->Light.Model.ColorControl==GL_SEPARATE_SPECULAR_COLOR ||
525                ctx->Fog.ColorSumEnabled)
526               swrast->Line = aa_multitex_spec_line;
527            else
528               swrast->Line = aa_multitex_rgba_line;
529         }
530         else {
531            swrast->Line = aa_tex_rgba_line;
532         }
533      }
534      else {
535         swrast->Line = aa_rgba_line;
536      }
537   }
538   else {
539      /* Color Index */
540      swrast->Line = aa_ci_line;
541   }
542}
543