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  1. /*
  2.  * Mesa 3-D graphics library
  3.  *
  4.  * Copyright (C) 1999-2007  Brian Paul   All Rights Reserved.
  5.  *
  6.  * Permission is hereby granted, free of charge, to any person obtaining a
  7.  * copy of this software and associated documentation files (the "Software"),
  8.  * to deal in the Software without restriction, including without limitation
  9.  * the rights to use, copy, modify, merge, publish, distribute, sublicense,
  10.  * and/or sell copies of the Software, and to permit persons to whom the
  11.  * Software is furnished to do so, subject to the following conditions:
  12.  *
  13.  * The above copyright notice and this permission notice shall be included
  14.  * in all copies or substantial portions of the Software.
  15.  *
  16.  * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS
  17.  * OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
  18.  * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.  IN NO EVENT SHALL
  19.  * THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR
  20.  * OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE,
  21.  * ARISING FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR
  22.  * OTHER DEALINGS IN THE SOFTWARE.
  23.  */
  24.  
  25.  
  26. /*
  27.  * Antialiased Triangle rasterizers
  28.  */
  29.  
  30.  
  31. #include "main/glheader.h"
  32. #include "main/context.h"
  33. #include "main/macros.h"
  34. #include "main/imports.h"
  35. #include "main/state.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.  */
  46. static inline void
  47. compute_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.  */
  79. static inline void
  80. constant_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)    \
  89. do {                                    \
  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.  */
  101. static inline GLfloat
  102. solve_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.  * Solve plane and return clamped GLchan value.
  115.  */
  116. static inline GLchan
  117. solve_plane_chan(GLfloat x, GLfloat y, const GLfloat plane[4])
  118. {
  119.    const GLfloat z = (plane[3] + plane[0] * x + plane[1] * y) / -plane[2];
  120. #if CHAN_TYPE == GL_FLOAT
  121.    return CLAMP(z, 0.0F, CHAN_MAXF);
  122. #else
  123.    if (z < 0)
  124.       return 0;
  125.    else if (z > CHAN_MAX)
  126.       return CHAN_MAX;
  127.    return (GLchan) IROUND_POS(z);
  128. #endif
  129. }
  130.  
  131.  
  132. static inline GLfloat
  133. plane_dx(const GLfloat plane[4])
  134. {
  135.    return -plane[0] / plane[2];
  136. }
  137.  
  138. static inline GLfloat
  139. plane_dy(const GLfloat plane[4])
  140. {
  141.    return -plane[1] / plane[2];
  142. }
  143.  
  144.  
  145.  
  146. /*
  147.  * Compute how much (area) of the given pixel is inside the triangle.
  148.  * Vertices MUST be specified in counter-clockwise order.
  149.  * Return:  coverage in [0, 1].
  150.  */
  151. static GLfloat
  152. compute_coveragef(const GLfloat v0[3], const GLfloat v1[3],
  153.                   const GLfloat v2[3], GLint winx, GLint winy)
  154. {
  155.    /* Given a position [0,3]x[0,3] return the sub-pixel sample position.
  156.     * Contributed by Ray Tice.
  157.     *
  158.     * Jitter sample positions -
  159.     * - average should be .5 in x & y for each column
  160.     * - each of the 16 rows and columns should be used once
  161.     * - the rectangle formed by the first four points
  162.     *   should contain the other points
  163.     * - the distrubition should be fairly even in any given direction
  164.     *
  165.     * The pattern drawn below isn't optimal, but it's better than a regular
  166.     * grid.  In the drawing, the center of each subpixel is surrounded by
  167.     * four dots.  The "x" marks the jittered position relative to the
  168.     * subpixel center.
  169.     */
  170. #define POS(a, b) (0.5+a*4+b)/16
  171.    static const GLfloat samples[16][2] = {
  172.       /* start with the four corners */
  173.       { POS(0, 2), POS(0, 0) },
  174.       { POS(3, 3), POS(0, 2) },
  175.       { POS(0, 0), POS(3, 1) },
  176.       { POS(3, 1), POS(3, 3) },
  177.       /* continue with interior samples */
  178.       { POS(1, 1), POS(0, 1) },
  179.       { POS(2, 0), POS(0, 3) },
  180.       { POS(0, 3), POS(1, 3) },
  181.       { POS(1, 2), POS(1, 0) },
  182.       { POS(2, 3), POS(1, 2) },
  183.       { POS(3, 2), POS(1, 1) },
  184.       { POS(0, 1), POS(2, 2) },
  185.       { POS(1, 0), POS(2, 1) },
  186.       { POS(2, 1), POS(2, 3) },
  187.       { POS(3, 0), POS(2, 0) },
  188.       { POS(1, 3), POS(3, 0) },
  189.       { POS(2, 2), POS(3, 2) }
  190.    };
  191.  
  192.    const GLfloat x = (GLfloat) winx;
  193.    const GLfloat y = (GLfloat) winy;
  194.    const GLfloat dx0 = v1[0] - v0[0];
  195.    const GLfloat dy0 = v1[1] - v0[1];
  196.    const GLfloat dx1 = v2[0] - v1[0];
  197.    const GLfloat dy1 = v2[1] - v1[1];
  198.    const GLfloat dx2 = v0[0] - v2[0];
  199.    const GLfloat dy2 = v0[1] - v2[1];
  200.    GLint stop = 4, i;
  201.    GLfloat insideCount = 16.0F;
  202.  
  203.    assert(dx0 * dy1 - dx1 * dy0 >= 0.0); /* area >= 0.0 */
  204.  
  205.    for (i = 0; i < stop; i++) {
  206.       const GLfloat sx = x + samples[i][0];
  207.       const GLfloat sy = y + samples[i][1];
  208.       /* cross product determines if sample is inside or outside each edge */
  209.       GLfloat cross = (dx0 * (sy - v0[1]) - dy0 * (sx - v0[0]));
  210.       /* Check if the sample is exactly on an edge.  If so, let cross be a
  211.        * positive or negative value depending on the direction of the edge.
  212.        */
  213.       if (cross == 0.0F)
  214.          cross = dx0 + dy0;
  215.       if (cross < 0.0F) {
  216.          /* sample point is outside first edge */
  217.          insideCount -= 1.0F;
  218.          stop = 16;
  219.       }
  220.       else {
  221.          /* sample point is inside first edge */
  222.          cross = (dx1 * (sy - v1[1]) - dy1 * (sx - v1[0]));
  223.          if (cross == 0.0F)
  224.             cross = dx1 + dy1;
  225.          if (cross < 0.0F) {
  226.             /* sample point is outside second edge */
  227.             insideCount -= 1.0F;
  228.             stop = 16;
  229.          }
  230.          else {
  231.             /* sample point is inside first and second edges */
  232.             cross = (dx2 * (sy - v2[1]) -  dy2 * (sx - v2[0]));
  233.             if (cross == 0.0F)
  234.                cross = dx2 + dy2;
  235.             if (cross < 0.0F) {
  236.                /* sample point is outside third edge */
  237.                insideCount -= 1.0F;
  238.                stop = 16;
  239.             }
  240.          }
  241.       }
  242.    }
  243.    if (stop == 4)
  244.       return 1.0F;
  245.    else
  246.       return insideCount * (1.0F / 16.0F);
  247. }
  248.  
  249.  
  250.  
  251. static void
  252. rgba_aa_tri(struct gl_context *ctx,
  253.             const SWvertex *v0,
  254.             const SWvertex *v1,
  255.             const SWvertex *v2)
  256. {
  257. #define DO_Z
  258. #include "s_aatritemp.h"
  259. }
  260.  
  261.  
  262. static void
  263. general_aa_tri(struct gl_context *ctx,
  264.                const SWvertex *v0,
  265.                const SWvertex *v1,
  266.                const SWvertex *v2)
  267. {
  268. #define DO_Z
  269. #define DO_ATTRIBS
  270. #include "s_aatritemp.h"
  271. }
  272.  
  273.  
  274.  
  275. /*
  276.  * Examine GL state and set swrast->Triangle to an
  277.  * appropriate antialiased triangle rasterizer function.
  278.  */
  279. void
  280. _swrast_set_aa_triangle_function(struct gl_context *ctx)
  281. {
  282.    SWcontext *swrast = SWRAST_CONTEXT(ctx);
  283.  
  284.    assert(ctx->Polygon.SmoothFlag);
  285.  
  286.    if (ctx->Texture._EnabledCoordUnits != 0
  287.        || _swrast_use_fragment_program(ctx)
  288.        || swrast->_FogEnabled
  289.        || _mesa_need_secondary_color(ctx)) {
  290.       SWRAST_CONTEXT(ctx)->Triangle = general_aa_tri;
  291.    }
  292.    else {
  293.       SWRAST_CONTEXT(ctx)->Triangle = rgba_aa_tri;
  294.    }
  295.  
  296.    assert(SWRAST_CONTEXT(ctx)->Triangle);
  297. }
  298.