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  1. /*
  2.  * Mesa 3-D graphics library
  3.  * Version:  6.5.3
  4.  *
  5.  * Copyright (C) 1999-2007  Brian Paul   All Rights Reserved.
  6.  *
  7.  * Permission is hereby granted, free of charge, to any person obtaining a
  8.  * copy of this software and associated documentation files (the "Software"),
  9.  * to deal in the Software without restriction, including without limitation
  10.  * the rights to use, copy, modify, merge, publish, distribute, sublicense,
  11.  * and/or sell copies of the Software, and to permit persons to whom the
  12.  * Software is furnished to do so, subject to the following conditions:
  13.  *
  14.  * The above copyright notice and this permission notice shall be included
  15.  * in all copies or substantial portions of the Software.
  16.  *
  17.  * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS
  18.  * OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
  19.  * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.  IN NO EVENT SHALL
  20.  * BRIAN PAUL BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN
  21.  * AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN
  22.  * CONNECTION WITH THE SOFTWARE OR THE USE OR 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/colormac.h"
  34. #include "main/macros.h"
  35. #include "main/imports.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.  * Return 1 / solve_plane().
  115.  */
  116. static INLINE GLfloat
  117. solve_plane_recip(GLfloat x, GLfloat y, const GLfloat plane[4])
  118. {
  119.    const GLfloat denom = plane[3] + plane[0] * x + plane[1] * y;
  120.    if (denom == 0.0F)
  121.       return 0.0F;
  122.    else
  123.       return -plane[2] / denom;
  124. }
  125.  
  126.  
  127. /*
  128.  * Solve plane and return clamped GLchan value.
  129.  */
  130. static INLINE GLchan
  131. solve_plane_chan(GLfloat x, GLfloat y, const GLfloat plane[4])
  132. {
  133.    const GLfloat z = (plane[3] + plane[0] * x + plane[1] * y) / -plane[2];
  134. #if CHAN_TYPE == GL_FLOAT
  135.    return CLAMP(z, 0.0F, CHAN_MAXF);
  136. #else
  137.    if (z < 0)
  138.       return 0;
  139.    else if (z > CHAN_MAX)
  140.       return CHAN_MAX;
  141.    return (GLchan) IROUND_POS(z);
  142. #endif
  143. }
  144.  
  145.  
  146. static INLINE GLfloat
  147. plane_dx(const GLfloat plane[4])
  148. {
  149.    return -plane[0] / plane[2];
  150. }
  151.  
  152. static INLINE GLfloat
  153. plane_dy(const GLfloat plane[4])
  154. {
  155.    return -plane[1] / plane[2];
  156. }
  157.  
  158.  
  159.  
  160. /*
  161.  * Compute how much (area) of the given pixel is inside the triangle.
  162.  * Vertices MUST be specified in counter-clockwise order.
  163.  * Return:  coverage in [0, 1].
  164.  */
  165. static GLfloat
  166. compute_coveragef(const GLfloat v0[3], const GLfloat v1[3],
  167.                   const GLfloat v2[3], GLint winx, GLint winy)
  168. {
  169.    /* Given a position [0,3]x[0,3] return the sub-pixel sample position.
  170.     * Contributed by Ray Tice.
  171.     *
  172.     * Jitter sample positions -
  173.     * - average should be .5 in x & y for each column
  174.     * - each of the 16 rows and columns should be used once
  175.     * - the rectangle formed by the first four points
  176.     *   should contain the other points
  177.     * - the distrubition should be fairly even in any given direction
  178.     *
  179.     * The pattern drawn below isn't optimal, but it's better than a regular
  180.     * grid.  In the drawing, the center of each subpixel is surrounded by
  181.     * four dots.  The "x" marks the jittered position relative to the
  182.     * subpixel center.
  183.     */
  184. #define POS(a, b) (0.5+a*4+b)/16
  185.    static const GLfloat samples[16][2] = {
  186.       /* start with the four corners */
  187.       { POS(0, 2), POS(0, 0) },
  188.       { POS(3, 3), POS(0, 2) },
  189.       { POS(0, 0), POS(3, 1) },
  190.       { POS(3, 1), POS(3, 3) },
  191.       /* continue with interior samples */
  192.       { POS(1, 1), POS(0, 1) },
  193.       { POS(2, 0), POS(0, 3) },
  194.       { POS(0, 3), POS(1, 3) },
  195.       { POS(1, 2), POS(1, 0) },
  196.       { POS(2, 3), POS(1, 2) },
  197.       { POS(3, 2), POS(1, 1) },
  198.       { POS(0, 1), POS(2, 2) },
  199.       { POS(1, 0), POS(2, 1) },
  200.       { POS(2, 1), POS(2, 3) },
  201.       { POS(3, 0), POS(2, 0) },
  202.       { POS(1, 3), POS(3, 0) },
  203.       { POS(2, 2), POS(3, 2) }
  204.    };
  205.  
  206.    const GLfloat x = (GLfloat) winx;
  207.    const GLfloat y = (GLfloat) winy;
  208.    const GLfloat dx0 = v1[0] - v0[0];
  209.    const GLfloat dy0 = v1[1] - v0[1];
  210.    const GLfloat dx1 = v2[0] - v1[0];
  211.    const GLfloat dy1 = v2[1] - v1[1];
  212.    const GLfloat dx2 = v0[0] - v2[0];
  213.    const GLfloat dy2 = v0[1] - v2[1];
  214.    GLint stop = 4, i;
  215.    GLfloat insideCount = 16.0F;
  216.  
  217. #ifdef DEBUG
  218.    {
  219.       const GLfloat area = dx0 * dy1 - dx1 * dy0;
  220.       ASSERT(area >= 0.0);
  221.    }
  222. #endif
  223.  
  224.    for (i = 0; i < stop; i++) {
  225.       const GLfloat sx = x + samples[i][0];
  226.       const GLfloat sy = y + samples[i][1];
  227.       /* cross product determines if sample is inside or outside each edge */
  228.       GLfloat cross = (dx0 * (sy - v0[1]) - dy0 * (sx - v0[0]));
  229.       /* Check if the sample is exactly on an edge.  If so, let cross be a
  230.        * positive or negative value depending on the direction of the edge.
  231.        */
  232.       if (cross == 0.0F)
  233.          cross = dx0 + dy0;
  234.       if (cross < 0.0F) {
  235.          /* sample point is outside first edge */
  236.          insideCount -= 1.0F;
  237.          stop = 16;
  238.       }
  239.       else {
  240.          /* sample point is inside first edge */
  241.          cross = (dx1 * (sy - v1[1]) - dy1 * (sx - v1[0]));
  242.          if (cross == 0.0F)
  243.             cross = dx1 + dy1;
  244.          if (cross < 0.0F) {
  245.             /* sample point is outside second edge */
  246.             insideCount -= 1.0F;
  247.             stop = 16;
  248.          }
  249.          else {
  250.             /* sample point is inside first and second edges */
  251.             cross = (dx2 * (sy - v2[1]) -  dy2 * (sx - v2[0]));
  252.             if (cross == 0.0F)
  253.                cross = dx2 + dy2;
  254.             if (cross < 0.0F) {
  255.                /* sample point is outside third edge */
  256.                insideCount -= 1.0F;
  257.                stop = 16;
  258.             }
  259.          }
  260.       }
  261.    }
  262.    if (stop == 4)
  263.       return 1.0F;
  264.    else
  265.       return insideCount * (1.0F / 16.0F);
  266. }
  267.  
  268.  
  269.  
  270. static void
  271. rgba_aa_tri(struct gl_context *ctx,
  272.             const SWvertex *v0,
  273.             const SWvertex *v1,
  274.             const SWvertex *v2)
  275. {
  276. #define DO_Z
  277. #include "s_aatritemp.h"
  278. }
  279.  
  280.  
  281. static void
  282. general_aa_tri(struct gl_context *ctx,
  283.                const SWvertex *v0,
  284.                const SWvertex *v1,
  285.                const SWvertex *v2)
  286. {
  287. #define DO_Z
  288. #define DO_ATTRIBS
  289. #include "s_aatritemp.h"
  290. }
  291.  
  292.  
  293.  
  294. /*
  295.  * Examine GL state and set swrast->Triangle to an
  296.  * appropriate antialiased triangle rasterizer function.
  297.  */
  298. void
  299. _swrast_set_aa_triangle_function(struct gl_context *ctx)
  300. {
  301.    SWcontext *swrast = SWRAST_CONTEXT(ctx);
  302.  
  303.    ASSERT(ctx->Polygon.SmoothFlag);
  304.  
  305.    if (ctx->Texture._EnabledCoordUnits != 0
  306.        || ctx->FragmentProgram._Current
  307.        || swrast->_FogEnabled
  308.        || NEED_SECONDARY_COLOR(ctx)) {
  309.       SWRAST_CONTEXT(ctx)->Triangle = general_aa_tri;
  310.    }
  311.    else {
  312.       SWRAST_CONTEXT(ctx)->Triangle = rgba_aa_tri;
  313.    }
  314.  
  315.    ASSERT(SWRAST_CONTEXT(ctx)->Triangle);
  316. }
  317.