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/* $Id: s_aaline.c,v 1.1 2000/11/05 23:15:16 brianp Exp $ */ |
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/* |
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* Mesa 3-D graphics library |
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* Version: 3.5 |
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* |
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* Copyright (C) 1999-2000 Brian Paul All Rights Reserved. |
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* |
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* Permission is hereby granted, free of charge, to any person obtaining a |
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* copy of this software and associated documentation files (the "Software"), |
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* to deal in the Software without restriction, including without limitation |
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* the rights to use, copy, modify, merge, publish, distribute, sublicense, |
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* and/or sell copies of the Software, and to permit persons to whom the |
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* Software is furnished to do so, subject to the following conditions: |
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* |
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* The above copyright notice and this permission notice shall be included |
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* in all copies or substantial portions of the Software. |
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* |
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* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS |
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* OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, |
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* FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL |
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* BRIAN PAUL BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN |
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* AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN |
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* CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. |
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*/ |
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#include "glheader.h" |
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#include "swrast/s_aaline.h" |
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#include "swrast/s_pb.h" |
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#include "swrast/s_context.h" |
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#include "swrast/swrast.h" |
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#include "types.h" |
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#define SUB_PIXEL 4 |
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/* |
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* Info about the AA line we're rendering |
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*/ |
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struct LineInfo |
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{ |
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GLfloat x0, y0; /* start */ |
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GLfloat x1, y1; /* end */ |
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GLfloat dx, dy; /* direction vector */ |
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GLfloat len; /* length */ |
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GLfloat halfWidth; /* half of line width */ |
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GLfloat xAdj, yAdj; /* X and Y adjustment for quad corners around line */ |
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/* for coverage computation */ |
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GLfloat qx0, qy0; /* quad vertices */ |
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GLfloat qx1, qy1; |
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GLfloat qx2, qy2; |
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GLfloat qx3, qy3; |
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GLfloat ex0, ey0; /* quad edge vectors */ |
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GLfloat ex1, ey1; |
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GLfloat ex2, ey2; |
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GLfloat ex3, ey3; |
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/* DO_Z */ |
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GLfloat zPlane[4]; |
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/* DO_FOG */ |
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GLfloat fPlane[4]; |
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/* DO_RGBA */ |
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GLfloat rPlane[4], gPlane[4], bPlane[4], aPlane[4]; |
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/* DO_INDEX */ |
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GLfloat iPlane[4]; |
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/* DO_SPEC */ |
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GLfloat srPlane[4], sgPlane[4], sbPlane[4]; |
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/* DO_TEX or DO_MULTITEX */ |
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GLfloat sPlane[MAX_TEXTURE_UNITS][4]; |
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GLfloat tPlane[MAX_TEXTURE_UNITS][4]; |
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GLfloat uPlane[MAX_TEXTURE_UNITS][4]; |
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GLfloat vPlane[MAX_TEXTURE_UNITS][4]; |
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GLfloat lambda[MAX_TEXTURE_UNITS]; |
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GLfloat texWidth[MAX_TEXTURE_UNITS], texHeight[MAX_TEXTURE_UNITS]; |
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}; |
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/* |
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* Compute the equation of a plane used to interpolate line fragment data |
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* such as color, Z, texture coords, etc. |
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* Input: (x0, y0) and (x1,y1) are the endpoints of the line. |
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* z0, and z1 are the end point values to interpolate. |
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* Output: plane - the plane equation. |
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* |
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* Note: we don't really have enough parameters to specify a plane. |
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* We take the endpoints of the line and compute a plane such that |
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* the cross product of the line vector and the plane normal is |
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* parallel to the projection plane. |
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*/ |
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static void |
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compute_plane(GLfloat x0, GLfloat y0, GLfloat x1, GLfloat y1, |
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GLfloat z0, GLfloat z1, GLfloat plane[4]) |
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{ |
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#if 0 |
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/* original */ |
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const GLfloat px = x1 - x0; |
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const GLfloat py = y1 - y0; |
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const GLfloat pz = z1 - z0; |
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const GLfloat qx = -py; |
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const GLfloat qy = px; |
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const GLfloat qz = 0; |
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const GLfloat a = py * qz - pz * qy; |
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const GLfloat b = pz * qx - px * qz; |
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const GLfloat c = px * qy - py * qx; |
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const GLfloat d = -(a * x0 + b * y0 + c * z0); |
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plane[0] = a; |
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plane[1] = b; |
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plane[2] = c; |
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plane[3] = d; |
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#else |
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/* simplified */ |
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const GLfloat px = x1 - x0; |
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const GLfloat py = y1 - y0; |
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const GLfloat pz = z0 - z1; |
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const GLfloat a = pz * px; |
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const GLfloat b = pz * py; |
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const GLfloat c = px * px + py * py; |
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const GLfloat d = -(a * x0 + b * y0 + c * z0); |
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plane[0] = a; |
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plane[1] = b; |
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plane[2] = c; |
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plane[3] = d; |
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#endif |
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} |
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static INLINE void |
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constant_plane(GLfloat value, GLfloat plane[4]) |
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{ |
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plane[0] = 0.0; |
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plane[1] = 0.0; |
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plane[2] = -1.0; |
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plane[3] = value; |
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} |
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static INLINE GLfloat |
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solve_plane(GLfloat x, GLfloat y, const GLfloat plane[4]) |
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{ |
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GLfloat z = (plane[3] + plane[0] * x + plane[1] * y) / -plane[2]; |
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return z; |
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} |
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#define SOLVE_PLANE(X, Y, PLANE) \ |
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((PLANE[3] + PLANE[0] * (X) + PLANE[1] * (Y)) / -PLANE[2]) |
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/* |
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* Return 1 / solve_plane(). |
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*/ |
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static INLINE GLfloat |
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solve_plane_recip(GLfloat x, GLfloat y, const GLfloat plane[4]) |
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{ |
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GLfloat z = -plane[2] / (plane[3] + plane[0] * x + plane[1] * y); |
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return z; |
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} |
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/* |
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* Solve plane and return clamped GLchan value. |
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*/ |
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static INLINE GLchan |
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solve_plane_chan(GLfloat x, GLfloat y, const GLfloat plane[4]) |
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{ |
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GLfloat z = (plane[3] + plane[0] * x + plane[1] * y) / -plane[2] + 0.5F; |
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if (z < 0.0F) |
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return 0; |
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else if (z > CHAN_MAXF) |
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return CHAN_MAXF; |
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return (GLchan) (GLint) z; |
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} |
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/* |
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* Compute mipmap level of detail. |
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*/ |
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static INLINE GLfloat |
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compute_lambda(const GLfloat sPlane[4], const GLfloat tPlane[4], |
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GLfloat invQ, GLfloat width, GLfloat height) |
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{ |
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GLfloat dudx = sPlane[0] / sPlane[2] * invQ * width; |
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GLfloat dudy = sPlane[1] / sPlane[2] * invQ * width; |
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GLfloat dvdx = tPlane[0] / tPlane[2] * invQ * height; |
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GLfloat dvdy = tPlane[1] / tPlane[2] * invQ * height; |
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GLfloat r1 = dudx * dudx + dudy * dudy; |
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GLfloat r2 = dvdx * dvdx + dvdy * dvdy; |
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GLfloat rho2 = r1 + r2; |
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/* return log base 2 of rho */ |
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return log(rho2) * 1.442695 * 0.5; /* 1.442695 = 1/log(2) */ |
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} |
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/* |
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* Fill in the samples[] array with the (x,y) subpixel positions of |
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* xSamples * ySamples sample positions. |
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* Note that the four corner samples are put into the first four |
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* positions of the array. This allows us to optimize for the common |
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* case of all samples being inside the polygon. |
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*/ |
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static void |
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make_sample_table(GLint xSamples, GLint ySamples, GLfloat samples[][2]) |
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{ |
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const GLfloat dx = 1.0F / (GLfloat) xSamples; |
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const GLfloat dy = 1.0F / (GLfloat) ySamples; |
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GLint x, y; |
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GLint i; |
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i = 4; |
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for (x = 0; x < xSamples; x++) { |
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for (y = 0; y < ySamples; y++) { |
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GLint j; |
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if (x == 0 && y == 0) { |
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/* lower left */ |
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j = 0; |
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} |
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else if (x == xSamples - 1 && y == 0) { |
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/* lower right */ |
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j = 1; |
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} |
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else if (x == 0 && y == ySamples - 1) { |
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/* upper left */ |
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j = 2; |
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} |
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else if (x == xSamples - 1 && y == ySamples - 1) { |
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/* upper right */ |
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j = 3; |
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} |
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else { |
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j = i++; |
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} |
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samples[j][0] = x * dx; |
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samples[j][1] = y * dy; |
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} |
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} |
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} |
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/* |
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* Compute how much of the given pixel's area is inside the rectangle |
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* defined by vertices v0, v1, v2, v3. |
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* Vertices MUST be specified in counter-clockwise order. |
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* Return: coverage in [0, 1]. |
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*/ |
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static GLfloat |
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compute_coveragef(const struct LineInfo *info, |
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GLint winx, GLint winy) |
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{ |
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static GLfloat samples[SUB_PIXEL * SUB_PIXEL][2]; |
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static GLboolean haveSamples = GL_FALSE; |
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const GLfloat x = (GLfloat) winx; |
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const GLfloat y = (GLfloat) winy; |
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GLint stop = 4, i; |
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GLfloat insideCount = SUB_PIXEL * SUB_PIXEL; |
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if (!haveSamples) { |
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make_sample_table(SUB_PIXEL, SUB_PIXEL, samples); |
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haveSamples = GL_TRUE; |
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} |
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#if 0 /*DEBUG*/ |
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{ |
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const GLfloat area = dx0 * dy1 - dx1 * dy0; |
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assert(area >= 0.0); |
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} |
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#endif |
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for (i = 0; i < stop; i++) { |
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const GLfloat sx = x + samples[i][0]; |
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const GLfloat sy = y + samples[i][1]; |
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const GLfloat fx0 = sx - info->qx0; |
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const GLfloat fy0 = sy - info->qy0; |
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const GLfloat fx1 = sx - info->qx1; |
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const GLfloat fy1 = sy - info->qy1; |
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const GLfloat fx2 = sx - info->qx2; |
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const GLfloat fy2 = sy - info->qy2; |
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const GLfloat fx3 = sx - info->qx3; |
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const GLfloat fy3 = sy - info->qy3; |
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/* cross product determines if sample is inside or outside each edge */ |
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GLfloat cross0 = (info->ex0 * fy0 - info->ey0 * fx0); |
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GLfloat cross1 = (info->ex1 * fy1 - info->ey1 * fx1); |
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GLfloat cross2 = (info->ex2 * fy2 - info->ey2 * fx2); |
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GLfloat cross3 = (info->ex3 * fy3 - info->ey3 * fx3); |
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/* Check if the sample is exactly on an edge. If so, let cross be a |
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* positive or negative value depending on the direction of the edge. |
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*/ |
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if (cross0 == 0.0F) |
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cross0 = info->ex0 + info->ey0; |
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if (cross1 == 0.0F) |
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cross1 = info->ex1 + info->ey1; |
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if (cross2 == 0.0F) |
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cross2 = info->ex2 + info->ey2; |
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if (cross3 == 0.0F) |
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cross3 = info->ex3 + info->ey3; |
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if (cross0 < 0.0F || cross1 < 0.0F || cross2 < 0.0F || cross3 < 0.0F) { |
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/* point is outside quadrilateral */ |
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insideCount -= 1.0F; |
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stop = SUB_PIXEL * SUB_PIXEL; |
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} |
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} |
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if (stop == 4) |
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return 1.0F; |
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else |
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return insideCount * (1.0F / (SUB_PIXEL * SUB_PIXEL)); |
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} |
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typedef void (*plot_func)(GLcontext *ctx, const struct LineInfo *line, |
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struct pixel_buffer *pb, int ix, int iy); |
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/* |
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* Draw an AA line segment (called many times per line when stippling) |
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*/ |
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static void |
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segment(GLcontext *ctx, |
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struct LineInfo *line, |
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plot_func plot, |
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struct pixel_buffer *pb, |
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GLfloat t0, GLfloat t1) |
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{ |
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const GLfloat absDx = (line->dx < 0.0F) ? -line->dx : line->dx; |
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const GLfloat absDy = (line->dy < 0.0F) ? -line->dy : line->dy; |
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/* compute the actual segment's endpoints */ |
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const GLfloat x0 = line->x0 + t0 * line->dx; |
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const GLfloat y0 = line->y0 + t0 * line->dy; |
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const GLfloat x1 = line->x0 + t1 * line->dx; |
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const GLfloat y1 = line->y0 + t1 * line->dy; |
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/* compute vertices of the line-aligned quadrilateral */ |
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line->qx0 = x0 - line->yAdj; |
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line->qy0 = y0 + line->xAdj; |
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line->qx1 = x0 + line->yAdj; |
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line->qy1 = y0 - line->xAdj; |
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line->qx2 = x1 + line->yAdj; |
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line->qy2 = y1 - line->xAdj; |
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line->qx3 = x1 - line->yAdj; |
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line->qy3 = y1 + line->xAdj; |
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/* compute the quad's edge vectors (for coverage calc) */ |
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line->ex0 = line->qx1 - line->qx0; |
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line->ey0 = line->qy1 - line->qy0; |
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line->ex1 = line->qx2 - line->qx1; |
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line->ey1 = line->qy2 - line->qy1; |
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line->ex2 = line->qx3 - line->qx2; |
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line->ey2 = line->qy3 - line->qy2; |
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line->ex3 = line->qx0 - line->qx3; |
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line->ey3 = line->qy0 - line->qy3; |
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if (absDx > absDy) { |
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/* X-major line */ |
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GLfloat dydx = line->dy / line->dx; |
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GLfloat xLeft, xRight, yBot, yTop; |
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GLint ix, ixRight; |
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if (x0 < x1) { |
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xLeft = x0 - line->halfWidth; |
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xRight = x1 + line->halfWidth; |
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if (line->dy >= 0.0) { |
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yBot = y0 - 3.0 * line->halfWidth; |
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yTop = y0 + line->halfWidth; |
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} |
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else { |
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yBot = y0 - line->halfWidth; |
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yTop = y0 + 3.0 * line->halfWidth; |
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} |
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} |
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else { |
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xLeft = x1 - line->halfWidth; |
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xRight = x0 + line->halfWidth; |
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if (line->dy <= 0.0) { |
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yBot = y1 - 3.0 * line->halfWidth; |
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yTop = y1 + line->halfWidth; |
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} |
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else { |
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yBot = y1 - line->halfWidth; |
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yTop = y1 + 3.0 * line->halfWidth; |
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} |
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} |
|
|
|
|
|
|
|
/* scan along the line, left-to-right */ |
|
|
|
ixRight = (GLint) (xRight + 1.0F); |
|
|
|
|
|
|
|
/*printf("avg span height: %g\n", yTop - yBot);*/ |
|
|
|
for (ix = (GLint) xLeft; ix < ixRight; ix++) { |
|
|
|
const GLint iyBot = (GLint) yBot; |
|
|
|
const GLint iyTop = (GLint) (yTop + 1.0F); |
|
|
|
GLint iy; |
|
|
|
/* scan across the line, bottom-to-top */ |
|
|
|
for (iy = iyBot; iy < iyTop; iy++) { |
|
|
|
(*plot)(ctx, line, pb, ix, iy); |
|
|
|
} |
|
|
|
yBot += dydx; |
|
|
|
yTop += dydx; |
|
|
|
} |
|
|
|
} |
|
|
|
else { |
|
|
|
/* Y-major line */ |
|
|
|
GLfloat dxdy = line->dx / line->dy; |
|
|
|
GLfloat yBot, yTop, xLeft, xRight; |
|
|
|
GLint iy, iyTop; |
|
|
|
if (y0 < y1) { |
|
|
|
yBot = y0 - line->halfWidth; |
|
|
|
yTop = y1 + line->halfWidth; |
|
|
|
if (line->dx >= 0.0) { |
|
|
|
xLeft = x0 - 3.0 * line->halfWidth; |
|
|
|
xRight = x0 + line->halfWidth; |
|
|
|
} |
|
|
|
else { |
|
|
|
xLeft = x0 - line->halfWidth; |
|
|
|
xRight = x0 + 3.0 * line->halfWidth; |
|
|
|
} |
|
|
|
} |
|
|
|
else { |
|
|
|
yBot = y1 - line->halfWidth; |
|
|
|
yTop = y0 + line->halfWidth; |
|
|
|
if (line->dx <= 0.0) { |
|
|
|
xLeft = x1 - 3.0 * line->halfWidth; |
|
|
|
xRight = x1 + line->halfWidth; |
|
|
|
} |
|
|
|
else { |
|
|
|
xLeft = x1 - line->halfWidth; |
|
|
|
xRight = x1 + 3.0 * line->halfWidth; |
|
|
|
} |
|
|
|
} |
|
|
|
|
|
|
|
/* scan along the line, bottom-to-top */ |
|
|
|
iyTop = (GLint) (yTop + 1.0F); |
|
|
|
|
|
|
|
/*printf("avg span width: %g\n", xRight - xLeft);*/ |
|
|
|
for (iy = (GLint) yBot; iy < iyTop; iy++) { |
|
|
|
const GLint ixLeft = (GLint) xLeft; |
|
|
|
const GLint ixRight = (GLint) (xRight + 1.0F); |
|
|
|
GLint ix; |
|
|
|
/* scan across the line, left-to-right */ |
|
|
|
for (ix = ixLeft; ix < ixRight; ix++) { |
|
|
|
(*plot)(ctx, line, pb, ix, iy); |
|
|
|
} |
|
|
|
xLeft += dxdy; |
|
|
|
xRight += dxdy; |
|
|
|
} |
|
|
|
} |
|
|
|
} |
|
|
|
|
|
|
|
|
|
|
|
#define NAME(x) aa_ci_##x |
|
|
|
#define DO_Z |
|
|
|
#define DO_FOG |
|
|
|
#define DO_INDEX |
|
|
|
#include "s_aalinetemp.h" |
|
|
|
|
|
|
|
|
|
|
|
#define NAME(x) aa_rgba_##x |
|
|
|
#define DO_Z |
|
|
|
#define DO_FOG |
|
|
|
#define DO_RGBA |
|
|
|
#include "s_aalinetemp.h" |
|
|
|
|
|
|
|
|
|
|
|
#define NAME(x) aa_tex_rgba_##x |
|
|
|
#define DO_Z |
|
|
|
#define DO_FOG |
|
|
|
#define DO_RGBA |
|
|
|
#define DO_TEX |
|
|
|
#include "s_aalinetemp.h" |
|
|
|
|
|
|
|
|
|
|
|
#define NAME(x) aa_multitex_rgba_##x |
|
|
|
#define DO_Z |
|
|
|
#define DO_RGBA |
|
|
|
#define DO_MULTITEX |
|
|
|
#define DO_SPEC |
|
|
|
#include "s_aalinetemp.h" |
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
void |
|
|
|
_swrast_choose_aa_line_function(GLcontext *ctx) |
|
|
|
{ |
|
|
|
SWcontext *swrast = SWRAST_CONTEXT(ctx); |
|
|
|
|
|
|
|
ASSERT(ctx->Line.SmoothFlag); |
|
|
|
|
|
|
|
if (ctx->Visual.RGBAflag) { |
|
|
|
/* RGBA */ |
|
|
|
if (ctx->Texture._ReallyEnabled) { |
|
|
|
if (ctx->Texture._MultiTextureEnabled |
|
|
|
|| ctx->Light.Model.ColorControl==GL_SEPARATE_SPECULAR_COLOR |
|
|
|
|| ctx->Fog.ColorSumEnabled) |
|
|
|
/* Multitextured! */ |
|
|
|
swrast->Line = aa_multitex_rgba_line; |
|
|
|
else |
|
|
|
swrast->Line = aa_tex_rgba_line; |
|
|
|
} |
|
|
|
else { |
|
|
|
swrast->Line = aa_rgba_line; |
|
|
|
} |
|
|
|
} |
|
|
|
else { |
|
|
|
/* Color Index */ |
|
|
|
swrast->Line = aa_ci_line; |
|
|
|
} |
|
|
|
} |
|
|
|
|