1 /* $Id: s_aaline.c,v 1.17 2003/01/14 04:55:46 brianp Exp $ */
4 * Mesa 3-D graphics library
7 * Copyright (C) 1999-2002 Brian Paul All Rights Reserved.
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:
16 * The above copyright notice and this permission notice shall be included
17 * in all copies or substantial portions of the Software.
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.
29 #include "swrast/s_aaline.h"
30 #include "swrast/s_context.h"
31 #include "swrast/s_span.h"
32 #include "swrast/swrast.h"
41 * Info about the AA line we're rendering
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 */
56 GLfloat ex0
, ey0
; /* quad edge vectors */
66 GLfloat rPlane
[4], gPlane
[4], bPlane
[4], aPlane
[4];
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
];
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.
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.
98 compute_plane(GLfloat x0
, GLfloat y0
, GLfloat x1
, GLfloat y1
,
99 GLfloat z0
, GLfloat z1
, GLfloat plane
[4])
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
);
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) {
143 constant_plane(GLfloat value
, GLfloat plane
[4])
152 static INLINE GLfloat
153 solve_plane(GLfloat x
, GLfloat y
, const GLfloat plane
[4])
155 const GLfloat z
= (plane
[3] + plane
[0] * x
+ plane
[1] * y
) / -plane
[2];
159 #define SOLVE_PLANE(X, Y, PLANE) \
160 ((PLANE[3] + PLANE[0] * (X) + PLANE[1] * (Y)) / -PLANE[2])
164 * Return 1 / solve_plane().
166 static INLINE GLfloat
167 solve_plane_recip(GLfloat x
, GLfloat y
, const GLfloat plane
[4])
169 const GLfloat denom
= plane
[3] + plane
[0] * x
+ plane
[1] * y
;
173 return -plane
[2] / denom
;
178 * Solve plane and return clamped GLchan value.
181 solve_plane_chan(GLfloat x
, GLfloat y
, const GLfloat plane
[4])
183 GLfloat z
= (plane
[3] + plane
[0] * x
+ plane
[1] * y
) / -plane
[2] + 0.5F
;
186 else if (z
> CHAN_MAXF
)
187 return (GLchan
) CHAN_MAXF
;
188 return (GLchan
) (GLint
) z
;
193 * Compute mipmap level of detail.
195 static INLINE GLfloat
196 compute_lambda(const GLfloat sPlane
[4], const GLfloat tPlane
[4],
197 GLfloat invQ
, GLfloat width
, GLfloat height
)
199 GLfloat dudx
= sPlane
[0] / sPlane
[2] * invQ
* width
;
200 GLfloat dudy
= sPlane
[1] / sPlane
[2] * invQ
* width
;
201 GLfloat dvdx
= tPlane
[0] / tPlane
[2] * invQ
* height
;
202 GLfloat dvdy
= tPlane
[1] / tPlane
[2] * invQ
* height
;
203 GLfloat r1
= dudx
* dudx
+ dudy
* dudy
;
204 GLfloat r2
= dvdx
* dvdx
+ dvdy
* dvdy
;
205 GLfloat rho2
= r1
+ r2
;
206 /* return log base 2 of rho */
210 return (GLfloat
) (log(rho2
) * 1.442695 * 0.5);/* 1.442695 = 1/log(2) */
217 * Fill in the samples[] array with the (x,y) subpixel positions of
218 * xSamples * ySamples sample positions.
219 * Note that the four corner samples are put into the first four
220 * positions of the array. This allows us to optimize for the common
221 * case of all samples being inside the polygon.
224 make_sample_table(GLint xSamples
, GLint ySamples
, GLfloat samples
[][2])
226 const GLfloat dx
= 1.0F
/ (GLfloat
) xSamples
;
227 const GLfloat dy
= 1.0F
/ (GLfloat
) ySamples
;
232 for (x
= 0; x
< xSamples
; x
++) {
233 for (y
= 0; y
< ySamples
; y
++) {
235 if (x
== 0 && y
== 0) {
239 else if (x
== xSamples
- 1 && y
== 0) {
243 else if (x
== 0 && y
== ySamples
- 1) {
247 else if (x
== xSamples
- 1 && y
== ySamples
- 1) {
254 samples
[j
][0] = x
* dx
+ 0.5F
* dx
;
255 samples
[j
][1] = y
* dy
+ 0.5F
* dy
;
263 * Compute how much of the given pixel's area is inside the rectangle
264 * defined by vertices v0, v1, v2, v3.
265 * Vertices MUST be specified in counter-clockwise order.
266 * Return: coverage in [0, 1].
269 compute_coveragef(const struct LineInfo
*info
,
270 GLint winx
, GLint winy
)
272 static GLfloat samples
[SUB_PIXEL
* SUB_PIXEL
][2];
273 static GLboolean haveSamples
= GL_FALSE
;
274 const GLfloat x
= (GLfloat
) winx
;
275 const GLfloat y
= (GLfloat
) winy
;
277 GLfloat insideCount
= SUB_PIXEL
* SUB_PIXEL
;
280 make_sample_table(SUB_PIXEL
, SUB_PIXEL
, samples
);
281 haveSamples
= GL_TRUE
;
286 const GLfloat area
= dx0
* dy1
- dx1
* dy0
;
291 for (i
= 0; i
< stop
; i
++) {
292 const GLfloat sx
= x
+ samples
[i
][0];
293 const GLfloat sy
= y
+ samples
[i
][1];
294 const GLfloat fx0
= sx
- info
->qx0
;
295 const GLfloat fy0
= sy
- info
->qy0
;
296 const GLfloat fx1
= sx
- info
->qx1
;
297 const GLfloat fy1
= sy
- info
->qy1
;
298 const GLfloat fx2
= sx
- info
->qx2
;
299 const GLfloat fy2
= sy
- info
->qy2
;
300 const GLfloat fx3
= sx
- info
->qx3
;
301 const GLfloat fy3
= sy
- info
->qy3
;
302 /* cross product determines if sample is inside or outside each edge */
303 GLfloat cross0
= (info
->ex0
* fy0
- info
->ey0
* fx0
);
304 GLfloat cross1
= (info
->ex1
* fy1
- info
->ey1
* fx1
);
305 GLfloat cross2
= (info
->ex2
* fy2
- info
->ey2
* fx2
);
306 GLfloat cross3
= (info
->ex3
* fy3
- info
->ey3
* fx3
);
307 /* Check if the sample is exactly on an edge. If so, let cross be a
308 * positive or negative value depending on the direction of the edge.
311 cross0
= info
->ex0
+ info
->ey0
;
313 cross1
= info
->ex1
+ info
->ey1
;
315 cross2
= info
->ex2
+ info
->ey2
;
317 cross3
= info
->ex3
+ info
->ey3
;
318 if (cross0
< 0.0F
|| cross1
< 0.0F
|| cross2
< 0.0F
|| cross3
< 0.0F
) {
319 /* point is outside quadrilateral */
321 stop
= SUB_PIXEL
* SUB_PIXEL
;
327 return insideCount
* (1.0F
/ (SUB_PIXEL
* SUB_PIXEL
));
332 typedef void (*plot_func
)(GLcontext
*ctx
, struct LineInfo
*line
,
338 * Draw an AA line segment (called many times per line when stippling)
341 segment(GLcontext
*ctx
,
342 struct LineInfo
*line
,
344 GLfloat t0
, GLfloat t1
)
346 const GLfloat absDx
= (line
->dx
< 0.0F
) ? -line
->dx
: line
->dx
;
347 const GLfloat absDy
= (line
->dy
< 0.0F
) ? -line
->dy
: line
->dy
;
348 /* compute the actual segment's endpoints */
349 const GLfloat x0
= line
->x0
+ t0
* line
->dx
;
350 const GLfloat y0
= line
->y0
+ t0
* line
->dy
;
351 const GLfloat x1
= line
->x0
+ t1
* line
->dx
;
352 const GLfloat y1
= line
->y0
+ t1
* line
->dy
;
354 /* compute vertices of the line-aligned quadrilateral */
355 line
->qx0
= x0
- line
->yAdj
;
356 line
->qy0
= y0
+ line
->xAdj
;
357 line
->qx1
= x0
+ line
->yAdj
;
358 line
->qy1
= y0
- line
->xAdj
;
359 line
->qx2
= x1
+ line
->yAdj
;
360 line
->qy2
= y1
- line
->xAdj
;
361 line
->qx3
= x1
- line
->yAdj
;
362 line
->qy3
= y1
+ line
->xAdj
;
363 /* compute the quad's edge vectors (for coverage calc) */
364 line
->ex0
= line
->qx1
- line
->qx0
;
365 line
->ey0
= line
->qy1
- line
->qy0
;
366 line
->ex1
= line
->qx2
- line
->qx1
;
367 line
->ey1
= line
->qy2
- line
->qy1
;
368 line
->ex2
= line
->qx3
- line
->qx2
;
369 line
->ey2
= line
->qy3
- line
->qy2
;
370 line
->ex3
= line
->qx0
- line
->qx3
;
371 line
->ey3
= line
->qy0
- line
->qy3
;
375 GLfloat dydx
= line
->dy
/ line
->dx
;
376 GLfloat xLeft
, xRight
, yBot
, yTop
;
379 xLeft
= x0
- line
->halfWidth
;
380 xRight
= x1
+ line
->halfWidth
;
381 if (line
->dy
>= 0.0) {
382 yBot
= y0
- 3.0F
* line
->halfWidth
;
383 yTop
= y0
+ line
->halfWidth
;
386 yBot
= y0
- line
->halfWidth
;
387 yTop
= y0
+ 3.0F
* line
->halfWidth
;
391 xLeft
= x1
- line
->halfWidth
;
392 xRight
= x0
+ line
->halfWidth
;
393 if (line
->dy
<= 0.0) {
394 yBot
= y1
- 3.0F
* line
->halfWidth
;
395 yTop
= y1
+ line
->halfWidth
;
398 yBot
= y1
- line
->halfWidth
;
399 yTop
= y1
+ 3.0F
* line
->halfWidth
;
403 /* scan along the line, left-to-right */
404 ixRight
= (GLint
) (xRight
+ 1.0F
);
406 /*printf("avg span height: %g\n", yTop - yBot);*/
407 for (ix
= (GLint
) xLeft
; ix
< ixRight
; ix
++) {
408 const GLint iyBot
= (GLint
) yBot
;
409 const GLint iyTop
= (GLint
) (yTop
+ 1.0F
);
411 /* scan across the line, bottom-to-top */
412 for (iy
= iyBot
; iy
< iyTop
; iy
++) {
413 (*plot
)(ctx
, line
, ix
, iy
);
421 GLfloat dxdy
= line
->dx
/ line
->dy
;
422 GLfloat yBot
, yTop
, xLeft
, xRight
;
425 yBot
= y0
- line
->halfWidth
;
426 yTop
= y1
+ line
->halfWidth
;
427 if (line
->dx
>= 0.0) {
428 xLeft
= x0
- 3.0F
* line
->halfWidth
;
429 xRight
= x0
+ line
->halfWidth
;
432 xLeft
= x0
- line
->halfWidth
;
433 xRight
= x0
+ 3.0F
* line
->halfWidth
;
437 yBot
= y1
- line
->halfWidth
;
438 yTop
= y0
+ line
->halfWidth
;
439 if (line
->dx
<= 0.0) {
440 xLeft
= x1
- 3.0F
* line
->halfWidth
;
441 xRight
= x1
+ line
->halfWidth
;
444 xLeft
= x1
- line
->halfWidth
;
445 xRight
= x1
+ 3.0F
* line
->halfWidth
;
449 /* scan along the line, bottom-to-top */
450 iyTop
= (GLint
) (yTop
+ 1.0F
);
452 /*printf("avg span width: %g\n", xRight - xLeft);*/
453 for (iy
= (GLint
) yBot
; iy
< iyTop
; iy
++) {
454 const GLint ixLeft
= (GLint
) xLeft
;
455 const GLint ixRight
= (GLint
) (xRight
+ 1.0F
);
457 /* scan across the line, left-to-right */
458 for (ix
= ixLeft
; ix
< ixRight
; ix
++) {
459 (*plot
)(ctx
, line
, ix
, iy
);
468 #define NAME(x) aa_ci_##x
472 #include "s_aalinetemp.h"
475 #define NAME(x) aa_rgba_##x
479 #include "s_aalinetemp.h"
482 #define NAME(x) aa_tex_rgba_##x
487 #include "s_aalinetemp.h"
490 #define NAME(x) aa_multitex_rgba_##x
495 #include "s_aalinetemp.h"
498 #define NAME(x) aa_multitex_spec_##x
504 #include "s_aalinetemp.h"
509 _swrast_choose_aa_line_function(GLcontext
*ctx
)
511 SWcontext
*swrast
= SWRAST_CONTEXT(ctx
);
513 ASSERT(ctx
->Line
.SmoothFlag
);
515 if (ctx
->Visual
.rgbMode
) {
517 if (ctx
->Texture
._EnabledUnits
!= 0) {
518 if (ctx
->Texture
._EnabledUnits
> 1) {
520 if (ctx
->Light
.Model
.ColorControl
==GL_SEPARATE_SPECULAR_COLOR
||
521 ctx
->Fog
.ColorSumEnabled
)
522 swrast
->Line
= aa_multitex_spec_line
;
524 swrast
->Line
= aa_multitex_rgba_line
;
527 swrast
->Line
= aa_tex_rgba_line
;
531 swrast
->Line
= aa_rgba_line
;
536 swrast
->Line
= aa_ci_line
;