1 /* $Id: s_aaline.c,v 1.21 2003/03/14 15:38:04 brianp Exp $ */
4 * Mesa 3-D graphics library
7 * Copyright (C) 1999-2003 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.
31 #include "swrast/s_aaline.h"
32 #include "swrast/s_context.h"
33 #include "swrast/s_span.h"
34 #include "swrast/swrast.h"
42 * Info about the AA line we're rendering
46 GLfloat x0
, y0
; /* start */
47 GLfloat x1
, y1
; /* end */
48 GLfloat dx
, dy
; /* direction vector */
49 GLfloat len
; /* length */
50 GLfloat halfWidth
; /* half of line width */
51 GLfloat xAdj
, yAdj
; /* X and Y adjustment for quad corners around line */
52 /* for coverage computation */
53 GLfloat qx0
, qy0
; /* quad vertices */
57 GLfloat ex0
, ey0
; /* quad edge vectors */
67 GLfloat rPlane
[4], gPlane
[4], bPlane
[4], aPlane
[4];
71 GLfloat srPlane
[4], sgPlane
[4], sbPlane
[4];
72 /* DO_TEX or DO_MULTITEX */
73 GLfloat sPlane
[MAX_TEXTURE_COORD_UNITS
][4];
74 GLfloat tPlane
[MAX_TEXTURE_COORD_UNITS
][4];
75 GLfloat uPlane
[MAX_TEXTURE_COORD_UNITS
][4];
76 GLfloat vPlane
[MAX_TEXTURE_COORD_UNITS
][4];
77 GLfloat lambda
[MAX_TEXTURE_COORD_UNITS
];
78 GLfloat texWidth
[MAX_TEXTURE_COORD_UNITS
];
79 GLfloat texHeight
[MAX_TEXTURE_COORD_UNITS
];
87 * Compute the equation of a plane used to interpolate line fragment data
88 * such as color, Z, texture coords, etc.
89 * Input: (x0, y0) and (x1,y1) are the endpoints of the line.
90 * z0, and z1 are the end point values to interpolate.
91 * Output: plane - the plane equation.
93 * Note: we don't really have enough parameters to specify a plane.
94 * We take the endpoints of the line and compute a plane such that
95 * the cross product of the line vector and the plane normal is
96 * parallel to the projection plane.
99 compute_plane(GLfloat x0
, GLfloat y0
, GLfloat x1
, GLfloat y1
,
100 GLfloat z0
, GLfloat z1
, GLfloat plane
[4])
104 const GLfloat px
= x1
- x0
;
105 const GLfloat py
= y1
- y0
;
106 const GLfloat pz
= z1
- z0
;
107 const GLfloat qx
= -py
;
108 const GLfloat qy
= px
;
109 const GLfloat qz
= 0;
110 const GLfloat a
= py
* qz
- pz
* qy
;
111 const GLfloat b
= pz
* qx
- px
* qz
;
112 const GLfloat c
= px
* qy
- py
* qx
;
113 const GLfloat d
= -(a
* x0
+ b
* y0
+ c
* z0
);
120 const GLfloat px
= x1
- x0
;
121 const GLfloat py
= y1
- y0
;
122 const GLfloat pz
= z0
- z1
;
123 const GLfloat a
= pz
* px
;
124 const GLfloat b
= pz
* py
;
125 const GLfloat c
= px
* px
+ py
* py
;
126 const GLfloat d
= -(a
* x0
+ b
* y0
+ c
* z0
);
127 if (a
== 0.0 && b
== 0.0 && c
== 0.0 && d
== 0.0) {
144 constant_plane(GLfloat value
, GLfloat plane
[4])
153 static INLINE GLfloat
154 solve_plane(GLfloat x
, GLfloat y
, const GLfloat plane
[4])
156 const GLfloat z
= (plane
[3] + plane
[0] * x
+ plane
[1] * y
) / -plane
[2];
160 #define SOLVE_PLANE(X, Y, PLANE) \
161 ((PLANE[3] + PLANE[0] * (X) + PLANE[1] * (Y)) / -PLANE[2])
165 * Return 1 / solve_plane().
167 static INLINE GLfloat
168 solve_plane_recip(GLfloat x
, GLfloat y
, const GLfloat plane
[4])
170 const GLfloat denom
= plane
[3] + plane
[0] * x
+ plane
[1] * y
;
174 return -plane
[2] / denom
;
179 * Solve plane and return clamped GLchan value.
182 solve_plane_chan(GLfloat x
, GLfloat y
, const GLfloat plane
[4])
184 const GLfloat z
= (plane
[3] + plane
[0] * x
+ plane
[1] * y
) / -plane
[2];
185 #if CHAN_TYPE == GL_FLOAT
186 return CLAMP(z
, 0.0F
, CHAN_MAXF
);
190 else if (z
> CHAN_MAX
)
192 return (GLchan
) IROUND_POS(z
);
198 * Compute mipmap level of detail.
200 static INLINE GLfloat
201 compute_lambda(const GLfloat sPlane
[4], const GLfloat tPlane
[4],
202 GLfloat invQ
, GLfloat width
, GLfloat height
)
204 GLfloat dudx
= sPlane
[0] / sPlane
[2] * invQ
* width
;
205 GLfloat dudy
= sPlane
[1] / sPlane
[2] * invQ
* width
;
206 GLfloat dvdx
= tPlane
[0] / tPlane
[2] * invQ
* height
;
207 GLfloat dvdy
= tPlane
[1] / tPlane
[2] * invQ
* height
;
208 GLfloat r1
= dudx
* dudx
+ dudy
* dudy
;
209 GLfloat r2
= dvdx
* dvdx
+ dvdy
* dvdy
;
210 GLfloat rho2
= r1
+ r2
;
211 /* return log base 2 of rho */
215 return (GLfloat
) (log(rho2
) * 1.442695 * 0.5);/* 1.442695 = 1/log(2) */
222 * Fill in the samples[] array with the (x,y) subpixel positions of
223 * xSamples * ySamples sample positions.
224 * Note that the four corner samples are put into the first four
225 * positions of the array. This allows us to optimize for the common
226 * case of all samples being inside the polygon.
229 make_sample_table(GLint xSamples
, GLint ySamples
, GLfloat samples
[][2])
231 const GLfloat dx
= 1.0F
/ (GLfloat
) xSamples
;
232 const GLfloat dy
= 1.0F
/ (GLfloat
) ySamples
;
237 for (x
= 0; x
< xSamples
; x
++) {
238 for (y
= 0; y
< ySamples
; y
++) {
240 if (x
== 0 && y
== 0) {
244 else if (x
== xSamples
- 1 && y
== 0) {
248 else if (x
== 0 && y
== ySamples
- 1) {
252 else if (x
== xSamples
- 1 && y
== ySamples
- 1) {
259 samples
[j
][0] = x
* dx
+ 0.5F
* dx
;
260 samples
[j
][1] = y
* dy
+ 0.5F
* dy
;
268 * Compute how much of the given pixel's area is inside the rectangle
269 * defined by vertices v0, v1, v2, v3.
270 * Vertices MUST be specified in counter-clockwise order.
271 * Return: coverage in [0, 1].
274 compute_coveragef(const struct LineInfo
*info
,
275 GLint winx
, GLint winy
)
277 static GLfloat samples
[SUB_PIXEL
* SUB_PIXEL
][2];
278 static GLboolean haveSamples
= GL_FALSE
;
279 const GLfloat x
= (GLfloat
) winx
;
280 const GLfloat y
= (GLfloat
) winy
;
282 GLfloat insideCount
= SUB_PIXEL
* SUB_PIXEL
;
285 make_sample_table(SUB_PIXEL
, SUB_PIXEL
, samples
);
286 haveSamples
= GL_TRUE
;
291 const GLfloat area
= dx0
* dy1
- dx1
* dy0
;
296 for (i
= 0; i
< stop
; i
++) {
297 const GLfloat sx
= x
+ samples
[i
][0];
298 const GLfloat sy
= y
+ samples
[i
][1];
299 const GLfloat fx0
= sx
- info
->qx0
;
300 const GLfloat fy0
= sy
- info
->qy0
;
301 const GLfloat fx1
= sx
- info
->qx1
;
302 const GLfloat fy1
= sy
- info
->qy1
;
303 const GLfloat fx2
= sx
- info
->qx2
;
304 const GLfloat fy2
= sy
- info
->qy2
;
305 const GLfloat fx3
= sx
- info
->qx3
;
306 const GLfloat fy3
= sy
- info
->qy3
;
307 /* cross product determines if sample is inside or outside each edge */
308 GLfloat cross0
= (info
->ex0
* fy0
- info
->ey0
* fx0
);
309 GLfloat cross1
= (info
->ex1
* fy1
- info
->ey1
* fx1
);
310 GLfloat cross2
= (info
->ex2
* fy2
- info
->ey2
* fx2
);
311 GLfloat cross3
= (info
->ex3
* fy3
- info
->ey3
* fx3
);
312 /* Check if the sample is exactly on an edge. If so, let cross be a
313 * positive or negative value depending on the direction of the edge.
316 cross0
= info
->ex0
+ info
->ey0
;
318 cross1
= info
->ex1
+ info
->ey1
;
320 cross2
= info
->ex2
+ info
->ey2
;
322 cross3
= info
->ex3
+ info
->ey3
;
323 if (cross0
< 0.0F
|| cross1
< 0.0F
|| cross2
< 0.0F
|| cross3
< 0.0F
) {
324 /* point is outside quadrilateral */
326 stop
= SUB_PIXEL
* SUB_PIXEL
;
332 return insideCount
* (1.0F
/ (SUB_PIXEL
* SUB_PIXEL
));
337 typedef void (*plot_func
)(GLcontext
*ctx
, struct LineInfo
*line
,
343 * Draw an AA line segment (called many times per line when stippling)
346 segment(GLcontext
*ctx
,
347 struct LineInfo
*line
,
349 GLfloat t0
, GLfloat t1
)
351 const GLfloat absDx
= (line
->dx
< 0.0F
) ? -line
->dx
: line
->dx
;
352 const GLfloat absDy
= (line
->dy
< 0.0F
) ? -line
->dy
: line
->dy
;
353 /* compute the actual segment's endpoints */
354 const GLfloat x0
= line
->x0
+ t0
* line
->dx
;
355 const GLfloat y0
= line
->y0
+ t0
* line
->dy
;
356 const GLfloat x1
= line
->x0
+ t1
* line
->dx
;
357 const GLfloat y1
= line
->y0
+ t1
* line
->dy
;
359 /* compute vertices of the line-aligned quadrilateral */
360 line
->qx0
= x0
- line
->yAdj
;
361 line
->qy0
= y0
+ line
->xAdj
;
362 line
->qx1
= x0
+ line
->yAdj
;
363 line
->qy1
= y0
- line
->xAdj
;
364 line
->qx2
= x1
+ line
->yAdj
;
365 line
->qy2
= y1
- line
->xAdj
;
366 line
->qx3
= x1
- line
->yAdj
;
367 line
->qy3
= y1
+ line
->xAdj
;
368 /* compute the quad's edge vectors (for coverage calc) */
369 line
->ex0
= line
->qx1
- line
->qx0
;
370 line
->ey0
= line
->qy1
- line
->qy0
;
371 line
->ex1
= line
->qx2
- line
->qx1
;
372 line
->ey1
= line
->qy2
- line
->qy1
;
373 line
->ex2
= line
->qx3
- line
->qx2
;
374 line
->ey2
= line
->qy3
- line
->qy2
;
375 line
->ex3
= line
->qx0
- line
->qx3
;
376 line
->ey3
= line
->qy0
- line
->qy3
;
380 GLfloat dydx
= line
->dy
/ line
->dx
;
381 GLfloat xLeft
, xRight
, yBot
, yTop
;
384 xLeft
= x0
- line
->halfWidth
;
385 xRight
= x1
+ line
->halfWidth
;
386 if (line
->dy
>= 0.0) {
387 yBot
= y0
- 3.0F
* line
->halfWidth
;
388 yTop
= y0
+ line
->halfWidth
;
391 yBot
= y0
- line
->halfWidth
;
392 yTop
= y0
+ 3.0F
* line
->halfWidth
;
396 xLeft
= x1
- line
->halfWidth
;
397 xRight
= x0
+ line
->halfWidth
;
398 if (line
->dy
<= 0.0) {
399 yBot
= y1
- 3.0F
* line
->halfWidth
;
400 yTop
= y1
+ line
->halfWidth
;
403 yBot
= y1
- line
->halfWidth
;
404 yTop
= y1
+ 3.0F
* line
->halfWidth
;
408 /* scan along the line, left-to-right */
409 ixRight
= (GLint
) (xRight
+ 1.0F
);
411 /*printf("avg span height: %g\n", yTop - yBot);*/
412 for (ix
= (GLint
) xLeft
; ix
< ixRight
; ix
++) {
413 const GLint iyBot
= (GLint
) yBot
;
414 const GLint iyTop
= (GLint
) (yTop
+ 1.0F
);
416 /* scan across the line, bottom-to-top */
417 for (iy
= iyBot
; iy
< iyTop
; iy
++) {
418 (*plot
)(ctx
, line
, ix
, iy
);
426 GLfloat dxdy
= line
->dx
/ line
->dy
;
427 GLfloat yBot
, yTop
, xLeft
, xRight
;
430 yBot
= y0
- line
->halfWidth
;
431 yTop
= y1
+ line
->halfWidth
;
432 if (line
->dx
>= 0.0) {
433 xLeft
= x0
- 3.0F
* line
->halfWidth
;
434 xRight
= x0
+ line
->halfWidth
;
437 xLeft
= x0
- line
->halfWidth
;
438 xRight
= x0
+ 3.0F
* line
->halfWidth
;
442 yBot
= y1
- line
->halfWidth
;
443 yTop
= y0
+ line
->halfWidth
;
444 if (line
->dx
<= 0.0) {
445 xLeft
= x1
- 3.0F
* line
->halfWidth
;
446 xRight
= x1
+ line
->halfWidth
;
449 xLeft
= x1
- line
->halfWidth
;
450 xRight
= x1
+ 3.0F
* line
->halfWidth
;
454 /* scan along the line, bottom-to-top */
455 iyTop
= (GLint
) (yTop
+ 1.0F
);
457 /*printf("avg span width: %g\n", xRight - xLeft);*/
458 for (iy
= (GLint
) yBot
; iy
< iyTop
; iy
++) {
459 const GLint ixLeft
= (GLint
) xLeft
;
460 const GLint ixRight
= (GLint
) (xRight
+ 1.0F
);
462 /* scan across the line, left-to-right */
463 for (ix
= ixLeft
; ix
< ixRight
; ix
++) {
464 (*plot
)(ctx
, line
, ix
, iy
);
473 #define NAME(x) aa_ci_##x
477 #include "s_aalinetemp.h"
480 #define NAME(x) aa_rgba_##x
484 #include "s_aalinetemp.h"
487 #define NAME(x) aa_tex_rgba_##x
492 #include "s_aalinetemp.h"
495 #define NAME(x) aa_multitex_rgba_##x
500 #include "s_aalinetemp.h"
503 #define NAME(x) aa_multitex_spec_##x
509 #include "s_aalinetemp.h"
514 _swrast_choose_aa_line_function(GLcontext
*ctx
)
516 SWcontext
*swrast
= SWRAST_CONTEXT(ctx
);
518 ASSERT(ctx
->Line
.SmoothFlag
);
520 if (ctx
->Visual
.rgbMode
) {
522 if (ctx
->Texture
._EnabledUnits
!= 0) {
523 if (ctx
->Texture
._EnabledUnits
> 1) {
525 if (ctx
->Light
.Model
.ColorControl
==GL_SEPARATE_SPECULAR_COLOR
||
526 ctx
->Fog
.ColorSumEnabled
)
527 swrast
->Line
= aa_multitex_spec_line
;
529 swrast
->Line
= aa_multitex_rgba_line
;
532 swrast
->Line
= aa_tex_rgba_line
;
536 swrast
->Line
= aa_rgba_line
;
541 swrast
->Line
= aa_ci_line
;