1 /* $Id: s_aatriangle.c,v 1.23 2002/03/16 18:02:07 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 * Antialiased Triangle rasterizers
36 #include "s_aatriangle.h"
37 #include "s_context.h"
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.
47 compute_plane(const GLfloat v0
[], const GLfloat v1
[], const GLfloat v2
[],
48 GLfloat z0
, GLfloat z1
, GLfloat z2
, GLfloat plane
[4])
50 const GLfloat px
= v1
[0] - v0
[0];
51 const GLfloat py
= v1
[1] - v0
[1];
52 const GLfloat pz
= z1
- z0
;
54 const GLfloat qx
= v2
[0] - v0
[0];
55 const GLfloat qy
= v2
[1] - v0
[1];
56 const GLfloat qz
= z2
- z0
;
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
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
);
77 * Compute coefficients of a plane with a constant Z value.
80 constant_plane(GLfloat value
, GLfloat plane
[4])
88 #define CONSTANT_PLANE(VALUE, PLANE) \
99 * Solve plane equation for Z at (X,Y).
101 static INLINE GLfloat
102 solve_plane(GLfloat x
, GLfloat y
, const GLfloat plane
[4])
104 ASSERT(plane
[2] != 0.0F
);
105 return (plane
[3] + plane
[0] * x
+ plane
[1] * y
) / -plane
[2];
109 #define SOLVE_PLANE(X, Y, PLANE) \
110 ((PLANE[3] + PLANE[0] * (X) + PLANE[1] * (Y)) / -PLANE[2])
114 * Return 1 / solve_plane().
116 static INLINE GLfloat
117 solve_plane_recip(GLfloat x
, GLfloat y
, const GLfloat plane
[4])
119 const GLfloat denom
= plane
[3] + plane
[0] * x
+ plane
[1] * y
;
123 return -plane
[2] / denom
;
128 * Solve plane and return clamped GLchan value.
131 solve_plane_chan(GLfloat x
, GLfloat y
, const GLfloat plane
[4])
133 GLfloat z
= (plane
[3] + plane
[0] * x
+ plane
[1] * y
) / -plane
[2] + 0.5F
;
136 else if (z
> CHAN_MAXF
)
137 return (GLchan
) CHAN_MAXF
;
138 return (GLchan
) (GLint
) z
;
144 * Compute how much (area) of the given pixel is inside the triangle.
145 * Vertices MUST be specified in counter-clockwise order.
146 * Return: coverage in [0, 1].
149 compute_coveragef(const GLfloat v0
[3], const GLfloat v1
[3],
150 const GLfloat v2
[3], GLint winx
, GLint winy
)
152 /* Given a position [0,3]x[0,3] return the sub-pixel sample position.
153 * Contributed by Ray Tice.
155 * Jitter sample positions -
156 * - average should be .5 in x & y for each column
157 * - each of the 16 rows and columns should be used once
158 * - the rectangle formed by the first four points
159 * should contain the other points
160 * - the distrubition should be fairly even in any given direction
162 * The pattern drawn below isn't optimal, but it's better than a regular
163 * grid. In the drawing, the center of each subpixel is surrounded by
164 * four dots. The "x" marks the jittered position relative to the
167 #define POS(a, b) (0.5+a*4+b)/16
168 static const GLfloat samples
[16][2] = {
169 /* start with the four corners */
170 { POS(0, 2), POS(0, 0) },
171 { POS(3, 3), POS(0, 2) },
172 { POS(0, 0), POS(3, 1) },
173 { POS(3, 1), POS(3, 3) },
174 /* continue with interior samples */
175 { POS(1, 1), POS(0, 1) },
176 { POS(2, 0), POS(0, 3) },
177 { POS(0, 3), POS(1, 3) },
178 { POS(1, 2), POS(1, 0) },
179 { POS(2, 3), POS(1, 2) },
180 { POS(3, 2), POS(1, 1) },
181 { POS(0, 1), POS(2, 2) },
182 { POS(1, 0), POS(2, 1) },
183 { POS(2, 1), POS(2, 3) },
184 { POS(3, 0), POS(2, 0) },
185 { POS(1, 3), POS(3, 0) },
186 { POS(2, 2), POS(3, 2) }
189 const GLfloat x
= (GLfloat
) winx
;
190 const GLfloat y
= (GLfloat
) winy
;
191 const GLfloat dx0
= v1
[0] - v0
[0];
192 const GLfloat dy0
= v1
[1] - v0
[1];
193 const GLfloat dx1
= v2
[0] - v1
[0];
194 const GLfloat dy1
= v2
[1] - v1
[1];
195 const GLfloat dx2
= v0
[0] - v2
[0];
196 const GLfloat dy2
= v0
[1] - v2
[1];
198 GLfloat insideCount
= 16.0F
;
202 const GLfloat area
= dx0
* dy1
- dx1
* dy0
;
207 for (i
= 0; i
< stop
; i
++) {
208 const GLfloat sx
= x
+ samples
[i
][0];
209 const GLfloat sy
= y
+ samples
[i
][1];
210 const GLfloat fx0
= sx
- v0
[0];
211 const GLfloat fy0
= sy
- v0
[1];
212 const GLfloat fx1
= sx
- v1
[0];
213 const GLfloat fy1
= sy
- v1
[1];
214 const GLfloat fx2
= sx
- v2
[0];
215 const GLfloat fy2
= sy
- v2
[1];
216 /* cross product determines if sample is inside or outside each edge */
217 GLfloat cross0
= (dx0
* fy0
- dy0
* fx0
);
218 GLfloat cross1
= (dx1
* fy1
- dy1
* fx1
);
219 GLfloat cross2
= (dx2
* fy2
- dy2
* fx2
);
220 /* Check if the sample is exactly on an edge. If so, let cross be a
221 * positive or negative value depending on the direction of the edge.
229 if (cross0
< 0.0F
|| cross1
< 0.0F
|| cross2
< 0.0F
) {
230 /* point is outside triangle */
238 return insideCount
* (1.0F
/ 16.0F
);
244 * Compute how much (area) of the given pixel is inside the triangle.
245 * Vertices MUST be specified in counter-clockwise order.
246 * Return: coverage in [0, 15].
249 compute_coveragei(const GLfloat v0
[3], const GLfloat v1
[3],
250 const GLfloat v2
[3], GLint winx
, GLint winy
)
252 /* NOTE: 15 samples instead of 16. */
253 static const GLfloat samples
[15][2] = {
254 /* start with the four corners */
255 { POS(0, 2), POS(0, 0) },
256 { POS(3, 3), POS(0, 2) },
257 { POS(0, 0), POS(3, 1) },
258 { POS(3, 1), POS(3, 3) },
259 /* continue with interior samples */
260 { POS(1, 1), POS(0, 1) },
261 { POS(2, 0), POS(0, 3) },
262 { POS(0, 3), POS(1, 3) },
263 { POS(1, 2), POS(1, 0) },
264 { POS(2, 3), POS(1, 2) },
265 { POS(3, 2), POS(1, 1) },
266 { POS(0, 1), POS(2, 2) },
267 { POS(1, 0), POS(2, 1) },
268 { POS(2, 1), POS(2, 3) },
269 { POS(3, 0), POS(2, 0) },
270 { POS(1, 3), POS(3, 0) }
272 const GLfloat x
= (GLfloat
) winx
;
273 const GLfloat y
= (GLfloat
) winy
;
274 const GLfloat dx0
= v1
[0] - v0
[0];
275 const GLfloat dy0
= v1
[1] - v0
[1];
276 const GLfloat dx1
= v2
[0] - v1
[0];
277 const GLfloat dy1
= v2
[1] - v1
[1];
278 const GLfloat dx2
= v0
[0] - v2
[0];
279 const GLfloat dy2
= v0
[1] - v2
[1];
281 GLint insideCount
= 15;
285 const GLfloat area
= dx0
* dy1
- dx1
* dy0
;
290 for (i
= 0; i
< stop
; i
++) {
291 const GLfloat sx
= x
+ samples
[i
][0];
292 const GLfloat sy
= y
+ samples
[i
][1];
293 const GLfloat fx0
= sx
- v0
[0];
294 const GLfloat fy0
= sy
- v0
[1];
295 const GLfloat fx1
= sx
- v1
[0];
296 const GLfloat fy1
= sy
- v1
[1];
297 const GLfloat fx2
= sx
- v2
[0];
298 const GLfloat fy2
= sy
- v2
[1];
299 /* cross product determines if sample is inside or outside each edge */
300 GLfloat cross0
= (dx0
* fy0
- dy0
* fx0
);
301 GLfloat cross1
= (dx1
* fy1
- dy1
* fx1
);
302 GLfloat cross2
= (dx2
* fy2
- dy2
* fx2
);
303 /* Check if the sample is exactly on an edge. If so, let cross be a
304 * positive or negative value depending on the direction of the edge.
312 if (cross0
< 0.0F
|| cross1
< 0.0F
|| cross2
< 0.0F
) {
313 /* point is outside triangle */
327 rgba_aa_tri(GLcontext
*ctx
,
335 #include "s_aatritemp.h"
340 index_aa_tri(GLcontext
*ctx
,
348 #include "s_aatritemp.h"
353 * Compute mipmap level of detail.
354 * XXX we should really include the R coordinate in this computation
355 * in order to do 3-D texture mipmapping.
357 static INLINE GLfloat
358 compute_lambda(const GLfloat sPlane
[4], const GLfloat tPlane
[4],
359 const GLfloat qPlane
[4], GLfloat cx
, GLfloat cy
,
360 GLfloat invQ
, GLfloat texWidth
, GLfloat texHeight
)
362 const GLfloat s
= solve_plane(cx
, cy
, sPlane
);
363 const GLfloat t
= solve_plane(cx
, cy
, tPlane
);
364 const GLfloat invQ_x1
= solve_plane_recip(cx
+1.0, cy
, qPlane
);
365 const GLfloat invQ_y1
= solve_plane_recip(cx
, cy
+1.0, qPlane
);
366 const GLfloat s_x1
= s
- sPlane
[0] / sPlane
[2];
367 const GLfloat s_y1
= s
- sPlane
[1] / sPlane
[2];
368 const GLfloat t_x1
= t
- tPlane
[0] / tPlane
[2];
369 const GLfloat t_y1
= t
- tPlane
[1] / tPlane
[2];
370 GLfloat dsdx
= s_x1
* invQ_x1
- s
* invQ
;
371 GLfloat dsdy
= s_y1
* invQ_y1
- s
* invQ
;
372 GLfloat dtdx
= t_x1
* invQ_x1
- t
* invQ
;
373 GLfloat dtdy
= t_y1
* invQ_y1
- t
* invQ
;
374 GLfloat maxU
, maxV
, rho
, lambda
;
379 maxU
= MAX2(dsdx
, dsdy
) * texWidth
;
380 maxV
= MAX2(dtdx
, dtdy
) * texHeight
;
381 rho
= MAX2(maxU
, maxV
);
388 tex_aa_tri(GLcontext
*ctx
,
397 #include "s_aatritemp.h"
402 spec_tex_aa_tri(GLcontext
*ctx
,
412 #include "s_aatritemp.h"
417 multitex_aa_tri(GLcontext
*ctx
,
426 #include "s_aatritemp.h"
430 spec_multitex_aa_tri(GLcontext
*ctx
,
440 #include "s_aatritemp.h"
445 * Examine GL state and set swrast->Triangle to an
446 * appropriate antialiased triangle rasterizer function.
449 _mesa_set_aa_triangle_function(GLcontext
*ctx
)
451 ASSERT(ctx
->Polygon
.SmoothFlag
);
453 if (ctx
->Texture
._ReallyEnabled
) {
454 if (ctx
->_TriangleCaps
& DD_SEPARATE_SPECULAR
) {
455 if (ctx
->Texture
._ReallyEnabled
> TEXTURE0_ANY
) {
456 SWRAST_CONTEXT(ctx
)->Triangle
= spec_multitex_aa_tri
;
459 SWRAST_CONTEXT(ctx
)->Triangle
= spec_tex_aa_tri
;
463 if (ctx
->Texture
._ReallyEnabled
> TEXTURE0_ANY
) {
464 SWRAST_CONTEXT(ctx
)->Triangle
= multitex_aa_tri
;
467 SWRAST_CONTEXT(ctx
)->Triangle
= tex_aa_tri
;
471 else if (ctx
->Visual
.rgbMode
) {
472 SWRAST_CONTEXT(ctx
)->Triangle
= rgba_aa_tri
;
475 SWRAST_CONTEXT(ctx
)->Triangle
= index_aa_tri
;
478 ASSERT(SWRAST_CONTEXT(ctx
)->Triangle
);