2 * Mesa 3-D graphics library
4 * Copyright (C) 1999-2007 Brian Paul All Rights Reserved.
6 * Permission is hereby granted, free of charge, to any person obtaining a
7 * copy of this software and associated documentation files (the "Software"),
8 * to deal in the Software without restriction, including without limitation
9 * the rights to use, copy, modify, merge, publish, distribute, sublicense,
10 * and/or sell copies of the Software, and to permit persons to whom the
11 * Software is furnished to do so, subject to the following conditions:
13 * The above copyright notice and this permission notice shall be included
14 * in all copies or substantial portions of the Software.
16 * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS
17 * OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
18 * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL
19 * THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR
20 * OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE,
21 * ARISING FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR
22 * OTHER DEALINGS IN THE SOFTWARE.
27 * Antialiased Triangle rasterizers
31 #include "main/glheader.h"
32 #include "main/context.h"
33 #include "main/macros.h"
34 #include "main/state.h"
35 #include "s_aatriangle.h"
36 #include "s_context.h"
41 * Compute coefficients of a plane using the X,Y coords of the v0, v1, v2
42 * vertices and the given Z values.
43 * A point (x,y,z) lies on plane iff a*x+b*y+c*z+d = 0.
46 compute_plane(const GLfloat v0
[], const GLfloat v1
[], const GLfloat v2
[],
47 GLfloat z0
, GLfloat z1
, GLfloat z2
, GLfloat plane
[4])
49 const GLfloat px
= v1
[0] - v0
[0];
50 const GLfloat py
= v1
[1] - v0
[1];
51 const GLfloat pz
= z1
- z0
;
53 const GLfloat qx
= v2
[0] - v0
[0];
54 const GLfloat qy
= v2
[1] - v0
[1];
55 const GLfloat qz
= z2
- z0
;
57 /* Crossproduct "(a,b,c):= dv1 x dv2" is orthogonal to plane. */
58 const GLfloat a
= py
* qz
- pz
* qy
;
59 const GLfloat b
= pz
* qx
- px
* qz
;
60 const GLfloat c
= px
* qy
- py
* qx
;
61 /* Point on the plane = "r*(a,b,c) + w", with fixed "r" depending
62 on the distance of plane from origin and arbitrary "w" parallel
64 /* The scalar product "(r*(a,b,c)+w)*(a,b,c)" is "r*(a^2+b^2+c^2)",
65 which is equal to "-d" below. */
66 const GLfloat d
= -(a
* v0
[0] + b
* v0
[1] + c
* z0
);
76 * Compute coefficients of a plane with a constant Z value.
79 constant_plane(GLfloat value
, GLfloat plane
[4])
87 #define CONSTANT_PLANE(VALUE, PLANE) \
98 * Solve plane equation for Z at (X,Y).
100 static inline GLfloat
101 solve_plane(GLfloat x
, GLfloat y
, const GLfloat plane
[4])
103 assert(plane
[2] != 0.0F
);
104 return (plane
[3] + plane
[0] * x
+ plane
[1] * y
) / -plane
[2];
108 #define SOLVE_PLANE(X, Y, PLANE) \
109 ((PLANE[3] + PLANE[0] * (X) + PLANE[1] * (Y)) / -PLANE[2])
113 * Solve plane and return clamped GLchan value.
116 solve_plane_chan(GLfloat x
, GLfloat y
, const GLfloat plane
[4])
118 const GLfloat z
= (plane
[3] + plane
[0] * x
+ plane
[1] * y
) / -plane
[2];
119 #if CHAN_TYPE == GL_FLOAT
120 return CLAMP(z
, 0.0F
, CHAN_MAXF
);
124 else if (z
> CHAN_MAX
)
126 return (GLchan
) lroundf(z
);
131 static inline GLfloat
132 plane_dx(const GLfloat plane
[4])
134 return -plane
[0] / plane
[2];
137 static inline GLfloat
138 plane_dy(const GLfloat plane
[4])
140 return -plane
[1] / plane
[2];
146 * Compute how much (area) of the given pixel is inside the triangle.
147 * Vertices MUST be specified in counter-clockwise order.
148 * Return: coverage in [0, 1].
151 compute_coveragef(const GLfloat v0
[3], const GLfloat v1
[3],
152 const GLfloat v2
[3], GLint winx
, GLint winy
)
154 /* Given a position [0,3]x[0,3] return the sub-pixel sample position.
155 * Contributed by Ray Tice.
157 * Jitter sample positions -
158 * - average should be .5 in x & y for each column
159 * - each of the 16 rows and columns should be used once
160 * - the rectangle formed by the first four points
161 * should contain the other points
162 * - the distrubition should be fairly even in any given direction
164 * The pattern drawn below isn't optimal, but it's better than a regular
165 * grid. In the drawing, the center of each subpixel is surrounded by
166 * four dots. The "x" marks the jittered position relative to the
169 #define POS(a, b) (0.5+a*4+b)/16
170 static const GLfloat samples
[16][2] = {
171 /* start with the four corners */
172 { POS(0, 2), POS(0, 0) },
173 { POS(3, 3), POS(0, 2) },
174 { POS(0, 0), POS(3, 1) },
175 { POS(3, 1), POS(3, 3) },
176 /* continue with interior samples */
177 { POS(1, 1), POS(0, 1) },
178 { POS(2, 0), POS(0, 3) },
179 { POS(0, 3), POS(1, 3) },
180 { POS(1, 2), POS(1, 0) },
181 { POS(2, 3), POS(1, 2) },
182 { POS(3, 2), POS(1, 1) },
183 { POS(0, 1), POS(2, 2) },
184 { POS(1, 0), POS(2, 1) },
185 { POS(2, 1), POS(2, 3) },
186 { POS(3, 0), POS(2, 0) },
187 { POS(1, 3), POS(3, 0) },
188 { POS(2, 2), POS(3, 2) }
191 const GLfloat x
= (GLfloat
) winx
;
192 const GLfloat y
= (GLfloat
) winy
;
193 const GLfloat dx0
= v1
[0] - v0
[0];
194 const GLfloat dy0
= v1
[1] - v0
[1];
195 const GLfloat dx1
= v2
[0] - v1
[0];
196 const GLfloat dy1
= v2
[1] - v1
[1];
197 const GLfloat dx2
= v0
[0] - v2
[0];
198 const GLfloat dy2
= v0
[1] - v2
[1];
200 GLfloat insideCount
= 16.0F
;
202 assert(dx0
* dy1
- dx1
* dy0
>= 0.0); /* area >= 0.0 */
204 for (i
= 0; i
< stop
; i
++) {
205 const GLfloat sx
= x
+ samples
[i
][0];
206 const GLfloat sy
= y
+ samples
[i
][1];
207 /* cross product determines if sample is inside or outside each edge */
208 GLfloat cross
= (dx0
* (sy
- v0
[1]) - dy0
* (sx
- v0
[0]));
209 /* Check if the sample is exactly on an edge. If so, let cross be a
210 * positive or negative value depending on the direction of the edge.
215 /* sample point is outside first edge */
220 /* sample point is inside first edge */
221 cross
= (dx1
* (sy
- v1
[1]) - dy1
* (sx
- v1
[0]));
225 /* sample point is outside second edge */
230 /* sample point is inside first and second edges */
231 cross
= (dx2
* (sy
- v2
[1]) - dy2
* (sx
- v2
[0]));
235 /* sample point is outside third edge */
245 return insideCount
* (1.0F
/ 16.0F
);
251 rgba_aa_tri(struct gl_context
*ctx
,
257 #include "s_aatritemp.h"
262 general_aa_tri(struct gl_context
*ctx
,
269 #include "s_aatritemp.h"
275 * Examine GL state and set swrast->Triangle to an
276 * appropriate antialiased triangle rasterizer function.
279 _swrast_set_aa_triangle_function(struct gl_context
*ctx
)
281 SWcontext
*swrast
= SWRAST_CONTEXT(ctx
);
283 assert(ctx
->Polygon
.SmoothFlag
);
285 if (ctx
->Texture
._EnabledCoordUnits
!= 0
286 || _swrast_use_fragment_program(ctx
)
287 || swrast
->_FogEnabled
288 || _mesa_need_secondary_color(ctx
)) {
289 SWRAST_CONTEXT(ctx
)->Triangle
= general_aa_tri
;
292 SWRAST_CONTEXT(ctx
)->Triangle
= rgba_aa_tri
;
295 assert(SWRAST_CONTEXT(ctx
)->Triangle
);