fix bug in GL_MIRRORED_REPEAT_ARB (Ian Romanick)
[mesa.git] / src / mesa / swrast / s_fog.c
1 /* $Id: s_fog.c,v 1.23 2002/08/07 00:45:07 brianp Exp $ */
2
3 /*
4 * Mesa 3-D graphics library
5 * Version: 4.1
6 *
7 * Copyright (C) 1999-2002 Brian Paul All Rights Reserved.
8 *
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:
15 *
16 * The above copyright notice and this permission notice shall be included
17 * in all copies or substantial portions of the Software.
18 *
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.
25 */
26
27
28 #include "glheader.h"
29 #include "colormac.h"
30 #include "context.h"
31 #include "macros.h"
32 #include "mmath.h"
33
34 #include "s_context.h"
35 #include "s_fog.h"
36 #include "s_span.h"
37
38
39
40
41 /**
42 * Used to convert current raster distance to a fog factor in [0,1].
43 */
44 GLfloat
45 _mesa_z_to_fogfactor(GLcontext *ctx, GLfloat z)
46 {
47 GLfloat d, f;
48
49 switch (ctx->Fog.Mode) {
50 case GL_LINEAR:
51 if (ctx->Fog.Start == ctx->Fog.End)
52 d = 1.0F;
53 else
54 d = 1.0F / (ctx->Fog.End - ctx->Fog.Start);
55 f = (ctx->Fog.End - z) * d;
56 return CLAMP(f, 0.0F, 1.0F);
57 case GL_EXP:
58 d = ctx->Fog.Density;
59 f = (GLfloat) exp(-d * z);
60 return f;
61 case GL_EXP2:
62 d = ctx->Fog.Density;
63 f = (GLfloat) exp(-(d * d * z * z));
64 return f;
65 default:
66 _mesa_problem(ctx, "Bad fog mode in _mesa_z_to_fogfactor");
67 return 0.0;
68 }
69 }
70
71
72
73 /**
74 * Calculate fog factors (in [0,1]) from window z values
75 * Input: n - number of pixels
76 * z - array of integer depth values
77 * red, green, blue, alpha - pixel colors
78 * Output: red, green, blue, alpha - fogged pixel colors
79 *
80 * Use lookup table & interpolation?
81 */
82 static void
83 compute_fog_factors_from_z( const GLcontext *ctx,
84 GLuint n,
85 const GLdepth z[],
86 GLfloat fogFact[] )
87 {
88 const GLfloat *proj = ctx->ProjectionMatrixStack.Top->m;
89 const GLboolean ortho = (proj[15] != 0.0F);
90 const GLfloat p10 = proj[10];
91 const GLfloat p14 = proj[14];
92 const GLfloat tz = ctx->Viewport._WindowMap.m[MAT_TZ];
93 GLfloat szInv;
94 GLuint i;
95
96 if (ctx->Viewport._WindowMap.m[MAT_SZ] == 0.0)
97 szInv = 1.0F;
98 else
99 szInv = 1.0F / ctx->Viewport._WindowMap.m[MAT_SZ];
100
101 /*
102 * Note: to compute eyeZ from the ndcZ we have to solve the following:
103 *
104 * p[10] * eyeZ + p[14] * eyeW
105 * ndcZ = ---------------------------
106 * p[11] * eyeZ + p[15] * eyeW
107 *
108 * Thus:
109 *
110 * p[14] * eyeW - p[15] * eyeW * ndcZ
111 * eyeZ = ----------------------------------
112 * p[11] * ndcZ - p[10]
113 *
114 * If we note:
115 * a) if using an orthographic projection, p[11] = 0 and p[15] = 1.
116 * b) if using a perspective projection, p[11] = -1 and p[15] = 0.
117 * c) we assume eyeW = 1 (not always true- glVertex4)
118 *
119 * Then we can simplify the calculation of eyeZ quite a bit. We do
120 * separate calculations for the orthographic and perspective cases below.
121 * Note that we drop a negative sign or two since they don't matter.
122 */
123
124 switch (ctx->Fog.Mode) {
125 case GL_LINEAR:
126 {
127 GLfloat fogEnd = ctx->Fog.End;
128 GLfloat fogScale;
129 if (ctx->Fog.Start == ctx->Fog.End)
130 fogScale = 1.0;
131 else
132 fogScale = 1.0F / (ctx->Fog.End - ctx->Fog.Start);
133 if (ortho) {
134 for (i=0;i<n;i++) {
135 GLfloat ndcz = ((GLfloat) z[i] - tz) * szInv;
136 GLfloat eyez = (ndcz - p14) / p10;
137 GLfloat f;
138 if (eyez < 0.0)
139 eyez = -eyez;
140 f = (fogEnd - eyez) * fogScale;
141 fogFact[i] = CLAMP(f, 0.0F, 1.0F);
142 }
143 }
144 else {
145 /* perspective */
146 for (i=0;i<n;i++) {
147 GLfloat ndcz = ((GLfloat) z[i] - tz) * szInv;
148 GLfloat eyez = p14 / (ndcz + p10);
149 GLfloat f;
150 if (eyez < 0.0)
151 eyez = -eyez;
152 f = (fogEnd - eyez) * fogScale;
153 fogFact[i] = CLAMP(f, 0.0F, 1.0F);
154 }
155 }
156 }
157 break;
158 case GL_EXP:
159 if (ortho) {
160 for (i=0;i<n;i++) {
161 GLfloat ndcz = ((GLfloat) z[i] - tz) * szInv;
162 GLfloat eyez = (ndcz - p14) / p10;
163 if (eyez < 0.0)
164 eyez = -eyez;
165 fogFact[i] = (GLfloat) exp( -ctx->Fog.Density * eyez );
166 }
167 }
168 else {
169 /* perspective */
170 for (i=0;i<n;i++) {
171 GLfloat ndcz = ((GLfloat) z[i] - tz) * szInv;
172 GLfloat eyez = p14 / (ndcz + p10);
173 if (eyez < 0.0)
174 eyez = -eyez;
175 fogFact[i] = (GLfloat) exp( -ctx->Fog.Density * eyez );
176 }
177 }
178 break;
179 case GL_EXP2:
180 {
181 GLfloat negDensitySquared = -ctx->Fog.Density * ctx->Fog.Density;
182 if (ortho) {
183 for (i=0;i<n;i++) {
184 GLfloat ndcz = ((GLfloat) z[i] - tz) * szInv;
185 GLfloat eyez = (ndcz - p14) / p10;
186 GLfloat tmp = negDensitySquared * eyez * eyez;
187 #if defined(__alpha__) || defined(__alpha)
188 /* XXX this underflow check may be needed for other systems*/
189 if (tmp < FLT_MIN_10_EXP)
190 tmp = FLT_MIN_10_EXP;
191 #endif
192 fogFact[i] = (GLfloat) exp( tmp );
193 }
194 }
195 else {
196 /* perspective */
197 for (i=0;i<n;i++) {
198 GLfloat ndcz = ((GLfloat) z[i] - tz) * szInv;
199 GLfloat eyez = p14 / (ndcz + p10);
200 GLfloat tmp = negDensitySquared * eyez * eyez;
201 #if defined(__alpha__) || defined(__alpha)
202 /* XXX this underflow check may be needed for other systems*/
203 if (tmp < FLT_MIN_10_EXP)
204 tmp = FLT_MIN_10_EXP;
205 #endif
206 fogFact[i] = (GLfloat) exp( tmp );
207 }
208 }
209 }
210 break;
211 default:
212 _mesa_problem(ctx, "Bad fog mode in compute_fog_factors_from_z");
213 return;
214 }
215 }
216
217
218
219 /**
220 * Apply fog to a span of RGBA pixels.
221 * The fog factors are either in the span->array->fog or stored as base/step.
222 * These are fog _factors_, not fog coords. Fog coords were converted to
223 * fog factors per vertex.
224 */
225 void
226 _mesa_fog_rgba_span( const GLcontext *ctx, struct sw_span *span )
227 {
228 const SWcontext *swrast = SWRAST_CONTEXT(ctx);
229 const GLuint n = span->end;
230 GLchan (*rgba)[4] = (GLchan (*)[4]) span->array->rgba;
231 GLchan rFog, gFog, bFog;
232
233 ASSERT(ctx->Fog.Enabled);
234 ASSERT((span->interpMask | span->arrayMask) & SPAN_FOG);
235 ASSERT(span->arrayMask & SPAN_RGBA);
236
237 UNCLAMPED_FLOAT_TO_CHAN(rFog, ctx->Fog.Color[RCOMP]);
238 UNCLAMPED_FLOAT_TO_CHAN(gFog, ctx->Fog.Color[GCOMP]);
239 UNCLAMPED_FLOAT_TO_CHAN(bFog, ctx->Fog.Color[BCOMP]);
240
241 if (swrast->_PreferPixelFog) {
242 /* compute fog factor from each fragment's Z value */
243 if ((span->interpMask & SPAN_Z) && (span->arrayMask & SPAN_Z) == 0)
244 _mesa_span_interpolate_z(ctx, span);
245 compute_fog_factors_from_z(ctx, n, span->array->z, span->array->fog);
246 span->arrayMask |= SPAN_FOG;
247 }
248
249 if (span->arrayMask & SPAN_FOG) {
250 /* use fog array in span */
251 GLuint i;
252 for (i = 0; i < n; i++) {
253 const GLfloat fog = span->array->fog[i];
254 const GLfloat oneMinusFog = 1.0F - fog;
255 rgba[i][RCOMP] = (GLchan) (fog * rgba[i][RCOMP] + oneMinusFog * rFog);
256 rgba[i][GCOMP] = (GLchan) (fog * rgba[i][GCOMP] + oneMinusFog * gFog);
257 rgba[i][BCOMP] = (GLchan) (fog * rgba[i][BCOMP] + oneMinusFog * bFog);
258 }
259 }
260 else {
261 /* interpolate fog factors */
262 GLfloat fog = span->fog, dFog = span->fogStep;
263 GLuint i;
264 for (i = 0; i < n; i++) {
265 const GLfloat oneMinusFog = 1.0F - fog;
266 rgba[i][RCOMP] = (GLchan) (fog * rgba[i][RCOMP] + oneMinusFog * rFog);
267 rgba[i][GCOMP] = (GLchan) (fog * rgba[i][GCOMP] + oneMinusFog * gFog);
268 rgba[i][BCOMP] = (GLchan) (fog * rgba[i][BCOMP] + oneMinusFog * bFog);
269 fog += dFog;
270 }
271 }
272 }
273
274
275 /**
276 * As above, but color index mode.
277 */
278 void
279 _mesa_fog_ci_span( const GLcontext *ctx, struct sw_span *span )
280 {
281 const SWcontext *swrast = SWRAST_CONTEXT(ctx);
282 const GLuint n = span->end;
283 GLuint *index = span->array->index;
284
285 ASSERT(ctx->Fog.Enabled);
286 ASSERT(span->arrayMask & SPAN_INDEX);
287 ASSERT((span->interpMask | span->arrayMask) & SPAN_FOG);
288
289 if (swrast->_PreferPixelFog) {
290 /* compute fog factor from each fragment's Z value */
291 if ((span->interpMask & SPAN_Z) && (span->arrayMask & SPAN_Z) == 0)
292 _mesa_span_interpolate_z(ctx, span);
293 compute_fog_factors_from_z(ctx, n, span->array->z, span->array->fog);
294 span->arrayMask |= SPAN_FOG;
295 }
296
297 if (span->arrayMask & SPAN_FOG) {
298 const GLuint idx = (GLuint) ctx->Fog.Index;
299 GLuint i;
300 for (i = 0; i < n; i++) {
301 const GLfloat f = CLAMP(span->array->fog[i], 0.0F, 1.0F);
302 index[i] = (GLuint) ((GLfloat) index[i] + (1.0F - f) * idx);
303 }
304 }
305 else {
306 GLfloat fog = span->fog, dFog = span->fogStep;
307 const GLuint idx = (GLuint) ctx->Fog.Index;
308 GLuint i;
309 for (i = 0; i < n; i++) {
310 const GLfloat f = CLAMP(fog, 0.0F, 1.0F);
311 index[i] = (GLuint) ((GLfloat) index[i] + (1.0F - f) * idx);
312 fog += dFog;
313 }
314 }
315 }