2 * Mesa 3-D graphics library
5 * Copyright (C) 1999-2004 Brian Paul All Rights Reserved.
7 * Permission is hereby granted, free of charge, to any person obtaining a
8 * copy of this software and associated documentation files (the "Software"),
9 * to deal in the Software without restriction, including without limitation
10 * the rights to use, copy, modify, merge, publish, distribute, sublicense,
11 * and/or sell copies of the Software, and to permit persons to whom the
12 * Software is furnished to do so, subject to the following conditions:
14 * The above copyright notice and this permission notice shall be included
15 * in all copies or substantial portions of the Software.
17 * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS
18 * OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
19 * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL
20 * BRIAN PAUL BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN
21 * AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN
22 * CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
26 * Regarding GL_NV_point_sprite:
28 * Portions of this software may use or implement intellectual
29 * property owned and licensed by NVIDIA Corporation. NVIDIA disclaims
30 * any and all warranties with respect to such intellectual property,
31 * including any use thereof or modifications thereto.
36 * Point rendering template code.
38 * Set FLAGS = bitwise-OR of the following tokens:
40 * RGBA = do rgba instead of color index
41 * SMOOTH = do antialiasing
42 * TEXTURE = do texture coords
43 * SPECULAR = do separate specular color
44 * LARGE = do points with diameter > 1 pixel
45 * ATTENUATE = compute point size attenuation
46 * SPRITE = GL_ARB_point_sprite / GL_NV_point_sprite
48 * Notes: LARGE and ATTENUATE are exclusive of each other.
49 * TEXTURE requires RGBA
54 * NOTES on antialiased point rasterization:
56 * Let d = distance of fragment center from vertex.
58 * fragment has 100% coverage
59 * else if d > rmax2 then
60 * fragment has 0% coverage
62 * fragment has % coverage = (d - rmin2) / (rmax2 - rmin2)
68 NAME ( GLcontext
*ctx
, const SWvertex
*vert
)
70 #if FLAGS & (ATTENUATE | LARGE | SMOOTH | SPRITE)
74 #if (FLAGS & ATTENUATE) && (FLAGS & SMOOTH)
77 const GLchan red
= vert
->color
[0];
78 const GLchan green
= vert
->color
[1];
79 const GLchan blue
= vert
->color
[2];
80 const GLchan alpha
= vert
->color
[3];
83 const GLchan specRed
= vert
->specular
[0];
84 const GLchan specGreen
= vert
->specular
[1];
85 const GLchan specBlue
= vert
->specular
[2];
88 const GLuint colorIndex
= (GLuint
) vert
->index
; /* XXX round? */
91 GLfloat texcoord
[MAX_TEXTURE_COORD_UNITS
][4];
94 SWcontext
*swrast
= SWRAST_CONTEXT(ctx
);
95 struct sw_span
*span
= &(swrast
->PointSpan
);
97 /* Cull primitives with malformed coordinates.
100 float tmp
= vert
->win
[0] + vert
->win
[1];
101 if (IS_INF_OR_NAN(tmp
))
108 span
->interpMask
= SPAN_FOG
;
109 span
->arrayMask
= SPAN_XY
| SPAN_Z
;
110 span
->fog
= vert
->fog
;
113 span
->arrayMask
|= SPAN_RGBA
;
116 span
->arrayMask
|= SPAN_SPEC
;
119 span
->arrayMask
|= SPAN_INDEX
;
122 span
->arrayMask
|= SPAN_TEXTURE
;
123 if (ctx
->FragmentProgram
._Enabled
) {
124 /* Don't divide texture s,t,r by q (use TXP to do that) */
125 for (u
= 0; u
< ctx
->Const
.MaxTextureUnits
; u
++) {
126 if (ctx
->Texture
._EnabledCoordUnits
& (1 << u
)) {
127 COPY_4V(texcoord
[u
], vert
->texcoord
[u
]);
132 /* Divide texture s,t,r by q here */
133 for (u
= 0; u
< ctx
->Const
.MaxTextureUnits
; u
++) {
134 if (ctx
->Texture
._EnabledCoordUnits
& (1 << u
)) {
135 const GLfloat q
= vert
->texcoord
[u
][3];
136 const GLfloat invQ
= (q
== 0.0F
|| q
== 1.0F
) ? 1.0F
: (1.0F
/ q
);
137 texcoord
[u
][0] = vert
->texcoord
[u
][0] * invQ
;
138 texcoord
[u
][1] = vert
->texcoord
[u
][1] * invQ
;
139 texcoord
[u
][2] = vert
->texcoord
[u
][2] * invQ
;
144 /* need these for fragment programs */
150 span
->arrayMask
|= SPAN_COVERAGE
;
153 span
->arrayMask
|= SPAN_TEXTURE
;
156 #if FLAGS & ATTENUATE
157 if (vert
->pointSize
>= ctx
->Point
.Threshold
) {
158 size
= MIN2(vert
->pointSize
, ctx
->Point
.MaxSize
);
159 #if (FLAGS & RGBA) && (FLAGS & SMOOTH)
164 #if (FLAGS & RGBA) && (FLAGS & SMOOTH)
165 GLfloat dsize
= vert
->pointSize
/ ctx
->Point
.Threshold
;
166 alphaAtten
= dsize
* dsize
;
168 size
= MAX2(ctx
->Point
.Threshold
, ctx
->Point
.MinSize
);
170 #elif FLAGS & (LARGE | SMOOTH | SPRITE)
171 size
= ctx
->Point
._Size
;
174 #if FLAGS & (ATTENUATE | LARGE | SMOOTH | SPRITE)
180 const GLfloat radius
= 0.5F
* size
;
181 const GLint z
= (GLint
) (vert
->win
[2] + 0.5F
);
184 const GLfloat rmin
= radius
- 0.7071F
; /* 0.7071 = sqrt(2)/2 */
185 const GLfloat rmax
= radius
+ 0.7071F
;
186 const GLfloat rmin2
= MAX2(0.0F
, rmin
* rmin
);
187 const GLfloat rmax2
= rmax
* rmax
;
188 const GLfloat cscale
= 1.0F
/ (rmax2
- rmin2
);
189 const GLint xmin
= (GLint
) (vert
->win
[0] - radius
);
190 const GLint xmax
= (GLint
) (vert
->win
[0] + radius
);
191 const GLint ymin
= (GLint
) (vert
->win
[1] - radius
);
192 const GLint ymax
= (GLint
) (vert
->win
[1] + radius
);
195 GLint xmin
, xmax
, ymin
, ymax
;
196 GLint iSize
= (GLint
) (size
+ 0.5F
);
198 iSize
= MAX2(1, iSize
);
202 xmin
= (GLint
) (vert
->win
[0] - iRadius
);
203 xmax
= (GLint
) (vert
->win
[0] + iRadius
);
204 ymin
= (GLint
) (vert
->win
[1] - iRadius
);
205 ymax
= (GLint
) (vert
->win
[1] + iRadius
);
209 xmin
= (GLint
) vert
->win
[0] - iRadius
+ 1;
210 xmax
= xmin
+ iSize
- 1;
211 ymin
= (GLint
) vert
->win
[1] - iRadius
+ 1;
212 ymax
= ymin
+ iSize
- 1;
216 /* check if we need to flush */
217 if (span
->end
+ (xmax
-xmin
+1) * (ymax
-ymin
+1) >= MAX_WIDTH
||
218 (swrast
->_RasterMask
& (BLEND_BIT
| LOGIC_OP_BIT
| MASKING_BIT
))) {
219 #if FLAGS & (TEXTURE | SPRITE)
220 if (ctx
->Texture
._EnabledUnits
)
221 _swrast_write_texture_span(ctx
, span
);
223 _swrast_write_rgba_span(ctx
, span
);
225 _swrast_write_rgba_span(ctx
, span
);
227 _swrast_write_index_span(ctx
, span
);
233 * OK, generate fragments
237 for (y
= ymin
; y
<= ymax
; y
++) {
238 /* check if we need to flush */
239 if (count
+ (xmax
-xmin
+1) >= MAX_WIDTH
) {
241 #if FLAGS & (TEXTURE | SPRITE)
242 if (ctx
->Texture
._EnabledUnits
)
243 _swrast_write_texture_span(ctx
, span
);
245 _swrast_write_rgba_span(ctx
, span
);
247 _swrast_write_rgba_span(ctx
, span
);
249 _swrast_write_index_span(ctx
, span
);
251 count
= span
->end
= 0;
253 for (x
= xmin
; x
<= xmax
; x
++) {
254 #if FLAGS & (SPRITE | TEXTURE)
259 span
->array
->rgba
[count
][RCOMP
] = red
;
260 span
->array
->rgba
[count
][GCOMP
] = green
;
261 span
->array
->rgba
[count
][BCOMP
] = blue
;
262 span
->array
->rgba
[count
][ACOMP
] = alpha
;
265 span
->array
->spec
[count
][RCOMP
] = specRed
;
266 span
->array
->spec
[count
][GCOMP
] = specGreen
;
267 span
->array
->spec
[count
][BCOMP
] = specBlue
;
270 span
->array
->index
[count
] = colorIndex
;
273 for (u
= 0; u
< ctx
->Const
.MaxTextureUnits
; u
++) {
274 if (ctx
->Texture
._EnabledCoordUnits
& (1 << u
)) {
275 COPY_4V(span
->array
->texcoords
[u
][count
], texcoord
[u
]);
281 /* compute coverage */
283 const GLfloat dx
= x
- vert
->win
[0] + 0.5F
;
284 const GLfloat dy
= y
- vert
->win
[1] + 0.5F
;
285 const GLfloat dist2
= dx
* dx
+ dy
* dy
;
287 if (dist2
>= rmin2
) {
288 /* compute partial coverage */
289 span
->array
->coverage
[count
] = 1.0F
- (dist2
- rmin2
) * cscale
;
291 /* coverage in [0,15] */
292 span
->array
->coverage
[count
] *= 15.0;
297 span
->array
->coverage
[count
] = 1.0F
;
300 span
->array
->x
[count
] = x
;
301 span
->array
->y
[count
] = y
;
302 span
->array
->z
[count
] = z
;
304 #if (FLAGS & ATTENUATE) && (FLAGS & RGBA)
305 span
->array
->rgba
[count
][ACOMP
] = (GLchan
) (alpha
* alphaAtten
);
307 span
->array
->rgba
[count
][ACOMP
] = alpha
;
315 /* not smooth (square points) */
316 span
->array
->x
[count
] = x
;
317 span
->array
->y
[count
] = y
;
318 span
->array
->z
[count
] = z
;
321 for (u
= 0; u
< ctx
->Const
.MaxTextureUnits
; u
++) {
322 if (ctx
->Texture
.Unit
[u
]._ReallyEnabled
) {
323 if (ctx
->Point
.CoordReplace
[u
]) {
324 GLfloat s
= 0.5F
+ (x
+ 0.5F
- vert
->win
[0]) / size
;
326 if (ctx
->Point
.SpriteOrigin
== GL_LOWER_LEFT
)
327 t
= 0.5F
+ (y
+ 0.5F
- vert
->win
[1]) / size
;
328 else /* GL_UPPER_LEFT */
329 t
= 0.5F
- (y
+ 0.5F
- vert
->win
[1]) / size
;
330 span
->array
->texcoords
[u
][count
][0] = s
;
331 span
->array
->texcoords
[u
][count
][1] = t
;
332 span
->array
->texcoords
[u
][count
][3] = 1.0F
;
333 if (ctx
->Point
.SpriteRMode
== GL_ZERO
)
334 span
->array
->texcoords
[u
][count
][2] = 0.0F
;
335 else if (ctx
->Point
.SpriteRMode
== GL_S
)
336 span
->array
->texcoords
[u
][count
][2] = vert
->texcoord
[u
][0];
338 span
->array
->texcoords
[u
][count
][2] = vert
->texcoord
[u
][2];
341 COPY_4V(span
->array
->texcoords
[u
][count
], vert
->texcoord
[u
]);
347 count
++; /* square point */
356 #else /* LARGE | ATTENUATE | SMOOTH | SPRITE */
359 * Single-pixel points
364 /* check if we need to flush */
365 if (span
->end
>= MAX_WIDTH
||
366 (swrast
->_RasterMask
& (BLEND_BIT
| LOGIC_OP_BIT
| MASKING_BIT
))) {
367 #if FLAGS & (TEXTURE | SPRITE)
368 if (ctx
->Texture
._EnabledUnits
)
369 _swrast_write_texture_span(ctx
, span
);
371 _swrast_write_rgba_span(ctx
, span
);
373 _swrast_write_rgba_span(ctx
, span
);
375 _swrast_write_index_span(ctx
, span
);
383 span
->array
->rgba
[count
][RCOMP
] = red
;
384 span
->array
->rgba
[count
][GCOMP
] = green
;
385 span
->array
->rgba
[count
][BCOMP
] = blue
;
386 span
->array
->rgba
[count
][ACOMP
] = alpha
;
389 span
->array
->spec
[count
][RCOMP
] = specRed
;
390 span
->array
->spec
[count
][GCOMP
] = specGreen
;
391 span
->array
->spec
[count
][BCOMP
] = specBlue
;
394 span
->array
->index
[count
] = colorIndex
;
397 for (u
= 0; u
< ctx
->Const
.MaxTextureUnits
; u
++) {
398 if (ctx
->Texture
.Unit
[u
]._ReallyEnabled
) {
399 COPY_4V(span
->array
->texcoords
[u
][count
], texcoord
[u
]);
404 span
->array
->x
[count
] = (GLint
) vert
->win
[0];
405 span
->array
->y
[count
] = (GLint
) vert
->win
[1];
406 span
->array
->z
[count
] = (GLint
) (vert
->win
[2] + 0.5F
);
407 span
->end
= count
+ 1;
410 #endif /* LARGE || ATTENUATE || SMOOTH */
412 ASSERT(span
->end
<= MAX_WIDTH
);