updated some printfs, added comment about sched_yield
[mesa.git] / src / mesa / tnl / t_vb_fog.c
1 /*
2 * Mesa 3-D graphics library
3 * Version: 6.5
4 *
5 * Copyright (C) 1999-2006 Brian Paul All Rights Reserved.
6 *
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:
13 *
14 * The above copyright notice and this permission notice shall be included
15 * in all copies or substantial portions of the Software.
16 *
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.
23 *
24 * Authors:
25 * Keith Whitwell <keith@tungstengraphics.com>
26 */
27
28
29 #include "glheader.h"
30 #include "colormac.h"
31 #include "context.h"
32 #include "macros.h"
33 #include "imports.h"
34 #include "mtypes.h"
35
36 #include "math/m_xform.h"
37
38 #include "t_context.h"
39 #include "t_pipeline.h"
40
41
42 struct fog_stage_data {
43 GLvector4f fogcoord; /* has actual storage allocated */
44 GLvector4f input; /* points into VB->EyePtr Z values */
45 };
46
47 #define FOG_STAGE_DATA(stage) ((struct fog_stage_data *)stage->privatePtr)
48
49 #define FOG_EXP_TABLE_SIZE 256
50 #define FOG_MAX (10.0)
51 #define EXP_FOG_MAX .0006595
52 #define FOG_INCR (FOG_MAX/FOG_EXP_TABLE_SIZE)
53 static GLfloat exp_table[FOG_EXP_TABLE_SIZE];
54 static GLfloat inited = 0;
55
56 #if 1
57 #define NEG_EXP( result, narg ) \
58 do { \
59 GLfloat f = (GLfloat) (narg * (1.0/FOG_INCR)); \
60 GLint k = (GLint) f; \
61 if (k > FOG_EXP_TABLE_SIZE-2) \
62 result = (GLfloat) EXP_FOG_MAX; \
63 else \
64 result = exp_table[k] + (f-k)*(exp_table[k+1]-exp_table[k]); \
65 } while (0)
66 #else
67 #define NEG_EXP( result, narg ) \
68 do { \
69 result = exp(-narg); \
70 } while (0)
71 #endif
72
73
74 /**
75 * Initialize the exp_table[] lookup table for approximating exp().
76 */
77 static void
78 init_static_data( void )
79 {
80 GLfloat f = 0.0F;
81 GLint i = 0;
82 for ( ; i < FOG_EXP_TABLE_SIZE ; i++, f += FOG_INCR) {
83 exp_table[i] = EXPF(-f);
84 }
85 inited = 1;
86 }
87
88
89 /**
90 * Compute per-vertex fog blend factors from fog coordinates by
91 * evaluating the GL_LINEAR, GL_EXP or GL_EXP2 fog function.
92 * Fog coordinates are distances from the eye (typically between the
93 * near and far clip plane distances).
94 * Note the fog (eye Z) coords may be negative so we use ABS(z) below.
95 * Fog blend factors are in the range [0,1].
96 */
97 static void
98 compute_fog_blend_factors(GLcontext *ctx, GLvector4f *out, const GLvector4f *in)
99 {
100 GLfloat end = ctx->Fog.End;
101 GLfloat *v = in->start;
102 GLuint stride = in->stride;
103 GLuint n = in->count;
104 GLfloat (*data)[4] = out->data;
105 GLfloat d;
106 GLuint i;
107
108 out->count = in->count;
109
110 switch (ctx->Fog.Mode) {
111 case GL_LINEAR:
112 if (ctx->Fog.Start == ctx->Fog.End)
113 d = 1.0F;
114 else
115 d = 1.0F / (ctx->Fog.End - ctx->Fog.Start);
116 for ( i = 0 ; i < n ; i++, STRIDE_F(v, stride)) {
117 const GLfloat z = FABSF(*v);
118 GLfloat f = (end - z) * d;
119 data[i][0] = CLAMP(f, 0.0F, 1.0F);
120 }
121 break;
122 case GL_EXP:
123 d = ctx->Fog.Density;
124 for ( i = 0 ; i < n ; i++, STRIDE_F(v,stride)) {
125 const GLfloat z = FABSF(*v);
126 NEG_EXP( data[i][0], d * z );
127 }
128 break;
129 case GL_EXP2:
130 d = ctx->Fog.Density*ctx->Fog.Density;
131 for ( i = 0 ; i < n ; i++, STRIDE_F(v, stride)) {
132 const GLfloat z = FABSF(*v);
133 NEG_EXP( data[i][0], d * z * z );
134 }
135 break;
136 default:
137 _mesa_problem(ctx, "Bad fog mode in make_fog_coord");
138 return;
139 }
140 }
141
142
143 static GLboolean
144 run_fog_stage(GLcontext *ctx, struct tnl_pipeline_stage *stage)
145 {
146 TNLcontext *tnl = TNL_CONTEXT(ctx);
147 struct vertex_buffer *VB = &tnl->vb;
148 struct fog_stage_data *store = FOG_STAGE_DATA(stage);
149 GLvector4f *input;
150
151 if (ctx->ShaderObjects.CurrentProgram != NULL)
152 return GL_TRUE;
153
154 if (!ctx->Fog.Enabled || ctx->VertexProgram._Enabled)
155 return GL_TRUE;
156
157
158 if (ctx->Fog.FogCoordinateSource == GL_FRAGMENT_DEPTH_EXT) {
159 /* Fog is computed from vertex or fragment Z values */
160 /* source = VB->ObjPtr or VB->EyePtr coords */
161 /* dest = VB->FogCoordPtr = fog stage private storage */
162 VB->FogCoordPtr = &store->fogcoord;
163
164 if (!ctx->_NeedEyeCoords) {
165 /* compute fog coords from object coords */
166 const GLfloat *m = ctx->ModelviewMatrixStack.Top->m;
167 GLfloat plane[4];
168
169 /* Use this to store calculated eye z values:
170 */
171 input = &store->fogcoord;
172
173 /* NOTE: negate plane here so we get positive fog coords! */
174 plane[0] = -m[2];
175 plane[1] = -m[6];
176 plane[2] = -m[10];
177 plane[3] = -m[14];
178 /* Full eye coords weren't required, just calculate the
179 * eye Z values.
180 */
181 _mesa_dotprod_tab[VB->ObjPtr->size]( (GLfloat *) input->data,
182 4 * sizeof(GLfloat),
183 VB->ObjPtr, plane );
184
185 input->count = VB->ObjPtr->count;
186 }
187 else {
188 /* fog coordinates = eye Z coordinates (use ABS later) */
189 input = &store->input;
190
191 if (VB->EyePtr->size < 2)
192 _mesa_vector4f_clean_elem( VB->EyePtr, VB->Count, 2 );
193
194 input->data = (GLfloat (*)[4]) &(VB->EyePtr->data[0][2]);
195 input->start = VB->EyePtr->start+2;
196 input->stride = VB->EyePtr->stride;
197 input->count = VB->EyePtr->count;
198 }
199 }
200 else {
201 /* use glFogCoord() coordinates */
202 input = VB->FogCoordPtr; /* source data */
203
204 /* input->count may be one if glFogCoord was only called once
205 * before glBegin. But we need to compute fog for all vertices.
206 */
207 input->count = VB->ObjPtr->count;
208
209 VB->FogCoordPtr = &store->fogcoord; /* dest data */
210 }
211
212 if (tnl->_DoVertexFog) {
213 /* compute blend factors from fog coordinates */
214 compute_fog_blend_factors( ctx, VB->FogCoordPtr, input );
215 }
216 else {
217 /* results = incoming fog coords (compute fog per-fragment later) */
218 VB->FogCoordPtr = input;
219 }
220
221 VB->AttribPtr[_TNL_ATTRIB_FOG] = VB->FogCoordPtr;
222 return GL_TRUE;
223 }
224
225
226
227 /* Called the first time stage->run() is invoked.
228 */
229 static GLboolean
230 alloc_fog_data(GLcontext *ctx, struct tnl_pipeline_stage *stage)
231 {
232 TNLcontext *tnl = TNL_CONTEXT(ctx);
233 struct fog_stage_data *store;
234 stage->privatePtr = MALLOC(sizeof(*store));
235 store = FOG_STAGE_DATA(stage);
236 if (!store)
237 return GL_FALSE;
238
239 _mesa_vector4f_alloc( &store->fogcoord, 0, tnl->vb.Size, 32 );
240 _mesa_vector4f_init( &store->input, 0, NULL );
241
242 if (!inited)
243 init_static_data();
244
245 return GL_TRUE;
246 }
247
248
249 static void
250 free_fog_data(struct tnl_pipeline_stage *stage)
251 {
252 struct fog_stage_data *store = FOG_STAGE_DATA(stage);
253 if (store) {
254 _mesa_vector4f_free( &store->fogcoord );
255 FREE( store );
256 stage->privatePtr = NULL;
257 }
258 }
259
260
261 const struct tnl_pipeline_stage _tnl_fog_coordinate_stage =
262 {
263 "build fog coordinates", /* name */
264 NULL, /* private_data */
265 alloc_fog_data, /* dtr */
266 free_fog_data, /* dtr */
267 NULL, /* check */
268 run_fog_stage /* run -- initially set to init. */
269 };