-/* $Id: s_aatriangle.c,v 1.22 2002/01/27 18:32:03 brianp Exp $ */
-
/*
* Mesa 3-D graphics library
- * Version: 4.0.1
+ * Version: 6.5.3
*
- * Copyright (C) 1999-2001 Brian Paul All Rights Reserved.
+ * Copyright (C) 1999-2007 Brian Paul All Rights Reserved.
*
* Permission is hereby granted, free of charge, to any person obtaining a
* copy of this software and associated documentation files (the "Software"),
*/
-#include "macros.h"
-#include "mem.h"
-#include "mmath.h"
+#include "main/glheader.h"
+#include "main/context.h"
+#include "main/colormac.h"
+#include "main/context.h"
+#include "main/macros.h"
+#include "main/imports.h"
#include "s_aatriangle.h"
#include "s_context.h"
#include "s_span.h"
}
-
/*
* Solve plane and return clamped GLchan value.
*/
static INLINE GLchan
solve_plane_chan(GLfloat x, GLfloat y, const GLfloat plane[4])
{
- GLfloat z = (plane[3] + plane[0] * x + plane[1] * y) / -plane[2] + 0.5F;
- if (z < 0.0F)
+ const GLfloat z = (plane[3] + plane[0] * x + plane[1] * y) / -plane[2];
+#if CHAN_TYPE == GL_FLOAT
+ return CLAMP(z, 0.0F, CHAN_MAXF);
+#else
+ if (z < 0)
return 0;
- else if (z > CHAN_MAXF)
- return (GLchan) CHAN_MAXF;
- return (GLchan) (GLint) z;
+ else if (z > CHAN_MAX)
+ return CHAN_MAX;
+ return (GLchan) IROUND_POS(z);
+#endif
+}
+
+
+static INLINE GLfloat
+plane_dx(const GLfloat plane[4])
+{
+ return -plane[0] / plane[2];
+}
+
+static INLINE GLfloat
+plane_dy(const GLfloat plane[4])
+{
+ return -plane[1] / plane[2];
}
for (i = 0; i < stop; i++) {
const GLfloat sx = x + samples[i][0];
const GLfloat sy = y + samples[i][1];
- const GLfloat fx0 = sx - v0[0];
- const GLfloat fy0 = sy - v0[1];
- const GLfloat fx1 = sx - v1[0];
- const GLfloat fy1 = sy - v1[1];
- const GLfloat fx2 = sx - v2[0];
- const GLfloat fy2 = sy - v2[1];
/* cross product determines if sample is inside or outside each edge */
- GLfloat cross0 = (dx0 * fy0 - dy0 * fx0);
- GLfloat cross1 = (dx1 * fy1 - dy1 * fx1);
- GLfloat cross2 = (dx2 * fy2 - dy2 * fx2);
+ GLfloat cross = (dx0 * (sy - v0[1]) - dy0 * (sx - v0[0]));
/* Check if the sample is exactly on an edge. If so, let cross be a
* positive or negative value depending on the direction of the edge.
*/
- if (cross0 == 0.0F)
- cross0 = dx0 + dy0;
- if (cross1 == 0.0F)
- cross1 = dx1 + dy1;
- if (cross2 == 0.0F)
- cross2 = dx2 + dy2;
- if (cross0 < 0.0F || cross1 < 0.0F || cross2 < 0.0F) {
- /* point is outside triangle */
+ if (cross == 0.0F)
+ cross = dx0 + dy0;
+ if (cross < 0.0F) {
+ /* sample point is outside first edge */
insideCount -= 1.0F;
stop = 16;
}
+ else {
+ /* sample point is inside first edge */
+ cross = (dx1 * (sy - v1[1]) - dy1 * (sx - v1[0]));
+ if (cross == 0.0F)
+ cross = dx1 + dy1;
+ if (cross < 0.0F) {
+ /* sample point is outside second edge */
+ insideCount -= 1.0F;
+ stop = 16;
+ }
+ else {
+ /* sample point is inside first and second edges */
+ cross = (dx2 * (sy - v2[1]) - dy2 * (sx - v2[0]));
+ if (cross == 0.0F)
+ cross = dx2 + dy2;
+ if (cross < 0.0F) {
+ /* sample point is outside third edge */
+ insideCount -= 1.0F;
+ stop = 16;
+ }
+ }
+ }
}
if (stop == 4)
return 1.0F;
}
-
static void
rgba_aa_tri(GLcontext *ctx,
const SWvertex *v0,
const SWvertex *v2)
{
#define DO_Z
-#define DO_FOG
#define DO_RGBA
#include "s_aatritemp.h"
}
const SWvertex *v2)
{
#define DO_Z
-#define DO_FOG
+#define DO_ATTRIBS
#define DO_INDEX
#include "s_aatritemp.h"
}
-/*
- * Compute mipmap level of detail.
- */
-static INLINE GLfloat
-compute_lambda(const GLfloat sPlane[4], const GLfloat tPlane[4],
- GLfloat invQ, GLfloat width, GLfloat height)
-{
- GLfloat dudx = sPlane[0] / sPlane[2] * invQ * width;
- GLfloat dudy = sPlane[1] / sPlane[2] * invQ * width;
- GLfloat dvdx = tPlane[0] / tPlane[2] * invQ * height;
- GLfloat dvdy = tPlane[1] / tPlane[2] * invQ * height;
- GLfloat r1 = dudx * dudx + dudy * dudy;
- GLfloat r2 = dvdx * dvdx + dvdy * dvdy;
- GLfloat rho2 = r1 + r2;
- /* return log base 2 of rho */
- if (rho2 == 0.0F)
- return 0.0;
- else
- return (GLfloat) (log(rho2) * 1.442695 * 0.5); /* 1.442695 = 1/log(2) */
-}
-
-
static void
-tex_aa_tri(GLcontext *ctx,
- const SWvertex *v0,
- const SWvertex *v1,
- const SWvertex *v2)
+general_aa_tri(GLcontext *ctx,
+ const SWvertex *v0,
+ const SWvertex *v1,
+ const SWvertex *v2)
{
#define DO_Z
-#define DO_FOG
#define DO_RGBA
-#define DO_TEX
+#define DO_ATTRIBS
#include "s_aatritemp.h"
}
-static void
-spec_tex_aa_tri(GLcontext *ctx,
- const SWvertex *v0,
- const SWvertex *v1,
- const SWvertex *v2)
-{
-#define DO_Z
-#define DO_FOG
-#define DO_RGBA
-#define DO_TEX
-#define DO_SPEC
-#include "s_aatritemp.h"
-}
-
-
-static void
-multitex_aa_tri(GLcontext *ctx,
- const SWvertex *v0,
- const SWvertex *v1,
- const SWvertex *v2)
-{
-#define DO_Z
-#define DO_FOG
-#define DO_RGBA
-#define DO_MULTITEX
-#include "s_aatritemp.h"
-}
-
-static void
-spec_multitex_aa_tri(GLcontext *ctx,
- const SWvertex *v0,
- const SWvertex *v1,
- const SWvertex *v2)
-{
-#define DO_Z
-#define DO_FOG
-#define DO_RGBA
-#define DO_MULTITEX
-#define DO_SPEC
-#include "s_aatritemp.h"
-}
-
/*
* Examine GL state and set swrast->Triangle to an
* appropriate antialiased triangle rasterizer function.
*/
void
-_mesa_set_aa_triangle_function(GLcontext *ctx)
+_swrast_set_aa_triangle_function(GLcontext *ctx)
{
+ SWcontext *swrast = SWRAST_CONTEXT(ctx);
+
ASSERT(ctx->Polygon.SmoothFlag);
- if (ctx->Texture._ReallyEnabled) {
- if (ctx->_TriangleCaps & DD_SEPARATE_SPECULAR) {
- if (ctx->Texture._ReallyEnabled > TEXTURE0_ANY) {
- SWRAST_CONTEXT(ctx)->Triangle = spec_multitex_aa_tri;
- }
- else {
- SWRAST_CONTEXT(ctx)->Triangle = spec_tex_aa_tri;
- }
- }
- else {
- if (ctx->Texture._ReallyEnabled > TEXTURE0_ANY) {
- SWRAST_CONTEXT(ctx)->Triangle = multitex_aa_tri;
- }
- else {
- SWRAST_CONTEXT(ctx)->Triangle = tex_aa_tri;
- }
- }
+ if (ctx->Texture._EnabledCoordUnits != 0
+ || ctx->FragmentProgram._Current
+ || swrast->_FogEnabled
+ || NEED_SECONDARY_COLOR(ctx)) {
+ SWRAST_CONTEXT(ctx)->Triangle = general_aa_tri;
}
else if (ctx->Visual.rgbMode) {
SWRAST_CONTEXT(ctx)->Triangle = rgba_aa_tri;