swrast: Fix memory leaks in blit_linear.
[mesa.git] / src / mesa / swrast / s_fog.c
index 32fafe617c88fd49e6acc749bab9087f450db562..ea59de1602007515d1c46da98df88967e3308b6e 100644 (file)
@@ -1,21 +1,19 @@
-/* $Id: s_fog.c,v 1.1 2000/10/31 18:00:04 keithw Exp $ */
-
 /*
  * Mesa 3-D graphics library
- * Version:  3.5
- * 
- * Copyright (C) 1999-2000  Brian Paul   All Rights Reserved.
- * 
+ * Version:  6.5.2
+ *
+ * Copyright (C) 1999-2006  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"),
  * to deal in the Software without restriction, including without limitation
  * the rights to use, copy, modify, merge, publish, distribute, sublicense,
  * and/or sell copies of the Software, and to permit persons to whom the
  * Software is furnished to do so, subject to the following conditions:
- * 
+ *
  * The above copyright notice and this permission notice shall be included
  * in all copies or substantial portions of the Software.
- * 
+ *
  * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS
  * OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
  * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.  IN NO EVENT SHALL
  */
 
 
-#include "glheader.h"
-#include "colormac.h"
-#include "context.h"
-#include "macros.h"
-#include "mmath.h"
+#include "main/glheader.h"
+#include "main/colormac.h"
+#include "main/macros.h"
 
+#include "s_context.h"
 #include "s_fog.h"
 
 
-/*
- * Apply fog to an array of RGBA pixels.
- * Input:  n - number of pixels
- *         fog - array of interpolated screen-space fog coordinates in [0..1]
- *         red, green, blue, alpha - pixel colors
- * Output:  red, green, blue, alpha - fogged pixel colors
+/**
+ * Used to convert current raster distance to a fog factor in [0,1].
  */
-void
-_mesa_fog_rgba_pixels( const GLcontext *ctx,
-                       GLuint n, 
-                      const GLfixed fog[], 
-                      GLchan rgba[][4] )
+GLfloat
+_swrast_z_to_fogfactor(struct gl_context *ctx, GLfloat z)
 {
-   GLfixed rFog = ctx->Fog.Color[0] * CHAN_MAXF;
-   GLfixed gFog = ctx->Fog.Color[1] * CHAN_MAXF;
-   GLfixed bFog = ctx->Fog.Color[2] * CHAN_MAXF;
-   GLuint i;
-
-   for (i=0;i<n;i++) {
-      GLfixed f = CLAMP(fog[i], 0, FIXED_ONE);
-      GLfixed g = FIXED_ONE - f;
-      rgba[i][0] = (f*rgba[i][0] + g*rFog) >> FIXED_SHIFT;
-      rgba[i][1] = (f*rgba[i][1] + g*gFog) >> FIXED_SHIFT;
-      rgba[i][2] = (f*rgba[i][2] + g*bFog) >> FIXED_SHIFT;
+   GLfloat d, f;
+
+   switch (ctx->Fog.Mode) {
+   case GL_LINEAR:
+      if (ctx->Fog.Start == ctx->Fog.End)
+         d = 1.0F;
+      else
+         d = 1.0F / (ctx->Fog.End - ctx->Fog.Start);
+      f = (ctx->Fog.End - z) * d;
+      return CLAMP(f, 0.0F, 1.0F);
+   case GL_EXP:
+      d = ctx->Fog.Density;
+      f = EXPF(-d * z);
+      f = CLAMP(f, 0.0F, 1.0F);
+      return f;
+   case GL_EXP2:
+      d = ctx->Fog.Density;
+      f = EXPF(-(d * d * z * z));
+      f = CLAMP(f, 0.0F, 1.0F);
+      return f;
+   default:
+      _mesa_problem(ctx, "Bad fog mode in _swrast_z_to_fogfactor");
+      return 0.0; 
    }
 }
 
 
+#define LINEAR_FOG(f, coord)  f = (fogEnd - coord) * fogScale
 
+#define EXP_FOG(f, coord)  f = EXPF(density * coord)
 
-/*
- * Apply fog to an array of color index pixels.
- * Input:  n - number of pixels
- *         z - array of integer depth values
- *         index - pixel color indexes
- * Output:  index - fogged pixel color indexes
- */
-void
-_mesa_fog_ci_pixels( const GLcontext *ctx,
-                     GLuint n, const GLfixed fog[], GLuint index[] )
-{
-   GLuint idx = ctx->Fog.Index;
-   GLuint i;
+#define EXP2_FOG(f, coord)                             \
+do {                                                   \
+   GLfloat tmp = negDensitySquared * coord * coord;    \
+   if (tmp < FLT_MIN_10_EXP)                           \
+      tmp = FLT_MIN_10_EXP;                            \
+   f = EXPF(tmp);                                      \
+ } while(0)
 
-   for (i=0;i<n;i++) {
-      GLfixed f = FixedToFloat(CLAMP(fog[i], 0, FIXED_ONE));
-      index[i] = (GLuint) ((GLfloat) index[i] + (1.0F-f) * idx);
-   }
-}
 
+#define BLEND_FOG(f, coord)  f = coord
 
 
-/*
- * Calculate fog coords from window z values 
- * Input:  n - number of pixels
- *         z - array of integer depth values
- *         red, green, blue, alpha - pixel colors
- * Output:  red, green, blue, alpha - fogged pixel colors
- *
- * Use lookup table & interpolation? 
+
+/**
+ * Template code for computing fog blend factor and applying it to colors.
+ * \param TYPE  either GLubyte, GLushort or GLfloat.
+ * \param COMPUTE_F  code to compute the fog blend factor, f.
+ */
+#define FOG_LOOP(TYPE, FOG_FUNC)                                               \
+if (span->arrayAttribs & FRAG_BIT_FOGC) {                                      \
+   GLuint i;                                                                   \
+   for (i = 0; i < span->end; i++) {                                           \
+      const GLfloat fogCoord = span->array->attribs[FRAG_ATTRIB_FOGC][i][0];   \
+      const GLfloat c = FABSF(fogCoord);                                       \
+      GLfloat f, oneMinusF;                                                    \
+      FOG_FUNC(f, c);                                                          \
+      f = CLAMP(f, 0.0F, 1.0F);                                                        \
+      oneMinusF = 1.0F - f;                                                    \
+      rgba[i][RCOMP] = (TYPE) (f * rgba[i][RCOMP] + oneMinusF * rFog);         \
+      rgba[i][GCOMP] = (TYPE) (f * rgba[i][GCOMP] + oneMinusF * gFog);         \
+      rgba[i][BCOMP] = (TYPE) (f * rgba[i][BCOMP] + oneMinusF * bFog);         \
+   }                                                                           \
+}                                                                              \
+else {                                                                         \
+   const GLfloat fogStep = span->attrStepX[FRAG_ATTRIB_FOGC][0];               \
+   GLfloat fogCoord = span->attrStart[FRAG_ATTRIB_FOGC][0];                    \
+   const GLfloat wStep = span->attrStepX[FRAG_ATTRIB_WPOS][3];                 \
+   GLfloat w = span->attrStart[FRAG_ATTRIB_WPOS][3];                           \
+   GLuint i;                                                                   \
+   for (i = 0; i < span->end; i++) {                                           \
+      const GLfloat c = FABSF(fogCoord) / w;                                   \
+      GLfloat f, oneMinusF;                                                    \
+      FOG_FUNC(f, c);                                                          \
+      f = CLAMP(f, 0.0F, 1.0F);                                                        \
+      oneMinusF = 1.0F - f;                                                    \
+      rgba[i][RCOMP] = (TYPE) (f * rgba[i][RCOMP] + oneMinusF * rFog);         \
+      rgba[i][GCOMP] = (TYPE) (f * rgba[i][GCOMP] + oneMinusF * gFog);         \
+      rgba[i][BCOMP] = (TYPE) (f * rgba[i][BCOMP] + oneMinusF * bFog);         \
+      fogCoord += fogStep;                                                     \
+      w += wStep;                                                              \
+   }                                                                           \
+}
+
+/**
+ * Apply fog to a span of RGBA pixels.
+ * The fog value are either in the span->array->fog array or interpolated from
+ * the fog/fogStep values.
+ * They fog values are either fog coordinates (Z) or fog blend factors.
+ * _PreferPixelFog should be in sync with that state!
  */
 void
-_mesa_win_fog_coords_from_z( const GLcontext *ctx,
-                            GLuint n, 
-                            const GLdepth z[], 
-                            GLfixed fogcoord[] )
+_swrast_fog_rgba_span( const struct gl_context *ctx, SWspan *span )
 {
-   GLfloat c = ctx->ProjectionMatrix.m[10];
-   GLfloat d = ctx->ProjectionMatrix.m[14];
-   GLuint i;
+   const SWcontext *swrast = CONST_SWRAST_CONTEXT(ctx);
+   GLfloat rFog, gFog, bFog;
 
-   GLfloat tz = ctx->Viewport.WindowMap.m[MAT_TZ];
-   GLfloat szInv = 1.0F / ctx->Viewport.WindowMap.m[MAT_SZ];
+   ASSERT(swrast->_FogEnabled);
+   ASSERT(span->arrayMask & SPAN_RGBA);
 
-   switch (ctx->Fog.Mode) {
+   /* compute (scaled) fog color */
+   if (span->array->ChanType == GL_UNSIGNED_BYTE) {
+      rFog = ctx->Fog.Color[RCOMP] * 255.0F;
+      gFog = ctx->Fog.Color[GCOMP] * 255.0F;
+      bFog = ctx->Fog.Color[BCOMP] * 255.0F;
+   }
+   else if (span->array->ChanType == GL_UNSIGNED_SHORT) {
+      rFog = ctx->Fog.Color[RCOMP] * 65535.0F;
+      gFog = ctx->Fog.Color[GCOMP] * 65535.0F;
+      bFog = ctx->Fog.Color[BCOMP] * 65535.0F;
+   }
+   else {
+      rFog = ctx->Fog.Color[RCOMP];
+      gFog = ctx->Fog.Color[GCOMP];
+      bFog = ctx->Fog.Color[BCOMP];
+   }
+
+   if (swrast->_PreferPixelFog) {
+      /* The span's fog values are fog coordinates, now compute blend factors
+       * and blend the fragment colors with the fog color.
+       */
+      switch (ctx->Fog.Mode) {
       case GL_LINEAR:
          {
-            GLfloat fogEnd = ctx->Fog.End;
-            GLfloat fogScale = (GLfloat) FIXED_ONE / (ctx->Fog.End - 
-                                                     ctx->Fog.Start);
-            for (i=0;i<n;i++) {
-               GLfloat ndcz = ((GLfloat) z[i] - tz) * szInv;
-               GLfloat eyez = -d / (c+ndcz);
-              if (eyez < 0.0)  eyez = -eyez;
-               fogcoord[i] = (GLint)(fogEnd - eyez) * fogScale;
+            const GLfloat fogEnd = ctx->Fog.End;
+            const GLfloat fogScale = (ctx->Fog.Start == ctx->Fog.End)
+               ? 1.0F : 1.0F / (ctx->Fog.End - ctx->Fog.Start);
+            if (span->array->ChanType == GL_UNSIGNED_BYTE) {
+               GLubyte (*rgba)[4] = span->array->rgba8;
+               FOG_LOOP(GLubyte, LINEAR_FOG);
+            }
+            else if (span->array->ChanType == GL_UNSIGNED_SHORT) {
+               GLushort (*rgba)[4] = span->array->rgba16;
+               FOG_LOOP(GLushort, LINEAR_FOG);
+            }
+            else {
+               GLfloat (*rgba)[4] = span->array->attribs[FRAG_ATTRIB_COL0];
+               ASSERT(span->array->ChanType == GL_FLOAT);
+               FOG_LOOP(GLfloat, LINEAR_FOG);
             }
          }
-        break;
+         break;
+
       case GL_EXP:
-        for (i=0;i<n;i++) {
-           GLfloat ndcz = ((GLfloat) z[i] - tz) * szInv;
-           GLfloat eyez = d / (c+ndcz);
-           if (eyez < 0.0) eyez = -eyez;
-           fogcoord[i] = FloatToFixed(exp( -ctx->Fog.Density * eyez ));
-        }
-        break;
+         {
+            const GLfloat density = -ctx->Fog.Density;
+            if (span->array->ChanType == GL_UNSIGNED_BYTE) {
+               GLubyte (*rgba)[4] = span->array->rgba8;
+               FOG_LOOP(GLubyte, EXP_FOG);
+            }
+            else if (span->array->ChanType == GL_UNSIGNED_SHORT) {
+               GLushort (*rgba)[4] = span->array->rgba16;
+               FOG_LOOP(GLushort, EXP_FOG);
+            }
+            else {
+               GLfloat (*rgba)[4] = span->array->attribs[FRAG_ATTRIB_COL0];
+               ASSERT(span->array->ChanType == GL_FLOAT);
+               FOG_LOOP(GLfloat, EXP_FOG);
+            }
+         }
+         break;
+
       case GL_EXP2:
          {
-            GLfloat negDensitySquared = -ctx->Fog.Density * ctx->Fog.Density;
-            for (i=0;i<n;i++) {
-               GLfloat ndcz = ((GLfloat) z[i] - tz) * szInv;
-               GLfloat eyez = d / (c+ndcz);
-               GLfloat tmp = negDensitySquared * eyez * eyez;
-#if defined(__alpha__) || defined(__alpha)
-               /* XXX this underflow check may be needed for other systems */
-               if (tmp < FLT_MIN_10_EXP)
-                 tmp = FLT_MIN_10_EXP;
-#endif
-              fogcoord[i] = FloatToFixed(exp( tmp ));
+            const GLfloat negDensitySquared = -ctx->Fog.Density * ctx->Fog.Density;
+            if (span->array->ChanType == GL_UNSIGNED_BYTE) {
+               GLubyte (*rgba)[4] = span->array->rgba8;
+               FOG_LOOP(GLubyte, EXP2_FOG);
+            }
+            else if (span->array->ChanType == GL_UNSIGNED_SHORT) {
+               GLushort (*rgba)[4] = span->array->rgba16;
+               FOG_LOOP(GLushort, EXP2_FOG);
+            }
+            else {
+               GLfloat (*rgba)[4] = span->array->attribs[FRAG_ATTRIB_COL0];
+               ASSERT(span->array->ChanType == GL_FLOAT);
+               FOG_LOOP(GLfloat, EXP2_FOG);
             }
          }
-        break;
+         break;
+
       default:
-         gl_problem(ctx, "Bad fog mode in _mesa_win_fog_coords_from_z");
+         _mesa_problem(ctx, "Bad fog mode in _swrast_fog_rgba_span");
          return;
+      }
+   }
+   else {
+      /* The span's fog start/step/array values are blend factors in [0,1].
+       * They were previously computed per-vertex.
+       */
+      if (span->array->ChanType == GL_UNSIGNED_BYTE) {
+         GLubyte (*rgba)[4] = span->array->rgba8;
+         FOG_LOOP(GLubyte, BLEND_FOG);
+      }
+      else if (span->array->ChanType == GL_UNSIGNED_SHORT) {
+         GLushort (*rgba)[4] = span->array->rgba16;
+         FOG_LOOP(GLushort, BLEND_FOG);
+      }
+      else {
+         GLfloat (*rgba)[4] = span->array->attribs[FRAG_ATTRIB_COL0];
+         ASSERT(span->array->ChanType == GL_FLOAT);
+         FOG_LOOP(GLfloat, BLEND_FOG);
+      }
    }
 }
-
-
-/*
- * Apply fog to an array of RGBA pixels.
- * Input:  n - number of pixels
- *         z - array of integer depth values
- *         red, green, blue, alpha - pixel colors
- * Output:  red, green, blue, alpha - fogged pixel colors
- */
-void
-_mesa_depth_fog_rgba_pixels( const GLcontext *ctx,
-                            GLuint n, const GLdepth z[], GLchan rgba[][4] )
-{
-   GLfixed fog[MAX_WIDTH];
-   _mesa_win_fog_coords_from_z( ctx, n, z, fog );
-   _mesa_fog_rgba_pixels( ctx, n, fog, rgba );
-}
-
-
-/*
- * Apply fog to an array of color index pixels.
- * Input:  n - number of pixels
- *         z - array of integer depth values
- *         index - pixel color indexes
- * Output:  index - fogged pixel color indexes
- */
-void
-_mesa_depth_fog_ci_pixels( const GLcontext *ctx,
-                     GLuint n, const GLdepth z[], GLuint index[] )
-{
-   GLfixed fog[MAX_WIDTH];
-   _mesa_win_fog_coords_from_z( ctx, n, z, fog );
-   _mesa_fog_ci_pixels( ctx, n, fog, index );
-}
-