-/* $Id: s_points.c,v 1.2 2000/11/05 18:24:40 keithw Exp $ */
-
/*
* Mesa 3-D graphics library
- * Version: 3.4
- *
- * Copyright (C) 1999-2000 Brian Paul All Rights Reserved.
- *
+ * Version: 7.1
+ *
+ * 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"),
* 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 "context.h"
-#include "macros.h"
-#include "mmath.h"
-#include "texstate.h"
-#include "vb.h"
-
+#include "main/glheader.h"
+#include "main/colormac.h"
+#include "main/context.h"
+#include "main/macros.h"
+#include "main/texstate.h"
#include "s_context.h"
#include "s_feedback.h"
-#include "s_pb.h"
#include "s_points.h"
#include "s_span.h"
-/**********************************************************************/
-/***** Rasterization *****/
-/**********************************************************************/
-
-
-/*
- * There are 3 pairs (RGBA, CI) of point rendering functions:
- * 1. simple: size=1 and no special rasterization functions (fastest)
- * 2. size1: size=1 and any rasterization functions
- * 3. general: any size and rasterization functions (slowest)
- *
- */
-
-
-
-
-
-/*
- * CI points with size == 1.0
- */
-static void
-size1_ci_point( GLcontext *ctx, SWvertex *vert )
-{
- struct pixel_buffer *PB = SWRAST_CONTEXT(ctx)->PB;
- GLint *pbx = PB->x, *pby = PB->y;
- GLdepth *pbz = PB->z;
- GLfixed *pbfog = PB->fog;
- GLuint *pbi = PB->index;
- GLuint pbcount = PB->count;
-
- pbx[pbcount] = (GLint) vert->win[0];
- pby[pbcount] = (GLint) vert->win[1];
- pbz[pbcount] = (GLint) vert->win[2];
- pbfog[pbcount] = FloatToFixed(vert->fog);
- pbi[pbcount] = vert->index;
-
- PB->count++;
- PB_CHECK_FLUSH(ctx, PB);
-}
-
-
-
-/*
- * RGBA points with size == 1.0
+/**
+ * Used to cull points with invalid coords
*/
-static void
-size1_rgba_point( GLcontext *ctx, SWvertex *vert )
-{
- struct pixel_buffer *PB = SWRAST_CONTEXT(ctx)->PB;
-
- GLint x = (GLint) vert->win[0];
- GLint y = (GLint) vert->win[1];
- GLint z = (GLint) (vert->win[2]);
- GLfixed fog = FloatToFixed( vert->fog );
- GLubyte red = vert->color[0];
- GLubyte green = vert->color[1];
- GLubyte blue = vert->color[2];
- GLubyte alpha = vert->color[3];
-
- PB_WRITE_RGBA_PIXEL( PB, x, y, z, fog, red, green, blue, alpha );
- PB_CHECK_FLUSH(ctx, PB);
-}
+#define CULL_INVALID(V) \
+ do { \
+ float tmp = (V)->attrib[FRAG_ATTRIB_WPOS][0] \
+ + (V)->attrib[FRAG_ATTRIB_WPOS][1]; \
+ if (IS_INF_OR_NAN(tmp)) \
+ return; \
+ } while(0)
-/*
- * General CI points.
+/**
+ * Get/compute the point size.
+ * The size may come from a vertex shader, or computed with attentuation
+ * or just the glPointSize value.
+ * Must also clamp to user-defined range and implmentation limits.
*/
-static void
-general_ci_point( GLcontext *ctx, SWvertex *vert )
+static INLINE GLfloat
+get_size(const GLcontext *ctx, const SWvertex *vert, GLboolean smoothed)
{
- struct pixel_buffer *PB = SWRAST_CONTEXT(ctx)->PB;
- const GLint isize = (GLint) (ctx->Point.Size + 0.5F);
- GLint radius = isize >> 1;
+ GLfloat size;
- GLint x0, x1, y0, y1;
- GLint ix, iy;
-
- GLint x = (GLint) vert->win[0];
- GLint y = (GLint) vert->win[1];
- GLint z = (GLint) (vert->win[2]);
-
- GLfixed fog = FloatToFixed( vert->fog );
-
- if (isize & 1) {
- /* odd size */
- x0 = x - radius;
- x1 = x + radius;
- y0 = y - radius;
- y1 = y + radius;
+ if (ctx->Point._Attenuated || ctx->VertexProgram.PointSizeEnabled) {
+ /* use vertex's point size */
+ size = vert->pointSize;
}
else {
- /* even size */
- x0 = (GLint) (x + 1.5F) - radius;
- x1 = x0 + isize - 1;
- y0 = (GLint) (y + 1.5F) - radius;
- y1 = y0 + isize - 1;
- }
-
- PB_SET_INDEX( PB, vert->index );
+ /* use constant point size */
+ size = ctx->Point.Size;
+ }
+ /* always clamp to user-specified limits */
+ size = CLAMP(size, ctx->Point.MinSize, ctx->Point.MaxSize);
+ /* clamp to implementation limits */
+ if (smoothed)
+ size = CLAMP(size, ctx->Const.MinPointSizeAA, ctx->Const.MaxPointSizeAA);
+ else
+ size = CLAMP(size, ctx->Const.MinPointSize, ctx->Const.MaxPointSize);
- for (iy = y0; iy <= y1; iy++) {
- for (ix = x0; ix <= x1; ix++) {
- PB_WRITE_PIXEL( PB, ix, iy, z, fog );
- }
- }
- PB_CHECK_FLUSH(ctx,PB);
+ return size;
}
-/*
- * General RGBA points.
+/**
+ * Draw a point sprite
*/
static void
-general_rgba_point( GLcontext *ctx, SWvertex *vert )
+sprite_point(GLcontext *ctx, const SWvertex *vert)
{
- struct pixel_buffer *PB = SWRAST_CONTEXT(ctx)->PB;
- GLint isize = (GLint) (ctx->Point.Size + 0.5F);
- GLint radius = isize >> 1;
-
- GLint x0, x1, y0, y1;
- GLint ix, iy;
-
- GLint x = (GLint) vert->win[0];
- GLint y = (GLint) vert->win[1];
- GLint z = (GLint) (vert->win[2]);
-
- GLfixed fog = FloatToFixed( vert->fog );
-
- if (isize & 1) {
- /* odd size */
- x0 = x - radius;
- x1 = x + radius;
- y0 = y - radius;
- y1 = y + radius;
- }
- else {
- /* even size */
- x0 = (GLint) (x + 1.5F) - radius;
- x1 = x0 + isize - 1;
- y0 = (GLint) (y + 1.5F) - radius;
- y1 = y0 + isize - 1;
- }
+ SWcontext *swrast = SWRAST_CONTEXT(ctx);
+ SWspan span;
+ GLfloat size;
+ GLuint tCoords[MAX_TEXTURE_COORD_UNITS + 1];
+ GLuint numTcoords = 0;
+ GLfloat t0, dtdy;
- PB_SET_COLOR( PB,
- vert->color[0],
- vert->color[1],
- vert->color[2],
- vert->color[3] );
+ CULL_INVALID(vert);
- for (iy = y0; iy <= y1; iy++) {
- for (ix = x0; ix <= x1; ix++) {
- PB_WRITE_PIXEL( PB, ix, iy, z, fog );
+ /* z coord */
+ if (ctx->DrawBuffer->Visual.depthBits <= 16)
+ span.z = FloatToFixed(vert->attrib[FRAG_ATTRIB_WPOS][2] + 0.5F);
+ else
+ span.z = (GLuint) (vert->attrib[FRAG_ATTRIB_WPOS][2] + 0.5F);
+ span.zStep = 0;
+
+ size = get_size(ctx, vert, GL_FALSE);
+
+ /* span init */
+ INIT_SPAN(span, GL_POINT);
+ span.interpMask = SPAN_Z | SPAN_RGBA;
+
+ span.facing = swrast->PointLineFacing;
+
+ span.red = ChanToFixed(vert->color[0]);
+ span.green = ChanToFixed(vert->color[1]);
+ span.blue = ChanToFixed(vert->color[2]);
+ span.alpha = ChanToFixed(vert->color[3]);
+ span.redStep = 0;
+ span.greenStep = 0;
+ span.blueStep = 0;
+ span.alphaStep = 0;
+
+ /* need these for fragment programs */
+ span.attrStart[FRAG_ATTRIB_WPOS][3] = 1.0F;
+ span.attrStepX[FRAG_ATTRIB_WPOS][3] = 0.0F;
+ span.attrStepY[FRAG_ATTRIB_WPOS][3] = 0.0F;
+
+ {
+ GLfloat s, r, dsdx;
+
+ /* texcoord / pointcoord interpolants */
+ s = 0.0;
+ dsdx = 1.0 / size;
+ if (ctx->Point.SpriteOrigin == GL_LOWER_LEFT) {
+ dtdy = 1.0 / size;
+ t0 = 0.5 * dtdy;
+ }
+ else {
+ /* GL_UPPER_LEFT */
+ dtdy = -1.0 / size;
+ t0 = 1.0 + 0.5 * dtdy;
}
- }
- PB_CHECK_FLUSH(ctx,PB);
-}
-
-
-
-
-/*
- * Textured RGBA points.
- */
-static void
-textured_rgba_point( GLcontext *ctx, SWvertex *vert )
-{
- struct pixel_buffer *PB = SWRAST_CONTEXT(ctx)->PB;
- GLint x0, x1, y0, y1;
- GLint ix, iy, radius;
- GLint red, green, blue, alpha;
- GLfloat s, t, u;
+ ATTRIB_LOOP_BEGIN
+ if (attr >= FRAG_ATTRIB_TEX0 && attr < FRAG_ATTRIB_VAR0) {
+ const GLuint u = attr - FRAG_ATTRIB_TEX0;
+ /* a texcoord */
+ if (ctx->Point.CoordReplace[u]) {
+ tCoords[numTcoords++] = attr;
+
+ if (ctx->Point.SpriteRMode == GL_ZERO)
+ r = 0.0F;
+ else if (ctx->Point.SpriteRMode == GL_S)
+ r = vert->attrib[attr][0];
+ else /* GL_R */
+ r = vert->attrib[attr][2];
+
+ span.attrStart[attr][0] = s;
+ span.attrStart[attr][1] = 0.0; /* overwritten below */
+ span.attrStart[attr][2] = r;
+ span.attrStart[attr][3] = 1.0;
+
+ span.attrStepX[attr][0] = dsdx;
+ span.attrStepX[attr][1] = 0.0;
+ span.attrStepX[attr][2] = 0.0;
+ span.attrStepX[attr][3] = 0.0;
+
+ span.attrStepY[attr][0] = 0.0;
+ span.attrStepY[attr][1] = dtdy;
+ span.attrStepY[attr][2] = 0.0;
+ span.attrStepY[attr][3] = 0.0;
+
+ continue;
+ }
+ }
+ else if (attr == FRAG_ATTRIB_FOGC) {
+ /* GLSL gl_PointCoord is stored in fog.zw */
+ span.attrStart[FRAG_ATTRIB_FOGC][2] = 0.0;
+ span.attrStart[FRAG_ATTRIB_FOGC][3] = 0.0; /* t0 set below */
+ span.attrStepX[FRAG_ATTRIB_FOGC][2] = dsdx;
+ span.attrStepX[FRAG_ATTRIB_FOGC][3] = 0.0;
+ span.attrStepY[FRAG_ATTRIB_FOGC][2] = 0.0;
+ span.attrStepY[FRAG_ATTRIB_FOGC][3] = dtdy;
+ tCoords[numTcoords++] = FRAG_ATTRIB_FOGC;
+ continue;
+ }
+ /* use vertex's texcoord/attrib */
+ COPY_4V(span.attrStart[attr], vert->attrib[attr]);
+ ASSIGN_4V(span.attrStepX[attr], 0, 0, 0, 0);
+ ASSIGN_4V(span.attrStepY[attr], 0, 0, 0, 0);
+ ATTRIB_LOOP_END;
+ }
+
+ /* compute pos, bounds and render */
+ {
+ const GLfloat x = vert->attrib[FRAG_ATTRIB_WPOS][0];
+ const GLfloat y = vert->attrib[FRAG_ATTRIB_WPOS][1];
+ GLint iSize = (GLint) (size + 0.5F);
+ GLint xmin, xmax, ymin, ymax, iy;
+ GLint iRadius;
+ GLfloat tcoord = t0;
+
+ iSize = MAX2(1, iSize);
+ iRadius = iSize / 2;
+
+ if (iSize & 1) {
+ /* odd size */
+ xmin = (GLint) (x - iRadius);
+ xmax = (GLint) (x + iRadius);
+ ymin = (GLint) (y - iRadius);
+ ymax = (GLint) (y + iRadius);
+ }
+ else {
+ /* even size */
+ /* 0.501 factor allows conformance to pass */
+ xmin = (GLint) (x + 0.501) - iRadius;
+ xmax = xmin + iSize - 1;
+ ymin = (GLint) (y + 0.501) - iRadius;
+ ymax = ymin + iSize - 1;
+ }
- GLint x = (GLint) vert->win[0];
- GLint y = (GLint) vert->win[1];
- GLint z = (GLint) (vert->win[2]);
- GLint isize = (GLint) (ctx->Point.Size + 0.5F);
+ /* render spans */
+ for (iy = ymin; iy <= ymax; iy++) {
+ GLuint i;
+ /* setup texcoord T for this row */
+ for (i = 0; i < numTcoords; i++) {
+ if (tCoords[i] == FRAG_ATTRIB_FOGC)
+ span.attrStart[FRAG_ATTRIB_FOGC][3] = tcoord;
+ else
+ span.attrStart[tCoords[i]][1] = tcoord;
+ }
- GLfixed fog = FloatToFixed( vert->fog );
+ /* these might get changed by span clipping */
+ span.x = xmin;
+ span.y = iy;
+ span.end = xmax - xmin + 1;
- if (isize < 1) {
- isize = 1;
- }
- radius = isize >> 1;
-
- if (isize & 1) {
- /* odd size */
- x0 = x - radius;
- x1 = x + radius;
- y0 = y - radius;
- y1 = y + radius;
- }
- else {
- /* even size */
- x0 = (GLint) (x + 1.5F) - radius;
- x1 = x0 + isize - 1;
- y0 = (GLint) (y + 1.5F) - radius;
- y1 = y0 + isize - 1;
- }
+ _swrast_write_rgba_span(ctx, &span);
- red = vert->color[0];
- green = vert->color[1];
- blue = vert->color[2];
- alpha = vert->color[3];
-
- if (vert->texcoord[0][3] != 1.0) {
- s = vert->texcoord[0][0]/vert->texcoord[0][3];
- t = vert->texcoord[0][1]/vert->texcoord[0][3];
- u = vert->texcoord[0][2]/vert->texcoord[0][3];
- } else {
- s = vert->texcoord[0][0];
- t = vert->texcoord[0][1];
- u = vert->texcoord[0][2];
- }
-
- for (iy = y0; iy <= y1; iy++) {
- for (ix = x0; ix <= x1; ix++) {
- PB_WRITE_TEX_PIXEL( PB, ix, iy, z, fog, red, green, blue, alpha,
- s, t, u );
+ tcoord += dtdy;
}
}
-
- PB_CHECK_FLUSH(ctx, PB);
}
-
-/*
- * Multitextured RGBA points.
+/**
+ * Draw smooth/antialiased point. RGB or CI mode.
*/
static void
-multitextured_rgba_point( GLcontext *ctx, SWvertex *vert )
+smooth_point(GLcontext *ctx, const SWvertex *vert)
{
- struct pixel_buffer *PB = SWRAST_CONTEXT(ctx)->PB;
-
- const GLint red = vert->color[0];
- const GLint green = vert->color[1];
- const GLint blue = vert->color[2];
- const GLint alpha = vert->color[3];
- const GLint sRed = vert->specular[0];
- const GLint sGreen = vert->specular[1];
- const GLint sBlue = vert->specular[2];
- const GLint x = (GLint) vert->win[0];
- const GLint y = (GLint) vert->win[1];
- const GLint z = (GLint) (vert->win[2]);
- GLint x0, x1, y0, y1;
- GLint ix, iy;
- GLfloat texcoord[MAX_TEXTURE_UNITS][4];
- GLint radius, u;
- GLint isize = (GLint) (ctx->Point.Size + 0.5F);
-
- GLfixed fog = FloatToFixed( vert->fog );
-
- if (isize < 1) {
- isize = 1;
- }
- radius = isize >> 1;
-
- if (isize & 1) {
- /* odd size */
- x0 = x - radius;
- x1 = x + radius;
- y0 = y - radius;
- y1 = y + radius;
- }
- else {
- /* even size */
- x0 = (GLint) (x + 1.5F) - radius;
- x1 = x0 + isize - 1;
- y0 = (GLint) (y + 1.5F) - radius;
- y1 = y0 + isize - 1;
- }
-
- for (u = 0; u < ctx->Const.MaxTextureUnits; u++) {
- if (ctx->Texture.Unit[u]._ReallyEnabled) {
- if (vert->texcoord[u][3] != 1.0) {
- texcoord[u][0] = vert->texcoord[u][0] /
- vert->texcoord[u][3];
- texcoord[u][1] = vert->texcoord[u][1] /
- vert->texcoord[u][3];
- texcoord[u][2] = vert->texcoord[u][2] /
- vert->texcoord[u][3];
- }
- else {
- texcoord[u][0] = vert->texcoord[u][0];
- texcoord[u][1] = vert->texcoord[u][1];
- texcoord[u][2] = vert->texcoord[u][2];
- }
- }
- }
-
- for (iy = y0; iy <= y1; iy++) {
- for (ix = x0; ix <= x1; ix++) {
- PB_WRITE_MULTITEX_SPEC_PIXEL( PB, ix, iy, z, fog,
- red, green, blue, alpha,
- sRed, sGreen, sBlue,
- texcoord );
- }
- }
- PB_CHECK_FLUSH(ctx, PB);
-}
+ SWcontext *swrast = SWRAST_CONTEXT(ctx);
+ const GLboolean ciMode = !ctx->Visual.rgbMode;
+ SWspan span;
+ GLfloat size, alphaAtten;
+ CULL_INVALID(vert);
-/*
- * NOTES on aa point rasterization:
- *
- * Let d = distance of fragment center from vertex.
- * if d < rmin2 then
- * fragment has 100% coverage
- * else if d > rmax2 then
- * fragment has 0% coverage
- * else
- * fragement has % coverage = (d - rmin2) / (rmax2 - rmin2)
- */
+ /* z coord */
+ if (ctx->DrawBuffer->Visual.depthBits <= 16)
+ span.z = FloatToFixed(vert->attrib[FRAG_ATTRIB_WPOS][2] + 0.5F);
+ else
+ span.z = (GLuint) (vert->attrib[FRAG_ATTRIB_WPOS][2] + 0.5F);
+ span.zStep = 0;
+ size = get_size(ctx, vert, GL_TRUE);
-/*
- * Antialiased points with or without texture mapping.
- */
-static void
-antialiased_rgba_point( GLcontext *ctx, SWvertex *vert )
-{
- struct pixel_buffer *PB = SWRAST_CONTEXT(ctx)->PB;
- const GLfloat radius = ctx->Point.Size * 0.5F;
- const GLfloat rmin = radius - 0.7071F; /* 0.7071 = sqrt(2)/2 */
- const GLfloat rmax = radius + 0.7071F;
- const GLfloat rmin2 = MAX2(0.0, rmin * rmin);
- const GLfloat rmax2 = rmax * rmax;
- const GLfloat cscale = 256.0F / (rmax2 - rmin2);
-
- if (ctx->Texture._ReallyEnabled) {
- GLint x, y;
- GLfloat vx = vert->win[0];
- GLfloat vy = vert->win[1];
- const GLint xmin = (GLint) (vx - radius);
- const GLint xmax = (GLint) (vx + radius);
- const GLint ymin = (GLint) (vy - radius);
- const GLint ymax = (GLint) (vy + radius);
- const GLint z = (GLint) (vert->win[2]);
- const GLint red = vert->color[0];
- const GLint green = vert->color[1];
- const GLint blue = vert->color[2];
- GLfloat texcoord[MAX_TEXTURE_UNITS][4];
- GLint u, alpha;
-
- GLfixed fog = FloatToFixed( vert->fog );
-
- for (u = 0; u < ctx->Const.MaxTextureUnits; u++) {
- if (ctx->Texture.Unit[u]._ReallyEnabled) {
- if (texcoord[u][3] != 1.0) {
- texcoord[u][0] = (vert->texcoord[u][0] /
- vert->texcoord[u][3]);
- texcoord[u][1] = (vert->texcoord[u][1] /
- vert->texcoord[u][3]);
- texcoord[u][2] = (vert->texcoord[u][2] /
- vert->texcoord[u][3]);
- }
- else {
- texcoord[u][0] = vert->texcoord[u][0];
- texcoord[u][1] = vert->texcoord[u][1];
- texcoord[u][2] = vert->texcoord[u][2];
- }
- }
+ /* alpha attenuation / fade factor */
+ if (ctx->Multisample._Enabled) {
+ if (vert->pointSize >= ctx->Point.Threshold) {
+ alphaAtten = 1.0F;
}
-
- /* translate by a half pixel to simplify math below */
- vx -= 0.5F;
- vx -= 0.5F;
-
- for (y = ymin; y <= ymax; y++) {
- for (x = xmin; x <= xmax; x++) {
- const GLfloat dx = x - vx;
- const GLfloat dy = y - vy;
- const GLfloat dist2 = dx*dx + dy*dy;
- if (dist2 < rmax2) {
- alpha = vert->color[3];
- if (dist2 >= rmin2) {
- GLint coverage = (GLint) (256.0F - (dist2 - rmin2) * cscale);
- /* coverage is in [0,256] */
- alpha = (alpha * coverage) >> 8;
- }
- if (ctx->Texture._MultiTextureEnabled) {
- PB_WRITE_MULTITEX_PIXEL( PB, x,y,z, fog,
- red, green, blue,
- alpha, texcoord );
- }
- else {
- PB_WRITE_TEX_PIXEL( PB, x,y,z, fog,
- red, green, blue, alpha,
- texcoord[0][0],
- texcoord[0][1],
- texcoord[0][2] );
- }
- }
- }
+ else {
+ GLfloat dsize = vert->pointSize / ctx->Point.Threshold;
+ alphaAtten = dsize * dsize;
}
-
- PB_CHECK_FLUSH(ctx,PB);
}
else {
- /* Not texture mapped */
- const GLint xmin = (GLint) (vert->win[0] - 0.0 - radius);
- const GLint xmax = (GLint) (vert->win[0] - 0.0 + radius);
- const GLint ymin = (GLint) (vert->win[1] - 0.0 - radius);
- const GLint ymax = (GLint) (vert->win[1] - 0.0 + radius);
- const GLint red = vert->color[0];
- const GLint green = vert->color[1];
- const GLint blue = vert->color[2];
- const GLint z = (GLint) (vert->win[2]);
- GLint x, y;
-
- GLfixed fog = FloatToFixed( vert->fog );
-
- /*
- printf("point %g, %g\n", vert->win[0], vert->win[1]);
- printf("%d..%d X %d..%d\n", xmin, xmax, ymin, ymax);
- */
- for (y = ymin; y <= ymax; y++) {
- for (x = xmin; x <= xmax; x++) {
- const GLfloat dx = x + 0.5F - vert->win[0];
- const GLfloat dy = y + 0.5F - vert->win[1];
- const GLfloat dist2 = dx*dx + dy*dy;
- if (dist2 < rmax2) {
- GLint alpha = vert->color[3];
- if (dist2 >= rmin2) {
- GLint coverage = (GLint) (256.0F - (dist2 - rmin2) * cscale);
- /* coverage is in [0,256] */
- alpha = (alpha * coverage) >> 8;
- }
- PB_WRITE_RGBA_PIXEL(PB, x, y, z, fog,
- red, green, blue, alpha);
- }
- }
+ alphaAtten = 1.0;
+ }
+ (void) alphaAtten; /* not used */
+
+ /* span init */
+ INIT_SPAN(span, GL_POINT);
+ span.interpMask = SPAN_Z | SPAN_RGBA;
+ span.arrayMask = SPAN_COVERAGE | SPAN_MASK;
+
+ span.facing = swrast->PointLineFacing;
+
+ span.red = ChanToFixed(vert->color[0]);
+ span.green = ChanToFixed(vert->color[1]);
+ span.blue = ChanToFixed(vert->color[2]);
+ span.alpha = ChanToFixed(vert->color[3]);
+ span.redStep = 0;
+ span.greenStep = 0;
+ span.blueStep = 0;
+ span.alphaStep = 0;
+
+ /* need these for fragment programs */
+ span.attrStart[FRAG_ATTRIB_WPOS][3] = 1.0F;
+ span.attrStepX[FRAG_ATTRIB_WPOS][3] = 0.0F;
+ span.attrStepY[FRAG_ATTRIB_WPOS][3] = 0.0F;
+
+ ATTRIB_LOOP_BEGIN
+ COPY_4V(span.attrStart[attr], vert->attrib[attr]);
+ ASSIGN_4V(span.attrStepX[attr], 0, 0, 0, 0);
+ ASSIGN_4V(span.attrStepY[attr], 0, 0, 0, 0);
+ ATTRIB_LOOP_END
+
+ /* compute pos, bounds and render */
+ {
+ const GLfloat x = vert->attrib[FRAG_ATTRIB_WPOS][0];
+ const GLfloat y = vert->attrib[FRAG_ATTRIB_WPOS][1];
+ const GLfloat radius = 0.5F * size;
+ const GLfloat rmin = radius - 0.7071F; /* 0.7071 = sqrt(2)/2 */
+ const GLfloat rmax = radius + 0.7071F;
+ const GLfloat rmin2 = MAX2(0.0F, rmin * rmin);
+ const GLfloat rmax2 = rmax * rmax;
+ const GLfloat cscale = 1.0F / (rmax2 - rmin2);
+ const GLint xmin = (GLint) (x - radius);
+ const GLint xmax = (GLint) (x + radius);
+ const GLint ymin = (GLint) (y - radius);
+ const GLint ymax = (GLint) (y + radius);
+ GLint ix, iy;
+
+ for (iy = ymin; iy <= ymax; iy++) {
+
+ /* these might get changed by span clipping */
+ span.x = xmin;
+ span.y = iy;
+ span.end = xmax - xmin + 1;
+
+ /* compute coverage for each pixel in span */
+ for (ix = xmin; ix <= xmax; ix++) {
+ const GLfloat dx = ix - x + 0.5F;
+ const GLfloat dy = iy - y + 0.5F;
+ const GLfloat dist2 = dx * dx + dy * dy;
+ GLfloat coverage;
+
+ if (dist2 < rmax2) {
+ if (dist2 >= rmin2) {
+ /* compute partial coverage */
+ coverage = 1.0F - (dist2 - rmin2) * cscale;
+ if (ciMode) {
+ /* coverage in [0,15] */
+ coverage *= 15.0;
+ }
+ }
+ else {
+ /* full coverage */
+ coverage = 1.0F;
+ }
+ span.array->mask[ix - xmin] = 1;
+ }
+ else {
+ /* zero coverage - fragment outside the radius */
+ coverage = 0.0;
+ span.array->mask[ix - xmin] = 0;
+ }
+ span.array->coverage[ix - xmin] = coverage;
+ }
+
+ /* render span */
+ _swrast_write_rgba_span(ctx, &span);
+
}
- PB_CHECK_FLUSH(ctx,PB);
}
}
-
-/* Definition of the functions for GL_EXT_point_parameters */
-
-/* Calculates the distance attenuation formula of a vector of points in
- * eye space coordinates
+/**
+ * Draw large (size >= 1) non-AA point. RGB or CI mode.
*/
-static GLfloat attenuation_distance(const GLcontext *ctx, const GLfloat *pos)
+static void
+large_point(GLcontext *ctx, const SWvertex *vert)
{
- GLfloat dist = GL_SQRT(pos[0]*pos[0]+pos[1]*pos[1]+pos[2]*pos[2]);
- return 1.0F / (ctx->Point.Params[0] +
- dist * (ctx->Point.Params[1] +
- dist * ctx->Point.Params[2]));
-}
+ SWcontext *swrast = SWRAST_CONTEXT(ctx);
+ const GLboolean ciMode = !ctx->Visual.rgbMode;
+ SWspan span;
+ GLfloat size;
+ CULL_INVALID(vert);
+ /* z coord */
+ if (ctx->DrawBuffer->Visual.depthBits <= 16)
+ span.z = FloatToFixed(vert->attrib[FRAG_ATTRIB_WPOS][2] + 0.5F);
+ else
+ span.z = (GLuint) (vert->attrib[FRAG_ATTRIB_WPOS][2] + 0.5F);
+ span.zStep = 0;
+ size = get_size(ctx, vert, GL_FALSE);
+ /* span init */
+ INIT_SPAN(span, GL_POINT);
+ span.arrayMask = SPAN_XY;
+ span.facing = swrast->PointLineFacing;
-/*
- * Distance Attenuated General CI points.
- */
-static void
-dist_atten_general_ci_point( GLcontext *ctx, SWvertex *vert )
-{
- struct pixel_buffer *PB = SWRAST_CONTEXT(ctx)->PB;
- const GLfloat psize = ctx->Point.Size;
- GLfloat dist = attenuation_distance( ctx, vert->eye );
- GLint x0, x1, y0, y1;
- GLint ix, iy;
- GLint isize, radius;
- GLint x = (GLint) vert->win[0];
- GLint y = (GLint) vert->win[1];
- GLint z = (GLint) (vert->win[2]);
- GLfloat dsize = psize * dist;
-
- GLfixed fog = FloatToFixed( vert->fog );
-
- if (dsize >= ctx->Point.Threshold) {
- isize = (GLint) (MIN2(dsize, ctx->Point.MaxSize) + 0.5F);
- }
- else {
- isize = (GLint) (MAX2(ctx->Point.Threshold, ctx->Point.MinSize) + 0.5F);
- }
- radius = isize >> 1;
-
- if (isize & 1) {
- /* odd size */
- x0 = x - radius;
- x1 = x + radius;
- y0 = y - radius;
- y1 = y + radius;
+ if (ciMode) {
+ span.interpMask = SPAN_Z | SPAN_INDEX;
+ span.index = FloatToFixed(vert->attrib[FRAG_ATTRIB_CI][0]);
+ span.indexStep = 0;
}
else {
- /* even size */
- x0 = (GLint) (x + 1.5F) - radius;
- x1 = x0 + isize - 1;
- y0 = (GLint) (y + 1.5F) - radius;
- y1 = y0 + isize - 1;
- }
-
- PB_SET_INDEX( PB, vert->index );
-
- for (iy=y0;iy<=y1;iy++) {
- for (ix=x0;ix<=x1;ix++) {
- PB_WRITE_PIXEL( PB, ix, iy, z, fog );
+ span.interpMask = SPAN_Z | SPAN_RGBA;
+ span.red = ChanToFixed(vert->color[0]);
+ span.green = ChanToFixed(vert->color[1]);
+ span.blue = ChanToFixed(vert->color[2]);
+ span.alpha = ChanToFixed(vert->color[3]);
+ span.redStep = 0;
+ span.greenStep = 0;
+ span.blueStep = 0;
+ span.alphaStep = 0;
+ }
+
+ /* need these for fragment programs */
+ span.attrStart[FRAG_ATTRIB_WPOS][3] = 1.0F;
+ span.attrStepX[FRAG_ATTRIB_WPOS][3] = 0.0F;
+ span.attrStepY[FRAG_ATTRIB_WPOS][3] = 0.0F;
+
+ ATTRIB_LOOP_BEGIN
+ COPY_4V(span.attrStart[attr], vert->attrib[attr]);
+ ASSIGN_4V(span.attrStepX[attr], 0, 0, 0, 0);
+ ASSIGN_4V(span.attrStepY[attr], 0, 0, 0, 0);
+ ATTRIB_LOOP_END
+
+ /* compute pos, bounds and render */
+ {
+ const GLfloat x = vert->attrib[FRAG_ATTRIB_WPOS][0];
+ const GLfloat y = vert->attrib[FRAG_ATTRIB_WPOS][1];
+ GLint iSize = (GLint) (size + 0.5F);
+ GLint xmin, xmax, ymin, ymax, ix, iy;
+ GLint iRadius;
+
+ iSize = MAX2(1, iSize);
+ iRadius = iSize / 2;
+
+ if (iSize & 1) {
+ /* odd size */
+ xmin = (GLint) (x - iRadius);
+ xmax = (GLint) (x + iRadius);
+ ymin = (GLint) (y - iRadius);
+ ymax = (GLint) (y + iRadius);
+ }
+ else {
+ /* even size */
+ /* 0.501 factor allows conformance to pass */
+ xmin = (GLint) (x + 0.501) - iRadius;
+ xmax = xmin + iSize - 1;
+ ymin = (GLint) (y + 0.501) - iRadius;
+ ymax = ymin + iSize - 1;
}
- }
- PB_CHECK_FLUSH(ctx,PB);
-}
-
-/*
- * Distance Attenuated General RGBA points.
- */
-static void
-dist_atten_general_rgba_point( GLcontext *ctx, SWvertex *vert )
-{
- struct pixel_buffer *PB = SWRAST_CONTEXT(ctx)->PB;
- const GLfloat psize = ctx->Point.Size;
- GLfloat dist = attenuation_distance( ctx, vert->eye );
- GLint x0, x1, y0, y1;
- GLint ix, iy;
- GLint isize, radius;
- GLint x = (GLint) vert->win[0];
- GLint y = (GLint) vert->win[1];
- GLint z = (GLint) (vert->win[2]);
- GLfloat dsize=psize*dist;
- GLchan alpha;
- GLfixed fog = FloatToFixed( vert->fog );
-
- if (dsize >= ctx->Point.Threshold) {
- isize = (GLint) (MIN2(dsize,ctx->Point.MaxSize)+0.5F);
- alpha = vert->color[3];
- }
- else {
- isize = (GLint) (MAX2(ctx->Point.Threshold,ctx->Point.MinSize)+0.5F);
- dsize /= ctx->Point.Threshold;
- alpha = (GLint) (vert->color[3]* (dsize*dsize));
- }
- radius = isize >> 1;
-
- if (isize & 1) {
- /* odd size */
- x0 = x - radius;
- x1 = x + radius;
- y0 = y - radius;
- y1 = y + radius;
- }
- else {
- /* even size */
- x0 = (GLint) (x + 1.5F) - radius;
- x1 = x0 + isize - 1;
- y0 = (GLint) (y + 1.5F) - radius;
- y1 = y0 + isize - 1;
- }
-
- PB_SET_COLOR( PB,
- vert->color[0],
- vert->color[1],
- vert->color[2],
- alpha );
- for (iy = y0; iy <= y1; iy++) {
- for (ix = x0; ix <= x1; ix++) {
- PB_WRITE_PIXEL( PB, ix, iy, z, fog );
+ /* generate fragments */
+ span.end = 0;
+ for (iy = ymin; iy <= ymax; iy++) {
+ for (ix = xmin; ix <= xmax; ix++) {
+ span.array->x[span.end] = ix;
+ span.array->y[span.end] = iy;
+ span.end++;
+ }
}
+ assert(span.end <= MAX_WIDTH);
+ _swrast_write_rgba_span(ctx, &span);
}
- PB_CHECK_FLUSH(ctx,PB);
}
-/*
- * Distance Attenuated Textured RGBA points.
+
+/**
+ * Draw size=1, single-pixel point
*/
static void
-dist_atten_textured_rgba_point( GLcontext *ctx, SWvertex *vert )
+pixel_point(GLcontext *ctx, const SWvertex *vert)
{
- struct pixel_buffer *PB = SWRAST_CONTEXT(ctx)->PB;
- const GLfloat psize = ctx->Point.Size;
- GLfloat dist = attenuation_distance( ctx, vert->eye );
-
- const GLint x = (GLint) vert->win[0];
- const GLint y = (GLint) vert->win[1];
- const GLint z = (GLint) (vert->win[2]);
- const GLint red = vert->color[0];
- const GLint green = vert->color[1];
- const GLint blue = vert->color[2];
- GLfloat texcoord[MAX_TEXTURE_UNITS][4];
- GLint x0, x1, y0, y1;
- GLint ix, iy, alpha, u;
- GLint isize, radius;
- GLfloat dsize = psize*dist;
-
- GLfixed fog = FloatToFixed( vert->fog );
-
- /* compute point size and alpha */
- if (dsize >= ctx->Point.Threshold) {
- isize = (GLint) (MIN2(dsize, ctx->Point.MaxSize) + 0.5F);
- alpha = vert->color[3];
- }
- else {
- isize = (GLint) (MAX2(ctx->Point.Threshold, ctx->Point.MinSize) + 0.5F);
- dsize /= ctx->Point.Threshold;
- alpha = (GLint) (vert->color[3] * (dsize * dsize));
- }
- if (isize < 1) {
- isize = 1;
- }
- radius = isize >> 1;
-
- if (isize & 1) {
- /* odd size */
- x0 = x - radius;
- x1 = x + radius;
- y0 = y - radius;
- y1 = y + radius;
- }
- else {
- /* even size */
- x0 = (GLint) (x + 1.5F) - radius;
- x1 = x0 + isize - 1;
- y0 = (GLint) (y + 1.5F) - radius;
- y1 = y0 + isize - 1;
- }
-
- /* get texture coordinates */
- for (u = 0; u < ctx->Const.MaxTextureUnits; u++) {
- if (ctx->Texture.Unit[u]._ReallyEnabled) {
- if (texcoord[u][3] != 1.0) {
- texcoord[u][0] = vert->texcoord[u][0] /
- vert->texcoord[u][3];
- texcoord[u][1] = vert->texcoord[u][1] /
- vert->texcoord[u][3];
- texcoord[u][2] = vert->texcoord[u][2] /
- vert->texcoord[u][3];
- }
- else {
- texcoord[u][0] = vert->texcoord[u][0];
- texcoord[u][1] = vert->texcoord[u][1];
- texcoord[u][2] = vert->texcoord[u][2];
- }
+ SWcontext *swrast = SWRAST_CONTEXT(ctx);
+ const GLboolean ciMode = !ctx->Visual.rgbMode;
+ /*
+ * Note that unlike the other functions, we put single-pixel points
+ * into a special span array in order to render as many points as
+ * possible with a single _swrast_write_rgba_span() call.
+ */
+ SWspan *span = &(swrast->PointSpan);
+ GLuint count;
+
+ CULL_INVALID(vert);
+
+ /* Span init */
+ span->interpMask = 0;
+ span->arrayMask = SPAN_XY | SPAN_Z;
+ if (ciMode)
+ span->arrayMask |= SPAN_INDEX;
+ else
+ span->arrayMask |= SPAN_RGBA;
+ /*span->arrayMask |= SPAN_LAMBDA;*/
+ span->arrayAttribs = swrast->_ActiveAttribMask; /* we'll produce these vals */
+
+ /* need these for fragment programs */
+ span->attrStart[FRAG_ATTRIB_WPOS][3] = 1.0F;
+ span->attrStepX[FRAG_ATTRIB_WPOS][3] = 0.0F;
+ span->attrStepY[FRAG_ATTRIB_WPOS][3] = 0.0F;
+
+ /* check if we need to flush */
+ if (span->end >= MAX_WIDTH ||
+ (swrast->_RasterMask & (BLEND_BIT | LOGIC_OP_BIT | MASKING_BIT)) ||
+ span->facing != swrast->PointLineFacing) {
+ if (span->end > 0) {
+ if (ciMode)
+ _swrast_write_index_span(ctx, span);
+ else
+ _swrast_write_rgba_span(ctx, span);
+ span->end = 0;
}
}
- for (iy = y0; iy <= y1; iy++) {
- for (ix = x0; ix <= x1; ix++) {
- if (ctx->Texture._MultiTextureEnabled) {
- PB_WRITE_MULTITEX_PIXEL( PB, ix, iy, z, fog,
- red, green, blue, alpha,
- texcoord );
- }
- else {
- PB_WRITE_TEX_PIXEL( PB, ix, iy, z, fog,
- red, green, blue, alpha,
- texcoord[0][0],
- texcoord[0][1],
- texcoord[0][2] );
- }
- }
- }
- PB_CHECK_FLUSH(ctx,PB);
-}
+ count = span->end;
-/*
- * Distance Attenuated Antialiased points with or without texture mapping.
- */
-static void
-dist_atten_antialiased_rgba_point( GLcontext *ctx, SWvertex *vert )
-{
- struct pixel_buffer *PB = SWRAST_CONTEXT(ctx)->PB;
- const GLfloat psize = ctx->Point.Size;
- GLfloat dist = attenuation_distance( ctx, vert->eye );
-
- if (ctx->Texture._ReallyEnabled) {
- GLfloat radius, rmin, rmax, rmin2, rmax2, cscale, alphaf;
- GLint xmin, ymin, xmax, ymax;
- GLint x, y, z;
- GLint red, green, blue, alpha;
- GLfloat texcoord[MAX_TEXTURE_UNITS][4];
- GLfloat dsize = psize * dist;
- GLint u;
-
- GLfixed fog = FloatToFixed( vert->fog );
-
- if (dsize >= ctx->Point.Threshold) {
- radius = MIN2(dsize, ctx->Point.MaxSize) * 0.5F;
- alphaf = 1.0F;
- }
- else {
- radius = (MAX2(ctx->Point.Threshold, ctx->Point.MinSize) * 0.5F);
- dsize /= ctx->Point.Threshold;
- alphaf = (dsize*dsize);
- }
- rmin = radius - 0.7071F; /* 0.7071 = sqrt(2)/2 */
- rmax = radius + 0.7071F;
- rmin2 = MAX2(0.0, rmin * rmin);
- rmax2 = rmax * rmax;
- cscale = 256.0F / (rmax2 - rmin2);
-
- xmin = (GLint) (vert->win[0] - radius);
- xmax = (GLint) (vert->win[0] + radius);
- ymin = (GLint) (vert->win[1] - radius);
- ymax = (GLint) (vert->win[1] + radius);
- z = (GLint) (vert->win[2]);
-
- red = vert->color[0];
- green = vert->color[1];
- blue = vert->color[2];
-
- /* get texture coordinates */
- for (u = 0; u < ctx->Const.MaxTextureUnits; u++) {
- if (ctx->Texture.Unit[u]._ReallyEnabled) {
- if (vert->texcoord[u][3] != 1.0 && vert->texcoord[u][3] != 0.0) {
- texcoord[u][0] = vert->texcoord[u][0] / vert->texcoord[u][3];
- texcoord[u][1] = vert->texcoord[u][1] / vert->texcoord[u][3];
- texcoord[u][2] = vert->texcoord[u][2] / vert->texcoord[u][3];
- }
- else {
- texcoord[u][0] = vert->texcoord[u][0];
- texcoord[u][1] = vert->texcoord[u][1];
- texcoord[u][2] = vert->texcoord[u][2];
- }
- }
- }
+ span->facing = swrast->PointLineFacing;
- for (y = ymin; y <= ymax; y++) {
- for (x = xmin; x <= xmax; x++) {
- const GLfloat dx = x + 0.5F - vert->win[0];
- const GLfloat dy = y + 0.5F - vert->win[1];
- const GLfloat dist2 = dx*dx + dy*dy;
- if (dist2 < rmax2) {
- alpha = vert->color[3];
- if (dist2 >= rmin2) {
- GLint coverage = (GLint) (256.0F - (dist2 - rmin2) * cscale);
- /* coverage is in [0,256] */
- alpha = (alpha * coverage) >> 8;
- }
- alpha = (GLint) (alpha * alphaf);
- if (ctx->Texture._MultiTextureEnabled) {
- PB_WRITE_MULTITEX_PIXEL( PB, x, y, z, fog,
- red, green, blue, alpha,
- texcoord );
- }
- else {
- PB_WRITE_TEX_PIXEL( PB, x,y,z, fog,
- red, green, blue, alpha,
- texcoord[0][0],
- texcoord[0][1],
- texcoord[0][2] );
- }
- }
- }
- }
- PB_CHECK_FLUSH(ctx,PB);
+ /* fragment attributes */
+ if (ciMode) {
+ span->array->index[count] = (GLuint) vert->attrib[FRAG_ATTRIB_CI][0];
}
else {
- /* Not texture mapped */
- GLfloat radius, rmin, rmax, rmin2, rmax2, cscale, alphaf;
- GLint xmin, ymin, xmax, ymax;
- GLint x, y, z;
- GLfixed fog;
- GLint red, green, blue, alpha;
- GLfloat dsize = psize * dist;
-
- if (dsize >= ctx->Point.Threshold) {
- radius = MIN2(dsize, ctx->Point.MaxSize) * 0.5F;
- alphaf = 1.0F;
- }
- else {
- radius = (MAX2(ctx->Point.Threshold, ctx->Point.MinSize) * 0.5F);
- dsize /= ctx->Point.Threshold;
- alphaf = dsize * dsize;
- }
- rmin = radius - 0.7071F; /* 0.7071 = sqrt(2)/2 */
- rmax = radius + 0.7071F;
- rmin2 = MAX2(0.0, rmin * rmin);
- rmax2 = rmax * rmax;
- cscale = 256.0F / (rmax2 - rmin2);
-
- xmin = (GLint) (vert->win[0] - radius);
- xmax = (GLint) (vert->win[0] + radius);
- ymin = (GLint) (vert->win[1] - radius);
- ymax = (GLint) (vert->win[1] + radius);
- z = (GLint) (vert->win[2]);
-
- fog = FloatToFixed( vert->fog );
-
- red = vert->color[0];
- green = vert->color[1];
- blue = vert->color[2];
-
- for (y = ymin; y <= ymax; y++) {
- for (x = xmin; x <= xmax; x++) {
- const GLfloat dx = x + 0.5F - vert->win[0];
- const GLfloat dy = y + 0.5F - vert->win[1];
- const GLfloat dist2 = dx * dx + dy * dy;
- if (dist2 < rmax2) {
- alpha = vert->color[3];
- if (dist2 >= rmin2) {
- GLint coverage = (GLint) (256.0F - (dist2 - rmin2) * cscale);
- /* coverage is in [0,256] */
- alpha = (alpha * coverage) >> 8;
- }
- alpha = (GLint) (alpha * alphaf);
- PB_WRITE_RGBA_PIXEL(PB, x, y, z, fog,
- red, green, blue, alpha);
- }
- }
- }
- PB_CHECK_FLUSH(ctx,PB);
- }
+ span->array->rgba[count][RCOMP] = vert->color[0];
+ span->array->rgba[count][GCOMP] = vert->color[1];
+ span->array->rgba[count][BCOMP] = vert->color[2];
+ span->array->rgba[count][ACOMP] = vert->color[3];
+ }
+ ATTRIB_LOOP_BEGIN
+ COPY_4V(span->array->attribs[attr][count], vert->attrib[attr]);
+ ATTRIB_LOOP_END
+
+ /* fragment position */
+ span->array->x[count] = (GLint) vert->attrib[FRAG_ATTRIB_WPOS][0];
+ span->array->y[count] = (GLint) vert->attrib[FRAG_ATTRIB_WPOS][1];
+ span->array->z[count] = (GLint) (vert->attrib[FRAG_ATTRIB_WPOS][2] + 0.5F);
+
+ span->end = count + 1;
+ ASSERT(span->end <= MAX_WIDTH);
}
-#ifdef DEBUG
+/**
+ * Add specular color to primary color, draw point, restore original
+ * primary color.
+ */
void
-_mesa_print_point_function(GLcontext *ctx)
+_swrast_add_spec_terms_point(GLcontext *ctx, const SWvertex *v0)
{
- SWcontext *swrast = SWRAST_CONTEXT(ctx);
-
- printf("Point Func == ");
- if (swrast->Point == size1_ci_point)
- printf("size1_ci_point\n");
- else if (swrast->Point == size1_rgba_point)
- printf("size1_rgba_point\n");
- else if (swrast->Point == general_ci_point)
- printf("general_ci_point\n");
- else if (swrast->Point == general_rgba_point)
- printf("general_rgba_point\n");
- else if (swrast->Point == textured_rgba_point)
- printf("textured_rgba_point\n");
- else if (swrast->Point == multitextured_rgba_point)
- printf("multitextured_rgba_point\n");
- else if (swrast->Point == antialiased_rgba_point)
- printf("antialiased_rgba_point\n");
- else if (swrast->Point == dist_atten_general_ci_point)
- printf("dist_atten_general_ci_point\n");
- else if (swrast->Point == dist_atten_general_rgba_point)
- printf("dist_atten_general_rgba_point\n");
- else if (swrast->Point == dist_atten_textured_rgba_point)
- printf("dist_atten_textured_rgba_point\n");
- else if (swrast->Point == dist_atten_antialiased_rgba_point)
- printf("dist_atten_antialiased_rgba_point\n");
- else if (!swrast->Point)
- printf("NULL\n");
- else
- printf("Driver func %p\n", swrast->Point);
+ SWvertex *ncv0 = (SWvertex *) v0; /* cast away const */
+ GLfloat rSum, gSum, bSum;
+ GLchan cSave[4];
+
+ /* save */
+ COPY_CHAN4(cSave, ncv0->color);
+ /* sum */
+ rSum = CHAN_TO_FLOAT(ncv0->color[0]) + ncv0->attrib[FRAG_ATTRIB_COL1][0];
+ gSum = CHAN_TO_FLOAT(ncv0->color[1]) + ncv0->attrib[FRAG_ATTRIB_COL1][1];
+ bSum = CHAN_TO_FLOAT(ncv0->color[2]) + ncv0->attrib[FRAG_ATTRIB_COL1][2];
+ UNCLAMPED_FLOAT_TO_CHAN(ncv0->color[0], rSum);
+ UNCLAMPED_FLOAT_TO_CHAN(ncv0->color[1], gSum);
+ UNCLAMPED_FLOAT_TO_CHAN(ncv0->color[2], bSum);
+ /* draw */
+ SWRAST_CONTEXT(ctx)->SpecPoint(ctx, ncv0);
+ /* restore */
+ COPY_CHAN4(ncv0->color, cSave);
}
-#endif
-/*
- * Examine the current context to determine which point drawing function
- * should be used.
+/**
+ * Examine current state to determine which point drawing function to use.
*/
-void
-_swrast_choose_point( GLcontext *ctx )
+void
+_swrast_choose_point(GLcontext *ctx)
{
SWcontext *swrast = SWRAST_CONTEXT(ctx);
- GLboolean rgbmode = ctx->Visual.RGBAflag;
- if (ctx->RenderMode==GL_RENDER) {
- if (!ctx->Point._Attenuated) {
- if (ctx->Point.SmoothFlag && rgbmode) {
- swrast->Point = antialiased_rgba_point;
- }
- else if (ctx->Texture._ReallyEnabled) {
- if (ctx->Texture._MultiTextureEnabled ||
- ctx->Light.Model.ColorControl==GL_SEPARATE_SPECULAR_COLOR ||
- ctx->Fog.ColorSumEnabled) {
- swrast->Point = multitextured_rgba_point;
- }
- else {
- swrast->Point = textured_rgba_point;
- }
- }
- else if (ctx->Point.Size==1.0) {
- /* size=1, any raster ops */
- if (rgbmode)
- swrast->Point = size1_rgba_point;
- else
- swrast->Point = size1_ci_point;
- }
- else {
- /* every other kind of point rendering */
- if (rgbmode)
- swrast->Point = general_rgba_point;
- else
- swrast->Point = general_ci_point;
- }
- }
- else if(ctx->Point.SmoothFlag && rgbmode) {
- swrast->Point = dist_atten_antialiased_rgba_point;
+ if (ctx->RenderMode == GL_RENDER) {
+ if (ctx->Point.PointSprite) {
+ swrast->Point = sprite_point;
+ }
+ else if (ctx->Point.SmoothFlag) {
+ swrast->Point = smooth_point;
+ }
+ else if (ctx->Point.Size > 1.0 ||
+ ctx->Point._Attenuated ||
+ ctx->VertexProgram.PointSizeEnabled) {
+ swrast->Point = large_point;
}
- else if (ctx->Texture._ReallyEnabled) {
- swrast->Point = dist_atten_textured_rgba_point;
- }
else {
- /* every other kind of point rendering */
- if (rgbmode)
- swrast->Point = dist_atten_general_rgba_point;
- else
- swrast->Point = dist_atten_general_ci_point;
- }
+ swrast->Point = pixel_point;
+ }
}
- else if (ctx->RenderMode==GL_FEEDBACK) {
- swrast->Point = gl_feedback_point;
+ else if (ctx->RenderMode == GL_FEEDBACK) {
+ swrast->Point = _swrast_feedback_point;
}
else {
/* GL_SELECT mode */
- swrast->Point = gl_select_point;
+ swrast->Point = _swrast_select_point;
}
-
- /*_mesa_print_points_function(ctx);*/
}
-