-/* $Id: s_pointtemp.h,v 1.2 2001/01/04 15:31:38 brianp Exp $ */
-
/*
* Mesa 3-D graphics library
- * Version: 3.5
- *
- * Copyright (C) 1999-2000 Brian Paul All Rights Reserved.
- *
+ * Version: 6.0
+ *
+ * Copyright (C) 1999-2004 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
* CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
*/
+/*
+ * Regarding GL_NV_point_sprite:
+ *
+ * Portions of this software may use or implement intellectual
+ * property owned and licensed by NVIDIA Corporation. NVIDIA disclaims
+ * any and all warranties with respect to such intellectual property,
+ * including any use thereof or modifications thereto.
+ */
+
/*
* Point rendering template code.
* SPECULAR = do separate specular color
* LARGE = do points with diameter > 1 pixel
* ATTENUATE = compute point size attenuation
- * SPRITE = GL_MESA_sprite_point
+ * SPRITE = GL_ARB_point_sprite / GL_NV_point_sprite
*
* Notes: LARGE and ATTENUATE are exclusive of each other.
* TEXTURE requires RGBA
* else if d > rmax2 then
* fragment has 0% coverage
* else
- * fragement has % coverage = (d - rmin2) / (rmax2 - rmin2)
+ * fragment has % coverage = (d - rmin2) / (rmax2 - rmin2)
*/
static void
NAME ( GLcontext *ctx, const SWvertex *vert )
{
+#if FLAGS & (ATTENUATE | LARGE | SMOOTH | SPRITE)
+ GLfloat size;
+#endif
+#if FLAGS & RGBA
+#if (FLAGS & ATTENUATE) && (FLAGS & SMOOTH)
+ GLfloat alphaAtten;
+#endif
+ const GLchan red = vert->color[0];
+ const GLchan green = vert->color[1];
+ const GLchan blue = vert->color[2];
+ const GLchan alpha = vert->color[3];
+#endif
+#if FLAGS & SPECULAR
+ const GLchan specRed = vert->specular[0];
+ const GLchan specGreen = vert->specular[1];
+ const GLchan specBlue = vert->specular[2];
+#endif
+#if FLAGS & INDEX
+ const GLuint colorIndex = vert->index;
+#endif
+#if FLAGS & TEXTURE
+ GLfloat texcoord[MAX_TEXTURE_COORD_UNITS][4];
+ GLuint u;
+#endif
SWcontext *swrast = SWRAST_CONTEXT(ctx);
- struct pixel_buffer *PB = swrast->PB;
+ struct sw_span *span = &(swrast->PointSpan);
- const GLint z = (GLint) (vert->win[2]);
- const GLfixed fog = FloatToFixed( vert->fog );
+ /* Cull primitives with malformed coordinates.
+ */
+ {
+ float tmp = vert->win[0] + vert->win[1];
+ if (IS_INF_OR_NAN(tmp))
+ return;
+ }
+ /*
+ * Span init
+ */
+ span->interpMask = SPAN_FOG;
+ span->arrayMask = SPAN_XY | SPAN_Z;
+ span->fog = vert->fog;
+ span->fogStep = 0.0;
#if FLAGS & RGBA
- const GLint red = vert->color[0];
- const GLint green = vert->color[1];
- const GLint blue = vert->color[2];
- GLint alpha = vert->color[3];
-#if FLAGS & SPECULAR
- const GLint sRed = vert->specular[0];
- const GLint sGreen = vert->specular[1];
- const GLint sBlue = vert->specular[2];
+ span->arrayMask |= SPAN_RGBA;
#endif
-#else
- GLint index = vert->index;
-#endif
-#if FLAGS & (ATTENUATE | LARGE | SMOOTH)
- GLfloat size;
+#if FLAGS & SPECULAR
+ span->arrayMask |= SPAN_SPEC;
#endif
-#if FLAGS & ATTENUATE
- GLfloat alphaAtten;
+#if FLAGS & INDEX
+ span->arrayMask |= SPAN_INDEX;
#endif
-
#if FLAGS & TEXTURE
- GLfloat texcoord[MAX_TEXTURE_UNITS][4];
- GLuint u;
+ span->arrayMask |= SPAN_TEXTURE;
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];
- }
+ const GLfloat q = vert->texcoord[u][3];
+ const GLfloat invQ = (q == 0.0F || q == 1.0F) ? 1.0F : (1.0F / q);
+ texcoord[u][0] = vert->texcoord[u][0] * invQ;
+ texcoord[u][1] = vert->texcoord[u][1] * invQ;
+ texcoord[u][2] = vert->texcoord[u][2] * invQ;
+ texcoord[u][3] = q;
}
}
#endif
+#if FLAGS & SMOOTH
+ span->arrayMask |= SPAN_COVERAGE;
+#endif
+#if FLAGS & SPRITE
+ span->arrayMask |= SPAN_TEXTURE;
+#endif
#if FLAGS & ATTENUATE
if (vert->pointSize >= ctx->Point.Threshold) {
size = MIN2(vert->pointSize, ctx->Point.MaxSize);
+#if (FLAGS & RGBA) && (FLAGS & SMOOTH)
alphaAtten = 1.0F;
+#endif
}
else {
+#if (FLAGS & RGBA) && (FLAGS & SMOOTH)
GLfloat dsize = vert->pointSize / ctx->Point.Threshold;
- size = MAX2(ctx->Point.Threshold, ctx->Point.MinSize);
alphaAtten = dsize * dsize;
+#endif
+ size = MAX2(ctx->Point.Threshold, ctx->Point.MinSize);
}
-#elif FLAGS & (LARGE | SMOOTH)
+#elif FLAGS & (LARGE | SMOOTH | SPRITE)
size = ctx->Point._Size;
#endif
-#if FLAGS & SPRITE
- {
- SWcontext *swctx = SWRAST_CONTEXT(ctx);
- const GLfloat radius = 0.5 * vert->pointSize; /* XXX threshold, alpha */
- SWvertex v0, v1, v2, v3;
- GLuint unit;
-
- (void) red;
- (void) green;
- (void) blue;
- (void) alpha;
- (void) fog;
- (void) z;
-
- /* lower left corner */
- v0 = *vert;
- v0.win[0] -= radius;
- v0.win[1] -= radius;
-
- /* lower right corner */
- v1 = *vert;
- v1.win[0] += radius;
- v1.win[1] -= radius;
-
- /* upper right corner */
- v2 = *vert;
- v2.win[0] += radius;
- v2.win[1] += radius;
-
- /* upper left corner */
- v3 = *vert;
- v3.win[0] -= radius;
- v3.win[1] += radius;
-
- for (unit = 0; unit < ctx->Const.MaxTextureUnits; unit++) {
- if (ctx->Texture.Unit[unit]._ReallyEnabled) {
- v0.texcoord[unit][0] = 0.0;
- v0.texcoord[unit][1] = 0.0;
- v1.texcoord[unit][0] = 1.0;
- v1.texcoord[unit][1] = 0.0;
- v2.texcoord[unit][0] = 1.0;
- v2.texcoord[unit][1] = 1.0;
- v3.texcoord[unit][0] = 0.0;
- v3.texcoord[unit][1] = 1.0;
- }
- }
-
- /* XXX if radius < threshold, attenuate alpha? */
-
- /* XXX need to implement clipping!!! */
-
- /* render */
- swctx->Triangle(ctx, &v0, &v1, &v2);
- swctx->Triangle(ctx, &v0, &v2, &v3);
- }
-
-#elif FLAGS & (LARGE | ATTENUATE | SMOOTH)
-
- {
+#if FLAGS & (ATTENUATE | LARGE | SMOOTH | SPRITE)
+ /*
+ * Multi-pixel points
+ */
+ {{
GLint x, y;
const GLfloat radius = 0.5F * size;
+ const GLint z = (GLint) (vert->win[2] + 0.5F);
+ GLuint count;
#if FLAGS & SMOOTH
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 rmin2 = MAX2(0.0F, rmin * rmin);
const GLfloat rmax2 = rmax * rmax;
- const GLfloat cscale = 256.0F / (rmax2 - rmin2);
+ const GLfloat cscale = 1.0F / (rmax2 - rmin2);
const GLint xmin = (GLint) (vert->win[0] - radius);
const GLint xmax = (GLint) (vert->win[0] + radius);
const GLint ymin = (GLint) (vert->win[1] - radius);
iRadius = iSize / 2;
if (iSize & 1) {
/* odd size */
- xmin = vert->win[0] - iRadius;
- xmax = vert->win[0] + iRadius;
- ymin = vert->win[1] - iRadius;
- ymax = vert->win[1] + iRadius;
+ xmin = (GLint) (vert->win[0] - iRadius);
+ xmax = (GLint) (vert->win[0] + iRadius);
+ ymin = (GLint) (vert->win[1] - iRadius);
+ ymax = (GLint) (vert->win[1] + iRadius);
}
else {
/* even size */
ymin = (GLint) vert->win[1] - iRadius + 1;
ymax = ymin + iSize - 1;
}
+#endif /*SMOOTH*/
+
+ /* check if we need to flush */
+ if (span->end + (xmax-xmin+1) * (ymax-ymin+1) >= MAX_WIDTH ||
+ (swrast->_RasterMask & (BLEND_BIT | LOGIC_OP_BIT | MASKING_BIT))) {
+#if FLAGS & (TEXTURE | SPRITE)
+ if (ctx->Texture._EnabledUnits)
+ _swrast_write_texture_span(ctx, span);
+ else
+ _swrast_write_rgba_span(ctx, span);
+#elif FLAGS & RGBA
+ _swrast_write_rgba_span(ctx, span);
+#else
+ _swrast_write_index_span(ctx, span);
#endif
- (void) radius;
+ span->end = 0;
+ }
+ /*
+ * OK, generate fragments
+ */
+ count = span->end;
+ (void) radius;
for (y = ymin; y <= ymax; y++) {
for (x = xmin; x <= xmax; x++) {
-#if FLAGS & SMOOTH
- /* compute coverage */
- const GLfloat dx = x - vert->win[0];
- const GLfloat dy = y - vert->win[1];
- const GLfloat dist2 = dx * dx + dy * dy;
- if (dist2 < rmax2) {
-#if FLAGS & RGBA
- alpha = vert->color[3];
+#if FLAGS & (SPRITE | TEXTURE)
+ GLuint u;
#endif
- if (dist2 >= rmin2) {
- GLint coverage = (GLint) (256.0F - (dist2 - rmin2) * cscale);
+
#if FLAGS & RGBA
- /* coverage is in [0,256] */
- alpha = (alpha * coverage) >> 8;
-#else
- /* 4 fractional index bits */
- index = (index & ~0xf) | (coverage >> 4); /* XXX verify */
+ span->array->rgba[count][RCOMP] = red;
+ span->array->rgba[count][GCOMP] = green;
+ span->array->rgba[count][BCOMP] = blue;
+ span->array->rgba[count][ACOMP] = alpha;
+#endif
+#if FLAGS & SPECULAR
+ span->array->spec[count][RCOMP] = specRed;
+ span->array->spec[count][GCOMP] = specGreen;
+ span->array->spec[count][BCOMP] = specBlue;
+#endif
+#if FLAGS & INDEX
+ span->array->index[count] = colorIndex;
+#endif
+#if FLAGS & TEXTURE
+ for (u = 0; u < ctx->Const.MaxTextureUnits; u++) {
+ if (ctx->Texture.Unit[u]._ReallyEnabled) {
+ COPY_4V(span->array->texcoords[u][count], texcoord[u]);
+ }
+ }
#endif
- }
-#endif /* SMOOTH */
-#if ((FLAGS & (ATTENUATE | RGBA)) == (ATTENUATE | RGBA))
- alpha = (GLint) (alpha * alphaAtten);
+#if FLAGS & SMOOTH
+ /* compute coverage */
+ {
+ const GLfloat dx = x - vert->win[0] + 0.5F;
+ const GLfloat dy = y - vert->win[1] + 0.5F;
+ const GLfloat dist2 = dx * dx + dy * dy;
+ if (dist2 < rmax2) {
+ if (dist2 >= rmin2) {
+ /* compute partial coverage */
+ span->array->coverage[count] = 1.0F - (dist2 - rmin2) * cscale;
+#if FLAGS & INDEX
+ /* coverage in [0,15] */
+ span->array->coverage[count] *= 15.0;
#endif
+ }
+ else {
+ /* full coverage */
+ span->array->coverage[count] = 1.0F;
+ }
+
+ span->array->x[count] = x;
+ span->array->y[count] = y;
+ span->array->z[count] = z;
+
+#if (FLAGS & ATTENUATE) && (FLAGS & RGBA)
+ span->array->rgba[count][ACOMP] = (GLchan) (alpha * alphaAtten);
+#elif FLAGS & RGBA
+ span->array->rgba[count][ACOMP] = alpha;
+#endif /*ATTENUATE*/
+ count++;
+ } /*if*/
+ }
-#if FLAGS & SPECULAR
- PB_WRITE_MULTITEX_SPEC_PIXEL(PB, x, y, z, fog,
- red, green, blue, alpha,
- sRed, sGreen, sBlue,
- texcoord);
-#elif FLAGS & TEXTURE
- if (swrast->_MultiTextureEnabled) {
- PB_WRITE_MULTITEX_PIXEL(PB, x, y, z, fog,
- red, green, blue, alpha,
- texcoord);
- }
- else if (ctx->Texture._ReallyEnabled) {
- PB_WRITE_TEX_PIXEL(PB, x,y,z, fog,
- red, green, blue, alpha,
- texcoord[0][0],
- texcoord[0][1],
- texcoord[0][2]);
- }
- else {
- PB_WRITE_RGBA_PIXEL(PB, x, y, z, fog,
- red, green, blue, alpha);
+#else /*SMOOTH*/
+
+ /* not smooth (square points) */
+ span->array->x[count] = x;
+ span->array->y[count] = y;
+ span->array->z[count] = z;
+
+#if FLAGS & SPRITE
+ for (u = 0; u < ctx->Const.MaxTextureUnits; u++) {
+ if (ctx->Texture.Unit[u]._ReallyEnabled) {
+ if (ctx->Point.CoordReplace[u]) {
+ GLfloat s = 0.5F + (x + 0.5F - vert->win[0]) / size;
+ GLfloat t = 0.5F - (y + 0.5F - vert->win[1]) / size;
+ span->array->texcoords[u][count][0] = s;
+ span->array->texcoords[u][count][1] = t;
+ span->array->texcoords[u][count][3] = 1.0F;
+ if (ctx->Point.SpriteRMode == GL_ZERO)
+ span->array->texcoords[u][count][2] = 0.0F;
+ else if (ctx->Point.SpriteRMode == GL_S)
+ span->array->texcoords[u][count][2] = vert->texcoord[u][0];
+ else /* GL_R */
+ span->array->texcoords[u][count][2] = vert->texcoord[u][2];
+ }
+ else {
+ COPY_4V(span->array->texcoords[u][count], vert->texcoord[u]);
+ }
}
+ }
+#endif /*SPRITE*/
+
+ count++; /* square point */
+
+#endif /*SMOOTH*/
+
+ } /*for x*/
+ } /*for y*/
+ span->end = count;
+ }}
+
+#else /* LARGE | ATTENUATE | SMOOTH | SPRITE */
+
+ /*
+ * Single-pixel points
+ */
+ {{
+ GLuint count;
+
+ /* check if we need to flush */
+ if (span->end >= MAX_WIDTH ||
+ (swrast->_RasterMask & (BLEND_BIT | LOGIC_OP_BIT | MASKING_BIT))) {
+#if FLAGS & (TEXTURE | SPRITE)
+ if (ctx->Texture._EnabledUnits)
+ _swrast_write_texture_span(ctx, span);
+ else
+ _swrast_write_rgba_span(ctx, span);
#elif FLAGS & RGBA
- PB_WRITE_RGBA_PIXEL(PB, x, y, z, fog, red, green, blue, alpha);
-#else /* color index */
- PB_WRITE_CI_PIXEL(PB, x, y, z, fog, index);
-#endif
-#if FLAGS & SMOOTH
- }
+ _swrast_write_rgba_span(ctx, span);
+#else
+ _swrast_write_index_span(ctx, span);
#endif
- }
+ span->end = 0;
}
- PB_CHECK_FLUSH(ctx,PB);
- }
-#else /* LARGE || ATTENUATE || SMOOTH*/
+ count = span->end;
- {
- /* size == 1 */
- GLint x = vert->win[0];
- GLint y = vert->win[1];
-#if ((FLAGS & (SPECULAR | TEXTURE)) == (SPECULAR | TEXTURE))
- PB_WRITE_MULTITEX_SPEC_PIXEL(PB, x, y, z, fog,
- red, green, blue, alpha,
- sRed, sGreen, sBlue,
- texcoord);
-#elif FLAGS & TEXTURE
- if (swrast->_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]);
+#if FLAGS & RGBA
+ span->array->rgba[count][RCOMP] = red;
+ span->array->rgba[count][GCOMP] = green;
+ span->array->rgba[count][BCOMP] = blue;
+ span->array->rgba[count][ACOMP] = alpha;
+#endif
+#if FLAGS & SPECULAR
+ span->array->spec[count][RCOMP] = specRed;
+ span->array->spec[count][GCOMP] = specGreen;
+ span->array->spec[count][BCOMP] = specBlue;
+#endif
+#if FLAGS & INDEX
+ span->array->index[count] = colorIndex;
+#endif
+#if FLAGS & TEXTURE
+ for (u = 0; u < ctx->Const.MaxTextureUnits; u++) {
+ if (ctx->Texture.Unit[u]._ReallyEnabled) {
+ COPY_4V(span->array->texcoords[u][count], texcoord[u]);
+ }
}
-#elif FLAGS & RGBA
- /* rgba size 1 point */
- alpha = vert->color[3];
- PB_WRITE_RGBA_PIXEL(PB, x, y, z, fog, red, green, blue, alpha);
-#else
- /* color index size 1 point */
- PB_WRITE_CI_PIXEL(PB, x, y, z, fog, index);
#endif
- }
+
+ span->array->x[count] = (GLint) vert->win[0];
+ span->array->y[count] = (GLint) vert->win[1];
+ span->array->z[count] = (GLint) (vert->win[2] + 0.5F);
+ span->end = count + 1;
+ }}
+
#endif /* LARGE || ATTENUATE || SMOOTH */
- PB_CHECK_FLUSH(ctx, PB);
+ ASSERT(span->end <= MAX_WIDTH);
}