-/* $Id: s_pointtemp.h,v 1.19 2002/10/04 17:37:47 brianp Exp $ */
-
/*
* Mesa 3-D graphics library
- * Version: 4.1
+ * Version: 6.0
*
- * Copyright (C) 1999-2002 Brian Paul All Rights Reserved.
+ * 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"),
* 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_NV_point_sprite
+ * SPRITE = GL_ARB_point_sprite / GL_NV_point_sprite
*
* Notes: LARGE and ATTENUATE are exclusive of each other.
* TEXTURE requires RGBA
#if FLAGS & (ATTENUATE | LARGE | SMOOTH | SPRITE)
GLfloat size;
#endif
-#if FLAGS & ATTENUATE
+#if FLAGS & RGBA
+#if (FLAGS & ATTENUATE) && (FLAGS & SMOOTH)
GLfloat alphaAtten;
#endif
-#if FLAGS & RGBA
const GLchan red = vert->color[0];
const GLchan green = vert->color[1];
const GLchan blue = vert->color[2];
const GLuint colorIndex = vert->index;
#endif
#if FLAGS & TEXTURE
- GLfloat texcoord[MAX_TEXTURE_UNITS][4];
+ GLfloat texcoord[MAX_TEXTURE_COORD_UNITS][4];
GLuint u;
#endif
SWcontext *swrast = SWRAST_CONTEXT(ctx);
for (u = 0; u < ctx->Const.MaxTextureUnits; u++) {
if (ctx->Texture.Unit[u]._ReallyEnabled) {
const GLfloat q = vert->texcoord[u][3];
- const GLfloat invQ = (q == 0.0 || q == 1.0) ? 1.0 : (1.0 / q);
+ 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;
#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 | SPRITE)
size = ctx->Point._Size;
{{
GLint x, y;
const GLfloat radius = 0.5F * size;
- const GLint z = (GLint) (vert->win[2]);
+ 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 */
(swrast->_RasterMask & (BLEND_BIT | LOGIC_OP_BIT | MASKING_BIT))) {
#if FLAGS & (TEXTURE | SPRITE)
if (ctx->Texture._EnabledUnits)
- _mesa_write_texture_span(ctx, span);
+ _swrast_write_texture_span(ctx, span);
else
- _mesa_write_rgba_span(ctx, span);
+ _swrast_write_rgba_span(ctx, span);
#elif FLAGS & RGBA
- _mesa_write_rgba_span(ctx, span);
+ _swrast_write_rgba_span(ctx, span);
#else
- _mesa_write_index_span(ctx, span);
+ _swrast_write_index_span(ctx, span);
#endif
span->end = 0;
}
(swrast->_RasterMask & (BLEND_BIT | LOGIC_OP_BIT | MASKING_BIT))) {
#if FLAGS & (TEXTURE | SPRITE)
if (ctx->Texture._EnabledUnits)
- _mesa_write_texture_span(ctx, span);
+ _swrast_write_texture_span(ctx, span);
else
- _mesa_write_rgba_span(ctx, span);
+ _swrast_write_rgba_span(ctx, span);
#elif FLAGS & RGBA
- _mesa_write_rgba_span(ctx, span);
+ _swrast_write_rgba_span(ctx, span);
#else
- _mesa_write_index_span(ctx, span);
+ _swrast_write_index_span(ctx, span);
#endif
span->end = 0;
}
span->array->x[count] = (GLint) vert->win[0];
span->array->y[count] = (GLint) vert->win[1];
- span->array->z[count] = (GLint) vert->win[2];
+ span->array->z[count] = (GLint) (vert->win[2] + 0.5F);
span->end = count + 1;
}}