more clean-ups
[mesa.git] / src / mesa / swrast / s_pointtemp.h
index be20c6bfa93b06d77a40d39e5895bae6e87ec3a0..f7bd1240b15d8aad694772daacd0c543311309b3 100644 (file)
@@ -1,10 +1,10 @@
-/* $Id: s_pointtemp.h,v 1.8 2001/05/17 09:32:17 keithw Exp $ */
+/* $Id: s_pointtemp.h,v 1.21 2002/11/09 21:26:41 brianp Exp $ */
 
 /*
  * Mesa 3-D graphics library
- * Version:  3.5
+ * Version:  5.0
  *
- * Copyright (C) 1999-2001  Brian Paul   All Rights Reserved.
+ * Copyright (C) 1999-2002  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"),
@@ -36,7 +36,7 @@
  *   SPECULAR = do separate specular color
  *   LARGE = do points with diameter > 1 pixel
  *   ATTENUATE = compute point size attenuation
- *   SPRITE = GL_MESA_sprite_point
+ *   SPRITE = GL_NV_point_sprite
  *
  * Notes: LARGE and ATTENUATE are exclusive of each other.
  *        TEXTURE requires RGBA
@@ -53,7 +53,7 @@
  * 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 )
 {
-   SWcontext *swrast = SWRAST_CONTEXT(ctx);
-   struct pixel_buffer *PB = swrast->PB;
-
-   const GLint z = (GLint) (vert->win[2]);
-
-#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];
-#endif
-#else
-   GLint index = vert->index;
-#endif
-#if FLAGS & (ATTENUATE | LARGE | SMOOTH)
+#if FLAGS & (ATTENUATE | LARGE | SMOOTH | SPRITE)
    GLfloat size;
 #endif
 #if FLAGS & ATTENUATE
    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 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_UNITS][4];
    GLuint u;
+#endif
+   SWcontext *swrast = SWRAST_CONTEXT(ctx);
+   struct sw_span *span = &(swrast->PointSpan);
+
+   /* 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
+   span->arrayMask |= SPAN_RGBA;
+#endif
+#if FLAGS & SPECULAR
+   span->arrayMask |= SPAN_SPEC;
+#endif
+#if FLAGS & INDEX
+   span->arrayMask |= SPAN_INDEX;
+#endif
+#if FLAGS & TEXTURE
+   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) {
@@ -115,74 +142,23 @@ NAME ( GLcontext *ctx, const SWvertex *vert )
       size = MAX2(ctx->Point.Threshold, ctx->Point.MinSize);
       alphaAtten = dsize * dsize;
    }
-#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) 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 = 1.0F / (rmax2 - rmin2);
       const GLint xmin = (GLint) (vert->win[0] - radius);
@@ -210,109 +186,186 @@ NAME ( GLcontext *ctx, const SWvertex *vert )
          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)
+            _mesa_write_texture_span(ctx, span);
+         else
+            _mesa_write_rgba_span(ctx, span);
+#elif FLAGS & RGBA
+         _mesa_write_rgba_span(ctx, span);
+#else
+         _mesa_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] + 0.5F;
-            const GLfloat dy = y - vert->win[1] + 0.5F;
-            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) {
-                  /* compute partial coverage */
-                  PB_COVERAGE(PB, 1.0F - (dist2 - rmin2) * cscale);
-              }
-               else {
-                  /* full coverage */
-                  PB_COVERAGE(PB, 1.0F);
-               }
 
-#endif /* SMOOTH */
-
-#if ((FLAGS & (ATTENUATE | RGBA)) == (ATTENUATE | RGBA))
-              alpha = (GLint) (alpha * alphaAtten);
+#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
-               PB_WRITE_MULTITEX_SPEC_PIXEL(PB, x, y, z, vert->fog,
-                                            red, green, blue, alpha,
-                                            sRed, sGreen, sBlue,
-                                            texcoord);
-#elif FLAGS & TEXTURE
-              if (ctx->Texture._ReallyEnabled > TEXTURE0_ANY) {
-                 PB_WRITE_MULTITEX_PIXEL(PB, x, y, z, vert->fog,
-                                         red, green, blue, alpha,
-                                         texcoord);
-              }
-              else if (ctx->Texture._ReallyEnabled) {
-                 PB_WRITE_TEX_PIXEL(PB, x,y,z, vert->fog,
-                                    red, green, blue, alpha,
-                                    texcoord[0][0],
-                                    texcoord[0][1],
-                                    texcoord[0][2]);
-              }
-               else {
-                  PB_WRITE_RGBA_PIXEL(PB, x, y, z, vert->fog,
-                                      red, green, blue, alpha);
-               }
-#elif FLAGS & RGBA
-              PB_WRITE_RGBA_PIXEL(PB, x, y, z, vert->fog,
-                                   red, green, blue, alpha);
-#else /* color index */
-               PB_WRITE_CI_PIXEL(PB, x, y, z, vert->fog, index);
+            span->array->spec[count][RCOMP] = specRed;
+            span->array->spec[count][GCOMP] = specGreen;
+            span->array->spec[count][BCOMP] = specBlue;
 #endif
-#if FLAGS & SMOOTH
-           }
+#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
-        }
-      }
 
 #if FLAGS & SMOOTH
-      PB->haveCoverage = GL_TRUE;
+            /* 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*/
+            }
 
-      PB_CHECK_FLUSH(ctx,PB);
-   }
+#else /*SMOOTH*/
 
-#else /* LARGE || ATTENUATE || SMOOTH*/
+            /* not smooth (square points) */
+            span->array->x[count] = x;
+            span->array->y[count] = y;
+            span->array->z[count] = z;
 
-   {
-      /* size == 1 */
-      GLint x = (GLint) vert->win[0];
-      GLint y = (GLint) vert->win[1];
-#if ((FLAGS & (SPECULAR | TEXTURE)) == (SPECULAR | TEXTURE))
-      PB_WRITE_MULTITEX_SPEC_PIXEL(PB, x, y, z, vert->fog,
-                                   red, green, blue, alpha,
-                                   sRed, sGreen, sBlue,
-                                   texcoord);
-#elif FLAGS & TEXTURE
-      if (ctx->Texture._ReallyEnabled > TEXTURE0_ANY) {
-         PB_WRITE_MULTITEX_PIXEL(PB, x, y, z, vert->fog,
-                                 red, green, blue, alpha, texcoord );
-      }
-      else {
-         PB_WRITE_TEX_PIXEL(PB, x, y, z, vert->fog,
-                            red, green, blue, alpha,
-                            texcoord[0][0], texcoord[0][1], texcoord[0][2]);
-      }
+#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)
+            _mesa_write_texture_span(ctx, span);
+         else
+            _mesa_write_rgba_span(ctx, span);
 #elif FLAGS & RGBA
-      /* rgba size 1 point */
-      alpha = vert->color[3];
-      PB_WRITE_RGBA_PIXEL(PB, x, y, z, vert->fog, red, green, blue, alpha);
+         _mesa_write_rgba_span(ctx, span);
 #else
-      /* color index size 1 point */
-      PB_WRITE_CI_PIXEL(PB, x, y, z, vert->fog, index);
+         _mesa_write_index_span(ctx, span);
 #endif
-   }
+         span->end = 0;
+      }
+
+      count = span->end;
+
+#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]);
+         }
+      }
+#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);
 }