-/* $Id: s_aatriangle.c,v 1.22 2002/01/27 18:32:03 brianp Exp $ */
+/* $Id: s_aatriangle.c,v 1.23 2002/03/16 18:02:07 brianp Exp $ */
/*
* Mesa 3-D graphics library
- * Version: 4.0.1
+ * Version: 4.1
*
- * 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"),
}
-
/*
* Solve plane and return clamped GLchan value.
*/
/*
* Compute mipmap level of detail.
+ * XXX we should really include the R coordinate in this computation
+ * in order to do 3-D texture mipmapping.
*/
static INLINE GLfloat
compute_lambda(const GLfloat sPlane[4], const GLfloat tPlane[4],
- GLfloat invQ, GLfloat width, GLfloat height)
+ const GLfloat qPlane[4], GLfloat cx, GLfloat cy,
+ GLfloat invQ, GLfloat texWidth, GLfloat texHeight)
{
- GLfloat dudx = sPlane[0] / sPlane[2] * invQ * width;
- GLfloat dudy = sPlane[1] / sPlane[2] * invQ * width;
- GLfloat dvdx = tPlane[0] / tPlane[2] * invQ * height;
- GLfloat dvdy = tPlane[1] / tPlane[2] * invQ * height;
- GLfloat r1 = dudx * dudx + dudy * dudy;
- GLfloat r2 = dvdx * dvdx + dvdy * dvdy;
- GLfloat rho2 = r1 + r2;
- /* return log base 2 of rho */
- if (rho2 == 0.0F)
- return 0.0;
- else
- return (GLfloat) (log(rho2) * 1.442695 * 0.5); /* 1.442695 = 1/log(2) */
+ const GLfloat s = solve_plane(cx, cy, sPlane);
+ const GLfloat t = solve_plane(cx, cy, tPlane);
+ const GLfloat invQ_x1 = solve_plane_recip(cx+1.0, cy, qPlane);
+ const GLfloat invQ_y1 = solve_plane_recip(cx, cy+1.0, qPlane);
+ const GLfloat s_x1 = s - sPlane[0] / sPlane[2];
+ const GLfloat s_y1 = s - sPlane[1] / sPlane[2];
+ const GLfloat t_x1 = t - tPlane[0] / tPlane[2];
+ const GLfloat t_y1 = t - tPlane[1] / tPlane[2];
+ GLfloat dsdx = s_x1 * invQ_x1 - s * invQ;
+ GLfloat dsdy = s_y1 * invQ_y1 - s * invQ;
+ GLfloat dtdx = t_x1 * invQ_x1 - t * invQ;
+ GLfloat dtdy = t_y1 * invQ_y1 - t * invQ;
+ GLfloat maxU, maxV, rho, lambda;
+ dsdx = FABSF(dsdx);
+ dsdy = FABSF(dsdy);
+ dtdx = FABSF(dtdx);
+ dtdy = FABSF(dtdy);
+ maxU = MAX2(dsdx, dsdy) * texWidth;
+ maxV = MAX2(dtdx, dtdy) * texHeight;
+ rho = MAX2(maxU, maxV);
+ lambda = LOG2(rho);
+ return lambda;
}
-/* $Id: s_aatritemp.h,v 1.26 2002/01/28 03:42:28 brianp Exp $ */
+/* $Id: s_aatritemp.h,v 1.27 2002/03/16 18:02:07 brianp Exp $ */
/*
* Mesa 3-D graphics library
GLfloat sPlane[4], tPlane[4], uPlane[4], vPlane[4];
GLfloat texWidth, texHeight;
#elif defined(DO_MULTITEX)
- GLfloat sPlane[MAX_TEXTURE_UNITS][4];
- GLfloat tPlane[MAX_TEXTURE_UNITS][4];
- GLfloat uPlane[MAX_TEXTURE_UNITS][4];
- GLfloat vPlane[MAX_TEXTURE_UNITS][4];
+ GLfloat sPlane[MAX_TEXTURE_UNITS][4]; /* texture S */
+ GLfloat tPlane[MAX_TEXTURE_UNITS][4]; /* texture T */
+ GLfloat uPlane[MAX_TEXTURE_UNITS][4]; /* texture R */
+ GLfloat vPlane[MAX_TEXTURE_UNITS][4]; /* texture Q */
GLfloat texWidth[MAX_TEXTURE_UNITS], texHeight[MAX_TEXTURE_UNITS];
#endif
GLfloat bf = SWRAST_CONTEXT(ctx)->_backface_sign;
span.texcoords[0][count][0] = solve_plane(cx, cy, sPlane) * invQ;
span.texcoords[0][count][1] = solve_plane(cx, cy, tPlane) * invQ;
span.texcoords[0][count][2] = solve_plane(cx, cy, uPlane) * invQ;
- span.lambda[0][count] = compute_lambda(sPlane, tPlane, invQ,
+ span.lambda[0][count] = compute_lambda(sPlane, tPlane, vPlane,
+ cx, cy, invQ,
texWidth, texHeight);
}
#elif defined(DO_MULTITEX)
span.texcoords[unit][count][1] = solve_plane(cx, cy, tPlane[unit]) * invQ;
span.texcoords[unit][count][2] = solve_plane(cx, cy, uPlane[unit]) * invQ;
span.lambda[unit][count] = compute_lambda(sPlane[unit],
- tPlane[unit], invQ, texWidth[unit], texHeight[unit]);
+ tPlane[unit], vPlane[unit], cx, cy, invQ,
+ texWidth[unit], texHeight[unit]);
}
}
}
span.texcoords[0][ix][0] = solve_plane(cx, cy, sPlane) * invQ;
span.texcoords[0][ix][1] = solve_plane(cx, cy, tPlane) * invQ;
span.texcoords[0][ix][2] = solve_plane(cx, cy, uPlane) * invQ;
- span.lambda[0][ix] = compute_lambda(sPlane, tPlane, invQ,
- texWidth, texHeight);
+ span.lambda[0][ix] = compute_lambda(sPlane, tPlane, vPlane,
+ cx, cy, invQ, texWidth, texHeight);
}
#elif defined(DO_MULTITEX)
{
span.texcoords[unit][ix][2] = solve_plane(cx, cy, uPlane[unit]) * invQ;
span.lambda[unit][ix] = compute_lambda(sPlane[unit],
tPlane[unit],
- invQ,
+ vPlane[unit],
+ cx, cy, invQ,
texWidth[unit],
texHeight[unit]);
}
-/* $Id: s_pointtemp.h,v 1.12 2002/02/02 17:24:11 brianp Exp $ */
+/* $Id: s_pointtemp.h,v 1.13 2002/03/16 18:02:08 brianp Exp $ */
/*
* Mesa 3-D graphics library
#endif
#if FLAGS & TEXTURE
span.interpMask |= SPAN_TEXTURE;
- span.arrayMask |= SPAN_LAMBDA;
for (u = 0; u < ctx->Const.MaxTextureUnits; u++) {
if (ctx->Texture.Unit[u]._ReallyEnabled) {
const GLfloat q = vert->texcoord[u][3];
span.tex[u][1] = vert->texcoord[u][1] * invQ;
span.tex[u][2] = vert->texcoord[u][2] * invQ;
span.tex[u][3] = q;
- span.texStep[u][0] = 0.0;
- span.texStep[u][1] = 0.0;
- span.texStep[u][2] = 0.0;
- span.texStep[u][3] = 0.0;
- span.rho[u] = 0.0;
+ span.texStepX[u][0] = span.texStepY[u][0] = 0.0;
+ span.texStepX[u][1] = span.texStepY[u][1] = 0.0;
+ span.texStepX[u][2] = span.texStepY[u][2] = 0.0;
+ span.texStepX[u][3] = span.texStepY[u][3] = 0.0;
}
}
#endif
-/* $Id: s_span.c,v 1.36 2002/02/17 17:30:57 brianp Exp $ */
+/* $Id: s_span.c,v 1.37 2002/03/16 18:02:08 brianp Exp $ */
/*
* Mesa 3-D graphics library
#include "colormac.h"
#include "context.h"
#include "macros.h"
+#include "mmath.h"
#include "mem.h"
#include "s_alpha.h"
/*
- * Return log_base_2(x) / 2.
- * We divide by two here since we didn't square rho in the triangle function.
+ * This the ideal solution, as given in the OpenGL spec.
*/
-#ifdef USE_IEEE
-
#if 0
-/* This is pretty fast, but not accurate enough (only 2 fractional bits).
- * Based on code from http://www.stereopsis.com/log2.html
- */
-static INLINE GLfloat HALF_LOG2(GLfloat x)
+static GLfloat
+compute_lambda(GLfloat dsdx, GLfloat dsdy, GLfloat dtdx, GLfloat dtdy,
+ GLfloat dqdx, GLfloat dqdy, GLfloat texW, GLfloat texH,
+ GLfloat s, GLfloat t, GLfloat q, GLfloat invQ)
{
- const GLfloat y = x * x * x * x;
- const GLuint ix = *((GLuint *) &y);
- const GLuint exp = (ix >> 23) & 0xFF;
- const GLint log2 = ((GLint) exp) - 127;
- return (GLfloat) log2 * (0.5 / 4.0); /* 4, because of x^4 above */
+ GLfloat dudx = texW * ((s + dsdx) / (q + dqdx) - s * invQ);
+ GLfloat dvdx = texH * ((t + dtdx) / (q + dqdx) - t * invQ);
+ GLfloat dudy = texW * ((s + dsdy) / (q + dqdy) - s * invQ);
+ GLfloat dvdy = texH * ((t + dtdy) / (q + dqdy) - t * invQ);
+ GLfloat x = sqrt(dudx * dudx + dvdx * dvdx);
+ GLfloat y = sqrt(dudy * dudy + dvdy * dvdy);
+ GLfloat rho = MAX2(x, y);
+ GLfloat lambda = LOG2(rho);
+ return lambda;
}
#endif
-/* Pretty fast, and accurate.
- * Based on code from http://www.flipcode.com/totd/
+
+/*
+ * This is a faster approximation
*/
-static INLINE GLfloat HALF_LOG2(GLfloat val)
+static GLfloat
+compute_lambda(GLfloat dsdx, GLfloat dsdy, GLfloat dtdx, GLfloat dtdy,
+ GLfloat dqdx, GLfloat dqdy, GLfloat texW, GLfloat texH,
+ GLfloat s, GLfloat t, GLfloat q, GLfloat invQ)
{
- GLint *exp_ptr = (GLint *) &val;
- GLint x = *exp_ptr;
- const GLint log_2 = ((x >> 23) & 255) - 128;
- x &= ~(255 << 23);
- x += 127 << 23;
- *exp_ptr = x;
- val = ((-1.0f/3) * val + 2) * val - 2.0f/3;
- return 0.5F * (val + log_2);
+ GLfloat dsdx2 = (s + dsdx) / (q + dqdx) - s * invQ;
+ GLfloat dtdx2 = (t + dtdx) / (q + dqdx) - t * invQ;
+ GLfloat dsdy2 = (s + dsdy) / (q + dqdy) - s * invQ;
+ GLfloat dtdy2 = (t + dtdy) / (q + dqdy) - t * invQ;
+ GLfloat maxU, maxV, rho, lambda;
+ dsdx2 = FABSF(dsdx2);
+ dsdy2 = FABSF(dsdy2);
+ dtdx2 = FABSF(dtdx2);
+ dtdy2 = FABSF(dtdy2);
+ maxU = MAX2(dsdx2, dsdy2) * texW;
+ maxV = MAX2(dtdx2, dtdy2) * texH;
+ rho = MAX2(maxU, maxV);
+ lambda = LOG2(rho);
+ return lambda;
}
-#else /* USE_IEEE */
-
-/* Slow, portable solution.
- * NOTE: log_base_2(x) = log(x) / log(2)
- * NOTE: 1.442695 = 1/log(2).
- */
-#define HALF_LOG2(x) ((GLfloat) (log(x) * (1.442695F * 0.5F)))
-
-#endif /* USE_IEEE */
-
-
-
/*
* Fill in the span.texcoords array from the interpolation values.
* XXX We could optimize here for the case when dq = 0. That would
ASSERT(span->interpMask & SPAN_TEXTURE);
if (ctx->Texture._ReallyEnabled & ~TEXTURE0_ANY) {
- if (span->interpMask & SPAN_LAMBDA) {
- /* multitexture, lambda */
- GLuint u;
- for (u = 0; u < ctx->Const.MaxTextureUnits; u++) {
- if (ctx->Texture.Unit[u]._ReallyEnabled) {
- const GLfloat rho = span->rho[u];
- const GLfloat ds = span->texStep[u][0];
- const GLfloat dt = span->texStep[u][1];
- const GLfloat dr = span->texStep[u][2];
- const GLfloat dq = span->texStep[u][3];
+ /* multitexture */
+ GLuint u;
+ for (u = 0; u < ctx->Const.MaxTextureUnits; u++) {
+ if (ctx->Texture.Unit[u]._ReallyEnabled) {
+ const struct gl_texture_object *obj =ctx->Texture.Unit[u]._Current;
+ const struct gl_texture_image *img = obj->Image[obj->BaseLevel];
+ GLboolean needLambda = (obj->MinFilter != obj->MagFilter);
+ if (needLambda) {
+ const GLfloat texW = (GLfloat) img->Width;
+ const GLfloat texH = (GLfloat) img->Height;
+ const GLfloat dsdx = span->texStepX[u][0];
+ const GLfloat dsdy = span->texStepY[u][0];
+ const GLfloat dtdx = span->texStepX[u][1];
+ const GLfloat dtdy = span->texStepY[u][1];
+ const GLfloat drdx = span->texStepX[u][2];
+ const GLfloat dqdx = span->texStepX[u][3];
+ const GLfloat dqdy = span->texStepY[u][3];
GLfloat s = span->tex[u][0];
GLfloat t = span->tex[u][1];
GLfloat r = span->tex[u][2];
GLfloat q = span->tex[u][3];
GLuint i;
- if (dq == 0.0) {
- /* Ortho projection or polygon's parallel to window X axis */
+ for (i = 0; i < span->end; i++) {
const GLfloat invQ = (q == 0.0F) ? 1.0F : (1.0F / q);
- const GLfloat lambda = HALF_LOG2(rho * invQ * invQ);
- for (i = 0; i < span->end; i++) {
- span->texcoords[u][i][0] = s * invQ;
- span->texcoords[u][i][1] = t * invQ;
- span->texcoords[u][i][2] = r * invQ;
- span->lambda[u][i] = lambda;
- s += ds;
- t += dt;
- r += dr;
- }
- }
- else {
- for (i = 0; i < span->end; i++) {
- const GLfloat invQ = (q == 0.0F) ? 1.0F : (1.0F / q);
- span->texcoords[u][i][0] = s * invQ;
- span->texcoords[u][i][1] = t * invQ;
- span->texcoords[u][i][2] = r * invQ;
- span->lambda[u][i] = HALF_LOG2(rho * invQ * invQ);
- s += ds;
- t += dt;
- r += dr;
- q += dq;
- }
+ span->texcoords[u][i][0] = s * invQ;
+ span->texcoords[u][i][1] = t * invQ;
+ span->texcoords[u][i][2] = r * invQ;
+ span->lambda[u][i] = compute_lambda(dsdx, dsdy, dtdx, dtdy,
+ dqdx, dqdy, texW, texH,
+ s, t, q, invQ);
+ s += dsdx;
+ t += dtdx;
+ r += drdx;
+ q += dqdx;
}
+ span->arrayMask |= SPAN_LAMBDA;
}
- }
- span->arrayMask |= SPAN_LAMBDA;
- }
- else {
- /* multitexture, no lambda */
- GLuint u;
- for (u = 0; u < ctx->Const.MaxTextureUnits; u++) {
- if (ctx->Texture.Unit[u]._ReallyEnabled) {
- const GLfloat ds = span->texStep[u][0];
- const GLfloat dt = span->texStep[u][1];
- const GLfloat dr = span->texStep[u][2];
- const GLfloat dq = span->texStep[u][3];
+ else {
+ const GLfloat dsdx = span->texStepX[u][0];
+ const GLfloat dtdx = span->texStepX[u][1];
+ const GLfloat drdx = span->texStepX[u][2];
+ const GLfloat dqdx = span->texStepX[u][3];
GLfloat s = span->tex[u][0];
GLfloat t = span->tex[u][1];
GLfloat r = span->tex[u][2];
GLfloat q = span->tex[u][3];
GLuint i;
- if (dq == 0.0) {
+ if (dqdx == 0.0) {
/* Ortho projection or polygon's parallel to window X axis */
const GLfloat invQ = (q == 0.0F) ? 1.0F : (1.0F / q);
for (i = 0; i < span->end; i++) {
span->texcoords[u][i][0] = s * invQ;
span->texcoords[u][i][1] = t * invQ;
span->texcoords[u][i][2] = r * invQ;
- s += ds;
- t += dt;
- r += dr;
+ span->lambda[u][i] = 0.0;
+ s += dsdx;
+ t += dtdx;
+ r += drdx;
}
}
else {
span->texcoords[u][i][0] = s * invQ;
span->texcoords[u][i][1] = t * invQ;
span->texcoords[u][i][2] = r * invQ;
- s += ds;
- t += dt;
- r += dr;
- q += dq;
+ span->lambda[u][i] = 0.0;
+ s += dsdx;
+ t += dtdx;
+ r += drdx;
+ q += dqdx;
}
}
- }
- }
- }
+ } /* lambda */
+ } /* if */
+ } /* for */
}
else {
- if (span->interpMask & SPAN_LAMBDA) {
+ /* single texture */
+ const struct gl_texture_object *obj = ctx->Texture.Unit[0]._Current;
+ const struct gl_texture_image *img = obj->Image[obj->BaseLevel];
+ GLboolean needLambda = (obj->MinFilter != obj->MagFilter);
+ if (needLambda) {
/* just texture unit 0, with lambda */
- const GLfloat rho = span->rho[0];
- const GLfloat ds = span->texStep[0][0];
- const GLfloat dt = span->texStep[0][1];
- const GLfloat dr = span->texStep[0][2];
- const GLfloat dq = span->texStep[0][3];
+ const GLfloat texW = (GLfloat) img->Width;
+ const GLfloat texH = (GLfloat) img->Height;
+ const GLfloat dsdx = span->texStepX[0][0];
+ const GLfloat dsdy = span->texStepY[0][0];
+ const GLfloat dtdx = span->texStepX[0][1];
+ const GLfloat dtdy = span->texStepY[0][1];
+ const GLfloat drdx = span->texStepX[0][2];
+ const GLfloat dqdx = span->texStepX[0][3];
+ const GLfloat dqdy = span->texStepY[0][3];
GLfloat s = span->tex[0][0];
GLfloat t = span->tex[0][1];
GLfloat r = span->tex[0][2];
GLfloat q = span->tex[0][3];
GLuint i;
- if (dq == 0.0) {
- /* Ortho projection or polygon's parallel to window X axis */
+ for (i = 0; i < span->end; i++) {
const GLfloat invQ = (q == 0.0F) ? 1.0F : (1.0F / q);
- const GLfloat lambda = HALF_LOG2(rho * invQ * invQ);
- for (i = 0; i < span->end; i++) {
- span->texcoords[0][i][0] = s * invQ;
- span->texcoords[0][i][1] = t * invQ;
- span->texcoords[0][i][2] = r * invQ;
- span->lambda[0][i] = lambda;
- s += ds;
- t += dt;
- r += dr;
- }
- }
- else {
- for (i = 0; i < span->end; i++) {
- const GLfloat invQ = (q == 0.0F) ? 1.0F : (1.0F / q);
- span->texcoords[0][i][0] = s * invQ;
- span->texcoords[0][i][1] = t * invQ;
- span->texcoords[0][i][2] = r * invQ;
- span->lambda[0][i] = HALF_LOG2(rho * invQ * invQ);
- s += ds;
- t += dt;
- r += dr;
- q += dq;
- }
+ span->lambda[0][i] = compute_lambda(dsdx, dsdy, dtdx, dtdy,
+ dqdx, dqdy, texW, texH,
+ s, t, q, invQ);
+ span->texcoords[0][i][0] = s * invQ;
+ span->texcoords[0][i][1] = t * invQ;
+ span->texcoords[0][i][2] = r * invQ;
+ s += dsdx;
+ t += dtdx;
+ r += drdx;
+ q += dqdx;
}
span->arrayMask |= SPAN_LAMBDA;
}
else {
/* just texture 0, without lambda */
- const GLfloat ds = span->texStep[0][0];
- const GLfloat dt = span->texStep[0][1];
- const GLfloat dr = span->texStep[0][2];
- const GLfloat dq = span->texStep[0][3];
+ const GLfloat dsdx = span->texStepX[0][0];
+ const GLfloat dtdx = span->texStepX[0][1];
+ const GLfloat drdx = span->texStepX[0][2];
+ const GLfloat dqdx = span->texStepX[0][3];
GLfloat s = span->tex[0][0];
GLfloat t = span->tex[0][1];
GLfloat r = span->tex[0][2];
GLfloat q = span->tex[0][3];
GLuint i;
- if (dq == 0.0) {
+ if (dqdx == 0.0) {
/* Ortho projection or polygon's parallel to window X axis */
const GLfloat invQ = (q == 0.0F) ? 1.0F : (1.0F / q);
for (i = 0; i < span->end; i++) {
span->texcoords[0][i][0] = s * invQ;
span->texcoords[0][i][1] = t * invQ;
span->texcoords[0][i][2] = r * invQ;
- s += ds;
- t += dt;
- r += dr;
+ s += dsdx;
+ t += dtdx;
+ r += drdx;
}
}
else {
span->texcoords[0][i][0] = s * invQ;
span->texcoords[0][i][1] = t * invQ;
span->texcoords[0][i][2] = r * invQ;
- s += ds;
- t += dt;
- r += dr;
- q += dq;
+ s += dsdx;
+ t += dtdx;
+ r += drdx;
+ q += dqdx;
}
}
}
-/* $Id: s_texture.c,v 1.55 2002/03/08 00:09:18 brianp Exp $ */
+/* $Id: s_texture.c,v 1.56 2002/03/16 18:02:08 brianp Exp $ */
/*
* Mesa 3-D graphics library
GLuint *magStart, GLuint *magEnd )
{
ASSERT(lambda != NULL);
-#ifdef DEBUG
- /* verify that lambda[] is monotonous */
+#if 0
+ /* Verify that lambda[] is monotonous.
+ * We can't really use this because the inaccuracy in the LOG2 function
+ * causes this test to fail, yet the resulting texturing is correct.
+ */
if (n > 1) {
GLuint i;
+ printf("lambda delta = %g\n", lambda[0] - lambda[n-1]);
if (lambda[0] >= lambda[n-1]) { /* decreasing */
for (i = 0; i < n - 1; i++) {
- ASSERT((GLint) (lambda[i] * 100) >= (GLint) (lambda[i+1] * 100));
+ ASSERT((GLint) (lambda[i] * 10) >= (GLint) (lambda[i+1] * 10));
}
}
else { /* increasing */
for (i = 0; i < n - 1; i++) {
- ASSERT((GLint) (lambda[i] * 100) <= (GLint) (lambda[i+1] * 100));
+ ASSERT((GLint) (lambda[i] * 10) <= (GLint) (lambda[i+1] * 10));
}
}
}
}
}
-#ifdef DEBUG
- /* Verify the min/mag Start/End values */
+#if 0
+ /* Verify the min/mag Start/End values
+ * We don't use this either (see above)
+ */
{
GLint i;
for (i = 0; i < n; i++) {
GLchan texel[MAX_WIDTH][4];
if (lambda) {
+#if 0
+ float min, max;
+ int i;
+ min = max = lambda[0];
+ for (i = 1; i < n; i++) {
+ if (lambda[i] > max)
+ max = lambda[i];
+ if (lambda[i] < min)
+ min = lambda[i];
+ }
+ printf("min/max %g / %g\n", min, max);
+#endif
if (textureUnit->LodBias != 0.0F) {
/* apply LOD bias, but don't clamp yet */
GLuint i;
-/* $Id: s_triangle.c,v 1.54 2002/02/02 17:24:11 brianp Exp $ */
+/* $Id: s_triangle.c,v 1.55 2002/03/16 18:02:08 brianp Exp $ */
/*
* Mesa 3-D graphics library
GLfloat tex_coord[3], tex_step[3];
GLchan *dest = span->color.rgba[0];
- tex_coord[0] = span->tex[0][0] * (info->smask + 1),
- tex_step[0] = span->texStep[0][0] * (info->smask + 1);
- tex_coord[1] = span->tex[0][1] * (info->tmask + 1),
- tex_step[1] = span->texStep[0][1] * (info->tmask + 1);
+ tex_coord[0] = span->tex[0][0] * (info->smask + 1);
+ tex_step[0] = span->texStepX[0][0] * (info->smask + 1);
+ tex_coord[1] = span->tex[0][1] * (info->tmask + 1);
+ tex_step[1] = span->texStepX[0][1] * (info->tmask + 1);
/* span->tex[0][2] only if 3D-texturing, here only 2D */
- tex_coord[2] = span->tex[0][3],
- tex_step[2] = span->texStep[0][3];
+ tex_coord[2] = span->tex[0][3];
+ tex_step[2] = span->texStepX[0][3];
switch (info->filter) {
case GL_NEAREST:
-/*
- * Render a smooth-shaded, textured, RGBA triangle.
- * Interpolate S,T,R with perspective correction and compute lambda for
- * each fragment. Lambda is used to determine whether to use the
- * minification or magnification filter. If minification and using
- * mipmaps, lambda is also used to select the texture level of detail.
- */
-static void lambda_textured_triangle( GLcontext *ctx,
- const SWvertex *v0,
- const SWvertex *v1,
- const SWvertex *v2 )
-{
-#define INTERP_Z 1
-#define INTERP_FOG 1
-#define DEPTH_TYPE DEFAULT_SOFTWARE_DEPTH_TYPE
-#define INTERP_RGB 1
-#define INTERP_SPEC 1
-#define INTERP_ALPHA 1
-#define INTERP_TEX 1
-#define INTERP_LAMBDA 1
-
-#define RENDER_SPAN( span ) _mesa_write_texture_span(ctx, &span, GL_POLYGON);
-
-#include "s_tritemp.h"
-}
-
-
/*
* This is the big one!
- * Interpolate Z, RGB, Alpha, specular, fog, and N sets of texture coordinates
- * with lambda (LOD).
+ * Interpolate Z, RGB, Alpha, specular, fog, and N sets of texture coordinates.
* Yup, it's slow.
*/
static void
-lambda_multitextured_triangle( GLcontext *ctx,
- const SWvertex *v0,
- const SWvertex *v1,
- const SWvertex *v2 )
+multitextured_triangle( GLcontext *ctx,
+ const SWvertex *v0,
+ const SWvertex *v1,
+ const SWvertex *v2 )
{
#define INTERP_Z 1
#define INTERP_ALPHA 1
#define INTERP_SPEC 1
#define INTERP_MULTITEX 1
-#define INTERP_LAMBDA 1
#define RENDER_SPAN( span ) _mesa_write_texture_span(ctx, &span, GL_POLYGON);
}
}
else {
- /* More complicated textures (mipmap, multi-tex, sep specular) */
- GLboolean needLambda;
- /* if mag filter != min filter we need to compute lambda */
- const struct gl_texture_object *obj = ctx->Texture.Unit[0]._Current;
- if (obj && obj->MinFilter != obj->MagFilter)
- needLambda = GL_TRUE;
- else
- needLambda = GL_FALSE;
+ /* general case textured triangles */
if (ctx->Texture._ReallyEnabled > TEXTURE0_ANY) {
- USE(lambda_multitextured_triangle);
+ USE(multitextured_triangle);
}
else {
- if (needLambda) {
- USE(lambda_textured_triangle);
- }
- else {
- USE(general_textured_triangle);
- }
+ USE(general_textured_triangle);
}
}
}
-/* $Id: s_tritemp.h,v 1.34 2002/03/01 04:28:32 brianp Exp $ */
+/* $Id: s_tritemp.h,v 1.35 2002/03/16 18:02:08 brianp Exp $ */
/*
* Mesa 3-D graphics library
* INTERP_TEX - if defined, interpolate set 0 float STRQ texcoords
* NOTE: OpenGL STRQ = Mesa STUV (R was taken for red)
* INTERP_MULTITEX - if defined, interpolate N units of STRQ texcoords
- * INTERP_LAMBDA - if defined, compute lambda value (for mipmapping)
- * a lambda value for every texture unit
* INTERP_FLOAT_RGBA - if defined, interpolate RGBA with floating point
* INTERP_FLOAT_SPEC - if defined, interpolate specular with floating point
*
GLfloat dtdx, dtdy;
#endif
#ifdef INTERP_TEX
- GLfloat dsdy;
- GLfloat dtdy;
- GLfloat dudy;
- GLfloat dvdy;
+ GLfloat dsdx, dsdy;
+ GLfloat dtdx, dtdy;
+ GLfloat dudx, dudy;
+ GLfloat dvdx, dvdy;
#endif
#ifdef INTERP_MULTITEX
- GLfloat dsdy[MAX_TEXTURE_UNITS];
- GLfloat dtdy[MAX_TEXTURE_UNITS];
- GLfloat dudy[MAX_TEXTURE_UNITS];
- GLfloat dvdy[MAX_TEXTURE_UNITS];
-#endif
-
-#if defined(INTERP_LAMBDA) && !defined(INTERP_TEX) && !defined(INTERP_MULTITEX)
-#error "Mipmapping without texturing doesn't make sense."
+ GLfloat dsdx[MAX_TEXTURE_UNITS], dsdy[MAX_TEXTURE_UNITS];
+ GLfloat dtdx[MAX_TEXTURE_UNITS], dtdy[MAX_TEXTURE_UNITS];
+ GLfloat dudx[MAX_TEXTURE_UNITS], dudy[MAX_TEXTURE_UNITS];
+ GLfloat dvdx[MAX_TEXTURE_UNITS], dvdy[MAX_TEXTURE_UNITS];
#endif
/*
eMaj_ds = vMax->texcoord[0][0] * wMax - vMin->texcoord[0][0] * wMin;
eBot_ds = vMid->texcoord[0][0] * wMid - vMin->texcoord[0][0] * wMin;
- span.texStep[0][0] = oneOverArea * (eMaj_ds * eBot.dy
- - eMaj.dy * eBot_ds);
+ dsdx = oneOverArea * (eMaj_ds * eBot.dy - eMaj.dy * eBot_ds);
dsdy = oneOverArea * (eMaj.dx * eBot_ds - eMaj_ds * eBot.dx);
+ span.texStepX[0][0] = dsdx;
+ span.texStepY[0][0] = dsdy;
eMaj_dt = vMax->texcoord[0][1] * wMax - vMin->texcoord[0][1] * wMin;
eBot_dt = vMid->texcoord[0][1] * wMid - vMin->texcoord[0][1] * wMin;
- span.texStep[0][1] = oneOverArea * (eMaj_dt * eBot.dy
- - eMaj.dy * eBot_dt);
+ dtdx = oneOverArea * (eMaj_dt * eBot.dy - eMaj.dy * eBot_dt);
dtdy = oneOverArea * (eMaj.dx * eBot_dt - eMaj_dt * eBot.dx);
+ span.texStepX[0][1] = dtdx;
+ span.texStepY[0][1] = dtdy;
eMaj_du = vMax->texcoord[0][2] * wMax - vMin->texcoord[0][2] * wMin;
eBot_du = vMid->texcoord[0][2] * wMid - vMin->texcoord[0][2] * wMin;
- span.texStep[0][2] = oneOverArea * (eMaj_du * eBot.dy
- - eMaj.dy * eBot_du);
+ dudx = oneOverArea * (eMaj_du * eBot.dy - eMaj.dy * eBot_du);
dudy = oneOverArea * (eMaj.dx * eBot_du - eMaj_du * eBot.dx);
+ span.texStepX[0][2] = dudx;
+ span.texStepY[0][2] = dudy;
eMaj_dv = vMax->texcoord[0][3] * wMax - vMin->texcoord[0][3] * wMin;
eBot_dv = vMid->texcoord[0][3] * wMid - vMin->texcoord[0][3] * wMin;
- span.texStep[0][3] = oneOverArea * (eMaj_dv * eBot.dy
- - eMaj.dy * eBot_dv);
+ dvdx = oneOverArea * (eMaj_dv * eBot.dy - eMaj.dy * eBot_dv);
dvdy = oneOverArea * (eMaj.dx * eBot_dv - eMaj_dv * eBot.dx);
+ span.texStepX[0][3] = dvdx;
+ span.texStepY[0][3] = dvdy;
}
-# ifdef INTERP_LAMBDA
- {
- const struct gl_texture_object *obj = ctx->Texture.Unit[0]._Current;
- const struct gl_texture_image *texImage = obj->Image[obj->BaseLevel];
- const GLfloat texWidth = (GLfloat) texImage->Width;
- const GLfloat texHeight = (GLfloat) texImage->Height;
- GLfloat dudx = span.texStep[0][0] * texWidth;
- GLfloat dudy = dsdy * texWidth;
- GLfloat dvdx = span.texStep[0][1] * texHeight;
- GLfloat dvdy = dtdy * texHeight;
- GLfloat r1 = dudx * dudx + dudy * dudy;
- GLfloat r2 = dvdx * dvdx + dvdy * dvdy;
- span.rho[0] = r1 + r2; /* was rho2 = MAX2(r1,r2) */
- span.interpMask |= SPAN_LAMBDA;
- }
-# endif
#endif
#ifdef INTERP_MULTITEX
span.interpMask |= SPAN_TEXTURE;
-# ifdef INTERP_LAMBDA
- span.interpMask |= SPAN_LAMBDA;
-# endif
{
GLfloat wMax = vMax->win[3];
GLfloat wMin = vMin->win[3];
- vMin->texcoord[u][0] * wMin;
eBot_ds = vMid->texcoord[u][0] * wMid
- vMin->texcoord[u][0] * wMin;
- span.texStep[u][0] = oneOverArea * (eMaj_ds * eBot.dy
- - eMaj.dy * eBot_ds);
+ dsdx[u] = oneOverArea * (eMaj_ds * eBot.dy - eMaj.dy * eBot_ds);
dsdy[u] = oneOverArea * (eMaj.dx * eBot_ds - eMaj_ds * eBot.dx);
+ span.texStepX[u][0] = dsdx[u];
+ span.texStepY[u][0] = dsdy[u];
eMaj_dt = vMax->texcoord[u][1] * wMax
- vMin->texcoord[u][1] * wMin;
eBot_dt = vMid->texcoord[u][1] * wMid
- vMin->texcoord[u][1] * wMin;
- span.texStep[u][1] = oneOverArea * (eMaj_dt * eBot.dy
- - eMaj.dy * eBot_dt);
+ dtdx[u] = oneOverArea * (eMaj_dt * eBot.dy - eMaj.dy * eBot_dt);
dtdy[u] = oneOverArea * (eMaj.dx * eBot_dt - eMaj_dt * eBot.dx);
+ span.texStepX[u][1] = dtdx[u];
+ span.texStepY[u][1] = dtdy[u];
eMaj_du = vMax->texcoord[u][2] * wMax
- vMin->texcoord[u][2] * wMin;
eBot_du = vMid->texcoord[u][2] * wMid
- vMin->texcoord[u][2] * wMin;
- span.texStep[u][2] = oneOverArea * (eMaj_du * eBot.dy
- - eMaj.dy * eBot_du);
+ dudx[u] = oneOverArea * (eMaj_du * eBot.dy - eMaj.dy * eBot_du);
dudy[u] = oneOverArea * (eMaj.dx * eBot_du - eMaj_du * eBot.dx);
+ span.texStepX[u][2] = dudx[u];
+ span.texStepY[u][2] = dudy[u];
eMaj_dv = vMax->texcoord[u][3] * wMax
- vMin->texcoord[u][3] * wMin;
eBot_dv = vMid->texcoord[u][3] * wMid
- vMin->texcoord[u][3] * wMin;
- span.texStep[u][3] = oneOverArea * (eMaj_dv * eBot.dy
- - eMaj.dy * eBot_dv);
+ dvdx[u] = oneOverArea * (eMaj_dv * eBot.dy - eMaj.dy * eBot_dv);
dvdy[u] = oneOverArea * (eMaj.dx * eBot_dv - eMaj_dv * eBot.dx);
-# ifdef INTERP_LAMBDA
- {
- const struct gl_texture_object *obj
- = ctx->Texture.Unit[u]._Current;
- const struct gl_texture_image *texImage
- = obj->Image[obj->BaseLevel];
- const GLfloat texWidth = (GLfloat) texImage->Width;
- const GLfloat texHeight = (GLfloat) texImage->Height;
- GLfloat dudx = span.texStep[u][0] * texWidth;
- GLfloat dudy = dsdy[u] * texWidth;
- GLfloat dvdx = span.texStep[u][1] * texHeight;
- GLfloat dvdy = dtdy[u] * texHeight;
- GLfloat r1 = dudx * dudx + dudy * dudy;
- GLfloat r2 = dvdx * dvdx + dvdy * dvdy;
- span.rho[u] = r1 + r2; /* was rho2 = MAX2(r1,r2) */
- }
-# endif
+ span.texStepX[u][3] = dvdx[u];
+ span.texStepY[u][3] = dvdy[u];
}
}
}
GLfloat invW = vLower->win[3];
GLfloat s0, t0, u0, v0;
s0 = vLower->texcoord[0][0] * invW;
- sLeft = s0 + (span.texStep[0][0] * adjx + dsdy * adjy)
+ sLeft = s0 + (span.texStepX[0][0] * adjx + dsdy * adjy)
* (1.0F/FIXED_SCALE);
- dsOuter = dsdy + dxOuter * span.texStep[0][0];
+ dsOuter = dsdy + dxOuter * span.texStepX[0][0];
t0 = vLower->texcoord[0][1] * invW;
- tLeft = t0 + (span.texStep[0][1] * adjx + dtdy * adjy)
+ tLeft = t0 + (span.texStepX[0][1] * adjx + dtdy * adjy)
* (1.0F/FIXED_SCALE);
- dtOuter = dtdy + dxOuter * span.texStep[0][1];
+ dtOuter = dtdy + dxOuter * span.texStepX[0][1];
u0 = vLower->texcoord[0][2] * invW;
- uLeft = u0 + (span.texStep[0][2] * adjx + dudy * adjy)
+ uLeft = u0 + (span.texStepX[0][2] * adjx + dudy * adjy)
* (1.0F/FIXED_SCALE);
- duOuter = dudy + dxOuter * span.texStep[0][2];
+ duOuter = dudy + dxOuter * span.texStepX[0][2];
v0 = vLower->texcoord[0][3] * invW;
- vLeft = v0 + (span.texStep[0][3] * adjx + dvdy * adjy)
+ vLeft = v0 + (span.texStepX[0][3] * adjx + dvdy * adjy)
* (1.0F/FIXED_SCALE);
- dvOuter = dvdy + dxOuter * span.texStep[0][3];
+ dvOuter = dvdy + dxOuter * span.texStepX[0][3];
}
#endif
#ifdef INTERP_MULTITEX
GLfloat invW = vLower->win[3];
GLfloat s0, t0, u0, v0;
s0 = vLower->texcoord[u][0] * invW;
- sLeft[u] = s0 + (span.texStep[u][0] * adjx + dsdy[u]
+ sLeft[u] = s0 + (span.texStepX[u][0] * adjx + dsdy[u]
* adjy) * (1.0F/FIXED_SCALE);
- dsOuter[u] = dsdy[u] + dxOuter * span.texStep[u][0];
+ dsOuter[u] = dsdy[u] + dxOuter * span.texStepX[u][0];
t0 = vLower->texcoord[u][1] * invW;
- tLeft[u] = t0 + (span.texStep[u][1] * adjx + dtdy[u]
+ tLeft[u] = t0 + (span.texStepX[u][1] * adjx + dtdy[u]
* adjy) * (1.0F/FIXED_SCALE);
- dtOuter[u] = dtdy[u] + dxOuter * span.texStep[u][1];
+ dtOuter[u] = dtdy[u] + dxOuter * span.texStepX[u][1];
u0 = vLower->texcoord[u][2] * invW;
- uLeft[u] = u0 + (span.texStep[u][2] * adjx + dudy[u]
+ uLeft[u] = u0 + (span.texStepX[u][2] * adjx + dudy[u]
* adjy) * (1.0F/FIXED_SCALE);
- duOuter[u] = dudy[u] + dxOuter * span.texStep[u][2];
+ duOuter[u] = dudy[u] + dxOuter * span.texStepX[u][2];
v0 = vLower->texcoord[u][3] * invW;
- vLeft[u] = v0 + (span.texStep[u][3] * adjx + dvdy[u]
+ vLeft[u] = v0 + (span.texStepX[u][3] * adjx + dvdy[u]
* adjy) * (1.0F/FIXED_SCALE);
- dvOuter[u] = dvdy[u] + dxOuter * span.texStep[u][3];
+ dvOuter[u] = dvdy[u] + dxOuter * span.texStepX[u][3];
}
}
}
fdtInner = fdtOuter + span.intTexStep[1];
#endif
#ifdef INTERP_TEX
- dsInner = dsOuter + span.texStep[0][0];
- dtInner = dtOuter + span.texStep[0][1];
- duInner = duOuter + span.texStep[0][2];
- dvInner = dvOuter + span.texStep[0][3];
+ dsInner = dsOuter + span.texStepX[0][0];
+ dtInner = dtOuter + span.texStepX[0][1];
+ duInner = duOuter + span.texStepX[0][2];
+ dvInner = dvOuter + span.texStepX[0][3];
#endif
#ifdef INTERP_MULTITEX
{
GLuint u;
for (u = 0; u < ctx->Const.MaxTextureUnits; u++) {
if (ctx->Texture.Unit[u]._ReallyEnabled) {
- dsInner[u] = dsOuter[u] + span.texStep[u][0];
- dtInner[u] = dtOuter[u] + span.texStep[u][1];
- duInner[u] = duOuter[u] + span.texStep[u][2];
- dvInner[u] = dvOuter[u] + span.texStep[u][3];
+ dsInner[u] = dsOuter[u] + span.texStepX[u][0];
+ dtInner[u] = dtOuter[u] + span.texStepX[u][1];
+ duInner[u] = duOuter[u] + span.texStepX[u][2];
+ dvInner[u] = dvOuter[u] + span.texStepX[u][3];
}
}
}
#undef INTERP_INT_TEX
#undef INTERP_TEX
#undef INTERP_MULTITEX
-#undef INTERP_LAMBDA
#undef INTERP_FLOAT_RGBA
#undef INTERP_FLOAT_SPEC