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authorKeith Whitwell <keith@tungstengraphics.com>2000-10-27 16:44:40 +0000
committerKeith Whitwell <keith@tungstengraphics.com>2000-10-27 16:44:40 +0000
commitfe5d67d95f3a5fc84c5421d409a6464642aaf2cb (patch)
treee425a9d97e9e1bbdf4848b313c7c1548db11cb36 /src/mesa/main/fog.c
parentba58a6665f21319a636ec4c09f7f592fbc8e36b5 (diff)
Implement EXT_fog_coord and EXT_secondary_color.
EXT_secondary_color is disabled until we get some dispatch offsets from SGI.
Diffstat (limited to 'src/mesa/main/fog.c')
-rw-r--r--src/mesa/main/fog.c368
1 files changed, 171 insertions, 197 deletions
diff --git a/src/mesa/main/fog.c b/src/mesa/main/fog.c
index d547bf747f..0a6d565ac3 100644
--- a/src/mesa/main/fog.c
+++ b/src/mesa/main/fog.c
@@ -1,4 +1,4 @@
-/* $Id: fog.c,v 1.20 2000/09/26 20:53:53 brianp Exp $ */
+/* $Id: fog.c,v 1.21 2000/10/27 16:44:40 keithw Exp $ */
/*
* Mesa 3-D graphics library
@@ -64,6 +64,7 @@ _mesa_Fogiv(GLenum pname, const GLint *params )
case GL_FOG_START:
case GL_FOG_END:
case GL_FOG_INDEX:
+ case GL_FOG_COORDINATE_SOURCE_EXT:
p[0] = (GLfloat) *params;
break;
case GL_FOG_COLOR:
@@ -123,6 +124,14 @@ _mesa_Fogfv( GLenum pname, const GLfloat *params )
ctx->Fog.Color[2] = params[2];
ctx->Fog.Color[3] = params[3];
break;
+ case GL_FOG_COORDINATE_SOURCE_EXT: {
+ GLenum p = (GLenum)(GLint) *params;
+ if (p == GL_FOG_COORDINATE_EXT || p == GL_FRAGMENT_DEPTH_EXT)
+ ctx->Fog.FogCoordinateSource = p;
+ else
+ gl_error( ctx, GL_INVALID_ENUM, "glFog" );
+ break;
+ }
default:
gl_error( ctx, GL_INVALID_ENUM, "glFog" );
return;
@@ -136,157 +145,183 @@ _mesa_Fogfv( GLenum pname, const GLfloat *params )
}
-typedef void (*fog_func)( struct vertex_buffer *VB, GLuint side,
- GLubyte flag );
-
-typedef void (*fog_coord_func)( struct vertex_buffer *VB,
- const GLvector4f *from,
- GLubyte flag );
-
-static fog_func fog_ci_tab[2];
-static fog_func fog_rgba_tab[2];
-static fog_coord_func make_fog_coord_tab[2];
-
-/*
- * Compute the fogged color for an array of vertices.
- * Input: n - number of vertices
- * v - array of vertices
- * color - the original vertex colors
- * Output: color - the fogged colors
- *
- */
-#define TAG(x) x##_raw
-#define CULLCHECK
-#define IDX 0
-#include "fog_tmp.h"
-
-#define TAG(x) x##_masked
-#define CULLCHECK if (cullmask[i]&flag)
-#define IDX 1
-#include "fog_tmp.h"
void
_mesa_init_fog( void )
{
- init_fog_tab_masked();
- init_fog_tab_raw();
+}
+
+static GLvector1f *get_fogcoord_ptr( GLcontext *ctx, GLvector1f *tmp )
+{
+ struct vertex_buffer *VB = ctx->VB;
+
+ if (ctx->Fog.FogCoordinateSource == GL_FRAGMENT_DEPTH_EXT) {
+ if (!ctx->NeedEyeCoords) {
+ GLfloat *m = ctx->ModelView.m;
+ GLfloat plane[4];
+
+ plane[0] = m[2];
+ plane[1] = m[6];
+ plane[2] = m[10];
+ plane[3] = m[14];
+
+ /* Full eye coords weren't required, just calculate the
+ * eye Z values.
+ */
+ gl_dotprod_tab[0][VB->ObjPtr->size](&VB->Eye, 2,
+ VB->ObjPtr, plane, 0 );
+
+ tmp->data = &(VB->Eye.data[0][2]);
+ tmp->start = VB->Eye.start+2;
+ tmp->stride = VB->Eye.stride;
+ return tmp;
+ }
+ else
+ {
+ if (VB->EyePtr->size < 2)
+ gl_vector4f_clean_elem( &VB->Eye, VB->Count, 2 );
+
+ tmp->data = &(VB->EyePtr->data[0][2]);
+ tmp->start = VB->EyePtr->start+2;
+ tmp->stride = VB->EyePtr->stride;
+ return tmp;
+ }
+ } else
+ return VB->FogCoordPtr;
}
-/*
- * Compute fog for the vertices in the vertex buffer.
+/* Use lookup table & interpolation?
*/
-void
-_mesa_fog_vertices( struct vertex_buffer *VB )
+static void
+make_win_fog_coords( struct vertex_buffer *VB,
+ GLvector1f *fogcoord)
{
- GLcontext *ctx = VB->ctx;
- GLuint i = VB->CullMode & 1;
-
- if (ctx->Visual.RGBAflag) {
- /* Fog RGB colors */
- if (ctx->TriangleCaps & DD_TRI_LIGHT_TWOSIDE) {
- fog_rgba_tab[i]( VB, 0, VERT_FACE_FRONT );
- fog_rgba_tab[i]( VB, 1, VERT_FACE_REAR );
- } else {
- fog_rgba_tab[i]( VB, 0, VERT_FACE_FRONT|VERT_FACE_REAR );
+ const GLcontext *ctx = VB->ctx;
+ GLfloat end = ctx->Fog.End;
+ GLfloat *v = fogcoord->start;
+ GLuint stride = fogcoord->stride;
+ GLuint n = VB->Count - VB->Start;
+ GLfloat *out;
+ GLfloat d;
+ GLuint i;
+
+ VB->FogCoordPtr = VB->store.FogCoord;
+ out = VB->FogCoordPtr->data + VB->Start;
+
+ switch (ctx->Fog.Mode) {
+ case GL_LINEAR:
+ d = 1.0F / (ctx->Fog.End - ctx->Fog.Start);
+ for ( i = 0 ; i < n ; i++, STRIDE_F(v, stride)) {
+ out[i] = (end - ABSF(*v)) * d;
+ if (0) fprintf(stderr, "z %f out %f\n", *v, out[i]);
}
- }
- else {
- /* Fog color indexes */
- if (ctx->TriangleCaps & DD_TRI_LIGHT_TWOSIDE) {
- fog_ci_tab[i]( VB, 0, VERT_FACE_FRONT );
- fog_ci_tab[i]( VB, 1, VERT_FACE_REAR );
- } else {
- fog_ci_tab[i]( VB, 0, VERT_FACE_FRONT|VERT_FACE_REAR );
+ break;
+ case GL_EXP:
+ d = -ctx->Fog.Density;
+ for ( i = 0 ; i < n ; i++, STRIDE_F(v,stride)) {
+ out[i] = exp( d*ABSF(*v) );
+ if (0) fprintf(stderr, "z %f out %f\n", *v, out[i]);
+ }
+ break;
+ case GL_EXP2:
+ d = -(ctx->Fog.Density*ctx->Fog.Density);
+ for ( i = 0 ; i < n ; i++, STRIDE_F(v, stride)) {
+ GLfloat z = *v;
+ out[i] = exp( d*z*z );
+ if (0) fprintf(stderr, "z %f out %f\n", *v, out[i]);
}
+ break;
+ default:
+ gl_problem(ctx, "Bad fog mode in make_fog_coord");
+ return;
}
}
-static void check_fog_coords( GLcontext *ctx, struct gl_pipeline_stage *d )
+void
+_mesa_make_win_fog_coords( struct vertex_buffer *VB )
{
- d->type = 0;
+ GLvector1f tmp;
- if (ctx->FogMode==FOG_FRAGMENT)
- {
- d->type = PIPE_IMMEDIATE|PIPE_PRECALC;
- d->inputs = VERT_OBJ_ANY;
- d->outputs = VERT_FOG_COORD;
- }
+ make_win_fog_coords( VB, get_fogcoord_ptr( VB->ctx, &tmp ) );
}
-static void gl_make_fog_coords( struct vertex_buffer *VB )
+
+/*
+ * Apply fog to an array of RGBA pixels.
+ * Input: n - number of pixels
+ * fog - array of interpolated screen-space fog coordinates in [0..1]
+ * red, green, blue, alpha - pixel colors
+ * Output: red, green, blue, alpha - fogged pixel colors
+ */
+void
+_mesa_fog_rgba_pixels( const GLcontext *ctx,
+ GLuint n,
+ const GLfixed fog[],
+ GLubyte rgba[][4] )
{
- GLcontext *ctx = VB->ctx;
-
- /* If full eye coords weren't required, just calculate the eye Z
- * values.
- */
- if (!ctx->NeedEyeCoords) {
- GLfloat *m = ctx->ModelView.m;
- GLfloat plane[4];
-
- plane[0] = m[2];
- plane[1] = m[6];
- plane[2] = m[10];
- plane[3] = m[14];
-
- gl_dotprod_tab[0][VB->ObjPtr->size](&VB->Eye,
- 2, /* fill z coordinates */
- VB->ObjPtr,
- plane,
- 0 );
-
- make_fog_coord_tab[0]( VB, &VB->Eye, 0 );
- }
- else
- {
- make_fog_coord_tab[0]( VB, VB->EyePtr, 0 );
+ GLfixed rFog = ctx->Fog.Color[0] * 255.0;
+ GLfixed gFog = ctx->Fog.Color[1] * 255.0;
+ GLfixed bFog = ctx->Fog.Color[2] * 255.0;
+ GLuint i;
+
+ for (i=0;i<n;i++) {
+ GLfixed f = CLAMP(fog[i], 0, FIXED_ONE);
+ GLfixed g = FIXED_ONE - f;
+/* fprintf(stderr, "f %d/%f g %d ONE %d\n", f, f/(float)FIXED_ONE, g, FIXED_ONE); */
+ rgba[i][0] = (f*rgba[i][0] + g*rFog) >> FIXED_SHIFT;
+ rgba[i][1] = (f*rgba[i][1] + g*gFog) >> FIXED_SHIFT;
+ rgba[i][2] = (f*rgba[i][2] + g*bFog) >> FIXED_SHIFT;
}
}
-/* Drivers that want fog coordinates in VB->Spec[0] alpha, can substitute this
- * stage for the default PIPE_OP_FOG pipeline stage.
- */
-struct gl_pipeline_stage gl_fog_coord_stage = {
- "build fog coordinates",
- PIPE_OP_FOG,
- PIPE_PRECALC|PIPE_IMMEDIATE,
- 0,
- NEW_FOG,
- NEW_LIGHTING|NEW_RASTER_OPS|NEW_FOG|NEW_MODELVIEW,
- 0, 0,
- 0, 0, 0,
- check_fog_coords,
- gl_make_fog_coords
-};
+/*
+ * Apply fog to an array of color index pixels.
+ * Input: n - number of pixels
+ * z - array of integer depth values
+ * index - pixel color indexes
+ * Output: index - fogged pixel color indexes
+ */
+void
+_mesa_fog_ci_pixels( const GLcontext *ctx,
+ GLuint n, const GLfixed fog[], GLuint index[] )
+{
+ GLuint idx = ctx->Fog.Index;
+ GLuint i;
+
+ for (i=0;i<n;i++) {
+ GLfixed f = FixedToFloat(CLAMP(fog[i], 0, FIXED_ONE));
+ index[i] = (GLuint) ((GLfloat) index[i] + (1.0F-f) * idx);
+ }
+}
/*
- * Apply fog to an array of RGBA pixels.
+ * Calculate fog coords from window z values
* Input: n - number of pixels
* z - array of integer depth values
* red, green, blue, alpha - pixel colors
* Output: red, green, blue, alpha - fogged pixel colors
+ *
+ * Use lookup table & interpolation?
*/
void
-_mesa_fog_rgba_pixels( const GLcontext *ctx,
- GLuint n, const GLdepth z[], GLubyte rgba[][4] )
+_mesa_win_fog_coords_from_z( const GLcontext *ctx,
+ GLuint n,
+ const GLdepth z[],
+ GLfixed fogcoord[] )
{
GLfloat c = ctx->ProjectionMatrix.m[10];
GLfloat d = ctx->ProjectionMatrix.m[14];
GLuint i;
- GLfloat rFog = ctx->Fog.Color[0] * 255.0F;
- GLfloat gFog = ctx->Fog.Color[1] * 255.0F;
- GLfloat bFog = ctx->Fog.Color[2] * 255.0F;
-
GLfloat tz = ctx->Viewport.WindowMap.m[MAT_TZ];
GLfloat szInv = 1.0F / ctx->Viewport.WindowMap.m[MAT_SZ];
@@ -298,14 +333,8 @@ _mesa_fog_rgba_pixels( const GLcontext *ctx,
for (i=0;i<n;i++) {
GLfloat ndcz = ((GLfloat) z[i] - tz) * szInv;
GLfloat eyez = -d / (c+ndcz);
- GLfloat f, g;
- if (eyez < 0.0) eyez = -eyez;
- f = (fogEnd - eyez) * fogScale;
- f = CLAMP( f, 0.0F, 1.0F );
- g = 1.0F - f;
- rgba[i][RCOMP] = (GLint) (f * rgba[i][RCOMP] + g * rFog);
- rgba[i][GCOMP] = (GLint) (f * rgba[i][GCOMP] + g * gFog);
- rgba[i][BCOMP] = (GLint) (f * rgba[i][BCOMP] + g * bFog);
+ if (eyez < 0.0) eyez = -eyez;
+ fogcoord[i] = (fogEnd - eyez) * fogScale;
}
}
break;
@@ -313,14 +342,8 @@ _mesa_fog_rgba_pixels( const GLcontext *ctx,
for (i=0;i<n;i++) {
GLfloat ndcz = ((GLfloat) z[i] - tz) * szInv;
GLfloat eyez = d / (c+ndcz);
- GLfloat f, g;
- if (eyez < 0.0)
- eyez = -eyez;
- f = exp( -ctx->Fog.Density * eyez );
- g = 1.0F - f;
- rgba[i][RCOMP] = (GLint) (f * rgba[i][RCOMP] + g * rFog);
- rgba[i][GCOMP] = (GLint) (f * rgba[i][GCOMP] + g * gFog);
- rgba[i][BCOMP] = (GLint) (f * rgba[i][BCOMP] + g * bFog);
+ if (eyez < 0.0) eyez = -eyez;
+ fogcoord[i] = exp( -ctx->Fog.Density * eyez );
}
break;
case GL_EXP2:
@@ -329,29 +352,37 @@ _mesa_fog_rgba_pixels( const GLcontext *ctx,
for (i=0;i<n;i++) {
GLfloat ndcz = ((GLfloat) z[i] - tz) * szInv;
GLfloat eyez = d / (c+ndcz);
- GLfloat f, g;
GLfloat tmp = negDensitySquared * eyez * eyez;
#ifdef __alpha__
- /* XXX this underflow check may be needed for other systems */
if (tmp < FLT_MIN_10_EXP)
- f = exp( FLT_MIN_10_EXP );
- else
+ tmp = FLT_MIN_10_EXP;
#endif
- f = exp( tmp );
- g = 1.0F - f;
- rgba[i][RCOMP] = (GLint) (f * rgba[i][RCOMP] + g * rFog);
- rgba[i][GCOMP] = (GLint) (f * rgba[i][GCOMP] + g * gFog);
- rgba[i][BCOMP] = (GLint) (f * rgba[i][BCOMP] + g * bFog);
+ fogcoord[i] = exp( tmp );
}
}
break;
default:
- gl_problem(ctx, "Bad fog mode in _mesa_fog_rgba_pixels");
+ gl_problem(ctx, "Bad fog mode in _mesa_win_fog_coords_from_z");
return;
}
}
+/*
+ * Apply fog to an array of RGBA pixels.
+ * Input: n - number of pixels
+ * z - array of integer depth values
+ * red, green, blue, alpha - pixel colors
+ * Output: red, green, blue, alpha - fogged pixel colors
+ */
+void
+_mesa_depth_fog_rgba_pixels( const GLcontext *ctx,
+ GLuint n, const GLdepth z[], GLubyte rgba[][4] )
+{
+ GLfixed fog[MAX_WIDTH];
+ _mesa_win_fog_coords_from_z( ctx, n, z, fog );
+ _mesa_fog_rgba_pixels( ctx, n, fog, rgba );
+}
/*
@@ -362,68 +393,11 @@ _mesa_fog_rgba_pixels( const GLcontext *ctx,
* Output: index - fogged pixel color indexes
*/
void
-_mesa_fog_ci_pixels( const GLcontext *ctx,
+_mesa_depth_fog_ci_pixels( const GLcontext *ctx,
GLuint n, const GLdepth z[], GLuint index[] )
{
- GLfloat c = ctx->ProjectionMatrix.m[10];
- GLfloat d = ctx->ProjectionMatrix.m[14];
- GLuint i;
-
- GLfloat tz = ctx->Viewport.WindowMap.m[MAT_TZ];
- GLfloat szInv = 1.0F / ctx->Viewport.WindowMap.m[MAT_SZ];
-
- switch (ctx->Fog.Mode) {
- case GL_LINEAR:
- {
- GLfloat fogEnd = ctx->Fog.End;
- GLfloat fogScale = 1.0F / (ctx->Fog.End - ctx->Fog.Start);
- for (i=0;i<n;i++) {
- GLfloat ndcz = ((GLfloat) z[i] - tz) * szInv;
- GLfloat eyez = -d / (c+ndcz);
- GLfloat f;
- if (eyez < 0.0) eyez = -eyez;
- f = (fogEnd - eyez) * fogScale;
- f = CLAMP( f, 0.0F, 1.0F );
- index[i] = (GLuint) ((GLfloat) index[i] + (1.0F-f) * ctx->Fog.Index);
- }
- }
- break;
- case GL_EXP:
- for (i=0;i<n;i++) {
- GLfloat ndcz = ((GLfloat) z[i] - tz) * szInv;
- GLfloat eyez = -d / (c+ndcz);
- GLfloat f;
- if (eyez < 0.0)
- eyez = -eyez;
- f = exp( -ctx->Fog.Density * eyez );
- f = CLAMP( f, 0.0F, 1.0F );
- index[i] = (GLuint) ((GLfloat) index[i] + (1.0F-f) * ctx->Fog.Index);
- }
- break;
- case GL_EXP2:
- {
- GLfloat negDensitySquared = -ctx->Fog.Density * ctx->Fog.Density;
- for (i=0;i<n;i++) {
- GLfloat ndcz = ((GLfloat) z[i] - tz) * szInv;
- GLfloat eyez = -d / (c+ndcz);
- GLfloat tmp, f;
- if (eyez < 0.0)
- eyez = -eyez;
- tmp = negDensitySquared * eyez * eyez;
-#ifdef __alpha__
- /* XXX this underflow check may be needed for other systems */
- if (tmp < FLT_MIN_10_EXP)
- f = exp( FLT_MIN_10_EXP );
- else
-#endif
- f = exp( tmp );
- f = CLAMP( f, 0.0F, 1.0F );
- index[i] = (GLuint) ((GLfloat) index[i] + (1.0F-f) * ctx->Fog.Index);
- }
- }
- break;
- default:
- gl_problem(ctx, "Bad fog mode in _mesa_fog_ci_pixels");
- return;
- }
+ GLfixed fog[MAX_WIDTH];
+ _mesa_win_fog_coords_from_z( ctx, n, z, fog );
+ _mesa_fog_ci_pixels( ctx, n, fog, index );
}
+