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authorBrian <brian@yutani.localnet.net>2007-05-20 12:27:39 -0600
committerBrian <brian@yutani.localnet.net>2007-05-20 12:27:39 -0600
commit9e8a961dd7d7b717a9fb4ecdea1c1b60ea355efe (patch)
tree60c87644ec38f4693ceecbf440b120b02e2d07e6 /src/mesa/swrast/s_pointtemp.h
parentaa133a9dae53bc6aa50b88ee43deb8b34e8d0029 (diff)
Overhaul/simplify SWvertex and SWspan attribute handling.
Instead of separate fog/specular/texcoord/varying code, just treat all of them as generic attributes. Simplifies the point/line/triangle functions.
Diffstat (limited to 'src/mesa/swrast/s_pointtemp.h')
-rw-r--r--src/mesa/swrast/s_pointtemp.h115
1 files changed, 51 insertions, 64 deletions
diff --git a/src/mesa/swrast/s_pointtemp.h b/src/mesa/swrast/s_pointtemp.h
index dddc2f7f40..206085b5b8 100644
--- a/src/mesa/swrast/s_pointtemp.h
+++ b/src/mesa/swrast/s_pointtemp.h
@@ -40,7 +40,6 @@
* RGBA = do rgba instead of color index
* SMOOTH = do antialiasing
* ATTRIBS = general attributes (texcoords, etc)
- * SPECULAR = do separate specular color
* LARGE = do points with diameter > 1 pixel
* ATTENUATE = compute point size attenuation
* SPRITE = GL_ARB_point_sprite / GL_NV_point_sprite
@@ -78,13 +77,8 @@ NAME ( GLcontext *ctx, const SWvertex *vert )
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 = (GLuint) vert->index; /* XXX round? */
+ const GLuint colorIndex = (GLuint) vert->attrib[FRAG_ATTRIB_CI][0]; /* XXX round? */
#endif
#if FLAGS & ATTRIBS
GLfloat attrib[FRAG_ATTRIB_MAX][4]; /* texture & varying */
@@ -92,10 +86,22 @@ NAME ( GLcontext *ctx, const SWvertex *vert )
SWcontext *swrast = SWRAST_CONTEXT(ctx);
SWspan *span = &(swrast->PointSpan);
+ /*
+ printf("%s %g %g %g %g\n", __FUNCTION__,
+ vert->attrib[FRAG_ATTRIB_COL1][0],
+ vert->attrib[FRAG_ATTRIB_COL1][1],
+ vert->attrib[FRAG_ATTRIB_COL1][2],
+ vert->attrib[FRAG_ATTRIB_COL1][3]);
+ if ( vert->attrib[FRAG_ATTRIB_COL1][0] == 0.0 &&
+ vert->attrib[FRAG_ATTRIB_COL1][1] == 1.0 &&
+ vert->attrib[FRAG_ATTRIB_COL1][2] == 0.0)
+ foo();
+ */
+
/* Cull primitives with malformed coordinates.
*/
{
- float tmp = vert->win[0] + vert->win[1];
+ float tmp = vert->attrib[FRAG_ATTRIB_WPOS][0] + vert->attrib[FRAG_ATTRIB_WPOS][1];
if (IS_INF_OR_NAN(tmp))
return;
}
@@ -103,49 +109,37 @@ NAME ( GLcontext *ctx, const SWvertex *vert )
/*
* Span init
*/
- span->interpMask = SPAN_FOG;
+ span->interpMask = 0;
span->arrayMask = SPAN_XY | SPAN_Z;
- span->attrStart[FRAG_ATTRIB_FOGC][0] = vert->attrib[FRAG_ATTRIB_FOGC][0];
- span->attrStepX[FRAG_ATTRIB_FOGC][0] = 0.0;
- span->attrStepY[FRAG_ATTRIB_FOGC][0] = 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 & ATTRIBS
- span->arrayMask |= (SPAN_TEXTURE | SPAN_LAMBDA);
- if (ctx->FragmentProgram._Active) {
- /* Don't divide texture s,t,r by q (use TXP to do that) */
- ATTRIB_LOOP_BEGIN
- COPY_4V(attrib[attr], vert->attrib[attr]);
- ATTRIB_LOOP_END
- }
- else {
- /* Divide texture s,t,r by q here */
- ATTRIB_LOOP_BEGIN
- const GLfloat q = vert->attrib[attr][3];
- const GLfloat invQ = (q == 0.0F || q == 1.0F) ? 1.0F : (1.0F / q);
- attrib[attr][0] = vert->attrib[attr][0] * invQ;
- attrib[attr][1] = vert->attrib[attr][1] * invQ;
- attrib[attr][2] = vert->attrib[attr][2] * invQ;
- attrib[attr][3] = q;
- ATTRIB_LOOP_END
- }
+ span->arrayMask |= SPAN_LAMBDA;
+
+ /* we're filling in the attrib arrays: */
+ span->arrayAttribs = swrast->_ActiveAttribMask;
+
+ ATTRIB_LOOP_BEGIN
+ COPY_4V(attrib[attr], vert->attrib[attr]);
+ ATTRIB_LOOP_END
+
/* need these for fragment programs */
span->attrStart[FRAG_ATTRIB_WPOS][3] = 1.0F;
span->attrStepX[FRAG_ATTRIB_WPOS][3] = 0.0F;
span->attrStepY[FRAG_ATTRIB_WPOS][3] = 0.0F;
+#else
+ assert((swrast->_ActiveAttribMask & FRAG_BIT_COL1) == 0);
#endif
+
#if FLAGS & SMOOTH
span->arrayMask |= SPAN_COVERAGE;
#endif
#if FLAGS & SPRITE
- span->arrayMask |= (SPAN_TEXTURE | SPAN_LAMBDA);
+ span->arrayMask |= SPAN_LAMBDA;
#endif
/* Compute point size if not known to be one */
@@ -189,7 +183,7 @@ NAME ( GLcontext *ctx, const SWvertex *vert )
{{
GLint x, y;
const GLfloat radius = 0.5F * size;
- const GLuint z = (GLuint) (vert->win[2] + 0.5F);
+ const GLuint z = (GLuint) (vert->attrib[FRAG_ATTRIB_WPOS][2] + 0.5F);
GLuint count;
#if FLAGS & SMOOTH
const GLfloat rmin = radius - 0.7071F; /* 0.7071 = sqrt(2)/2 */
@@ -197,10 +191,10 @@ NAME ( GLcontext *ctx, const SWvertex *vert )
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);
- const GLint xmax = (GLint) (vert->win[0] + radius);
- const GLint ymin = (GLint) (vert->win[1] - radius);
- const GLint ymax = (GLint) (vert->win[1] + radius);
+ const GLint xmin = (GLint) (vert->attrib[FRAG_ATTRIB_WPOS][0] - radius);
+ const GLint xmax = (GLint) (vert->attrib[FRAG_ATTRIB_WPOS][0] + radius);
+ const GLint ymin = (GLint) (vert->attrib[FRAG_ATTRIB_WPOS][1] - radius);
+ const GLint ymax = (GLint) (vert->attrib[FRAG_ATTRIB_WPOS][1] + radius);
#else
/* non-smooth */
GLint xmin, xmax, ymin, ymax;
@@ -210,16 +204,16 @@ NAME ( GLcontext *ctx, const SWvertex *vert )
iRadius = iSize / 2;
if (iSize & 1) {
/* odd size */
- xmin = (GLint) (vert->win[0] - iRadius);
- xmax = (GLint) (vert->win[0] + iRadius);
- ymin = (GLint) (vert->win[1] - iRadius);
- ymax = (GLint) (vert->win[1] + iRadius);
+ xmin = (GLint) (vert->attrib[FRAG_ATTRIB_WPOS][0] - iRadius);
+ xmax = (GLint) (vert->attrib[FRAG_ATTRIB_WPOS][0] + iRadius);
+ ymin = (GLint) (vert->attrib[FRAG_ATTRIB_WPOS][1] - iRadius);
+ ymax = (GLint) (vert->attrib[FRAG_ATTRIB_WPOS][1] + iRadius);
}
else {
/* even size */
- xmin = (GLint) vert->win[0] - iRadius + 1;
+ xmin = (GLint) vert->attrib[FRAG_ATTRIB_WPOS][0] - iRadius + 1;
xmax = xmin + iSize - 1;
- ymin = (GLint) vert->win[1] - iRadius + 1;
+ ymin = (GLint) vert->attrib[FRAG_ATTRIB_WPOS][1] - iRadius + 1;
ymax = ymin + iSize - 1;
}
#endif /*SMOOTH*/
@@ -264,29 +258,26 @@ NAME ( GLcontext *ctx, const SWvertex *vert )
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 & ATTRIBS
ATTRIB_LOOP_BEGIN
COPY_4V(span->array->attribs[attr][count], attrib[attr]);
- if (attr < FRAG_ATTRIB_VAR0 && attr >= FRAG_ATTRIB_TEX0) {
+ /**
+ if (attr < FRAG_ATTRIB_VAR0) {
const GLuint u = attr - FRAG_ATTRIB_TEX0;
span->array->lambda[u][count] = 0.0;
}
+ **/
ATTRIB_LOOP_END
#endif
#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 dx = x - vert->attrib[FRAG_ATTRIB_WPOS][0] + 0.5F;
+ const GLfloat dy = y - vert->attrib[FRAG_ATTRIB_WPOS][1] + 0.5F;
const GLfloat dist2 = dx * dx + dy * dy;
if (dist2 < rmax2) {
if (dist2 >= rmin2) {
@@ -327,12 +318,12 @@ NAME ( GLcontext *ctx, const SWvertex *vert )
GLuint attr = FRAG_ATTRIB_TEX0 + u;
if (ctx->Texture.Unit[u]._ReallyEnabled) {
if (ctx->Point.CoordReplace[u]) {
- GLfloat s = 0.5F + (x + 0.5F - vert->win[0]) / size;
+ GLfloat s = 0.5F + (x + 0.5F - vert->attrib[FRAG_ATTRIB_WPOS][0]) / size;
GLfloat t, r;
if (ctx->Point.SpriteOrigin == GL_LOWER_LEFT)
- t = 0.5F + (y + 0.5F - vert->win[1]) / size;
+ t = 0.5F + (y + 0.5F - vert->attrib[FRAG_ATTRIB_WPOS][1]) / size;
else /* GL_UPPER_LEFT */
- t = 0.5F - (y + 0.5F - vert->win[1]) / size;
+ t = 0.5F - (y + 0.5F - vert->attrib[FRAG_ATTRIB_WPOS][1]) / size;
if (ctx->Point.SpriteRMode == GL_ZERO)
r = 0.0F;
else if (ctx->Point.SpriteRMode == GL_S)
@@ -389,11 +380,6 @@ NAME ( GLcontext *ctx, const SWvertex *vert )
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
@@ -403,9 +389,10 @@ NAME ( GLcontext *ctx, const SWvertex *vert )
ATTRIB_LOOP_END
#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->array->x[count] = (GLint) vert->attrib[FRAG_ATTRIB_WPOS][0];
+ span->array->y[count] = (GLint) vert->attrib[FRAG_ATTRIB_WPOS][1];
+ span->array->z[count] = (GLint) (vert->attrib[FRAG_ATTRIB_WPOS][2] + 0.5F);
+
span->end = count + 1;
}}