/* $Id: fog.c,v 1.24 2000/10/28 18:34:48 brianp Exp $ */ /* * Mesa 3-D graphics library * Version: 3.5 * * Copyright (C) 1999-2000 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"), * to deal in the Software without restriction, including without limitation * the rights to use, copy, modify, merge, publish, distribute, sublicense, * and/or sell copies of the Software, and to permit persons to whom the * Software is furnished to do so, subject to the following conditions: * * The above copyright notice and this permission notice shall be included * in all copies or substantial portions of the Software. * * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS * OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL * BRIAN PAUL BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN * AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN * CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */ #ifdef PC_HEADER #include "all.h" #else #include "glheader.h" #include "context.h" #include "fog.h" #include "macros.h" #include "mmath.h" #include "types.h" #include "xform.h" #endif void _mesa_Fogf(GLenum pname, GLfloat param) { _mesa_Fogfv(pname, ¶m); } void _mesa_Fogi(GLenum pname, GLint param ) { GLfloat fparam = (GLfloat) param; _mesa_Fogfv(pname, &fparam); } void _mesa_Fogiv(GLenum pname, const GLint *params ) { GLfloat p[4]; switch (pname) { case GL_FOG_MODE: case GL_FOG_DENSITY: 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: p[0] = INT_TO_FLOAT( params[0] ); p[1] = INT_TO_FLOAT( params[1] ); p[2] = INT_TO_FLOAT( params[2] ); p[3] = INT_TO_FLOAT( params[3] ); break; default: /* Error will be caught later in _mesa_Fogfv */ ; } _mesa_Fogfv(pname, p); } void _mesa_Fogfv( GLenum pname, const GLfloat *params ) { GET_CURRENT_CONTEXT(ctx); GLenum m; ASSERT_OUTSIDE_BEGIN_END_AND_FLUSH(ctx, "glFog"); switch (pname) { case GL_FOG_MODE: m = (GLenum) (GLint) *params; if (m==GL_LINEAR || m==GL_EXP || m==GL_EXP2) { ctx->Fog.Mode = m; } else { gl_error( ctx, GL_INVALID_ENUM, "glFog" ); return; } break; case GL_FOG_DENSITY: if (*params<0.0) { gl_error( ctx, GL_INVALID_VALUE, "glFog" ); return; } else { ctx->Fog.Density = *params; } break; case GL_FOG_START: ctx->Fog.Start = *params; break; case GL_FOG_END: ctx->Fog.End = *params; break; case GL_FOG_INDEX: ctx->Fog.Index = *params; break; case GL_FOG_COLOR: ctx->Fog.Color[0] = params[0]; ctx->Fog.Color[1] = params[1]; 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; } if (ctx->Driver.Fogfv) { (*ctx->Driver.Fogfv)( ctx, pname, params ); } ctx->NewState |= NEW_FOG; } void _mesa_init_fog( void ) { } 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; } /* Use lookup table & interpolation? */ static void make_win_fog_coords( struct vertex_buffer *VB, GLvector1f *fogcoord) { 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]); } 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; } } void _mesa_make_win_fog_coords( struct vertex_buffer *VB ) { GLvector1f tmp; make_win_fog_coords( VB, get_fogcoord_ptr( VB->ctx, &tmp ) ); } /* * 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[], GLchan rgba[][4] ) { GLfixed rFog = ctx->Fog.Color[0] * CHAN_MAXF; GLfixed gFog = ctx->Fog.Color[1] * CHAN_MAXF; GLfixed bFog = ctx->Fog.Color[2] * CHAN_MAXF; GLuint i; for (i=0;i> FIXED_SHIFT; rgba[i][1] = (f*rgba[i][1] + g*gFog) >> FIXED_SHIFT; rgba[i][2] = (f*rgba[i][2] + g*bFog) >> FIXED_SHIFT; } } /* * 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;iProjectionMatrix.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 = (GLfloat) FIXED_ONE / (ctx->Fog.End - ctx->Fog.Start); for (i=0;iFog.Density * eyez )); } break; case GL_EXP2: { GLfloat negDensitySquared = -ctx->Fog.Density * ctx->Fog.Density; for (i=0;i