/* * Mesa 3-D graphics library * Version: 6.5.2 * * Copyright (C) 1999-2006 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. */ #include "glheader.h" #include "colormac.h" #include "context.h" #include "macros.h" #include "s_context.h" #include "s_fog.h" /** * Used to convert current raster distance to a fog factor in [0,1]. */ GLfloat _swrast_z_to_fogfactor(GLcontext *ctx, GLfloat z) { GLfloat d, f; switch (ctx->Fog.Mode) { case GL_LINEAR: if (ctx->Fog.Start == ctx->Fog.End) d = 1.0F; else d = 1.0F / (ctx->Fog.End - ctx->Fog.Start); f = (ctx->Fog.End - z) * d; return CLAMP(f, 0.0F, 1.0F); case GL_EXP: d = ctx->Fog.Density; f = EXPF(-d * z); f = CLAMP(f, 0.0F, 1.0F); return f; case GL_EXP2: d = ctx->Fog.Density; f = EXPF(-(d * d * z * z)); f = CLAMP(f, 0.0F, 1.0F); return f; default: _mesa_problem(ctx, "Bad fog mode in _swrast_z_to_fogfactor"); return 0.0; } } /** * Template code for computing fog blend factor and applying it to colors. * \param TYPE either GLubyte, GLushort or GLfloat. * \param COMPUTE_F code to compute the fog blend factor, f. */ #define FOG_LOOP(TYPE, COMPUTE_F) \ do { \ const GLfloat fogStep = span->attrStepX[FRAG_ATTRIB_FOGC][0]; \ GLfloat fogCoord = span->attrStart[FRAG_ATTRIB_FOGC][0]; \ const GLfloat wStep = haveW ? span->attrStepX[FRAG_ATTRIB_WPOS][3] : 0.0F;\ GLfloat w = haveW ? span->attrStart[FRAG_ATTRIB_WPOS][3] : 1.0F; \ GLuint i; \ for (i = 0; i < span->end; i++) { \ GLfloat f, oneMinusF; \ COMPUTE_F; \ f = CLAMP(f, 0.0F, 1.0F); \ oneMinusF = 1.0F - f; \ rgba[i][RCOMP] = (TYPE) (f * rgba[i][RCOMP] + oneMinusF * rFog); \ rgba[i][GCOMP] = (TYPE) (f * rgba[i][GCOMP] + oneMinusF * gFog); \ rgba[i][BCOMP] = (TYPE) (f * rgba[i][BCOMP] + oneMinusF * bFog); \ fogCoord += fogStep; \ w += wStep; \ } \ } while (0) /** * Apply fog to a span of RGBA pixels. * The fog value are either in the span->array->fog array or interpolated from * the fog/fogStep values. * They fog values are either fog coordinates (Z) or fog blend factors. * _PreferPixelFog should be in sync with that state! */ void _swrast_fog_rgba_span( const GLcontext *ctx, SWspan *span ) { const SWcontext *swrast = SWRAST_CONTEXT(ctx); GLfloat rFog, gFog, bFog; const GLuint haveW = (span->interpMask & SPAN_W); ASSERT(swrast->_FogEnabled); ASSERT((span->interpMask | span->arrayMask) & SPAN_FOG); ASSERT(span->arrayMask & SPAN_RGBA); if (span->array->ChanType == GL_UNSIGNED_BYTE) { rFog = ctx->Fog.Color[RCOMP] * 255.0; gFog = ctx->Fog.Color[GCOMP] * 255.0; bFog = ctx->Fog.Color[BCOMP] * 255.0; } else if (span->array->ChanType == GL_UNSIGNED_SHORT) { rFog = ctx->Fog.Color[RCOMP] * 65535.0; gFog = ctx->Fog.Color[GCOMP] * 65535.0; bFog = ctx->Fog.Color[BCOMP] * 65535.0; } else { rFog = ctx->Fog.Color[RCOMP]; gFog = ctx->Fog.Color[GCOMP]; bFog = ctx->Fog.Color[BCOMP]; } /* NOTE: if haveW is true, that means the fog start/step values are * perspective-corrected and we have to divide each fog coord by W. */ /* we need to compute fog blend factors */ if (swrast->_PreferPixelFog) { /* The span's fog values are fog coordinates, now compute blend factors * and blend the fragment colors with the fog color. */ const GLfloat fogEnd = ctx->Fog.End; const GLfloat fogScale = (ctx->Fog.Start == ctx->Fog.End) ? 1.0F : 1.0F / (ctx->Fog.End - ctx->Fog.Start); const GLfloat density = -ctx->Fog.Density; const GLfloat negDensitySquared = -ctx->Fog.Density * ctx->Fog.Density; switch (swrast->_FogMode) { case GL_LINEAR: #define COMPUTE_F f = (fogEnd - FABSF(fogCoord) / w) * fogScale; if (span->array->ChanType == GL_UNSIGNED_BYTE) { GLubyte (*rgba)[4] = span->array->color.sz1.rgba; FOG_LOOP(GLubyte, COMPUTE_F); } else if (span->array->ChanType == GL_UNSIGNED_SHORT) { GLushort (*rgba)[4] = span->array->color.sz2.rgba; FOG_LOOP(GLushort, COMPUTE_F); } else { GLfloat (*rgba)[4] = span->array->attribs[FRAG_ATTRIB_COL0]; ASSERT(span->array->ChanType == GL_FLOAT); FOG_LOOP(GLfloat, COMPUTE_F); } #undef COMPUTE_F break; case GL_EXP: #define COMPUTE_F f = EXPF(density * FABSF(fogCoord) / w); if (span->array->ChanType == GL_UNSIGNED_BYTE) { GLubyte (*rgba)[4] = span->array->color.sz1.rgba; FOG_LOOP(GLubyte, COMPUTE_F); } else if (span->array->ChanType == GL_UNSIGNED_SHORT) { GLushort (*rgba)[4] = span->array->color.sz2.rgba; FOG_LOOP(GLushort, COMPUTE_F); } else { GLfloat (*rgba)[4] = span->array->attribs[FRAG_ATTRIB_COL0]; ASSERT(span->array->ChanType == GL_FLOAT); FOG_LOOP(GLfloat, COMPUTE_F); } #undef COMPUTE_F break; case GL_EXP2: #define COMPUTE_F const GLfloat coord = fogCoord / w; \ GLfloat tmp = negDensitySquared * coord * coord; \ if (tmp < FLT_MIN_10_EXP) \ tmp = FLT_MIN_10_EXP; \ f = EXPF(tmp); if (span->array->ChanType == GL_UNSIGNED_BYTE) { GLubyte (*rgba)[4] = span->array->color.sz1.rgba; FOG_LOOP(GLubyte, COMPUTE_F); } else if (span->array->ChanType == GL_UNSIGNED_SHORT) { GLushort (*rgba)[4] = span->array->color.sz2.rgba; FOG_LOOP(GLushort, COMPUTE_F); } else { GLfloat (*rgba)[4] = span->array->attribs[FRAG_ATTRIB_COL0]; ASSERT(span->array->ChanType == GL_FLOAT); FOG_LOOP(GLfloat, COMPUTE_F); } #undef COMPUTE_F break; default: _mesa_problem(ctx, "Bad fog mode in _swrast_fog_rgba_span"); return; } } else if (span->arrayMask & SPAN_FOG) { /* The span's fog array values are blend factors. * They were previously computed per-vertex. */ GLuint i; if (span->array->ChanType == GL_UNSIGNED_BYTE) { GLubyte (*rgba)[4] = span->array->color.sz1.rgba; for (i = 0; i < span->end; i++) { const GLfloat f = span->array->attribs[FRAG_ATTRIB_FOGC][i][0]; const GLfloat oneMinusF = 1.0F - f; rgba[i][RCOMP] = (GLubyte) (f * rgba[i][RCOMP] + oneMinusF * rFog); rgba[i][GCOMP] = (GLubyte) (f * rgba[i][GCOMP] + oneMinusF * gFog); rgba[i][BCOMP] = (GLubyte) (f * rgba[i][BCOMP] + oneMinusF * bFog); } } else if (span->array->ChanType == GL_UNSIGNED_SHORT) { GLushort (*rgba)[4] = span->array->color.sz2.rgba; for (i = 0; i < span->end; i++) { const GLfloat f = span->array->attribs[FRAG_ATTRIB_FOGC][i][0]; const GLfloat oneMinusF = 1.0F - f; rgba[i][RCOMP] = (GLushort) (f * rgba[i][RCOMP] + oneMinusF * rFog); rgba[i][GCOMP] = (GLushort) (f * rgba[i][GCOMP] + oneMinusF * gFog); rgba[i][BCOMP] = (GLushort) (f * rgba[i][BCOMP] + oneMinusF * bFog); } } else { GLfloat (*rgba)[4] = span->array->attribs[FRAG_ATTRIB_COL0]; ASSERT(span->array->ChanType == GL_FLOAT); for (i = 0; i < span->end; i++) { const GLfloat f = span->array->attribs[FRAG_ATTRIB_FOGC][i][0]; const GLfloat oneMinusF = 1.0F - f; rgba[i][RCOMP] = f * rgba[i][RCOMP] + oneMinusF * rFog; rgba[i][GCOMP] = f * rgba[i][GCOMP] + oneMinusF * gFog; rgba[i][BCOMP] = f * rgba[i][BCOMP] + oneMinusF * bFog; } } } else { /* The span's fog start/step values are blend factors. * They were previously computed per-vertex. */ #define COMPUTE_F f = fogCoord / w; if (span->array->ChanType == GL_UNSIGNED_BYTE) { GLubyte (*rgba)[4] = span->array->color.sz1.rgba; FOG_LOOP(GLubyte, COMPUTE_F); } else if (span->array->ChanType == GL_UNSIGNED_SHORT) { GLushort (*rgba)[4] = span->array->color.sz2.rgba; FOG_LOOP(GLushort, COMPUTE_F); } else { GLfloat (*rgba)[4] = span->array->attribs[FRAG_ATTRIB_COL0]; ASSERT(span->array->ChanType == GL_FLOAT); FOG_LOOP(GLfloat, COMPUTE_F); } #undef COMPUTE_F } } /** * As above, but color index mode. */ void _swrast_fog_ci_span( const GLcontext *ctx, SWspan *span ) { const SWcontext *swrast = SWRAST_CONTEXT(ctx); const GLuint haveW = (span->interpMask & SPAN_W); const GLuint fogIndex = (GLuint) ctx->Fog.Index; GLuint *index = span->array->index; ASSERT(swrast->_FogEnabled); ASSERT(span->arrayMask & SPAN_INDEX); ASSERT((span->interpMask | span->arrayMask) & SPAN_FOG); /* we need to compute fog blend factors */ if (swrast->_PreferPixelFog) { /* The span's fog values are fog coordinates, now compute blend factors * and blend the fragment colors with the fog color. */ switch (ctx->Fog.Mode) { case GL_LINEAR: { const GLfloat fogEnd = ctx->Fog.End; const GLfloat fogScale = (ctx->Fog.Start == ctx->Fog.End) ? 1.0F : 1.0F / (ctx->Fog.End - ctx->Fog.Start); const GLfloat fogStep = span->attrStepX[FRAG_ATTRIB_FOGC][0]; GLfloat fogCoord = span->attrStart[FRAG_ATTRIB_FOGC][0]; const GLfloat wStep = haveW ? span->attrStepX[FRAG_ATTRIB_WPOS][3] : 0.0F; GLfloat w = haveW ? span->attrStart[FRAG_ATTRIB_WPOS][3] : 1.0F; GLuint i; for (i = 0; i < span->end; i++) { GLfloat f = (fogEnd - fogCoord / w) * fogScale; f = CLAMP(f, 0.0F, 1.0F); index[i] = (GLuint) ((GLfloat) index[i] + (1.0F - f) * fogIndex); fogCoord += fogStep; w += wStep; } } break; case GL_EXP: { const GLfloat density = -ctx->Fog.Density; const GLfloat fogStep = span->attrStepX[FRAG_ATTRIB_FOGC][0]; GLfloat fogCoord = span->attrStart[FRAG_ATTRIB_FOGC][0]; const GLfloat wStep = haveW ? span->attrStepX[FRAG_ATTRIB_WPOS][3] : 0.0F; GLfloat w = haveW ? span->attrStart[FRAG_ATTRIB_WPOS][3] : 1.0F; GLuint i; for (i = 0; i < span->end; i++) { GLfloat f = EXPF(density * fogCoord / w); f = CLAMP(f, 0.0F, 1.0F); index[i] = (GLuint) ((GLfloat) index[i] + (1.0F - f) * fogIndex); fogCoord += fogStep; w += wStep; } } break; case GL_EXP2: { const GLfloat negDensitySquared = -ctx->Fog.Density * ctx->Fog.Density; const GLfloat fogStep = span->attrStepX[FRAG_ATTRIB_FOGC][0]; GLfloat fogCoord = span->attrStart[FRAG_ATTRIB_FOGC][0]; const GLfloat wStep = haveW ? span->attrStepX[FRAG_ATTRIB_WPOS][3] : 0.0F; GLfloat w = haveW ? span->attrStart[FRAG_ATTRIB_WPOS][3] : 1.0F; GLuint i; for (i = 0; i < span->end; i++) { const GLfloat coord = fogCoord / w; GLfloat tmp = negDensitySquared * coord * coord; GLfloat f; #if defined(__alpha__) || defined(__alpha) /* XXX this underflow check may be needed for other systems*/ if (tmp < FLT_MIN_10_EXP) tmp = FLT_MIN_10_EXP; #endif f = EXPF(tmp); f = CLAMP(f, 0.0F, 1.0F); index[i] = (GLuint) ((GLfloat) index[i] + (1.0F - f) * fogIndex); fogCoord += fogStep; w += wStep; } } break; default: _mesa_problem(ctx, "Bad fog mode in _swrast_fog_ci_span"); return; } } else if (span->arrayMask & SPAN_FOG) { /* The span's fog array values are blend factors. * They were previously computed per-vertex. */ GLuint i; for (i = 0; i < span->end; i++) { const GLfloat f = span->array->attribs[FRAG_ATTRIB_FOGC][i][0]; index[i] = (GLuint) ((GLfloat) index[i] + (1.0F - f) * fogIndex); } } else { /* The span's fog start/step values are blend factors. * They were previously computed per-vertex. */ const GLfloat fogStep = span->attrStepX[FRAG_ATTRIB_FOGC][0]; GLfloat fog = span->attrStart[FRAG_ATTRIB_FOGC][0]; const GLfloat wStep = haveW ? span->attrStepX[FRAG_ATTRIB_WPOS][3] : 0.0F; GLfloat w = haveW ? span->attrStart[FRAG_ATTRIB_WPOS][3] : 1.0F; GLuint i; ASSERT(span->interpMask & SPAN_FOG); for (i = 0; i < span->end; i++) { const GLfloat f = fog / w; index[i] = (GLuint) ((GLfloat) index[i] + (1.0F - f) * fogIndex); fog += fogStep; w += wStep; } } }