/* $Id: s_fog.c,v 1.9 2001/03/03 20:33:30 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. */ #include "glheader.h" #include "colormac.h" #include "context.h" #include "macros.h" #include "mmath.h" #include "s_context.h" #include "s_fog.h" #include "s_pb.h" /* * 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] ) { GLuint i; GLchan rFog, gFog, bFog; UNCLAMPED_FLOAT_TO_CHAN(rFog, ctx->Fog.Color[RCOMP]); UNCLAMPED_FLOAT_TO_CHAN(gFog, ctx->Fog.Color[GCOMP]); UNCLAMPED_FLOAT_TO_CHAN(bFog, ctx->Fog.Color[BCOMP]); #if CHAN_TYPE == GL_FLOAT for (i = 0; i < n; i++) { const GLfixed cf = CLAMP(fog[i], 0, FIXED_ONE); const GLfloat f = FixedToFloat(cf); const GLfloat g = 1.0F - f; rgba[i][RCOMP] = f * rgba[i][RCOMP] + g * rFog; rgba[i][GCOMP] = f * rgba[i][GCOMP] + g * gFog; rgba[i][BCOMP] = f * rgba[i][BCOMP] + g * bFog; } #else for (i = 0; i < n; i++) { const GLfixed f = CLAMP(fog[i], 0, FIXED_ONE); const GLfixed g = FIXED_ONE - f; 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; } #endif } /* * 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[15] != 0.0F); const GLfloat p10 = ctx->ProjectionMatrix.m[10]; const GLfloat p14 = ctx->ProjectionMatrix.m[14]; const GLfloat tz = ctx->Viewport._WindowMap.m[MAT_TZ]; GLfloat szInv; GLuint i; if (ctx->Viewport._WindowMap.m[MAT_SZ] == 0.0) szInv = 1.0F; else szInv = 1.0F / ctx->Viewport._WindowMap.m[MAT_SZ]; /* * Note: to compute eyeZ from the ndcZ we have to solve the following: * * p[10] * eyeZ + p[14] * eyeW * ndcZ = --------------------------- * p[11] * eyeZ + p[15] * eyeW * * Thus: * * p[14] * eyeW - p[15] * eyeW * ndcZ * eyeZ = ---------------------------------- * p[11] * ndcZ - p[10] * * If we note: * a) if using an orthographic projection, p[11] = 0 and p[15] = 1. * b) if using a perspective projection, p[11] = -1 and p[15] = 0. * c) we assume eyeW = 1 (not always true- glVertex4) * * Then we can simplify the calculation of eyeZ quite a bit. We do * separate calculations for the orthographic and perspective cases below. * Note that we drop a negative sign or two since they don't matter. */ switch (ctx->Fog.Mode) { case GL_LINEAR: { GLfloat fogEnd = ctx->Fog.End; GLfloat fogScale; if (ctx->Fog.Start == ctx->Fog.End) fogScale = 1.0; else fogScale = 1.0F / (ctx->Fog.End - ctx->Fog.Start); if (ortho) { for (i=0;iFog.Density * eyez )); } } else { /* perspective */ for (i=0;iFog.Density * eyez )); } } break; case GL_EXP2: { GLfloat negDensitySquared = -ctx->Fog.Density * ctx->Fog.Density; if (ortho) { for (i=0;i