/* $Id: s_points.c,v 1.6 2000/11/16 21:05:41 keithw Exp $ */ /* * Mesa 3-D graphics library * Version: 3.4 * * 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 "context.h" #include "macros.h" #include "mmath.h" #include "texstate.h" #include "s_context.h" #include "s_feedback.h" #include "s_pb.h" #include "s_points.h" #include "s_span.h" /**********************************************************************/ /***** Rasterization *****/ /**********************************************************************/ /* * There are 3 pairs (RGBA, CI) of point rendering functions: * 1. simple: size=1 and no special rasterization functions (fastest) * 2. size1: size=1 and any rasterization functions * 3. general: any size and rasterization functions (slowest) * */ /* * CI points with size == 1.0 */ static void size1_ci_point( GLcontext *ctx, SWvertex *vert ) { struct pixel_buffer *PB = SWRAST_CONTEXT(ctx)->PB; GLint *pbx = PB->x, *pby = PB->y; GLdepth *pbz = PB->z; GLfixed *pbfog = PB->fog; GLuint *pbi = PB->index; GLuint pbcount = PB->count; pbx[pbcount] = (GLint) vert->win[0]; pby[pbcount] = (GLint) vert->win[1]; pbz[pbcount] = (GLint) vert->win[2]; pbfog[pbcount] = FloatToFixed(vert->fog); pbi[pbcount] = vert->index; PB->count++; PB_CHECK_FLUSH(ctx, PB); } /* * RGBA points with size == 1.0 */ static void size1_rgba_point( GLcontext *ctx, SWvertex *vert ) { struct pixel_buffer *PB = SWRAST_CONTEXT(ctx)->PB; GLint x = (GLint) vert->win[0]; GLint y = (GLint) vert->win[1]; GLint z = (GLint) (vert->win[2]); GLfixed fog = FloatToFixed( vert->fog ); GLubyte red = vert->color[0]; GLubyte green = vert->color[1]; GLubyte blue = vert->color[2]; GLubyte alpha = vert->color[3]; PB_WRITE_RGBA_PIXEL( PB, x, y, z, fog, red, green, blue, alpha ); PB_CHECK_FLUSH(ctx, PB); } /* * General CI points. */ static void general_ci_point( GLcontext *ctx, SWvertex *vert ) { struct pixel_buffer *PB = SWRAST_CONTEXT(ctx)->PB; const GLint isize = (GLint) (ctx->Point._Size + 0.5F); GLint radius = isize >> 1; GLint x0, x1, y0, y1; GLint ix, iy; GLint x = (GLint) vert->win[0]; GLint y = (GLint) vert->win[1]; GLint z = (GLint) (vert->win[2]); GLfixed fog = FloatToFixed( vert->fog ); if (isize & 1) { /* odd size */ x0 = x - radius; x1 = x + radius; y0 = y - radius; y1 = y + radius; } else { /* even size */ x0 = (GLint) (x + 1.5F) - radius; x1 = x0 + isize - 1; y0 = (GLint) (y + 1.5F) - radius; y1 = y0 + isize - 1; } PB_SET_INDEX( PB, vert->index ); for (iy = y0; iy <= y1; iy++) { for (ix = x0; ix <= x1; ix++) { PB_WRITE_PIXEL( PB, ix, iy, z, fog ); } } PB_CHECK_FLUSH(ctx,PB); } /* * General RGBA points. */ static void general_rgba_point( GLcontext *ctx, SWvertex *vert ) { struct pixel_buffer *PB = SWRAST_CONTEXT(ctx)->PB; GLint isize = (GLint) (ctx->Point._Size + 0.5F); GLint radius = isize >> 1; GLint x0, x1, y0, y1; GLint ix, iy; GLint x = (GLint) vert->win[0]; GLint y = (GLint) vert->win[1]; GLint z = (GLint) (vert->win[2]); GLfixed fog = FloatToFixed( vert->fog ); if (isize & 1) { /* odd size */ x0 = x - radius; x1 = x + radius; y0 = y - radius; y1 = y + radius; } else { /* even size */ x0 = (GLint) (x + 1.5F) - radius; x1 = x0 + isize - 1; y0 = (GLint) (y + 1.5F) - radius; y1 = y0 + isize - 1; } PB_SET_COLOR( PB, vert->color[0], vert->color[1], vert->color[2], vert->color[3] ); for (iy = y0; iy <= y1; iy++) { for (ix = x0; ix <= x1; ix++) { PB_WRITE_PIXEL( PB, ix, iy, z, fog ); } } PB_CHECK_FLUSH(ctx,PB); } /* * Textured RGBA points. */ static void textured_rgba_point( GLcontext *ctx, SWvertex *vert ) { struct pixel_buffer *PB = SWRAST_CONTEXT(ctx)->PB; GLint x0, x1, y0, y1; GLint ix, iy, radius; GLint red, green, blue, alpha; GLfloat s, t, u; GLint x = (GLint) vert->win[0]; GLint y = (GLint) vert->win[1]; GLint z = (GLint) (vert->win[2]); GLint isize = (GLint) (ctx->Point._Size + 0.5F); GLfixed fog = FloatToFixed( vert->fog ); if (isize < 1) { isize = 1; } radius = isize >> 1; if (isize & 1) { /* odd size */ x0 = x - radius; x1 = x + radius; y0 = y - radius; y1 = y + radius; } else { /* even size */ x0 = (GLint) (x + 1.5F) - radius; x1 = x0 + isize - 1; y0 = (GLint) (y + 1.5F) - radius; y1 = y0 + isize - 1; } red = vert->color[0]; green = vert->color[1]; blue = vert->color[2]; alpha = vert->color[3]; if (vert->texcoord[0][3] != 1.0) { s = vert->texcoord[0][0]/vert->texcoord[0][3]; t = vert->texcoord[0][1]/vert->texcoord[0][3]; u = vert->texcoord[0][2]/vert->texcoord[0][3]; } else { s = vert->texcoord[0][0]; t = vert->texcoord[0][1]; u = vert->texcoord[0][2]; } for (iy = y0; iy <= y1; iy++) { for (ix = x0; ix <= x1; ix++) { PB_WRITE_TEX_PIXEL( PB, ix, iy, z, fog, red, green, blue, alpha, s, t, u ); } } PB_CHECK_FLUSH(ctx, PB); } /* * Multitextured RGBA points. */ static void multitextured_rgba_point( GLcontext *ctx, SWvertex *vert ) { struct pixel_buffer *PB = SWRAST_CONTEXT(ctx)->PB; const GLint red = vert->color[0]; const GLint green = vert->color[1]; const GLint blue = vert->color[2]; const GLint alpha = vert->color[3]; const GLint sRed = vert->specular[0]; const GLint sGreen = vert->specular[1]; const GLint sBlue = vert->specular[2]; const GLint x = (GLint) vert->win[0]; const GLint y = (GLint) vert->win[1]; const GLint z = (GLint) (vert->win[2]); GLint x0, x1, y0, y1; GLint ix, iy; GLfloat texcoord[MAX_TEXTURE_UNITS][4]; GLint radius, u; GLint isize = (GLint) (ctx->Point._Size + 0.5F); GLfixed fog = FloatToFixed( vert->fog ); if (isize < 1) { isize = 1; } radius = isize >> 1; if (isize & 1) { /* odd size */ x0 = x - radius; x1 = x + radius; y0 = y - radius; y1 = y + radius; } else { /* even size */ x0 = (GLint) (x + 1.5F) - radius; x1 = x0 + isize - 1; y0 = (GLint) (y + 1.5F) - radius; y1 = y0 + isize - 1; } for (u = 0; u < ctx->Const.MaxTextureUnits; u++) { if (ctx->Texture.Unit[u]._ReallyEnabled) { if (vert->texcoord[u][3] != 1.0) { texcoord[u][0] = vert->texcoord[u][0] / vert->texcoord[u][3]; texcoord[u][1] = vert->texcoord[u][1] / vert->texcoord[u][3]; texcoord[u][2] = vert->texcoord[u][2] / vert->texcoord[u][3]; } else { texcoord[u][0] = vert->texcoord[u][0]; texcoord[u][1] = vert->texcoord[u][1]; texcoord[u][2] = vert->texcoord[u][2]; } } } for (iy = y0; iy <= y1; iy++) { for (ix = x0; ix <= x1; ix++) { PB_WRITE_MULTITEX_SPEC_PIXEL( PB, ix, iy, z, fog, red, green, blue, alpha, sRed, sGreen, sBlue, texcoord ); } } PB_CHECK_FLUSH(ctx, PB); } /* * NOTES on aa point rasterization: * * Let d = distance of fragment center from vertex. * if d < rmin2 then * fragment has 100% coverage * else if d > rmax2 then * fragment has 0% coverage * else * fragement has % coverage = (d - rmin2) / (rmax2 - rmin2) */ /* * Antialiased points with or without texture mapping. */ static void antialiased_rgba_point( GLcontext *ctx, SWvertex *vert ) { SWcontext *swrast = SWRAST_CONTEXT(ctx); struct pixel_buffer *PB = swrast->PB; const GLfloat radius = ctx->Point._Size * 0.5F; const GLfloat rmin = radius - 0.7071F; /* 0.7071 = sqrt(2)/2 */ const GLfloat rmax = radius + 0.7071F; const GLfloat rmin2 = MAX2(0.0, rmin * rmin); const GLfloat rmax2 = rmax * rmax; const GLfloat cscale = 256.0F / (rmax2 - rmin2); if (ctx->Texture._ReallyEnabled) { GLint x, y; GLfloat vx = vert->win[0]; GLfloat vy = vert->win[1]; const GLint xmin = (GLint) (vx - radius); const GLint xmax = (GLint) (vx + radius); const GLint ymin = (GLint) (vy - radius); const GLint ymax = (GLint) (vy + radius); const GLint z = (GLint) (vert->win[2]); const GLint red = vert->color[0]; const GLint green = vert->color[1]; const GLint blue = vert->color[2]; GLfloat texcoord[MAX_TEXTURE_UNITS][4]; GLint u, alpha; GLfixed fog = FloatToFixed( vert->fog ); for (u = 0; u < ctx->Const.MaxTextureUnits; u++) { if (ctx->Texture.Unit[u]._ReallyEnabled) { if (texcoord[u][3] != 1.0) { texcoord[u][0] = (vert->texcoord[u][0] / vert->texcoord[u][3]); texcoord[u][1] = (vert->texcoord[u][1] / vert->texcoord[u][3]); texcoord[u][2] = (vert->texcoord[u][2] / vert->texcoord[u][3]); } else { texcoord[u][0] = vert->texcoord[u][0]; texcoord[u][1] = vert->texcoord[u][1]; texcoord[u][2] = vert->texcoord[u][2]; } } } /* translate by a half pixel to simplify math below */ vx -= 0.5F; vx -= 0.5F; for (y = ymin; y <= ymax; y++) { for (x = xmin; x <= xmax; x++) { const GLfloat dx = x - vx; const GLfloat dy = y - vy; const GLfloat dist2 = dx*dx + dy*dy; if (dist2 < rmax2) { alpha = vert->color[3]; if (dist2 >= rmin2) { GLint coverage = (GLint) (256.0F - (dist2 - rmin2) * cscale); /* coverage is in [0,256] */ alpha = (alpha * coverage) >> 8; } if (swrast->_MultiTextureEnabled) { PB_WRITE_MULTITEX_PIXEL( PB, x,y,z, fog, red, green, blue, alpha, texcoord ); } else { PB_WRITE_TEX_PIXEL( PB, x,y,z, fog, red, green, blue, alpha, texcoord[0][0], texcoord[0][1], texcoord[0][2] ); } } } } PB_CHECK_FLUSH(ctx,PB); } else { /* Not texture mapped */ const GLint xmin = (GLint) (vert->win[0] - 0.0 - radius); const GLint xmax = (GLint) (vert->win[0] - 0.0 + radius); const GLint ymin = (GLint) (vert->win[1] - 0.0 - radius); const GLint ymax = (GLint) (vert->win[1] - 0.0 + radius); const GLint red = vert->color[0]; const GLint green = vert->color[1]; const GLint blue = vert->color[2]; const GLint z = (GLint) (vert->win[2]); GLint x, y; GLfixed fog = FloatToFixed( vert->fog ); /* printf("point %g, %g\n", vert->win[0], vert->win[1]); printf("%d..%d X %d..%d\n", xmin, xmax, ymin, ymax); */ for (y = ymin; y <= ymax; y++) { for (x = xmin; x <= xmax; x++) { const GLfloat dx = x + 0.5F - vert->win[0]; const GLfloat dy = y + 0.5F - vert->win[1]; const GLfloat dist2 = dx*dx + dy*dy; if (dist2 < rmax2) { GLint alpha = vert->color[3]; if (dist2 >= rmin2) { GLint coverage = (GLint) (256.0F - (dist2 - rmin2) * cscale); /* coverage is in [0,256] */ alpha = (alpha * coverage) >> 8; } PB_WRITE_RGBA_PIXEL(PB, x, y, z, fog, red, green, blue, alpha); } } } PB_CHECK_FLUSH(ctx,PB); } } /* Definition of the functions for GL_EXT_point_parameters */ /* Calculates the distance attenuation formula of a vector of points in * eye space coordinates */ static GLfloat attenuation_distance(const GLcontext *ctx, const GLfloat *pos) { GLfloat dist = GL_SQRT(pos[0]*pos[0]+pos[1]*pos[1]+pos[2]*pos[2]); return 1.0F / (ctx->Point.Params[0] + dist * (ctx->Point.Params[1] + dist * ctx->Point.Params[2])); } /* * Distance Attenuated General CI points. */ static void dist_atten_general_ci_point( GLcontext *ctx, SWvertex *vert ) { struct pixel_buffer *PB = SWRAST_CONTEXT(ctx)->PB; const GLfloat psize = ctx->Point._Size; GLfloat dist = attenuation_distance( ctx, vert->eye ); GLint x0, x1, y0, y1; GLint ix, iy; GLint isize, radius; GLint x = (GLint) vert->win[0]; GLint y = (GLint) vert->win[1]; GLint z = (GLint) (vert->win[2]); GLfloat dsize = psize * dist; GLfixed fog = FloatToFixed( vert->fog ); if (dsize >= ctx->Point.Threshold) { isize = (GLint) (MIN2(dsize, ctx->Point.MaxSize) + 0.5F); } else { isize = (GLint) (MAX2(ctx->Point.Threshold, ctx->Point.MinSize) + 0.5F); } radius = isize >> 1; if (isize & 1) { /* odd size */ x0 = x - radius; x1 = x + radius; y0 = y - radius; y1 = y + radius; } else { /* even size */ x0 = (GLint) (x + 1.5F) - radius; x1 = x0 + isize - 1; y0 = (GLint) (y + 1.5F) - radius; y1 = y0 + isize - 1; } PB_SET_INDEX( PB, vert->index ); for (iy=y0;iy<=y1;iy++) { for (ix=x0;ix<=x1;ix++) { PB_WRITE_PIXEL( PB, ix, iy, z, fog ); } } PB_CHECK_FLUSH(ctx,PB); } /* * Distance Attenuated General RGBA points. */ static void dist_atten_general_rgba_point( GLcontext *ctx, SWvertex *vert ) { struct pixel_buffer *PB = SWRAST_CONTEXT(ctx)->PB; const GLfloat psize = ctx->Point._Size; GLfloat dist = attenuation_distance( ctx, vert->eye ); GLint x0, x1, y0, y1; GLint ix, iy; GLint isize, radius; GLint x = (GLint) vert->win[0]; GLint y = (GLint) vert->win[1]; GLint z = (GLint) (vert->win[2]); GLfloat dsize=psize*dist; GLchan alpha; GLfixed fog = FloatToFixed( vert->fog ); if (dsize >= ctx->Point.Threshold) { isize = (GLint) (MIN2(dsize,ctx->Point.MaxSize)+0.5F); alpha = vert->color[3]; } else { isize = (GLint) (MAX2(ctx->Point.Threshold,ctx->Point.MinSize)+0.5F); dsize /= ctx->Point.Threshold; alpha = (GLint) (vert->color[3]* (dsize*dsize)); } radius = isize >> 1; if (isize & 1) { /* odd size */ x0 = x - radius; x1 = x + radius; y0 = y - radius; y1 = y + radius; } else { /* even size */ x0 = (GLint) (x + 1.5F) - radius; x1 = x0 + isize - 1; y0 = (GLint) (y + 1.5F) - radius; y1 = y0 + isize - 1; } PB_SET_COLOR( PB, vert->color[0], vert->color[1], vert->color[2], alpha ); for (iy = y0; iy <= y1; iy++) { for (ix = x0; ix <= x1; ix++) { PB_WRITE_PIXEL( PB, ix, iy, z, fog ); } } PB_CHECK_FLUSH(ctx,PB); } /* * Distance Attenuated Textured RGBA points. */ static void dist_atten_textured_rgba_point( GLcontext *ctx, SWvertex *vert ) { SWcontext *swrast = SWRAST_CONTEXT(ctx); struct pixel_buffer *PB = swrast->PB; const GLfloat psize = ctx->Point._Size; GLfloat dist = attenuation_distance( ctx, vert->eye ); const GLint x = (GLint) vert->win[0]; const GLint y = (GLint) vert->win[1]; const GLint z = (GLint) (vert->win[2]); const GLint red = vert->color[0]; const GLint green = vert->color[1]; const GLint blue = vert->color[2]; GLfloat texcoord[MAX_TEXTURE_UNITS][4]; GLint x0, x1, y0, y1; GLint ix, iy, alpha, u; GLint isize, radius; GLfloat dsize = psize*dist; GLfixed fog = FloatToFixed( vert->fog ); /* compute point size and alpha */ if (dsize >= ctx->Point.Threshold) { isize = (GLint) (MIN2(dsize, ctx->Point.MaxSize) + 0.5F); alpha = vert->color[3]; } else { isize = (GLint) (MAX2(ctx->Point.Threshold, ctx->Point.MinSize) + 0.5F); dsize /= ctx->Point.Threshold; alpha = (GLint) (vert->color[3] * (dsize * dsize)); } if (isize < 1) { isize = 1; } radius = isize >> 1; if (isize & 1) { /* odd size */ x0 = x - radius; x1 = x + radius; y0 = y - radius; y1 = y + radius; } else { /* even size */ x0 = (GLint) (x + 1.5F) - radius; x1 = x0 + isize - 1; y0 = (GLint) (y + 1.5F) - radius; y1 = y0 + isize - 1; } /* get texture coordinates */ for (u = 0; u < ctx->Const.MaxTextureUnits; u++) { if (ctx->Texture.Unit[u]._ReallyEnabled) { if (texcoord[u][3] != 1.0) { texcoord[u][0] = vert->texcoord[u][0] / vert->texcoord[u][3]; texcoord[u][1] = vert->texcoord[u][1] / vert->texcoord[u][3]; texcoord[u][2] = vert->texcoord[u][2] / vert->texcoord[u][3]; } else { texcoord[u][0] = vert->texcoord[u][0]; texcoord[u][1] = vert->texcoord[u][1]; texcoord[u][2] = vert->texcoord[u][2]; } } } for (iy = y0; iy <= y1; iy++) { for (ix = x0; ix <= x1; ix++) { if (swrast->_MultiTextureEnabled) { PB_WRITE_MULTITEX_PIXEL( PB, ix, iy, z, fog, red, green, blue, alpha, texcoord ); } else { PB_WRITE_TEX_PIXEL( PB, ix, iy, z, fog, red, green, blue, alpha, texcoord[0][0], texcoord[0][1], texcoord[0][2] ); } } } PB_CHECK_FLUSH(ctx,PB); } /* * Distance Attenuated Antialiased points with or without texture mapping. */ static void dist_atten_antialiased_rgba_point( GLcontext *ctx, SWvertex *vert ) { SWcontext *swrast = SWRAST_CONTEXT(ctx); struct pixel_buffer *PB = swrast->PB; const GLfloat psize = ctx->Point._Size; GLfloat dist = attenuation_distance( ctx, vert->eye ); if (ctx->Texture._ReallyEnabled) { GLfloat radius, rmin, rmax, rmin2, rmax2, cscale, alphaf; GLint xmin, ymin, xmax, ymax; GLint x, y, z; GLint red, green, blue, alpha; GLfloat texcoord[MAX_TEXTURE_UNITS][4]; GLfloat dsize = psize * dist; GLint u; GLfixed fog = FloatToFixed( vert->fog ); if (dsize >= ctx->Point.Threshold) { radius = MIN2(dsize, ctx->Point.MaxSize) * 0.5F; alphaf = 1.0F; } else { radius = (MAX2(ctx->Point.Threshold, ctx->Point.MinSize) * 0.5F); dsize /= ctx->Point.Threshold; alphaf = (dsize*dsize); } rmin = radius - 0.7071F; /* 0.7071 = sqrt(2)/2 */ rmax = radius + 0.7071F; rmin2 = MAX2(0.0, rmin * rmin); rmax2 = rmax * rmax; cscale = 256.0F / (rmax2 - rmin2); xmin = (GLint) (vert->win[0] - radius); xmax = (GLint) (vert->win[0] + radius); ymin = (GLint) (vert->win[1] - radius); ymax = (GLint) (vert->win[1] + radius); z = (GLint) (vert->win[2]); red = vert->color[0]; green = vert->color[1]; blue = vert->color[2]; /* get texture coordinates */ for (u = 0; u < ctx->Const.MaxTextureUnits; u++) { if (ctx->Texture.Unit[u]._ReallyEnabled) { if (vert->texcoord[u][3] != 1.0 && vert->texcoord[u][3] != 0.0) { texcoord[u][0] = vert->texcoord[u][0] / vert->texcoord[u][3]; texcoord[u][1] = vert->texcoord[u][1] / vert->texcoord[u][3]; texcoord[u][2] = vert->texcoord[u][2] / vert->texcoord[u][3]; } else { texcoord[u][0] = vert->texcoord[u][0]; texcoord[u][1] = vert->texcoord[u][1]; texcoord[u][2] = vert->texcoord[u][2]; } } } for (y = ymin; y <= ymax; y++) { for (x = xmin; x <= xmax; x++) { const GLfloat dx = x + 0.5F - vert->win[0]; const GLfloat dy = y + 0.5F - vert->win[1]; const GLfloat dist2 = dx*dx + dy*dy; if (dist2 < rmax2) { alpha = vert->color[3]; if (dist2 >= rmin2) { GLint coverage = (GLint) (256.0F - (dist2 - rmin2) * cscale); /* coverage is in [0,256] */ alpha = (alpha * coverage) >> 8; } alpha = (GLint) (alpha * alphaf); if (swrast->_MultiTextureEnabled) { PB_WRITE_MULTITEX_PIXEL( PB, x, y, z, fog, red, green, blue, alpha, texcoord ); } else { PB_WRITE_TEX_PIXEL( PB, x,y,z, fog, red, green, blue, alpha, texcoord[0][0], texcoord[0][1], texcoord[0][2] ); } } } } PB_CHECK_FLUSH(ctx,PB); } else { /* Not texture mapped */ GLfloat radius, rmin, rmax, rmin2, rmax2, cscale, alphaf; GLint xmin, ymin, xmax, ymax; GLint x, y, z; GLfixed fog; GLint red, green, blue, alpha; GLfloat dsize = psize * dist; if (dsize >= ctx->Point.Threshold) { radius = MIN2(dsize, ctx->Point.MaxSize) * 0.5F; alphaf = 1.0F; } else { radius = (MAX2(ctx->Point.Threshold, ctx->Point.MinSize) * 0.5F); dsize /= ctx->Point.Threshold; alphaf = dsize * dsize; } rmin = radius - 0.7071F; /* 0.7071 = sqrt(2)/2 */ rmax = radius + 0.7071F; rmin2 = MAX2(0.0, rmin * rmin); rmax2 = rmax * rmax; cscale = 256.0F / (rmax2 - rmin2); xmin = (GLint) (vert->win[0] - radius); xmax = (GLint) (vert->win[0] + radius); ymin = (GLint) (vert->win[1] - radius); ymax = (GLint) (vert->win[1] + radius); z = (GLint) (vert->win[2]); fog = FloatToFixed( vert->fog ); red = vert->color[0]; green = vert->color[1]; blue = vert->color[2]; for (y = ymin; y <= ymax; y++) { for (x = xmin; x <= xmax; x++) { const GLfloat dx = x + 0.5F - vert->win[0]; const GLfloat dy = y + 0.5F - vert->win[1]; const GLfloat dist2 = dx * dx + dy * dy; if (dist2 < rmax2) { alpha = vert->color[3]; if (dist2 >= rmin2) { GLint coverage = (GLint) (256.0F - (dist2 - rmin2) * cscale); /* coverage is in [0,256] */ alpha = (alpha * coverage) >> 8; } alpha = (GLint) (alpha * alphaf); PB_WRITE_RGBA_PIXEL(PB, x, y, z, fog, red, green, blue, alpha); } } } PB_CHECK_FLUSH(ctx,PB); } } #ifdef DEBUG extern void _mesa_print_point_function(GLcontext *ctx); /* silence compiler warning */ void _mesa_print_point_function(GLcontext *ctx) { SWcontext *swrast = SWRAST_CONTEXT(ctx); printf("Point Func == "); if (swrast->Point == size1_ci_point) printf("size1_ci_point\n"); else if (swrast->Point == size1_rgba_point) printf("size1_rgba_point\n"); else if (swrast->Point == general_ci_point) printf("general_ci_point\n"); else if (swrast->Point == general_rgba_point) printf("general_rgba_point\n"); else if (swrast->Point == textured_rgba_point) printf("textured_rgba_point\n"); else if (swrast->Point == multitextured_rgba_point) printf("multitextured_rgba_point\n"); else if (swrast->Point == antialiased_rgba_point) printf("antialiased_rgba_point\n"); else if (swrast->Point == dist_atten_general_ci_point) printf("dist_atten_general_ci_point\n"); else if (swrast->Point == dist_atten_general_rgba_point) printf("dist_atten_general_rgba_point\n"); else if (swrast->Point == dist_atten_textured_rgba_point) printf("dist_atten_textured_rgba_point\n"); else if (swrast->Point == dist_atten_antialiased_rgba_point) printf("dist_atten_antialiased_rgba_point\n"); else if (!swrast->Point) printf("NULL\n"); else printf("Driver func %p\n", swrast->Point); } #endif /* * Examine the current context to determine which point drawing function * should be used. */ void _swrast_choose_point( GLcontext *ctx ) { SWcontext *swrast = SWRAST_CONTEXT(ctx); GLboolean rgbmode = ctx->Visual.RGBAflag; if (ctx->RenderMode==GL_RENDER) { if (!ctx->Point._Attenuated) { if (ctx->Point.SmoothFlag && rgbmode) { swrast->Point = antialiased_rgba_point; } else if (ctx->Texture._ReallyEnabled) { if (swrast->_MultiTextureEnabled || ctx->Light.Model.ColorControl==GL_SEPARATE_SPECULAR_COLOR || ctx->Fog.ColorSumEnabled) { swrast->Point = multitextured_rgba_point; } else { swrast->Point = textured_rgba_point; } } else if (ctx->Point._Size == 1.0) { /* size=1, any raster ops */ if (rgbmode) swrast->Point = size1_rgba_point; else swrast->Point = size1_ci_point; } else { /* every other kind of point rendering */ if (rgbmode) swrast->Point = general_rgba_point; else swrast->Point = general_ci_point; } } else if(ctx->Point.SmoothFlag && rgbmode) { swrast->Point = dist_atten_antialiased_rgba_point; } else if (ctx->Texture._ReallyEnabled) { swrast->Point = dist_atten_textured_rgba_point; } else { /* every other kind of point rendering */ if (rgbmode) swrast->Point = dist_atten_general_rgba_point; else swrast->Point = dist_atten_general_ci_point; } } else if (ctx->RenderMode==GL_FEEDBACK) { swrast->Point = gl_feedback_point; } else { /* GL_SELECT mode */ swrast->Point = gl_select_point; } /*_mesa_print_points_function(ctx);*/ }