/* $Id: s_pointtemp.h,v 1.8 2001/05/17 09:32:17 keithw Exp $ */ /* * Mesa 3-D graphics library * Version: 3.5 * * Copyright (C) 1999-2001 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. */ /* * Point rendering template code. * * Set FLAGS = bitwise-OR of the following tokens: * * RGBA = do rgba instead of color index * SMOOTH = do antialiasing * TEXTURE = do texture coords * SPECULAR = do separate specular color * LARGE = do points with diameter > 1 pixel * ATTENUATE = compute point size attenuation * SPRITE = GL_MESA_sprite_point * * Notes: LARGE and ATTENUATE are exclusive of each other. * TEXTURE requires RGBA * SPECULAR requires TEXTURE */ /* * NOTES on antialiased 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) */ static void NAME ( GLcontext *ctx, const SWvertex *vert ) { SWcontext *swrast = SWRAST_CONTEXT(ctx); struct pixel_buffer *PB = swrast->PB; const GLint z = (GLint) (vert->win[2]); #if FLAGS & RGBA const GLint red = vert->color[0]; const GLint green = vert->color[1]; const GLint blue = vert->color[2]; GLint alpha = vert->color[3]; #if FLAGS & SPECULAR const GLint sRed = vert->specular[0]; const GLint sGreen = vert->specular[1]; const GLint sBlue = vert->specular[2]; #endif #else GLint index = vert->index; #endif #if FLAGS & (ATTENUATE | LARGE | SMOOTH) GLfloat size; #endif #if FLAGS & ATTENUATE GLfloat alphaAtten; #endif #if FLAGS & TEXTURE GLfloat texcoord[MAX_TEXTURE_UNITS][4]; GLuint u; 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]; } } } #endif #if FLAGS & ATTENUATE if (vert->pointSize >= ctx->Point.Threshold) { size = MIN2(vert->pointSize, ctx->Point.MaxSize); alphaAtten = 1.0F; } else { GLfloat dsize = vert->pointSize / ctx->Point.Threshold; size = MAX2(ctx->Point.Threshold, ctx->Point.MinSize); alphaAtten = dsize * dsize; } #elif FLAGS & (LARGE | SMOOTH) size = ctx->Point._Size; #endif #if FLAGS & SPRITE { SWcontext *swctx = SWRAST_CONTEXT(ctx); const GLfloat radius = 0.5 * vert->pointSize; /* XXX threshold, alpha */ SWvertex v0, v1, v2, v3; GLuint unit; (void) red; (void) green; (void) blue; (void) alpha; (void) z; /* lower left corner */ v0 = *vert; v0.win[0] -= radius; v0.win[1] -= radius; /* lower right corner */ v1 = *vert; v1.win[0] += radius; v1.win[1] -= radius; /* upper right corner */ v2 = *vert; v2.win[0] += radius; v2.win[1] += radius; /* upper left corner */ v3 = *vert; v3.win[0] -= radius; v3.win[1] += radius; for (unit = 0; unit < ctx->Const.MaxTextureUnits; unit++) { if (ctx->Texture.Unit[unit]._ReallyEnabled) { v0.texcoord[unit][0] = 0.0; v0.texcoord[unit][1] = 0.0; v1.texcoord[unit][0] = 1.0; v1.texcoord[unit][1] = 0.0; v2.texcoord[unit][0] = 1.0; v2.texcoord[unit][1] = 1.0; v3.texcoord[unit][0] = 0.0; v3.texcoord[unit][1] = 1.0; } } /* XXX if radius < threshold, attenuate alpha? */ /* XXX need to implement clipping!!! */ /* render */ swctx->Triangle(ctx, &v0, &v1, &v2); swctx->Triangle(ctx, &v0, &v2, &v3); } #elif FLAGS & (LARGE | ATTENUATE | SMOOTH) { GLint x, y; const GLfloat radius = 0.5F * size; #if FLAGS & SMOOTH 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 = 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); #else /* non-smooth */ GLint xmin, xmax, ymin, ymax; GLint iSize = (GLint) (size + 0.5F); GLint iRadius; iSize = MAX2(1, iSize); 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); } else { /* even size */ xmin = (GLint) vert->win[0] - iRadius + 1; xmax = xmin + iSize - 1; ymin = (GLint) vert->win[1] - iRadius + 1; ymax = ymin + iSize - 1; } #endif (void) radius; for (y = ymin; y <= ymax; y++) { for (x = xmin; x <= xmax; x++) { #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 dist2 = dx * dx + dy * dy; if (dist2 < rmax2) { #if FLAGS & RGBA alpha = vert->color[3]; #endif if (dist2 >= rmin2) { /* compute partial coverage */ PB_COVERAGE(PB, 1.0F - (dist2 - rmin2) * cscale); } else { /* full coverage */ PB_COVERAGE(PB, 1.0F); } #endif /* SMOOTH */ #if ((FLAGS & (ATTENUATE | RGBA)) == (ATTENUATE | RGBA)) alpha = (GLint) (alpha * alphaAtten); #endif #if FLAGS & SPECULAR PB_WRITE_MULTITEX_SPEC_PIXEL(PB, x, y, z, vert->fog, red, green, blue, alpha, sRed, sGreen, sBlue, texcoord); #elif FLAGS & TEXTURE if (ctx->Texture._ReallyEnabled > TEXTURE0_ANY) { PB_WRITE_MULTITEX_PIXEL(PB, x, y, z, vert->fog, red, green, blue, alpha, texcoord); } else if (ctx->Texture._ReallyEnabled) { PB_WRITE_TEX_PIXEL(PB, x,y,z, vert->fog, red, green, blue, alpha, texcoord[0][0], texcoord[0][1], texcoord[0][2]); } else { PB_WRITE_RGBA_PIXEL(PB, x, y, z, vert->fog, red, green, blue, alpha); } #elif FLAGS & RGBA PB_WRITE_RGBA_PIXEL(PB, x, y, z, vert->fog, red, green, blue, alpha); #else /* color index */ PB_WRITE_CI_PIXEL(PB, x, y, z, vert->fog, index); #endif #if FLAGS & SMOOTH } #endif } } #if FLAGS & SMOOTH PB->haveCoverage = GL_TRUE; #endif PB_CHECK_FLUSH(ctx,PB); } #else /* LARGE || ATTENUATE || SMOOTH*/ { /* size == 1 */ GLint x = (GLint) vert->win[0]; GLint y = (GLint) vert->win[1]; #if ((FLAGS & (SPECULAR | TEXTURE)) == (SPECULAR | TEXTURE)) PB_WRITE_MULTITEX_SPEC_PIXEL(PB, x, y, z, vert->fog, red, green, blue, alpha, sRed, sGreen, sBlue, texcoord); #elif FLAGS & TEXTURE if (ctx->Texture._ReallyEnabled > TEXTURE0_ANY) { PB_WRITE_MULTITEX_PIXEL(PB, x, y, z, vert->fog, red, green, blue, alpha, texcoord ); } else { PB_WRITE_TEX_PIXEL(PB, x, y, z, vert->fog, red, green, blue, alpha, texcoord[0][0], texcoord[0][1], texcoord[0][2]); } #elif FLAGS & RGBA /* rgba size 1 point */ alpha = vert->color[3]; PB_WRITE_RGBA_PIXEL(PB, x, y, z, vert->fog, red, green, blue, alpha); #else /* color index size 1 point */ PB_WRITE_CI_PIXEL(PB, x, y, z, vert->fog, index); #endif } #endif /* LARGE || ATTENUATE || SMOOTH */ PB_CHECK_FLUSH(ctx, PB); } #undef FLAGS #undef NAME