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/* $Id: s_fog.c,v 1.14 2001/09/19 20:30:44 kschultz 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.
*/
#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"
/*
* Used to convert current raster distance to a fog factor in [0,1].
*/
GLfloat
_mesa_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 = (GLfloat) exp(-d * z);
return f;
case GL_EXP2:
d = ctx->Fog.Density;
f = (GLfloat) exp(-(d * d * z * z));
return f;
default:
_mesa_problem(ctx, "Bad fog mode in make_fog_coord");
return 0.0;
}
}
/*
* Apply fog to an array of RGBA pixels.
* Input: n - number of pixels
* fog - array of fog factors 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 GLfloat 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]);
for (i = 0; i < n; i++) {
const GLfloat f = fog[i];
const GLfloat g = 1.0F - f;
rgba[i][RCOMP] = (GLchan) (f * rgba[i][RCOMP] + g * rFog);
rgba[i][GCOMP] = (GLchan) (f * rgba[i][GCOMP] + g * gFog);
rgba[i][BCOMP] = (GLchan) (f * rgba[i][BCOMP] + g * bFog);
}
}
/*
* Apply fog to an array of color index pixels.
* Input: n - number of pixels
* fog - array of fog factors in [0,1]
* index - pixel color indexes
* Output: index - fogged pixel color indexes
*/
void
_mesa_fog_ci_pixels( const GLcontext *ctx,
GLuint n, const GLfloat fog[], GLuint index[] )
{
GLuint idx = (GLuint) ctx->Fog.Index;
GLuint i;
for (i = 0; i < n; i++) {
const GLfloat f = CLAMP(fog[i], 0.0F, 1.0F);
index[i] = (GLuint) ((GLfloat) index[i] + (1.0F - f) * idx);
}
}
/*
* Calculate fog factors (in [0,1]) from window z values
* Input: n - number of pixels
* z - array of integer depth values
* red, green, blue, alpha - pixel colors
* Output: red, green, blue, alpha - fogged pixel colors
*
* Use lookup table & interpolation?
*/
static void
compute_fog_factors_from_z( const GLcontext *ctx,
GLuint n,
const GLdepth z[],
GLfloat fogFact[] )
{
const GLboolean ortho = (ctx->ProjectionMatrix.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;i<n;i++) {
GLfloat ndcz = ((GLfloat) z[i] - tz) * szInv;
GLfloat eyez = (ndcz - p14) / p10;
if (eyez < 0.0)
eyez = -eyez;
fogFact[i] = (fogEnd - eyez) * fogScale;
}
}
else {
/* perspective */
for (i=0;i<n;i++) {
GLfloat ndcz = ((GLfloat) z[i] - tz) * szInv;
GLfloat eyez = p14 / (ndcz + p10);
if (eyez < 0.0)
eyez = -eyez;
fogFact[i] = (fogEnd - eyez) * fogScale;
}
}
}
break;
case GL_EXP:
if (ortho) {
for (i=0;i<n;i++) {
GLfloat ndcz = ((GLfloat) z[i] - tz) * szInv;
GLfloat eyez = (ndcz - p14) / p10;
if (eyez < 0.0)
eyez = -eyez;
fogFact[i] = (GLfloat) exp( -ctx->Fog.Density * eyez );
}
}
else {
/* perspective */
for (i=0;i<n;i++) {
GLfloat ndcz = ((GLfloat) z[i] - tz) * szInv;
GLfloat eyez = p14 / (ndcz + p10);
if (eyez < 0.0)
eyez = -eyez;
fogFact[i] = (GLfloat) exp( -ctx->Fog.Density * eyez );
}
}
break;
case GL_EXP2:
{
GLfloat negDensitySquared = -ctx->Fog.Density * ctx->Fog.Density;
if (ortho) {
for (i=0;i<n;i++) {
GLfloat ndcz = ((GLfloat) z[i] - tz) * szInv;
GLfloat eyez = (ndcz - p14) / p10;
GLfloat tmp = negDensitySquared * eyez * eyez;
#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
fogFact[i] = (GLfloat) exp( tmp );
}
}
else {
/* perspective */
for (i=0;i<n;i++) {
GLfloat ndcz = ((GLfloat) z[i] - tz) * szInv;
GLfloat eyez = p14 / (ndcz + p10);
GLfloat tmp = negDensitySquared * eyez * eyez;
#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
fogFact[i] = (GLfloat) exp( tmp );
}
}
}
break;
default:
_mesa_problem(ctx, "Bad fog mode in compute_fog_factors_from_z");
return;
}
}
/*
* Apply fog to an array of RGBA pixels.
* Input: n - number of pixels
* z - array of integer depth values
* red, green, blue, alpha - pixel colors
* Output: red, green, blue, alpha - fogged pixel colors
*/
void
_mesa_depth_fog_rgba_pixels( const GLcontext *ctx,
GLuint n, const GLdepth z[], GLchan rgba[][4] )
{
GLfloat fogFact[PB_SIZE];
ASSERT(n <= PB_SIZE);
compute_fog_factors_from_z( ctx, n, z, fogFact );
_mesa_fog_rgba_pixels( ctx, n, fogFact, rgba );
}
/*
* 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_depth_fog_ci_pixels( const GLcontext *ctx,
GLuint n, const GLdepth z[], GLuint index[] )
{
GLfloat fogFact[PB_SIZE];
ASSERT(n <= PB_SIZE);
compute_fog_factors_from_z( ctx, n, z, fogFact );
_mesa_fog_ci_pixels( ctx, n, fogFact, index );
}
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