1 | /* $Id: aatriangle.c,v 1.1 2000-05-23 20:40:19 jeroen Exp $ */
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2 |
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3 | /*
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4 | * Mesa 3-D graphics library
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5 | * Version: 3.3
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6 | *
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7 | * Copyright (C) 1999-2000 Brian Paul All Rights Reserved.
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8 | *
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9 | * Permission is hereby granted, free of charge, to any person obtaining a
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10 | * copy of this software and associated documentation files (the "Software"),
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11 | * to deal in the Software without restriction, including without limitation
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12 | * the rights to use, copy, modify, merge, publish, distribute, sublicense,
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13 | * and/or sell copies of the Software, and to permit persons to whom the
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14 | * Software is furnished to do so, subject to the following conditions:
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15 | *
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16 | * The above copyright notice and this permission notice shall be included
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17 | * in all copies or substantial portions of the Software.
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18 | *
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19 | * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS
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20 | * OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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21 | * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL
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22 | * BRIAN PAUL BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN
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23 | * AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN
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24 | * CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
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25 | */
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26 |
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27 |
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28 | /*
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29 | * Antialiased Triangle rasterizers
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30 | */
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31 |
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32 |
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33 | #ifdef PC_HEADER
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34 | #include "all.h"
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35 | #else
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36 | #include "glheader.h"
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37 | #include "aatriangle.h"
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38 | #include "span.h"
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39 | #include "types.h"
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40 | #include "vb.h"
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41 | #endif
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42 |
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43 |
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44 | /*
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45 | * Compute coefficients of a plane using the X,Y coords of the v0, v1, v2
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46 | * vertices and the given Z values.
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47 | */
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48 | static void
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49 | compute_plane(const GLfloat v0[], const GLfloat v1[], const GLfloat v2[],
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50 | GLfloat z0, GLfloat z1, GLfloat z2, GLfloat plane[4])
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51 | {
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52 | const GLfloat px = v1[0] - v0[0];
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53 | const GLfloat py = v1[1] - v0[1];
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54 | const GLfloat pz = z1 - z0;
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55 |
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56 | const GLfloat qx = v2[0] - v0[0];
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57 | const GLfloat qy = v2[1] - v0[1];
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58 | const GLfloat qz = z2 - z0;
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59 |
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60 | const GLfloat a = py * qz - pz * qy;
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61 | const GLfloat b = pz * qx - px * qz;
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62 | const GLfloat c = px * qy - py * qx;
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63 | const GLfloat d = -(a * v0[0] + b * v0[1] + c * z0);
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64 |
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65 | plane[0] = a;
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66 | plane[1] = b;
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67 | plane[2] = c;
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68 | plane[3] = d;
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69 | }
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70 |
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71 |
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72 | /*
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73 | * Compute coefficients of a plane with a constant Z value.
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74 | */
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75 | static void
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76 | constant_plane(GLfloat value, GLfloat plane[4])
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77 | {
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78 | plane[0] = 0.0;
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79 | plane[1] = 0.0;
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80 | plane[2] = -1.0;
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81 | plane[3] = value;
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82 | }
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83 |
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84 | #define CONSTANT_PLANE(VALUE, PLANE) \
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85 | do { \
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86 | PLANE[0] = 0.0F; \
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87 | PLANE[1] = 0.0F; \
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88 | PLANE[2] = -1.0F; \
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89 | PLANE[3] = VALUE; \
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90 | } while (0)
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91 |
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92 |
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93 |
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94 | /*
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95 | * Solve plane equation for Z at (X,Y).
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96 | */
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97 | static GLfloat
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98 | solve_plane(GLfloat x, GLfloat y, const GLfloat plane[4])
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99 | {
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100 | GLfloat z = (plane[3] + plane[0] * x + plane[1] * y) / -plane[2];
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101 | return z;
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102 | }
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103 |
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104 |
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105 | #define SOLVE_PLANE(X, Y, PLANE) \
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106 | ((PLANE[3] + PLANE[0] * (X) + PLANE[1] * (Y)) / -PLANE[2])
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107 |
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108 |
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109 | /*
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110 | * Return 1 / solve_plane().
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111 | */
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112 | static GLfloat
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113 | solve_plane_recip(GLfloat x, GLfloat y, const GLfloat plane[4])
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114 | {
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115 | GLfloat z = -plane[2] / (plane[3] + plane[0] * x + plane[1] * y);
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116 | return z;
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117 | }
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118 |
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119 |
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120 |
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121 | /*
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122 | * Solve plane and return clamped GLubyte value.
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123 | */
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124 | static GLubyte
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125 | solve_plane_0_255(GLfloat x, GLfloat y, const GLfloat plane[4])
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126 | {
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127 | GLfloat z = (plane[3] + plane[0] * x + plane[1] * y) / -plane[2] + 0.5F;
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128 | if (z < 0.0F)
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129 | return 0;
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130 | else if (z > 255.0F)
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131 | return 255;
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132 | return (GLubyte) (GLint) z;
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133 | }
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134 |
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135 |
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136 |
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137 | /*
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138 | * Compute how much (area) of the given pixel is inside the triangle.
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139 | * Vertices MUST be specified in counter-clockwise order.
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140 | * Return: coverage in [0, 1].
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141 | */
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142 | static GLfloat
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143 | compute_coveragef(const GLfloat v0[3], const GLfloat v1[3],
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144 | const GLfloat v2[3], GLint winx, GLint winy)
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145 | {
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146 | static const GLfloat samples[16][2] = {
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147 | /* start with the four corners */
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148 | { 0.00, 0.00 },
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149 | { 0.75, 0.00 },
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150 | { 0.00, 0.75 },
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151 | { 0.75, 0.75 },
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152 | /* continue with interior samples */
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153 | { 0.25, 0.00 },
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154 | { 0.50, 0.00 },
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155 | { 0.00, 0.25 },
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156 | { 0.25, 0.25 },
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157 | { 0.50, 0.25 },
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158 | { 0.75, 0.25 },
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159 | { 0.00, 0.50 },
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160 | { 0.25, 0.50 },
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161 | { 0.50, 0.50 },
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162 | { 0.75, 0.50 },
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163 | { 0.25, 0.75 },
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164 | { 0.50, 0.75 }
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165 | };
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166 | const GLfloat x = (GLfloat) winx;
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167 | const GLfloat y = (GLfloat) winy;
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168 | const GLfloat dx0 = v1[0] - v0[0];
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169 | const GLfloat dy0 = v1[1] - v0[1];
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170 | const GLfloat dx1 = v2[0] - v1[0];
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171 | const GLfloat dy1 = v2[1] - v1[1];
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172 | const GLfloat dx2 = v0[0] - v2[0];
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173 | const GLfloat dy2 = v0[1] - v2[1];
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174 | GLint stop = 4, i;
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175 | GLfloat insideCount = 16.0F;
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176 |
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177 | #ifdef DEBUG
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178 | {
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179 | const GLfloat area = dx0 * dy1 - dx1 * dy0;
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180 | ASSERT(area >= 0.0);
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181 | }
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182 | #endif
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183 |
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184 | for (i = 0; i < stop; i++) {
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185 | const GLfloat sx = x + samples[i][0];
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186 | const GLfloat sy = y + samples[i][1];
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187 | const GLfloat fx0 = sx - v0[0];
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188 | const GLfloat fy0 = sy - v0[1];
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189 | const GLfloat fx1 = sx - v1[0];
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190 | const GLfloat fy1 = sy - v1[1];
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191 | const GLfloat fx2 = sx - v2[0];
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192 | const GLfloat fy2 = sy - v2[1];
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193 | /* cross product determines if sample is inside or outside each edge */
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194 | GLfloat cross0 = (dx0 * fy0 - dy0 * fx0);
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195 | GLfloat cross1 = (dx1 * fy1 - dy1 * fx1);
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196 | GLfloat cross2 = (dx2 * fy2 - dy2 * fx2);
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197 | /* Check if the sample is exactly on an edge. If so, let cross be a
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198 | * positive or negative value depending on the direction of the edge.
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199 | */
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200 | if (cross0 == 0.0F)
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201 | cross0 = dx0 + dy0;
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202 | if (cross1 == 0.0F)
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203 | cross1 = dx1 + dy1;
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204 | if (cross2 == 0.0F)
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205 | cross2 = dx2 + dy2;
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206 | if (cross0 < 0.0F || cross1 < 0.0F || cross2 < 0.0F) {
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207 | /* point is outside triangle */
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208 | insideCount -= 1.0F;
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209 | stop = 16;
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210 | }
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211 | }
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212 | if (stop == 4)
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213 | return 1.0F;
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214 | else
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215 | return insideCount * (1.0F / 16.0F);
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216 | }
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217 |
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218 |
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219 |
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220 | /*
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221 | * Compute how much (area) of the given pixel is inside the triangle.
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222 | * Vertices MUST be specified in counter-clockwise order.
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223 | * Return: coverage in [0, 15].
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224 | */
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225 | static GLint
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226 | compute_coveragei(const GLfloat v0[3], const GLfloat v1[3],
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227 | const GLfloat v2[3], GLint winx, GLint winy)
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228 | {
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229 | /* NOTE: 15 samples instead of 16.
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230 | * A better sample distribution could be used.
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231 | */
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232 | static const GLfloat samples[15][2] = {
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233 | /* start with the four corners */
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234 | { 0.00, 0.00 },
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235 | { 0.75, 0.00 },
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236 | { 0.00, 0.75 },
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237 | { 0.75, 0.75 },
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238 | /* continue with interior samples */
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239 | { 0.25, 0.00 },
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240 | { 0.50, 0.00 },
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241 | { 0.00, 0.25 },
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242 | { 0.25, 0.25 },
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243 | { 0.50, 0.25 },
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244 | { 0.75, 0.25 },
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245 | { 0.00, 0.50 },
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246 | { 0.25, 0.50 },
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247 | /*{ 0.50, 0.50 },*/
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248 | { 0.75, 0.50 },
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249 | { 0.25, 0.75 },
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250 | { 0.50, 0.75 }
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251 | };
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252 | const GLfloat x = (GLfloat) winx;
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253 | const GLfloat y = (GLfloat) winy;
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254 | const GLfloat dx0 = v1[0] - v0[0];
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255 | const GLfloat dy0 = v1[1] - v0[1];
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256 | const GLfloat dx1 = v2[0] - v1[0];
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257 | const GLfloat dy1 = v2[1] - v1[1];
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258 | const GLfloat dx2 = v0[0] - v2[0];
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259 | const GLfloat dy2 = v0[1] - v2[1];
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260 | GLint stop = 4, i;
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261 | GLint insideCount = 15;
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262 |
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263 | #ifdef DEBUG
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264 | {
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265 | const GLfloat area = dx0 * dy1 - dx1 * dy0;
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266 | ASSERT(area >= 0.0);
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267 | }
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268 | #endif
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269 |
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270 | for (i = 0; i < stop; i++) {
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271 | const GLfloat sx = x + samples[i][0];
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272 | const GLfloat sy = y + samples[i][1];
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273 | const GLfloat fx0 = sx - v0[0];
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274 | const GLfloat fy0 = sy - v0[1];
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275 | const GLfloat fx1 = sx - v1[0];
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276 | const GLfloat fy1 = sy - v1[1];
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277 | const GLfloat fx2 = sx - v2[0];
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278 | const GLfloat fy2 = sy - v2[1];
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279 | /* cross product determines if sample is inside or outside each edge */
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280 | GLfloat cross0 = (dx0 * fy0 - dy0 * fx0);
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281 | GLfloat cross1 = (dx1 * fy1 - dy1 * fx1);
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282 | GLfloat cross2 = (dx2 * fy2 - dy2 * fx2);
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283 | /* Check if the sample is exactly on an edge. If so, let cross be a
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284 | * positive or negative value depending on the direction of the edge.
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285 | */
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286 | if (cross0 == 0.0F)
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287 | cross0 = dx0 + dy0;
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288 | if (cross1 == 0.0F)
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289 | cross1 = dx1 + dy1;
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290 | if (cross2 == 0.0F)
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291 | cross2 = dx2 + dy2;
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292 | if (cross0 < 0.0F || cross1 < 0.0F || cross2 < 0.0F) {
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293 | /* point is outside triangle */
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294 | insideCount--;
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295 | stop = 15;
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296 | }
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297 | }
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298 | if (stop == 4)
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299 | return 15;
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300 | else
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301 | return insideCount;
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302 | }
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303 |
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304 |
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305 |
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306 | static void
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307 | rgba_aa_tri(GLcontext *ctx, GLuint v0, GLuint v1, GLuint v2, GLuint pv)
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308 | {
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309 | #define DO_Z
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310 | #define DO_RGBA
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311 | #include "aatritemp.h"
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312 | }
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313 |
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314 |
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315 | static void
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316 | index_aa_tri(GLcontext *ctx, GLuint v0, GLuint v1, GLuint v2, GLuint pv)
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317 | {
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318 | #define DO_Z
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319 | #define DO_INDEX
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320 | #include "aatritemp.h"
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321 | }
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322 |
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323 |
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324 | /*
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325 | * Compute mipmap level of detail.
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326 | */
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327 | static GLfloat
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328 | compute_lambda(const GLfloat sPlane[4], const GLfloat tPlane[4],
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329 | GLfloat invQ, GLfloat width, GLfloat height)
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330 | {
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331 | GLfloat dudx = sPlane[0] / sPlane[2] * invQ * width;
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332 | GLfloat dudy = sPlane[1] / sPlane[2] * invQ * width;
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333 | GLfloat dvdx = tPlane[0] / tPlane[2] * invQ * height;
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334 | GLfloat dvdy = tPlane[1] / tPlane[2] * invQ * height;
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335 | GLfloat r1 = dudx * dudx + dudy * dudy;
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336 | GLfloat r2 = dvdx * dvdx + dvdy * dvdy;
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337 | GLfloat rho2 = r1 + r2;
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338 | /* return log base 2 of rho */
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339 | return log(rho2) * 1.442695 * 0.5; /* 1.442695 = 1/log(2) */
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340 | }
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341 |
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342 |
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343 | static void
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344 | tex_aa_tri(GLcontext *ctx, GLuint v0, GLuint v1, GLuint v2, GLuint pv)
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345 | {
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346 | #define DO_Z
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347 | #define DO_RGBA
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348 | #define DO_STUV0
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349 | #include "aatritemp.h"
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350 | }
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351 |
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352 |
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353 | static void
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354 | spec_tex_aa_tri(GLcontext *ctx, GLuint v0, GLuint v1, GLuint v2, GLuint pv)
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355 | {
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356 | #define DO_Z
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357 | #define DO_RGBA
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358 | #define DO_STUV0
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359 | #define DO_SPEC
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360 | #include "aatritemp.h"
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361 | }
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362 |
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363 |
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364 | static void
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365 | multitex_aa_tri(GLcontext *ctx, GLuint v0, GLuint v1, GLuint v2, GLuint pv)
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366 | {
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367 | #define DO_Z
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368 | #define DO_RGBA
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369 | #define DO_STUV0
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370 | #define DO_STUV1
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371 | #include "aatritemp.h"
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372 | }
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373 |
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374 | static void
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375 | spec_multitex_aa_tri(GLcontext *ctx, GLuint v0, GLuint v1, GLuint v2, GLuint pv)
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376 | {
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377 | #define DO_Z
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378 | #define DO_RGBA
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379 | #define DO_STUV0
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380 | #define DO_STUV1
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381 | #define DO_SPEC
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382 | #include "aatritemp.h"
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383 | }
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384 |
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385 |
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386 | /*
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387 | * Examine GL state and set ctx->Driver.TriangleFunc to an
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388 | * appropriate antialiased triangle rasterizer function.
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389 | */
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390 | void
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391 | _mesa_set_aa_triangle_function(GLcontext *ctx)
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392 | {
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393 | ASSERT(ctx->Polygon.SmoothFlag);
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394 | if (ctx->Texture.ReallyEnabled) {
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395 | if (ctx->Light.Enabled &&
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396 | ctx->Light.Model.ColorControl==GL_SEPARATE_SPECULAR_COLOR) {
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397 | if (ctx->Texture.ReallyEnabled >= TEXTURE1_1D) {
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398 | ctx->Driver.TriangleFunc = spec_multitex_aa_tri;
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399 | }
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400 | else {
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401 | ctx->Driver.TriangleFunc = spec_tex_aa_tri;
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402 | }
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403 | }
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404 | else {
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405 | if (ctx->Texture.ReallyEnabled >= TEXTURE1_1D) {
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406 | ctx->Driver.TriangleFunc = multitex_aa_tri;
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407 | }
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408 | else {
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409 | ctx->Driver.TriangleFunc = tex_aa_tri;
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410 | }
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411 | }
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412 | }
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413 | else {
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414 | if (ctx->Visual->RGBAflag) {
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415 | ctx->Driver.TriangleFunc = rgba_aa_tri;
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416 | }
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417 | else {
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418 | ctx->Driver.TriangleFunc = index_aa_tri;
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419 | }
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420 | }
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421 | ASSERT(ctx->Driver.TriangleFunc);
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422 | }
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