[3598] | 1 | /* $Id: aatriangle.c,v 1.1 2000-05-23 20:40:19 jeroen Exp $ */
|
---|
| 2 |
|
---|
| 3 | /*
|
---|
| 4 | * Mesa 3-D graphics library
|
---|
| 5 | * Version: 3.3
|
---|
| 6 | *
|
---|
| 7 | * Copyright (C) 1999-2000 Brian Paul All Rights Reserved.
|
---|
| 8 | *
|
---|
| 9 | * Permission is hereby granted, free of charge, to any person obtaining a
|
---|
| 10 | * copy of this software and associated documentation files (the "Software"),
|
---|
| 11 | * to deal in the Software without restriction, including without limitation
|
---|
| 12 | * the rights to use, copy, modify, merge, publish, distribute, sublicense,
|
---|
| 13 | * and/or sell copies of the Software, and to permit persons to whom the
|
---|
| 14 | * Software is furnished to do so, subject to the following conditions:
|
---|
| 15 | *
|
---|
| 16 | * The above copyright notice and this permission notice shall be included
|
---|
| 17 | * in all copies or substantial portions of the Software.
|
---|
| 18 | *
|
---|
| 19 | * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS
|
---|
| 20 | * OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
|
---|
| 21 | * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL
|
---|
| 22 | * BRIAN PAUL BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN
|
---|
| 23 | * AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN
|
---|
| 24 | * CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
|
---|
| 25 | */
|
---|
| 26 |
|
---|
| 27 |
|
---|
| 28 | /*
|
---|
| 29 | * Antialiased Triangle rasterizers
|
---|
| 30 | */
|
---|
| 31 |
|
---|
| 32 |
|
---|
| 33 | #ifdef PC_HEADER
|
---|
| 34 | #include "all.h"
|
---|
| 35 | #else
|
---|
| 36 | #include "glheader.h"
|
---|
| 37 | #include "aatriangle.h"
|
---|
| 38 | #include "span.h"
|
---|
| 39 | #include "types.h"
|
---|
| 40 | #include "vb.h"
|
---|
| 41 | #endif
|
---|
| 42 |
|
---|
| 43 |
|
---|
| 44 | /*
|
---|
| 45 | * Compute coefficients of a plane using the X,Y coords of the v0, v1, v2
|
---|
| 46 | * vertices and the given Z values.
|
---|
| 47 | */
|
---|
| 48 | static void
|
---|
| 49 | compute_plane(const GLfloat v0[], const GLfloat v1[], const GLfloat v2[],
|
---|
| 50 | GLfloat z0, GLfloat z1, GLfloat z2, GLfloat plane[4])
|
---|
| 51 | {
|
---|
| 52 | const GLfloat px = v1[0] - v0[0];
|
---|
| 53 | const GLfloat py = v1[1] - v0[1];
|
---|
| 54 | const GLfloat pz = z1 - z0;
|
---|
| 55 |
|
---|
| 56 | const GLfloat qx = v2[0] - v0[0];
|
---|
| 57 | const GLfloat qy = v2[1] - v0[1];
|
---|
| 58 | const GLfloat qz = z2 - z0;
|
---|
| 59 |
|
---|
| 60 | const GLfloat a = py * qz - pz * qy;
|
---|
| 61 | const GLfloat b = pz * qx - px * qz;
|
---|
| 62 | const GLfloat c = px * qy - py * qx;
|
---|
| 63 | const GLfloat d = -(a * v0[0] + b * v0[1] + c * z0);
|
---|
| 64 |
|
---|
| 65 | plane[0] = a;
|
---|
| 66 | plane[1] = b;
|
---|
| 67 | plane[2] = c;
|
---|
| 68 | plane[3] = d;
|
---|
| 69 | }
|
---|
| 70 |
|
---|
| 71 |
|
---|
| 72 | /*
|
---|
| 73 | * Compute coefficients of a plane with a constant Z value.
|
---|
| 74 | */
|
---|
| 75 | static void
|
---|
| 76 | constant_plane(GLfloat value, GLfloat plane[4])
|
---|
| 77 | {
|
---|
| 78 | plane[0] = 0.0;
|
---|
| 79 | plane[1] = 0.0;
|
---|
| 80 | plane[2] = -1.0;
|
---|
| 81 | plane[3] = value;
|
---|
| 82 | }
|
---|
| 83 |
|
---|
| 84 | #define CONSTANT_PLANE(VALUE, PLANE) \
|
---|
| 85 | do { \
|
---|
| 86 | PLANE[0] = 0.0F; \
|
---|
| 87 | PLANE[1] = 0.0F; \
|
---|
| 88 | PLANE[2] = -1.0F; \
|
---|
| 89 | PLANE[3] = VALUE; \
|
---|
| 90 | } while (0)
|
---|
| 91 |
|
---|
| 92 |
|
---|
| 93 |
|
---|
| 94 | /*
|
---|
| 95 | * Solve plane equation for Z at (X,Y).
|
---|
| 96 | */
|
---|
| 97 | static GLfloat
|
---|
| 98 | solve_plane(GLfloat x, GLfloat y, const GLfloat plane[4])
|
---|
| 99 | {
|
---|
| 100 | GLfloat z = (plane[3] + plane[0] * x + plane[1] * y) / -plane[2];
|
---|
| 101 | return z;
|
---|
| 102 | }
|
---|
| 103 |
|
---|
| 104 |
|
---|
| 105 | #define SOLVE_PLANE(X, Y, PLANE) \
|
---|
| 106 | ((PLANE[3] + PLANE[0] * (X) + PLANE[1] * (Y)) / -PLANE[2])
|
---|
| 107 |
|
---|
| 108 |
|
---|
| 109 | /*
|
---|
| 110 | * Return 1 / solve_plane().
|
---|
| 111 | */
|
---|
| 112 | static GLfloat
|
---|
| 113 | solve_plane_recip(GLfloat x, GLfloat y, const GLfloat plane[4])
|
---|
| 114 | {
|
---|
| 115 | GLfloat z = -plane[2] / (plane[3] + plane[0] * x + plane[1] * y);
|
---|
| 116 | return z;
|
---|
| 117 | }
|
---|
| 118 |
|
---|
| 119 |
|
---|
| 120 |
|
---|
| 121 | /*
|
---|
| 122 | * Solve plane and return clamped GLubyte value.
|
---|
| 123 | */
|
---|
| 124 | static GLubyte
|
---|
| 125 | solve_plane_0_255(GLfloat x, GLfloat y, const GLfloat plane[4])
|
---|
| 126 | {
|
---|
| 127 | GLfloat z = (plane[3] + plane[0] * x + plane[1] * y) / -plane[2] + 0.5F;
|
---|
| 128 | if (z < 0.0F)
|
---|
| 129 | return 0;
|
---|
| 130 | else if (z > 255.0F)
|
---|
| 131 | return 255;
|
---|
| 132 | return (GLubyte) (GLint) z;
|
---|
| 133 | }
|
---|
| 134 |
|
---|
| 135 |
|
---|
| 136 |
|
---|
| 137 | /*
|
---|
| 138 | * Compute how much (area) of the given pixel is inside the triangle.
|
---|
| 139 | * Vertices MUST be specified in counter-clockwise order.
|
---|
| 140 | * Return: coverage in [0, 1].
|
---|
| 141 | */
|
---|
| 142 | static GLfloat
|
---|
| 143 | compute_coveragef(const GLfloat v0[3], const GLfloat v1[3],
|
---|
| 144 | const GLfloat v2[3], GLint winx, GLint winy)
|
---|
| 145 | {
|
---|
| 146 | static const GLfloat samples[16][2] = {
|
---|
| 147 | /* start with the four corners */
|
---|
| 148 | { 0.00, 0.00 },
|
---|
| 149 | { 0.75, 0.00 },
|
---|
| 150 | { 0.00, 0.75 },
|
---|
| 151 | { 0.75, 0.75 },
|
---|
| 152 | /* continue with interior samples */
|
---|
| 153 | { 0.25, 0.00 },
|
---|
| 154 | { 0.50, 0.00 },
|
---|
| 155 | { 0.00, 0.25 },
|
---|
| 156 | { 0.25, 0.25 },
|
---|
| 157 | { 0.50, 0.25 },
|
---|
| 158 | { 0.75, 0.25 },
|
---|
| 159 | { 0.00, 0.50 },
|
---|
| 160 | { 0.25, 0.50 },
|
---|
| 161 | { 0.50, 0.50 },
|
---|
| 162 | { 0.75, 0.50 },
|
---|
| 163 | { 0.25, 0.75 },
|
---|
| 164 | { 0.50, 0.75 }
|
---|
| 165 | };
|
---|
| 166 | const GLfloat x = (GLfloat) winx;
|
---|
| 167 | const GLfloat y = (GLfloat) winy;
|
---|
| 168 | const GLfloat dx0 = v1[0] - v0[0];
|
---|
| 169 | const GLfloat dy0 = v1[1] - v0[1];
|
---|
| 170 | const GLfloat dx1 = v2[0] - v1[0];
|
---|
| 171 | const GLfloat dy1 = v2[1] - v1[1];
|
---|
| 172 | const GLfloat dx2 = v0[0] - v2[0];
|
---|
| 173 | const GLfloat dy2 = v0[1] - v2[1];
|
---|
| 174 | GLint stop = 4, i;
|
---|
| 175 | GLfloat insideCount = 16.0F;
|
---|
| 176 |
|
---|
| 177 | #ifdef DEBUG
|
---|
| 178 | {
|
---|
| 179 | const GLfloat area = dx0 * dy1 - dx1 * dy0;
|
---|
| 180 | ASSERT(area >= 0.0);
|
---|
| 181 | }
|
---|
| 182 | #endif
|
---|
| 183 |
|
---|
| 184 | for (i = 0; i < stop; i++) {
|
---|
| 185 | const GLfloat sx = x + samples[i][0];
|
---|
| 186 | const GLfloat sy = y + samples[i][1];
|
---|
| 187 | const GLfloat fx0 = sx - v0[0];
|
---|
| 188 | const GLfloat fy0 = sy - v0[1];
|
---|
| 189 | const GLfloat fx1 = sx - v1[0];
|
---|
| 190 | const GLfloat fy1 = sy - v1[1];
|
---|
| 191 | const GLfloat fx2 = sx - v2[0];
|
---|
| 192 | const GLfloat fy2 = sy - v2[1];
|
---|
| 193 | /* cross product determines if sample is inside or outside each edge */
|
---|
| 194 | GLfloat cross0 = (dx0 * fy0 - dy0 * fx0);
|
---|
| 195 | GLfloat cross1 = (dx1 * fy1 - dy1 * fx1);
|
---|
| 196 | GLfloat cross2 = (dx2 * fy2 - dy2 * fx2);
|
---|
| 197 | /* Check if the sample is exactly on an edge. If so, let cross be a
|
---|
| 198 | * positive or negative value depending on the direction of the edge.
|
---|
| 199 | */
|
---|
| 200 | if (cross0 == 0.0F)
|
---|
| 201 | cross0 = dx0 + dy0;
|
---|
| 202 | if (cross1 == 0.0F)
|
---|
| 203 | cross1 = dx1 + dy1;
|
---|
| 204 | if (cross2 == 0.0F)
|
---|
| 205 | cross2 = dx2 + dy2;
|
---|
| 206 | if (cross0 < 0.0F || cross1 < 0.0F || cross2 < 0.0F) {
|
---|
| 207 | /* point is outside triangle */
|
---|
| 208 | insideCount -= 1.0F;
|
---|
| 209 | stop = 16;
|
---|
| 210 | }
|
---|
| 211 | }
|
---|
| 212 | if (stop == 4)
|
---|
| 213 | return 1.0F;
|
---|
| 214 | else
|
---|
| 215 | return insideCount * (1.0F / 16.0F);
|
---|
| 216 | }
|
---|
| 217 |
|
---|
| 218 |
|
---|
| 219 |
|
---|
| 220 | /*
|
---|
| 221 | * Compute how much (area) of the given pixel is inside the triangle.
|
---|
| 222 | * Vertices MUST be specified in counter-clockwise order.
|
---|
| 223 | * Return: coverage in [0, 15].
|
---|
| 224 | */
|
---|
| 225 | static GLint
|
---|
| 226 | compute_coveragei(const GLfloat v0[3], const GLfloat v1[3],
|
---|
| 227 | const GLfloat v2[3], GLint winx, GLint winy)
|
---|
| 228 | {
|
---|
| 229 | /* NOTE: 15 samples instead of 16.
|
---|
| 230 | * A better sample distribution could be used.
|
---|
| 231 | */
|
---|
| 232 | static const GLfloat samples[15][2] = {
|
---|
| 233 | /* start with the four corners */
|
---|
| 234 | { 0.00, 0.00 },
|
---|
| 235 | { 0.75, 0.00 },
|
---|
| 236 | { 0.00, 0.75 },
|
---|
| 237 | { 0.75, 0.75 },
|
---|
| 238 | /* continue with interior samples */
|
---|
| 239 | { 0.25, 0.00 },
|
---|
| 240 | { 0.50, 0.00 },
|
---|
| 241 | { 0.00, 0.25 },
|
---|
| 242 | { 0.25, 0.25 },
|
---|
| 243 | { 0.50, 0.25 },
|
---|
| 244 | { 0.75, 0.25 },
|
---|
| 245 | { 0.00, 0.50 },
|
---|
| 246 | { 0.25, 0.50 },
|
---|
| 247 | /*{ 0.50, 0.50 },*/
|
---|
| 248 | { 0.75, 0.50 },
|
---|
| 249 | { 0.25, 0.75 },
|
---|
| 250 | { 0.50, 0.75 }
|
---|
| 251 | };
|
---|
| 252 | const GLfloat x = (GLfloat) winx;
|
---|
| 253 | const GLfloat y = (GLfloat) winy;
|
---|
| 254 | const GLfloat dx0 = v1[0] - v0[0];
|
---|
| 255 | const GLfloat dy0 = v1[1] - v0[1];
|
---|
| 256 | const GLfloat dx1 = v2[0] - v1[0];
|
---|
| 257 | const GLfloat dy1 = v2[1] - v1[1];
|
---|
| 258 | const GLfloat dx2 = v0[0] - v2[0];
|
---|
| 259 | const GLfloat dy2 = v0[1] - v2[1];
|
---|
| 260 | GLint stop = 4, i;
|
---|
| 261 | GLint insideCount = 15;
|
---|
| 262 |
|
---|
| 263 | #ifdef DEBUG
|
---|
| 264 | {
|
---|
| 265 | const GLfloat area = dx0 * dy1 - dx1 * dy0;
|
---|
| 266 | ASSERT(area >= 0.0);
|
---|
| 267 | }
|
---|
| 268 | #endif
|
---|
| 269 |
|
---|
| 270 | for (i = 0; i < stop; i++) {
|
---|
| 271 | const GLfloat sx = x + samples[i][0];
|
---|
| 272 | const GLfloat sy = y + samples[i][1];
|
---|
| 273 | const GLfloat fx0 = sx - v0[0];
|
---|
| 274 | const GLfloat fy0 = sy - v0[1];
|
---|
| 275 | const GLfloat fx1 = sx - v1[0];
|
---|
| 276 | const GLfloat fy1 = sy - v1[1];
|
---|
| 277 | const GLfloat fx2 = sx - v2[0];
|
---|
| 278 | const GLfloat fy2 = sy - v2[1];
|
---|
| 279 | /* cross product determines if sample is inside or outside each edge */
|
---|
| 280 | GLfloat cross0 = (dx0 * fy0 - dy0 * fx0);
|
---|
| 281 | GLfloat cross1 = (dx1 * fy1 - dy1 * fx1);
|
---|
| 282 | GLfloat cross2 = (dx2 * fy2 - dy2 * fx2);
|
---|
| 283 | /* Check if the sample is exactly on an edge. If so, let cross be a
|
---|
| 284 | * positive or negative value depending on the direction of the edge.
|
---|
| 285 | */
|
---|
| 286 | if (cross0 == 0.0F)
|
---|
| 287 | cross0 = dx0 + dy0;
|
---|
| 288 | if (cross1 == 0.0F)
|
---|
| 289 | cross1 = dx1 + dy1;
|
---|
| 290 | if (cross2 == 0.0F)
|
---|
| 291 | cross2 = dx2 + dy2;
|
---|
| 292 | if (cross0 < 0.0F || cross1 < 0.0F || cross2 < 0.0F) {
|
---|
| 293 | /* point is outside triangle */
|
---|
| 294 | insideCount--;
|
---|
| 295 | stop = 15;
|
---|
| 296 | }
|
---|
| 297 | }
|
---|
| 298 | if (stop == 4)
|
---|
| 299 | return 15;
|
---|
| 300 | else
|
---|
| 301 | return insideCount;
|
---|
| 302 | }
|
---|
| 303 |
|
---|
| 304 |
|
---|
| 305 |
|
---|
| 306 | static void
|
---|
| 307 | rgba_aa_tri(GLcontext *ctx, GLuint v0, GLuint v1, GLuint v2, GLuint pv)
|
---|
| 308 | {
|
---|
| 309 | #define DO_Z
|
---|
| 310 | #define DO_RGBA
|
---|
| 311 | #include "aatritemp.h"
|
---|
| 312 | }
|
---|
| 313 |
|
---|
| 314 |
|
---|
| 315 | static void
|
---|
| 316 | index_aa_tri(GLcontext *ctx, GLuint v0, GLuint v1, GLuint v2, GLuint pv)
|
---|
| 317 | {
|
---|
| 318 | #define DO_Z
|
---|
| 319 | #define DO_INDEX
|
---|
| 320 | #include "aatritemp.h"
|
---|
| 321 | }
|
---|
| 322 |
|
---|
| 323 |
|
---|
| 324 | /*
|
---|
| 325 | * Compute mipmap level of detail.
|
---|
| 326 | */
|
---|
| 327 | static GLfloat
|
---|
| 328 | compute_lambda(const GLfloat sPlane[4], const GLfloat tPlane[4],
|
---|
| 329 | GLfloat invQ, GLfloat width, GLfloat height)
|
---|
| 330 | {
|
---|
| 331 | GLfloat dudx = sPlane[0] / sPlane[2] * invQ * width;
|
---|
| 332 | GLfloat dudy = sPlane[1] / sPlane[2] * invQ * width;
|
---|
| 333 | GLfloat dvdx = tPlane[0] / tPlane[2] * invQ * height;
|
---|
| 334 | GLfloat dvdy = tPlane[1] / tPlane[2] * invQ * height;
|
---|
| 335 | GLfloat r1 = dudx * dudx + dudy * dudy;
|
---|
| 336 | GLfloat r2 = dvdx * dvdx + dvdy * dvdy;
|
---|
| 337 | GLfloat rho2 = r1 + r2;
|
---|
| 338 | /* return log base 2 of rho */
|
---|
| 339 | return log(rho2) * 1.442695 * 0.5; /* 1.442695 = 1/log(2) */
|
---|
| 340 | }
|
---|
| 341 |
|
---|
| 342 |
|
---|
| 343 | static void
|
---|
| 344 | tex_aa_tri(GLcontext *ctx, GLuint v0, GLuint v1, GLuint v2, GLuint pv)
|
---|
| 345 | {
|
---|
| 346 | #define DO_Z
|
---|
| 347 | #define DO_RGBA
|
---|
| 348 | #define DO_STUV0
|
---|
| 349 | #include "aatritemp.h"
|
---|
| 350 | }
|
---|
| 351 |
|
---|
| 352 |
|
---|
| 353 | static void
|
---|
| 354 | spec_tex_aa_tri(GLcontext *ctx, GLuint v0, GLuint v1, GLuint v2, GLuint pv)
|
---|
| 355 | {
|
---|
| 356 | #define DO_Z
|
---|
| 357 | #define DO_RGBA
|
---|
| 358 | #define DO_STUV0
|
---|
| 359 | #define DO_SPEC
|
---|
| 360 | #include "aatritemp.h"
|
---|
| 361 | }
|
---|
| 362 |
|
---|
| 363 |
|
---|
| 364 | static void
|
---|
| 365 | multitex_aa_tri(GLcontext *ctx, GLuint v0, GLuint v1, GLuint v2, GLuint pv)
|
---|
| 366 | {
|
---|
| 367 | #define DO_Z
|
---|
| 368 | #define DO_RGBA
|
---|
| 369 | #define DO_STUV0
|
---|
| 370 | #define DO_STUV1
|
---|
| 371 | #include "aatritemp.h"
|
---|
| 372 | }
|
---|
| 373 |
|
---|
| 374 | static void
|
---|
| 375 | spec_multitex_aa_tri(GLcontext *ctx, GLuint v0, GLuint v1, GLuint v2, GLuint pv)
|
---|
| 376 | {
|
---|
| 377 | #define DO_Z
|
---|
| 378 | #define DO_RGBA
|
---|
| 379 | #define DO_STUV0
|
---|
| 380 | #define DO_STUV1
|
---|
| 381 | #define DO_SPEC
|
---|
| 382 | #include "aatritemp.h"
|
---|
| 383 | }
|
---|
| 384 |
|
---|
| 385 |
|
---|
| 386 | /*
|
---|
| 387 | * Examine GL state and set ctx->Driver.TriangleFunc to an
|
---|
| 388 | * appropriate antialiased triangle rasterizer function.
|
---|
| 389 | */
|
---|
| 390 | void
|
---|
| 391 | _mesa_set_aa_triangle_function(GLcontext *ctx)
|
---|
| 392 | {
|
---|
| 393 | ASSERT(ctx->Polygon.SmoothFlag);
|
---|
| 394 | if (ctx->Texture.ReallyEnabled) {
|
---|
| 395 | if (ctx->Light.Enabled &&
|
---|
| 396 | ctx->Light.Model.ColorControl==GL_SEPARATE_SPECULAR_COLOR) {
|
---|
| 397 | if (ctx->Texture.ReallyEnabled >= TEXTURE1_1D) {
|
---|
| 398 | ctx->Driver.TriangleFunc = spec_multitex_aa_tri;
|
---|
| 399 | }
|
---|
| 400 | else {
|
---|
| 401 | ctx->Driver.TriangleFunc = spec_tex_aa_tri;
|
---|
| 402 | }
|
---|
| 403 | }
|
---|
| 404 | else {
|
---|
| 405 | if (ctx->Texture.ReallyEnabled >= TEXTURE1_1D) {
|
---|
| 406 | ctx->Driver.TriangleFunc = multitex_aa_tri;
|
---|
| 407 | }
|
---|
| 408 | else {
|
---|
| 409 | ctx->Driver.TriangleFunc = tex_aa_tri;
|
---|
| 410 | }
|
---|
| 411 | }
|
---|
| 412 | }
|
---|
| 413 | else {
|
---|
| 414 | if (ctx->Visual->RGBAflag) {
|
---|
| 415 | ctx->Driver.TriangleFunc = rgba_aa_tri;
|
---|
| 416 | }
|
---|
| 417 | else {
|
---|
| 418 | ctx->Driver.TriangleFunc = index_aa_tri;
|
---|
| 419 | }
|
---|
| 420 | }
|
---|
| 421 | ASSERT(ctx->Driver.TriangleFunc);
|
---|
| 422 | }
|
---|