/* * Mesa 3-D graphics library * Version: 6.3 * * Copyright (C) 1999-2004 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. */ /* * Regarding GL_NV_point_sprite: * * Portions of this software may use or implement intellectual * property owned and licensed by NVIDIA Corporation. NVIDIA disclaims * any and all warranties with respect to such intellectual property, * including any use thereof or modifications thereto. */ /* * 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_ARB_point_sprite / GL_NV_point_sprite * * Notes: LARGE and ATTENUATE are exclusive of each other. * TEXTURE requires RGBA */ /* * 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 * fragment has % coverage = (d - rmin2) / (rmax2 - rmin2) */ static void NAME ( GLcontext *ctx, const SWvertex *vert ) { #if FLAGS & (ATTENUATE | LARGE | SMOOTH | SPRITE) GLfloat size; #endif #if FLAGS & RGBA #if (FLAGS & ATTENUATE) && (FLAGS & SMOOTH) GLfloat alphaAtten; #endif const GLchan red = vert->color[0]; const GLchan green = vert->color[1]; const GLchan blue = vert->color[2]; const GLchan alpha = vert->color[3]; #endif #if FLAGS & SPECULAR const GLchan specRed = vert->specular[0]; const GLchan specGreen = vert->specular[1]; const GLchan specBlue = vert->specular[2]; #endif #if FLAGS & INDEX const GLuint colorIndex = (GLuint) vert->index; /* XXX round? */ #endif #if FLAGS & TEXTURE GLfloat texcoord[MAX_TEXTURE_COORD_UNITS][4]; GLuint u; #endif SWcontext *swrast = SWRAST_CONTEXT(ctx); struct sw_span *span = &(swrast->PointSpan); /* Cull primitives with malformed coordinates. */ { float tmp = vert->win[0] + vert->win[1]; if (IS_INF_OR_NAN(tmp)) return; } /* * Span init */ span->interpMask = SPAN_FOG; span->arrayMask = SPAN_XY | SPAN_Z; span->fog = vert->fog; span->fogStep = 0.0; #if FLAGS & RGBA span->arrayMask |= SPAN_RGBA; #endif #if FLAGS & SPECULAR span->arrayMask |= SPAN_SPEC; #endif #if FLAGS & INDEX span->arrayMask |= SPAN_INDEX; #endif #if FLAGS & TEXTURE span->arrayMask |= SPAN_TEXTURE; if (ctx->FragmentProgram._Active) { /* Don't divide texture s,t,r by q (use TXP to do that) */ for (u = 0; u < ctx->Const.MaxTextureUnits; u++) { if (ctx->Texture._EnabledCoordUnits & (1 << u)) { COPY_4V(texcoord[u], vert->texcoord[u]); } } } else { /* Divide texture s,t,r by q here */ for (u = 0; u < ctx->Const.MaxTextureUnits; u++) { if (ctx->Texture._EnabledCoordUnits & (1 << u)) { const GLfloat q = vert->texcoord[u][3]; const GLfloat invQ = (q == 0.0F || q == 1.0F) ? 1.0F : (1.0F / q); texcoord[u][0] = vert->texcoord[u][0] * invQ; texcoord[u][1] = vert->texcoord[u][1] * invQ; texcoord[u][2] = vert->texcoord[u][2] * invQ; texcoord[u][3] = q; } } } /* need these for fragment programs */ span->w = 1.0F; span->dwdx = 0.0F; span->dwdy = 0.0F; #endif #if FLAGS & SMOOTH span->arrayMask |= SPAN_COVERAGE; #endif #if FLAGS & SPRITE span->arrayMask |= SPAN_TEXTURE; #endif #if FLAGS & ATTENUATE if (vert->pointSize >= ctx->Point.Threshold) { size = MIN2(vert->pointSize, ctx->Point.MaxSize); #if (FLAGS & RGBA) && (FLAGS & SMOOTH) alphaAtten = 1.0F; #endif } else { #if (FLAGS & RGBA) && (FLAGS & SMOOTH) GLfloat dsize = vert->pointSize / ctx->Point.Threshold; alphaAtten = dsize * dsize; #endif size = MAX2(ctx->Point.Threshold, ctx->Point.MinSize); } #elif FLAGS & (LARGE | SMOOTH | SPRITE) size = ctx->Point._Size; #endif #if FLAGS & (ATTENUATE | LARGE | SMOOTH | SPRITE) /* * Multi-pixel points */ {{ GLint x, y; const GLfloat radius = 0.5F * size; const GLint z = (GLint) (vert->win[2] + 0.5F); GLuint count; #if FLAGS & SMOOTH const GLfloat rmin = radius - 0.7071F; /* 0.7071 = sqrt(2)/2 */ const GLfloat rmax = radius + 0.7071F; const GLfloat rmin2 = MAX2(0.0F, 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 /*SMOOTH*/ /* check if we need to flush */ if (span->end + (xmax-xmin+1) * (ymax-ymin+1) >= MAX_WIDTH || (swrast->_RasterMask & (BLEND_BIT | LOGIC_OP_BIT | MASKING_BIT))) { #if FLAGS & RGBA _swrast_write_rgba_span(ctx, span); #else _swrast_write_index_span(ctx, span); #endif span->end = 0; } /* * OK, generate fragments */ count = span->end; (void) radius; for (y = ymin; y <= ymax; y++) { /* check if we need to flush */ if (count + (xmax-xmin+1) >= MAX_WIDTH) { span->end = count; #if FLAGS & RGBA _swrast_write_rgba_span(ctx, span); #else _swrast_write_index_span(ctx, span); #endif count = span->end = 0; } for (x = xmin; x <= xmax; x++) { #if FLAGS & (SPRITE | TEXTURE) GLuint u; #endif #if FLAGS & RGBA span->array->rgba[count][RCOMP] = red; span->array->rgba[count][GCOMP] = green; span->array->rgba[count][BCOMP] = blue; span->array->rgba[count][ACOMP] = alpha; #endif #if FLAGS & SPECULAR span->array->spec[count][RCOMP] = specRed; span->array->spec[count][GCOMP] = specGreen; span->array->spec[count][BCOMP] = specBlue; #endif #if FLAGS & INDEX span->array->index[count] = colorIndex; #endif #if FLAGS & TEXTURE for (u = 0; u < ctx->Const.MaxTextureUnits; u++) { if (ctx->Texture._EnabledCoordUnits & (1 << u)) { COPY_4V(span->array->texcoords[u][count], texcoord[u]); } } #endif #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 (dist2 >= rmin2) { /* compute partial coverage */ span->array->coverage[count] = 1.0F - (dist2 - rmin2) * cscale; #if FLAGS & INDEX /* coverage in [0,15] */ span->array->coverage[count] *= 15.0; #endif } else { /* full coverage */ span->array->coverage[count] = 1.0F; } span->array->x[count] = x; span->array->y[count] = y; span->array->z[count] = z; #if (FLAGS & ATTENUATE) && (FLAGS & RGBA) span->array->rgba[count][ACOMP] = (GLchan) (alpha * alphaAtten); #elif FLAGS & RGBA span->array->rgba[count][ACOMP] = alpha; #endif /*ATTENUATE*/ count++; } /*if*/ } #else /*SMOOTH*/ /* not smooth (square points) */ span->array->x[count] = x; span->array->y[count] = y; span->array->z[count] = z; #if FLAGS & SPRITE for (u = 0; u < ctx->Const.MaxTextureUnits; u++) { if (ctx->Texture.Unit[u]._ReallyEnabled) { if (ctx->Point.CoordReplace[u]) { GLfloat s = 0.5F + (x + 0.5F - vert->win[0]) / size; GLfloat t; if (ctx->Point.SpriteOrigin == GL_LOWER_LEFT) t = 0.5F + (y + 0.5F - vert->win[1]) / size; else /* GL_UPPER_LEFT */ t = 0.5F - (y + 0.5F - vert->win[1]) / size; span->array->texcoords[u][count][0] = s; span->array->texcoords[u][count][1] = t; span->array->texcoords[u][count][3] = 1.0F; if (ctx->Point.SpriteRMode == GL_ZERO) span->array->texcoords[u][count][2] = 0.0F; else if (ctx->Point.SpriteRMode == GL_S) span->array->texcoords[u][count][2] = vert->texcoord[u][0]; else /* GL_R */ span->array->texcoords[u][count][2] = vert->texcoord[u][2]; } else { COPY_4V(span->array->texcoords[u][count], vert->texcoord[u]); } } } #endif /*SPRITE*/ count++; /* square point */ #endif /*SMOOTH*/ } /*for x*/ } /*for y*/ span->end = count; }} #else /* LARGE | ATTENUATE | SMOOTH | SPRITE */ /* * Single-pixel points */ {{ GLuint count; /* check if we need to flush */ if (span->end >= MAX_WIDTH || (swrast->_RasterMask & (BLEND_BIT | LOGIC_OP_BIT | MASKING_BIT))) { #if FLAGS & RGBA _swrast_write_rgba_span(ctx, span); #else _swrast_write_index_span(ctx, span); #endif span->end = 0; } count = span->end; #if FLAGS & RGBA span->array->rgba[count][RCOMP] = red; span->array->rgba[count][GCOMP] = green; span->array->rgba[count][BCOMP] = blue; span->array->rgba[count][ACOMP] = alpha; #endif #if FLAGS & SPECULAR span->array->spec[count][RCOMP] = specRed; span->array->spec[count][GCOMP] = specGreen; span->array->spec[count][BCOMP] = specBlue; #endif #if FLAGS & INDEX span->array->index[count] = colorIndex; #endif #if FLAGS & TEXTURE for (u = 0; u < ctx->Const.MaxTextureUnits; u++) { if (ctx->Texture.Unit[u]._ReallyEnabled) { COPY_4V(span->array->texcoords[u][count], texcoord[u]); } } #endif span->array->x[count] = (GLint) vert->win[0]; span->array->y[count] = (GLint) vert->win[1]; span->array->z[count] = (GLint) (vert->win[2] + 0.5F); span->end = count + 1; }} #endif /* LARGE || ATTENUATE || SMOOTH */ ASSERT(span->end <= MAX_WIDTH); } #undef FLAGS #undef NAME