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00001 /* 00002 * Mesa 3-D graphics library 00003 * Version: 7.0.3 00004 * 00005 * Copyright (C) 1999-2007 Brian Paul All Rights Reserved. 00006 * 00007 * Permission is hereby granted, free of charge, to any person obtaining a 00008 * copy of this software and associated documentation files (the "Software"), 00009 * to deal in the Software without restriction, including without limitation 00010 * the rights to use, copy, modify, merge, publish, distribute, sublicense, 00011 * and/or sell copies of the Software, and to permit persons to whom the 00012 * Software is furnished to do so, subject to the following conditions: 00013 * 00014 * The above copyright notice and this permission notice shall be included 00015 * in all copies or substantial portions of the Software. 00016 * 00017 * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS 00018 * OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, 00019 * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL 00020 * BRIAN PAUL BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN 00021 * AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN 00022 * CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. 00023 */ 00024 00025 00026 /* 00027 * Antialiased Triangle Rasterizer Template 00028 * 00029 * This file is #include'd to generate custom AA triangle rasterizers. 00030 * NOTE: this code hasn't been optimized yet. That'll come after it 00031 * works correctly. 00032 * 00033 * The following macros may be defined to indicate what auxillary information 00034 * must be copmuted across the triangle: 00035 * DO_Z - if defined, compute Z values 00036 * DO_RGBA - if defined, compute RGBA values 00037 * DO_INDEX - if defined, compute color index values 00038 * DO_ATTRIBS - if defined, compute texcoords, varying, etc. 00039 */ 00040 00041 /*void triangle( GLcontext *ctx, GLuint v0, GLuint v1, GLuint v2, GLuint pv )*/ 00042 { 00043 const SWcontext *swrast = SWRAST_CONTEXT(ctx); 00044 const GLfloat *p0 = v0->attrib[FRAG_ATTRIB_WPOS]; 00045 const GLfloat *p1 = v1->attrib[FRAG_ATTRIB_WPOS]; 00046 const GLfloat *p2 = v2->attrib[FRAG_ATTRIB_WPOS]; 00047 const SWvertex *vMin, *vMid, *vMax; 00048 GLint iyMin, iyMax; 00049 GLfloat yMin, yMax; 00050 GLboolean ltor; 00051 GLfloat majDx, majDy; /* major (i.e. long) edge dx and dy */ 00052 00053 SWspan span; 00054 00055 #ifdef DO_Z 00056 GLfloat zPlane[4]; 00057 #endif 00058 #ifdef DO_RGBA 00059 GLfloat rPlane[4], gPlane[4], bPlane[4], aPlane[4]; 00060 #endif 00061 #ifdef DO_INDEX 00062 GLfloat iPlane[4]; 00063 #endif 00064 #if defined(DO_ATTRIBS) 00065 GLfloat attrPlane[FRAG_ATTRIB_MAX][4][4]; 00066 GLfloat wPlane[4]; /* win[3] */ 00067 #endif 00068 GLfloat bf = SWRAST_CONTEXT(ctx)->_BackfaceCullSign; 00069 00070 (void) swrast; 00071 00072 INIT_SPAN(span, GL_POLYGON); 00073 span.arrayMask = SPAN_COVERAGE; 00074 00075 /* determine bottom to top order of vertices */ 00076 { 00077 GLfloat y0 = v0->attrib[FRAG_ATTRIB_WPOS][1]; 00078 GLfloat y1 = v1->attrib[FRAG_ATTRIB_WPOS][1]; 00079 GLfloat y2 = v2->attrib[FRAG_ATTRIB_WPOS][1]; 00080 if (y0 <= y1) { 00081 if (y1 <= y2) { 00082 vMin = v0; vMid = v1; vMax = v2; /* y0<=y1<=y2 */ 00083 } 00084 else if (y2 <= y0) { 00085 vMin = v2; vMid = v0; vMax = v1; /* y2<=y0<=y1 */ 00086 } 00087 else { 00088 vMin = v0; vMid = v2; vMax = v1; bf = -bf; /* y0<=y2<=y1 */ 00089 } 00090 } 00091 else { 00092 if (y0 <= y2) { 00093 vMin = v1; vMid = v0; vMax = v2; bf = -bf; /* y1<=y0<=y2 */ 00094 } 00095 else if (y2 <= y1) { 00096 vMin = v2; vMid = v1; vMax = v0; bf = -bf; /* y2<=y1<=y0 */ 00097 } 00098 else { 00099 vMin = v1; vMid = v2; vMax = v0; /* y1<=y2<=y0 */ 00100 } 00101 } 00102 } 00103 00104 majDx = vMax->attrib[FRAG_ATTRIB_WPOS][0] - vMin->attrib[FRAG_ATTRIB_WPOS][0]; 00105 majDy = vMax->attrib[FRAG_ATTRIB_WPOS][1] - vMin->attrib[FRAG_ATTRIB_WPOS][1]; 00106 00107 /* front/back-face determination and cullling */ 00108 { 00109 const GLfloat botDx = vMid->attrib[FRAG_ATTRIB_WPOS][0] - vMin->attrib[FRAG_ATTRIB_WPOS][0]; 00110 const GLfloat botDy = vMid->attrib[FRAG_ATTRIB_WPOS][1] - vMin->attrib[FRAG_ATTRIB_WPOS][1]; 00111 const GLfloat area = majDx * botDy - botDx * majDy; 00112 /* Do backface culling */ 00113 if (area * bf < 0 || area == 0 || IS_INF_OR_NAN(area)) 00114 return; 00115 ltor = (GLboolean) (area < 0.0F); 00116 00117 span.facing = area * swrast->_BackfaceSign > 0.0F; 00118 } 00119 00120 /* Plane equation setup: 00121 * We evaluate plane equations at window (x,y) coordinates in order 00122 * to compute color, Z, fog, texcoords, etc. This isn't terribly 00123 * efficient but it's easy and reliable. 00124 */ 00125 #ifdef DO_Z 00126 compute_plane(p0, p1, p2, p0[2], p1[2], p2[2], zPlane); 00127 span.arrayMask |= SPAN_Z; 00128 #endif 00129 #ifdef DO_RGBA 00130 if (ctx->Light.ShadeModel == GL_SMOOTH) { 00131 compute_plane(p0, p1, p2, v0->color[RCOMP], v1->color[RCOMP], v2->color[RCOMP], rPlane); 00132 compute_plane(p0, p1, p2, v0->color[GCOMP], v1->color[GCOMP], v2->color[GCOMP], gPlane); 00133 compute_plane(p0, p1, p2, v0->color[BCOMP], v1->color[BCOMP], v2->color[BCOMP], bPlane); 00134 compute_plane(p0, p1, p2, v0->color[ACOMP], v1->color[ACOMP], v2->color[ACOMP], aPlane); 00135 } 00136 else { 00137 constant_plane(v2->color[RCOMP], rPlane); 00138 constant_plane(v2->color[GCOMP], gPlane); 00139 constant_plane(v2->color[BCOMP], bPlane); 00140 constant_plane(v2->color[ACOMP], aPlane); 00141 } 00142 span.arrayMask |= SPAN_RGBA; 00143 #endif 00144 #ifdef DO_INDEX 00145 if (ctx->Light.ShadeModel == GL_SMOOTH) { 00146 compute_plane(p0, p1, p2, (GLfloat) v0->attrib[FRAG_ATTRIB_CI][0], 00147 v1->attrib[FRAG_ATTRIB_CI][0], v2->attrib[FRAG_ATTRIB_CI][0], iPlane); 00148 } 00149 else { 00150 constant_plane(v2->attrib[FRAG_ATTRIB_CI][0], iPlane); 00151 } 00152 span.arrayMask |= SPAN_INDEX; 00153 #endif 00154 #if defined(DO_ATTRIBS) 00155 { 00156 const GLfloat invW0 = v0->attrib[FRAG_ATTRIB_WPOS][3]; 00157 const GLfloat invW1 = v1->attrib[FRAG_ATTRIB_WPOS][3]; 00158 const GLfloat invW2 = v2->attrib[FRAG_ATTRIB_WPOS][3]; 00159 compute_plane(p0, p1, p2, invW0, invW1, invW2, wPlane); 00160 span.attrStepX[FRAG_ATTRIB_WPOS][3] = plane_dx(wPlane); 00161 span.attrStepY[FRAG_ATTRIB_WPOS][3] = plane_dy(wPlane); 00162 ATTRIB_LOOP_BEGIN 00163 GLuint c; 00164 if (swrast->_InterpMode[attr] == GL_FLAT) { 00165 for (c = 0; c < 4; c++) { 00166 constant_plane(v2->attrib[attr][c] * invW2, attrPlane[attr][c]); 00167 } 00168 } 00169 else { 00170 for (c = 0; c < 4; c++) { 00171 const GLfloat a0 = v0->attrib[attr][c] * invW0; 00172 const GLfloat a1 = v1->attrib[attr][c] * invW1; 00173 const GLfloat a2 = v2->attrib[attr][c] * invW2; 00174 compute_plane(p0, p1, p2, a0, a1, a2, attrPlane[attr][c]); 00175 } 00176 } 00177 for (c = 0; c < 4; c++) { 00178 span.attrStepX[attr][c] = plane_dx(attrPlane[attr][c]); 00179 span.attrStepY[attr][c] = plane_dy(attrPlane[attr][c]); 00180 } 00181 ATTRIB_LOOP_END 00182 } 00183 #endif 00184 00185 /* Begin bottom-to-top scan over the triangle. 00186 * The long edge will either be on the left or right side of the 00187 * triangle. We always scan from the long edge toward the shorter 00188 * edges, stopping when we find that coverage = 0. If the long edge 00189 * is on the left we scan left-to-right. Else, we scan right-to-left. 00190 */ 00191 yMin = vMin->attrib[FRAG_ATTRIB_WPOS][1]; 00192 yMax = vMax->attrib[FRAG_ATTRIB_WPOS][1]; 00193 iyMin = (GLint) yMin; 00194 iyMax = (GLint) yMax + 1; 00195 00196 if (ltor) { 00197 /* scan left to right */ 00198 const GLfloat *pMin = vMin->attrib[FRAG_ATTRIB_WPOS]; 00199 const GLfloat *pMid = vMid->attrib[FRAG_ATTRIB_WPOS]; 00200 const GLfloat *pMax = vMax->attrib[FRAG_ATTRIB_WPOS]; 00201 const GLfloat dxdy = majDx / majDy; 00202 const GLfloat xAdj = dxdy < 0.0F ? -dxdy : 0.0F; 00203 GLfloat x = pMin[0] - (yMin - iyMin) * dxdy; 00204 GLint iy; 00205 for (iy = iyMin; iy < iyMax; iy++, x += dxdy) { 00206 GLint ix, startX = (GLint) (x - xAdj); 00207 GLuint count; 00208 GLfloat coverage = 0.0F; 00209 00210 /* skip over fragments with zero coverage */ 00211 while (startX < MAX_WIDTH) { 00212 coverage = compute_coveragef(pMin, pMid, pMax, startX, iy); 00213 if (coverage > 0.0F) 00214 break; 00215 startX++; 00216 } 00217 00218 /* enter interior of triangle */ 00219 ix = startX; 00220 00221 #if defined(DO_ATTRIBS) 00222 /* compute attributes at left-most fragment */ 00223 span.attrStart[FRAG_ATTRIB_WPOS][3] = solve_plane(ix + 0.5, iy + 0.5, wPlane); 00224 ATTRIB_LOOP_BEGIN 00225 GLuint c; 00226 for (c = 0; c < 4; c++) { 00227 span.attrStart[attr][c] = solve_plane(ix + 0.5, iy + 0.5, attrPlane[attr][c]); 00228 } 00229 ATTRIB_LOOP_END 00230 #endif 00231 00232 count = 0; 00233 while (coverage > 0.0F) { 00234 /* (cx,cy) = center of fragment */ 00235 const GLfloat cx = ix + 0.5F, cy = iy + 0.5F; 00236 SWspanarrays *array = span.array; 00237 #ifdef DO_INDEX 00238 array->coverage[count] = (GLfloat) compute_coveragei(pMin, pMid, pMax, ix, iy); 00239 #else 00240 array->coverage[count] = coverage; 00241 #endif 00242 #ifdef DO_Z 00243 array->z[count] = (GLuint) solve_plane(cx, cy, zPlane); 00244 #endif 00245 #ifdef DO_RGBA 00246 array->rgba[count][RCOMP] = solve_plane_chan(cx, cy, rPlane); 00247 array->rgba[count][GCOMP] = solve_plane_chan(cx, cy, gPlane); 00248 array->rgba[count][BCOMP] = solve_plane_chan(cx, cy, bPlane); 00249 array->rgba[count][ACOMP] = solve_plane_chan(cx, cy, aPlane); 00250 #endif 00251 #ifdef DO_INDEX 00252 array->index[count] = (GLint) solve_plane(cx, cy, iPlane); 00253 #endif 00254 ix++; 00255 count++; 00256 coverage = compute_coveragef(pMin, pMid, pMax, ix, iy); 00257 } 00258 00259 if (ix <= startX) 00260 continue; 00261 00262 span.x = startX; 00263 span.y = iy; 00264 span.end = (GLuint) ix - (GLuint) startX; 00265 #if defined(DO_RGBA) 00266 _swrast_write_rgba_span(ctx, &span); 00267 #else 00268 _swrast_write_index_span(ctx, &span); 00269 #endif 00270 } 00271 } 00272 else { 00273 /* scan right to left */ 00274 const GLfloat *pMin = vMin->attrib[FRAG_ATTRIB_WPOS]; 00275 const GLfloat *pMid = vMid->attrib[FRAG_ATTRIB_WPOS]; 00276 const GLfloat *pMax = vMax->attrib[FRAG_ATTRIB_WPOS]; 00277 const GLfloat dxdy = majDx / majDy; 00278 const GLfloat xAdj = dxdy > 0 ? dxdy : 0.0F; 00279 GLfloat x = pMin[0] - (yMin - iyMin) * dxdy; 00280 GLint iy; 00281 for (iy = iyMin; iy < iyMax; iy++, x += dxdy) { 00282 GLint ix, left, startX = (GLint) (x + xAdj); 00283 GLuint count, n; 00284 GLfloat coverage = 0.0F; 00285 00286 /* make sure we're not past the window edge */ 00287 if (startX >= ctx->DrawBuffer->_Xmax) { 00288 startX = ctx->DrawBuffer->_Xmax - 1; 00289 } 00290 00291 /* skip fragments with zero coverage */ 00292 while (startX > 0) { 00293 coverage = compute_coveragef(pMin, pMax, pMid, startX, iy); 00294 if (coverage > 0.0F) 00295 break; 00296 startX--; 00297 } 00298 00299 /* enter interior of triangle */ 00300 ix = startX; 00301 count = 0; 00302 while (coverage > 0.0F) { 00303 /* (cx,cy) = center of fragment */ 00304 const GLfloat cx = ix + 0.5F, cy = iy + 0.5F; 00305 SWspanarrays *array = span.array; 00306 ASSERT(ix >= 0); 00307 #ifdef DO_INDEX 00308 array->coverage[ix] = (GLfloat) compute_coveragei(pMin, pMax, pMid, ix, iy); 00309 #else 00310 array->coverage[ix] = coverage; 00311 #endif 00312 #ifdef DO_Z 00313 array->z[ix] = (GLuint) solve_plane(cx, cy, zPlane); 00314 #endif 00315 #ifdef DO_RGBA 00316 array->rgba[ix][RCOMP] = solve_plane_chan(cx, cy, rPlane); 00317 array->rgba[ix][GCOMP] = solve_plane_chan(cx, cy, gPlane); 00318 array->rgba[ix][BCOMP] = solve_plane_chan(cx, cy, bPlane); 00319 array->rgba[ix][ACOMP] = solve_plane_chan(cx, cy, aPlane); 00320 #endif 00321 #ifdef DO_INDEX 00322 array->index[ix] = (GLint) solve_plane(cx, cy, iPlane); 00323 #endif 00324 ix--; 00325 count++; 00326 coverage = compute_coveragef(pMin, pMax, pMid, ix, iy); 00327 } 00328 00329 #if defined(DO_ATTRIBS) 00330 /* compute attributes at left-most fragment */ 00331 span.attrStart[FRAG_ATTRIB_WPOS][3] = solve_plane(ix + 1.5, iy + 0.5, wPlane); 00332 ATTRIB_LOOP_BEGIN 00333 GLuint c; 00334 for (c = 0; c < 4; c++) { 00335 span.attrStart[attr][c] = solve_plane(ix + 1.5, iy + 0.5, attrPlane[attr][c]); 00336 } 00337 ATTRIB_LOOP_END 00338 #endif 00339 00340 if (startX <= ix) 00341 continue; 00342 00343 n = (GLuint) startX - (GLuint) ix; 00344 00345 left = ix + 1; 00346 00347 /* shift all values to the left */ 00348 /* XXX this is temporary */ 00349 { 00350 SWspanarrays *array = span.array; 00351 GLint j; 00352 for (j = 0; j < (GLint) n; j++) { 00353 array->coverage[j] = array->coverage[j + left]; 00354 #ifdef DO_RGBA 00355 COPY_CHAN4(array->rgba[j], array->rgba[j + left]); 00356 #endif 00357 #ifdef DO_INDEX 00358 array->index[j] = array->index[j + left]; 00359 #endif 00360 #ifdef DO_Z 00361 array->z[j] = array->z[j + left]; 00362 #endif 00363 } 00364 } 00365 00366 span.x = left; 00367 span.y = iy; 00368 span.end = n; 00369 #if defined(DO_RGBA) 00370 _swrast_write_rgba_span(ctx, &span); 00371 #else 00372 _swrast_write_index_span(ctx, &span); 00373 #endif 00374 } 00375 } 00376 } 00377 00378 00379 #undef DO_Z 00380 #undef DO_RGBA 00381 #undef DO_INDEX 00382 #undef DO_ATTRIBS 00383 #undef DO_OCCLUSION_TEST Generated on Sat May 26 2012 04:19:30 for ReactOS by
1.7.6.1
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