1/* 2 * Mesa 3-D graphics library 3 * 4 * Copyright (C) 1999-2007 Brian Paul All Rights Reserved. 5 * 6 * Permission is hereby granted, free of charge, to any person obtaining a 7 * copy of this software and associated documentation files (the "Software"), 8 * to deal in the Software without restriction, including without limitation 9 * the rights to use, copy, modify, merge, publish, distribute, sublicense, 10 * and/or sell copies of the Software, and to permit persons to whom the 11 * Software is furnished to do so, subject to the following conditions: 12 * 13 * The above copyright notice and this permission notice shall be included 14 * in all copies or substantial portions of the Software. 15 * 16 * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS 17 * OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, 18 * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL 19 * THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR 20 * OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, 21 * ARISING FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR 22 * OTHER DEALINGS IN THE SOFTWARE. 23 */ 24 25 26/* 27 * Antialiased Triangle rasterizers 28 */ 29 30 31#include "main/glheader.h" 32#include "main/context.h" 33#include "main/macros.h" 34#include "main/imports.h" 35#include "main/state.h" 36#include "s_aatriangle.h" 37#include "s_context.h" 38#include "s_span.h" 39 40 41/* 42 * Compute coefficients of a plane using the X,Y coords of the v0, v1, v2 43 * vertices and the given Z values. 44 * A point (x,y,z) lies on plane iff a*x+b*y+c*z+d = 0. 45 */ 46static inline void 47compute_plane(const GLfloat v0[], const GLfloat v1[], const GLfloat v2[], 48 GLfloat z0, GLfloat z1, GLfloat z2, GLfloat plane[4]) 49{ 50 const GLfloat px = v1[0] - v0[0]; 51 const GLfloat py = v1[1] - v0[1]; 52 const GLfloat pz = z1 - z0; 53 54 const GLfloat qx = v2[0] - v0[0]; 55 const GLfloat qy = v2[1] - v0[1]; 56 const GLfloat qz = z2 - z0; 57 58 /* Crossproduct "(a,b,c):= dv1 x dv2" is orthogonal to plane. */ 59 const GLfloat a = py * qz - pz * qy; 60 const GLfloat b = pz * qx - px * qz; 61 const GLfloat c = px * qy - py * qx; 62 /* Point on the plane = "r*(a,b,c) + w", with fixed "r" depending 63 on the distance of plane from origin and arbitrary "w" parallel 64 to the plane. */ 65 /* The scalar product "(r*(a,b,c)+w)*(a,b,c)" is "r*(a^2+b^2+c^2)", 66 which is equal to "-d" below. */ 67 const GLfloat d = -(a * v0[0] + b * v0[1] + c * z0); 68 69 plane[0] = a; 70 plane[1] = b; 71 plane[2] = c; 72 plane[3] = d; 73} 74 75 76/* 77 * Compute coefficients of a plane with a constant Z value. 78 */ 79static inline void 80constant_plane(GLfloat value, GLfloat plane[4]) 81{ 82 plane[0] = 0.0; 83 plane[1] = 0.0; 84 plane[2] = -1.0; 85 plane[3] = value; 86} 87 88#define CONSTANT_PLANE(VALUE, PLANE) \ 89do { \ 90 PLANE[0] = 0.0F; \ 91 PLANE[1] = 0.0F; \ 92 PLANE[2] = -1.0F; \ 93 PLANE[3] = VALUE; \ 94} while (0) 95 96 97 98/* 99 * Solve plane equation for Z at (X,Y). 100 */ 101static inline GLfloat 102solve_plane(GLfloat x, GLfloat y, const GLfloat plane[4]) 103{ 104 assert(plane[2] != 0.0F); 105 return (plane[3] + plane[0] * x + plane[1] * y) / -plane[2]; 106} 107 108 109#define SOLVE_PLANE(X, Y, PLANE) \ 110 ((PLANE[3] + PLANE[0] * (X) + PLANE[1] * (Y)) / -PLANE[2]) 111 112 113/* 114 * Solve plane and return clamped GLchan value. 115 */ 116static inline GLchan 117solve_plane_chan(GLfloat x, GLfloat y, const GLfloat plane[4]) 118{ 119 const GLfloat z = (plane[3] + plane[0] * x + plane[1] * y) / -plane[2]; 120#if CHAN_TYPE == GL_FLOAT 121 return CLAMP(z, 0.0F, CHAN_MAXF); 122#else 123 if (z < 0) 124 return 0; 125 else if (z > CHAN_MAX) 126 return CHAN_MAX; 127 return (GLchan) IROUND_POS(z); 128#endif 129} 130 131 132static inline GLfloat 133plane_dx(const GLfloat plane[4]) 134{ 135 return -plane[0] / plane[2]; 136} 137 138static inline GLfloat 139plane_dy(const GLfloat plane[4]) 140{ 141 return -plane[1] / plane[2]; 142} 143 144 145 146/* 147 * Compute how much (area) of the given pixel is inside the triangle. 148 * Vertices MUST be specified in counter-clockwise order. 149 * Return: coverage in [0, 1]. 150 */ 151static GLfloat 152compute_coveragef(const GLfloat v0[3], const GLfloat v1[3], 153 const GLfloat v2[3], GLint winx, GLint winy) 154{ 155 /* Given a position [0,3]x[0,3] return the sub-pixel sample position. 156 * Contributed by Ray Tice. 157 * 158 * Jitter sample positions - 159 * - average should be .5 in x & y for each column 160 * - each of the 16 rows and columns should be used once 161 * - the rectangle formed by the first four points 162 * should contain the other points 163 * - the distrubition should be fairly even in any given direction 164 * 165 * The pattern drawn below isn't optimal, but it's better than a regular 166 * grid. In the drawing, the center of each subpixel is surrounded by 167 * four dots. The "x" marks the jittered position relative to the 168 * subpixel center. 169 */ 170#define POS(a, b) (0.5+a*4+b)/16 171 static const GLfloat samples[16][2] = { 172 /* start with the four corners */ 173 { POS(0, 2), POS(0, 0) }, 174 { POS(3, 3), POS(0, 2) }, 175 { POS(0, 0), POS(3, 1) }, 176 { POS(3, 1), POS(3, 3) }, 177 /* continue with interior samples */ 178 { POS(1, 1), POS(0, 1) }, 179 { POS(2, 0), POS(0, 3) }, 180 { POS(0, 3), POS(1, 3) }, 181 { POS(1, 2), POS(1, 0) }, 182 { POS(2, 3), POS(1, 2) }, 183 { POS(3, 2), POS(1, 1) }, 184 { POS(0, 1), POS(2, 2) }, 185 { POS(1, 0), POS(2, 1) }, 186 { POS(2, 1), POS(2, 3) }, 187 { POS(3, 0), POS(2, 0) }, 188 { POS(1, 3), POS(3, 0) }, 189 { POS(2, 2), POS(3, 2) } 190 }; 191 192 const GLfloat x = (GLfloat) winx; 193 const GLfloat y = (GLfloat) winy; 194 const GLfloat dx0 = v1[0] - v0[0]; 195 const GLfloat dy0 = v1[1] - v0[1]; 196 const GLfloat dx1 = v2[0] - v1[0]; 197 const GLfloat dy1 = v2[1] - v1[1]; 198 const GLfloat dx2 = v0[0] - v2[0]; 199 const GLfloat dy2 = v0[1] - v2[1]; 200 GLint stop = 4, i; 201 GLfloat insideCount = 16.0F; 202 203 assert(dx0 * dy1 - dx1 * dy0 >= 0.0); /* area >= 0.0 */ 204 205 for (i = 0; i < stop; i++) { 206 const GLfloat sx = x + samples[i][0]; 207 const GLfloat sy = y + samples[i][1]; 208 /* cross product determines if sample is inside or outside each edge */ 209 GLfloat cross = (dx0 * (sy - v0[1]) - dy0 * (sx - v0[0])); 210 /* Check if the sample is exactly on an edge. If so, let cross be a 211 * positive or negative value depending on the direction of the edge. 212 */ 213 if (cross == 0.0F) 214 cross = dx0 + dy0; 215 if (cross < 0.0F) { 216 /* sample point is outside first edge */ 217 insideCount -= 1.0F; 218 stop = 16; 219 } 220 else { 221 /* sample point is inside first edge */ 222 cross = (dx1 * (sy - v1[1]) - dy1 * (sx - v1[0])); 223 if (cross == 0.0F) 224 cross = dx1 + dy1; 225 if (cross < 0.0F) { 226 /* sample point is outside second edge */ 227 insideCount -= 1.0F; 228 stop = 16; 229 } 230 else { 231 /* sample point is inside first and second edges */ 232 cross = (dx2 * (sy - v2[1]) - dy2 * (sx - v2[0])); 233 if (cross == 0.0F) 234 cross = dx2 + dy2; 235 if (cross < 0.0F) { 236 /* sample point is outside third edge */ 237 insideCount -= 1.0F; 238 stop = 16; 239 } 240 } 241 } 242 } 243 if (stop == 4) 244 return 1.0F; 245 else 246 return insideCount * (1.0F / 16.0F); 247} 248 249 250 251static void 252rgba_aa_tri(struct gl_context *ctx, 253 const SWvertex *v0, 254 const SWvertex *v1, 255 const SWvertex *v2) 256{ 257#define DO_Z 258#include "s_aatritemp.h" 259} 260 261 262static void 263general_aa_tri(struct gl_context *ctx, 264 const SWvertex *v0, 265 const SWvertex *v1, 266 const SWvertex *v2) 267{ 268#define DO_Z 269#define DO_ATTRIBS 270#include "s_aatritemp.h" 271} 272 273 274 275/* 276 * Examine GL state and set swrast->Triangle to an 277 * appropriate antialiased triangle rasterizer function. 278 */ 279void 280_swrast_set_aa_triangle_function(struct gl_context *ctx) 281{ 282 SWcontext *swrast = SWRAST_CONTEXT(ctx); 283 284 assert(ctx->Polygon.SmoothFlag); 285 286 if (ctx->Texture._EnabledCoordUnits != 0 287 || _swrast_use_fragment_program(ctx) 288 || swrast->_FogEnabled 289 || _mesa_need_secondary_color(ctx)) { 290 SWRAST_CONTEXT(ctx)->Triangle = general_aa_tri; 291 } 292 else { 293 SWRAST_CONTEXT(ctx)->Triangle = rgba_aa_tri; 294 } 295 296 assert(SWRAST_CONTEXT(ctx)->Triangle); 297} 298