s_aaline.c revision c1f859d4
1/* 2 * Mesa 3-D graphics library 3 * Version: 6.5.3 4 * 5 * Copyright (C) 1999-2007 Brian Paul All Rights Reserved. 6 * 7 * Permission is hereby granted, free of charge, to any person obtaining a 8 * copy of this software and associated documentation files (the "Software"), 9 * to deal in the Software without restriction, including without limitation 10 * the rights to use, copy, modify, merge, publish, distribute, sublicense, 11 * and/or sell copies of the Software, and to permit persons to whom the 12 * Software is furnished to do so, subject to the following conditions: 13 * 14 * The above copyright notice and this permission notice shall be included 15 * in all copies or substantial portions of the Software. 16 * 17 * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS 18 * OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, 19 * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL 20 * BRIAN PAUL BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN 21 * AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN 22 * CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. 23 */ 24 25 26#include "main/glheader.h" 27#include "main/imports.h" 28#include "main/macros.h" 29#include "main/mtypes.h" 30#include "swrast/s_aaline.h" 31#include "swrast/s_context.h" 32#include "swrast/s_span.h" 33#include "swrast/swrast.h" 34 35 36#define SUB_PIXEL 4 37 38 39/* 40 * Info about the AA line we're rendering 41 */ 42struct LineInfo 43{ 44 GLfloat x0, y0; /* start */ 45 GLfloat x1, y1; /* end */ 46 GLfloat dx, dy; /* direction vector */ 47 GLfloat len; /* length */ 48 GLfloat halfWidth; /* half of line width */ 49 GLfloat xAdj, yAdj; /* X and Y adjustment for quad corners around line */ 50 /* for coverage computation */ 51 GLfloat qx0, qy0; /* quad vertices */ 52 GLfloat qx1, qy1; 53 GLfloat qx2, qy2; 54 GLfloat qx3, qy3; 55 GLfloat ex0, ey0; /* quad edge vectors */ 56 GLfloat ex1, ey1; 57 GLfloat ex2, ey2; 58 GLfloat ex3, ey3; 59 60 /* DO_Z */ 61 GLfloat zPlane[4]; 62 /* DO_RGBA */ 63 GLfloat rPlane[4], gPlane[4], bPlane[4], aPlane[4]; 64 /* DO_INDEX */ 65 GLfloat iPlane[4]; 66 /* DO_ATTRIBS */ 67 GLfloat wPlane[4]; 68 GLfloat attrPlane[FRAG_ATTRIB_MAX][4][4]; 69 GLfloat lambda[FRAG_ATTRIB_MAX]; 70 GLfloat texWidth[FRAG_ATTRIB_MAX]; 71 GLfloat texHeight[FRAG_ATTRIB_MAX]; 72 73 SWspan span; 74}; 75 76 77 78/* 79 * Compute the equation of a plane used to interpolate line fragment data 80 * such as color, Z, texture coords, etc. 81 * Input: (x0, y0) and (x1,y1) are the endpoints of the line. 82 * z0, and z1 are the end point values to interpolate. 83 * Output: plane - the plane equation. 84 * 85 * Note: we don't really have enough parameters to specify a plane. 86 * We take the endpoints of the line and compute a plane such that 87 * the cross product of the line vector and the plane normal is 88 * parallel to the projection plane. 89 */ 90static void 91compute_plane(GLfloat x0, GLfloat y0, GLfloat x1, GLfloat y1, 92 GLfloat z0, GLfloat z1, GLfloat plane[4]) 93{ 94#if 0 95 /* original */ 96 const GLfloat px = x1 - x0; 97 const GLfloat py = y1 - y0; 98 const GLfloat pz = z1 - z0; 99 const GLfloat qx = -py; 100 const GLfloat qy = px; 101 const GLfloat qz = 0; 102 const GLfloat a = py * qz - pz * qy; 103 const GLfloat b = pz * qx - px * qz; 104 const GLfloat c = px * qy - py * qx; 105 const GLfloat d = -(a * x0 + b * y0 + c * z0); 106 plane[0] = a; 107 plane[1] = b; 108 plane[2] = c; 109 plane[3] = d; 110#else 111 /* simplified */ 112 const GLfloat px = x1 - x0; 113 const GLfloat py = y1 - y0; 114 const GLfloat pz = z0 - z1; 115 const GLfloat a = pz * px; 116 const GLfloat b = pz * py; 117 const GLfloat c = px * px + py * py; 118 const GLfloat d = -(a * x0 + b * y0 + c * z0); 119 if (a == 0.0 && b == 0.0 && c == 0.0 && d == 0.0) { 120 plane[0] = 0.0; 121 plane[1] = 0.0; 122 plane[2] = 1.0; 123 plane[3] = 0.0; 124 } 125 else { 126 plane[0] = a; 127 plane[1] = b; 128 plane[2] = c; 129 plane[3] = d; 130 } 131#endif 132} 133 134 135static INLINE void 136constant_plane(GLfloat value, GLfloat plane[4]) 137{ 138 plane[0] = 0.0; 139 plane[1] = 0.0; 140 plane[2] = -1.0; 141 plane[3] = value; 142} 143 144 145static INLINE GLfloat 146solve_plane(GLfloat x, GLfloat y, const GLfloat plane[4]) 147{ 148 const GLfloat z = (plane[3] + plane[0] * x + plane[1] * y) / -plane[2]; 149 return z; 150} 151 152#define SOLVE_PLANE(X, Y, PLANE) \ 153 ((PLANE[3] + PLANE[0] * (X) + PLANE[1] * (Y)) / -PLANE[2]) 154 155 156/* 157 * Return 1 / solve_plane(). 158 */ 159static INLINE GLfloat 160solve_plane_recip(GLfloat x, GLfloat y, const GLfloat plane[4]) 161{ 162 const GLfloat denom = plane[3] + plane[0] * x + plane[1] * y; 163 if (denom == 0.0) 164 return 0.0; 165 else 166 return -plane[2] / denom; 167} 168 169 170/* 171 * Solve plane and return clamped GLchan value. 172 */ 173static INLINE GLchan 174solve_plane_chan(GLfloat x, GLfloat y, const GLfloat plane[4]) 175{ 176 const GLfloat z = (plane[3] + plane[0] * x + plane[1] * y) / -plane[2]; 177#if CHAN_TYPE == GL_FLOAT 178 return CLAMP(z, 0.0F, CHAN_MAXF); 179#else 180 if (z < 0) 181 return 0; 182 else if (z > CHAN_MAX) 183 return CHAN_MAX; 184 return (GLchan) IROUND_POS(z); 185#endif 186} 187 188 189/* 190 * Compute mipmap level of detail. 191 */ 192static INLINE GLfloat 193compute_lambda(const GLfloat sPlane[4], const GLfloat tPlane[4], 194 GLfloat invQ, GLfloat width, GLfloat height) 195{ 196 GLfloat dudx = sPlane[0] / sPlane[2] * invQ * width; 197 GLfloat dudy = sPlane[1] / sPlane[2] * invQ * width; 198 GLfloat dvdx = tPlane[0] / tPlane[2] * invQ * height; 199 GLfloat dvdy = tPlane[1] / tPlane[2] * invQ * height; 200 GLfloat r1 = dudx * dudx + dudy * dudy; 201 GLfloat r2 = dvdx * dvdx + dvdy * dvdy; 202 GLfloat rho2 = r1 + r2; 203 /* return log base 2 of rho */ 204 if (rho2 == 0.0F) 205 return 0.0; 206 else 207 return (GLfloat) (LOGF(rho2) * 1.442695 * 0.5);/* 1.442695 = 1/log(2) */ 208} 209 210 211 212 213/* 214 * Fill in the samples[] array with the (x,y) subpixel positions of 215 * xSamples * ySamples sample positions. 216 * Note that the four corner samples are put into the first four 217 * positions of the array. This allows us to optimize for the common 218 * case of all samples being inside the polygon. 219 */ 220static void 221make_sample_table(GLint xSamples, GLint ySamples, GLfloat samples[][2]) 222{ 223 const GLfloat dx = 1.0F / (GLfloat) xSamples; 224 const GLfloat dy = 1.0F / (GLfloat) ySamples; 225 GLint x, y; 226 GLint i; 227 228 i = 4; 229 for (x = 0; x < xSamples; x++) { 230 for (y = 0; y < ySamples; y++) { 231 GLint j; 232 if (x == 0 && y == 0) { 233 /* lower left */ 234 j = 0; 235 } 236 else if (x == xSamples - 1 && y == 0) { 237 /* lower right */ 238 j = 1; 239 } 240 else if (x == 0 && y == ySamples - 1) { 241 /* upper left */ 242 j = 2; 243 } 244 else if (x == xSamples - 1 && y == ySamples - 1) { 245 /* upper right */ 246 j = 3; 247 } 248 else { 249 j = i++; 250 } 251 samples[j][0] = x * dx + 0.5F * dx; 252 samples[j][1] = y * dy + 0.5F * dy; 253 } 254 } 255} 256 257 258 259/* 260 * Compute how much of the given pixel's area is inside the rectangle 261 * defined by vertices v0, v1, v2, v3. 262 * Vertices MUST be specified in counter-clockwise order. 263 * Return: coverage in [0, 1]. 264 */ 265static GLfloat 266compute_coveragef(const struct LineInfo *info, 267 GLint winx, GLint winy) 268{ 269 static GLfloat samples[SUB_PIXEL * SUB_PIXEL][2]; 270 static GLboolean haveSamples = GL_FALSE; 271 const GLfloat x = (GLfloat) winx; 272 const GLfloat y = (GLfloat) winy; 273 GLint stop = 4, i; 274 GLfloat insideCount = SUB_PIXEL * SUB_PIXEL; 275 276 if (!haveSamples) { 277 make_sample_table(SUB_PIXEL, SUB_PIXEL, samples); 278 haveSamples = GL_TRUE; 279 } 280 281#if 0 /*DEBUG*/ 282 { 283 const GLfloat area = dx0 * dy1 - dx1 * dy0; 284 assert(area >= 0.0); 285 } 286#endif 287 288 for (i = 0; i < stop; i++) { 289 const GLfloat sx = x + samples[i][0]; 290 const GLfloat sy = y + samples[i][1]; 291 const GLfloat fx0 = sx - info->qx0; 292 const GLfloat fy0 = sy - info->qy0; 293 const GLfloat fx1 = sx - info->qx1; 294 const GLfloat fy1 = sy - info->qy1; 295 const GLfloat fx2 = sx - info->qx2; 296 const GLfloat fy2 = sy - info->qy2; 297 const GLfloat fx3 = sx - info->qx3; 298 const GLfloat fy3 = sy - info->qy3; 299 /* cross product determines if sample is inside or outside each edge */ 300 GLfloat cross0 = (info->ex0 * fy0 - info->ey0 * fx0); 301 GLfloat cross1 = (info->ex1 * fy1 - info->ey1 * fx1); 302 GLfloat cross2 = (info->ex2 * fy2 - info->ey2 * fx2); 303 GLfloat cross3 = (info->ex3 * fy3 - info->ey3 * fx3); 304 /* Check if the sample is exactly on an edge. If so, let cross be a 305 * positive or negative value depending on the direction of the edge. 306 */ 307 if (cross0 == 0.0F) 308 cross0 = info->ex0 + info->ey0; 309 if (cross1 == 0.0F) 310 cross1 = info->ex1 + info->ey1; 311 if (cross2 == 0.0F) 312 cross2 = info->ex2 + info->ey2; 313 if (cross3 == 0.0F) 314 cross3 = info->ex3 + info->ey3; 315 if (cross0 < 0.0F || cross1 < 0.0F || cross2 < 0.0F || cross3 < 0.0F) { 316 /* point is outside quadrilateral */ 317 insideCount -= 1.0F; 318 stop = SUB_PIXEL * SUB_PIXEL; 319 } 320 } 321 if (stop == 4) 322 return 1.0F; 323 else 324 return insideCount * (1.0F / (SUB_PIXEL * SUB_PIXEL)); 325} 326 327 328/** 329 * Compute coverage value for color index mode. 330 * XXX this may not be quite correct. 331 * \return coverage in [0,15]. 332 */ 333static GLfloat 334compute_coveragei(const struct LineInfo *info, 335 GLint winx, GLint winy) 336{ 337 return compute_coveragef(info, winx, winy) * 15.0F; 338} 339 340 341 342typedef void (*plot_func)(GLcontext *ctx, struct LineInfo *line, 343 int ix, int iy); 344 345 346 347/* 348 * Draw an AA line segment (called many times per line when stippling) 349 */ 350static void 351segment(GLcontext *ctx, 352 struct LineInfo *line, 353 plot_func plot, 354 GLfloat t0, GLfloat t1) 355{ 356 const GLfloat absDx = (line->dx < 0.0F) ? -line->dx : line->dx; 357 const GLfloat absDy = (line->dy < 0.0F) ? -line->dy : line->dy; 358 /* compute the actual segment's endpoints */ 359 const GLfloat x0 = line->x0 + t0 * line->dx; 360 const GLfloat y0 = line->y0 + t0 * line->dy; 361 const GLfloat x1 = line->x0 + t1 * line->dx; 362 const GLfloat y1 = line->y0 + t1 * line->dy; 363 364 /* compute vertices of the line-aligned quadrilateral */ 365 line->qx0 = x0 - line->yAdj; 366 line->qy0 = y0 + line->xAdj; 367 line->qx1 = x0 + line->yAdj; 368 line->qy1 = y0 - line->xAdj; 369 line->qx2 = x1 + line->yAdj; 370 line->qy2 = y1 - line->xAdj; 371 line->qx3 = x1 - line->yAdj; 372 line->qy3 = y1 + line->xAdj; 373 /* compute the quad's edge vectors (for coverage calc) */ 374 line->ex0 = line->qx1 - line->qx0; 375 line->ey0 = line->qy1 - line->qy0; 376 line->ex1 = line->qx2 - line->qx1; 377 line->ey1 = line->qy2 - line->qy1; 378 line->ex2 = line->qx3 - line->qx2; 379 line->ey2 = line->qy3 - line->qy2; 380 line->ex3 = line->qx0 - line->qx3; 381 line->ey3 = line->qy0 - line->qy3; 382 383 if (absDx > absDy) { 384 /* X-major line */ 385 GLfloat dydx = line->dy / line->dx; 386 GLfloat xLeft, xRight, yBot, yTop; 387 GLint ix, ixRight; 388 if (x0 < x1) { 389 xLeft = x0 - line->halfWidth; 390 xRight = x1 + line->halfWidth; 391 if (line->dy >= 0.0) { 392 yBot = y0 - 3.0F * line->halfWidth; 393 yTop = y0 + line->halfWidth; 394 } 395 else { 396 yBot = y0 - line->halfWidth; 397 yTop = y0 + 3.0F * line->halfWidth; 398 } 399 } 400 else { 401 xLeft = x1 - line->halfWidth; 402 xRight = x0 + line->halfWidth; 403 if (line->dy <= 0.0) { 404 yBot = y1 - 3.0F * line->halfWidth; 405 yTop = y1 + line->halfWidth; 406 } 407 else { 408 yBot = y1 - line->halfWidth; 409 yTop = y1 + 3.0F * line->halfWidth; 410 } 411 } 412 413 /* scan along the line, left-to-right */ 414 ixRight = (GLint) (xRight + 1.0F); 415 416 /*printf("avg span height: %g\n", yTop - yBot);*/ 417 for (ix = (GLint) xLeft; ix < ixRight; ix++) { 418 const GLint iyBot = (GLint) yBot; 419 const GLint iyTop = (GLint) (yTop + 1.0F); 420 GLint iy; 421 /* scan across the line, bottom-to-top */ 422 for (iy = iyBot; iy < iyTop; iy++) { 423 (*plot)(ctx, line, ix, iy); 424 } 425 yBot += dydx; 426 yTop += dydx; 427 } 428 } 429 else { 430 /* Y-major line */ 431 GLfloat dxdy = line->dx / line->dy; 432 GLfloat yBot, yTop, xLeft, xRight; 433 GLint iy, iyTop; 434 if (y0 < y1) { 435 yBot = y0 - line->halfWidth; 436 yTop = y1 + line->halfWidth; 437 if (line->dx >= 0.0) { 438 xLeft = x0 - 3.0F * line->halfWidth; 439 xRight = x0 + line->halfWidth; 440 } 441 else { 442 xLeft = x0 - line->halfWidth; 443 xRight = x0 + 3.0F * line->halfWidth; 444 } 445 } 446 else { 447 yBot = y1 - line->halfWidth; 448 yTop = y0 + line->halfWidth; 449 if (line->dx <= 0.0) { 450 xLeft = x1 - 3.0F * line->halfWidth; 451 xRight = x1 + line->halfWidth; 452 } 453 else { 454 xLeft = x1 - line->halfWidth; 455 xRight = x1 + 3.0F * line->halfWidth; 456 } 457 } 458 459 /* scan along the line, bottom-to-top */ 460 iyTop = (GLint) (yTop + 1.0F); 461 462 /*printf("avg span width: %g\n", xRight - xLeft);*/ 463 for (iy = (GLint) yBot; iy < iyTop; iy++) { 464 const GLint ixLeft = (GLint) xLeft; 465 const GLint ixRight = (GLint) (xRight + 1.0F); 466 GLint ix; 467 /* scan across the line, left-to-right */ 468 for (ix = ixLeft; ix < ixRight; ix++) { 469 (*plot)(ctx, line, ix, iy); 470 } 471 xLeft += dxdy; 472 xRight += dxdy; 473 } 474 } 475} 476 477 478#define NAME(x) aa_ci_##x 479#define DO_Z 480#define DO_ATTRIBS /* for fog */ 481#define DO_INDEX 482#include "s_aalinetemp.h" 483 484 485#define NAME(x) aa_rgba_##x 486#define DO_Z 487#define DO_RGBA 488#include "s_aalinetemp.h" 489 490 491#define NAME(x) aa_general_rgba_##x 492#define DO_Z 493#define DO_RGBA 494#define DO_ATTRIBS 495#include "s_aalinetemp.h" 496 497 498 499void 500_swrast_choose_aa_line_function(GLcontext *ctx) 501{ 502 SWcontext *swrast = SWRAST_CONTEXT(ctx); 503 504 ASSERT(ctx->Line.SmoothFlag); 505 506 if (ctx->Visual.rgbMode) { 507 /* RGBA */ 508 if (ctx->Texture._EnabledCoordUnits != 0 509 || ctx->FragmentProgram._Current 510 || (ctx->Light.Enabled && 511 ctx->Light.Model.ColorControl == GL_SEPARATE_SPECULAR_COLOR) 512 || ctx->Fog.ColorSumEnabled 513 || swrast->_FogEnabled) { 514 swrast->Line = aa_general_rgba_line; 515 } 516 else { 517 swrast->Line = aa_rgba_line; 518 } 519 } 520 else { 521 /* Color Index */ 522 swrast->Line = aa_ci_line; 523 } 524} 525