17117f1b4Smrg/*
27117f1b4Smrg * Mesa 3-D graphics library
37117f1b4Smrg *
47117f1b4Smrg * Copyright (C) 1999-2007  Brian Paul   All Rights Reserved.
57117f1b4Smrg *
67117f1b4Smrg * Permission is hereby granted, free of charge, to any person obtaining a
77117f1b4Smrg * copy of this software and associated documentation files (the "Software"),
87117f1b4Smrg * to deal in the Software without restriction, including without limitation
97117f1b4Smrg * the rights to use, copy, modify, merge, publish, distribute, sublicense,
107117f1b4Smrg * and/or sell copies of the Software, and to permit persons to whom the
117117f1b4Smrg * Software is furnished to do so, subject to the following conditions:
127117f1b4Smrg *
137117f1b4Smrg * The above copyright notice and this permission notice shall be included
147117f1b4Smrg * in all copies or substantial portions of the Software.
157117f1b4Smrg *
167117f1b4Smrg * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS
177117f1b4Smrg * OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
187117f1b4Smrg * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.  IN NO EVENT SHALL
19af69d88dSmrg * THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR
20af69d88dSmrg * OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE,
21af69d88dSmrg * ARISING FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR
22af69d88dSmrg * OTHER DEALINGS IN THE SOFTWARE.
237117f1b4Smrg */
247117f1b4Smrg
257117f1b4Smrg
267117f1b4Smrg/*
277117f1b4Smrg * Antialiased Triangle rasterizers
287117f1b4Smrg */
297117f1b4Smrg
307117f1b4Smrg
31c1f859d4Smrg#include "main/glheader.h"
32c1f859d4Smrg#include "main/context.h"
33c1f859d4Smrg#include "main/macros.h"
343464ebd5Sriastradh#include "main/state.h"
357117f1b4Smrg#include "s_aatriangle.h"
367117f1b4Smrg#include "s_context.h"
377117f1b4Smrg#include "s_span.h"
387117f1b4Smrg
397117f1b4Smrg
407117f1b4Smrg/*
417117f1b4Smrg * Compute coefficients of a plane using the X,Y coords of the v0, v1, v2
427117f1b4Smrg * vertices and the given Z values.
437117f1b4Smrg * A point (x,y,z) lies on plane iff a*x+b*y+c*z+d = 0.
447117f1b4Smrg */
45af69d88dSmrgstatic inline void
467117f1b4Smrgcompute_plane(const GLfloat v0[], const GLfloat v1[], const GLfloat v2[],
477117f1b4Smrg              GLfloat z0, GLfloat z1, GLfloat z2, GLfloat plane[4])
487117f1b4Smrg{
497117f1b4Smrg   const GLfloat px = v1[0] - v0[0];
507117f1b4Smrg   const GLfloat py = v1[1] - v0[1];
517117f1b4Smrg   const GLfloat pz = z1 - z0;
527117f1b4Smrg
537117f1b4Smrg   const GLfloat qx = v2[0] - v0[0];
547117f1b4Smrg   const GLfloat qy = v2[1] - v0[1];
557117f1b4Smrg   const GLfloat qz = z2 - z0;
567117f1b4Smrg
577117f1b4Smrg   /* Crossproduct "(a,b,c):= dv1 x dv2" is orthogonal to plane. */
587117f1b4Smrg   const GLfloat a = py * qz - pz * qy;
597117f1b4Smrg   const GLfloat b = pz * qx - px * qz;
607117f1b4Smrg   const GLfloat c = px * qy - py * qx;
617117f1b4Smrg   /* Point on the plane = "r*(a,b,c) + w", with fixed "r" depending
627117f1b4Smrg      on the distance of plane from origin and arbitrary "w" parallel
637117f1b4Smrg      to the plane. */
647117f1b4Smrg   /* The scalar product "(r*(a,b,c)+w)*(a,b,c)" is "r*(a^2+b^2+c^2)",
657117f1b4Smrg      which is equal to "-d" below. */
667117f1b4Smrg   const GLfloat d = -(a * v0[0] + b * v0[1] + c * z0);
677117f1b4Smrg
687117f1b4Smrg   plane[0] = a;
697117f1b4Smrg   plane[1] = b;
707117f1b4Smrg   plane[2] = c;
717117f1b4Smrg   plane[3] = d;
727117f1b4Smrg}
737117f1b4Smrg
747117f1b4Smrg
757117f1b4Smrg/*
767117f1b4Smrg * Compute coefficients of a plane with a constant Z value.
777117f1b4Smrg */
78af69d88dSmrgstatic inline void
797117f1b4Smrgconstant_plane(GLfloat value, GLfloat plane[4])
807117f1b4Smrg{
817117f1b4Smrg   plane[0] = 0.0;
827117f1b4Smrg   plane[1] = 0.0;
837117f1b4Smrg   plane[2] = -1.0;
847117f1b4Smrg   plane[3] = value;
857117f1b4Smrg}
867117f1b4Smrg
877117f1b4Smrg#define CONSTANT_PLANE(VALUE, PLANE)	\
887117f1b4Smrgdo {					\
897117f1b4Smrg   PLANE[0] = 0.0F;			\
907117f1b4Smrg   PLANE[1] = 0.0F;			\
917117f1b4Smrg   PLANE[2] = -1.0F;			\
927117f1b4Smrg   PLANE[3] = VALUE;			\
937117f1b4Smrg} while (0)
947117f1b4Smrg
957117f1b4Smrg
967117f1b4Smrg
977117f1b4Smrg/*
987117f1b4Smrg * Solve plane equation for Z at (X,Y).
997117f1b4Smrg */
100af69d88dSmrgstatic inline GLfloat
1017117f1b4Smrgsolve_plane(GLfloat x, GLfloat y, const GLfloat plane[4])
1027117f1b4Smrg{
10301e04c3fSmrg   assert(plane[2] != 0.0F);
1047117f1b4Smrg   return (plane[3] + plane[0] * x + plane[1] * y) / -plane[2];
1057117f1b4Smrg}
1067117f1b4Smrg
1077117f1b4Smrg
1087117f1b4Smrg#define SOLVE_PLANE(X, Y, PLANE) \
1097117f1b4Smrg   ((PLANE[3] + PLANE[0] * (X) + PLANE[1] * (Y)) / -PLANE[2])
1107117f1b4Smrg
1117117f1b4Smrg
1127117f1b4Smrg/*
1137117f1b4Smrg * Solve plane and return clamped GLchan value.
1147117f1b4Smrg */
115af69d88dSmrgstatic inline GLchan
1167117f1b4Smrgsolve_plane_chan(GLfloat x, GLfloat y, const GLfloat plane[4])
1177117f1b4Smrg{
1187117f1b4Smrg   const GLfloat z = (plane[3] + plane[0] * x + plane[1] * y) / -plane[2];
1197117f1b4Smrg#if CHAN_TYPE == GL_FLOAT
1207117f1b4Smrg   return CLAMP(z, 0.0F, CHAN_MAXF);
1217117f1b4Smrg#else
1227117f1b4Smrg   if (z < 0)
1237117f1b4Smrg      return 0;
1247117f1b4Smrg   else if (z > CHAN_MAX)
1257117f1b4Smrg      return CHAN_MAX;
1267ec681f3Smrg   return (GLchan) lroundf(z);
1277117f1b4Smrg#endif
1287117f1b4Smrg}
1297117f1b4Smrg
1307117f1b4Smrg
131af69d88dSmrgstatic inline GLfloat
132c1f859d4Smrgplane_dx(const GLfloat plane[4])
133c1f859d4Smrg{
134c1f859d4Smrg   return -plane[0] / plane[2];
135c1f859d4Smrg}
136c1f859d4Smrg
137af69d88dSmrgstatic inline GLfloat
138c1f859d4Smrgplane_dy(const GLfloat plane[4])
139c1f859d4Smrg{
140c1f859d4Smrg   return -plane[1] / plane[2];
141c1f859d4Smrg}
142c1f859d4Smrg
143c1f859d4Smrg
1447117f1b4Smrg
1457117f1b4Smrg/*
1467117f1b4Smrg * Compute how much (area) of the given pixel is inside the triangle.
1477117f1b4Smrg * Vertices MUST be specified in counter-clockwise order.
1487117f1b4Smrg * Return:  coverage in [0, 1].
1497117f1b4Smrg */
1507117f1b4Smrgstatic GLfloat
1517117f1b4Smrgcompute_coveragef(const GLfloat v0[3], const GLfloat v1[3],
1527117f1b4Smrg                  const GLfloat v2[3], GLint winx, GLint winy)
1537117f1b4Smrg{
1547117f1b4Smrg   /* Given a position [0,3]x[0,3] return the sub-pixel sample position.
1557117f1b4Smrg    * Contributed by Ray Tice.
1567117f1b4Smrg    *
1577117f1b4Smrg    * Jitter sample positions -
1587117f1b4Smrg    * - average should be .5 in x & y for each column
1597117f1b4Smrg    * - each of the 16 rows and columns should be used once
1607117f1b4Smrg    * - the rectangle formed by the first four points
1617117f1b4Smrg    *   should contain the other points
1627117f1b4Smrg    * - the distrubition should be fairly even in any given direction
1637117f1b4Smrg    *
1647117f1b4Smrg    * The pattern drawn below isn't optimal, but it's better than a regular
1657117f1b4Smrg    * grid.  In the drawing, the center of each subpixel is surrounded by
1667117f1b4Smrg    * four dots.  The "x" marks the jittered position relative to the
1677117f1b4Smrg    * subpixel center.
1687117f1b4Smrg    */
1697117f1b4Smrg#define POS(a, b) (0.5+a*4+b)/16
1707117f1b4Smrg   static const GLfloat samples[16][2] = {
1717117f1b4Smrg      /* start with the four corners */
1727117f1b4Smrg      { POS(0, 2), POS(0, 0) },
1737117f1b4Smrg      { POS(3, 3), POS(0, 2) },
1747117f1b4Smrg      { POS(0, 0), POS(3, 1) },
1757117f1b4Smrg      { POS(3, 1), POS(3, 3) },
1767117f1b4Smrg      /* continue with interior samples */
1777117f1b4Smrg      { POS(1, 1), POS(0, 1) },
1787117f1b4Smrg      { POS(2, 0), POS(0, 3) },
1797117f1b4Smrg      { POS(0, 3), POS(1, 3) },
1807117f1b4Smrg      { POS(1, 2), POS(1, 0) },
1817117f1b4Smrg      { POS(2, 3), POS(1, 2) },
1827117f1b4Smrg      { POS(3, 2), POS(1, 1) },
1837117f1b4Smrg      { POS(0, 1), POS(2, 2) },
1847117f1b4Smrg      { POS(1, 0), POS(2, 1) },
1857117f1b4Smrg      { POS(2, 1), POS(2, 3) },
1867117f1b4Smrg      { POS(3, 0), POS(2, 0) },
1877117f1b4Smrg      { POS(1, 3), POS(3, 0) },
1887117f1b4Smrg      { POS(2, 2), POS(3, 2) }
1897117f1b4Smrg   };
1907117f1b4Smrg
1917117f1b4Smrg   const GLfloat x = (GLfloat) winx;
1927117f1b4Smrg   const GLfloat y = (GLfloat) winy;
1937117f1b4Smrg   const GLfloat dx0 = v1[0] - v0[0];
1947117f1b4Smrg   const GLfloat dy0 = v1[1] - v0[1];
1957117f1b4Smrg   const GLfloat dx1 = v2[0] - v1[0];
1967117f1b4Smrg   const GLfloat dy1 = v2[1] - v1[1];
1977117f1b4Smrg   const GLfloat dx2 = v0[0] - v2[0];
1987117f1b4Smrg   const GLfloat dy2 = v0[1] - v2[1];
1997117f1b4Smrg   GLint stop = 4, i;
2007117f1b4Smrg   GLfloat insideCount = 16.0F;
2017117f1b4Smrg
20201e04c3fSmrg   assert(dx0 * dy1 - dx1 * dy0 >= 0.0); /* area >= 0.0 */
2037117f1b4Smrg
2047117f1b4Smrg   for (i = 0; i < stop; i++) {
2057117f1b4Smrg      const GLfloat sx = x + samples[i][0];
2067117f1b4Smrg      const GLfloat sy = y + samples[i][1];
2077117f1b4Smrg      /* cross product determines if sample is inside or outside each edge */
2087117f1b4Smrg      GLfloat cross = (dx0 * (sy - v0[1]) - dy0 * (sx - v0[0]));
2097117f1b4Smrg      /* Check if the sample is exactly on an edge.  If so, let cross be a
2107117f1b4Smrg       * positive or negative value depending on the direction of the edge.
2117117f1b4Smrg       */
2127117f1b4Smrg      if (cross == 0.0F)
2137117f1b4Smrg         cross = dx0 + dy0;
2147117f1b4Smrg      if (cross < 0.0F) {
2157117f1b4Smrg         /* sample point is outside first edge */
2167117f1b4Smrg         insideCount -= 1.0F;
2177117f1b4Smrg         stop = 16;
2187117f1b4Smrg      }
2197117f1b4Smrg      else {
2207117f1b4Smrg         /* sample point is inside first edge */
2217117f1b4Smrg         cross = (dx1 * (sy - v1[1]) - dy1 * (sx - v1[0]));
2227117f1b4Smrg         if (cross == 0.0F)
2237117f1b4Smrg            cross = dx1 + dy1;
2247117f1b4Smrg         if (cross < 0.0F) {
2257117f1b4Smrg            /* sample point is outside second edge */
2267117f1b4Smrg            insideCount -= 1.0F;
2277117f1b4Smrg            stop = 16;
2287117f1b4Smrg         }
2297117f1b4Smrg         else {
2307117f1b4Smrg            /* sample point is inside first and second edges */
2317117f1b4Smrg            cross = (dx2 * (sy - v2[1]) -  dy2 * (sx - v2[0]));
2327117f1b4Smrg            if (cross == 0.0F)
2337117f1b4Smrg               cross = dx2 + dy2;
2347117f1b4Smrg            if (cross < 0.0F) {
2357117f1b4Smrg               /* sample point is outside third edge */
2367117f1b4Smrg               insideCount -= 1.0F;
2377117f1b4Smrg               stop = 16;
2387117f1b4Smrg            }
2397117f1b4Smrg         }
2407117f1b4Smrg      }
2417117f1b4Smrg   }
2427117f1b4Smrg   if (stop == 4)
2437117f1b4Smrg      return 1.0F;
2447117f1b4Smrg   else
2457117f1b4Smrg      return insideCount * (1.0F / 16.0F);
2467117f1b4Smrg}
2477117f1b4Smrg
2487117f1b4Smrg
2497117f1b4Smrg
2507117f1b4Smrgstatic void
2513464ebd5Sriastradhrgba_aa_tri(struct gl_context *ctx,
2527117f1b4Smrg	    const SWvertex *v0,
2537117f1b4Smrg	    const SWvertex *v1,
2547117f1b4Smrg	    const SWvertex *v2)
2557117f1b4Smrg{
2567117f1b4Smrg#define DO_Z
2577117f1b4Smrg#include "s_aatritemp.h"
2587117f1b4Smrg}
2597117f1b4Smrg
2607117f1b4Smrg
2617117f1b4Smrgstatic void
2623464ebd5Sriastradhgeneral_aa_tri(struct gl_context *ctx,
263c1f859d4Smrg               const SWvertex *v0,
264c1f859d4Smrg               const SWvertex *v1,
265c1f859d4Smrg               const SWvertex *v2)
2667117f1b4Smrg{
2677117f1b4Smrg#define DO_Z
2687117f1b4Smrg#define DO_ATTRIBS
2697117f1b4Smrg#include "s_aatritemp.h"
2707117f1b4Smrg}
2717117f1b4Smrg
2727117f1b4Smrg
2737117f1b4Smrg
2747117f1b4Smrg/*
2757117f1b4Smrg * Examine GL state and set swrast->Triangle to an
2767117f1b4Smrg * appropriate antialiased triangle rasterizer function.
2777117f1b4Smrg */
2787117f1b4Smrgvoid
2793464ebd5Sriastradh_swrast_set_aa_triangle_function(struct gl_context *ctx)
2807117f1b4Smrg{
281c1f859d4Smrg   SWcontext *swrast = SWRAST_CONTEXT(ctx);
282c1f859d4Smrg
28301e04c3fSmrg   assert(ctx->Polygon.SmoothFlag);
2847117f1b4Smrg
2857117f1b4Smrg   if (ctx->Texture._EnabledCoordUnits != 0
286af69d88dSmrg       || _swrast_use_fragment_program(ctx)
287c1f859d4Smrg       || swrast->_FogEnabled
2883464ebd5Sriastradh       || _mesa_need_secondary_color(ctx)) {
289c1f859d4Smrg      SWRAST_CONTEXT(ctx)->Triangle = general_aa_tri;
2907117f1b4Smrg   }
2917117f1b4Smrg   else {
292cdc920a0Smrg      SWRAST_CONTEXT(ctx)->Triangle = rgba_aa_tri;
2937117f1b4Smrg   }
2947117f1b4Smrg
29501e04c3fSmrg   assert(SWRAST_CONTEXT(ctx)->Triangle);
2967117f1b4Smrg}
297