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📄 s_fog.c

📁 mesa-6.5-minigui源码
💻 C
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/* * Mesa 3-D graphics library * Version:  6.3 * * Copyright (C) 1999-2005  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. */#include "glheader.h"#include "colormac.h"#include "context.h"#include "macros.h"#include "s_context.h"#include "s_fog.h"#include "s_span.h"/** * Used to convert current raster distance to a fog factor in [0,1]. */GLfloat_swrast_z_to_fogfactor(GLcontext *ctx, GLfloat z){   GLfloat d, f;   switch (ctx->Fog.Mode) {   case GL_LINEAR:      if (ctx->Fog.Start == ctx->Fog.End)         d = 1.0F;      else         d = 1.0F / (ctx->Fog.End - ctx->Fog.Start);      f = (ctx->Fog.End - z) * d;      return CLAMP(f, 0.0F, 1.0F);   case GL_EXP:      d = ctx->Fog.Density;      f = EXPF(-d * z);      f = CLAMP(f, 0.0F, 1.0F);      return f;   case GL_EXP2:      d = ctx->Fog.Density;      f = EXPF(-(d * d * z * z));      f = CLAMP(f, 0.0F, 1.0F);      return f;   default:      _mesa_problem(ctx, "Bad fog mode in _swrast_z_to_fogfactor");      return 0.0;    }}/** * Apply fog to a span of RGBA pixels. * The fog value are either in the span->array->fog array or interpolated from * the fog/fogStep values. * They fog values are either fog coordinates (Z) or fog blend factors. * _PreferPixelFog should be in sync with that state! */void_swrast_fog_rgba_span( const GLcontext *ctx, struct sw_span *span ){   const SWcontext *swrast = SWRAST_CONTEXT(ctx);   const GLchan rFog = swrast->_FogColor[RCOMP];   const GLchan gFog = swrast->_FogColor[GCOMP];   const GLchan bFog = swrast->_FogColor[BCOMP];   const GLuint haveW = (span->interpMask & SPAN_W);   GLchan (*rgba)[4] = (GLchan (*)[4]) span->array->rgba;   ASSERT(swrast->_FogEnabled);   ASSERT((span->interpMask | span->arrayMask) & SPAN_FOG);   ASSERT(span->arrayMask & SPAN_RGBA);   /* NOTE: if haveW is true, that means the fog start/step values are    * perspective-corrected and we have to divide each fog coord by W.    */   /* we need to compute fog blend factors */   if (swrast->_PreferPixelFog) {      /* The span's fog values are fog coordinates, now compute blend factors       * and blend the fragment colors with the fog color.       */      switch (swrast->_FogMode) {      case GL_LINEAR:         {            const GLfloat fogEnd = ctx->Fog.End;            const GLfloat fogScale = (ctx->Fog.Start == ctx->Fog.End)               ? 1.0F : 1.0F / (ctx->Fog.End - ctx->Fog.Start);            const GLfloat fogStep = span->fogStep;            GLfloat fogCoord = span->fog;            const GLfloat wStep = haveW ? span->dwdx : 0.0F;            GLfloat w = haveW ? span->w : 1.0F;            GLuint i;            for (i = 0; i < span->end; i++) {               GLfloat f, oneMinusF;               f = (fogEnd - FABSF(fogCoord) / w) * fogScale;               f = CLAMP(f, 0.0F, 1.0F);               oneMinusF = 1.0F - f;               rgba[i][RCOMP] = (GLchan) (f * rgba[i][RCOMP] + oneMinusF * rFog);               rgba[i][GCOMP] = (GLchan) (f * rgba[i][GCOMP] + oneMinusF * gFog);               rgba[i][BCOMP] = (GLchan) (f * rgba[i][BCOMP] + oneMinusF * bFog);               fogCoord += fogStep;               w += wStep;            }         }         break;      case GL_EXP:         {            const GLfloat density = -ctx->Fog.Density;            const GLfloat fogStep = span->fogStep;            GLfloat fogCoord = span->fog;            const GLfloat wStep = haveW ? span->dwdx : 0.0F;            GLfloat w = haveW ? span->w : 1.0F;            GLuint i;            for (i = 0; i < span->end; i++) {               GLfloat f, oneMinusF;               f = EXPF(density * FABSF(fogCoord) / w);               f = CLAMP(f, 0.0F, 1.0F);               oneMinusF = 1.0F - f;               rgba[i][RCOMP] = (GLchan) (f * rgba[i][RCOMP] + oneMinusF * rFog);               rgba[i][GCOMP] = (GLchan) (f * rgba[i][GCOMP] + oneMinusF * gFog);               rgba[i][BCOMP] = (GLchan) (f * rgba[i][BCOMP] + oneMinusF * bFog);               fogCoord += fogStep;               w += wStep;            }         }         break;      case GL_EXP2:         {            const GLfloat negDensitySquared = -ctx->Fog.Density * ctx->Fog.Density;            const GLfloat fogStep = span->fogStep;            GLfloat fogCoord = span->fog;            const GLfloat wStep = haveW ? span->dwdx : 0.0F;            GLfloat w = haveW ? span->w : 1.0F;            GLuint i;            for (i = 0; i < span->end; i++) {               const GLfloat coord = fogCoord / w;               GLfloat tmp = negDensitySquared * coord * coord;               GLfloat f, oneMinusF;#if defined(__alpha__) || defined(__alpha)               /* XXX this underflow check may be needed for other systems*/               if (tmp < FLT_MIN_10_EXP)                  tmp = FLT_MIN_10_EXP;#endif               f = EXPF(tmp);               f = CLAMP(f, 0.0F, 1.0F);               oneMinusF = 1.0F - f;               rgba[i][RCOMP] = (GLchan) (f * rgba[i][RCOMP] + oneMinusF * rFog);               rgba[i][GCOMP] = (GLchan) (f * rgba[i][GCOMP] + oneMinusF * gFog);               rgba[i][BCOMP] = (GLchan) (f * rgba[i][BCOMP] + oneMinusF * bFog);               fogCoord += fogStep;               w += wStep;            }         }         break;      default:         _mesa_problem(ctx, "Bad fog mode in _swrast_fog_rgba_span");         return;      }   }   else if (span->arrayMask & SPAN_FOG) {      /* The span's fog array values are blend factors.       * They were previously computed per-vertex.       */      GLuint i;      for (i = 0; i < span->end; i++) {         const GLfloat f = span->array->fog[i];         const GLfloat oneMinusF = 1.0F - f;         rgba[i][RCOMP] = (GLchan) (f * rgba[i][RCOMP] + oneMinusF * rFog);         rgba[i][GCOMP] = (GLchan) (f * rgba[i][GCOMP] + oneMinusF * gFog);         rgba[i][BCOMP] = (GLchan) (f * rgba[i][BCOMP] + oneMinusF * bFog);      }   }   else {      /* The span's fog start/step values are blend factors.       * They were previously computed per-vertex.       */      const GLfloat fogStep = span->fogStep;      GLfloat fog = span->fog;      const GLfloat wStep = haveW ? span->dwdx : 0.0F;      GLfloat w = haveW ? span->w : 1.0F;      GLuint i;      ASSERT(span->interpMask & SPAN_FOG);      for (i = 0; i < span->end; i++) {         const GLfloat fact = fog / w;         const GLfloat oneMinusF = 1.0F - fact;         rgba[i][RCOMP] = (GLchan) (fact * rgba[i][RCOMP] + oneMinusF * rFog);         rgba[i][GCOMP] = (GLchan) (fact * rgba[i][GCOMP] + oneMinusF * gFog);         rgba[i][BCOMP] = (GLchan) (fact * rgba[i][BCOMP] + oneMinusF * bFog);         fog += fogStep;         w += wStep;      }   }}/** * As above, but color index mode. */void_swrast_fog_ci_span( const GLcontext *ctx, struct sw_span *span ){   const SWcontext *swrast = SWRAST_CONTEXT(ctx);   const GLuint haveW = (span->interpMask & SPAN_W);   const GLuint fogIndex = (GLuint) ctx->Fog.Index;   GLuint *index = span->array->index;   ASSERT(swrast->_FogEnabled);   ASSERT(span->arrayMask & SPAN_INDEX);   ASSERT((span->interpMask | span->arrayMask) & SPAN_FOG);   /* we need to compute fog blend factors */   if (swrast->_PreferPixelFog) {      /* The span's fog values are fog coordinates, now compute blend factors       * and blend the fragment colors with the fog color.       */      switch (ctx->Fog.Mode) {      case GL_LINEAR:         {            const GLfloat fogEnd = ctx->Fog.End;            const GLfloat fogScale = (ctx->Fog.Start == ctx->Fog.End)               ? 1.0F : 1.0F / (ctx->Fog.End - ctx->Fog.Start);            const GLfloat fogStep = span->fogStep;            GLfloat fogCoord = span->fog;            const GLfloat wStep = haveW ? span->dwdx : 0.0F;            GLfloat w = haveW ? span->w : 1.0F;            GLuint i;            for (i = 0; i < span->end; i++) {               GLfloat f = (fogEnd - fogCoord / w) * fogScale;               f = CLAMP(f, 0.0F, 1.0F);               index[i] = (GLuint) ((GLfloat) index[i] + (1.0F - f) * fogIndex);               fogCoord += fogStep;               w += wStep;            }         }         break;      case GL_EXP:         {            const GLfloat density = -ctx->Fog.Density;            const GLfloat fogStep = span->fogStep;            GLfloat fogCoord = span->fog;            const GLfloat wStep = haveW ? span->dwdx : 0.0F;            GLfloat w = haveW ? span->w : 1.0F;            GLuint i;            for (i = 0; i < span->end; i++) {               GLfloat f = EXPF(density * fogCoord / w);               f = CLAMP(f, 0.0F, 1.0F);               index[i] = (GLuint) ((GLfloat) index[i] + (1.0F - f) * fogIndex);               fogCoord += fogStep;               w += wStep;            }         }         break;      case GL_EXP2:         {            const GLfloat negDensitySquared = -ctx->Fog.Density * ctx->Fog.Density;            const GLfloat fogStep = span->fogStep;            GLfloat fogCoord = span->fog;            const GLfloat wStep = haveW ? span->dwdx : 0.0F;            GLfloat w = haveW ? span->w : 1.0F;            GLuint i;            for (i = 0; i < span->end; i++) {               const GLfloat coord = fogCoord / w;               GLfloat tmp = negDensitySquared * coord * coord;               GLfloat f;#if defined(__alpha__) || defined(__alpha)               /* XXX this underflow check may be needed for other systems*/               if (tmp < FLT_MIN_10_EXP)                  tmp = FLT_MIN_10_EXP;#endif               f = EXPF(tmp);               f = CLAMP(f, 0.0F, 1.0F);               index[i] = (GLuint) ((GLfloat) index[i] + (1.0F - f) * fogIndex);               fogCoord += fogStep;               w += wStep;            }         }         break;      default:         _mesa_problem(ctx, "Bad fog mode in _swrast_fog_ci_span");         return;      }   }   else if (span->arrayMask & SPAN_FOG) {      /* The span's fog array values are blend factors.       * They were previously computed per-vertex.       */      GLuint i;      for (i = 0; i < span->end; i++) {         const GLfloat f = span->array->fog[i];         index[i] = (GLuint) ((GLfloat) index[i] + (1.0F - f) * fogIndex);      }   }   else {      /* The span's fog start/step values are blend factors.       * They were previously computed per-vertex.       */      const GLfloat fogStep = span->fogStep;      GLfloat fog = span->fog;      const GLfloat wStep = haveW ? span->dwdx : 0.0F;      GLfloat w = haveW ? span->w : 1.0F;      GLuint i;      ASSERT(span->interpMask & SPAN_FOG);      for (i = 0; i < span->end; i++) {         const GLfloat f = fog / w;         index[i] = (GLuint) ((GLfloat) index[i] + (1.0F - f) * fogIndex);         fog += fogStep;         w += wStep;      }   }}

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