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📄 s_pointtemp.h

📁 mesa-6.5-minigui源码
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/* * Mesa 3-D graphics library * Version:  6.5 * * 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. *//* * Regarding GL_NV_point_sprite: * * Portions of this software may use or implement intellectual * property owned and licensed by NVIDIA Corporation. NVIDIA disclaims * any and all warranties with respect to such intellectual property, * including any use thereof or modifications thereto. *//* * Point rendering template code. * * Set FLAGS = bitwise-OR of the following tokens: * *   RGBA = do rgba instead of color index *   SMOOTH = do antialiasing *   TEXTURE = do texture coords *   SPECULAR = do separate specular color *   LARGE = do points with diameter > 1 pixel *   ATTENUATE = compute point size attenuation *   SPRITE = GL_ARB_point_sprite / GL_NV_point_sprite * * Notes: LARGE and ATTENUATE are exclusive of each other. *        TEXTURE requires RGBA *//* * NOTES on antialiased point rasterization: * * Let d = distance of fragment center from vertex. * if d < rmin2 then *    fragment has 100% coverage * else if d > rmax2 then *    fragment has 0% coverage * else *    fragment has % coverage = (d - rmin2) / (rmax2 - rmin2) */static voidNAME ( GLcontext *ctx, const SWvertex *vert ){#if FLAGS & (ATTENUATE | LARGE | SMOOTH | SPRITE)   GLfloat size;#endif#if FLAGS & RGBA#if (FLAGS & ATTENUATE) && (FLAGS & SMOOTH)   GLfloat alphaAtten;#endif   const GLchan red   = vert->color[0];   const GLchan green = vert->color[1];   const GLchan blue  = vert->color[2];   const GLchan alpha = vert->color[3];#endif#if FLAGS & SPECULAR   const GLchan specRed   = vert->specular[0];   const GLchan specGreen = vert->specular[1];   const GLchan specBlue  = vert->specular[2];#endif#if FLAGS & INDEX   const GLuint colorIndex = (GLuint) vert->index; /* XXX round? */#endif#if FLAGS & TEXTURE   GLfloat texcoord[MAX_TEXTURE_COORD_UNITS][4];   GLuint u;#endif   SWcontext *swrast = SWRAST_CONTEXT(ctx);   struct sw_span *span = &(swrast->PointSpan);   /* Cull primitives with malformed coordinates.    */   {      float tmp = vert->win[0] + vert->win[1];      if (IS_INF_OR_NAN(tmp))	 return;   }   /*    * Span init    */   span->interpMask = SPAN_FOG;   span->arrayMask = SPAN_XY | SPAN_Z;   span->fog = vert->fog;   span->fogStep = 0.0;#if FLAGS & RGBA   span->arrayMask |= SPAN_RGBA;#endif#if FLAGS & SPECULAR   span->arrayMask |= SPAN_SPEC;#endif#if FLAGS & INDEX   span->arrayMask |= SPAN_INDEX;#endif#if FLAGS & TEXTURE   span->arrayMask |= SPAN_TEXTURE;   if (ctx->FragmentProgram._Active) {      /* Don't divide texture s,t,r by q (use TXP to do that) */      for (u = 0; u < ctx->Const.MaxTextureUnits; u++) {         if (ctx->Texture._EnabledCoordUnits & (1 << u)) {            COPY_4V(texcoord[u], vert->texcoord[u]);         }      }   }   else {      /* Divide texture s,t,r by q here */      for (u = 0; u < ctx->Const.MaxTextureUnits; u++) {         if (ctx->Texture._EnabledCoordUnits & (1 << u)) {            const GLfloat q = vert->texcoord[u][3];            const GLfloat invQ = (q == 0.0F || q == 1.0F) ? 1.0F : (1.0F / q);            texcoord[u][0] = vert->texcoord[u][0] * invQ;            texcoord[u][1] = vert->texcoord[u][1] * invQ;            texcoord[u][2] = vert->texcoord[u][2] * invQ;            texcoord[u][3] = q;         }      }   }   /* need these for fragment programs */   span->w = 1.0F;   span->dwdx = 0.0F;   span->dwdy = 0.0F;#endif#if FLAGS & SMOOTH   span->arrayMask |= SPAN_COVERAGE;#endif#if FLAGS & SPRITE   span->arrayMask |= SPAN_TEXTURE;#endif   /* Compute point size if not known to be one */#if FLAGS & ATTENUATE   /* first, clamp attenuated size to the user-specifed range */   size = CLAMP(vert->pointSize, ctx->Point.MinSize, ctx->Point.MaxSize);#if (FLAGS & RGBA) && (FLAGS & SMOOTH)   /* only if multisampling, compute the fade factor */   if (ctx->Multisample.Enabled) {      if (vert->pointSize >= ctx->Point.Threshold) {         alphaAtten = 1.0F;      }      else {         GLfloat dsize = vert->pointSize / ctx->Point.Threshold;         alphaAtten = dsize * dsize;      }   }   else {      alphaAtten = 1.0;   }#endif#elif FLAGS & (LARGE | SMOOTH | SPRITE)   /* constant, non-attenuated size */   size = ctx->Point._Size; /* this is already clamped */#endif#if FLAGS & (ATTENUATE | LARGE | SMOOTH | SPRITE)   /***    *** Multi-pixel points    ***/   /* do final clamping now */   if (ctx->Point.SmoothFlag) {      size = CLAMP(size, ctx->Const.MinPointSizeAA, ctx->Const.MaxPointSizeAA);   }   else {      size = CLAMP(size, ctx->Const.MinPointSize, ctx->Const.MaxPointSize);   }   {{      GLint x, y;      const GLfloat radius = 0.5F * size;      const GLint z = (GLint) (vert->win[2] + 0.5F);      GLuint count;#if FLAGS & SMOOTH      const GLfloat rmin = radius - 0.7071F;  /* 0.7071 = sqrt(2)/2 */      const GLfloat rmax = radius + 0.7071F;      const GLfloat rmin2 = MAX2(0.0F, rmin * rmin);      const GLfloat rmax2 = rmax * rmax;      const GLfloat cscale = 1.0F / (rmax2 - rmin2);      const GLint xmin = (GLint) (vert->win[0] - radius);      const GLint xmax = (GLint) (vert->win[0] + radius);      const GLint ymin = (GLint) (vert->win[1] - radius);      const GLint ymax = (GLint) (vert->win[1] + radius);#else      /* non-smooth */      GLint xmin, xmax, ymin, ymax;      GLint iSize = (GLint) (size + 0.5F);      GLint iRadius;      iSize = MAX2(1, iSize);      iRadius = iSize / 2;      if (iSize & 1) {         /* odd size */         xmin = (GLint) (vert->win[0] - iRadius);         xmax = (GLint) (vert->win[0] + iRadius);         ymin = (GLint) (vert->win[1] - iRadius);         ymax = (GLint) (vert->win[1] + iRadius);      }      else {         /* even size */         xmin = (GLint) vert->win[0] - iRadius + 1;         xmax = xmin + iSize - 1;         ymin = (GLint) vert->win[1] - iRadius + 1;         ymax = ymin + iSize - 1;      }#endif /*SMOOTH*/      /* check if we need to flush */      if (span->end + (xmax-xmin+1) * (ymax-ymin+1) >= MAX_WIDTH ||          (swrast->_RasterMask & (BLEND_BIT | LOGIC_OP_BIT | MASKING_BIT))) {#if FLAGS & RGBA         _swrast_write_rgba_span(ctx, span);#else         _swrast_write_index_span(ctx, span);#endif         span->end = 0;      }      /*       * OK, generate fragments       */      count = span->end;      (void) radius;      for (y = ymin; y <= ymax; y++) {         /* check if we need to flush */         if (count + (xmax-xmin+1) >= MAX_WIDTH) {	     span->end = count;#if FLAGS & RGBA            _swrast_write_rgba_span(ctx, span);#else            _swrast_write_index_span(ctx, span);#endif            count = span->end = 0;         }         for (x = xmin; x <= xmax; x++) {#if FLAGS & (SPRITE | TEXTURE)            GLuint u;#endif#if FLAGS & RGBA            span->array->rgba[count][RCOMP] = red;            span->array->rgba[count][GCOMP] = green;            span->array->rgba[count][BCOMP] = blue;            span->array->rgba[count][ACOMP] = alpha;#endif#if FLAGS & SPECULAR            span->array->spec[count][RCOMP] = specRed;            span->array->spec[count][GCOMP] = specGreen;            span->array->spec[count][BCOMP] = specBlue;#endif#if FLAGS & INDEX            span->array->index[count] = colorIndex;#endif#if FLAGS & TEXTURE            for (u = 0; u < ctx->Const.MaxTextureUnits; u++) {               if (ctx->Texture._EnabledCoordUnits & (1 << u)) {                  COPY_4V(span->array->texcoords[u][count], texcoord[u]);               }            }#endif#if FLAGS & SMOOTH            /* compute coverage */            {               const GLfloat dx = x - vert->win[0] + 0.5F;               const GLfloat dy = y - vert->win[1] + 0.5F;               const GLfloat dist2 = dx * dx + dy * dy;               if (dist2 < rmax2) {                  if (dist2 >= rmin2) {                     /* compute partial coverage */                     span->array->coverage[count] = 1.0F - (dist2 - rmin2) * cscale;#if FLAGS & INDEX                     /* coverage in [0,15] */                     span->array->coverage[count] *= 15.0;#endif                  }                  else {                     /* full coverage */                     span->array->coverage[count] = 1.0F;                  }                  span->array->x[count] = x;                  span->array->y[count] = y;                  span->array->z[count] = z;#if (FLAGS & ATTENUATE) && (FLAGS & RGBA)                  span->array->rgba[count][ACOMP] = (GLchan) (alpha * alphaAtten);#elif FLAGS & RGBA                  span->array->rgba[count][ACOMP] = alpha;#endif /*ATTENUATE*/                  count++;               } /*if*/            }#else /*SMOOTH*/            /* not smooth (square points) */            span->array->x[count] = x;            span->array->y[count] = y;            span->array->z[count] = z;#if FLAGS & SPRITE            for (u = 0; u < ctx->Const.MaxTextureUnits; u++) {               if (ctx->Texture.Unit[u]._ReallyEnabled) {                  if (ctx->Point.CoordReplace[u]) {                     GLfloat s = 0.5F + (x + 0.5F - vert->win[0]) / size;                     GLfloat t, r;                     if (ctx->Point.SpriteOrigin == GL_LOWER_LEFT)                        t = 0.5F + (y + 0.5F - vert->win[1]) / size;                     else /* GL_UPPER_LEFT */                        t = 0.5F - (y + 0.5F - vert->win[1]) / size;                     if (ctx->Point.SpriteRMode == GL_ZERO)                        r = 0.0F;                     else if (ctx->Point.SpriteRMode == GL_S)                        r = vert->texcoord[u][0];                     else /* GL_R */                        r = vert->texcoord[u][2];                     span->array->texcoords[u][count][0] = s;                     span->array->texcoords[u][count][1] = t;                     span->array->texcoords[u][count][2] = r;                     span->array->texcoords[u][count][3] = 1.0F;                  }                  else {                     COPY_4V(span->array->texcoords[u][count], vert->texcoord[u]);                  }               }            }#endif /*SPRITE*/            count++;  /* square point */#endif /*SMOOTH*/	 } /*for x*/      } /*for y*/      span->end = count;   }}#else /* LARGE | ATTENUATE | SMOOTH | SPRITE */   /***    *** Single-pixel points    ***/   {{      GLuint count;      /* check if we need to flush */      if (span->end >= MAX_WIDTH ||          (swrast->_RasterMask & (BLEND_BIT | LOGIC_OP_BIT | MASKING_BIT))) {#if FLAGS & RGBA         _swrast_write_rgba_span(ctx, span);#else         _swrast_write_index_span(ctx, span);#endif         span->end = 0;      }      count = span->end;#if FLAGS & RGBA      span->array->rgba[count][RCOMP] = red;      span->array->rgba[count][GCOMP] = green;      span->array->rgba[count][BCOMP] = blue;      span->array->rgba[count][ACOMP] = alpha;#endif#if FLAGS & SPECULAR      span->array->spec[count][RCOMP] = specRed;      span->array->spec[count][GCOMP] = specGreen;      span->array->spec[count][BCOMP] = specBlue;#endif#if FLAGS & INDEX      span->array->index[count] = colorIndex;#endif#if FLAGS & TEXTURE      for (u = 0; u < ctx->Const.MaxTextureUnits; u++) {         if (ctx->Texture.Unit[u]._ReallyEnabled) {            COPY_4V(span->array->texcoords[u][count], texcoord[u]);         }      }#endif      span->array->x[count] = (GLint) vert->win[0];      span->array->y[count] = (GLint) vert->win[1];      span->array->z[count] = (GLint) (vert->win[2] + 0.5F);      span->end = count + 1;   }}#endif /* LARGE || ATTENUATE || SMOOTH */   ASSERT(span->end <= MAX_WIDTH);}#undef FLAGS#undef NAME

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