s_aaline.c

来自「Mesa is an open-source implementation of」· C语言 代码 · 共 525 行

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/* * Mesa 3-D graphics library * Version:  6.5.3 * * Copyright (C) 1999-2007  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 "imports.h"#include "macros.h"#include "swrast/s_aaline.h"#include "swrast/s_context.h"#include "swrast/s_span.h"#include "swrast/swrast.h"#include "mtypes.h"#define SUB_PIXEL 4/* * Info about the AA line we're rendering */struct LineInfo{   GLfloat x0, y0;        /* start */   GLfloat x1, y1;        /* end */   GLfloat dx, dy;        /* direction vector */   GLfloat len;           /* length */   GLfloat halfWidth;     /* half of line width */   GLfloat xAdj, yAdj;    /* X and Y adjustment for quad corners around line */   /* for coverage computation */   GLfloat qx0, qy0;      /* quad vertices */   GLfloat qx1, qy1;   GLfloat qx2, qy2;   GLfloat qx3, qy3;   GLfloat ex0, ey0;      /* quad edge vectors */   GLfloat ex1, ey1;   GLfloat ex2, ey2;   GLfloat ex3, ey3;   /* DO_Z */   GLfloat zPlane[4];   /* DO_RGBA */   GLfloat rPlane[4], gPlane[4], bPlane[4], aPlane[4];   /* DO_INDEX */   GLfloat iPlane[4];   /* DO_ATTRIBS */   GLfloat wPlane[4];   GLfloat attrPlane[FRAG_ATTRIB_MAX][4][4];   GLfloat lambda[FRAG_ATTRIB_MAX];   GLfloat texWidth[FRAG_ATTRIB_MAX];   GLfloat texHeight[FRAG_ATTRIB_MAX];   SWspan span;};/* * Compute the equation of a plane used to interpolate line fragment data * such as color, Z, texture coords, etc. * Input: (x0, y0) and (x1,y1) are the endpoints of the line. *        z0, and z1 are the end point values to interpolate. * Output:  plane - the plane equation. * * Note: we don't really have enough parameters to specify a plane. * We take the endpoints of the line and compute a plane such that * the cross product of the line vector and the plane normal is * parallel to the projection plane. */static voidcompute_plane(GLfloat x0, GLfloat y0, GLfloat x1, GLfloat y1,              GLfloat z0, GLfloat z1, GLfloat plane[4]){#if 0   /* original */   const GLfloat px = x1 - x0;   const GLfloat py = y1 - y0;   const GLfloat pz = z1 - z0;   const GLfloat qx = -py;   const GLfloat qy = px;   const GLfloat qz = 0;   const GLfloat a = py * qz - pz * qy;   const GLfloat b = pz * qx - px * qz;   const GLfloat c = px * qy - py * qx;   const GLfloat d = -(a * x0 + b * y0 + c * z0);   plane[0] = a;   plane[1] = b;   plane[2] = c;   plane[3] = d;#else   /* simplified */   const GLfloat px = x1 - x0;   const GLfloat py = y1 - y0;   const GLfloat pz = z0 - z1;   const GLfloat a = pz * px;   const GLfloat b = pz * py;   const GLfloat c = px * px + py * py;   const GLfloat d = -(a * x0 + b * y0 + c * z0);   if (a == 0.0 && b == 0.0 && c == 0.0 && d == 0.0) {      plane[0] = 0.0;      plane[1] = 0.0;      plane[2] = 1.0;      plane[3] = 0.0;   }   else {      plane[0] = a;      plane[1] = b;      plane[2] = c;      plane[3] = d;   }#endif}static INLINE voidconstant_plane(GLfloat value, GLfloat plane[4]){   plane[0] = 0.0;   plane[1] = 0.0;   plane[2] = -1.0;   plane[3] = value;}static INLINE GLfloatsolve_plane(GLfloat x, GLfloat y, const GLfloat plane[4]){   const GLfloat z = (plane[3] + plane[0] * x + plane[1] * y) / -plane[2];   return z;}#define SOLVE_PLANE(X, Y, PLANE) \   ((PLANE[3] + PLANE[0] * (X) + PLANE[1] * (Y)) / -PLANE[2])/* * Return 1 / solve_plane(). */static INLINE GLfloatsolve_plane_recip(GLfloat x, GLfloat y, const GLfloat plane[4]){   const GLfloat denom = plane[3] + plane[0] * x + plane[1] * y;   if (denom == 0.0)      return 0.0;   else      return -plane[2] / denom;}/* * Solve plane and return clamped GLchan value. */static INLINE GLchansolve_plane_chan(GLfloat x, GLfloat y, const GLfloat plane[4]){   const GLfloat z = (plane[3] + plane[0] * x + plane[1] * y) / -plane[2];#if CHAN_TYPE == GL_FLOAT   return CLAMP(z, 0.0F, CHAN_MAXF);#else   if (z < 0)      return 0;   else if (z > CHAN_MAX)      return CHAN_MAX;   return (GLchan) IROUND_POS(z);#endif}/* * Compute mipmap level of detail. */static INLINE GLfloatcompute_lambda(const GLfloat sPlane[4], const GLfloat tPlane[4],               GLfloat invQ, GLfloat width, GLfloat height){   GLfloat dudx = sPlane[0] / sPlane[2] * invQ * width;   GLfloat dudy = sPlane[1] / sPlane[2] * invQ * width;   GLfloat dvdx = tPlane[0] / tPlane[2] * invQ * height;   GLfloat dvdy = tPlane[1] / tPlane[2] * invQ * height;   GLfloat r1 = dudx * dudx + dudy * dudy;   GLfloat r2 = dvdx * dvdx + dvdy * dvdy;   GLfloat rho2 = r1 + r2;   /* return log base 2 of rho */   if (rho2 == 0.0F)      return 0.0;   else      return (GLfloat) (LOGF(rho2) * 1.442695 * 0.5);/* 1.442695 = 1/log(2) */}/* * Fill in the samples[] array with the (x,y) subpixel positions of * xSamples * ySamples sample positions. * Note that the four corner samples are put into the first four * positions of the array.  This allows us to optimize for the common * case of all samples being inside the polygon. */static voidmake_sample_table(GLint xSamples, GLint ySamples, GLfloat samples[][2]){   const GLfloat dx = 1.0F / (GLfloat) xSamples;   const GLfloat dy = 1.0F / (GLfloat) ySamples;   GLint x, y;   GLint i;   i = 4;   for (x = 0; x < xSamples; x++) {      for (y = 0; y < ySamples; y++) {         GLint j;         if (x == 0 && y == 0) {            /* lower left */            j = 0;         }         else if (x == xSamples - 1 && y == 0) {            /* lower right */            j = 1;         }         else if (x == 0 && y == ySamples - 1) {            /* upper left */            j = 2;         }         else if (x == xSamples - 1 && y == ySamples - 1) {            /* upper right */            j = 3;         }         else {            j = i++;         }         samples[j][0] = x * dx + 0.5F * dx;         samples[j][1] = y * dy + 0.5F * dy;      }   }}/* * Compute how much of the given pixel's area is inside the rectangle * defined by vertices v0, v1, v2, v3. * Vertices MUST be specified in counter-clockwise order. * Return:  coverage in [0, 1]. */static GLfloatcompute_coveragef(const struct LineInfo *info,                  GLint winx, GLint winy){   static GLfloat samples[SUB_PIXEL * SUB_PIXEL][2];   static GLboolean haveSamples = GL_FALSE;   const GLfloat x = (GLfloat) winx;   const GLfloat y = (GLfloat) winy;   GLint stop = 4, i;   GLfloat insideCount = SUB_PIXEL * SUB_PIXEL;   if (!haveSamples) {      make_sample_table(SUB_PIXEL, SUB_PIXEL, samples);      haveSamples = GL_TRUE;   }#if 0 /*DEBUG*/   {      const GLfloat area = dx0 * dy1 - dx1 * dy0;      assert(area >= 0.0);   }#endif   for (i = 0; i < stop; i++) {      const GLfloat sx = x + samples[i][0];      const GLfloat sy = y + samples[i][1];      const GLfloat fx0 = sx - info->qx0;      const GLfloat fy0 = sy - info->qy0;      const GLfloat fx1 = sx - info->qx1;      const GLfloat fy1 = sy - info->qy1;      const GLfloat fx2 = sx - info->qx2;      const GLfloat fy2 = sy - info->qy2;      const GLfloat fx3 = sx - info->qx3;      const GLfloat fy3 = sy - info->qy3;      /* cross product determines if sample is inside or outside each edge */      GLfloat cross0 = (info->ex0 * fy0 - info->ey0 * fx0);      GLfloat cross1 = (info->ex1 * fy1 - info->ey1 * fx1);      GLfloat cross2 = (info->ex2 * fy2 - info->ey2 * fx2);      GLfloat cross3 = (info->ex3 * fy3 - info->ey3 * fx3);      /* Check if the sample is exactly on an edge.  If so, let cross be a       * positive or negative value depending on the direction of the edge.       */      if (cross0 == 0.0F)         cross0 = info->ex0 + info->ey0;      if (cross1 == 0.0F)         cross1 = info->ex1 + info->ey1;      if (cross2 == 0.0F)         cross2 = info->ex2 + info->ey2;      if (cross3 == 0.0F)         cross3 = info->ex3 + info->ey3;      if (cross0 < 0.0F || cross1 < 0.0F || cross2 < 0.0F || cross3 < 0.0F) {         /* point is outside quadrilateral */         insideCount -= 1.0F;         stop = SUB_PIXEL * SUB_PIXEL;      }   }   if (stop == 4)      return 1.0F;   else      return insideCount * (1.0F / (SUB_PIXEL * SUB_PIXEL));}/** * Compute coverage value for color index mode. * XXX this may not be quite correct. * \return coverage in [0,15]. */static GLfloatcompute_coveragei(const struct LineInfo *info,                  GLint winx, GLint winy){   return compute_coveragef(info, winx, winy) * 15.0F;}typedef void (*plot_func)(GLcontext *ctx, struct LineInfo *line,                          int ix, int iy);                         /* * Draw an AA line segment (called many times per line when stippling) */static voidsegment(GLcontext *ctx,        struct LineInfo *line,        plot_func plot,        GLfloat t0, GLfloat t1){   const GLfloat absDx = (line->dx < 0.0F) ? -line->dx : line->dx;   const GLfloat absDy = (line->dy < 0.0F) ? -line->dy : line->dy;   /* compute the actual segment's endpoints */   const GLfloat x0 = line->x0 + t0 * line->dx;   const GLfloat y0 = line->y0 + t0 * line->dy;   const GLfloat x1 = line->x0 + t1 * line->dx;   const GLfloat y1 = line->y0 + t1 * line->dy;   /* compute vertices of the line-aligned quadrilateral */   line->qx0 = x0 - line->yAdj;   line->qy0 = y0 + line->xAdj;   line->qx1 = x0 + line->yAdj;   line->qy1 = y0 - line->xAdj;   line->qx2 = x1 + line->yAdj;   line->qy2 = y1 - line->xAdj;   line->qx3 = x1 - line->yAdj;   line->qy3 = y1 + line->xAdj;   /* compute the quad's edge vectors (for coverage calc) */   line->ex0 = line->qx1 - line->qx0;   line->ey0 = line->qy1 - line->qy0;   line->ex1 = line->qx2 - line->qx1;   line->ey1 = line->qy2 - line->qy1;   line->ex2 = line->qx3 - line->qx2;   line->ey2 = line->qy3 - line->qy2;   line->ex3 = line->qx0 - line->qx3;   line->ey3 = line->qy0 - line->qy3;   if (absDx > absDy) {      /* X-major line */      GLfloat dydx = line->dy / line->dx;      GLfloat xLeft, xRight, yBot, yTop;      GLint ix, ixRight;      if (x0 < x1) {         xLeft = x0 - line->halfWidth;         xRight = x1 + line->halfWidth;         if (line->dy >= 0.0) {            yBot = y0 - 3.0F * line->halfWidth;            yTop = y0 + line->halfWidth;         }         else {            yBot = y0 - line->halfWidth;            yTop = y0 + 3.0F * line->halfWidth;         }      }      else {         xLeft = x1 - line->halfWidth;         xRight = x0 + line->halfWidth;         if (line->dy <= 0.0) {            yBot = y1 - 3.0F * line->halfWidth;            yTop = y1 + line->halfWidth;         }         else {            yBot = y1 - line->halfWidth;            yTop = y1 + 3.0F * line->halfWidth;         }      }      /* scan along the line, left-to-right */      ixRight = (GLint) (xRight + 1.0F);      /*printf("avg span height: %g\n", yTop - yBot);*/      for (ix = (GLint) xLeft; ix < ixRight; ix++) {         const GLint iyBot = (GLint) yBot;         const GLint iyTop = (GLint) (yTop + 1.0F);         GLint iy;         /* scan across the line, bottom-to-top */         for (iy = iyBot; iy < iyTop; iy++) {            (*plot)(ctx, line, ix, iy);         }         yBot += dydx;         yTop += dydx;      }   }   else {      /* Y-major line */      GLfloat dxdy = line->dx / line->dy;      GLfloat yBot, yTop, xLeft, xRight;      GLint iy, iyTop;      if (y0 < y1) {         yBot = y0 - line->halfWidth;         yTop = y1 + line->halfWidth;         if (line->dx >= 0.0) {            xLeft = x0 - 3.0F * line->halfWidth;            xRight = x0 + line->halfWidth;         }         else {            xLeft = x0 - line->halfWidth;            xRight = x0 + 3.0F * line->halfWidth;         }      }      else {         yBot = y1 - line->halfWidth;         yTop = y0 + line->halfWidth;         if (line->dx <= 0.0) {            xLeft = x1 - 3.0F * line->halfWidth;            xRight = x1 + line->halfWidth;         }         else {            xLeft = x1 - line->halfWidth;            xRight = x1 + 3.0F * line->halfWidth;         }      }      /* scan along the line, bottom-to-top */      iyTop = (GLint) (yTop + 1.0F);      /*printf("avg span width: %g\n", xRight - xLeft);*/      for (iy = (GLint) yBot; iy < iyTop; iy++) {         const GLint ixLeft = (GLint) xLeft;         const GLint ixRight = (GLint) (xRight + 1.0F);         GLint ix;         /* scan across the line, left-to-right */         for (ix = ixLeft; ix < ixRight; ix++) {            (*plot)(ctx, line, ix, iy);         }         xLeft += dxdy;         xRight += dxdy;      }   }}#define NAME(x) aa_ci_##x#define DO_Z#define DO_ATTRIBS /* for fog */#define DO_INDEX#include "s_aalinetemp.h"#define NAME(x) aa_rgba_##x#define DO_Z#define DO_RGBA#include "s_aalinetemp.h"#define NAME(x)  aa_general_rgba_##x#define DO_Z#define DO_RGBA#define DO_ATTRIBS#include "s_aalinetemp.h"void_swrast_choose_aa_line_function(GLcontext *ctx){   SWcontext *swrast = SWRAST_CONTEXT(ctx);   ASSERT(ctx->Line.SmoothFlag);   if (ctx->Visual.rgbMode) {      /* RGBA */      if (ctx->Texture._EnabledCoordUnits != 0          || ctx->FragmentProgram._Current          || (ctx->Light.Enabled &&              ctx->Light.Model.ColorControl == GL_SEPARATE_SPECULAR_COLOR)          || ctx->Fog.ColorSumEnabled          || swrast->_FogEnabled) {         swrast->Line = aa_general_rgba_line;      }      else {         swrast->Line = aa_rgba_line;      }   }   else {      /* Color Index */      swrast->Line = aa_ci_line;   }}

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