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📄 s_fog.c

📁 Mesa is an open-source implementation of the OpenGL specification - a system for rendering interacti
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/* * Mesa 3-D graphics library * Version:  6.5.2 * * Copyright (C) 1999-2006  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"/** * 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;    }}#define LINEAR_FOG(f, coord)  f = (fogEnd - coord) * fogScale#define EXP_FOG(f, coord)  f = EXPF(density * coord)#define EXP2_FOG(f, coord)				\do {							\   GLfloat tmp = negDensitySquared * coord * coord;	\   if (tmp < FLT_MIN_10_EXP)				\      tmp = FLT_MIN_10_EXP;				\   f = EXPF(tmp);					\ } while(0)#define BLEND_FOG(f, coord)  f = coord/** * Template code for computing fog blend factor and applying it to colors. * \param TYPE  either GLubyte, GLushort or GLfloat. * \param COMPUTE_F  code to compute the fog blend factor, f. */#define FOG_LOOP(TYPE, FOG_FUNC)						\if (span->arrayAttribs & FRAG_BIT_FOGC) {					\   GLuint i;									\   for (i = 0; i < span->end; i++) {						\      const GLfloat fogCoord = span->array->attribs[FRAG_ATTRIB_FOGC][i][0];	\      const GLfloat c = FABSF(fogCoord);					\      GLfloat f, oneMinusF;							\      FOG_FUNC(f, c);								\      f = CLAMP(f, 0.0F, 1.0F);							\      oneMinusF = 1.0F - f;							\      rgba[i][RCOMP] = (TYPE) (f * rgba[i][RCOMP] + oneMinusF * rFog);		\      rgba[i][GCOMP] = (TYPE) (f * rgba[i][GCOMP] + oneMinusF * gFog);		\      rgba[i][BCOMP] = (TYPE) (f * rgba[i][BCOMP] + oneMinusF * bFog);		\   }										\}										\else {										\   const GLfloat fogStep = span->attrStepX[FRAG_ATTRIB_FOGC][0];		\   GLfloat fogCoord = span->attrStart[FRAG_ATTRIB_FOGC][0];			\   const GLfloat wStep = span->attrStepX[FRAG_ATTRIB_WPOS][3];			\   GLfloat w = span->attrStart[FRAG_ATTRIB_WPOS][3];				\   GLuint i;									\   for (i = 0; i < span->end; i++) {						\      const GLfloat c = FABSF(fogCoord) / w;					\      GLfloat f, oneMinusF;							\      FOG_FUNC(f, c);								\      f = CLAMP(f, 0.0F, 1.0F);							\      oneMinusF = 1.0F - f;							\      rgba[i][RCOMP] = (TYPE) (f * rgba[i][RCOMP] + oneMinusF * rFog);		\      rgba[i][GCOMP] = (TYPE) (f * rgba[i][GCOMP] + oneMinusF * gFog);		\      rgba[i][BCOMP] = (TYPE) (f * rgba[i][BCOMP] + oneMinusF * bFog);		\      fogCoord += fogStep;							\      w += wStep;								\   }										\}/* As above, but CI mode (XXX try to merge someday) */#define FOG_LOOP_CI(FOG_FUNC)							\if (span->arrayAttribs & FRAG_BIT_FOGC) {					\   GLuint i;									\   for (i = 0; i < span->end; i++) {						\      const GLfloat fogCoord = span->array->attribs[FRAG_ATTRIB_FOGC][i][0];	\      const GLfloat c = FABSF(fogCoord);					\      GLfloat f;								\      FOG_FUNC(f, c);								\      f = CLAMP(f, 0.0F, 1.0F);							\      index[i] = (GLuint) ((GLfloat) index[i] + (1.0F - f) * fogIndex);		\   }										\}										\else {										\   const GLfloat fogStep = span->attrStepX[FRAG_ATTRIB_FOGC][0];		\   GLfloat fogCoord = span->attrStart[FRAG_ATTRIB_FOGC][0];			\   const GLfloat wStep = span->attrStepX[FRAG_ATTRIB_WPOS][3];  		\   GLfloat w = span->attrStart[FRAG_ATTRIB_WPOS][3];				\   GLuint i;									\   for (i = 0; i < span->end; i++) {						\      const GLfloat c = FABSF(fogCoord) / w;					\      GLfloat f;								\      FOG_FUNC(f, c);								\      f = CLAMP(f, 0.0F, 1.0F);							\      index[i] = (GLuint) ((GLfloat) index[i] + (1.0F - f) * fogIndex);		\      fogCoord += fogStep;							\      w += wStep;								\   }										\}/** * 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, SWspan *span ){   const SWcontext *swrast = SWRAST_CONTEXT(ctx);   GLfloat rFog, gFog, bFog;   ASSERT(swrast->_FogEnabled);   ASSERT(span->arrayMask & SPAN_RGBA);   /* compute (scaled) fog color */   if (span->array->ChanType == GL_UNSIGNED_BYTE) {      rFog = ctx->Fog.Color[RCOMP] * 255.0;      gFog = ctx->Fog.Color[GCOMP] * 255.0;      bFog = ctx->Fog.Color[BCOMP] * 255.0;   }   else if (span->array->ChanType == GL_UNSIGNED_SHORT) {      rFog = ctx->Fog.Color[RCOMP] * 65535.0;      gFog = ctx->Fog.Color[GCOMP] * 65535.0;      bFog = ctx->Fog.Color[BCOMP] * 65535.0;   }   else {      rFog = ctx->Fog.Color[RCOMP];      gFog = ctx->Fog.Color[GCOMP];      bFog = ctx->Fog.Color[BCOMP];   }   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);            if (span->array->ChanType == GL_UNSIGNED_BYTE) {               GLubyte (*rgba)[4] = span->array->rgba8;               FOG_LOOP(GLubyte, LINEAR_FOG);            }            else if (span->array->ChanType == GL_UNSIGNED_SHORT) {               GLushort (*rgba)[4] = span->array->rgba16;               FOG_LOOP(GLushort, LINEAR_FOG);            }            else {               GLfloat (*rgba)[4] = span->array->attribs[FRAG_ATTRIB_COL0];               ASSERT(span->array->ChanType == GL_FLOAT);               FOG_LOOP(GLfloat, LINEAR_FOG);            }         }         break;      case GL_EXP:         {            const GLfloat density = -ctx->Fog.Density;            if (span->array->ChanType == GL_UNSIGNED_BYTE) {               GLubyte (*rgba)[4] = span->array->rgba8;               FOG_LOOP(GLubyte, EXP_FOG);            }            else if (span->array->ChanType == GL_UNSIGNED_SHORT) {               GLushort (*rgba)[4] = span->array->rgba16;               FOG_LOOP(GLushort, EXP_FOG);            }            else {               GLfloat (*rgba)[4] = span->array->attribs[FRAG_ATTRIB_COL0];               ASSERT(span->array->ChanType == GL_FLOAT);               FOG_LOOP(GLfloat, EXP_FOG);            }         }         break;      case GL_EXP2:         {            const GLfloat negDensitySquared = -ctx->Fog.Density * ctx->Fog.Density;            if (span->array->ChanType == GL_UNSIGNED_BYTE) {               GLubyte (*rgba)[4] = span->array->rgba8;               FOG_LOOP(GLubyte, EXP2_FOG);            }            else if (span->array->ChanType == GL_UNSIGNED_SHORT) {               GLushort (*rgba)[4] = span->array->rgba16;               FOG_LOOP(GLushort, EXP2_FOG);            }            else {               GLfloat (*rgba)[4] = span->array->attribs[FRAG_ATTRIB_COL0];               ASSERT(span->array->ChanType == GL_FLOAT);               FOG_LOOP(GLfloat, EXP2_FOG);            }         }         break;      default:         _mesa_problem(ctx, "Bad fog mode in _swrast_fog_rgba_span");         return;      }   }   else {      /* The span's fog start/step/array values are blend factors in [0,1].       * They were previously computed per-vertex.       */      if (span->array->ChanType == GL_UNSIGNED_BYTE) {         GLubyte (*rgba)[4] = span->array->rgba8;         FOG_LOOP(GLubyte, BLEND_FOG);      }      else if (span->array->ChanType == GL_UNSIGNED_SHORT) {         GLushort (*rgba)[4] = span->array->rgba16;         FOG_LOOP(GLushort, BLEND_FOG);      }      else {         GLfloat (*rgba)[4] = span->array->attribs[FRAG_ATTRIB_COL0];         ASSERT(span->array->ChanType == GL_FLOAT);         FOG_LOOP(GLfloat, BLEND_FOG);      }   }}/** * As above, but color index mode. */void_swrast_fog_ci_span( const GLcontext *ctx, SWspan *span ){   const SWcontext *swrast = SWRAST_CONTEXT(ctx);   const GLuint fogIndex = (GLuint) ctx->Fog.Index;   GLuint *index = span->array->index;   ASSERT(swrast->_FogEnabled);   ASSERT(span->arrayMask & SPAN_INDEX);   /* 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);            FOG_LOOP_CI(LINEAR_FOG);         }         break;      case GL_EXP:         {            const GLfloat density = -ctx->Fog.Density;            FOG_LOOP_CI(EXP_FOG);         }         break;      case GL_EXP2:         {            const GLfloat negDensitySquared = -ctx->Fog.Density * ctx->Fog.Density;            FOG_LOOP_CI(EXP2_FOG);         }         break;      default:         _mesa_problem(ctx, "Bad fog mode in _swrast_fog_ci_span");         return;      }   }   else {      /* The span's fog start/step/array values are blend factors in [0,1].       * They were previously computed per-vertex.       */      FOG_LOOP_CI(BLEND_FOG);   }}

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