📄 s_points.c
字号:
ATTRIB_LOOP_BEGIN COPY_4V(span.attrStart[attr], vert->attrib[attr]); ASSIGN_4V(span.attrStepX[attr], 0, 0, 0, 0); ASSIGN_4V(span.attrStepY[attr], 0, 0, 0, 0); ATTRIB_LOOP_END /* compute pos, bounds and render */ { const GLfloat x = vert->attrib[FRAG_ATTRIB_WPOS][0]; const GLfloat y = vert->attrib[FRAG_ATTRIB_WPOS][1]; const GLfloat radius = 0.5F * size; 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) (x - radius); const GLint xmax = (GLint) (x + radius); const GLint ymin = (GLint) (y - radius); const GLint ymax = (GLint) (y + radius); GLint ix, iy; for (iy = ymin; iy <= ymax; iy++) { /* these might get changed by span clipping */ span.x = xmin; span.y = iy; span.end = xmax - xmin + 1; /* compute coverage for each pixel in span */ for (ix = xmin; ix <= xmax; ix++) { const GLfloat dx = ix - x + 0.5F; const GLfloat dy = iy - y + 0.5F; const GLfloat dist2 = dx * dx + dy * dy; GLfloat coverage; if (dist2 < rmax2) { if (dist2 >= rmin2) { /* compute partial coverage */ coverage = 1.0F - (dist2 - rmin2) * cscale; if (ciMode) { /* coverage in [0,15] */ coverage *= 15.0; } } else { /* full coverage */ coverage = 1.0F; } span.array->mask[ix - xmin] = 1; } else { /* zero coverage - fragment outside the radius */ coverage = 0.0; span.array->mask[ix - xmin] = 0; } span.array->coverage[ix - xmin] = coverage; } /* render span */ _swrast_write_rgba_span(ctx, &span); } }}/** * Draw large (size >= 1) non-AA point. RGB or CI mode. */static voidlarge_point(GLcontext *ctx, const SWvertex *vert){ SWcontext *swrast = SWRAST_CONTEXT(ctx); const GLboolean ciMode = !ctx->Visual.rgbMode; SWspan span; GLfloat size; CULL_INVALID(vert); /* z coord */ if (ctx->DrawBuffer->Visual.depthBits <= 16) span.z = FloatToFixed(vert->attrib[FRAG_ATTRIB_WPOS][2] + 0.5F); else span.z = (GLuint) (vert->attrib[FRAG_ATTRIB_WPOS][2] + 0.5F); span.zStep = 0; size = get_size(ctx, vert, GL_FALSE); /* span init */ INIT_SPAN(span, GL_POINT); span.arrayMask = SPAN_XY; span.facing = swrast->PointLineFacing; if (ciMode) { span.interpMask = SPAN_Z | SPAN_INDEX; span.index = FloatToFixed(vert->attrib[FRAG_ATTRIB_CI][0]); span.indexStep = 0; } else { span.interpMask = SPAN_Z | SPAN_RGBA; span.red = ChanToFixed(vert->color[0]); span.green = ChanToFixed(vert->color[1]); span.blue = ChanToFixed(vert->color[2]); span.alpha = ChanToFixed(vert->color[3]); span.redStep = 0; span.greenStep = 0; span.blueStep = 0; span.alphaStep = 0; } /* need these for fragment programs */ span.attrStart[FRAG_ATTRIB_WPOS][3] = 1.0F; span.attrStepX[FRAG_ATTRIB_WPOS][3] = 0.0F; span.attrStepY[FRAG_ATTRIB_WPOS][3] = 0.0F; ATTRIB_LOOP_BEGIN COPY_4V(span.attrStart[attr], vert->attrib[attr]); ASSIGN_4V(span.attrStepX[attr], 0, 0, 0, 0); ASSIGN_4V(span.attrStepY[attr], 0, 0, 0, 0); ATTRIB_LOOP_END /* compute pos, bounds and render */ { const GLfloat x = vert->attrib[FRAG_ATTRIB_WPOS][0]; const GLfloat y = vert->attrib[FRAG_ATTRIB_WPOS][1]; GLint iSize = (GLint) (size + 0.5F); GLint xmin, xmax, ymin, ymax, ix, iy; GLint iRadius; iSize = MAX2(1, iSize); iRadius = iSize / 2; if (iSize & 1) { /* odd size */ xmin = (GLint) (x - iRadius); xmax = (GLint) (x + iRadius); ymin = (GLint) (y - iRadius); ymax = (GLint) (y + iRadius); } else { /* even size */ /* 0.501 factor allows conformance to pass */ xmin = (GLint) (x + 0.501) - iRadius; xmax = xmin + iSize - 1; ymin = (GLint) (y + 0.501) - iRadius; ymax = ymin + iSize - 1; } /* generate fragments */ span.end = 0; for (iy = ymin; iy <= ymax; iy++) { for (ix = xmin; ix <= xmax; ix++) { span.array->x[span.end] = ix; span.array->y[span.end] = iy; span.end++; } } assert(span.end <= MAX_WIDTH); _swrast_write_rgba_span(ctx, &span); }}/** * Draw size=1, single-pixel point */static voidpixel_point(GLcontext *ctx, const SWvertex *vert){ SWcontext *swrast = SWRAST_CONTEXT(ctx); const GLboolean ciMode = !ctx->Visual.rgbMode; /* * Note that unlike the other functions, we put single-pixel points * into a special span array in order to render as many points as * possible with a single _swrast_write_rgba_span() call. */ SWspan *span = &(swrast->PointSpan); GLuint count; CULL_INVALID(vert); /* Span init */ span->interpMask = 0; span->arrayMask = SPAN_XY | SPAN_Z; if (ciMode) span->arrayMask |= SPAN_INDEX; else span->arrayMask |= SPAN_RGBA; /*span->arrayMask |= SPAN_LAMBDA;*/ span->arrayAttribs = swrast->_ActiveAttribMask; /* we'll produce these vals */ /* need these for fragment programs */ span->attrStart[FRAG_ATTRIB_WPOS][3] = 1.0F; span->attrStepX[FRAG_ATTRIB_WPOS][3] = 0.0F; span->attrStepY[FRAG_ATTRIB_WPOS][3] = 0.0F; /* check if we need to flush */ if (span->end >= MAX_WIDTH || (swrast->_RasterMask & (BLEND_BIT | LOGIC_OP_BIT | MASKING_BIT)) || span->facing != swrast->PointLineFacing) { if (span->end > 0) { if (ciMode) _swrast_write_index_span(ctx, span); else _swrast_write_rgba_span(ctx, span); span->end = 0; } } count = span->end; span->facing = swrast->PointLineFacing; /* fragment attributes */ if (ciMode) { span->array->index[count] = (GLuint) vert->attrib[FRAG_ATTRIB_CI][0]; } else { span->array->rgba[count][RCOMP] = vert->color[0]; span->array->rgba[count][GCOMP] = vert->color[1]; span->array->rgba[count][BCOMP] = vert->color[2]; span->array->rgba[count][ACOMP] = vert->color[3]; } ATTRIB_LOOP_BEGIN COPY_4V(span->array->attribs[attr][count], vert->attrib[attr]); ATTRIB_LOOP_END /* fragment position */ span->array->x[count] = (GLint) vert->attrib[FRAG_ATTRIB_WPOS][0]; span->array->y[count] = (GLint) vert->attrib[FRAG_ATTRIB_WPOS][1]; span->array->z[count] = (GLint) (vert->attrib[FRAG_ATTRIB_WPOS][2] + 0.5F); span->end = count + 1; ASSERT(span->end <= MAX_WIDTH);}/** * Add specular color to primary color, draw point, restore original * primary color. */void_swrast_add_spec_terms_point(GLcontext *ctx, const SWvertex *v0){ SWvertex *ncv0 = (SWvertex *) v0; /* cast away const */ GLfloat rSum, gSum, bSum; GLchan cSave[4]; /* save */ COPY_CHAN4(cSave, ncv0->color); /* sum */ rSum = CHAN_TO_FLOAT(ncv0->color[0]) + ncv0->attrib[FRAG_ATTRIB_COL1][0]; gSum = CHAN_TO_FLOAT(ncv0->color[1]) + ncv0->attrib[FRAG_ATTRIB_COL1][1]; bSum = CHAN_TO_FLOAT(ncv0->color[2]) + ncv0->attrib[FRAG_ATTRIB_COL1][2]; UNCLAMPED_FLOAT_TO_CHAN(ncv0->color[0], rSum); UNCLAMPED_FLOAT_TO_CHAN(ncv0->color[1], gSum); UNCLAMPED_FLOAT_TO_CHAN(ncv0->color[2], bSum); /* draw */ SWRAST_CONTEXT(ctx)->SpecPoint(ctx, ncv0); /* restore */ COPY_CHAN4(ncv0->color, cSave);}/** * Examine current state to determine which point drawing function to use. */void_swrast_choose_point(GLcontext *ctx){ SWcontext *swrast = SWRAST_CONTEXT(ctx); if (ctx->RenderMode == GL_RENDER) { if (ctx->Point.PointSprite) { swrast->Point = sprite_point; } else if (ctx->Point.SmoothFlag) { swrast->Point = smooth_point; } else if (ctx->Point.Size > 1.0 || ctx->Point._Attenuated || ctx->VertexProgram.PointSizeEnabled) { swrast->Point = large_point; } else { swrast->Point = pixel_point; } } else if (ctx->RenderMode == GL_FEEDBACK) { swrast->Point = _swrast_feedback_point; } else { /* GL_SELECT mode */ swrast->Point = _swrast_select_point; }}
⌨️ 快捷键说明
复制代码
Ctrl + C
搜索代码
Ctrl + F
全屏模式
F11
切换主题
Ctrl + Shift + D
显示快捷键
?
增大字号
Ctrl + =
减小字号
Ctrl + -