📄 s_tritemp.h
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/* * Mesa 3-D graphics library * Version: 7.0 * * 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. *//* * Triangle Rasterizer Template * * This file is #include'd to generate custom triangle rasterizers. * * The following macros may be defined to indicate what auxillary information * must be interpolated across the triangle: * INTERP_Z - if defined, interpolate integer Z values * INTERP_RGB - if defined, interpolate integer RGB values * INTERP_ALPHA - if defined, interpolate integer Alpha values * INTERP_INDEX - if defined, interpolate color index values * INTERP_INT_TEX - if defined, interpolate integer ST texcoords * (fast, simple 2-D texture mapping, without * perspective correction) * INTERP_ATTRIBS - if defined, interpolate arbitrary attribs (texcoords, * varying vars, etc) This also causes W to be * computed for perspective correction). * * When one can directly address pixels in the color buffer the following * macros can be defined and used to compute pixel addresses during * rasterization (see pRow): * PIXEL_TYPE - the datatype of a pixel (GLubyte, GLushort, GLuint) * BYTES_PER_ROW - number of bytes per row in the color buffer * PIXEL_ADDRESS(X,Y) - returns the address of pixel at (X,Y) where * Y==0 at bottom of screen and increases upward. * * Similarly, for direct depth buffer access, this type is used for depth * buffer addressing (see zRow): * DEPTH_TYPE - either GLushort or GLuint * * Optionally, one may provide one-time setup code per triangle: * SETUP_CODE - code which is to be executed once per triangle * * The following macro MUST be defined: * RENDER_SPAN(span) - code to write a span of pixels. * * This code was designed for the origin to be in the lower-left corner. * * Inspired by triangle rasterizer code written by Allen Akin. Thanks Allen! * * * Some notes on rasterization accuracy: * * This code uses fixed point arithmetic (the GLfixed type) to iterate * over the triangle edges and interpolate ancillary data (such as Z, * color, secondary color, etc). The number of fractional bits in * GLfixed and the value of SUB_PIXEL_BITS has a direct bearing on the * accuracy of rasterization. * * If SUB_PIXEL_BITS=4 then we'll snap the vertices to the nearest * 1/16 of a pixel. If we're walking up a long, nearly vertical edge * (dx=1/16, dy=1024) we'll need 4 + 10 = 14 fractional bits in * GLfixed to walk the edge without error. If the maximum viewport * height is 4K pixels, then we'll need 4 + 12 = 16 fractional bits. * * Historically, Mesa has used 11 fractional bits in GLfixed, snaps * vertices to 1/16 pixel and allowed a maximum viewport height of 2K * pixels. 11 fractional bits is actually insufficient for accurately * rasterizing some triangles. More recently, the maximum viewport * height was increased to 4K pixels. Thus, Mesa should be using 16 * fractional bits in GLfixed. Unfortunately, there may be some issues * with setting FIXED_FRAC_BITS=16, such as multiplication overflow. * This will have to be examined in some detail... * * For now, if you find rasterization errors, particularly with tall, * sliver triangles, try increasing FIXED_FRAC_BITS and/or decreasing * SUB_PIXEL_BITS. *//* * Some code we unfortunately need to prevent negative interpolated colors. */#ifndef CLAMP_INTERPOLANT#define CLAMP_INTERPOLANT(CHANNEL, CHANNELSTEP, LEN) \do { \ GLfixed endVal = span.CHANNEL + (LEN) * span.CHANNELSTEP; \ if (endVal < 0) { \ span.CHANNEL -= endVal; \ } \ if (span.CHANNEL < 0) { \ span.CHANNEL = 0; \ } \} while (0)#endifstatic void NAME(GLcontext *ctx, const SWvertex *v0, const SWvertex *v1, const SWvertex *v2 ){ typedef struct { const SWvertex *v0, *v1; /* Y(v0) < Y(v1) */ GLfloat dx; /* X(v1) - X(v0) */ GLfloat dy; /* Y(v1) - Y(v0) */ GLfloat dxdy; /* dx/dy */ GLfixed fdxdy; /* dx/dy in fixed-point */ GLfloat adjy; /* adjust from v[0]->fy to fsy, scaled */ GLfixed fsx; /* first sample point x coord */ GLfixed fsy; GLfixed fx0; /* fixed pt X of lower endpoint */ GLint lines; /* number of lines to be sampled on this edge */ } EdgeT; const SWcontext *swrast = SWRAST_CONTEXT(ctx);#ifdef INTERP_Z const GLint depthBits = ctx->DrawBuffer->Visual.depthBits; const GLint fixedToDepthShift = depthBits <= 16 ? FIXED_SHIFT : 0; const GLfloat maxDepth = ctx->DrawBuffer->_DepthMaxF;#define FixedToDepth(F) ((F) >> fixedToDepthShift)#endif EdgeT eMaj, eTop, eBot; GLfloat oneOverArea; const SWvertex *vMin, *vMid, *vMax; /* Y(vMin)<=Y(vMid)<=Y(vMax) */ GLfloat bf = SWRAST_CONTEXT(ctx)->_BackfaceSign; const GLint snapMask = ~((FIXED_ONE / (1 << SUB_PIXEL_BITS)) - 1); /* for x/y coord snapping */ GLfixed vMin_fx, vMin_fy, vMid_fx, vMid_fy, vMax_fx, vMax_fy; SWspan span; (void) swrast; INIT_SPAN(span, GL_POLYGON); span.y = 0; /* silence warnings */#ifdef INTERP_Z (void) fixedToDepthShift;#endif /* printf("%s()\n", __FUNCTION__); printf(" %g, %g, %g\n", v0->attrib[FRAG_ATTRIB_WPOS][0], v0->attrib[FRAG_ATTRIB_WPOS][1], v0->attrib[FRAG_ATTRIB_WPOS][2]); printf(" %g, %g, %g\n", v1->attrib[FRAG_ATTRIB_WPOS][0], v1->attrib[FRAG_ATTRIB_WPOS][1], v1->attrib[FRAG_ATTRIB_WPOS][2]); printf(" %g, %g, %g\n", v2->attrib[FRAG_ATTRIB_WPOS][0], v2->attrib[FRAG_ATTRIB_WPOS][1], v2->attrib[FRAG_ATTRIB_WPOS][2]); */ /* Compute fixed point x,y coords w/ half-pixel offsets and snapping. * And find the order of the 3 vertices along the Y axis. */ { const GLfixed fy0 = FloatToFixed(v0->attrib[FRAG_ATTRIB_WPOS][1] - 0.5F) & snapMask; const GLfixed fy1 = FloatToFixed(v1->attrib[FRAG_ATTRIB_WPOS][1] - 0.5F) & snapMask; const GLfixed fy2 = FloatToFixed(v2->attrib[FRAG_ATTRIB_WPOS][1] - 0.5F) & snapMask; if (fy0 <= fy1) { if (fy1 <= fy2) { /* y0 <= y1 <= y2 */ vMin = v0; vMid = v1; vMax = v2; vMin_fy = fy0; vMid_fy = fy1; vMax_fy = fy2; } else if (fy2 <= fy0) { /* y2 <= y0 <= y1 */ vMin = v2; vMid = v0; vMax = v1; vMin_fy = fy2; vMid_fy = fy0; vMax_fy = fy1; } else { /* y0 <= y2 <= y1 */ vMin = v0; vMid = v2; vMax = v1; vMin_fy = fy0; vMid_fy = fy2; vMax_fy = fy1; bf = -bf; } } else { if (fy0 <= fy2) { /* y1 <= y0 <= y2 */ vMin = v1; vMid = v0; vMax = v2; vMin_fy = fy1; vMid_fy = fy0; vMax_fy = fy2; bf = -bf; } else if (fy2 <= fy1) { /* y2 <= y1 <= y0 */ vMin = v2; vMid = v1; vMax = v0; vMin_fy = fy2; vMid_fy = fy1; vMax_fy = fy0; bf = -bf; } else { /* y1 <= y2 <= y0 */ vMin = v1; vMid = v2; vMax = v0; vMin_fy = fy1; vMid_fy = fy2; vMax_fy = fy0; } } /* fixed point X coords */ vMin_fx = FloatToFixed(vMin->attrib[FRAG_ATTRIB_WPOS][0] + 0.5F) & snapMask; vMid_fx = FloatToFixed(vMid->attrib[FRAG_ATTRIB_WPOS][0] + 0.5F) & snapMask; vMax_fx = FloatToFixed(vMax->attrib[FRAG_ATTRIB_WPOS][0] + 0.5F) & snapMask; } /* vertex/edge relationship */ eMaj.v0 = vMin; eMaj.v1 = vMax; /*TODO: .v1's not needed */ eTop.v0 = vMid; eTop.v1 = vMax; eBot.v0 = vMin; eBot.v1 = vMid; /* compute deltas for each edge: vertex[upper] - vertex[lower] */ eMaj.dx = FixedToFloat(vMax_fx - vMin_fx); eMaj.dy = FixedToFloat(vMax_fy - vMin_fy); eTop.dx = FixedToFloat(vMax_fx - vMid_fx); eTop.dy = FixedToFloat(vMax_fy - vMid_fy); eBot.dx = FixedToFloat(vMid_fx - vMin_fx); eBot.dy = FixedToFloat(vMid_fy - vMin_fy); /* compute area, oneOverArea and perform backface culling */ { const GLfloat area = eMaj.dx * eBot.dy - eBot.dx * eMaj.dy; if (IS_INF_OR_NAN(area) || area == 0.0F) return; if (area * bf * swrast->_BackfaceCullSign < 0.0) return; oneOverArea = 1.0F / area; /* 0 = front, 1 = back */ span.facing = oneOverArea * bf > 0.0F; } /* Edge setup. For a triangle strip these could be reused... */ { eMaj.fsy = FixedCeil(vMin_fy); eMaj.lines = FixedToInt(FixedCeil(vMax_fy - eMaj.fsy)); if (eMaj.lines > 0) { eMaj.dxdy = eMaj.dx / eMaj.dy; eMaj.fdxdy = SignedFloatToFixed(eMaj.dxdy); eMaj.adjy = (GLfloat) (eMaj.fsy - vMin_fy); /* SCALED! */ eMaj.fx0 = vMin_fx; eMaj.fsx = eMaj.fx0 + (GLfixed) (eMaj.adjy * eMaj.dxdy); } else { return; /*CULLED*/ } eTop.fsy = FixedCeil(vMid_fy); eTop.lines = FixedToInt(FixedCeil(vMax_fy - eTop.fsy)); if (eTop.lines > 0) { eTop.dxdy = eTop.dx / eTop.dy; eTop.fdxdy = SignedFloatToFixed(eTop.dxdy); eTop.adjy = (GLfloat) (eTop.fsy - vMid_fy); /* SCALED! */ eTop.fx0 = vMid_fx; eTop.fsx = eTop.fx0 + (GLfixed) (eTop.adjy * eTop.dxdy); } eBot.fsy = FixedCeil(vMin_fy); eBot.lines = FixedToInt(FixedCeil(vMid_fy - eBot.fsy)); if (eBot.lines > 0) { eBot.dxdy = eBot.dx / eBot.dy; eBot.fdxdy = SignedFloatToFixed(eBot.dxdy); eBot.adjy = (GLfloat) (eBot.fsy - vMin_fy); /* SCALED! */ eBot.fx0 = vMin_fx; eBot.fsx = eBot.fx0 + (GLfixed) (eBot.adjy * eBot.dxdy); } } /* * Conceptually, we view a triangle as two subtriangles * separated by a perfectly horizontal line. The edge that is * intersected by this line is one with maximal absolute dy; we * call it a ``major'' edge. The other two edges are the * ``top'' edge (for the upper subtriangle) and the ``bottom'' * edge (for the lower subtriangle). If either of these two * edges is horizontal or very close to horizontal, the * corresponding subtriangle might cover zero sample points; * we take care to handle such cases, for performance as well * as correctness. * * By stepping rasterization parameters along the major edge, * we can avoid recomputing them at the discontinuity where * the top and bottom edges meet. However, this forces us to * be able to scan both left-to-right and right-to-left. * Also, we must determine whether the major edge is at the * left or right side of the triangle. We do this by * computing the magnitude of the cross-product of the major * and top edges. Since this magnitude depends on the sine of * the angle between the two edges, its sign tells us whether * we turn to the left or to the right when travelling along * the major edge to the top edge, and from this we infer * whether the major edge is on the left or the right. * * Serendipitously, this cross-product magnitude is also a * value we need to compute the iteration parameter * derivatives for the triangle, and it can be used to perform * backface culling because its sign tells us whether the * triangle is clockwise or counterclockwise. In this code we * refer to it as ``area'' because it's also proportional to * the pixel area of the triangle. */ { GLint scan_from_left_to_right; /* true if scanning left-to-right */#ifdef INTERP_INDEX GLfloat didx, didy;#endif /* * Execute user-supplied setup code
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