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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.
*/
/*
* 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 void
NAME ( 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);
SWspan *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 | SPAN_LAMBDA);
if (ctx->FragmentProgram._Current) {
/* 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 | SPAN_LAMBDA);
#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 (span->end > 0) {
#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]);
span->array->lambda[u][count] = 0.0;
}
}
#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;
span->array->lambda[u][count] = 0.0; /* XXX fix? */
}
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
|