From afb833d4e89c312460a4ab9ed6a7a8ca4ebbfe1c Mon Sep 17 00:00:00 2001 From: jtg Date: Thu, 19 Aug 1999 00:55:39 +0000 Subject: Initial revision --- src/mesa/main/points.c | 1344 ++++++++++++++++++++++++++++++++++++++++++++++++ 1 file changed, 1344 insertions(+) create mode 100644 src/mesa/main/points.c (limited to 'src/mesa/main/points.c') diff --git a/src/mesa/main/points.c b/src/mesa/main/points.c new file mode 100644 index 0000000..928acc8 --- /dev/null +++ b/src/mesa/main/points.c @@ -0,0 +1,1344 @@ +/* $Id: points.c,v 1.1 1999/08/19 00:55:41 jtg Exp $ */ + +/* + * Mesa 3-D graphics library + * Version: 3.1 + * + * Copyright (C) 1999 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. + */ + + + + + +#ifdef PC_HEADER +#include "all.h" +#else +#include "context.h" +#include "feedback.h" +#include "macros.h" +#include "pb.h" +#include "span.h" +#include "texstate.h" +#include "types.h" +#include "vb.h" +#include "mmath.h" +#ifdef XFree86Server +#include "GL/xf86glx.h" +#endif +#endif + + + +void gl_PointSize( GLcontext *ctx, GLfloat size ) +{ + if (size<=0.0) { + gl_error( ctx, GL_INVALID_VALUE, "glPointSize" ); + return; + } + ASSERT_OUTSIDE_BEGIN_END_AND_FLUSH(ctx, "glPointSize"); + + if (ctx->Point.Size != size) { + ctx->Point.Size = size; + ctx->TriangleCaps &= DD_POINT_SIZE; + if (size != 1.0) ctx->TriangleCaps |= DD_POINT_SIZE; + ctx->NewState |= NEW_RASTER_OPS; + } +} + + + +void gl_PointParameterfvEXT( GLcontext *ctx, GLenum pname, + const GLfloat *params) +{ + ASSERT_OUTSIDE_BEGIN_END_AND_FLUSH(ctx, "glPointParameterfvEXT"); + if(pname==GL_DISTANCE_ATTENUATION_EXT) { + GLboolean tmp = ctx->Point.Attenuated; + COPY_3V(ctx->Point.Params,params); + ctx->Point.Attenuated = (params[0] != 1.0 || + params[1] != 0.0 || + params[2] != 0.0); + + if (tmp != ctx->Point.Attenuated) { + ctx->Enabled ^= ENABLE_POINT_ATTEN; + ctx->TriangleCaps ^= DD_POINT_ATTEN; + ctx->NewState |= NEW_RASTER_OPS; + } + } else { + if (*params<0.0 ) { + gl_error( ctx, GL_INVALID_VALUE, "glPointParameterfvEXT" ); + return; + } + switch (pname) { + case GL_POINT_SIZE_MIN_EXT: + ctx->Point.MinSize=*params; + break; + case GL_POINT_SIZE_MAX_EXT: + ctx->Point.MaxSize=*params; + break; + case GL_POINT_FADE_THRESHOLD_SIZE_EXT: + ctx->Point.Threshold=*params; + break; + default: + gl_error( ctx, GL_INVALID_ENUM, "glPointParameterfvEXT" ); + return; + } + } + ctx->NewState |= NEW_RASTER_OPS; +} + + +/**********************************************************************/ +/***** Rasterization *****/ +/**********************************************************************/ + + +/* + * There are 3 pairs (RGBA, CI) of point rendering functions: + * 1. simple: size=1 and no special rasterization functions (fastest) + * 2. size1: size=1 and any rasterization functions + * 3. general: any size and rasterization functions (slowest) + * + * All point rendering functions take the same two arguments: first and + * last which specify that the points specified by VB[first] through + * VB[last] are to be rendered. + */ + + + +/* + * Put points in feedback buffer. + */ +static void feedback_points( GLcontext *ctx, GLuint first, GLuint last ) +{ + struct vertex_buffer *VB = ctx->VB; + GLuint texUnit = ctx->Texture.CurrentTransformUnit; + GLuint tsize = VB->TexCoordPtr[texUnit]->size; + GLuint i; + GLfloat texcoord[4]; + + ASSIGN_4V(texcoord, 0,0,0,1); + + for (i=first;i<=last;i++) { + if (VB->ClipMask[i]==0) { + GLfloat x, y, z, w, invq; + GLfloat color[4]; + x = VB->Win.data[i][0]; + y = VB->Win.data[i][1]; + z = VB->Win.data[i][2] / DEPTH_SCALE; + w = VB->ClipPtr->data[i][3]; + + if (tsize == 4) { + invq = 1.0F / VB->TexCoordPtr[texUnit]->data[i][3]; + texcoord[0] = VB->TexCoordPtr[texUnit]->data[i][0] * invq; + texcoord[1] = VB->TexCoordPtr[texUnit]->data[i][1] * invq; + texcoord[2] = VB->TexCoordPtr[texUnit]->data[i][2] * invq; + texcoord[3] = VB->TexCoordPtr[texUnit]->data[i][3]; + } else { + COPY_SZ_4V(texcoord, tsize, VB->TexCoordPtr[texUnit]->data[i]); + } + + FEEDBACK_TOKEN( ctx, (GLfloat) (GLint) GL_POINT_TOKEN ); + + UBYTE_RGBA_TO_FLOAT_RGBA( color, VB->ColorPtr->data[i] ); + + gl_feedback_vertex( ctx, x, y, z, w, color, + (GLfloat) VB->IndexPtr->data[i], texcoord +); + } + } +} + + + +/* + * Put points in selection buffer. + */ +static void select_points( GLcontext *ctx, GLuint first, GLuint last ) +{ + struct vertex_buffer *VB = ctx->VB; + GLuint i; + + for (i=first;i<=last;i++) { + if (VB->ClipMask[i]==0) { + gl_update_hitflag( ctx, VB->Win.data[i][2] / DEPTH_SCALE ); + } + } +} + + +/* + * CI points with size == 1.0 + */ +void size1_ci_points( GLcontext *ctx, GLuint first, GLuint last ) +{ + struct vertex_buffer *VB = ctx->VB; + struct pixel_buffer *PB = ctx->PB; + GLfloat *win; + GLint *pbx = PB->x, *pby = PB->y; + GLdepth *pbz = PB->z; + GLuint *pbi = PB->i; + GLuint pbcount = PB->count; + GLuint i; + + win = &VB->Win.data[first][0]; + for (i=first;i<=last;i++) { + if (VB->ClipMask[i]==0) { + pbx[pbcount] = (GLint) win[0]; + pby[pbcount] = (GLint) win[1]; + pbz[pbcount] = (GLint) (win[2] + ctx->PointZoffset); + pbi[pbcount] = VB->IndexPtr->data[i]; + pbcount++; + } + win += 3; + } + PB->count = pbcount; + PB_CHECK_FLUSH(ctx, PB); +} + + + +/* + * RGBA points with size == 1.0 + */ +static void size1_rgba_points( GLcontext *ctx, GLuint first, GLuint last ) +{ + struct vertex_buffer *VB = ctx->VB; + struct pixel_buffer *PB = ctx->PB; + GLuint i; + + for (i=first;i<=last;i++) { + if (VB->ClipMask[i]==0) { + GLint x, y, z; + GLint red, green, blue, alpha; + + x = (GLint) VB->Win.data[i][0]; + y = (GLint) VB->Win.data[i][1]; + z = (GLint) (VB->Win.data[i][2] + ctx->PointZoffset); + + red = VB->ColorPtr->data[i][0]; + green = VB->ColorPtr->data[i][1]; + blue = VB->ColorPtr->data[i][2]; + alpha = VB->ColorPtr->data[i][3]; + + PB_WRITE_RGBA_PIXEL( PB, x, y, z, red, green, blue, alpha ); + } + } + PB_CHECK_FLUSH(ctx,PB); +} + + + +/* + * General CI points. + */ +static void general_ci_points( GLcontext *ctx, GLuint first, GLuint last ) +{ + struct vertex_buffer *VB = ctx->VB; + struct pixel_buffer *PB = ctx->PB; + GLuint i; + GLint isize = (GLint) (CLAMP(ctx->Point.Size,MIN_POINT_SIZE,MAX_POINT_SIZE) + 0.5F); + GLint radius = isize >> 1; + + for (i=first;i<=last;i++) { + if (VB->ClipMask[i]==0) { + GLint x, y, z; + GLint x0, x1, y0, y1; + GLint ix, iy; + + x = (GLint) VB->Win.data[i][0]; + y = (GLint) VB->Win.data[i][1]; + z = (GLint) (VB->Win.data[i][2] + ctx->PointZoffset); + + if (isize & 1) { + /* odd size */ + x0 = x - radius; + x1 = x + radius; + y0 = y - radius; + y1 = y + radius; + } + else { + /* even size */ + x0 = (GLint) (x + 1.5F) - radius; + x1 = x0 + isize - 1; + y0 = (GLint) (y + 1.5F) - radius; + y1 = y0 + isize - 1; + } + + PB_SET_INDEX( ctx, PB, VB->IndexPtr->data[i] ); + + for (iy=y0;iy<=y1;iy++) { + for (ix=x0;ix<=x1;ix++) { + PB_WRITE_PIXEL( PB, ix, iy, z ); + } + } + PB_CHECK_FLUSH(ctx,PB); + } + } +} + + +/* + * General RGBA points. + */ +static void general_rgba_points( GLcontext *ctx, GLuint first, GLuint last ) +{ + struct vertex_buffer *VB = ctx->VB; + struct pixel_buffer *PB = ctx->PB; + GLuint i; + GLint isize = (GLint) (CLAMP(ctx->Point.Size,MIN_POINT_SIZE,MAX_POINT_SIZE) + 0.5F); + GLint radius = isize >> 1; + + for (i=first;i<=last;i++) { + if (VB->ClipMask[i]==0) { + GLint x, y, z; + GLint x0, x1, y0, y1; + GLint ix, iy; + + x = (GLint) VB->Win.data[i][0]; + y = (GLint) VB->Win.data[i][1]; + z = (GLint) (VB->Win.data[i][2] + ctx->PointZoffset); + + if (isize & 1) { + /* odd size */ + x0 = x - radius; + x1 = x + radius; + y0 = y - radius; + y1 = y + radius; + } + else { + /* even size */ + x0 = (GLint) (x + 1.5F) - radius; + x1 = x0 + isize - 1; + y0 = (GLint) (y + 1.5F) - radius; + y1 = y0 + isize - 1; + } + + PB_SET_COLOR( ctx, PB, + VB->ColorPtr->data[i][0], + VB->ColorPtr->data[i][1], + VB->ColorPtr->data[i][2], + VB->ColorPtr->data[i][3] ); + + for (iy=y0;iy<=y1;iy++) { + for (ix=x0;ix<=x1;ix++) { + PB_WRITE_PIXEL( PB, ix, iy, z ); + } + } + PB_CHECK_FLUSH(ctx,PB); + } + } +} + + + + +/* + * Textured RGBA points. + */ +static void textured_rgba_points( GLcontext *ctx, GLuint first, GLuint last ) +{ + struct vertex_buffer *VB = ctx->VB; + struct pixel_buffer *PB = ctx->PB; + GLuint i; + + for (i=first;i<=last;i++) { + if (VB->ClipMask[i]==0) { + GLint x, y, z; + GLint x0, x1, y0, y1; + GLint ix, iy; + GLint isize, radius; + GLint red, green, blue, alpha; + GLfloat s, t, u; + + x = (GLint) VB->Win.data[i][0]; + y = (GLint) VB->Win.data[i][1]; + z = (GLint) (VB->Win.data[i][2] + ctx->PointZoffset); + + isize = (GLint) + (CLAMP(ctx->Point.Size,MIN_POINT_SIZE,MAX_POINT_SIZE) + 0.5F); + if (isize<1) { + isize = 1; + } + radius = isize >> 1; + + if (isize & 1) { + /* odd size */ + x0 = x - radius; + x1 = x + radius; + y0 = y - radius; + y1 = y + radius; + } + else { + /* even size */ + x0 = (GLint) (x + 1.5F) - radius; + x1 = x0 + isize - 1; + y0 = (GLint) (y + 1.5F) - radius; + y1 = y0 + isize - 1; + } + + red = VB->ColorPtr->data[i][0]; + green = VB->ColorPtr->data[i][1]; + blue = VB->ColorPtr->data[i][2]; + alpha = VB->ColorPtr->data[i][3]; + + switch (VB->TexCoordPtr[0]->size) { + case 4: + s = VB->TexCoordPtr[0]->data[i][0]/VB->TexCoordPtr[0]->data[i][3]; + t = VB->TexCoordPtr[0]->data[i][1]/VB->TexCoordPtr[0]->data[i][3]; + u = VB->TexCoordPtr[0]->data[i][2]/VB->TexCoordPtr[0]->data[i][3]; + break; + case 3: + s = VB->TexCoordPtr[0]->data[i][0]; + t = VB->TexCoordPtr[0]->data[i][1]; + u = VB->TexCoordPtr[0]->data[i][2]; + break; + case 2: + s = VB->TexCoordPtr[0]->data[i][0]; + t = VB->TexCoordPtr[0]->data[i][1]; + u = 0.0; + break; + case 1: + s = VB->TexCoordPtr[0]->data[i][0]; + t = 0.0; + u = 0.0; + break; + } + + + + +/* don't think this is needed + PB_SET_COLOR( red, green, blue, alpha ); +*/ + + for (iy=y0;iy<=y1;iy++) { + for (ix=x0;ix<=x1;ix++) { + PB_WRITE_TEX_PIXEL( PB, ix, iy, z, red, green, blue, alpha, s, t, u ); + } + } + PB_CHECK_FLUSH(ctx,PB); + } + } +} + + +/* + * Multitextured RGBA points. + */ +static void multitextured_rgba_points( GLcontext *ctx, GLuint first, GLuint last ) +{ + struct vertex_buffer *VB = ctx->VB; + struct pixel_buffer *PB = ctx->PB; + GLuint i; + + for (i=first;i<=last;i++) { + if (VB->ClipMask[i]==0) { + GLint x, y, z; + GLint x0, x1, y0, y1; + GLint ix, iy; + GLint isize, radius; + GLint red, green, blue, alpha; + GLfloat s, t, u; + GLfloat s1, t1, u1; + + x = (GLint) VB->Win.data[i][0]; + y = (GLint) VB->Win.data[i][1]; + z = (GLint) (VB->Win.data[i][2] + ctx->PointZoffset); + + isize = (GLint) + (CLAMP(ctx->Point.Size,MIN_POINT_SIZE,MAX_POINT_SIZE) + 0.5F); + if (isize<1) { + isize = 1; + } + radius = isize >> 1; + + if (isize & 1) { + /* odd size */ + x0 = x - radius; + x1 = x + radius; + y0 = y - radius; + y1 = y + radius; + } + else { + /* even size */ + x0 = (GLint) (x + 1.5F) - radius; + x1 = x0 + isize - 1; + y0 = (GLint) (y + 1.5F) - radius; + y1 = y0 + isize - 1; + } + + red = VB->ColorPtr->data[i][0]; + green = VB->ColorPtr->data[i][1]; + blue = VB->ColorPtr->data[i][2]; + alpha = VB->ColorPtr->data[i][3]; + + switch (VB->TexCoordPtr[0]->size) { + case 4: + s = VB->TexCoordPtr[0]->data[i][0]/VB->TexCoordPtr[0]->data[i][3]; + t = VB->TexCoordPtr[0]->data[i][1]/VB->TexCoordPtr[0]->data[i][3]; + u = VB->TexCoordPtr[0]->data[i][2]/VB->TexCoordPtr[0]->data[i][3]; + break; + case 3: + s = VB->TexCoordPtr[0]->data[i][0]; + t = VB->TexCoordPtr[0]->data[i][1]; + u = VB->TexCoordPtr[0]->data[i][2]; + break; + case 2: + s = VB->TexCoordPtr[0]->data[i][0]; + t = VB->TexCoordPtr[0]->data[i][1]; + u = 0.0; + break; + case 1: + s = VB->TexCoordPtr[0]->data[i][0]; + t = 0.0; + u = 0.0; + break; + } + + switch (VB->TexCoordPtr[1]->size) { + case 4: + s1 = VB->TexCoordPtr[1]->data[i][0]/VB->TexCoordPtr[1]->data[i][3]; + t1 = VB->TexCoordPtr[1]->data[i][1]/VB->TexCoordPtr[1]->data[i][3]; + u1 = VB->TexCoordPtr[1]->data[i][2]/VB->TexCoordPtr[1]->data[i][3]; + break; + case 3: + s1 = VB->TexCoordPtr[1]->data[i][0]; + t1 = VB->TexCoordPtr[1]->data[i][1]; + u1 = VB->TexCoordPtr[1]->data[i][2]; + break; + case 2: + s1 = VB->TexCoordPtr[1]->data[i][0]; + t1 = VB->TexCoordPtr[1]->data[i][1]; + u1 = 0.0; + break; + case 1: + s1 = VB->TexCoordPtr[1]->data[i][0]; + t1 = 0.0; + u1 = 0.0; + break; + } + + for (iy=y0;iy<=y1;iy++) { + for (ix=x0;ix<=x1;ix++) { + PB_WRITE_MULTITEX_PIXEL( PB, ix, iy, z, red, green, blue, alpha, s, t, u, s1, t1, u1 ); + } + } + PB_CHECK_FLUSH(ctx,PB); + } + } +} + + + + +/* + * Antialiased points with or without texture mapping. + */ +static void antialiased_rgba_points( GLcontext *ctx, + GLuint first, GLuint last ) +{ + struct vertex_buffer *VB = ctx->VB; + struct pixel_buffer *PB = ctx->PB; + GLuint i; + GLfloat radius, rmin, rmax, rmin2, rmax2, cscale; + + radius = CLAMP( ctx->Point.Size, MIN_POINT_SIZE, MAX_POINT_SIZE ) * 0.5F; + rmin = radius - 0.7071F; /* 0.7071 = sqrt(2)/2 */ + rmax = radius + 0.7071F; + rmin2 = rmin*rmin; + rmax2 = rmax*rmax; + cscale = 256.0F / (rmax2-rmin2); + + if (ctx->Texture.ReallyEnabled) { + for (i=first;i<=last;i++) { + if (VB->ClipMask[i]==0) { + GLint xmin, ymin, xmax, ymax; + GLint x, y, z; + GLint red, green, blue, alpha; + GLfloat s, t, u; + GLfloat s1, t1, u1; + + xmin = (GLint) (VB->Win.data[i][0] - radius); + xmax = (GLint) (VB->Win.data[i][0] + radius); + ymin = (GLint) (VB->Win.data[i][1] - radius); + ymax = (GLint) (VB->Win.data[i][1] + radius); + z = (GLint) (VB->Win.data[i][2] + ctx->PointZoffset); + + red = VB->ColorPtr->data[i][0]; + green = VB->ColorPtr->data[i][1]; + blue = VB->ColorPtr->data[i][2]; + + switch (VB->TexCoordPtr[0]->size) { + case 4: + s = (VB->TexCoordPtr[0]->data[i][0]/ + VB->TexCoordPtr[0]->data[i][3]); + t = (VB->TexCoordPtr[0]->data[i][1]/ + VB->TexCoordPtr[0]->data[i][3]); + u = (VB->TexCoordPtr[0]->data[i][2]/ + VB->TexCoordPtr[0]->data[i][3]); + break; + case 3: + s = VB->TexCoordPtr[0]->data[i][0]; + t = VB->TexCoordPtr[0]->data[i][1]; + u = VB->TexCoordPtr[0]->data[i][2]; + break; + case 2: + s = VB->TexCoordPtr[0]->data[i][0]; + t = VB->TexCoordPtr[0]->data[i][1]; + u = 0.0; + break; + case 1: + s = VB->TexCoordPtr[0]->data[i][0]; + t = 0.0; + u = 0.0; + break; + } + + if (ctx->Texture.ReallyEnabled >= TEXTURE1_1D) { + /* Multitextured! This is probably a slow enough path that + there's no reason to specialize the multitexture case. */ + switch (VB->TexCoordPtr[1]->size) { + case 4: + s1 = ( VB->TexCoordPtr[1]->data[i][0] / + VB->TexCoordPtr[1]->data[i][3]); + t1 = ( VB->TexCoordPtr[1]->data[i][1] / + VB->TexCoordPtr[1]->data[i][3]); + u1 = ( VB->TexCoordPtr[1]->data[i][2] / + VB->TexCoordPtr[1]->data[i][3]); + break; + case 3: + s1 = VB->TexCoordPtr[1]->data[i][0]; + t1 = VB->TexCoordPtr[1]->data[i][1]; + u1 = VB->TexCoordPtr[1]->data[i][2]; + break; + case 2: + s1 = VB->TexCoordPtr[1]->data[i][0]; + t1 = VB->TexCoordPtr[1]->data[i][1]; + u1 = 0.0; + break; + case 1: + s1 = VB->TexCoordPtr[1]->data[i][0]; + t1 = 0.0; + u1 = 0.0; + break; + } + } + + for (y=ymin;y<=ymax;y++) { + for (x=xmin;x<=xmax;x++) { + GLfloat dx = x/*+0.5F*/ - VB->Win.data[i][0]; + GLfloat dy = y/*+0.5F*/ - VB->Win.data[i][1]; + GLfloat dist2 = dx*dx + dy*dy; + if (dist2ColorPtr->data[i][3]; + if (dist2>=rmin2) { + GLint coverage = (GLint) (256.0F-(dist2-rmin2)*cscale); + /* coverage is in [0,256] */ + alpha = (alpha * coverage) >> 8; + } + if (ctx->Texture.ReallyEnabled >= TEXTURE1_1D) { + PB_WRITE_MULTITEX_PIXEL( PB, x,y,z, red, green, blue, + alpha, s, t, u, s1, t1, u1 ); + } else { + PB_WRITE_TEX_PIXEL( PB, x,y,z, red, green, blue, + alpha, s, t, u ); + } + } + } + } + + PB_CHECK_FLUSH(ctx,PB); + } + } + } + else { + /* Not texture mapped */ + for (i=first;i<=last;i++) { + if (VB->ClipMask[i]==0) { + GLint xmin, ymin, xmax, ymax; + GLint x, y, z; + GLint red, green, blue, alpha; + + xmin = (GLint) (VB->Win.data[i][0] - radius); + xmax = (GLint) (VB->Win.data[i][0] + radius); + ymin = (GLint) (VB->Win.data[i][1] - radius); + ymax = (GLint) (VB->Win.data[i][1] + radius); + z = (GLint) (VB->Win.data[i][2] + ctx->PointZoffset); + + red = VB->ColorPtr->data[i][0]; + green = VB->ColorPtr->data[i][1]; + blue = VB->ColorPtr->data[i][2]; + + for (y=ymin;y<=ymax;y++) { + for (x=xmin;x<=xmax;x++) { + GLfloat dx = x/*+0.5F*/ - VB->Win.data[i][0]; + GLfloat dy = y/*+0.5F*/ - VB->Win.data[i][1]; + GLfloat dist2 = dx*dx + dy*dy; + if (dist2ColorPtr->data[i][3]; + if (dist2>=rmin2) { + GLint coverage = (GLint) (256.0F-(dist2-rmin2)*cscale); + /* coverage is in [0,256] */ + alpha = (alpha * coverage) >> 8; + } + PB_WRITE_RGBA_PIXEL( PB, x, y, z, red, green, blue, + alpha ); + } + } + } + PB_CHECK_FLUSH(ctx,PB); + } + } + } +} + + + +/* + * Null rasterizer for measuring transformation speed. + */ +static void null_points( GLcontext *ctx, GLuint first, GLuint last ) +{ + (void) ctx; + (void) first; + (void) last; +} + + + +/* Definition of the functions for GL_EXT_point_parameters */ + +/* Calculates the distance attenuation formula of a vector of points in + * eye space coordinates + */ +static void dist3(GLfloat *out, GLuint first, GLuint last, + const GLcontext *ctx, const GLvector4f *v) +{ + GLuint stride = v->stride; + GLfloat *p = VEC_ELT(v, GLfloat, first); + GLuint i; + + for (i = first ; i <= last ; i++, STRIDE_F(p, stride) ) + { + GLfloat dist = GL_SQRT(p[0]*p[0]+p[1]*p[1]+p[2]*p[2]); + out[i] = 1/(ctx->Point.Params[0]+ + dist * (ctx->Point.Params[1] + + dist * ctx->Point.Params[2])); + } +} + +static void dist2(GLfloat *out, GLuint first, GLuint last, + const GLcontext *ctx, const GLvector4f *v) +{ + GLuint stride = v->stride; + GLfloat *p = VEC_ELT(v, GLfloat, first); + GLuint i; + + for (i = first ; i <= last ; i++, STRIDE_F(p, stride) ) + { + GLfloat dist = GL_SQRT(p[0]*p[0]+p[1]*p[1]); + out[i] = 1/(ctx->Point.Params[0]+ + dist * (ctx->Point.Params[1] + + dist * ctx->Point.Params[2])); + } +} + + +typedef void (*dist_func)(GLfloat *out, GLuint first, GLuint last, + const GLcontext *ctx, const GLvector4f *v); + + +static dist_func eye_dist_tab[5] = { + 0, + 0, + dist2, + dist3, + dist3 +}; + + +static void clip_dist(GLfloat *out, GLuint first, GLuint last, + const GLcontext *ctx, GLvector4f *clip) +{ + /* this is never called */ + gl_problem(NULL, "clip_dist() called - dead code!\n"); + + (void) out; + (void) first; + (void) last; + (void) ctx; + (void) clip; + +#if 0 + GLuint i; + const GLfloat *from = (GLfloat *)clip_vec->start; + const GLuint stride = clip_vec->stride; + + for (i = first ; i <= last ; i++ ) + { + GLfloat dist = win[i][2]; + out[i] = 1/(ctx->Point.Params[0]+ + dist * (ctx->Point.Params[1] + + dist * ctx->Point.Params[2])); + } +#endif +} + + + +/* + * Distance Attenuated General CI points. + */ +static void dist_atten_general_ci_points( GLcontext *ctx, GLuint first, + GLuint last ) +{ + struct vertex_buffer *VB = ctx->VB; + struct pixel_buffer *PB = ctx->PB; + GLuint i; + GLfloat psize,dsize; + GLfloat dist[VB_SIZE]; + psize=CLAMP(ctx->Point.Size,MIN_POINT_SIZE,MAX_POINT_SIZE); + + if (ctx->NeedEyeCoords) + (eye_dist_tab[VB->EyePtr->size])( dist, first, last, ctx, VB->EyePtr ); + else + clip_dist( dist, first, last, ctx, VB->ClipPtr ); + + for (i=first;i<=last;i++) { + if (VB->ClipMask[i]==0) { + GLint x, y, z; + GLint x0, x1, y0, y1; + GLint ix, iy; + GLint isize, radius; + + x = (GLint) VB->Win.data[i][0]; + y = (GLint) VB->Win.data[i][1]; + z = (GLint) (VB->Win.data[i][2] + ctx->PointZoffset); + + dsize=psize*dist[i]; + if(dsize>=ctx->Point.Threshold) { + isize=(GLint) (MIN2(dsize,ctx->Point.MaxSize)+0.5F); + } else { + isize=(GLint) (MAX2(ctx->Point.Threshold,ctx->Point.MinSize)+0.5F); + } + radius = isize >> 1; + + if (isize & 1) { + /* odd size */ + x0 = x - radius; + x1 = x + radius; + y0 = y - radius; + y1 = y + radius; + } + else { + /* even size */ + x0 = (GLint) (x + 1.5F) - radius; + x1 = x0 + isize - 1; + y0 = (GLint) (y + 1.5F) - radius; + y1 = y0 + isize - 1; + } + + PB_SET_INDEX( ctx, PB, VB->IndexPtr->data[i] ); + + for (iy=y0;iy<=y1;iy++) { + for (ix=x0;ix<=x1;ix++) { + PB_WRITE_PIXEL( PB, ix, iy, z ); + } + } + PB_CHECK_FLUSH(ctx,PB); + } + } +} + +/* + * Distance Attenuated General RGBA points. + */ +static void dist_atten_general_rgba_points( GLcontext *ctx, GLuint first, + GLuint last ) +{ + struct vertex_buffer *VB = ctx->VB; + struct pixel_buffer *PB = ctx->PB; + GLuint i; + GLubyte alpha; + GLfloat psize,dsize; + GLfloat dist[VB_SIZE]; + psize=CLAMP(ctx->Point.Size,MIN_POINT_SIZE,MAX_POINT_SIZE); + + if (ctx->NeedEyeCoords) + (eye_dist_tab[VB->EyePtr->size])( dist, first, last, ctx, VB->EyePtr ); + else + clip_dist( dist, first, last, ctx, VB->ClipPtr ); + + for (i=first;i<=last;i++) { + if (VB->ClipMask[i]==0) { + GLint x, y, z; + GLint x0, x1, y0, y1; + GLint ix, iy; + GLint isize, radius; + + x = (GLint) VB->Win.data[i][0]; + y = (GLint) VB->Win.data[i][1]; + z = (GLint) (VB->Win.data[i][2] + ctx->PointZoffset); + dsize=psize*dist[i]; + if (dsize >= ctx->Point.Threshold) { + isize = (GLint) (MIN2(dsize,ctx->Point.MaxSize)+0.5F); + alpha = VB->ColorPtr->data[i][3]; + } + else { + isize = (GLint) (MAX2(ctx->Point.Threshold,ctx->Point.MinSize)+0.5F); + dsize /= ctx->Point.Threshold; + alpha = (GLint) (VB->ColorPtr->data[i][3]* (dsize*dsize)); + } + radius = isize >> 1; + + if (isize & 1) { + /* odd size */ + x0 = x - radius; + x1 = x + radius; + y0 = y - radius; + y1 = y + radius; + } + else { + /* even size */ + x0 = (GLint) (x + 1.5F) - radius; + x1 = x0 + isize - 1; + y0 = (GLint) (y + 1.5F) - radius; + y1 = y0 + isize - 1; + } + + PB_SET_COLOR( ctx, PB, + VB->ColorPtr->data[i][0], + VB->ColorPtr->data[i][1], + VB->ColorPtr->data[i][2], + alpha ); + + for (iy=y0;iy<=y1;iy++) { + for (ix=x0;ix<=x1;ix++) { + PB_WRITE_PIXEL( PB, ix, iy, z ); + } + } + PB_CHECK_FLUSH(ctx,PB); + } + } +} + +/* + * Distance Attenuated Textured RGBA points. + */ +static void dist_atten_textured_rgba_points( GLcontext *ctx, GLuint first, + GLuint last ) +{ + struct vertex_buffer *VB = ctx->VB; + struct pixel_buffer *PB = ctx->PB; + GLuint i; + GLfloat psize,dsize; + GLfloat dist[VB_SIZE]; + psize=CLAMP(ctx->Point.Size,MIN_POINT_SIZE,MAX_POINT_SIZE); + + if (ctx->NeedEyeCoords) + (eye_dist_tab[VB->EyePtr->size])( dist, first, last, ctx, VB->EyePtr ); + else + clip_dist( dist, first, last, ctx, VB->ClipPtr ); + + for (i=first;i<=last;i++) { + if (VB->ClipMask[i]==0) { + GLint x, y, z; + GLint x0, x1, y0, y1; + GLint ix, iy; + GLint isize, radius; + GLint red, green, blue, alpha; + GLfloat s, t, u; + GLfloat s1, t1, u1; + + x = (GLint) VB->Win.data[i][0]; + y = (GLint) VB->Win.data[i][1]; + z = (GLint) (VB->Win.data[i][2] + ctx->PointZoffset); + + dsize=psize*dist[i]; + if(dsize>=ctx->Point.Threshold) { + isize=(GLint) (MIN2(dsize,ctx->Point.MaxSize)+0.5F); + alpha=VB->ColorPtr->data[i][3]; + } else { + isize=(GLint) (MAX2(ctx->Point.Threshold,ctx->Point.MinSize)+0.5F); + dsize/=ctx->Point.Threshold; + alpha = (GLint) (VB->ColorPtr->data[i][3]* (dsize*dsize)); + } + + if (isize<1) { + isize = 1; + } + radius = isize >> 1; + + if (isize & 1) { + /* odd size */ + x0 = x - radius; + x1 = x + radius; + y0 = y - radius; + y1 = y + radius; + } + else { + /* even size */ + x0 = (GLint) (x + 1.5F) - radius; + x1 = x0 + isize - 1; + y0 = (GLint) (y + 1.5F) - radius; + y1 = y0 + isize - 1; + } + + red = VB->ColorPtr->data[i][0]; + green = VB->ColorPtr->data[i][1]; + blue = VB->ColorPtr->data[i][2]; + + switch (VB->TexCoordPtr[0]->size) { + case 4: + s = (VB->TexCoordPtr[0]->data[i][0]/ + VB->TexCoordPtr[0]->data[i][3]); + t = (VB->TexCoordPtr[0]->data[i][1]/ + VB->TexCoordPtr[0]->data[i][3]); + u = (VB->TexCoordPtr[0]->data[i][2]/ + VB->TexCoordPtr[0]->data[i][3]); + break; + case 3: + s = VB->TexCoordPtr[0]->data[i][0]; + t = VB->TexCoordPtr[0]->data[i][1]; + u = VB->TexCoordPtr[0]->data[i][2]; + break; + case 2: + s = VB->TexCoordPtr[0]->data[i][0]; + t = VB->TexCoordPtr[0]->data[i][1]; + u = 0.0; + break; + case 1: + s = VB->TexCoordPtr[0]->data[i][0]; + t = 0.0; + u = 0.0; + break; + } + + if (ctx->Texture.ReallyEnabled >= TEXTURE1_1D) { + /* Multitextured! This is probably a slow enough path that + there's no reason to specialize the multitexture case. */ + switch (VB->TexCoordPtr[1]->size) { + case 4: + s1 = ( VB->TexCoordPtr[1]->data[i][0] / + VB->TexCoordPtr[1]->data[i][3] ); + t1 = ( VB->TexCoordPtr[1]->data[i][1] / + VB->TexCoordPtr[1]->data[i][3] ); + u1 = ( VB->TexCoordPtr[1]->data[i][2] / + VB->TexCoordPtr[1]->data[i][3] ); + break; + case 3: + s1 = VB->TexCoordPtr[1]->data[i][0]; + t1 = VB->TexCoordPtr[1]->data[i][1]; + u1 = VB->TexCoordPtr[1]->data[i][2]; + break; + case 2: + s1 = VB->TexCoordPtr[1]->data[i][0]; + t1 = VB->TexCoordPtr[1]->data[i][1]; + u1 = 0.0; + break; + case 1: + s1 = VB->TexCoordPtr[1]->data[i][0]; + t1 = 0.0; + u1 = 0.0; + break; + } + } + +/* don't think this is needed + PB_SET_COLOR( red, green, blue, alpha ); +*/ + + for (iy=y0;iy<=y1;iy++) { + for (ix=x0;ix<=x1;ix++) { + if (ctx->Texture.ReallyEnabled >= TEXTURE1_1D) { + PB_WRITE_MULTITEX_PIXEL( PB, ix, iy, z, red, green, blue, alpha, s, t, u, s1, t1, u1 ); + } else { + PB_WRITE_TEX_PIXEL( PB, ix, iy, z, red, green, blue, alpha, s, t, u ); + } + } + } + PB_CHECK_FLUSH(ctx,PB); + } + } +} + +/* + * Distance Attenuated Antialiased points with or without texture mapping. + */ +static void dist_atten_antialiased_rgba_points( GLcontext *ctx, + GLuint first, GLuint last ) +{ + struct vertex_buffer *VB = ctx->VB; + struct pixel_buffer *PB = ctx->PB; + GLuint i; + GLfloat radius, rmin, rmax, rmin2, rmax2, cscale; + GLfloat psize,dsize,alphaf; + GLfloat dist[VB_SIZE]; + psize=CLAMP(ctx->Point.Size,MIN_POINT_SIZE,MAX_POINT_SIZE); + + if (ctx->NeedEyeCoords) + (eye_dist_tab[VB->EyePtr->size])( dist, first, last, ctx, VB->EyePtr ); + else + clip_dist( dist, first, last, ctx, VB->ClipPtr ); + + if (ctx->Texture.ReallyEnabled) { + for (i=first;i<=last;i++) { + if (VB->ClipMask[i]==0) { + GLint xmin, ymin, xmax, ymax; + GLint x, y, z; + GLint red, green, blue, alpha; + GLfloat s, t, u; + GLfloat s1, t1, u1; + + dsize=psize*dist[i]; + if(dsize>=ctx->Point.Threshold) { + radius=(MIN2(dsize,ctx->Point.MaxSize)*0.5F); + alphaf=1.0; + } else { + radius=(MAX2(ctx->Point.Threshold,ctx->Point.MinSize)*0.5F); + dsize/=ctx->Point.Threshold; + alphaf=(dsize*dsize); + } + rmin = radius - 0.7071F; /* 0.7071 = sqrt(2)/2 */ + rmax = radius + 0.7071F; + rmin2 = rmin*rmin; + rmax2 = rmax*rmax; + cscale = 256.0F / (rmax2-rmin2); + + xmin = (GLint) (VB->Win.data[i][0] - radius); + xmax = (GLint) (VB->Win.data[i][0] + radius); + ymin = (GLint) (VB->Win.data[i][1] - radius); + ymax = (GLint) (VB->Win.data[i][1] + radius); + z = (GLint) (VB->Win.data[i][2] + ctx->PointZoffset); + + red = VB->ColorPtr->data[i][0]; + green = VB->ColorPtr->data[i][1]; + blue = VB->ColorPtr->data[i][2]; + + switch (VB->TexCoordPtr[0]->size) { + case 4: + s = (VB->TexCoordPtr[0]->data[i][0]/ + VB->TexCoordPtr[0]->data[i][3]); + t = (VB->TexCoordPtr[0]->data[i][1]/ + VB->TexCoordPtr[0]->data[i][3]); + u = (VB->TexCoordPtr[0]->data[i][2]/ + VB->TexCoordPtr[0]->data[i][3]); + break; + case 3: + s = VB->TexCoordPtr[0]->data[i][0]; + t = VB->TexCoordPtr[0]->data[i][1]; + u = VB->TexCoordPtr[0]->data[i][2]; + break; + case 2: + s = VB->TexCoordPtr[0]->data[i][0]; + t = VB->TexCoordPtr[0]->data[i][1]; + u = 0.0; + break; + case 1: + s = VB->TexCoordPtr[0]->data[i][0]; + t = 0.0; + u = 0.0; + break; + } + + if (ctx->Texture.ReallyEnabled >= TEXTURE1_1D) { + /* Multitextured! This is probably a slow enough path that + there's no reason to specialize the multitexture case. */ + switch (VB->TexCoordPtr[1]->size) { + case 4: + s1 = ( VB->TexCoordPtr[1]->data[i][0] / + VB->TexCoordPtr[1]->data[i][3] ); + t1 = ( VB->TexCoordPtr[1]->data[i][1] / + VB->TexCoordPtr[1]->data[i][3] ); + u1 = ( VB->TexCoordPtr[1]->data[i][2] / + VB->TexCoordPtr[1]->data[i][3] ); + break; + case 3: + s1 = VB->TexCoordPtr[1]->data[i][0]; + t1 = VB->TexCoordPtr[1]->data[i][1]; + u1 = VB->TexCoordPtr[1]->data[i][2]; + break; + case 2: + s1 = VB->TexCoordPtr[1]->data[i][0]; + t1 = VB->TexCoordPtr[1]->data[i][1]; + u1 = 0.0; + break; + case 1: + s1 = VB->TexCoordPtr[1]->data[i][0]; + t1 = 0.0; + u1 = 0.0; + break; + } + } + + for (y=ymin;y<=ymax;y++) { + for (x=xmin;x<=xmax;x++) { + GLfloat dx = x/*+0.5F*/ - VB->Win.data[i][0]; + GLfloat dy = y/*+0.5F*/ - VB->Win.data[i][1]; + GLfloat dist2 = dx*dx + dy*dy; + if (dist2ColorPtr->data[i][3]; + if (dist2>=rmin2) { + GLint coverage = (GLint) (256.0F-(dist2-rmin2)*cscale); + /* coverage is in [0,256] */ + alpha = (alpha * coverage) >> 8; + } + alpha = (GLint) (alpha * alphaf); + if (ctx->Texture.ReallyEnabled >= TEXTURE1_1D) { + PB_WRITE_MULTITEX_PIXEL( PB, x,y,z, red, green, blue, alpha, s, t, u, s1, t1, u1 ); + } else { + PB_WRITE_TEX_PIXEL( PB, x,y,z, red, green, blue, alpha, s, t, u ); + } + } + } + } + PB_CHECK_FLUSH(ctx,PB); + } + } + } + else { + /* Not texture mapped */ + for (i=first;i<=last;i++) { + if (VB->ClipMask[i]==0) { + GLint xmin, ymin, xmax, ymax; + GLint x, y, z; + GLint red, green, blue, alpha; + + dsize=psize*dist[i]; + if(dsize>=ctx->Point.Threshold) { + radius=(MIN2(dsize,ctx->Point.MaxSize)*0.5F); + alphaf=1.0; + } else { + radius=(MAX2(ctx->Point.Threshold,ctx->Point.MinSize)*0.5F); + dsize/=ctx->Point.Threshold; + alphaf=(dsize*dsize); + } + rmin = radius - 0.7071F; /* 0.7071 = sqrt(2)/2 */ + rmax = radius + 0.7071F; + rmin2 = rmin*rmin; + rmax2 = rmax*rmax; + cscale = 256.0F / (rmax2-rmin2); + + xmin = (GLint) (VB->Win.data[i][0] - radius); + xmax = (GLint) (VB->Win.data[i][0] + radius); + ymin = (GLint) (VB->Win.data[i][1] - radius); + ymax = (GLint) (VB->Win.data[i][1] + radius); + z = (GLint) (VB->Win.data[i][2] + ctx->PointZoffset); + + red = VB->ColorPtr->data[i][0]; + green = VB->ColorPtr->data[i][1]; + blue = VB->ColorPtr->data[i][2]; + + for (y=ymin;y<=ymax;y++) { + for (x=xmin;x<=xmax;x++) { + GLfloat dx = x/*+0.5F*/ - VB->Win.data[i][0]; + GLfloat dy = y/*+0.5F*/ - VB->Win.data[i][1]; + GLfloat dist2 = dx*dx + dy*dy; + if (dist2ColorPtr->data[i][3]; + if (dist2>=rmin2) { + GLint coverage = (GLint) (256.0F-(dist2-rmin2)*cscale); + /* coverage is in [0,256] */ + alpha = (alpha * coverage) >> 8; + } + alpha = (GLint) (alpha * alphaf); + PB_WRITE_RGBA_PIXEL( PB, x, y, z, red, green, blue, alpha ) + ; + } + } + } + PB_CHECK_FLUSH(ctx,PB); + } + } + } +} + + +/* + * Examine the current context to determine which point drawing function + * should be used. + */ +void gl_set_point_function( GLcontext *ctx ) +{ + GLboolean rgbmode = ctx->Visual->RGBAflag; + + if (ctx->RenderMode==GL_RENDER) { + if (ctx->NoRaster) { + ctx->Driver.PointsFunc = null_points; + return; + } + if (ctx->Driver.PointsFunc) { + /* Device driver will draw points. */ + ctx->IndirectTriangles &= ~DD_POINT_SW_RASTERIZE; + return; + } + + if (!ctx->Point.Attenuated) { + if (ctx->Point.SmoothFlag && rgbmode) { + ctx->Driver.PointsFunc = antialiased_rgba_points; + } + else if (ctx->Texture.ReallyEnabled) { + if (ctx->Texture.ReallyEnabled >= TEXTURE1_1D) { + ctx->Driver.PointsFunc = multitextured_rgba_points; + } + else { + ctx->Driver.PointsFunc = textured_rgba_points; + } + } + else if (ctx->Point.Size==1.0) { + /* size=1, any raster ops */ + if (rgbmode) + ctx->Driver.PointsFunc = size1_rgba_points; + else + ctx->Driver.PointsFunc = size1_ci_points; + } + else { + /* every other kind of point rendering */ + if (rgbmode) + ctx->Driver.PointsFunc = general_rgba_points; + else + ctx->Driver.PointsFunc = general_ci_points; + } + } + else if(ctx->Point.SmoothFlag && rgbmode) { + ctx->Driver.PointsFunc = dist_atten_antialiased_rgba_points; + } + else if (ctx->Texture.ReallyEnabled) { + ctx->Driver.PointsFunc = dist_atten_textured_rgba_points; + } + else { + /* every other kind of point rendering */ + if (rgbmode) + ctx->Driver.PointsFunc = dist_atten_general_rgba_points; + else + ctx->Driver.PointsFunc = dist_atten_general_ci_points; + } + } + else if (ctx->RenderMode==GL_FEEDBACK) { + ctx->Driver.PointsFunc = feedback_points; + } + else { + /* GL_SELECT mode */ + ctx->Driver.PointsFunc = select_points; + } + +} + -- cgit v1.1