2 * Mesa 3-D graphics library
5 * Copyright (C) 1999-2007 Brian Paul All Rights Reserved.
7 * Permission is hereby granted, free of charge, to any person obtaining a
8 * copy of this software and associated documentation files (the "Software"),
9 * to deal in the Software without restriction, including without limitation
10 * the rights to use, copy, modify, merge, publish, distribute, sublicense,
11 * and/or sell copies of the Software, and to permit persons to whom the
12 * Software is furnished to do so, subject to the following conditions:
14 * The above copyright notice and this permission notice shall be included
15 * in all copies or substantial portions of the Software.
17 * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS
18 * OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
19 * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL
20 * BRIAN PAUL BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN
21 * AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN
22 * CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
31 * Info about the AA line we're rendering
35 GLfloat x0
, y0
; /* start */
36 GLfloat x1
, y1
; /* end */
37 GLfloat dx
, dy
; /* direction vector */
38 GLfloat len
; /* length */
39 GLfloat halfWidth
; /* half of line width */
40 GLfloat xAdj
, yAdj
; /* X and Y adjustment for quad corners around line */
41 /* for coverage computation */
42 GLfloat qx0
, qy0
; /* quad vertices */
46 GLfloat ex0
, ey0
; /* quad edge vectors */
53 /* DO_RGBA - always enabled */
54 GLfloat rPlane
[4], gPlane
[4], bPlane
[4], aPlane
[4];
57 GLfloat attrPlane
[FRAG_ATTRIB_MAX
][4][4];
58 GLfloat lambda
[FRAG_ATTRIB_MAX
];
59 GLfloat texWidth
[FRAG_ATTRIB_MAX
];
60 GLfloat texHeight
[FRAG_ATTRIB_MAX
];
68 * Compute the equation of a plane used to interpolate line fragment data
69 * such as color, Z, texture coords, etc.
70 * Input: (x0, y0) and (x1,y1) are the endpoints of the line.
71 * z0, and z1 are the end point values to interpolate.
72 * Output: plane - the plane equation.
74 * Note: we don't really have enough parameters to specify a plane.
75 * We take the endpoints of the line and compute a plane such that
76 * the cross product of the line vector and the plane normal is
77 * parallel to the projection plane.
80 compute_plane(GLfloat x0
, GLfloat y0
, GLfloat x1
, GLfloat y1
,
81 GLfloat z0
, GLfloat z1
, GLfloat plane
[4])
85 const GLfloat px
= x1
- x0
;
86 const GLfloat py
= y1
- y0
;
87 const GLfloat pz
= z1
- z0
;
88 const GLfloat qx
= -py
;
89 const GLfloat qy
= px
;
91 const GLfloat a
= py
* qz
- pz
* qy
;
92 const GLfloat b
= pz
* qx
- px
* qz
;
93 const GLfloat c
= px
* qy
- py
* qx
;
94 const GLfloat d
= -(a
* x0
+ b
* y0
+ c
* z0
);
101 const GLfloat px
= x1
- x0
;
102 const GLfloat py
= y1
- y0
;
103 const GLfloat pz
= z0
- z1
;
104 const GLfloat a
= pz
* px
;
105 const GLfloat b
= pz
* py
;
106 const GLfloat c
= px
* px
+ py
* py
;
107 const GLfloat d
= -(a
* x0
+ b
* y0
+ c
* z0
);
108 if (a
== 0.0 && b
== 0.0 && c
== 0.0 && d
== 0.0) {
125 constant_plane(GLfloat value
, GLfloat plane
[4])
134 static inline GLfloat
135 solve_plane(GLfloat x
, GLfloat y
, const GLfloat plane
[4])
137 const GLfloat z
= (plane
[3] + plane
[0] * x
+ plane
[1] * y
) / -plane
[2];
141 #define SOLVE_PLANE(X, Y, PLANE) \
142 ((PLANE[3] + PLANE[0] * (X) + PLANE[1] * (Y)) / -PLANE[2])
146 * Return 1 / solve_plane().
148 static inline GLfloat
149 solve_plane_recip(GLfloat x
, GLfloat y
, const GLfloat plane
[4])
151 const GLfloat denom
= plane
[3] + plane
[0] * x
+ plane
[1] * y
;
155 return -plane
[2] / denom
;
160 * Solve plane and return clamped GLchan value.
163 solve_plane_chan(GLfloat x
, GLfloat y
, const GLfloat plane
[4])
165 const GLfloat z
= (plane
[3] + plane
[0] * x
+ plane
[1] * y
) / -plane
[2];
166 #if CHAN_TYPE == GL_FLOAT
167 return CLAMP(z
, 0.0F
, CHAN_MAXF
);
171 else if (z
> CHAN_MAX
)
173 return (GLchan
) IROUND_POS(z
);
179 * Compute mipmap level of detail.
181 static inline GLfloat
182 compute_lambda(const GLfloat sPlane
[4], const GLfloat tPlane
[4],
183 GLfloat invQ
, GLfloat width
, GLfloat height
)
185 GLfloat dudx
= sPlane
[0] / sPlane
[2] * invQ
* width
;
186 GLfloat dudy
= sPlane
[1] / sPlane
[2] * invQ
* width
;
187 GLfloat dvdx
= tPlane
[0] / tPlane
[2] * invQ
* height
;
188 GLfloat dvdy
= tPlane
[1] / tPlane
[2] * invQ
* height
;
189 GLfloat r1
= dudx
* dudx
+ dudy
* dudy
;
190 GLfloat r2
= dvdx
* dvdx
+ dvdy
* dvdy
;
191 GLfloat rho2
= r1
+ r2
;
192 /* return log base 2 of rho */
196 return (GLfloat
) (LOGF(rho2
) * 1.442695 * 0.5);/* 1.442695 = 1/log(2) */
203 * Fill in the samples[] array with the (x,y) subpixel positions of
204 * xSamples * ySamples sample positions.
205 * Note that the four corner samples are put into the first four
206 * positions of the array. This allows us to optimize for the common
207 * case of all samples being inside the polygon.
210 make_sample_table(GLint xSamples
, GLint ySamples
, GLfloat samples
[][2])
212 const GLfloat dx
= 1.0F
/ (GLfloat
) xSamples
;
213 const GLfloat dy
= 1.0F
/ (GLfloat
) ySamples
;
218 for (x
= 0; x
< xSamples
; x
++) {
219 for (y
= 0; y
< ySamples
; y
++) {
221 if (x
== 0 && y
== 0) {
225 else if (x
== xSamples
- 1 && y
== 0) {
229 else if (x
== 0 && y
== ySamples
- 1) {
233 else if (x
== xSamples
- 1 && y
== ySamples
- 1) {
240 samples
[j
][0] = x
* dx
+ 0.5F
* dx
;
241 samples
[j
][1] = y
* dy
+ 0.5F
* dy
;
249 * Compute how much of the given pixel's area is inside the rectangle
250 * defined by vertices v0, v1, v2, v3.
251 * Vertices MUST be specified in counter-clockwise order.
252 * Return: coverage in [0, 1].
255 compute_coveragef(const struct LineInfo
*info
,
256 GLint winx
, GLint winy
)
258 static GLfloat samples
[SUB_PIXEL
* SUB_PIXEL
][2];
259 static GLboolean haveSamples
= GL_FALSE
;
260 const GLfloat x
= (GLfloat
) winx
;
261 const GLfloat y
= (GLfloat
) winy
;
263 GLfloat insideCount
= SUB_PIXEL
* SUB_PIXEL
;
266 make_sample_table(SUB_PIXEL
, SUB_PIXEL
, samples
);
267 haveSamples
= GL_TRUE
;
272 const GLfloat area
= dx0
* dy1
- dx1
* dy0
;
277 for (i
= 0; i
< stop
; i
++) {
278 const GLfloat sx
= x
+ samples
[i
][0];
279 const GLfloat sy
= y
+ samples
[i
][1];
280 const GLfloat fx0
= sx
- info
->qx0
;
281 const GLfloat fy0
= sy
- info
->qy0
;
282 const GLfloat fx1
= sx
- info
->qx1
;
283 const GLfloat fy1
= sy
- info
->qy1
;
284 const GLfloat fx2
= sx
- info
->qx2
;
285 const GLfloat fy2
= sy
- info
->qy2
;
286 const GLfloat fx3
= sx
- info
->qx3
;
287 const GLfloat fy3
= sy
- info
->qy3
;
288 /* cross product determines if sample is inside or outside each edge */
289 GLfloat cross0
= (info
->ex0
* fy0
- info
->ey0
* fx0
);
290 GLfloat cross1
= (info
->ex1
* fy1
- info
->ey1
* fx1
);
291 GLfloat cross2
= (info
->ex2
* fy2
- info
->ey2
* fx2
);
292 GLfloat cross3
= (info
->ex3
* fy3
- info
->ey3
* fx3
);
293 /* Check if the sample is exactly on an edge. If so, let cross be a
294 * positive or negative value depending on the direction of the edge.
297 cross0
= info
->ex0
+ info
->ey0
;
299 cross1
= info
->ex1
+ info
->ey1
;
301 cross2
= info
->ex2
+ info
->ey2
;
303 cross3
= info
->ex3
+ info
->ey3
;
304 if (cross0
< 0.0F
|| cross1
< 0.0F
|| cross2
< 0.0F
|| cross3
< 0.0F
) {
305 /* point is outside quadrilateral */
307 stop
= SUB_PIXEL
* SUB_PIXEL
;
313 return insideCount
* (1.0F
/ (SUB_PIXEL
* SUB_PIXEL
));
317 typedef void (*plot_func
)(struct gl_context
*ctx
, struct LineInfo
*line
,
323 * Draw an AA line segment (called many times per line when stippling)
326 segment(struct gl_context
*ctx
,
327 struct LineInfo
*line
,
329 GLfloat t0
, GLfloat t1
)
331 const GLfloat absDx
= (line
->dx
< 0.0F
) ? -line
->dx
: line
->dx
;
332 const GLfloat absDy
= (line
->dy
< 0.0F
) ? -line
->dy
: line
->dy
;
333 /* compute the actual segment's endpoints */
334 const GLfloat x0
= line
->x0
+ t0
* line
->dx
;
335 const GLfloat y0
= line
->y0
+ t0
* line
->dy
;
336 const GLfloat x1
= line
->x0
+ t1
* line
->dx
;
337 const GLfloat y1
= line
->y0
+ t1
* line
->dy
;
339 /* compute vertices of the line-aligned quadrilateral */
340 line
->qx0
= x0
- line
->yAdj
;
341 line
->qy0
= y0
+ line
->xAdj
;
342 line
->qx1
= x0
+ line
->yAdj
;
343 line
->qy1
= y0
- line
->xAdj
;
344 line
->qx2
= x1
+ line
->yAdj
;
345 line
->qy2
= y1
- line
->xAdj
;
346 line
->qx3
= x1
- line
->yAdj
;
347 line
->qy3
= y1
+ line
->xAdj
;
348 /* compute the quad's edge vectors (for coverage calc) */
349 line
->ex0
= line
->qx1
- line
->qx0
;
350 line
->ey0
= line
->qy1
- line
->qy0
;
351 line
->ex1
= line
->qx2
- line
->qx1
;
352 line
->ey1
= line
->qy2
- line
->qy1
;
353 line
->ex2
= line
->qx3
- line
->qx2
;
354 line
->ey2
= line
->qy3
- line
->qy2
;
355 line
->ex3
= line
->qx0
- line
->qx3
;
356 line
->ey3
= line
->qy0
- line
->qy3
;
360 GLfloat dydx
= line
->dy
/ line
->dx
;
361 GLfloat xLeft
, xRight
, yBot
, yTop
;
364 xLeft
= x0
- line
->halfWidth
;
365 xRight
= x1
+ line
->halfWidth
;
366 if (line
->dy
>= 0.0) {
367 yBot
= y0
- 3.0F
* line
->halfWidth
;
368 yTop
= y0
+ line
->halfWidth
;
371 yBot
= y0
- line
->halfWidth
;
372 yTop
= y0
+ 3.0F
* line
->halfWidth
;
376 xLeft
= x1
- line
->halfWidth
;
377 xRight
= x0
+ line
->halfWidth
;
378 if (line
->dy
<= 0.0) {
379 yBot
= y1
- 3.0F
* line
->halfWidth
;
380 yTop
= y1
+ line
->halfWidth
;
383 yBot
= y1
- line
->halfWidth
;
384 yTop
= y1
+ 3.0F
* line
->halfWidth
;
388 /* scan along the line, left-to-right */
389 ixRight
= (GLint
) (xRight
+ 1.0F
);
391 /*printf("avg span height: %g\n", yTop - yBot);*/
392 for (ix
= (GLint
) xLeft
; ix
< ixRight
; ix
++) {
393 const GLint iyBot
= (GLint
) yBot
;
394 const GLint iyTop
= (GLint
) (yTop
+ 1.0F
);
396 /* scan across the line, bottom-to-top */
397 for (iy
= iyBot
; iy
< iyTop
; iy
++) {
398 (*plot
)(ctx
, line
, ix
, iy
);
406 GLfloat dxdy
= line
->dx
/ line
->dy
;
407 GLfloat yBot
, yTop
, xLeft
, xRight
;
410 yBot
= y0
- line
->halfWidth
;
411 yTop
= y1
+ line
->halfWidth
;
412 if (line
->dx
>= 0.0) {
413 xLeft
= x0
- 3.0F
* line
->halfWidth
;
414 xRight
= x0
+ line
->halfWidth
;
417 xLeft
= x0
- line
->halfWidth
;
418 xRight
= x0
+ 3.0F
* line
->halfWidth
;
422 yBot
= y1
- line
->halfWidth
;
423 yTop
= y0
+ line
->halfWidth
;
424 if (line
->dx
<= 0.0) {
425 xLeft
= x1
- 3.0F
* line
->halfWidth
;
426 xRight
= x1
+ line
->halfWidth
;
429 xLeft
= x1
- line
->halfWidth
;
430 xRight
= x1
+ 3.0F
* line
->halfWidth
;
434 /* scan along the line, bottom-to-top */
435 iyTop
= (GLint
) (yTop
+ 1.0F
);
437 /*printf("avg span width: %g\n", xRight - xLeft);*/
438 for (iy
= (GLint
) yBot
; iy
< iyTop
; iy
++) {
439 const GLint ixLeft
= (GLint
) xLeft
;
440 const GLint ixRight
= (GLint
) (xRight
+ 1.0F
);
442 /* scan across the line, left-to-right */
443 for (ix
= ixLeft
; ix
< ixRight
; ix
++) {
444 (*plot
)(ctx
, line
, ix
, iy
);
453 #define NAME(x) aa_rgba_##x
455 #include "s_aalinetemp.h"
458 #define NAME(x) aa_general_rgba_##x
461 #include "s_aalinetemp.h"
466 _swrast_choose_aa_line_function(struct gl_context
*ctx
)
468 SWcontext
*swrast
= SWRAST_CONTEXT(ctx
);
470 ASSERT(ctx
->Line
.SmoothFlag
);
472 if (ctx
->Texture
._EnabledCoord
473 || swrast
->_FogEnabled
) {
474 swrast
->Line
= aa_general_rgba_line
;
477 swrast
->Line
= aa_rgba_line
;