Fixed typo
[reactos.git] / dll / opengl / mesa / swrast / s_aatriangle.c
1 /*
2 * Mesa 3-D graphics library
3 * Version: 6.5.3
4 *
5 * Copyright (C) 1999-2007 Brian Paul All Rights Reserved.
6 *
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:
13 *
14 * The above copyright notice and this permission notice shall be included
15 * in all copies or substantial portions of the Software.
16 *
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.
23 */
24
25
26 /*
27 * Antialiased Triangle rasterizers
28 */
29
30 #include <precomp.h>
31
32 /*
33 * Compute coefficients of a plane using the X,Y coords of the v0, v1, v2
34 * vertices and the given Z values.
35 * A point (x,y,z) lies on plane iff a*x+b*y+c*z+d = 0.
36 */
37 static inline void
38 compute_plane(const GLfloat v0[], const GLfloat v1[], const GLfloat v2[],
39 GLfloat z0, GLfloat z1, GLfloat z2, GLfloat plane[4])
40 {
41 const GLfloat px = v1[0] - v0[0];
42 const GLfloat py = v1[1] - v0[1];
43 const GLfloat pz = z1 - z0;
44
45 const GLfloat qx = v2[0] - v0[0];
46 const GLfloat qy = v2[1] - v0[1];
47 const GLfloat qz = z2 - z0;
48
49 /* Crossproduct "(a,b,c):= dv1 x dv2" is orthogonal to plane. */
50 const GLfloat a = py * qz - pz * qy;
51 const GLfloat b = pz * qx - px * qz;
52 const GLfloat c = px * qy - py * qx;
53 /* Point on the plane = "r*(a,b,c) + w", with fixed "r" depending
54 on the distance of plane from origin and arbitrary "w" parallel
55 to the plane. */
56 /* The scalar product "(r*(a,b,c)+w)*(a,b,c)" is "r*(a^2+b^2+c^2)",
57 which is equal to "-d" below. */
58 const GLfloat d = -(a * v0[0] + b * v0[1] + c * z0);
59
60 plane[0] = a;
61 plane[1] = b;
62 plane[2] = c;
63 plane[3] = d;
64 }
65
66
67 /*
68 * Compute coefficients of a plane with a constant Z value.
69 */
70 static inline void
71 constant_plane(GLfloat value, GLfloat plane[4])
72 {
73 plane[0] = 0.0;
74 plane[1] = 0.0;
75 plane[2] = -1.0;
76 plane[3] = value;
77 }
78
79 #define CONSTANT_PLANE(VALUE, PLANE) \
80 do { \
81 PLANE[0] = 0.0F; \
82 PLANE[1] = 0.0F; \
83 PLANE[2] = -1.0F; \
84 PLANE[3] = VALUE; \
85 } while (0)
86
87
88
89 /*
90 * Solve plane equation for Z at (X,Y).
91 */
92 static inline GLfloat
93 solve_plane(GLfloat x, GLfloat y, const GLfloat plane[4])
94 {
95 ASSERT(plane[2] != 0.0F);
96 return (plane[3] + plane[0] * x + plane[1] * y) / -plane[2];
97 }
98
99
100 #define SOLVE_PLANE(X, Y, PLANE) \
101 ((PLANE[3] + PLANE[0] * (X) + PLANE[1] * (Y)) / -PLANE[2])
102
103 /*
104 * Solve plane and return clamped GLchan value.
105 */
106 static inline GLchan
107 solve_plane_chan(GLfloat x, GLfloat y, const GLfloat plane[4])
108 {
109 const GLfloat z = (plane[3] + plane[0] * x + plane[1] * y) / -plane[2];
110 #if CHAN_TYPE == GL_FLOAT
111 return CLAMP(z, 0.0F, CHAN_MAXF);
112 #else
113 if (z < 0)
114 return 0;
115 else if (z > CHAN_MAX)
116 return CHAN_MAX;
117 return (GLchan) IROUND_POS(z);
118 #endif
119 }
120
121
122 static inline GLfloat
123 plane_dx(const GLfloat plane[4])
124 {
125 return -plane[0] / plane[2];
126 }
127
128 static inline GLfloat
129 plane_dy(const GLfloat plane[4])
130 {
131 return -plane[1] / plane[2];
132 }
133
134
135
136 /*
137 * Compute how much (area) of the given pixel is inside the triangle.
138 * Vertices MUST be specified in counter-clockwise order.
139 * Return: coverage in [0, 1].
140 */
141 static GLfloat
142 compute_coveragef(const GLfloat v0[3], const GLfloat v1[3],
143 const GLfloat v2[3], GLint winx, GLint winy)
144 {
145 /* Given a position [0,3]x[0,3] return the sub-pixel sample position.
146 * Contributed by Ray Tice.
147 *
148 * Jitter sample positions -
149 * - average should be .5 in x & y for each column
150 * - each of the 16 rows and columns should be used once
151 * - the rectangle formed by the first four points
152 * should contain the other points
153 * - the distrubition should be fairly even in any given direction
154 *
155 * The pattern drawn below isn't optimal, but it's better than a regular
156 * grid. In the drawing, the center of each subpixel is surrounded by
157 * four dots. The "x" marks the jittered position relative to the
158 * subpixel center.
159 */
160 #define POS(a, b) (0.5+a*4+b)/16
161 static const GLfloat samples[16][2] = {
162 /* start with the four corners */
163 { POS(0, 2), POS(0, 0) },
164 { POS(3, 3), POS(0, 2) },
165 { POS(0, 0), POS(3, 1) },
166 { POS(3, 1), POS(3, 3) },
167 /* continue with interior samples */
168 { POS(1, 1), POS(0, 1) },
169 { POS(2, 0), POS(0, 3) },
170 { POS(0, 3), POS(1, 3) },
171 { POS(1, 2), POS(1, 0) },
172 { POS(2, 3), POS(1, 2) },
173 { POS(3, 2), POS(1, 1) },
174 { POS(0, 1), POS(2, 2) },
175 { POS(1, 0), POS(2, 1) },
176 { POS(2, 1), POS(2, 3) },
177 { POS(3, 0), POS(2, 0) },
178 { POS(1, 3), POS(3, 0) },
179 { POS(2, 2), POS(3, 2) }
180 };
181
182 const GLfloat x = (GLfloat) winx;
183 const GLfloat y = (GLfloat) winy;
184 const GLfloat dx0 = v1[0] - v0[0];
185 const GLfloat dy0 = v1[1] - v0[1];
186 const GLfloat dx1 = v2[0] - v1[0];
187 const GLfloat dy1 = v2[1] - v1[1];
188 const GLfloat dx2 = v0[0] - v2[0];
189 const GLfloat dy2 = v0[1] - v2[1];
190 GLint stop = 4, i;
191 GLfloat insideCount = 16.0F;
192
193 ASSERT(dx0 * dy1 - dx1 * dy0 >= 0.0); /* area >= 0.0 */
194
195 for (i = 0; i < stop; i++) {
196 const GLfloat sx = x + samples[i][0];
197 const GLfloat sy = y + samples[i][1];
198 /* cross product determines if sample is inside or outside each edge */
199 GLfloat cross = (dx0 * (sy - v0[1]) - dy0 * (sx - v0[0]));
200 /* Check if the sample is exactly on an edge. If so, let cross be a
201 * positive or negative value depending on the direction of the edge.
202 */
203 if (cross == 0.0F)
204 cross = dx0 + dy0;
205 if (cross < 0.0F) {
206 /* sample point is outside first edge */
207 insideCount -= 1.0F;
208 stop = 16;
209 }
210 else {
211 /* sample point is inside first edge */
212 cross = (dx1 * (sy - v1[1]) - dy1 * (sx - v1[0]));
213 if (cross == 0.0F)
214 cross = dx1 + dy1;
215 if (cross < 0.0F) {
216 /* sample point is outside second edge */
217 insideCount -= 1.0F;
218 stop = 16;
219 }
220 else {
221 /* sample point is inside first and second edges */
222 cross = (dx2 * (sy - v2[1]) - dy2 * (sx - v2[0]));
223 if (cross == 0.0F)
224 cross = dx2 + dy2;
225 if (cross < 0.0F) {
226 /* sample point is outside third edge */
227 insideCount -= 1.0F;
228 stop = 16;
229 }
230 }
231 }
232 }
233 if (stop == 4)
234 return 1.0F;
235 else
236 return insideCount * (1.0F / 16.0F);
237 }
238
239
240
241 static void
242 rgba_aa_tri(struct gl_context *ctx,
243 const SWvertex *v0,
244 const SWvertex *v1,
245 const SWvertex *v2)
246 {
247 #define DO_Z
248 #include "s_aatritemp.h"
249 }
250
251
252 static void
253 general_aa_tri(struct gl_context *ctx,
254 const SWvertex *v0,
255 const SWvertex *v1,
256 const SWvertex *v2)
257 {
258 #define DO_Z
259 #define DO_ATTRIBS
260 #include "s_aatritemp.h"
261 }
262
263
264
265 /*
266 * Examine GL state and set swrast->Triangle to an
267 * appropriate antialiased triangle rasterizer function.
268 */
269 void
270 _swrast_set_aa_triangle_function(struct gl_context *ctx)
271 {
272 SWcontext *swrast = SWRAST_CONTEXT(ctx);
273
274 ASSERT(ctx->Polygon.SmoothFlag);
275
276 if (ctx->Texture._EnabledCoord
277 || swrast->_FogEnabled) {
278 SWRAST_CONTEXT(ctx)->Triangle = general_aa_tri;
279 }
280 else {
281 SWRAST_CONTEXT(ctx)->Triangle = rgba_aa_tri;
282 }
283
284 ASSERT(SWRAST_CONTEXT(ctx)->Triangle);
285 }