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.
27 * Antialiased Triangle rasterizers
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.
38 compute_plane(const GLfloat v0
[], const GLfloat v1
[], const GLfloat v2
[],
39 GLfloat z0
, GLfloat z1
, GLfloat z2
, GLfloat plane
[4])
41 const GLfloat px
= v1
[0] - v0
[0];
42 const GLfloat py
= v1
[1] - v0
[1];
43 const GLfloat pz
= z1
- z0
;
45 const GLfloat qx
= v2
[0] - v0
[0];
46 const GLfloat qy
= v2
[1] - v0
[1];
47 const GLfloat qz
= z2
- z0
;
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
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
);
68 * Compute coefficients of a plane with a constant Z value.
71 constant_plane(GLfloat value
, GLfloat plane
[4])
79 #define CONSTANT_PLANE(VALUE, PLANE) \
90 * Solve plane equation for Z at (X,Y).
93 solve_plane(GLfloat x
, GLfloat y
, const GLfloat plane
[4])
95 ASSERT(plane
[2] != 0.0F
);
96 return (plane
[3] + plane
[0] * x
+ plane
[1] * y
) / -plane
[2];
100 #define SOLVE_PLANE(X, Y, PLANE) \
101 ((PLANE[3] + PLANE[0] * (X) + PLANE[1] * (Y)) / -PLANE[2])
104 * Solve plane and return clamped GLchan value.
107 solve_plane_chan(GLfloat x
, GLfloat y
, const GLfloat plane
[4])
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
);
115 else if (z
> CHAN_MAX
)
117 return (GLchan
) IROUND_POS(z
);
122 static inline GLfloat
123 plane_dx(const GLfloat plane
[4])
125 return -plane
[0] / plane
[2];
128 static inline GLfloat
129 plane_dy(const GLfloat plane
[4])
131 return -plane
[1] / plane
[2];
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].
142 compute_coveragef(const GLfloat v0
[3], const GLfloat v1
[3],
143 const GLfloat v2
[3], GLint winx
, GLint winy
)
145 /* Given a position [0,3]x[0,3] return the sub-pixel sample position.
146 * Contributed by Ray Tice.
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
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
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) }
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];
191 GLfloat insideCount
= 16.0F
;
193 ASSERT(dx0
* dy1
- dx1
* dy0
>= 0.0); /* area >= 0.0 */
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.
206 /* sample point is outside first edge */
211 /* sample point is inside first edge */
212 cross
= (dx1
* (sy
- v1
[1]) - dy1
* (sx
- v1
[0]));
216 /* sample point is outside second edge */
221 /* sample point is inside first and second edges */
222 cross
= (dx2
* (sy
- v2
[1]) - dy2
* (sx
- v2
[0]));
226 /* sample point is outside third edge */
236 return insideCount
* (1.0F
/ 16.0F
);
242 rgba_aa_tri(struct gl_context
*ctx
,
248 #include "s_aatritemp.h"
253 general_aa_tri(struct gl_context
*ctx
,
260 #include "s_aatritemp.h"
266 * Examine GL state and set swrast->Triangle to an
267 * appropriate antialiased triangle rasterizer function.
270 _swrast_set_aa_triangle_function(struct gl_context
*ctx
)
272 SWcontext
*swrast
= SWRAST_CONTEXT(ctx
);
274 ASSERT(ctx
->Polygon
.SmoothFlag
);
276 if (ctx
->Texture
._EnabledCoord
277 || swrast
->_FogEnabled
) {
278 SWRAST_CONTEXT(ctx
)->Triangle
= general_aa_tri
;
281 SWRAST_CONTEXT(ctx
)->Triangle
= rgba_aa_tri
;
284 ASSERT(SWRAST_CONTEXT(ctx
)->Triangle
);