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/* $Id: s_points.c,v 1.5 2000/11/15 16:38:40 brianp Exp $ */
/*
* Mesa 3-D graphics library
* Version: 3.4
*
* Copyright (C) 1999-2000 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.
*/
#include "glheader.h"
#include "context.h"
#include "macros.h"
#include "mmath.h"
#include "texstate.h"
#include "vb.h"
#include "s_context.h"
#include "s_feedback.h"
#include "s_pb.h"
#include "s_points.h"
#include "s_span.h"
/**********************************************************************/
/***** 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)
*
*/
/*
* CI points with size == 1.0
*/
static void
size1_ci_point( GLcontext *ctx, SWvertex *vert )
{
struct pixel_buffer *PB = SWRAST_CONTEXT(ctx)->PB;
GLint *pbx = PB->x, *pby = PB->y;
GLdepth *pbz = PB->z;
GLfixed *pbfog = PB->fog;
GLuint *pbi = PB->index;
GLuint pbcount = PB->count;
pbx[pbcount] = (GLint) vert->win[0];
pby[pbcount] = (GLint) vert->win[1];
pbz[pbcount] = (GLint) vert->win[2];
pbfog[pbcount] = FloatToFixed(vert->fog);
pbi[pbcount] = vert->index;
PB->count++;
PB_CHECK_FLUSH(ctx, PB);
}
/*
* RGBA points with size == 1.0
*/
static void
size1_rgba_point( GLcontext *ctx, SWvertex *vert )
{
struct pixel_buffer *PB = SWRAST_CONTEXT(ctx)->PB;
GLint x = (GLint) vert->win[0];
GLint y = (GLint) vert->win[1];
GLint z = (GLint) (vert->win[2]);
GLfixed fog = FloatToFixed( vert->fog );
GLubyte red = vert->color[0];
GLubyte green = vert->color[1];
GLubyte blue = vert->color[2];
GLubyte alpha = vert->color[3];
PB_WRITE_RGBA_PIXEL( PB, x, y, z, fog, red, green, blue, alpha );
PB_CHECK_FLUSH(ctx, PB);
}
/*
* General CI points.
*/
static void
general_ci_point( GLcontext *ctx, SWvertex *vert )
{
struct pixel_buffer *PB = SWRAST_CONTEXT(ctx)->PB;
const GLint isize = (GLint) (ctx->Point._Size + 0.5F);
GLint radius = isize >> 1;
GLint x0, x1, y0, y1;
GLint ix, iy;
GLint x = (GLint) vert->win[0];
GLint y = (GLint) vert->win[1];
GLint z = (GLint) (vert->win[2]);
GLfixed fog = FloatToFixed( vert->fog );
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( PB, vert->index );
for (iy = y0; iy <= y1; iy++) {
for (ix = x0; ix <= x1; ix++) {
PB_WRITE_PIXEL( PB, ix, iy, z, fog );
}
}
PB_CHECK_FLUSH(ctx,PB);
}
/*
* General RGBA points.
*/
static void
general_rgba_point( GLcontext *ctx, SWvertex *vert )
{
struct pixel_buffer *PB = SWRAST_CONTEXT(ctx)->PB;
GLint isize = (GLint) (ctx->Point._Size + 0.5F);
GLint radius = isize >> 1;
GLint x0, x1, y0, y1;
GLint ix, iy;
GLint x = (GLint) vert->win[0];
GLint y = (GLint) vert->win[1];
GLint z = (GLint) (vert->win[2]);
GLfixed fog = FloatToFixed( vert->fog );
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( PB,
vert->color[0],
vert->color[1],
vert->color[2],
vert->color[3] );
for (iy = y0; iy <= y1; iy++) {
for (ix = x0; ix <= x1; ix++) {
PB_WRITE_PIXEL( PB, ix, iy, z, fog );
}
}
PB_CHECK_FLUSH(ctx,PB);
}
/*
* Textured RGBA points.
*/
static void
textured_rgba_point( GLcontext *ctx, SWvertex *vert )
{
struct pixel_buffer *PB = SWRAST_CONTEXT(ctx)->PB;
GLint x0, x1, y0, y1;
GLint ix, iy, radius;
GLint red, green, blue, alpha;
GLfloat s, t, u;
GLint x = (GLint) vert->win[0];
GLint y = (GLint) vert->win[1];
GLint z = (GLint) (vert->win[2]);
GLint isize = (GLint) (ctx->Point._Size + 0.5F);
GLfixed fog = FloatToFixed( vert->fog );
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 = vert->color[0];
green = vert->color[1];
blue = vert->color[2];
alpha = vert->color[3];
if (vert->texcoord[0][3] != 1.0) {
s = vert->texcoord[0][0]/vert->texcoord[0][3];
t = vert->texcoord[0][1]/vert->texcoord[0][3];
u = vert->texcoord[0][2]/vert->texcoord[0][3];
} else {
s = vert->texcoord[0][0];
t = vert->texcoord[0][1];
u = vert->texcoord[0][2];
}
for (iy = y0; iy <= y1; iy++) {
for (ix = x0; ix <= x1; ix++) {
PB_WRITE_TEX_PIXEL( PB, ix, iy, z, fog, red, green, blue, alpha,
s, t, u );
}
}
PB_CHECK_FLUSH(ctx, PB);
}
/*
* Multitextured RGBA points.
*/
static void
multitextured_rgba_point( GLcontext *ctx, SWvertex *vert )
{
struct pixel_buffer *PB = SWRAST_CONTEXT(ctx)->PB;
const GLint red = vert->color[0];
const GLint green = vert->color[1];
const GLint blue = vert->color[2];
const GLint alpha = vert->color[3];
const GLint sRed = vert->specular[0];
const GLint sGreen = vert->specular[1];
const GLint sBlue = vert->specular[2];
const GLint x = (GLint) vert->win[0];
const GLint y = (GLint) vert->win[1];
const GLint z = (GLint) (vert->win[2]);
GLint x0, x1, y0, y1;
GLint ix, iy;
GLfloat texcoord[MAX_TEXTURE_UNITS][4];
GLint radius, u;
GLint isize = (GLint) (ctx->Point._Size + 0.5F);
GLfixed fog = FloatToFixed( vert->fog );
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;
}
for (u = 0; u < ctx->Const.MaxTextureUnits; u++) {
if (ctx->Texture.Unit[u]._ReallyEnabled) {
if (vert->texcoord[u][3] != 1.0) {
texcoord[u][0] = vert->texcoord[u][0] /
vert->texcoord[u][3];
texcoord[u][1] = vert->texcoord[u][1] /
vert->texcoord[u][3];
texcoord[u][2] = vert->texcoord[u][2] /
vert->texcoord[u][3];
}
else {
texcoord[u][0] = vert->texcoord[u][0];
texcoord[u][1] = vert->texcoord[u][1];
texcoord[u][2] = vert->texcoord[u][2];
}
}
}
for (iy = y0; iy <= y1; iy++) {
for (ix = x0; ix <= x1; ix++) {
PB_WRITE_MULTITEX_SPEC_PIXEL( PB, ix, iy, z, fog,
red, green, blue, alpha,
sRed, sGreen, sBlue,
texcoord );
}
}
PB_CHECK_FLUSH(ctx, PB);
}
/*
* NOTES on aa 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
* fragement has % coverage = (d - rmin2) / (rmax2 - rmin2)
*/
/*
* Antialiased points with or without texture mapping.
*/
static void
antialiased_rgba_point( GLcontext *ctx, SWvertex *vert )
{
SWcontext *swrast = SWRAST_CONTEXT(ctx);
struct pixel_buffer *PB = swrast->PB;
const GLfloat radius = ctx->Point._Size * 0.5F;
const GLfloat rmin = radius - 0.7071F; /* 0.7071 = sqrt(2)/2 */
const GLfloat rmax = radius + 0.7071F;
const GLfloat rmin2 = MAX2(0.0, rmin * rmin);
const GLfloat rmax2 = rmax * rmax;
const GLfloat cscale = 256.0F / (rmax2 - rmin2);
if (ctx->Texture._ReallyEnabled) {
GLint x, y;
GLfloat vx = vert->win[0];
GLfloat vy = vert->win[1];
const GLint xmin = (GLint) (vx - radius);
const GLint xmax = (GLint) (vx + radius);
const GLint ymin = (GLint) (vy - radius);
const GLint ymax = (GLint) (vy + radius);
const GLint z = (GLint) (vert->win[2]);
const GLint red = vert->color[0];
const GLint green = vert->color[1];
const GLint blue = vert->color[2];
GLfloat texcoord[MAX_TEXTURE_UNITS][4];
GLint u, alpha;
GLfixed fog = FloatToFixed( vert->fog );
for (u = 0; u < ctx->Const.MaxTextureUnits; u++) {
if (ctx->Texture.Unit[u]._ReallyEnabled) {
if (texcoord[u][3] != 1.0) {
texcoord[u][0] = (vert->texcoord[u][0] /
vert->texcoord[u][3]);
texcoord[u][1] = (vert->texcoord[u][1] /
vert->texcoord[u][3]);
texcoord[u][2] = (vert->texcoord[u][2] /
vert->texcoord[u][3]);
}
else {
texcoord[u][0] = vert->texcoord[u][0];
texcoord[u][1] = vert->texcoord[u][1];
texcoord[u][2] = vert->texcoord[u][2];
}
}
}
/* translate by a half pixel to simplify math below */
vx -= 0.5F;
vx -= 0.5F;
for (y = ymin; y <= ymax; y++) {
for (x = xmin; x <= xmax; x++) {
const GLfloat dx = x - vx;
const GLfloat dy = y - vy;
const GLfloat dist2 = dx*dx + dy*dy;
if (dist2 < rmax2) {
alpha = vert->color[3];
if (dist2 >= rmin2) {
GLint coverage = (GLint) (256.0F - (dist2 - rmin2) * cscale);
/* coverage is in [0,256] */
alpha = (alpha * coverage) >> 8;
}
if (swrast->_MultiTextureEnabled) {
PB_WRITE_MULTITEX_PIXEL( PB, x,y,z, fog,
red, green, blue,
alpha, texcoord );
}
else {
PB_WRITE_TEX_PIXEL( PB, x,y,z, fog,
red, green, blue, alpha,
texcoord[0][0],
texcoord[0][1],
texcoord[0][2] );
}
}
}
}
PB_CHECK_FLUSH(ctx,PB);
}
else {
/* Not texture mapped */
const GLint xmin = (GLint) (vert->win[0] - 0.0 - radius);
const GLint xmax = (GLint) (vert->win[0] - 0.0 + radius);
const GLint ymin = (GLint) (vert->win[1] - 0.0 - radius);
const GLint ymax = (GLint) (vert->win[1] - 0.0 + radius);
const GLint red = vert->color[0];
const GLint green = vert->color[1];
const GLint blue = vert->color[2];
const GLint z = (GLint) (vert->win[2]);
GLint x, y;
GLfixed fog = FloatToFixed( vert->fog );
/*
printf("point %g, %g\n", vert->win[0], vert->win[1]);
printf("%d..%d X %d..%d\n", xmin, xmax, ymin, ymax);
*/
for (y = ymin; y <= ymax; y++) {
for (x = xmin; x <= xmax; x++) {
const GLfloat dx = x + 0.5F - vert->win[0];
const GLfloat dy = y + 0.5F - vert->win[1];
const GLfloat dist2 = dx*dx + dy*dy;
if (dist2 < rmax2) {
GLint alpha = vert->color[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, fog,
red, green, blue, alpha);
}
}
}
PB_CHECK_FLUSH(ctx,PB);
}
}
/* Definition of the functions for GL_EXT_point_parameters */
/* Calculates the distance attenuation formula of a vector of points in
* eye space coordinates
*/
static GLfloat attenuation_distance(const GLcontext *ctx, const GLfloat *pos)
{
GLfloat dist = GL_SQRT(pos[0]*pos[0]+pos[1]*pos[1]+pos[2]*pos[2]);
return 1.0F / (ctx->Point.Params[0] +
dist * (ctx->Point.Params[1] +
dist * ctx->Point.Params[2]));
}
/*
* Distance Attenuated General CI points.
*/
static void
dist_atten_general_ci_point( GLcontext *ctx, SWvertex *vert )
{
struct pixel_buffer *PB = SWRAST_CONTEXT(ctx)->PB;
const GLfloat psize = ctx->Point._Size;
GLfloat dist = attenuation_distance( ctx, vert->eye );
GLint x0, x1, y0, y1;
GLint ix, iy;
GLint isize, radius;
GLint x = (GLint) vert->win[0];
GLint y = (GLint) vert->win[1];
GLint z = (GLint) (vert->win[2]);
GLfloat dsize = psize * dist;
GLfixed fog = FloatToFixed( vert->fog );
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( PB, vert->index );
for (iy=y0;iy<=y1;iy++) {
for (ix=x0;ix<=x1;ix++) {
PB_WRITE_PIXEL( PB, ix, iy, z, fog );
}
}
PB_CHECK_FLUSH(ctx,PB);
}
/*
* Distance Attenuated General RGBA points.
*/
static void
dist_atten_general_rgba_point( GLcontext *ctx, SWvertex *vert )
{
struct pixel_buffer *PB = SWRAST_CONTEXT(ctx)->PB;
const GLfloat psize = ctx->Point._Size;
GLfloat dist = attenuation_distance( ctx, vert->eye );
GLint x0, x1, y0, y1;
GLint ix, iy;
GLint isize, radius;
GLint x = (GLint) vert->win[0];
GLint y = (GLint) vert->win[1];
GLint z = (GLint) (vert->win[2]);
GLfloat dsize=psize*dist;
GLchan alpha;
GLfixed fog = FloatToFixed( vert->fog );
if (dsize >= ctx->Point.Threshold) {
isize = (GLint) (MIN2(dsize,ctx->Point.MaxSize)+0.5F);
alpha = vert->color[3];
}
else {
isize = (GLint) (MAX2(ctx->Point.Threshold,ctx->Point.MinSize)+0.5F);
dsize /= ctx->Point.Threshold;
alpha = (GLint) (vert->color[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( PB,
vert->color[0],
vert->color[1],
vert->color[2],
alpha );
for (iy = y0; iy <= y1; iy++) {
for (ix = x0; ix <= x1; ix++) {
PB_WRITE_PIXEL( PB, ix, iy, z, fog );
}
}
PB_CHECK_FLUSH(ctx,PB);
}
/*
* Distance Attenuated Textured RGBA points.
*/
static void
dist_atten_textured_rgba_point( GLcontext *ctx, SWvertex *vert )
{
SWcontext *swrast = SWRAST_CONTEXT(ctx);
struct pixel_buffer *PB = swrast->PB;
const GLfloat psize = ctx->Point._Size;
GLfloat dist = attenuation_distance( ctx, vert->eye );
const GLint x = (GLint) vert->win[0];
const GLint y = (GLint) vert->win[1];
const GLint z = (GLint) (vert->win[2]);
const GLint red = vert->color[0];
const GLint green = vert->color[1];
const GLint blue = vert->color[2];
GLfloat texcoord[MAX_TEXTURE_UNITS][4];
GLint x0, x1, y0, y1;
GLint ix, iy, alpha, u;
GLint isize, radius;
GLfloat dsize = psize*dist;
GLfixed fog = FloatToFixed( vert->fog );
/* compute point size and alpha */
if (dsize >= ctx->Point.Threshold) {
isize = (GLint) (MIN2(dsize, ctx->Point.MaxSize) + 0.5F);
alpha = vert->color[3];
}
else {
isize = (GLint) (MAX2(ctx->Point.Threshold, ctx->Point.MinSize) + 0.5F);
dsize /= ctx->Point.Threshold;
alpha = (GLint) (vert->color[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;
}
/* get texture coordinates */
for (u = 0; u < ctx->Const.MaxTextureUnits; u++) {
if (ctx->Texture.Unit[u]._ReallyEnabled) {
if (texcoord[u][3] != 1.0) {
texcoord[u][0] = vert->texcoord[u][0] /
vert->texcoord[u][3];
texcoord[u][1] = vert->texcoord[u][1] /
vert->texcoord[u][3];
texcoord[u][2] = vert->texcoord[u][2] /
vert->texcoord[u][3];
}
else {
texcoord[u][0] = vert->texcoord[u][0];
texcoord[u][1] = vert->texcoord[u][1];
texcoord[u][2] = vert->texcoord[u][2];
}
}
}
for (iy = y0; iy <= y1; iy++) {
for (ix = x0; ix <= x1; ix++) {
if (swrast->_MultiTextureEnabled) {
PB_WRITE_MULTITEX_PIXEL( PB, ix, iy, z, fog,
red, green, blue, alpha,
texcoord );
}
else {
PB_WRITE_TEX_PIXEL( PB, ix, iy, z, fog,
red, green, blue, alpha,
texcoord[0][0],
texcoord[0][1],
texcoord[0][2] );
}
}
}
PB_CHECK_FLUSH(ctx,PB);
}
/*
* Distance Attenuated Antialiased points with or without texture mapping.
*/
static void
dist_atten_antialiased_rgba_point( GLcontext *ctx, SWvertex *vert )
{
SWcontext *swrast = SWRAST_CONTEXT(ctx);
struct pixel_buffer *PB = swrast->PB;
const GLfloat psize = ctx->Point._Size;
GLfloat dist = attenuation_distance( ctx, vert->eye );
if (ctx->Texture._ReallyEnabled) {
GLfloat radius, rmin, rmax, rmin2, rmax2, cscale, alphaf;
GLint xmin, ymin, xmax, ymax;
GLint x, y, z;
GLint red, green, blue, alpha;
GLfloat texcoord[MAX_TEXTURE_UNITS][4];
GLfloat dsize = psize * dist;
GLint u;
GLfixed fog = FloatToFixed( vert->fog );
if (dsize >= ctx->Point.Threshold) {
radius = MIN2(dsize, ctx->Point.MaxSize) * 0.5F;
alphaf = 1.0F;
}
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 = MAX2(0.0, rmin * rmin);
rmax2 = rmax * rmax;
cscale = 256.0F / (rmax2 - rmin2);
xmin = (GLint) (vert->win[0] - radius);
xmax = (GLint) (vert->win[0] + radius);
ymin = (GLint) (vert->win[1] - radius);
ymax = (GLint) (vert->win[1] + radius);
z = (GLint) (vert->win[2]);
red = vert->color[0];
green = vert->color[1];
blue = vert->color[2];
/* get texture coordinates */
for (u = 0; u < ctx->Const.MaxTextureUnits; u++) {
if (ctx->Texture.Unit[u]._ReallyEnabled) {
if (vert->texcoord[u][3] != 1.0 && vert->texcoord[u][3] != 0.0) {
texcoord[u][0] = vert->texcoord[u][0] / vert->texcoord[u][3];
texcoord[u][1] = vert->texcoord[u][1] / vert->texcoord[u][3];
texcoord[u][2] = vert->texcoord[u][2] / vert->texcoord[u][3];
}
else {
texcoord[u][0] = vert->texcoord[u][0];
texcoord[u][1] = vert->texcoord[u][1];
texcoord[u][2] = vert->texcoord[u][2];
}
}
}
for (y = ymin; y <= ymax; y++) {
for (x = xmin; x <= xmax; x++) {
const GLfloat dx = x + 0.5F - vert->win[0];
const GLfloat dy = y + 0.5F - vert->win[1];
const GLfloat dist2 = dx*dx + dy*dy;
if (dist2 < rmax2) {
alpha = vert->color[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 (swrast->_MultiTextureEnabled) {
PB_WRITE_MULTITEX_PIXEL( PB, x, y, z, fog,
red, green, blue, alpha,
texcoord );
}
else {
PB_WRITE_TEX_PIXEL( PB, x,y,z, fog,
red, green, blue, alpha,
texcoord[0][0],
texcoord[0][1],
texcoord[0][2] );
}
}
}
}
PB_CHECK_FLUSH(ctx,PB);
}
else {
/* Not texture mapped */
GLfloat radius, rmin, rmax, rmin2, rmax2, cscale, alphaf;
GLint xmin, ymin, xmax, ymax;
GLint x, y, z;
GLfixed fog;
GLint red, green, blue, alpha;
GLfloat dsize = psize * dist;
if (dsize >= ctx->Point.Threshold) {
radius = MIN2(dsize, ctx->Point.MaxSize) * 0.5F;
alphaf = 1.0F;
}
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 = MAX2(0.0, rmin * rmin);
rmax2 = rmax * rmax;
cscale = 256.0F / (rmax2 - rmin2);
xmin = (GLint) (vert->win[0] - radius);
xmax = (GLint) (vert->win[0] + radius);
ymin = (GLint) (vert->win[1] - radius);
ymax = (GLint) (vert->win[1] + radius);
z = (GLint) (vert->win[2]);
fog = FloatToFixed( vert->fog );
red = vert->color[0];
green = vert->color[1];
blue = vert->color[2];
for (y = ymin; y <= ymax; y++) {
for (x = xmin; x <= xmax; x++) {
const GLfloat dx = x + 0.5F - vert->win[0];
const GLfloat dy = y + 0.5F - vert->win[1];
const GLfloat dist2 = dx * dx + dy * dy;
if (dist2 < rmax2) {
alpha = vert->color[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, fog,
red, green, blue, alpha);
}
}
}
PB_CHECK_FLUSH(ctx,PB);
}
}
#ifdef DEBUG
extern void
_mesa_print_point_function(GLcontext *ctx); /* silence compiler warning */
void
_mesa_print_point_function(GLcontext *ctx)
{
SWcontext *swrast = SWRAST_CONTEXT(ctx);
printf("Point Func == ");
if (swrast->Point == size1_ci_point)
printf("size1_ci_point\n");
else if (swrast->Point == size1_rgba_point)
printf("size1_rgba_point\n");
else if (swrast->Point == general_ci_point)
printf("general_ci_point\n");
else if (swrast->Point == general_rgba_point)
printf("general_rgba_point\n");
else if (swrast->Point == textured_rgba_point)
printf("textured_rgba_point\n");
else if (swrast->Point == multitextured_rgba_point)
printf("multitextured_rgba_point\n");
else if (swrast->Point == antialiased_rgba_point)
printf("antialiased_rgba_point\n");
else if (swrast->Point == dist_atten_general_ci_point)
printf("dist_atten_general_ci_point\n");
else if (swrast->Point == dist_atten_general_rgba_point)
printf("dist_atten_general_rgba_point\n");
else if (swrast->Point == dist_atten_textured_rgba_point)
printf("dist_atten_textured_rgba_point\n");
else if (swrast->Point == dist_atten_antialiased_rgba_point)
printf("dist_atten_antialiased_rgba_point\n");
else if (!swrast->Point)
printf("NULL\n");
else
printf("Driver func %p\n", swrast->Point);
}
#endif
/*
* Examine the current context to determine which point drawing function
* should be used.
*/
void
_swrast_choose_point( GLcontext *ctx )
{
SWcontext *swrast = SWRAST_CONTEXT(ctx);
GLboolean rgbmode = ctx->Visual.RGBAflag;
if (ctx->RenderMode==GL_RENDER) {
if (!ctx->Point._Attenuated) {
if (ctx->Point.SmoothFlag && rgbmode) {
swrast->Point = antialiased_rgba_point;
}
else if (ctx->Texture._ReallyEnabled) {
if (swrast->_MultiTextureEnabled ||
ctx->Light.Model.ColorControl==GL_SEPARATE_SPECULAR_COLOR ||
ctx->Fog.ColorSumEnabled) {
swrast->Point = multitextured_rgba_point;
}
else {
swrast->Point = textured_rgba_point;
}
}
else if (ctx->Point._Size == 1.0) {
/* size=1, any raster ops */
if (rgbmode)
swrast->Point = size1_rgba_point;
else
swrast->Point = size1_ci_point;
}
else {
/* every other kind of point rendering */
if (rgbmode)
swrast->Point = general_rgba_point;
else
swrast->Point = general_ci_point;
}
}
else if(ctx->Point.SmoothFlag && rgbmode) {
swrast->Point = dist_atten_antialiased_rgba_point;
}
else if (ctx->Texture._ReallyEnabled) {
swrast->Point = dist_atten_textured_rgba_point;
}
else {
/* every other kind of point rendering */
if (rgbmode)
swrast->Point = dist_atten_general_rgba_point;
else
swrast->Point = dist_atten_general_ci_point;
}
}
else if (ctx->RenderMode==GL_FEEDBACK) {
swrast->Point = gl_feedback_point;
}
else {
/* GL_SELECT mode */
swrast->Point = gl_select_point;
}
/*_mesa_print_points_function(ctx);*/
}