pull clip/ module wide and stippled lines/points code
This commit is contained in:
@@ -0,0 +1,266 @@
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/**************************************************************************
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*
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* Copyright 2007 Tungsten Graphics, Inc., Cedar Park, Texas.
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* All Rights Reserved.
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*
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* Permission is hereby granted, free of charge, to any person obtaining a
|
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* copy of this software and associated documentation files (the
|
||||
* "Software"), to deal in the Software without restriction, including
|
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* without limitation the rights to use, copy, modify, merge, publish,
|
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* distribute, sub license, and/or sell copies of the Software, and to
|
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* permit persons to whom the Software is furnished to do so, subject to
|
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* the following conditions:
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*
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* The above copyright notice and this permission notice (including the
|
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* next paragraph) shall be included in all copies or substantial portions
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* of the Software.
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*
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* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS
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* OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF
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||||
* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NON-INFRINGEMENT.
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* IN NO EVENT SHALL TUNGSTEN GRAPHICS AND/OR ITS SUPPLIERS BE LIABLE FOR
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||||
* ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT,
|
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* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE
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* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
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*
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**************************************************************************/
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/* Authors: Keith Whitwell <keith@tungstengraphics.com>
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*/
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/* Implement line stipple by cutting lines up into smaller lines.
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* There are hundreds of ways to implement line stipple, this is one
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* choice that should work in all situations, requires no state
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* manipulations, but with a penalty in terms of large amounts of
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* generated geometry.
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*/
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#include "imports.h"
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#include "macros.h"
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#define CLIP_PRIVATE
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#include "clip/clip_context.h"
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#define CLIP_PIPE_PRIVATE
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#include "clip/clip_pipe.h"
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struct stipple_stage {
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struct clip_pipe_stage stage;
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GLuint hw_data_offset;
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GLfloat counter;
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GLuint pattern;
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GLuint factor;
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};
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static INLINE struct stipple_stage *stipple_stage( struct clip_pipe_stage *stage )
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{
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return (struct stipple_stage *)stage;
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}
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static void interp_attr( const struct vf_attr *a,
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GLubyte *vdst,
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GLfloat t,
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const GLubyte *vin,
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const GLubyte *vout )
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{
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GLuint offset = a->vertoffset;
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GLfloat fin[4], fout[4], fdst[4];
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a->extract( a, fin, vin + offset );
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a->extract( a, fout, vout + offset );
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fdst[0] = LINTERP( t, fout[0], fin[0] );
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fdst[1] = LINTERP( t, fout[1], fin[1] );
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fdst[2] = LINTERP( t, fout[2], fin[2] );
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fdst[3] = LINTERP( t, fout[3], fin[3] );
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a->insert[4-1]( a, vdst + offset, fdst );
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}
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/* Weird screen-space interpolation?? Otherwise do something special
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* with pos.w or fix vertices to always have clip coords available.
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*/
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static void screen_interp( struct vertex_fetch *vf,
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struct vertex_header *dst,
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GLfloat t,
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const struct vertex_header *out,
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const struct vertex_header *in )
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{
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GLubyte *vdst = (GLubyte *)dst;
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const GLubyte *vin = (const GLubyte *)in;
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const GLubyte *vout = (const GLubyte *)out;
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const struct vf_attr *a = vf->attr;
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const GLuint attr_count = vf->attr_count;
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GLuint j;
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/* Vertex header.
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*/
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{
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assert(a[0].attrib == VF_ATTRIB_VERTEX_HEADER);
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dst->clipmask = 0;
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dst->edgeflag = 0;
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dst->pad = 0;
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dst->index = 0xffff;
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}
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/* Other attributes
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*/
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for (j = 1; j < attr_count; j++) {
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interp_attr(&a[j], vdst, t, vin, vout);
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}
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}
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/* Clip a line against the viewport and user clip planes.
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*/
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static void draw_line_segment( struct clip_pipe_stage *stage,
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struct prim_header *header,
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GLfloat t0,
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GLfloat t1 )
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{
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struct vertex_fetch *vf = stage->pipe->draw->vb.vf;
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struct vertex_header *v0 = header->v[0];
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struct vertex_header *v1 = header->v[1];
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struct prim_header newprim = *header;
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header = &newprim;
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_mesa_printf("%s %f %f\n", __FUNCTION__, t0, t1);
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if (t0 > 0.0) {
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screen_interp( vf, stage->tmp[0], t0, v0, v1 );
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header->v[0] = stage->tmp[0];
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}
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if (t1 < 1.0) {
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screen_interp( vf, stage->tmp[1], t1, v0, v1 );
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header->v[1] = stage->tmp[1];
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}
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stage->next->line( stage->next, header );
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}
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/* XXX: don't really want to iterate like this.
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*/
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static INLINE unsigned
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stipple_test(int counter, ushort pattern, int factor)
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{
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int b = (counter / factor) & 0xf;
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return (1 << b) & pattern;
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}
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/* XXX: Need to have precalculated flatshading already.
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*/
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static void stipple_line( struct clip_pipe_stage *stage,
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struct prim_header *header )
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{
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struct stipple_stage *stipple = stipple_stage(stage);
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GLuint hw_data_offset = stipple->hw_data_offset;
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const GLfloat *pos0 = (GLfloat *)&(header->v[0]->data[hw_data_offset]);
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const GLfloat *pos1 = (GLfloat *)&(header->v[1]->data[hw_data_offset]);
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GLfloat start = 0;
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int state = 0;
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GLfloat x0 = (GLfloat)pos0[0];
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GLfloat x1 = (GLfloat)pos1[0];
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GLfloat y0 = (GLfloat)pos0[1];
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GLfloat y1 = (GLfloat)pos1[1];
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GLfloat dx = x0 > x1 ? x0 - x1 : x1 - x0;
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GLfloat dy = y0 > y1 ? y0 - y1 : y1 - y0;
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GLfloat length = MAX2(dx, dy);
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GLint i;
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if (header->reset_line_stipple)
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stipple->counter = 0;
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/* XXX: iterating like this is lame
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*/
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for (i = 0; i < length; i++) {
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int result = !!stipple_test( stipple->counter+i, stipple->pattern, stipple->factor );
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// _mesa_printf("%d %f %d\n", i, length, result);
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if (result != state) {
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if (state) {
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if (start != i)
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draw_line_segment( stage, header, start / length, i / length );
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}
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else {
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start = i;
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}
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state = result;
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}
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}
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if (state && start < length)
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draw_line_segment( stage, header, start / length, 1.0 );
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stipple->counter += length;
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}
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static void stipple_begin( struct clip_pipe_stage *stage )
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{
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struct stipple_stage *stipple = stipple_stage(stage);
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struct clip_context *draw = stage->pipe->draw;
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if (stage->pipe->draw->vb_state.clipped_prims)
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stipple->hw_data_offset = 16;
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else
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stipple->hw_data_offset = 0;
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stipple->stage.tri = clip_passthrough_tri;
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stipple->stage.point = clip_passthrough_point;
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stipple->stage.line = stipple_line;
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stipple->factor = draw->state.line_stipple_factor + 1;
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stipple->pattern = draw->state.line_stipple_pattern;
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stage->next->begin( stage->next );
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}
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static void stipple_end( struct clip_pipe_stage *stage )
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{
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stage->next->end( stage->next );
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}
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struct clip_pipe_stage *clip_pipe_stipple( struct clip_pipeline *pipe )
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{
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struct stipple_stage *stipple = CALLOC_STRUCT(stipple_stage);
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clip_pipe_alloc_tmps( &stipple->stage, 4 );
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stipple->stage.pipe = pipe;
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stipple->stage.next = NULL;
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stipple->stage.begin = stipple_begin;
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stipple->stage.point = clip_passthrough_point;
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stipple->stage.line = stipple_line;
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stipple->stage.tri = clip_passthrough_tri;
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stipple->stage.reset_tmps = clip_pipe_reset_tmps;
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stipple->stage.end = stipple_end;
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return &stipple->stage;
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}
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@@ -0,0 +1,275 @@
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/**************************************************************************
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*
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* Copyright 2007 Tungsten Graphics, Inc., Cedar Park, Texas.
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* All Rights Reserved.
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*
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* 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, sub license, 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 (including the
|
||||
* next paragraph) shall be included in all copies or substantial portions
|
||||
* of the Software.
|
||||
*
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||||
* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS
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||||
* OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF
|
||||
* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NON-INFRINGEMENT.
|
||||
* IN NO EVENT SHALL TUNGSTEN GRAPHICS AND/OR ITS SUPPLIERS 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.
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*
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**************************************************************************/
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/* Authors: Keith Whitwell <keith@tungstengraphics.com>
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*/
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#include "pipe/p_util.h"
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#include "pipe/p_defines.h"
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#include "draw_private.h"
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struct wide_stage {
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struct draw_stage stage;
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unsigned hw_data_offset;
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float half_line_width;
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float half_point_size;
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};
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static INLINE struct wide_stage *wide_stage( struct draw_stage *stage )
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{
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return (struct wide_stage *)stage;
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}
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static void tri( struct draw_stage *next,
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struct vertex_header *v0,
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struct vertex_header *v1,
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struct vertex_header *v2 )
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{
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struct prim_header tmp;
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tmp.det = 1.0;
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tmp.v[0] = v0;
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tmp.v[1] = v1;
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tmp.v[2] = v2;
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next->tri( next, &tmp );
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}
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static void quad( struct draw_stage *next,
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struct vertex_header *v0,
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struct vertex_header *v1,
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struct vertex_header *v2,
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struct vertex_header *v3 )
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{
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/* XXX: Need to disable tri-stipple
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*/
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tri( next, v0, v1, v3 );
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tri( next, v2, v0, v3 );
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}
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static void wide_line( struct draw_stage *stage,
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struct prim_header *header )
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{
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struct wide_stage *wide = wide_stage(stage);
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unsigned hw_data_offset = wide->hw_data_offset;
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float half_width = wide->half_line_width;
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struct vertex_header *v0 = dup_vert(stage, header->v[0], 0);
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struct vertex_header *v1 = dup_vert(stage, header->v[0], 1);
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struct vertex_header *v2 = dup_vert(stage, header->v[1], 2);
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struct vertex_header *v3 = dup_vert(stage, header->v[1], 3);
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float *pos0 = (float *)&(v0->data[hw_data_offset]);
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float *pos1 = (float *)&(v1->data[hw_data_offset]);
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float *pos2 = (float *)&(v2->data[hw_data_offset]);
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float *pos3 = (float *)&(v3->data[hw_data_offset]);
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float dx = FABSF(pos0[0] - pos2[0]);
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float dy = FABSF(pos0[1] - pos2[1]);
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if (dx > dy) {
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pos0[1] -= half_width;
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pos1[1] += half_width;
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pos2[1] -= half_width;
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pos3[1] += half_width;
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}
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else {
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pos0[0] -= half_width;
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pos1[0] += half_width;
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pos2[0] -= half_width;
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pos3[0] += half_width;
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}
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quad( stage->next, v0, v1, v2, v3 );
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}
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static void make_wide_point( struct draw_stage *stage,
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const struct vertex_header *vin,
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struct vertex_header *v[] )
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{
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struct wide_stage *wide = wide_stage(stage);
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unsigned hw_data_offset = wide->hw_data_offset;
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float half_size = wide->half_point_size;
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float *pos[4];
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v[0] = dup_vert(stage, vin, 0);
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pos[0] = (float *)&(v[0]->data[hw_data_offset]);
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/* Probably not correct:
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*/
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pos[0][0] = pos[0][0];
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pos[0][1] = pos[0][1] - .5;
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v[1] = dup_vert(stage, v[0], 1);
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v[2] = dup_vert(stage, v[0], 2);
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v[3] = dup_vert(stage, v[0], 3);
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pos[1] = (float *)&(v[1]->data[hw_data_offset]);
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pos[2] = (float *)&(v[2]->data[hw_data_offset]);
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pos[3] = (float *)&(v[3]->data[hw_data_offset]);
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_mesa_printf("point %f %f, %f\n", pos[0][0], pos[0][1], half_size);
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pos[0][0] -= half_size;
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pos[0][1] -= half_size;
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pos[1][0] -= half_size;
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pos[1][1] += half_size;
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pos[2][0] += half_size;
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pos[2][1] -= half_size;
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pos[3][0] += half_size;
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pos[3][1] += half_size;
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// quad( stage->next, v[0], v[1], v[2], v[3] );
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}
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static void wide_point( struct draw_stage *stage,
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struct prim_header *header )
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{
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struct vertex_header *v[4];
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make_wide_point(stage, header->v[0], v );
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quad( stage->next, v[0], v[1], v[2], v[3] );
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}
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static void set_texcoord( struct vertex_fetch *vf,
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struct vertex_header *v,
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const float *val )
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{
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GLubyte *dst = (GLubyte *)v;
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const struct vf_attr *a = vf->attr;
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const unsigned attr_count = vf->attr_count;
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unsigned j;
|
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/* XXX: precompute which attributes need to be set.
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*/
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for (j = 1; j < attr_count; j++) {
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if (a[j].attrib >= VF_ATTRIB_TEX0 &&
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a[j].attrib <= VF_ATTRIB_TEX7)
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a[j].insert[4-1]( &a[j], dst + a[j].vertoffset, val );
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}
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||||
}
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||||
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||||
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||||
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/* If there are lots of sprite points (and why wouldn't there be?) it
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* would probably be more sensible to change hardware setup to
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* optimize this rather than doing the whole thing in software like
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* this.
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*/
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static void sprite_point( struct draw_stage *stage,
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struct prim_header *header )
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{
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struct vertex_header *v[4];
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struct vertex_fetch *vf = stage->pipe->draw->vb.vf;
|
||||
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||||
static const float tex00[4] = { 0, 0, 0, 1 };
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static const float tex01[4] = { 0, 1, 0, 1 };
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||||
static const float tex11[4] = { 1, 1, 0, 1 };
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static const float tex10[4] = { 1, 0, 0, 1 };
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make_wide_point(stage, header->v[0], &v[0] );
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||||
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set_texcoord( vf, v[0], tex00 );
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set_texcoord( vf, v[1], tex01 );
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set_texcoord( vf, v[2], tex10 );
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||||
set_texcoord( vf, v[3], tex11 );
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||||
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quad( stage->next, v[0], v[1], v[2], v[3] );
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}
|
||||
|
||||
|
||||
|
||||
static void wide_begin( struct draw_stage *stage )
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||||
{
|
||||
struct wide_stage *wide = wide_stage(stage);
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||||
struct clip_context *draw = stage->pipe->draw;
|
||||
|
||||
if (draw->vb_state.clipped_prims)
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wide->hw_data_offset = 16;
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||||
else
|
||||
wide->hw_data_offset = 0;
|
||||
|
||||
wide->half_point_size = draw->state.point_size / 2;
|
||||
wide->half_line_width = draw->state.line_width / 2;
|
||||
|
||||
if (draw->state.line_width != 1.0) {
|
||||
wide->stage.line = wide_line;
|
||||
}
|
||||
else {
|
||||
wide->stage.line = clip_passthrough_line;
|
||||
}
|
||||
|
||||
if (draw->state.point_sprite) {
|
||||
wide->stage.point = sprite_point;
|
||||
}
|
||||
else if (draw->state.point_size != 1.0) {
|
||||
wide->stage.point = wide_point;
|
||||
}
|
||||
else {
|
||||
wide->stage.point = clip_passthrough_point;
|
||||
}
|
||||
|
||||
|
||||
stage->next->begin( stage->next );
|
||||
}
|
||||
|
||||
|
||||
|
||||
static void wide_end( struct draw_stage *stage )
|
||||
{
|
||||
stage->next->end( stage->next );
|
||||
}
|
||||
|
||||
struct draw_stage *clip_pipe_wide( struct clip_pipeline *pipe )
|
||||
{
|
||||
struct wide_stage *wide = CALLOC_STRUCT(wide_stage);
|
||||
|
||||
clip_pipe_alloc_tmps( &wide->stage, 4 );
|
||||
|
||||
wide->stage.pipe = pipe;
|
||||
wide->stage.next = NULL;
|
||||
wide->stage.begin = wide_begin;
|
||||
wide->stage.point = wide_point;
|
||||
wide->stage.line = wide_line;
|
||||
wide->stage.tri = clip_passthrough_tri;
|
||||
wide->stage.reset_tmps = clip_pipe_reset_tmps;
|
||||
wide->stage.end = wide_end;
|
||||
|
||||
return &wide->stage;
|
||||
}
|
||||
Reference in New Issue
Block a user