Beispiel #1
0
/**
 * Apply fog to a span of RGBA pixels.
 * The fog value are either in the span->array->fog array or interpolated from
 * the fog/fogStep values.
 * They fog values are either fog coordinates (Z) or fog blend factors.
 * _PreferPixelFog should be in sync with that state!
 */
void
_swrast_fog_rgba_span( const GLcontext *ctx, SWspan *span )
{
   const SWcontext *swrast = CONST_SWRAST_CONTEXT(ctx);
   GLfloat rFog, gFog, bFog;

   ASSERT(swrast->_FogEnabled);
   ASSERT(span->arrayMask & SPAN_RGBA);

   /* compute (scaled) fog color */
   if (span->array->ChanType == GL_UNSIGNED_BYTE) {
      rFog = ctx->Fog.Color[RCOMP] * 255.0F;
      gFog = ctx->Fog.Color[GCOMP] * 255.0F;
      bFog = ctx->Fog.Color[BCOMP] * 255.0F;
   }
   else if (span->array->ChanType == GL_UNSIGNED_SHORT) {
      rFog = ctx->Fog.Color[RCOMP] * 65535.0F;
      gFog = ctx->Fog.Color[GCOMP] * 65535.0F;
      bFog = ctx->Fog.Color[BCOMP] * 65535.0F;
   }
   else {
      rFog = ctx->Fog.Color[RCOMP];
      gFog = ctx->Fog.Color[GCOMP];
      bFog = ctx->Fog.Color[BCOMP];
   }

   if (swrast->_PreferPixelFog) {
      /* The span's fog values are fog coordinates, now compute blend factors
       * and blend the fragment colors with the fog color.
       */
      switch (swrast->_FogMode) {
      case GL_LINEAR:
         {
            const GLfloat fogEnd = ctx->Fog.End;
            const GLfloat fogScale = (ctx->Fog.Start == ctx->Fog.End)
               ? 1.0F : 1.0F / (ctx->Fog.End - ctx->Fog.Start);
            if (span->array->ChanType == GL_UNSIGNED_BYTE) {
               GLubyte (*rgba)[4] = span->array->rgba8;
               FOG_LOOP(GLubyte, LINEAR_FOG);
            }
            else if (span->array->ChanType == GL_UNSIGNED_SHORT) {
               GLushort (*rgba)[4] = span->array->rgba16;
               FOG_LOOP(GLushort, LINEAR_FOG);
            }
            else {
               GLfloat (*rgba)[4] = span->array->attribs[FRAG_ATTRIB_COL0];
               ASSERT(span->array->ChanType == GL_FLOAT);
               FOG_LOOP(GLfloat, LINEAR_FOG);
            }
         }
         break;

      case GL_EXP:
         {
            const GLfloat density = -ctx->Fog.Density;
            if (span->array->ChanType == GL_UNSIGNED_BYTE) {
               GLubyte (*rgba)[4] = span->array->rgba8;
               FOG_LOOP(GLubyte, EXP_FOG);
            }
            else if (span->array->ChanType == GL_UNSIGNED_SHORT) {
               GLushort (*rgba)[4] = span->array->rgba16;
               FOG_LOOP(GLushort, EXP_FOG);
            }
            else {
               GLfloat (*rgba)[4] = span->array->attribs[FRAG_ATTRIB_COL0];
               ASSERT(span->array->ChanType == GL_FLOAT);
               FOG_LOOP(GLfloat, EXP_FOG);
            }
         }
         break;

      case GL_EXP2:
         {
            const GLfloat negDensitySquared = -ctx->Fog.Density * ctx->Fog.Density;
            if (span->array->ChanType == GL_UNSIGNED_BYTE) {
               GLubyte (*rgba)[4] = span->array->rgba8;
               FOG_LOOP(GLubyte, EXP2_FOG);
            }
            else if (span->array->ChanType == GL_UNSIGNED_SHORT) {
               GLushort (*rgba)[4] = span->array->rgba16;
               FOG_LOOP(GLushort, EXP2_FOG);
            }
            else {
               GLfloat (*rgba)[4] = span->array->attribs[FRAG_ATTRIB_COL0];
               ASSERT(span->array->ChanType == GL_FLOAT);
               FOG_LOOP(GLfloat, EXP2_FOG);
            }
         }
         break;

      default:
         _mesa_problem(ctx, "Bad fog mode in _swrast_fog_rgba_span");
         return;
      }
   }
   else {
      /* The span's fog start/step/array values are blend factors in [0,1].
       * They were previously computed per-vertex.
       */
      if (span->array->ChanType == GL_UNSIGNED_BYTE) {
         GLubyte (*rgba)[4] = span->array->rgba8;
         FOG_LOOP(GLubyte, BLEND_FOG);
      }
      else if (span->array->ChanType == GL_UNSIGNED_SHORT) {
         GLushort (*rgba)[4] = span->array->rgba16;
         FOG_LOOP(GLushort, BLEND_FOG);
      }
      else {
         GLfloat (*rgba)[4] = span->array->attribs[FRAG_ATTRIB_COL0];
         ASSERT(span->array->ChanType == GL_FLOAT);
         FOG_LOOP(GLfloat, BLEND_FOG);
      }
   }
}
Beispiel #2
0
/**
 * Apply fog to a span of RGBA pixels.
 * The fog value are either in the span->array->fog array or interpolated from
 * the fog/fogStep values.
 * They fog values are either fog coordinates (Z) or fog blend factors.
 * _PreferPixelFog should be in sync with that state!
 */
void
_swrast_fog_rgba_span( const GLcontext *ctx, SWspan *span )
{
   const SWcontext *swrast = SWRAST_CONTEXT(ctx);
   GLfloat rFog, gFog, bFog;
   const GLuint haveW = (span->interpMask & SPAN_W);

   ASSERT(swrast->_FogEnabled);
   ASSERT((span->interpMask | span->arrayMask) & SPAN_FOG);
   ASSERT(span->arrayMask & SPAN_RGBA);

   if (span->array->ChanType == GL_UNSIGNED_BYTE) {
      rFog = ctx->Fog.Color[RCOMP] * 255.0;
      gFog = ctx->Fog.Color[GCOMP] * 255.0;
      bFog = ctx->Fog.Color[BCOMP] * 255.0;
   }
   else if (span->array->ChanType == GL_UNSIGNED_SHORT) {
      rFog = ctx->Fog.Color[RCOMP] * 65535.0;
      gFog = ctx->Fog.Color[GCOMP] * 65535.0;
      bFog = ctx->Fog.Color[BCOMP] * 65535.0;
   }
   else {
      rFog = ctx->Fog.Color[RCOMP];
      gFog = ctx->Fog.Color[GCOMP];
      bFog = ctx->Fog.Color[BCOMP];
   }


   /* NOTE: if haveW is true, that means the fog start/step values are
    * perspective-corrected and we have to divide each fog coord by W.
    */

   /* we need to compute fog blend factors */
   if (swrast->_PreferPixelFog) {
      /* The span's fog values are fog coordinates, now compute blend factors
       * and blend the fragment colors with the fog color.
       */
      const GLfloat fogEnd = ctx->Fog.End;
      const GLfloat fogScale = (ctx->Fog.Start == ctx->Fog.End)
         ? 1.0F : 1.0F / (ctx->Fog.End - ctx->Fog.Start);
      const GLfloat density = -ctx->Fog.Density;
      const GLfloat negDensitySquared = -ctx->Fog.Density * ctx->Fog.Density;

      switch (swrast->_FogMode) {
      case GL_LINEAR:
#define COMPUTE_F  f = (fogEnd - FABSF(fogCoord) / w) * fogScale;
         if (span->array->ChanType == GL_UNSIGNED_BYTE) {
            GLubyte (*rgba)[4] = span->array->color.sz1.rgba;
            FOG_LOOP(GLubyte, COMPUTE_F);
         }
         else if (span->array->ChanType == GL_UNSIGNED_SHORT) {
            GLushort (*rgba)[4] = span->array->color.sz2.rgba;
            FOG_LOOP(GLushort, COMPUTE_F);
         }
         else {
            GLfloat (*rgba)[4] = span->array->attribs[FRAG_ATTRIB_COL0];
            ASSERT(span->array->ChanType == GL_FLOAT);
            FOG_LOOP(GLfloat, COMPUTE_F);
         }
#undef COMPUTE_F
         break;

      case GL_EXP:
#define COMPUTE_F  f = EXPF(density * FABSF(fogCoord) / w);
         if (span->array->ChanType == GL_UNSIGNED_BYTE) {
            GLubyte (*rgba)[4] = span->array->color.sz1.rgba;
            FOG_LOOP(GLubyte, COMPUTE_F);
         }
         else if (span->array->ChanType == GL_UNSIGNED_SHORT) {
            GLushort (*rgba)[4] = span->array->color.sz2.rgba;
            FOG_LOOP(GLushort, COMPUTE_F);
         }
         else {
            GLfloat (*rgba)[4] = span->array->attribs[FRAG_ATTRIB_COL0];
            ASSERT(span->array->ChanType == GL_FLOAT);
            FOG_LOOP(GLfloat, COMPUTE_F);
         }
#undef COMPUTE_F
         break;

      case GL_EXP2:
#define COMPUTE_F  const GLfloat coord = fogCoord / w; \
                   GLfloat tmp = negDensitySquared * coord * coord; \
                   if (tmp < FLT_MIN_10_EXP) \
                      tmp = FLT_MIN_10_EXP; \
                   f = EXPF(tmp);
         if (span->array->ChanType == GL_UNSIGNED_BYTE) {
            GLubyte (*rgba)[4] = span->array->color.sz1.rgba;
            FOG_LOOP(GLubyte, COMPUTE_F);
         }
         else if (span->array->ChanType == GL_UNSIGNED_SHORT) {
            GLushort (*rgba)[4] = span->array->color.sz2.rgba;
            FOG_LOOP(GLushort, COMPUTE_F);
         }
         else {
            GLfloat (*rgba)[4] = span->array->attribs[FRAG_ATTRIB_COL0];
            ASSERT(span->array->ChanType == GL_FLOAT);
            FOG_LOOP(GLfloat, COMPUTE_F);
         }
#undef COMPUTE_F
         break;

      default:
         _mesa_problem(ctx, "Bad fog mode in _swrast_fog_rgba_span");
         return;
      }
   }
   else if (span->arrayMask & SPAN_FOG) {
      /* The span's fog array values are blend factors.
       * They were previously computed per-vertex.
       */
      GLuint i;
      if (span->array->ChanType == GL_UNSIGNED_BYTE) {
         GLubyte (*rgba)[4] = span->array->color.sz1.rgba;
         for (i = 0; i < span->end; i++) {
            const GLfloat f = span->array->attribs[FRAG_ATTRIB_FOGC][i][0];
            const GLfloat oneMinusF = 1.0F - f;
            rgba[i][RCOMP] = (GLubyte) (f * rgba[i][RCOMP] + oneMinusF * rFog);
            rgba[i][GCOMP] = (GLubyte) (f * rgba[i][GCOMP] + oneMinusF * gFog);
            rgba[i][BCOMP] = (GLubyte) (f * rgba[i][BCOMP] + oneMinusF * bFog);
         }
      }
      else if (span->array->ChanType == GL_UNSIGNED_SHORT) {
         GLushort (*rgba)[4] = span->array->color.sz2.rgba;
         for (i = 0; i < span->end; i++) {
            const GLfloat f = span->array->attribs[FRAG_ATTRIB_FOGC][i][0];
            const GLfloat oneMinusF = 1.0F - f;
            rgba[i][RCOMP] = (GLushort) (f * rgba[i][RCOMP] + oneMinusF * rFog);
            rgba[i][GCOMP] = (GLushort) (f * rgba[i][GCOMP] + oneMinusF * gFog);
            rgba[i][BCOMP] = (GLushort) (f * rgba[i][BCOMP] + oneMinusF * bFog);
         }
      }
      else {
         GLfloat (*rgba)[4] = span->array->attribs[FRAG_ATTRIB_COL0];
         ASSERT(span->array->ChanType == GL_FLOAT);
         for (i = 0; i < span->end; i++) {
            const GLfloat f = span->array->attribs[FRAG_ATTRIB_FOGC][i][0];
            const GLfloat oneMinusF = 1.0F - f;
            rgba[i][RCOMP] = f * rgba[i][RCOMP] + oneMinusF * rFog;
            rgba[i][GCOMP] = f * rgba[i][GCOMP] + oneMinusF * gFog;
            rgba[i][BCOMP] = f * rgba[i][BCOMP] + oneMinusF * bFog;
         }
      }

   }
   else {
      /* The span's fog start/step values are blend factors.
       * They were previously computed per-vertex.
       */
#define COMPUTE_F f = fogCoord / w;
      if (span->array->ChanType == GL_UNSIGNED_BYTE) {
         GLubyte (*rgba)[4] = span->array->color.sz1.rgba;
         FOG_LOOP(GLubyte, COMPUTE_F);
      }
      else if (span->array->ChanType == GL_UNSIGNED_SHORT) {
         GLushort (*rgba)[4] = span->array->color.sz2.rgba;
         FOG_LOOP(GLushort, COMPUTE_F);
      }
      else {
         GLfloat (*rgba)[4] = span->array->attribs[FRAG_ATTRIB_COL0];
         ASSERT(span->array->ChanType == GL_FLOAT);
         FOG_LOOP(GLfloat, COMPUTE_F);
      }
#undef COMPUTE_F
   }
}