Simplified fog code.

This commit is contained in:
Brian Paul 2002-02-17 17:30:57 +00:00
parent 983bc3e018
commit 711e27fda2
4 changed files with 99 additions and 216 deletions

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@ -1,4 +1,4 @@
/* $Id: s_fog.c,v 1.21 2002/02/02 21:40:33 brianp Exp $ */
/* $Id: s_fog.c,v 1.22 2002/02/17 17:30:58 brianp Exp $ */
/*
* Mesa 3-D graphics library
@ -33,6 +33,7 @@
#include "s_context.h"
#include "s_fog.h"
#include "s_span.h"
@ -62,134 +63,13 @@ _mesa_z_to_fogfactor(GLcontext *ctx, GLfloat z)
f = (GLfloat) exp(-(d * d * z * z));
return f;
default:
_mesa_problem(ctx, "Bad fog mode in make_fog_coord");
_mesa_problem(ctx, "Bad fog mode in _mesa_z_to_fogfactor");
return 0.0;
}
}
/**
* Apply fog to a span of RGBA pixels.
* Input: ctx -
* span - where span->fog and span->fogStep have to be set.
* red, green, blue, alpha - pixel colors
* Output: red, green, blue, alpha - fogged pixel colors
*/
void
_mesa_fog_rgba_pixels( const GLcontext *ctx, struct sw_span *span,
GLchan rgba[][4] )
{
GLuint i;
GLfloat fog = span->fog, Dfog = span->fogStep;
GLchan rFog, gFog, bFog;
ASSERT(ctx->Fog.Enabled);
ASSERT(span->interpMask & SPAN_FOG);
ASSERT(span->arrayMask & SPAN_RGBA);
UNCLAMPED_FLOAT_TO_CHAN(rFog, ctx->Fog.Color[RCOMP]);
UNCLAMPED_FLOAT_TO_CHAN(gFog, ctx->Fog.Color[GCOMP]);
UNCLAMPED_FLOAT_TO_CHAN(bFog, ctx->Fog.Color[BCOMP]);
for (i = 0; i < span->end; i++) {
const GLfloat one_min_fog = 1.0F - fog;
rgba[i][RCOMP] = (GLchan) (fog * rgba[i][RCOMP] + one_min_fog * rFog);
rgba[i][GCOMP] = (GLchan) (fog * rgba[i][GCOMP] + one_min_fog * gFog);
rgba[i][BCOMP] = (GLchan) (fog * rgba[i][BCOMP] + one_min_fog * bFog);
fog += Dfog;
}
}
/**
* Apply fog given in an array to RGBA pixels.
* Input: ctx -
* span -
* fog - array of fog factors in [0,1]
* red, green, blue, alpha - pixel colors
* Output: red, green, blue, alpha - fogged pixel colors
*/
void
_mesa_fog_rgba_pixels_with_array( const GLcontext *ctx, struct sw_span *span,
const GLfloat fog[], GLchan rgba[][4] )
{
GLuint i;
GLchan rFog, gFog, bFog;
ASSERT(fog != NULL);
ASSERT(ctx->Fog.Enabled);
ASSERT(span->arrayMask & SPAN_RGBA);
UNCLAMPED_FLOAT_TO_CHAN(rFog, ctx->Fog.Color[RCOMP]);
UNCLAMPED_FLOAT_TO_CHAN(gFog, ctx->Fog.Color[GCOMP]);
UNCLAMPED_FLOAT_TO_CHAN(bFog, ctx->Fog.Color[BCOMP]);
for (i = span->start; i < span->end; i++) {
const GLfloat f = fog[i];
const GLfloat g = 1.0F - f;
rgba[i][RCOMP] = (GLchan) (f * rgba[i][RCOMP] + g * rFog);
rgba[i][GCOMP] = (GLchan) (f * rgba[i][GCOMP] + g * gFog);
rgba[i][BCOMP] = (GLchan) (f * rgba[i][BCOMP] + g * bFog);
}
}
/**
* Apply fog to a span of color index pixels.
* Input: ctx -
* span - where span->fog and span->fogStep have to be set.
* index - pixel color indexes
* Output: index - fogged pixel color indexes
*/
void
_mesa_fog_ci_pixels( const GLcontext *ctx, struct sw_span *span,
GLuint index[] )
{
GLuint idx = (GLuint) ctx->Fog.Index;
GLuint i;
GLfloat fog = span->fog, Dfog = span->fogStep;
ASSERT(ctx->Fog.Enabled);
ASSERT(span->interpMask & SPAN_FOG);
ASSERT(span->arrayMask & SPAN_INDEX);
for (i = 0; i < span->end; i++) {
const GLfloat f = CLAMP(fog, 0.0F, 1.0F);
index[i] = (GLuint) ((GLfloat) index[i] + (1.0F - f) * idx);
fog += Dfog;
}
}
/**
* Apply fog given in an array to a span of color index pixels.
* Input: ctx -
* span -
* fog - array of fog factors in [0,1]
* index - pixel color indexes
* Output: index - fogged pixel color indexes
*/
void
_mesa_fog_ci_pixels_with_array( const GLcontext *ctx, struct sw_span *span,
const GLfloat fog[], GLuint index[] )
{
GLuint idx = (GLuint) ctx->Fog.Index;
GLuint i;
ASSERT(fog != NULL);
ASSERT(ctx->Fog.Enabled);
ASSERT(span->arrayMask & SPAN_INDEX);
for (i = span->start; i < span->end; i++) {
const GLfloat f = CLAMP(fog[i], 0.0F, 1.0F);
index[i] = (GLuint) ((GLfloat) index[i] + (1.0F - f) * idx);
}
}
/**
* Calculate fog factors (in [0,1]) from window z values
* Input: n - number of pixels
@ -331,45 +211,99 @@ compute_fog_factors_from_z( const GLcontext *ctx,
}
/**
* Apply fog to a span of RGBA pixels.
* Input: ctx -
* span - where span->zArray has to be filled.
* red, green, blue, alpha - pixel colors
* Output: red, green, blue, alpha - fogged pixel colors
* The fog factors are either in the span->fogArray or stored as base/step.
* These are fog _factors_, not fog coords. Fog coords were converted to
* fog factors per vertex.
*/
void
_mesa_depth_fog_rgba_pixels(const GLcontext *ctx, struct sw_span *span,
GLchan rgba[][4])
_mesa_fog_rgba_span( const GLcontext *ctx, struct sw_span *span )
{
GLfloat fogFact[MAX_WIDTH];
const SWcontext *swrast = SWRAST_CONTEXT(ctx);
const GLuint n = span->end;
GLchan (*rgba)[4] = (GLchan (*)[4]) span->color.rgba;
GLchan rFog, gFog, bFog;
ASSERT(ctx->Fog.Enabled);
ASSERT(span->arrayMask & SPAN_Z);
ASSERT(span->end <= MAX_WIDTH);
ASSERT((span->interpMask | span->arrayMask) & SPAN_FOG);
ASSERT(span->arrayMask & SPAN_RGBA);
compute_fog_factors_from_z(ctx, span->end, span->zArray, fogFact );
_mesa_fog_rgba_pixels_with_array( ctx, span, fogFact, rgba );
UNCLAMPED_FLOAT_TO_CHAN(rFog, ctx->Fog.Color[RCOMP]);
UNCLAMPED_FLOAT_TO_CHAN(gFog, ctx->Fog.Color[GCOMP]);
UNCLAMPED_FLOAT_TO_CHAN(bFog, ctx->Fog.Color[BCOMP]);
if (swrast->_PreferPixelFog) {
/* compute fog factor from each fragment's Z value */
if ((span->interpMask & SPAN_Z) && (span->arrayMask & SPAN_Z) == 0)
_mesa_span_interpolate_z(ctx, span);
compute_fog_factors_from_z(ctx, n, span->zArray, span->fogArray);
span->arrayMask |= SPAN_FOG;
}
if (span->arrayMask & SPAN_FOG) {
GLuint i;
for (i = 0; i < n; i++) {
const GLfloat fog = span->fogArray[i];
const GLfloat oneMinusFog = 1.0F - fog;
rgba[i][RCOMP] = (GLchan) (fog * rgba[i][RCOMP] + oneMinusFog * rFog);
rgba[i][GCOMP] = (GLchan) (fog * rgba[i][GCOMP] + oneMinusFog * gFog);
rgba[i][BCOMP] = (GLchan) (fog * rgba[i][BCOMP] + oneMinusFog * bFog);
}
}
else {
GLfloat fog = span->fog, dFog = span->fogStep;
GLuint i;
for (i = 0; i < n; i++) {
const GLfloat oneMinusFog = 1.0F - fog;
rgba[i][RCOMP] = (GLchan) (fog * rgba[i][RCOMP] + oneMinusFog * rFog);
rgba[i][GCOMP] = (GLchan) (fog * rgba[i][GCOMP] + oneMinusFog * gFog);
rgba[i][BCOMP] = (GLchan) (fog * rgba[i][BCOMP] + oneMinusFog * bFog);
fog += dFog;
}
}
}
/**
* Apply fog to a span of color index pixels.
* Input: ctx -
* span - where span->zArray has to be filled.
* index - pixel color indexes
* Output: index - fogged pixel color indexes
* As above, but color index mode.
*/
void
_mesa_depth_fog_ci_pixels( const GLcontext *ctx, struct sw_span *span,
GLuint index[] )
_mesa_fog_ci_span( const GLcontext *ctx, struct sw_span *span )
{
GLfloat fogFact[MAX_WIDTH];
const SWcontext *swrast = SWRAST_CONTEXT(ctx);
const GLuint n = span->end;
GLuint *index = span->color.index;
ASSERT(ctx->Fog.Enabled);
ASSERT(span->arrayMask & SPAN_Z);
ASSERT(span->end <= MAX_WIDTH);
ASSERT(span->arrayMask & SPAN_INDEX);
ASSERT((span->interpMask | span->arrayMask) & SPAN_FOG);
compute_fog_factors_from_z(ctx, span->end, span->zArray, fogFact );
_mesa_fog_ci_pixels_with_array( ctx, span, fogFact, index );
if (swrast->_PreferPixelFog) {
/* compute fog factor from each fragment's Z value */
if ((span->interpMask & SPAN_Z) && (span->arrayMask & SPAN_Z) == 0)
_mesa_span_interpolate_z(ctx, span);
compute_fog_factors_from_z(ctx, n, span->zArray, span->fogArray);
span->arrayMask |= SPAN_FOG;
}
if (span->arrayMask & SPAN_FOG) {
const GLuint idx = (GLuint) ctx->Fog.Index;
GLuint i;
for (i = 0; i < n; i++) {
const GLfloat f = CLAMP(span->fogArray[i], 0.0F, 1.0F);
index[i] = (GLuint) ((GLfloat) index[i] + (1.0F - f) * idx);
}
}
else {
GLfloat fog = span->fog, dFog = span->fogStep;
const GLuint idx = (GLuint) ctx->Fog.Index;
GLuint i;
for (i = 0; i < n; i++) {
const GLfloat f = CLAMP(fog, 0.0F, 1.0F);
index[i] = (GLuint) ((GLfloat) index[i] + (1.0F - f) * idx);
fog += dFog;
}
}
}

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@ -1,10 +1,10 @@
/* $Id: s_fog.h,v 1.8 2002/02/02 21:40:33 brianp Exp $ */
/* $Id: s_fog.h,v 1.9 2002/02/17 17:30:58 brianp Exp $ */
/*
* Mesa 3-D graphics library
* Version: 3.5
* Version: 4.1
*
* Copyright (C) 1999-2001 Brian Paul All Rights Reserved.
* Copyright (C) 1999-2002 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"),
@ -36,34 +36,11 @@
extern GLfloat
_mesa_z_to_fogfactor(GLcontext *ctx, GLfloat z);
extern void
_mesa_fog_rgba_span( const GLcontext *ctx, struct sw_span *span );
extern void
_mesa_fog_rgba_pixels( const GLcontext *ctx, struct sw_span *span,
GLchan rgba[][4]);
extern void
_mesa_fog_rgba_pixels_with_array( const GLcontext *ctx, struct sw_span *span,
const GLfloat fog[], GLchan rgba[][4] );
_mesa_fog_ci_span( const GLcontext *ctx, struct sw_span *span );
extern void
_mesa_fog_ci_pixels( const GLcontext *ctx, struct sw_span *span,
GLuint indx[]);
extern void
_mesa_fog_ci_pixels_with_array( const GLcontext *ctx, struct sw_span *span,
const GLfloat fog[], GLuint index[] );
extern void
_mesa_win_fog_coords_from_z( const GLcontext *ctx,
GLuint n,
const GLdepth z[],
GLfloat fogcoord[] );
extern void
_mesa_depth_fog_rgba_pixels( const GLcontext *ctx, struct sw_span *span,
GLchan rgba[][4] );
extern void
_mesa_depth_fog_ci_pixels( const GLcontext *ctx, struct sw_span *span,
GLuint index[] );
#endif

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@ -1,4 +1,4 @@
/* $Id: s_span.c,v 1.35 2002/02/17 01:49:31 brianp Exp $ */
/* $Id: s_span.c,v 1.36 2002/02/17 17:30:57 brianp Exp $ */
/*
* Mesa 3-D graphics library
@ -235,8 +235,8 @@ interpolate_specular(GLcontext *ctx, struct sw_span *span)
/* Fill in the span.zArray array from the interpolation values */
static void
interpolate_z(GLcontext *ctx, struct sw_span *span)
void
_mesa_span_interpolate_z( const GLcontext *ctx, struct sw_span *span )
{
const GLuint n = span->end;
GLuint i;
@ -784,7 +784,7 @@ _mesa_write_index_span( GLcontext *ctx, struct sw_span *span,
/* Depth test and stencil */
if (ctx->Depth.Test || ctx->Stencil.Enabled) {
if (span->interpMask & SPAN_Z)
interpolate_z(ctx, span);
_mesa_span_interpolate_z(ctx, span);
if (ctx->Stencil.Enabled) {
if (!_mesa_stencil_and_ztest_span(ctx, span)) {
@ -819,15 +819,8 @@ _mesa_write_index_span( GLcontext *ctx, struct sw_span *span,
}
/* Fog */
/* XXX try to simplify the fog code! */
if (ctx->Fog.Enabled) {
if ((span->arrayMask & SPAN_FOG) && !swrast->_PreferPixelFog)
_mesa_fog_ci_pixels_with_array( ctx, span, span->fogArray,
span->color.index);
else if ((span->interpMask & SPAN_FOG) && !swrast->_PreferPixelFog)
_mesa_fog_ci_pixels( ctx, span, span->color.index);
else
_mesa_depth_fog_ci_pixels( ctx, span, span->color.index);
_mesa_fog_ci_span(ctx, span);
}
/* Antialias coverage application */
@ -972,7 +965,7 @@ _mesa_write_rgba_span( GLcontext *ctx, struct sw_span *span,
/* Stencil and Z testing */
if (ctx->Stencil.Enabled || ctx->Depth.Test) {
if (span->interpMask & SPAN_Z)
interpolate_z(ctx, span);
_mesa_span_interpolate_z(ctx, span);
if (ctx->Stencil.Enabled) {
if (!_mesa_stencil_and_ztest_span(ctx, span)) {
@ -1011,20 +1004,8 @@ _mesa_write_rgba_span( GLcontext *ctx, struct sw_span *span,
}
/* Fog */
/* XXX try to simplify the fog code! */
if (ctx->Fog.Enabled) {
if ((span->arrayMask & SPAN_FOG) && !swrast->_PreferPixelFog) {
_mesa_fog_rgba_pixels_with_array(ctx, span, span->fogArray,
span->color.rgba);
}
else if ((span->interpMask & SPAN_FOG) && !swrast->_PreferPixelFog) {
_mesa_fog_rgba_pixels(ctx, span, span->color.rgba);
}
else {
if ((span->interpMask & SPAN_Z) && (span->arrayMask & SPAN_Z) == 0)
interpolate_z(ctx, span);
_mesa_depth_fog_rgba_pixels(ctx, span, span->color.rgba);
}
_mesa_fog_rgba_span(ctx, span);
monoColor = GL_FALSE;
}
@ -1213,7 +1194,7 @@ _mesa_write_texture_span( GLcontext *ctx, struct sw_span *span,
/* Stencil and Z testing */
if (ctx->Stencil.Enabled || ctx->Depth.Test) {
if (span->interpMask & SPAN_Z)
interpolate_z(ctx, span);
_mesa_span_interpolate_z(ctx, span);
if (ctx->Stencil.Enabled) {
if (!_mesa_stencil_and_ztest_span(ctx, span)) {
@ -1267,20 +1248,8 @@ _mesa_write_texture_span( GLcontext *ctx, struct sw_span *span,
}
/* Fog */
/* XXX try to simplify the fog code! */
if (ctx->Fog.Enabled) {
if ((span->arrayMask & SPAN_FOG) && !swrast->_PreferPixelFog) {
_mesa_fog_rgba_pixels_with_array( ctx, span, span->fogArray,
span->color.rgba);
}
else if ((span->interpMask & SPAN_FOG) && !swrast->_PreferPixelFog) {
_mesa_fog_rgba_pixels( ctx, span, span->color.rgba );
}
else {
if ((span->interpMask & SPAN_Z) && (span->arrayMask & SPAN_Z) == 0)
interpolate_z(ctx, span);
_mesa_depth_fog_rgba_pixels(ctx, span, span->color.rgba);
}
_mesa_fog_rgba_span(ctx, span);
}
/* Antialias coverage application */

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@ -1,4 +1,4 @@
/* $Id: s_span.h,v 1.14 2002/01/28 03:42:28 brianp Exp $ */
/* $Id: s_span.h,v 1.15 2002/02/17 17:30:58 brianp Exp $ */
/*
* Mesa 3-D graphics library
@ -36,6 +36,9 @@
extern void
_mesa_span_default_z( GLcontext *ctx, struct sw_span *span );
extern void
_mesa_span_interpolate_z( const GLcontext *ctx, struct sw_span *span );
extern void
_mesa_span_default_fog( GLcontext *ctx, struct sw_span *span );