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Simplified fog code.
This commit is contained in:
parent
983bc3e018
commit
711e27fda2
@ -1,4 +1,4 @@
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/* $Id: s_fog.c,v 1.21 2002/02/02 21:40:33 brianp Exp $ */
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/* $Id: s_fog.c,v 1.22 2002/02/17 17:30:58 brianp Exp $ */
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/*
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* Mesa 3-D graphics library
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@ -33,6 +33,7 @@
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#include "s_context.h"
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#include "s_fog.h"
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#include "s_span.h"
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@ -62,134 +63,13 @@ _mesa_z_to_fogfactor(GLcontext *ctx, GLfloat z)
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f = (GLfloat) exp(-(d * d * z * z));
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return f;
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default:
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_mesa_problem(ctx, "Bad fog mode in make_fog_coord");
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_mesa_problem(ctx, "Bad fog mode in _mesa_z_to_fogfactor");
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return 0.0;
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}
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}
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/**
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* Apply fog to a span of RGBA pixels.
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* Input: ctx -
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* span - where span->fog and span->fogStep have to be set.
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* red, green, blue, alpha - pixel colors
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* Output: red, green, blue, alpha - fogged pixel colors
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*/
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void
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_mesa_fog_rgba_pixels( const GLcontext *ctx, struct sw_span *span,
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GLchan rgba[][4] )
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{
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GLuint i;
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GLfloat fog = span->fog, Dfog = span->fogStep;
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GLchan rFog, gFog, bFog;
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ASSERT(ctx->Fog.Enabled);
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ASSERT(span->interpMask & SPAN_FOG);
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ASSERT(span->arrayMask & SPAN_RGBA);
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UNCLAMPED_FLOAT_TO_CHAN(rFog, ctx->Fog.Color[RCOMP]);
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UNCLAMPED_FLOAT_TO_CHAN(gFog, ctx->Fog.Color[GCOMP]);
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UNCLAMPED_FLOAT_TO_CHAN(bFog, ctx->Fog.Color[BCOMP]);
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for (i = 0; i < span->end; i++) {
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const GLfloat one_min_fog = 1.0F - fog;
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rgba[i][RCOMP] = (GLchan) (fog * rgba[i][RCOMP] + one_min_fog * rFog);
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rgba[i][GCOMP] = (GLchan) (fog * rgba[i][GCOMP] + one_min_fog * gFog);
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rgba[i][BCOMP] = (GLchan) (fog * rgba[i][BCOMP] + one_min_fog * bFog);
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fog += Dfog;
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}
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}
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/**
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* Apply fog given in an array to RGBA pixels.
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* Input: ctx -
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* span -
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* fog - array of fog factors in [0,1]
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* red, green, blue, alpha - pixel colors
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* Output: red, green, blue, alpha - fogged pixel colors
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*/
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void
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_mesa_fog_rgba_pixels_with_array( const GLcontext *ctx, struct sw_span *span,
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const GLfloat fog[], GLchan rgba[][4] )
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{
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GLuint i;
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GLchan rFog, gFog, bFog;
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ASSERT(fog != NULL);
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ASSERT(ctx->Fog.Enabled);
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ASSERT(span->arrayMask & SPAN_RGBA);
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UNCLAMPED_FLOAT_TO_CHAN(rFog, ctx->Fog.Color[RCOMP]);
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UNCLAMPED_FLOAT_TO_CHAN(gFog, ctx->Fog.Color[GCOMP]);
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UNCLAMPED_FLOAT_TO_CHAN(bFog, ctx->Fog.Color[BCOMP]);
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for (i = span->start; i < span->end; i++) {
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const GLfloat f = fog[i];
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const GLfloat g = 1.0F - f;
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rgba[i][RCOMP] = (GLchan) (f * rgba[i][RCOMP] + g * rFog);
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rgba[i][GCOMP] = (GLchan) (f * rgba[i][GCOMP] + g * gFog);
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rgba[i][BCOMP] = (GLchan) (f * rgba[i][BCOMP] + g * bFog);
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}
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}
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/**
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* Apply fog to a span of color index pixels.
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* Input: ctx -
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* span - where span->fog and span->fogStep have to be set.
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* index - pixel color indexes
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* Output: index - fogged pixel color indexes
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*/
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void
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_mesa_fog_ci_pixels( const GLcontext *ctx, struct sw_span *span,
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GLuint index[] )
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{
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GLuint idx = (GLuint) ctx->Fog.Index;
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GLuint i;
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GLfloat fog = span->fog, Dfog = span->fogStep;
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ASSERT(ctx->Fog.Enabled);
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ASSERT(span->interpMask & SPAN_FOG);
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ASSERT(span->arrayMask & SPAN_INDEX);
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for (i = 0; i < span->end; i++) {
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const GLfloat f = CLAMP(fog, 0.0F, 1.0F);
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index[i] = (GLuint) ((GLfloat) index[i] + (1.0F - f) * idx);
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fog += Dfog;
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}
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}
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/**
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* Apply fog given in an array to a span of color index pixels.
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* Input: ctx -
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* span -
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* fog - array of fog factors in [0,1]
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* index - pixel color indexes
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* Output: index - fogged pixel color indexes
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*/
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void
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_mesa_fog_ci_pixels_with_array( const GLcontext *ctx, struct sw_span *span,
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const GLfloat fog[], GLuint index[] )
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{
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GLuint idx = (GLuint) ctx->Fog.Index;
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GLuint i;
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ASSERT(fog != NULL);
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ASSERT(ctx->Fog.Enabled);
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ASSERT(span->arrayMask & SPAN_INDEX);
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for (i = span->start; i < span->end; i++) {
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const GLfloat f = CLAMP(fog[i], 0.0F, 1.0F);
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index[i] = (GLuint) ((GLfloat) index[i] + (1.0F - f) * idx);
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}
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}
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/**
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* Calculate fog factors (in [0,1]) from window z values
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* Input: n - number of pixels
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@ -331,45 +211,99 @@ compute_fog_factors_from_z( const GLcontext *ctx,
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}
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/**
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* Apply fog to a span of RGBA pixels.
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* Input: ctx -
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* span - where span->zArray has to be filled.
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* red, green, blue, alpha - pixel colors
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* Output: red, green, blue, alpha - fogged pixel colors
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* The fog factors are either in the span->fogArray or stored as base/step.
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* These are fog _factors_, not fog coords. Fog coords were converted to
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* fog factors per vertex.
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*/
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void
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_mesa_depth_fog_rgba_pixels(const GLcontext *ctx, struct sw_span *span,
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GLchan rgba[][4])
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_mesa_fog_rgba_span( const GLcontext *ctx, struct sw_span *span )
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{
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GLfloat fogFact[MAX_WIDTH];
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const SWcontext *swrast = SWRAST_CONTEXT(ctx);
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const GLuint n = span->end;
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GLchan (*rgba)[4] = (GLchan (*)[4]) span->color.rgba;
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GLchan rFog, gFog, bFog;
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ASSERT(ctx->Fog.Enabled);
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ASSERT(span->arrayMask & SPAN_Z);
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ASSERT(span->end <= MAX_WIDTH);
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ASSERT((span->interpMask | span->arrayMask) & SPAN_FOG);
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ASSERT(span->arrayMask & SPAN_RGBA);
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compute_fog_factors_from_z(ctx, span->end, span->zArray, fogFact );
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_mesa_fog_rgba_pixels_with_array( ctx, span, fogFact, rgba );
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UNCLAMPED_FLOAT_TO_CHAN(rFog, ctx->Fog.Color[RCOMP]);
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UNCLAMPED_FLOAT_TO_CHAN(gFog, ctx->Fog.Color[GCOMP]);
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UNCLAMPED_FLOAT_TO_CHAN(bFog, ctx->Fog.Color[BCOMP]);
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if (swrast->_PreferPixelFog) {
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/* compute fog factor from each fragment's Z value */
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if ((span->interpMask & SPAN_Z) && (span->arrayMask & SPAN_Z) == 0)
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_mesa_span_interpolate_z(ctx, span);
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compute_fog_factors_from_z(ctx, n, span->zArray, span->fogArray);
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span->arrayMask |= SPAN_FOG;
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}
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if (span->arrayMask & SPAN_FOG) {
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GLuint i;
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for (i = 0; i < n; i++) {
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const GLfloat fog = span->fogArray[i];
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const GLfloat oneMinusFog = 1.0F - fog;
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rgba[i][RCOMP] = (GLchan) (fog * rgba[i][RCOMP] + oneMinusFog * rFog);
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rgba[i][GCOMP] = (GLchan) (fog * rgba[i][GCOMP] + oneMinusFog * gFog);
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rgba[i][BCOMP] = (GLchan) (fog * rgba[i][BCOMP] + oneMinusFog * bFog);
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}
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}
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else {
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GLfloat fog = span->fog, dFog = span->fogStep;
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GLuint i;
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for (i = 0; i < n; i++) {
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const GLfloat oneMinusFog = 1.0F - fog;
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rgba[i][RCOMP] = (GLchan) (fog * rgba[i][RCOMP] + oneMinusFog * rFog);
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rgba[i][GCOMP] = (GLchan) (fog * rgba[i][GCOMP] + oneMinusFog * gFog);
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rgba[i][BCOMP] = (GLchan) (fog * rgba[i][BCOMP] + oneMinusFog * bFog);
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fog += dFog;
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}
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}
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}
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/**
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* Apply fog to a span of color index pixels.
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* Input: ctx -
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* span - where span->zArray has to be filled.
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* index - pixel color indexes
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* Output: index - fogged pixel color indexes
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* As above, but color index mode.
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*/
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void
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_mesa_depth_fog_ci_pixels( const GLcontext *ctx, struct sw_span *span,
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GLuint index[] )
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_mesa_fog_ci_span( const GLcontext *ctx, struct sw_span *span )
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{
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GLfloat fogFact[MAX_WIDTH];
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const SWcontext *swrast = SWRAST_CONTEXT(ctx);
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const GLuint n = span->end;
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GLuint *index = span->color.index;
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ASSERT(ctx->Fog.Enabled);
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ASSERT(span->arrayMask & SPAN_Z);
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ASSERT(span->end <= MAX_WIDTH);
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ASSERT(span->arrayMask & SPAN_INDEX);
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ASSERT((span->interpMask | span->arrayMask) & SPAN_FOG);
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compute_fog_factors_from_z(ctx, span->end, span->zArray, fogFact );
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_mesa_fog_ci_pixels_with_array( ctx, span, fogFact, index );
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if (swrast->_PreferPixelFog) {
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/* compute fog factor from each fragment's Z value */
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if ((span->interpMask & SPAN_Z) && (span->arrayMask & SPAN_Z) == 0)
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_mesa_span_interpolate_z(ctx, span);
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compute_fog_factors_from_z(ctx, n, span->zArray, span->fogArray);
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span->arrayMask |= SPAN_FOG;
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}
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if (span->arrayMask & SPAN_FOG) {
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const GLuint idx = (GLuint) ctx->Fog.Index;
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GLuint i;
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for (i = 0; i < n; i++) {
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const GLfloat f = CLAMP(span->fogArray[i], 0.0F, 1.0F);
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index[i] = (GLuint) ((GLfloat) index[i] + (1.0F - f) * idx);
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}
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}
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else {
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GLfloat fog = span->fog, dFog = span->fogStep;
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const GLuint idx = (GLuint) ctx->Fog.Index;
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GLuint i;
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for (i = 0; i < n; i++) {
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const GLfloat f = CLAMP(fog, 0.0F, 1.0F);
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index[i] = (GLuint) ((GLfloat) index[i] + (1.0F - f) * idx);
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fog += dFog;
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}
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}
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}
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@ -1,10 +1,10 @@
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/* $Id: s_fog.h,v 1.8 2002/02/02 21:40:33 brianp Exp $ */
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/* $Id: s_fog.h,v 1.9 2002/02/17 17:30:58 brianp Exp $ */
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/*
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* Mesa 3-D graphics library
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* Version: 3.5
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* Version: 4.1
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*
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* Copyright (C) 1999-2001 Brian Paul All Rights Reserved.
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* Copyright (C) 1999-2002 Brian Paul 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"),
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@ -36,34 +36,11 @@
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extern GLfloat
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_mesa_z_to_fogfactor(GLcontext *ctx, GLfloat z);
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extern void
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_mesa_fog_rgba_span( const GLcontext *ctx, struct sw_span *span );
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extern void
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_mesa_fog_rgba_pixels( const GLcontext *ctx, struct sw_span *span,
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GLchan rgba[][4]);
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extern void
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_mesa_fog_rgba_pixels_with_array( const GLcontext *ctx, struct sw_span *span,
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const GLfloat fog[], GLchan rgba[][4] );
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_mesa_fog_ci_span( const GLcontext *ctx, struct sw_span *span );
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extern void
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_mesa_fog_ci_pixels( const GLcontext *ctx, struct sw_span *span,
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GLuint indx[]);
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extern void
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_mesa_fog_ci_pixels_with_array( const GLcontext *ctx, struct sw_span *span,
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const GLfloat fog[], GLuint index[] );
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extern void
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_mesa_win_fog_coords_from_z( const GLcontext *ctx,
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GLuint n,
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const GLdepth z[],
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GLfloat fogcoord[] );
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extern void
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_mesa_depth_fog_rgba_pixels( const GLcontext *ctx, struct sw_span *span,
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GLchan rgba[][4] );
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extern void
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_mesa_depth_fog_ci_pixels( const GLcontext *ctx, struct sw_span *span,
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GLuint index[] );
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#endif
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@ -1,4 +1,4 @@
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/* $Id: s_span.c,v 1.35 2002/02/17 01:49:31 brianp Exp $ */
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/* $Id: s_span.c,v 1.36 2002/02/17 17:30:57 brianp Exp $ */
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/*
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* Mesa 3-D graphics library
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@ -235,8 +235,8 @@ interpolate_specular(GLcontext *ctx, struct sw_span *span)
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/* Fill in the span.zArray array from the interpolation values */
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static void
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interpolate_z(GLcontext *ctx, struct sw_span *span)
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void
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_mesa_span_interpolate_z( const GLcontext *ctx, struct sw_span *span )
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{
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const GLuint n = span->end;
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GLuint i;
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@ -784,7 +784,7 @@ _mesa_write_index_span( GLcontext *ctx, struct sw_span *span,
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/* Depth test and stencil */
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if (ctx->Depth.Test || ctx->Stencil.Enabled) {
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if (span->interpMask & SPAN_Z)
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interpolate_z(ctx, span);
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_mesa_span_interpolate_z(ctx, span);
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if (ctx->Stencil.Enabled) {
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if (!_mesa_stencil_and_ztest_span(ctx, span)) {
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@ -819,15 +819,8 @@ _mesa_write_index_span( GLcontext *ctx, struct sw_span *span,
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}
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/* Fog */
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/* XXX try to simplify the fog code! */
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if (ctx->Fog.Enabled) {
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if ((span->arrayMask & SPAN_FOG) && !swrast->_PreferPixelFog)
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_mesa_fog_ci_pixels_with_array( ctx, span, span->fogArray,
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span->color.index);
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else if ((span->interpMask & SPAN_FOG) && !swrast->_PreferPixelFog)
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_mesa_fog_ci_pixels( ctx, span, span->color.index);
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else
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_mesa_depth_fog_ci_pixels( ctx, span, span->color.index);
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_mesa_fog_ci_span(ctx, span);
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}
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/* Antialias coverage application */
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@ -972,7 +965,7 @@ _mesa_write_rgba_span( GLcontext *ctx, struct sw_span *span,
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/* Stencil and Z testing */
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if (ctx->Stencil.Enabled || ctx->Depth.Test) {
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if (span->interpMask & SPAN_Z)
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interpolate_z(ctx, span);
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_mesa_span_interpolate_z(ctx, span);
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if (ctx->Stencil.Enabled) {
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if (!_mesa_stencil_and_ztest_span(ctx, span)) {
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@ -1011,20 +1004,8 @@ _mesa_write_rgba_span( GLcontext *ctx, struct sw_span *span,
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}
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/* Fog */
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/* XXX try to simplify the fog code! */
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if (ctx->Fog.Enabled) {
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if ((span->arrayMask & SPAN_FOG) && !swrast->_PreferPixelFog) {
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_mesa_fog_rgba_pixels_with_array(ctx, span, span->fogArray,
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span->color.rgba);
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}
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else if ((span->interpMask & SPAN_FOG) && !swrast->_PreferPixelFog) {
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_mesa_fog_rgba_pixels(ctx, span, span->color.rgba);
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}
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else {
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if ((span->interpMask & SPAN_Z) && (span->arrayMask & SPAN_Z) == 0)
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interpolate_z(ctx, span);
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_mesa_depth_fog_rgba_pixels(ctx, span, span->color.rgba);
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}
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_mesa_fog_rgba_span(ctx, span);
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monoColor = GL_FALSE;
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}
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@ -1213,7 +1194,7 @@ _mesa_write_texture_span( GLcontext *ctx, struct sw_span *span,
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/* Stencil and Z testing */
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if (ctx->Stencil.Enabled || ctx->Depth.Test) {
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if (span->interpMask & SPAN_Z)
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interpolate_z(ctx, span);
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_mesa_span_interpolate_z(ctx, span);
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if (ctx->Stencil.Enabled) {
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if (!_mesa_stencil_and_ztest_span(ctx, span)) {
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@ -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 */
|
||||
|
@ -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 );
|
||||
|
||||
|
Loading…
Reference in New Issue
Block a user