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- /* $Id: depth.c,v 1.8 1997/02/27 19:58:52 brianp Exp $ */
-
- /*
- * Mesa 3-D graphics library
- * Version: 2.2
- * Copyright (C) 1995-1997 Brian Paul
- *
- * This library is free software; you can redistribute it and/or
- * modify it under the terms of the GNU Library General Public
- * License as published by the Free Software Foundation; either
- * version 2 of the License, or (at your option) any later version.
- *
- * This library is distributed in the hope that it will be useful,
- * but WITHOUT ANY WARRANTY; without even the implied warranty of
- * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
- * Library General Public License for more details.
- *
- * You should have received a copy of the GNU Library General Public
- * License along with this library; if not, write to the Free
- * Software Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
- */
-
-
- /*
- * $Log: depth.c,v $
- * Revision 1.8 1997/02/27 19:58:52 brianp
- * don't try to clear depth buffer if there isn't one
- *
- * Revision 1.7 1997/01/31 23:33:08 brianp
- * replaced calloc with malloc in gl_alloc_depth_buffer()
- *
- * Revision 1.6 1996/11/04 01:42:07 brianp
- * multiply Viewport.Sz and .Tz by DEPTH_SCALE
- *
- * Revision 1.5 1996/10/09 03:07:25 brianp
- * replaced malloc with calloc in gl_alloc_depth_buffer()
- *
- * Revision 1.4 1996/09/27 01:24:58 brianp
- * added missing default cases to switches
- *
- * Revision 1.3 1996/09/19 00:54:05 brianp
- * added missing returns after some gl_error() calls
- *
- * Revision 1.2 1996/09/15 14:19:16 brianp
- * now use GLframebuffer and GLvisual
- *
- * Revision 1.1 1996/09/13 01:38:16 brianp
- * Initial revision
- *
- */
-
-
-
- /*
- * Depth buffer functions
- */
-
-
-
- #include <stdlib.h>
- #include <string.h>
- #include "context.h"
- #include "depth.h"
- #include "dlist.h"
- #include "macros.h"
- #include "types.h"
-
-
-
- /**********************************************************************/
- /***** API Functions *****/
- /**********************************************************************/
-
-
-
- void gl_ClearDepth( GLcontext* ctx, GLclampd depth )
- {
- if (INSIDE_BEGIN_END(ctx)) {
- gl_error( ctx, GL_INVALID_OPERATION, "glClearDepth" );
- return;
- }
- ctx->Depth.Clear = (GLfloat) CLAMP( depth, 0.0, 1.0 );
- }
-
-
-
- void gl_DepthFunc( GLcontext* ctx, GLenum func )
- {
- if (INSIDE_BEGIN_END(ctx)) {
- gl_error( ctx, GL_INVALID_OPERATION, "glDepthFunc" );
- return;
- }
-
- switch (func) {
- case GL_NEVER:
- case GL_LESS: /* (default) pass if incoming z < stored z */
- case GL_GEQUAL:
- case GL_LEQUAL:
- case GL_GREATER:
- case GL_NOTEQUAL:
- case GL_EQUAL:
- case GL_ALWAYS:
- ctx->Depth.Func = func;
- ctx->NewState |= NEW_RASTER_OPS;
- break;
- default:
- gl_error( ctx, GL_INVALID_ENUM, "glDepth.Func" );
- }
- }
-
-
-
- void gl_DepthMask( GLcontext* ctx, GLboolean flag )
- {
- if (INSIDE_BEGIN_END(ctx)) {
- gl_error( ctx, GL_INVALID_OPERATION, "glDepthMask" );
- return;
- }
-
- /*
- * GL_TRUE indicates depth buffer writing is enabled (default)
- * GL_FALSE indicates depth buffer writing is disabled
- */
- ctx->Depth.Mask = flag;
- ctx->NewState |= NEW_RASTER_OPS;
- }
-
-
-
- void gl_DepthRange( GLcontext* ctx, GLclampd nearval, GLclampd farval )
- {
- /*
- * nearval - specifies mapping of the near clipping plane to window
- * coordinates, default is 0
- * farval - specifies mapping of the far clipping plane to window
- * coordinates, default is 1
- *
- * After clipping and div by w, z coords are in -1.0 to 1.0,
- * corresponding to near and far clipping planes. glDepthRange
- * specifies a linear mapping of the normalized z coords in
- * this range to window z coords.
- */
-
- GLfloat n, f;
-
- if (INSIDE_BEGIN_END(ctx)) {
- gl_error( ctx, GL_INVALID_OPERATION, "glDepthRange" );
- return;
- }
-
- n = (GLfloat) CLAMP( nearval, 0.0, 1.0 );
- f = (GLfloat) CLAMP( farval, 0.0, 1.0 );
-
- ctx->Viewport.Near = n;
- ctx->Viewport.Far = f;
- ctx->Viewport.Sz = DEPTH_SCALE * ((f - n) / 2.0);
- ctx->Viewport.Tz = DEPTH_SCALE * ((f - n) / 2.0 + n);
- }
-
-
-
- /**********************************************************************/
- /***** Depth Testing Functions *****/
- /**********************************************************************/
-
-
- /*
- * Depth test horizontal spans of fragments. These functions are called
- * via ctx->Driver.depth_test_span only.
- *
- * Input: n - number of pixels in the span
- * x, y - location of leftmost pixel in span in window coords
- * z - array [n] of integer depth values
- * In/Out: mask - array [n] of flags (1=draw pixel, 0=don't draw)
- * Return: number of pixels which passed depth test
- */
-
-
- /*
- * glDepthFunc( any ) and glDepthMask( GL_TRUE or GL_FALSE ).
- */
- GLuint gl_depth_test_span_generic( GLcontext* ctx,
- GLuint n, GLint x, GLint y,
- const GLdepth z[],
- GLubyte mask[] )
- {
- GLdepth *zptr = Z_ADDRESS( ctx, x, y );
- GLubyte *m = mask;
- GLuint i;
- GLuint passed = 0;
-
- /* switch cases ordered from most frequent to less frequent */
- switch (ctx->Depth.Func) {
- case GL_LESS:
- if (ctx->Depth.Mask) {
- /* Update Z buffer */
- for (i=0; i<n; i++,zptr++,m++) {
- if (*m) {
- if (z[i] < *zptr) {
- /* pass */
- *zptr = z[i];
- passed++;
- }
- else {
- /* fail */
- *m = 0;
- }
- }
- }
- }
- else {
- /* Don't update Z buffer */
- for (i=0; i<n; i++,zptr++,m++) {
- if (*m) {
- if (z[i] < *zptr) {
- /* pass */
- passed++;
- }
- else {
- *m = 0;
- }
- }
- }
- }
- break;
- case GL_LEQUAL:
- if (ctx->Depth.Mask) {
- /* Update Z buffer */
- for (i=0;i<n;i++,zptr++,m++) {
- if (*m) {
- if (z[i] <= *zptr) {
- *zptr = z[i];
- passed++;
- }
- else {
- *m = 0;
- }
- }
- }
- }
- else {
- /* Don't update Z buffer */
- for (i=0;i<n;i++,zptr++,m++) {
- if (*m) {
- if (z[i] <= *zptr) {
- /* pass */
- passed++;
- }
- else {
- *m = 0;
- }
- }
- }
- }
- break;
- case GL_GEQUAL:
- if (ctx->Depth.Mask) {
- /* Update Z buffer */
- for (i=0;i<n;i++,zptr++,m++) {
- if (*m) {
- if (z[i] >= *zptr) {
- *zptr = z[i];
- passed++;
- }
- else {
- *m = 0;
- }
- }
- }
- }
- else {
- /* Don't update Z buffer */
- for (i=0;i<n;i++,zptr++,m++) {
- if (*m) {
- if (z[i] >= *zptr) {
- /* pass */
- passed++;
- }
- else {
- *m = 0;
- }
- }
- }
- }
- break;
- case GL_GREATER:
- if (ctx->Depth.Mask) {
- /* Update Z buffer */
- for (i=0;i<n;i++,zptr++,m++) {
- if (*m) {
- if (z[i] > *zptr) {
- *zptr = z[i];
- passed++;
- }
- else {
- *m = 0;
- }
- }
- }
- }
- else {
- /* Don't update Z buffer */
- for (i=0;i<n;i++,zptr++,m++) {
- if (*m) {
- if (z[i] > *zptr) {
- /* pass */
- passed++;
- }
- else {
- *m = 0;
- }
- }
- }
- }
- break;
- case GL_NOTEQUAL:
- if (ctx->Depth.Mask) {
- /* Update Z buffer */
- for (i=0;i<n;i++,zptr++,m++) {
- if (*m) {
- if (z[i] != *zptr) {
- *zptr = z[i];
- passed++;
- }
- else {
- *m = 0;
- }
- }
- }
- }
- else {
- /* Don't update Z buffer */
- for (i=0;i<n;i++,zptr++,m++) {
- if (*m) {
- if (z[i] != *zptr) {
- /* pass */
- passed++;
- }
- else {
- *m = 0;
- }
- }
- }
- }
- break;
- case GL_EQUAL:
- if (ctx->Depth.Mask) {
- /* Update Z buffer */
- for (i=0;i<n;i++,zptr++,m++) {
- if (*m) {
- if (z[i] == *zptr) {
- *zptr = z[i];
- passed++;
- }
- else {
- *m =0;
- }
- }
- }
- }
- else {
- /* Don't update Z buffer */
- for (i=0;i<n;i++,zptr++,m++) {
- if (*m) {
- if (z[i] == *zptr) {
- /* pass */
- passed++;
- }
- else {
- *m =0;
- }
- }
- }
- }
- break;
- case GL_ALWAYS:
- if (ctx->Depth.Mask) {
- /* Update Z buffer */
- for (i=0;i<n;i++,zptr++,m++) {
- if (*m) {
- *zptr = z[i];
- passed++;
- }
- }
- }
- else {
- /* Don't update Z buffer or mask */
- passed = n;
- }
- break;
- case GL_NEVER:
- for (i=0;i<n;i++) {
- mask[i] = 0;
- }
- break;
- default:
- abort();
- } /*switch*/
-
- return passed;
- }
-
-
-
- /*
- * glDepthFunc(GL_LESS) and glDepthMask(GL_TRUE).
- */
- GLuint gl_depth_test_span_less( GLcontext* ctx,
- GLuint n, GLint x, GLint y, const GLdepth z[],
- GLubyte mask[] )
- {
- GLdepth *zptr = Z_ADDRESS( ctx, x, y );
- GLuint i;
- GLuint passed = 0;
-
- for (i=0; i<n; i++) {
- if (mask[i]) {
- if (z[i] < zptr[i]) {
- /* pass */
- zptr[i] = z[i];
- passed++;
- }
- else {
- /* fail */
- mask[i] = 0;
- }
- }
- }
- return passed;
- }
-
-
- /*
- * glDepthFunc(GL_GREATER) and glDepthMask(GL_TRUE).
- */
- GLuint gl_depth_test_span_greater( GLcontext* ctx,
- GLuint n, GLint x, GLint y,
- const GLdepth z[],
- GLubyte mask[] )
- {
- GLdepth *zptr = Z_ADDRESS( ctx, x, y );
- GLuint i;
- GLuint passed = 0;
-
- for (i=0; i<n; i++) {
- if (mask[i]) {
- if (z[i] > zptr[i]) {
- /* pass */
- zptr[i] = z[i];
- passed++;
- }
- else {
- /* fail */
- mask[i] = 0;
- }
- }
- }
- return passed;
- }
-
-
-
- /*
- * Depth test an array of randomly positioned fragments.
- */
-
-
- #define ZADDR_SETUP GLdepth *depthbuffer = ctx->Buffer->Depth; \
- GLint width = ctx->Buffer->Width;
-
- #define ZADDR( X, Y ) (depthbuffer + (Y) * width + (X) )
-
-
-
- /*
- * glDepthFunc( any ) and glDepthMask( GL_TRUE or GL_FALSE ).
- */
- void gl_depth_test_pixels_generic( GLcontext* ctx,
- GLuint n, const GLint x[], const GLint y[],
- const GLdepth z[], GLubyte mask[] )
- {
- register GLdepth *zptr;
- register GLuint i;
-
- /* switch cases ordered from most frequent to less frequent */
- switch (ctx->Depth.Func) {
- case GL_LESS:
- if (ctx->Depth.Mask) {
- /* Update Z buffer */
- for (i=0; i<n; i++) {
- if (mask[i]) {
- zptr = Z_ADDRESS(ctx,x[i],y[i]);
- if (z[i] < *zptr) {
- /* pass */
- *zptr = z[i];
- }
- else {
- /* fail */
- mask[i] = 0;
- }
- }
- }
- }
- else {
- /* Don't update Z buffer */
- for (i=0; i<n; i++) {
- if (mask[i]) {
- zptr = Z_ADDRESS(ctx,x[i],y[i]);
- if (z[i] < *zptr) {
- /* pass */
- }
- else {
- /* fail */
- mask[i] = 0;
- }
- }
- }
- }
- break;
- case GL_LEQUAL:
- if (ctx->Depth.Mask) {
- /* Update Z buffer */
- for (i=0; i<n; i++) {
- if (mask[i]) {
- zptr = Z_ADDRESS(ctx,x[i],y[i]);
- if (z[i] <= *zptr) {
- /* pass */
- *zptr = z[i];
- }
- else {
- /* fail */
- mask[i] = 0;
- }
- }
- }
- }
- else {
- /* Don't update Z buffer */
- for (i=0; i<n; i++) {
- if (mask[i]) {
- zptr = Z_ADDRESS(ctx,x[i],y[i]);
- if (z[i] <= *zptr) {
- /* pass */
- }
- else {
- /* fail */
- mask[i] = 0;
- }
- }
- }
- }
- break;
- case GL_GEQUAL:
- if (ctx->Depth.Mask) {
- /* Update Z buffer */
- for (i=0; i<n; i++) {
- if (mask[i]) {
- zptr = Z_ADDRESS(ctx,x[i],y[i]);
- if (z[i] >= *zptr) {
- /* pass */
- *zptr = z[i];
- }
- else {
- /* fail */
- mask[i] = 0;
- }
- }
- }
- }
- else {
- /* Don't update Z buffer */
- for (i=0; i<n; i++) {
- if (mask[i]) {
- zptr = Z_ADDRESS(ctx,x[i],y[i]);
- if (z[i] >= *zptr) {
- /* pass */
- }
- else {
- /* fail */
- mask[i] = 0;
- }
- }
- }
- }
- break;
- case GL_GREATER:
- if (ctx->Depth.Mask) {
- /* Update Z buffer */
- for (i=0; i<n; i++) {
- if (mask[i]) {
- zptr = Z_ADDRESS(ctx,x[i],y[i]);
- if (z[i] > *zptr) {
- /* pass */
- *zptr = z[i];
- }
- else {
- /* fail */
- mask[i] = 0;
- }
- }
- }
- }
- else {
- /* Don't update Z buffer */
- for (i=0; i<n; i++) {
- if (mask[i]) {
- zptr = Z_ADDRESS(ctx,x[i],y[i]);
- if (z[i] > *zptr) {
- /* pass */
- }
- else {
- /* fail */
- mask[i] = 0;
- }
- }
- }
- }
- break;
- case GL_NOTEQUAL:
- if (ctx->Depth.Mask) {
- /* Update Z buffer */
- for (i=0; i<n; i++) {
- if (mask[i]) {
- zptr = Z_ADDRESS(ctx,x[i],y[i]);
- if (z[i] != *zptr) {
- /* pass */
- *zptr = z[i];
- }
- else {
- /* fail */
- mask[i] = 0;
- }
- }
- }
- }
- else {
- /* Don't update Z buffer */
- for (i=0; i<n; i++) {
- if (mask[i]) {
- zptr = Z_ADDRESS(ctx,x[i],y[i]);
- if (z[i] != *zptr) {
- /* pass */
- }
- else {
- /* fail */
- mask[i] = 0;
- }
- }
- }
- }
- break;
- case GL_EQUAL:
- if (ctx->Depth.Mask) {
- /* Update Z buffer */
- for (i=0; i<n; i++) {
- if (mask[i]) {
- zptr = Z_ADDRESS(ctx,x[i],y[i]);
- if (z[i] == *zptr) {
- /* pass */
- *zptr = z[i];
- }
- else {
- /* fail */
- mask[i] = 0;
- }
- }
- }
- }
- else {
- /* Don't update Z buffer */
- for (i=0; i<n; i++) {
- if (mask[i]) {
- zptr = Z_ADDRESS(ctx,x[i],y[i]);
- if (z[i] == *zptr) {
- /* pass */
- }
- else {
- /* fail */
- mask[i] = 0;
- }
- }
- }
- }
- break;
- case GL_ALWAYS:
- if (ctx->Depth.Mask) {
- /* Update Z buffer */
- for (i=0; i<n; i++) {
- if (mask[i]) {
- zptr = Z_ADDRESS(ctx,x[i],y[i]);
- *zptr = z[i];
- }
- }
- }
- else {
- /* Don't update Z buffer or mask */
- }
- break;
- case GL_NEVER:
- /* depth test never passes */
- for (i=0;i<n;i++) {
- mask[i] = 0;
- }
- break;
- default:
- abort();
- } /*switch*/
- }
-
-
-
- /*
- * glDepthFunc( GL_LESS ) and glDepthMask( GL_TRUE ).
- */
- void gl_depth_test_pixels_less( GLcontext* ctx,
- GLuint n, const GLint x[], const GLint y[],
- const GLdepth z[], GLubyte mask[] )
- {
- GLdepth *zptr;
- GLuint i;
-
- for (i=0; i<n; i++) {
- if (mask[i]) {
- zptr = Z_ADDRESS(ctx,x[i],y[i]);
- if (z[i] < *zptr) {
- /* pass */
- *zptr = z[i];
- }
- else {
- /* fail */
- mask[i] = 0;
- }
- }
- }
- }
-
-
- /*
- * glDepthFunc( GL_GREATER ) and glDepthMask( GL_TRUE ).
- */
- void gl_depth_test_pixels_greater( GLcontext* ctx,
- GLuint n, const GLint x[], const GLint y[],
- const GLdepth z[], GLubyte mask[] )
- {
- GLdepth *zptr;
- GLuint i;
-
- for (i=0; i<n; i++) {
- if (mask[i]) {
- zptr = Z_ADDRESS(ctx,x[i],y[i]);
- if (z[i] > *zptr) {
- /* pass */
- *zptr = z[i];
- }
- else {
- /* fail */
- mask[i] = 0;
- }
- }
- }
- }
-
-
-
-
- /**********************************************************************/
- /***** Read Depth Buffer *****/
- /**********************************************************************/
-
-
- /*
- * Return a span of depth values from the depth buffer as floats in [0,1].
- * This function is only called through Driver.read_depth_span_float()
- * Input: n - how many pixels
- * x,y - location of first pixel
- * Output: depth - the array of depth values
- */
- void gl_read_depth_span_float( GLcontext* ctx,
- GLuint n, GLint x, GLint y, GLfloat depth[] )
- {
- GLdepth *zptr;
- GLfloat scale;
- GLuint i;
-
- scale = 1.0F / DEPTH_SCALE;
-
- if (ctx->Buffer->Depth) {
- zptr = Z_ADDRESS( ctx, x, y );
- for (i=0;i<n;i++) {
- depth[i] = (GLfloat) zptr[i] * scale;
- }
- }
- else {
- for (i=0;i<n;i++) {
- depth[i] = 0.0F;
- }
- }
- }
-
-
- /*
- * Return a span of depth values from the depth buffer as integers in
- * [0,MAX_DEPTH].
- * This function is only called through Driver.read_depth_span_int()
- * Input: n - how many pixels
- * x,y - location of first pixel
- * Output: depth - the array of depth values
- */
- void gl_read_depth_span_int( GLcontext* ctx,
- GLuint n, GLint x, GLint y, GLdepth depth[] )
- {
- if (ctx->Buffer->Depth) {
- GLdepth *zptr = Z_ADDRESS( ctx, x, y );
- MEMCPY( depth, zptr, n * sizeof(GLdepth) );
- }
- else {
- GLuint i;
- for (i=0;i<n;i++) {
- depth[i] = 0.0;
- }
- }
- }
-
-
-
- /**********************************************************************/
- /***** Allocate and Clear Depth Buffer *****/
- /**********************************************************************/
-
-
-
- /*
- * Allocate a new depth buffer. If there's already a depth buffer allocated
- * it will be free()'d. The new depth buffer will be uniniitalized.
- * This function is only called through Driver.alloc_depth_buffer.
- */
- void gl_alloc_depth_buffer( GLcontext* ctx )
- {
- /* deallocate current depth buffer if present */
- if (ctx->Buffer->Depth) {
- free(ctx->Buffer->Depth);
- ctx->Buffer->Depth = NULL;
- }
-
- /* allocate new depth buffer, but don't initialize it */
- ctx->Buffer->Depth = (GLdepth *) malloc( ctx->Buffer->Width
- * ctx->Buffer->Height
- * sizeof(GLdepth) );
- if (!ctx->Buffer->Depth) {
- /* out of memory */
- ctx->Depth.Test = GL_FALSE;
- gl_error( ctx, GL_OUT_OF_MEMORY, "Couldn't allocate depth buffer" );
- }
- }
-
-
-
-
- /*
- * Clear the depth buffer. If the depth buffer doesn't exist yet we'll
- * allocate it now.
- * This function is only called through Driver.clear_depth_buffer.
- */
- void gl_clear_depth_buffer( GLcontext* ctx )
- {
- GLdepth clear_value = (GLdepth) (ctx->Depth.Clear * DEPTH_SCALE);
-
- if (ctx->Visual->DepthBits==0 || !ctx->Buffer->Depth) {
- /* no depth buffer */
- return;
- }
-
- /* The loops in this function have been written so the IRIX 5.3
- * C compiler can unroll them. Hopefully other compilers can too!
- */
-
- if (ctx->Scissor.Enabled) {
- /* only clear scissor region */
- GLint y;
- for (y=ctx->Buffer->Ymin; y<=ctx->Buffer->Ymax; y++) {
- GLdepth *d = Z_ADDRESS( ctx, ctx->Buffer->Xmin, y );
- GLint n = ctx->Buffer->Xmax - ctx->Buffer->Xmin + 1;
- do {
- *d++ = clear_value;
- n--;
- } while (n);
- }
- }
- else {
- /* clear whole buffer */
- if (sizeof(GLdepth)==2 && (clear_value&0xff)==(clear_value>>8)) {
- /* lower and upper bytes of clear_value are same, use MEMSET */
- MEMSET( ctx->Buffer->Depth, clear_value&0xff,
- 2*ctx->Buffer->Width*ctx->Buffer->Height);
- }
- else {
- GLdepth *d = ctx->Buffer->Depth;
- GLint n = ctx->Buffer->Width * ctx->Buffer->Height;
- while (n>=16) {
- d[0] = clear_value; d[1] = clear_value;
- d[2] = clear_value; d[3] = clear_value;
- d[4] = clear_value; d[5] = clear_value;
- d[6] = clear_value; d[7] = clear_value;
- d[8] = clear_value; d[9] = clear_value;
- d[10] = clear_value; d[11] = clear_value;
- d[12] = clear_value; d[13] = clear_value;
- d[14] = clear_value; d[15] = clear_value;
- d += 16;
- n -= 16;
- }
- while (n>0) {
- *d++ = clear_value;
- n--;
- }
- }
- }
- }
-
-
-
-