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depth.c
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/* $Id: depth.c,v 1.8 1999/11/08 07:36:43 brianp Exp $ */
/*
* Mesa 3-D graphics library
* Version: 3.1
*
* Copyright (C) 1999 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"),
* to deal in the Software without restriction, including without limitation
* the rights to use, copy, modify, merge, publish, distribute, sublicense,
* 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 shall be included
* in all copies or substantial portions of the Software.
*
* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS
* OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
* FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL
* BRIAN PAUL 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.
*/
/* $XFree86: xc/lib/GL/mesa/src/depth.c,v 1.3 1999/04/04 00:20:22 dawes Exp $ */
/*
* Depth buffer functions
*/
#include <stdlib.h>
#ifdef PC_HEADER
#include "all.h"
#else
#ifndef XFree86Server
#include <stdio.h>
#include <string.h>
#else
#include "GL/xf86glx.h"
#endif
#include "context.h"
#include "enums.h"
#include "depth.h"
#include "macros.h"
#include "types.h"
#endif
/**********************************************************************/
/***** API Functions *****/
/**********************************************************************/
void gl_ClearDepth( GLcontext* ctx, GLclampd depth )
{
ASSERT_OUTSIDE_BEGIN_END_AND_FLUSH(ctx, "glClearDepth");
ctx->Depth.Clear = (GLfloat) CLAMP( depth, 0.0, 1.0 );
if (ctx->Driver.ClearDepth)
(*ctx->Driver.ClearDepth)( ctx, ctx->Depth.Clear );
}
void gl_DepthFunc( GLcontext* ctx, GLenum func )
{
ASSERT_OUTSIDE_BEGIN_END_AND_FLUSH(ctx, "glDepthFunc");
if (MESA_VERBOSE & (VERBOSE_API|VERBOSE_TEXTURE))
fprintf(stderr, "glDepthFunc %s\n", gl_lookup_enum_by_nr(func));
switch (func) {
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:
if (ctx->Depth.Func != func) {
ctx->Depth.Func = func;
ctx->NewState |= NEW_RASTER_OPS;
ctx->TriangleCaps &= ~DD_Z_NEVER;
if (ctx->Driver.DepthFunc) {
(*ctx->Driver.DepthFunc)( ctx, func );
}
}
break;
case GL_NEVER:
if (ctx->Depth.Func != func) {
ctx->Depth.Func = func;
ctx->NewState |= NEW_RASTER_OPS;
ctx->TriangleCaps |= DD_Z_NEVER;
if (ctx->Driver.DepthFunc) {
(*ctx->Driver.DepthFunc)( ctx, func );
}
}
break;
default:
gl_error( ctx, GL_INVALID_ENUM, "glDepth.Func" );
}
}
void gl_DepthMask( GLcontext* ctx, GLboolean flag )
{
ASSERT_OUTSIDE_BEGIN_END_AND_FLUSH(ctx, "glDepthMask");
if (MESA_VERBOSE & (VERBOSE_API|VERBOSE_TEXTURE))
fprintf(stderr, "glDepthMask %d\n", flag);
/*
* GL_TRUE indicates depth buffer writing is enabled (default)
* GL_FALSE indicates depth buffer writing is disabled
*/
if (ctx->Depth.Mask != flag) {
ctx->Depth.Mask = flag;
ctx->NewState |= NEW_RASTER_OPS;
if (ctx->Driver.DepthMask) {
(*ctx->Driver.DepthMask)( ctx, flag );
}
}
}
/**********************************************************************/
/***** 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:
gl_problem(ctx, "Bad depth func in gl_depth_test_span_generic");
} /*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:
gl_problem(ctx, "Bad depth func in gl_depth_test_pixels_generic");
} /*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;
}
}
}
/**********************************************************************/
/***** 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;
ctx->NewState |= NEW_RASTER_OPS;
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 || !ctx->Depth.Mask) {
/* no depth buffer, or writing to it is disabled */
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--;
}
}
}
}