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Amiga Plus 1997 #1
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programmierung
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mesa-1.2.8
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depth.c
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1996-05-27
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/* $Id: depth.c,v 1.21 1996/05/15 18:20:01 brianp Exp $ */
/*
* Mesa 3-D graphics library
* Version: 1.2
* Copyright (C) 1995-1996 Brian Paul (brianp@ssec.wisc.edu)
*
* 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 1.21 1996/05/15 18:20:01 brianp
* added branch-less Z testing
*
* Revision 1.20 1996/05/01 15:47:48 brianp
* added gl_read_depth_span_int()
*
* Revision 1.19 1996/04/25 20:39:21 brianp
* added comments about DD.<depth function> calling conventions
*
* Revision 1.18 1996/03/21 22:47:20 brianp
* removed obsolete comments
*
* Revision 1.17 1996/01/22 15:26:29 brianp
* set CC.NewState in glDepthFunc() and glDepthMask()
*
* Revision 1.16 1996/01/12 22:30:52 brianp
* use the Z_ADDRESS() macro
*
* Revision 1.15 1995/12/19 16:41:48 brianp
* optimized 16-bit clear for more clear values
*
* Revision 1.14 1995/12/18 17:25:05 brianp
* use new GLdepth datatype
*
* Revision 1.13 1995/11/30 00:18:54 brianp
* manually unrolled loop in gl_clear_depth_buffer()
*
* Revision 1.12 1995/09/22 21:53:35 brianp
* optimized gl_clear_depth_buffer for loop unrolling
*
* Revision 1.11 1995/07/11 15:10:38 brianp
* fixed bug in gl_depth_test_span when func=GL_ALWAYS and DepthMask=GL_FALSE
*
* Revision 1.10 1995/06/21 15:09:17 brianp
* added a comment to gl_clear_depth_buffer
*
* Revision 1.9 1995/06/15 21:08:05 brianp
* fixed bug in gl_read_depth_span() per Asif Khan
*
* Revision 1.8 1995/06/09 20:20:50 brianp
* renamed gl_depth_test() as gl_depth_test_span() and return 'passed' count
*
* Revision 1.7 1995/05/22 21:02:41 brianp
* Release 1.2
*
* Revision 1.6 1995/05/12 19:24:13 brianp
* replaced CC.Mode!=0 with INSIDE_BEGIN_END
*
* Revision 1.5 1995/04/19 13:48:18 brianp
* renamed occurances of near and far for SCO x86 Unix
*
* Revision 1.4 1995/03/09 21:34:01 brianp
* removed #include stdio.h
*
* Revision 1.3 1995/03/04 19:29:44 brianp
* 1.1 beta revision
*
* Revision 1.2 1995/02/27 22:48:39 brianp
* modified for PB
*
* Revision 1.1 1995/02/24 14:20:28 brianp
* Initial revision
*
*/
/*
* Depth buffer functions
*/
#include <stdlib.h>
#include <string.h>
#include "context.h"
#include "depth.h"
#include "list.h"
#include "macros.h"
void glClearDepth( GLclampd depth )
{
if (CC.CompileFlag) {
gl_save_cleardepth( (GLfloat) depth );
}
if (CC.ExecuteFlag) {
if (INSIDE_BEGIN_END) {
gl_error( GL_INVALID_OPERATION, "glClearDepth" );
}
CC.Depth.Clear = (GLfloat) CLAMP( depth, 0.0, 1.0 );
}
}
void glDepthFunc( GLenum func )
{
if (CC.CompileFlag) {
gl_save_depthfunc( func );
}
if (CC.ExecuteFlag) {
if (INSIDE_BEGIN_END) {
gl_error( GL_INVALID_OPERATION, "glDepthFunc" );
}
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:
CC.Depth.Func = func;
CC.NewState = GL_TRUE;
break;
default:
gl_error( GL_INVALID_ENUM, "glDepth.Func" );
}
}
}
void glDepthMask( GLboolean flag )
{
if (CC.CompileFlag) {
gl_save_depthmask( flag );
}
if (CC.ExecuteFlag) {
if (INSIDE_BEGIN_END) {
gl_error( GL_INVALID_OPERATION, "glDepthMask" );
}
/*
* GL_TRUE indicates depth buffer writing is enabled (default)
* GL_FALSE indicates depth buffer writing is disabled
*/
CC.Depth.Mask = flag;
CC.NewState = GL_TRUE;
}
}
void glDepthRange( 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.
*/
if (CC.CompileFlag) {
gl_save_depthrange( nearval, farval );
}
if (CC.ExecuteFlag) {
GLfloat n, f;
if (INSIDE_BEGIN_END) {
gl_error( GL_INVALID_OPERATION, "glDepthRange" );
}
n = (GLfloat) CLAMP( nearval, 0.0, 1.0 );
f = (GLfloat) CLAMP( farval, 0.0, 1.0 );
CC.Viewport.Near = n;
CC.Viewport.Far = f;
CC.Viewport.Sz = (f - n) / 2.0;
CC.Viewport.Tz = (f - n) / 2.0 + n;
}
}
/*
* Apply depth buffer test to a horizontal span of pixels:
*
* FOREACH pixel[i] in the span DO
* IF mask[i]!=0 THEN
* IF depth test passes THEN
* update z value
* ELSE
* mask[i] = 0;
* ENDIF
* ENDIF
* ENDDO
*
* This function is only called through DD.depth_test_span.
*
* 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
*/
GLuint gl_depth_test_span( GLuint n, GLint x, GLint y, const GLdepth z[],
GLubyte mask[] )
{
GLdepth *zptr = Z_ADDRESS( x, y );
GLubyte *m = mask;
GLuint i;
GLuint passed = 0;
/* switch cases ordered from most frequent to less frequent */
switch (CC.Depth.Func) {
case GL_LESS:
if (CC.Depth.Mask) {
/* Update Z buffer */
#ifdef SAFE
for (i=0; i<n; i++,zptr++,m++) {
if (*m) {
if (z[i] < *zptr) {
/* pass */
*zptr = z[i];
passed++;
}
else {
/* fail */
*m = 0;
}
}
}
#else
/* OPTIMIZED: no branches */
for (i=0; i<n; i++) {
GLint newz = z[i];
GLint oldz = zptr[i];
GLint p = mask[i] & (newz < oldz); /* 0 or 1 */
mask[i] = p;
passed += p;
p = 0 - p; /* 0 or ~0 */
zptr[i] = (oldz & ~p) | (newz & p);
}
#endif
}
else {
/* Don't update Z buffer */
#ifdef SAFE
for (i=0; i<n; i++,zptr++,m++) {
if (*m) {
if (z[i] < *zptr) {
/* pass */
passed++;
}
else {
*m = 0;
}
}
}
#else
/* OPTIMIZED: no branches */
for (i=0; i<n; i++) {
GLint p = mask[i] & (z[i] < zptr[i]);
mask[i] = p;
passed += p;
}
#endif
}
break;
case GL_LEQUAL:
if (CC.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 (CC.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 (CC.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 (CC.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 (CC.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 (CC.Depth.Mask) {
/* Update Z buffer */
#ifdef SAFE
for (i=0;i<n;i++,zptr++,m++) {
if (*m) {
*zptr = z[i];
passed++;
}
}
#else
/* OPTIMIZED: no branches */
for (i=0;i<n;i++) {
GLint p = 0 - mask[i]; /* 0 or ~0 */
zptr[i] = (zptr[i] & ~p) | (z[i] & p);
passed += mask[i];
}
#endif
}
else {
/* Don't update Z buffer or mask */
passed = n;
}
break;
case GL_NEVER:
for (i=0;i<n;i++) {
mask[i] = 0;
}
break;
} /*switch*/
return passed;
}
#define ZADDR_SETUP GLdepth *depthbuffer = CC.DepthBuffer; \
GLint width = CC.BufferWidth;
#define ZADDR( X, Y ) (depthbuffer + (Y) * width + (X) )
/*
* Perform depth testing on an array of pixels.
* This function is only called through DD.depth_test_pixels.
*/
void gl_depth_test_pixels( 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 (CC.Depth.Func) {
case GL_LESS:
if (CC.Depth.Mask) {
/* Update Z buffer */
#ifdef SAFE
for (i=0; i<n; i++) {
if (mask[i]) {
zptr = Z_ADDRESS(x[i],y[i]);
if (z[i] < *zptr) {
/* pass */
*zptr = z[i];
}
else {
/* fail */
mask[i] = 0;
}
}
}
#else
/* OPTIMIZED: no branches */
ZADDR_SETUP;
for (i=0; i<n; i++) {
GLdepth *zptr;
GLint p;
zptr = ZADDR(x[i],y[i]);
p = (z[i] < *zptr) & mask[i]; /* 0 or 1 */
p = 0 - p; /* 0 or ~0 */
*zptr = (*zptr & (~p)) | (z[i] & p);
mask[i] = p;
}
#endif
}
else {
/* Don't update Z buffer */
#ifdef SAFE
for (i=0; i<n; i++) {
if (mask[i]) {
zptr = Z_ADDRESS(x[i],y[i]);
if (z[i] < *zptr) {
/* pass */
}
else {
/* fail */
mask[i] = 0;
}
}
}
#else
/* OPTIMIZED: no branches */
ZADDR_SETUP;
for (i=0; i<n; i++) {
GLdepth *zptr = ZADDR(x[i],y[i]);
mask[i] &= (z[i] < *zptr);
}
#endif
}
break;
case GL_LEQUAL:
if (CC.Depth.Mask) {
/* Update Z buffer */
for (i=0; i<n; i++) {
if (mask[i]) {
zptr = Z_ADDRESS(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(x[i],y[i]);
if (z[i] <= *zptr) {
/* pass */
}
else {
/* fail */
mask[i] = 0;
}
}
}
}
break;
case GL_GEQUAL:
if (CC.Depth.Mask) {
/* Update Z buffer */
for (i=0; i<n; i++) {
if (mask[i]) {
zptr = Z_ADDRESS(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(x[i],y[i]);
if (z[i] >= *zptr) {
/* pass */
}
else {
/* fail */
mask[i] = 0;
}
}
}
}
break;
case GL_GREATER:
if (CC.Depth.Mask) {
/* Update Z buffer */
for (i=0; i<n; i++) {
if (mask[i]) {
zptr = Z_ADDRESS(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(x[i],y[i]);
if (z[i] > *zptr) {
/* pass */
}
else {
/* fail */
mask[i] = 0;
}
}
}
}
break;
case GL_NOTEQUAL:
if (CC.Depth.Mask) {
/* Update Z buffer */
for (i=0; i<n; i++) {
if (mask[i]) {
zptr = Z_ADDRESS(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(x[i],y[i]);
if (z[i] != *zptr) {
/* pass */
}
else {
/* fail */
mask[i] = 0;
}
}
}
}
break;
case GL_EQUAL:
if (CC.Depth.Mask) {
/* Update Z buffer */
for (i=0; i<n; i++) {
if (mask[i]) {
zptr = Z_ADDRESS(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(x[i],y[i]);
if (z[i] == *zptr) {
/* pass */
}
else {
/* fail */
mask[i] = 0;
}
}
}
}
break;
case GL_ALWAYS:
if (CC.Depth.Mask) {
/* Update Z buffer */
#ifdef SAFE
for (i=0; i<n; i++) {
if (mask[i]) {
zptr = Z_ADDRESS(x[i],y[i]);
*zptr = z[i];
}
}
#else
/* OPTIMIZED: no branches */
ZADDR_SETUP;
for (i=0; i<n; i++) {
GLdepth *zptr = ZADDR(x[i],y[i]);
GLint p = 0 - mask[i]; /* 0 or ~0 */
*zptr = (*zptr & ~p) | (z[i] & p);
}
#endif
}
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;
} /*switch*/
}
/*
* Return a span of depth values from the depth buffer as floats in [0,1].
* This function is only called through DD.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( GLuint n, GLint x, GLint y, GLfloat depth[] )
{
GLdepth *zptr;
GLfloat scale;
GLuint i;
scale = 1.0F / DEPTH_SCALE;
if (CC.DepthBuffer) {
zptr = Z_ADDRESS( 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 DD.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( GLuint n, GLint x, GLint y, GLdepth depth[] )
{
if (CC.DepthBuffer) {
GLdepth *zptr = Z_ADDRESS( x, y );
MEMCPY( depth, zptr, n * sizeof(GLdepth) );
}
else {
GLuint i;
for (i=0;i<n;i++) {
depth[i] = 0.0;
}
}
}
/*
* 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 DD.alloc_depth_buffer.
*/
void gl_alloc_depth_buffer( void )
{
/* deallocate current depth buffer if present */
if (CC.DepthBuffer) {
free(CC.DepthBuffer);
CC.DepthBuffer = NULL;
}
/* allocate new depth buffer */
CC.DepthBuffer = (GLdepth *)
malloc( CC.BufferWidth * CC.BufferHeight * sizeof(GLdepth) );
if (!CC.DepthBuffer) {
/* out of memory */
CC.Depth.Test = GL_FALSE;
gl_error( 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 DD.clear_depth_buffer.
*/
void gl_clear_depth_buffer( void )
{
/* The loops in this function have been written so the IRIX 5.3
* C compiler can unroll them. Hopefully other compilers can too!
*/
if (!CC.DepthBuffer) {
gl_alloc_depth_buffer();
}
if (CC.DepthBuffer) {
GLdepth clear_value = (GLdepth) (CC.Depth.Clear * DEPTH_SCALE);
if (CC.Scissor.Enabled) {
/* only clear scissor region */
GLint y;
for (y=CC.Scissor.Ymin; y<=CC.Scissor.Ymax; y++) {
GLdepth *d = Z_ADDRESS( CC.Scissor.Xmin, y );
GLint n = CC.Scissor.Xmax - CC.Scissor.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( CC.DepthBuffer, clear_value&0xff,
2*CC.BufferWidth*CC.BufferHeight);
}
else {
GLdepth *d = CC.DepthBuffer;
GLint n = CC.BufferWidth * CC.BufferHeight;
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--;
}
}
}
}
}