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/* $Id: fog.c,v 1.3 1996/09/27 01:26:52 brianp Exp $ */ /* * Mesa 3-D graphics library * Version: 2.0 * Copyright (C) 1995-1996 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: fog.c,v $ * Revision 1.3 1996/09/27 01:26:52 brianp * added missing default cases to switches * * Revision 1.2 1996/09/15 14:17:30 brianp * now use GLframebuffer and GLvisual * * Revision 1.1 1996/09/13 01:38:16 brianp * Initial revision * */ #include <math.h> #include <stdlib.h> #include "context.h" #include "fog.h" #include "dlist.h" #include "macros.h" #include "types.h" void gl_Fogfv( GLcontext *ctx, GLenum pname, const GLfloat *params ) { GLenum m; switch (pname) { case GL_FOG_MODE: m = (GLenum) (GLint) *params; if (m==GL_LINEAR || m==GL_EXP || m==GL_EXP2) { ctx->Fog.Mode = m; } else { gl_error( ctx, GL_INVALID_ENUM, "glFog" ); } break; case GL_FOG_DENSITY: if (*params<0.0) { gl_error( ctx, GL_INVALID_VALUE, "glFog" ); } else { ctx->Fog.Density = *params; } break; case GL_FOG_START: #ifndef GL_VERSION_1_1 if (*params<0.0F) { gl_error( ctx, GL_INVALID_VALUE, "glFog(GL_FOG_START)" ); return; } #endif ctx->Fog.Start = *params; break; case GL_FOG_END: #ifndef GL_VERSION_1_1 if (*params<0.0F) { gl_error( ctx, GL_INVALID_VALUE, "glFog(GL_FOG_END)" ); return; } #endif ctx->Fog.End = *params; break; case GL_FOG_INDEX: ctx->Fog.Index = *params; break; case GL_FOG_COLOR: ctx->Fog.Color[0] = params[0]; ctx->Fog.Color[1] = params[1]; ctx->Fog.Color[2] = params[2]; ctx->Fog.Color[3] = params[3]; break; default: gl_error( ctx, GL_INVALID_ENUM, "glFog" ); } } /* * Compute the fogged color for an array of vertices. * Input: n - number of vertices * v - array of vertices * color - the original vertex colors * Output: color - the fogged colors */ void gl_fog_color_vertices( GLcontext *ctx, GLuint n, GLfloat v[][4], GLfixed color[][4] ) { GLuint i; GLfloat d; GLfloat shift = (GLfloat) (1 << ctx->ColorShift); GLfloat fogr = ctx->Fog.Color[0] * ctx->Visual->RedScale * shift; GLfloat fogg = ctx->Fog.Color[1] * ctx->Visual->GreenScale * shift; GLfloat fogb = ctx->Fog.Color[2] * ctx->Visual->BlueScale * shift; GLfloat foga = ctx->Fog.Color[3] * ctx->Visual->AlphaScale * shift; GLfloat end = ctx->Fog.End; switch (ctx->Fog.Mode) { case GL_LINEAR: d = 1.0F / (ctx->Fog.End - ctx->Fog.Start); for (i=0;i<n;i++) { GLfloat f = (end - ABSF(v[i][2])) * d; f = CLAMP( f, 0.0F, 1.0F ); color[i][0] = f * color[i][0] + (1.0F-f) * fogr; color[i][1] = f * color[i][1] + (1.0F-f) * fogg; color[i][2] = f * color[i][2] + (1.0F-f) * fogb; color[i][3] = f * color[i][3] + (1.0F-f) * foga; } break; case GL_EXP: d = -ctx->Fog.Density; for (i=0;i<n;i++) { GLfloat f = exp( d * ABSF(v[i][2]) ); f = CLAMP( f, 0.0F, 1.0F ); color[i][0] = f * color[i][0] + (1.0F-f) * fogr; color[i][1] = f * color[i][1] + (1.0F-f) * fogg; color[i][2] = f * color[i][2] + (1.0F-f) * fogb; color[i][3] = f * color[i][3] + (1.0F-f) * foga; } break; case GL_EXP2: d = -(ctx->Fog.Density*ctx->Fog.Density); for (i=0;i<n;i++) { GLfloat z = ABSF(v[i][2]); GLfloat f = exp( d * z*z ); f = CLAMP( f, 0.0F, 1.0F ); color[i][0] = f * color[i][0] + (1.0F-f) * fogr; color[i][1] = f * color[i][1] + (1.0F-f) * fogg; color[i][2] = f * color[i][2] + (1.0F-f) * fogb; color[i][3] = f * color[i][3] + (1.0F-f) * foga; } break; default: abort(); } } /* * Compute the fogged color indexes for an array of vertices. * Input: n - number of vertices * v - array of vertices * In/Out: indx - array of vertex color indexes */ void gl_fog_index_vertices( GLcontext *ctx, GLuint n, GLfloat v[][4], GLuint indx[] ) { /* NOTE: the extensive use of casts generates better/faster code for MIPS */ switch (ctx->Fog.Mode) { case GL_LINEAR: { GLfloat d = 1.0F / (ctx->Fog.End - ctx->Fog.Start); GLfloat fogindex = ctx->Fog.Index; GLfloat fogend = ctx->Fog.End; GLuint i; for (i=0;i<n;i++) { GLfloat f = (fogend - ABSF(v[i][2])) * d; f = CLAMP( f, 0.0F, 1.0F ); indx[i] = (GLint) ((GLfloat) (GLint) indx[i] + (1.0F-f) * fogindex); } } break; case GL_EXP: { GLfloat d = -ctx->Fog.Density; GLfloat fogindex = ctx->Fog.Index; GLuint i; for (i=0;i<n;i++) { GLfloat f = exp( d * ABSF(v[i][2]) ); f = CLAMP( f, 0.0F, 1.0F ); indx[i] = (GLint) ((GLfloat) (GLint) indx[i] + (1.0F-f) * fogindex); } } break; case GL_EXP2: { GLfloat d = -(ctx->Fog.Density*ctx->Fog.Density); GLfloat fogindex = ctx->Fog.Index; GLuint i; for (i=0;i<n;i++) { GLfloat z = ABSF(v[i][2]); GLfloat f = exp( -d * z*z ); f = CLAMP( f, 0.0F, 1.0F ); indx[i] = (GLint) ((GLfloat) (GLint) indx[i] + (1.0F-f) * fogindex); } } break; default: abort(); } } /* * Apply fog to an array of RGBA pixels. * Input: n - number of pixels * z - array of integer depth values * red, green, blue, alpha - pixel colors * Output: red, green, blue, alpha - fogged pixel colors */ void gl_fog_color_pixels( GLcontext *ctx, GLuint n, const GLdepth z[], GLubyte red[], GLubyte green[], GLubyte blue[], GLubyte alpha[] ) { /* TODO: optimize case when c = 1.0 and d = 0.0 */ GLfloat d = ctx->ProjectionMatrix[14]; GLfloat c = ctx->ProjectionMatrix[10]; GLfloat winz, ndcz, eyez, f; GLuint i; GLint fog_red = (GLint) (ctx->Fog.Color[0] * ctx->Visual->RedScale); GLint fog_green = (GLint) (ctx->Fog.Color[1] * ctx->Visual->GreenScale); GLint fog_blue = (GLint) (ctx->Fog.Color[2] * ctx->Visual->BlueScale); GLint fog_alpha = (GLint) (ctx->Fog.Color[3] * ctx->Visual->AlphaScale); switch (ctx->Fog.Mode) { case GL_LINEAR: for (i=0;i<n;i++) { winz = (GLfloat) z[i] / DEPTH_SCALE; ndcz = (winz - ctx->Viewport.Tz) / ctx->Viewport.Sz; eyez = -d / (c+ndcz); if (eyez < 0.0) eyez = -eyez; f = (ctx->Fog.End - eyez) / (ctx->Fog.End - ctx->Fog.Start); f = CLAMP( f, 0.0F, 1.0F ); red[i] = (GLint) (f * (GLfloat) red[i] + (1.0F-f) * fog_red); green[i] = (GLint) (f * (GLfloat) green[i] + (1.0F-f) * fog_green); blue[i] = (GLint) (f * (GLfloat) blue[i] + (1.0F-f) * fog_blue); alpha[i] = (GLint) (f * (GLfloat) alpha[i] + (1.0F-f) * fog_alpha); } break; case GL_EXP: for (i=0;i<n;i++) { winz = (GLfloat) z[i] / DEPTH_SCALE; ndcz = (winz - ctx->Viewport.Tz) / ctx->Viewport.Sz; eyez = -d / (c+ndcz); if (eyez < 0.0) eyez = -eyez; f = exp( -ctx->Fog.Density * eyez ); f = CLAMP( f, 0.0F, 1.0F ); red[i] = (GLint) (f * (GLfloat) red[i] + (1.0F-f) * fog_red); green[i] = (GLint) (f * (GLfloat) green[i] + (1.0F-f) * fog_green); blue[i] = (GLint) (f * (GLfloat) blue[i] + (1.0F-f) * fog_blue); alpha[i] = (GLint) (f * (GLfloat) alpha[i] + (1.0F-f) * fog_alpha); } break; case GL_EXP2: for (i=0;i<n;i++) { winz = (GLfloat) z[i] / DEPTH_SCALE; ndcz = (winz - ctx->Viewport.Tz) / ctx->Viewport.Sz; eyez = -d / (c+ndcz); if (eyez < 0.0) eyez = -eyez; f = exp( -(ctx->Fog.Density*ctx->Fog.Density * eyez*eyez) ); f = CLAMP( f, 0.0F, 1.0F ); red[i] = (GLint) (f * (GLfloat) red[i] + (1.0F-f) * fog_red); green[i] = (GLint) (f * (GLfloat) green[i] + (1.0F-f) * fog_green); blue[i] = (GLint) (f * (GLfloat) blue[i] + (1.0F-f) * fog_blue); alpha[i] = (GLint) (f * (GLfloat) alpha[i] + (1.0F-f) * fog_alpha); } break; default: abort(); } } /* * Apply fog to an array of color index pixels. * Input: n - number of pixels * z - array of integer depth values * index - pixel color indexes * Output: index - fogged pixel color indexes */ void gl_fog_index_pixels( GLcontext *ctx, GLuint n, const GLdepth z[], GLuint index[] ) { /* TODO: optimize case when c = 1.0 and d = 0.0 */ GLfloat d = ctx->ProjectionMatrix[14]; GLfloat c = ctx->ProjectionMatrix[10]; GLfloat winz, ndcz, eyez, f; GLuint i; switch (ctx->Fog.Mode) { case GL_LINEAR: for (i=0;i<n;i++) { winz = (GLfloat) z[i] / DEPTH_SCALE; ndcz = (winz - ctx->Viewport.Tz) / ctx->Viewport.Sz; eyez = -d / (c+ndcz); if (eyez < 0.0) eyez = -eyez; f = (ctx->Fog.End - eyez) / (ctx->Fog.End - ctx->Fog.Start); f = CLAMP( f, 0.0F, 1.0F ); index[i] = (GLuint) ((GLfloat) index[i] + (1.0F-f) * ctx->Fog.Index); } break; case GL_EXP: for (i=0;i<n;i++) { winz = (GLfloat) z[i] / DEPTH_SCALE; ndcz = (winz - ctx->Viewport.Tz) / ctx->Viewport.Sz; eyez = -d / (c+ndcz); if (eyez < 0.0) eyez = -eyez; f = exp( -ctx->Fog.Density * eyez ); f = CLAMP( f, 0.0F, 1.0F ); index[i] = (GLuint) ((GLfloat) index[i] + (1.0F-f) * ctx->Fog.Index); } break; case GL_EXP2: for (i=0;i<n;i++) { winz = (GLfloat) z[i] / DEPTH_SCALE; ndcz = (winz - ctx->Viewport.Tz) / ctx->Viewport.Sz; eyez = -d / (c+ndcz); if (eyez < 0.0) eyez = -eyez; f = exp( -(ctx->Fog.Density*ctx->Fog.Density * eyez*eyez) ); f = CLAMP( f, 0.0F, 1.0F ); index[i] = (GLuint) ((GLfloat) index[i] + (1.0F-f) * ctx->Fog.Index); } break; default: abort(); } }
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