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304 lines
10 KiB
304 lines
10 KiB
/*
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** Copyright 1991, Silicon Graphics, Inc.
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** All Rights Reserved.
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**
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** This is UNPUBLISHED PROPRIETARY SOURCE CODE of Silicon Graphics, Inc.;
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** the contents of this file may not be disclosed to third parties, copied or
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** duplicated in any form, in whole or in part, without the prior written
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** permission of Silicon Graphics, Inc.
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**
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** RESTRICTED RIGHTS LEGEND:
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** Use, duplication or disclosure by the Government is subject to restrictions
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** as set forth in subdivision (c)(1)(ii) of the Rights in Technical Data
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** and Computer Software clause at DFARS 252.227-7013, and/or in similar or
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** successor clauses in the FAR, DOD or NASA FAR Supplement. Unpublished -
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** rights reserved under the Copyright Laws of the United States.
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**
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** $Revision: 1.10 $
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** $Date: 1993/06/18 00:30:15 $
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*/
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#include "precomp.h"
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#pragma hdrstop
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#include <fixed.h>
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/*
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** This is a little wierd. What it does is to dither "comp" into the high
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** n-4 bits, and add 16 * antiAliasPercent. Dithering of the low bits is
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** left to the usual methods (the store and span procs, for example).
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*/
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__GLfloat __glBuildAntiAliasIndex(__GLfloat index,
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__GLfloat antiAliasPercent)
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{
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GLint newlowbits;
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newlowbits = (GLint)((__GL_CI_ANTI_ALIAS_DIVISOR - 1) * antiAliasPercent + (__GLfloat) 0.5);
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return (((int) index) & ~(__GL_CI_ANTI_ALIAS_DIVISOR - 1)) | newlowbits;
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}
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/************************************************************************/
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/*
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** To anti-alias points the below code operates a simple algrorithim that
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** sub-samples the bounding box of the pixel area covered by the point.
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** At each sub-sample the distance from the sample to the center of the
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** point is computed and compared against the distance from the edge of
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** the circle to the center. If the computed distance is <= the edge
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** distance then the sample is inside the circle. All the samples for a
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** particular pixel center are summed up and then the resulting value is
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** divided by the total samples in the pixel. This gives us a coverage value
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** to use to adjust the fragment alpha with before storing (there is
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** an analagous affect when color index anti-aliasing is being done).
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**
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** The code below implements this simple algrorithim, but has been tuned
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** so it might be difficult to translate. Basically, every possible operation
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** that could be moved out of the Coverage code (i.e., invariants across
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** the coverage test) has been done. Also, the minimal area is sampled
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** over.
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*/
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/* Code below knows alot about these constants so beware */
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#define __GL_FILTER_SIZE __glOne
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#define __GL_HALF_FILTER_SIZE __glHalf
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#define __GL_SAMPLES 4
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#define __GL_SAMPLE_HIT ((__GLfloat) 0.0625) /* 1 / (4*4) */
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#define __GL_SAMPLE_DELTA ((__GLfloat) 0.25) /* 1 / 4 */
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#define __GL_HALF_SAMPLE_DELTA ((__GLfloat) 0.125)
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/* -halffilter + half delta */
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#define __GL_COORD_ADJUST ((__GLfloat) -0.375)
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/*
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** Return an estimate of the pixel coverage using sub-sampling.
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**
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** NOTE: The subtraction of xCenter,yCenter has been moved into the
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** caller to save time. Consequently the starting coordinate may not be
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** on a pixel center, but thats ok.
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*/
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static __GLfloat Coverage(__GLfloat xStart, __GLfloat yStart,
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__GLfloat radiusSquared)
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{
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GLint i;
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__GLfloat delta, yBottom, sampleX, sampleY;
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__GLfloat hits, hitsInc;
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/*
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** Get starting sample x & y positions. We take our starting
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** coordinate, back off half a filter size then add half a delta to
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** it. This constrains the sampling to lie entirely within the
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** pixel, never on the edges of the pixel. The constants above
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** have this adjustment pre-computed.
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*/
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sampleX = xStart + __GL_COORD_ADJUST;
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yBottom = yStart + __GL_COORD_ADJUST;
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delta = __GL_SAMPLE_DELTA;
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hits = __glZero;
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hitsInc = __GL_SAMPLE_HIT;
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for (i = __GL_SAMPLES; --i >= 0; ) {
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__GLfloat check = radiusSquared - sampleX * sampleX;
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/* Unrolled inner loop - change this code if __GL_SAMPLES changes */
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sampleY = yBottom;
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if (sampleY * sampleY <= check) {
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hits += hitsInc;
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}
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sampleY += delta;
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if (sampleY * sampleY <= check) {
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hits += hitsInc;
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}
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sampleY += delta;
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if (sampleY * sampleY <= check) {
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hits += hitsInc;
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}
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sampleY += delta;
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if (sampleY * sampleY <= check) {
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hits += hitsInc;
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}
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sampleX += delta;
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}
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return hits;
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}
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void FASTCALL __glRenderAntiAliasedRGBPoint(__GLcontext *gc, __GLvertex *vx)
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{
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__GLfloat xCenter, yCenter, radius, radiusSquared, coverage, x, y;
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__GLfloat zero, one, oldAlpha, xStart;
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__GLfloat tmp;
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__GLfragment frag;
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GLint w, width, height, ixLeft, iyBottom;
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GLuint modeFlags = gc->polygon.shader.modeFlags;
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/*
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** Determine area to compute coverage over. The area is bloated by
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** the filter's width & height implicitly. By truncating to integer
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** (NOTE: the x,y coordinate is always positive here) we are
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** guaranteed to find the lowest coordinate that needs examination
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** because of the nature of circles. Similarly, by truncating the
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** ending coordinate and adding one we get the pixel just past the
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** upper/right edge of the circle.
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*/
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radius = gc->state.point.smoothSize * __glHalf;
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radiusSquared = radius * radius;
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xCenter = vx->window.x;
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yCenter = vx->window.y;
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/* Truncate down to get starting coordinate */
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tmp = xCenter-radius;
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ixLeft = __GL_VERTEX_FLOAT_TO_INT(tmp);
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tmp = yCenter-radius;
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iyBottom = __GL_VERTEX_FLOAT_TO_INT(tmp);
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/*
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** Truncate down and add 1 to get the ending coordinate, then subtract
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** out the start to get the width & height.
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*/
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tmp = xCenter+radius;
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width = __GL_VERTEX_FLOAT_TO_INT(tmp) + 1 - ixLeft;
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tmp = yCenter+radius;
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height = __GL_VERTEX_FLOAT_TO_INT(tmp) + 1 - iyBottom;
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/*
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** Setup fragment. The fragment base color will be constant
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** (approximately) across the entire pixel. The only thing that will
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** change is the alpha (for rgb) or the red component (for color
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** index).
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*/
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frag.z = (__GLzValue)vx->window.z;
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frag.color = *vx->color;
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if (modeFlags & __GL_SHADE_TEXTURE) {
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(*gc->procs.texture)(gc, &frag.color, vx->texture.x, vx->texture.y,
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__glOne);
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}
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if (gc->polygon.shader.modeFlags & __GL_SHADE_COMPUTE_FOG)
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{
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(*gc->procs.fogPoint)(gc, &frag, vx->eyeZ);
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}
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else if ((gc->polygon.shader.modeFlags & __GL_SHADE_INTERP_FOG)
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||
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((modeFlags & (__GL_SHADE_CHEAP_FOG | __GL_SHADE_SMOOTH_LIGHT))
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== __GL_SHADE_CHEAP_FOG))
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{
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(*gc->procs.fogColor)(gc, &frag.color, &frag.color, vx->fog);
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}
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/*
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** Now render the circle centered on xCenter,yCenter. Move the
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** subtraction of xCenter,yCenter outside of the loop to doing
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** it up front in xStart and y. This way the coverage code can
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** assume the incoming starting coordinate has been properly
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** adjusted.
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*/
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zero = __glZero;
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one = __glOne;
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oldAlpha = frag.color.a;
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xStart = ixLeft + __glHalf - xCenter;
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y = iyBottom + __glHalf - yCenter;
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frag.y = iyBottom;
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while (--height >= 0) {
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x = xStart;
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frag.x = ixLeft;
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for (w = width; --w >= 0; ) {
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coverage = Coverage(x, y, radiusSquared);
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if (coverage > zero) {
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frag.color.a = oldAlpha * coverage;
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(*gc->procs.store)(gc->drawBuffer, &frag);
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}
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x += one;
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frag.x++;
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}
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y += one;
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frag.y++;
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}
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}
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void FASTCALL __glRenderAntiAliasedCIPoint(__GLcontext *gc, __GLvertex *vx)
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{
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__GLfloat xCenter, yCenter, radius, radiusSquared, coverage, x, y;
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__GLfloat zero, one, oldIndex, xStart;
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__GLfloat tmp;
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__GLfragment frag;
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GLint w, width, height, ixLeft, iyBottom;
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/*
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** Determine area to compute coverage over. The area is bloated by
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** the filter's width & height implicitly. By truncating to integer
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** (NOTE: the x,y coordinate is always positive here) we are
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** guaranteed to find the lowest coordinate that needs examination
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** because of the nature of circles. Similarly, by truncating the
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** ending coordinate and adding one we get the pixel just past the
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** upper/right edge of the circle.
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*/
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radius = gc->state.point.smoothSize * __glHalf;
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radiusSquared = radius * radius;
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xCenter = vx->window.x;
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yCenter = vx->window.y;
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/* Truncate down to get starting coordinate */
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tmp = xCenter-radius;
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ixLeft = __GL_VERTEX_FLOAT_TO_INT(tmp);
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tmp = yCenter-radius;
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iyBottom = __GL_VERTEX_FLOAT_TO_INT(tmp);
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/*
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** Truncate down and add 1 to get the ending coordinate, then subtract
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** out the start to get the width & height.
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*/
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tmp = xCenter+radius;
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width = __GL_VERTEX_FLOAT_TO_INT(tmp) + 1 - ixLeft;
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tmp = yCenter+radius;
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height = __GL_VERTEX_FLOAT_TO_INT(tmp) + 1 - iyBottom;
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/*
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** Setup fragment. The fragment base color will be constant
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** (approximately) across the entire pixel. The only thing that will
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** change is the alpha (for rgb) or the red component (for color
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** index).
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*/
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frag.z = (__GLzValue)vx->window.z;
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frag.color.r = vx->color->r;
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if (gc->polygon.shader.modeFlags & __GL_SHADE_COMPUTE_FOG)
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{
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(*gc->procs.fogPoint)(gc, &frag, vx->eyeZ);
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}
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else if ((gc->polygon.shader.modeFlags & __GL_SHADE_INTERP_FOG)
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||
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((gc->polygon.shader.modeFlags & (__GL_SHADE_CHEAP_FOG |
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__GL_SHADE_SMOOTH_LIGHT))
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== __GL_SHADE_CHEAP_FOG))
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{
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(*gc->procs.fogColor)(gc, &frag.color, &frag.color, vx->fog);
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}
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/*
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** Now render the circle centered on xCenter,yCenter. Move the
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** subtraction of xCenter,yCenter outside of the loop to doing
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** it up front in xStart and y. This way the coverage code can
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** assume the incoming starting coordinate has been properly
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** adjusted.
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*/
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zero = __glZero;
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one = __glOne;
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oldIndex = frag.color.r;
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xStart = ixLeft + __glHalf - xCenter;
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y = iyBottom + __glHalf - yCenter;
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frag.y = iyBottom;
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while (--height >= 0) {
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x = xStart;
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frag.x = ixLeft;
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for (w = width; --w >= 0; ) {
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coverage = Coverage(x, y, radiusSquared);
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if (coverage > zero) {
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frag.color.r = __glBuildAntiAliasIndex(oldIndex, coverage);
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(*gc->procs.store)(gc->drawBuffer, &frag);
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}
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x += one;
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frag.x++;
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}
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y += one;
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frag.y++;
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}
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}
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