mirror of
https://github.com/reactos/reactos.git
synced 2025-08-06 10:12:58 +00:00
[OPENGL32][MESA] Downgrade Mesa library to version 2.6
With this commit, we now use a forked version of MESA which only supports OpenGL 1.1, like the windows implementation does. It exposes : - The same pixel formats - The same set of extensions - Nothing more All of this without taking 10% of your build time. If you need a more modern option, look at the MESA package from Rapps, which is (and must be) maintained outside of this code tree. CORE-7499
This commit is contained in:
parent
905bcf617f
commit
5f2bebf7a5
448 changed files with 56975 additions and 132249 deletions
389
dll/opengl/mesa/fog.c
Normal file
389
dll/opengl/mesa/fog.c
Normal file
|
@ -0,0 +1,389 @@
|
|||
/* $Id: fog.c,v 1.9 1997/07/24 01:25:01 brianp Exp $ */
|
||||
|
||||
/*
|
||||
* Mesa 3-D graphics library
|
||||
* Version: 2.4
|
||||
* 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 1.9 1997/07/24 01:25:01 brianp
|
||||
* changed precompiled header symbol from PCH to PC_HEADER
|
||||
*
|
||||
* Revision 1.8 1997/06/20 04:14:47 brianp
|
||||
* changed color components from GLfixed to GLubyte
|
||||
*
|
||||
* Revision 1.7 1997/05/28 03:24:54 brianp
|
||||
* added precompiled header (PCH) support
|
||||
*
|
||||
* Revision 1.6 1997/05/22 03:03:47 brianp
|
||||
* don't apply fog to alpha values
|
||||
*
|
||||
* Revision 1.5 1997/04/20 20:28:49 brianp
|
||||
* replaced abort() with gl_problem()
|
||||
*
|
||||
* Revision 1.4 1996/11/04 02:30:15 brianp
|
||||
* optimized gl_fog_color_pixels() and gl_fog_index_pixels()
|
||||
*
|
||||
* 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
|
||||
*
|
||||
*/
|
||||
|
||||
|
||||
#ifdef PC_HEADER
|
||||
#include "all.h"
|
||||
#else
|
||||
#include <math.h>
|
||||
#include <stdlib.h>
|
||||
#include "context.h"
|
||||
#include "fog.h"
|
||||
#include "dlist.h"
|
||||
#include "macros.h"
|
||||
#include "types.h"
|
||||
#endif
|
||||
|
||||
|
||||
|
||||
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], GLubyte color[][4] )
|
||||
{
|
||||
GLuint i;
|
||||
GLfloat d;
|
||||
GLfloat fogr = ctx->Fog.Color[0] * ctx->Visual->RedScale;
|
||||
GLfloat fogg = ctx->Fog.Color[1] * ctx->Visual->GreenScale;
|
||||
GLfloat fogb = ctx->Fog.Color[2] * ctx->Visual->BlueScale;
|
||||
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;
|
||||
}
|
||||
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;
|
||||
}
|
||||
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;
|
||||
}
|
||||
break;
|
||||
default:
|
||||
gl_problem(ctx, "Bad fog mode in gl_fog_color_vertices");
|
||||
return;
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
|
||||
/*
|
||||
* 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:
|
||||
gl_problem(ctx, "Bad fog mode in gl_fog_index_vertices");
|
||||
return;
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
|
||||
|
||||
/*
|
||||
* 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[] )
|
||||
{
|
||||
GLfloat c = ctx->ProjectionMatrix[10];
|
||||
GLfloat d = ctx->ProjectionMatrix[14];
|
||||
GLuint i;
|
||||
|
||||
GLfloat fog_red = ctx->Fog.Color[0] * ctx->Visual->RedScale;
|
||||
GLfloat fog_green = ctx->Fog.Color[1] * ctx->Visual->GreenScale;
|
||||
GLfloat fog_blue = ctx->Fog.Color[2] * ctx->Visual->BlueScale;
|
||||
|
||||
GLfloat tz = ctx->Viewport.Tz;
|
||||
GLfloat szInv = 1.0F / ctx->Viewport.Sz;
|
||||
|
||||
switch (ctx->Fog.Mode) {
|
||||
case GL_LINEAR:
|
||||
{
|
||||
GLfloat fogEnd = ctx->Fog.End;
|
||||
GLfloat fogScale = 1.0F / (ctx->Fog.End - ctx->Fog.Start);
|
||||
for (i=0;i<n;i++) {
|
||||
GLfloat ndcz = ((GLfloat) z[i] - tz) * szInv;
|
||||
GLfloat eyez = -d / (c+ndcz);
|
||||
GLfloat f, g;
|
||||
if (eyez < 0.0) eyez = -eyez;
|
||||
f = (fogEnd - eyez) * fogScale;
|
||||
f = CLAMP( f, 0.0F, 1.0F );
|
||||
g = 1.0F - f;
|
||||
red[i] = (GLint) (f * (GLfloat) red[i] + g * fog_red);
|
||||
green[i] = (GLint) (f * (GLfloat) green[i] + g * fog_green);
|
||||
blue[i] = (GLint) (f * (GLfloat) blue[i] + g * fog_blue);
|
||||
}
|
||||
}
|
||||
break;
|
||||
case GL_EXP:
|
||||
for (i=0;i<n;i++) {
|
||||
GLfloat ndcz = ((GLfloat) z[i] - tz) * szInv;
|
||||
GLfloat eyez = -d / (c+ndcz);
|
||||
GLfloat f, g;
|
||||
if (eyez < 0.0) eyez = -eyez;
|
||||
f = exp( -ctx->Fog.Density * eyez );
|
||||
f = CLAMP( f, 0.0F, 1.0F );
|
||||
g = 1.0F - f;
|
||||
red[i] = (GLint) (f * (GLfloat) red[i] + g * fog_red);
|
||||
green[i] = (GLint) (f * (GLfloat) green[i] + g * fog_green);
|
||||
blue[i] = (GLint) (f * (GLfloat) blue[i] + g * fog_blue);
|
||||
}
|
||||
break;
|
||||
case GL_EXP2:
|
||||
{
|
||||
GLfloat negDensitySquared = -ctx->Fog.Density * ctx->Fog.Density;
|
||||
for (i=0;i<n;i++) {
|
||||
GLfloat ndcz = ((GLfloat) z[i] - tz) * szInv;
|
||||
GLfloat eyez = -d / (c+ndcz);
|
||||
GLfloat f, g;
|
||||
if (eyez < 0.0) eyez = -eyez;
|
||||
f = exp( negDensitySquared * eyez*eyez );
|
||||
f = CLAMP( f, 0.0F, 1.0F );
|
||||
g = 1.0F - f;
|
||||
red[i] = (GLint) (f * (GLfloat) red[i] + g * fog_red);
|
||||
green[i] = (GLint) (f * (GLfloat) green[i] + g * fog_green);
|
||||
blue[i] = (GLint) (f * (GLfloat) blue[i] + g * fog_blue);
|
||||
}
|
||||
}
|
||||
break;
|
||||
default:
|
||||
gl_problem(ctx, "Bad fog mode in gl_fog_color_pixels");
|
||||
return;
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
|
||||
|
||||
/*
|
||||
* 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[] )
|
||||
{
|
||||
GLfloat c = ctx->ProjectionMatrix[10];
|
||||
GLfloat d = ctx->ProjectionMatrix[14];
|
||||
GLuint i;
|
||||
|
||||
GLfloat tz = ctx->Viewport.Tz;
|
||||
GLfloat szInv = 1.0F / ctx->Viewport.Sz;
|
||||
|
||||
switch (ctx->Fog.Mode) {
|
||||
case GL_LINEAR:
|
||||
{
|
||||
GLfloat fogEnd = ctx->Fog.End;
|
||||
GLfloat fogScale = 1.0F / (ctx->Fog.End - ctx->Fog.Start);
|
||||
for (i=0;i<n;i++) {
|
||||
GLfloat ndcz = ((GLfloat) z[i] - tz) * szInv;
|
||||
GLfloat eyez = -d / (c+ndcz);
|
||||
GLfloat f;
|
||||
if (eyez < 0.0) eyez = -eyez;
|
||||
f = (fogEnd - eyez) * fogScale;
|
||||
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++) {
|
||||
GLfloat ndcz = ((GLfloat) z[i] - tz) * szInv;
|
||||
GLfloat eyez = -d / (c+ndcz);
|
||||
GLfloat f;
|
||||
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:
|
||||
{
|
||||
GLfloat negDensitySquared = -ctx->Fog.Density * ctx->Fog.Density;
|
||||
for (i=0;i<n;i++) {
|
||||
GLfloat ndcz = ((GLfloat) z[i] - tz) * szInv;
|
||||
GLfloat eyez = -d / (c+ndcz);
|
||||
GLfloat f;
|
||||
if (eyez < 0.0) eyez = -eyez;
|
||||
f = exp( negDensitySquared * eyez*eyez );
|
||||
f = CLAMP( f, 0.0F, 1.0F );
|
||||
index[i] = (GLuint) ((GLfloat) index[i] + (1.0F-f) * ctx->Fog.Index);
|
||||
}
|
||||
}
|
||||
break;
|
||||
default:
|
||||
gl_problem(ctx, "Bad fog mode in gl_fog_index_pixels");
|
||||
return;
|
||||
}
|
||||
}
|
||||
|
Loading…
Add table
Add a link
Reference in a new issue