-/* $Id: points.c,v 1.7 2000/03/02 18:34:34 brianp Exp $ */
+/* $Id: points.c,v 1.8 2000/05/07 23:18:54 brianp Exp $ */
/*
* Mesa 3-D graphics library
return;
}
- if (ctx->Point.Size != size) {
- ctx->Point.Size = size;
+ if (ctx->Point.UserSize != size) {
+ ctx->Point.UserSize = size;
+ ctx->Point.Size = CLAMP(size, ctx->Const.MinPointSize, ctx->Const.MaxPointSize);
ctx->TriangleCaps &= ~DD_POINT_SIZE;
- if (size != 1.0) ctx->TriangleCaps |= DD_POINT_SIZE;
+ if (size != 1.0)
+ ctx->TriangleCaps |= DD_POINT_SIZE;
ctx->NewState |= NEW_RASTER_OPS;
}
}
/*
* CI points with size == 1.0
*/
-static void size1_ci_points( GLcontext *ctx, GLuint first, GLuint last )
+static void
+size1_ci_points( GLcontext *ctx, GLuint first, GLuint last )
{
struct vertex_buffer *VB = ctx->VB;
struct pixel_buffer *PB = ctx->PB;
GLuint i;
win = &VB->Win.data[first][0];
- for (i=first;i<=last;i++) {
- if (VB->ClipMask[i]==0) {
+ for (i = first; i <= last; i++) {
+ if (VB->ClipMask[i] == 0) {
pbx[pbcount] = (GLint) win[0];
pby[pbcount] = (GLint) win[1];
pbz[pbcount] = (GLint) (win[2] + ctx->PointZoffset);
/*
* RGBA points with size == 1.0
*/
-static void size1_rgba_points( GLcontext *ctx, GLuint first, GLuint last )
+static void
+size1_rgba_points( GLcontext *ctx, GLuint first, GLuint last )
{
struct vertex_buffer *VB = ctx->VB;
struct pixel_buffer *PB = ctx->PB;
GLuint i;
- for (i=first;i<=last;i++) {
- if (VB->ClipMask[i]==0) {
+ for (i = first; i <= last; i++) {
+ if (VB->ClipMask[i] == 0) {
GLint x, y, z;
GLint red, green, blue, alpha;
PB_WRITE_RGBA_PIXEL( PB, x, y, z, red, green, blue, alpha );
}
}
- PB_CHECK_FLUSH(ctx,PB);
+ PB_CHECK_FLUSH(ctx, PB);
}
/*
* General CI points.
*/
-static void general_ci_points( GLcontext *ctx, GLuint first, GLuint last )
+static void
+general_ci_points( GLcontext *ctx, GLuint first, GLuint last )
{
struct vertex_buffer *VB = ctx->VB;
struct pixel_buffer *PB = ctx->PB;
- GLuint i;
- GLint isize = (GLint) (CLAMP(ctx->Point.Size,MIN_POINT_SIZE,MAX_POINT_SIZE) + 0.5F);
+ const GLint isize = (GLint) (ctx->Point.Size + 0.5F);
GLint radius = isize >> 1;
+ GLuint i;
- for (i=first;i<=last;i++) {
- if (VB->ClipMask[i]==0) {
- GLint x, y, z;
+ for (i = first; i <= last; i++) {
+ if (VB->ClipMask[i] == 0) {
GLint x0, x1, y0, y1;
GLint ix, iy;
- x = (GLint) VB->Win.data[i][0];
- y = (GLint) VB->Win.data[i][1];
- z = (GLint) (VB->Win.data[i][2] + ctx->PointZoffset);
+ GLint x = (GLint) VB->Win.data[i][0];
+ GLint y = (GLint) VB->Win.data[i][1];
+ GLint z = (GLint) (VB->Win.data[i][2] + ctx->PointZoffset);
if (isize & 1) {
/* odd size */
PB_SET_INDEX( ctx, PB, VB->IndexPtr->data[i] );
- for (iy=y0;iy<=y1;iy++) {
- for (ix=x0;ix<=x1;ix++) {
+ for (iy = y0; iy <= y1; iy++) {
+ for (ix = x0; ix <= x1; ix++) {
PB_WRITE_PIXEL( PB, ix, iy, z );
}
}
/*
* General RGBA points.
*/
-static void general_rgba_points( GLcontext *ctx, GLuint first, GLuint last )
+static void
+general_rgba_points( GLcontext *ctx, GLuint first, GLuint last )
{
struct vertex_buffer *VB = ctx->VB;
struct pixel_buffer *PB = ctx->PB;
- GLuint i;
- GLint isize = (GLint) (CLAMP(ctx->Point.Size,MIN_POINT_SIZE,MAX_POINT_SIZE) + 0.5F);
+ GLint isize = (GLint) (ctx->Point.Size + 0.5F);
GLint radius = isize >> 1;
+ GLuint i;
- for (i=first;i<=last;i++) {
- if (VB->ClipMask[i]==0) {
- GLint x, y, z;
+ for (i = first; i <= last; i++) {
+ if (VB->ClipMask[i] == 0) {
GLint x0, x1, y0, y1;
GLint ix, iy;
- x = (GLint) VB->Win.data[i][0];
- y = (GLint) VB->Win.data[i][1];
- z = (GLint) (VB->Win.data[i][2] + ctx->PointZoffset);
+ GLint x = (GLint) VB->Win.data[i][0];
+ GLint y = (GLint) VB->Win.data[i][1];
+ GLint z = (GLint) (VB->Win.data[i][2] + ctx->PointZoffset);
if (isize & 1) {
/* odd size */
VB->ColorPtr->data[i][2],
VB->ColorPtr->data[i][3] );
- for (iy=y0;iy<=y1;iy++) {
- for (ix=x0;ix<=x1;ix++) {
+ for (iy = y0; iy <= y1; iy++) {
+ for (ix = x0; ix <= x1; ix++) {
PB_WRITE_PIXEL( PB, ix, iy, z );
}
}
/*
* Textured RGBA points.
*/
-static void textured_rgba_points( GLcontext *ctx, GLuint first, GLuint last )
+static void
+textured_rgba_points( GLcontext *ctx, GLuint first, GLuint last )
{
struct vertex_buffer *VB = ctx->VB;
struct pixel_buffer *PB = ctx->PB;
GLuint i;
- for (i=first;i<=last;i++) {
- if (VB->ClipMask[i]==0) {
- GLint x, y, z;
+ for (i = first; i <= last; i++) {
+ if (VB->ClipMask[i] == 0) {
GLint x0, x1, y0, y1;
- GLint ix, iy;
- GLint isize, radius;
+ GLint ix, iy, radius;
GLint red, green, blue, alpha;
GLfloat s, t, u;
- x = (GLint) VB->Win.data[i][0];
- y = (GLint) VB->Win.data[i][1];
- z = (GLint) (VB->Win.data[i][2] + ctx->PointZoffset);
+ GLint x = (GLint) VB->Win.data[i][0];
+ GLint y = (GLint) VB->Win.data[i][1];
+ GLint z = (GLint) (VB->Win.data[i][2] + ctx->PointZoffset);
+ GLint isize = (GLint) (ctx->Point.Size + 0.5F);
- isize = (GLint)
- (CLAMP(ctx->Point.Size,MIN_POINT_SIZE,MAX_POINT_SIZE) + 0.5F);
- if (isize<1) {
+ if (isize < 1) {
isize = 1;
}
radius = isize >> 1;
PB_SET_COLOR( red, green, blue, alpha );
*/
- for (iy=y0;iy<=y1;iy++) {
- for (ix=x0;ix<=x1;ix++) {
+ for (iy = y0; iy <= y1; iy++) {
+ for (ix = x0; ix <= x1; ix++) {
PB_WRITE_TEX_PIXEL( PB, ix, iy, z, red, green, blue, alpha, s, t, u );
}
}
- PB_CHECK_FLUSH(ctx,PB);
+ PB_CHECK_FLUSH(ctx, PB);
}
}
}
/*
* Multitextured RGBA points.
*/
-static void multitextured_rgba_points( GLcontext *ctx, GLuint first, GLuint last )
+static void
+multitextured_rgba_points( GLcontext *ctx, GLuint first, GLuint last )
{
struct vertex_buffer *VB = ctx->VB;
struct pixel_buffer *PB = ctx->PB;
GLuint i;
- for (i=first;i<=last;i++) {
- if (VB->ClipMask[i]==0) {
- GLint x, y, z;
+ for (i = first; i <= last; i++) {
+ if (VB->ClipMask[i] == 0) {
GLint x0, x1, y0, y1;
GLint ix, iy;
- GLint isize, radius;
+ GLint radius;
GLint red, green, blue, alpha;
GLfloat s, t, u;
GLfloat s1, t1, u1;
- x = (GLint) VB->Win.data[i][0];
- y = (GLint) VB->Win.data[i][1];
- z = (GLint) (VB->Win.data[i][2] + ctx->PointZoffset);
+ GLint x = (GLint) VB->Win.data[i][0];
+ GLint y = (GLint) VB->Win.data[i][1];
+ GLint z = (GLint) (VB->Win.data[i][2] + ctx->PointZoffset);
+ GLint isize = (GLint) (ctx->Point.Size + 0.5F);
- isize = (GLint)
- (CLAMP(ctx->Point.Size,MIN_POINT_SIZE,MAX_POINT_SIZE) + 0.5F);
- if (isize<1) {
+ if (isize < 1) {
isize = 1;
}
radius = isize >> 1;
for (iy=y0;iy<=y1;iy++) {
for (ix=x0;ix<=x1;ix++) {
- PB_WRITE_MULTITEX_PIXEL( PB, ix, iy, z, red, green, blue, alpha, s, t, u, s1, t1, u1 );
+ PB_WRITE_MULTITEX_PIXEL( PB, ix, iy, z, red, green, blue, alpha,
+ s, t, u, s1, t1, u1 );
}
}
- PB_CHECK_FLUSH(ctx,PB);
+ PB_CHECK_FLUSH(ctx, PB);
}
}
}
/*
* Antialiased points with or without texture mapping.
*/
-static void antialiased_rgba_points( GLcontext *ctx,
- GLuint first, GLuint last )
+static void
+antialiased_rgba_points( GLcontext *ctx, GLuint first, GLuint last )
{
struct vertex_buffer *VB = ctx->VB;
struct pixel_buffer *PB = ctx->PB;
+ const GLfloat radius = ctx->Point.Size * 0.5F;
+ const GLfloat rmin = radius - 0.7071F; /* 0.7071 = sqrt(2)/2 */
+ const GLfloat rmax = radius + 0.7071F;
+ const GLfloat rmin2 = rmin * rmin;
+ const GLfloat rmax2 = rmax * rmax;
+ const GLfloat cscale = 256.0F / (rmax2 - rmin2);
GLuint i;
- GLfloat radius, rmin, rmax, rmin2, rmax2, cscale;
-
- radius = CLAMP( ctx->Point.Size, MIN_POINT_SIZE, MAX_POINT_SIZE ) * 0.5F;
- rmin = radius - 0.7071F; /* 0.7071 = sqrt(2)/2 */
- rmax = radius + 0.7071F;
- rmin2 = rmin*rmin;
- rmax2 = rmax*rmax;
- cscale = 256.0F / (rmax2-rmin2);
if (ctx->Texture.ReallyEnabled) {
- for (i=first;i<=last;i++) {
- if (VB->ClipMask[i]==0) {
- GLint xmin, ymin, xmax, ymax;
- GLint x, y, z;
+ for (i = first; i <= last; i++) {
+ if (VB->ClipMask[i] == 0) {
+ GLint x, y;
GLint red, green, blue, alpha;
GLfloat s, t, u;
GLfloat s1, t1, u1;
- xmin = (GLint) (VB->Win.data[i][0] - radius);
- xmax = (GLint) (VB->Win.data[i][0] + radius);
- ymin = (GLint) (VB->Win.data[i][1] - radius);
- ymax = (GLint) (VB->Win.data[i][1] + radius);
- z = (GLint) (VB->Win.data[i][2] + ctx->PointZoffset);
+ GLint xmin = (GLint) (VB->Win.data[i][0] - radius);
+ GLint xmax = (GLint) (VB->Win.data[i][0] + radius);
+ GLint ymin = (GLint) (VB->Win.data[i][1] - radius);
+ GLint ymax = (GLint) (VB->Win.data[i][1] + radius);
+ GLint z = (GLint) (VB->Win.data[i][2] + ctx->PointZoffset);
red = VB->ColorPtr->data[i][0];
green = VB->ColorPtr->data[i][1];
/*
* Null rasterizer for measuring transformation speed.
*/
-static void null_points( GLcontext *ctx, GLuint first, GLuint last )
+static void
+null_points( GLcontext *ctx, GLuint first, GLuint last )
{
(void) ctx;
(void) first;
/* Calculates the distance attenuation formula of a vector of points in
* eye space coordinates
*/
-static void dist3(GLfloat *out, GLuint first, GLuint last,
- const GLcontext *ctx, const GLvector4f *v)
+static void
+dist3(GLfloat *out, GLuint first, GLuint last,
+ const GLcontext *ctx, const GLvector4f *v)
{
GLuint stride = v->stride;
const GLfloat *p = VEC_ELT(v, GLfloat, first);
}
}
-static void dist2(GLfloat *out, GLuint first, GLuint last,
- const GLcontext *ctx, const GLvector4f *v)
+
+static void
+dist2(GLfloat *out, GLuint first, GLuint last,
+ const GLcontext *ctx, const GLvector4f *v)
{
GLuint stride = v->stride;
const GLfloat *p = VEC_ELT(v, GLfloat, first);
};
-static void clip_dist(GLfloat *out, GLuint first, GLuint last,
- const GLcontext *ctx, GLvector4f *clip)
+static void
+clip_dist(GLfloat *out, GLuint first, GLuint last,
+ const GLcontext *ctx, GLvector4f *clip)
{
/* this is never called */
gl_problem(NULL, "clip_dist() called - dead code!\n");
/*
* Distance Attenuated General CI points.
*/
-static void dist_atten_general_ci_points( GLcontext *ctx, GLuint first,
- GLuint last )
+static void
+dist_atten_general_ci_points( GLcontext *ctx, GLuint first, GLuint last )
{
struct vertex_buffer *VB = ctx->VB;
struct pixel_buffer *PB = ctx->PB;
- GLuint i;
- GLfloat psize,dsize;
GLfloat dist[VB_SIZE];
- psize=CLAMP(ctx->Point.Size,MIN_POINT_SIZE,MAX_POINT_SIZE);
+ const GLfloat psize = ctx->Point.Size;
+ GLuint i;
if (ctx->NeedEyeCoords)
(eye_dist_tab[VB->EyePtr->size])( dist, first, last, ctx, VB->EyePtr );
for (i=first;i<=last;i++) {
if (VB->ClipMask[i]==0) {
- GLint x, y, z;
GLint x0, x1, y0, y1;
GLint ix, iy;
GLint isize, radius;
+ GLint x = (GLint) VB->Win.data[i][0];
+ GLint y = (GLint) VB->Win.data[i][1];
+ GLint z = (GLint) (VB->Win.data[i][2] + ctx->PointZoffset);
+ GLfloat dsize = psize * dist[i];
- x = (GLint) VB->Win.data[i][0];
- y = (GLint) VB->Win.data[i][1];
- z = (GLint) (VB->Win.data[i][2] + ctx->PointZoffset);
-
- dsize=psize*dist[i];
- if(dsize>=ctx->Point.Threshold) {
- isize=(GLint) (MIN2(dsize,ctx->Point.MaxSize)+0.5F);
- } else {
- isize=(GLint) (MAX2(ctx->Point.Threshold,ctx->Point.MinSize)+0.5F);
+ if (dsize >= ctx->Point.Threshold) {
+ isize = (GLint) (MIN2(dsize, ctx->Point.MaxSize) + 0.5F);
+ }
+ else {
+ isize = (GLint) (MAX2(ctx->Point.Threshold, ctx->Point.MinSize) + 0.5F);
}
radius = isize >> 1;
/*
* Distance Attenuated General RGBA points.
*/
-static void dist_atten_general_rgba_points( GLcontext *ctx, GLuint first,
- GLuint last )
+static void
+dist_atten_general_rgba_points( GLcontext *ctx, GLuint first, GLuint last )
{
struct vertex_buffer *VB = ctx->VB;
struct pixel_buffer *PB = ctx->PB;
- GLuint i;
- GLubyte alpha;
- GLfloat psize,dsize;
GLfloat dist[VB_SIZE];
- psize=CLAMP(ctx->Point.Size,MIN_POINT_SIZE,MAX_POINT_SIZE);
+ const GLfloat psize = ctx->Point.Size;
+ GLuint i;
if (ctx->NeedEyeCoords)
(eye_dist_tab[VB->EyePtr->size])( dist, first, last, ctx, VB->EyePtr );
for (i=first;i<=last;i++) {
if (VB->ClipMask[i]==0) {
- GLint x, y, z;
GLint x0, x1, y0, y1;
GLint ix, iy;
GLint isize, radius;
+ GLint x = (GLint) VB->Win.data[i][0];
+ GLint y = (GLint) VB->Win.data[i][1];
+ GLint z = (GLint) (VB->Win.data[i][2] + ctx->PointZoffset);
+ GLfloat dsize=psize*dist[i];
+ GLubyte alpha;
- x = (GLint) VB->Win.data[i][0];
- y = (GLint) VB->Win.data[i][1];
- z = (GLint) (VB->Win.data[i][2] + ctx->PointZoffset);
- dsize=psize*dist[i];
if (dsize >= ctx->Point.Threshold) {
isize = (GLint) (MIN2(dsize,ctx->Point.MaxSize)+0.5F);
alpha = VB->ColorPtr->data[i][3];
/*
* Distance Attenuated Textured RGBA points.
*/
-static void dist_atten_textured_rgba_points( GLcontext *ctx, GLuint first,
- GLuint last )
+static void
+dist_atten_textured_rgba_points( GLcontext *ctx, GLuint first, GLuint last )
{
struct vertex_buffer *VB = ctx->VB;
struct pixel_buffer *PB = ctx->PB;
- GLuint i;
- GLfloat psize,dsize;
GLfloat dist[VB_SIZE];
- psize=CLAMP(ctx->Point.Size,MIN_POINT_SIZE,MAX_POINT_SIZE);
+ const GLfloat psize = ctx->Point.Size;
+ GLuint i;
if (ctx->NeedEyeCoords)
(eye_dist_tab[VB->EyePtr->size])( dist, first, last, ctx, VB->EyePtr );
for (i=first;i<=last;i++) {
if (VB->ClipMask[i]==0) {
- GLint x, y, z;
GLint x0, x1, y0, y1;
GLint ix, iy;
GLint isize, radius;
GLfloat s, t, u;
GLfloat s1, t1, u1;
- x = (GLint) VB->Win.data[i][0];
- y = (GLint) VB->Win.data[i][1];
- z = (GLint) (VB->Win.data[i][2] + ctx->PointZoffset);
+ GLint x = (GLint) VB->Win.data[i][0];
+ GLint y = (GLint) VB->Win.data[i][1];
+ GLint z = (GLint) (VB->Win.data[i][2] + ctx->PointZoffset);
- dsize=psize*dist[i];
- if(dsize>=ctx->Point.Threshold) {
- isize=(GLint) (MIN2(dsize,ctx->Point.MaxSize)+0.5F);
- alpha=VB->ColorPtr->data[i][3];
- } else {
- isize=(GLint) (MAX2(ctx->Point.Threshold,ctx->Point.MinSize)+0.5F);
- dsize/=ctx->Point.Threshold;
- alpha = (GLint) (VB->ColorPtr->data[i][3]* (dsize*dsize));
+ GLfloat dsize = psize*dist[i];
+ if(dsize >= ctx->Point.Threshold) {
+ isize = (GLint) (MIN2(dsize, ctx->Point.MaxSize) + 0.5F);
+ alpha = VB->ColorPtr->data[i][3];
+ }
+ else {
+ isize = (GLint) (MAX2(ctx->Point.Threshold, ctx->Point.MinSize) + 0.5F);
+ dsize /= ctx->Point.Threshold;
+ alpha = (GLint) (VB->ColorPtr->data[i][3] * (dsize * dsize));
}
- if (isize<1) {
+ if (isize < 1) {
isize = 1;
}
radius = isize >> 1;
/*
* Distance Attenuated Antialiased points with or without texture mapping.
*/
-static void dist_atten_antialiased_rgba_points( GLcontext *ctx,
- GLuint first, GLuint last )
+static void
+dist_atten_antialiased_rgba_points( GLcontext *ctx, GLuint first, GLuint last )
{
struct vertex_buffer *VB = ctx->VB;
struct pixel_buffer *PB = ctx->PB;
- GLuint i;
- GLfloat radius, rmin, rmax, rmin2, rmax2, cscale;
- GLfloat psize,dsize,alphaf;
GLfloat dist[VB_SIZE];
- psize=CLAMP(ctx->Point.Size,MIN_POINT_SIZE,MAX_POINT_SIZE);
+ const GLfloat psize = ctx->Point.Size;
+ GLuint i;
if (ctx->NeedEyeCoords)
(eye_dist_tab[VB->EyePtr->size])( dist, first, last, ctx, VB->EyePtr );
if (ctx->Texture.ReallyEnabled) {
for (i=first;i<=last;i++) {
if (VB->ClipMask[i]==0) {
+ GLfloat radius, rmin, rmax, rmin2, rmax2, cscale, alphaf;
GLint xmin, ymin, xmax, ymax;
GLint x, y, z;
GLint red, green, blue, alpha;
GLfloat s, t, u;
GLfloat s1, t1, u1;
+ GLfloat dsize = psize * dist[i];
- dsize=psize*dist[i];
- if(dsize>=ctx->Point.Threshold) {
- radius=(MIN2(dsize,ctx->Point.MaxSize)*0.5F);
- alphaf=1.0;
- } else {
- radius=(MAX2(ctx->Point.Threshold,ctx->Point.MinSize)*0.5F);
- dsize/=ctx->Point.Threshold;
- alphaf=(dsize*dsize);
+ if (dsize >= ctx->Point.Threshold) {
+ radius = MIN2(dsize, ctx->Point.MaxSize) * 0.5F;
+ alphaf = 1.0F;
+ }
+ else {
+ radius = (MAX2(ctx->Point.Threshold, ctx->Point.MinSize) * 0.5F);
+ dsize /= ctx->Point.Threshold;
+ alphaf = (dsize*dsize);
}
rmin = radius - 0.7071F; /* 0.7071 = sqrt(2)/2 */
rmax = radius + 0.7071F;
}
}
- for (y=ymin;y<=ymax;y++) {
- for (x=xmin;x<=xmax;x++) {
+ for (y = ymin; y <= ymax; y++) {
+ for (x = xmin; x <= xmax; x++) {
GLfloat dx = x/*+0.5F*/ - VB->Win.data[i][0];
GLfloat dy = y/*+0.5F*/ - VB->Win.data[i][1];
GLfloat dist2 = dx*dx + dy*dy;
- if (dist2<rmax2) {
+ if (dist2 < rmax2) {
alpha = VB->ColorPtr->data[i][3];
- if (dist2>=rmin2) {
- GLint coverage = (GLint) (256.0F-(dist2-rmin2)*cscale);
+ if (dist2 >= rmin2) {
+ GLint coverage = (GLint) (256.0F - (dist2 - rmin2) * cscale);
/* coverage is in [0,256] */
alpha = (alpha * coverage) >> 8;
}
alpha = (GLint) (alpha * alphaf);
if (ctx->Texture.ReallyEnabled >= TEXTURE1_1D) {
- PB_WRITE_MULTITEX_PIXEL( PB, x,y,z, red, green, blue, alpha, s, t, u, s1, t1, u1 );
+ PB_WRITE_MULTITEX_PIXEL( PB, x,y,z, red, green, blue,
+ alpha, s, t, u, s1, t1, u1 );
} else {
- PB_WRITE_TEX_PIXEL( PB, x,y,z, red, green, blue, alpha, s, t, u );
+ PB_WRITE_TEX_PIXEL( PB, x,y,z, red, green, blue, alpha,
+ s, t, u );
}
}
}
}
else {
/* Not texture mapped */
- for (i=first;i<=last;i++) {
- if (VB->ClipMask[i]==0) {
+ for (i = first; i <= last; i++) {
+ if (VB->ClipMask[i] == 0) {
+ GLfloat radius, rmin, rmax, rmin2, rmax2, cscale, alphaf;
GLint xmin, ymin, xmax, ymax;
GLint x, y, z;
GLint red, green, blue, alpha;
+ GLfloat dsize = psize * dist[i];
- dsize=psize*dist[i];
- if(dsize>=ctx->Point.Threshold) {
- radius=(MIN2(dsize,ctx->Point.MaxSize)*0.5F);
- alphaf=1.0;
- } else {
- radius=(MAX2(ctx->Point.Threshold,ctx->Point.MinSize)*0.5F);
- dsize/=ctx->Point.Threshold;
- alphaf=(dsize*dsize);
+ if (dsize >= ctx->Point.Threshold) {
+ radius = MIN2(dsize, ctx->Point.MaxSize) * 0.5F;
+ alphaf = 1.0F;
+ }
+ else {
+ radius = (MAX2(ctx->Point.Threshold, ctx->Point.MinSize) * 0.5F);
+ dsize /= ctx->Point.Threshold;
+ alphaf = dsize * dsize;
}
rmin = radius - 0.7071F; /* 0.7071 = sqrt(2)/2 */
rmax = radius + 0.7071F;
- rmin2 = rmin*rmin;
- rmax2 = rmax*rmax;
- cscale = 256.0F / (rmax2-rmin2);
+ rmin2 = rmin * rmin;
+ rmax2 = rmax * rmax;
+ cscale = 256.0F / (rmax2 - rmin2);
xmin = (GLint) (VB->Win.data[i][0] - radius);
xmax = (GLint) (VB->Win.data[i][0] + radius);
green = VB->ColorPtr->data[i][1];
blue = VB->ColorPtr->data[i][2];
- for (y=ymin;y<=ymax;y++) {
- for (x=xmin;x<=xmax;x++) {
+ for (y = ymin; y <= ymax; y++) {
+ for (x = xmin; x <= xmax; x++) {
GLfloat dx = x/*+0.5F*/ - VB->Win.data[i][0];
GLfloat dy = y/*+0.5F*/ - VB->Win.data[i][1];
- GLfloat dist2 = dx*dx + dy*dy;
- if (dist2<rmax2) {
+ GLfloat dist2 = dx * dx + dy * dy;
+ if (dist2 < rmax2) {
alpha = VB->ColorPtr->data[i][3];
- if (dist2>=rmin2) {
- GLint coverage = (GLint) (256.0F-(dist2-rmin2)*cscale);
+ if (dist2 >= rmin2) {
+ GLint coverage = (GLint) (256.0F - (dist2 - rmin2) * cscale);
/* coverage is in [0,256] */
alpha = (alpha * coverage) >> 8;
}
alpha = (GLint) (alpha * alphaf);
- PB_WRITE_RGBA_PIXEL( PB, x, y, z, red, green, blue, alpha )
- ;
+ PB_WRITE_RGBA_PIXEL(PB, x, y, z, red, green, blue, alpha);
}
}
}