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1703 lines
51 KiB
C
1703 lines
51 KiB
C
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/* $Id: texture.c,v 1.36 1997/11/17 02:04:06 brianp Exp $ */
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/*
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* Mesa 3-D graphics library
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* Version: 2.5
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* Copyright (C) 1995-1997 Brian Paul
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*
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* This library is free software; you can redistribute it and/or
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* modify it under the terms of the GNU Library General Public
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* License as published by the Free Software Foundation; either
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* version 2 of the License, or (at your option) any later version.
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*
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* This library is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
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* Library General Public License for more details.
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*
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* You should have received a copy of the GNU Library General Public
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* License along with this library; if not, write to the Free
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* Software Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
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*/
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/*
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* $Log: texture.c,v $
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* Revision 1.36 1997/11/17 02:04:06 brianp
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* fixed a typo in texture code
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*
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* Revision 1.35 1997/11/13 02:17:32 brianp
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* added a few const keywords
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*
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* Revision 1.34 1997/10/16 01:59:08 brianp
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* added GL_EXT_shared_texture_palette extension
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*
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* Revision 1.33 1997/09/27 00:14:39 brianp
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* added GL_EXT_paletted_texture extension
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*
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* Revision 1.32 1997/08/14 01:03:12 brianp
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* fixed small bug in GL_SPHERE_MAP texgen (Petri Nordlund)
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*
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* Revision 1.31 1997/07/24 01:25:34 brianp
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* changed precompiled header symbol from PCH to PC_HEADER
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*
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* Revision 1.30 1997/07/22 01:23:48 brianp
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* fixed negative texture coord sampling problem (Magnus Lundin)
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*
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* Revision 1.29 1997/07/09 00:32:26 brianp
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* fixed bug involving sampling and incomplete texture objects
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*
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* Revision 1.28 1997/05/28 03:26:49 brianp
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* added precompiled header (PCH) support
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*
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* Revision 1.27 1997/05/17 03:51:10 brianp
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* fixed bug in PROD macro (Waldemar Celes)
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*
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* Revision 1.26 1997/05/03 00:53:56 brianp
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* all-new texture sampling via gl_texture_object's SampleFunc pointer
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*
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* Revision 1.25 1997/05/01 01:40:14 brianp
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* replaced sqrt() with GL_SQRT, use NORMALIZE_3FV instead of NORMALIZE_3V
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*
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* Revision 1.24 1997/04/28 02:04:18 brianp
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* GL_SPHERE_MAP texgen was wrong (Eamon O'Dea)
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*
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* Revision 1.23 1997/04/20 20:29:11 brianp
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* replaced abort() with gl_problem()
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*
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* Revision 1.22 1997/04/16 23:56:41 brianp
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* added a few #include files
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*
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* Revision 1.21 1997/04/14 02:02:39 brianp
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* moved many functions into new texstate.c file
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*
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* Revision 1.20 1997/04/01 04:19:14 brianp
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* call gl_analyze_modelview_matrix instead of gl_compute_modelview_inverse
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*
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* Revision 1.19 1997/03/04 19:55:58 brianp
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* small texture sampling optimizations. better comments.
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*
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* Revision 1.18 1997/03/04 19:19:20 brianp
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* fixed a number of problems with texture borders
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*
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* Revision 1.17 1997/02/27 19:58:08 brianp
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* call gl_problem() instead of gl_warning()
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*
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* Revision 1.16 1997/02/09 19:53:43 brianp
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* now use TEXTURE_xD enable constants
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*
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* Revision 1.15 1997/02/09 18:53:14 brianp
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* added GL_EXT_texture3D support
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*
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* Revision 1.14 1997/01/30 21:06:03 brianp
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* added some missing glGetTexLevelParameter() GLenums
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*
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* Revision 1.13 1997/01/16 03:36:01 brianp
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* added calls to device driver TexParameter() and TexEnv() functions
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*
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* Revision 1.12 1997/01/09 19:48:30 brianp
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* better error checking
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* added gl_texturing_enabled()
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*
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* Revision 1.11 1996/12/20 20:22:30 brianp
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* linear interpolation between mipmap levels was reverse weighted
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* max mipmap level was incorrectly tested for
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*
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* Revision 1.10 1996/12/12 22:33:05 brianp
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* minor changes to gl_texgen()
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*
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* Revision 1.9 1996/12/07 10:35:41 brianp
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* implmented glGetTexGen*() functions
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*
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* Revision 1.8 1996/11/14 01:03:09 brianp
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* removed const's from gl_texgen() function to avoid VMS compiler warning
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*
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* Revision 1.7 1996/11/08 02:19:52 brianp
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* gl_do_texgen() replaced with gl_texgen()
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*
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* Revision 1.6 1996/10/26 17:17:30 brianp
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* glTexGen GL_EYE_PLANE vector now transformed by inverse modelview matrix
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*
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* Revision 1.5 1996/10/11 03:42:38 brianp
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* replaced old _EXT symbols
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*
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* Revision 1.4 1996/09/27 01:30:24 brianp
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* added missing default cases to switches
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*
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* Revision 1.3 1996/09/15 14:18:55 brianp
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* now use GLframebuffer and GLvisual
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*
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* Revision 1.2 1996/09/15 01:48:58 brianp
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* removed #define NULL 0
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*
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* Revision 1.1 1996/09/13 01:38:16 brianp
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* Initial revision
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*
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*/
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#ifdef PC_HEADER
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#include "all.h"
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#else
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#include <math.h>
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#include <stdlib.h>
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#include "context.h"
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#include "macros.h"
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#include "mmath.h"
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#include "pb.h"
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#include "texture.h"
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#include "types.h"
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#endif
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/*
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* Perform automatic texture coordinate generation.
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* Input: ctx - the context
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* n - number of texture coordinates to generate
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* obj - array of vertexes in object coordinate system
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* eye - array of vertexes in eye coordinate system
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* normal - array of normal vectores in eye coordinate system
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* Output: texcoord - array of resuling texture coordinates
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*/
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void gl_texgen( GLcontext *ctx, GLint n,
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GLfloat obj[][4], GLfloat eye[][4],
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GLfloat normal[][3], GLfloat texcoord[][4] )
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{
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/* special case: S and T sphere mapping */
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if (ctx->Texture.TexGenEnabled==(S_BIT|T_BIT)
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&& ctx->Texture.GenModeS==GL_SPHERE_MAP
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&& ctx->Texture.GenModeT==GL_SPHERE_MAP) {
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GLint i;
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for (i=0;i<n;i++) {
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GLfloat u[3], two_nu, m, fx, fy, fz;
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COPY_3V( u, eye[i] );
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NORMALIZE_3FV( u );
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two_nu = 2.0F * DOT3(normal[i],u);
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fx = u[0] - normal[i][0] * two_nu;
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fy = u[1] - normal[i][1] * two_nu;
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fz = u[2] - normal[i][2] * two_nu;
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m = 2.0F * GL_SQRT( fx*fx + fy*fy + (fz+1.0F)*(fz+1.0F) );
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if (m==0.0F) {
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texcoord[i][0] = 0.5F;
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texcoord[i][1] = 0.5F;
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}
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else {
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GLfloat mInv = 1.0F / m;
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texcoord[i][0] = fx * mInv + 0.5F;
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texcoord[i][1] = fy * mInv + 0.5F;
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}
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}
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return;
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}
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/* general solution */
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if (ctx->Texture.TexGenEnabled & S_BIT) {
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GLint i;
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switch (ctx->Texture.GenModeS) {
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case GL_OBJECT_LINEAR:
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for (i=0;i<n;i++) {
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texcoord[i][0] = DOT4( obj[i], ctx->Texture.ObjectPlaneS );
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}
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break;
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case GL_EYE_LINEAR:
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for (i=0;i<n;i++) {
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texcoord[i][0] = DOT4( eye[i], ctx->Texture.EyePlaneS );
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}
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break;
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case GL_SPHERE_MAP:
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for (i=0;i<n;i++) {
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GLfloat u[3], two_nu, m, fx, fy, fz;
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COPY_3V( u, eye[i] );
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NORMALIZE_3FV( u );
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two_nu = 2.0*DOT3(normal[i],u);
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fx = u[0] - normal[i][0] * two_nu;
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fy = u[1] - normal[i][1] * two_nu;
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fz = u[2] - normal[i][2] * two_nu;
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m = 2.0F * GL_SQRT( fx*fx + fy*fy + (fz+1.0)*(fz+1.0) );
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if (m==0.0F) {
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texcoord[i][0] = 0.5F;
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}
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else {
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texcoord[i][0] = fx / m + 0.5F;
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}
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}
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break;
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default:
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gl_problem(ctx, "Bad S texgen");
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return;
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}
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}
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if (ctx->Texture.TexGenEnabled & T_BIT) {
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GLint i;
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switch (ctx->Texture.GenModeT) {
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case GL_OBJECT_LINEAR:
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for (i=0;i<n;i++) {
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texcoord[i][1] = DOT4( obj[i], ctx->Texture.ObjectPlaneT );
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}
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break;
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case GL_EYE_LINEAR:
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for (i=0;i<n;i++) {
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texcoord[i][1] = DOT4( eye[i], ctx->Texture.EyePlaneT );
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}
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break;
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case GL_SPHERE_MAP:
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for (i=0;i<n;i++) {
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GLfloat u[3], two_nu, m, fx, fy, fz;
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COPY_3V( u, eye[i] );
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NORMALIZE_3FV( u );
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two_nu = 2.0*DOT3(normal[i],u);
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fx = u[0] - normal[i][0] * two_nu;
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fy = u[1] - normal[i][1] * two_nu;
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fz = u[2] - normal[i][2] * two_nu;
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m = 2.0F * GL_SQRT( fx*fx + fy*fy + (fz+1.0)*(fz+1.0) );
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if (m==0.0F) {
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texcoord[i][1] = 0.5F;
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}
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else {
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texcoord[i][1] = fy / m + 0.5F;
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}
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}
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break;
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default:
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gl_problem(ctx, "Bad T texgen");
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return;
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}
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}
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if (ctx->Texture.TexGenEnabled & R_BIT) {
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GLint i;
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switch (ctx->Texture.GenModeR) {
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case GL_OBJECT_LINEAR:
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for (i=0;i<n;i++) {
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texcoord[i][2] = DOT4( obj[i], ctx->Texture.ObjectPlaneR );
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}
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break;
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case GL_EYE_LINEAR:
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for (i=0;i<n;i++) {
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texcoord[i][2] = DOT4( eye[i], ctx->Texture.EyePlaneR );
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}
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break;
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default:
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gl_problem(ctx, "Bad R texgen");
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return;
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}
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}
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if (ctx->Texture.TexGenEnabled & Q_BIT) {
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GLint i;
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switch (ctx->Texture.GenModeQ) {
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case GL_OBJECT_LINEAR:
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for (i=0;i<n;i++) {
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texcoord[i][3] = DOT4( obj[i], ctx->Texture.ObjectPlaneQ );
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}
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break;
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case GL_EYE_LINEAR:
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for (i=0;i<n;i++) {
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texcoord[i][3] = DOT4( eye[i], ctx->Texture.EyePlaneQ );
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}
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break;
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default:
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gl_problem(ctx, "Bad Q texgen");
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return;
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}
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}
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}
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/*
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* Paletted texture sampling.
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* Input: tObj - the texture object
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* index - the palette index (8-bit only)
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* Output: red, green, blue, alpha - the texel color
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*/
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static void palette_sample(const struct gl_texture_object *tObj,
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GLubyte index, GLubyte *red, GLubyte *green,
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GLubyte *blue, GLubyte *alpha)
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{
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GLint i = index;
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const GLubyte *palette;
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palette = tObj->Palette;
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switch (tObj->PaletteFormat) {
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case GL_ALPHA:
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*alpha = tObj->Palette[index];
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return;
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case GL_LUMINANCE:
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case GL_INTENSITY:
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*red = palette[index];
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return;
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case GL_LUMINANCE_ALPHA:
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*red = palette[(index << 1) + 0];
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*alpha = palette[(index << 1) + 1];
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return;
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case GL_RGB:
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*red = palette[index * 3 + 0];
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*green = palette[index * 3 + 1];
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*blue = palette[index * 3 + 2];
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return;
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case GL_RGBA:
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*red = palette[(i << 2) + 0];
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*green = palette[(i << 2) + 1];
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*blue = palette[(i << 2) + 2];
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*alpha = palette[(i << 2) + 3];
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return;
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default:
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gl_problem(NULL, "Bad palette format in palette_sample");
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}
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}
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/**********************************************************************/
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/* 1-D Texture Sampling Functions */
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/**********************************************************************/
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/*
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* Return the fractional part of x.
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*/
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#define frac(x) ((GLfloat)(x)-floor((GLfloat)x))
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/*
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* Given 1-D texture image and an (i) texel column coordinate, return the
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* texel color.
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*/
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static void get_1d_texel( const struct gl_texture_object *tObj,
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const struct gl_texture_image *img, GLint i,
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GLubyte *red, GLubyte *green, GLubyte *blue,
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GLubyte *alpha )
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{
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GLubyte *texel;
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#ifdef DEBUG
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GLint width = img->Width;
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if (i<0 || i>=width) abort();
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#endif
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switch (img->Format) {
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case GL_COLOR_INDEX:
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{
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GLubyte index = img->Data[i];
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palette_sample(tObj, index, red, green, blue, alpha);
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return;
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}
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return;
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case GL_ALPHA:
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*alpha = img->Data[ i ];
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return;
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case GL_LUMINANCE:
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case GL_INTENSITY:
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*red = img->Data[ i ];
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return;
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case GL_LUMINANCE_ALPHA:
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texel = img->Data + i * 2;
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*red = texel[0];
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*alpha = texel[1];
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return;
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case GL_RGB:
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texel = img->Data + i * 3;
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*red = texel[0];
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*green = texel[1];
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*blue = texel[2];
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return;
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case GL_RGBA:
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texel = img->Data + i * 4;
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*red = texel[0];
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*green = texel[1];
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||
|
*blue = texel[2];
|
||
|
*alpha = texel[3];
|
||
|
return;
|
||
|
default:
|
||
|
gl_problem(NULL, "Bad format in get_1d_texel");
|
||
|
return;
|
||
|
}
|
||
|
}
|
||
|
|
||
|
|
||
|
|
||
|
/*
|
||
|
* Return the texture sample for coordinate (s) using GL_NEAREST filter.
|
||
|
*/
|
||
|
static void sample_1d_nearest( const struct gl_texture_object *tObj,
|
||
|
const struct gl_texture_image *img,
|
||
|
GLfloat s,
|
||
|
GLubyte *red, GLubyte *green,
|
||
|
GLubyte *blue, GLubyte *alpha )
|
||
|
{
|
||
|
GLint width = img->Width2; /* without border, power of two */
|
||
|
GLint i;
|
||
|
GLubyte *texel;
|
||
|
|
||
|
/* Clamp/Repeat S and convert to integer texel coordinate */
|
||
|
if (tObj->WrapS==GL_REPEAT) {
|
||
|
/* s limited to [0,1) */
|
||
|
/* i limited to [0,width-1] */
|
||
|
i = (GLint) (s * width);
|
||
|
if (s<0.0F) i -= 1;
|
||
|
i &= (width-1);
|
||
|
}
|
||
|
else {
|
||
|
/* s limited to [0,1] */
|
||
|
/* i limited to [0,width-1] */
|
||
|
if (s<0.0F) i = 0;
|
||
|
else if (s>1.0F) i = width-1;
|
||
|
else i = (GLint) (s * width);
|
||
|
}
|
||
|
|
||
|
/* skip over the border, if any */
|
||
|
i += img->Border;
|
||
|
|
||
|
/* Get the texel */
|
||
|
switch (img->Format) {
|
||
|
case GL_COLOR_INDEX:
|
||
|
{
|
||
|
GLubyte index = img->Data[i];
|
||
|
palette_sample(tObj, index, red, green, blue, alpha);
|
||
|
return;
|
||
|
}
|
||
|
case GL_ALPHA:
|
||
|
*alpha = img->Data[i];
|
||
|
return;
|
||
|
case GL_LUMINANCE:
|
||
|
case GL_INTENSITY:
|
||
|
*red = img->Data[i];
|
||
|
return;
|
||
|
case GL_LUMINANCE_ALPHA:
|
||
|
texel = img->Data + i * 2;
|
||
|
*red = texel[0];
|
||
|
*alpha = texel[1];
|
||
|
return;
|
||
|
case GL_RGB:
|
||
|
texel = img->Data + i * 3;
|
||
|
*red = texel[0];
|
||
|
*green = texel[1];
|
||
|
*blue = texel[2];
|
||
|
return;
|
||
|
case GL_RGBA:
|
||
|
texel = img->Data + i * 4;
|
||
|
*red = texel[0];
|
||
|
*green = texel[1];
|
||
|
*blue = texel[2];
|
||
|
*alpha = texel[3];
|
||
|
return;
|
||
|
default:
|
||
|
gl_problem(NULL, "Bad format in sample_1d_nearest");
|
||
|
}
|
||
|
}
|
||
|
|
||
|
|
||
|
|
||
|
/*
|
||
|
* Return the texture sample for coordinate (s) using GL_LINEAR filter.
|
||
|
*/
|
||
|
static void sample_1d_linear( const struct gl_texture_object *tObj,
|
||
|
const struct gl_texture_image *img,
|
||
|
GLfloat s,
|
||
|
GLubyte *red, GLubyte *green,
|
||
|
GLubyte *blue, GLubyte *alpha )
|
||
|
{
|
||
|
GLint width = img->Width2;
|
||
|
GLint i0, i1;
|
||
|
GLfloat u;
|
||
|
GLint i0border, i1border;
|
||
|
|
||
|
u = s * width;
|
||
|
if (tObj->WrapS==GL_REPEAT) {
|
||
|
i0 = ((GLint) floor(u - 0.5F)) % width;
|
||
|
i1 = (i0 + 1) & (width-1);
|
||
|
i0border = i1border = 0;
|
||
|
}
|
||
|
else {
|
||
|
i0 = (GLint) floor(u - 0.5F);
|
||
|
i1 = i0 + 1;
|
||
|
i0border = (i0<0) | (i0>=width);
|
||
|
i1border = (i1<0) | (i1>=width);
|
||
|
}
|
||
|
|
||
|
if (img->Border) {
|
||
|
i0 += img->Border;
|
||
|
i1 += img->Border;
|
||
|
i0border = i1border = 0;
|
||
|
}
|
||
|
else {
|
||
|
i0 &= (width-1);
|
||
|
}
|
||
|
|
||
|
{
|
||
|
GLfloat a = frac(u - 0.5F);
|
||
|
|
||
|
GLint w0 = (GLint) ((1.0F-a) * 256.0F);
|
||
|
GLint w1 = (GLint) ( a * 256.0F);
|
||
|
|
||
|
GLubyte red0, green0, blue0, alpha0;
|
||
|
GLubyte red1, green1, blue1, alpha1;
|
||
|
|
||
|
if (i0border) {
|
||
|
red0 = tObj->BorderColor[0];
|
||
|
green0 = tObj->BorderColor[1];
|
||
|
blue0 = tObj->BorderColor[2];
|
||
|
alpha0 = tObj->BorderColor[3];
|
||
|
}
|
||
|
else {
|
||
|
get_1d_texel( tObj, img, i0, &red0, &green0, &blue0, &alpha0 );
|
||
|
}
|
||
|
if (i1border) {
|
||
|
red1 = tObj->BorderColor[0];
|
||
|
green1 = tObj->BorderColor[1];
|
||
|
blue1 = tObj->BorderColor[2];
|
||
|
alpha1 = tObj->BorderColor[3];
|
||
|
}
|
||
|
else {
|
||
|
get_1d_texel( tObj, img, i1, &red1, &green1, &blue1, &alpha1 );
|
||
|
}
|
||
|
|
||
|
*red = (w0*red0 + w1*red1) >> 8;
|
||
|
*green = (w0*green0 + w1*green1) >> 8;
|
||
|
*blue = (w0*blue0 + w1*blue1) >> 8;
|
||
|
*alpha = (w0*alpha0 + w1*alpha1) >> 8;
|
||
|
}
|
||
|
}
|
||
|
|
||
|
|
||
|
static void
|
||
|
sample_1d_nearest_mipmap_nearest( const struct gl_texture_object *tObj,
|
||
|
GLfloat s, GLfloat lambda,
|
||
|
GLubyte *red, GLubyte *green,
|
||
|
GLubyte *blue, GLubyte *alpha )
|
||
|
{
|
||
|
GLint level;
|
||
|
if (lambda<=0.5F) {
|
||
|
level = 0;
|
||
|
}
|
||
|
else {
|
||
|
GLint widthlog2 = tObj->Image[0]->WidthLog2;
|
||
|
level = (GLint) (lambda + 0.499999F);
|
||
|
if (level>widthlog2 ) {
|
||
|
level = widthlog2;
|
||
|
}
|
||
|
}
|
||
|
sample_1d_nearest( tObj, tObj->Image[level],
|
||
|
s, red, green, blue, alpha );
|
||
|
}
|
||
|
|
||
|
|
||
|
static void
|
||
|
sample_1d_linear_mipmap_nearest( const struct gl_texture_object *tObj,
|
||
|
GLfloat s, GLfloat lambda,
|
||
|
GLubyte *red, GLubyte *green,
|
||
|
GLubyte *blue, GLubyte *alpha )
|
||
|
{
|
||
|
GLint level;
|
||
|
if (lambda<=0.5F) {
|
||
|
level = 0;
|
||
|
}
|
||
|
else {
|
||
|
GLint widthlog2 = tObj->Image[0]->WidthLog2;
|
||
|
level = (GLint) (lambda + 0.499999F);
|
||
|
if (level>widthlog2 ) {
|
||
|
level = widthlog2;
|
||
|
}
|
||
|
}
|
||
|
sample_1d_linear( tObj, tObj->Image[level],
|
||
|
s, red, green, blue, alpha );
|
||
|
}
|
||
|
|
||
|
|
||
|
|
||
|
static void
|
||
|
sample_1d_nearest_mipmap_linear( const struct gl_texture_object *tObj,
|
||
|
GLfloat s, GLfloat lambda,
|
||
|
GLubyte *red, GLubyte *green,
|
||
|
GLubyte *blue, GLubyte *alpha )
|
||
|
{
|
||
|
GLint max = tObj->Image[0]->MaxLog2;
|
||
|
|
||
|
if (lambda>=max) {
|
||
|
sample_1d_nearest( tObj, tObj->Image[max],
|
||
|
s, red, green, blue, alpha );
|
||
|
}
|
||
|
else {
|
||
|
GLubyte red0, green0, blue0, alpha0;
|
||
|
GLubyte red1, green1, blue1, alpha1;
|
||
|
GLfloat f = frac(lambda);
|
||
|
GLint level = (GLint) (lambda + 1.0F);
|
||
|
level = CLAMP( level, 1, max );
|
||
|
sample_1d_nearest( tObj, tObj->Image[level-1],
|
||
|
s, &red0, &green0, &blue0, &alpha0 );
|
||
|
sample_1d_nearest( tObj, tObj->Image[level],
|
||
|
s, &red1, &green1, &blue1, &alpha1 );
|
||
|
*red = (1.0F-f)*red0 + f*red1;
|
||
|
*green = (1.0F-f)*green0 + f*green1;
|
||
|
*blue = (1.0F-f)*blue0 + f*blue1;
|
||
|
*alpha = (1.0F-f)*alpha0 + f*alpha1;
|
||
|
}
|
||
|
}
|
||
|
|
||
|
|
||
|
|
||
|
static void
|
||
|
sample_1d_linear_mipmap_linear( const struct gl_texture_object *tObj,
|
||
|
GLfloat s, GLfloat lambda,
|
||
|
GLubyte *red, GLubyte *green,
|
||
|
GLubyte *blue, GLubyte *alpha )
|
||
|
{
|
||
|
GLint max = tObj->Image[0]->MaxLog2;
|
||
|
|
||
|
if (lambda>=max) {
|
||
|
sample_1d_linear( tObj, tObj->Image[max],
|
||
|
s, red, green, blue, alpha );
|
||
|
}
|
||
|
else {
|
||
|
GLubyte red0, green0, blue0, alpha0;
|
||
|
GLubyte red1, green1, blue1, alpha1;
|
||
|
GLfloat f = frac(lambda);
|
||
|
GLint level = (GLint) (lambda + 1.0F);
|
||
|
level = CLAMP( level, 1, max );
|
||
|
sample_1d_linear( tObj, tObj->Image[level-1],
|
||
|
s, &red0, &green0, &blue0, &alpha0 );
|
||
|
sample_1d_linear( tObj, tObj->Image[level],
|
||
|
s, &red1, &green1, &blue1, &alpha1 );
|
||
|
*red = (1.0F-f)*red0 + f*red1;
|
||
|
*green = (1.0F-f)*green0 + f*green1;
|
||
|
*blue = (1.0F-f)*blue0 + f*blue1;
|
||
|
*alpha = (1.0F-f)*alpha0 + f*alpha1;
|
||
|
}
|
||
|
}
|
||
|
|
||
|
|
||
|
|
||
|
static void sample_nearest_1d( const struct gl_texture_object *tObj, GLuint n,
|
||
|
const GLfloat s[], const GLfloat t[],
|
||
|
const GLfloat u[], const GLfloat lambda[],
|
||
|
GLubyte red[], GLubyte green[], GLubyte blue[],
|
||
|
GLubyte alpha[] )
|
||
|
{
|
||
|
GLuint i;
|
||
|
for (i=0;i<n;i++) {
|
||
|
sample_1d_nearest( tObj, tObj->Image[0], s[i],
|
||
|
&red[i], &green[i], &blue[i], &alpha[i]);
|
||
|
}
|
||
|
}
|
||
|
|
||
|
|
||
|
|
||
|
static void sample_linear_1d( const struct gl_texture_object *tObj, GLuint n,
|
||
|
const GLfloat s[], const GLfloat t[],
|
||
|
const GLfloat u[], const GLfloat lambda[],
|
||
|
GLubyte red[], GLubyte green[], GLubyte blue[],
|
||
|
GLubyte alpha[] )
|
||
|
{
|
||
|
GLuint i;
|
||
|
for (i=0;i<n;i++) {
|
||
|
sample_1d_linear( tObj, tObj->Image[0], s[i],
|
||
|
&red[i], &green[i], &blue[i], &alpha[i]);
|
||
|
}
|
||
|
}
|
||
|
|
||
|
|
||
|
/*
|
||
|
* Given an (s) texture coordinate and lambda (level of detail) value,
|
||
|
* return a texture sample.
|
||
|
*
|
||
|
*/
|
||
|
static void sample_lambda_1d( const struct gl_texture_object *tObj, GLuint n,
|
||
|
const GLfloat s[], const GLfloat t[],
|
||
|
const GLfloat u[], const GLfloat lambda[],
|
||
|
GLubyte red[], GLubyte green[], GLubyte blue[],
|
||
|
GLubyte alpha[] )
|
||
|
{
|
||
|
GLuint i;
|
||
|
|
||
|
for (i=0;i<n;i++) {
|
||
|
if (lambda[i] > tObj->MinMagThresh) {
|
||
|
/* minification */
|
||
|
switch (tObj->MinFilter) {
|
||
|
case GL_NEAREST:
|
||
|
sample_1d_nearest( tObj, tObj->Image[0], s[i],
|
||
|
&red[i], &green[i], &blue[i], &alpha[i] );
|
||
|
break;
|
||
|
case GL_LINEAR:
|
||
|
sample_1d_linear( tObj, tObj->Image[0], s[i],
|
||
|
&red[i], &green[i], &blue[i], &alpha[i] );
|
||
|
break;
|
||
|
case GL_NEAREST_MIPMAP_NEAREST:
|
||
|
sample_1d_nearest_mipmap_nearest( tObj, lambda[i], s[i],
|
||
|
&red[i], &green[i], &blue[i], &alpha[i] );
|
||
|
break;
|
||
|
case GL_LINEAR_MIPMAP_NEAREST:
|
||
|
sample_1d_linear_mipmap_nearest( tObj, s[i], lambda[i],
|
||
|
&red[i], &green[i], &blue[i], &alpha[i] );
|
||
|
break;
|
||
|
case GL_NEAREST_MIPMAP_LINEAR:
|
||
|
sample_1d_nearest_mipmap_linear( tObj, s[i], lambda[i],
|
||
|
&red[i], &green[i], &blue[i], &alpha[i] );
|
||
|
break;
|
||
|
case GL_LINEAR_MIPMAP_LINEAR:
|
||
|
sample_1d_linear_mipmap_linear( tObj, s[i], lambda[i],
|
||
|
&red[i], &green[i], &blue[i], &alpha[i] );
|
||
|
break;
|
||
|
default:
|
||
|
gl_problem(NULL, "Bad min filter in sample_1d_texture");
|
||
|
return;
|
||
|
}
|
||
|
}
|
||
|
else {
|
||
|
/* magnification */
|
||
|
switch (tObj->MagFilter) {
|
||
|
case GL_NEAREST:
|
||
|
sample_1d_nearest( tObj, tObj->Image[0], s[i],
|
||
|
&red[i], &green[i], &blue[i], &alpha[i] );
|
||
|
break;
|
||
|
case GL_LINEAR:
|
||
|
sample_1d_linear( tObj, tObj->Image[0], s[i],
|
||
|
&red[i], &green[i], &blue[i], &alpha[i] );
|
||
|
break;
|
||
|
default:
|
||
|
gl_problem(NULL, "Bad mag filter in sample_1d_texture");
|
||
|
return;
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
|
||
|
|
||
|
|
||
|
|
||
|
/**********************************************************************/
|
||
|
/* 2-D Texture Sampling Functions */
|
||
|
/**********************************************************************/
|
||
|
|
||
|
|
||
|
/*
|
||
|
* Given a texture image and an (i,j) integer texel coordinate, return the
|
||
|
* texel color.
|
||
|
*/
|
||
|
static void get_2d_texel( const struct gl_texture_object *tObj,
|
||
|
const struct gl_texture_image *img, GLint i, GLint j,
|
||
|
GLubyte *red, GLubyte *green, GLubyte *blue,
|
||
|
GLubyte *alpha )
|
||
|
{
|
||
|
GLint width = img->Width; /* includes border */
|
||
|
GLubyte *texel;
|
||
|
|
||
|
#ifdef DEBUG
|
||
|
GLint height = img->Height; /* includes border */
|
||
|
if (i<0 || i>=width) abort();
|
||
|
if (j<0 || j>=height) abort();
|
||
|
#endif
|
||
|
|
||
|
switch (img->Format) {
|
||
|
case GL_COLOR_INDEX:
|
||
|
{
|
||
|
GLubyte index = img->Data[ width *j + i ];
|
||
|
palette_sample(tObj, index, red, green, blue, alpha);
|
||
|
return;
|
||
|
}
|
||
|
case GL_ALPHA:
|
||
|
*alpha = img->Data[ width * j + i ];
|
||
|
return;
|
||
|
case GL_LUMINANCE:
|
||
|
case GL_INTENSITY:
|
||
|
*red = img->Data[ width * j + i ];
|
||
|
return;
|
||
|
case GL_LUMINANCE_ALPHA:
|
||
|
texel = img->Data + (width * j + i) * 2;
|
||
|
*red = texel[0];
|
||
|
*alpha = texel[1];
|
||
|
return;
|
||
|
case GL_RGB:
|
||
|
texel = img->Data + (width * j + i) * 3;
|
||
|
*red = texel[0];
|
||
|
*green = texel[1];
|
||
|
*blue = texel[2];
|
||
|
return;
|
||
|
case GL_RGBA:
|
||
|
texel = img->Data + (width * j + i) * 4;
|
||
|
*red = texel[0];
|
||
|
*green = texel[1];
|
||
|
*blue = texel[2];
|
||
|
*alpha = texel[3];
|
||
|
return;
|
||
|
default:
|
||
|
gl_problem(NULL, "Bad format in get_2d_texel");
|
||
|
}
|
||
|
}
|
||
|
|
||
|
|
||
|
|
||
|
/*
|
||
|
* Return the texture sample for coordinate (s,t) using GL_NEAREST filter.
|
||
|
*/
|
||
|
static void sample_2d_nearest( const struct gl_texture_object *tObj,
|
||
|
const struct gl_texture_image *img,
|
||
|
GLfloat s, GLfloat t,
|
||
|
GLubyte *red, GLubyte *green,
|
||
|
GLubyte *blue, GLubyte *alpha )
|
||
|
{
|
||
|
GLint imgWidth = img->Width; /* includes border */
|
||
|
GLint width = img->Width2; /* without border, power of two */
|
||
|
GLint height = img->Height2; /* without border, power of two */
|
||
|
GLint i, j;
|
||
|
GLubyte *texel;
|
||
|
|
||
|
/* Clamp/Repeat S and convert to integer texel coordinate */
|
||
|
if (tObj->WrapS==GL_REPEAT) {
|
||
|
/* s limited to [0,1) */
|
||
|
/* i limited to [0,width-1] */
|
||
|
i = (GLint) (s * width);
|
||
|
if (s<0.0F) i -= 1;
|
||
|
i &= (width-1);
|
||
|
}
|
||
|
else {
|
||
|
/* s limited to [0,1] */
|
||
|
/* i limited to [0,width-1] */
|
||
|
if (s<=0.0F) i = 0;
|
||
|
else if (s>1.0F) i = width-1;
|
||
|
else i = (GLint) (s * width);
|
||
|
}
|
||
|
|
||
|
/* Clamp/Repeat T and convert to integer texel coordinate */
|
||
|
if (tObj->WrapT==GL_REPEAT) {
|
||
|
/* t limited to [0,1) */
|
||
|
/* j limited to [0,height-1] */
|
||
|
j = (GLint) (t * height);
|
||
|
if (t<0.0F) j -= 1;
|
||
|
j &= (height-1);
|
||
|
}
|
||
|
else {
|
||
|
/* t limited to [0,1] */
|
||
|
/* j limited to [0,height-1] */
|
||
|
if (t<=0.0F) j = 0;
|
||
|
else if (t>1.0F) j = height-1;
|
||
|
else j = (GLint) (t * height);
|
||
|
}
|
||
|
|
||
|
/* skip over the border, if any */
|
||
|
i += img->Border;
|
||
|
j += img->Border;
|
||
|
|
||
|
switch (img->Format) {
|
||
|
case GL_COLOR_INDEX:
|
||
|
{
|
||
|
GLubyte index = img->Data[ j * imgWidth + i ];
|
||
|
palette_sample(tObj, index, red, green, blue, alpha);
|
||
|
return;
|
||
|
}
|
||
|
case GL_ALPHA:
|
||
|
*alpha = img->Data[ j * imgWidth + i ];
|
||
|
return;
|
||
|
case GL_LUMINANCE:
|
||
|
case GL_INTENSITY:
|
||
|
*red = img->Data[ j * imgWidth + i ];
|
||
|
return;
|
||
|
case GL_LUMINANCE_ALPHA:
|
||
|
texel = img->Data + ((j * imgWidth + i) << 1);
|
||
|
*red = texel[0];
|
||
|
*alpha = texel[1];
|
||
|
return;
|
||
|
case GL_RGB:
|
||
|
texel = img->Data + (j * imgWidth + i) * 3;
|
||
|
*red = texel[0];
|
||
|
*green = texel[1];
|
||
|
*blue = texel[2];
|
||
|
return;
|
||
|
case GL_RGBA:
|
||
|
texel = img->Data + ((j * imgWidth + i) << 2);
|
||
|
*red = texel[0];
|
||
|
*green = texel[1];
|
||
|
*blue = texel[2];
|
||
|
*alpha = texel[3];
|
||
|
return;
|
||
|
default:
|
||
|
gl_problem(NULL, "Bad format in sample_2d_nearest");
|
||
|
}
|
||
|
}
|
||
|
|
||
|
|
||
|
|
||
|
/*
|
||
|
* Return the texture sample for coordinate (s,t) using GL_LINEAR filter.
|
||
|
*/
|
||
|
static void sample_2d_linear( const struct gl_texture_object *tObj,
|
||
|
const struct gl_texture_image *img,
|
||
|
GLfloat s, GLfloat t,
|
||
|
GLubyte *red, GLubyte *green,
|
||
|
GLubyte *blue, GLubyte *alpha )
|
||
|
{
|
||
|
GLint width = img->Width2;
|
||
|
GLint height = img->Height2;
|
||
|
GLint i0, j0, i1, j1;
|
||
|
GLint i0border, j0border, i1border, j1border;
|
||
|
GLfloat u, v;
|
||
|
|
||
|
u = s * width;
|
||
|
if (tObj->WrapS==GL_REPEAT) {
|
||
|
i0 = ((GLint) floor(u - 0.5F)) % width;
|
||
|
i1 = (i0 + 1) & (width-1);
|
||
|
i0border = i1border = 0;
|
||
|
}
|
||
|
else {
|
||
|
i0 = (GLint) floor(u - 0.5F);
|
||
|
i1 = i0 + 1;
|
||
|
i0border = (i0<0) | (i0>=width);
|
||
|
i1border = (i1<0) | (i1>=width);
|
||
|
}
|
||
|
|
||
|
v = t * height;
|
||
|
if (tObj->WrapT==GL_REPEAT) {
|
||
|
j0 = ((GLint) floor(v - 0.5F)) % height;
|
||
|
j1 = (j0 + 1) & (height-1);
|
||
|
j0border = j1border = 0;
|
||
|
}
|
||
|
else {
|
||
|
j0 = (GLint) floor(v - 0.5F );
|
||
|
j1 = j0 + 1;
|
||
|
j0border = (j0<0) | (j0>=height);
|
||
|
j1border = (j1<0) | (j1>=height);
|
||
|
}
|
||
|
|
||
|
if (img->Border) {
|
||
|
i0 += img->Border;
|
||
|
i1 += img->Border;
|
||
|
j0 += img->Border;
|
||
|
j1 += img->Border;
|
||
|
i0border = i1border = 0;
|
||
|
j0border = j1border = 0;
|
||
|
}
|
||
|
else {
|
||
|
i0 &= (width-1);
|
||
|
j0 &= (height-1);
|
||
|
}
|
||
|
|
||
|
{
|
||
|
GLfloat a = frac(u - 0.5F);
|
||
|
GLfloat b = frac(v - 0.5F);
|
||
|
|
||
|
GLint w00 = (GLint) ((1.0F-a)*(1.0F-b) * 256.0F);
|
||
|
GLint w10 = (GLint) ( a *(1.0F-b) * 256.0F);
|
||
|
GLint w01 = (GLint) ((1.0F-a)* b * 256.0F);
|
||
|
GLint w11 = (GLint) ( a * b * 256.0F);
|
||
|
|
||
|
GLubyte red00, green00, blue00, alpha00;
|
||
|
GLubyte red10, green10, blue10, alpha10;
|
||
|
GLubyte red01, green01, blue01, alpha01;
|
||
|
GLubyte red11, green11, blue11, alpha11;
|
||
|
|
||
|
if (i0border | j0border) {
|
||
|
red00 = tObj->BorderColor[0];
|
||
|
green00 = tObj->BorderColor[1];
|
||
|
blue00 = tObj->BorderColor[2];
|
||
|
alpha00 = tObj->BorderColor[3];
|
||
|
}
|
||
|
else {
|
||
|
get_2d_texel( tObj, img, i0, j0, &red00, &green00, &blue00, &alpha00);
|
||
|
}
|
||
|
if (i1border | j0border) {
|
||
|
red10 = tObj->BorderColor[0];
|
||
|
green10 = tObj->BorderColor[1];
|
||
|
blue10 = tObj->BorderColor[2];
|
||
|
alpha10 = tObj->BorderColor[3];
|
||
|
}
|
||
|
else {
|
||
|
get_2d_texel( tObj, img, i1, j0, &red10, &green10, &blue10, &alpha10);
|
||
|
}
|
||
|
if (i0border | j1border) {
|
||
|
red01 = tObj->BorderColor[0];
|
||
|
green01 = tObj->BorderColor[1];
|
||
|
blue01 = tObj->BorderColor[2];
|
||
|
alpha01 = tObj->BorderColor[3];
|
||
|
}
|
||
|
else {
|
||
|
get_2d_texel( tObj, img, i0, j1, &red01, &green01, &blue01, &alpha01);
|
||
|
}
|
||
|
if (i1border | j1border) {
|
||
|
red11 = tObj->BorderColor[0];
|
||
|
green11 = tObj->BorderColor[1];
|
||
|
blue11 = tObj->BorderColor[2];
|
||
|
alpha11 = tObj->BorderColor[3];
|
||
|
}
|
||
|
else {
|
||
|
get_2d_texel( tObj, img, i1, j1, &red11, &green11, &blue11, &alpha11);
|
||
|
}
|
||
|
|
||
|
*red = (w00*red00 + w10*red10 + w01*red01 + w11*red11 ) >> 8;
|
||
|
*green = (w00*green00 + w10*green10 + w01*green01 + w11*green11) >> 8;
|
||
|
*blue = (w00*blue00 + w10*blue10 + w01*blue01 + w11*blue11 ) >> 8;
|
||
|
*alpha = (w00*alpha00 + w10*alpha10 + w01*alpha01 + w11*alpha11) >> 8;
|
||
|
}
|
||
|
}
|
||
|
|
||
|
|
||
|
|
||
|
static void
|
||
|
sample_2d_nearest_mipmap_nearest( const struct gl_texture_object *tObj,
|
||
|
GLfloat s, GLfloat t, GLfloat lambda,
|
||
|
GLubyte *red, GLubyte *green,
|
||
|
GLubyte *blue, GLubyte *alpha )
|
||
|
{
|
||
|
GLint level;
|
||
|
if (lambda<=0.5F) {
|
||
|
level = 0;
|
||
|
}
|
||
|
else {
|
||
|
GLint max = tObj->Image[0]->MaxLog2;
|
||
|
level = (GLint) (lambda + 0.499999F);
|
||
|
if (level>max) {
|
||
|
level = max;
|
||
|
}
|
||
|
}
|
||
|
sample_2d_nearest( tObj, tObj->Image[level],
|
||
|
s, t, red, green, blue, alpha );
|
||
|
}
|
||
|
|
||
|
|
||
|
|
||
|
static void
|
||
|
sample_2d_linear_mipmap_nearest( const struct gl_texture_object *tObj,
|
||
|
GLfloat s, GLfloat t, GLfloat lambda,
|
||
|
GLubyte *red, GLubyte *green,
|
||
|
GLubyte *blue, GLubyte *alpha )
|
||
|
{
|
||
|
GLint level;
|
||
|
if (lambda<=0.5F) {
|
||
|
level = 0;
|
||
|
}
|
||
|
else {
|
||
|
GLint max = tObj->Image[0]->MaxLog2;
|
||
|
level = (GLint) (lambda + 0.499999F);
|
||
|
if (level>max) {
|
||
|
level = max;
|
||
|
}
|
||
|
}
|
||
|
sample_2d_linear( tObj, tObj->Image[level],
|
||
|
s, t, red, green, blue, alpha );
|
||
|
}
|
||
|
|
||
|
|
||
|
|
||
|
static void
|
||
|
sample_2d_nearest_mipmap_linear( const struct gl_texture_object *tObj,
|
||
|
GLfloat s, GLfloat t, GLfloat lambda,
|
||
|
GLubyte *red, GLubyte *green,
|
||
|
GLubyte *blue, GLubyte *alpha )
|
||
|
{
|
||
|
GLint max = tObj->Image[0]->MaxLog2;
|
||
|
|
||
|
if (lambda>=max) {
|
||
|
sample_2d_nearest( tObj, tObj->Image[max],
|
||
|
s, t, red, green, blue, alpha );
|
||
|
}
|
||
|
else {
|
||
|
GLubyte red0, green0, blue0, alpha0;
|
||
|
GLubyte red1, green1, blue1, alpha1;
|
||
|
GLfloat f = frac(lambda);
|
||
|
GLint level = (GLint) (lambda + 1.0F);
|
||
|
level = CLAMP( level, 1, max );
|
||
|
sample_2d_nearest( tObj, tObj->Image[level-1], s, t,
|
||
|
&red0, &green0, &blue0, &alpha0 );
|
||
|
sample_2d_nearest( tObj, tObj->Image[level], s, t,
|
||
|
&red1, &green1, &blue1, &alpha1 );
|
||
|
*red = (1.0F-f)*red0 + f*red1;
|
||
|
*green = (1.0F-f)*green0 + f*green1;
|
||
|
*blue = (1.0F-f)*blue0 + f*blue1;
|
||
|
*alpha = (1.0F-f)*alpha0 + f*alpha1;
|
||
|
}
|
||
|
}
|
||
|
|
||
|
|
||
|
|
||
|
static void
|
||
|
sample_2d_linear_mipmap_linear( const struct gl_texture_object *tObj,
|
||
|
GLfloat s, GLfloat t, GLfloat lambda,
|
||
|
GLubyte *red, GLubyte *green,
|
||
|
GLubyte *blue, GLubyte *alpha )
|
||
|
{
|
||
|
GLint max = tObj->Image[0]->MaxLog2;
|
||
|
|
||
|
if (lambda>=max) {
|
||
|
sample_2d_linear( tObj, tObj->Image[max],
|
||
|
s, t, red, green, blue, alpha );
|
||
|
}
|
||
|
else {
|
||
|
GLubyte red0, green0, blue0, alpha0;
|
||
|
GLubyte red1, green1, blue1, alpha1;
|
||
|
GLfloat f = frac(lambda);
|
||
|
GLint level = (GLint) (lambda + 1.0F);
|
||
|
level = CLAMP( level, 1, max );
|
||
|
sample_2d_linear( tObj, tObj->Image[level-1], s, t,
|
||
|
&red0, &green0, &blue0, &alpha0 );
|
||
|
sample_2d_linear( tObj, tObj->Image[level], s, t,
|
||
|
&red1, &green1, &blue1, &alpha1 );
|
||
|
*red = (1.0F-f)*red0 + f*red1;
|
||
|
*green = (1.0F-f)*green0 + f*green1;
|
||
|
*blue = (1.0F-f)*blue0 + f*blue1;
|
||
|
*alpha = (1.0F-f)*alpha0 + f*alpha1;
|
||
|
}
|
||
|
}
|
||
|
|
||
|
|
||
|
|
||
|
static void sample_nearest_2d( const struct gl_texture_object *tObj, GLuint n,
|
||
|
const GLfloat s[], const GLfloat t[],
|
||
|
const GLfloat u[], const GLfloat lambda[],
|
||
|
GLubyte red[], GLubyte green[], GLubyte blue[],
|
||
|
GLubyte alpha[] )
|
||
|
{
|
||
|
GLuint i;
|
||
|
for (i=0;i<n;i++) {
|
||
|
sample_2d_nearest( tObj, tObj->Image[0], s[i], t[i],
|
||
|
&red[i], &green[i], &blue[i], &alpha[i]);
|
||
|
}
|
||
|
}
|
||
|
|
||
|
|
||
|
|
||
|
static void sample_linear_2d( const struct gl_texture_object *tObj, GLuint n,
|
||
|
const GLfloat s[], const GLfloat t[],
|
||
|
const GLfloat u[], const GLfloat lambda[],
|
||
|
GLubyte red[], GLubyte green[], GLubyte blue[],
|
||
|
GLubyte alpha[] )
|
||
|
{
|
||
|
GLuint i;
|
||
|
for (i=0;i<n;i++) {
|
||
|
sample_2d_linear( tObj, tObj->Image[0], s[i], t[i],
|
||
|
&red[i], &green[i], &blue[i], &alpha[i]);
|
||
|
}
|
||
|
}
|
||
|
|
||
|
|
||
|
/*
|
||
|
* Given an (s,t) texture coordinate and lambda (level of detail) value,
|
||
|
* return a texture sample.
|
||
|
*/
|
||
|
static void sample_lambda_2d( const struct gl_texture_object *tObj,
|
||
|
GLuint n,
|
||
|
const GLfloat s[], const GLfloat t[],
|
||
|
const GLfloat u[], const GLfloat lambda[],
|
||
|
GLubyte red[], GLubyte green[], GLubyte blue[],
|
||
|
GLubyte alpha[] )
|
||
|
{
|
||
|
GLuint i;
|
||
|
for (i=0;i<n;i++) {
|
||
|
if (lambda[i] > tObj->MinMagThresh) {
|
||
|
/* minification */
|
||
|
switch (tObj->MinFilter) {
|
||
|
case GL_NEAREST:
|
||
|
sample_2d_nearest( tObj, tObj->Image[0], s[i], t[i],
|
||
|
&red[i], &green[i], &blue[i], &alpha[i] );
|
||
|
break;
|
||
|
case GL_LINEAR:
|
||
|
sample_2d_linear( tObj, tObj->Image[0], s[i], t[i],
|
||
|
&red[i], &green[i], &blue[i], &alpha[i] );
|
||
|
break;
|
||
|
case GL_NEAREST_MIPMAP_NEAREST:
|
||
|
sample_2d_nearest_mipmap_nearest( tObj, s[i], t[i], lambda[i],
|
||
|
&red[i], &green[i], &blue[i], &alpha[i] );
|
||
|
break;
|
||
|
case GL_LINEAR_MIPMAP_NEAREST:
|
||
|
sample_2d_linear_mipmap_nearest( tObj, s[i], t[i], lambda[i],
|
||
|
&red[i], &green[i], &blue[i], &alpha[i] );
|
||
|
break;
|
||
|
case GL_NEAREST_MIPMAP_LINEAR:
|
||
|
sample_2d_nearest_mipmap_linear( tObj, s[i], t[i], lambda[i],
|
||
|
&red[i], &green[i], &blue[i], &alpha[i] );
|
||
|
break;
|
||
|
case GL_LINEAR_MIPMAP_LINEAR:
|
||
|
sample_2d_linear_mipmap_linear( tObj, s[i], t[i], lambda[i],
|
||
|
&red[i], &green[i], &blue[i], &alpha[i] );
|
||
|
break;
|
||
|
default:
|
||
|
gl_problem(NULL, "Bad min filter in sample_2d_texture");
|
||
|
return;
|
||
|
}
|
||
|
}
|
||
|
else {
|
||
|
/* magnification */
|
||
|
switch (tObj->MagFilter) {
|
||
|
case GL_NEAREST:
|
||
|
sample_2d_nearest( tObj, tObj->Image[0], s[i], t[i],
|
||
|
&red[i], &green[i], &blue[i], &alpha[i] );
|
||
|
break;
|
||
|
case GL_LINEAR:
|
||
|
sample_2d_linear( tObj, tObj->Image[0], s[i], t[i],
|
||
|
&red[i], &green[i], &blue[i], &alpha[i] );
|
||
|
break;
|
||
|
default:
|
||
|
gl_problem(NULL, "Bad mag filter in sample_2d_texture");
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
|
||
|
|
||
|
/*
|
||
|
* Optimized 2-D texture sampling:
|
||
|
* S and T wrap mode == GL_REPEAT
|
||
|
* No border
|
||
|
* Format = GL_RGB
|
||
|
*/
|
||
|
static void opt_sample_rgb_2d( const struct gl_texture_object *tObj,
|
||
|
GLuint n, const GLfloat s[], const GLfloat t[],
|
||
|
const GLfloat u[], const GLfloat lamda[],
|
||
|
GLubyte red[], GLubyte green[],
|
||
|
GLubyte blue[], GLubyte alpha[] )
|
||
|
{
|
||
|
const struct gl_texture_image *img = tObj->Image[0];
|
||
|
GLfloat width = img->Width, height = img->Height;
|
||
|
GLint colMask = img->Width-1, rowMask = img->Height-1;
|
||
|
GLint shift = img->WidthLog2;
|
||
|
GLuint k;
|
||
|
|
||
|
ASSERT(tObj->WrapS==GL_REPEAT);
|
||
|
ASSERT(tObj->WrapT==GL_REPEAT);
|
||
|
ASSERT(img->Border==0);
|
||
|
ASSERT(img->Format==GL_RGB);
|
||
|
|
||
|
for (k=0;k<n;k++) {
|
||
|
GLint i = (GLint) (s[k] * width) & colMask;
|
||
|
GLint j = (GLint) (t[k] * height) & rowMask;
|
||
|
GLint pos = (j << shift) | i;
|
||
|
GLubyte *texel = img->Data + pos + pos + pos; /* pos*3 */
|
||
|
red[k] = texel[0];
|
||
|
green[k] = texel[1];
|
||
|
blue[k] = texel[2];
|
||
|
}
|
||
|
}
|
||
|
|
||
|
|
||
|
/*
|
||
|
* Optimized 2-D texture sampling:
|
||
|
* S and T wrap mode == GL_REPEAT
|
||
|
* No border
|
||
|
* Format = GL_RGBA
|
||
|
*/
|
||
|
static void opt_sample_rgba_2d( const struct gl_texture_object *tObj,
|
||
|
GLuint n, const GLfloat s[], const GLfloat t[],
|
||
|
const GLfloat u[], const GLfloat lamda[],
|
||
|
GLubyte red[], GLubyte green[],
|
||
|
GLubyte blue[], GLubyte alpha[] )
|
||
|
{
|
||
|
const struct gl_texture_image *img = tObj->Image[0];
|
||
|
GLfloat width = img->Width, height = img->Height;
|
||
|
GLint colMask = img->Width-1, rowMask = img->Height-1;
|
||
|
GLint shift = img->WidthLog2;
|
||
|
GLuint k;
|
||
|
|
||
|
ASSERT(tObj->WrapS==GL_REPEAT);
|
||
|
ASSERT(tObj->WrapT==GL_REPEAT);
|
||
|
ASSERT(img->Border==0);
|
||
|
ASSERT(img->Format==GL_RGBA);
|
||
|
|
||
|
for (k=0;k<n;k++) {
|
||
|
GLint i = (GLint) (s[k] * width) & colMask;
|
||
|
GLint j = (GLint) (t[k] * height) & rowMask;
|
||
|
GLint pos = (j << shift) | i;
|
||
|
GLubyte *texel = img->Data + (pos << 2); /* pos*4 */
|
||
|
red[k] = texel[0];
|
||
|
green[k] = texel[1];
|
||
|
blue[k] = texel[2];
|
||
|
alpha[k] = texel[3];
|
||
|
}
|
||
|
}
|
||
|
|
||
|
|
||
|
/**********************************************************************/
|
||
|
/* Texture Sampling Setup */
|
||
|
/**********************************************************************/
|
||
|
|
||
|
|
||
|
/*
|
||
|
* Setup the texture sampling function for this texture object.
|
||
|
*/
|
||
|
void gl_set_texture_sampler( struct gl_texture_object *t )
|
||
|
{
|
||
|
if (!t->Complete) {
|
||
|
t->SampleFunc = NULL;
|
||
|
}
|
||
|
else {
|
||
|
GLboolean needLambda = (t->MinFilter != t->MagFilter);
|
||
|
|
||
|
if (needLambda) {
|
||
|
/* Compute min/mag filter threshold */
|
||
|
if (t->MagFilter==GL_LINEAR
|
||
|
&& (t->MinFilter==GL_NEAREST_MIPMAP_NEAREST ||
|
||
|
t->MinFilter==GL_LINEAR_MIPMAP_NEAREST)) {
|
||
|
t->MinMagThresh = 0.5F;
|
||
|
}
|
||
|
else {
|
||
|
t->MinMagThresh = 0.0F;
|
||
|
}
|
||
|
}
|
||
|
|
||
|
switch (t->Dimensions) {
|
||
|
case 1:
|
||
|
if (needLambda) {
|
||
|
t->SampleFunc = sample_lambda_1d;
|
||
|
}
|
||
|
else if (t->MinFilter==GL_LINEAR) {
|
||
|
t->SampleFunc = sample_linear_1d;
|
||
|
}
|
||
|
else {
|
||
|
ASSERT(t->MinFilter==GL_NEAREST);
|
||
|
t->SampleFunc = sample_nearest_1d;
|
||
|
}
|
||
|
break;
|
||
|
case 2:
|
||
|
if (needLambda) {
|
||
|
t->SampleFunc = sample_lambda_2d;
|
||
|
}
|
||
|
else if (t->MinFilter==GL_LINEAR) {
|
||
|
t->SampleFunc = sample_linear_2d;
|
||
|
}
|
||
|
else {
|
||
|
ASSERT(t->MinFilter==GL_NEAREST);
|
||
|
if (t->WrapS==GL_REPEAT && t->WrapT==GL_REPEAT
|
||
|
&& t->Image[0]->Border==0 && t->Image[0]->Format==GL_RGB) {
|
||
|
t->SampleFunc = opt_sample_rgb_2d;
|
||
|
}
|
||
|
else if (t->WrapS==GL_REPEAT && t->WrapT==GL_REPEAT
|
||
|
&& t->Image[0]->Border==0 && t->Image[0]->Format==GL_RGBA) {
|
||
|
t->SampleFunc = opt_sample_rgba_2d;
|
||
|
}
|
||
|
else
|
||
|
t->SampleFunc = sample_nearest_2d;
|
||
|
}
|
||
|
break;
|
||
|
default:
|
||
|
gl_problem(NULL, "invalid dimensions in gl_set_texture_sampler");
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
|
||
|
|
||
|
|
||
|
/**********************************************************************/
|
||
|
/* Texture Application */
|
||
|
/**********************************************************************/
|
||
|
|
||
|
|
||
|
/*
|
||
|
* Combine incoming fragment color with texel color to produce output color.
|
||
|
* Input: n - number of fragments
|
||
|
* format - base internal texture format
|
||
|
* env_mode - texture environment mode
|
||
|
* Rt, Gt, Bt, At - array of texel colors
|
||
|
* InOut: red, green, blue, alpha - incoming fragment colors modified
|
||
|
* by texel colors according to the
|
||
|
* texture environment mode.
|
||
|
*/
|
||
|
static void apply_texture( GLcontext *ctx,
|
||
|
GLuint n, GLint format, GLenum env_mode,
|
||
|
GLubyte red[], GLubyte green[], GLubyte blue[], GLubyte alpha[],
|
||
|
GLubyte Rt[], GLubyte Gt[], GLubyte Bt[], GLubyte At[] )
|
||
|
{
|
||
|
GLuint i;
|
||
|
GLint Rc, Gc, Bc, Ac;
|
||
|
|
||
|
if (!ctx->Visual->EightBitColor) {
|
||
|
/* This is a hack! Rescale input colors from [0,scale] to [0,255]. */
|
||
|
GLfloat rscale = 255.0 * ctx->Visual->InvRedScale;
|
||
|
GLfloat gscale = 255.0 * ctx->Visual->InvGreenScale;
|
||
|
GLfloat bscale = 255.0 * ctx->Visual->InvBlueScale;
|
||
|
GLfloat ascale = 255.0 * ctx->Visual->InvAlphaScale;
|
||
|
for (i=0;i<n;i++) {
|
||
|
red[i] = (GLint) (red[i] * rscale);
|
||
|
green[i] = (GLint) (green[i] * gscale);
|
||
|
blue[i] = (GLint) (blue[i] * bscale);
|
||
|
alpha[i] = (GLint) (alpha[i] * ascale);
|
||
|
}
|
||
|
}
|
||
|
|
||
|
/*
|
||
|
* Use (A*(B+1)) >> 8 as a fast approximation of (A*B)/255 for A
|
||
|
* and B in [0,255]
|
||
|
*/
|
||
|
#define PROD(A,B) (((GLint)(A) * ((GLint)(B)+1)) >> 8)
|
||
|
|
||
|
if (format==GL_COLOR_INDEX) {
|
||
|
format = GL_RGBA; /* XXXX a hack! */
|
||
|
}
|
||
|
|
||
|
switch (env_mode) {
|
||
|
case GL_REPLACE:
|
||
|
switch (format) {
|
||
|
case GL_ALPHA:
|
||
|
for (i=0;i<n;i++) {
|
||
|
/* Cv = Cf */
|
||
|
/* Av = At */
|
||
|
alpha[i] = At[i];
|
||
|
}
|
||
|
break;
|
||
|
case GL_LUMINANCE:
|
||
|
for (i=0;i<n;i++) {
|
||
|
/* Cv = Lt */
|
||
|
GLint Lt = Rt[i];
|
||
|
red[i] = green[i] = blue[i] = Lt;
|
||
|
/* Av = Af */
|
||
|
}
|
||
|
break;
|
||
|
case GL_LUMINANCE_ALPHA:
|
||
|
for (i=0;i<n;i++) {
|
||
|
GLint Lt = Rt[i];
|
||
|
/* Cv = Lt */
|
||
|
red[i] = green[i] = blue[i] = Lt;
|
||
|
/* Av = At */
|
||
|
alpha[i] = At[i];
|
||
|
}
|
||
|
break;
|
||
|
case GL_INTENSITY:
|
||
|
for (i=0;i<n;i++) {
|
||
|
/* Cv = It */
|
||
|
GLint It = Rt[i];
|
||
|
red[i] = green[i] = blue[i] = It;
|
||
|
/* Av = It */
|
||
|
alpha[i] = It;
|
||
|
}
|
||
|
break;
|
||
|
case GL_RGB:
|
||
|
for (i=0;i<n;i++) {
|
||
|
/* Cv = Ct */
|
||
|
red[i] = Rt[i];
|
||
|
green[i] = Gt[i];
|
||
|
blue[i] = Bt[i];
|
||
|
/* Av = Af */
|
||
|
}
|
||
|
break;
|
||
|
case GL_RGBA:
|
||
|
for (i=0;i<n;i++) {
|
||
|
/* Cv = Ct */
|
||
|
red[i] = Rt[i];
|
||
|
green[i] = Gt[i];
|
||
|
blue[i] = Bt[i];
|
||
|
/* Av = At */
|
||
|
alpha[i] = At[i];
|
||
|
}
|
||
|
break;
|
||
|
default:
|
||
|
gl_problem(ctx, "Bad format in apply_texture");
|
||
|
return;
|
||
|
}
|
||
|
break;
|
||
|
|
||
|
case GL_MODULATE:
|
||
|
switch (format) {
|
||
|
case GL_ALPHA:
|
||
|
for (i=0;i<n;i++) {
|
||
|
/* Cv = Cf */
|
||
|
/* Av = AfAt */
|
||
|
alpha[i] = PROD( alpha[i], At[i] );
|
||
|
}
|
||
|
break;
|
||
|
case GL_LUMINANCE:
|
||
|
for (i=0;i<n;i++) {
|
||
|
/* Cv = LtCf */
|
||
|
GLint Lt = Rt[i];
|
||
|
red[i] = PROD( red[i], Lt );
|
||
|
green[i] = PROD( green[i], Lt );
|
||
|
blue[i] = PROD( blue[i], Lt );
|
||
|
/* Av = Af */
|
||
|
}
|
||
|
break;
|
||
|
case GL_LUMINANCE_ALPHA:
|
||
|
for (i=0;i<n;i++) {
|
||
|
/* Cv = CfLt */
|
||
|
GLint Lt = Rt[i];
|
||
|
red[i] = PROD( red[i], Lt );
|
||
|
green[i] = PROD( green[i], Lt );
|
||
|
blue[i] = PROD( blue[i], Lt );
|
||
|
/* Av = AfAt */
|
||
|
alpha[i] = PROD( alpha[i], At[i] );
|
||
|
}
|
||
|
break;
|
||
|
case GL_INTENSITY:
|
||
|
for (i=0;i<n;i++) {
|
||
|
/* Cv = CfIt */
|
||
|
GLint It = Rt[i];
|
||
|
red[i] = PROD( red[i], It );
|
||
|
green[i] = PROD( green[i], It );
|
||
|
blue[i] = PROD( blue[i], It );
|
||
|
/* Av = AfIt */
|
||
|
alpha[i] = PROD( alpha[i], It );
|
||
|
}
|
||
|
break;
|
||
|
case GL_RGB:
|
||
|
for (i=0;i<n;i++) {
|
||
|
/* Cv = CfCt */
|
||
|
red[i] = PROD( red[i], Rt[i] );
|
||
|
green[i] = PROD( green[i], Gt[i] );
|
||
|
blue[i] = PROD( blue[i], Bt[i] );
|
||
|
/* Av = Af */
|
||
|
}
|
||
|
break;
|
||
|
case GL_RGBA:
|
||
|
for (i=0;i<n;i++) {
|
||
|
/* Cv = CfCt */
|
||
|
red[i] = PROD( red[i], Rt[i] );
|
||
|
green[i] = PROD( green[i], Gt[i] );
|
||
|
blue[i] = PROD( blue[i], Bt[i] );
|
||
|
/* Av = AfAt */
|
||
|
alpha[i] = PROD( alpha[i], At[i] );
|
||
|
}
|
||
|
break;
|
||
|
default:
|
||
|
gl_problem(ctx, "Bad format (2) in apply_texture");
|
||
|
return;
|
||
|
}
|
||
|
break;
|
||
|
|
||
|
case GL_DECAL:
|
||
|
switch (format) {
|
||
|
case GL_ALPHA:
|
||
|
case GL_LUMINANCE:
|
||
|
case GL_LUMINANCE_ALPHA:
|
||
|
case GL_INTENSITY:
|
||
|
/* undefined */
|
||
|
break;
|
||
|
case GL_RGB:
|
||
|
for (i=0;i<n;i++) {
|
||
|
/* Cv = Ct */
|
||
|
red[i] = Rt[i];
|
||
|
green[i] = Gt[i];
|
||
|
blue[i] = Bt[i];
|
||
|
/* Av = Af */
|
||
|
}
|
||
|
break;
|
||
|
case GL_RGBA:
|
||
|
for (i=0;i<n;i++) {
|
||
|
/* Cv = Cf(1-At) + CtAt */
|
||
|
GLint t = At[i], s = 255 - t;
|
||
|
red[i] = PROD(red[i], s) + PROD(Rt[i],t);
|
||
|
green[i] = PROD(green[i],s) + PROD(Gt[i],t);
|
||
|
blue[i] = PROD(blue[i], s) + PROD(Bt[i],t);
|
||
|
/* Av = Af */
|
||
|
}
|
||
|
break;
|
||
|
default:
|
||
|
gl_problem(ctx, "Bad format (3) in apply_texture");
|
||
|
return;
|
||
|
}
|
||
|
break;
|
||
|
|
||
|
case GL_BLEND:
|
||
|
Rc = (GLint) (ctx->Texture.EnvColor[0] * 255.0F);
|
||
|
Gc = (GLint) (ctx->Texture.EnvColor[1] * 255.0F);
|
||
|
Bc = (GLint) (ctx->Texture.EnvColor[2] * 255.0F);
|
||
|
Ac = (GLint) (ctx->Texture.EnvColor[3] * 255.0F);
|
||
|
switch (format) {
|
||
|
case GL_ALPHA:
|
||
|
for (i=0;i<n;i++) {
|
||
|
/* Cv = Cf */
|
||
|
/* Av = AfAt */
|
||
|
alpha[i] = PROD(alpha[i], At[i]);
|
||
|
}
|
||
|
break;
|
||
|
case GL_LUMINANCE:
|
||
|
for (i=0;i<n;i++) {
|
||
|
/* Cv = Cf(1-Lt) + CcLt */
|
||
|
GLint Lt = Rt[i], s = 255 - Lt;
|
||
|
red[i] = PROD(red[i], s) + PROD(Rc, Lt);
|
||
|
green[i] = PROD(green[i],s) + PROD(Gc,Lt);
|
||
|
blue[i] = PROD(blue[i], s) + PROD(Bc, Lt);
|
||
|
/* Av = Af */
|
||
|
}
|
||
|
break;
|
||
|
case GL_LUMINANCE_ALPHA:
|
||
|
for (i=0;i<n;i++) {
|
||
|
/* Cv = Cf(1-Lt) + CcLt */
|
||
|
GLint Lt = Rt[i], s = 255 - Lt;
|
||
|
red[i] = PROD(red[i], s) + PROD(Rc, Lt);
|
||
|
green[i] = PROD(green[i],s) + PROD(Gc,Lt);
|
||
|
blue[i] = PROD(blue[i], s) + PROD(Bc, Lt);
|
||
|
/* Av = AfAt */
|
||
|
alpha[i] = PROD(alpha[i],At[i]);
|
||
|
}
|
||
|
break;
|
||
|
case GL_INTENSITY:
|
||
|
for (i=0;i<n;i++) {
|
||
|
/* Cv = Cf(1-It) + CcLt */
|
||
|
GLint It = Rt[i], s = 255 - It;
|
||
|
red[i] = PROD(red[i], s) + PROD(Rc,It);
|
||
|
green[i] = PROD(green[i],s) + PROD(Gc,It);
|
||
|
blue[i] = PROD(blue[i], s) + PROD(Bc,It);
|
||
|
/* Av = Af(1-It) + Ac*It */
|
||
|
alpha[i] = PROD(alpha[i],s) + PROD(Ac,It);
|
||
|
}
|
||
|
break;
|
||
|
case GL_RGB:
|
||
|
for (i=0;i<n;i++) {
|
||
|
/* Cv = Cf(1-Ct) + CcCt */
|
||
|
red[i] = PROD(red[i], (255-Rt[i])) + PROD(Rc,Rt[i]);
|
||
|
green[i] = PROD(green[i],(255-Gt[i])) + PROD(Gc,Gt[i]);
|
||
|
blue[i] = PROD(blue[i], (255-Bt[i])) + PROD(Bc,Bt[i]);
|
||
|
/* Av = Af */
|
||
|
}
|
||
|
break;
|
||
|
case GL_RGBA:
|
||
|
for (i=0;i<n;i++) {
|
||
|
/* Cv = Cf(1-Ct) + CcCt */
|
||
|
red[i] = PROD(red[i], (255-Rt[i])) + PROD(Rc,Rt[i]);
|
||
|
green[i] = PROD(green[i],(255-Gt[i])) + PROD(Gc,Gt[i]);
|
||
|
blue[i] = PROD(blue[i], (255-Bt[i])) + PROD(Bc,Bt[i]);
|
||
|
/* Av = AfAt */
|
||
|
alpha[i] = PROD(alpha[i],At[i]);
|
||
|
}
|
||
|
break;
|
||
|
}
|
||
|
break;
|
||
|
|
||
|
default:
|
||
|
gl_problem(ctx, "Bad env mode in apply_texture");
|
||
|
return;
|
||
|
}
|
||
|
#undef PROD
|
||
|
|
||
|
if (!ctx->Visual->EightBitColor) {
|
||
|
/* This is a hack! Rescale input colors from [0,255] to [0,scale]. */
|
||
|
GLfloat rscale = ctx->Visual->RedScale * (1.0F/ 255.0F);
|
||
|
GLfloat gscale = ctx->Visual->GreenScale * (1.0F/ 255.0F);
|
||
|
GLfloat bscale = ctx->Visual->BlueScale * (1.0F/ 255.0F);
|
||
|
GLfloat ascale = ctx->Visual->AlphaScale * (1.0F/ 255.0F);
|
||
|
for (i=0;i<n;i++) {
|
||
|
red[i] = (GLint) (red[i] * rscale);
|
||
|
green[i] = (GLint) (green[i] * gscale);
|
||
|
blue[i] = (GLint) (blue[i] * bscale);
|
||
|
alpha[i] = (GLint) (alpha[i] * ascale);
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
|
||
|
|
||
|
|
||
|
void gl_texture_pixels( GLcontext *ctx, GLuint n,
|
||
|
const GLfloat s[], const GLfloat t[],
|
||
|
const GLfloat r[], const GLfloat lambda[],
|
||
|
GLubyte red[], GLubyte green[],
|
||
|
GLubyte blue[], GLubyte alpha[] )
|
||
|
{
|
||
|
GLubyte tred[PB_SIZE];
|
||
|
GLubyte tgreen[PB_SIZE];
|
||
|
GLubyte tblue[PB_SIZE];
|
||
|
GLubyte talpha[PB_SIZE];
|
||
|
|
||
|
if (!ctx->Texture.Current || !ctx->Texture.Current->SampleFunc)
|
||
|
return;
|
||
|
|
||
|
/* Sample the texture. */
|
||
|
(*ctx->Texture.Current->SampleFunc)( ctx->Texture.Current, n,
|
||
|
s, t, r, lambda,
|
||
|
tred, tgreen, tblue, talpha );
|
||
|
|
||
|
apply_texture( ctx, n,
|
||
|
ctx->Texture.Current->Image[0]->Format,
|
||
|
ctx->Texture.EnvMode,
|
||
|
red, green, blue, alpha,
|
||
|
tred, tgreen, tblue, talpha );
|
||
|
}
|