reactos/dll/opengl/mesa/texture.c
Jérôme Gardou 5f2bebf7a5 [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
2019-01-19 14:23:54 +01:00

1702 lines
51 KiB
C

/* $Id: texture.c,v 1.36 1997/11/17 02:04:06 brianp Exp $ */
/*
* Mesa 3-D graphics library
* Version: 2.5
* Copyright (C) 1995-1997 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: texture.c,v $
* Revision 1.36 1997/11/17 02:04:06 brianp
* fixed a typo in texture code
*
* Revision 1.35 1997/11/13 02:17:32 brianp
* added a few const keywords
*
* Revision 1.34 1997/10/16 01:59:08 brianp
* added GL_EXT_shared_texture_palette extension
*
* Revision 1.33 1997/09/27 00:14:39 brianp
* added GL_EXT_paletted_texture extension
*
* Revision 1.32 1997/08/14 01:03:12 brianp
* fixed small bug in GL_SPHERE_MAP texgen (Petri Nordlund)
*
* Revision 1.31 1997/07/24 01:25:34 brianp
* changed precompiled header symbol from PCH to PC_HEADER
*
* Revision 1.30 1997/07/22 01:23:48 brianp
* fixed negative texture coord sampling problem (Magnus Lundin)
*
* Revision 1.29 1997/07/09 00:32:26 brianp
* fixed bug involving sampling and incomplete texture objects
*
* Revision 1.28 1997/05/28 03:26:49 brianp
* added precompiled header (PCH) support
*
* Revision 1.27 1997/05/17 03:51:10 brianp
* fixed bug in PROD macro (Waldemar Celes)
*
* Revision 1.26 1997/05/03 00:53:56 brianp
* all-new texture sampling via gl_texture_object's SampleFunc pointer
*
* Revision 1.25 1997/05/01 01:40:14 brianp
* replaced sqrt() with GL_SQRT, use NORMALIZE_3FV instead of NORMALIZE_3V
*
* Revision 1.24 1997/04/28 02:04:18 brianp
* GL_SPHERE_MAP texgen was wrong (Eamon O'Dea)
*
* Revision 1.23 1997/04/20 20:29:11 brianp
* replaced abort() with gl_problem()
*
* Revision 1.22 1997/04/16 23:56:41 brianp
* added a few #include files
*
* Revision 1.21 1997/04/14 02:02:39 brianp
* moved many functions into new texstate.c file
*
* Revision 1.20 1997/04/01 04:19:14 brianp
* call gl_analyze_modelview_matrix instead of gl_compute_modelview_inverse
*
* Revision 1.19 1997/03/04 19:55:58 brianp
* small texture sampling optimizations. better comments.
*
* Revision 1.18 1997/03/04 19:19:20 brianp
* fixed a number of problems with texture borders
*
* Revision 1.17 1997/02/27 19:58:08 brianp
* call gl_problem() instead of gl_warning()
*
* Revision 1.16 1997/02/09 19:53:43 brianp
* now use TEXTURE_xD enable constants
*
* Revision 1.15 1997/02/09 18:53:14 brianp
* added GL_EXT_texture3D support
*
* Revision 1.14 1997/01/30 21:06:03 brianp
* added some missing glGetTexLevelParameter() GLenums
*
* Revision 1.13 1997/01/16 03:36:01 brianp
* added calls to device driver TexParameter() and TexEnv() functions
*
* Revision 1.12 1997/01/09 19:48:30 brianp
* better error checking
* added gl_texturing_enabled()
*
* Revision 1.11 1996/12/20 20:22:30 brianp
* linear interpolation between mipmap levels was reverse weighted
* max mipmap level was incorrectly tested for
*
* Revision 1.10 1996/12/12 22:33:05 brianp
* minor changes to gl_texgen()
*
* Revision 1.9 1996/12/07 10:35:41 brianp
* implmented glGetTexGen*() functions
*
* Revision 1.8 1996/11/14 01:03:09 brianp
* removed const's from gl_texgen() function to avoid VMS compiler warning
*
* Revision 1.7 1996/11/08 02:19:52 brianp
* gl_do_texgen() replaced with gl_texgen()
*
* Revision 1.6 1996/10/26 17:17:30 brianp
* glTexGen GL_EYE_PLANE vector now transformed by inverse modelview matrix
*
* Revision 1.5 1996/10/11 03:42:38 brianp
* replaced old _EXT symbols
*
* Revision 1.4 1996/09/27 01:30:24 brianp
* added missing default cases to switches
*
* Revision 1.3 1996/09/15 14:18:55 brianp
* now use GLframebuffer and GLvisual
*
* Revision 1.2 1996/09/15 01:48:58 brianp
* removed #define NULL 0
*
* 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 "macros.h"
#include "mmath.h"
#include "pb.h"
#include "texture.h"
#include "types.h"
#endif
/*
* Perform automatic texture coordinate generation.
* Input: ctx - the context
* n - number of texture coordinates to generate
* obj - array of vertexes in object coordinate system
* eye - array of vertexes in eye coordinate system
* normal - array of normal vectores in eye coordinate system
* Output: texcoord - array of resuling texture coordinates
*/
void gl_texgen( GLcontext *ctx, GLint n,
GLfloat obj[][4], GLfloat eye[][4],
GLfloat normal[][3], GLfloat texcoord[][4] )
{
/* special case: S and T sphere mapping */
if (ctx->Texture.TexGenEnabled==(S_BIT|T_BIT)
&& ctx->Texture.GenModeS==GL_SPHERE_MAP
&& ctx->Texture.GenModeT==GL_SPHERE_MAP) {
GLint i;
for (i=0;i<n;i++) {
GLfloat u[3], two_nu, m, fx, fy, fz;
COPY_3V( u, eye[i] );
NORMALIZE_3FV( u );
two_nu = 2.0F * DOT3(normal[i],u);
fx = u[0] - normal[i][0] * two_nu;
fy = u[1] - normal[i][1] * two_nu;
fz = u[2] - normal[i][2] * two_nu;
m = 2.0F * GL_SQRT( fx*fx + fy*fy + (fz+1.0F)*(fz+1.0F) );
if (m==0.0F) {
texcoord[i][0] = 0.5F;
texcoord[i][1] = 0.5F;
}
else {
GLfloat mInv = 1.0F / m;
texcoord[i][0] = fx * mInv + 0.5F;
texcoord[i][1] = fy * mInv + 0.5F;
}
}
return;
}
/* general solution */
if (ctx->Texture.TexGenEnabled & S_BIT) {
GLint i;
switch (ctx->Texture.GenModeS) {
case GL_OBJECT_LINEAR:
for (i=0;i<n;i++) {
texcoord[i][0] = DOT4( obj[i], ctx->Texture.ObjectPlaneS );
}
break;
case GL_EYE_LINEAR:
for (i=0;i<n;i++) {
texcoord[i][0] = DOT4( eye[i], ctx->Texture.EyePlaneS );
}
break;
case GL_SPHERE_MAP:
for (i=0;i<n;i++) {
GLfloat u[3], two_nu, m, fx, fy, fz;
COPY_3V( u, eye[i] );
NORMALIZE_3FV( u );
two_nu = 2.0*DOT3(normal[i],u);
fx = u[0] - normal[i][0] * two_nu;
fy = u[1] - normal[i][1] * two_nu;
fz = u[2] - normal[i][2] * two_nu;
m = 2.0F * GL_SQRT( fx*fx + fy*fy + (fz+1.0)*(fz+1.0) );
if (m==0.0F) {
texcoord[i][0] = 0.5F;
}
else {
texcoord[i][0] = fx / m + 0.5F;
}
}
break;
default:
gl_problem(ctx, "Bad S texgen");
return;
}
}
if (ctx->Texture.TexGenEnabled & T_BIT) {
GLint i;
switch (ctx->Texture.GenModeT) {
case GL_OBJECT_LINEAR:
for (i=0;i<n;i++) {
texcoord[i][1] = DOT4( obj[i], ctx->Texture.ObjectPlaneT );
}
break;
case GL_EYE_LINEAR:
for (i=0;i<n;i++) {
texcoord[i][1] = DOT4( eye[i], ctx->Texture.EyePlaneT );
}
break;
case GL_SPHERE_MAP:
for (i=0;i<n;i++) {
GLfloat u[3], two_nu, m, fx, fy, fz;
COPY_3V( u, eye[i] );
NORMALIZE_3FV( u );
two_nu = 2.0*DOT3(normal[i],u);
fx = u[0] - normal[i][0] * two_nu;
fy = u[1] - normal[i][1] * two_nu;
fz = u[2] - normal[i][2] * two_nu;
m = 2.0F * GL_SQRT( fx*fx + fy*fy + (fz+1.0)*(fz+1.0) );
if (m==0.0F) {
texcoord[i][1] = 0.5F;
}
else {
texcoord[i][1] = fy / m + 0.5F;
}
}
break;
default:
gl_problem(ctx, "Bad T texgen");
return;
}
}
if (ctx->Texture.TexGenEnabled & R_BIT) {
GLint i;
switch (ctx->Texture.GenModeR) {
case GL_OBJECT_LINEAR:
for (i=0;i<n;i++) {
texcoord[i][2] = DOT4( obj[i], ctx->Texture.ObjectPlaneR );
}
break;
case GL_EYE_LINEAR:
for (i=0;i<n;i++) {
texcoord[i][2] = DOT4( eye[i], ctx->Texture.EyePlaneR );
}
break;
default:
gl_problem(ctx, "Bad R texgen");
return;
}
}
if (ctx->Texture.TexGenEnabled & Q_BIT) {
GLint i;
switch (ctx->Texture.GenModeQ) {
case GL_OBJECT_LINEAR:
for (i=0;i<n;i++) {
texcoord[i][3] = DOT4( obj[i], ctx->Texture.ObjectPlaneQ );
}
break;
case GL_EYE_LINEAR:
for (i=0;i<n;i++) {
texcoord[i][3] = DOT4( eye[i], ctx->Texture.EyePlaneQ );
}
break;
default:
gl_problem(ctx, "Bad Q texgen");
return;
}
}
}
/*
* Paletted texture sampling.
* Input: tObj - the texture object
* index - the palette index (8-bit only)
* Output: red, green, blue, alpha - the texel color
*/
static void palette_sample(const struct gl_texture_object *tObj,
GLubyte index, GLubyte *red, GLubyte *green,
GLubyte *blue, GLubyte *alpha)
{
GLint i = index;
const GLubyte *palette;
palette = tObj->Palette;
switch (tObj->PaletteFormat) {
case GL_ALPHA:
*alpha = tObj->Palette[index];
return;
case GL_LUMINANCE:
case GL_INTENSITY:
*red = palette[index];
return;
case GL_LUMINANCE_ALPHA:
*red = palette[(index << 1) + 0];
*alpha = palette[(index << 1) + 1];
return;
case GL_RGB:
*red = palette[index * 3 + 0];
*green = palette[index * 3 + 1];
*blue = palette[index * 3 + 2];
return;
case GL_RGBA:
*red = palette[(i << 2) + 0];
*green = palette[(i << 2) + 1];
*blue = palette[(i << 2) + 2];
*alpha = palette[(i << 2) + 3];
return;
default:
gl_problem(NULL, "Bad palette format in palette_sample");
}
}
/**********************************************************************/
/* 1-D Texture Sampling Functions */
/**********************************************************************/
/*
* Return the fractional part of x.
*/
#define frac(x) ((GLfloat)(x)-floor((GLfloat)x))
/*
* Given 1-D texture image and an (i) texel column coordinate, return the
* texel color.
*/
static void get_1d_texel( const struct gl_texture_object *tObj,
const struct gl_texture_image *img, GLint i,
GLubyte *red, GLubyte *green, GLubyte *blue,
GLubyte *alpha )
{
GLubyte *texel;
#ifdef DEBUG
GLint width = img->Width;
if (i<0 || i>=width) abort();
#endif
switch (img->Format) {
case GL_COLOR_INDEX:
{
GLubyte index = img->Data[i];
palette_sample(tObj, index, red, green, blue, alpha);
return;
}
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 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 );
}