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- /* $Id: texture.c,v 3.8 1998/06/11 02:04:41 brianp Exp $ */
-
- /*
- * Mesa 3-D graphics library
- * Version: 3.0
- * Copyright (C) 1995-1998 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 3.8 1998/06/11 02:04:41 brianp
- * fixed texture clamp problem when coord==1 (bad sampling)
- *
- * Revision 3.7 1998/03/28 03:58:16 brianp
- * added CONST macro to fix IRIX compilation problems
- *
- * Revision 3.6 1998/03/27 04:26:44 brianp
- * fixed G++ warnings
- *
- * Revision 3.5 1998/03/15 18:12:37 brianp
- * fixed sampling bug when filter=NEAREST and wrap=CLAMP
- *
- * Revision 3.4 1998/03/01 20:19:26 brianp
- * fixed a few sampling functions to prevent access of missing mipmap levels
- *
- * Revision 3.3 1998/02/20 04:53:37 brianp
- * implemented GL_SGIS_multitexture
- *
- * Revision 3.2 1998/02/03 04:27:54 brianp
- * added texture lod clamping
- *
- * Revision 3.1 1998/02/01 19:39:09 brianp
- * added GL_CLAMP_TO_EDGE texture wrap mode
- *
- * Revision 3.0 1998/01/31 21:04:38 brianp
- * initial rev
- *
- */
-
-
- #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],
- GLuint textureSet)
- {
- struct gl_texture_set *texSet = &ctx->Texture.Set[textureSet];
-
- /* special case: S and T sphere mapping */
- if (texSet->TexGenEnabled==(S_BIT|T_BIT)
- && texSet->GenModeS==GL_SPHERE_MAP
- && texSet->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 (texSet->TexGenEnabled & S_BIT) {
- GLint i;
- switch (texSet->GenModeS) {
- case GL_OBJECT_LINEAR:
- for (i=0;i<n;i++) {
- texcoord[i][0] = DOT4( obj[i], texSet->ObjectPlaneS );
- }
- break;
- case GL_EYE_LINEAR:
- for (i=0;i<n;i++) {
- texcoord[i][0] = DOT4( eye[i], texSet->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 (texSet->TexGenEnabled & T_BIT) {
- GLint i;
- switch (texSet->GenModeT) {
- case GL_OBJECT_LINEAR:
- for (i=0;i<n;i++) {
- texcoord[i][1] = DOT4( obj[i], texSet->ObjectPlaneT );
- }
- break;
- case GL_EYE_LINEAR:
- for (i=0;i<n;i++) {
- texcoord[i][1] = DOT4( eye[i], texSet->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 (texSet->TexGenEnabled & R_BIT) {
- GLint i;
- switch (texSet->GenModeR) {
- case GL_OBJECT_LINEAR:
- for (i=0;i<n;i++) {
- texcoord[i][2] = DOT4( obj[i], texSet->ObjectPlaneR );
- }
- break;
- case GL_EYE_LINEAR:
- for (i=0;i<n;i++) {
- texcoord[i][2] = DOT4( eye[i], texSet->EyePlaneR );
- }
- break;
- default:
- gl_problem(ctx, "Bad R texgen");
- return;
- }
- }
-
- if (texSet->TexGenEnabled & Q_BIT) {
- GLint i;
- switch (texSet->GenModeQ) {
- case GL_OBJECT_LINEAR:
- for (i=0;i<n;i++) {
- texcoord[i][3] = DOT4( obj[i], texSet->ObjectPlaneQ );
- }
- break;
- case GL_EYE_LINEAR:
- for (i=0;i<n;i++) {
- texcoord[i][3] = DOT4( eye[i], texSet->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 rgba[4] )
- {
- GLcontext *ctx = gl_get_current_context(); /* THIS IS A HACK */
- GLint i = index;
- const GLubyte *palette;
-
- if (ctx->Texture.SharedPalette) {
- palette = ctx->Texture.Palette;
- }
- else {
- palette = tObj->Palette;
- }
-
- switch (tObj->PaletteFormat) {
- case GL_ALPHA:
- rgba[ACOMP] = tObj->Palette[index];
- return;
- case GL_LUMINANCE:
- case GL_INTENSITY:
- rgba[RCOMP] = palette[index];
- return;
- case GL_LUMINANCE_ALPHA:
- rgba[RCOMP] = palette[(index << 1) + 0];
- rgba[ACOMP] = palette[(index << 1) + 1];
- return;
- case GL_RGB:
- rgba[RCOMP] = palette[index * 3 + 0];
- rgba[GCOMP] = palette[index * 3 + 1];
- rgba[BCOMP] = palette[index * 3 + 2];
- return;
- case GL_RGBA:
- rgba[RCOMP] = palette[(i << 2) + 0];
- rgba[GCOMP] = palette[(i << 2) + 1];
- rgba[BCOMP] = palette[(i << 2) + 2];
- rgba[ACOMP] = 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 rgba[4] )
- {
- 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, rgba);
- return;
- }
- case GL_ALPHA:
- rgba[ACOMP] = img->Data[ i ];
- return;
- case GL_LUMINANCE:
- case GL_INTENSITY:
- rgba[RCOMP] = img->Data[ i ];
- return;
- case GL_LUMINANCE_ALPHA:
- texel = img->Data + i * 2;
- rgba[RCOMP] = texel[0];
- rgba[ACOMP] = texel[1];
- return;
- case GL_RGB:
- texel = img->Data + i * 3;
- rgba[RCOMP] = texel[0];
- rgba[GCOMP] = texel[1];
- rgba[BCOMP] = texel[2];
- return;
- case GL_RGBA:
- texel = img->Data + i * 4;
- rgba[RCOMP] = texel[0];
- rgba[GCOMP] = texel[1];
- rgba[BCOMP] = texel[2];
- rgba[ACOMP] = 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 rgba[4] )
- {
- 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 if (tObj->WrapS==GL_CLAMP_TO_EDGE) {
- GLfloat min = 1.0F / (2.0F * width);
- GLfloat max = 1.0F - min;
- if (s < min)
- i = 0;
- else if (s > max)
- i = width-1;
- else
- i = (GLint) (s * width);
- }
- else {
- ASSERT(tObj->WrapS==GL_CLAMP);
- /* 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, rgba );
- return;
- }
- case GL_ALPHA:
- rgba[ACOMP] = img->Data[i];
- return;
- case GL_LUMINANCE:
- case GL_INTENSITY:
- rgba[RCOMP] = img->Data[i];
- return;
- case GL_LUMINANCE_ALPHA:
- texel = img->Data + i * 2;
- rgba[RCOMP] = texel[0];
- rgba[ACOMP] = texel[1];
- return;
- case GL_RGB:
- texel = img->Data + i * 3;
- rgba[RCOMP] = texel[0];
- rgba[RCOMP] = texel[1];
- rgba[BCOMP] = texel[2];
- return;
- case GL_RGBA:
- texel = img->Data + i * 4;
- rgba[RCOMP] = texel[0];
- rgba[RCOMP] = texel[1];
- rgba[BCOMP] = texel[2];
- rgba[ACOMP] = 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 rgba[4] )
- {
- 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 if (tObj->WrapS==GL_CLAMP_TO_EDGE) {
- GLfloat min = 1.0F / (2.0F * width);
- GLfloat max = 1.0F - min;
- if (s < min)
- i0 = 0;
- else if (s > max)
- i0 = width-1;
- else
- i0 = (GLint) (s * width);
- i1 = i0 + 1;
- if (i1 >= width)
- i1 = width - 1;
- i0border = i1border = 0;
- }
- else {
- ASSERT(tObj->WrapS==GL_CLAMP);
- if (u < 0.0F) u = 0.0F;
- else if (u > width) u = width;
- 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 t0[4], t1[4]; /* texels */
-
- if (i0border) {
- t0[RCOMP] = tObj->BorderColor[0];
- t0[GCOMP] = tObj->BorderColor[1];
- t0[BCOMP] = tObj->BorderColor[2];
- t0[ACOMP] = tObj->BorderColor[3];
- }
- else {
- get_1d_texel( tObj, img, i0, t0 );
- }
- if (i1border) {
- t1[RCOMP] = tObj->BorderColor[0];
- t1[GCOMP] = tObj->BorderColor[1];
- t1[BCOMP] = tObj->BorderColor[2];
- t1[ACOMP] = tObj->BorderColor[3];
- }
- else {
- get_1d_texel( tObj, img, i1, t1 );
- }
-
- /* MMX */
- rgba[0] = (w0 * t0[0] + w1 * t1[0]) >> 8;
- rgba[1] = (w0 * t0[1] + w1 * t1[1]) >> 8;
- rgba[2] = (w0 * t0[2] + w1 * t1[2]) >> 8;
- rgba[3] = (w0 * t0[3] + w1 * t1[3]) >> 8;
- }
- }
-
-
- static void
- sample_1d_nearest_mipmap_nearest( const struct gl_texture_object *tObj,
- GLfloat s, GLfloat lambda,
- GLubyte rgba[4] )
- {
- GLint level;
- if (lambda <= 0.5F)
- lambda = 0.0F;
- else if (lambda > tObj->M + 0.4999F)
- lambda = tObj->M + 0.4999F;
- level = (GLint) (tObj->BaseLevel + lambda + 0.5F);
- if (level > tObj->P)
- level = tObj->P;
-
- sample_1d_nearest( tObj, tObj->Image[level], s, rgba );
- }
-
-
- static void
- sample_1d_linear_mipmap_nearest( const struct gl_texture_object *tObj,
- GLfloat s, GLfloat lambda,
- GLubyte rgba[4] )
- {
- GLint level;
- if (lambda <= 0.5F)
- lambda = 0.0F;
- else if (lambda > tObj->M + 0.4999F)
- lambda = tObj->M + 0.4999F;
- level = (GLint) (tObj->BaseLevel + lambda + 0.5F);
- if (level > tObj->P)
- level = tObj->P;
-
- sample_1d_linear( tObj, tObj->Image[level], s, rgba );
- }
-
-
-
- static void
- sample_1d_nearest_mipmap_linear( const struct gl_texture_object *tObj,
- GLfloat s, GLfloat lambda,
- GLubyte rgba[4] )
- {
- GLint level;
- if (lambda < 0.0F)
- lambda = 0.0F;
- else if (lambda > tObj->M)
- lambda = tObj->M;
- level = (GLint) (tObj->BaseLevel + lambda);
-
- if (level >= tObj->P) {
- sample_1d_nearest( tObj, tObj->Image[tObj->P], s, rgba );
- }
- else {
- GLubyte t0[4], t1[4];
- GLfloat f = frac(lambda);
- sample_1d_nearest( tObj, tObj->Image[level ], s, t0 );
- sample_1d_nearest( tObj, tObj->Image[level+1], s, t1 );
- rgba[RCOMP] = (GLint) ((1.0F-f) * t0[RCOMP] + f * t1[RCOMP]);
- rgba[RCOMP] = (GLint) ((1.0F-f) * t0[GCOMP] + f * t1[GCOMP]);
- rgba[BCOMP] = (GLint) ((1.0F-f) * t0[BCOMP] + f * t1[BCOMP]);
- rgba[ACOMP] = (GLint) ((1.0F-f) * t0[ACOMP] + f * t1[ACOMP]);
- }
- }
-
-
-
- static void
- sample_1d_linear_mipmap_linear( const struct gl_texture_object *tObj,
- GLfloat s, GLfloat lambda,
- GLubyte rgba[4] )
- {
- GLint level;
- if (lambda < 0.0F)
- lambda = 0.0F;
- else if (lambda > tObj->M)
- lambda = tObj->M;
- level = (GLint) (tObj->BaseLevel + lambda);
-
- if (level >= tObj->P) {
- sample_1d_linear( tObj, tObj->Image[tObj->P], s, rgba );
- }
- else {
- GLubyte t0[4], t1[4];
- GLfloat f = frac(lambda);
- sample_1d_linear( tObj, tObj->Image[level ], s, t0 );
- sample_1d_linear( tObj, tObj->Image[level+1], s, t1 );
- rgba[RCOMP] = (GLint) ((1.0F-f) * t0[RCOMP] + f * t1[RCOMP]);
- rgba[RCOMP] = (GLint) ((1.0F-f) * t0[GCOMP] + f * t1[GCOMP]);
- rgba[BCOMP] = (GLint) ((1.0F-f) * t0[BCOMP] + f * t1[BCOMP]);
- rgba[ACOMP] = (GLint) ((1.0F-f) * t0[ACOMP] + f * t1[ACOMP]);
- }
- }
-
-
-
- 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 rgba[][4] )
- {
- GLuint i;
- struct gl_texture_image *image = tObj->Image[tObj->BaseLevel];
- (void) t;
- (void) u;
- (void) lambda;
- for (i=0;i<n;i++) {
- sample_1d_nearest( tObj, image, s[i], rgba[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 rgba[][4] )
- {
- GLuint i;
- struct gl_texture_image *image = tObj->Image[tObj->BaseLevel];
- (void) t;
- (void) u;
- (void) lambda;
- for (i=0;i<n;i++) {
- sample_1d_linear( tObj, image, s[i], rgba[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 rgba[][4] )
- {
- GLuint i;
-
- (void) t;
- (void) u;
-
- for (i=0;i<n;i++) {
- if (lambda[i] > tObj->MinMagThresh) {
- /* minification */
- switch (tObj->MinFilter) {
- case GL_NEAREST:
- sample_1d_nearest( tObj, tObj->Image[tObj->BaseLevel], s[i], rgba[i] );
- break;
- case GL_LINEAR:
- sample_1d_linear( tObj, tObj->Image[tObj->BaseLevel], s[i], rgba[i] );
- break;
- case GL_NEAREST_MIPMAP_NEAREST:
- sample_1d_nearest_mipmap_nearest( tObj, lambda[i], s[i], rgba[i] );
- break;
- case GL_LINEAR_MIPMAP_NEAREST:
- sample_1d_linear_mipmap_nearest( tObj, s[i], lambda[i], rgba[i] );
- break;
- case GL_NEAREST_MIPMAP_LINEAR:
- sample_1d_nearest_mipmap_linear( tObj, s[i], lambda[i], rgba[i] );
- break;
- case GL_LINEAR_MIPMAP_LINEAR:
- sample_1d_linear_mipmap_linear( tObj, s[i], lambda[i], rgba[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[tObj->BaseLevel], s[i], rgba[i] );
- break;
- case GL_LINEAR:
- sample_1d_linear( tObj, tObj->Image[tObj->BaseLevel], s[i], rgba[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 rgba[4] )
- {
- 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, rgba );
- return;
- }
- case GL_ALPHA:
- rgba[ACOMP] = img->Data[ width * j + i ];
- return;
- case GL_LUMINANCE:
- case GL_INTENSITY:
- rgba[RCOMP] = img->Data[ width * j + i ];
- return;
- case GL_LUMINANCE_ALPHA:
- texel = img->Data + (width * j + i) * 2;
- rgba[RCOMP] = texel[0];
- rgba[ACOMP] = texel[1];
- return;
- case GL_RGB:
- texel = img->Data + (width * j + i) * 3;
- rgba[RCOMP] = texel[0];
- rgba[GCOMP] = texel[1];
- rgba[BCOMP] = texel[2];
- return;
- case GL_RGBA:
- texel = img->Data + (width * j + i) * 4;
- rgba[RCOMP] = texel[0];
- rgba[GCOMP] = texel[1];
- rgba[BCOMP] = texel[2];
- rgba[ACOMP] = 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 rgba[] )
- {
- 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 if (tObj->WrapS==GL_CLAMP_TO_EDGE) {
- GLfloat min = 1.0F / (2.0F * width);
- GLfloat max = 1.0F - min;
- if (s < min)
- i = 0;
- else if (s > max)
- i = width-1;
- else
- i = (GLint) (s * width);
- }
- else {
- ASSERT(tObj->WrapS==GL_CLAMP);
- /* 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 if (tObj->WrapT==GL_CLAMP_TO_EDGE) {
- GLfloat min = 1.0F / (2.0F * height);
- GLfloat max = 1.0F - min;
- if (t < min)
- j = 0;
- else if (t > max)
- j = height-1;
- else
- j = (GLint) (t * height);
- }
- else {
- ASSERT(tObj->WrapT==GL_CLAMP);
- /* 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, rgba);
- return;
- }
- case GL_ALPHA:
- rgba[ACOMP] = img->Data[ j * imgWidth + i ];
- return;
- case GL_LUMINANCE:
- case GL_INTENSITY:
- rgba[RCOMP] = img->Data[ j * imgWidth + i ];
- return;
- case GL_LUMINANCE_ALPHA:
- texel = img->Data + ((j * imgWidth + i) << 1);
- rgba[RCOMP] = texel[0];
- rgba[ACOMP] = texel[1];
- return;
- case GL_RGB:
- texel = img->Data + (j * imgWidth + i) * 3;
- rgba[RCOMP] = texel[0];
- rgba[GCOMP] = texel[1];
- rgba[BCOMP] = texel[2];
- return;
- case GL_RGBA:
- texel = img->Data + ((j * imgWidth + i) << 2);
- rgba[RCOMP] = texel[0];
- rgba[GCOMP] = texel[1];
- rgba[BCOMP] = texel[2];
- rgba[ACOMP] = 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 rgba[] )
- {
- 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 if (tObj->WrapS==GL_CLAMP_TO_EDGE) {
- GLfloat min = 1.0F / (2.0F * width);
- GLfloat max = 1.0F - min;
- if (s < min)
- i0 = 0;
- else if (s > max)
- i0 = width-1;
- else
- i0 = (GLint) (s * width);
- i1 = i0 + 1;
- if (i1 >= width)
- i1 = width - 1;
- i0border = i1border = 0;
- }
- else {
- ASSERT(tObj->WrapS==GL_CLAMP);
- if (u < 0.0F) u = 0.0F;
- else if (u > width) u = width;
- 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 if (tObj->WrapT==GL_CLAMP_TO_EDGE) {
- GLfloat min = 1.0F / (2.0F * height);
- GLfloat max = 1.0F - min;
- if (t < min)
- j0 = 0;
- else if (t > max)
- j0 = height-1;
- else
- j0 = (GLint) (t * height);
- j1 = j0 + 1;
- if (j1 >= height)
- j1 = height - 1;
- j0border = j1border = 0;
- }
- else {
- ASSERT(tObj->WrapT==GL_CLAMP);
- if (v < 0.0F) v = 0.0F;
- else if (v > height) v = height;
- 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 t00[4];
- GLubyte t10[4];
- GLubyte t01[4];
- GLubyte t11[4];
-
- if (i0border | j0border) {
- t00[RCOMP] = tObj->BorderColor[0];
- t00[GCOMP] = tObj->BorderColor[1];
- t00[BCOMP] = tObj->BorderColor[2];
- t00[ACOMP] = tObj->BorderColor[3];
- }
- else {
- get_2d_texel( tObj, img, i0, j0, t00 );
- }
- if (i1border | j0border) {
- t10[RCOMP] = tObj->BorderColor[0];
- t10[GCOMP] = tObj->BorderColor[1];
- t10[BCOMP] = tObj->BorderColor[2];
- t10[ACOMP] = tObj->BorderColor[3];
- }
- else {
- get_2d_texel( tObj, img, i1, j0, t10 );
- }
- if (i0border | j1border) {
- t01[RCOMP] = tObj->BorderColor[0];
- t01[GCOMP] = tObj->BorderColor[1];
- t01[BCOMP] = tObj->BorderColor[2];
- t01[ACOMP] = tObj->BorderColor[3];
- }
- else {
- get_2d_texel( tObj, img, i0, j1, t01 );
- }
- if (i1border | j1border) {
- t11[RCOMP] = tObj->BorderColor[0];
- t11[GCOMP] = tObj->BorderColor[1];
- t11[BCOMP] = tObj->BorderColor[2];
- t11[ACOMP] = tObj->BorderColor[3];
- }
- else {
- get_2d_texel( tObj, img, i1, j1, t11 );
- }
-
- /* MMX */
- rgba[0] = (w00 * t00[0] + w10 * t10[0] + w01 * t01[0] + w11 * t11[0]) >> 8;
- rgba[1] = (w00 * t00[1] + w10 * t10[1] + w01 * t01[1] + w11 * t11[1]) >> 8;
- rgba[2] = (w00 * t00[2] + w10 * t10[2] + w01 * t01[2] + w11 * t11[2]) >> 8;
- rgba[3] = (w00 * t00[3] + w10 * t10[3] + w01 * t01[3] + w11 * t11[3]) >> 8;
- }
- }
-
-
-
- static void
- sample_2d_nearest_mipmap_nearest( const struct gl_texture_object *tObj,
- GLfloat s, GLfloat t, GLfloat lambda,
- GLubyte rgba[4] )
- {
- GLint level;
- if (lambda <= 0.5F)
- lambda = 0.0F;
- else if (lambda > tObj->M + 0.4999F)
- lambda = tObj->M + 0.4999F;
- level = (GLint) (tObj->BaseLevel + lambda + 0.5F);
- if (level > tObj->P)
- level = tObj->P;
-
- sample_2d_nearest( tObj, tObj->Image[level], s, t, rgba );
- }
-
-
-
- static void
- sample_2d_linear_mipmap_nearest( const struct gl_texture_object *tObj,
- GLfloat s, GLfloat t, GLfloat lambda,
- GLubyte rgba[4] )
- {
- GLint level;
- if (lambda <= 0.5F)
- lambda = 0.0F;
- else if (lambda > tObj->M + 0.4999F)
- lambda = tObj->M + 0.4999F;
- level = (GLint) (tObj->BaseLevel + lambda + 0.5F);
- if (level > tObj->P)
- level = tObj->P;
-
- sample_2d_linear( tObj, tObj->Image[level], s, t, rgba );
- }
-
-
-
- static void
- sample_2d_nearest_mipmap_linear( const struct gl_texture_object *tObj,
- GLfloat s, GLfloat t, GLfloat lambda,
- GLubyte rgba[4] )
- {
- GLint level;
- if (lambda < 0.0F)
- lambda = 0.0F;
- else if (lambda > tObj->M)
- lambda = tObj->M;
- level = (GLint) (tObj->BaseLevel + lambda);
-
- if (level >= tObj->P) {
- sample_2d_nearest( tObj, tObj->Image[tObj->P], s, t, rgba );
- }
- else {
- GLubyte t0[4], t1[4]; /* texels */
- GLfloat f = frac(lambda);
- sample_2d_nearest( tObj, tObj->Image[level ], s, t, t0 );
- sample_2d_nearest( tObj, tObj->Image[level+1], s, t, t1 );
- rgba[RCOMP] = (GLint) ((1.0F-f) * t0[RCOMP] + f * t1[RCOMP]);
- rgba[GCOMP] = (GLint) ((1.0F-f) * t0[GCOMP] + f * t1[GCOMP]);
- rgba[BCOMP] = (GLint) ((1.0F-f) * t0[BCOMP] + f * t1[BCOMP]);
- rgba[ACOMP] = (GLint) ((1.0F-f) * t0[ACOMP] + f * t1[ACOMP]);
- }
- }
-
-
-
- static void
- sample_2d_linear_mipmap_linear( const struct gl_texture_object *tObj,
- GLfloat s, GLfloat t, GLfloat lambda,
- GLubyte rgba[4] )
- {
- GLint level;
- if (lambda < 0.0F)
- lambda = 0.0F;
- else if (lambda > tObj->M)
- lambda = tObj->M;
- level = (GLint) (tObj->BaseLevel + lambda);
-
- if (level >= tObj->P) {
- sample_2d_linear( tObj, tObj->Image[tObj->P], s, t, rgba );
- }
- else {
- GLubyte t0[4], t1[4]; /* texels */
- GLfloat f = frac(lambda);
- sample_2d_linear( tObj, tObj->Image[level ], s, t, t0 );
- sample_2d_linear( tObj, tObj->Image[level+1], s, t, t1 );
- rgba[RCOMP] = (GLint) ((1.0F-f) * t0[RCOMP] + f * t1[RCOMP]);
- rgba[GCOMP] = (GLint) ((1.0F-f) * t0[GCOMP] + f * t1[GCOMP]);
- rgba[BCOMP] = (GLint) ((1.0F-f) * t0[BCOMP] + f * t1[BCOMP]);
- rgba[ACOMP] = (GLint) ((1.0F-f) * t0[ACOMP] + f * t1[ACOMP]);
- }
- }
-
-
-
- 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 rgba[][4] )
- {
- GLuint i;
- struct gl_texture_image *image = tObj->Image[tObj->BaseLevel];
- (void) u;
- (void) lambda;
- for (i=0;i<n;i++) {
- sample_2d_nearest( tObj, image, s[i], t[i], rgba[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 rgba[][4] )
- {
- GLuint i;
- struct gl_texture_image *image = tObj->Image[tObj->BaseLevel];
- (void) u;
- (void) lambda;
- for (i=0;i<n;i++) {
- sample_2d_linear( tObj, image, s[i], t[i], rgba[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 rgba[][4] )
- {
- GLuint i;
- (void) u;
- for (i=0;i<n;i++) {
- if (lambda[i] > tObj->MinMagThresh) {
- /* minification */
- switch (tObj->MinFilter) {
- case GL_NEAREST:
- sample_2d_nearest( tObj, tObj->Image[tObj->BaseLevel], s[i], t[i], rgba[i] );
- break;
- case GL_LINEAR:
- sample_2d_linear( tObj, tObj->Image[tObj->BaseLevel], s[i], t[i], rgba[i] );
- break;
- case GL_NEAREST_MIPMAP_NEAREST:
- sample_2d_nearest_mipmap_nearest( tObj, s[i], t[i], lambda[i], rgba[i] );
- break;
- case GL_LINEAR_MIPMAP_NEAREST:
- sample_2d_linear_mipmap_nearest( tObj, s[i], t[i], lambda[i], rgba[i] );
- break;
- case GL_NEAREST_MIPMAP_LINEAR:
- sample_2d_nearest_mipmap_linear( tObj, s[i], t[i], lambda[i], rgba[i] );
- break;
- case GL_LINEAR_MIPMAP_LINEAR:
- sample_2d_linear_mipmap_linear( tObj, s[i], t[i], lambda[i], rgba[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[tObj->BaseLevel], s[i], t[i], rgba[i] );
- break;
- case GL_LINEAR:
- sample_2d_linear( tObj, tObj->Image[tObj->BaseLevel], s[i], t[i], rgba[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 lambda[],
- GLubyte rgba[][4] )
- {
- const struct gl_texture_image *img = tObj->Image[tObj->BaseLevel];
- GLfloat width = img->Width, height = img->Height;
- GLint colMask = img->Width-1, rowMask = img->Height-1;
- GLint shift = img->WidthLog2;
- GLuint k;
- (void) u;
- (void) lambda;
- 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 */
- rgba[k][RCOMP] = texel[0];
- rgba[k][GCOMP] = texel[1];
- rgba[k][BCOMP] = 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 lambda[],
- GLubyte rgba[][4] )
- {
- const struct gl_texture_image *img = tObj->Image[tObj->BaseLevel];
- GLfloat width = img->Width, height = img->Height;
- GLint colMask = img->Width-1, rowMask = img->Height-1;
- GLint shift = img->WidthLog2;
- GLuint k;
- (void) u;
- (void) lambda;
-
- 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 */
- rgba[k][RCOMP] = texel[0];
- rgba[k][GCOMP] = texel[1];
- rgba[k][BCOMP] = texel[2];
- rgba[k][ACOMP] = texel[3];
- }
- }
-
-
-
- /**********************************************************************/
- /* 3-D Texture Sampling Functions */
- /**********************************************************************/
-
- /*
- * Given a texture image and an (i,j,k) integer texel coordinate, return the
- * texel color.
- */
- static void get_3d_texel( const struct gl_texture_object *tObj,
- const struct gl_texture_image *img,
- GLint i, GLint j, GLint k,
- GLubyte rgba[4] )
- {
- GLint width = img->Width; /* includes border */
- GLint height = img->Height; /* includes border */
- GLint depth = img->Depth; /* includes border */
- GLint rectarea; /* = width * heigth */
- GLubyte *texel;
-
- rectarea = width*height;
-
- #ifdef DEBUG
- if (i<0 || i>=width) abort();
- if (j<0 || j>=height) abort();
- if (k<0 || k>=depth) abort();
- #else
- (void) depth;
- #endif
-
- switch (img->Format) {
- case GL_COLOR_INDEX:
- {
- GLubyte index = img->Data[ rectarea * k + width * j + i ];
- palette_sample(tObj, index, rgba );
- return;
- }
- case GL_ALPHA:
- rgba[ACOMP] = img->Data[ rectarea * k + width * j + i ];
- return;
- case GL_LUMINANCE:
- case GL_INTENSITY:
- rgba[RCOMP] = img->Data[ rectarea * k + width * j + i ];
- return;
- case GL_LUMINANCE_ALPHA:
- texel = img->Data + ( rectarea * k + width * j + i) * 2;
- rgba[RCOMP] = texel[0];
- rgba[ACOMP] = texel[1];
- return;
- case GL_RGB:
- texel = img->Data + (rectarea * k + width * j + i) * 3;
- rgba[RCOMP] = texel[0];
- rgba[GCOMP] = texel[1];
- rgba[BCOMP] = texel[2];
- return;
- case GL_RGBA:
- texel = img->Data + (rectarea * k + width * j + i) * 4;
- rgba[RCOMP] = texel[0];
- rgba[GCOMP] = texel[1];
- rgba[BCOMP] = texel[2];
- rgba[ACOMP] = texel[3];
- return;
- default:
- gl_problem(NULL, "Bad format in get_3d_texel");
- }
- }
-
-
- /*
- * Return the texture sample for coordinate (s,t,r) using GL_NEAREST filter.
- */
- static void sample_3d_nearest( const struct gl_texture_object *tObj,
- const struct gl_texture_image *img,
- GLfloat s, GLfloat t, GLfloat r,
- GLubyte rgba[4] )
- {
- GLint imgWidth = img->Width; /* includes border, if any */
- GLint imgHeight = img->Height; /* includes border, if any */
- GLint width = img->Width2; /* without border, power of two */
- GLint height = img->Height2; /* without border, power of two */
- GLint depth = img->Depth2; /* without border, power of two */
- GLint rectarea; /* = width * height */
- GLint i, j, k;
- GLubyte *texel;
-
- rectarea = imgWidth * imgHeight;
-
- /* 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 if (tObj->WrapS==GL_CLAMP_TO_EDGE) {
- GLfloat min = 1.0F / (2.0F * width);
- GLfloat max = 1.0F - min;
- if (s < min)
- i = 0;
- else if (s > max)
- i = width-1;
- else
- i = (GLint) (s * width);
- }
- else {
- ASSERT(tObj->WrapS==GL_CLAMP);
- /* 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 if (tObj->WrapT==GL_CLAMP_TO_EDGE) {
- GLfloat min = 1.0F / (2.0F * height);
- GLfloat max = 1.0F - min;
- if (t < min)
- j = 0;
- else if (t > max)
- j = height-1;
- else
- j = (GLint) (t * height);
- }
- else {
- ASSERT(tObj->WrapT==GL_CLAMP);
- /* 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);
- }
-
- /* Clamp/Repeat R and convert to integer texel coordinate */
- if (tObj->WrapR==GL_REPEAT) {
- /* r limited to [0,1) */
- /* k limited to [0,depth-1] */
- k = (GLint) (r * depth);
- if (r<0.0F) k -= 1;
- k &= (depth-1);
- }
- else if (tObj->WrapR==GL_CLAMP_TO_EDGE) {
- GLfloat min = 1.0F / (2.0F * depth);
- GLfloat max = 1.0F - min;
- if (r < min)
- k = 0;
- else if (r > max)
- k = depth-1;
- else
- k = (GLint) (t * depth);
- }
- else {
- ASSERT(tObj->WrapR==GL_CLAMP);
- /* r limited to [0,1] */
- /* k limited to [0,depth-1] */
- if (r<=0.0F) k = 0;
- else if (r>=1.0F) k = depth-1;
- else k = (GLint) (r * depth);
- }
-
- switch (tObj->Image[0]->Format) {
- case GL_COLOR_INDEX:
- {
- GLubyte index = img->Data[ rectarea * k + j * imgWidth + i ];
- palette_sample(tObj, index, rgba );
- return;
- }
- case GL_ALPHA:
- rgba[ACOMP] = img->Data[ rectarea * k + j * imgWidth + i ];
- return;
- case GL_LUMINANCE:
- case GL_INTENSITY:
- rgba[RCOMP] = img->Data[ rectarea * k + j * imgWidth + i ];
- return;
- case GL_LUMINANCE_ALPHA:
- texel = img->Data + ((rectarea * k + j * imgWidth + i) << 1);
- rgba[RCOMP] = texel[0];
- rgba[ACOMP] = texel[1];
- return;
- case GL_RGB:
- texel = img->Data + ( rectarea * k + j * imgWidth + i) * 3;
- rgba[RCOMP] = texel[0];
- rgba[GCOMP] = texel[1];
- rgba[BCOMP] = texel[2];
- return;
- case GL_RGBA:
- texel = img->Data + ((rectarea * k + j * imgWidth + i) << 2);
- rgba[RCOMP] = texel[0];
- rgba[GCOMP] = texel[1];
- rgba[BCOMP] = texel[2];
- rgba[ACOMP] = texel[3];
- return;
- default:
- gl_problem(NULL, "Bad format in sample_3d_nearest");
- }
- }
-
-
- /*
- * Return the texture sample for coordinate (s,t,r) using GL_LINEAR filter.
- */
- static void sample_3d_linear( const struct gl_texture_object *tObj,
- const struct gl_texture_image *img,
- GLfloat s, GLfloat t, GLfloat r,
- GLubyte rgba[4] )
- {
- GLint width = img->Width2;
- GLint height = img->Height2;
- GLint depth = img->Depth2;
- GLint i0, j0, k0, i1, j1, k1;
- GLint i0border, j0border, k0border, i1border, j1border, k1border;
- GLfloat u, v, w;
-
- u = s * width;
- if (tObj->WrapS==GL_REPEAT) {
- i0 = ((GLint) floor(u - 0.5F)) % width;
- i1 = (i0 + 1) & (width-1);
- i0border = i1border = 0;
- }
- else if (tObj->WrapS==GL_CLAMP_TO_EDGE) {
- GLfloat min = 1.0F / (2.0F * width);
- GLfloat max = 1.0F - min;
- if (s < min)
- i0 = 0;
- else if (s > max)
- i0 = width-1;
- else
- i0 = (GLint) (s * width);
- i1 = i0 + 1;
- if (i1 >= width)
- i1 = width - 1;
- i0border = i1border = 0;
- }
- else {
- ASSERT(tObj->WrapS==GL_CLAMP);
- if (u < 0.0F) u = 0.0F;
- else if (u > width) u = width;
- 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 if (tObj->WrapT==GL_CLAMP_TO_EDGE) {
- GLfloat min = 1.0F / (2.0F * height);
- GLfloat max = 1.0F - min;
- if (t < min)
- j0 = 0;
- else if (t > max)
- j0 = height-1;
- else
- j0 = (GLint) (t * height);
- j1 = j0 + 1;
- if (j1 >= height)
- j1 = height - 1;
- j0border = j1border = 0;
- }
- else {
- ASSERT(tObj->WrapT==GL_CLAMP);
- if (v < 0.0F) v = 0.0F;
- else if (v > height) v = height;
- j0 = (GLint) floor(v - 0.5F);
- j1 = j0 + 1;
- j0border = (j0<0) | (j0>=height);
- j1border = (j1<0) | (j1>=height);
- }
-
- w = r * depth;
- if (tObj->WrapR==GL_REPEAT) {
- k0 = ((GLint) floor(w - 0.5F)) % depth;
- k1 = (k0 + 1) & (depth-1);
- k0border = k1border = 0;
- }
- else if (tObj->WrapR==GL_CLAMP_TO_EDGE) {
- GLfloat min = 1.0F / (2.0F * depth);
- GLfloat max = 1.0F - min;
- if (r < min)
- k0 = 0;
- else if (r > max)
- k0 = depth-1;
- else
- k0 = (GLint) (r * depth);
- k1 = k0 + 1;
- if (k1 >= depth)
- k1 = depth - 1;
- k0border = k1border = 0;
- }
- else {
- ASSERT(tObj->WrapR==GL_CLAMP);
- if (r < 0.0F) r = 0.0F;
- else if (r > depth) r = depth;
- k0 = (GLint) floor(r - 0.5F);
- k1 = k0 + 1;
- k0border = (k0<0) | (k0>=depth);
- k1border = (k1<0) | (k1>=depth);
- }
-
- if (img->Border) {
- i0 += img->Border;
- i1 += img->Border;
- j0 += img->Border;
- j1 += img->Border;
- k0 += img->Border;
- k1 += img->Border;
- i0border = i1border = 0;
- j0border = j1border = 0;
- k0border = k1border = 0;
- }
- else {
- i0 &= (width-1);
- j0 &= (height-1);
- k0 &= (depth-1);
- }
-
- {
- GLfloat a = frac(u - 0.5F);
- GLfloat b = frac(v - 0.5F);
- GLfloat c = frac(w - 0.5F);
-
- GLint w000 = (GLint) ((1.0F-a)*(1.0F-b) * (1.0F-c) * 256.0F);
- GLint w010 = (GLint) ( a *(1.0F-b) * (1.0F-c) * 256.0F);
- GLint w001 = (GLint) ((1.0F-a)* b * (1.0F-c) * 256.0F);
- GLint w011 = (GLint) ( a * b * (1.0F-c) * 256.0F);
- GLint w100 = (GLint) ((1.0F-a)*(1.0F-b) * c * 256.0F);
- GLint w110 = (GLint) ( a *(1.0F-b) * c * 256.0F);
- GLint w101 = (GLint) ((1.0F-a)* b * c * 256.0F);
- GLint w111 = (GLint) ( a * b * c * 256.0F);
-
-
- GLubyte t000[4], t010[4], t001[4], t011[4]; /* texels */
- GLubyte t100[4], t110[4], t101[4], t111[4];
-
- if (k0border | i0border | j0border ) {
- t000[RCOMP] = tObj->BorderColor[0];
- t000[GCOMP] = tObj->BorderColor[1];
- t000[BCOMP] = tObj->BorderColor[2];
- t000[ACOMP] = tObj->BorderColor[3];
- }
- else {
- get_3d_texel( tObj, img, i0, j0, k0, t000 );
- }
- if (k0border | i1border | j0border) {
- t010[RCOMP] = tObj->BorderColor[0];
- t010[GCOMP] = tObj->BorderColor[1];
- t010[BCOMP] = tObj->BorderColor[2];
- t010[ACOMP] = tObj->BorderColor[3];
- }
- else {
- get_3d_texel( tObj, img, i1, j0, k0, t010 );
- }
- if (k0border | i0border | j1border) {
- t001[RCOMP] = tObj->BorderColor[0];
- t001[GCOMP] = tObj->BorderColor[1];
- t001[BCOMP] = tObj->BorderColor[2];
- t001[ACOMP] = tObj->BorderColor[3];
- }
- else {
- get_3d_texel( tObj, img, i0, j1, k0, t001 );
- }
- if (k0border | i1border | j1border) {
- t011[RCOMP] = tObj->BorderColor[0];
- t011[GCOMP] = tObj->BorderColor[1];
- t011[BCOMP] = tObj->BorderColor[2];
- t011[ACOMP] = tObj->BorderColor[3];
- }
- else {
- get_3d_texel( tObj, img, i1, j1, k0, t011 );
- }
-
- if (k1border | i0border | j0border ) {
- t100[RCOMP] = tObj->BorderColor[0];
- t100[GCOMP] = tObj->BorderColor[1];
- t100[BCOMP] = tObj->BorderColor[2];
- t100[ACOMP] = tObj->BorderColor[3];
- }
- else {
- get_3d_texel( tObj, img, i0, j0, k1, t100 );
- }
- if (k1border | i1border | j0border) {
- t110[RCOMP] = tObj->BorderColor[0];
- t110[GCOMP] = tObj->BorderColor[1];
- t110[BCOMP] = tObj->BorderColor[2];
- t110[ACOMP] = tObj->BorderColor[3];
- }
- else {
- get_3d_texel( tObj, img, i1, j0, k1, t110 );
- }
- if (k1border | i0border | j1border) {
- t101[RCOMP] = tObj->BorderColor[0];
- t101[GCOMP] = tObj->BorderColor[1];
- t101[BCOMP] = tObj->BorderColor[2];
- t101[ACOMP] = tObj->BorderColor[3];
- }
- else {
- get_3d_texel( tObj, img, i0, j1, k1, t101 );
- }
- if (k1border | i1border | j1border) {
- t111[RCOMP] = tObj->BorderColor[0];
- t111[GCOMP] = tObj->BorderColor[1];
- t111[BCOMP] = tObj->BorderColor[2];
- t111[ACOMP] = tObj->BorderColor[3];
- }
- else {
- get_3d_texel( tObj, img, i1, j1, k1, t111 );
- }
-
- /* MMX */
- rgba[0] = (w000*t000[0] + w010*t010[0] + w001*t001[0] + w011*t011[0] +
- w100*t100[0] + w110*t110[0] + w101*t101[0] + w111*t111[0] )
- >> 8;
- rgba[1] = (w000*t000[1] + w010*t010[1] + w001*t001[1] + w011*t011[1] +
- w100*t100[1] + w110*t110[1] + w101*t101[1] + w111*t111[1] )
- >> 8;
- rgba[2] = (w000*t000[2] + w010*t010[2] + w001*t001[2] + w011*t011[2] +
- w100*t100[2] + w110*t110[2] + w101*t101[2] + w111*t111[2] )
- >> 8;
- rgba[3] = (w000*t000[3] + w010*t010[3] + w001*t001[3] + w011*t011[3] +
- w100*t100[3] + w110*t110[3] + w101*t101[3] + w111*t111[3] )
- >> 8;
- }
- }
-
-
- static void
- sample_3d_nearest_mipmap_nearest( const struct gl_texture_object *tObj,
- GLfloat s, GLfloat t, GLfloat r,
- GLfloat lambda, GLubyte rgba[4] )
- {
- GLint level;
- if (lambda <= 0.5F)
- lambda = 0.0F;
- else if (lambda > tObj->M + 0.4999F)
- lambda = tObj->M + 0.4999F;
- level = (GLint) (tObj->BaseLevel + lambda + 0.5F);
- if (level > tObj->P)
- level = tObj->P;
-
- sample_3d_nearest( tObj, tObj->Image[level], s, t, r, rgba );
- }
-
-
- static void
- sample_3d_linear_mipmap_nearest( const struct gl_texture_object *tObj,
- GLfloat s, GLfloat t, GLfloat r,
- GLfloat lambda, GLubyte rgba[4] )
- {
- GLint level;
- if (lambda <= 0.5F)
- lambda = 0.0F;
- else if (lambda > tObj->M + 0.4999F)
- lambda = tObj->M + 0.4999F;
- level = (GLint) (tObj->BaseLevel + lambda + 0.5F);
- if (level > tObj->P)
- level = tObj->P;
-
- sample_3d_linear( tObj, tObj->Image[level], s, t, r, rgba );
- }
-
-
- static void
- sample_3d_nearest_mipmap_linear( const struct gl_texture_object *tObj,
- GLfloat s, GLfloat t, GLfloat r,
- GLfloat lambda, GLubyte rgba[4] )
- {
- GLint level;
- if (lambda < 0.0F)
- lambda = 0.0F;
- else if (lambda > tObj->M)
- lambda = tObj->M;
- level = (GLint) (tObj->BaseLevel + lambda);
-
- if (level >= tObj->P) {
- sample_3d_nearest( tObj, tObj->Image[tObj->P], s, t, r, rgba );
- }
- else {
- GLubyte t0[4], t1[4]; /* texels */
- GLfloat f = frac(lambda);
- sample_3d_nearest( tObj, tObj->Image[level ], s, t, r, t0 );
- sample_3d_nearest( tObj, tObj->Image[level+1], s, t, r, t1 );
- rgba[RCOMP] = (GLint) ((1.0F-f) * t0[RCOMP] + f * t1[RCOMP]);
- rgba[GCOMP] = (GLint) ((1.0F-f) * t0[GCOMP] + f * t1[GCOMP]);
- rgba[BCOMP] = (GLint) ((1.0F-f) * t0[BCOMP] + f * t1[BCOMP]);
- rgba[ACOMP] = (GLint) ((1.0F-f) * t0[ACOMP] + f * t1[ACOMP]);
- }
- }
-
-
- static void
- sample_3d_linear_mipmap_linear( const struct gl_texture_object *tObj,
- GLfloat s, GLfloat t, GLfloat r,
- GLfloat lambda, GLubyte rgba[4] )
- {
- GLint level;
- if (lambda < 0.0F)
- lambda = 0.0F;
- else if (lambda > tObj->M)
- lambda = tObj->M;
- level = (GLint) (tObj->BaseLevel + lambda);
-
- if (level >= tObj->P) {
- sample_3d_linear( tObj, tObj->Image[tObj->P], s, t, r, rgba );
- }
- else {
- GLubyte t0[4], t1[4]; /* texels */
- GLfloat f = frac(lambda);
- sample_3d_linear( tObj, tObj->Image[level ], s, t, r, t0 );
- sample_3d_linear( tObj, tObj->Image[level+1], s, t, r, t1 );
- rgba[RCOMP] = (GLint) ((1.0F-f) * t0[RCOMP] + f * t1[RCOMP]);
- rgba[GCOMP] = (GLint) ((1.0F-f) * t0[GCOMP] + f * t1[GCOMP]);
- rgba[BCOMP] = (GLint) ((1.0F-f) * t0[BCOMP] + f * t1[BCOMP]);
- rgba[ACOMP] = (GLint) ((1.0F-f) * t0[ACOMP] + f * t1[ACOMP]);
- }
- }
-
-
- static void sample_nearest_3d( const struct gl_texture_object *tObj, GLuint n,
- const GLfloat s[], const GLfloat t[],
- const GLfloat u[], const GLfloat lambda[],
- GLubyte rgba[][4] )
- {
- GLuint i;
- struct gl_texture_image *image = tObj->Image[tObj->BaseLevel];
- (void) lambda;
- for (i=0;i<n;i++) {
- sample_3d_nearest( tObj, image, s[i], t[i], u[i], rgba[i] );
- }
- }
-
-
-
- static void sample_linear_3d( const struct gl_texture_object *tObj, GLuint n,
- const GLfloat s[], const GLfloat t[],
- const GLfloat u[], const GLfloat lambda[],
- GLubyte rgba[][4] )
- {
- GLuint i;
- struct gl_texture_image *image = tObj->Image[tObj->BaseLevel];
- (void) lambda;
- for (i=0;i<n;i++) {
- sample_3d_linear( tObj, image, s[i], t[i], u[i], rgba[i] );
- }
- }
-
-
- /*
- * Given an (s,t,r) texture coordinate and lambda (level of detail) value,
- * return a texture sample.
- */
- static void sample_lambda_3d( const struct gl_texture_object *tObj, GLuint n,
- const GLfloat s[], const GLfloat t[],
- const GLfloat u[], const GLfloat lambda[],
- GLubyte rgba[][4] )
- {
- GLuint i;
-
- for (i=0;i<n;i++) {
-
- if (lambda[i] > tObj->MinMagThresh) {
- /* minification */
- switch (tObj->MinFilter) {
- case GL_NEAREST:
- sample_3d_nearest( tObj, tObj->Image[tObj->BaseLevel], s[i], t[i], u[i], rgba[i] );
- break;
- case GL_LINEAR:
- sample_3d_linear( tObj, tObj->Image[tObj->BaseLevel], s[i], t[i], u[i], rgba[i] );
- break;
- case GL_NEAREST_MIPMAP_NEAREST:
- sample_3d_nearest_mipmap_nearest( tObj, s[i], t[i], u[i], lambda[i], rgba[i] );
- break;
- case GL_LINEAR_MIPMAP_NEAREST:
- sample_3d_linear_mipmap_nearest( tObj, s[i], t[i], u[i], lambda[i], rgba[i] );
- break;
- case GL_NEAREST_MIPMAP_LINEAR:
- sample_3d_nearest_mipmap_linear( tObj, s[i], t[i], u[i], lambda[i], rgba[i] );
- break;
- case GL_LINEAR_MIPMAP_LINEAR:
- sample_3d_linear_mipmap_linear( tObj, s[i], t[i], u[i], lambda[i], rgba[i] );
- break;
- default:
- gl_problem(NULL, "Bad min filterin sample_3d_texture");
- }
- }
- else {
- /* magnification */
- switch (tObj->MagFilter) {
- case GL_NEAREST:
- sample_3d_nearest( tObj, tObj->Image[tObj->BaseLevel], s[i], t[i], u[i], rgba[i] );
- break;
- case GL_LINEAR:
- sample_3d_linear( tObj, tObj->Image[tObj->BaseLevel], s[i], t[i], u[i], rgba[i] );
- break;
- default:
- gl_problem(NULL, "Bad mag filter in sample_3d_texture");
- }
- }
- }
- }
-
-
-
- /**********************************************************************/
- /* 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;
- case 3:
- if (needLambda) {
- t->SampleFunc = sample_lambda_3d;
- }
- else if (t->MinFilter==GL_LINEAR) {
- t->SampleFunc = sample_linear_3d;
- }
- else {
- ASSERT(t->MinFilter==GL_NEAREST);
- t->SampleFunc = sample_nearest_3d;
- }
- 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: textureSet - pointer to texture set/stage to apply
- * format - base internal texture format
- * n - number of fragments
- * texels - array of texel colors
- * InOut: rgba - incoming fragment colors modified by texel colors
- * according to the texture environment mode.
- */
- static void apply_texture( const GLcontext *ctx,
- const struct gl_texture_set *texSet,
- GLuint n,
- GLubyte rgba[][4], CONST GLubyte texel[][4] )
- {
- GLuint i;
- GLint Rc, Gc, Bc, Ac;
- GLenum format;
-
- ASSERT(texSet);
- ASSERT(texSet->Current);
- ASSERT(texSet->Current->Image[0]);
-
- format = texSet->Current->Image[0]->Format;
-
- /*
- * 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 (texSet->EnvMode) {
- case GL_REPLACE:
- switch (format) {
- case GL_ALPHA:
- for (i=0;i<n;i++) {
- /* Cv = Cf */
- /* Av = At */
- rgba[i][ACOMP] = texel[i][ACOMP];
- }
- break;
- case GL_LUMINANCE:
- for (i=0;i<n;i++) {
- /* Cv = Lt */
- GLint Lt = texel[i][RCOMP];
- rgba[i][RCOMP] = rgba[i][GCOMP] = rgba[i][BCOMP] = Lt;
- /* Av = Af */
- }
- break;
- case GL_LUMINANCE_ALPHA:
- for (i=0;i<n;i++) {
- GLint Lt = texel[i][RCOMP];
- /* Cv = Lt */
- rgba[i][RCOMP] = rgba[i][GCOMP] = rgba[i][BCOMP] = Lt;
- /* Av = At */
- rgba[i][ACOMP] = texel[i][ACOMP];
- }
- break;
- case GL_INTENSITY:
- for (i=0;i<n;i++) {
- /* Cv = It */
- GLint It = texel[i][RCOMP];
- rgba[i][RCOMP] = rgba[i][GCOMP] = rgba[i][BCOMP] = It;
- /* Av = It */
- rgba[i][ACOMP] = It;
- }
- break;
- case GL_RGB:
- for (i=0;i<n;i++) {
- /* Cv = Ct */
- rgba[i][RCOMP] = texel[i][RCOMP];
- rgba[i][GCOMP] = texel[i][GCOMP];
- rgba[i][BCOMP] = texel[i][BCOMP];
- /* Av = Af */
- }
- break;
- case GL_RGBA:
- for (i=0;i<n;i++) {
- /* Cv = Ct */
- rgba[i][RCOMP] = texel[i][RCOMP];
- rgba[i][GCOMP] = texel[i][GCOMP];
- rgba[i][BCOMP] = texel[i][BCOMP];
- /* Av = At */
- rgba[i][ACOMP] = texel[i][ACOMP];
- }
- 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 */
- rgba[i][ACOMP] = PROD( rgba[i][ACOMP], texel[i][ACOMP] );
- }
- break;
- case GL_LUMINANCE:
- for (i=0;i<n;i++) {
- /* Cv = LtCf */
- GLint Lt = texel[i][RCOMP];
- rgba[i][RCOMP] = PROD( rgba[i][RCOMP], Lt );
- rgba[i][GCOMP] = PROD( rgba[i][GCOMP], Lt );
- rgba[i][BCOMP] = PROD( rgba[i][BCOMP], Lt );
- /* Av = Af */
- }
- break;
- case GL_LUMINANCE_ALPHA:
- for (i=0;i<n;i++) {
- /* Cv = CfLt */
- GLint Lt = texel[i][RCOMP];
- rgba[i][RCOMP] = PROD( rgba[i][RCOMP], Lt );
- rgba[i][GCOMP] = PROD( rgba[i][GCOMP], Lt );
- rgba[i][BCOMP] = PROD( rgba[i][BCOMP], Lt );
- /* Av = AfAt */
- rgba[i][ACOMP] = PROD( rgba[i][ACOMP], texel[i][ACOMP] );
- }
- break;
- case GL_INTENSITY:
- for (i=0;i<n;i++) {
- /* Cv = CfIt */
- GLint It = texel[i][RCOMP];
- rgba[i][RCOMP] = PROD( rgba[i][RCOMP], It );
- rgba[i][GCOMP] = PROD( rgba[i][GCOMP], It );
- rgba[i][BCOMP] = PROD( rgba[i][BCOMP], It );
- /* Av = AfIt */
- rgba[i][ACOMP] = PROD( rgba[i][ACOMP], It );
- }
- break;
- case GL_RGB:
- for (i=0;i<n;i++) {
- /* Cv = CfCt */
- rgba[i][RCOMP] = PROD( rgba[i][RCOMP], texel[i][RCOMP] );
- rgba[i][GCOMP] = PROD( rgba[i][GCOMP], texel[i][GCOMP] );
- rgba[i][BCOMP] = PROD( rgba[i][BCOMP], texel[i][BCOMP] );
- /* Av = Af */
- }
- break;
- case GL_RGBA:
- for (i=0;i<n;i++) {
- /* Cv = CfCt */
- rgba[i][RCOMP] = PROD( rgba[i][RCOMP], texel[i][RCOMP] );
- rgba[i][GCOMP] = PROD( rgba[i][GCOMP], texel[i][GCOMP] );
- rgba[i][BCOMP] = PROD( rgba[i][BCOMP], texel[i][BCOMP] );
- /* Av = AfAt */
- rgba[i][ACOMP] = PROD( rgba[i][ACOMP], texel[i][ACOMP] );
- }
- 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 */
- rgba[i][RCOMP] = texel[i][RCOMP];
- rgba[i][GCOMP] = texel[i][GCOMP];
- rgba[i][BCOMP] = texel[i][BCOMP];
- /* Av = Af */
- }
- break;
- case GL_RGBA:
- for (i=0;i<n;i++) {
- /* Cv = Cf(1-At) + CtAt */
- GLint t = texel[i][ACOMP], s = 255 - t;
- rgba[i][RCOMP] = PROD(rgba[i][RCOMP], s) + PROD(texel[i][RCOMP],t);
- rgba[i][GCOMP] = PROD(rgba[i][GCOMP], s) + PROD(texel[i][GCOMP],t);
- rgba[i][BCOMP] = PROD(rgba[i][BCOMP], s) + PROD(texel[i][BCOMP],t);
- /* Av = Af */
- }
- break;
- default:
- gl_problem(ctx, "Bad format (3) in apply_texture");
- return;
- }
- break;
-
- case GL_BLEND:
- Rc = (GLint) (texSet->EnvColor[0] * 255.0F);
- Gc = (GLint) (texSet->EnvColor[1] * 255.0F);
- Bc = (GLint) (texSet->EnvColor[2] * 255.0F);
- Ac = (GLint) (texSet->EnvColor[3] * 255.0F);
- switch (format) {
- case GL_ALPHA:
- for (i=0;i<n;i++) {
- /* Cv = Cf */
- /* Av = AfAt */
- rgba[i][ACOMP] = PROD(rgba[i][ACOMP], texel[i][ACOMP]);
- }
- break;
- case GL_LUMINANCE:
- for (i=0;i<n;i++) {
- /* Cv = Cf(1-Lt) + CcLt */
- GLint Lt = texel[i][RCOMP], s = 255 - Lt;
- rgba[i][RCOMP] = PROD(rgba[i][RCOMP], s) + PROD(Rc, Lt);
- rgba[i][GCOMP] = PROD(rgba[i][GCOMP], s) + PROD(Gc, Lt);
- rgba[i][BCOMP] = PROD(rgba[i][BCOMP], s) + PROD(Bc, Lt);
- /* Av = Af */
- }
- break;
- case GL_LUMINANCE_ALPHA:
- for (i=0;i<n;i++) {
- /* Cv = Cf(1-Lt) + CcLt */
- GLint Lt = texel[i][RCOMP], s = 255 - Lt;
- rgba[i][RCOMP] = PROD(rgba[i][RCOMP], s) + PROD(Rc, Lt);
- rgba[i][GCOMP] = PROD(rgba[i][GCOMP], s) + PROD(Gc, Lt);
- rgba[i][BCOMP] = PROD(rgba[i][BCOMP], s) + PROD(Bc, Lt);
- /* Av = AfAt */
- rgba[i][ACOMP] = PROD(rgba[i][ACOMP],texel[i][ACOMP]);
- }
- break;
- case GL_INTENSITY:
- for (i=0;i<n;i++) {
- /* Cv = Cf(1-It) + CcLt */
- GLint It = texel[i][RCOMP], s = 255 - It;
- rgba[i][RCOMP] = PROD(rgba[i][RCOMP], s) + PROD(Rc, It);
- rgba[i][GCOMP] = PROD(rgba[i][GCOMP], s) + PROD(Gc, It);
- rgba[i][BCOMP] = PROD(rgba[i][BCOMP], s) + PROD(Bc, It);
- /* Av = Af(1-It) + Ac*It */
- rgba[i][ACOMP] = PROD(rgba[i][ACOMP], s) + PROD(Ac, It);
- }
- break;
- case GL_RGB:
- for (i=0;i<n;i++) {
- /* Cv = Cf(1-Ct) + CcCt */
- rgba[i][RCOMP] = PROD(rgba[i][RCOMP], (255-texel[i][RCOMP])) + PROD(Rc,texel[i][RCOMP]);
- rgba[i][GCOMP] = PROD(rgba[i][GCOMP], (255-texel[i][GCOMP])) + PROD(Gc,texel[i][GCOMP]);
- rgba[i][BCOMP] = PROD(rgba[i][BCOMP], (255-texel[i][BCOMP])) + PROD(Bc,texel[i][BCOMP]);
- /* Av = Af */
- }
- break;
- case GL_RGBA:
- for (i=0;i<n;i++) {
- /* Cv = Cf(1-Ct) + CcCt */
- rgba[i][RCOMP] = PROD(rgba[i][RCOMP], (255-texel[i][RCOMP])) + PROD(Rc,texel[i][RCOMP]);
- rgba[i][GCOMP] = PROD(rgba[i][GCOMP], (255-texel[i][GCOMP])) + PROD(Gc,texel[i][GCOMP]);
- rgba[i][BCOMP] = PROD(rgba[i][BCOMP], (255-texel[i][BCOMP])) + PROD(Bc,texel[i][BCOMP]);
- /* Av = AfAt */
- rgba[i][ACOMP] = PROD(rgba[i][ACOMP],texel[i][ACOMP]);
- }
- break;
- default:
- gl_problem(ctx, "Bad format (4) in apply_texture");
- return;
- }
- break;
-
- default:
- gl_problem(ctx, "Bad env mode in apply_texture");
- return;
- }
- #undef PROD
- }
-
-
-
- /*
- * Apply a stage/set of texture mapping to the incoming fragments.
- */
- void gl_texture_pixels( GLcontext *ctx, GLuint texSet, GLuint n,
- const GLfloat s[], const GLfloat t[],
- const GLfloat r[], GLfloat lambda[],
- GLubyte rgba[][4] )
- {
- GLuint mask = (TEXTURE0_1D | TEXTURE0_2D | TEXTURE0_3D) << (texSet * 4);
- if (ctx->Texture.Enabled & mask) {
- const struct gl_texture_set *textureSet = &ctx->Texture.Set[texSet];
- if (textureSet->Current && textureSet->Current->SampleFunc) {
-
- GLubyte texel[PB_SIZE][4];
-
- if (textureSet->Current->MinLod != -1000.0
- || textureSet->Current->MaxLod != 1000.0) {
- /* apply LOD clamping to lambda */
- GLfloat min = textureSet->Current->MinLod;
- GLfloat max = textureSet->Current->MaxLod;
- GLuint i;
- for (i=0;i<n;i++) {
- GLfloat l = lambda[i];
- lambda[i] = CLAMP(l, min, max);
- }
- }
-
- /* Sample the texture. */
- (*textureSet->Current->SampleFunc)( textureSet->Current, n,
- s, t, r, lambda, texel );
-
- apply_texture( ctx, textureSet, n, rgba, texel );
- }
- }
- }
-