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- /* $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)
- {
- 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:
- *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];
- }
- }
-
-
-
- /**********************************************************************/
- /* 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 *red, GLubyte *green, GLubyte *blue,
- GLubyte *alpha )
- {
- 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();
- #endif
-
- switch (img->Format) {
- case GL_COLOR_INDEX:
- {
- GLubyte index = img->Data[ rectarea * k + width * j + i ];
- palette_sample(tObj, index, red, green, blue, alpha);
- return;
- }
- case GL_ALPHA:
- *alpha = img->Data[ rectarea * k + width * j + i ];
- return;
- case GL_LUMINANCE:
- case GL_INTENSITY:
- *red = img->Data[ rectarea * k + width * j + i ];
- return;
- case GL_LUMINANCE_ALPHA:
- texel = img->Data + ( rectarea * k + width * j + i) * 2;
- *red = texel[0];
- *alpha = texel[1];
- return;
- case GL_RGB:
- texel = img->Data + (rectarea * k + width * j + i) * 3;
- *red = texel[0];
- *green = texel[1];
- *blue = texel[2];
- return;
- case GL_RGBA:
- texel = img->Data + (rectarea * k + 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_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 *red, GLubyte *green,
- GLubyte *blue, GLubyte *alpha )
- {
- 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 {
- /* 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);
- }
-
- /* 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 {
- /* 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, red, green, blue, alpha);
- return;
- }
- case GL_ALPHA:
- *alpha = img->Data[ rectarea * k + j * imgWidth + i ];
- return;
- case GL_LUMINANCE:
- case GL_INTENSITY:
- *red = img->Data[ rectarea * k + j * imgWidth + i ];
- return;
- case GL_LUMINANCE_ALPHA:
- texel = img->Data + ((rectarea * k + j * imgWidth + i) << 1);
- *red = texel[0];
- *alpha = texel[1];
- return;
- case GL_RGB:
- texel = img->Data + ( rectarea * k + j * imgWidth + i) * 3;
- *red = texel[0];
- *green = texel[1];
- *blue = texel[2];
- return;
- case GL_RGBA:
- texel = img->Data + ((rectarea * k + 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_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 *red, GLubyte *green,
- GLubyte *blue, GLubyte *alpha )
- {
- 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 {
- 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);
- }
-
- w = r * depth;
- if (tObj->WrapR==GL_REPEAT) {
- k0 = ((GLint) floor(w - 0.5F)) % depth;
- k1 = (k0 + 1) & (depth-1);
- k0border = k1border = 0;
- }
- else {
- k0 = (GLint) floor(v - 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 red000, green000, blue000, alpha000;
- GLubyte red010, green010, blue010, alpha010;
- GLubyte red001, green001, blue001, alpha001;
- GLubyte red011, green011, blue011, alpha011;
- GLubyte red100, green100, blue100, alpha100;
- GLubyte red110, green110, blue110, alpha110;
- GLubyte red101, green101, blue101, alpha101;
- GLubyte red111, green111, blue111, alpha111;
-
- if (k0border | i0border | j0border ) {
- red000 = tObj->BorderColor[0];
- green000 = tObj->BorderColor[1];
- blue000 = tObj->BorderColor[2];
- alpha000 = tObj->BorderColor[3];
- }
- else {
- get_3d_texel( tObj, img, i0, j0, k0, &red000, &green000, &blue000, &alpha000 );
- }
- if (k0border | i1border | j0border) {
- red010 = tObj->BorderColor[0];
- green010 = tObj->BorderColor[1];
- blue010 = tObj->BorderColor[2];
- alpha010 = tObj->BorderColor[3];
- }
- else {
- get_3d_texel( tObj, img, i1, j0, k0, &red010, &green010, &blue010, &alpha010 );
- }
- if (k0border | i0border | j1border) {
- red001 = tObj->BorderColor[0];
- green001 = tObj->BorderColor[1];
- blue001 = tObj->BorderColor[2];
- alpha001 = tObj->BorderColor[3];
- }
- else {
- get_3d_texel( tObj, img, i0, j1, k0, &red001, &green001, &blue001, &alpha001 );
- }
- if (k0border | i1border | j1border) {
- red011 = tObj->BorderColor[0];
- green011 = tObj->BorderColor[1];
- blue011 = tObj->BorderColor[2];
- alpha011 = tObj->BorderColor[3];
- }
- else {
- get_3d_texel( tObj, img, i1, j1, k0, &red011, &green011, &blue011, &alpha011 );
- }
-
- if (k1border | i0border | j0border ) {
- red100 = tObj->BorderColor[0];
- green100 = tObj->BorderColor[1];
- blue100 = tObj->BorderColor[2];
- alpha100 = tObj->BorderColor[3];
- }
- else {
- get_3d_texel( tObj, img, i0, j0, k1, &red100, &green100, &blue100, &alpha100 );
- }
- if (k1border | i1border | j0border) {
- red110 = tObj->BorderColor[0];
- green110 = tObj->BorderColor[1];
- blue110 = tObj->BorderColor[2];
- alpha110 = tObj->BorderColor[3];
- }
- else {
- get_3d_texel( tObj, img, i1, j0, k1, &red110, &green110, &blue110, &alpha110 );
- }
- if (k1border | i0border | j1border) {
- red101 = tObj->BorderColor[0];
- green101 = tObj->BorderColor[1];
- blue101 = tObj->BorderColor[2];
- alpha101 = tObj->BorderColor[3];
- }
- else {
- get_3d_texel( tObj, img, i0, j1, k1, &red101, &green101, &blue101, &alpha101 );
- }
- if (k1border | i1border | j1border) {
- red111 = tObj->BorderColor[0];
- green111 = tObj->BorderColor[1];
- blue111 = tObj->BorderColor[2];
- alpha111 = tObj->BorderColor[3];
- }
- else {
- get_3d_texel( tObj, img, i1, j1, k1, &red111, &green111, &blue111, &alpha111 );
- }
-
- *red = (w000*red000 + w010*red010 + w001*red001 + w011*red011 +
- w100*red100 + w110*red110 + w101*red101 + w111*red111 )
- >> 8;
- *green = (w000*green000 + w010*green010 + w001*green001 + w011*green011 +
- w100*green100 + w110*green110 + w101*green101 + w111*green111 )
- >> 8;
- *blue = (w000*blue000 + w010*blue010 + w001*blue001 + w011*blue011 +
- w100*blue100 + w110*blue110 + w101*blue101 + w111*blue111 )
- >> 8;
- *alpha = (w000*alpha000 + w010*alpha010 + w001*alpha001 + w011*alpha011 +
- w100*alpha100 + w110*alpha110 + w101*alpha101 + w111*alpha111 )
- >> 8;
- }
- }
-
-
- static void
- sample_3d_nearest_mipmap_nearest( const struct gl_texture_object *tObj,
- GLfloat s, GLfloat t, GLfloat r,
- 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_3d_nearest( tObj, tObj->Image[level],
- s, t, r, red, green, blue, alpha );
- }
-
-
- static void
- sample_3d_linear_mipmap_nearest( const struct gl_texture_object *tObj,
- GLfloat s, GLfloat t, GLfloat r,
- 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_3d_linear( tObj, tObj->Image[level],
- s, t, r, red, green, blue, alpha );
- }
-
-
- static void
- sample_3d_nearest_mipmap_linear( const struct gl_texture_object *tObj,
- GLfloat s, GLfloat t, GLfloat r,
- GLfloat lambda,
- GLubyte *red, GLubyte *green,
- GLubyte *blue, GLubyte *alpha )
- {
- GLint max = tObj->Image[0]->MaxLog2;
-
- if (lambda>=max) {
- sample_3d_nearest( tObj, tObj->Image[max],
- s, t, r, 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_3d_nearest( tObj, tObj->Image[level-1], s, t, r,
- &red0, &green0, &blue0, &alpha0 );
- sample_3d_nearest( tObj, tObj->Image[level], s, t, r,
- &red1, &green1, &blue1, &alpha1 );
- *red = (1.0F-f)*red1 + f*red0;
- *green = (1.0F-f)*green1 + f*green0;
- *blue = (1.0F-f)*blue1 + f*blue0;
- *alpha = (1.0F-f)*alpha1 + f*alpha0;
- }
- }
-
-
- static void
- sample_3d_linear_mipmap_linear( const struct gl_texture_object *tObj,
- GLfloat s, GLfloat t, GLfloat r,
- GLfloat lambda,
- GLubyte *red, GLubyte *green,
- GLubyte *blue, GLubyte *alpha )
- {
- GLint max = tObj->Image[0]->MaxLog2;
-
- if (lambda>=max) {
- sample_3d_linear( tObj, tObj->Image[max],
- s, t, r, 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_3d_linear( tObj, tObj->Image[level-1], s, t, r,
- &red0, &green0, &blue0, &alpha0 );
- sample_3d_linear( tObj, tObj->Image[level], s, t, r,
- &red1, &green1, &blue1, &alpha1 );
- *red = (1.0F-f)*red1 + f*red0;
- *green = (1.0F-f)*green1 + f*green0;
- *blue = (1.0F-f)*blue1 + f*blue0;
- *alpha = (1.0F-f)*alpha1 + f*alpha0;
- }
- }
-
-
- 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 red[], GLubyte green[], GLubyte blue[],
- GLubyte alpha[] )
- {
- GLuint i;
- for (i=0;i<n;i++) {
- sample_3d_nearest( tObj, tObj->Image[0], s[i], t[i], u[i],
- &red[i], &green[i], &blue[i], &alpha[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 red[], GLubyte green[], GLubyte blue[],
- GLubyte alpha[] )
- {
- GLuint i;
- for (i=0;i<n;i++) {
- sample_3d_linear( tObj, tObj->Image[0], s[i], t[i], u[i],
- &red[i], &green[i], &blue[i], &alpha[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 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_3d_nearest( tObj, tObj->Image[0], s[i], t[i], u[i],
- &red[i], &green[i], &blue[i], &alpha[i] );
- break;
- case GL_LINEAR:
- sample_3d_linear( tObj, tObj->Image[0], s[i], t[i], u[i],
- &red[i], &green[i], &blue[i], &alpha[i] );
- break;
- case GL_NEAREST_MIPMAP_NEAREST:
- sample_3d_nearest_mipmap_nearest( tObj, s[i], t[i], u[i],
- lambda[i], &red[i], &green[i], &blue[i], &alpha[i] );
- break;
- case GL_LINEAR_MIPMAP_NEAREST:
- sample_3d_linear_mipmap_nearest( tObj, s[i], t[i], u[i],
- lambda[i], &red[i], &green[i], &blue[i], &alpha[i] );
- break;
- case GL_NEAREST_MIPMAP_LINEAR:
- sample_3d_nearest_mipmap_linear( tObj, s[i], t[i], u[i],
- lambda[i], &red[i], &green[i], &blue[i], &alpha[i] );
- break;
- case GL_LINEAR_MIPMAP_LINEAR:
- sample_3d_linear_mipmap_linear( tObj, s[i], t[i], u[i],
- lambda[i], &red[i], &green[i], &blue[i], &alpha[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[0], s[i], t[i], u[i],
- &red[i], &green[i], &blue[i], &alpha[i] );
- break;
- case GL_LINEAR:
- sample_3d_linear( tObj, tObj->Image[0], s[i], t[i], u[i],
- &red[i], &green[i], &blue[i], &alpha[i] );
- break;
- default:
- gl_problem(NULL, "Bad mag filterin 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: 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 );
- }
-