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texture.c
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/* $Id: texture.c,v 1.4.2.3 1999/12/21 17:22:39 keithw Exp $ */
/*
* Mesa 3-D graphics library
* Version: 3.1
*
* Copyright (C) 1999 Brian Paul All Rights Reserved.
*
* Permission is hereby granted, free of charge, to any person obtaining a
* copy of this software and associated documentation files (the "Software"),
* to deal in the Software without restriction, including without limitation
* the rights to use, copy, modify, merge, publish, distribute, sublicense,
* and/or sell copies of the Software, and to permit persons to whom the
* Software is furnished to do so, subject to the following conditions:
*
* The above copyright notice and this permission notice shall be included
* in all copies or substantial portions of the Software.
*
* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS
* OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
* FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL
* BRIAN PAUL BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN
* AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN
* CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
*/
#ifdef PC_HEADER
#include "all.h"
#else
#ifndef XFree86Server
#include <math.h>
#include <stdlib.h>
#include <stdio.h>
#else
#include "GL/xf86glx.h"
#endif
#include "context.h"
#include "macros.h"
#include "mmath.h"
#include "pb.h"
#include "texture.h"
#include "types.h"
#include "xform.h"
#endif
/***********************************************************************
* Automatic texture coordinate generation (texgen) code.
*/
static GLuint all_bits[5] = {
0,
VEC_SIZE_1,
VEC_SIZE_2,
VEC_SIZE_3,
VEC_SIZE_4,
};
static texgen_func texgen_generic_tab[4];
static texgen_func texgen_reflection_map_nv_tab[4];
static texgen_func texgen_normal_map_nv_tab[4];
static texgen_func texgen_sphere_map_tab[4];
typedef void (*build_m_func)(GLfloat f[][3],
GLfloat m[],
const GLvector3f *normals,
const GLvector4f *coord_vec,
const GLuint flags[],
const GLubyte cullmask[] );
typedef void (*build_f_func)( GLfloat *f,
GLuint fstride,
const GLvector3f *normal_vec,
const GLvector4f *coord_vec,
const GLuint flags[],
const GLubyte cullmask[] );
/* KW: compacted vs. coindexed normals don't bring any performance
* gains to texture generation, but it is still necessary to cope
* with the two different formats.
*/
#define TAG(x) x
#define FIRST_NORMAL normals->start
#define NEXT_NORMAL STRIDE_F(normal, normals->stride)
#define LOCAL_VARS
#define CHECK
#define IDX 0
#include "texgen_tmp.h"
#define TAG(x) x##_compacted
#define FIRST_NORMAL normals->start
#define NEXT_NORMAL ((flags[i]&VERT_NORM) ? (normal=first_normal[i]) : (normal))
#define CHECK
#define IDX 2
#define LOCAL_VARS \
GLfloat (*first_normal)[3] = (GLfloat (*)[3]) FIRST_NORMAL;
#include "texgen_tmp.h"
#define TAG(x) x##_masked
#define FIRST_NORMAL normals->start
#define NEXT_NORMAL STRIDE_F(normal, normals->stride)
#define LOCAL_VARS
#define CHECK if (cullmask[i])
#define IDX 1
#include "texgen_tmp.h"
#define TAG(x) x##_compacted_masked
#define FIRST_NORMAL normals->start
#define NEXT_NORMAL ((flags[i]&VERT_NORM) ? normal=first_normal[i] : 0)
#define CHECK if (cullmask[i])
#define IDX 3
#define LOCAL_VARS \
GLfloat (*first_normal)[3] = (GLfloat (*)[3]) FIRST_NORMAL;
#include "texgen_tmp.h"
/*
* End texgen code
***********************************************************************
*/
/*
* One time inits for texture mapping.
* Called by one_time_init() in context.c
*/
void gl_init_texture( void )
{
init_texgen();
init_texgen_compacted();
init_texgen_masked();
init_texgen_compacted_masked();
}
/*
* After state changes to texturing we call this function to update
* intermediate and derived state.
* Called by gl_update_state().
*/
void gl_update_texture_unit( GLcontext *ctx, struct gl_texture_unit *texUnit )
{
(void) ctx;
if ((texUnit->Enabled & TEXTURE0_3D) && texUnit->CurrentD[3]->Complete) {
texUnit->ReallyEnabled = TEXTURE0_3D;
texUnit->Current = texUnit->CurrentD[3];
texUnit->CurrentDimension = 3;
}
else if ((texUnit->Enabled & TEXTURE0_2D) && texUnit->CurrentD[2]->Complete) {
texUnit->ReallyEnabled = TEXTURE0_2D;
texUnit->Current = texUnit->CurrentD[2];
texUnit->CurrentDimension = 2;
}
else if ((texUnit->Enabled & TEXTURE0_1D) && texUnit->CurrentD[1]->Complete) {
texUnit->ReallyEnabled = TEXTURE0_1D;
texUnit->Current = texUnit->CurrentD[1];
texUnit->CurrentDimension = 1;
}
else {
if (MESA_VERBOSE & VERBOSE_TEXTURE) {
switch (texUnit->Enabled) {
case TEXTURE0_3D:
fprintf(stderr, "Using incomplete 3d texture %u\n",
texUnit->CurrentD[3]->Name);
break;
case TEXTURE0_2D:
fprintf(stderr, "Using incomplete 2d texture %u\n",
texUnit->CurrentD[2]->Name);
break;
case TEXTURE0_1D:
fprintf(stderr, "Using incomplete 1d texture %u\n",
texUnit->CurrentD[1]->Name);
break;
default:
fprintf(stderr, "Bad value for texUnit->Enabled %x\n",
texUnit->Enabled);
break;
}
}
texUnit->ReallyEnabled = 0;
texUnit->Current = NULL;
texUnit->CurrentDimension = 0;
return;
}
texUnit->GenFlags = 0;
if (texUnit->TexGenEnabled) {
GLuint sz = 0;
if (texUnit->TexGenEnabled & S_BIT) {
sz = 1;
texUnit->GenFlags |= texUnit->GenBitS;
}
if (texUnit->TexGenEnabled & T_BIT) {
sz = 2;
texUnit->GenFlags |= texUnit->GenBitT;
}
if (texUnit->TexGenEnabled & Q_BIT) {
sz = 3;
texUnit->GenFlags |= texUnit->GenBitQ;
}
if (texUnit->TexGenEnabled & R_BIT) {
sz = 4;
texUnit->GenFlags |= texUnit->GenBitR;
}
texUnit->TexgenSize = sz;
texUnit->Holes = (GLubyte) (all_bits[sz] & ~texUnit->TexGenEnabled);
texUnit->func = texgen_generic_tab;
if (texUnit->TexGenEnabled == (S_BIT|T_BIT|R_BIT)) {
if (texUnit->GenFlags == TEXGEN_REFLECTION_MAP_NV) {
texUnit->func = texgen_reflection_map_nv_tab;
}
else if (texUnit->GenFlags == TEXGEN_NORMAL_MAP_NV) {
texUnit->func = texgen_normal_map_nv_tab;
}
}
else if (texUnit->TexGenEnabled == (S_BIT|T_BIT) &&
texUnit->GenFlags == TEXGEN_SPHERE_MAP) {
texUnit->func = texgen_sphere_map_tab;
}
}
}
/*
* 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");
}
}
/*
* These values are used in the fixed-point arithmetic used
* for linear filtering.
*/
#define WEIGHT_SCALE 65536.0F
#define WEIGHT_SHIFT 16
/*
* Used to compute texel locations for linear sampling.
*/
#define COMPUTE_LINEAR_TEXEL_LOCATIONS(wrapMode, S, U, SIZE, I0, I1) \
{ \
if (wrapMode == GL_REPEAT) { \
U = S * SIZE - 0.5F; \
I0 = ((GLint) myFloor(U)) & (SIZE - 1); \
I1 = (I0 + 1) & (SIZE - 1); \
} \
else { \
U = S * SIZE; \
if (U < 0.0F) \
U = 0.0F; \
else if (U >= SIZE) \
U = SIZE; \
U -= 0.5F; \
I0 = (GLint) myFloor(U); \
I1 = I0 + 1; \
if (wrapMode == GL_CLAMP_TO_EDGE) { \
if (I0 < 0) \
I0 = 0; \
if (I1 >= SIZE) \
I1 = SIZE - 1; \
} \
} \
}
/*
* Used to compute texel location for nearest sampling.
*/
#define COMPUTE_NEAREST_TEXEL_LOCATION(wrapMode, S, SIZE, I) \
{ \
if (wrapMode == GL_REPEAT) { \
/* s limited to [0,1) */ \
/* i limited to [0,width-1] */ \
I = (GLint) (S * SIZE); \
if (S < 0.0F) \
I -= 1; \
I &= (SIZE - 1); \
} \
else if (wrapMode == GL_CLAMP_TO_EDGE) { \
const GLfloat min = 1.0F / (2.0F * SIZE); \
const GLfloat max = 1.0F - min; \
if (S < min) \
I = 0; \
else if (S > max) \
I = SIZE - 1; \
else \
I = (GLint) (S * SIZE); \
} \
else { \
ASSERT(wrapMode == 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 = SIZE - 1; \
else \
I = (GLint) (S * SIZE); \
} \
}
/*
* Bitflags for texture border color sampling.
*/
#define I0BIT 1
#define I1BIT 2
#define J0BIT 4
#define J1BIT 8
#define K0BIT 16
#define K1BIT 32
/**********************************************************************/
/* 1-D Texture Sampling Functions */
/**********************************************************************/
/*
* Return floor of x, being careful of negative values.
*/
static GLfloat myFloor(GLfloat x)
{
if (x < 0.0F)
return (GLfloat) ((GLint) x - 1);
else
return (GLfloat) (GLint) x;
}
/*
* Return the fractional part of x.
*/
#define myFrac(x) ( (x) - myFloor(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] )
{
const GLubyte *texel;
#ifdef DEBUG
GLint width = img->Width;
assert(i >= 0);
assert(i < width);
#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] )
{
const GLint width = img->Width2; /* without border, power of two */
const GLubyte *texel;
GLint i;
COMPUTE_NEAREST_TEXEL_LOCATION(tObj->WrapS, s, width, i);
/* 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[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 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] )
{
const GLint width = img->Width2;
GLint i0, i1;
GLfloat u;
GLuint useBorderColor;
COMPUTE_LINEAR_TEXEL_LOCATIONS(tObj->WrapS, s, u, width, i0, i1);
useBorderColor = 0;
if (img->Border) {
i0 += img->Border;
i1 += img->Border;
}
else {
if (i0 < 0 || i0 >= width) useBorderColor |= I0BIT;
if (i1 < 0 || i1 >= width) useBorderColor |= I1BIT;
}
{
GLfloat a = myFrac(u);
/* compute sample weights in fixed point in [0,WEIGHT_SCALE] */
GLint w0 = (GLint) ((1.0F-a) * WEIGHT_SCALE + 0.5F);
GLint w1 = (GLint) ( a * WEIGHT_SCALE + 0.5F);
GLubyte t0[4], t1[4]; /* texels */
if (useBorderColor & I0BIT) {
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 (useBorderColor & I1BIT) {
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 );
}
rgba[0] = (GLubyte) ((w0 * t0[0] + w1 * t1[0]) >> WEIGHT_SHIFT);
rgba[1] = (GLubyte) ((w0 * t0[1] + w1 * t1[1]) >> WEIGHT_SHIFT);
rgba[2] = (GLubyte) ((w0 * t0[2] + w1 * t1[2]) >> WEIGHT_SHIFT);
rgba[3] = (GLubyte) ((w0 * t0[3] + w1 * t1[3]) >> WEIGHT_SHIFT);
}
}
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 = myFrac(lambda);
sample_1d_nearest( tObj, tObj->Image[level ], s, t0 );
sample_1d_nearest( tObj, tObj->Image[level+1], s, t1 );
rgba[RCOMP] = (GLubyte) (GLint) ((1.0F-f) * t0[RCOMP] + f * t1[RCOMP]);
rgba[GCOMP] = (GLubyte) (GLint) ((1.0F-f) * t0[GCOMP] + f * t1[GCOMP]);
rgba[BCOMP] = (GLubyte) (GLint) ((1.0F-f) * t0[BCOMP] + f * t1[BCOMP]);
rgba[ACOMP] = (GLubyte) (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 = myFrac(lambda);
sample_1d_linear( tObj, tObj->Image[level ], s, t0 );
sample_1d_linear( tObj, tObj->Image[level+1], s, t1 );
rgba[RCOMP] = (GLubyte) (GLint) ((1.0F-f) * t0[RCOMP] + f * t1[RCOMP]);
rgba[GCOMP] = (GLubyte) (GLint) ((1.0F-f) * t0[GCOMP] + f * t1[GCOMP]);
rgba[BCOMP] = (GLubyte) (GLint) ((1.0F-f) * t0[BCOMP] + f * t1[BCOMP]);
rgba[ACOMP] = (GLubyte) (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] )
{
const GLint width = img->Width; /* includes border */
const GLubyte *texel;
#ifdef DEBUG
const GLint height = img->Height; /* includes border */
assert(i >= 0);
assert(i < width);
assert(j >= 0);
assert(j < height);
#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[] )
{
const GLint imgWidth = img->Width; /* includes border */
const GLint width = img->Width2; /* without border, power of two */
const GLint height = img->Height2; /* without border, power of two */
const GLubyte *texel;
GLint i, j;
COMPUTE_NEAREST_TEXEL_LOCATION(tObj->WrapS, s, width, i);
COMPUTE_NEAREST_TEXEL_LOCATION(tObj->WrapT, t, height, j);
/* 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.
* New sampling code contributed by Lynn Quam <quam@ai.sri.com>.
*/
static void sample_2d_linear( const struct gl_texture_object *tObj,
const struct gl_texture_image *img,
GLfloat s, GLfloat t,
GLubyte rgba[] )
{
const GLint width = img->Width2;
const GLint height = img->Height2;
GLint i0, j0, i1, j1;
GLuint useBorderColor;
GLfloat u, v;
COMPUTE_LINEAR_TEXEL_LOCATIONS(tObj->WrapS, s, u, width, i0, i1);
COMPUTE_LINEAR_TEXEL_LOCATIONS(tObj->WrapT, t, v, height, j0, j1);
useBorderColor = 0;
if (img->Border) {
i0 += img->Border;
i1 += img->Border;
j0 += img->Border;
j1 += img->Border;
}
else {
if (i0 < 0 || i0 >= width) useBorderColor |= I0BIT;
if (i1 < 0 || i1 >= width) useBorderColor |= I1BIT;
if (j0 < 0 || j0 >= height) useBorderColor |= J0BIT;
if (j1 < 0 || j1 >= height) useBorderColor |= J1BIT;
}
{
GLfloat a = myFrac(u);
GLfloat b = myFrac(v);
/* compute sample weights in fixed point in [0,WEIGHT_SCALE] */
GLint w00 = (GLint) ((1.0F-a)*(1.0F-b) * WEIGHT_SCALE + 0.5F);
GLint w10 = (GLint) ( a *(1.0F-b) * WEIGHT_SCALE + 0.5F);
GLint w01 = (GLint) ((1.0F-a)* b * WEIGHT_SCALE + 0.5F);
GLint w11 = (GLint) ( a * b * WEIGHT_SCALE + 0.5F);
GLubyte t00[4];
GLubyte t10[4];
GLubyte t01[4];
GLubyte t11[4];
if (useBorderColor & (I0BIT | J0BIT)) {
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 (useBorderColor & (I1BIT | J0BIT)) {
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 (useBorderColor & (I0BIT | J1BIT)) {
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 (useBorderColor & (I1BIT | J1BIT)) {
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 );
}
rgba[0] = (GLubyte) ((w00 * t00[0] + w10 * t10[0] + w01 * t01[0] + w11 * t11[0]) >> WEIGHT_SHIFT);
rgba[1] = (GLubyte) ((w00 * t00[1] + w10 * t10[1] + w01 * t01[1] + w11 * t11[1]) >> WEIGHT_SHIFT);
rgba[2] = (GLubyte) ((w00 * t00[2] + w10 * t10[2] + w01 * t01[2] + w11 * t11[2]) >> WEIGHT_SHIFT);
rgba[3] = (GLubyte) ((w00 * t00[3] + w10 * t10[3] + w01 * t01[3] + w11 * t11[3]) >> WEIGHT_SHIFT);
}
}
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 = myFrac(lambda);
sample_2d_nearest( tObj, tObj->Image[level ], s, t, t0 );
sample_2d_nearest( tObj, tObj->Image[level+1], s, t, t1 );
rgba[RCOMP] = (GLubyte) (GLint) ((1.0F-f) * t0[RCOMP] + f * t1[RCOMP]);
rgba[GCOMP] = (GLubyte) (GLint) ((1.0F-f) * t0[GCOMP] + f * t1[GCOMP]);
rgba[BCOMP] = (GLubyte) (GLint) ((1.0F-f) * t0[BCOMP] + f * t1[BCOMP]);
rgba[ACOMP] = (GLubyte) (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 = myFrac(lambda);
sample_2d_linear( tObj, tObj->Image[level ], s, t, t0 );
sample_2d_linear( tObj, tObj->Image[level+1], s, t, t1 );
rgba[RCOMP] = (GLubyte) (GLint) ((1.0F-f) * t0[RCOMP] + f * t1[RCOMP]);
rgba[GCOMP] = (GLubyte) (GLint) ((1.0F-f) * t0[GCOMP] + f * t1[GCOMP]);
rgba[BCOMP] = (GLubyte) (GLint) ((1.0F-f) * t0[BCOMP] + f * t1[BCOMP]);
rgba[ACOMP] = (GLubyte) (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
* GL_NEAREST min/mag filter
* 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];
const GLfloat width = (GLfloat) img->Width;
const GLfloat height = (GLfloat) img->Height;
const GLint colMask = img->Width - 1;
const GLint rowMask = img->Height - 1;
const GLint shift = img->WidthLog2;
GLuint k;
(void) u;
(void) lambda;
ASSERT(tObj->WrapS==GL_REPEAT);
ASSERT(tObj->WrapT==GL_REPEAT);
ASSERT(tObj->MinFilter==GL_NEAREST);
ASSERT(tObj->MagFilter==GL_NEAREST);
ASSERT(img->Border==0);
ASSERT(img->Format==GL_RGB);
/* NOTE: negative float->int doesn't floor, add 10000 as to work-around */
for (k=0;k<n;k++) {
GLint i = (GLint) ((s[k] + 10000.0) * width) & colMask;
GLint j = (GLint) ((t[k] + 10000.0) * 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
* GL_NEAREST min/mag filter
* 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];
const GLfloat width = (GLfloat) img->Width;
const GLfloat height = (GLfloat) img->Height;
const GLint colMask = img->Width - 1;
const GLint rowMask = img->Height - 1;
const GLint shift = img->WidthLog2;
GLuint k;
(void) u;
(void) lambda;
ASSERT(tObj->WrapS==GL_REPEAT);
ASSERT(tObj->WrapT==GL_REPEAT);
ASSERT(tObj->MinFilter==GL_NEAREST);
ASSERT(tObj->MagFilter==GL_NEAREST);
ASSERT(img->Border==0);
ASSERT(img->Format==GL_RGBA);
/* NOTE: negative float->int doesn't floor, add 10000 as to work-around */
for (k=0;k<n;k++) {
GLint i = (GLint) ((s[k] + 10000.0) * width) & colMask;
GLint j = (GLint) ((t[k] + 10000.0) * 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] )
{
const GLint width = img->Width; /* includes border */
const GLint height = img->Height; /* includes border */
const GLint rectarea = width * height;
const GLubyte *texel;
#ifdef DEBUG
const GLint depth = img->Depth; /* includes border */
assert(i >= 0);
assert(i < width);
assert(j >= 0);
assert(j < height);
assert(k >= 0);
assert(k < 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] )
{
const GLint imgWidth = img->Width; /* includes border, if any */
const GLint imgHeight = img->Height; /* includes border, if any */
const GLint width = img->Width2; /* without border, power of two */
const GLint height = img->Height2; /* without border, power of two */
const GLint depth = img->Depth2; /* without border, power of two */
const GLint rectarea = imgWidth * imgHeight;
const GLubyte *texel;
GLint i, j, k;
COMPUTE_NEAREST_TEXEL_LOCATION(tObj->WrapS, s, width, i);
COMPUTE_NEAREST_TEXEL_LOCATION(tObj->WrapT, t, height, j);
COMPUTE_NEAREST_TEXEL_LOCATION(tObj->WrapR, r, depth, k);
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] )
{
const GLint width = img->Width2;
const GLint height = img->Height2;
const GLint depth = img->Depth2;
GLint i0, j0, k0, i1, j1, k1;
GLuint useBorderColor;
GLfloat u, v, w;
COMPUTE_LINEAR_TEXEL_LOCATIONS(tObj->WrapS, s, u, width, i0, i1);
COMPUTE_LINEAR_TEXEL_LOCATIONS(tObj->WrapT, t, v, height, j0, j1);
COMPUTE_LINEAR_TEXEL_LOCATIONS(tObj->WrapR, r, w, depth, k0, k1);
useBorderColor = 0;
if (img->Border) {
i0 += img->Border;
i1 += img->Border;
j0 += img->Border;
j1 += img->Border;
k0 += img->Border;
k1 += img->Border;
}
else {
/* check if sampling texture border color */
if (i0 < 0 || i0 >= width) useBorderColor |= I0BIT;
if (i1 < 0 || i1 >= width) useBorderColor |= I1BIT;
if (j0 < 0 || j0 >= height) useBorderColor |= J0BIT;
if (j1 < 0 || j1 >= height) useBorderColor |= J1BIT;
if (k0 < 0 || k0 >= depth) useBorderColor |= K0BIT;
if (k1 < 0 || k1 >= depth) useBorderColor |= K1BIT;
}
{
GLfloat a = myFrac(u);
GLfloat b = myFrac(v);
GLfloat c = myFrac(w);
/* compute sample weights in fixed point in [0,WEIGHT_SCALE] */
GLint w000 = (GLint) ((1.0F-a)*(1.0F-b)*(1.0F-c) * WEIGHT_SCALE + 0.5F);
GLint w100 = (GLint) ( a *(1.0F-b)*(1.0F-c) * WEIGHT_SCALE + 0.5F);
GLint w010 = (GLint) ((1.0F-a)* b *(1.0F-c) * WEIGHT_SCALE + 0.5F);
GLint w110 = (GLint) ( a * b *(1.0F-c) * WEIGHT_SCALE + 0.5F);
GLint w001 = (GLint) ((1.0F-a)*(1.0F-b)* c * WEIGHT_SCALE + 0.5F);
GLint w101 = (GLint) ( a *(1.0F-b)* c * WEIGHT_SCALE + 0.5F);
GLint w011 = (GLint) ((1.0F-a)* b * c * WEIGHT_SCALE + 0.5F);
GLint w111 = (GLint) ( a * b * c * WEIGHT_SCALE + 0.5F);
GLubyte t000[4], t010[4], t001[4], t011[4];
GLubyte t100[4], t110[4], t101[4], t111[4];
if (useBorderColor & (I0BIT | J0BIT | K0BIT)) {
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 (useBorderColor & (I1BIT | J0BIT | K0BIT)) {
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, i1, j0, k0, t100 );
}
if (useBorderColor & (I0BIT | J1BIT | K0BIT)) {
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, i0, j1, k0, t010 );
}
if (useBorderColor & (I1BIT | J1BIT | K0BIT)) {
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, j1, k0, t110 );
}
if (useBorderColor & (I0BIT | J0BIT | K1BIT)) {
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, j0, k1, t001 );
}
if (useBorderColor & (I1BIT | J0BIT | K1BIT)) {
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, i1, j0, k1, t101 );
}
if (useBorderColor & (I0BIT | J1BIT | K1BIT)) {
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, i0, j1, k1, t011 );
}
if (useBorderColor & (I1BIT | J1BIT | K1BIT)) {
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 );
}
rgba[0] = (GLubyte) (
(w000*t000[0] + w010*t010[0] + w001*t001[0] + w011*t011[0] +
w100*t100[0] + w110*t110[0] + w101*t101[0] + w111*t111[0] )
>> WEIGHT_SHIFT);
rgba[1] = (GLubyte) (
(w000*t000[1] + w010*t010[1] + w001*t001[1] + w011*t011[1] +
w100*t100[1] + w110*t110[1] + w101*t101[1] + w111*t111[1] )
>> WEIGHT_SHIFT);
rgba[2] = (GLubyte) (
(w000*t000[2] + w010*t010[2] + w001*t001[2] + w011*t011[2] +
w100*t100[2] + w110*t110[2] + w101*t101[2] + w111*t111[2] )
>> WEIGHT_SHIFT);
rgba[3] = (GLubyte) (
(w000*t000[3] + w010*t010[3] + w001*t001[3] + w011*t011[3] +
w100*t100[3] + w110*t110[3] + w101*t101[3] + w111*t111[3] )
>> WEIGHT_SHIFT);
}
}
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 = myFrac(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] = (GLubyte) (GLint) ((1.0F-f) * t0[RCOMP] + f * t1[RCOMP]);
rgba[GCOMP] = (GLubyte) (GLint) ((1.0F-f) * t0[GCOMP] + f * t1[GCOMP]);
rgba[BCOMP] = (GLubyte) (GLint) ((1.0F-f) * t0[BCOMP] + f * t1[BCOMP]);
rgba[ACOMP] = (GLubyte) (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 = myFrac(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] = (GLubyte) (GLint) ((1.0F-f) * t0[RCOMP] + f * t1[RCOMP]);
rgba[GCOMP] = (GLubyte) (GLint) ((1.0F-f) * t0[GCOMP] + f * t1[GCOMP]);
rgba[BCOMP] = (GLubyte) (GLint) ((1.0F-f) * t0[BCOMP] + f * t1[BCOMP]);
rgba[ACOMP] = (GLubyte) (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 = (GLboolean) (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: textureUnit - pointer to texture unit 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_unit *texUnit,
GLuint n,
GLubyte rgba[][4], CONST GLubyte texel[][4] )
{
GLuint i;
GLint Rc, Gc, Bc, Ac;
GLenum format;
ASSERT(texUnit);
ASSERT(texUnit->Current);
ASSERT(texUnit->Current->Image[0]);
format = texUnit->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) ( (GLubyte) (((GLint)(A) * ((GLint)(B)+1)) >> 8) )
if (format==GL_COLOR_INDEX) {
format = GL_RGBA; /* XXXX a hack! */
}
switch (texUnit->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 */
GLubyte 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++) {
GLubyte 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 */
GLubyte 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 */
GLubyte 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 */
GLubyte 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 */
GLubyte 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) (texUnit->EnvColor[0] * 255.0F);
Gc = (GLint) (texUnit->EnvColor[1] * 255.0F);
Bc = (GLint) (texUnit->EnvColor[2] * 255.0F);
Ac = (GLint) (texUnit->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 */
GLubyte 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 */
GLubyte 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 */
GLubyte 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;
case GL_ADD: /* GL_EXT_texture_add_env */
switch (format) {
case GL_ALPHA:
for (i=0;i<n;i++) {
/* Rv = Rf */
/* Gv = Gf */
/* Bv = Bf */
rgba[i][ACOMP] = PROD(rgba[i][ACOMP], texel[i][ACOMP]);
}
break;
case GL_LUMINANCE:
for (i=0;i<n;i++) {
GLuint Lt = texel[i][RCOMP];
GLuint r = rgba[i][RCOMP] + Lt;
GLuint g = rgba[i][GCOMP] + Lt;
GLuint b = rgba[i][BCOMP] + Lt;
rgba[i][RCOMP] = r < 256 ? (GLubyte) r : 255;
rgba[i][GCOMP] = g < 256 ? (GLubyte) g : 255;
rgba[i][BCOMP] = b < 256 ? (GLubyte) b : 255;
/* Av = Af */
}
break;
case GL_LUMINANCE_ALPHA:
for (i=0;i<n;i++) {
GLuint Lt = texel[i][RCOMP];
GLuint r = rgba[i][RCOMP] + Lt;
GLuint g = rgba[i][GCOMP] + Lt;
GLuint b = rgba[i][BCOMP] + Lt;
rgba[i][RCOMP] = r < 256 ? (GLubyte) r : 255;
rgba[i][GCOMP] = g < 256 ? (GLubyte) g : 255;
rgba[i][BCOMP] = b < 256 ? (GLubyte) b : 255;
rgba[i][ACOMP] = PROD(rgba[i][ACOMP], texel[i][ACOMP]);
}
break;
case GL_INTENSITY:
for (i=0;i<n;i++) {
GLubyte It = texel[i][RCOMP];
GLuint r = rgba[i][RCOMP] + It;
GLuint g = rgba[i][GCOMP] + It;
GLuint b = rgba[i][BCOMP] + It;
GLuint a = rgba[i][ACOMP] + It;
rgba[i][RCOMP] = r < 256 ? (GLubyte) r : 255;
rgba[i][GCOMP] = g < 256 ? (GLubyte) g : 255;
rgba[i][BCOMP] = b < 256 ? (GLubyte) b : 255;
rgba[i][ACOMP] = a < 256 ? (GLubyte) a : 255;
}
break;
case GL_RGB:
for (i=0;i<n;i++) {
GLuint r = rgba[i][RCOMP] + texel[i][RCOMP];
GLuint g = rgba[i][GCOMP] + texel[i][GCOMP];
GLuint b = rgba[i][BCOMP] + texel[i][BCOMP];
rgba[i][RCOMP] = r < 256 ? (GLubyte) r : 255;
rgba[i][GCOMP] = g < 256 ? (GLubyte) g : 255;
rgba[i][BCOMP] = b < 256 ? (GLubyte) b : 255;
/* Av = Af */
}
break;
case GL_RGBA:
for (i=0;i<n;i++) {
GLuint r = rgba[i][RCOMP] + texel[i][RCOMP];
GLuint g = rgba[i][GCOMP] + texel[i][GCOMP];
GLuint b = rgba[i][BCOMP] + texel[i][BCOMP];
rgba[i][RCOMP] = r < 256 ? (GLubyte) r : 255;
rgba[i][GCOMP] = g < 256 ? (GLubyte) g : 255;
rgba[i][BCOMP] = b < 256 ? (GLubyte) b : 255;
rgba[i][ACOMP] = PROD(rgba[i][ACOMP], texel[i][ACOMP]);
}
break;
default:
gl_problem(ctx, "Bad format (GL_ADD) in apply_texture");
return;
}
break;
default:
gl_problem(ctx, "Bad env mode in apply_texture");
return;
}
#undef PROD
}
/*
* Apply a unit of texture mapping to the incoming fragments.
*/
void gl_texture_pixels( GLcontext *ctx, GLuint texUnit, GLuint n,
const GLfloat s[], const GLfloat t[],
const GLfloat r[], GLfloat lambda[],
GLubyte rgba[][4] )
{
GLuint mask = (TEXTURE0_1D | TEXTURE0_2D | TEXTURE0_3D) << (texUnit * 4);
if (ctx->Texture.Enabled & mask) {
const struct gl_texture_unit *textureUnit = &ctx->Texture.Unit[texUnit];
if (textureUnit->Current && textureUnit->Current->SampleFunc) {
GLubyte texel[PB_SIZE][4];
if (textureUnit->Current->MinLod != -1000.0
|| textureUnit->Current->MaxLod != 1000.0) {
/* apply LOD clamping to lambda */
GLfloat min = textureUnit->Current->MinLod;
GLfloat max = textureUnit->Current->MaxLod;
GLuint i;
for (i=0;i<n;i++) {
GLfloat l = lambda[i];
lambda[i] = CLAMP(l, min, max);
}
}
/* Sample the texture. */
(*textureUnit->Current->SampleFunc)( textureUnit->Current, n,
s, t, r, lambda, texel );
apply_texture( ctx, textureUnit, n,
rgba, (const GLubyte (*)[4])texel );
}
}
}