-/* $Id: s_pixeltex.c,v 1.6 2002/01/28 04:25:56 brianp Exp $ */
/*
* Mesa 3-D graphics library
#include "glheader.h"
#include "colormac.h"
-#include "mem.h"
+#include "imports.h"
#include "s_context.h"
#include "s_pixeltex.h"
/*
- * Used byglDraw/CopyPixels: the incoming image colors are treated
+ * Used by glDraw/CopyPixels: the incoming image colors are treated
* as texture coordinates. Use those coords to texture the image.
* This is for GL_SGIS_pixel_texture / GL_SGIX_pixel_texture.
*/
void
_swrast_pixel_texture(GLcontext *ctx, struct sw_span *span)
{
- if (ctx->Texture._ReallyEnabled & ~TEXTURE0_ANY) {
- /* multitexture! */
- GLchan primary_rgba[MAX_WIDTH][4];
- GLuint unit;
-
- MEMCPY(primary_rgba, span->color.rgba, 4 * span->end * sizeof(GLchan));
-
- for (unit = 0; unit < ctx->Const.MaxTextureUnits; unit++) {
- if (ctx->Texture.Unit[unit]._ReallyEnabled) {
- pixeltexgen(ctx, span->end,
- (const GLchan (*)[4]) span->color.rgba,
- span->texcoords[unit]);
- _swrast_texture_fragments(ctx, unit, span->end,
- span->texcoords[unit],
- span->lambda[unit],
- (CONST GLchan (*)[4]) primary_rgba,
- span->color.rgba);
- }
+ GLuint unit;
+
+ ASSERT(!(span->arrayMask & SPAN_TEXTURE));
+ span->arrayMask |= SPAN_TEXTURE;
+
+ /* convert colors into texture coordinates */
+ pixeltexgen( ctx, span->end,
+ (const GLchan (*)[4]) span->array->rgba,
+ span->array->texcoords[0] );
+
+ /* copy the new texture units for all enabled units */
+ for (unit = 1; unit < ctx->Const.MaxTextureUnits; unit++) {
+ if (ctx->Texture.Unit[unit]._ReallyEnabled) {
+ MEMCPY( span->array->texcoords[unit], span->array->texcoords[0],
+ span->end * 4 * sizeof(GLfloat) );
}
}
- else {
- /* single texture, unit 0 */
- ASSERT(ctx->Texture._ReallyEnabled & TEXTURE0_ANY);
- pixeltexgen(ctx, span->end,
- (const GLchan (*)[4]) span->color.rgba,
- span->texcoords[0]);
- _swrast_texture_fragments(ctx, 0, span->end,
- span->texcoords[0], span->lambda[0],
- (CONST GLchan (*)[4]) span->color.rgba,
- (GLchan (*)[4]) span->color.rgba);
- }
+
+ /* apply texture mapping */
+ _swrast_texture_span( ctx, span );
+
+ /* this is a work-around to be fixed by initializing again span */
+ span->arrayMask &= ~SPAN_TEXTURE;
}