-/* $Id: s_texture.c,v 1.50 2002/02/15 03:41:47 brianp Exp $ */
+/* $Id: s_texture.c,v 1.51 2002/02/15 16:32:06 brianp Exp $ */
/*
* Mesa 3-D graphics library
}
+/*
+ * Sample a shadow/depth texture.
+ */
static void
-null_sample_func( GLcontext *ctx, GLuint texUnit,
- const struct gl_texture_object *tObj, GLuint n,
- GLfloat texcoords[][4], const GLfloat lambda[],
- GLchan rgba[][4])
+sample_depth_texture( GLcontext *ctx, GLuint unit,
+ const struct gl_texture_object *tObj, GLuint n,
+ GLfloat texcoords[][4], const GLfloat lambda[],
+ GLchan texel[][4] )
{
-}
+ const GLint baseLevel = tObj->BaseLevel;
+ const struct gl_texture_image *texImage = tObj->Image[baseLevel];
+ const GLuint width = texImage->Width;
+ const GLuint height = texImage->Height;
+ const GLchan ambient = tObj->ShadowAmbient;
+ GLboolean lequal, gequal;
+ GLchan result;
+ (void) unit;
+ ASSERT(tObj->Image[tObj->BaseLevel]->Format == GL_DEPTH_COMPONENT);
+ ASSERT(tObj->Dimensions == 1 || tObj->Dimensions == 2);
-/**********************************************************************/
-/* Texture Sampling Setup */
-/**********************************************************************/
+ /* XXXX if tObj->MinFilter != tObj->MagFilter, we're ignoring lambda */
+
+ /* XXX this could be precomputed and saved in the texture object */
+ if (tObj->CompareFlag) {
+ /* GL_SGIX_shadow */
+ if (tObj->CompareOperator == GL_TEXTURE_LEQUAL_R_SGIX) {
+ lequal = GL_TRUE;
+ gequal = GL_FALSE;
+ }
+ else {
+ ASSERT(tObj->CompareOperator == GL_TEXTURE_GEQUAL_R_SGIX);
+ lequal = GL_FALSE;
+ gequal = GL_TRUE;
+ }
+ }
+ else if (tObj->CompareMode == GL_COMPARE_R_TO_TEXTURE_ARB) {
+ /* GL_ARB_shadow */
+ if (tObj->CompareFunc == GL_LEQUAL) {
+ lequal = GL_TRUE;
+ gequal = GL_FALSE;
+ }
+ else {
+ ASSERT(tObj->CompareFunc == GL_GEQUAL);
+ lequal = GL_FALSE;
+ gequal = GL_TRUE;
+ }
+ }
+ else {
+ lequal = gequal = GL_FALSE;
+ }
+ if (tObj->MagFilter == GL_NEAREST) {
+ GLuint i;
+ for (i = 0; i < n; i++) {
+ GLfloat depthSample;
+ GLint col, row;
+ COMPUTE_NEAREST_TEXEL_LOCATION(tObj->WrapS, texcoords[i][0], width, col);
+ COMPUTE_NEAREST_TEXEL_LOCATION(tObj->WrapT, texcoords[i][1], height, row);
+ depthSample = *((const GLfloat *) texImage->Data + row * width + col);
-/*
- * Setup the texture sampling function for this texture object.
- */
-void
-_swrast_choose_texture_sample_func( GLcontext *ctx, GLuint texUnit,
- const struct gl_texture_object *t )
-{
- SWcontext *swrast = SWRAST_CONTEXT(ctx);
+ if (lequal) {
+ if (texcoords[i][2] <= depthSample)
+ result = CHAN_MAX;
+ else
+ result = ambient;
+ }
+ else if (gequal) {
+ if (texcoords[i][2] >= depthSample)
+ result = CHAN_MAX;
+ else
+ result = ambient;
+ }
+ else {
+ /* no comparison */
+ CLAMPED_FLOAT_TO_CHAN(result, depthSample);
+ }
- if (!t->Complete) {
- swrast->TextureSample[texUnit] = null_sample_func;
+ switch (tObj->DepthMode) {
+ case GL_LUMINANCE:
+ texel[i][RCOMP] = result;
+ texel[i][GCOMP] = result;
+ texel[i][BCOMP] = result;
+ texel[i][ACOMP] = CHAN_MAX;
+ break;
+ case GL_INTENSITY:
+ texel[i][RCOMP] = result;
+ texel[i][GCOMP] = result;
+ texel[i][BCOMP] = result;
+ texel[i][ACOMP] = result;
+ break;
+ case GL_ALPHA:
+ texel[i][RCOMP] = 0;
+ texel[i][GCOMP] = 0;
+ texel[i][BCOMP] = 0;
+ texel[i][ACOMP] = result;
+ break;
+ default:
+ _mesa_problem(ctx, "Bad depth texture mode");
+ }
+ }
}
else {
- GLboolean needLambda = (GLboolean) (t->MinFilter != t->MagFilter);
+ GLuint i;
+ ASSERT(tObj->MagFilter == GL_LINEAR);
+ for (i = 0; i < n; i++) {
+ GLfloat depth00, depth01, depth10, depth11;
+ GLint i0, i1, j0, j1;
+ GLfloat u, v;
+ GLuint useBorderTexel;
- if (needLambda) {
- /* Compute min/mag filter threshold */
- if (t->MagFilter == GL_LINEAR
- && (t->MinFilter == GL_NEAREST_MIPMAP_NEAREST ||
- t->MinFilter == GL_NEAREST_MIPMAP_LINEAR)) {
- swrast->_MinMagThresh[texUnit] = 0.5F;
+ COMPUTE_LINEAR_TEXEL_LOCATIONS(tObj->WrapS, texcoords[i][0], u, width, i0, i1);
+ COMPUTE_LINEAR_TEXEL_LOCATIONS(tObj->WrapT, texcoords[i][1], v, height,j0, j1);
+
+ useBorderTexel = 0;
+ if (texImage->Border) {
+ i0 += texImage->Border;
+ i1 += texImage->Border;
+ j0 += texImage->Border;
+ j1 += texImage->Border;
}
else {
- swrast->_MinMagThresh[texUnit] = 0.0F;
+ if (i0 < 0 || i0 >= (GLint) width) useBorderTexel |= I0BIT;
+ if (i1 < 0 || i1 >= (GLint) width) useBorderTexel |= I1BIT;
+ if (j0 < 0 || j0 >= (GLint) height) useBorderTexel |= J0BIT;
+ if (j1 < 0 || j1 >= (GLint) height) useBorderTexel |= J1BIT;
}
- }
- switch (t->Dimensions) {
- case 1:
- if (needLambda) {
- swrast->TextureSample[texUnit] = sample_lambda_1d;
- }
- else if (t->MinFilter==GL_LINEAR) {
- swrast->TextureSample[texUnit] = sample_linear_1d;
+ /* get four depth samples from the texture */
+ if (useBorderTexel & (I0BIT | J0BIT)) {
+ depth00 = 1.0;
+ }
+ else {
+ depth00 = *((const GLfloat *) texImage->Data + j0 * width + i0);
+ }
+ if (useBorderTexel & (I1BIT | J0BIT)) {
+ depth10 = 1.0;
+ }
+ else {
+ depth10 = *((const GLfloat *) texImage->Data + j0 * width + i1);
+ }
+ if (useBorderTexel & (I0BIT | J1BIT)) {
+ depth01 = 1.0;
+ }
+ else {
+ depth01 = *((const GLfloat *) texImage->Data + j1 * width + i0);
+ }
+ if (useBorderTexel & (I1BIT | J1BIT)) {
+ depth11 = 1.0;
+ }
+ else {
+ depth11 = *((const GLfloat *) texImage->Data + j1 * width + i1);
+ }
+
+ if (0) {
+ /* compute a single weighted depth sample and do one comparison */
+ const GLfloat a = FRAC(u + 1.0F);
+ const GLfloat b = FRAC(v + 1.0F);
+ const GLfloat w00 = (1.0F - a) * (1.0F - b);
+ const GLfloat w10 = ( a) * (1.0F - b);
+ const GLfloat w01 = (1.0F - a) * ( b);
+ const GLfloat w11 = ( a) * ( b);
+ const GLfloat depthSample = w00 * depth00 + w10 * depth10
+ + w01 * depth01 + w11 * depth11;
+ if ((depthSample <= texcoords[i][2] && lequal) ||
+ (depthSample >= texcoords[i][2] && gequal)) {
+ result = ambient;
}
else {
- ASSERT(t->MinFilter==GL_NEAREST);
- swrast->TextureSample[texUnit] = sample_nearest_1d;
+ result = CHAN_MAX;
}
- break;
- case 2:
- if (needLambda) {
- swrast->TextureSample[texUnit] = sample_lambda_2d;
+ }
+ else {
+ /* Do four depth/R comparisons and compute a weighted result.
+ * If this touches on somebody's I.P., I'll remove this code
+ * upon request.
+ */
+ const GLfloat d = (CHAN_MAXF - (GLfloat) ambient) * 0.25F;
+ GLfloat luminance = CHAN_MAXF;
+ if (lequal) {
+ if (depth00 <= texcoords[i][2]) luminance -= d;
+ if (depth01 <= texcoords[i][2]) luminance -= d;
+ if (depth10 <= texcoords[i][2]) luminance -= d;
+ if (depth11 <= texcoords[i][2]) luminance -= d;
+ result = (GLchan) luminance;
}
- else if (t->MinFilter==GL_LINEAR) {
- swrast->TextureSample[texUnit] = sample_linear_2d;
+ else if (gequal) {
+ if (depth00 >= texcoords[i][2]) luminance -= d;
+ if (depth01 >= texcoords[i][2]) luminance -= d;
+ if (depth10 >= texcoords[i][2]) luminance -= d;
+ if (depth11 >= texcoords[i][2]) luminance -= d;
+ result = (GLchan) luminance;
}
else {
- GLint baseLevel = t->BaseLevel;
- ASSERT(t->MinFilter==GL_NEAREST);
- if (t->WrapS == GL_REPEAT &&
- t->WrapT == GL_REPEAT &&
- t->Image[baseLevel]->Border == 0 &&
- t->Image[baseLevel]->TexFormat->MesaFormat == MESA_FORMAT_RGB) {
- swrast->TextureSample[texUnit] = opt_sample_rgb_2d;
- }
- else if (t->WrapS == GL_REPEAT &&
- t->WrapT == GL_REPEAT &&
- t->Image[baseLevel]->Border == 0 &&
- t->Image[baseLevel]->TexFormat->MesaFormat == MESA_FORMAT_RGBA) {
- swrast->TextureSample[texUnit] = opt_sample_rgba_2d;
- }
- else
- swrast->TextureSample[texUnit] = sample_nearest_2d;
+ /* no comparison, just bilinear sampling */
+ const GLfloat a = FRAC(u + 1.0F);
+ const GLfloat b = FRAC(v + 1.0F);
+ const GLfloat w00 = (1.0F - a) * (1.0F - b);
+ const GLfloat w10 = ( a) * (1.0F - b);
+ const GLfloat w01 = (1.0F - a) * ( b);
+ const GLfloat w11 = ( a) * ( b);
+ const GLfloat depthSample = w00 * depth00 + w10 * depth10
+ + w01 * depth01 + w11 * depth11;
+ CLAMPED_FLOAT_TO_CHAN(result, depthSample);
}
+ }
+
+ switch (tObj->DepthMode) {
+ case GL_LUMINANCE:
+ texel[i][RCOMP] = result;
+ texel[i][GCOMP] = result;
+ texel[i][BCOMP] = result;
+ texel[i][ACOMP] = CHAN_MAX;
break;
- case 3:
- if (needLambda) {
- swrast->TextureSample[texUnit] = sample_lambda_3d;
- }
- else if (t->MinFilter==GL_LINEAR) {
- swrast->TextureSample[texUnit] = sample_linear_3d;
- }
- else {
- ASSERT(t->MinFilter==GL_NEAREST);
- swrast->TextureSample[texUnit] = sample_nearest_3d;
- }
+ case GL_INTENSITY:
+ texel[i][RCOMP] = result;
+ texel[i][GCOMP] = result;
+ texel[i][BCOMP] = result;
+ texel[i][ACOMP] = result;
break;
- case 6: /* cube map */
- if (needLambda) {
- swrast->TextureSample[texUnit] = sample_lambda_cube;
- }
- else if (t->MinFilter==GL_LINEAR) {
- swrast->TextureSample[texUnit] = sample_linear_cube;
- }
- else {
- ASSERT(t->MinFilter==GL_NEAREST);
- swrast->TextureSample[texUnit] = sample_nearest_cube;
- }
+ case GL_ALPHA:
+ texel[i][RCOMP] = 0;
+ texel[i][GCOMP] = 0;
+ texel[i][BCOMP] = 0;
+ texel[i][ACOMP] = result;
break;
default:
- _mesa_problem(NULL, "invalid dimensions in _mesa_set_texture_sampler");
- }
- }
+ _mesa_problem(ctx, "Bad depth texture mode");
+ }
+ } /* for */
+ } /* if filter */
}
-#define PROD(A,B) ( (GLuint)(A) * ((GLuint)(B)+1) )
-#define S_PROD(A,B) ( (GLint)(A) * ((GLint)(B)+1) )
-
-static INLINE void
-texture_combine(const GLcontext *ctx,
- const struct gl_texture_unit *textureUnit,
- GLuint n,
- CONST GLchan (*primary_rgba)[4],
- CONST GLchan (*texel)[4],
- GLchan (*rgba)[4])
+#if 0
+/*
+ * Experimental depth texture sampling function.
+ */
+static void
+sample_depth_texture2(const GLcontext *ctx,
+ const struct gl_texture_unit *texUnit,
+ GLuint n, GLfloat texcoords[][4],
+ GLchan texel[][4])
{
- const GLchan (*argRGB [3])[4];
- const GLchan (*argA [3])[4];
- GLuint i, j;
- const GLuint RGBshift = textureUnit->CombineScaleShiftRGB;
- const GLuint Ashift = textureUnit->CombineScaleShiftA;
-#if CHAN_TYPE == GL_FLOAT
- const GLchan RGBmult = (GLfloat) (1 << RGBshift);
- const GLchan Amult = (GLfloat) (1 << Ashift);
-#else
- const GLint half = (CHAN_MAX + 1) / 2;
-#endif
+ const struct gl_texture_object *texObj = texUnit->_Current;
+ const GLint baseLevel = texObj->BaseLevel;
+ const struct gl_texture_image *texImage = texObj->Image[baseLevel];
+ const GLuint width = texImage->Width;
+ const GLuint height = texImage->Height;
+ const GLchan ambient = texObj->ShadowAmbient;
+ GLboolean lequal, gequal;
+
+ if (texObj->Dimensions != 2) {
+ _mesa_problem(ctx, "only 2-D depth textures supported at this time");
+ return;
+ }
+
+ if (texObj->MinFilter != texObj->MagFilter) {
+ _mesa_problem(ctx, "mipmapped depth textures not supported at this time");
+ return;
+ }
+
+ /* XXX the GL_SGIX_shadow extension spec doesn't say what to do if
+ * GL_TEXTURE_COMPARE_SGIX == GL_TRUE but the current texture object
+ * isn't a depth texture.
+ */
+ if (texImage->Format != GL_DEPTH_COMPONENT) {
+ _mesa_problem(ctx,"GL_TEXTURE_COMPARE_SGIX enabled with non-depth texture");
+ return;
+ }
+
+ if (texObj->CompareOperator == GL_TEXTURE_LEQUAL_R_SGIX) {
+ lequal = GL_TRUE;
+ gequal = GL_FALSE;
+ }
+ else {
+ lequal = GL_FALSE;
+ gequal = GL_TRUE;
+ }
+
+ {
+ GLuint i;
+ for (i = 0; i < n; i++) {
+ const GLint K = 3;
+ GLint col, row, ii, jj, imin, imax, jmin, jmax, samples, count;
+ GLfloat w;
+ GLchan lum;
+ COMPUTE_NEAREST_TEXEL_LOCATION(texObj->WrapS, texcoords[i][0],
+ width, col);
+ COMPUTE_NEAREST_TEXEL_LOCATION(texObj->WrapT, texcoords[i][1],
+ height, row);
+
+ imin = col - K;
+ imax = col + K;
+ jmin = row - K;
+ jmax = row + K;
+
+ if (imin < 0) imin = 0;
+ if (imax >= width) imax = width - 1;
+ if (jmin < 0) jmin = 0;
+ if (jmax >= height) jmax = height - 1;
+
+ samples = (imax - imin + 1) * (jmax - jmin + 1);
+ count = 0;
+ for (jj = jmin; jj <= jmax; jj++) {
+ for (ii = imin; ii <= imax; ii++) {
+ GLfloat depthSample = *((const GLfloat *) texImage->Data
+ + jj * width + ii);
+ if ((depthSample <= r[i] && lequal) ||
+ (depthSample >= r[i] && gequal)) {
+ count++;
+ }
+ }
+ }
+
+ w = (GLfloat) count / (GLfloat) samples;
+ w = CHAN_MAXF - w * (CHAN_MAXF - (GLfloat) ambient);
+ lum = (GLint) w;
+
+ texel[i][RCOMP] = lum;
+ texel[i][GCOMP] = lum;
+ texel[i][BCOMP] = lum;
+ texel[i][ACOMP] = CHAN_MAX;
+ }
+ }
+}
+#endif
+
+
+static void
+null_sample_func( GLcontext *ctx, GLuint texUnit,
+ const struct gl_texture_object *tObj, GLuint n,
+ GLfloat texcoords[][4], const GLfloat lambda[],
+ GLchan rgba[][4])
+{
+}
+
+
+
+/**********************************************************************/
+/* Texture Sampling Setup */
+/**********************************************************************/
+
+
+/*
+ * Setup the texture sampling function for this texture object.
+ */
+void
+_swrast_choose_texture_sample_func( GLcontext *ctx, GLuint texUnit,
+ const struct gl_texture_object *t )
+{
+ SWcontext *swrast = SWRAST_CONTEXT(ctx);
+
+ if (!t->Complete) {
+ swrast->TextureSample[texUnit] = null_sample_func;
+ }
+ else {
+ const GLboolean needLambda = (GLboolean) (t->MinFilter != t->MagFilter);
+ const GLenum format = t->Image[t->BaseLevel]->Format;
+
+ if (needLambda) {
+ /* Compute min/mag filter threshold */
+ if (t->MagFilter == GL_LINEAR
+ && (t->MinFilter == GL_NEAREST_MIPMAP_NEAREST ||
+ t->MinFilter == GL_NEAREST_MIPMAP_LINEAR)) {
+ swrast->_MinMagThresh[texUnit] = 0.5F;
+ }
+ else {
+ swrast->_MinMagThresh[texUnit] = 0.0F;
+ }
+ }
+
+ switch (t->Dimensions) {
+ case 1:
+ if (format == GL_DEPTH_COMPONENT) {
+ swrast->TextureSample[texUnit] = sample_depth_texture;
+ }
+ else if (needLambda) {
+ swrast->TextureSample[texUnit] = sample_lambda_1d;
+ }
+ else if (t->MinFilter == GL_LINEAR) {
+ swrast->TextureSample[texUnit] = sample_linear_1d;
+ }
+ else {
+ ASSERT(t->MinFilter == GL_NEAREST);
+ swrast->TextureSample[texUnit] = sample_nearest_1d;
+ }
+ break;
+ case 2:
+ if (format == GL_DEPTH_COMPONENT) {
+ swrast->TextureSample[texUnit] = sample_depth_texture;
+ }
+ else if (needLambda) {
+ swrast->TextureSample[texUnit] = sample_lambda_2d;
+ }
+ else if (t->MinFilter == GL_LINEAR) {
+ swrast->TextureSample[texUnit] = sample_linear_2d;
+ }
+ else {
+ GLint baseLevel = t->BaseLevel;
+ ASSERT(t->MinFilter == GL_NEAREST);
+ if (t->WrapS == GL_REPEAT &&
+ t->WrapT == GL_REPEAT &&
+ t->Image[baseLevel]->Border == 0 &&
+ t->Image[baseLevel]->TexFormat->MesaFormat == MESA_FORMAT_RGB) {
+ swrast->TextureSample[texUnit] = opt_sample_rgb_2d;
+ }
+ else if (t->WrapS == GL_REPEAT &&
+ t->WrapT == GL_REPEAT &&
+ t->Image[baseLevel]->Border == 0 &&
+ t->Image[baseLevel]->TexFormat->MesaFormat == MESA_FORMAT_RGBA) {
+ swrast->TextureSample[texUnit] = opt_sample_rgba_2d;
+ }
+ else
+ swrast->TextureSample[texUnit] = sample_nearest_2d;
+ }
+ break;
+ case 3:
+ if (needLambda) {
+ swrast->TextureSample[texUnit] = sample_lambda_3d;
+ }
+ else if (t->MinFilter == GL_LINEAR) {
+ swrast->TextureSample[texUnit] = sample_linear_3d;
+ }
+ else {
+ ASSERT(t->MinFilter == GL_NEAREST);
+ swrast->TextureSample[texUnit] = sample_nearest_3d;
+ }
+ break;
+ case 6: /* cube map */
+ if (needLambda) {
+ swrast->TextureSample[texUnit] = sample_lambda_cube;
+ }
+ else if (t->MinFilter == GL_LINEAR) {
+ swrast->TextureSample[texUnit] = sample_linear_cube;
+ }
+ else {
+ ASSERT(t->MinFilter == GL_NEAREST);
+ swrast->TextureSample[texUnit] = sample_nearest_cube;
+ }
+ break;
+ default:
+ _mesa_problem(NULL, "invalid dimensions in _mesa_set_texture_sampler");
+ }
+ }
+}
+
+
+#define PROD(A,B) ( (GLuint)(A) * ((GLuint)(B)+1) )
+#define S_PROD(A,B) ( (GLint)(A) * ((GLint)(B)+1) )
+
+static INLINE void
+texture_combine(const GLcontext *ctx,
+ const struct gl_texture_unit *textureUnit,
+ GLuint n,
+ CONST GLchan (*primary_rgba)[4],
+ CONST GLchan (*texel)[4],
+ GLchan (*rgba)[4])
+{
+ const GLchan (*argRGB [3])[4];
+ const GLchan (*argA [3])[4];
+ GLuint i, j;
+ const GLuint RGBshift = textureUnit->CombineScaleShiftRGB;
+ const GLuint Ashift = textureUnit->CombineScaleShiftA;
+#if CHAN_TYPE == GL_FLOAT
+ const GLchan RGBmult = (GLfloat) (1 << RGBshift);
+ const GLchan Amult = (GLfloat) (1 << Ashift);
+#else
+ const GLint half = (CHAN_MAX + 1) / 2;
+#endif
DEFMNARRAY(GLchan, ccolor, 3, 3 * MAX_WIDTH, 4); /* mac 32k limitation */
CHECKARRAY(ccolor, return); /* mac 32k limitation */
format = texUnit->_Current->Image[baseLevel]->Format;
- if (format==GL_COLOR_INDEX || format==GL_DEPTH_COMPONENT) {
- format = GL_RGBA; /* XXXX a hack! */
+ if (format == GL_COLOR_INDEX || format == GL_DEPTH_COMPONENT) {
+ format = GL_RGBA; /* a bit of a hack */
}
switch (texUnit->EnvMode) {
case GL_INTENSITY:
for (i=0;i<n;i++) {
/* Cv = CfIt */
- GLchan It = texel[i][RCOMP];
- rgba[i][RCOMP] = CHAN_PRODUCT( rgba[i][RCOMP], It );
- rgba[i][GCOMP] = CHAN_PRODUCT( rgba[i][GCOMP], It );
- rgba[i][BCOMP] = CHAN_PRODUCT( rgba[i][BCOMP], It );
- /* Av = AfIt */
- rgba[i][ACOMP] = CHAN_PRODUCT( rgba[i][ACOMP], It );
- }
- break;
- case GL_RGB:
- for (i=0;i<n;i++) {
- /* Cv = CfCt */
- rgba[i][RCOMP] = CHAN_PRODUCT( rgba[i][RCOMP], texel[i][RCOMP] );
- rgba[i][GCOMP] = CHAN_PRODUCT( rgba[i][GCOMP], texel[i][GCOMP] );
- rgba[i][BCOMP] = CHAN_PRODUCT( rgba[i][BCOMP], texel[i][BCOMP] );
- /* Av = Af */
- }
- break;
- case GL_RGBA:
- for (i=0;i<n;i++) {
- /* Cv = CfCt */
- rgba[i][RCOMP] = CHAN_PRODUCT( rgba[i][RCOMP], texel[i][RCOMP] );
- rgba[i][GCOMP] = CHAN_PRODUCT( rgba[i][GCOMP], texel[i][GCOMP] );
- rgba[i][BCOMP] = CHAN_PRODUCT( rgba[i][BCOMP], texel[i][BCOMP] );
- /* Av = AfAt */
- rgba[i][ACOMP] = CHAN_PRODUCT( rgba[i][ACOMP], texel[i][ACOMP] );
- }
- break;
- default:
- _mesa_problem(ctx, "Bad format (GL_MODULATE) 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 = CHAN_MAX - t;
- rgba[i][RCOMP] = CHAN_PRODUCT(rgba[i][RCOMP], s) + CHAN_PRODUCT(texel[i][RCOMP],t);
- rgba[i][GCOMP] = CHAN_PRODUCT(rgba[i][GCOMP], s) + CHAN_PRODUCT(texel[i][GCOMP],t);
- rgba[i][BCOMP] = CHAN_PRODUCT(rgba[i][BCOMP], s) + CHAN_PRODUCT(texel[i][BCOMP],t);
- /* Av = Af */
- }
- break;
- default:
- _mesa_problem(ctx, "Bad format (GL_DECAL) in apply_texture");
- return;
- }
- break;
-
- case GL_BLEND:
- Rc = (GLint) (texUnit->EnvColor[0] * CHAN_MAXF);
- Gc = (GLint) (texUnit->EnvColor[1] * CHAN_MAXF);
- Bc = (GLint) (texUnit->EnvColor[2] * CHAN_MAXF);
- Ac = (GLint) (texUnit->EnvColor[3] * CHAN_MAXF);
- switch (format) {
- case GL_ALPHA:
- for (i=0;i<n;i++) {
- /* Cv = Cf */
- /* Av = AfAt */
- rgba[i][ACOMP] = CHAN_PRODUCT(rgba[i][ACOMP], texel[i][ACOMP]);
- }
- break;
- case GL_LUMINANCE:
- for (i=0;i<n;i++) {
- /* Cv = Cf(1-Lt) + CcLt */
- GLchan Lt = texel[i][RCOMP], s = CHAN_MAX - Lt;
- rgba[i][RCOMP] = CHAN_PRODUCT(rgba[i][RCOMP], s) + CHAN_PRODUCT(Rc, Lt);
- rgba[i][GCOMP] = CHAN_PRODUCT(rgba[i][GCOMP], s) + CHAN_PRODUCT(Gc, Lt);
- rgba[i][BCOMP] = CHAN_PRODUCT(rgba[i][BCOMP], s) + CHAN_PRODUCT(Bc, Lt);
- /* Av = Af */
- }
- break;
- case GL_LUMINANCE_ALPHA:
- for (i=0;i<n;i++) {
- /* Cv = Cf(1-Lt) + CcLt */
- GLchan Lt = texel[i][RCOMP], s = CHAN_MAX - Lt;
- rgba[i][RCOMP] = CHAN_PRODUCT(rgba[i][RCOMP], s) + CHAN_PRODUCT(Rc, Lt);
- rgba[i][GCOMP] = CHAN_PRODUCT(rgba[i][GCOMP], s) + CHAN_PRODUCT(Gc, Lt);
- rgba[i][BCOMP] = CHAN_PRODUCT(rgba[i][BCOMP], s) + CHAN_PRODUCT(Bc, Lt);
- /* Av = AfAt */
- rgba[i][ACOMP] = CHAN_PRODUCT(rgba[i][ACOMP],texel[i][ACOMP]);
- }
- break;
- case GL_INTENSITY:
- for (i=0;i<n;i++) {
- /* Cv = Cf(1-It) + CcLt */
- GLchan It = texel[i][RCOMP], s = CHAN_MAX - It;
- rgba[i][RCOMP] = CHAN_PRODUCT(rgba[i][RCOMP], s) + CHAN_PRODUCT(Rc, It);
- rgba[i][GCOMP] = CHAN_PRODUCT(rgba[i][GCOMP], s) + CHAN_PRODUCT(Gc, It);
- rgba[i][BCOMP] = CHAN_PRODUCT(rgba[i][BCOMP], s) + CHAN_PRODUCT(Bc, It);
- /* Av = Af(1-It) + Ac*It */
- rgba[i][ACOMP] = CHAN_PRODUCT(rgba[i][ACOMP], s) + CHAN_PRODUCT(Ac, It);
- }
- break;
- case GL_RGB:
- for (i=0;i<n;i++) {
- /* Cv = Cf(1-Ct) + CcCt */
- rgba[i][RCOMP] = CHAN_PRODUCT(rgba[i][RCOMP], (CHAN_MAX-texel[i][RCOMP])) + CHAN_PRODUCT(Rc,texel[i][RCOMP]);
- rgba[i][GCOMP] = CHAN_PRODUCT(rgba[i][GCOMP], (CHAN_MAX-texel[i][GCOMP])) + CHAN_PRODUCT(Gc,texel[i][GCOMP]);
- rgba[i][BCOMP] = CHAN_PRODUCT(rgba[i][BCOMP], (CHAN_MAX-texel[i][BCOMP])) + CHAN_PRODUCT(Bc,texel[i][BCOMP]);
- /* Av = Af */
- }
- break;
- case GL_RGBA:
- for (i=0;i<n;i++) {
- /* Cv = Cf(1-Ct) + CcCt */
- rgba[i][RCOMP] = CHAN_PRODUCT(rgba[i][RCOMP], (CHAN_MAX-texel[i][RCOMP])) + CHAN_PRODUCT(Rc,texel[i][RCOMP]);
- rgba[i][GCOMP] = CHAN_PRODUCT(rgba[i][GCOMP], (CHAN_MAX-texel[i][GCOMP])) + CHAN_PRODUCT(Gc,texel[i][GCOMP]);
- rgba[i][BCOMP] = CHAN_PRODUCT(rgba[i][BCOMP], (CHAN_MAX-texel[i][BCOMP])) + CHAN_PRODUCT(Bc,texel[i][BCOMP]);
- /* Av = AfAt */
- rgba[i][ACOMP] = CHAN_PRODUCT(rgba[i][ACOMP],texel[i][ACOMP]);
- }
- break;
- default:
- _mesa_problem(ctx, "Bad format (GL_BLEND) in apply_texture");
- return;
- }
- break;
-
- /* XXX don't clamp results if GLchan is float??? */
-
- 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] = CHAN_PRODUCT(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] = MIN2(r, CHAN_MAX);
- rgba[i][GCOMP] = MIN2(g, CHAN_MAX);
- rgba[i][BCOMP] = MIN2(b, CHAN_MAX);
- /* 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] = MIN2(r, CHAN_MAX);
- rgba[i][GCOMP] = MIN2(g, CHAN_MAX);
- rgba[i][BCOMP] = MIN2(b, CHAN_MAX);
- rgba[i][ACOMP] = CHAN_PRODUCT(rgba[i][ACOMP], texel[i][ACOMP]);
- }
- break;
- case GL_INTENSITY:
- for (i=0;i<n;i++) {
- GLchan 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] = MIN2(r, CHAN_MAX);
- rgba[i][GCOMP] = MIN2(g, CHAN_MAX);
- rgba[i][BCOMP] = MIN2(b, CHAN_MAX);
- rgba[i][ACOMP] = MIN2(a, CHAN_MAX);
- }
- 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] = MIN2(r, CHAN_MAX);
- rgba[i][GCOMP] = MIN2(g, CHAN_MAX);
- rgba[i][BCOMP] = MIN2(b, CHAN_MAX);
- /* 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] = MIN2(r, CHAN_MAX);
- rgba[i][GCOMP] = MIN2(g, CHAN_MAX);
- rgba[i][BCOMP] = MIN2(b, CHAN_MAX);
- rgba[i][ACOMP] = CHAN_PRODUCT(rgba[i][ACOMP], texel[i][ACOMP]);
- }
- break;
- default:
- _mesa_problem(ctx, "Bad format (GL_ADD) in apply_texture");
- return;
- }
- break;
-
- case GL_COMBINE_EXT:
- texture_combine(ctx, texUnit, n, primary_rgba, texel, rgba);
- break;
-
- default:
- _mesa_problem(ctx, "Bad env mode in apply_texture");
- return;
- }
-}
-
-
-
-/*
- * Sample a shadow/depth texture.
- * Input: ctx - context
- * texUnit - the texture unit
- * n - number of samples
- * s,t,r - array [n] of texture coordinates
- * In/Out: rgba - array [n] of texel colors.
- */
-static void
-sample_depth_texture(const GLcontext *ctx,
- const struct gl_texture_unit *texUnit,
- GLuint n, GLfloat texcoords[][4],
- GLchan texel[][4])
-{
- const struct gl_texture_object *texObj = texUnit->_Current;
- const GLint baseLevel = texObj->BaseLevel;
- const struct gl_texture_image *texImage = texObj->Image[baseLevel];
- const GLuint width = texImage->Width;
- const GLuint height = texImage->Height;
- const GLchan ambient = texObj->ShadowAmbient;
- GLboolean lequal, gequal;
- GLchan result;
-
- ASSERT(texObj->Image[texObj->BaseLevel]->Format == GL_DEPTH_COMPONENT);
-
- if (texObj->Dimensions != 2) {
- _mesa_problem(ctx, "only 2-D depth textures supported at this time");
- return;
- }
-
- if (texObj->MinFilter != texObj->MagFilter) {
- _mesa_problem(ctx, "mipmapped depth textures not supported at this time");
- return;
- }
-
- /* XXX this could be precomputed */
- if (texObj->CompareFlag) {
- /* GL_SGIX_shadow */
- if (texObj->CompareOperator == GL_TEXTURE_LEQUAL_R_SGIX) {
- lequal = GL_TRUE;
- gequal = GL_FALSE;
- }
- else {
- ASSERT(texObj->CompareOperator == GL_TEXTURE_GEQUAL_R_SGIX);
- lequal = GL_FALSE;
- gequal = GL_TRUE;
- }
- }
- else if (texObj->CompareMode == GL_COMPARE_R_TO_TEXTURE_ARB) {
- /* GL_ARB_shadow */
- if (texObj->CompareFunc == GL_LEQUAL) {
- lequal = GL_TRUE;
- gequal = GL_FALSE;
- }
- else {
- ASSERT(texObj->CompareFunc == GL_GEQUAL);
- lequal = GL_FALSE;
- gequal = GL_TRUE;
- }
- }
- else {
- /* Treat this depth texture as a luminance texture */
- _mesa_warning(ctx,
- "Treating GL_DEPTH_COMPONENT as GL_LUMINANCE not implemented yet");
- return;
- }
-
- if (texObj->MagFilter == GL_NEAREST) {
- GLuint i;
- for (i = 0; i < n; i++) {
- GLfloat depthSample;
- GLint col, row;
- COMPUTE_NEAREST_TEXEL_LOCATION(texObj->WrapS, texcoords[i][0], width, col);
- COMPUTE_NEAREST_TEXEL_LOCATION(texObj->WrapT, texcoords[i][1], height, row);
- depthSample = *((const GLfloat *) texImage->Data + row * width + col);
- if ((texcoords[i][2] <= depthSample && lequal) ||
- (texcoords[i][2] >= depthSample && gequal)) {
- result = CHAN_MAX;
- }
- else {
- result = ambient;
- }
-
- switch (texObj->CompareResult) {
- case GL_LUMINANCE:
- texel[i][RCOMP] = result;
- texel[i][GCOMP] = result;
- texel[i][BCOMP] = result;
- texel[i][ACOMP] = CHAN_MAX;
- break;
- case GL_INTENSITY:
- texel[i][RCOMP] = result;
- texel[i][GCOMP] = result;
- texel[i][BCOMP] = result;
- texel[i][ACOMP] = result;
- break;
- case GL_ALPHA:
- texel[i][RCOMP] = 0;
- texel[i][GCOMP] = 0;
- texel[i][BCOMP] = 0;
- texel[i][ACOMP] = result;
- break;
- default:
- _mesa_problem(ctx, "Bad texture compare result value");
- }
- }
- }
- else {
- GLuint i;
- ASSERT(texObj->MagFilter == GL_LINEAR);
- for (i = 0; i < n; i++) {
- GLfloat depth00, depth01, depth10, depth11;
- GLint i0, i1, j0, j1;
- GLfloat u, v;
- GLuint useBorderTexel;
-
- COMPUTE_LINEAR_TEXEL_LOCATIONS(texObj->WrapS, texcoords[i][0], u, width, i0, i1);
- COMPUTE_LINEAR_TEXEL_LOCATIONS(texObj->WrapT, texcoords[i][1], v, height,j0, j1);
-
- useBorderTexel = 0;
- if (texImage->Border) {
- i0 += texImage->Border;
- i1 += texImage->Border;
- j0 += texImage->Border;
- j1 += texImage->Border;
- }
- else {
- if (i0 < 0 || i0 >= (GLint) width) useBorderTexel |= I0BIT;
- if (i1 < 0 || i1 >= (GLint) width) useBorderTexel |= I1BIT;
- if (j0 < 0 || j0 >= (GLint) height) useBorderTexel |= J0BIT;
- if (j1 < 0 || j1 >= (GLint) height) useBorderTexel |= J1BIT;
- }
-
- /* get four depth samples from the texture */
- if (useBorderTexel & (I0BIT | J0BIT)) {
- depth00 = 1.0;
- }
- else {
- depth00 = *((const GLfloat *) texImage->Data + j0 * width + i0);
- }
- if (useBorderTexel & (I1BIT | J0BIT)) {
- depth10 = 1.0;
- }
- else {
- depth10 = *((const GLfloat *) texImage->Data + j0 * width + i1);
- }
- if (useBorderTexel & (I0BIT | J1BIT)) {
- depth01 = 1.0;
- }
- else {
- depth01 = *((const GLfloat *) texImage->Data + j1 * width + i0);
- }
- if (useBorderTexel & (I1BIT | J1BIT)) {
- depth11 = 1.0;
- }
- else {
- depth11 = *((const GLfloat *) texImage->Data + j1 * width + i1);
- }
-
- if (0) {
- /* compute a single weighted depth sample and do one comparison */
- const GLfloat a = FRAC(u + 1.0F);
- const GLfloat b = FRAC(v + 1.0F);
- const GLfloat w00 = (1.0F - a) * (1.0F - b);
- const GLfloat w10 = ( a) * (1.0F - b);
- const GLfloat w01 = (1.0F - a) * ( b);
- const GLfloat w11 = ( a) * ( b);
- const GLfloat depthSample = w00 * depth00 + w10 * depth10
- + w01 * depth01 + w11 * depth11;
- if ((depthSample <= texcoords[i][2] && lequal) ||
- (depthSample >= texcoords[i][2] && gequal)) {
- result = ambient;
- }
- else {
- result = CHAN_MAX;
- }
- }
- else {
- /* Do four depth/R comparisons and compute a weighted result.
- * If this touches on somebody's I.P., I'll remove this code
- * upon request.
- */
- const GLfloat d = (CHAN_MAXF - (GLfloat) ambient) * 0.25F;
- GLfloat luminance = CHAN_MAXF;
- if (lequal) {
- if (depth00 <= texcoords[i][2]) luminance -= d;
- if (depth01 <= texcoords[i][2]) luminance -= d;
- if (depth10 <= texcoords[i][2]) luminance -= d;
- if (depth11 <= texcoords[i][2]) luminance -= d;
- }
- else {
- if (depth00 >= texcoords[i][2]) luminance -= d;
- if (depth01 >= texcoords[i][2]) luminance -= d;
- if (depth10 >= texcoords[i][2]) luminance -= d;
- if (depth11 >= texcoords[i][2]) luminance -= d;
- }
- result = (GLchan) luminance;
- }
-
- switch (texObj->CompareResult) {
- case GL_LUMINANCE:
- texel[i][RCOMP] = result;
- texel[i][GCOMP] = result;
- texel[i][BCOMP] = result;
- texel[i][ACOMP] = CHAN_MAX;
- break;
- case GL_INTENSITY:
- texel[i][RCOMP] = result;
- texel[i][GCOMP] = result;
- texel[i][BCOMP] = result;
- texel[i][ACOMP] = result;
- break;
- case GL_ALPHA:
- texel[i][RCOMP] = 0;
- texel[i][GCOMP] = 0;
- texel[i][BCOMP] = 0;
- texel[i][ACOMP] = result;
- break;
- default:
- _mesa_problem(ctx, "Bad texture compare result value");
- }
- } /* for */
- } /* if filter */
-}
-
-
-#if 0
-/*
- * Experimental depth texture sampling function.
- */
-static void
-sample_depth_texture2(const GLcontext *ctx,
- const struct gl_texture_unit *texUnit,
- GLuint n, GLfloat texcoords[][4],
- GLchan texel[][4])
-{
- const struct gl_texture_object *texObj = texUnit->_Current;
- const GLint baseLevel = texObj->BaseLevel;
- const struct gl_texture_image *texImage = texObj->Image[baseLevel];
- const GLuint width = texImage->Width;
- const GLuint height = texImage->Height;
- const GLchan ambient = texObj->ShadowAmbient;
- GLboolean lequal, gequal;
-
- if (texObj->Dimensions != 2) {
- _mesa_problem(ctx, "only 2-D depth textures supported at this time");
- return;
- }
-
- if (texObj->MinFilter != texObj->MagFilter) {
- _mesa_problem(ctx, "mipmapped depth textures not supported at this time");
- return;
- }
-
- /* XXX the GL_SGIX_shadow extension spec doesn't say what to do if
- * GL_TEXTURE_COMPARE_SGIX == GL_TRUE but the current texture object
- * isn't a depth texture.
- */
- if (texImage->Format != GL_DEPTH_COMPONENT) {
- _mesa_problem(ctx,"GL_TEXTURE_COMPARE_SGIX enabled with non-depth texture");
- return;
- }
-
- if (texObj->CompareOperator == GL_TEXTURE_LEQUAL_R_SGIX) {
- lequal = GL_TRUE;
- gequal = GL_FALSE;
- }
- else {
- lequal = GL_FALSE;
- gequal = GL_TRUE;
- }
+ GLchan It = texel[i][RCOMP];
+ rgba[i][RCOMP] = CHAN_PRODUCT( rgba[i][RCOMP], It );
+ rgba[i][GCOMP] = CHAN_PRODUCT( rgba[i][GCOMP], It );
+ rgba[i][BCOMP] = CHAN_PRODUCT( rgba[i][BCOMP], It );
+ /* Av = AfIt */
+ rgba[i][ACOMP] = CHAN_PRODUCT( rgba[i][ACOMP], It );
+ }
+ break;
+ case GL_RGB:
+ for (i=0;i<n;i++) {
+ /* Cv = CfCt */
+ rgba[i][RCOMP] = CHAN_PRODUCT( rgba[i][RCOMP], texel[i][RCOMP] );
+ rgba[i][GCOMP] = CHAN_PRODUCT( rgba[i][GCOMP], texel[i][GCOMP] );
+ rgba[i][BCOMP] = CHAN_PRODUCT( rgba[i][BCOMP], texel[i][BCOMP] );
+ /* Av = Af */
+ }
+ break;
+ case GL_RGBA:
+ for (i=0;i<n;i++) {
+ /* Cv = CfCt */
+ rgba[i][RCOMP] = CHAN_PRODUCT( rgba[i][RCOMP], texel[i][RCOMP] );
+ rgba[i][GCOMP] = CHAN_PRODUCT( rgba[i][GCOMP], texel[i][GCOMP] );
+ rgba[i][BCOMP] = CHAN_PRODUCT( rgba[i][BCOMP], texel[i][BCOMP] );
+ /* Av = AfAt */
+ rgba[i][ACOMP] = CHAN_PRODUCT( rgba[i][ACOMP], texel[i][ACOMP] );
+ }
+ break;
+ default:
+ _mesa_problem(ctx, "Bad format (GL_MODULATE) in apply_texture");
+ return;
+ }
+ break;
- {
- GLuint i;
- for (i = 0; i < n; i++) {
- const GLint K = 3;
- GLint col, row, ii, jj, imin, imax, jmin, jmax, samples, count;
- GLfloat w;
- GLchan lum;
- COMPUTE_NEAREST_TEXEL_LOCATION(texObj->WrapS, texcoords[i][0],
- width, col);
- COMPUTE_NEAREST_TEXEL_LOCATION(texObj->WrapT, texcoords[i][1],
- height, row);
+ 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 = CHAN_MAX - t;
+ rgba[i][RCOMP] = CHAN_PRODUCT(rgba[i][RCOMP], s) + CHAN_PRODUCT(texel[i][RCOMP],t);
+ rgba[i][GCOMP] = CHAN_PRODUCT(rgba[i][GCOMP], s) + CHAN_PRODUCT(texel[i][GCOMP],t);
+ rgba[i][BCOMP] = CHAN_PRODUCT(rgba[i][BCOMP], s) + CHAN_PRODUCT(texel[i][BCOMP],t);
+ /* Av = Af */
+ }
+ break;
+ default:
+ _mesa_problem(ctx, "Bad format (GL_DECAL) in apply_texture");
+ return;
+ }
+ break;
- imin = col - K;
- imax = col + K;
- jmin = row - K;
- jmax = row + K;
+ case GL_BLEND:
+ Rc = (GLint) (texUnit->EnvColor[0] * CHAN_MAXF);
+ Gc = (GLint) (texUnit->EnvColor[1] * CHAN_MAXF);
+ Bc = (GLint) (texUnit->EnvColor[2] * CHAN_MAXF);
+ Ac = (GLint) (texUnit->EnvColor[3] * CHAN_MAXF);
+ switch (format) {
+ case GL_ALPHA:
+ for (i=0;i<n;i++) {
+ /* Cv = Cf */
+ /* Av = AfAt */
+ rgba[i][ACOMP] = CHAN_PRODUCT(rgba[i][ACOMP], texel[i][ACOMP]);
+ }
+ break;
+ case GL_LUMINANCE:
+ for (i=0;i<n;i++) {
+ /* Cv = Cf(1-Lt) + CcLt */
+ GLchan Lt = texel[i][RCOMP], s = CHAN_MAX - Lt;
+ rgba[i][RCOMP] = CHAN_PRODUCT(rgba[i][RCOMP], s) + CHAN_PRODUCT(Rc, Lt);
+ rgba[i][GCOMP] = CHAN_PRODUCT(rgba[i][GCOMP], s) + CHAN_PRODUCT(Gc, Lt);
+ rgba[i][BCOMP] = CHAN_PRODUCT(rgba[i][BCOMP], s) + CHAN_PRODUCT(Bc, Lt);
+ /* Av = Af */
+ }
+ break;
+ case GL_LUMINANCE_ALPHA:
+ for (i=0;i<n;i++) {
+ /* Cv = Cf(1-Lt) + CcLt */
+ GLchan Lt = texel[i][RCOMP], s = CHAN_MAX - Lt;
+ rgba[i][RCOMP] = CHAN_PRODUCT(rgba[i][RCOMP], s) + CHAN_PRODUCT(Rc, Lt);
+ rgba[i][GCOMP] = CHAN_PRODUCT(rgba[i][GCOMP], s) + CHAN_PRODUCT(Gc, Lt);
+ rgba[i][BCOMP] = CHAN_PRODUCT(rgba[i][BCOMP], s) + CHAN_PRODUCT(Bc, Lt);
+ /* Av = AfAt */
+ rgba[i][ACOMP] = CHAN_PRODUCT(rgba[i][ACOMP],texel[i][ACOMP]);
+ }
+ break;
+ case GL_INTENSITY:
+ for (i=0;i<n;i++) {
+ /* Cv = Cf(1-It) + CcLt */
+ GLchan It = texel[i][RCOMP], s = CHAN_MAX - It;
+ rgba[i][RCOMP] = CHAN_PRODUCT(rgba[i][RCOMP], s) + CHAN_PRODUCT(Rc, It);
+ rgba[i][GCOMP] = CHAN_PRODUCT(rgba[i][GCOMP], s) + CHAN_PRODUCT(Gc, It);
+ rgba[i][BCOMP] = CHAN_PRODUCT(rgba[i][BCOMP], s) + CHAN_PRODUCT(Bc, It);
+ /* Av = Af(1-It) + Ac*It */
+ rgba[i][ACOMP] = CHAN_PRODUCT(rgba[i][ACOMP], s) + CHAN_PRODUCT(Ac, It);
+ }
+ break;
+ case GL_RGB:
+ for (i=0;i<n;i++) {
+ /* Cv = Cf(1-Ct) + CcCt */
+ rgba[i][RCOMP] = CHAN_PRODUCT(rgba[i][RCOMP], (CHAN_MAX-texel[i][RCOMP])) + CHAN_PRODUCT(Rc,texel[i][RCOMP]);
+ rgba[i][GCOMP] = CHAN_PRODUCT(rgba[i][GCOMP], (CHAN_MAX-texel[i][GCOMP])) + CHAN_PRODUCT(Gc,texel[i][GCOMP]);
+ rgba[i][BCOMP] = CHAN_PRODUCT(rgba[i][BCOMP], (CHAN_MAX-texel[i][BCOMP])) + CHAN_PRODUCT(Bc,texel[i][BCOMP]);
+ /* Av = Af */
+ }
+ break;
+ case GL_RGBA:
+ for (i=0;i<n;i++) {
+ /* Cv = Cf(1-Ct) + CcCt */
+ rgba[i][RCOMP] = CHAN_PRODUCT(rgba[i][RCOMP], (CHAN_MAX-texel[i][RCOMP])) + CHAN_PRODUCT(Rc,texel[i][RCOMP]);
+ rgba[i][GCOMP] = CHAN_PRODUCT(rgba[i][GCOMP], (CHAN_MAX-texel[i][GCOMP])) + CHAN_PRODUCT(Gc,texel[i][GCOMP]);
+ rgba[i][BCOMP] = CHAN_PRODUCT(rgba[i][BCOMP], (CHAN_MAX-texel[i][BCOMP])) + CHAN_PRODUCT(Bc,texel[i][BCOMP]);
+ /* Av = AfAt */
+ rgba[i][ACOMP] = CHAN_PRODUCT(rgba[i][ACOMP],texel[i][ACOMP]);
+ }
+ break;
+ default:
+ _mesa_problem(ctx, "Bad format (GL_BLEND) in apply_texture");
+ return;
+ }
+ break;
- if (imin < 0) imin = 0;
- if (imax >= width) imax = width - 1;
- if (jmin < 0) jmin = 0;
- if (jmax >= height) jmax = height - 1;
+ /* XXX don't clamp results if GLchan is float??? */
- samples = (imax - imin + 1) * (jmax - jmin + 1);
- count = 0;
- for (jj = jmin; jj <= jmax; jj++) {
- for (ii = imin; ii <= imax; ii++) {
- GLfloat depthSample = *((const GLfloat *) texImage->Data
- + jj * width + ii);
- if ((depthSample <= r[i] && lequal) ||
- (depthSample >= r[i] && gequal)) {
- count++;
+ 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] = CHAN_PRODUCT(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] = MIN2(r, CHAN_MAX);
+ rgba[i][GCOMP] = MIN2(g, CHAN_MAX);
+ rgba[i][BCOMP] = MIN2(b, CHAN_MAX);
+ /* 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] = MIN2(r, CHAN_MAX);
+ rgba[i][GCOMP] = MIN2(g, CHAN_MAX);
+ rgba[i][BCOMP] = MIN2(b, CHAN_MAX);
+ rgba[i][ACOMP] = CHAN_PRODUCT(rgba[i][ACOMP], texel[i][ACOMP]);
+ }
+ break;
+ case GL_INTENSITY:
+ for (i=0;i<n;i++) {
+ GLchan 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] = MIN2(r, CHAN_MAX);
+ rgba[i][GCOMP] = MIN2(g, CHAN_MAX);
+ rgba[i][BCOMP] = MIN2(b, CHAN_MAX);
+ rgba[i][ACOMP] = MIN2(a, CHAN_MAX);
+ }
+ 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] = MIN2(r, CHAN_MAX);
+ rgba[i][GCOMP] = MIN2(g, CHAN_MAX);
+ rgba[i][BCOMP] = MIN2(b, CHAN_MAX);
+ /* 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] = MIN2(r, CHAN_MAX);
+ rgba[i][GCOMP] = MIN2(g, CHAN_MAX);
+ rgba[i][BCOMP] = MIN2(b, CHAN_MAX);
+ rgba[i][ACOMP] = CHAN_PRODUCT(rgba[i][ACOMP], texel[i][ACOMP]);
+ }
+ break;
+ default:
+ _mesa_problem(ctx, "Bad format (GL_ADD) in apply_texture");
+ return;
+ }
+ break;
- w = (GLfloat) count / (GLfloat) samples;
- w = CHAN_MAXF - w * (CHAN_MAXF - (GLfloat) ambient);
- lum = (GLint) w;
+ case GL_COMBINE_EXT:
+ texture_combine(ctx, texUnit, n, primary_rgba, texel, rgba);
+ break;
- texel[i][RCOMP] = lum;
- texel[i][GCOMP] = lum;
- texel[i][BCOMP] = lum;
- texel[i][ACOMP] = CHAN_MAX;
- }
+ default:
+ _mesa_problem(ctx, "Bad env mode in apply_texture");
+ return;
}
}
-#endif
+
/*
}
/* Sample the texture. */
+#if 000
if (curObj->Image[curObj->BaseLevel]->Format == GL_DEPTH_COMPONENT) {
/* depth texture */
- sample_depth_texture(ctx, textureUnit, n, texcoords, texel);
+ sample_depth_texture(ctx, texUnit, textureUnit->_Current,
+ n, texcoords, lambda, texel);
}
else {
/* color texture */
+#endif
SWRAST_CONTEXT(ctx)->TextureSample[texUnit]( ctx, texUnit,
textureUnit->_Current,
n, texcoords,
lambda, texel );
+#if 0
}
+#endif
apply_texture( ctx, textureUnit, n, primary_rgba,
(const GLchan (*)[4]) texel, rgba );
}