/* $Id: texture.c,v 1.3 2000-05-23 20:40:57 jeroen Exp $ */ /* * Mesa 3-D graphics library * Version: 3.3 * * 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 #include "glheader.h" #include "types.h" #include "context.h" #include "macros.h" #include "mmath.h" #include "pb.h" #include "texture.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; goto utex_cont; } if ((texUnit->Enabled & TEXTURE0_2D) && texUnit->CurrentD[2]->Complete) { texUnit->ReallyEnabled = TEXTURE0_2D; texUnit->Current = texUnit->CurrentD[2]; texUnit->CurrentDimension = 2; goto utex_cont; } if ((texUnit->Enabled & TEXTURE0_1D) && texUnit->CurrentD[1]->Complete) { texUnit->ReallyEnabled = TEXTURE0_1D; texUnit->Current = texUnit->CurrentD[1]; texUnit->CurrentDimension = 1; goto utex_cont; } { /* 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; } utex_cont: 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; GLenum format; if (ctx->Texture.SharedPalette) { palette = ctx->Texture.Palette.Table; format = ctx->Texture.Palette.Format; } else { palette = tObj->Palette.Table; format = tObj->Palette.Format; } switch (format) { case GL_ALPHA: rgba[ACOMP] = 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) { COPY_4UBV(t0, tObj->BorderColor); } else { get_1d_texel( tObj, img, i0, t0 ); } if (useBorderColor & I1BIT) { COPY_4UBV(t1, tObj->BorderColor); } 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;iImage[tObj->BaseLevel]; (void) t; (void) u; (void) lambda; for (i=0;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 . */ 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)) { COPY_4UBV(t00, tObj->BorderColor); } else { get_2d_texel( tObj, img, i0, j0, t00 ); } if (useBorderColor & (I1BIT | J0BIT)) { COPY_4UBV(t10, tObj->BorderColor); } else { get_2d_texel( tObj, img, i1, j0, t10 ); } if (useBorderColor & (I0BIT | J1BIT)) { COPY_4UBV(t01, tObj->BorderColor); } else { get_2d_texel( tObj, img, i0, j1, t01 ); } if (useBorderColor & (I1BIT | J1BIT)) { COPY_4UBV(t11, tObj->BorderColor); } 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;iImage[tObj->BaseLevel]; (void) u; (void) lambda; for (i=0;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;kData + 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;kData + (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)) { COPY_4UBV(t000, tObj->BorderColor); } else { get_3d_texel( tObj, img, i0, j0, k0, t000 ); } if (useBorderColor & (I1BIT | J0BIT | K0BIT)) { COPY_4UBV(t100, tObj->BorderColor); } else { get_3d_texel( tObj, img, i1, j0, k0, t100 ); } if (useBorderColor & (I0BIT | J1BIT | K0BIT)) { COPY_4UBV(t010, tObj->BorderColor); } else { get_3d_texel( tObj, img, i0, j1, k0, t010 ); } if (useBorderColor & (I1BIT | J1BIT | K0BIT)) { COPY_4UBV(t110, tObj->BorderColor); } else { get_3d_texel( tObj, img, i1, j1, k0, t110 ); } if (useBorderColor & (I0BIT | J0BIT | K1BIT)) { COPY_4UBV(t001, tObj->BorderColor); } else { get_3d_texel( tObj, img, i0, j0, k1, t001 ); } if (useBorderColor & (I1BIT | J0BIT | K1BIT)) { COPY_4UBV(t101, tObj->BorderColor); } else { get_3d_texel( tObj, img, i1, j0, k1, t101 ); } if (useBorderColor & (I0BIT | J1BIT | K1BIT)) { COPY_4UBV(t011, tObj->BorderColor); } else { get_3d_texel( tObj, img, i0, j1, k1, t011 ); } if (useBorderColor & (I1BIT | J1BIT | K1BIT)) { COPY_4UBV(t111, tObj->BorderColor); } 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;iImage[tObj->BaseLevel]; (void) lambda; for (i=0;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;iEnvColor[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;iTexture.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->LodBias != 0.0F) { /* apply LOD bias, but don't clamp yet */ GLuint i; for (i=0;iLodBias; } } 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;iCurrent->SampleFunc)( textureUnit->Current, n, s, t, r, lambda, texel ); apply_texture( ctx, textureUnit, n, rgba, (const GLubyte (*)[4])texel ); } } }