diff options
author | Roland Scheidegger <sroland@vmware.com> | 2009-03-12 15:01:16 +0100 |
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committer | Roland Scheidegger <sroland@vmware.com> | 2009-03-12 15:01:16 +0100 |
commit | 114152e068ec919feb0a57a1259c2ada970b9f02 (patch) | |
tree | f424d1c9f88ddf36c94991906879f3a71ca1c36a /src/mesa/swrast/s_texcombine.c | |
parent | b7d841b59e9087c0ba8c2726897ab1506375e4e6 (diff) |
mesa: add support for ATI_envmap_bumpmap
add new entrypoints, new texture format, etc
translate in texenvprogram.c for drivers using the mesa-generated tex env
fragment program
also handled in swrast, but not tested (cannot work due to negative texel
results not handled correctly)
Diffstat (limited to 'src/mesa/swrast/s_texcombine.c')
-rw-r--r-- | src/mesa/swrast/s_texcombine.c | 95 |
1 files changed, 94 insertions, 1 deletions
diff --git a/src/mesa/swrast/s_texcombine.c b/src/mesa/swrast/s_texcombine.c index 38b5633887..aa28311672 100644 --- a/src/mesa/swrast/s_texcombine.c +++ b/src/mesa/swrast/s_texcombine.c @@ -591,6 +591,25 @@ texture_combine( const GLcontext *ctx, GLuint unit, GLuint n, } } break; + case GL_BUMP_ENVMAP_ATI: + { + /* this produces a fixed rgba color, and the coord calc is done elsewhere */ + for (i = 0; i < n; i++) { + /* rgba result is 0,0,0,1 */ +#if CHAN_TYPE == GL_FLOAT + rgba[i][RCOMP] = 0.0; + rgba[i][GCOMP] = 0.0; + rgba[i][BCOMP] = 0.0; + rgba[i][ACOMP] = 1.0; +#else + rgba[i][RCOMP] = 0; + rgba[i][GCOMP] = 0; + rgba[i][BCOMP] = 0; + rgba[i][ACOMP] = CHAN_MAX; +#endif + } + } + return; /* no alpha processing */ default: _mesa_problem(ctx, "invalid combine mode"); } @@ -1218,12 +1237,86 @@ _swrast_texture_span( GLcontext *ctx, SWspan *span ) if (swrast->_AnyTextureCombine) MEMCPY(primary_rgba, span->array->rgba, 4 * span->end * sizeof(GLchan)); + /* First must sample all bump maps */ + for (unit = 0; unit < ctx->Const.MaxTextureUnits; unit++) { + if (ctx->Texture.Unit[unit]._ReallyEnabled && + ctx->Texture.Unit[unit]._CurrentCombine->ModeRGB == GL_BUMP_ENVMAP_ATI) { + const GLfloat (*texcoords)[4] + = (const GLfloat (*)[4]) + span->array->attribs[FRAG_ATTRIB_TEX0 + unit]; + GLfloat (*targetcoords)[4] + = (GLfloat (*)[4]) + span->array->attribs[FRAG_ATTRIB_TEX0 + + ctx->Texture.Unit[unit].BumpTarget - GL_TEXTURE0]; + + const struct gl_texture_unit *texUnit = &ctx->Texture.Unit[unit]; + const struct gl_texture_object *curObj = texUnit->_Current; + GLfloat *lambda = span->array->lambda[unit]; + GLchan (*texels)[4] = (GLchan (*)[4]) + (swrast->TexelBuffer + unit * (span->end * 4 * sizeof(GLchan))); + GLuint i; + GLfloat rotMatrix00 = ctx->Texture.Unit[unit].RotMatrix[0]; + GLfloat rotMatrix01 = ctx->Texture.Unit[unit].RotMatrix[1]; + GLfloat rotMatrix10 = ctx->Texture.Unit[unit].RotMatrix[2]; + GLfloat rotMatrix11 = ctx->Texture.Unit[unit].RotMatrix[3]; + + /* adjust texture lod (lambda) */ + if (span->arrayMask & SPAN_LAMBDA) { + if (texUnit->LodBias + curObj->LodBias != 0.0F) { + /* apply LOD bias, but don't clamp yet */ + const GLfloat bias = CLAMP(texUnit->LodBias + curObj->LodBias, + -ctx->Const.MaxTextureLodBias, + ctx->Const.MaxTextureLodBias); + GLuint i; + for (i = 0; i < span->end; i++) { + lambda[i] += bias; + } + } + + if (curObj->MinLod != -1000.0 || curObj->MaxLod != 1000.0) { + /* apply LOD clamping to lambda */ + const GLfloat min = curObj->MinLod; + const GLfloat max = curObj->MaxLod; + GLuint i; + for (i = 0; i < span->end; i++) { + GLfloat l = lambda[i]; + lambda[i] = CLAMP(l, min, max); + } + } + } + + /* Sample the texture (span->end = number of fragments) */ + swrast->TextureSample[unit]( ctx, texUnit->_Current, span->end, + texcoords, lambda, texels ); + + /* manipulate the span values of the bump target + not sure this can work correctly even ignoring + the problem that channel is unsigned */ + for (i = 0; i < span->end; i++) { +#if CHAN_TYPE == GL_FLOAT + targetcoords[i][0] += (texels[i][0] * rotMatrix00 + texels[i][1] * + rotMatrix01) / targetcoords[i][3]; + targetcoords[i][1] += (texels[i][0] * rotMatrix10 + texels[i][1] * + rotMatrix11) / targetcoords[i][3]; +#else + targetcoords[i][0] += (CHAN_TO_FLOAT(texels[i][1]) * rotMatrix00 + + CHAN_TO_FLOAT(texels[i][1]) * rotMatrix01) / + targetcoords[i][3]; + targetcoords[i][1] += (CHAN_TO_FLOAT(texels[i][0]) * rotMatrix10 + + CHAN_TO_FLOAT(texels[i][1]) * rotMatrix11) / + targetcoords[i][3]; +#endif + } + } + } + /* * Must do all texture sampling before combining in order to * accomodate GL_ARB_texture_env_crossbar. */ for (unit = 0; unit < ctx->Const.MaxTextureUnits; unit++) { - if (ctx->Texture.Unit[unit]._ReallyEnabled) { + if (ctx->Texture.Unit[unit]._ReallyEnabled && + ctx->Texture.Unit[unit]._CurrentCombine->ModeRGB != GL_BUMP_ENVMAP_ATI) { const GLfloat (*texcoords)[4] = (const GLfloat (*)[4]) span->array->attribs[FRAG_ATTRIB_TEX0 + unit]; |