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authorBrian Paul <brian.paul@tungstengraphics.com>2001-12-04 23:44:55 +0000
committerBrian Paul <brian.paul@tungstengraphics.com>2001-12-04 23:44:55 +0000
commit014ec1ac5e98e86836285a176d7674bc43a00cd7 (patch)
tree39feb31d250821cc879322fdced0c64f02631c19 /src/mesa/swrast/s_texture.c
parent471a774f433c23b263828aa591415741e78a35da (diff)
prototype implementation of GL_ARB_depth_texture, GL_ARB_shadow, GL_ARB_shadow_ambient
Diffstat (limited to 'src/mesa/swrast/s_texture.c')
-rw-r--r--src/mesa/swrast/s_texture.c128
1 files changed, 87 insertions, 41 deletions
diff --git a/src/mesa/swrast/s_texture.c b/src/mesa/swrast/s_texture.c
index e1e1d0f0ce..b849e19177 100644
--- a/src/mesa/swrast/s_texture.c
+++ b/src/mesa/swrast/s_texture.c
@@ -1,4 +1,4 @@
-/* $Id: s_texture.c,v 1.42 2001/11/19 01:18:28 brianp Exp $ */
+/* $Id: s_texture.c,v 1.43 2001/12/04 23:44:56 brianp Exp $ */
/*
* Mesa 3-D graphics library
@@ -2722,6 +2722,9 @@ sample_depth_texture(const GLcontext *ctx,
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");
@@ -2733,22 +2736,36 @@ sample_depth_texture(const GLcontext *ctx,
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;
+ /* 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;
+ }
}
-
- if (texObj->CompareOperator == GL_TEXTURE_LEQUAL_R_SGIX) {
- lequal = GL_TRUE;
- gequal = GL_FALSE;
+ 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 {
- lequal = GL_FALSE;
- gequal = GL_TRUE;
+ /* 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) {
@@ -2761,16 +2778,33 @@ sample_depth_texture(const GLcontext *ctx,
depthSample = *((const GLfloat *) texImage->Data + row * width + col);
if ((r[i] <= depthSample && lequal) ||
(r[i] >= depthSample && gequal)) {
- texel[i][RCOMP] = CHAN_MAX;
- texel[i][GCOMP] = CHAN_MAX;
- texel[i][BCOMP] = CHAN_MAX;
- texel[i][ACOMP] = CHAN_MAX;
+ result = CHAN_MAX;
}
else {
- texel[i][RCOMP] = ambient;
- texel[i][GCOMP] = ambient;
- texel[i][BCOMP] = ambient;
+ 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");
}
}
}
@@ -2838,16 +2872,10 @@ sample_depth_texture(const GLcontext *ctx,
+ w01 * depth01 + w11 * depth11;
if ((depthSample <= r[i] && lequal) ||
(depthSample >= r[i] && gequal)) {
- texel[i][RCOMP] = ambient;
- texel[i][GCOMP] = ambient;
- texel[i][BCOMP] = ambient;
- texel[i][ACOMP] = CHAN_MAX;
+ result = ambient;
}
else {
- texel[i][RCOMP] = CHAN_MAX;
- texel[i][GCOMP] = CHAN_MAX;
- texel[i][BCOMP] = CHAN_MAX;
- texel[i][ACOMP] = CHAN_MAX;
+ result = CHAN_MAX;
}
}
else {
@@ -2857,7 +2885,6 @@ sample_depth_texture(const GLcontext *ctx,
*/
const GLfloat d = (CHAN_MAXF - (GLfloat) ambient) * 0.25F;
GLfloat luminance = CHAN_MAXF;
- GLchan lum;
if (lequal) {
if (depth00 <= r[i]) luminance -= d;
if (depth01 <= r[i]) luminance -= d;
@@ -2870,14 +2897,33 @@ sample_depth_texture(const GLcontext *ctx,
if (depth10 >= r[i]) luminance -= d;
if (depth11 >= r[i]) luminance -= d;
}
- lum = (GLchan) luminance;
- texel[i][RCOMP] = lum;
- texel[i][GCOMP] = lum;
- texel[i][BCOMP] = lum;
+ 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 */
}
@@ -2990,6 +3036,7 @@ _swrast_texture_fragments( GLcontext *ctx, GLuint texUnit, GLuint n,
const struct gl_texture_unit *textureUnit = &ctx->Texture.Unit[texUnit];
if (textureUnit->_Current) { /* XXX need this? */
+ const struct gl_texture_object *curObj = textureUnit->_Current;
GLchan texel[PB_SIZE][4];
if (textureUnit->LodBias != 0.0F) {
@@ -3000,12 +3047,11 @@ _swrast_texture_fragments( GLcontext *ctx, GLuint texUnit, GLuint n,
}
}
- if ((textureUnit->_Current->MinLod != -1000.0
- || textureUnit->_Current->MaxLod != 1000.0)
+ if ((curObj->MinLod != -1000.0 || curObj->MaxLod != 1000.0)
&& lambda) {
/* apply LOD clamping to lambda */
- const GLfloat min = textureUnit->_Current->MinLod;
- const GLfloat max = textureUnit->_Current->MaxLod;
+ const GLfloat min = curObj->MinLod;
+ const GLfloat max = curObj->MaxLod;
GLuint i;
for (i=0;i<n;i++) {
GLfloat l = lambda[i];
@@ -3014,7 +3060,7 @@ _swrast_texture_fragments( GLcontext *ctx, GLuint texUnit, GLuint n,
}
/* Sample the texture. */
- if (textureUnit->_Current->CompareFlag) {
+ if (curObj->Image[curObj->BaseLevel]->Format == GL_DEPTH_COMPONENT) {
/* depth texture */
sample_depth_texture(ctx, textureUnit, n, s, t, r, texel);
}