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authorRoland Scheidegger <sroland@vmware.com>2009-03-12 15:01:16 +0100
committerRoland Scheidegger <sroland@vmware.com>2009-03-12 15:01:16 +0100
commit114152e068ec919feb0a57a1259c2ada970b9f02 (patch)
treef424d1c9f88ddf36c94991906879f3a71ca1c36a /src/mesa/swrast
parentb7d841b59e9087c0ba8c2726897ab1506375e4e6 (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')
-rw-r--r--src/mesa/swrast/s_texcombine.c95
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];