/* * Mesa 3-D graphics library * Version: 6.5 * * Copyright (C) 2006 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. */ /** * \file slang_library_texsample.c * built-in library functions for texture and shadow sampling * \author Michal Krol */ #include "imports.h" #include "context.h" #include "colormac.h" #include "swrast/s_context.h" #include "slang_library_texsample.h" GLvoid _slang_library_tex1d (GLfloat bias, GLfloat s, GLfloat sampler, GLfloat *color) { GET_CURRENT_CONTEXT(ctx); SWcontext *swrast = SWRAST_CONTEXT(ctx); GLuint unit = (GLuint) sampler; GLfloat texcoord[4]; GLfloat lambda = bias; GLchan rgba[4]; texcoord[0] = s; texcoord[1] = 0.0f; texcoord[2] = 0.0f; texcoord[3] = 1.0f; swrast->TextureSample[unit] (ctx, ctx->Texture.Unit[unit]._Current, 1, (const GLfloat (*)[4]) texcoord, &lambda, &rgba); color[0] = CHAN_TO_FLOAT(rgba[0]); color[1] = CHAN_TO_FLOAT(rgba[1]); color[2] = CHAN_TO_FLOAT(rgba[2]); color[3] = CHAN_TO_FLOAT(rgba[3]); } GLvoid _slang_library_tex2d (GLfloat bias, GLfloat s, GLfloat t, GLfloat sampler, GLfloat *color) { GET_CURRENT_CONTEXT(ctx); SWcontext *swrast = SWRAST_CONTEXT(ctx); GLuint unit = (GLuint) sampler; GLfloat texcoord[4]; GLfloat lambda = bias; GLchan rgba[4]; texcoord[0] = s; texcoord[1] = t; texcoord[2] = 0.0f; texcoord[3] = 1.0f; swrast->TextureSample[unit] (ctx, ctx->Texture.Unit[unit]._Current, 1, (const GLfloat (*)[4]) texcoord, &lambda, &rgba); color[0] = CHAN_TO_FLOAT(rgba[0]); color[1] = CHAN_TO_FLOAT(rgba[1]); color[2] = CHAN_TO_FLOAT(rgba[2]); color[3] = CHAN_TO_FLOAT(rgba[3]); } GLvoid _slang_library_tex3d (GLfloat bias, GLfloat s, GLfloat t, GLfloat r, GLfloat sampler, GLfloat *color) { GET_CURRENT_CONTEXT(ctx); SWcontext *swrast = SWRAST_CONTEXT(ctx); GLuint unit = (GLuint) sampler; GLfloat texcoord[4]; GLfloat lambda = bias; GLchan rgba[4]; texcoord[0] = s; texcoord[1] = t; texcoord[2] = r; texcoord[3] = 1.0f; swrast->TextureSample[unit] (ctx, ctx->Texture.Unit[unit]._Current, 1, (const GLfloat (*)[4]) texcoord, &lambda, &rgba); color[0] = CHAN_TO_FLOAT(rgba[0]); color[1] = CHAN_TO_FLOAT(rgba[1]); color[2] = CHAN_TO_FLOAT(rgba[2]); color[3] = CHAN_TO_FLOAT(rgba[3]); } GLvoid _slang_library_texcube (GLfloat bias, GLfloat s, GLfloat t, GLfloat r, GLfloat sampler, GLfloat *color) { GET_CURRENT_CONTEXT(ctx); SWcontext *swrast = SWRAST_CONTEXT(ctx); GLuint unit = (GLuint) sampler; GLfloat texcoord[4]; GLfloat lambda = bias; GLchan rgba[4]; texcoord[0] = s; texcoord[1] = t; texcoord[2] = r; texcoord[3] = 1.0f; swrast->TextureSample[unit] (ctx, ctx->Texture.Unit[unit]._Current, 1, (const GLfloat (*)[4]) texcoord, &lambda, &rgba); color[0] = CHAN_TO_FLOAT(rgba[0]); color[1] = CHAN_TO_FLOAT(rgba[1]); color[2] = CHAN_TO_FLOAT(rgba[2]); color[3] = CHAN_TO_FLOAT(rgba[3]); } GLvoid _slang_library_shad1d (GLfloat bias, GLfloat s, GLfloat t, GLfloat r, GLfloat sampler, GLfloat *color) { GET_CURRENT_CONTEXT(ctx); SWcontext *swrast = SWRAST_CONTEXT(ctx); GLuint unit = (GLuint) sampler; GLfloat texcoord[4]; GLfloat lambda = bias; GLchan rgba[4]; texcoord[0] = s; texcoord[1] = t; texcoord[2] = r; texcoord[3] = 1.0f; swrast->TextureSample[unit] (ctx, ctx->Texture.Unit[unit]._Current, 1, (const GLfloat (*)[4]) texcoord, &lambda, &rgba); color[0] = CHAN_TO_FLOAT(rgba[0]); color[1] = CHAN_TO_FLOAT(rgba[1]); color[2] = CHAN_TO_FLOAT(rgba[2]); color[3] = CHAN_TO_FLOAT(rgba[3]); } GLvoid _slang_library_shad2d (GLfloat bias, GLfloat s, GLfloat t, GLfloat r, GLfloat sampler, GLfloat *color) { GET_CURRENT_CONTEXT(ctx); SWcontext *swrast = SWRAST_CONTEXT(ctx); GLuint unit = (GLuint) sampler; GLfloat texcoord[4]; GLfloat lambda = bias; GLchan rgba[4]; texcoord[0] = s; texcoord[1] = t; texcoord[2] = r; texcoord[3] = 1.0f; swrast->TextureSample[unit] (ctx, ctx->Texture.Unit[unit]._Current, 1, (const GLfloat (*)[4]) texcoord, &lambda, &rgba); color[0] = CHAN_TO_FLOAT(rgba[0]); color[1] = CHAN_TO_FLOAT(rgba[1]); color[2] = CHAN_TO_FLOAT(rgba[2]); color[3] = CHAN_TO_FLOAT(rgba[3]); }