/* $Id: s_texture.c,v 1.2 2000/11/05 18:24:40 keithw Exp $ */ /* * Mesa 3-D graphics library * Version: 3.5 * * Copyright (C) 1999-2000 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. */ #include "glheader.h" #include "context.h" #include "colormac.h" #include "macros.h" #include "mmath.h" #include "mem.h" #include "teximage.h" #include "s_context.h" #include "s_pb.h" #include "s_texture.h" /* * 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, GLint index, GLchan rgba[4] ) { GLcontext *ctx = _mesa_get_current_context(); /* THIS IS A HACK */ const GLchan *palette; GLenum format; if (ctx->Texture.SharedPalette) { ASSERT(!ctx->Texture.Palette.FloatTable); palette = (const GLchan *) ctx->Texture.Palette.Table; format = ctx->Texture.Palette.Format; } else { ASSERT(!tObj->Palette.FloatTable); palette = (const GLchan *) 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[(index << 2) + 0]; rgba[GCOMP] = palette[(index << 2) + 1]; rgba[BCOMP] = palette[(index << 2) + 2]; rgba[ACOMP] = palette[(index << 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); \ } \ } /* * Compute linear mipmap levels for given lambda. */ #define COMPUTE_LINEAR_MIPMAP_LEVEL(tObj, lambda, level) \ { \ if (lambda < 0.0F) \ lambda = 0.0F; \ else if (lambda > tObj->_M) \ lambda = tObj->_M; \ level = (GLint) (tObj->BaseLevel + lambda); \ } /* * Compute nearest mipmap level for given lambda. */ #define COMPUTE_NEAREST_MIPMAP_LEVEL(tObj, lambda, 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; \ } /* * 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, GLchan rgba[4] ) { const GLchan *texel; #ifdef DEBUG GLint width = img->Width; assert(i >= 0); assert(i < width); #endif switch (img->Format) { case GL_COLOR_INDEX: { GLint 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, GLchan rgba[4] ) { const GLint width = img->Width2; /* without border, power of two */ const GLchan *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: { GLint 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, GLchan 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; } { const GLfloat a = myFrac(u); /* compute sample weights in fixed point in [0,WEIGHT_SCALE] */ const GLint w0 = (GLint) ((1.0F-a) * WEIGHT_SCALE + 0.5F); const GLint w1 = (GLint) ( a * WEIGHT_SCALE + 0.5F); GLchan t0[4], t1[4]; /* texels */ if (useBorderColor & I0BIT) { COPY_CHAN4(t0, tObj->BorderColor); } else { get_1d_texel( tObj, img, i0, t0 ); } if (useBorderColor & I1BIT) { COPY_CHAN4(t1, tObj->BorderColor); } else { get_1d_texel( tObj, img, i1, t1 ); } rgba[0] = (GLchan) ((w0 * t0[0] + w1 * t1[0]) >> WEIGHT_SHIFT); rgba[1] = (GLchan) ((w0 * t0[1] + w1 * t1[1]) >> WEIGHT_SHIFT); rgba[2] = (GLchan) ((w0 * t0[2] + w1 * t1[2]) >> WEIGHT_SHIFT); rgba[3] = (GLchan) ((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, GLchan rgba[4] ) { GLint level; COMPUTE_NEAREST_MIPMAP_LEVEL(tObj, lambda, level); 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, GLchan rgba[4] ) { GLint level; COMPUTE_NEAREST_MIPMAP_LEVEL(tObj, lambda, level); 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, GLchan rgba[4] ) { GLint level; COMPUTE_LINEAR_MIPMAP_LEVEL(tObj, lambda, level); if (level >= tObj->_P) { sample_1d_nearest( tObj, tObj->Image[tObj->_P], s, rgba ); } else { GLchan t0[4], t1[4]; const 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] = (GLchan) (GLint) ((1.0F-f) * t0[RCOMP] + f * t1[RCOMP]); rgba[GCOMP] = (GLchan) (GLint) ((1.0F-f) * t0[GCOMP] + f * t1[GCOMP]); rgba[BCOMP] = (GLchan) (GLint) ((1.0F-f) * t0[BCOMP] + f * t1[BCOMP]); rgba[ACOMP] = (GLchan) (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, GLchan rgba[4] ) { GLint level; COMPUTE_LINEAR_MIPMAP_LEVEL(tObj, lambda, level); if (level >= tObj->_P) { sample_1d_linear( tObj, tObj->Image[tObj->_P], s, rgba ); } else { GLchan t0[4], t1[4]; const 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] = (GLchan) (GLint) ((1.0F-f) * t0[RCOMP] + f * t1[RCOMP]); rgba[GCOMP] = (GLchan) (GLint) ((1.0F-f) * t0[GCOMP] + f * t1[GCOMP]); rgba[BCOMP] = (GLchan) (GLint) ((1.0F-f) * t0[BCOMP] + f * t1[BCOMP]); rgba[ACOMP] = (GLchan) (GLint) ((1.0F-f) * t0[ACOMP] + f * t1[ACOMP]); } } static void sample_nearest_1d( GLcontext *ctx, GLuint texUnit, const struct gl_texture_object *tObj, GLuint n, const GLfloat s[], const GLfloat t[], const GLfloat u[], const GLfloat lambda[], GLchan 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_MinMagThresh[texUnit]; GLuint i; (void) t; (void) u; for (i=0;i 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, GLchan rgba[4] ) { const GLint width = img->Width; /* includes border */ const GLchan *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: { GLint 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, GLchan 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 GLchan *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: { GLint 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, GLchan 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; } { const GLfloat a = myFrac(u); const GLfloat b = myFrac(v); /* compute sample weights in fixed point in [0,WEIGHT_SCALE] */ const GLint w00 = (GLint) ((1.0F-a)*(1.0F-b) * WEIGHT_SCALE + 0.5F); const GLint w10 = (GLint) ( a *(1.0F-b) * WEIGHT_SCALE + 0.5F); const GLint w01 = (GLint) ((1.0F-a)* b * WEIGHT_SCALE + 0.5F); const GLint w11 = (GLint) ( a * b * WEIGHT_SCALE + 0.5F); GLchan t00[4]; GLchan t10[4]; GLchan t01[4]; GLchan t11[4]; if (useBorderColor & (I0BIT | J0BIT)) { COPY_CHAN4(t00, tObj->BorderColor); } else { get_2d_texel( tObj, img, i0, j0, t00 ); } if (useBorderColor & (I1BIT | J0BIT)) { COPY_CHAN4(t10, tObj->BorderColor); } else { get_2d_texel( tObj, img, i1, j0, t10 ); } if (useBorderColor & (I0BIT | J1BIT)) { COPY_CHAN4(t01, tObj->BorderColor); } else { get_2d_texel( tObj, img, i0, j1, t01 ); } if (useBorderColor & (I1BIT | J1BIT)) { COPY_CHAN4(t11, tObj->BorderColor); } else { get_2d_texel( tObj, img, i1, j1, t11 ); } rgba[0] = (GLchan) ((w00 * t00[0] + w10 * t10[0] + w01 * t01[0] + w11 * t11[0]) >> WEIGHT_SHIFT); rgba[1] = (GLchan) ((w00 * t00[1] + w10 * t10[1] + w01 * t01[1] + w11 * t11[1]) >> WEIGHT_SHIFT); rgba[2] = (GLchan) ((w00 * t00[2] + w10 * t10[2] + w01 * t01[2] + w11 * t11[2]) >> WEIGHT_SHIFT); rgba[3] = (GLchan) ((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, GLchan rgba[4] ) { GLint level; COMPUTE_NEAREST_MIPMAP_LEVEL(tObj, lambda, level); 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, GLchan rgba[4] ) { GLint level; COMPUTE_NEAREST_MIPMAP_LEVEL(tObj, lambda, level); 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, GLchan rgba[4] ) { GLint level; COMPUTE_LINEAR_MIPMAP_LEVEL(tObj, lambda, level); if (level >= tObj->_P) { sample_2d_nearest( tObj, tObj->Image[tObj->_P], s, t, rgba ); } else { GLchan t0[4], t1[4]; /* texels */ const 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] = (GLchan) (GLint) ((1.0F-f) * t0[RCOMP] + f * t1[RCOMP]); rgba[GCOMP] = (GLchan) (GLint) ((1.0F-f) * t0[GCOMP] + f * t1[GCOMP]); rgba[BCOMP] = (GLchan) (GLint) ((1.0F-f) * t0[BCOMP] + f * t1[BCOMP]); rgba[ACOMP] = (GLchan) (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, GLchan rgba[4] ) { GLint level; COMPUTE_LINEAR_MIPMAP_LEVEL(tObj, lambda, level); if (level >= tObj->_P) { sample_2d_linear( tObj, tObj->Image[tObj->_P], s, t, rgba ); } else { GLchan t0[4], t1[4]; /* texels */ const 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] = (GLchan) (GLint) ((1.0F-f) * t0[RCOMP] + f * t1[RCOMP]); rgba[GCOMP] = (GLchan) (GLint) ((1.0F-f) * t0[GCOMP] + f * t1[GCOMP]); rgba[BCOMP] = (GLchan) (GLint) ((1.0F-f) * t0[BCOMP] + f * t1[BCOMP]); rgba[ACOMP] = (GLchan) (GLint) ((1.0F-f) * t0[ACOMP] + f * t1[ACOMP]); } } static void sample_nearest_2d( GLcontext *ctx, GLuint texUnit, const struct gl_texture_object *tObj, GLuint n, const GLfloat s[], const GLfloat t[], const GLfloat u[], const GLfloat lambda[], GLchan 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_MinMagThresh[texUnit]; GLuint i; (void) u; for (i=0;i 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( GLcontext *ctx, GLuint texUnit, const struct gl_texture_object *tObj, GLuint n, const GLfloat s[], const GLfloat t[], const GLfloat u[], const GLfloat lambda[], GLchan 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( GLcontext *ctx, GLuint texUnit, const struct gl_texture_object *tObj, GLuint n, const GLfloat s[], const GLfloat t[], const GLfloat u[], const GLfloat lambda[], GLchan 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, GLchan rgba[4] ) { const GLint width = img->Width; /* includes border */ const GLint height = img->Height; /* includes border */ const GLint rectarea = width * height; const GLchan *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: { GLint 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, GLchan 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 GLchan *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: { GLint 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, GLchan 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; } { const GLfloat a = myFrac(u); const GLfloat b = myFrac(v); const 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); GLchan t000[4], t010[4], t001[4], t011[4]; GLchan t100[4], t110[4], t101[4], t111[4]; if (useBorderColor & (I0BIT | J0BIT | K0BIT)) { COPY_CHAN4(t000, tObj->BorderColor); } else { get_3d_texel( tObj, img, i0, j0, k0, t000 ); } if (useBorderColor & (I1BIT | J0BIT | K0BIT)) { COPY_CHAN4(t100, tObj->BorderColor); } else { get_3d_texel( tObj, img, i1, j0, k0, t100 ); } if (useBorderColor & (I0BIT | J1BIT | K0BIT)) { COPY_CHAN4(t010, tObj->BorderColor); } else { get_3d_texel( tObj, img, i0, j1, k0, t010 ); } if (useBorderColor & (I1BIT | J1BIT | K0BIT)) { COPY_CHAN4(t110, tObj->BorderColor); } else { get_3d_texel( tObj, img, i1, j1, k0, t110 ); } if (useBorderColor & (I0BIT | J0BIT | K1BIT)) { COPY_CHAN4(t001, tObj->BorderColor); } else { get_3d_texel( tObj, img, i0, j0, k1, t001 ); } if (useBorderColor & (I1BIT | J0BIT | K1BIT)) { COPY_CHAN4(t101, tObj->BorderColor); } else { get_3d_texel( tObj, img, i1, j0, k1, t101 ); } if (useBorderColor & (I0BIT | J1BIT | K1BIT)) { COPY_CHAN4(t011, tObj->BorderColor); } else { get_3d_texel( tObj, img, i0, j1, k1, t011 ); } if (useBorderColor & (I1BIT | J1BIT | K1BIT)) { COPY_CHAN4(t111, tObj->BorderColor); } else { get_3d_texel( tObj, img, i1, j1, k1, t111 ); } rgba[0] = (GLchan) ( (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] = (GLchan) ( (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] = (GLchan) ( (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] = (GLchan) ( (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, GLchan rgba[4] ) { GLint level; COMPUTE_NEAREST_MIPMAP_LEVEL(tObj, lambda, level); 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, GLchan rgba[4] ) { GLint level; COMPUTE_NEAREST_MIPMAP_LEVEL(tObj, lambda, level); 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, GLchan rgba[4] ) { GLint level; COMPUTE_LINEAR_MIPMAP_LEVEL(tObj, lambda, level); if (level >= tObj->_P) { sample_3d_nearest( tObj, tObj->Image[tObj->_P], s, t, r, rgba ); } else { GLchan t0[4], t1[4]; /* texels */ const 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] = (GLchan) (GLint) ((1.0F-f) * t0[RCOMP] + f * t1[RCOMP]); rgba[GCOMP] = (GLchan) (GLint) ((1.0F-f) * t0[GCOMP] + f * t1[GCOMP]); rgba[BCOMP] = (GLchan) (GLint) ((1.0F-f) * t0[BCOMP] + f * t1[BCOMP]); rgba[ACOMP] = (GLchan) (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, GLchan rgba[4] ) { GLint level; COMPUTE_LINEAR_MIPMAP_LEVEL(tObj, lambda, level); if (level >= tObj->_P) { sample_3d_linear( tObj, tObj->Image[tObj->_P], s, t, r, rgba ); } else { GLchan t0[4], t1[4]; /* texels */ const 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] = (GLchan) (GLint) ((1.0F-f) * t0[RCOMP] + f * t1[RCOMP]); rgba[GCOMP] = (GLchan) (GLint) ((1.0F-f) * t0[GCOMP] + f * t1[GCOMP]); rgba[BCOMP] = (GLchan) (GLint) ((1.0F-f) * t0[BCOMP] + f * t1[BCOMP]); rgba[ACOMP] = (GLchan) (GLint) ((1.0F-f) * t0[ACOMP] + f * t1[ACOMP]); } } static void sample_nearest_3d( GLcontext *ctx, GLuint texUnit, const struct gl_texture_object *tObj, GLuint n, const GLfloat s[], const GLfloat t[], const GLfloat u[], const GLfloat lambda[], GLchan 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_MinMagThresh[texUnit]; for (i=0;i 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 Cube Map Sampling Functions */ /**********************************************************************/ /* * Choose one of six sides of a texture cube map given the texture * coord (rx,ry,rz). Return pointer to corresponding array of texture * images. */ static const struct gl_texture_image ** choose_cube_face(const struct gl_texture_object *texObj, GLfloat rx, GLfloat ry, GLfloat rz, GLfloat *newS, GLfloat *newT) { /* major axis direction target sc tc ma ---------- ------------------------------- --- --- --- +rx TEXTURE_CUBE_MAP_POSITIVE_X_EXT -rz -ry rx -rx TEXTURE_CUBE_MAP_NEGATIVE_X_EXT +rz -ry rx +ry TEXTURE_CUBE_MAP_POSITIVE_Y_EXT +rx +rz ry -ry TEXTURE_CUBE_MAP_NEGATIVE_Y_EXT +rx -rz ry +rz TEXTURE_CUBE_MAP_POSITIVE_Z_EXT +rx -ry rz -rz TEXTURE_CUBE_MAP_NEGATIVE_Z_EXT -rx -ry rz */ const struct gl_texture_image **imgArray; const GLfloat arx = ABSF(rx), ary = ABSF(ry), arz = ABSF(rz); GLfloat sc, tc, ma; if (arx > ary && arx > arz) { if (rx >= 0.0F) { imgArray = (const struct gl_texture_image **) texObj->Image; sc = -rz; tc = -ry; ma = arx; } else { imgArray = (const struct gl_texture_image **) texObj->NegX; sc = rz; tc = -ry; ma = arx; } } else if (ary > arx && ary > arz) { if (ry >= 0.0F) { imgArray = (const struct gl_texture_image **) texObj->PosY; sc = rx; tc = rz; ma = ary; } else { imgArray = (const struct gl_texture_image **) texObj->NegY; sc = rx; tc = -rz; ma = ary; } } else { if (rz > 0.0F) { imgArray = (const struct gl_texture_image **) texObj->PosZ; sc = rx; tc = -ry; ma = arz; } else { imgArray = (const struct gl_texture_image **) texObj->NegZ; sc = -rx; tc = -ry; ma = arz; } } *newS = ( sc / ma + 1.0F ) * 0.5F; *newT = ( tc / ma + 1.0F ) * 0.5F; return imgArray; } static void sample_nearest_cube(GLcontext *ctx, GLuint texUnit, const struct gl_texture_object *tObj, GLuint n, const GLfloat s[], const GLfloat t[], const GLfloat u[], const GLfloat lambda[], GLchan rgba[][4]) { GLuint i; (void) lambda; for (i = 0; i < n; i++) { const struct gl_texture_image **images; GLfloat newS, newT; images = choose_cube_face(tObj, s[i], t[i], u[i], &newS, &newT); sample_2d_nearest( tObj, images[tObj->BaseLevel], newS, newT, rgba[i] ); } } static void sample_linear_cube(GLcontext *ctx, GLuint texUnit, const struct gl_texture_object *tObj, GLuint n, const GLfloat s[], const GLfloat t[], const GLfloat u[], const GLfloat lambda[], GLchan rgba[][4]) { GLuint i; (void) lambda; for (i = 0; i < n; i++) { const struct gl_texture_image **images; GLfloat newS, newT; images = choose_cube_face(tObj, s[i], t[i], u[i], &newS, &newT); sample_2d_linear( tObj, images[tObj->BaseLevel], newS, newT, rgba[i] ); } } static void sample_cube_nearest_mipmap_nearest( const struct gl_texture_object *tObj, GLfloat s, GLfloat t, GLfloat u, GLfloat lambda, GLchan rgba[4] ) { const struct gl_texture_image **images; GLfloat newS, newT; GLint level; COMPUTE_NEAREST_MIPMAP_LEVEL(tObj, lambda, level); images = choose_cube_face(tObj, s, t, u, &newS, &newT); sample_2d_nearest( tObj, images[level], newS, newT, rgba ); } static void sample_cube_linear_mipmap_nearest( const struct gl_texture_object *tObj, GLfloat s, GLfloat t, GLfloat u, GLfloat lambda, GLchan rgba[4] ) { const struct gl_texture_image **images; GLfloat newS, newT; GLint level; COMPUTE_NEAREST_MIPMAP_LEVEL(tObj, lambda, level); images = choose_cube_face(tObj, s, t, u, &newS, &newT); sample_2d_linear( tObj, images[level], newS, newT, rgba ); } static void sample_cube_nearest_mipmap_linear( const struct gl_texture_object *tObj, GLfloat s, GLfloat t, GLfloat u, GLfloat lambda, GLchan rgba[4] ) { const struct gl_texture_image **images; GLfloat newS, newT; GLint level; COMPUTE_LINEAR_MIPMAP_LEVEL(tObj, lambda, level); images = choose_cube_face(tObj, s, t, u, &newS, &newT); if (level >= tObj->_P) { sample_2d_nearest( tObj, images[tObj->_P], newS, newT, rgba ); } else { GLchan t0[4], t1[4]; /* texels */ const GLfloat f = myFrac(lambda); sample_2d_nearest( tObj, images[level ], newS, newT, t0 ); sample_2d_nearest( tObj, images[level+1], newS, newT, t1 ); rgba[RCOMP] = (GLchan) (GLint) ((1.0F-f) * t0[RCOMP] + f * t1[RCOMP]); rgba[GCOMP] = (GLchan) (GLint) ((1.0F-f) * t0[GCOMP] + f * t1[GCOMP]); rgba[BCOMP] = (GLchan) (GLint) ((1.0F-f) * t0[BCOMP] + f * t1[BCOMP]); rgba[ACOMP] = (GLchan) (GLint) ((1.0F-f) * t0[ACOMP] + f * t1[ACOMP]); } } static void sample_cube_linear_mipmap_linear( const struct gl_texture_object *tObj, GLfloat s, GLfloat t, GLfloat u, GLfloat lambda, GLchan rgba[4] ) { const struct gl_texture_image **images; GLfloat newS, newT; GLint level; COMPUTE_LINEAR_MIPMAP_LEVEL(tObj, lambda, level); images = choose_cube_face(tObj, s, t, u, &newS, &newT); if (level >= tObj->_P) { sample_2d_linear( tObj, images[tObj->_P], newS, newT, rgba ); } else { GLchan t0[4], t1[4]; const GLfloat f = myFrac(lambda); sample_2d_linear( tObj, images[level ], newS, newT, t0 ); sample_2d_linear( tObj, images[level+1], newS, newT, t1 ); rgba[RCOMP] = (GLchan) (GLint) ((1.0F-f) * t0[RCOMP] + f * t1[RCOMP]); rgba[GCOMP] = (GLchan) (GLint) ((1.0F-f) * t0[GCOMP] + f * t1[GCOMP]); rgba[BCOMP] = (GLchan) (GLint) ((1.0F-f) * t0[BCOMP] + f * t1[BCOMP]); rgba[ACOMP] = (GLchan) (GLint) ((1.0F-f) * t0[ACOMP] + f * t1[ACOMP]); } } static void sample_lambda_cube( GLcontext *ctx, GLuint texUnit, const struct gl_texture_object *tObj, GLuint n, const GLfloat s[], const GLfloat t[], const GLfloat u[], const GLfloat lambda[], GLchan rgba[][4]) { GLfloat MinMagThresh = SWRAST_CONTEXT(ctx)->_MinMagThresh[texUnit]; GLuint i; for (i = 0; i < n; i++) { if (lambda[i] > MinMagThresh) { /* minification */ switch (tObj->MinFilter) { case GL_NEAREST: { const struct gl_texture_image **images; GLfloat newS, newT; images = choose_cube_face(tObj, s[i], t[i], u[i], &newS, &newT); sample_2d_nearest( tObj, images[tObj->BaseLevel], newS, newT, rgba[i] ); } break; case GL_LINEAR: { const struct gl_texture_image **images; GLfloat newS, newT; images = choose_cube_face(tObj, s[i], t[i], u[i], &newS, &newT); sample_2d_linear( tObj, images[tObj->BaseLevel], newS, newT, rgba[i] ); } break; case GL_NEAREST_MIPMAP_NEAREST: sample_cube_nearest_mipmap_nearest( tObj, s[i], t[i], u[i], lambda[i], rgba[i] ); break; case GL_LINEAR_MIPMAP_NEAREST: sample_cube_linear_mipmap_nearest( tObj, s[i], t[i], u[i], lambda[i], rgba[i] ); break; case GL_NEAREST_MIPMAP_LINEAR: sample_cube_nearest_mipmap_linear( tObj, s[i], t[i], u[i], lambda[i], rgba[i] ); break; case GL_LINEAR_MIPMAP_LINEAR: sample_cube_linear_mipmap_linear( tObj, s[i], t[i], u[i], lambda[i], rgba[i] ); break; default: gl_problem(NULL, "Bad min filter in sample_lambda_cube"); } } else { /* magnification */ const struct gl_texture_image **images; GLfloat newS, newT; images = choose_cube_face(tObj, s[i], t[i], u[i], &newS, &newT); switch (tObj->MagFilter) { case GL_NEAREST: sample_2d_nearest( tObj, images[tObj->BaseLevel], newS, newT, rgba[i] ); break; case GL_LINEAR: sample_2d_linear( tObj, images[tObj->BaseLevel], newS, newT, rgba[i] ); break; default: gl_problem(NULL, "Bad mag filter in sample_lambda_cube"); } } } } static void null_sample_func( GLcontext *ctx, GLuint texUnit, const struct gl_texture_object *tObj, GLuint n, const GLfloat s[], const GLfloat t[], const GLfloat u[], const GLfloat lambda[], GLchan rgba[][4]) { } /**********************************************************************/ /* Texture Sampling Setup */ /**********************************************************************/ /* * Setup the texture sampling function for this texture object. */ void _swrast_choose_texture_sample_func( GLcontext *ctx, GLuint texUnit, const struct gl_texture_object *t ) { SWcontext *swrast = SWRAST_CONTEXT(ctx); if (!t->Complete) { swrast->TextureSample[texUnit] = null_sample_func; } 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)) { swrast->_MinMagThresh[texUnit] = 0.5F; } else { swrast->_MinMagThresh[texUnit] = 0.0F; } } switch (t->Dimensions) { case 1: if (needLambda) { swrast->TextureSample[texUnit] = sample_lambda_1d; } else if (t->MinFilter==GL_LINEAR) { swrast->TextureSample[texUnit] = sample_linear_1d; } else { ASSERT(t->MinFilter==GL_NEAREST); swrast->TextureSample[texUnit] = sample_nearest_1d; } break; case 2: if (needLambda) { swrast->TextureSample[texUnit] = sample_lambda_2d; } else if (t->MinFilter==GL_LINEAR) { swrast->TextureSample[texUnit] = 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) { swrast->TextureSample[texUnit] = 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) { swrast->TextureSample[texUnit] = opt_sample_rgba_2d; } else swrast->TextureSample[texUnit] = sample_nearest_2d; } break; case 3: if (needLambda) { swrast->TextureSample[texUnit] = sample_lambda_3d; } else if (t->MinFilter==GL_LINEAR) { swrast->TextureSample[texUnit] = sample_linear_3d; } else { ASSERT(t->MinFilter==GL_NEAREST); swrast->TextureSample[texUnit] = sample_nearest_3d; } break; case 6: /* cube map */ if (needLambda) { swrast->TextureSample[texUnit] = sample_lambda_cube; } else if (t->MinFilter==GL_LINEAR) { swrast->TextureSample[texUnit] = sample_linear_cube; } else { ASSERT(t->MinFilter==GL_NEAREST); swrast->TextureSample[texUnit] = sample_nearest_cube; } break; default: gl_problem(NULL, "invalid dimensions in _mesa_set_texture_sampler"); } } } #define PROD(A,B) ( (GLuint)(A) * ((GLuint)(B)+1) ) static INLINE void _mesa_texture_combine(const GLcontext *ctx, const struct gl_texture_unit *textureUnit, GLuint n, GLchan (*primary_rgba)[4], GLchan (*texel)[4], GLchan (*rgba)[4]) { GLchan ccolor [3][3*MAX_WIDTH][4]; GLchan (*argRGB [3])[4]; GLchan (*argA [3])[4]; GLuint i, j; const GLuint RGBshift = textureUnit->CombineScaleShiftRGB; const GLuint Ashift = textureUnit->CombineScaleShiftA; ASSERT(ctx->Extensions.EXT_texture_env_combine); for (j = 0; j < 3; j++) { switch (textureUnit->CombineSourceA[j]) { case GL_TEXTURE: argA[j] = texel; break; case GL_PRIMARY_COLOR_EXT: argA[j] = primary_rgba; break; case GL_PREVIOUS_EXT: argA[j] = rgba; break; case GL_CONSTANT_EXT: { GLchan (*c)[4] = ccolor[j]; GLchan alpha = FLOAT_TO_CHAN(textureUnit->EnvColor[3]); for (i = 0; i < n; i++) c[i][ACOMP] = alpha; argA[j] = ccolor[j]; } break; default: gl_problem(NULL, "invalid combine source"); } switch (textureUnit->CombineSourceRGB[j]) { case GL_TEXTURE: argRGB[j] = texel; break; case GL_PRIMARY_COLOR_EXT: argRGB[j] = primary_rgba; break; case GL_PREVIOUS_EXT: argRGB[j] = rgba; break; case GL_CONSTANT_EXT: { GLchan (*c)[4] = ccolor[j]; const GLchan red = FLOAT_TO_CHAN(textureUnit->EnvColor[0]); const GLchan green = FLOAT_TO_CHAN(textureUnit->EnvColor[1]); const GLchan blue = FLOAT_TO_CHAN(textureUnit->EnvColor[2]); for (i = 0; i < n; i++) { c[i][RCOMP] = red; c[i][GCOMP] = green; c[i][BCOMP] = blue; } argRGB[j] = ccolor[j]; } break; default: gl_problem(NULL, "invalid combine source"); } if (textureUnit->CombineOperandRGB[j] != GL_SRC_COLOR) { GLchan (*src)[4] = argRGB[j]; GLchan (*dst)[4] = ccolor[j]; argRGB[j] = ccolor[j]; if (textureUnit->CombineOperandRGB[j] == GL_ONE_MINUS_SRC_COLOR) { for (i = 0; i < n; i++) { dst[i][RCOMP] = CHAN_MAX - src[i][RCOMP]; dst[i][GCOMP] = CHAN_MAX - src[i][GCOMP]; dst[i][BCOMP] = CHAN_MAX - src[i][BCOMP]; } } else if (textureUnit->CombineOperandRGB[j] == GL_SRC_ALPHA) { src = argA[j]; for (i = 0; i < n; i++) { dst[i][RCOMP] = src[i][ACOMP]; dst[i][GCOMP] = src[i][ACOMP]; dst[i][BCOMP] = src[i][ACOMP]; } } else { /* GL_ONE_MINUS_SRC_ALPHA */ src = argA[j]; for (i = 0; i < n; i++) { dst[i][RCOMP] = CHAN_MAX - src[i][ACOMP]; dst[i][GCOMP] = CHAN_MAX - src[i][ACOMP]; dst[i][BCOMP] = CHAN_MAX - src[i][ACOMP]; } } } if (textureUnit->CombineOperandA[j] == GL_ONE_MINUS_SRC_ALPHA) { GLchan (*src)[4] = argA[j]; GLchan (*dst)[4] = ccolor[j]; argA[j] = ccolor[j]; for (i = 0; i < n; i++) { dst[i][ACOMP] = CHAN_MAX - src[i][ACOMP]; } } if (textureUnit->CombineModeRGB == GL_REPLACE && textureUnit->CombineModeA == GL_REPLACE) { break; /* done, we need only arg0 */ } if (j == 1 && textureUnit->CombineModeRGB != GL_INTERPOLATE_EXT && textureUnit->CombineModeA != GL_INTERPOLATE_EXT) { break; /* arg0 and arg1 are done. we don't need arg2. */ } } switch (textureUnit->CombineModeRGB) { case GL_REPLACE: { const GLchan (*arg0)[4] = (const GLchan (*)[4]) argRGB[0]; if (RGBshift) { for (i = 0; i < n; i++) { GLuint r = (GLuint) arg0[i][RCOMP] << RGBshift; GLuint g = (GLuint) arg0[i][GCOMP] << RGBshift; GLuint b = (GLuint) arg0[i][BCOMP] << RGBshift; rgba[i][RCOMP] = MIN2(r, CHAN_MAX); rgba[i][GCOMP] = MIN2(g, CHAN_MAX); rgba[i][BCOMP] = MIN2(b, CHAN_MAX); } } else { for (i = 0; i < n; i++) { rgba[i][RCOMP] = arg0[i][RCOMP]; rgba[i][GCOMP] = arg0[i][GCOMP]; rgba[i][BCOMP] = arg0[i][BCOMP]; } } } break; case GL_MODULATE: { const GLchan (*arg0)[4] = (const GLchan (*)[4]) argRGB[0]; const GLchan (*arg1)[4] = (const GLchan (*)[4]) argRGB[1]; const GLint shift = 8 - RGBshift; for (i = 0; i < n; i++) { GLuint r = PROD(arg0[i][0], arg1[i][RCOMP]) >> shift; GLuint g = PROD(arg0[i][1], arg1[i][GCOMP]) >> shift; GLuint b = PROD(arg0[i][2], arg1[i][BCOMP]) >> shift; rgba[i][RCOMP] = (GLchan) MIN2(r, CHAN_MAX); rgba[i][GCOMP] = (GLchan) MIN2(g, CHAN_MAX); rgba[i][BCOMP] = (GLchan) MIN2(b, CHAN_MAX); } } break; case GL_ADD: { const GLchan (*arg0)[4] = (const GLchan (*)[4]) argRGB[0]; const GLchan (*arg1)[4] = (const GLchan (*)[4]) argRGB[1]; for (i = 0; i < n; i++) { GLint r = ((GLint) arg0[i][RCOMP] + (GLint) arg1[i][RCOMP]) << RGBshift; GLint g = ((GLint) arg0[i][GCOMP] + (GLint) arg1[i][GCOMP]) << RGBshift; GLint b = ((GLint) arg0[i][BCOMP] + (GLint) arg1[i][BCOMP]) << RGBshift; rgba[i][RCOMP] = (GLchan) MIN2(r, CHAN_MAX); rgba[i][GCOMP] = (GLchan) MIN2(g, CHAN_MAX); rgba[i][BCOMP] = (GLchan) MIN2(b, CHAN_MAX); } } break; case GL_ADD_SIGNED_EXT: { const GLchan (*arg0)[4] = (const GLchan (*)[4]) argRGB[0]; const GLchan (*arg1)[4] = (const GLchan (*)[4]) argRGB[1]; for (i = 0; i < n; i++) { GLint r = (GLint) arg0[i][RCOMP] + (GLint) arg1[i][RCOMP] - 128; GLint g = (GLint) arg0[i][GCOMP] + (GLint) arg1[i][GCOMP] - 128; GLint b = (GLint) arg0[i][BCOMP] + (GLint) arg1[i][BCOMP] - 128; r = (r < 0) ? 0 : r << RGBshift; g = (g < 0) ? 0 : g << RGBshift; b = (b < 0) ? 0 : b << RGBshift; rgba[i][RCOMP] = (GLchan) MIN2(r, CHAN_MAX); rgba[i][GCOMP] = (GLchan) MIN2(g, CHAN_MAX); rgba[i][BCOMP] = (GLchan) MIN2(b, CHAN_MAX); } } break; case GL_INTERPOLATE_EXT: { const GLchan (*arg0)[4] = (const GLchan (*)[4]) argRGB[0]; const GLchan (*arg1)[4] = (const GLchan (*)[4]) argRGB[1]; const GLchan (*arg2)[4] = (const GLchan (*)[4]) argRGB[2]; const GLint shift = 8 - RGBshift; for (i = 0; i < n; i++) { GLuint r = (PROD(arg0[i][RCOMP], arg2[i][RCOMP]) + PROD(arg1[i][RCOMP], CHAN_MAX - arg2[i][RCOMP])) >> shift; GLuint g = (PROD(arg0[i][GCOMP], arg2[i][GCOMP]) + PROD(arg1[i][GCOMP], CHAN_MAX - arg2[i][GCOMP])) >> shift; GLuint b = (PROD(arg0[i][BCOMP], arg2[i][BCOMP]) + PROD(arg1[i][BCOMP], CHAN_MAX - arg2[i][BCOMP])) >> shift; rgba[i][RCOMP] = (GLchan) MIN2(r, CHAN_MAX); rgba[i][GCOMP] = (GLchan) MIN2(g, CHAN_MAX); rgba[i][BCOMP] = (GLchan) MIN2(b, CHAN_MAX); } } break; default: gl_problem(NULL, "invalid combine mode"); } switch (textureUnit->CombineModeA) { case GL_REPLACE: { const GLchan (*arg0)[4] = (const GLchan (*)[4]) argA[0]; if (Ashift) { for (i = 0; i < n; i++) { GLuint a = (GLuint) arg0[i][ACOMP] << Ashift; rgba[i][ACOMP] = (GLchan) MIN2(a, CHAN_MAX); } } else { for (i = 0; i < n; i++) { rgba[i][ACOMP] = arg0[i][ACOMP]; } } } break; case GL_MODULATE: { const GLchan (*arg0)[4] = (const GLchan (*)[4]) argA[0]; const GLchan (*arg1)[4] = (const GLchan (*)[4]) argA[1]; const GLint shift = 8 - Ashift; for (i = 0; i < n; i++) { GLuint a = (PROD(arg0[i][ACOMP], arg1[i][ACOMP]) >> shift); rgba[i][ACOMP] = (GLchan) MIN2(a, CHAN_MAX); } } break; case GL_ADD: { const GLchan (*arg0)[4] = (const GLchan (*)[4]) argA[0]; const GLchan (*arg1)[4] = (const GLchan (*)[4]) argA[1]; for (i = 0; i < n; i++) { GLint a = ((GLint) arg0[i][ACOMP] + arg1[i][ACOMP]) << Ashift; rgba[i][ACOMP] = (GLchan) MIN2(a, CHAN_MAX); } } break; case GL_ADD_SIGNED_EXT: { const GLchan (*arg0)[4] = (const GLchan (*)[4]) argA[0]; const GLchan (*arg1)[4] = (const GLchan (*)[4]) argA[1]; for (i = 0; i < n; i++) { GLint a = (GLint) arg0[i][ACOMP] + (GLint) arg1[i][ACOMP] - 128; a = (a < 0) ? 0 : a << Ashift; rgba[i][ACOMP] = (GLchan) MIN2(a, CHAN_MAX); } } break; case GL_INTERPOLATE_EXT: { const GLchan (*arg0)[4] = (const GLchan (*)[4]) argA[0]; const GLchan (*arg1)[4] = (const GLchan (*)[4]) argA[1]; const GLchan (*arg2)[4] = (const GLchan (*)[4]) argA[2]; const GLint shift = 8 - Ashift; for (i=0; i> shift; rgba[i][ACOMP] = (GLchan) MIN2(a, CHAN_MAX); } } break; default: gl_problem(NULL, "invalid combine mode"); } } #undef PROD /**********************************************************************/ /* 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 * primary_rgba - primary colors (may be rgba for single texture) * 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, GLchan primary_rgba[][4], GLchan texel[][4], GLchan rgba[][4] ) { GLint baseLevel; GLuint i; GLint Rc, Gc, Bc, Ac; GLenum format; ASSERT(texUnit); ASSERT(texUnit->_Current); baseLevel = texUnit->_Current->BaseLevel; ASSERT(texUnit->_Current->Image[baseLevel]); format = texUnit->_Current->Image[baseLevel]->Format; 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] * CHAN_MAXF); Gc = (GLint) (texUnit->EnvColor[1] * CHAN_MAXF); Bc = (GLint) (texUnit->EnvColor[2] * CHAN_MAXF); Ac = (GLint) (texUnit->EnvColor[3] * CHAN_MAXF); switch (format) { case GL_ALPHA: for (i=0;iTexture._ReallyEnabled & mask) { const struct gl_texture_unit *textureUnit = &ctx->Texture.Unit[texUnit]; if (textureUnit->_Current) { GLchan 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;iDriver.GetTexImage) { if (!_mesa_get_teximages_from_driver(ctx, textureUnit->_Current)) { return; } } /* Sample the texture. */ SWRAST_CONTEXT(ctx)->TextureSample[texUnit]( ctx, texUnit, textureUnit->_Current, n, s, t, r, lambda, texel ); apply_texture( ctx, textureUnit, n, primary_rgba, texel, rgba ); } } }