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/*
* Mesa 3-D graphics library
* Version: 6.3
*
* Copyright (C) 1999-2004 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.
*/
/*
* This file implements both the GL_SGIX_pixel_texture and
* GL_SIGS_pixel_texture extensions. Luckily, they pretty much
* overlap in functionality so we use the same state variables
* and execution code for both.
*/
#include "glheader.h"
#include "colormac.h"
#include "imports.h"
#include "s_context.h"
#include "s_pixeltex.h"
#include "s_texture.h"
/*
* Convert RGBA values into strq texture coordinates.
*/
static void
pixeltexgen(GLcontext *ctx, GLuint n, const GLchan rgba[][4],
GLfloat texcoord[][4])
{
if (ctx->Pixel.FragmentRgbSource == GL_CURRENT_RASTER_COLOR) {
GLuint i;
for (i = 0; i < n; i++) {
texcoord[i][0] = ctx->Current.RasterColor[RCOMP];
texcoord[i][1] = ctx->Current.RasterColor[GCOMP];
texcoord[i][2] = ctx->Current.RasterColor[BCOMP];
}
}
else {
GLuint i;
ASSERT(ctx->Pixel.FragmentRgbSource == GL_PIXEL_GROUP_COLOR_SGIS);
for (i = 0; i < n; i++) {
texcoord[i][0] = CHAN_TO_FLOAT(rgba[i][RCOMP]);
texcoord[i][1] = CHAN_TO_FLOAT(rgba[i][GCOMP]);
texcoord[i][2] = CHAN_TO_FLOAT(rgba[i][BCOMP]);
}
}
if (ctx->Pixel.FragmentAlphaSource == GL_CURRENT_RASTER_COLOR) {
GLuint i;
for (i = 0; i < n; i++) {
texcoord[i][3] = ctx->Current.RasterColor[ACOMP];
}
}
else {
GLuint i;
ASSERT(ctx->Pixel.FragmentAlphaSource == GL_PIXEL_GROUP_COLOR_SGIS);
for (i = 0; i < n; i++) {
texcoord[i][3] = CHAN_TO_FLOAT(rgba[i][ACOMP]);
}
}
}
/*
* Used by glDraw/CopyPixels: the incoming image colors are treated
* as texture coordinates. Use those coords to texture the image.
* This is for GL_SGIS_pixel_texture / GL_SGIX_pixel_texture.
*/
void
_swrast_pixel_texture(GLcontext *ctx, struct sw_span *span)
{
GLuint unit;
ASSERT(!(span->arrayMask & SPAN_TEXTURE));
span->arrayMask |= SPAN_TEXTURE;
span->interpMask &= ~SPAN_TEXTURE;
/* convert colors into texture coordinates */
pixeltexgen( ctx, span->end,
(const GLchan (*)[4]) span->array->rgba,
span->array->texcoords[0] );
/* copy the new texture units for all enabled units */
for (unit = 1; unit < ctx->Const.MaxTextureUnits; unit++) {
if (ctx->Texture.Unit[unit]._ReallyEnabled) {
MEMCPY( span->array->texcoords[unit], span->array->texcoords[0],
span->end * 4 * sizeof(GLfloat) );
}
}
}
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