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authorBrian Paul <[email protected]>2001-02-20 16:42:25 +0000
committerBrian Paul <[email protected]>2001-02-20 16:42:25 +0000
commitc499ce31baf820e84d133c2189f88e15a1a36672 (patch)
tree5fa0cc1d10f0e54703c7a0ceb55fcb4aa81c74e3 /src/mesa/swrast/s_texture.c
parent0c75c4c41754a4f66cdc124b4328e92635b473fe (diff)
Implemented GL_SGIX_shadow and GL_SGIX_shadow_texture.
Added some const keywords in the s/w texturing code.
Diffstat (limited to 'src/mesa/swrast/s_texture.c')
-rw-r--r--src/mesa/swrast/s_texture.c175
1 files changed, 100 insertions, 75 deletions
diff --git a/src/mesa/swrast/s_texture.c b/src/mesa/swrast/s_texture.c
index 2a7d3db460e..62439af94c5 100644
--- a/src/mesa/swrast/s_texture.c
+++ b/src/mesa/swrast/s_texture.c
@@ -1,4 +1,4 @@
-/* $Id: s_texture.c,v 1.11 2001/02/17 18:41:01 brianp Exp $ */
+/* $Id: s_texture.c,v 1.12 2001/02/20 16:42:26 brianp Exp $ */
/*
* Mesa 3-D graphics library
@@ -1667,16 +1667,16 @@ _swrast_choose_texture_sample_func( GLcontext *ctx, GLuint texUnit,
#define S_PROD(A,B) ( (GLint)(A) * ((GLint)(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])
+texture_combine(const GLcontext *ctx,
+ const struct gl_texture_unit *textureUnit,
+ GLuint n,
+ CONST GLchan (*primary_rgba)[4],
+ CONST GLchan (*texel)[4],
+ GLchan (*rgba)[4])
{
GLchan ccolor [3][3*MAX_WIDTH][4];
- GLchan (*argRGB [3])[4];
- GLchan (*argA [3])[4];
+ const GLchan (*argRGB [3])[4];
+ const GLchan (*argA [3])[4];
GLuint i, j;
const GLuint RGBshift = textureUnit->CombineScaleShiftRGB;
const GLuint Ashift = textureUnit->CombineScaleShiftA;
@@ -1692,7 +1692,7 @@ _mesa_texture_combine(const GLcontext *ctx,
argA[j] = primary_rgba;
break;
case GL_PREVIOUS_EXT:
- argA[j] = rgba;
+ argA[j] = (const GLchan (*)[4]) rgba;
break;
case GL_CONSTANT_EXT:
{
@@ -1700,7 +1700,7 @@ _mesa_texture_combine(const GLcontext *ctx,
UNCLAMPED_FLOAT_TO_CHAN(alpha, textureUnit->EnvColor[3]);
for (i = 0; i < n; i++)
c[i][ACOMP] = alpha;
- argA[j] = ccolor[j];
+ argA[j] = (const GLchan (*)[4]) ccolor[j];
}
break;
default:
@@ -1715,7 +1715,7 @@ _mesa_texture_combine(const GLcontext *ctx,
argRGB[j] = primary_rgba;
break;
case GL_PREVIOUS_EXT:
- argRGB[j] = rgba;
+ argRGB[j] = (const GLchan (*)[4]) rgba;
break;
case GL_CONSTANT_EXT:
{
@@ -1729,7 +1729,7 @@ _mesa_texture_combine(const GLcontext *ctx,
c[i][GCOMP] = green;
c[i][BCOMP] = blue;
}
- argRGB[j] = ccolor[j];
+ argRGB[j] = (const GLchan (*)[4]) ccolor[j];
}
break;
default:
@@ -1737,10 +1737,10 @@ _mesa_texture_combine(const GLcontext *ctx,
}
if (textureUnit->CombineOperandRGB[j] != GL_SRC_COLOR) {
- GLchan (*src)[4] = argRGB[j];
+ const GLchan (*src)[4] = argRGB[j];
GLchan (*dst)[4] = ccolor[j];
- argRGB[j] = ccolor[j];
+ argRGB[j] = (const GLchan (*)[4]) ccolor[j];
if (textureUnit->CombineOperandRGB[j] == GL_ONE_MINUS_SRC_COLOR) {
for (i = 0; i < n; i++) {
@@ -1750,7 +1750,7 @@ _mesa_texture_combine(const GLcontext *ctx,
}
}
else if (textureUnit->CombineOperandRGB[j] == GL_SRC_ALPHA) {
- src = argA[j];
+ src = (const GLchan (*)[4]) argA[j];
for (i = 0; i < n; i++) {
dst[i][RCOMP] = src[i][ACOMP];
dst[i][GCOMP] = src[i][ACOMP];
@@ -1758,7 +1758,7 @@ _mesa_texture_combine(const GLcontext *ctx,
}
}
else { /* GL_ONE_MINUS_SRC_ALPHA */
- src = argA[j];
+ src = (const GLchan (*)[4]) argA[j];
for (i = 0; i < n; i++) {
dst[i][RCOMP] = CHAN_MAX - src[i][ACOMP];
dst[i][GCOMP] = CHAN_MAX - src[i][ACOMP];
@@ -1768,9 +1768,9 @@ _mesa_texture_combine(const GLcontext *ctx,
}
if (textureUnit->CombineOperandA[j] == GL_ONE_MINUS_SRC_ALPHA) {
- GLchan (*src)[4] = argA[j];
+ const GLchan (*src)[4] = argA[j];
GLchan (*dst)[4] = ccolor[j];
- argA[j] = ccolor[j];
+ argA[j] = (const GLchan (*)[4]) ccolor[j];
for (i = 0; i < n; i++) {
dst[i][ACOMP] = CHAN_MAX - src[i][ACOMP];
}
@@ -1994,7 +1994,7 @@ _mesa_texture_combine(const GLcontext *ctx,
* 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)
+ * primary_rgba - primary colors (may alias rgba for single texture)
* texels - array of texel colors
* InOut: rgba - incoming fragment colors modified by texel colors
* according to the texture environment mode.
@@ -2003,7 +2003,7 @@ static void
apply_texture( const GLcontext *ctx,
const struct gl_texture_unit *texUnit,
GLuint n,
- GLchan primary_rgba[][4], GLchan texel[][4],
+ CONST GLchan primary_rgba[][4], CONST GLchan texel[][4],
GLchan rgba[][4] )
{
GLint baseLevel;
@@ -2019,7 +2019,7 @@ apply_texture( const GLcontext *ctx,
format = texUnit->_Current->Image[baseLevel]->Format;
- if (format==GL_COLOR_INDEX) {
+ if (format==GL_COLOR_INDEX || format==GL_DEPTH_COMPONENT) {
format = GL_RGBA; /* XXXX a hack! */
}
@@ -2328,50 +2328,8 @@ apply_texture( const GLcontext *ctx,
}
break;
- case GL_COMBINE_EXT: /* GL_EXT_combine_ext; we modify texel array */
- switch (format) {
- case GL_ALPHA:
- for (i=0;i<n;i++)
- texel[i][RCOMP] = texel[i][GCOMP] = texel[i][BCOMP] = 0;
- break;
- case GL_LUMINANCE:
- for (i=0;i<n;i++) {
- /* Cv = Lt */
- GLchan Lt = texel[i][RCOMP];
- texel[i][GCOMP] = texel[i][BCOMP] = Lt;
- /* Av = 1 */
- texel[i][ACOMP] = CHAN_MAX;
- }
- break;
- case GL_LUMINANCE_ALPHA:
- for (i=0;i<n;i++) {
- GLchan Lt = texel[i][RCOMP];
- /* Cv = Lt */
- texel[i][GCOMP] = texel[i][BCOMP] = Lt;
- }
- break;
- case GL_INTENSITY:
- for (i=0;i<n;i++) {
- /* Cv = It */
- GLchan It = texel[i][RCOMP];
- texel[i][GCOMP] = texel[i][BCOMP] = It;
- /* Av = It */
- texel[i][ACOMP] = It;
- }
- break;
- case GL_RGB:
- for (i=0;i<n;i++) {
- /* Av = 1 */
- texel[i][ACOMP] = CHAN_MAX;
- }
- break;
- case GL_RGBA: /* do nothing. */
- break;
- default:
- gl_problem(ctx, "Bad format in apply_texture (GL_COMBINE_EXT)");
- return;
- }
- _mesa_texture_combine(ctx, texUnit, n, primary_rgba, texel, rgba);
+ case GL_COMBINE_EXT:
+ texture_combine(ctx, texUnit, n, primary_rgba, texel, rgba);
break;
default:
@@ -2383,13 +2341,73 @@ apply_texture( const GLcontext *ctx,
/*
+ * Apply a shadow/depth texture to the array of colors.
+ * Input: ctx - context
+ * texUnit - the texture unit
+ * n - number of colors
+ * r - array [n] of texture R coordinates
+ * In/Out: rgba - array [n] of colors.
+ */
+static void
+sample_depth_texture(const GLcontext *ctx,
+ const struct gl_texture_unit *texUnit,
+ GLuint n,
+ const GLfloat s[], const GLfloat t[], const GLfloat r[],
+ GLchan texel[][4])
+{
+ const struct gl_texture_object *texObj = texUnit->_Current;
+ const struct gl_texture_image *texImage = texObj->Image[0]; /* XXX hack */
+ const GLchan ambient = texObj->ShadowAmbient;
+ GLboolean lequal, gequal;
+ GLuint i;
+
+ if (texObj->CompareOperator == GL_TEXTURE_LEQUAL_R_SGIX) {
+ lequal = GL_TRUE;
+ gequal = GL_FALSE;
+ }
+ else {
+ lequal = GL_FALSE;
+ gequal = GL_TRUE;
+ }
+
+ assert(texObj->Dimensions == 2);
+ assert(texImage->Format == GL_DEPTH_COMPONENT);
+
+ for (i = 0; i < n; i++) {
+ const GLfloat *src;
+ GLfloat depthSample;
+ GLint col, row;
+ /* XXX this is a hack - implement proper sampling */
+ COMPUTE_NEAREST_TEXEL_LOCATION(texObj->WrapS, s[i], texImage->Width, col);
+ COMPUTE_NEAREST_TEXEL_LOCATION(texObj->WrapT, t[i], texImage->Height,row);
+ src = (const GLfloat *) texImage->Data + row * texImage->Width + col;
+ depthSample = *src;
+ 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;
+ }
+ else {
+ texel[i][RCOMP] = CHAN_MAX;
+ texel[i][GCOMP] = CHAN_MAX;
+ texel[i][BCOMP] = CHAN_MAX;
+ texel[i][ACOMP] = CHAN_MAX;
+ }
+ }
+}
+
+
+
+/*
* Apply a unit of texture mapping to the incoming fragments.
*/
void
_swrast_texture_fragments( GLcontext *ctx, GLuint texUnit, GLuint n,
const GLfloat s[], const GLfloat t[],
const GLfloat r[], GLfloat lambda[],
- GLchan primary_rgba[][4], GLchan rgba[][4] )
+ CONST GLchan primary_rgba[][4], GLchan rgba[][4] )
{
const GLuint mask = TEXTURE0_ANY << (texUnit * 4);
@@ -2410,8 +2428,8 @@ _swrast_texture_fragments( GLcontext *ctx, GLuint texUnit, GLuint n,
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;
+ const GLfloat min = textureUnit->_Current->MinLod;
+ const GLfloat max = textureUnit->_Current->MaxLod;
GLuint i;
for (i=0;i<n;i++) {
GLfloat l = lambda[i];
@@ -2420,12 +2438,19 @@ _swrast_texture_fragments( GLcontext *ctx, GLuint texUnit, GLuint n,
}
/* 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 );
+ if (textureUnit->_Current->CompareFlag) {
+ /* depth texture */
+ sample_depth_texture(ctx, textureUnit, n, s, t, r, texel);
+ }
+ else {
+ /* color texture */
+ SWRAST_CONTEXT(ctx)->TextureSample[texUnit]( ctx, texUnit,
+ textureUnit->_Current,
+ n, s, t, r,
+ lambda, texel );
+ }
+ apply_texture( ctx, textureUnit, n, primary_rgba,
+ (const GLchan (*)[4]) texel, rgba );
}
}
}