diff options
author | Brian Paul <[email protected]> | 2001-12-04 23:44:55 +0000 |
---|---|---|
committer | Brian Paul <[email protected]> | 2001-12-04 23:44:55 +0000 |
commit | 014ec1ac5e98e86836285a176d7674bc43a00cd7 (patch) | |
tree | 39feb31d250821cc879322fdced0c64f02631c19 /src/mesa/swrast | |
parent | 471a774f433c23b263828aa591415741e78a35da (diff) |
prototype implementation of GL_ARB_depth_texture, GL_ARB_shadow, GL_ARB_shadow_ambient
Diffstat (limited to 'src/mesa/swrast')
-rw-r--r-- | src/mesa/swrast/s_texture.c | 128 |
1 files changed, 87 insertions, 41 deletions
diff --git a/src/mesa/swrast/s_texture.c b/src/mesa/swrast/s_texture.c index e1e1d0f0ceb..b849e191773 100644 --- a/src/mesa/swrast/s_texture.c +++ b/src/mesa/swrast/s_texture.c @@ -1,4 +1,4 @@ -/* $Id: s_texture.c,v 1.42 2001/11/19 01:18:28 brianp Exp $ */ +/* $Id: s_texture.c,v 1.43 2001/12/04 23:44:56 brianp Exp $ */ /* * Mesa 3-D graphics library @@ -2722,6 +2722,9 @@ sample_depth_texture(const GLcontext *ctx, const GLuint height = texImage->Height; const GLchan ambient = texObj->ShadowAmbient; GLboolean lequal, gequal; + GLchan result; + + ASSERT(texObj->Image[texObj->BaseLevel]->Format == GL_DEPTH_COMPONENT); if (texObj->Dimensions != 2) { _mesa_problem(ctx, "only 2-D depth textures supported at this time"); @@ -2733,22 +2736,36 @@ sample_depth_texture(const GLcontext *ctx, return; } - /* XXX the GL_SGIX_shadow extension spec doesn't say what to do if - * GL_TEXTURE_COMPARE_SGIX == GL_TRUE but the current texture object - * isn't a depth texture. - */ - if (texImage->Format != GL_DEPTH_COMPONENT) { - _mesa_problem(ctx,"GL_TEXTURE_COMPARE_SGIX enabled with non-depth texture"); - return; + /* XXX this could be precomputed */ + if (texObj->CompareFlag) { + /* GL_SGIX_shadow */ + if (texObj->CompareOperator == GL_TEXTURE_LEQUAL_R_SGIX) { + lequal = GL_TRUE; + gequal = GL_FALSE; + } + else { + ASSERT(texObj->CompareOperator == GL_TEXTURE_GEQUAL_R_SGIX); + lequal = GL_FALSE; + gequal = GL_TRUE; + } } - - if (texObj->CompareOperator == GL_TEXTURE_LEQUAL_R_SGIX) { - lequal = GL_TRUE; - gequal = GL_FALSE; + else if (texObj->CompareMode == GL_COMPARE_R_TO_TEXTURE_ARB) { + /* GL_ARB_shadow */ + if (texObj->CompareFunc == GL_LEQUAL) { + lequal = GL_TRUE; + gequal = GL_FALSE; + } + else { + ASSERT(texObj->CompareFunc == GL_GEQUAL); + lequal = GL_FALSE; + gequal = GL_TRUE; + } } else { - lequal = GL_FALSE; - gequal = GL_TRUE; + /* Treat this depth texture as a luminance texture */ + _mesa_warning(ctx, + "Treating GL_DEPTH_COMPONENT as GL_LUMINANCE not implemented yet"); + return; } if (texObj->MagFilter == GL_NEAREST) { @@ -2761,16 +2778,33 @@ sample_depth_texture(const GLcontext *ctx, depthSample = *((const GLfloat *) texImage->Data + row * width + col); if ((r[i] <= depthSample && lequal) || (r[i] >= depthSample && gequal)) { - texel[i][RCOMP] = CHAN_MAX; - texel[i][GCOMP] = CHAN_MAX; - texel[i][BCOMP] = CHAN_MAX; - texel[i][ACOMP] = CHAN_MAX; + result = CHAN_MAX; } else { - texel[i][RCOMP] = ambient; - texel[i][GCOMP] = ambient; - texel[i][BCOMP] = ambient; + result = ambient; + } + + switch (texObj->CompareResult) { + case GL_LUMINANCE: + texel[i][RCOMP] = result; + texel[i][GCOMP] = result; + texel[i][BCOMP] = result; texel[i][ACOMP] = CHAN_MAX; + break; + case GL_INTENSITY: + texel[i][RCOMP] = result; + texel[i][GCOMP] = result; + texel[i][BCOMP] = result; + texel[i][ACOMP] = result; + break; + case GL_ALPHA: + texel[i][RCOMP] = 0; + texel[i][GCOMP] = 0; + texel[i][BCOMP] = 0; + texel[i][ACOMP] = result; + break; + default: + _mesa_problem(ctx, "Bad texture compare result value"); } } } @@ -2838,16 +2872,10 @@ sample_depth_texture(const GLcontext *ctx, + w01 * depth01 + w11 * depth11; 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; + result = ambient; } else { - texel[i][RCOMP] = CHAN_MAX; - texel[i][GCOMP] = CHAN_MAX; - texel[i][BCOMP] = CHAN_MAX; - texel[i][ACOMP] = CHAN_MAX; + result = CHAN_MAX; } } else { @@ -2857,7 +2885,6 @@ sample_depth_texture(const GLcontext *ctx, */ const GLfloat d = (CHAN_MAXF - (GLfloat) ambient) * 0.25F; GLfloat luminance = CHAN_MAXF; - GLchan lum; if (lequal) { if (depth00 <= r[i]) luminance -= d; if (depth01 <= r[i]) luminance -= d; @@ -2870,14 +2897,33 @@ sample_depth_texture(const GLcontext *ctx, if (depth10 >= r[i]) luminance -= d; if (depth11 >= r[i]) luminance -= d; } - lum = (GLchan) luminance; - texel[i][RCOMP] = lum; - texel[i][GCOMP] = lum; - texel[i][BCOMP] = lum; + result = (GLchan) luminance; + } + + switch (texObj->CompareResult) { + case GL_LUMINANCE: + texel[i][RCOMP] = result; + texel[i][GCOMP] = result; + texel[i][BCOMP] = result; texel[i][ACOMP] = CHAN_MAX; + break; + case GL_INTENSITY: + texel[i][RCOMP] = result; + texel[i][GCOMP] = result; + texel[i][BCOMP] = result; + texel[i][ACOMP] = result; + break; + case GL_ALPHA: + texel[i][RCOMP] = 0; + texel[i][GCOMP] = 0; + texel[i][BCOMP] = 0; + texel[i][ACOMP] = result; + break; + default: + _mesa_problem(ctx, "Bad texture compare result value"); } - } - } + } /* for */ + } /* if filter */ } @@ -2990,6 +3036,7 @@ _swrast_texture_fragments( GLcontext *ctx, GLuint texUnit, GLuint n, const struct gl_texture_unit *textureUnit = &ctx->Texture.Unit[texUnit]; if (textureUnit->_Current) { /* XXX need this? */ + const struct gl_texture_object *curObj = textureUnit->_Current; GLchan texel[PB_SIZE][4]; if (textureUnit->LodBias != 0.0F) { @@ -3000,12 +3047,11 @@ _swrast_texture_fragments( GLcontext *ctx, GLuint texUnit, GLuint n, } } - if ((textureUnit->_Current->MinLod != -1000.0 - || textureUnit->_Current->MaxLod != 1000.0) + if ((curObj->MinLod != -1000.0 || curObj->MaxLod != 1000.0) && lambda) { /* apply LOD clamping to lambda */ - const GLfloat min = textureUnit->_Current->MinLod; - const GLfloat max = textureUnit->_Current->MaxLod; + const GLfloat min = curObj->MinLod; + const GLfloat max = curObj->MaxLod; GLuint i; for (i=0;i<n;i++) { GLfloat l = lambda[i]; @@ -3014,7 +3060,7 @@ _swrast_texture_fragments( GLcontext *ctx, GLuint texUnit, GLuint n, } /* Sample the texture. */ - if (textureUnit->_Current->CompareFlag) { + if (curObj->Image[curObj->BaseLevel]->Format == GL_DEPTH_COMPONENT) { /* depth texture */ sample_depth_texture(ctx, textureUnit, n, s, t, r, texel); } |