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texture.c
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1/* $Id: texture.c,v 1.36 1997/11/17 02:04:06 brianp Exp $ */
2
3/*
4 * Mesa 3-D graphics library
5 * Version: 2.5
6 * Copyright (C) 1995-1997 Brian Paul
7 *
8 * This library is free software; you can redistribute it and/or
9 * modify it under the terms of the GNU Library General Public
10 * License as published by the Free Software Foundation; either
11 * version 2 of the License, or (at your option) any later version.
12 *
13 * This library is distributed in the hope that it will be useful,
14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
16 * Library General Public License for more details.
17 *
18 * You should have received a copy of the GNU Library General Public
19 * License along with this library; if not, write to the Free
20 * Software Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
21 */
22
23
24/*
25 * $Log: texture.c,v $
26 * Revision 1.36 1997/11/17 02:04:06 brianp
27 * fixed a typo in texture code
28 *
29 * Revision 1.35 1997/11/13 02:17:32 brianp
30 * added a few const keywords
31 *
32 * Revision 1.34 1997/10/16 01:59:08 brianp
33 * added GL_EXT_shared_texture_palette extension
34 *
35 * Revision 1.33 1997/09/27 00:14:39 brianp
36 * added GL_EXT_paletted_texture extension
37 *
38 * Revision 1.32 1997/08/14 01:03:12 brianp
39 * fixed small bug in GL_SPHERE_MAP texgen (Petri Nordlund)
40 *
41 * Revision 1.31 1997/07/24 01:25:34 brianp
42 * changed precompiled header symbol from PCH to PC_HEADER
43 *
44 * Revision 1.30 1997/07/22 01:23:48 brianp
45 * fixed negative texture coord sampling problem (Magnus Lundin)
46 *
47 * Revision 1.29 1997/07/09 00:32:26 brianp
48 * fixed bug involving sampling and incomplete texture objects
49 *
50 * Revision 1.28 1997/05/28 03:26:49 brianp
51 * added precompiled header (PCH) support
52 *
53 * Revision 1.27 1997/05/17 03:51:10 brianp
54 * fixed bug in PROD macro (Waldemar Celes)
55 *
56 * Revision 1.26 1997/05/03 00:53:56 brianp
57 * all-new texture sampling via gl_texture_object's SampleFunc pointer
58 *
59 * Revision 1.25 1997/05/01 01:40:14 brianp
60 * replaced sqrt() with GL_SQRT, use NORMALIZE_3FV instead of NORMALIZE_3V
61 *
62 * Revision 1.24 1997/04/28 02:04:18 brianp
63 * GL_SPHERE_MAP texgen was wrong (Eamon O'Dea)
64 *
65 * Revision 1.23 1997/04/20 20:29:11 brianp
66 * replaced abort() with gl_problem()
67 *
68 * Revision 1.22 1997/04/16 23:56:41 brianp
69 * added a few #include files
70 *
71 * Revision 1.21 1997/04/14 02:02:39 brianp
72 * moved many functions into new texstate.c file
73 *
74 * Revision 1.20 1997/04/01 04:19:14 brianp
75 * call gl_analyze_modelview_matrix instead of gl_compute_modelview_inverse
76 *
77 * Revision 1.19 1997/03/04 19:55:58 brianp
78 * small texture sampling optimizations. better comments.
79 *
80 * Revision 1.18 1997/03/04 19:19:20 brianp
81 * fixed a number of problems with texture borders
82 *
83 * Revision 1.17 1997/02/27 19:58:08 brianp
84 * call gl_problem() instead of gl_warning()
85 *
86 * Revision 1.16 1997/02/09 19:53:43 brianp
87 * now use TEXTURE_xD enable constants
88 *
89 * Revision 1.15 1997/02/09 18:53:14 brianp
90 * added GL_EXT_texture3D support
91 *
92 * Revision 1.14 1997/01/30 21:06:03 brianp
93 * added some missing glGetTexLevelParameter() GLenums
94 *
95 * Revision 1.13 1997/01/16 03:36:01 brianp
96 * added calls to device driver TexParameter() and TexEnv() functions
97 *
98 * Revision 1.12 1997/01/09 19:48:30 brianp
99 * better error checking
100 * added gl_texturing_enabled()
101 *
102 * Revision 1.11 1996/12/20 20:22:30 brianp
103 * linear interpolation between mipmap levels was reverse weighted
104 * max mipmap level was incorrectly tested for
105 *
106 * Revision 1.10 1996/12/12 22:33:05 brianp
107 * minor changes to gl_texgen()
108 *
109 * Revision 1.9 1996/12/07 10:35:41 brianp
110 * implmented glGetTexGen*() functions
111 *
112 * Revision 1.8 1996/11/14 01:03:09 brianp
113 * removed const's from gl_texgen() function to avoid VMS compiler warning
114 *
115 * Revision 1.7 1996/11/08 02:19:52 brianp
116 * gl_do_texgen() replaced with gl_texgen()
117 *
118 * Revision 1.6 1996/10/26 17:17:30 brianp
119 * glTexGen GL_EYE_PLANE vector now transformed by inverse modelview matrix
120 *
121 * Revision 1.5 1996/10/11 03:42:38 brianp
122 * replaced old _EXT symbols
123 *
124 * Revision 1.4 1996/09/27 01:30:24 brianp
125 * added missing default cases to switches
126 *
127 * Revision 1.3 1996/09/15 14:18:55 brianp
128 * now use GLframebuffer and GLvisual
129 *
130 * Revision 1.2 1996/09/15 01:48:58 brianp
131 * removed #define NULL 0
132 *
133 * Revision 1.1 1996/09/13 01:38:16 brianp
134 * Initial revision
135 *
136 */
137
138
139#ifdef PC_HEADER
140#include "all.h"
141#else
142#include <math.h>
143#include <stdlib.h>
144#include "context.h"
145#include "macros.h"
146#include "mmath.h"
147#include "pb.h"
148#include "texture.h"
149#include "types.h"
150#endif
151
152
153
154/*
155 * Perform automatic texture coordinate generation.
156 * Input: ctx - the context
157 * n - number of texture coordinates to generate
158 * obj - array of vertexes in object coordinate system
159 * eye - array of vertexes in eye coordinate system
160 * normal - array of normal vectores in eye coordinate system
161 * Output: texcoord - array of resuling texture coordinates
162 */
164 GLfloat obj[][4], GLfloat eye[][4],
165 GLfloat normal[][3], GLfloat texcoord[][4] )
166{
167 /* special case: S and T sphere mapping */
168 if (ctx->Texture.TexGenEnabled==(S_BIT|T_BIT)
169 && ctx->Texture.GenModeS==GL_SPHERE_MAP
170 && ctx->Texture.GenModeT==GL_SPHERE_MAP) {
171 GLint i;
172 for (i=0;i<n;i++) {
173 GLfloat u[3], two_nu, m, fx, fy, fz;
174 COPY_3V( u, eye[i] );
175 NORMALIZE_3FV( u );
176 two_nu = 2.0F * DOT3(normal[i],u);
177 fx = u[0] - normal[i][0] * two_nu;
178 fy = u[1] - normal[i][1] * two_nu;
179 fz = u[2] - normal[i][2] * two_nu;
180 m = 2.0F * GL_SQRT( fx*fx + fy*fy + (fz+1.0F)*(fz+1.0F) );
181 if (m==0.0F) {
182 texcoord[i][0] = 0.5F;
183 texcoord[i][1] = 0.5F;
184 }
185 else {
186 GLfloat mInv = 1.0F / m;
187 texcoord[i][0] = fx * mInv + 0.5F;
188 texcoord[i][1] = fy * mInv + 0.5F;
189 }
190 }
191 return;
192 }
193
194 /* general solution */
195 if (ctx->Texture.TexGenEnabled & S_BIT) {
196 GLint i;
197 switch (ctx->Texture.GenModeS) {
198 case GL_OBJECT_LINEAR:
199 for (i=0;i<n;i++) {
200 texcoord[i][0] = DOT4( obj[i], ctx->Texture.ObjectPlaneS );
201 }
202 break;
203 case GL_EYE_LINEAR:
204 for (i=0;i<n;i++) {
205 texcoord[i][0] = DOT4( eye[i], ctx->Texture.EyePlaneS );
206 }
207 break;
208 case GL_SPHERE_MAP:
209 for (i=0;i<n;i++) {
210 GLfloat u[3], two_nu, m, fx, fy, fz;
211 COPY_3V( u, eye[i] );
212 NORMALIZE_3FV( u );
213 two_nu = 2.0*DOT3(normal[i],u);
214 fx = u[0] - normal[i][0] * two_nu;
215 fy = u[1] - normal[i][1] * two_nu;
216 fz = u[2] - normal[i][2] * two_nu;
217 m = 2.0F * GL_SQRT( fx*fx + fy*fy + (fz+1.0)*(fz+1.0) );
218 if (m==0.0F) {
219 texcoord[i][0] = 0.5F;
220 }
221 else {
222 texcoord[i][0] = fx / m + 0.5F;
223 }
224 }
225 break;
226 default:
227 gl_problem(ctx, "Bad S texgen");
228 return;
229 }
230 }
231
232 if (ctx->Texture.TexGenEnabled & T_BIT) {
233 GLint i;
234 switch (ctx->Texture.GenModeT) {
235 case GL_OBJECT_LINEAR:
236 for (i=0;i<n;i++) {
237 texcoord[i][1] = DOT4( obj[i], ctx->Texture.ObjectPlaneT );
238 }
239 break;
240 case GL_EYE_LINEAR:
241 for (i=0;i<n;i++) {
242 texcoord[i][1] = DOT4( eye[i], ctx->Texture.EyePlaneT );
243 }
244 break;
245 case GL_SPHERE_MAP:
246 for (i=0;i<n;i++) {
247 GLfloat u[3], two_nu, m, fx, fy, fz;
248 COPY_3V( u, eye[i] );
249 NORMALIZE_3FV( u );
250 two_nu = 2.0*DOT3(normal[i],u);
251 fx = u[0] - normal[i][0] * two_nu;
252 fy = u[1] - normal[i][1] * two_nu;
253 fz = u[2] - normal[i][2] * two_nu;
254 m = 2.0F * GL_SQRT( fx*fx + fy*fy + (fz+1.0)*(fz+1.0) );
255 if (m==0.0F) {
256 texcoord[i][1] = 0.5F;
257 }
258 else {
259 texcoord[i][1] = fy / m + 0.5F;
260 }
261 }
262 break;
263 default:
264 gl_problem(ctx, "Bad T texgen");
265 return;
266 }
267 }
268
269 if (ctx->Texture.TexGenEnabled & R_BIT) {
270 GLint i;
271 switch (ctx->Texture.GenModeR) {
272 case GL_OBJECT_LINEAR:
273 for (i=0;i<n;i++) {
274 texcoord[i][2] = DOT4( obj[i], ctx->Texture.ObjectPlaneR );
275 }
276 break;
277 case GL_EYE_LINEAR:
278 for (i=0;i<n;i++) {
279 texcoord[i][2] = DOT4( eye[i], ctx->Texture.EyePlaneR );
280 }
281 break;
282 default:
283 gl_problem(ctx, "Bad R texgen");
284 return;
285 }
286 }
287
288 if (ctx->Texture.TexGenEnabled & Q_BIT) {
289 GLint i;
290 switch (ctx->Texture.GenModeQ) {
291 case GL_OBJECT_LINEAR:
292 for (i=0;i<n;i++) {
293 texcoord[i][3] = DOT4( obj[i], ctx->Texture.ObjectPlaneQ );
294 }
295 break;
296 case GL_EYE_LINEAR:
297 for (i=0;i<n;i++) {
298 texcoord[i][3] = DOT4( eye[i], ctx->Texture.EyePlaneQ );
299 }
300 break;
301 default:
302 gl_problem(ctx, "Bad Q texgen");
303 return;
304 }
305 }
306}
307
308
309
310/*
311 * Paletted texture sampling.
312 * Input: tObj - the texture object
313 * index - the palette index (8-bit only)
314 * Output: red, green, blue, alpha - the texel color
315 */
316static void palette_sample(const struct gl_texture_object *tObj,
319{
320 GLint i = index;
321 const GLubyte *palette;
322
323 palette = tObj->Palette;
324
325 switch (tObj->PaletteFormat) {
326 case GL_ALPHA:
327 *alpha = tObj->Palette[index];
328 return;
329 case GL_LUMINANCE:
330 case GL_INTENSITY:
331 *red = palette[index];
332 return;
334 *red = palette[(index << 1) + 0];
335 *alpha = palette[(index << 1) + 1];
336 return;
337 case GL_RGB:
338 *red = palette[index * 3 + 0];
339 *green = palette[index * 3 + 1];
340 *blue = palette[index * 3 + 2];
341 return;
342 case GL_RGBA:
343 *red = palette[(i << 2) + 0];
344 *green = palette[(i << 2) + 1];
345 *blue = palette[(i << 2) + 2];
346 *alpha = palette[(i << 2) + 3];
347 return;
348 default:
349 gl_problem(NULL, "Bad palette format in palette_sample");
350 }
351}
352
353
354
355
356/**********************************************************************/
357/* 1-D Texture Sampling Functions */
358/**********************************************************************/
359
360
361/*
362 * Return the fractional part of x.
363 */
364#define frac(x) ((GLfloat)(x)-floor((GLfloat)x))
365
366
367
368/*
369 * Given 1-D texture image and an (i) texel column coordinate, return the
370 * texel color.
371 */
372static void get_1d_texel( const struct gl_texture_object *tObj,
373 const struct gl_texture_image *img, GLint i,
375 GLubyte *alpha )
376{
377 GLubyte *texel;
378
379#ifdef DEBUG
380 GLint width = img->Width;
381 if (i<0 || i>=width) abort();
382#endif
383
384 switch (img->Format) {
385 case GL_COLOR_INDEX:
386 {
387 GLubyte index = img->Data[i];
389 return;
390 }
391 return;
392 case GL_ALPHA:
393 *alpha = img->Data[ i ];
394 return;
395 case GL_LUMINANCE:
396 case GL_INTENSITY:
397 *red = img->Data[ i ];
398 return;
400 texel = img->Data + i * 2;
401 *red = texel[0];
402 *alpha = texel[1];
403 return;
404 case GL_RGB:
405 texel = img->Data + i * 3;
406 *red = texel[0];
407 *green = texel[1];
408 *blue = texel[2];
409 return;
410 case GL_RGBA:
411 texel = img->Data + i * 4;
412 *red = texel[0];
413 *green = texel[1];
414 *blue = texel[2];
415 *alpha = texel[3];
416 return;
417 default:
418 gl_problem(NULL, "Bad format in get_1d_texel");
419 return;
420 }
421}
422
423
424
425/*
426 * Return the texture sample for coordinate (s) using GL_NEAREST filter.
427 */
428static void sample_1d_nearest( const struct gl_texture_object *tObj,
429 const struct gl_texture_image *img,
430 GLfloat s,
433{
434 GLint width = img->Width2; /* without border, power of two */
435 GLint i;
436 GLubyte *texel;
437
438 /* Clamp/Repeat S and convert to integer texel coordinate */
439 if (tObj->WrapS==GL_REPEAT) {
440 /* s limited to [0,1) */
441 /* i limited to [0,width-1] */
442 i = (GLint) (s * width);
443 if (s<0.0F) i -= 1;
444 i &= (width-1);
445 }
446 else {
447 /* s limited to [0,1] */
448 /* i limited to [0,width-1] */
449 if (s<0.0F) i = 0;
450 else if (s>1.0F) i = width-1;
451 else i = (GLint) (s * width);
452 }
453
454 /* skip over the border, if any */
455 i += img->Border;
456
457 /* Get the texel */
458 switch (img->Format) {
459 case GL_COLOR_INDEX:
460 {
461 GLubyte index = img->Data[i];
463 return;
464 }
465 case GL_ALPHA:
466 *alpha = img->Data[i];
467 return;
468 case GL_LUMINANCE:
469 case GL_INTENSITY:
470 *red = img->Data[i];
471 return;
473 texel = img->Data + i * 2;
474 *red = texel[0];
475 *alpha = texel[1];
476 return;
477 case GL_RGB:
478 texel = img->Data + i * 3;
479 *red = texel[0];
480 *green = texel[1];
481 *blue = texel[2];
482 return;
483 case GL_RGBA:
484 texel = img->Data + i * 4;
485 *red = texel[0];
486 *green = texel[1];
487 *blue = texel[2];
488 *alpha = texel[3];
489 return;
490 default:
491 gl_problem(NULL, "Bad format in sample_1d_nearest");
492 }
493}
494
495
496
497/*
498 * Return the texture sample for coordinate (s) using GL_LINEAR filter.
499 */
500static void sample_1d_linear( const struct gl_texture_object *tObj,
501 const struct gl_texture_image *img,
502 GLfloat s,
505{
506 GLint width = img->Width2;
507 GLint i0, i1;
508 GLfloat u;
509 GLint i0border, i1border;
510
511 u = s * width;
512 if (tObj->WrapS==GL_REPEAT) {
513 i0 = ((GLint) floor(u - 0.5F)) % width;
514 i1 = (i0 + 1) & (width-1);
515 i0border = i1border = 0;
516 }
517 else {
518 i0 = (GLint) floor(u - 0.5F);
519 i1 = i0 + 1;
520 i0border = (i0<0) | (i0>=width);
521 i1border = (i1<0) | (i1>=width);
522 }
523
524 if (img->Border) {
525 i0 += img->Border;
526 i1 += img->Border;
527 i0border = i1border = 0;
528 }
529 else {
530 i0 &= (width-1);
531 }
532
533 {
534 GLfloat a = frac(u - 0.5F);
535
536 GLint w0 = (GLint) ((1.0F-a) * 256.0F);
537 GLint w1 = (GLint) ( a * 256.0F);
538
539 GLubyte red0, green0, blue0, alpha0;
540 GLubyte red1, green1, blue1, alpha1;
541
542 if (i0border) {
543 red0 = tObj->BorderColor[0];
544 green0 = tObj->BorderColor[1];
545 blue0 = tObj->BorderColor[2];
546 alpha0 = tObj->BorderColor[3];
547 }
548 else {
549 get_1d_texel( tObj, img, i0, &red0, &green0, &blue0, &alpha0 );
550 }
551 if (i1border) {
552 red1 = tObj->BorderColor[0];
553 green1 = tObj->BorderColor[1];
554 blue1 = tObj->BorderColor[2];
555 alpha1 = tObj->BorderColor[3];
556 }
557 else {
558 get_1d_texel( tObj, img, i1, &red1, &green1, &blue1, &alpha1 );
559 }
560
561 *red = (w0*red0 + w1*red1) >> 8;
562 *green = (w0*green0 + w1*green1) >> 8;
563 *blue = (w0*blue0 + w1*blue1) >> 8;
564 *alpha = (w0*alpha0 + w1*alpha1) >> 8;
565 }
566}
567
568
569static void
571 GLfloat s, GLfloat lambda,
574{
575 GLint level;
576 if (lambda<=0.5F) {
577 level = 0;
578 }
579 else {
580 GLint widthlog2 = tObj->Image[0]->WidthLog2;
581 level = (GLint) (lambda + 0.499999F);
582 if (level>widthlog2 ) {
583 level = widthlog2;
584 }
585 }
586 sample_1d_nearest( tObj, tObj->Image[level],
587 s, red, green, blue, alpha );
588}
589
590
591static void
593 GLfloat s, GLfloat lambda,
596{
597 GLint level;
598 if (lambda<=0.5F) {
599 level = 0;
600 }
601 else {
602 GLint widthlog2 = tObj->Image[0]->WidthLog2;
603 level = (GLint) (lambda + 0.499999F);
604 if (level>widthlog2 ) {
605 level = widthlog2;
606 }
607 }
608 sample_1d_linear( tObj, tObj->Image[level],
609 s, red, green, blue, alpha );
610}
611
612
613
614static void
616 GLfloat s, GLfloat lambda,
619{
620 GLint max = tObj->Image[0]->MaxLog2;
621
622 if (lambda>=max) {
623 sample_1d_nearest( tObj, tObj->Image[max],
624 s, red, green, blue, alpha );
625 }
626 else {
627 GLubyte red0, green0, blue0, alpha0;
628 GLubyte red1, green1, blue1, alpha1;
629 GLfloat f = frac(lambda);
630 GLint level = (GLint) (lambda + 1.0F);
631 level = CLAMP( level, 1, max );
632 sample_1d_nearest( tObj, tObj->Image[level-1],
633 s, &red0, &green0, &blue0, &alpha0 );
634 sample_1d_nearest( tObj, tObj->Image[level],
635 s, &red1, &green1, &blue1, &alpha1 );
636 *red = (1.0F-f)*red0 + f*red1;
637 *green = (1.0F-f)*green0 + f*green1;
638 *blue = (1.0F-f)*blue0 + f*blue1;
639 *alpha = (1.0F-f)*alpha0 + f*alpha1;
640 }
641}
642
643
644
645static void
647 GLfloat s, GLfloat lambda,
650{
651 GLint max = tObj->Image[0]->MaxLog2;
652
653 if (lambda>=max) {
654 sample_1d_linear( tObj, tObj->Image[max],
655 s, red, green, blue, alpha );
656 }
657 else {
658 GLubyte red0, green0, blue0, alpha0;
659 GLubyte red1, green1, blue1, alpha1;
660 GLfloat f = frac(lambda);
661 GLint level = (GLint) (lambda + 1.0F);
662 level = CLAMP( level, 1, max );
663 sample_1d_linear( tObj, tObj->Image[level-1],
664 s, &red0, &green0, &blue0, &alpha0 );
665 sample_1d_linear( tObj, tObj->Image[level],
666 s, &red1, &green1, &blue1, &alpha1 );
667 *red = (1.0F-f)*red0 + f*red1;
668 *green = (1.0F-f)*green0 + f*green1;
669 *blue = (1.0F-f)*blue0 + f*blue1;
670 *alpha = (1.0F-f)*alpha0 + f*alpha1;
671 }
672}
673
674
675
676static void sample_nearest_1d( const struct gl_texture_object *tObj, GLuint n,
677 const GLfloat s[], const GLfloat t[],
678 const GLfloat u[], const GLfloat lambda[],
680 GLubyte alpha[] )
681{
682 GLuint i;
683 for (i=0;i<n;i++) {
684 sample_1d_nearest( tObj, tObj->Image[0], s[i],
685 &red[i], &green[i], &blue[i], &alpha[i]);
686 }
687}
688
689
690
691static void sample_linear_1d( const struct gl_texture_object *tObj, GLuint n,
692 const GLfloat s[], const GLfloat t[],
693 const GLfloat u[], const GLfloat lambda[],
695 GLubyte alpha[] )
696{
697 GLuint i;
698 for (i=0;i<n;i++) {
699 sample_1d_linear( tObj, tObj->Image[0], s[i],
700 &red[i], &green[i], &blue[i], &alpha[i]);
701 }
702}
703
704
705/*
706 * Given an (s) texture coordinate and lambda (level of detail) value,
707 * return a texture sample.
708 *
709 */
710static void sample_lambda_1d( const struct gl_texture_object *tObj, GLuint n,
711 const GLfloat s[], const GLfloat t[],
712 const GLfloat u[], const GLfloat lambda[],
714 GLubyte alpha[] )
715{
716 GLuint i;
717
718 for (i=0;i<n;i++) {
719 if (lambda[i] > tObj->MinMagThresh) {
720 /* minification */
721 switch (tObj->MinFilter) {
722 case GL_NEAREST:
723 sample_1d_nearest( tObj, tObj->Image[0], s[i],
724 &red[i], &green[i], &blue[i], &alpha[i] );
725 break;
726 case GL_LINEAR:
727 sample_1d_linear( tObj, tObj->Image[0], s[i],
728 &red[i], &green[i], &blue[i], &alpha[i] );
729 break;
731 sample_1d_nearest_mipmap_nearest( tObj, lambda[i], s[i],
732 &red[i], &green[i], &blue[i], &alpha[i] );
733 break;
735 sample_1d_linear_mipmap_nearest( tObj, s[i], lambda[i],
736 &red[i], &green[i], &blue[i], &alpha[i] );
737 break;
739 sample_1d_nearest_mipmap_linear( tObj, s[i], lambda[i],
740 &red[i], &green[i], &blue[i], &alpha[i] );
741 break;
743 sample_1d_linear_mipmap_linear( tObj, s[i], lambda[i],
744 &red[i], &green[i], &blue[i], &alpha[i] );
745 break;
746 default:
747 gl_problem(NULL, "Bad min filter in sample_1d_texture");
748 return;
749 }
750 }
751 else {
752 /* magnification */
753 switch (tObj->MagFilter) {
754 case GL_NEAREST:
755 sample_1d_nearest( tObj, tObj->Image[0], s[i],
756 &red[i], &green[i], &blue[i], &alpha[i] );
757 break;
758 case GL_LINEAR:
759 sample_1d_linear( tObj, tObj->Image[0], s[i],
760 &red[i], &green[i], &blue[i], &alpha[i] );
761 break;
762 default:
763 gl_problem(NULL, "Bad mag filter in sample_1d_texture");
764 return;
765 }
766 }
767 }
768}
769
770
771
772
773/**********************************************************************/
774/* 2-D Texture Sampling Functions */
775/**********************************************************************/
776
777
778/*
779 * Given a texture image and an (i,j) integer texel coordinate, return the
780 * texel color.
781 */
782static void get_2d_texel( const struct gl_texture_object *tObj,
783 const struct gl_texture_image *img, GLint i, GLint j,
785 GLubyte *alpha )
786{
787 GLint width = img->Width; /* includes border */
788 GLubyte *texel;
789
790#ifdef DEBUG
791 GLint height = img->Height; /* includes border */
792 if (i<0 || i>=width) abort();
793 if (j<0 || j>=height) abort();
794#endif
795
796 switch (img->Format) {
797 case GL_COLOR_INDEX:
798 {
799 GLubyte index = img->Data[ width *j + i ];
801 return;
802 }
803 case GL_ALPHA:
804 *alpha = img->Data[ width * j + i ];
805 return;
806 case GL_LUMINANCE:
807 case GL_INTENSITY:
808 *red = img->Data[ width * j + i ];
809 return;
811 texel = img->Data + (width * j + i) * 2;
812 *red = texel[0];
813 *alpha = texel[1];
814 return;
815 case GL_RGB:
816 texel = img->Data + (width * j + i) * 3;
817 *red = texel[0];
818 *green = texel[1];
819 *blue = texel[2];
820 return;
821 case GL_RGBA:
822 texel = img->Data + (width * j + i) * 4;
823 *red = texel[0];
824 *green = texel[1];
825 *blue = texel[2];
826 *alpha = texel[3];
827 return;
828 default:
829 gl_problem(NULL, "Bad format in get_2d_texel");
830 }
831}
832
833
834
835/*
836 * Return the texture sample for coordinate (s,t) using GL_NEAREST filter.
837 */
838static void sample_2d_nearest( const struct gl_texture_object *tObj,
839 const struct gl_texture_image *img,
843{
844 GLint imgWidth = img->Width; /* includes border */
845 GLint width = img->Width2; /* without border, power of two */
846 GLint height = img->Height2; /* without border, power of two */
847 GLint i, j;
848 GLubyte *texel;
849
850 /* Clamp/Repeat S and convert to integer texel coordinate */
851 if (tObj->WrapS==GL_REPEAT) {
852 /* s limited to [0,1) */
853 /* i limited to [0,width-1] */
854 i = (GLint) (s * width);
855 if (s<0.0F) i -= 1;
856 i &= (width-1);
857 }
858 else {
859 /* s limited to [0,1] */
860 /* i limited to [0,width-1] */
861 if (s<=0.0F) i = 0;
862 else if (s>1.0F) i = width-1;
863 else i = (GLint) (s * width);
864 }
865
866 /* Clamp/Repeat T and convert to integer texel coordinate */
867 if (tObj->WrapT==GL_REPEAT) {
868 /* t limited to [0,1) */
869 /* j limited to [0,height-1] */
870 j = (GLint) (t * height);
871 if (t<0.0F) j -= 1;
872 j &= (height-1);
873 }
874 else {
875 /* t limited to [0,1] */
876 /* j limited to [0,height-1] */
877 if (t<=0.0F) j = 0;
878 else if (t>1.0F) j = height-1;
879 else j = (GLint) (t * height);
880 }
881
882 /* skip over the border, if any */
883 i += img->Border;
884 j += img->Border;
885
886 switch (img->Format) {
887 case GL_COLOR_INDEX:
888 {
889 GLubyte index = img->Data[ j * imgWidth + i ];
891 return;
892 }
893 case GL_ALPHA:
894 *alpha = img->Data[ j * imgWidth + i ];
895 return;
896 case GL_LUMINANCE:
897 case GL_INTENSITY:
898 *red = img->Data[ j * imgWidth + i ];
899 return;
901 texel = img->Data + ((j * imgWidth + i) << 1);
902 *red = texel[0];
903 *alpha = texel[1];
904 return;
905 case GL_RGB:
906 texel = img->Data + (j * imgWidth + i) * 3;
907 *red = texel[0];
908 *green = texel[1];
909 *blue = texel[2];
910 return;
911 case GL_RGBA:
912 texel = img->Data + ((j * imgWidth + i) << 2);
913 *red = texel[0];
914 *green = texel[1];
915 *blue = texel[2];
916 *alpha = texel[3];
917 return;
918 default:
919 gl_problem(NULL, "Bad format in sample_2d_nearest");
920 }
921}
922
923
924
925/*
926 * Return the texture sample for coordinate (s,t) using GL_LINEAR filter.
927 */
928static void sample_2d_linear( const struct gl_texture_object *tObj,
929 const struct gl_texture_image *img,
933{
934 GLint width = img->Width2;
935 GLint height = img->Height2;
936 GLint i0, j0, i1, j1;
937 GLint i0border, j0border, i1border, j1border;
938 GLfloat u, v;
939
940 u = s * width;
941 if (tObj->WrapS==GL_REPEAT) {
942 i0 = ((GLint) floor(u - 0.5F)) % width;
943 i1 = (i0 + 1) & (width-1);
944 i0border = i1border = 0;
945 }
946 else {
947 i0 = (GLint) floor(u - 0.5F);
948 i1 = i0 + 1;
949 i0border = (i0<0) | (i0>=width);
950 i1border = (i1<0) | (i1>=width);
951 }
952
953 v = t * height;
954 if (tObj->WrapT==GL_REPEAT) {
955 j0 = ((GLint) floor(v - 0.5F)) % height;
956 j1 = (j0 + 1) & (height-1);
957 j0border = j1border = 0;
958 }
959 else {
960 j0 = (GLint) floor(v - 0.5F );
961 j1 = j0 + 1;
962 j0border = (j0<0) | (j0>=height);
963 j1border = (j1<0) | (j1>=height);
964 }
965
966 if (img->Border) {
967 i0 += img->Border;
968 i1 += img->Border;
969 j0 += img->Border;
970 j1 += img->Border;
971 i0border = i1border = 0;
972 j0border = j1border = 0;
973 }
974 else {
975 i0 &= (width-1);
976 j0 &= (height-1);
977 }
978
979 {
980 GLfloat a = frac(u - 0.5F);
981 GLfloat b = frac(v - 0.5F);
982
983 GLint w00 = (GLint) ((1.0F-a)*(1.0F-b) * 256.0F);
984 GLint w10 = (GLint) ( a *(1.0F-b) * 256.0F);
985 GLint w01 = (GLint) ((1.0F-a)* b * 256.0F);
986 GLint w11 = (GLint) ( a * b * 256.0F);
987
988 GLubyte red00, green00, blue00, alpha00;
989 GLubyte red10, green10, blue10, alpha10;
990 GLubyte red01, green01, blue01, alpha01;
991 GLubyte red11, green11, blue11, alpha11;
992
993 if (i0border | j0border) {
994 red00 = tObj->BorderColor[0];
995 green00 = tObj->BorderColor[1];
996 blue00 = tObj->BorderColor[2];
997 alpha00 = tObj->BorderColor[3];
998 }
999 else {
1000 get_2d_texel( tObj, img, i0, j0, &red00, &green00, &blue00, &alpha00);
1001 }
1002 if (i1border | j0border) {
1003 red10 = tObj->BorderColor[0];
1004 green10 = tObj->BorderColor[1];
1005 blue10 = tObj->BorderColor[2];
1006 alpha10 = tObj->BorderColor[3];
1007 }
1008 else {
1009 get_2d_texel( tObj, img, i1, j0, &red10, &green10, &blue10, &alpha10);
1010 }
1011 if (i0border | j1border) {
1012 red01 = tObj->BorderColor[0];
1013 green01 = tObj->BorderColor[1];
1014 blue01 = tObj->BorderColor[2];
1015 alpha01 = tObj->BorderColor[3];
1016 }
1017 else {
1018 get_2d_texel( tObj, img, i0, j1, &red01, &green01, &blue01, &alpha01);
1019 }
1020 if (i1border | j1border) {
1021 red11 = tObj->BorderColor[0];
1022 green11 = tObj->BorderColor[1];
1023 blue11 = tObj->BorderColor[2];
1024 alpha11 = tObj->BorderColor[3];
1025 }
1026 else {
1027 get_2d_texel( tObj, img, i1, j1, &red11, &green11, &blue11, &alpha11);
1028 }
1029
1030 *red = (w00*red00 + w10*red10 + w01*red01 + w11*red11 ) >> 8;
1031 *green = (w00*green00 + w10*green10 + w01*green01 + w11*green11) >> 8;
1032 *blue = (w00*blue00 + w10*blue10 + w01*blue01 + w11*blue11 ) >> 8;
1033 *alpha = (w00*alpha00 + w10*alpha10 + w01*alpha01 + w11*alpha11) >> 8;
1034 }
1035}
1036
1037
1038
1039static void
1041 GLfloat s, GLfloat t, GLfloat lambda,
1044{
1045 GLint level;
1046 if (lambda<=0.5F) {
1047 level = 0;
1048 }
1049 else {
1050 GLint max = tObj->Image[0]->MaxLog2;
1051 level = (GLint) (lambda + 0.499999F);
1052 if (level>max) {
1053 level = max;
1054 }
1055 }
1056 sample_2d_nearest( tObj, tObj->Image[level],
1057 s, t, red, green, blue, alpha );
1058}
1059
1060
1061
1062static void
1064 GLfloat s, GLfloat t, GLfloat lambda,
1067{
1068 GLint level;
1069 if (lambda<=0.5F) {
1070 level = 0;
1071 }
1072 else {
1073 GLint max = tObj->Image[0]->MaxLog2;
1074 level = (GLint) (lambda + 0.499999F);
1075 if (level>max) {
1076 level = max;
1077 }
1078 }
1079 sample_2d_linear( tObj, tObj->Image[level],
1080 s, t, red, green, blue, alpha );
1081}
1082
1083
1084
1085static void
1087 GLfloat s, GLfloat t, GLfloat lambda,
1090{
1091 GLint max = tObj->Image[0]->MaxLog2;
1092
1093 if (lambda>=max) {
1094 sample_2d_nearest( tObj, tObj->Image[max],
1095 s, t, red, green, blue, alpha );
1096 }
1097 else {
1098 GLubyte red0, green0, blue0, alpha0;
1099 GLubyte red1, green1, blue1, alpha1;
1100 GLfloat f = frac(lambda);
1101 GLint level = (GLint) (lambda + 1.0F);
1102 level = CLAMP( level, 1, max );
1103 sample_2d_nearest( tObj, tObj->Image[level-1], s, t,
1104 &red0, &green0, &blue0, &alpha0 );
1105 sample_2d_nearest( tObj, tObj->Image[level], s, t,
1106 &red1, &green1, &blue1, &alpha1 );
1107 *red = (1.0F-f)*red0 + f*red1;
1108 *green = (1.0F-f)*green0 + f*green1;
1109 *blue = (1.0F-f)*blue0 + f*blue1;
1110 *alpha = (1.0F-f)*alpha0 + f*alpha1;
1111 }
1112}
1113
1114
1115
1116static void
1118 GLfloat s, GLfloat t, GLfloat lambda,
1121{
1122 GLint max = tObj->Image[0]->MaxLog2;
1123
1124 if (lambda>=max) {
1125 sample_2d_linear( tObj, tObj->Image[max],
1126 s, t, red, green, blue, alpha );
1127 }
1128 else {
1129 GLubyte red0, green0, blue0, alpha0;
1130 GLubyte red1, green1, blue1, alpha1;
1131 GLfloat f = frac(lambda);
1132 GLint level = (GLint) (lambda + 1.0F);
1133 level = CLAMP( level, 1, max );
1134 sample_2d_linear( tObj, tObj->Image[level-1], s, t,
1135 &red0, &green0, &blue0, &alpha0 );
1136 sample_2d_linear( tObj, tObj->Image[level], s, t,
1137 &red1, &green1, &blue1, &alpha1 );
1138 *red = (1.0F-f)*red0 + f*red1;
1139 *green = (1.0F-f)*green0 + f*green1;
1140 *blue = (1.0F-f)*blue0 + f*blue1;
1141 *alpha = (1.0F-f)*alpha0 + f*alpha1;
1142 }
1143}
1144
1145
1146
1147static void sample_nearest_2d( const struct gl_texture_object *tObj, GLuint n,
1148 const GLfloat s[], const GLfloat t[],
1149 const GLfloat u[], const GLfloat lambda[],
1151 GLubyte alpha[] )
1152{
1153 GLuint i;
1154 for (i=0;i<n;i++) {
1155 sample_2d_nearest( tObj, tObj->Image[0], s[i], t[i],
1156 &red[i], &green[i], &blue[i], &alpha[i]);
1157 }
1158}
1159
1160
1161
1162static void sample_linear_2d( const struct gl_texture_object *tObj, GLuint n,
1163 const GLfloat s[], const GLfloat t[],
1164 const GLfloat u[], const GLfloat lambda[],
1166 GLubyte alpha[] )
1167{
1168 GLuint i;
1169 for (i=0;i<n;i++) {
1170 sample_2d_linear( tObj, tObj->Image[0], s[i], t[i],
1171 &red[i], &green[i], &blue[i], &alpha[i]);
1172 }
1173}
1174
1175
1176/*
1177 * Given an (s,t) texture coordinate and lambda (level of detail) value,
1178 * return a texture sample.
1179 */
1180static void sample_lambda_2d( const struct gl_texture_object *tObj,
1181 GLuint n,
1182 const GLfloat s[], const GLfloat t[],
1183 const GLfloat u[], const GLfloat lambda[],
1185 GLubyte alpha[] )
1186{
1187 GLuint i;
1188 for (i=0;i<n;i++) {
1189 if (lambda[i] > tObj->MinMagThresh) {
1190 /* minification */
1191 switch (tObj->MinFilter) {
1192 case GL_NEAREST:
1193 sample_2d_nearest( tObj, tObj->Image[0], s[i], t[i],
1194 &red[i], &green[i], &blue[i], &alpha[i] );
1195 break;
1196 case GL_LINEAR:
1197 sample_2d_linear( tObj, tObj->Image[0], s[i], t[i],
1198 &red[i], &green[i], &blue[i], &alpha[i] );
1199 break;
1201 sample_2d_nearest_mipmap_nearest( tObj, s[i], t[i], lambda[i],
1202 &red[i], &green[i], &blue[i], &alpha[i] );
1203 break;
1205 sample_2d_linear_mipmap_nearest( tObj, s[i], t[i], lambda[i],
1206 &red[i], &green[i], &blue[i], &alpha[i] );
1207 break;
1209 sample_2d_nearest_mipmap_linear( tObj, s[i], t[i], lambda[i],
1210 &red[i], &green[i], &blue[i], &alpha[i] );
1211 break;
1213 sample_2d_linear_mipmap_linear( tObj, s[i], t[i], lambda[i],
1214 &red[i], &green[i], &blue[i], &alpha[i] );
1215 break;
1216 default:
1217 gl_problem(NULL, "Bad min filter in sample_2d_texture");
1218 return;
1219 }
1220 }
1221 else {
1222 /* magnification */
1223 switch (tObj->MagFilter) {
1224 case GL_NEAREST:
1225 sample_2d_nearest( tObj, tObj->Image[0], s[i], t[i],
1226 &red[i], &green[i], &blue[i], &alpha[i] );
1227 break;
1228 case GL_LINEAR:
1229 sample_2d_linear( tObj, tObj->Image[0], s[i], t[i],
1230 &red[i], &green[i], &blue[i], &alpha[i] );
1231 break;
1232 default:
1233 gl_problem(NULL, "Bad mag filter in sample_2d_texture");
1234 }
1235 }
1236 }
1237}
1238
1239
1240/*
1241 * Optimized 2-D texture sampling:
1242 * S and T wrap mode == GL_REPEAT
1243 * No border
1244 * Format = GL_RGB
1245 */
1246static void opt_sample_rgb_2d( const struct gl_texture_object *tObj,
1247 GLuint n, const GLfloat s[], const GLfloat t[],
1248 const GLfloat u[], const GLfloat lamda[],
1249 GLubyte red[], GLubyte green[],
1250 GLubyte blue[], GLubyte alpha[] )
1251{
1252 const struct gl_texture_image *img = tObj->Image[0];
1253 GLfloat width = img->Width, height = img->Height;
1254 GLint colMask = img->Width-1, rowMask = img->Height-1;
1255 GLint shift = img->WidthLog2;
1256 GLuint k;
1257
1258 ASSERT(tObj->WrapS==GL_REPEAT);
1259 ASSERT(tObj->WrapT==GL_REPEAT);
1260 ASSERT(img->Border==0);
1261 ASSERT(img->Format==GL_RGB);
1262
1263 for (k=0;k<n;k++) {
1264 GLint i = (GLint) (s[k] * width) & colMask;
1265 GLint j = (GLint) (t[k] * height) & rowMask;
1266 GLint pos = (j << shift) | i;
1267 GLubyte *texel = img->Data + pos + pos + pos; /* pos*3 */
1268 red[k] = texel[0];
1269 green[k] = texel[1];
1270 blue[k] = texel[2];
1271 }
1272}
1273
1274
1275/*
1276 * Optimized 2-D texture sampling:
1277 * S and T wrap mode == GL_REPEAT
1278 * No border
1279 * Format = GL_RGBA
1280 */
1281static void opt_sample_rgba_2d( const struct gl_texture_object *tObj,
1282 GLuint n, const GLfloat s[], const GLfloat t[],
1283 const GLfloat u[], const GLfloat lamda[],
1284 GLubyte red[], GLubyte green[],
1285 GLubyte blue[], GLubyte alpha[] )
1286{
1287 const struct gl_texture_image *img = tObj->Image[0];
1288 GLfloat width = img->Width, height = img->Height;
1289 GLint colMask = img->Width-1, rowMask = img->Height-1;
1290 GLint shift = img->WidthLog2;
1291 GLuint k;
1292
1293 ASSERT(tObj->WrapS==GL_REPEAT);
1294 ASSERT(tObj->WrapT==GL_REPEAT);
1295 ASSERT(img->Border==0);
1296 ASSERT(img->Format==GL_RGBA);
1297
1298 for (k=0;k<n;k++) {
1299 GLint i = (GLint) (s[k] * width) & colMask;
1300 GLint j = (GLint) (t[k] * height) & rowMask;
1301 GLint pos = (j << shift) | i;
1302 GLubyte *texel = img->Data + (pos << 2); /* pos*4 */
1303 red[k] = texel[0];
1304 green[k] = texel[1];
1305 blue[k] = texel[2];
1306 alpha[k] = texel[3];
1307 }
1308}
1309
1310
1311/**********************************************************************/
1312/* Texture Sampling Setup */
1313/**********************************************************************/
1314
1315
1316/*
1317 * Setup the texture sampling function for this texture object.
1318 */
1320{
1321 if (!t->Complete) {
1322 t->SampleFunc = NULL;
1323 }
1324 else {
1325 GLboolean needLambda = (t->MinFilter != t->MagFilter);
1326
1327 if (needLambda) {
1328 /* Compute min/mag filter threshold */
1329 if (t->MagFilter==GL_LINEAR
1330 && (t->MinFilter==GL_NEAREST_MIPMAP_NEAREST ||
1331 t->MinFilter==GL_LINEAR_MIPMAP_NEAREST)) {
1332 t->MinMagThresh = 0.5F;
1333 }
1334 else {
1335 t->MinMagThresh = 0.0F;
1336 }
1337 }
1338
1339 switch (t->Dimensions) {
1340 case 1:
1341 if (needLambda) {
1342 t->SampleFunc = sample_lambda_1d;
1343 }
1344 else if (t->MinFilter==GL_LINEAR) {
1345 t->SampleFunc = sample_linear_1d;
1346 }
1347 else {
1348 ASSERT(t->MinFilter==GL_NEAREST);
1349 t->SampleFunc = sample_nearest_1d;
1350 }
1351 break;
1352 case 2:
1353 if (needLambda) {
1354 t->SampleFunc = sample_lambda_2d;
1355 }
1356 else if (t->MinFilter==GL_LINEAR) {
1357 t->SampleFunc = sample_linear_2d;
1358 }
1359 else {
1360 ASSERT(t->MinFilter==GL_NEAREST);
1361 if (t->WrapS==GL_REPEAT && t->WrapT==GL_REPEAT
1362 && t->Image[0]->Border==0 && t->Image[0]->Format==GL_RGB) {
1363 t->SampleFunc = opt_sample_rgb_2d;
1364 }
1365 else if (t->WrapS==GL_REPEAT && t->WrapT==GL_REPEAT
1366 && t->Image[0]->Border==0 && t->Image[0]->Format==GL_RGBA) {
1367 t->SampleFunc = opt_sample_rgba_2d;
1368 }
1369 else
1370 t->SampleFunc = sample_nearest_2d;
1371 }
1372 break;
1373 default:
1374 gl_problem(NULL, "invalid dimensions in gl_set_texture_sampler");
1375 }
1376 }
1377}
1378
1379
1380
1381/**********************************************************************/
1382/* Texture Application */
1383/**********************************************************************/
1384
1385
1386/*
1387 * Combine incoming fragment color with texel color to produce output color.
1388 * Input: n - number of fragments
1389 * format - base internal texture format
1390 * env_mode - texture environment mode
1391 * Rt, Gt, Bt, At - array of texel colors
1392 * InOut: red, green, blue, alpha - incoming fragment colors modified
1393 * by texel colors according to the
1394 * texture environment mode.
1395 */
1397 GLuint n, GLint format, GLenum env_mode,
1399 GLubyte Rt[], GLubyte Gt[], GLubyte Bt[], GLubyte At[] )
1400{
1401 GLuint i;
1402 GLint Rc, Gc, Bc, Ac;
1403
1404 if (!ctx->Visual->EightBitColor) {
1405 /* This is a hack! Rescale input colors from [0,scale] to [0,255]. */
1406 GLfloat rscale = 255.0 * ctx->Visual->InvRedScale;
1407 GLfloat gscale = 255.0 * ctx->Visual->InvGreenScale;
1408 GLfloat bscale = 255.0 * ctx->Visual->InvBlueScale;
1409 GLfloat ascale = 255.0 * ctx->Visual->InvAlphaScale;
1410 for (i=0;i<n;i++) {
1411 red[i] = (GLint) (red[i] * rscale);
1412 green[i] = (GLint) (green[i] * gscale);
1413 blue[i] = (GLint) (blue[i] * bscale);
1414 alpha[i] = (GLint) (alpha[i] * ascale);
1415 }
1416 }
1417
1418/*
1419 * Use (A*(B+1)) >> 8 as a fast approximation of (A*B)/255 for A
1420 * and B in [0,255]
1421 */
1422#define PROD(A,B) (((GLint)(A) * ((GLint)(B)+1)) >> 8)
1423
1424 if (format==GL_COLOR_INDEX) {
1425 format = GL_RGBA; /* XXXX a hack! */
1426 }
1427
1428 switch (env_mode) {
1429 case GL_REPLACE:
1430 switch (format) {
1431 case GL_ALPHA:
1432 for (i=0;i<n;i++) {
1433 /* Cv = Cf */
1434 /* Av = At */
1435 alpha[i] = At[i];
1436 }
1437 break;
1438 case GL_LUMINANCE:
1439 for (i=0;i<n;i++) {
1440 /* Cv = Lt */
1441 GLint Lt = Rt[i];
1442 red[i] = green[i] = blue[i] = Lt;
1443 /* Av = Af */
1444 }
1445 break;
1446 case GL_LUMINANCE_ALPHA:
1447 for (i=0;i<n;i++) {
1448 GLint Lt = Rt[i];
1449 /* Cv = Lt */
1450 red[i] = green[i] = blue[i] = Lt;
1451 /* Av = At */
1452 alpha[i] = At[i];
1453 }
1454 break;
1455 case GL_INTENSITY:
1456 for (i=0;i<n;i++) {
1457 /* Cv = It */
1458 GLint It = Rt[i];
1459 red[i] = green[i] = blue[i] = It;
1460 /* Av = It */
1461 alpha[i] = It;
1462 }
1463 break;
1464 case GL_RGB:
1465 for (i=0;i<n;i++) {
1466 /* Cv = Ct */
1467 red[i] = Rt[i];
1468 green[i] = Gt[i];
1469 blue[i] = Bt[i];
1470 /* Av = Af */
1471 }
1472 break;
1473 case GL_RGBA:
1474 for (i=0;i<n;i++) {
1475 /* Cv = Ct */
1476 red[i] = Rt[i];
1477 green[i] = Gt[i];
1478 blue[i] = Bt[i];
1479 /* Av = At */
1480 alpha[i] = At[i];
1481 }
1482 break;
1483 default:
1484 gl_problem(ctx, "Bad format in apply_texture");
1485 return;
1486 }
1487 break;
1488
1489 case GL_MODULATE:
1490 switch (format) {
1491 case GL_ALPHA:
1492 for (i=0;i<n;i++) {
1493 /* Cv = Cf */
1494 /* Av = AfAt */
1495 alpha[i] = PROD( alpha[i], At[i] );
1496 }
1497 break;
1498 case GL_LUMINANCE:
1499 for (i=0;i<n;i++) {
1500 /* Cv = LtCf */
1501 GLint Lt = Rt[i];
1502 red[i] = PROD( red[i], Lt );
1503 green[i] = PROD( green[i], Lt );
1504 blue[i] = PROD( blue[i], Lt );
1505 /* Av = Af */
1506 }
1507 break;
1508 case GL_LUMINANCE_ALPHA:
1509 for (i=0;i<n;i++) {
1510 /* Cv = CfLt */
1511 GLint Lt = Rt[i];
1512 red[i] = PROD( red[i], Lt );
1513 green[i] = PROD( green[i], Lt );
1514 blue[i] = PROD( blue[i], Lt );
1515 /* Av = AfAt */
1516 alpha[i] = PROD( alpha[i], At[i] );
1517 }
1518 break;
1519 case GL_INTENSITY:
1520 for (i=0;i<n;i++) {
1521 /* Cv = CfIt */
1522 GLint It = Rt[i];
1523 red[i] = PROD( red[i], It );
1524 green[i] = PROD( green[i], It );
1525 blue[i] = PROD( blue[i], It );
1526 /* Av = AfIt */
1527 alpha[i] = PROD( alpha[i], It );
1528 }
1529 break;
1530 case GL_RGB:
1531 for (i=0;i<n;i++) {
1532 /* Cv = CfCt */
1533 red[i] = PROD( red[i], Rt[i] );
1534 green[i] = PROD( green[i], Gt[i] );
1535 blue[i] = PROD( blue[i], Bt[i] );
1536 /* Av = Af */
1537 }
1538 break;
1539 case GL_RGBA:
1540 for (i=0;i<n;i++) {
1541 /* Cv = CfCt */
1542 red[i] = PROD( red[i], Rt[i] );
1543 green[i] = PROD( green[i], Gt[i] );
1544 blue[i] = PROD( blue[i], Bt[i] );
1545 /* Av = AfAt */
1546 alpha[i] = PROD( alpha[i], At[i] );
1547 }
1548 break;
1549 default:
1550 gl_problem(ctx, "Bad format (2) in apply_texture");
1551 return;
1552 }
1553 break;
1554
1555 case GL_DECAL:
1556 switch (format) {
1557 case GL_ALPHA:
1558 case GL_LUMINANCE:
1559 case GL_LUMINANCE_ALPHA:
1560 case GL_INTENSITY:
1561 /* undefined */
1562 break;
1563 case GL_RGB:
1564 for (i=0;i<n;i++) {
1565 /* Cv = Ct */
1566 red[i] = Rt[i];
1567 green[i] = Gt[i];
1568 blue[i] = Bt[i];
1569 /* Av = Af */
1570 }
1571 break;
1572 case GL_RGBA:
1573 for (i=0;i<n;i++) {
1574 /* Cv = Cf(1-At) + CtAt */
1575 GLint t = At[i], s = 255 - t;
1576 red[i] = PROD(red[i], s) + PROD(Rt[i],t);
1577 green[i] = PROD(green[i],s) + PROD(Gt[i],t);
1578 blue[i] = PROD(blue[i], s) + PROD(Bt[i],t);
1579 /* Av = Af */
1580 }
1581 break;
1582 default:
1583 gl_problem(ctx, "Bad format (3) in apply_texture");
1584 return;
1585 }
1586 break;
1587
1588 case GL_BLEND:
1589 Rc = (GLint) (ctx->Texture.EnvColor[0] * 255.0F);
1590 Gc = (GLint) (ctx->Texture.EnvColor[1] * 255.0F);
1591 Bc = (GLint) (ctx->Texture.EnvColor[2] * 255.0F);
1592 Ac = (GLint) (ctx->Texture.EnvColor[3] * 255.0F);
1593 switch (format) {
1594 case GL_ALPHA:
1595 for (i=0;i<n;i++) {
1596 /* Cv = Cf */
1597 /* Av = AfAt */
1598 alpha[i] = PROD(alpha[i], At[i]);
1599 }
1600 break;
1601 case GL_LUMINANCE:
1602 for (i=0;i<n;i++) {
1603 /* Cv = Cf(1-Lt) + CcLt */
1604 GLint Lt = Rt[i], s = 255 - Lt;
1605 red[i] = PROD(red[i], s) + PROD(Rc, Lt);
1606 green[i] = PROD(green[i],s) + PROD(Gc,Lt);
1607 blue[i] = PROD(blue[i], s) + PROD(Bc, Lt);
1608 /* Av = Af */
1609 }
1610 break;
1611 case GL_LUMINANCE_ALPHA:
1612 for (i=0;i<n;i++) {
1613 /* Cv = Cf(1-Lt) + CcLt */
1614 GLint Lt = Rt[i], s = 255 - Lt;
1615 red[i] = PROD(red[i], s) + PROD(Rc, Lt);
1616 green[i] = PROD(green[i],s) + PROD(Gc,Lt);
1617 blue[i] = PROD(blue[i], s) + PROD(Bc, Lt);
1618 /* Av = AfAt */
1619 alpha[i] = PROD(alpha[i],At[i]);
1620 }
1621 break;
1622 case GL_INTENSITY:
1623 for (i=0;i<n;i++) {
1624 /* Cv = Cf(1-It) + CcLt */
1625 GLint It = Rt[i], s = 255 - It;
1626 red[i] = PROD(red[i], s) + PROD(Rc,It);
1627 green[i] = PROD(green[i],s) + PROD(Gc,It);
1628 blue[i] = PROD(blue[i], s) + PROD(Bc,It);
1629 /* Av = Af(1-It) + Ac*It */
1630 alpha[i] = PROD(alpha[i],s) + PROD(Ac,It);
1631 }
1632 break;
1633 case GL_RGB:
1634 for (i=0;i<n;i++) {
1635 /* Cv = Cf(1-Ct) + CcCt */
1636 red[i] = PROD(red[i], (255-Rt[i])) + PROD(Rc,Rt[i]);
1637 green[i] = PROD(green[i],(255-Gt[i])) + PROD(Gc,Gt[i]);
1638 blue[i] = PROD(blue[i], (255-Bt[i])) + PROD(Bc,Bt[i]);
1639 /* Av = Af */
1640 }
1641 break;
1642 case GL_RGBA:
1643 for (i=0;i<n;i++) {
1644 /* Cv = Cf(1-Ct) + CcCt */
1645 red[i] = PROD(red[i], (255-Rt[i])) + PROD(Rc,Rt[i]);
1646 green[i] = PROD(green[i],(255-Gt[i])) + PROD(Gc,Gt[i]);
1647 blue[i] = PROD(blue[i], (255-Bt[i])) + PROD(Bc,Bt[i]);
1648 /* Av = AfAt */
1649 alpha[i] = PROD(alpha[i],At[i]);
1650 }
1651 break;
1652 }
1653 break;
1654
1655 default:
1656 gl_problem(ctx, "Bad env mode in apply_texture");
1657 return;
1658 }
1659#undef PROD
1660
1661 if (!ctx->Visual->EightBitColor) {
1662 /* This is a hack! Rescale input colors from [0,255] to [0,scale]. */
1663 GLfloat rscale = ctx->Visual->RedScale * (1.0F/ 255.0F);
1664 GLfloat gscale = ctx->Visual->GreenScale * (1.0F/ 255.0F);
1665 GLfloat bscale = ctx->Visual->BlueScale * (1.0F/ 255.0F);
1666 GLfloat ascale = ctx->Visual->AlphaScale * (1.0F/ 255.0F);
1667 for (i=0;i<n;i++) {
1668 red[i] = (GLint) (red[i] * rscale);
1669 green[i] = (GLint) (green[i] * gscale);
1670 blue[i] = (GLint) (blue[i] * bscale);
1671 alpha[i] = (GLint) (alpha[i] * ascale);
1672 }
1673 }
1674}
1675
1676
1677
1679 const GLfloat s[], const GLfloat t[],
1680 const GLfloat r[], const GLfloat lambda[],
1681 GLubyte red[], GLubyte green[],
1682 GLubyte blue[], GLubyte alpha[] )
1683{
1684 GLubyte tred[PB_SIZE];
1685 GLubyte tgreen[PB_SIZE];
1686 GLubyte tblue[PB_SIZE];
1687 GLubyte talpha[PB_SIZE];
1688
1689 if (!ctx->Texture.Current || !ctx->Texture.Current->SampleFunc)
1690 return;
1691
1692 /* Sample the texture. */
1693 (*ctx->Texture.Current->SampleFunc)( ctx->Texture.Current, n,
1694 s, t, r, lambda,
1695 tred, tgreen, tblue, talpha );
1696
1698 ctx->Texture.Current->Image[0]->Format,
1699 ctx->Texture.EnvMode,
1700 red, green, blue, alpha,
1701 tred, tgreen, tblue, talpha );
1702}
#define index(s, c)
Definition: various.h:29
#define NULL
Definition: types.h:112
void gl_problem(const GLcontext *ctx, const char *s)
Definition: context.c:1394
void gl_texgen(GLcontext *ctx, GLint n, GLfloat obj[][4], GLfloat eye[][4], GLfloat normal[][3], GLfloat texcoord[][4])
Definition: texture.c:163
static void sample_1d_linear_mipmap_nearest(const struct gl_texture_object *tObj, GLfloat s, GLfloat lambda, GLubyte *red, GLubyte *green, GLubyte *blue, GLubyte *alpha)
Definition: texture.c:592
static void sample_lambda_2d(const struct gl_texture_object *tObj, GLuint n, const GLfloat s[], const GLfloat t[], const GLfloat u[], const GLfloat lambda[], GLubyte red[], GLubyte green[], GLubyte blue[], GLubyte alpha[])
Definition: texture.c:1180
static void opt_sample_rgba_2d(const struct gl_texture_object *tObj, GLuint n, const GLfloat s[], const GLfloat t[], const GLfloat u[], const GLfloat lamda[], GLubyte red[], GLubyte green[], GLubyte blue[], GLubyte alpha[])
Definition: texture.c:1281
static void sample_2d_nearest_mipmap_nearest(const struct gl_texture_object *tObj, GLfloat s, GLfloat t, GLfloat lambda, GLubyte *red, GLubyte *green, GLubyte *blue, GLubyte *alpha)
Definition: texture.c:1040
static void sample_linear_2d(const struct gl_texture_object *tObj, GLuint n, const GLfloat s[], const GLfloat t[], const GLfloat u[], const GLfloat lambda[], GLubyte red[], GLubyte green[], GLubyte blue[], GLubyte alpha[])
Definition: texture.c:1162
static void sample_2d_linear_mipmap_nearest(const struct gl_texture_object *tObj, GLfloat s, GLfloat t, GLfloat lambda, GLubyte *red, GLubyte *green, GLubyte *blue, GLubyte *alpha)
Definition: texture.c:1063
static void sample_nearest_1d(const struct gl_texture_object *tObj, GLuint n, const GLfloat s[], const GLfloat t[], const GLfloat u[], const GLfloat lambda[], GLubyte red[], GLubyte green[], GLubyte blue[], GLubyte alpha[])
Definition: texture.c:676
static void sample_nearest_2d(const struct gl_texture_object *tObj, GLuint n, const GLfloat s[], const GLfloat t[], const GLfloat u[], const GLfloat lambda[], GLubyte red[], GLubyte green[], GLubyte blue[], GLubyte alpha[])
Definition: texture.c:1147
static void sample_1d_nearest_mipmap_linear(const struct gl_texture_object *tObj, GLfloat s, GLfloat lambda, GLubyte *red, GLubyte *green, GLubyte *blue, GLubyte *alpha)
Definition: texture.c:615
#define PROD(A, B)
static void sample_2d_linear(const struct gl_texture_object *tObj, const struct gl_texture_image *img, GLfloat s, GLfloat t, GLubyte *red, GLubyte *green, GLubyte *blue, GLubyte *alpha)
Definition: texture.c:928
static void opt_sample_rgb_2d(const struct gl_texture_object *tObj, GLuint n, const GLfloat s[], const GLfloat t[], const GLfloat u[], const GLfloat lamda[], GLubyte red[], GLubyte green[], GLubyte blue[], GLubyte alpha[])
Definition: texture.c:1246
static void sample_linear_1d(const struct gl_texture_object *tObj, GLuint n, const GLfloat s[], const GLfloat t[], const GLfloat u[], const GLfloat lambda[], GLubyte red[], GLubyte green[], GLubyte blue[], GLubyte alpha[])
Definition: texture.c:691
void gl_texture_pixels(GLcontext *ctx, GLuint n, const GLfloat s[], const GLfloat t[], const GLfloat r[], const GLfloat lambda[], GLubyte red[], GLubyte green[], GLubyte blue[], GLubyte alpha[])
Definition: texture.c:1678
static void apply_texture(GLcontext *ctx, GLuint n, GLint format, GLenum env_mode, GLubyte red[], GLubyte green[], GLubyte blue[], GLubyte alpha[], GLubyte Rt[], GLubyte Gt[], GLubyte Bt[], GLubyte At[])
Definition: texture.c:1396
static void palette_sample(const struct gl_texture_object *tObj, GLubyte index, GLubyte *red, GLubyte *green, GLubyte *blue, GLubyte *alpha)
Definition: texture.c:316
static void sample_lambda_1d(const struct gl_texture_object *tObj, GLuint n, const GLfloat s[], const GLfloat t[], const GLfloat u[], const GLfloat lambda[], GLubyte red[], GLubyte green[], GLubyte blue[], GLubyte alpha[])
Definition: texture.c:710
static void sample_2d_nearest(const struct gl_texture_object *tObj, const struct gl_texture_image *img, GLfloat s, GLfloat t, GLubyte *red, GLubyte *green, GLubyte *blue, GLubyte *alpha)
Definition: texture.c:838
static void get_1d_texel(const struct gl_texture_object *tObj, const struct gl_texture_image *img, GLint i, GLubyte *red, GLubyte *green, GLubyte *blue, GLubyte *alpha)
Definition: texture.c:372
static void sample_1d_nearest_mipmap_nearest(const struct gl_texture_object *tObj, GLfloat s, GLfloat lambda, GLubyte *red, GLubyte *green, GLubyte *blue, GLubyte *alpha)
Definition: texture.c:570
static void sample_1d_linear(const struct gl_texture_object *tObj, const struct gl_texture_image *img, GLfloat s, GLubyte *red, GLubyte *green, GLubyte *blue, GLubyte *alpha)
Definition: texture.c:500
static void get_2d_texel(const struct gl_texture_object *tObj, const struct gl_texture_image *img, GLint i, GLint j, GLubyte *red, GLubyte *green, GLubyte *blue, GLubyte *alpha)
Definition: texture.c:782
static void sample_1d_nearest(const struct gl_texture_object *tObj, const struct gl_texture_image *img, GLfloat s, GLubyte *red, GLubyte *green, GLubyte *blue, GLubyte *alpha)
Definition: texture.c:428
static void sample_1d_linear_mipmap_linear(const struct gl_texture_object *tObj, GLfloat s, GLfloat lambda, GLubyte *red, GLubyte *green, GLubyte *blue, GLubyte *alpha)
Definition: texture.c:646
static void sample_2d_linear_mipmap_linear(const struct gl_texture_object *tObj, GLfloat s, GLfloat t, GLfloat lambda, GLubyte *red, GLubyte *green, GLubyte *blue, GLubyte *alpha)
Definition: texture.c:1117
#define frac(x)
Definition: texture.c:364
static void sample_2d_nearest_mipmap_linear(const struct gl_texture_object *tObj, GLfloat s, GLfloat t, GLfloat lambda, GLubyte *red, GLubyte *green, GLubyte *blue, GLubyte *alpha)
Definition: texture.c:1086
void gl_set_texture_sampler(struct gl_texture_object *t)
Definition: texture.c:1319
#define S_BIT
Definition: types.h:891
#define R_BIT
Definition: types.h:890
#define Q_BIT
Definition: types.h:889
#define T_BIT
Definition: types.h:892
unsigned char GLubyte
Definition: gl.h:157
GLint GLvoid * img
Definition: gl.h:1956
GLint level
Definition: gl.h:1546
#define GL_NEAREST_MIPMAP_NEAREST
Definition: gl.h:667
float GLfloat
Definition: gl.h:161
GLclampf green
Definition: gl.h:1740
#define GL_LUMINANCE_ALPHA
Definition: gl.h:485
const GLdouble * v
Definition: gl.h:2040
#define GL_INTENSITY
Definition: gl.h:747
#define GL_LINEAR
Definition: gl.h:421
GLclampf GLclampf GLclampf alpha
Definition: gl.h:1740
#define GL_NEAREST_MIPMAP_LINEAR
Definition: gl.h:668
unsigned int GLenum
Definition: gl.h:150
#define GL_LUMINANCE
Definition: gl.h:484
GLdouble s
Definition: gl.h:2039
unsigned int GLuint
Definition: gl.h:159
#define GL_RGB
Definition: gl.h:502
#define GL_LINEAR_MIPMAP_LINEAR
Definition: gl.h:670
#define GL_NEAREST
Definition: gl.h:678
#define GL_RGBA
Definition: gl.h:503
#define GL_LINEAR_MIPMAP_NEAREST
Definition: gl.h:669
#define GL_DECAL
Definition: gl.h:676
#define GL_BLEND
Definition: gl.h:371
#define GL_REPEAT
Definition: gl.h:679
GLint GLint GLsizei GLsizei GLsizei GLint GLenum format
Definition: gl.h:1546
#define GL_SPHERE_MAP
Definition: gl.h:675
GLint GLint GLsizei GLsizei height
Definition: gl.h:1546
#define GL_OBJECT_LINEAR
Definition: gl.h:671
#define GL_COLOR_INDEX
Definition: gl.h:479
#define GL_MODULATE
Definition: gl.h:677
GLdouble GLdouble GLdouble r
Definition: gl.h:2055
GLclampf GLclampf blue
Definition: gl.h:1740
GLdouble GLdouble t
Definition: gl.h:2047
int GLint
Definition: gl.h:156
#define GL_ALPHA
Definition: gl.h:483
GLint GLint GLsizei width
Definition: gl.h:1546
#define GL_REPLACE
Definition: gl.h:460
unsigned char GLboolean
Definition: gl.h:151
#define GL_EYE_LINEAR
Definition: gl.h:673
GLdouble n
Definition: glext.h:7729
GLuint index
Definition: glext.h:6031
GLfloat f
Definition: glext.h:7540
GLboolean GLboolean GLboolean b
Definition: glext.h:6204
GLdouble GLdouble GLint GLint GLdouble GLdouble GLint GLint GLdouble w1
Definition: glext.h:8308
GLboolean GLboolean GLboolean GLboolean a
Definition: glext.h:6204
const GLfloat * m
Definition: glext.h:10848
GLsizei GLenum const GLvoid GLsizei GLenum GLbyte GLbyte GLbyte GLdouble GLdouble GLdouble GLfloat GLfloat GLfloat GLint GLint GLint GLshort GLshort GLshort GLubyte GLubyte GLubyte GLuint GLuint GLuint GLushort GLushort GLushort GLbyte GLbyte GLbyte GLbyte GLdouble GLdouble GLdouble GLdouble GLfloat GLfloat GLfloat GLfloat GLint GLint GLint GLint GLshort GLshort GLshort GLshort GLubyte GLubyte GLubyte GLubyte GLuint GLuint GLuint GLuint GLushort GLushort GLushort GLushort GLboolean const GLdouble const GLfloat const GLint const GLshort const GLbyte const GLdouble const GLfloat const GLint const GLshort const GLdouble const GLfloat const GLint const GLshort const GLdouble const GLfloat const GLint const GLshort const GLdouble const GLfloat const GLint const GLshort const GLdouble const GLdouble const GLfloat const GLfloat const GLint const GLint const GLshort const GLshort const GLdouble const GLfloat const GLint const GLshort const GLdouble const GLfloat const GLint const GLshort const GLdouble const GLfloat const GLint const GLshort const GLdouble const GLfloat const GLint const GLshort const GLdouble const GLfloat const GLint const GLshort const GLdouble const GLfloat const GLint const GLshort const GLdouble const GLfloat const GLint const GLshort GLenum GLenum GLenum GLfloat GLenum GLint GLenum GLenum GLenum GLfloat GLenum GLenum GLint GLenum GLfloat GLenum GLint GLint GLushort GLenum GLenum GLfloat GLenum GLenum GLint GLfloat const GLubyte GLenum GLenum GLenum const GLfloat GLenum GLenum const GLint GLenum GLint GLint GLsizei GLsizei GLint GLenum GLenum const GLvoid GLenum GLenum const GLfloat GLenum GLenum const GLint GLenum GLenum const GLdouble GLenum GLenum const GLfloat GLenum GLenum const GLint GLsizei GLuint GLfloat GLuint GLbitfield GLfloat GLint GLuint GLboolean GLenum GLfloat GLenum GLbitfield GLenum GLfloat GLfloat GLint GLint const GLfloat GLenum GLfloat GLfloat GLint GLint GLfloat GLfloat GLint GLint const GLfloat GLint GLfloat GLfloat GLint GLfloat GLfloat GLint GLfloat GLfloat const GLdouble const GLfloat const GLdouble const GLfloat GLint i
Definition: glfuncs.h:248
GLsizei GLenum const GLvoid GLsizei GLenum GLbyte GLbyte GLbyte GLdouble GLdouble GLdouble GLfloat GLfloat GLfloat GLint GLint GLint GLshort GLshort GLshort GLubyte GLubyte GLubyte GLuint GLuint GLuint GLushort GLushort GLushort GLbyte GLbyte GLbyte GLbyte GLdouble GLdouble GLdouble GLdouble GLfloat GLfloat GLfloat GLfloat GLint GLint GLint GLint GLshort GLshort GLshort GLshort GLubyte GLubyte GLubyte GLubyte GLuint GLuint GLuint GLuint GLushort GLushort GLushort GLushort GLboolean const GLdouble const GLfloat const GLint const GLshort const GLbyte const GLdouble const GLfloat const GLint const GLshort const GLdouble const GLfloat const GLint const GLshort const GLdouble const GLfloat const GLint const GLshort const GLdouble const GLfloat const GLint const GLshort const GLdouble const GLdouble const GLfloat const GLfloat const GLint const GLint const GLshort const GLshort const GLdouble const GLfloat const GLint const GLshort const GLdouble const GLfloat const GLint const GLshort const GLdouble const GLfloat const GLint const GLshort const GLdouble const GLfloat const GLint const GLshort const GLdouble const GLfloat const GLint const GLshort const GLdouble const GLfloat const GLint const GLshort const GLdouble const GLfloat const GLint const GLshort GLenum GLenum GLenum GLfloat GLenum GLint GLenum GLenum GLenum GLfloat GLenum GLenum GLint GLenum GLfloat GLenum GLint GLint GLushort GLenum GLenum GLfloat GLenum GLenum GLint GLfloat const GLubyte GLenum GLenum GLenum const GLfloat GLenum GLenum const GLint GLenum GLint GLint GLsizei GLsizei GLint GLenum GLenum const GLvoid GLenum GLenum const GLfloat GLenum GLenum const GLint GLenum GLenum const GLdouble GLenum GLenum const GLfloat GLenum GLenum const GLint GLsizei GLuint GLfloat GLuint GLbitfield GLfloat GLint GLuint GLboolean GLenum GLfloat GLenum GLbitfield GLenum GLfloat GLfloat GLint GLint const GLfloat GLenum GLfloat GLfloat GLint GLint GLfloat GLfloat GLint GLint const GLfloat GLint GLfloat GLfloat GLint GLfloat GLfloat GLint GLfloat GLfloat const GLdouble * u
Definition: glfuncs.h:240
GLsizei GLenum const GLvoid GLsizei GLenum GLbyte GLbyte GLbyte GLdouble GLdouble GLdouble GLfloat GLfloat GLfloat GLint GLint GLint GLshort GLshort GLshort GLubyte GLubyte GLubyte GLuint GLuint GLuint GLushort GLushort GLushort GLbyte GLbyte GLbyte GLbyte GLdouble GLdouble GLdouble GLdouble GLfloat GLfloat GLfloat GLfloat GLint GLint GLint GLint GLshort GLshort GLshort GLshort GLubyte GLubyte GLubyte GLubyte GLuint GLuint GLuint GLuint GLushort GLushort GLushort GLushort GLboolean const GLdouble const GLfloat const GLint const GLshort const GLbyte const GLdouble const GLfloat const GLint const GLshort const GLdouble const GLfloat const GLint const GLshort const GLdouble const GLfloat const GLint const GLshort const GLdouble const GLfloat const GLint const GLshort const GLdouble const GLdouble const GLfloat const GLfloat const GLint const GLint const GLshort const GLshort const GLdouble const GLfloat const GLint const GLshort const GLdouble const GLfloat const GLint const GLshort const GLdouble const GLfloat const GLint const GLshort const GLdouble const GLfloat const GLint const GLshort const GLdouble const GLfloat const GLint const GLshort const GLdouble const GLfloat const GLint const GLshort const GLdouble const GLfloat const GLint const GLshort GLenum GLenum GLenum GLfloat GLenum GLint GLenum GLenum GLenum GLfloat GLenum GLenum GLint GLenum GLfloat GLenum GLint GLint GLushort GLenum GLenum GLfloat GLenum GLenum GLint GLfloat const GLubyte GLenum GLenum GLenum const GLfloat GLenum GLenum const GLint GLenum GLint GLint GLsizei GLsizei GLint GLenum GLenum const GLvoid GLenum GLenum const GLfloat GLenum GLenum const GLint GLenum GLenum const GLdouble GLenum GLenum const GLfloat GLenum GLenum const GLint GLsizei GLuint GLfloat GLuint GLbitfield GLfloat GLint GLuint GLboolean GLenum GLfloat GLenum GLbitfield GLenum GLfloat GLfloat GLint GLint const GLfloat GLenum GLfloat GLfloat GLint GLint GLfloat GLfloat GLint GLint const GLfloat GLint GLfloat GLfloat GLint GLfloat GLfloat GLint GLfloat GLfloat const GLdouble const GLfloat const GLdouble const GLfloat GLint GLint GLint j
Definition: glfuncs.h:250
#define abort()
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_Check_return_ _CRTIMP double __cdecl floor(_In_ double x)
#define f
Definition: ke_i.h:83
#define b
Definition: ke_i.h:79
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#define DOT4(a, b)
Definition: macros.h:171
#define COPY_3V(DST, SRC)
Definition: macros.h:98
#define DOT3(a, b)
Definition: macros.h:167
#define NORMALIZE_3FV(V)
Definition: mmath.h:68
#define GL_SQRT(X)
Definition: mmath.h:63
#define ASSERT(a)
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static HPALETTE palette
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int k
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@ normal
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#define PB_SIZE
Definition: pb.h:52
GLenum WrapS
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Definition: types.h:1100
GLenum WrapT
Definition: types.h:1095
GLenum MinFilter
Definition: types.h:1097
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Definition: types.h:1099
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Definition: types.h:1093
GLubyte Palette[MAX_TEXTURE_PALETTE_SIZE *4]
Definition: types.h:1103
GLenum PaletteFormat
Definition: types.h:1106
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Definition: svc.c:63
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GLfixed fx
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Definition: tritemp.h:490