/* * 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) ); } } }