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📄 texformat_tmp.h

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/* $XFree86$ */
/*
 * Mesa 3-D graphics library
 * Version:  6.3.2
 *
 * Copyright (C) 1999-2005  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.
 */


/**
 * \file texformat_tmp.h
 * Texel fetch functions template.
 * 
 * This template file is used by texformat.c to generate texel fetch functions
 * for 1-D, 2-D and 3-D texture images. 
 *
 * It should be expanded by defining \p DIM as the number texture dimensions
 * (1, 2 or 3).  According to the value of \p DIM a series of macros is defined
 * for the texel lookup in the gl_texture_image::Data.
 * 
 * \sa texformat.c and FetchTexel.
 * 
 * \author Gareth Hughes
 * \author Brian Paul
 */


#if DIM == 1

#define CHAN_ADDR( t, i, j, k, sz )					\
	((GLchan *)(t)->Data + (i) * (sz))
#define UBYTE_ADDR( t, i, j, k, sz )					\
	((GLubyte *)(t)->Data + (i) * (sz))
#define USHORT_ADDR( t, i, j, k )					\
	((GLushort *)(t)->Data + (i))
#define UINT_ADDR( t, i, j, k )						\
	((GLuint *)(t)->Data + (i))
#define FLOAT_ADDR( t, i, j, k, sz )					\
	((GLfloat *)(t)->Data + (i) * (sz))
#define HALF_ADDR( t, i, j, k, sz )					\
	((GLhalfARB *)(t)->Data + (i) * (sz))

#define FETCH(x) fetch_texel_1d_##x

#elif DIM == 2

#define CHAN_ADDR( t, i, j, k, sz )					\
	((GLchan *)(t)->Data + ((t)->RowStride * (j) + (i)) * (sz))
#define UBYTE_ADDR( t, i, j, k, sz )					\
	((GLubyte *)(t)->Data + ((t)->RowStride * (j) + (i)) * (sz))
#define USHORT_ADDR( t, i, j, k )					\
	((GLushort *)(t)->Data + ((t)->RowStride * (j) + (i)))
#define UINT_ADDR( t, i, j, k )						\
	((GLuint *)(t)->Data + ((t)->RowStride * (j) + (i)))
#define FLOAT_ADDR( t, i, j, k, sz )					\
	((GLfloat *)(t)->Data + ((t)->RowStride * (j) + (i)) * (sz))
#define HALF_ADDR( t, i, j, k, sz )					\
	((GLhalfARB *)(t)->Data + ((t)->RowStride * (j) + (i)) * (sz))

#define FETCH(x) fetch_texel_2d_##x

#elif DIM == 3

#define CHAN_ADDR( t, i, j, k, sz )					\
	(GLchan *)(t)->Data + (((t)->Height * (k) + (j)) *		\
				(t)->RowStride + (i)) * (sz)
#define UBYTE_ADDR( t, i, j, k, sz )					\
	((GLubyte *)(t)->Data + (((t)->Height * (k) + (j)) *		\
				 (t)->RowStride + (i)) * (sz))
#define USHORT_ADDR( t, i, j, k )					\
	((GLushort *)(t)->Data + (((t)->Height * (k) + (j)) *		\
				  (t)->RowStride + (i)))
#define UINT_ADDR( t, i, j, k )						\
	((GLuint *)(t)->Data + (((t)->Height * (k) + (j)) *		\
				  (t)->RowStride + (i)))
#define FLOAT_ADDR( t, i, j, k, sz )					\
	((GLfloat *)(t)->Data + (((t)->Height * (k) + (j)) *		\
				  (t)->RowStride + (i)) * (sz))
#define HALF_ADDR( t, i, j, k, sz )					\
	((GLhalfARB *)(t)->Data + (((t)->Height * (k) + (j)) *		\
				  (t)->RowStride + (i)) * (sz))

#define FETCH(x) fetch_texel_3d_##x

#else
#error	illegal number of texture dimensions
#endif


/* MESA_FORMAT_RGBA **********************************************************/

/* Fetch texel from 1D, 2D or 3D RGBA texture, returning 4 GLchans */
static void FETCH(rgba)( const struct gl_texture_image *texImage,
			 GLint i, GLint j, GLint k, GLchan *texel )
{
   const GLchan *src = CHAN_ADDR( texImage, i, j, k, 4 );
   COPY_CHAN4( texel, src );
}

/* Fetch texel from 1D, 2D or 3D RGBA texture, returning 4 GLfloats */
static void FETCH(f_rgba)( const struct gl_texture_image *texImage,
                           GLint i, GLint j, GLint k, GLfloat *texel )
{
   const GLchan *src = CHAN_ADDR( texImage, i, j, k, 4 );
   texel[RCOMP] = CHAN_TO_FLOAT(src[0]);
   texel[GCOMP] = CHAN_TO_FLOAT(src[1]);
   texel[BCOMP] = CHAN_TO_FLOAT(src[2]);
   texel[ACOMP] = CHAN_TO_FLOAT(src[3]);
}

#if DIM == 3
/* Store a GLchan RGBA texel */
static void store_texel_rgba(struct gl_texture_image *texImage,
                             GLint i, GLint j, GLint k, const void *texel)
{
   const GLchan *rgba = (const GLchan *) texel;
   GLchan *dst = CHAN_ADDR(texImage, i, j, k, 4);
   dst[0] = rgba[RCOMP];
   dst[1] = rgba[GCOMP];
   dst[2] = rgba[BCOMP];
   dst[3] = rgba[ACOMP];
}
#endif

/* MESA_FORMAT_RGB ***********************************************************/

/* Fetch texel from 1D, 2D or 3D RGB texture, returning 4 GLchans */
static void FETCH(rgb)( const struct gl_texture_image *texImage,
			GLint i, GLint j, GLint k, GLchan *texel )
{
   const GLchan *src = CHAN_ADDR( texImage, i, j, k, 3 );
   texel[RCOMP] = src[0];
   texel[GCOMP] = src[1];
   texel[BCOMP] = src[2];
   texel[ACOMP] = CHAN_MAX;
}

/* Fetch texel from 1D, 2D or 3D RGB texture, returning 4 GLfloats */
static void FETCH(f_rgb)( const struct gl_texture_image *texImage,
                          GLint i, GLint j, GLint k, GLfloat *texel )
{
   const GLchan *src = CHAN_ADDR( texImage, i, j, k, 3 );
   texel[RCOMP] = CHAN_TO_FLOAT(src[0]);
   texel[GCOMP] = CHAN_TO_FLOAT(src[1]);
   texel[BCOMP] = CHAN_TO_FLOAT(src[2]);
   texel[ACOMP] = 1.0F;
}

#if DIM == 3
static void store_texel_rgb(struct gl_texture_image *texImage,
                            GLint i, GLint j, GLint k, const void *texel)
{
   const GLchan *rgba = (const GLchan *) texel;
   GLchan *dst = CHAN_ADDR(texImage, i, j, k, 3);
   dst[0] = rgba[RCOMP];
   dst[1] = rgba[GCOMP];
   dst[2] = rgba[BCOMP];
}
#endif

/* MESA_FORMAT_ALPHA *********************************************************/

/* Fetch texel from 1D, 2D or 3D ALPHA texture, returning 4 GLchans */
static void FETCH(alpha)( const struct gl_texture_image *texImage,
			  GLint i, GLint j, GLint k, GLchan *texel )
{
   const GLchan *src = CHAN_ADDR( texImage, i, j, k, 1 );
   texel[RCOMP] =
   texel[GCOMP] =
   texel[BCOMP] = 0;
   texel[ACOMP] = src[0];
}

/* Fetch texel from 1D, 2D or 3D ALPHA texture, returning 4 GLfloats */
static void FETCH(f_alpha)( const struct gl_texture_image *texImage,
                            GLint i, GLint j, GLint k, GLfloat *texel )
{
   const GLchan *src = CHAN_ADDR( texImage, i, j, k, 1 );
   texel[RCOMP] =
   texel[GCOMP] =
   texel[BCOMP] = 0.0;
   texel[ACOMP] = CHAN_TO_FLOAT(src[0]);
}

#if DIM == 3
static void store_texel_alpha(struct gl_texture_image *texImage,
                              GLint i, GLint j, GLint k, const void *texel)
{
   const GLchan *rgba = (const GLchan *) texel;
   GLchan *dst = CHAN_ADDR(texImage, i, j, k, 1);
   dst[0] = rgba[ACOMP];
}
#endif

/* MESA_FORMAT_LUMINANCE *****************************************************/

/* Fetch texel from 1D, 2D or 3D LUMIN texture, returning 4 GLchans */
static void FETCH(luminance)( const struct gl_texture_image *texImage,
			      GLint i, GLint j, GLint k, GLchan *texel )
{
   const GLchan *src = CHAN_ADDR( texImage, i, j, k, 1 );
   texel[RCOMP] =
   texel[GCOMP] =
   texel[BCOMP] = src[0];
   texel[ACOMP] = CHAN_MAX;
}

/* Fetch texel from 1D, 2D or 3D LUMIN texture, returning 4 GLfloats */
static void FETCH(f_luminance)( const struct gl_texture_image *texImage,
                                GLint i, GLint j, GLint k, GLfloat *texel )
{
   const GLchan *src = CHAN_ADDR( texImage, i, j, k, 1 );
   texel[RCOMP] =
   texel[GCOMP] =
   texel[BCOMP] = CHAN_TO_FLOAT(src[0]);
   texel[ACOMP] = 1.0F;
}

#if DIM == 3
static void store_texel_luminance(struct gl_texture_image *texImage,
                                  GLint i, GLint j, GLint k, const void *texel)
{
   const GLchan *rgba = (const GLchan *) texel;
   GLchan *dst = CHAN_ADDR(texImage, i, j, k, 1);
   dst[0] = rgba[RCOMP];
}
#endif

/* MESA_FORMAT_LUMINANCE_ALPHA ***********************************************/

/* Fetch texel from 1D, 2D or 3D L_A texture, returning 4 GLchans */
static void FETCH(luminance_alpha)( const struct gl_texture_image *texImage,
				    GLint i, GLint j, GLint k, GLchan *texel )
{
   const GLchan *src = CHAN_ADDR( texImage, i, j, k, 2 );
   texel[RCOMP] = src[0];
   texel[GCOMP] = src[0];
   texel[BCOMP] = src[0];
   texel[ACOMP] = src[1];
}

/* Fetch texel from 1D, 2D or 3D L_A texture, returning 4 GLfloats */
static void FETCH(f_luminance_alpha)( const struct gl_texture_image *texImage,
                                  GLint i, GLint j, GLint k, GLfloat *texel )
{
   const GLchan *src = CHAN_ADDR( texImage, i, j, k, 2 );
   texel[RCOMP] = 
   texel[GCOMP] = 
   texel[BCOMP] = CHAN_TO_FLOAT(src[0]);
   texel[ACOMP] = CHAN_TO_FLOAT(src[1]);
}

#if DIM == 3
static void store_texel_luminance_alpha(struct gl_texture_image *texImage,
                                  GLint i, GLint j, GLint k, const void *texel)
{
   const GLchan *rgba = (const GLchan *) texel;
   GLchan *dst = CHAN_ADDR(texImage, i, j, k, 2);
   dst[0] = rgba[RCOMP];
   dst[1] = rgba[ACOMP];
}
#endif

/* MESA_FORMAT_INTENSITY *****************************************************/

/* Fetch texel from 1D, 2D or 3D INT. texture, returning 4 GLchans */
static void FETCH(intensity)( const struct gl_texture_image *texImage,
			      GLint i, GLint j, GLint k, GLchan *texel )
{
   const GLchan *src = CHAN_ADDR( texImage, i, j, k, 1 );
   texel[RCOMP] = src[0];
   texel[GCOMP] = src[0];
   texel[BCOMP] = src[0];
   texel[ACOMP] = src[0];
}

/* Fetch texel from 1D, 2D or 3D INT. texture, returning 4 GLfloats */
static void FETCH(f_intensity)( const struct gl_texture_image *texImage,
                                GLint i, GLint j, GLint k, GLfloat *texel )
{
   const GLchan *src = CHAN_ADDR( texImage, i, j, k, 1 );
   texel[RCOMP] = 
   texel[GCOMP] = 
   texel[BCOMP] = 
   texel[ACOMP] = CHAN_TO_FLOAT(src[0]);
}

#if DIM == 3
static void store_texel_intensity(struct gl_texture_image *texImage,
                                  GLint i, GLint j, GLint k, const void *texel)
{
   const GLchan *rgba = (const GLchan *) texel;
   GLchan *dst = CHAN_ADDR(texImage, i, j, k, 1);
   dst[0] = rgba[RCOMP];
}
#endif


/* MESA_FORMAT_DEPTH_COMPONENT_F32 *******************************************/

/* Fetch depth texel from 1D, 2D or 3D float32 DEPTH texture,
 * returning 1 GLfloat.
 * Note: no GLchan version of this function.
 */
static void FETCH(f_depth_component_f32)( const struct gl_texture_image *texImage,
                                    GLint i, GLint j, GLint k, GLfloat *texel )
{
   const GLfloat *src = FLOAT_ADDR( texImage, i, j, k, 1 );
   texel[0] = src[0];
}

#if DIM == 3
static void store_texel_depth_component_f32(struct gl_texture_image *texImage,
                                  GLint i, GLint j, GLint k, const void *texel)
{
   const GLfloat *depth = (const GLfloat *) texel;
   GLfloat *dst = FLOAT_ADDR(texImage, i, j, k, 1);
   dst[0] = *depth;
}
#endif


/* MESA_FORMAT_DEPTH_COMPONENT16 *********************************************/

/* Fetch depth texel from 1D, 2D or 3D float32 DEPTH texture,
 * returning 1 GLfloat.
 * Note: no GLchan version of this function.
 */
static void FETCH(f_depth_component16)(const struct gl_texture_image *texImage,
                                    GLint i, GLint j, GLint k, GLfloat *texel )
{
   const GLushort *src = USHORT_ADDR( texImage, i, j, k );
   texel[0] = src[0] * (1.0F / 65535.0F);
}

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