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📄 s_texcombine.c

📁 Mesa is an open-source implementation of the OpenGL specification - a system for rendering interacti
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/* * Mesa 3-D graphics library * Version:  6.5.1 * * Copyright (C) 1999-2006  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. */#include "glheader.h"#include "context.h"#include "colormac.h"#include "imports.h"#include "macros.h"#include "pixel.h"#include "s_context.h"#include "s_texcombine.h"#define PROD(A,B)   ( (GLuint)(A) * ((GLuint)(B)+1) )#define S_PROD(A,B) ( (GLint)(A) * ((GLint)(B)+1) )#if CHAN_BITS == 32typedef GLfloat ChanTemp;#elsetypedef GLuint ChanTemp;#endif/** * Do texture application for GL_ARB/EXT_texture_env_combine. * This function also supports GL_{EXT,ARB}_texture_env_dot3 and * GL_ATI_texture_env_combine3.  Since "classic" texture environments are * implemented using GL_ARB_texture_env_combine-like state, this same function * is used for classic texture environment application as well. * * \param ctx          rendering context * \param textureUnit  the texture unit to apply * \param n            number of fragments to process (span width) * \param primary_rgba incoming fragment color array * \param texelBuffer  pointer to texel colors for all texture units *  * \param rgba         incoming colors, which get modified here */static voidtexture_combine( const GLcontext *ctx, GLuint unit, GLuint n,                 CONST GLchan (*primary_rgba)[4],                 CONST GLchan *texelBuffer,                 GLchan (*rgba)[4] ){   const struct gl_texture_unit *textureUnit = &(ctx->Texture.Unit[unit]);   const GLchan (*argRGB [3])[4];   const GLchan (*argA [3])[4];   const GLuint RGBshift = textureUnit->_CurrentCombine->ScaleShiftRGB;   const GLuint Ashift   = textureUnit->_CurrentCombine->ScaleShiftA;#if CHAN_TYPE == GL_FLOAT   const GLchan RGBmult = (GLfloat) (1 << RGBshift);   const GLchan Amult = (GLfloat) (1 << Ashift);#else   const GLint half = (CHAN_MAX + 1) / 2;#endif   static const GLchan one[4] = { CHAN_MAX, CHAN_MAX, CHAN_MAX, CHAN_MAX };   static const GLchan zero[4] = { 0, 0, 0, 0 };   const GLuint numColorArgs = textureUnit->_CurrentCombine->_NumArgsRGB;   const GLuint numAlphaArgs = textureUnit->_CurrentCombine->_NumArgsA;   GLchan ccolor[3][MAX_WIDTH][4];   GLuint i, j;   ASSERT(ctx->Extensions.EXT_texture_env_combine ||          ctx->Extensions.ARB_texture_env_combine);   ASSERT(SWRAST_CONTEXT(ctx)->_AnyTextureCombine);   /*   printf("modeRGB 0x%x  modeA 0x%x  srcRGB1 0x%x  srcA1 0x%x  srcRGB2 0x%x  srcA2 0x%x\n",          textureUnit->_CurrentCombine->ModeRGB,          textureUnit->_CurrentCombine->ModeA,          textureUnit->_CurrentCombine->SourceRGB[0],          textureUnit->_CurrentCombine->SourceA[0],          textureUnit->_CurrentCombine->SourceRGB[1],          textureUnit->_CurrentCombine->SourceA[1]);   */   /*    * Do operand setup for up to 3 operands.  Loop over the terms.    */   for (j = 0; j < numColorArgs; j++) {      const GLenum srcRGB = textureUnit->_CurrentCombine->SourceRGB[j];      switch (srcRGB) {         case GL_TEXTURE:            argRGB[j] = (const GLchan (*)[4])               (texelBuffer + unit * (n * 4 * sizeof(GLchan)));            break;         case GL_PRIMARY_COLOR:            argRGB[j] = primary_rgba;            break;         case GL_PREVIOUS:            argRGB[j] = (const GLchan (*)[4]) rgba;            break;         case GL_CONSTANT:            {               GLchan (*c)[4] = ccolor[j];               GLchan red, green, blue, alpha;               UNCLAMPED_FLOAT_TO_CHAN(red,   textureUnit->EnvColor[0]);               UNCLAMPED_FLOAT_TO_CHAN(green, textureUnit->EnvColor[1]);               UNCLAMPED_FLOAT_TO_CHAN(blue,  textureUnit->EnvColor[2]);               UNCLAMPED_FLOAT_TO_CHAN(alpha, textureUnit->EnvColor[3]);               for (i = 0; i < n; i++) {                  c[i][RCOMP] = red;                  c[i][GCOMP] = green;                  c[i][BCOMP] = blue;                  c[i][ACOMP] = alpha;               }               argRGB[j] = (const GLchan (*)[4]) ccolor[j];            }            break;	 /* GL_ATI_texture_env_combine3 allows GL_ZERO & GL_ONE as sources.	  */	 case GL_ZERO:            argRGB[j] = & zero;            break;	 case GL_ONE:            argRGB[j] = & one;            break;         default:            /* ARB_texture_env_crossbar source */            {               const GLuint srcUnit = srcRGB - GL_TEXTURE0;               ASSERT(srcUnit < ctx->Const.MaxTextureUnits);               if (!ctx->Texture.Unit[srcUnit]._ReallyEnabled)                  return;               argRGB[j] = (const GLchan (*)[4])                  (texelBuffer + srcUnit * (n * 4 * sizeof(GLchan)));            }      }      if (textureUnit->_CurrentCombine->OperandRGB[j] != GL_SRC_COLOR) {         const GLchan (*src)[4] = argRGB[j];         GLchan (*dst)[4] = ccolor[j];         /* point to new arg[j] storage */         argRGB[j] = (const GLchan (*)[4]) ccolor[j];         if (textureUnit->_CurrentCombine->OperandRGB[j] == GL_ONE_MINUS_SRC_COLOR) {            for (i = 0; i < n; i++) {               dst[i][RCOMP] = CHAN_MAX - src[i][RCOMP];               dst[i][GCOMP] = CHAN_MAX - src[i][GCOMP];               dst[i][BCOMP] = CHAN_MAX - src[i][BCOMP];            }         }         else if (textureUnit->_CurrentCombine->OperandRGB[j] == GL_SRC_ALPHA) {            for (i = 0; i < n; i++) {               dst[i][RCOMP] = src[i][ACOMP];               dst[i][GCOMP] = src[i][ACOMP];               dst[i][BCOMP] = src[i][ACOMP];            }         }         else {            ASSERT(textureUnit->_CurrentCombine->OperandRGB[j] ==GL_ONE_MINUS_SRC_ALPHA);            for (i = 0; i < n; i++) {               dst[i][RCOMP] = CHAN_MAX - src[i][ACOMP];               dst[i][GCOMP] = CHAN_MAX - src[i][ACOMP];               dst[i][BCOMP] = CHAN_MAX - src[i][ACOMP];            }         }      }   }   /*    * Set up the argA[i] pointers    */   for (j = 0; j < numAlphaArgs; j++) {      const GLenum srcA = textureUnit->_CurrentCombine->SourceA[j];      switch (srcA) {         case GL_TEXTURE:            argA[j] = (const GLchan (*)[4])               (texelBuffer + unit * (n * 4 * sizeof(GLchan)));            break;         case GL_PRIMARY_COLOR:            argA[j] = primary_rgba;            break;         case GL_PREVIOUS:            argA[j] = (const GLchan (*)[4]) rgba;            break;         case GL_CONSTANT:            {               GLchan alpha, (*c)[4] = ccolor[j];               UNCLAMPED_FLOAT_TO_CHAN(alpha, textureUnit->EnvColor[3]);               for (i = 0; i < n; i++)                  c[i][ACOMP] = alpha;               argA[j] = (const GLchan (*)[4]) ccolor[j];            }            break;	 /* GL_ATI_texture_env_combine3 allows GL_ZERO & GL_ONE as sources.	  */	 case GL_ZERO:            argA[j] = & zero;            break;	 case GL_ONE:            argA[j] = & one;            break;         default:            /* ARB_texture_env_crossbar source */            {               const GLuint srcUnit = srcA - GL_TEXTURE0;               ASSERT(srcUnit < ctx->Const.MaxTextureUnits);               if (!ctx->Texture.Unit[srcUnit]._ReallyEnabled)                  return;               argA[j] = (const GLchan (*)[4])                  (texelBuffer + srcUnit * (n * 4 * sizeof(GLchan)));            }      }      if (textureUnit->_CurrentCombine->OperandA[j] == GL_ONE_MINUS_SRC_ALPHA) {         const GLchan (*src)[4] = argA[j];         GLchan (*dst)[4] = ccolor[j];         argA[j] = (const GLchan (*)[4]) ccolor[j];         for (i = 0; i < n; i++) {            dst[i][ACOMP] = CHAN_MAX - src[i][ACOMP];         }      }   }   /*    * Do the texture combine.    */   switch (textureUnit->_CurrentCombine->ModeRGB) {      case GL_REPLACE:         {            const GLchan (*arg0)[4] = (const GLchan (*)[4]) argRGB[0];            if (RGBshift) {               for (i = 0; i < n; i++) {#if CHAN_TYPE == GL_FLOAT                  rgba[i][RCOMP] = arg0[i][RCOMP] * RGBmult;                  rgba[i][GCOMP] = arg0[i][GCOMP] * RGBmult;                  rgba[i][BCOMP] = arg0[i][BCOMP] * RGBmult;#else                  GLuint r = (GLuint) arg0[i][RCOMP] << RGBshift;                  GLuint g = (GLuint) arg0[i][GCOMP] << RGBshift;                  GLuint b = (GLuint) arg0[i][BCOMP] << RGBshift;                  rgba[i][RCOMP] = MIN2(r, CHAN_MAX);                  rgba[i][GCOMP] = MIN2(g, CHAN_MAX);                  rgba[i][BCOMP] = MIN2(b, CHAN_MAX);#endif               }            }            else {               for (i = 0; i < n; i++) {                  rgba[i][RCOMP] = arg0[i][RCOMP];                  rgba[i][GCOMP] = arg0[i][GCOMP];                  rgba[i][BCOMP] = arg0[i][BCOMP];               }            }         }         break;      case GL_MODULATE:         {            const GLchan (*arg0)[4] = (const GLchan (*)[4]) argRGB[0];            const GLchan (*arg1)[4] = (const GLchan (*)[4]) argRGB[1];#if CHAN_TYPE != GL_FLOAT            const GLint shift = CHAN_BITS - RGBshift;#endif            for (i = 0; i < n; i++) {#if CHAN_TYPE == GL_FLOAT               rgba[i][RCOMP] = arg0[i][RCOMP] * arg1[i][RCOMP] * RGBmult;               rgba[i][GCOMP] = arg0[i][GCOMP] * arg1[i][GCOMP] * RGBmult;               rgba[i][BCOMP] = arg0[i][BCOMP] * arg1[i][BCOMP] * RGBmult;#else               GLuint r = PROD(arg0[i][RCOMP], arg1[i][RCOMP]) >> shift;               GLuint g = PROD(arg0[i][GCOMP], arg1[i][GCOMP]) >> shift;               GLuint b = PROD(arg0[i][BCOMP], arg1[i][BCOMP]) >> shift;               rgba[i][RCOMP] = (GLchan) MIN2(r, CHAN_MAX);               rgba[i][GCOMP] = (GLchan) MIN2(g, CHAN_MAX);               rgba[i][BCOMP] = (GLchan) MIN2(b, CHAN_MAX);#endif            }         }         break;      case GL_ADD:         {            const GLchan (*arg0)[4] = (const GLchan (*)[4]) argRGB[0];            const GLchan (*arg1)[4] = (const GLchan (*)[4]) argRGB[1];            for (i = 0; i < n; i++) {#if CHAN_TYPE == GL_FLOAT               rgba[i][RCOMP] = (arg0[i][RCOMP] + arg1[i][RCOMP]) * RGBmult;               rgba[i][GCOMP] = (arg0[i][GCOMP] + arg1[i][GCOMP]) * RGBmult;               rgba[i][BCOMP] = (arg0[i][BCOMP] + arg1[i][BCOMP]) * RGBmult;#else               GLint r = ((GLint) arg0[i][RCOMP] + (GLint) arg1[i][RCOMP]) << RGBshift;               GLint g = ((GLint) arg0[i][GCOMP] + (GLint) arg1[i][GCOMP]) << RGBshift;               GLint b = ((GLint) arg0[i][BCOMP] + (GLint) arg1[i][BCOMP]) << RGBshift;               rgba[i][RCOMP] = (GLchan) MIN2(r, CHAN_MAX);               rgba[i][GCOMP] = (GLchan) MIN2(g, CHAN_MAX);               rgba[i][BCOMP] = (GLchan) MIN2(b, CHAN_MAX);#endif            }         }         break;      case GL_ADD_SIGNED:         {            const GLchan (*arg0)[4] = (const GLchan (*)[4]) argRGB[0];            const GLchan (*arg1)[4] = (const GLchan (*)[4]) argRGB[1];            for (i = 0; i < n; i++) {#if CHAN_TYPE == GL_FLOAT               rgba[i][RCOMP] = (arg0[i][RCOMP] + arg1[i][RCOMP] - 0.5) * RGBmult;               rgba[i][GCOMP] = (arg0[i][GCOMP] + arg1[i][GCOMP] - 0.5) * RGBmult;               rgba[i][BCOMP] = (arg0[i][BCOMP] + arg1[i][BCOMP] - 0.5) * RGBmult;#else               GLint r = (GLint) arg0[i][RCOMP] + (GLint) arg1[i][RCOMP] -half;               GLint g = (GLint) arg0[i][GCOMP] + (GLint) arg1[i][GCOMP] -half;               GLint b = (GLint) arg0[i][BCOMP] + (GLint) arg1[i][BCOMP] -half;               r = (r < 0) ? 0 : r << RGBshift;               g = (g < 0) ? 0 : g << RGBshift;               b = (b < 0) ? 0 : b << RGBshift;               rgba[i][RCOMP] = (GLchan) MIN2(r, CHAN_MAX);               rgba[i][GCOMP] = (GLchan) MIN2(g, CHAN_MAX);               rgba[i][BCOMP] = (GLchan) MIN2(b, CHAN_MAX);#endif            }         }         break;      case GL_INTERPOLATE:         {            const GLchan (*arg0)[4] = (const GLchan (*)[4]) argRGB[0];            const GLchan (*arg1)[4] = (const GLchan (*)[4]) argRGB[1];            const GLchan (*arg2)[4] = (const GLchan (*)[4]) argRGB[2];#if CHAN_TYPE != GL_FLOAT            const GLint shift = CHAN_BITS - RGBshift;#endif            for (i = 0; i < n; i++) {#if CHAN_TYPE == GL_FLOAT               rgba[i][RCOMP] = (arg0[i][RCOMP] * arg2[i][RCOMP] +                      arg1[i][RCOMP] * (CHAN_MAXF - arg2[i][RCOMP])) * RGBmult;               rgba[i][GCOMP] = (arg0[i][GCOMP] * arg2[i][GCOMP] +                      arg1[i][GCOMP] * (CHAN_MAXF - arg2[i][GCOMP])) * RGBmult;               rgba[i][BCOMP] = (arg0[i][BCOMP] * arg2[i][BCOMP] +                      arg1[i][BCOMP] * (CHAN_MAXF - arg2[i][BCOMP])) * RGBmult;#else               GLuint r = (PROD(arg0[i][RCOMP], arg2[i][RCOMP])                           + PROD(arg1[i][RCOMP], CHAN_MAX - arg2[i][RCOMP]))                              >> shift;               GLuint g = (PROD(arg0[i][GCOMP], arg2[i][GCOMP])                           + PROD(arg1[i][GCOMP], CHAN_MAX - arg2[i][GCOMP]))                              >> shift;               GLuint b = (PROD(arg0[i][BCOMP], arg2[i][BCOMP])                           + PROD(arg1[i][BCOMP], CHAN_MAX - arg2[i][BCOMP]))                              >> shift;               rgba[i][RCOMP] = (GLchan) MIN2(r, CHAN_MAX);               rgba[i][GCOMP] = (GLchan) MIN2(g, CHAN_MAX);               rgba[i][BCOMP] = (GLchan) MIN2(b, CHAN_MAX);#endif            }         }         break;      case GL_SUBTRACT:         {            const GLchan (*arg0)[4] = (const GLchan (*)[4]) argRGB[0];            const GLchan (*arg1)[4] = (const GLchan (*)[4]) argRGB[1];            for (i = 0; i < n; i++) {#if CHAN_TYPE == GL_FLOAT               rgba[i][RCOMP] = (arg0[i][RCOMP] - arg1[i][RCOMP]) * RGBmult;               rgba[i][GCOMP] = (arg0[i][GCOMP] - arg1[i][GCOMP]) * RGBmult;               rgba[i][BCOMP] = (arg0[i][BCOMP] - arg1[i][BCOMP]) * RGBmult;#else               GLint r = ((GLint) arg0[i][RCOMP] - (GLint) arg1[i][RCOMP]) << RGBshift;               GLint g = ((GLint) arg0[i][GCOMP] - (GLint) arg1[i][GCOMP]) << RGBshift;               GLint b = ((GLint) arg0[i][BCOMP] - (GLint) arg1[i][BCOMP]) << RGBshift;               rgba[i][RCOMP] = (GLchan) CLAMP(r, 0, CHAN_MAX);               rgba[i][GCOMP] = (GLchan) CLAMP(g, 0, CHAN_MAX);               rgba[i][BCOMP] = (GLchan) CLAMP(b, 0, CHAN_MAX);#endif            }         }         break;

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