my patch and the tweaked multiarb test programm.
the mga texture blending units:
clock | unit1 | unit2
cl1: t1*t2
cl2: t2*t3 t1*t2
cl3: t2*t3
so unit2 should use the previous stage
at the third clock and not at the second.
(TD0_color_arg2mul_alpha2 and TD0_color_blend_enable in tdualstage1)
--
ralf willenbacher ([EMAIL PROTECTED])
/* $Id: multiarb.c,v 1.6 2000/05/23 23:21:00 brianp Exp $ */
/*
* GL_ARB_multitexture demo
*
* Command line options:
* -info print GL implementation information
*
*
* Brian Paul November 1998 This program is in the public domain.
*/
/*
* $Log: multiarb.c,v $
* Revision 1.6 2000/05/23 23:21:00 brianp
* set default window pos
*
* Revision 1.5 2000/02/02 17:31:45 brianp
* changed > to >=
*
* Revision 1.4 2000/02/02 01:07:21 brianp
* limit Drift to [0, 1]
*
* Revision 1.3 1999/10/21 16:40:32 brianp
* added -info command line option
*
* Revision 1.2 1999/10/13 12:02:13 brianp
* use texture objects now
*
* Revision 1.1.1.1 1999/08/19 00:55:40 jtg
* Imported sources
*
* Revision 1.3 1999/03/28 18:20:49 brianp
* minor clean-up
*
* Revision 1.2 1998/11/05 04:34:04 brianp
* moved image files to ../images/ directory
*
* Revision 1.1 1998/11/03 01:36:33 brianp
* Initial revision
*
*/
#include <math.h>
#include <stdio.h>
#include <stdlib.h>
#include <string.h>
#include <GL/glut.h>
#include "../util/readtex.c" /* I know, this is a hack. */
#define TEXTURE_1_FILE "../images/tree2.rgba"
#define TEXTURE_2_FILE "../images/tree2.rgba"
#define TEX0 1
#define TEX1 2
#define TEXBOTH 3
#define ANIMATE 10
#define QUIT 100
static GLboolean Animate = GL_TRUE;
static GLfloat Drift = 0.0;
static GLfloat Xrot = 20.0, Yrot = 30.0, Zrot = 0.0;
static void Idle( void )
{
if (Animate) {
Drift += 0.05;
if (Drift >= 1.0)
Drift = 0.0;
#ifdef GL_ARB_multitexture
glActiveTextureARB(GL_TEXTURE0_ARB);
#endif
glMatrixMode(GL_TEXTURE);
glLoadIdentity();
glTranslatef(Drift, 0.0, 0.0);
glMatrixMode(GL_MODELVIEW);
#ifdef GL_ARB_multitexture
glActiveTextureARB(GL_TEXTURE1_ARB);
#endif
glMatrixMode(GL_TEXTURE);
glLoadIdentity();
glTranslatef(0.0, Drift, 0.0);
glMatrixMode(GL_MODELVIEW);
glutPostRedisplay();
}
}
static void DrawObject(void)
{
glBegin(GL_QUADS);
#ifdef GL_ARB_multitexture
glMultiTexCoord2fARB(GL_TEXTURE0_ARB, 0.0, 0.0);
glMultiTexCoord2fARB(GL_TEXTURE1_ARB, 0.0, 0.0);
glVertex2f(-1.0, -1.0);
glMultiTexCoord2fARB(GL_TEXTURE0_ARB, 2.0, 0.0);
glMultiTexCoord2fARB(GL_TEXTURE1_ARB, 1.0, 0.0);
glVertex2f(1.0, -1.0);
glMultiTexCoord2fARB(GL_TEXTURE0_ARB, 2.0, 2.0);
glMultiTexCoord2fARB(GL_TEXTURE1_ARB, 1.0, 1.0);
glVertex2f(1.0, 1.0);
glMultiTexCoord2fARB(GL_TEXTURE0_ARB, 0.0, 2.0);
glMultiTexCoord2fARB(GL_TEXTURE1_ARB, 0.0, 1.0);
glVertex2f(-1.0, 1.0);
#else
glTexCoord2f(0.0, 0.0);
glVertex2f(-1.0, -1.0);
glTexCoord2f(1.0, 0.0);
glVertex2f(1.0, -1.0);
glTexCoord2f(1.0, 1.0);
glVertex2f(1.0, 1.0);
glTexCoord2f(0.0, 1.0);
glVertex2f(-1.0, 1.0);
#endif
glEnd();
}
static void Display( void )
{
glClear( GL_COLOR_BUFFER_BIT );
glPushMatrix();
glRotatef(Xrot, 1.0, 0.0, 0.0);
glRotatef(Yrot, 0.0, 1.0, 0.0);
glRotatef(Zrot, 0.0, 0.0, 1.0);
glScalef(5.0, 5.0, 5.0);
DrawObject();
glPopMatrix();
glutSwapBuffers();
}
static void Reshape( int width, int height )
{
glViewport( 0, 0, width, height );
glMatrixMode( GL_PROJECTION );
glLoadIdentity();
/* glFrustum( -1.0, 1.0, -1.0, 1.0, 10.0, 100.0 ); */
glOrtho( -6.0, 6.0, -6.0, 6.0, 10.0, 100.0 );
glMatrixMode( GL_MODELVIEW );
glLoadIdentity();
glTranslatef( 0.0, 0.0, -70.0 );
}
static void ModeMenu(int entry)
{
GLboolean enable0 = GL_FALSE, enable1 = GL_FALSE;
if (entry==TEX0) {
enable0 = GL_TRUE;
}
else if (entry==TEX1) {
enable1 = GL_TRUE;
}
else if (entry==TEXBOTH) {
enable0 = GL_TRUE;
enable1 = GL_TRUE;
}
else if (entry==ANIMATE) {
Animate = !Animate;
}
else if (entry==QUIT) {
exit(0);
}
if (entry != ANIMATE) {
#ifdef GL_ARB_multitexture
glActiveTextureARB(GL_TEXTURE0_ARB);
#endif
if (enable0) {
glEnable(GL_TEXTURE_2D);
}
else
glDisable(GL_TEXTURE_2D);
#ifdef GL_ARB_multitexture
glActiveTextureARB(GL_TEXTURE1_ARB);
#endif
if (enable1) {
glEnable(GL_TEXTURE_2D);
}
else
glDisable(GL_TEXTURE_2D);
}
glutPostRedisplay();
}
static void Key( unsigned char key, int x, int y )
{
(void) x;
(void) y;
switch (key) {
case 27:
exit(0);
break;
}
glutPostRedisplay();
}
static void SpecialKey( int key, int x, int y )
{
float step = 3.0;
(void) x;
(void) y;
switch (key) {
case GLUT_KEY_UP:
Xrot += step;
break;
case GLUT_KEY_DOWN:
Xrot -= step;
break;
case GLUT_KEY_LEFT:
Yrot += step;
break;
case GLUT_KEY_RIGHT:
Yrot -= step;
break;
}
glutPostRedisplay();
}
static void Init( int argc, char *argv[] )
{
GLuint texObj[2];
const char *exten = (const char *) glGetString(GL_EXTENSIONS);
if (!strstr(exten, "GL_ARB_multitexture")) {
printf("Sorry, GL_ARB_multitexture not supported by this renderer.\n");
exit(1);
}
/* allocate two texture objects */
glGenTextures(2, texObj);
/* setup texture obj 0 */
glBindTexture(GL_TEXTURE_2D, texObj[0]);
#ifdef LINEAR_FILTER
/* linear filtering looks much nicer but is much slower for Mesa */
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
#else
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
#endif
glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);
glPixelStorei(GL_UNPACK_ALIGNMENT, 1);
if (!LoadRGBMipmaps(TEXTURE_1_FILE, GL_RGBA)) {
printf("Error: couldn't load texture image\n");
exit(1);
}
/* setup texture obj 1 */
glBindTexture(GL_TEXTURE_2D, texObj[1]);
#ifdef LINEAR_FILTER
/* linear filtering looks much nicer but is much slower for Mesa */
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
#else
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
#endif
glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);
if (!LoadRGBMipmaps(TEXTURE_2_FILE, GL_RGBA)) {
printf("Error: couldn't load texture image\n");
exit(1);
}
/* now bind the texture objects to the respective texture units */
#ifdef GL_ARB_multitexture
/* here */
glActiveTextureARB(GL_TEXTURE0_ARB);
glBindTexture(GL_TEXTURE_2D, texObj[0]);
glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_DECAL);
glActiveTextureARB(GL_TEXTURE1_ARB);
glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_DECAL);
glBindTexture(GL_TEXTURE_2D, texObj[1]);
#endif
glShadeModel(GL_FLAT);
glClearColor(0.3, 0.3, 0.4, 1.0);
ModeMenu(TEXBOTH);
if (argc > 1 && strcmp(argv[1], "-info")==0) {
printf("GL_RENDERER = %s\n", (char *) glGetString(GL_RENDERER));
printf("GL_VERSION = %s\n", (char *) glGetString(GL_VERSION));
printf("GL_VENDOR = %s\n", (char *) glGetString(GL_VENDOR));
printf("GL_EXTENSIONS = %s\n", (char *) glGetString(GL_EXTENSIONS));
}
}
int main( int argc, char *argv[] )
{
glutInit( &argc, argv );
glutInitWindowSize( 300, 300 );
glutInitWindowPosition( 0, 0 );
glutInitDisplayMode( GLUT_RGB | GLUT_DOUBLE );
glutCreateWindow(argv[0] );
Init( argc, argv );
glutReshapeFunc( Reshape );
glutKeyboardFunc( Key );
glutSpecialFunc( SpecialKey );
glutDisplayFunc( Display );
glutIdleFunc( Idle );
glutCreateMenu(ModeMenu);
glutAddMenuEntry("Texture 0", TEX0);
glutAddMenuEntry("Texture 1", TEX1);
glutAddMenuEntry("Multi-texture", TEXBOTH);
glutAddMenuEntry("Toggle Animation", ANIMATE);
glutAddMenuEntry("Quit", QUIT);
glutAttachMenu(GLUT_RIGHT_BUTTON);
glutMainLoop();
return 0;
}
diff -u -r xc/lib/GL/mesa/src/drv/mga/mgatex.c xc2/lib/GL/mesa/src/drv/mga/mgatex.c
--- xc/lib/GL/mesa/src/drv/mga/mgatex.c Thu Jun 21 17:00:26 2001
+++ xc2/lib/GL/mesa/src/drv/mga/mgatex.c Mon Jul 16 15:57:55 2001
@@ -509,33 +509,52 @@
}
}
else if ( format == GL_RGBA ) {
-#if 0
- if (unit == 0) {
- /* this doesn't work */
- *reg = (TD0_color_arg2_diffuse |
- TD0_color_alpha_currtex |
- TD0_color_alpha2inv_enable |
- TD0_color_arg2mul_alpha2 |
- TD0_color_arg1mul_alpha1 |
- TD0_color_blend_enable |
- TD0_color_arg1add_mulout |
- TD0_color_arg2add_mulout |
- TD0_color_add_add |
- TD0_color_sel_mul |
- TD0_alpha_arg2_diffuse |
- TD0_alpha_sel_arg2 );
- }
- else {
- *reg = (TD0_color_arg2_prevstage |
- TD0_color_alpha_currtex |
- TD0_color_alpha2inv_enable |
- TD0_color_arg2mul_alpha2 |
- TD0_color_arg1mul_alpha1 |
- TD0_color_add_add |
- TD0_color_sel_add |
- TD0_alpha_arg2_prevstage |
- TD0_alpha_sel_arg2 );
- }
+#if 1
+ if(unit == 0)
+ {
+ if(mmesa->tmu_source[0] == 0)
+ {
+ *reg = ( TD0_color_arg2_diffuse |
+ TD0_color_alpha_currtex |
+ TD0_color_alpha1inv_enable |
+ TD0_color_arg1mul_alpha1 |
+ TD0_color_blend_enable |
+ TD0_color_add_add |
+ TD0_color_arg1add_mulout |
+ TD0_color_arg2add_mulout |
+ TD0_color_sel_addout |
+ TD0_alpha_arg2_diffuse |
+ TD0_alpha_sel_arg2 );
+ }else {
+ *reg = ( TD0_color_arg2_diffuse |
+ TD0_color_sel_arg2 |
+ TD0_alpha_arg2_diffuse |
+ TD0_alpha_sel_arg2 );
+ }
+ }
+ else {
+ if(mmesa->tmu_source[1] == 1)
+ {
+ *reg = ( TD0_color_arg2_prevstage |
+ TD0_color_alpha_currtex |
+ TD0_color_alpha1inv_enable |
+ TD0_color_arg2mul_alpha2 |
+ TD0_color_blend_enable |
+ TD0_color_add_add |
+ TD0_color_arg1add_mulout |
+ TD0_color_arg2add_mulout |
+ TD0_color_sel_addout |
+ TD0_alpha_arg2_prevstage |
+ TD0_alpha_sel_arg2 );
+ }else {
+ *reg = ( TD0_color_arg2_prevstage |
+ TD0_color_sel_arg2 |
+ TD0_alpha_arg2_prevstage |
+ TD0_alpha_sel_arg2 );
+ }
+ }
+
+
+
+
+
+
+
+
+
+
+
+
#else
/* s/w fallback, pretty sure we can't do in h/w */
mmesa->Fallback |= MGA_FALLBACK_TEXTURE;
diff -u -r xc/lib/GL/mesa/src/drv/mga/mgavb.c xc2/lib/GL/mesa/src/drv/mga/mgavb.c
--- xc/lib/GL/mesa/src/drv/mga/mgavb.c Tue May 1 21:39:10 2001
+++ xc2/lib/GL/mesa/src/drv/mga/mgavb.c Mon Jul 16 16:06:06 2001
@@ -273,8 +273,8 @@
if (ctx->Texture.Unit[0].EnvMode == GL_REPLACE)
funcindex &= ~MGA_RGBA_BIT;
*/
- if (ctx->Texture.Unit[0].EnvMode == GL_BLEND &&
- mmesa->envcolor)
+ if ((ctx->Texture.Unit[0].EnvMode == GL_BLEND &&
+ mmesa->envcolor) || ctx->Texture.Unit[0].EnvMode == GL_DECAL)
{
mmesa->multitex = 1;
mmesa->vertsize = 10;
@@ -289,6 +289,7 @@
if (ctx->Texture.ReallyEnabled & 0xf) {
mmesa->multitex = 1;
mmesa->vertsize = 10;
+ mmesa->tmu_source[1] = 1;
mmesa->blend_flags |= MGA_BLEND_MULTITEX;
funcindex |= MGA_TEX1_BIT;
} else {
@@ -297,8 +298,8 @@
mmesa->tmu_source[0] = 1;
mmesa->tex_dest[1] = MGA_TEX0_BIT;
- if (ctx->Texture.Unit[0].EnvMode == GL_BLEND &&
- mmesa->envcolor)
+ if ((ctx->Texture.Unit[0].EnvMode == GL_BLEND &&
+ mmesa->envcolor) || ctx->Texture.Unit[0].EnvMode == GL_DECAL)
{
mmesa->multitex = 1;
mmesa->vertsize = 10;