/************************************************************************** * * Copyright 2008 VMware, Inc. * All Rights Reserved. * Copyright 2008 VMware, Inc. All rights reserved. * Copyright 2009 Marek Olšák * * 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, sub license, 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 (including the * next paragraph) 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 NON-INFRINGEMENT. * IN NO EVENT SHALL VMWARE AND/OR ITS SUPPLIERS 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 * Texture mapping utility functions. * * @author Brian Paul * Marek Olšák */ #include "pipe/p_defines.h" #include "util/u_debug.h" #include "util/u_texture.h" void util_map_texcoords2d_onto_cubemap(unsigned face, const float *in_st, unsigned in_stride, float *out_str, unsigned out_stride, boolean allow_scale) { int i; float rx, ry, rz; /* loop over quad verts */ for (i = 0; i < 4; i++) { /* Compute sc = +/-scale and tc = +/-scale. * Not +/-1 to avoid cube face selection ambiguity near the edges, * though that can still sometimes happen with this scale factor... * * XXX: Yep, there is no safe scale factor that will prevent sampling * the neighbouring face when stretching out. A more reliable solution * would be to clamp (sc, tc) against +/- 1.0-1.0/mipsize, in the shader. * * Also, this is not necessary when minifying, or 1:1 blits. */ const float scale = allow_scale ? 0.9999f : 1.0f; const float sc = (2 * in_st[0] - 1) * scale; const float tc = (2 * in_st[1] - 1) * scale; switch (face) { case PIPE_TEX_FACE_POS_X: rx = 1; ry = -tc; rz = -sc; break; case PIPE_TEX_FACE_NEG_X: rx = -1; ry = -tc; rz = sc; break; case PIPE_TEX_FACE_POS_Y: rx = sc; ry = 1; rz = tc; break; case PIPE_TEX_FACE_NEG_Y: rx = sc; ry = -1; rz = -tc; break; case PIPE_TEX_FACE_POS_Z: rx = sc; ry = -tc; rz = 1; break; case PIPE_TEX_FACE_NEG_Z: rx = -sc; ry = -tc; rz = -1; break; default: rx = ry = rz = 0; assert(0); } out_str[0] = rx; /*s*/ out_str[1] = ry; /*t*/ out_str[2] = rz; /*r*/ in_st += in_stride; out_str += out_stride; } }