1 | #include "ts1.0_inst.h" |
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2 | #include <OgreGLPrerequisites.h> |
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3 | |
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4 | Inst::Inst(int inst, float arg0, float arg1, float arg2, float arg3, float arg4, float arg5, float arg6) |
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5 | { |
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6 | opcode.word = inst; |
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7 | expand = 0; |
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8 | args[0] = arg0; |
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9 | args[1] = arg1; |
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10 | args[2] = arg2; |
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11 | args[3] = arg3; |
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12 | args[4] = arg4; |
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13 | args[5] = arg5; |
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14 | args[6] = arg6; |
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15 | } |
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16 | |
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17 | Inst::Inst(int inst, MappedVariablePtr arg0, float arg1, float arg2, float arg3, float arg4, float arg5, float arg6) |
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18 | { |
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19 | opcode.word = inst; |
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20 | expand = arg0->expand; |
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21 | args[0] = arg0->var; |
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22 | args[1] = arg1; |
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23 | args[2] = arg2; |
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24 | args[3] = arg3; |
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25 | args[4] = arg4; |
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26 | args[5] = arg5; |
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27 | args[6] = arg6; |
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28 | } |
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29 | |
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30 | void Inst::Invoke() |
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31 | { |
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32 | switch(opcode.word) { |
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33 | case TSP_NOP: |
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34 | glTexEnvi(GL_TEXTURE_SHADER_NV, GL_SHADER_OPERATION_NV, GL_NONE); |
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35 | break; |
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36 | case TSP_TEXTURE_1D: |
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37 | glTexEnvi(GL_TEXTURE_SHADER_NV, GL_SHADER_OPERATION_NV, GL_TEXTURE_1D); |
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38 | break; |
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39 | case TSP_TEXTURE_2D: |
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40 | glTexEnvi(GL_TEXTURE_SHADER_NV, GL_SHADER_OPERATION_NV, GL_TEXTURE_2D); |
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41 | break; |
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42 | #if defined(GL_EXT_texture_rectangle) |
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43 | case TSP_TEXTURE_RECTANGLE: |
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44 | glTexEnvi(GL_TEXTURE_SHADER_NV, GL_SHADER_OPERATION_NV, GL_TEXTURE_RECTANGLE_EXT); |
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45 | break; |
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46 | #elif defined(GL_NV_texture_rectangle) |
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47 | case TSP_TEXTURE_RECTANGLE: |
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48 | glTexEnvi(GL_TEXTURE_SHADER_NV, GL_SHADER_OPERATION_NV, GL_TEXTURE_RECTANGLE_NV); |
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49 | break; |
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50 | #else |
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51 | case TSP_TEXTURE_RECTANGLE: |
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52 | break; |
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53 | #endif |
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54 | case TSP_TEXTURE_3D: |
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55 | glTexEnvi(GL_TEXTURE_SHADER_NV, GL_SHADER_OPERATION_NV, GL_TEXTURE_3D); |
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56 | break; |
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57 | case TSP_TEXTURE_CUBE_MAP: |
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58 | glTexEnvi(GL_TEXTURE_SHADER_NV, GL_SHADER_OPERATION_NV, GL_TEXTURE_CUBE_MAP_ARB); |
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59 | break; |
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60 | case TSP_CULL_FRAGMENT: |
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61 | glTexEnvi(GL_TEXTURE_SHADER_NV, GL_SHADER_OPERATION_NV, GL_CULL_FRAGMENT_NV); |
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62 | glTexEnvfv(GL_TEXTURE_SHADER_NV, GL_CULL_MODES_NV, &args[0]); |
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63 | break; |
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64 | case TSP_PASS_THROUGH: |
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65 | glTexEnvi(GL_TEXTURE_SHADER_NV, GL_SHADER_OPERATION_NV, GL_PASS_THROUGH_NV); |
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66 | break; |
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67 | case TSP_OFFSET_2D_SCALE: |
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68 | glTexEnvi(GL_TEXTURE_SHADER_NV, GL_SHADER_OPERATION_NV, GL_OFFSET_TEXTURE_SCALE_NV); |
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69 | glTexEnvi(GL_TEXTURE_SHADER_NV, GL_PREVIOUS_TEXTURE_INPUT_NV, GL_TEXTURE0_ARB + (int)args[0]); |
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70 | glTexEnvfv(GL_TEXTURE_SHADER_NV, GL_OFFSET_TEXTURE_MATRIX_NV, &args[1]); |
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71 | glTexEnvf(GL_TEXTURE_SHADER_NV, GL_OFFSET_TEXTURE_SCALE_NV, args[5]); |
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72 | glTexEnvf(GL_TEXTURE_SHADER_NV, GL_OFFSET_TEXTURE_BIAS_NV, args[6]); |
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73 | break; |
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74 | case TSP_OFFSET_2D: |
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75 | glTexEnvi(GL_TEXTURE_SHADER_NV, GL_SHADER_OPERATION_NV, GL_OFFSET_TEXTURE_2D_NV); |
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76 | glTexEnvi(GL_TEXTURE_SHADER_NV, GL_PREVIOUS_TEXTURE_INPUT_NV, GL_TEXTURE0_ARB + (int)args[0]); |
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77 | glTexEnvfv(GL_TEXTURE_SHADER_NV, GL_OFFSET_TEXTURE_MATRIX_NV, &args[1]); |
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78 | break; |
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79 | case TSP_OFFSET_RECTANGLE_SCALE: |
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80 | glTexEnvi(GL_TEXTURE_SHADER_NV, GL_SHADER_OPERATION_NV, GL_OFFSET_TEXTURE_RECTANGLE_SCALE_NV); |
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81 | glTexEnvi(GL_TEXTURE_SHADER_NV, GL_PREVIOUS_TEXTURE_INPUT_NV, GL_TEXTURE0_ARB + (int)args[0]); |
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82 | glTexEnvfv(GL_TEXTURE_SHADER_NV, GL_OFFSET_TEXTURE_MATRIX_NV, &args[1]); |
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83 | glTexEnvf(GL_TEXTURE_SHADER_NV, GL_OFFSET_TEXTURE_SCALE_NV, args[5]); |
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84 | glTexEnvf(GL_TEXTURE_SHADER_NV, GL_OFFSET_TEXTURE_BIAS_NV, args[6]); |
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85 | break; |
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86 | case TSP_OFFSET_RECTANGLE: |
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87 | glTexEnvi(GL_TEXTURE_SHADER_NV, GL_SHADER_OPERATION_NV, GL_OFFSET_TEXTURE_RECTANGLE_NV); |
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88 | glTexEnvi(GL_TEXTURE_SHADER_NV, GL_PREVIOUS_TEXTURE_INPUT_NV, GL_TEXTURE0_ARB + (int)args[0]); |
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89 | glTexEnvfv(GL_TEXTURE_SHADER_NV, GL_OFFSET_TEXTURE_MATRIX_NV, &args[1]); |
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90 | break; |
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91 | case TSP_DEPENDENT_AR: |
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92 | glTexEnvi(GL_TEXTURE_SHADER_NV, GL_SHADER_OPERATION_NV, GL_DEPENDENT_AR_TEXTURE_2D_NV); |
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93 | glTexEnvi(GL_TEXTURE_SHADER_NV, GL_PREVIOUS_TEXTURE_INPUT_NV, GL_TEXTURE0_ARB + (int)args[0]); |
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94 | break; |
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95 | case TSP_DEPENDENT_GB: |
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96 | glTexEnvi(GL_TEXTURE_SHADER_NV, GL_SHADER_OPERATION_NV, GL_DEPENDENT_GB_TEXTURE_2D_NV); |
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97 | glTexEnvi(GL_TEXTURE_SHADER_NV, GL_PREVIOUS_TEXTURE_INPUT_NV, GL_TEXTURE0_ARB + (int)args[0]); |
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98 | break; |
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99 | case TSP_DOT_PRODUCT_2D_1_OF_2: |
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100 | if (expand) |
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101 | glTexEnvi(GL_TEXTURE_SHADER_NV, GL_RGBA_UNSIGNED_DOT_PRODUCT_MAPPING_NV, GL_EXPAND_NORMAL_NV); |
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102 | else |
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103 | glTexEnvi(GL_TEXTURE_SHADER_NV, GL_RGBA_UNSIGNED_DOT_PRODUCT_MAPPING_NV, GL_UNSIGNED_IDENTITY_NV); |
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104 | glTexEnvi(GL_TEXTURE_SHADER_NV, GL_SHADER_OPERATION_NV, GL_DOT_PRODUCT_NV); |
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105 | glTexEnvi(GL_TEXTURE_SHADER_NV, GL_PREVIOUS_TEXTURE_INPUT_NV, GL_TEXTURE0_ARB + (int)args[0]); |
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106 | break; |
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107 | case TSP_DOT_PRODUCT_2D_2_OF_2: |
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108 | if (expand) |
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109 | glTexEnvi(GL_TEXTURE_SHADER_NV, GL_RGBA_UNSIGNED_DOT_PRODUCT_MAPPING_NV, GL_EXPAND_NORMAL_NV); |
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110 | else |
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111 | glTexEnvi(GL_TEXTURE_SHADER_NV, GL_RGBA_UNSIGNED_DOT_PRODUCT_MAPPING_NV, GL_UNSIGNED_IDENTITY_NV); |
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112 | glTexEnvi(GL_TEXTURE_SHADER_NV, GL_SHADER_OPERATION_NV, GL_DOT_PRODUCT_TEXTURE_2D_NV); |
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113 | glTexEnvi(GL_TEXTURE_SHADER_NV, GL_PREVIOUS_TEXTURE_INPUT_NV, GL_TEXTURE0_ARB + (int)args[0]); |
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114 | break; |
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115 | case TSP_DOT_PRODUCT_RECTANGLE_1_OF_2: |
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116 | if (expand) |
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117 | glTexEnvi(GL_TEXTURE_SHADER_NV, GL_RGBA_UNSIGNED_DOT_PRODUCT_MAPPING_NV, GL_EXPAND_NORMAL_NV); |
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118 | else |
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119 | glTexEnvi(GL_TEXTURE_SHADER_NV, GL_RGBA_UNSIGNED_DOT_PRODUCT_MAPPING_NV, GL_UNSIGNED_IDENTITY_NV); |
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120 | glTexEnvi(GL_TEXTURE_SHADER_NV, GL_SHADER_OPERATION_NV, GL_DOT_PRODUCT_NV); |
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121 | glTexEnvi(GL_TEXTURE_SHADER_NV, GL_PREVIOUS_TEXTURE_INPUT_NV, GL_TEXTURE0_ARB + (int)args[0]); |
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122 | break; |
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123 | case TSP_DOT_PRODUCT_RECTANGLE_2_OF_2: |
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124 | if (expand) |
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125 | glTexEnvi(GL_TEXTURE_SHADER_NV, GL_RGBA_UNSIGNED_DOT_PRODUCT_MAPPING_NV, GL_EXPAND_NORMAL_NV); |
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126 | else |
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127 | glTexEnvi(GL_TEXTURE_SHADER_NV, GL_RGBA_UNSIGNED_DOT_PRODUCT_MAPPING_NV, GL_UNSIGNED_IDENTITY_NV); |
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128 | glTexEnvi(GL_TEXTURE_SHADER_NV, GL_SHADER_OPERATION_NV, GL_DOT_PRODUCT_TEXTURE_RECTANGLE_NV); |
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129 | glTexEnvi(GL_TEXTURE_SHADER_NV, GL_PREVIOUS_TEXTURE_INPUT_NV, GL_TEXTURE0_ARB + (int)args[0]); |
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130 | break; |
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131 | case TSP_DOT_PRODUCT_DEPTH_REPLACE_1_OF_2: |
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132 | if (expand) |
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133 | glTexEnvi(GL_TEXTURE_SHADER_NV, GL_RGBA_UNSIGNED_DOT_PRODUCT_MAPPING_NV, GL_EXPAND_NORMAL_NV); |
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134 | else |
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135 | glTexEnvi(GL_TEXTURE_SHADER_NV, GL_RGBA_UNSIGNED_DOT_PRODUCT_MAPPING_NV, GL_UNSIGNED_IDENTITY_NV); |
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136 | glTexEnvi(GL_TEXTURE_SHADER_NV, GL_SHADER_OPERATION_NV, GL_DOT_PRODUCT_NV); |
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137 | glTexEnvi(GL_TEXTURE_SHADER_NV, GL_PREVIOUS_TEXTURE_INPUT_NV, GL_TEXTURE0_ARB + (int)args[0]); |
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138 | break; |
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139 | case TSP_DOT_PRODUCT_DEPTH_REPLACE_2_OF_2: |
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140 | if (expand) |
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141 | glTexEnvi(GL_TEXTURE_SHADER_NV, GL_RGBA_UNSIGNED_DOT_PRODUCT_MAPPING_NV, GL_EXPAND_NORMAL_NV); |
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142 | else |
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143 | glTexEnvi(GL_TEXTURE_SHADER_NV, GL_RGBA_UNSIGNED_DOT_PRODUCT_MAPPING_NV, GL_UNSIGNED_IDENTITY_NV); |
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144 | glTexEnvi(GL_TEXTURE_SHADER_NV, GL_SHADER_OPERATION_NV, GL_DOT_PRODUCT_DEPTH_REPLACE_NV); |
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145 | glTexEnvi(GL_TEXTURE_SHADER_NV, GL_PREVIOUS_TEXTURE_INPUT_NV, GL_TEXTURE0_ARB + (int)args[0]); |
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146 | break; |
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147 | case TSP_DOT_PRODUCT_3D_1_OF_3: |
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148 | if (expand) |
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149 | glTexEnvi(GL_TEXTURE_SHADER_NV, GL_RGBA_UNSIGNED_DOT_PRODUCT_MAPPING_NV, GL_EXPAND_NORMAL_NV); |
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150 | else |
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151 | glTexEnvi(GL_TEXTURE_SHADER_NV, GL_RGBA_UNSIGNED_DOT_PRODUCT_MAPPING_NV, GL_UNSIGNED_IDENTITY_NV); |
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152 | glTexEnvi(GL_TEXTURE_SHADER_NV, GL_SHADER_OPERATION_NV, GL_DOT_PRODUCT_NV); |
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153 | glTexEnvi(GL_TEXTURE_SHADER_NV, GL_PREVIOUS_TEXTURE_INPUT_NV, GL_TEXTURE0_ARB + (int)args[0]); |
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154 | break; |
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155 | case TSP_DOT_PRODUCT_3D_2_OF_3: |
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156 | if (expand) |
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157 | glTexEnvi(GL_TEXTURE_SHADER_NV, GL_RGBA_UNSIGNED_DOT_PRODUCT_MAPPING_NV, GL_EXPAND_NORMAL_NV); |
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158 | else |
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159 | glTexEnvi(GL_TEXTURE_SHADER_NV, GL_RGBA_UNSIGNED_DOT_PRODUCT_MAPPING_NV, GL_UNSIGNED_IDENTITY_NV); |
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160 | glTexEnvi(GL_TEXTURE_SHADER_NV, GL_SHADER_OPERATION_NV, GL_DOT_PRODUCT_NV); |
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161 | glTexEnvi(GL_TEXTURE_SHADER_NV, GL_PREVIOUS_TEXTURE_INPUT_NV, GL_TEXTURE0_ARB + (int)args[0]); |
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162 | break; |
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163 | case TSP_DOT_PRODUCT_3D_3_OF_3: |
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164 | if (expand) |
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165 | glTexEnvi(GL_TEXTURE_SHADER_NV, GL_RGBA_UNSIGNED_DOT_PRODUCT_MAPPING_NV, GL_EXPAND_NORMAL_NV); |
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166 | else |
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167 | glTexEnvi(GL_TEXTURE_SHADER_NV, GL_RGBA_UNSIGNED_DOT_PRODUCT_MAPPING_NV, GL_UNSIGNED_IDENTITY_NV); |
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168 | glTexEnvi(GL_TEXTURE_SHADER_NV, GL_SHADER_OPERATION_NV, GL_DOT_PRODUCT_TEXTURE_2D_NV); |
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169 | glTexEnvi(GL_TEXTURE_SHADER_NV, GL_PREVIOUS_TEXTURE_INPUT_NV, GL_TEXTURE0_ARB + (int)args[0]); |
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170 | break; |
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171 | case TSP_DOT_PRODUCT_CUBE_MAP_1_OF_3: |
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172 | if (expand) |
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173 | glTexEnvi(GL_TEXTURE_SHADER_NV, GL_RGBA_UNSIGNED_DOT_PRODUCT_MAPPING_NV, GL_EXPAND_NORMAL_NV); |
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174 | else |
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175 | glTexEnvi(GL_TEXTURE_SHADER_NV, GL_RGBA_UNSIGNED_DOT_PRODUCT_MAPPING_NV, GL_UNSIGNED_IDENTITY_NV); |
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176 | glTexEnvi(GL_TEXTURE_SHADER_NV, GL_SHADER_OPERATION_NV, GL_DOT_PRODUCT_NV); |
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177 | glTexEnvi(GL_TEXTURE_SHADER_NV, GL_PREVIOUS_TEXTURE_INPUT_NV, GL_TEXTURE0_ARB + (int)args[0]); |
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178 | break; |
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179 | case TSP_DOT_PRODUCT_CUBE_MAP_2_OF_3: |
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180 | if (expand) |
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181 | glTexEnvi(GL_TEXTURE_SHADER_NV, GL_RGBA_UNSIGNED_DOT_PRODUCT_MAPPING_NV, GL_EXPAND_NORMAL_NV); |
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182 | else |
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183 | glTexEnvi(GL_TEXTURE_SHADER_NV, GL_RGBA_UNSIGNED_DOT_PRODUCT_MAPPING_NV, GL_UNSIGNED_IDENTITY_NV); |
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184 | glTexEnvi(GL_TEXTURE_SHADER_NV, GL_SHADER_OPERATION_NV, GL_DOT_PRODUCT_NV); |
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185 | glTexEnvi(GL_TEXTURE_SHADER_NV, GL_PREVIOUS_TEXTURE_INPUT_NV, GL_TEXTURE0_ARB + (int)args[0]); |
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186 | break; |
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187 | case TSP_DOT_PRODUCT_CUBE_MAP_3_OF_3: |
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188 | if (expand) |
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189 | glTexEnvi(GL_TEXTURE_SHADER_NV, GL_RGBA_UNSIGNED_DOT_PRODUCT_MAPPING_NV, GL_EXPAND_NORMAL_NV); |
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190 | else |
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191 | glTexEnvi(GL_TEXTURE_SHADER_NV, GL_RGBA_UNSIGNED_DOT_PRODUCT_MAPPING_NV, GL_UNSIGNED_IDENTITY_NV); |
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192 | glTexEnvi(GL_TEXTURE_SHADER_NV, GL_SHADER_OPERATION_NV, GL_DOT_PRODUCT_TEXTURE_CUBE_MAP_NV); |
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193 | glTexEnvi(GL_TEXTURE_SHADER_NV, GL_PREVIOUS_TEXTURE_INPUT_NV, GL_TEXTURE0_ARB + (int)args[0]); |
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194 | break; |
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195 | case TSP_DOT_PRODUCT_REFLECT_CUBE_MAP_EYE_FROM_QS_1_OF_3: |
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196 | if (expand) |
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197 | glTexEnvi(GL_TEXTURE_SHADER_NV, GL_RGBA_UNSIGNED_DOT_PRODUCT_MAPPING_NV, GL_EXPAND_NORMAL_NV); |
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198 | else |
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199 | glTexEnvi(GL_TEXTURE_SHADER_NV, GL_RGBA_UNSIGNED_DOT_PRODUCT_MAPPING_NV, GL_UNSIGNED_IDENTITY_NV); |
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200 | glTexEnvi(GL_TEXTURE_SHADER_NV, GL_SHADER_OPERATION_NV, GL_DOT_PRODUCT_NV); |
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201 | glTexEnvi(GL_TEXTURE_SHADER_NV, GL_PREVIOUS_TEXTURE_INPUT_NV, GL_TEXTURE0_ARB + (int)args[0]); |
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202 | break; |
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203 | case TSP_DOT_PRODUCT_REFLECT_CUBE_MAP_EYE_FROM_QS_2_OF_3: |
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204 | if (expand) |
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205 | glTexEnvi(GL_TEXTURE_SHADER_NV, GL_RGBA_UNSIGNED_DOT_PRODUCT_MAPPING_NV, GL_EXPAND_NORMAL_NV); |
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206 | else |
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207 | glTexEnvi(GL_TEXTURE_SHADER_NV, GL_RGBA_UNSIGNED_DOT_PRODUCT_MAPPING_NV, GL_UNSIGNED_IDENTITY_NV); |
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208 | glTexEnvi(GL_TEXTURE_SHADER_NV, GL_SHADER_OPERATION_NV, GL_DOT_PRODUCT_NV); |
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209 | glTexEnvi(GL_TEXTURE_SHADER_NV, GL_PREVIOUS_TEXTURE_INPUT_NV, GL_TEXTURE0_ARB + (int)args[0]); |
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210 | break; |
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211 | case TSP_DOT_PRODUCT_REFLECT_CUBE_MAP_EYE_FROM_QS_3_OF_3: |
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212 | if (expand) |
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213 | glTexEnvi(GL_TEXTURE_SHADER_NV, GL_RGBA_UNSIGNED_DOT_PRODUCT_MAPPING_NV, GL_EXPAND_NORMAL_NV); |
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214 | else |
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215 | glTexEnvi(GL_TEXTURE_SHADER_NV, GL_RGBA_UNSIGNED_DOT_PRODUCT_MAPPING_NV, GL_UNSIGNED_IDENTITY_NV); |
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216 | glTexEnvi(GL_TEXTURE_SHADER_NV, GL_SHADER_OPERATION_NV, GL_DOT_PRODUCT_REFLECT_CUBE_MAP_NV); |
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217 | glTexEnvi(GL_TEXTURE_SHADER_NV, GL_PREVIOUS_TEXTURE_INPUT_NV, GL_TEXTURE0_ARB + (int)args[0]); |
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218 | break; |
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219 | case TSP_DOT_PRODUCT_REFLECT_CUBE_MAP_CONST_EYE_1_OF_3: |
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220 | if (expand) |
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221 | glTexEnvi(GL_TEXTURE_SHADER_NV, GL_RGBA_UNSIGNED_DOT_PRODUCT_MAPPING_NV, GL_EXPAND_NORMAL_NV); |
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222 | else |
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223 | glTexEnvi(GL_TEXTURE_SHADER_NV, GL_RGBA_UNSIGNED_DOT_PRODUCT_MAPPING_NV, GL_UNSIGNED_IDENTITY_NV); |
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224 | glTexEnvi(GL_TEXTURE_SHADER_NV, GL_SHADER_OPERATION_NV, GL_DOT_PRODUCT_NV); |
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225 | glTexEnvi(GL_TEXTURE_SHADER_NV, GL_PREVIOUS_TEXTURE_INPUT_NV, GL_TEXTURE0_ARB + (int)args[0]); |
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226 | break; |
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227 | case TSP_DOT_PRODUCT_REFLECT_CUBE_MAP_CONST_EYE_2_OF_3: |
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228 | if (expand) |
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229 | glTexEnvi(GL_TEXTURE_SHADER_NV, GL_RGBA_UNSIGNED_DOT_PRODUCT_MAPPING_NV, GL_EXPAND_NORMAL_NV); |
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230 | else |
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231 | glTexEnvi(GL_TEXTURE_SHADER_NV, GL_RGBA_UNSIGNED_DOT_PRODUCT_MAPPING_NV, GL_UNSIGNED_IDENTITY_NV); |
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232 | glTexEnvi(GL_TEXTURE_SHADER_NV, GL_SHADER_OPERATION_NV, GL_DOT_PRODUCT_NV); |
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233 | glTexEnvi(GL_TEXTURE_SHADER_NV, GL_PREVIOUS_TEXTURE_INPUT_NV, GL_TEXTURE0_ARB + (int)args[0]); |
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234 | break; |
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235 | case TSP_DOT_PRODUCT_REFLECT_CUBE_MAP_CONST_EYE_3_OF_3: |
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236 | if (expand) |
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237 | glTexEnvi(GL_TEXTURE_SHADER_NV, GL_RGBA_UNSIGNED_DOT_PRODUCT_MAPPING_NV, GL_EXPAND_NORMAL_NV); |
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238 | else |
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239 | glTexEnvi(GL_TEXTURE_SHADER_NV, GL_RGBA_UNSIGNED_DOT_PRODUCT_MAPPING_NV, GL_UNSIGNED_IDENTITY_NV); |
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240 | glTexEnvi(GL_TEXTURE_SHADER_NV, GL_SHADER_OPERATION_NV, GL_DOT_PRODUCT_CONST_EYE_REFLECT_CUBE_MAP_NV); |
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241 | glTexEnvi(GL_TEXTURE_SHADER_NV, GL_PREVIOUS_TEXTURE_INPUT_NV, GL_TEXTURE0_ARB + (int)args[0]); |
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242 | glTexEnvfv(GL_TEXTURE_SHADER_NV, GL_CONST_EYE_NV, &args[1]); |
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243 | break; |
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244 | case TSP_DOT_PRODUCT_CUBE_MAP_AND_REFLECT_CUBE_MAP_EYE_FROM_QS_1_OF_3: |
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245 | if (expand) |
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246 | glTexEnvi(GL_TEXTURE_SHADER_NV, GL_RGBA_UNSIGNED_DOT_PRODUCT_MAPPING_NV, GL_EXPAND_NORMAL_NV); |
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247 | else |
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248 | glTexEnvi(GL_TEXTURE_SHADER_NV, GL_RGBA_UNSIGNED_DOT_PRODUCT_MAPPING_NV, GL_UNSIGNED_IDENTITY_NV); |
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249 | glTexEnvi(GL_TEXTURE_SHADER_NV, GL_SHADER_OPERATION_NV, GL_DOT_PRODUCT_NV); |
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250 | glTexEnvi(GL_TEXTURE_SHADER_NV, GL_PREVIOUS_TEXTURE_INPUT_NV, GL_TEXTURE0_ARB + (int)args[0]); |
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251 | break; |
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252 | case TSP_DOT_PRODUCT_CUBE_MAP_AND_REFLECT_CUBE_MAP_EYE_FROM_QS_2_OF_3: |
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253 | if (expand) |
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254 | glTexEnvi(GL_TEXTURE_SHADER_NV, GL_RGBA_UNSIGNED_DOT_PRODUCT_MAPPING_NV, GL_EXPAND_NORMAL_NV); |
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255 | else |
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256 | glTexEnvi(GL_TEXTURE_SHADER_NV, GL_RGBA_UNSIGNED_DOT_PRODUCT_MAPPING_NV, GL_UNSIGNED_IDENTITY_NV); |
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257 | glTexEnvi(GL_TEXTURE_SHADER_NV, GL_SHADER_OPERATION_NV, GL_DOT_PRODUCT_DIFFUSE_CUBE_MAP_NV); |
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258 | glTexEnvi(GL_TEXTURE_SHADER_NV, GL_PREVIOUS_TEXTURE_INPUT_NV, GL_TEXTURE0_ARB + (int)args[0]); |
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259 | break; |
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260 | case TSP_DOT_PRODUCT_CUBE_MAP_AND_REFLECT_CUBE_MAP_EYE_FROM_QS_3_OF_3: |
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261 | if (expand) |
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262 | glTexEnvi(GL_TEXTURE_SHADER_NV, GL_RGBA_UNSIGNED_DOT_PRODUCT_MAPPING_NV, GL_EXPAND_NORMAL_NV); |
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263 | else |
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264 | glTexEnvi(GL_TEXTURE_SHADER_NV, GL_RGBA_UNSIGNED_DOT_PRODUCT_MAPPING_NV, GL_UNSIGNED_IDENTITY_NV); |
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265 | glTexEnvi(GL_TEXTURE_SHADER_NV, GL_SHADER_OPERATION_NV, GL_DOT_PRODUCT_REFLECT_CUBE_MAP_NV); |
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266 | glTexEnvi(GL_TEXTURE_SHADER_NV, GL_PREVIOUS_TEXTURE_INPUT_NV, GL_TEXTURE0_ARB + (int)args[0]); |
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267 | break; |
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268 | case TSP_DOT_PRODUCT_CUBE_MAP_AND_REFLECT_CUBE_MAP_CONST_EYE_1_OF_3: |
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269 | if (expand) |
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270 | glTexEnvi(GL_TEXTURE_SHADER_NV, GL_RGBA_UNSIGNED_DOT_PRODUCT_MAPPING_NV, GL_EXPAND_NORMAL_NV); |
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271 | else |
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272 | glTexEnvi(GL_TEXTURE_SHADER_NV, GL_RGBA_UNSIGNED_DOT_PRODUCT_MAPPING_NV, GL_UNSIGNED_IDENTITY_NV); |
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273 | glTexEnvi(GL_TEXTURE_SHADER_NV, GL_SHADER_OPERATION_NV, GL_DOT_PRODUCT_NV); |
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274 | glTexEnvi(GL_TEXTURE_SHADER_NV, GL_PREVIOUS_TEXTURE_INPUT_NV, GL_TEXTURE0_ARB + (int)args[0]); |
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275 | break; |
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276 | case TSP_DOT_PRODUCT_CUBE_MAP_AND_REFLECT_CUBE_MAP_CONST_EYE_2_OF_3: |
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277 | if (expand) |
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278 | glTexEnvi(GL_TEXTURE_SHADER_NV, GL_RGBA_UNSIGNED_DOT_PRODUCT_MAPPING_NV, GL_EXPAND_NORMAL_NV); |
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279 | else |
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280 | glTexEnvi(GL_TEXTURE_SHADER_NV, GL_RGBA_UNSIGNED_DOT_PRODUCT_MAPPING_NV, GL_UNSIGNED_IDENTITY_NV); |
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281 | glTexEnvi(GL_TEXTURE_SHADER_NV, GL_SHADER_OPERATION_NV, GL_DOT_PRODUCT_DIFFUSE_CUBE_MAP_NV); |
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282 | glTexEnvi(GL_TEXTURE_SHADER_NV, GL_PREVIOUS_TEXTURE_INPUT_NV, GL_TEXTURE0_ARB + (int)args[0]); |
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283 | break; |
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284 | case TSP_DOT_PRODUCT_CUBE_MAP_AND_REFLECT_CUBE_MAP_CONST_EYE_3_OF_3: |
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285 | if (expand) |
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286 | glTexEnvi(GL_TEXTURE_SHADER_NV, GL_RGBA_UNSIGNED_DOT_PRODUCT_MAPPING_NV, GL_EXPAND_NORMAL_NV); |
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287 | else |
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288 | glTexEnvi(GL_TEXTURE_SHADER_NV, GL_RGBA_UNSIGNED_DOT_PRODUCT_MAPPING_NV, GL_UNSIGNED_IDENTITY_NV); |
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289 | glTexEnvi(GL_TEXTURE_SHADER_NV, GL_SHADER_OPERATION_NV, GL_DOT_PRODUCT_CONST_EYE_REFLECT_CUBE_MAP_NV); |
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290 | glTexEnvi(GL_TEXTURE_SHADER_NV, GL_PREVIOUS_TEXTURE_INPUT_NV, GL_TEXTURE0_ARB + (int)args[0]); |
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291 | glTexEnvfv(GL_TEXTURE_SHADER_NV, GL_CONST_EYE_NV, &args[1]); |
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292 | break; |
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293 | } |
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294 | } |
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