ts1.0_inst.cpp 15 KB

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