/* Use uregs to represent registers internally, translate to Mesa's
* expected formats on emit.
/* Use uregs to represent registers internally, translate to Mesa's
* expected formats on emit.
const struct state_key *state;
struct gl_vertex_program *program;
GLint max_inst; /** number of instructions allocated for program */
const struct state_key *state;
struct gl_vertex_program *program;
GLint max_inst; /** number of instructions allocated for program */
static struct ureg swizzle( struct ureg reg, int x, int y, int z, int w )
static struct ureg swizzle( struct ureg reg, int x, int y, int z, int w )
register_matrix_param5( p, STATE_MODELVIEW_MATRIX, 0, 0, 3,
0, modelview );
register_matrix_param5( p, STATE_MODELVIEW_MATRIX, 0, 0, 3,
0, modelview );
register_matrix_param5( p, STATE_MVP_MATRIX, 0, 0, 3,
0, mvp );
emit_matrix_transform_vec4( p, hpos, mvp, pos );
register_matrix_param5( p, STATE_MVP_MATRIX, 0, 0, 3,
0, mvp );
emit_matrix_transform_vec4( p, hpos, mvp, pos );
struct ureg material_ambient = get_material(p, side, STATE_AMBIENT);
struct ureg material_diffuse = get_material(p, side, STATE_DIFFUSE);
struct ureg tmp = make_temp(p, material_diffuse);
struct ureg material_ambient = get_material(p, side, STATE_AMBIENT);
struct ureg material_diffuse = get_material(p, side, STATE_DIFFUSE);
struct ureg tmp = make_temp(p, material_diffuse);
- emit_op3(p, OPCODE_MAD, tmp, WRITEMASK_XYZ, lm_ambient,
+ emit_op3(p, OPCODE_MAD, tmp, WRITEMASK_XYZ, lm_ambient,
register_param3(p, STATE_LIGHT, light, property);
struct ureg material_value = get_material(p, side, property);
struct ureg tmp = get_temp(p);
register_param3(p, STATE_LIGHT, light, property);
struct ureg material_value = get_material(p, side, property);
struct ureg tmp = get_temp(p);
- emit_op2(p, OPCODE_MUL, tmp, 0, light_value, material_value);
+ emit_op2(p, OPCODE_MUL, tmp, 0, light_value, material_value);
/* 1/d,d,d,1/d */
emit_op1(p, OPCODE_RCP, dist, WRITEMASK_YZ, dist);
/* 1,d,d*d,1/d */
/* 1/d,d,d,1/d */
emit_op1(p, OPCODE_RCP, dist, WRITEMASK_YZ, dist);
/* 1,d,d*d,1/d */
emit_op1(p, OPCODE_RCP, dist, 0, dist);
/* spot-atten * dist-atten */
emit_op2(p, OPCODE_MUL, att, 0, dist, att);
emit_op1(p, OPCODE_RCP, dist, 0, dist);
/* spot-atten * dist-atten */
emit_op2(p, OPCODE_MUL, att, 0, dist, att);
/* dist-atten */
emit_op1(p, OPCODE_RCP, att, 0, dist);
}
/* dist-atten */
emit_op1(p, OPCODE_RCP, att, 0, dist);
}
- * dot.x = dot(normal, VPpli)
- * dot.y = dot(normal, halfAngle)
- * dot.z = back.shininess
- * dot.w = front.shininess
+ * dots.x = dot(normal, VPpli)
+ * dots.y = dot(normal, halfAngle)
+ * dots.z = back.shininess
+ * dots.w = front.shininess
{
if (!p->state->material_shininess_is_zero) {
struct ureg shininess = get_material(p, 0, STATE_SHININESS);
{
if (!p->state->material_shininess_is_zero) {
struct ureg shininess = get_material(p, 0, STATE_SHININESS);
- emit_op1(p, OPCODE_MOV, dots, WRITEMASK_W, swizzle1(shininess,X));
+ emit_op1(p, OPCODE_MOV, dots, WRITEMASK_W, swizzle1(shininess,X));
struct ureg shininess = get_material(p, 1, STATE_SHININESS);
emit_op1(p, OPCODE_MOV, dots, WRITEMASK_Z,
negate(swizzle1(shininess,X)));
struct ureg shininess = get_material(p, 1, STATE_SHININESS);
emit_op1(p, OPCODE_MOV, dots, WRITEMASK_Z,
negate(swizzle1(shininess,X)));
half = get_temp(p);
emit_op2(p, OPCODE_SUB, half, 0, VPpli, eye_hat);
emit_normalize_vec3(p, half, half);
half = get_temp(p);
emit_op2(p, OPCODE_SUB, half, 0, VPpli, eye_hat);
emit_normalize_vec3(p, half, half);
half = register_param3(p, STATE_INTERNAL,
STATE_LIGHT_HALF_VECTOR, i);
}
}
half = register_param3(p, STATE_INTERNAL,
STATE_LIGHT_HALF_VECTOR, i);
}
}
else {
struct ureg Ppli = register_param3(p, STATE_INTERNAL,
STATE_LIGHT_POSITION, i);
else {
struct ureg Ppli = register_param3(p, STATE_INTERNAL,
STATE_LIGHT_POSITION, i);
emit_op1(p, OPCODE_LIT, lit, 0, dots);
emit_op2(p, OPCODE_MUL, lit, 0, lit, att);
emit_op3(p, OPCODE_MAD, _col0, 0, swizzle1(lit,X), ambient, _col0);
emit_op1(p, OPCODE_LIT, lit, 0, dots);
emit_op2(p, OPCODE_MUL, lit, 0, lit, att);
emit_op3(p, OPCODE_MAD, _col0, 0, swizzle1(lit,X), ambient, _col0);
else if (!p->state->material_shininess_is_zero) {
/* there's a non-zero specular term */
emit_op1(p, OPCODE_LIT, lit, 0, dots);
emit_op2(p, OPCODE_ADD, _col0, 0, ambient, _col0);
else if (!p->state->material_shininess_is_zero) {
/* there's a non-zero specular term */
emit_op1(p, OPCODE_LIT, lit, 0, dots);
emit_op2(p, OPCODE_ADD, _col0, 0, ambient, _col0);
else {
/* no attenutation, no specular */
emit_degenerate_lit(p, lit, dots);
else {
/* no attenutation, no specular */
emit_degenerate_lit(p, lit, dots);
+ /* For the back face we need to negate the X and Y component
+ * dot products. dots.Z has the negated back-face specular
+ * exponent. We swizzle that into the W position. This
+ * negation makes the back-face specular term positive again.
+ */
dots = negate(swizzle(dots,X,Y,W,Z));
if (!is_undef(att)) {
dots = negate(swizzle(dots,X,Y,W,Z));
if (!is_undef(att)) {
}
else if (!p->state->material_shininess_is_zero) {
emit_op1(p, OPCODE_LIT, lit, 0, dots);
}
else if (!p->state->material_shininess_is_zero) {
emit_op1(p, OPCODE_LIT, lit, 0, dots);
- emit_op2(p, OPCODE_ADD, _bfc0, 0, ambient, _bfc0);
- }
+ emit_op2(p, OPCODE_ADD, _bfc0, 0, ambient, _bfc0); /**/
+ }
else {
emit_degenerate_lit(p, lit, dots);
emit_op2(p, OPCODE_ADD, _bfc0, 0, ambient, _bfc0);
else {
emit_degenerate_lit(p, lit, dots);
emit_op2(p, OPCODE_ADD, _bfc0, 0, ambient, _bfc0);
emit_op3(p, OPCODE_MAD, res0, mask0, swizzle1(lit,Y), diffuse, _bfc0);
emit_op3(p, OPCODE_MAD, res1, mask1, swizzle1(lit,Z), specular, _bfc1);
emit_op3(p, OPCODE_MAD, res0, mask0, swizzle1(lit,Y), diffuse, _bfc0);
emit_op3(p, OPCODE_MAD, res1, mask1, swizzle1(lit,Z), specular, _bfc1);
- /* restore negate flag for next lighting */
- dots = negate(dots);
+ /* restore dots to its original state for subsequent lights
+ * by negating and swizzling again.
+ */
+ dots = negate(swizzle(dots,X,Y,W,Z));
release_temp(p, ambient);
release_temp(p, diffuse);
release_temp(p, ambient);
release_temp(p, diffuse);
struct ureg in = (!is_undef(out_texgen) ?
out_texgen :
register_input(p, VERT_ATTRIB_TEX0+i));
struct ureg in = (!is_undef(out_texgen) ?
out_texgen :
register_input(p, VERT_ATTRIB_TEX0+i));
register_matrix_param5( p, STATE_TEXTURE_MATRIX, i, 0, 3,
0, texmat );
emit_matrix_transform_vec4( p, out, texmat, in );
register_matrix_param5( p, STATE_TEXTURE_MATRIX, i, 0, 3,
0, texmat );
emit_matrix_transform_vec4( p, out, texmat, in );
static void
create_new_program( const struct state_key *key,
struct gl_vertex_program *program,
static void
create_new_program( const struct state_key *key,
struct gl_vertex_program *program,