- /* state[1] is the light number */
- const GLuint ln = (GLuint) state[1];
- /* state[2] is the light attribute */
- switch (state[2]) {
- case STATE_AMBIENT:
- COPY_4V(value, ctx->Light.Light[ln].Ambient);
- return;
- case STATE_DIFFUSE:
- COPY_4V(value, ctx->Light.Light[ln].Diffuse);
- return;
- case STATE_SPECULAR:
- COPY_4V(value, ctx->Light.Light[ln].Specular);
- return;
- case STATE_POSITION:
- COPY_4V(value, ctx->Light.Light[ln].EyePosition);
- return;
- case STATE_ATTENUATION:
- value[0] = ctx->Light.Light[ln].ConstantAttenuation;
- value[1] = ctx->Light.Light[ln].LinearAttenuation;
- value[2] = ctx->Light.Light[ln].QuadraticAttenuation;
- value[3] = ctx->Light.Light[ln].SpotExponent;
- return;
- case STATE_SPOT_DIRECTION:
- COPY_3V(value, ctx->Light.Light[ln].EyeDirection);
- value[3] = ctx->Light.Light[ln]._CosCutoff;
- return;
- case STATE_HALF:
- {
- GLfloat eye_z[] = {0, 0, 1};
-
- /* Compute infinite half angle vector:
- * half-vector = light_position + (0, 0, 1)
- * and then normalize. w = 0
- *
- * light.EyePosition.w should be 0 for infinite lights.
- */
- ADD_3V(value, eye_z, ctx->Light.Light[ln].EyePosition);
- NORMALIZE_3FV(value);
- value[3] = 0;
- }
- return;
- case STATE_POSITION_NORMALIZED:
- COPY_4V(value, ctx->Light.Light[ln].EyePosition);
- NORMALIZE_3FV( value );
- return;
- default:
- _mesa_problem(ctx, "Invalid light state in fetch_state");
- return;
- }
- }
- case STATE_LIGHTMODEL_AMBIENT:
- COPY_4V(value, ctx->Light.Model.Ambient);
- return;
- case STATE_LIGHTMODEL_SCENECOLOR:
- if (state[1] == 0) {
- /* front */
- GLint i;
- for (i = 0; i < 3; i++) {
- value[i] = ctx->Light.Model.Ambient[i]
- * ctx->Light.Material.Attrib[MAT_ATTRIB_FRONT_AMBIENT][i]
- + ctx->Light.Material.Attrib[MAT_ATTRIB_FRONT_EMISSION][i];
- }
- value[3] = ctx->Light.Material.Attrib[MAT_ATTRIB_FRONT_DIFFUSE][3];
- }
- else {
- /* back */
- GLint i;
- for (i = 0; i < 3; i++) {
- value[i] = ctx->Light.Model.Ambient[i]
- * ctx->Light.Material.Attrib[MAT_ATTRIB_BACK_AMBIENT][i]
- + ctx->Light.Material.Attrib[MAT_ATTRIB_BACK_EMISSION][i];
- }
- value[3] = ctx->Light.Material.Attrib[MAT_ATTRIB_BACK_DIFFUSE][3];
- }
- return;
- case STATE_LIGHTPROD:
- {
- const GLuint ln = (GLuint) state[1];
- const GLuint face = (GLuint) state[2];
- GLint i;
- ASSERT(face == 0 || face == 1);
- switch (state[3]) {
- case STATE_AMBIENT:
- for (i = 0; i < 3; i++) {
- value[i] = ctx->Light.Light[ln].Ambient[i] *
- ctx->Light.Material.Attrib[MAT_ATTRIB_FRONT_AMBIENT+face][i];
- }
- /* [3] = material alpha */
- value[3] = ctx->Light.Material.Attrib[MAT_ATTRIB_FRONT_DIFFUSE+face][3];
- return;
- case STATE_DIFFUSE:
- for (i = 0; i < 3; i++) {
- value[i] = ctx->Light.Light[ln].Diffuse[i] *
- ctx->Light.Material.Attrib[MAT_ATTRIB_FRONT_DIFFUSE+face][i];
- }
- /* [3] = material alpha */
- value[3] = ctx->Light.Material.Attrib[MAT_ATTRIB_FRONT_DIFFUSE+face][3];
- return;
- case STATE_SPECULAR:
- for (i = 0; i < 3; i++) {
- value[i] = ctx->Light.Light[ln].Specular[i] *
- ctx->Light.Material.Attrib[MAT_ATTRIB_FRONT_SPECULAR+face][i];
- }
- /* [3] = material alpha */
- value[3] = ctx->Light.Material.Attrib[MAT_ATTRIB_FRONT_DIFFUSE+face][3];
- return;
- default:
- _mesa_problem(ctx, "Invalid lightprod state in fetch_state");
- return;
- }
- }
- case STATE_TEXGEN:
- {
- /* state[1] is the texture unit */
- const GLuint unit = (GLuint) state[1];
- /* state[2] is the texgen attribute */
- switch (state[2]) {
- case STATE_TEXGEN_EYE_S:
- COPY_4V(value, ctx->Texture.Unit[unit].EyePlaneS);
- return;
- case STATE_TEXGEN_EYE_T:
- COPY_4V(value, ctx->Texture.Unit[unit].EyePlaneT);
- return;
- case STATE_TEXGEN_EYE_R:
- COPY_4V(value, ctx->Texture.Unit[unit].EyePlaneR);
- return;
- case STATE_TEXGEN_EYE_Q:
- COPY_4V(value, ctx->Texture.Unit[unit].EyePlaneQ);
- return;
- case STATE_TEXGEN_OBJECT_S:
- COPY_4V(value, ctx->Texture.Unit[unit].ObjectPlaneS);
- return;
- case STATE_TEXGEN_OBJECT_T:
- COPY_4V(value, ctx->Texture.Unit[unit].ObjectPlaneT);
- return;
- case STATE_TEXGEN_OBJECT_R:
- COPY_4V(value, ctx->Texture.Unit[unit].ObjectPlaneR);
- return;
- case STATE_TEXGEN_OBJECT_Q:
- COPY_4V(value, ctx->Texture.Unit[unit].ObjectPlaneQ);
- return;
- default:
- _mesa_problem(ctx, "Invalid texgen state in fetch_state");
- return;
- }
- }
- case STATE_TEXENV_COLOR:
- {
- /* state[1] is the texture unit */
- const GLuint unit = (GLuint) state[1];
- COPY_4V(value, ctx->Texture.Unit[unit].EnvColor);
- }
- return;
- case STATE_FOG_COLOR:
- COPY_4V(value, ctx->Fog.Color);
- return;
- case STATE_FOG_PARAMS:
- value[0] = ctx->Fog.Density;
- value[1] = ctx->Fog.Start;
- value[2] = ctx->Fog.End;
- value[3] = 1.0F / (ctx->Fog.End - ctx->Fog.Start);
- return;
- case STATE_CLIPPLANE:
- {
- const GLuint plane = (GLuint) state[1];
- COPY_4V(value, ctx->Transform.EyeUserPlane[plane]);
- }
- return;
- case STATE_POINT_SIZE:
- value[0] = ctx->Point.Size;
- value[1] = ctx->Point.MinSize;
- value[2] = ctx->Point.MaxSize;
- value[3] = ctx->Point.Threshold;
- return;
- case STATE_POINT_ATTENUATION:
- value[0] = ctx->Point.Params[0];
- value[1] = ctx->Point.Params[1];
- value[2] = ctx->Point.Params[2];
- value[3] = 1.0F;
- return;
- case STATE_MATRIX:
- {
- /* state[1] = modelview, projection, texture, etc. */
- /* state[2] = which texture matrix or program matrix */
- /* state[3] = first column to fetch */
- /* state[4] = last column to fetch */
- /* state[5] = transpose, inverse or invtrans */
-
- const GLmatrix *matrix;
- const enum state_index mat = state[1];
- const GLuint index = (GLuint) state[2];
- const GLuint first = (GLuint) state[3];
- const GLuint last = (GLuint) state[4];
- const enum state_index modifier = state[5];
- const GLfloat *m;
- GLuint row, i;
- if (mat == STATE_MODELVIEW) {
- matrix = ctx->ModelviewMatrixStack.Top;
- }
- else if (mat == STATE_PROJECTION) {
- matrix = ctx->ProjectionMatrixStack.Top;
- }
- else if (mat == STATE_MVP) {
- matrix = &ctx->_ModelProjectMatrix;
- }
- else if (mat == STATE_TEXTURE) {
- matrix = ctx->TextureMatrixStack[index].Top;
- }
- else if (mat == STATE_PROGRAM) {
- matrix = ctx->ProgramMatrixStack[index].Top;
- }
- else {
- _mesa_problem(ctx, "Bad matrix name in _mesa_fetch_state()");
- return;
- }
- if (modifier == STATE_MATRIX_INVERSE ||
- modifier == STATE_MATRIX_INVTRANS) {
- /* Be sure inverse is up to date:
- */
- _math_matrix_alloc_inv( (GLmatrix *) matrix );
- _math_matrix_analyse( (GLmatrix*) matrix );
- m = matrix->inv;
- }
- else {
- m = matrix->m;
- }
- if (modifier == STATE_MATRIX_TRANSPOSE ||
- modifier == STATE_MATRIX_INVTRANS) {
- for (i = 0, row = first; row <= last; row++) {
- value[i++] = m[row * 4 + 0];
- value[i++] = m[row * 4 + 1];
- value[i++] = m[row * 4 + 2];
- value[i++] = m[row * 4 + 3];
- }
- }
- else {
- for (i = 0, row = first; row <= last; row++) {
- value[i++] = m[row + 0];
- value[i++] = m[row + 4];
- value[i++] = m[row + 8];
- value[i++] = m[row + 12];
- }
- }
- }
- return;
- case STATE_DEPTH_RANGE:
- value[0] = ctx->Viewport.Near; /* near */
- value[1] = ctx->Viewport.Far; /* far */
- value[2] = ctx->Viewport.Far - ctx->Viewport.Near; /* far - near */
- value[3] = 0;
- return;
- case STATE_FRAGMENT_PROGRAM:
- {
- /* state[1] = {STATE_ENV, STATE_LOCAL} */
- /* state[2] = parameter index */
- const int idx = (int) state[2];
- switch (state[1]) {
- case STATE_ENV:
- COPY_4V(value, ctx->FragmentProgram.Parameters[idx]);
- break;
- case STATE_LOCAL:
- COPY_4V(value, ctx->FragmentProgram.Current->Base.LocalParams[idx]);
- break;
- default:
- _mesa_problem(ctx, "Bad state switch in _mesa_fetch_state()");
- return;
- }
- }
- return;
-
- case STATE_VERTEX_PROGRAM:
- {
- /* state[1] = {STATE_ENV, STATE_LOCAL} */
- /* state[2] = parameter index */
- const int idx = (int) state[2];
- switch (state[1]) {
- case STATE_ENV:
- COPY_4V(value, ctx->VertexProgram.Parameters[idx]);
- break;
- case STATE_LOCAL:
- COPY_4V(value, ctx->VertexProgram.Current->Base.LocalParams[idx]);
- break;
- default:
- _mesa_problem(ctx, "Bad state switch in _mesa_fetch_state()");
- return;
- }
- }
- return;
-
- case STATE_INTERNAL:
- {
- switch (state[1]) {
- case STATE_NORMAL_SCALE:
- ASSIGN_4V(value, ctx->_ModelViewInvScale, 0, 0, 1);
- break;
- default:
- _mesa_problem(ctx, "Bad state switch in _mesa_fetch_state()");
- return;
- }
- }
- return;
-
- default:
- _mesa_problem(ctx, "Invalid state in _mesa_fetch_state");
- return;
- }
-}
-
-
-/**
- * Return a bit mask of the Mesa state flags under which a parameter's
- * value might change.
- */
-static GLuint make_state_flags(const GLint state[])
-{
- switch (state[0]) {
- case STATE_MATERIAL:
- case STATE_LIGHT:
- case STATE_LIGHTMODEL_AMBIENT:
- case STATE_LIGHTMODEL_SCENECOLOR:
- case STATE_LIGHTPROD:
- return _NEW_LIGHT;
-
- case STATE_TEXGEN:
- case STATE_TEXENV_COLOR:
- return _NEW_TEXTURE;
-
- case STATE_FOG_COLOR:
- case STATE_FOG_PARAMS:
- return _NEW_FOG;
-
- case STATE_CLIPPLANE:
- return _NEW_TRANSFORM;
-
- case STATE_POINT_SIZE:
- case STATE_POINT_ATTENUATION:
- return _NEW_POINT;
-
- case STATE_MATRIX:
- switch (state[1]) {
- case STATE_MODELVIEW:
- return _NEW_MODELVIEW;
- case STATE_PROJECTION:
- return _NEW_PROJECTION;
- case STATE_MVP:
- return _NEW_MODELVIEW | _NEW_PROJECTION;
- case STATE_TEXTURE:
- return _NEW_TEXTURE_MATRIX;
- case STATE_PROGRAM:
- return _NEW_TRACK_MATRIX;
- default:
- _mesa_problem(NULL, "unexpected matrix in make_state_flags()");
- return 0;
- }
-
- case STATE_DEPTH_RANGE:
- return _NEW_VIEWPORT;
-
- case STATE_FRAGMENT_PROGRAM:
- case STATE_VERTEX_PROGRAM:
- return _NEW_PROGRAM;
-
- case STATE_INTERNAL:
- switch (state[1]) {
- case STATE_NORMAL_SCALE:
- return _NEW_MODELVIEW;
- default:
- _mesa_problem(NULL, "unexpected int. state in make_state_flags()");
- return 0;
- }
-
- default:
- _mesa_problem(NULL, "unexpected state[0] in make_state_flags()");
- return 0;
- }
-}
-
-
-static void
-append(char *dst, const char *src)
-{
- while (*dst)
- dst++;
- while (*src)
- *dst++ = *src++;
- *dst = 0;
-}
-
-
-static void
-append_token(char *dst, enum state_index k)
-{
- switch (k) {
- case STATE_MATERIAL:
- append(dst, "material.");
- break;
- case STATE_LIGHT:
- append(dst, "light");
- break;
- case STATE_LIGHTMODEL_AMBIENT:
- append(dst, "lightmodel.ambient");
- break;
- case STATE_LIGHTMODEL_SCENECOLOR:
- break;
- case STATE_LIGHTPROD:
- append(dst, "lightprod");
- break;
- case STATE_TEXGEN:
- append(dst, "texgen");
- break;
- case STATE_FOG_COLOR:
- append(dst, "fog.color");
- break;
- case STATE_FOG_PARAMS:
- append(dst, "fog.params");
- break;
- case STATE_CLIPPLANE:
- append(dst, "clip");
- break;
- case STATE_POINT_SIZE:
- append(dst, "point.size");
- break;
- case STATE_POINT_ATTENUATION:
- append(dst, "point.attenuation");
- break;
- case STATE_MATRIX:
- append(dst, "matrix.");
- break;
- case STATE_MODELVIEW:
- append(dst, "modelview");
- break;
- case STATE_PROJECTION:
- append(dst, "projection");
- break;
- case STATE_MVP:
- append(dst, "mvp");
- break;
- case STATE_TEXTURE:
- append(dst, "texture");
- break;
- case STATE_PROGRAM:
- append(dst, "program");
- break;
- case STATE_MATRIX_INVERSE:
- append(dst, ".inverse");
- break;
- case STATE_MATRIX_TRANSPOSE:
- append(dst, ".transpose");
- break;
- case STATE_MATRIX_INVTRANS:
- append(dst, ".invtrans");
- break;
- case STATE_AMBIENT:
- append(dst, "ambient");
- break;
- case STATE_DIFFUSE:
- append(dst, "diffuse");
- break;
- case STATE_SPECULAR:
- append(dst, "specular");
- break;
- case STATE_EMISSION:
- append(dst, "emission");
- break;
- case STATE_SHININESS:
- append(dst, "shininess");
- break;
- case STATE_HALF:
- append(dst, "half");
- break;
- case STATE_POSITION:
- append(dst, ".position");
- break;
- case STATE_ATTENUATION:
- append(dst, ".attenuation");
- break;
- case STATE_SPOT_DIRECTION:
- append(dst, ".spot.direction");
- break;
- case STATE_TEXGEN_EYE_S:
- append(dst, "eye.s");
- break;
- case STATE_TEXGEN_EYE_T:
- append(dst, "eye.t");
- break;
- case STATE_TEXGEN_EYE_R:
- append(dst, "eye.r");
- break;
- case STATE_TEXGEN_EYE_Q:
- append(dst, "eye.q");
- break;
- case STATE_TEXGEN_OBJECT_S:
- append(dst, "object.s");
- break;
- case STATE_TEXGEN_OBJECT_T:
- append(dst, "object.t");
- break;
- case STATE_TEXGEN_OBJECT_R:
- append(dst, "object.r");
- break;
- case STATE_TEXGEN_OBJECT_Q:
- append(dst, "object.q");
- break;
- case STATE_TEXENV_COLOR:
- append(dst, "texenv");
- break;
- case STATE_DEPTH_RANGE:
- append(dst, "depth.range");
- break;
- case STATE_VERTEX_PROGRAM:
- case STATE_FRAGMENT_PROGRAM:
- break;
- case STATE_ENV:
- append(dst, "env");
- break;
- case STATE_LOCAL:
- append(dst, "local");
- break;
- case STATE_INTERNAL:
- case STATE_NORMAL_SCALE:
- case STATE_POSITION_NORMALIZED:
- append(dst, "(internal)");
- break;
- default:
- ;
- }
-}
-
-static void
-append_face(char *dst, GLint face)
-{
- if (face == 0)
- append(dst, "front.");
- else
- append(dst, "back.");
-}
-
-static void
-append_index(char *dst, GLint index)
-{
- char s[20];
- _mesa_sprintf(s, "[%d].", index);
- append(dst, s);
-}
-
-/**
- * Make a string from the given state vector.
- * For example, return "state.matrix.texture[2].inverse".
- * Use _mesa_free() to deallocate the string.
- */
-static const char *
-make_state_string(const GLint state[6])
-{
- char str[1000] = "";
- char tmp[30];
-
- append(str, "state.");
- append_token(str, (enum state_index) state[0]);
-
- switch (state[0]) {
- case STATE_MATERIAL:
- append_face(str, state[1]);
- append_token(str, (enum state_index) state[2]);
- break;
- case STATE_LIGHT:
- append(str, "light");
- append_index(str, state[1]); /* light number [i]. */
- append_token(str, (enum state_index) state[2]); /* coefficients */
- break;
- case STATE_LIGHTMODEL_AMBIENT:
- append(str, "lightmodel.ambient");
- break;
- case STATE_LIGHTMODEL_SCENECOLOR:
- if (state[1] == 0) {
- append(str, "lightmodel.front.scenecolor");