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Merge branch 'master' into glsl-pp-rework-2
[mesa.git]
/
src
/
mesa
/
tnl
/
t_vb_light.c
diff --git
a/src/mesa/tnl/t_vb_light.c
b/src/mesa/tnl/t_vb_light.c
index 47c5b400aaedebc059ff96d2749cce6a3a03c78f..8a0fe63fd8b75ab60feaa3042c883ae093aa79b8 100644
(file)
--- a/
src/mesa/tnl/t_vb_light.c
+++ b/
src/mesa/tnl/t_vb_light.c
@@
-24,13
+24,13
@@
-#include "glheader.h"
-#include "colormac.h"
-#include "light.h"
-#include "macros.h"
-#include "imports.h"
-#include "simple_list.h"
-#include "mtypes.h"
+#include "
main/
glheader.h"
+#include "
main/
colormac.h"
+#include "
main/
light.h"
+#include "ma
in/ma
cros.h"
+#include "
main/
imports.h"
+#include "
main/
simple_list.h"
+#include "m
ain/m
types.h"
#include "math/m_translate.h"
#include "math/m_translate.h"
@@
-127,7
+127,7
@@
prepare_materials(GLcontext *ctx,
const GLuint bitmask = ctx->Light.ColorMaterialBitmask;
for (i = 0 ; i < MAT_ATTRIB_MAX ; i++)
if (bitmask & (1<<i))
const GLuint bitmask = ctx->Light.ColorMaterialBitmask;
for (i = 0 ; i < MAT_ATTRIB_MAX ; i++)
if (bitmask & (1<<i))
- VB->AttribPtr[_TNL_ATTRIB_MAT_FRONT_AMBIENT + i] = VB->
ColorPtr[
0];
+ VB->AttribPtr[_TNL_ATTRIB_MAT_FRONT_AMBIENT + i] = VB->
AttribPtr[_TNL_ATTRIB_COLOR
0];
}
/* Now, for each material attribute that's tracking vertex color, save
}
/* Now, for each material attribute that's tracking vertex color, save
@@
-200,24
+200,21
@@
static GLboolean run_lighting( GLcontext *ctx,
struct light_stage_data *store = LIGHT_STAGE_DATA(stage);
TNLcontext *tnl = TNL_CONTEXT(ctx);
struct vertex_buffer *VB = &tnl->vb;
struct light_stage_data *store = LIGHT_STAGE_DATA(stage);
TNLcontext *tnl = TNL_CONTEXT(ctx);
struct vertex_buffer *VB = &tnl->vb;
- GLvector4f *input = ctx->_NeedEyeCoords ? VB->EyePtr : VB->
ObjPtr
;
+ GLvector4f *input = ctx->_NeedEyeCoords ? VB->EyePtr : VB->
AttribPtr[_TNL_ATTRIB_POS]
;
GLuint idx;
GLuint idx;
- if (ctx->ShaderObjects._VertexShaderPresent)
- return GL_TRUE;
-
- if (!ctx->Light.Enabled || ctx->VertexProgram._Enabled)
+ if (!ctx->Light.Enabled || ctx->VertexProgram._Current)
return GL_TRUE;
/* Make sure we can talk about position x,y and z:
*/
return GL_TRUE;
/* Make sure we can talk about position x,y and z:
*/
- if (input->size <= 2 && input == VB->
ObjPtr
) {
+ if (input->size <= 2 && input == VB->
AttribPtr[_TNL_ATTRIB_POS]
) {
_math_trans_4f( store->Input.data,
_math_trans_4f( store->Input.data,
- VB->
ObjPtr
->data,
- VB->
ObjPtr
->stride,
+ VB->
AttribPtr[_TNL_ATTRIB_POS]
->data,
+ VB->
AttribPtr[_TNL_ATTRIB_POS]
->stride,
GL_FLOAT,
GL_FLOAT,
- VB->
ObjPtr
->size,
+ VB->
AttribPtr[_TNL_ATTRIB_POS]
->size,
0,
VB->Count );
0,
VB->Count );
@@
-249,10
+246,6
@@
static GLboolean run_lighting( GLcontext *ctx,
*/
store->light_func_tab[idx]( ctx, VB, stage, input );
*/
store->light_func_tab[idx]( ctx, VB, stage, input );
- VB->AttribPtr[_TNL_ATTRIB_COLOR0] = VB->ColorPtr[0];
- VB->AttribPtr[_TNL_ATTRIB_COLOR1] = VB->SecondaryColorPtr[0];
- VB->AttribPtr[_TNL_ATTRIB_COLOR_INDEX] = VB->IndexPtr[0];
-
return GL_TRUE;
}
return GL_TRUE;
}
@@
-264,10
+257,7
@@
static void validate_lighting( GLcontext *ctx,
{
light_func *tab;
{
light_func *tab;
- if (ctx->ShaderObjects._VertexShaderPresent)
- return;
-
- if (!ctx->Light.Enabled || ctx->VertexProgram._Enabled)
+ if (!ctx->Light.Enabled || ctx->VertexProgram._Current)
return;
if (ctx->Visual.rgbMode) {
return;
if (ctx->Visual.rgbMode) {