-/* $Id: attrib.c,v 1.59 2002/01/05 21:53:20 brianp Exp $ */
-
/*
* Mesa 3-D graphics library
- * Version: 3.5
+ * Version: 6.1
*
- * Copyright (C) 1999-2001 Brian Paul All Rights Reserved.
+ * Copyright (C) 1999-2004 Brian Paul All Rights Reserved.
*
* Permission is hereby granted, free of charge, to any person obtaining a
* copy of this software and associated documentation files (the "Software"),
* CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
*/
-
-#ifdef PC_HEADER
-#include "all.h"
-#else
#include "glheader.h"
+#include "imports.h"
#include "accum.h"
#include "attrib.h"
#include "blend.h"
#include "buffers.h"
-#include "clip.h"
#include "colormac.h"
+#include "colortab.h"
#include "context.h"
#include "depth.h"
#include "enable.h"
#include "light.h"
#include "lines.h"
#include "matrix.h"
-#include "mem.h"
#include "points.h"
#include "polygon.h"
#include "simple_list.h"
#include "texobj.h"
#include "texstate.h"
#include "mtypes.h"
-#endif
-
-
+#include "math/m_xform.h"
/*
}
-
-/*
- * Copy texture object state from one texture object to another.
- */
-static void
-copy_texobj_state( struct gl_texture_object *dest,
- const struct gl_texture_object *src )
-{
- dest->Name = src->Name;
- /*
- dest->Dimensions = src->Dimensions;
- */
- dest->Priority = src->Priority;
- dest->BorderColor[0] = src->BorderColor[0];
- dest->BorderColor[1] = src->BorderColor[1];
- dest->BorderColor[2] = src->BorderColor[2];
- dest->BorderColor[3] = src->BorderColor[3];
- dest->WrapS = src->WrapS;
- dest->WrapT = src->WrapT;
- dest->WrapR = src->WrapR;
- dest->MinFilter = src->MinFilter;
- dest->MagFilter = src->MagFilter;
- dest->MinLod = src->MinLod;
- dest->MaxLod = src->MaxLod;
- dest->BaseLevel = src->BaseLevel;
- dest->MaxLevel = src->MaxLevel;
- dest->MaxAnisotropy = src->MaxAnisotropy;
- dest->CompareFlag = src->CompareFlag;
- dest->CompareOperator = src->CompareOperator;
- dest->ShadowAmbient = src->ShadowAmbient;
- dest->_MaxLevel = src->_MaxLevel;
- dest->_MaxLambda = src->_MaxLambda;
- dest->Palette = src->Palette;
- dest->Complete = src->Complete;
-}
-
-
-
-void
+void GLAPIENTRY
_mesa_PushAttrib(GLbitfield mask)
{
struct gl_attrib_node *newnode;
GET_CURRENT_CONTEXT(ctx);
ASSERT_OUTSIDE_BEGIN_END(ctx);
- if (MESA_VERBOSE&VERBOSE_API)
- fprintf(stderr, "glPushAttrib %x\n", (int)mask);
+ if (MESA_VERBOSE & VERBOSE_API)
+ _mesa_debug(ctx, "glPushAttrib %x\n", (int) mask);
if (ctx->AttribStackDepth >= MAX_ATTRIB_STACK_DEPTH) {
_mesa_error( ctx, GL_STACK_OVERFLOW, "glPushAttrib" );
attr->AlphaTest = ctx->Color.AlphaEnabled;
attr->AutoNormal = ctx->Eval.AutoNormal;
attr->Blend = ctx->Color.BlendEnabled;
- for (i=0;i<MAX_CLIP_PLANES;i++) {
- attr->ClipPlane[i] = ctx->Transform.ClipEnabled[i];
- }
+ attr->ClipPlanes = ctx->Transform.ClipPlanesEnabled;
attr->ColorMaterial = ctx->Light.ColorMaterialEnabled;
+ attr->ColorTable = ctx->Pixel.ColorTableEnabled;
+ attr->PostColorMatrixColorTable = ctx->Pixel.PostColorMatrixColorTableEnabled;
+ attr->PostConvolutionColorTable = ctx->Pixel.PostConvolutionColorTableEnabled;
attr->Convolution1D = ctx->Pixel.Convolution1DEnabled;
attr->Convolution2D = ctx->Pixel.Convolution2DEnabled;
attr->Separable2D = ctx->Pixel.Separable2DEnabled;
attr->RasterPositionUnclipped = ctx->Transform.RasterPositionUnclipped;
attr->PixelTexture = ctx->Pixel.PixelTextureEnabled;
attr->PointSmooth = ctx->Point.SmoothFlag;
+ attr->PointSprite = ctx->Point.PointSprite;
attr->PolygonOffsetPoint = ctx->Polygon.OffsetPoint;
attr->PolygonOffsetLine = ctx->Polygon.OffsetLine;
attr->PolygonOffsetFill = ctx->Polygon.OffsetFill;
for (i=0; i<MAX_TEXTURE_UNITS; i++) {
attr->Texture[i] = ctx->Texture.Unit[i].Enabled;
attr->TexGen[i] = ctx->Texture.Unit[i].TexGenEnabled;
+ attr->TextureColorTable[i] = ctx->Texture.Unit[i].ColorTableEnabled;
}
/* GL_NV_vertex_program */
attr->VertexProgram = ctx->VertexProgram.Enabled;
ctx->Texture.Unit[u].Current2D->RefCount++;
ctx->Texture.Unit[u].Current3D->RefCount++;
ctx->Texture.Unit[u].CurrentCubeMap->RefCount++;
+ ctx->Texture.Unit[u].CurrentRect->RefCount++;
}
attr = MALLOC_STRUCT( gl_texture_attrib );
MEMCPY( attr, &ctx->Texture, sizeof(struct gl_texture_attrib) );
/* copy state of the currently bound texture objects */
for (u = 0; u < ctx->Const.MaxTextureUnits; u++) {
- copy_texobj_state(&attr->Unit[u].Saved1D, attr->Unit[u].Current1D);
- copy_texobj_state(&attr->Unit[u].Saved2D, attr->Unit[u].Current2D);
- copy_texobj_state(&attr->Unit[u].Saved3D, attr->Unit[u].Current3D);
- copy_texobj_state(&attr->Unit[u].SavedCubeMap, attr->Unit[u].CurrentCubeMap);
+ _mesa_copy_texture_object(&attr->Unit[u].Saved1D,
+ attr->Unit[u].Current1D);
+ _mesa_copy_texture_object(&attr->Unit[u].Saved2D,
+ attr->Unit[u].Current2D);
+ _mesa_copy_texture_object(&attr->Unit[u].Saved3D,
+ attr->Unit[u].Current3D);
+ _mesa_copy_texture_object(&attr->Unit[u].SavedCubeMap,
+ attr->Unit[u].CurrentCubeMap);
+ _mesa_copy_texture_object(&attr->Unit[u].SavedRect,
+ attr->Unit[u].CurrentRect);
}
newnode = new_attrib_node( GL_TEXTURE_BIT );
newnode->data = attr;
TEST_AND_UPDATE(ctx->Color.BlendEnabled, enable->Blend, GL_BLEND);
for (i=0;i<MAX_CLIP_PLANES;i++) {
- if (ctx->Transform.ClipEnabled[i] != enable->ClipPlane[i])
- _mesa_set_enable(ctx, (GLenum) (GL_CLIP_PLANE0 + i),
- enable->ClipPlane[i]);
+ const GLuint mask = 1 << i;
+ if ((ctx->Transform.ClipPlanesEnabled & mask) != (enable->ClipPlanes & mask))
+ _mesa_set_enable(ctx, (GLenum) (GL_CLIP_PLANE0 + i),
+ (GLboolean) ((enable->ClipPlanes & mask) ? GL_TRUE : GL_FALSE));
}
TEST_AND_UPDATE(ctx->Light.ColorMaterialEnabled, enable->ColorMaterial,
GL_COLOR_MATERIAL);
+ TEST_AND_UPDATE(ctx->Pixel.ColorTableEnabled, enable->ColorTable,
+ GL_COLOR_TABLE);
+ TEST_AND_UPDATE(ctx->Pixel.PostColorMatrixColorTableEnabled,
+ enable->PostColorMatrixColorTable,
+ GL_POST_COLOR_MATRIX_COLOR_TABLE);
+ TEST_AND_UPDATE(ctx->Pixel.PostConvolutionColorTableEnabled,
+ enable->PostConvolutionColorTable,
+ GL_POST_CONVOLUTION_COLOR_TABLE);
TEST_AND_UPDATE(ctx->Polygon.CullFlag, enable->CullFace, GL_CULL_FACE);
TEST_AND_UPDATE(ctx->Depth.Test, enable->DepthTest, GL_DEPTH_TEST);
TEST_AND_UPDATE(ctx->Color.DitherFlag, enable->Dither, GL_DITHER);
GL_POINT_SMOOTH);
TEST_AND_UPDATE(ctx->Point.SmoothFlag, enable->PointSmooth,
GL_POINT_SMOOTH);
+ if (ctx->Extensions.NV_point_sprite || ctx->Extensions.ARB_point_sprite) {
+ TEST_AND_UPDATE(ctx->Point.PointSprite, enable->PointSprite,
+ GL_POINT_SPRITE_NV);
+ }
TEST_AND_UPDATE(ctx->Polygon.OffsetPoint, enable->PolygonOffsetPoint,
GL_POLYGON_OFFSET_POINT);
TEST_AND_UPDATE(ctx->Polygon.OffsetLine, enable->PolygonOffsetLine,
GL_POLYGON_STIPPLE);
TEST_AND_UPDATE(ctx->Scissor.Enabled, enable->Scissor, GL_SCISSOR_TEST);
TEST_AND_UPDATE(ctx->Stencil.Enabled, enable->Stencil, GL_STENCIL_TEST);
+ /* XXX two-sided stencil */
TEST_AND_UPDATE(ctx->Multisample.Enabled, enable->MultisampleEnabled,
GL_MULTISAMPLE_ARB);
TEST_AND_UPDATE(ctx->Multisample.SampleAlphaToCoverage,
(*ctx->Driver.ActiveTexture)(ctx, i);
}
(*ctx->Driver.Enable)( ctx, GL_TEXTURE_1D,
- (GLboolean) (enable->Texture[i] & TEXTURE0_1D) );
+ (GLboolean) (enable->Texture[i] & TEXTURE_1D_BIT) );
(*ctx->Driver.Enable)( ctx, GL_TEXTURE_2D,
- (GLboolean) (enable->Texture[i] & TEXTURE0_2D) );
+ (GLboolean) (enable->Texture[i] & TEXTURE_2D_BIT) );
(*ctx->Driver.Enable)( ctx, GL_TEXTURE_3D,
- (GLboolean) (enable->Texture[i] & TEXTURE0_3D) );
+ (GLboolean) (enable->Texture[i] & TEXTURE_3D_BIT) );
+ if (ctx->Extensions.ARB_texture_cube_map)
+ (*ctx->Driver.Enable)( ctx, GL_TEXTURE_CUBE_MAP_ARB,
+ (GLboolean) (enable->Texture[i] & TEXTURE_CUBE_BIT) );
+ if (ctx->Extensions.NV_texture_rectangle)
+ (*ctx->Driver.Enable)( ctx, GL_TEXTURE_RECTANGLE_NV,
+ (GLboolean) (enable->Texture[i] & TEXTURE_RECT_BIT) );
}
}
(*ctx->Driver.Enable)( ctx, GL_TEXTURE_GEN_Q, GL_FALSE);
}
}
+
+ /* GL_SGI_texture_color_table */
+ ctx->Texture.Unit[i].ColorTableEnabled = enable->TextureColorTable[i];
}
if (ctx->Driver.ActiveTexture) {
for (u = 0; u < ctx->Const.MaxTextureUnits; u++) {
const struct gl_texture_unit *unit = &texAttrib->Unit[u];
- GLuint numObjs, i;
+ GLuint i;
_mesa_ActiveTextureARB(GL_TEXTURE0_ARB + u);
_mesa_set_enable(ctx, GL_TEXTURE_1D,
- (GLboolean) (unit->Enabled & TEXTURE0_1D ? GL_TRUE : GL_FALSE));
+ (GLboolean) (unit->Enabled & TEXTURE_1D_BIT ? GL_TRUE : GL_FALSE));
_mesa_set_enable(ctx, GL_TEXTURE_2D,
- (GLboolean) (unit->Enabled & TEXTURE0_2D ? GL_TRUE : GL_FALSE));
+ (GLboolean) (unit->Enabled & TEXTURE_2D_BIT ? GL_TRUE : GL_FALSE));
_mesa_set_enable(ctx, GL_TEXTURE_3D,
- (GLboolean) (unit->Enabled & TEXTURE0_3D ? GL_TRUE : GL_FALSE));
+ (GLboolean) (unit->Enabled & TEXTURE_3D_BIT ? GL_TRUE : GL_FALSE));
if (ctx->Extensions.ARB_texture_cube_map) {
_mesa_set_enable(ctx, GL_TEXTURE_CUBE_MAP_ARB,
- (GLboolean) (unit->Enabled & TEXTURE0_CUBE ? GL_TRUE : GL_FALSE));
+ (GLboolean) (unit->Enabled & TEXTURE_CUBE_BIT ? GL_TRUE : GL_FALSE));
+ }
+ if (ctx->Extensions.NV_texture_rectangle) {
+ _mesa_set_enable(ctx, GL_TEXTURE_RECTANGLE_NV,
+ (GLboolean) (unit->Enabled & TEXTURE_RECT_BIT ? GL_TRUE : GL_FALSE));
+ }
+ if (ctx->Extensions.SGI_texture_color_table) {
+ _mesa_set_enable(ctx, GL_TEXTURE_COLOR_TABLE_SGI,
+ unit->ColorTableEnabled);
}
_mesa_TexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, unit->EnvMode);
_mesa_TexEnvfv(GL_TEXTURE_ENV, GL_TEXTURE_ENV_COLOR, unit->EnvColor);
}
if (ctx->Extensions.EXT_texture_env_combine ||
ctx->Extensions.ARB_texture_env_combine) {
- _mesa_TexEnvi(GL_TEXTURE_ENV, GL_COMBINE_RGB_EXT,
- unit->CombineModeRGB);
- _mesa_TexEnvi(GL_TEXTURE_ENV, GL_COMBINE_ALPHA_EXT,
- unit->CombineModeA);
- _mesa_TexEnvi(GL_TEXTURE_ENV, GL_SOURCE0_RGB_EXT,
- unit->CombineSourceRGB[0]);
- _mesa_TexEnvi(GL_TEXTURE_ENV, GL_SOURCE1_RGB_EXT,
- unit->CombineSourceRGB[1]);
- _mesa_TexEnvi(GL_TEXTURE_ENV, GL_SOURCE2_RGB_EXT,
- unit->CombineSourceRGB[2]);
- _mesa_TexEnvi(GL_TEXTURE_ENV, GL_SOURCE0_ALPHA_EXT,
- unit->CombineSourceA[0]);
- _mesa_TexEnvi(GL_TEXTURE_ENV, GL_SOURCE1_ALPHA_EXT,
- unit->CombineSourceA[1]);
- _mesa_TexEnvi(GL_TEXTURE_ENV, GL_SOURCE2_ALPHA_EXT,
- unit->CombineSourceA[2]);
- _mesa_TexEnvi(GL_TEXTURE_ENV, GL_OPERAND0_RGB_EXT,
- unit->CombineOperandRGB[0]);
- _mesa_TexEnvi(GL_TEXTURE_ENV, GL_OPERAND1_RGB_EXT,
- unit->CombineOperandRGB[1]);
- _mesa_TexEnvi(GL_TEXTURE_ENV, GL_OPERAND2_RGB_EXT,
- unit->CombineOperandRGB[2]);
- _mesa_TexEnvi(GL_TEXTURE_ENV, GL_OPERAND0_ALPHA_EXT,
- unit->CombineOperandA[0]);
- _mesa_TexEnvi(GL_TEXTURE_ENV, GL_OPERAND1_ALPHA_EXT,
- unit->CombineOperandA[1]);
- _mesa_TexEnvi(GL_TEXTURE_ENV, GL_OPERAND2_ALPHA_EXT,
- unit->CombineOperandA[2]);
- _mesa_TexEnvi(GL_TEXTURE_ENV, GL_RGB_SCALE_EXT,
- 1 << unit->CombineScaleShiftRGB);
+ _mesa_TexEnvi(GL_TEXTURE_ENV, GL_COMBINE_RGB,
+ unit->Combine.ModeRGB);
+ _mesa_TexEnvi(GL_TEXTURE_ENV, GL_COMBINE_ALPHA,
+ unit->Combine.ModeA);
+ _mesa_TexEnvi(GL_TEXTURE_ENV, GL_SOURCE0_RGB,
+ unit->Combine.SourceRGB[0]);
+ _mesa_TexEnvi(GL_TEXTURE_ENV, GL_SOURCE1_RGB,
+ unit->Combine.SourceRGB[1]);
+ _mesa_TexEnvi(GL_TEXTURE_ENV, GL_SOURCE2_RGB,
+ unit->Combine.SourceRGB[2]);
+ _mesa_TexEnvi(GL_TEXTURE_ENV, GL_SOURCE0_ALPHA,
+ unit->Combine.SourceA[0]);
+ _mesa_TexEnvi(GL_TEXTURE_ENV, GL_SOURCE1_ALPHA,
+ unit->Combine.SourceA[1]);
+ _mesa_TexEnvi(GL_TEXTURE_ENV, GL_SOURCE2_ALPHA,
+ unit->Combine.SourceA[2]);
+ _mesa_TexEnvi(GL_TEXTURE_ENV, GL_OPERAND0_RGB,
+ unit->Combine.OperandRGB[0]);
+ _mesa_TexEnvi(GL_TEXTURE_ENV, GL_OPERAND1_RGB,
+ unit->Combine.OperandRGB[1]);
+ _mesa_TexEnvi(GL_TEXTURE_ENV, GL_OPERAND2_RGB,
+ unit->Combine.OperandRGB[2]);
+ _mesa_TexEnvi(GL_TEXTURE_ENV, GL_OPERAND0_ALPHA,
+ unit->Combine.OperandA[0]);
+ _mesa_TexEnvi(GL_TEXTURE_ENV, GL_OPERAND1_ALPHA,
+ unit->Combine.OperandA[1]);
+ _mesa_TexEnvi(GL_TEXTURE_ENV, GL_OPERAND2_ALPHA,
+ unit->Combine.OperandA[2]);
+ _mesa_TexEnvi(GL_TEXTURE_ENV, GL_RGB_SCALE,
+ 1 << unit->Combine.ScaleShiftRGB);
_mesa_TexEnvi(GL_TEXTURE_ENV, GL_ALPHA_SCALE,
- 1 << unit->CombineScaleShiftA);
+ 1 << unit->Combine.ScaleShiftA);
}
/* Restore texture object state */
- numObjs = ctx->Extensions.ARB_texture_cube_map ? 4 : 3;
-
- for (i = 0; i < numObjs; i++) {
+ for (i = 0; i < NUM_TEXTURE_TARGETS; i++) {
GLenum target = 0;
const struct gl_texture_object *obj = NULL;
GLfloat bordColor[4];
obj = &unit->Saved3D;
break;
case 3:
+ if (!ctx->Extensions.ARB_texture_cube_map)
+ continue;
target = GL_TEXTURE_CUBE_MAP_ARB;
obj = &unit->SavedCubeMap;
break;
+ case 4:
+ if (!ctx->Extensions.NV_texture_rectangle)
+ continue;
+ target = GL_TEXTURE_RECTANGLE_NV;
+ obj = &unit->SavedRect;
+ break;
default:
; /* silence warnings */
}
}
if (ctx->Extensions.SGIX_shadow_ambient) {
_mesa_TexParameterf(target, GL_SHADOW_AMBIENT_SGIX,
- CHAN_TO_FLOAT(obj->ShadowAmbient));
+ obj->ShadowAmbient);
}
}
ctx->Texture.Unit[u].Current2D->RefCount--;
ctx->Texture.Unit[u].Current3D->RefCount--;
ctx->Texture.Unit[u].CurrentCubeMap->RefCount--;
+ ctx->Texture.Unit[u].CurrentRect->RefCount--;
}
}
* We could at least check if the value to restore equals the current value
* and then skip the Mesa call.
*/
-void
+void GLAPIENTRY
_mesa_PopAttrib(void)
{
struct gl_attrib_node *attr, *next;
while (attr) {
- if (MESA_VERBOSE&VERBOSE_API) {
- fprintf(stderr, "glPopAttrib %s\n",
- _mesa_lookup_enum_by_nr(attr->kind));
+ if (MESA_VERBOSE & VERBOSE_API) {
+ _mesa_debug(ctx, "glPopAttrib %s\n",
+ _mesa_lookup_enum_by_nr(attr->kind));
}
switch (attr->kind) {
const struct gl_colorbuffer_attrib *color;
color = (const struct gl_colorbuffer_attrib *) attr->data;
_mesa_ClearIndex((GLfloat) color->ClearIndex);
- _mesa_ClearColor(CHAN_TO_FLOAT(color->ClearColor[0]),
- CHAN_TO_FLOAT(color->ClearColor[1]),
- CHAN_TO_FLOAT(color->ClearColor[2]),
- CHAN_TO_FLOAT(color->ClearColor[3]));
+ _mesa_ClearColor(color->ClearColor[0],
+ color->ClearColor[1],
+ color->ClearColor[2],
+ color->ClearColor[3]);
_mesa_IndexMask(color->IndexMask);
_mesa_ColorMask((GLboolean) (color->ColorMask[0] != 0),
(GLboolean) (color->ColorMask[1] != 0),
(GLboolean) (color->ColorMask[3] != 0));
_mesa_DrawBuffer(color->DrawBuffer);
_mesa_set_enable(ctx, GL_ALPHA_TEST, color->AlphaEnabled);
- _mesa_AlphaFunc(color->AlphaFunc,
- CHAN_TO_FLOAT(color->AlphaRef));
+ _mesa_AlphaFunc(color->AlphaFunc, color->AlphaRef);
_mesa_set_enable(ctx, GL_BLEND, color->BlendEnabled);
_mesa_BlendFuncSeparateEXT(color->BlendSrcRGB,
color->BlendDstRGB,
color->BlendSrcA,
color->BlendDstA);
- _mesa_BlendEquation(color->BlendEquation);
+ /* This special case is because glBlendEquationSeparateEXT
+ * cannot take GL_LOGIC_OP as a parameter.
+ */
+ if ( color->BlendEquationRGB == color->BlendEquationA ) {
+ _mesa_BlendEquation(color->BlendEquationRGB);
+ }
+ else {
+ _mesa_BlendEquationSeparateEXT(color->BlendEquationRGB,
+ color->BlendEquationA);
+ }
_mesa_BlendColor(color->BlendColor[0],
color->BlendColor[1],
color->BlendColor[2],
/* lighting enable */
_mesa_set_enable(ctx, GL_LIGHTING, light->Enabled);
/* per-light state */
+
+ if (ctx->ModelviewMatrixStack.Top->flags & MAT_DIRTY_INVERSE)
+ _math_matrix_analyse( ctx->ModelviewMatrixStack.Top );
+
for (i = 0; i < MAX_LIGHTS; i++) {
GLenum lgt = (GLenum) (GL_LIGHT0 + i);
- _mesa_set_enable(ctx, lgt, light->Light[i].Enabled);
- MEMCPY(&ctx->Light.Light[i], &light->Light[i],
- sizeof(struct gl_light));
+ const struct gl_light *l = &light->Light[i];
+ GLfloat tmp[4];
+ _mesa_set_enable(ctx, lgt, l->Enabled);
+ _mesa_Lightfv( lgt, GL_AMBIENT, l->Ambient );
+ _mesa_Lightfv( lgt, GL_DIFFUSE, l->Diffuse );
+ _mesa_Lightfv( lgt, GL_SPECULAR, l->Specular );
+ TRANSFORM_POINT( tmp, ctx->ModelviewMatrixStack.Top->inv, l->EyePosition );
+ _mesa_Lightfv( lgt, GL_POSITION, tmp );
+ TRANSFORM_POINT( tmp, ctx->ModelviewMatrixStack.Top->m, l->EyeDirection );
+ _mesa_Lightfv( lgt, GL_SPOT_DIRECTION, tmp );
+ _mesa_Lightfv( lgt, GL_SPOT_EXPONENT, &l->SpotExponent );
+ _mesa_Lightfv( lgt, GL_SPOT_CUTOFF, &l->SpotCutoff );
+ _mesa_Lightfv( lgt, GL_CONSTANT_ATTENUATION,
+ &l->ConstantAttenuation );
+ _mesa_Lightfv( lgt, GL_LINEAR_ATTENUATION,
+ &l->LinearAttenuation );
+ _mesa_Lightfv( lgt, GL_QUADRATIC_ATTENUATION,
+ &l->QuadraticAttenuation );
}
/* light model */
_mesa_LightModelfv(GL_LIGHT_MODEL_AMBIENT,
_mesa_LightModelf(GL_LIGHT_MODEL_COLOR_CONTROL,
(GLfloat) light->Model.ColorControl);
/* materials */
- MEMCPY(ctx->Light.Material, light->Material,
- 2 * sizeof(struct gl_material));
+ MEMCPY(&ctx->Light.Material, &light->Material,
+ sizeof(struct gl_material));
/* shade model */
_mesa_ShadeModel(light->ShadeModel);
/* color material */
point = (const struct gl_point_attrib *) attr->data;
_mesa_PointSize(point->Size);
_mesa_set_enable(ctx, GL_POINT_SMOOTH, point->SmoothFlag);
- _mesa_PointParameterfvEXT(GL_DISTANCE_ATTENUATION_EXT,
- point->Params);
- _mesa_PointParameterfEXT(GL_POINT_SIZE_MIN_EXT, point->MinSize);
- _mesa_PointParameterfEXT(GL_POINT_SIZE_MAX_EXT, point->MaxSize);
- _mesa_PointParameterfEXT(GL_POINT_FADE_THRESHOLD_SIZE_EXT,
- point->Threshold);
+ if (ctx->Extensions.EXT_point_parameters) {
+ _mesa_PointParameterfvEXT(GL_DISTANCE_ATTENUATION_EXT,
+ point->Params);
+ _mesa_PointParameterfEXT(GL_POINT_SIZE_MIN_EXT,
+ point->MinSize);
+ _mesa_PointParameterfEXT(GL_POINT_SIZE_MAX_EXT,
+ point->MaxSize);
+ _mesa_PointParameterfEXT(GL_POINT_FADE_THRESHOLD_SIZE_EXT,
+ point->Threshold);
+ }
+ if (ctx->Extensions.NV_point_sprite
+ || ctx->Extensions.ARB_point_sprite) {
+ GLuint u;
+ for (u = 0; u < ctx->Const.MaxTextureUnits; u++) {
+ _mesa_TexEnvi(GL_POINT_SPRITE_NV, GL_COORD_REPLACE_NV,
+ (GLint) point->CoordReplace[u]);
+ }
+ _mesa_set_enable(ctx, GL_POINT_SPRITE_NV,point->PointSprite);
+ _mesa_PointParameteriNV(GL_POINT_SPRITE_R_MODE_NV,
+ ctx->Point.SpriteRMode);
+ }
}
break;
case GL_POLYGON_BIT:
break;
case GL_STENCIL_BUFFER_BIT:
{
+ const GLint face = 0; /* XXX stencil two side */
const struct gl_stencil_attrib *stencil;
stencil = (const struct gl_stencil_attrib *) attr->data;
_mesa_set_enable(ctx, GL_STENCIL_TEST, stencil->Enabled);
_mesa_ClearStencil(stencil->Clear);
- _mesa_StencilFunc(stencil->Function, stencil->Ref,
- stencil->ValueMask);
- _mesa_StencilMask(stencil->WriteMask);
- _mesa_StencilOp(stencil->FailFunc, stencil->ZFailFunc,
- stencil->ZPassFunc);
+ _mesa_StencilFunc(stencil->Function[face], stencil->Ref[face],
+ stencil->ValueMask[face]);
+ _mesa_StencilMask(stencil->WriteMask[face]);
+ _mesa_StencilOp(stencil->FailFunc[face],
+ stencil->ZFailFunc[face],
+ stencil->ZPassFunc[face]);
}
break;
case GL_TRANSFORM_BIT:
const struct gl_transform_attrib *xform;
xform = (const struct gl_transform_attrib *) attr->data;
_mesa_MatrixMode(xform->MatrixMode);
- /* clip planes */
- MEMCPY(ctx->Transform.EyeUserPlane, xform->EyeUserPlane,
- sizeof(xform->EyeUserPlane));
- MEMCPY(ctx->Transform._ClipUserPlane, xform->_ClipUserPlane,
- sizeof(xform->EyeUserPlane));
- /* clip plane enable flags */
+
+ if (ctx->ProjectionMatrixStack.Top->flags & MAT_DIRTY)
+ _math_matrix_analyse( ctx->ProjectionMatrixStack.Top );
+
+ /* restore clip planes */
for (i = 0; i < MAX_CLIP_PLANES; i++) {
- _mesa_set_enable(ctx, GL_CLIP_PLANE0 + i,
- xform->ClipEnabled[i]);
+ const GLuint mask = 1 << 1;
+ const GLfloat *eyePlane = xform->EyeUserPlane[i];
+ COPY_4V(ctx->Transform.EyeUserPlane[i], eyePlane);
+ if (xform->ClipPlanesEnabled & mask) {
+ _mesa_set_enable(ctx, GL_CLIP_PLANE0 + i, GL_TRUE);
+ }
+ else {
+ _mesa_set_enable(ctx, GL_CLIP_PLANE0 + i, GL_FALSE);
+ }
+ if (ctx->Driver.ClipPlane)
+ ctx->Driver.ClipPlane( ctx, GL_CLIP_PLANE0 + i, eyePlane );
}
+
/* normalize/rescale */
- _mesa_set_enable(ctx, GL_NORMALIZE, ctx->Transform.Normalize);
- _mesa_set_enable(ctx, GL_RESCALE_NORMAL_EXT,
- ctx->Transform.RescaleNormals);
+ if (xform->Normalize != ctx->Transform.Normalize)
+ _mesa_set_enable(ctx, GL_NORMALIZE,ctx->Transform.Normalize);
+ if (xform->RescaleNormals != ctx->Transform.RescaleNormals)
+ _mesa_set_enable(ctx, GL_RESCALE_NORMAL_EXT,
+ ctx->Transform.RescaleNormals);
}
break;
case GL_TEXTURE_BIT:
}
+/**
+ * Helper for incrementing/decrementing vertex buffer object reference
+ * counts when pushing/popping the GL_CLIENT_VERTEX_ARRAY_BIT attribute group.
+ */
+static void
+adjust_buffer_object_ref_counts(struct gl_array_attrib *array, GLint step)
+{
+ GLuint i;
+ array->Vertex.BufferObj->RefCount += step;
+ array->Normal.BufferObj->RefCount += step;
+ array->Color.BufferObj->RefCount += step;
+ array->SecondaryColor.BufferObj->RefCount += step;
+ array->FogCoord.BufferObj->RefCount += step;
+ array->Index.BufferObj->RefCount += step;
+ array->EdgeFlag.BufferObj->RefCount += step;
+ for (i = 0; i < MAX_TEXTURE_COORD_UNITS; i++)
+ array->TexCoord[i].BufferObj->RefCount += step;
+ for (i = 0; i < VERT_ATTRIB_MAX; i++)
+ array->VertexAttrib[i].BufferObj->RefCount += step;
+
+ array->ArrayBufferObj->RefCount += step;
+ array->ElementArrayBufferObj->RefCount += step;
+}
+
+
#define GL_CLIENT_PACK_BIT (1<<20)
#define GL_CLIENT_UNPACK_BIT (1<<21)
-void
+void GLAPIENTRY
_mesa_PushClientAttrib(GLbitfield mask)
{
struct gl_attrib_node *newnode;
newnode->data = attr;
newnode->next = head;
head = newnode;
+ /* bump reference counts on buffer objects */
+ adjust_buffer_object_ref_counts(&ctx->Array, 1);
}
ctx->ClientAttribStack[ctx->ClientAttribStackDepth] = head;
-void
+void GLAPIENTRY
_mesa_PopClientAttrib(void)
{
struct gl_attrib_node *attr, *next;
ctx->NewState |= _NEW_PACKUNPACK;
break;
case GL_CLIENT_VERTEX_ARRAY_BIT:
+ adjust_buffer_object_ref_counts(&ctx->Array, -1);
MEMCPY( &ctx->Array, attr->data,
sizeof(struct gl_array_attrib) );
+ /* decrement reference counts on buffer objects */
ctx->NewState |= _NEW_ARRAY;
break;
default:
attr = next;
}
}
+
+
+void _mesa_init_attrib( GLcontext *ctx )
+{
+ /* Renderer and client attribute stacks */
+ ctx->AttribStackDepth = 0;
+ ctx->ClientAttribStackDepth = 0;
+}