#include "api_arrayelt.h"
#include "glheader.h"
#include "imports.h"
+#include "context.h"
#include "macros.h"
#include "mtypes.h"
#include "dlist.h"
#include "light.h"
#include "vtxfmt.h"
+#include "nvfragprog.h"
#include "t_context.h"
#include "t_array_api.h"
tnl->NeedNdcCoords = GL_TRUE;
tnl->LoopbackDListCassettes = GL_FALSE;
tnl->CalcDListNormalLengths = GL_TRUE;
+ tnl->AllowVertexFog = GL_TRUE;
+ tnl->AllowPixelFog = GL_TRUE;
/* Hook our functions into exec and compile dispatch tables.
*/
{
TNLcontext *tnl = TNL_CONTEXT(ctx);
+ if (new_state & (_NEW_HINT)) {
+ ASSERT(tnl->AllowVertexFog || tnl->AllowPixelFog);
+ tnl->_DoVertexFog = (tnl->AllowVertexFog && (ctx->Hint.Fog != GL_NICEST))
+ || !tnl->AllowPixelFog;
+ }
+
if (new_state & _NEW_ARRAY) {
tnl->pipeline.run_input_changes |= ctx->Array.NewState; /* overkill */
}
tnl->pipeline.build_state_trigger);
tnl->vtx.eval.new_state |= new_state;
+
+ /* Calculate tnl->render_inputs:
+ */
+ if (ctx->Visual.rgbMode) {
+ tnl->render_inputs = (_TNL_BIT_POS|
+ _TNL_BIT_COLOR0|
+ (ctx->Texture._EnabledCoordUnits << _TNL_ATTRIB_TEX0));
+
+ if (NEED_SECONDARY_COLOR(ctx))
+ tnl->render_inputs |= _TNL_BIT_COLOR1;
+ }
+ else {
+ tnl->render_inputs |= (_TNL_BIT_POS|_TNL_BIT_INDEX);
+ }
+
+ if (ctx->Fog.Enabled)
+ tnl->render_inputs |= _TNL_BIT_FOG;
+
+ if (ctx->Polygon.FrontMode != GL_FILL ||
+ ctx->Polygon.BackMode != GL_FILL)
+ tnl->render_inputs |= _TNL_BIT_EDGEFLAG;
+
+ if (ctx->RenderMode == GL_FEEDBACK)
+ tnl->render_inputs |= _TNL_BIT_TEX0;
+
+ if (ctx->Point._Attenuated ||
+ (ctx->VertexProgram.Enabled && ctx->VertexProgram.PointSizeEnabled))
+ tnl->render_inputs |= _TNL_BIT_POINTSIZE;
}
TNLcontext *tnl = TNL_CONTEXT(ctx);
tnl->IsolateMaterials = mode;
}
+
+void
+_tnl_allow_vertex_fog( GLcontext *ctx, GLboolean value )
+{
+ TNLcontext *tnl = TNL_CONTEXT(ctx);
+ tnl->AllowVertexFog = value;
+}
+
+void
+_tnl_allow_pixel_fog( GLcontext *ctx, GLboolean value )
+{
+ TNLcontext *tnl = TNL_CONTEXT(ctx);
+ tnl->AllowPixelFog = value;
+}
+