*/
-#include "glheader.h"
-#include "colormac.h"
-#include "context.h"
-#include "macros.h"
-#include "imports.h"
-#include "mtypes.h"
+#include "main/glheader.h"
+#include "main/colormac.h"
+#include "main/context.h"
+#include "main/macros.h"
+#include "main/imports.h"
+#include "main/mtypes.h"
#include "math/m_xform.h"
else
d = 1.0F / (ctx->Fog.End - ctx->Fog.Start);
for ( i = 0 ; i < n ; i++, STRIDE_F(v, stride)) {
- const GLfloat z = FABSF(*v);
+ const GLfloat z = *v;
GLfloat f = (end - z) * d;
data[i][0] = CLAMP(f, 0.0F, 1.0F);
}
case GL_EXP:
d = ctx->Fog.Density;
for ( i = 0 ; i < n ; i++, STRIDE_F(v,stride)) {
- const GLfloat z = FABSF(*v);
+ const GLfloat z = *v;
NEG_EXP( data[i][0], d * z );
}
break;
case GL_EXP2:
d = ctx->Fog.Density*ctx->Fog.Density;
for ( i = 0 ; i < n ; i++, STRIDE_F(v, stride)) {
- const GLfloat z = FABSF(*v);
+ const GLfloat z = *v;
NEG_EXP( data[i][0], d * z * z );
}
break;
struct fog_stage_data *store = FOG_STAGE_DATA(stage);
GLvector4f *input;
- if (ctx->ShaderObjects._VertexShaderPresent)
- return GL_TRUE;
-
- if (!ctx->Fog.Enabled || ctx->VertexProgram._Enabled)
+ if (!ctx->Fog.Enabled || ctx->VertexProgram._Current)
return GL_TRUE;
if (ctx->Fog.FogCoordinateSource == GL_FRAGMENT_DEPTH_EXT) {
+ GLuint i;
+ GLfloat *coord;
/* Fog is computed from vertex or fragment Z values */
/* source = VB->ObjPtr or VB->EyePtr coords */
- /* dest = VB->FogCoordPtr = fog stage private storage */
- VB->FogCoordPtr = &store->fogcoord;
+ /* dest = VB->AttribPtr[_TNL_ATTRIB_FOG] = fog stage private storage */
+ VB->AttribPtr[_TNL_ATTRIB_FOG] = &store->fogcoord;
if (!ctx->_NeedEyeCoords) {
/* compute fog coords from object coords */
input = &store->fogcoord;
/* NOTE: negate plane here so we get positive fog coords! */
+ /* NOTE2: this doesn't always work (tests/fog - all frag depth fog
+ coords will be negative). */
plane[0] = -m[2];
plane[1] = -m[6];
plane[2] = -m[10];
VB->ObjPtr, plane );
input->count = VB->ObjPtr->count;
+
+ /* make sure coords are really positive
+ NOTE should avoid going through array twice */
+ coord = input->start;
+ for (i = 0; i < input->count; i++) {
+ input->data[i][0] = FABSF(*coord);
+ STRIDE_F(coord, input->stride);
+ }
}
else {
/* fog coordinates = eye Z coordinates (use ABS later) */
- input = &store->input;
+ input = &store->fogcoord;
if (VB->EyePtr->size < 2)
_mesa_vector4f_clean_elem( VB->EyePtr, VB->Count, 2 );
- input->data = (GLfloat (*)[4]) &(VB->EyePtr->data[0][2]);
- input->start = VB->EyePtr->start+2;
- input->stride = VB->EyePtr->stride;
+ input->stride = 4 * sizeof(GLfloat);
input->count = VB->EyePtr->count;
+ coord = VB->EyePtr->start;
+ for (i = 0 ; i < VB->EyePtr->count; i++) {
+ input->data[i][0] = FABSF(coord[2]);
+ STRIDE_F(coord, VB->EyePtr->stride);
+ }
}
}
else {
/* use glFogCoord() coordinates */
- input = VB->FogCoordPtr; /* source data */
+ input = VB->AttribPtr[_TNL_ATTRIB_FOG]; /* source data */
/* input->count may be one if glFogCoord was only called once
* before glBegin. But we need to compute fog for all vertices.
*/
input->count = VB->ObjPtr->count;
- VB->FogCoordPtr = &store->fogcoord; /* dest data */
+ VB->AttribPtr[_TNL_ATTRIB_FOG] = &store->fogcoord; /* dest data */
}
if (tnl->_DoVertexFog) {
/* compute blend factors from fog coordinates */
- compute_fog_blend_factors( ctx, VB->FogCoordPtr, input );
+ compute_fog_blend_factors( ctx, VB->AttribPtr[_TNL_ATTRIB_FOG], input );
}
else {
/* results = incoming fog coords (compute fog per-fragment later) */
- VB->FogCoordPtr = input;
+ VB->AttribPtr[_TNL_ATTRIB_FOG] = input;
}
- VB->AttribPtr[_TNL_ATTRIB_FOG] = VB->FogCoordPtr;
+ VB->FogCoordPtr = VB->AttribPtr[_TNL_ATTRIB_FOG];
return GL_TRUE;
}