*/
-#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"
struct fog_stage_data {
GLvector4f fogcoord; /* has actual storage allocated */
- GLvector4f input; /* points into VB->EyePtr Z values */
};
#define FOG_STAGE_DATA(stage) ((struct fog_stage_data *)stage->privatePtr)
* evaluating the GL_LINEAR, GL_EXP or GL_EXP2 fog function.
* Fog coordinates are distances from the eye (typically between the
* near and far clip plane distances).
- * Note the fog (eye Z) coords may be negative so we use ABS(z) below.
+ * Note that fogcoords may be negative, if eye z is source absolute
+ * value must be taken earlier.
* Fog blend factors are in the range [0,1].
*/
static void
struct fog_stage_data *store = FOG_STAGE_DATA(stage);
GLvector4f *input;
- if (!ctx->Fog.Enabled || ctx->VertexProgram._Current)
- return GL_TRUE;
+ if (!ctx->Fog.Enabled)
+ return GL_TRUE;
- if (ctx->Fog.FogCoordinateSource == GL_FRAGMENT_DEPTH_EXT) {
+ if (ctx->Fog.FogCoordinateSource == GL_FRAGMENT_DEPTH_EXT && !ctx->VertexProgram._Current) {
GLuint i;
GLfloat *coord;
/* Fog is computed from vertex or fragment Z values */
- /* source = VB->ObjPtr or VB->EyePtr coords */
+ /* source = VB->AttribPtr[_TNL_ATTRIB_POS] or VB->EyePtr coords */
/* dest = VB->AttribPtr[_TNL_ATTRIB_FOG] = fog stage private storage */
VB->AttribPtr[_TNL_ATTRIB_FOG] = &store->fogcoord;
*/
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];
- plane[3] = -m[14];
+ plane[0] = m[2];
+ plane[1] = m[6];
+ plane[2] = m[10];
+ plane[3] = m[14];
/* Full eye coords weren't required, just calculate the
* eye Z values.
*/
- _mesa_dotprod_tab[VB->ObjPtr->size]( (GLfloat *) input->data,
- 4 * sizeof(GLfloat),
- VB->ObjPtr, plane );
+ _mesa_dotprod_tab[VB->AttribPtr[_TNL_ATTRIB_POS]->size]
+ ( (GLfloat *) input->data,
+ 4 * sizeof(GLfloat),
+ VB->AttribPtr[_TNL_ATTRIB_POS], plane );
- input->count = VB->ObjPtr->count;
+ input->count = VB->AttribPtr[_TNL_ATTRIB_POS]->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);
+ *coord = FABSF(*coord);
STRIDE_F(coord, input->stride);
}
}
else {
- /* fog coordinates = eye Z coordinates (use ABS later) */
+ /* fog coordinates = eye Z coordinates - need to copy for ABS */
input = &store->fogcoord;
if (VB->EyePtr->size < 2)
/* 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;
+ input->count = VB->AttribPtr[_TNL_ATTRIB_POS]->count;
VB->AttribPtr[_TNL_ATTRIB_FOG] = &store->fogcoord; /* dest data */
}
VB->AttribPtr[_TNL_ATTRIB_FOG] = input;
}
- VB->FogCoordPtr = VB->AttribPtr[_TNL_ATTRIB_FOG];
return GL_TRUE;
}
return GL_FALSE;
_mesa_vector4f_alloc( &store->fogcoord, 0, tnl->vb.Size, 32 );
- _mesa_vector4f_init( &store->input, 0, NULL );
if (!inited)
init_static_data();