#define LIGHT_MATERIAL 0x2
#define MAX_LIGHT_FUNC 0x4
-typedef void (*light_func)( GLcontext *ctx,
+typedef void (*light_func)( struct gl_context *ctx,
struct vertex_buffer *VB,
struct tnl_pipeline_stage *stage,
GLvector4f *input );
GLvector4f Input;
GLvector4f LitColor[2];
GLvector4f LitSecondary[2];
- GLvector4f LitIndex[2];
light_func *light_func_tab;
struct material_cursor mat[MAT_ATTRIB_MAX];
* It's called per-vertex in the lighting loop.
*/
static void
-update_materials(GLcontext *ctx, struct light_stage_data *store)
+update_materials(struct gl_context *ctx, struct light_stage_data *store)
{
GLuint i;
* Return number of material attributes which will track vertex color.
*/
static GLuint
-prepare_materials(GLcontext *ctx,
+prepare_materials(struct gl_context *ctx,
struct vertex_buffer *VB, struct light_stage_data *store)
{
GLuint 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_COLOR0];
}
/* Now, for each material attribute that's tracking vertex color, save
static light_func _tnl_light_fast_tab[MAX_LIGHT_FUNC];
static light_func _tnl_light_fast_single_tab[MAX_LIGHT_FUNC];
static light_func _tnl_light_spec_tab[MAX_LIGHT_FUNC];
-static light_func _tnl_light_ci_tab[MAX_LIGHT_FUNC];
#define TAG(x) x
#define IDX (0)
}
-static GLboolean run_lighting( GLcontext *ctx,
+static GLboolean run_lighting( struct gl_context *ctx,
struct tnl_pipeline_stage *stage )
{
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;
if (!ctx->Light.Enabled || ctx->VertexProgram._Current)
/* 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,
- VB->ObjPtr->data,
- VB->ObjPtr->stride,
+ VB->AttribPtr[_TNL_ATTRIB_POS]->data,
+ VB->AttribPtr[_TNL_ATTRIB_POS]->stride,
GL_FLOAT,
- VB->ObjPtr->size,
+ VB->AttribPtr[_TNL_ATTRIB_POS]->size,
0,
VB->Count );
*/
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;
}
/* Called in place of do_lighting when the light table may have changed.
*/
-static void validate_lighting( GLcontext *ctx,
+static void validate_lighting( struct gl_context *ctx,
struct tnl_pipeline_stage *stage )
{
light_func *tab;
if (!ctx->Light.Enabled || ctx->VertexProgram._Current)
return;
- if (ctx->Visual.rgbMode) {
- if (ctx->Light._NeedVertices) {
- if (ctx->Light.Model.ColorControl == GL_SEPARATE_SPECULAR_COLOR)
- tab = _tnl_light_spec_tab;
- else
- tab = _tnl_light_tab;
- }
- else {
- if (ctx->Light.EnabledList.next == ctx->Light.EnabledList.prev)
- tab = _tnl_light_fast_single_tab;
- else
- tab = _tnl_light_fast_tab;
- }
+ if (ctx->Light._NeedVertices) {
+ if (ctx->Light.Model.ColorControl == GL_SEPARATE_SPECULAR_COLOR)
+ tab = _tnl_light_spec_tab;
+ else
+ tab = _tnl_light_tab;
+ }
+ else {
+ if (ctx->Light.EnabledList.next == ctx->Light.EnabledList.prev)
+ tab = _tnl_light_fast_single_tab;
+ else
+ tab = _tnl_light_fast_tab;
}
- else
- tab = _tnl_light_ci_tab;
LIGHT_STAGE_DATA(stage)->light_func_tab = tab;
/* Called the first time stage->run is called. In effect, don't
* allocate data until the first time the stage is run.
*/
-static GLboolean init_lighting( GLcontext *ctx,
+static GLboolean init_lighting( struct gl_context *ctx,
struct tnl_pipeline_stage *stage )
{
TNLcontext *tnl = TNL_CONTEXT(ctx);
_mesa_vector4f_alloc( &store->LitColor[1], 0, size, 32 );
_mesa_vector4f_alloc( &store->LitSecondary[0], 0, size, 32 );
_mesa_vector4f_alloc( &store->LitSecondary[1], 0, size, 32 );
- _mesa_vector4f_alloc( &store->LitIndex[0], 0, size, 32 );
- _mesa_vector4f_alloc( &store->LitIndex[1], 0, size, 32 );
store->LitColor[0].size = 4;
store->LitColor[1].size = 4;
store->LitSecondary[0].size = 3;
store->LitSecondary[1].size = 3;
- store->LitIndex[0].size = 1;
- store->LitIndex[0].stride = sizeof(GLfloat);
- store->LitIndex[1].size = 1;
- store->LitIndex[1].stride = sizeof(GLfloat);
-
return GL_TRUE;
}
_mesa_vector4f_free( &store->LitColor[1] );
_mesa_vector4f_free( &store->LitSecondary[0] );
_mesa_vector4f_free( &store->LitSecondary[1] );
- _mesa_vector4f_free( &store->LitIndex[0] );
- _mesa_vector4f_free( &store->LitIndex[1] );
FREE( store );
stage->privatePtr = NULL;
}