/*
* Mesa 3-D graphics library
- * Version: 6.3
+ * Version: 6.5
*
- * Copyright (C) 1999-2005 Brian Paul All Rights Reserved.
+ * Copyright (C) 1999-2006 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"),
-#include "glheader.h"
-#include "colormac.h"
-#include "light.h"
-#include "macros.h"
-#include "imports.h"
-#include "simple_list.h"
-#include "mtypes.h"
+#include "main/glheader.h"
+#include "main/colormac.h"
+#include "main/light.h"
+#include "main/macros.h"
+#include "main/imports.h"
+#include "main/simple_list.h"
+#include "main/mtypes.h"
#include "math/m_translate.h"
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
* update_materials(), above, that'll actually copy the vertex color to
* the material attribute(s).
*/
- for (i = _TNL_ATTRIB_MAT_FRONT_AMBIENT ; i < _TNL_ATTRIB_INDEX ; i++) {
+ for (i = _TNL_FIRST_MAT; i <= _TNL_LAST_MAT; i++) {
if (VB->AttribPtr[i]->stride) {
const GLuint j = store->mat_count++;
const GLuint attr = i - _TNL_ATTRIB_MAT_FRONT_AMBIENT;
#include "t_vb_lighttmp.h"
-static void init_lighting( void )
+static void init_lighting_tables( void )
{
static int done;
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)
+ return GL_TRUE;
+
/* Make sure we can talk about position x,y and z:
*/
- if (stage->changed_inputs & _TNL_BIT_POS) {
- if (input->size <= 2 && input == VB->ObjPtr) {
-
- _math_trans_4f( store->Input.data,
- VB->ObjPtr->data,
- VB->ObjPtr->stride,
- GL_FLOAT,
- VB->ObjPtr->size,
- 0,
- VB->Count );
-
- if (input->size <= 2) {
- /* Clean z.
- */
- _mesa_vector4f_clean_elem(&store->Input, VB->Count, 2);
- }
+ if (input->size <= 2 && input == VB->AttribPtr[_TNL_ATTRIB_POS]) {
+
+ _math_trans_4f( store->Input.data,
+ VB->AttribPtr[_TNL_ATTRIB_POS]->data,
+ VB->AttribPtr[_TNL_ATTRIB_POS]->stride,
+ GL_FLOAT,
+ VB->AttribPtr[_TNL_ATTRIB_POS]->size,
+ 0,
+ VB->Count );
+
+ if (input->size <= 2) {
+ /* Clean z.
+ */
+ _mesa_vector4f_clean_elem(&store->Input, VB->Count, 2);
+ }
- if (input->size <= 1) {
- /* Clean y.
- */
- _mesa_vector4f_clean_elem(&store->Input, VB->Count, 1);
- }
-
- input = &store->Input;
+ if (input->size <= 1) {
+ /* Clean y.
+ */
+ _mesa_vector4f_clean_elem(&store->Input, VB->Count, 1);
}
+
+ input = &store->Input;
}
idx = 0;
*/
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_INDEX] = VB->IndexPtr[0];
-
return GL_TRUE;
}
/* Called in place of do_lighting when the light table may have changed.
*/
-static GLboolean run_validate_lighting( GLcontext *ctx,
+static void validate_lighting( GLcontext *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)
/* This and the above should only be done on _NEW_LIGHT:
*/
TNL_CONTEXT(ctx)->Driver.NotifyMaterialChange( ctx );
-
- /* Now run the stage...
- */
- stage->run = run_lighting;
- return stage->run( ctx, stage );
}
/* Called the first time stage->run is called. In effect, don't
* allocate data until the first time the stage is run.
*/
-static GLboolean run_init_lighting( GLcontext *ctx,
- struct tnl_pipeline_stage *stage )
+static GLboolean init_lighting( GLcontext *ctx,
+ struct tnl_pipeline_stage *stage )
{
TNLcontext *tnl = TNL_CONTEXT(ctx);
struct light_stage_data *store;
/* Do onetime init.
*/
- init_lighting();
+ init_lighting_tables();
_mesa_vector4f_alloc( &store->Input, 0, size, 32 );
_mesa_vector4f_alloc( &store->LitColor[0], 0, size, 32 );
store->LitIndex[1].size = 1;
store->LitIndex[1].stride = sizeof(GLfloat);
- /* Now validate the stage derived data...
- */
- stage->run = run_validate_lighting;
- return stage->run( ctx, stage );
+ return GL_TRUE;
}
-/*
- * Check if lighting is enabled. If so, configure the pipeline stage's
- * type, inputs, and outputs.
- */
-static void check_lighting( GLcontext *ctx, struct tnl_pipeline_stage *stage )
-{
- stage->active = ctx->Light.Enabled && !ctx->VertexProgram._Enabled;
- if (stage->active) {
- if (stage->privatePtr)
- stage->run = run_validate_lighting;
- stage->inputs = _TNL_BIT_NORMAL|_TNL_BITS_MAT_ANY;
- if (ctx->Light._NeedVertices)
- stage->inputs |= _TNL_BIT_POS;
- if (ctx->Light.ColorMaterialEnabled)
- stage->inputs |= _TNL_BIT_COLOR0;
-
- stage->outputs = _TNL_BIT_COLOR0;
- if (ctx->Light.Model.ColorControl == GL_SEPARATE_SPECULAR_COLOR)
- stage->outputs |= _TNL_BIT_COLOR1;
- }
-}
-
static void dtr( struct tnl_pipeline_stage *stage )
{
const struct tnl_pipeline_stage _tnl_lighting_stage =
{
"lighting", /* name */
- _NEW_LIGHT|_NEW_PROGRAM, /* recheck */
- _NEW_LIGHT|_NEW_MODELVIEW, /* recalc -- modelview dependency
- * otherwise not captured by inputs
- * (which may be _TNL_BIT_POS) */
- GL_FALSE, /* active? */
- 0, /* inputs */
- 0, /* outputs */
- 0, /* changed_inputs */
NULL, /* private_data */
+ init_lighting,
dtr, /* destroy */
- check_lighting, /* check */
- run_init_lighting /* run -- initially set to ctr */
+ validate_lighting,
+ run_lighting
};