/*
* Mesa 3-D graphics library
- * Version: 6.1
*
- * Copyright (C) 1999-2004 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"),
* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS
* OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
* FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL
- * BRIAN PAUL BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN
- * AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN
- * CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
+ * THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR
+ * OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE,
+ * ARISING FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR
+ * OTHER DEALINGS IN THE SOFTWARE.
*
* Authors:
- * Keith Whitwell <keith@tungstengraphics.com>
+ * Keith Whitwell <keithw@vmware.com>
*/
-#include "glheader.h"
-#include "colormac.h"
-#include "context.h"
-#include "macros.h"
-#include "imports.h"
-#include "mtypes.h"
+#include "main/glheader.h"
+#include "main/macros.h"
+#include "main/imports.h"
+#include "main/mtypes.h"
#include "math/m_xform.h"
#include "t_pipeline.h"
-
struct normal_stage_data {
normal_func NormalTransform;
GLvector4f normal;
#define NORMAL_STAGE_DATA(stage) ((struct normal_stage_data *)stage->privatePtr)
-
-
-static GLboolean run_normal_stage( GLcontext *ctx,
- struct tnl_pipeline_stage *stage )
+static GLboolean
+run_normal_stage(struct gl_context *ctx, struct tnl_pipeline_stage *stage)
{
struct normal_stage_data *store = NORMAL_STAGE_DATA(stage);
struct vertex_buffer *VB = &TNL_CONTEXT(ctx)->vb;
/* We can only use the display list's saved normal lengths if we've
* got a transformation matrix with uniform scaling.
*/
- if (ctx->ModelviewMatrixStack.Top->flags & MAT_FLAG_GENERAL_SCALE)
+ if (_math_matrix_is_general_scale(ctx->ModelviewMatrixStack.Top))
lengths = NULL;
else
lengths = VB->NormalLengthPtr;
store->NormalTransform( ctx->ModelviewMatrixStack.Top,
ctx->_ModelViewInvScale,
- VB->NormalPtr, /* input normals */
+ VB->AttribPtr[_TNL_ATTRIB_NORMAL], /* input normals */
lengths,
&store->normal ); /* resulting normals */
- if (VB->NormalPtr->count > 1) {
- store->normal.stride = 16;
+ if (VB->AttribPtr[_TNL_ATTRIB_NORMAL]->count > 1) {
+ store->normal.stride = 4 * sizeof(GLfloat);
}
else {
store->normal.stride = 0;
}
- VB->NormalPtr = &store->normal;
- VB->AttribPtr[_TNL_ATTRIB_NORMAL] = VB->NormalPtr;
+ VB->AttribPtr[_TNL_ATTRIB_NORMAL] = &store->normal;
VB->NormalLengthPtr = NULL; /* no longer valid */
return GL_TRUE;
}
-static void validate_normal_stage( GLcontext *ctx,
- struct tnl_pipeline_stage *stage )
+/**
+ * Examine current GL state and set the store->NormalTransform pointer
+ * to point to the appropriate normal transformation routine.
+ */
+static void
+validate_normal_stage(struct gl_context *ctx, struct tnl_pipeline_stage *stage)
{
struct normal_stage_data *store = NORMAL_STAGE_DATA(stage);
- if (ctx->VertexProgram._Enabled ||
+ if (ctx->VertexProgram._Current ||
(!ctx->Light.Enabled &&
!(ctx->Texture._GenFlags & TEXGEN_NEED_NORMALS))) {
store->NormalTransform = NULL;
return;
}
-
-
+
if (ctx->_NeedEyeCoords) {
+ /* Eye coordinates are needed, for whatever reasons.
+ * Do lighting in eye coordinates, as the GL spec says.
+ */
GLuint transform = NORM_TRANSFORM_NO_ROT;
- if (ctx->ModelviewMatrixStack.Top->flags & (MAT_FLAG_GENERAL |
- MAT_FLAG_ROTATION |
- MAT_FLAG_GENERAL_3D |
- MAT_FLAG_PERSPECTIVE))
+ if (_math_matrix_has_rotation(ctx->ModelviewMatrixStack.Top)) {
+ /* need to do full (3x3) matrix transform */
transform = NORM_TRANSFORM;
-
+ }
if (ctx->Transform.Normalize) {
store->NormalTransform = _mesa_normal_tab[transform | NORM_NORMALIZE];
}
else if (ctx->Transform.RescaleNormals &&
- ctx->_ModelViewInvScale != 1.0) {
+ ctx->_ModelViewInvScale != 1.0F) {
store->NormalTransform = _mesa_normal_tab[transform | NORM_RESCALE];
}
else {
}
}
else {
+ /* We don't need eye coordinates.
+ * Do lighting in object coordinates. Thus, we don't need to fully
+ * transform normal vectors (just leave them in object coordinates)
+ * but we still need to do normalization/rescaling if enabled.
+ */
if (ctx->Transform.Normalize) {
store->NormalTransform = _mesa_normal_tab[NORM_NORMALIZE];
}
else if (!ctx->Transform.RescaleNormals &&
- ctx->_ModelViewInvScale != 1.0) {
+ ctx->_ModelViewInvScale != 1.0F) {
store->NormalTransform = _mesa_normal_tab[NORM_RESCALE];
}
else {
}
-
-static GLboolean alloc_normal_data( GLcontext *ctx,
- struct tnl_pipeline_stage *stage )
+/**
+ * Allocate stage's private data (storage for transformed normals).
+ */
+static GLboolean
+alloc_normal_data(struct gl_context *ctx, struct tnl_pipeline_stage *stage)
{
TNLcontext *tnl = TNL_CONTEXT(ctx);
struct normal_stage_data *store;
- stage->privatePtr = MALLOC(sizeof(*store));
+
+ stage->privatePtr = malloc(sizeof(*store));
store = NORMAL_STAGE_DATA(stage);
if (!store)
return GL_FALSE;
}
-
-static void free_normal_data( struct tnl_pipeline_stage *stage )
+/**
+ * Free stage's private data.
+ */
+static void
+free_normal_data(struct tnl_pipeline_stage *stage)
{
struct normal_stage_data *store = NORMAL_STAGE_DATA(stage);
if (store) {
_mesa_vector4f_free( &store->normal );
- FREE( store );
+ free( store );
stage->privatePtr = NULL;
}
}
const struct tnl_pipeline_stage _tnl_normal_transform_stage =
{
"normal transform", /* name */
- NULL, /* private data */
- alloc_normal_data,
- free_normal_data, /* destructor */
- validate_normal_stage, /* check */
- run_normal_stage
+ NULL, /* privatePtr */
+ alloc_normal_data, /* create */
+ free_normal_data, /* destroy */
+ validate_normal_stage, /* validate */
+ run_normal_stage /* run */
};