-/* $Id: varray.c,v 1.10 1999/11/09 09:18:40 keithw Exp $ */
+/* $Id: varray.c,v 1.11 1999/11/09 10:12:34 keithw Exp $ */
/*
* Mesa 3-D graphics library
GLvector4ub col;
GLvector1ub edge;
GLvector1ui index;
- GLuint update = 0, translate = 0;
- struct vertex_array_pointers VSrc;
struct immediate *IM = VB->IM;
struct gl_client_array *client_data;
struct gl_pipeline *elt = &ctx->CVA.elt;
required = elt->inputs;
fallback = (elt->inputs & ~ctx->Array.Summary);
- VSrc.Color = &IM->v.Color;
- VSrc.Index = &IM->v.Index;
- VSrc.EdgeFlag = &IM->v.EdgeFlag;
- VSrc.TexCoord[0] = &IM->v.TexCoord[0];
- VSrc.TexCoord[1] = &IM->v.TexCoord[1];
- VSrc.Obj = &IM->v.Obj;
- VSrc.Normal = &IM->v.Normal;
-
if (required & VERT_RGBA)
{
client_data = &ctx->Array.Color;
if (fallback & VERT_RGBA)
client_data = &ctx->Fallback.Color;
-
- translate |= VERT_RGBA;
}
if (required & VERT_INDEX)
client_data = &ctx->Array.Index;
if (fallback & VERT_INDEX)
client_data = &ctx->Fallback.Index;
-
- translate |= VERT_INDEX;
}
for (i = 0 ; i < MAX_TEXTURE_UNITS ; i++)
GLuint flag = VERT_TEX_ANY(i);
if (required & flag) {
-
client_data = &ctx->Array.TexCoord[i];
if (fallback & flag)
client_data = &ctx->Fallback.TexCoord[i];
client_data->Size = gl_texcoord_size( ctx->Current.Flag, i );
}
-
- translate |= flag;
}
}
for (i = 0 ; i < VB_MAX ; i++)
ctx->Array.Flag[i] = ctx->Array.Flags;
-
- translate |= VERT_OBJ_ANY;
if (required & VERT_NORM)
{
client_data = &ctx->Array.Normal;
if (fallback & VERT_NORM)
client_data = &ctx->Fallback.Normal;
-
- translate |= VERT_NORM;
}
if ( (required & VERT_EDGE) &&
mode == GL_POLYGON))
{
client_data = &ctx->Array.EdgeFlag;
-
if (fallback & VERT_EDGE)
client_data = &ctx->Fallback.EdgeFlag;
-
- translate |= VERT_EDGE;
}
VB->Primitive = IM->Primitive;
GLint vbspace = VB_MAX - VB_START;
GLuint count, n;
-
if (vbspace >= remaining) {
n = remaining;
VB->LastPrimitive = VB_START + n;
VB->CullMode = 0;
-
- /* Update pointers.
- */
- /* Disabled - always do the copy. No real loss
- * until we improve vertex copying anyway.
- */
- if (0) {
- if (update & VERT_OBJ_ANY)
- obj.start = VEC_ELT(&obj, GLfloat, start);
-
- if (update & VERT_NORM)
- norm.start = VEC_ELT(&norm, GLfloat, start);
-
- if (update & VERT_EDGE)
- edge.start = VEC_ELT(&edge, GLubyte, start);
-
- if (update & VERT_RGBA)
- col.start = VEC_ELT(&col, GLubyte, start);
-
- if (update & VERT_INDEX)
- index.start = VEC_ELT(&index, GLuint, start);
-
- if (update & VERT_TEX0_ANY)
- tc[0].start = VEC_ELT(&tc[0], GLfloat, start);
-
- if (update & VERT_TEX1_ANY)
- tc[1].start = VEC_ELT(&tc[1], GLfloat, start);
+ if (required & VERT_OBJ_ANY) {
+ ctx->Array.VertexFunc( IM->Obj + VB_START,
+ &ctx->Array.Vertex, start, n );
}
-
-
- /* Translate data to fix up type and stride.
- */
- if (translate) {
- if (translate & VERT_OBJ_ANY) {
- ctx->Array.VertexFunc( IM->Obj + VB_START,
- &ctx->Array.Vertex, start, n );
- }
-
- if (translate & VERT_NORM) {
- ctx->Array.NormalFunc( IM->Normal + VB_START,
- &ctx->Array.Normal, start, n );
- }
-
- if (translate & VERT_EDGE) {
- ctx->Array.EdgeFlagFunc( IM->EdgeFlag + VB_START,
- &ctx->Array.EdgeFlag, start, n );
- }
-
- if (translate & VERT_RGBA) {
- ctx->Array.ColorFunc( IM->Color + VB_START,
- &ctx->Array.Color, start, n );
- }
-
- if (translate & VERT_INDEX) {
- ctx->Array.IndexFunc( IM->Index + VB_START,
- &ctx->Array.Index, start, n );
- }
-
- if (translate & VERT_TEX0_ANY) {
- IM->v.TexCoord[0].size = tc[0].size;
- ctx->Array.TexCoordFunc[0]( IM->TexCoord[0] + VB_START,
- &ctx->Array.TexCoord[0], start, n );
- }
-
- if (translate & VERT_TEX1_ANY) {
- IM->v.TexCoord[1].size = tc[1].size;
- ctx->Array.TexCoordFunc[1]( IM->TexCoord[1] + VB_START,
- &ctx->Array.TexCoord[1], start, n );
- }
+
+ if (required & VERT_NORM) {
+ ctx->Array.NormalFunc( IM->Normal + VB_START,
+ &ctx->Array.Normal, start, n );
+ }
+
+ if (required & VERT_EDGE) {
+ ctx->Array.EdgeFlagFunc( IM->EdgeFlag + VB_START,
+ &ctx->Array.EdgeFlag, start, n );
+ }
+
+ if (required & VERT_RGBA) {
+ ctx->Array.ColorFunc( IM->Color + VB_START,
+ &ctx->Array.Color, start, n );
+ }
+
+ if (required & VERT_INDEX) {
+ ctx->Array.IndexFunc( IM->Index + VB_START,
+ &ctx->Array.Index, start, n );
+ }
+
+ if (required & VERT_TEX0_ANY) {
+ IM->v.TexCoord[0].size = tc[0].size;
+ ctx->Array.TexCoordFunc[0]( IM->TexCoord[0] + VB_START,
+ &ctx->Array.TexCoord[0], start, n );
+ }
+
+ if (required & VERT_TEX1_ANY) {
+ IM->v.TexCoord[1].size = tc[1].size;
+ ctx->Array.TexCoordFunc[1]( IM->TexCoord[1] + VB_START,
+ &ctx->Array.TexCoord[1], start, n );
}
-
- VB->ObjPtr = VSrc.Obj;
- VB->NormalPtr = VSrc.Normal;
- VB->Color[0] = VB->Color[1] = VB->ColorPtr = VSrc.Color;
- VB->IndexPtr = VSrc.Index;
- VB->EdgeFlagPtr = VSrc.EdgeFlag;
- VB->TexCoordPtr[0] = VSrc.TexCoord[0];
- VB->TexCoordPtr[1] = VSrc.TexCoord[1];
+ VB->ObjPtr = &IM->v.Obj;
+ VB->NormalPtr = &IM->v.Normal;
+ VB->ColorPtr = &IM->v.Color;
+ VB->Color[0] = VB->Color[1] = VB->ColorPtr;
+ VB->IndexPtr = &IM->v.Index;
+ VB->EdgeFlagPtr = &IM->v.EdgeFlag;
+ VB->TexCoordPtr[0] = &IM->v.TexCoord[0];
+ VB->TexCoordPtr[1] = &IM->v.TexCoord[1];
VB->Flag = ctx->Array.Flag;
VB->OrFlag = ctx->Array.Flags;
- count = VB->Count = VB_START + n;
-
- VB->ObjPtr->count = count;
- VB->NormalPtr->count = count;
- VB->ColorPtr->count = count;
- VB->IndexPtr->count = count;
- VB->EdgeFlagPtr->count = count;
- VB->TexCoordPtr[0]->count = count;
- VB->TexCoordPtr[1]->count = count;
-
- VB->Flag[count] |= VERT_END_VB;
- VB->Flag[VB_START] |= VERT_NORM;
+ VB->Start = IM->Start = VB_START;
+ count = VB->Count = IM->Count = VB_START + n;
+
+#define RESET_VEC(v, t, s, c) (v.start = t v.data[s], v.count = c)
+
+ RESET_VEC(IM->v.Obj, (GLfloat *), VB_START, count);
+ RESET_VEC(IM->v.Normal, (GLfloat *), VB_START, count);
+ RESET_VEC(IM->v.TexCoord[0], (GLfloat *), VB_START, count);
+ RESET_VEC(IM->v.TexCoord[1], (GLfloat *), VB_START, count);
+ RESET_VEC(IM->v.Index, &, VB_START, count);
+ RESET_VEC(IM->v.Elt, &, VB_START, count);
+ RESET_VEC(IM->v.EdgeFlag, &, VB_START, count);
+ RESET_VEC(IM->v.Color, (GLubyte *), VB_START, count);
+ RESET_VEC(VB->Clip, (GLfloat *), VB_START, count);
+ RESET_VEC(VB->Eye, (GLfloat *), VB_START, count);
+ RESET_VEC(VB->Win, (GLfloat *), VB_START, count);
+ RESET_VEC(VB->BColor, (GLubyte *), VB_START, count);
+ RESET_VEC(VB->BIndex, &, VB_START, count);
VB->NextPrimitive[VB->CopyStart] = VB->Count;
VB->Primitive[VB->CopyStart] = mode;
ctx->Array.Flag[count] = ctx->Array.Flags;
ctx->Array.Flag[VB_START] = ctx->Array.Flags;
- IM->Flag[VB_START] = 0;
start += n;
remaining -= n;
{
/* The GL_COMPILE and GL_COMPILE_AND_EXECUTE cases. These
* could be handled by the above code, but it gets a little
- * complex.
+ * complex. The generated list is still of good quality
+ * this way.
*/
- /* No need to reset - never called from inside a display list */
gl_Begin( ctx, mode );
for (i=0;i<count;i++) {
gl_ArrayElement( ctx, start+i );