# define NV30_TCL_PRIMITIVE_3D_STENCIL_FRONT_OP_ZPASS 0x00000364
# define NV30_TCL_PRIMITIVE_3D_SHADE_MODEL 0x00000368
# define NV30_TCL_PRIMITIVE_3D_FOG_ENABLE 0x0000036c
+# define NV30_TCL_PRIMITIVE_3D_FOG_COLOR 0x00000370
# define NV40_TCL_PRIMITIVE_3D_COLOR_MASK_BUFFER123 0x00000370 /* Parameters: buffer3 b buffer3 g buffer3 r buffer3 a buffer2 b buffer2 g buffer2 r buffer2 a buffer1 b buffer1 g buffer1 r buffer1 a */
# define NV30_TCL_PRIMITIVE_3D_NORMALIZE_ENABLE 0x0000037c
# define NV30_TCL_PRIMITIVE_3D_DEPTH_RANGE_NEAR 0x00000394
static void nv30Fogfv(GLcontext *ctx, GLenum pname, const GLfloat *params)
{
nouveauContextPtr nmesa = NOUVEAU_CONTEXT(ctx);
+
+ if (NOUVEAU_CARD_USING_SHADERS)
+ return;
+
switch(pname)
{
- case GL_FOG_MODE:
- //BEGIN_RING_CACHE(NvSub3D, NV30_TCL_PRIMITIVE_3D_FOG_MODE, 1);
- //OUT_RING_CACHE (params);
+ case GL_FOG_MODE:
+ {
+ int mode = 0;
+ /* The modes are different in GL and the card. */
+ switch(ctx->Fog.Mode)
+ {
+ case GL_LINEAR:
+ mode = 0x804;
break;
- /* TODO: unsure about the rest.*/
- default:
+ case GL_EXP:
+ mode = 0x802;
break;
+ case GL_EXP2:
+ mode = 0x803;
+ break;
+ }
+ BEGIN_RING_CACHE(NvSub3D, NV30_TCL_PRIMITIVE_3D_FOG_MODE, 1);
+ OUT_RING_CACHE (mode);
+ break;
+ }
+ case GL_FOG_COLOR:
+ {
+ GLubyte c[4];
+ UNCLAMPED_FLOAT_TO_RGBA_CHAN(c,params);
+ BEGIN_RING_CACHE(NvSub3D, NV30_TCL_PRIMITIVE_3D_FOG_COLOR, 1);
+ /* nvidia ignores the alpha channel */
+ OUT_RING_CACHE(PACK_COLOR_8888_REV(c[0],c[1],c[2],c[3]));
+ break;
+ }
+ case GL_FOG_DENSITY:
+ case GL_FOG_START:
+ case GL_FOG_END:
+ {
+ GLfloat f=0., c=0.;
+ switch(ctx->Fog.Mode)
+ {
+ case GL_LINEAR:
+ f = -1.0/(ctx->Fog.End - ctx->Fog.Start);
+ c = ctx->Fog.Start/(ctx->Fog.End - ctx->Fog.Start) + 2.001953;
+ break;
+ case GL_EXP:
+ f = -0.090168*ctx->Fog.Density;
+ c = 1.5;
+ case GL_EXP2:
+ f = -0.212330*ctx->Fog.Density;
+ c = 1.5;
+ }
+ BEGIN_RING_CACHE(NvSub3D, NV30_TCL_PRIMITIVE_3D_FOG_EQUATION_LINEAR, 1);
+ OUT_RING_CACHE(f);
+ BEGIN_RING_CACHE(NvSub3D, NV30_TCL_PRIMITIVE_3D_FOG_EQUATION_CONSTANT, 1);
+ OUT_RING_CACHE(c);
+ BEGIN_RING_CACHE(NvSub3D, NV30_TCL_PRIMITIVE_3D_FOG_EQUATION_QUADRATIC, 1);
+ OUT_RING_CACHE(0); /* Is this always the same? */
+ break;
+ }
+// case GL_FOG_COORD_SRC:
+ default:
+ break;
}
-
}
static void nv30Hint(GLcontext *ctx, GLenum target, GLenum mode)