/*
* Mesa 3-D graphics library
- * Version: 6.1
+ * Version: 6.3
*
- * Copyright (C) 1999-2004 Brian Paul All Rights Reserved.
+ * Copyright (C) 1999-2005 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 "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(GLcontext *ctx, struct tnl_pipeline_stage *stage)
{
struct normal_stage_data *store = NORMAL_STAGE_DATA(stage);
struct vertex_buffer *VB = &TNL_CONTEXT(ctx)->vb;
&store->normal ); /* resulting normals */
if (VB->NormalPtr->count > 1) {
- store->normal.stride = 16;
+ store->normal.stride = 4 * sizeof(GLfloat);
}
else {
store->normal.stride = 0;
}
-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(GLcontext *ctx, struct tnl_pipeline_stage *stage)
{
struct normal_stage_data *store = NORMAL_STAGE_DATA(stage);
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))
+ MAT_FLAG_ROTATION |
+ MAT_FLAG_GENERAL_3D |
+ MAT_FLAG_PERSPECTIVE)) {
+ /* 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 != 1.0) {
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];
}
}
-
-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(GLcontext *ctx, struct tnl_pipeline_stage *stage)
{
TNLcontext *tnl = TNL_CONTEXT(ctx);
struct normal_stage_data *store;
- stage->privatePtr = MALLOC(sizeof(*store));
+
+ stage->privatePtr = _mesa_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 );
+ _mesa_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 */
};