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authorKeith Whitwell <[email protected]>2001-02-16 18:14:41 +0000
committerKeith Whitwell <[email protected]>2001-02-16 18:14:41 +0000
commit46b0988c673b28e072fd0cbf477632a9ab6f9f18 (patch)
tree3463116da957c6f13dcb0b415ca8476640503fc7 /src/mesa/swrast/s_lines.c
parent2448fc7deeaa870d879de17158f243f239c05b15 (diff)
Allow swrast to cope (fairly) cleanly with GL_SEPERATE_SPECULAR when
texturing is not enabled, and without requiring the two colors be added externally. As a part of this, collapsed the decomposition of quads into triangles inside swrast to be hardwired into _swrast_Quad; removed s_quads.[ch]. Removed checks on texture state from t_vb_light.c, which was previously required by swrast. Moved the t_dd_ templates to a new directory.
Diffstat (limited to 'src/mesa/swrast/s_lines.c')
-rw-r--r--src/mesa/swrast/s_lines.c24
1 files changed, 20 insertions, 4 deletions
diff --git a/src/mesa/swrast/s_lines.c b/src/mesa/swrast/s_lines.c
index d448bd59e4e..af62dba3d99 100644
--- a/src/mesa/swrast/s_lines.c
+++ b/src/mesa/swrast/s_lines.c
@@ -1,4 +1,4 @@
-/* $Id: s_lines.c,v 1.10 2001/01/23 23:39:37 brianp Exp $ */
+/* $Id: s_lines.c,v 1.11 2001/02/16 18:14:41 keithw Exp $ */
/*
* Mesa 3-D graphics library
@@ -26,6 +26,7 @@
#include "glheader.h"
+#include "colormac.h"
#include "macros.h"
#include "mmath.h"
#include "s_aaline.h"
@@ -909,6 +910,22 @@ static void flat_multitextured_line( GLcontext *ctx,
}
+void _swrast_add_spec_terms_line( GLcontext *ctx,
+ const SWvertex *v0,
+ const SWvertex *v1 )
+{
+ SWvertex *ncv0 = (SWvertex *)v0;
+ SWvertex *ncv1 = (SWvertex *)v1;
+ GLchan c[2][4];
+ COPY_CHAN4( c[0], ncv0->color );
+ COPY_CHAN4( c[1], ncv1->color );
+ ACC_3V( ncv0->color, ncv0->specular );
+ ACC_3V( ncv1->color, ncv1->specular );
+ SWRAST_CONTEXT(ctx)->SpecLine( ctx, ncv0, ncv1 );
+ COPY_CHAN4( ncv0->color, c[0] );
+ COPY_CHAN4( ncv1->color, c[1] );
+}
+
#ifdef DEBUG
extern void
@@ -978,9 +995,8 @@ _swrast_choose_line( GLcontext *ctx )
ASSERT(swrast->Triangle);
}
else if (ctx->Texture._ReallyEnabled) {
- if (swrast->_MultiTextureEnabled
- || ctx->Light.Model.ColorControl==GL_SEPARATE_SPECULAR_COLOR
- || ctx->Fog.ColorSumEnabled) {
+ if (swrast->_MultiTextureEnabled ||
+ (ctx->_TriangleCaps & DD_SEPERATE_SPECULAR)) {
/* multi-texture and/or separate specular color */
if (ctx->Light.ShadeModel==GL_SMOOTH)
swrast->Line = smooth_multitextured_line;