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authorKeith Whitwell <[email protected]>2001-07-17 19:39:32 +0000
committerKeith Whitwell <[email protected]>2001-07-17 19:39:32 +0000
commit53560311294814ae0daa8457307a2b25077bf4e9 (patch)
treecffad805f3e213014d055f53609d71dd81aa37fc /src/mesa/tnl/t_vb_light.c
parent4ae22b9721e4f123354aad9921da1613fd078367 (diff)
Lighting now emits colors as CHAN_TYPE, as it used to. This will require
minor adjustments in the dri drivers for twosided lighting to work again.
Diffstat (limited to 'src/mesa/tnl/t_vb_light.c')
-rw-r--r--src/mesa/tnl/t_vb_light.c75
1 files changed, 58 insertions, 17 deletions
diff --git a/src/mesa/tnl/t_vb_light.c b/src/mesa/tnl/t_vb_light.c
index 7b24cbfaa3a..d0f4981cbd8 100644
--- a/src/mesa/tnl/t_vb_light.c
+++ b/src/mesa/tnl/t_vb_light.c
@@ -1,4 +1,4 @@
-/* $Id: t_vb_light.c,v 1.14 2001/04/28 08:39:18 keithw Exp $ */
+/* $Id: t_vb_light.c,v 1.15 2001/07/17 19:39:32 keithw Exp $ */
/*
* Mesa 3-D graphics library
@@ -35,6 +35,8 @@
#include "simple_list.h"
#include "mtypes.h"
+#include "math/m_translate.h"
+
#include "t_context.h"
#include "t_pipeline.h"
@@ -49,14 +51,51 @@ typedef void (*light_func)( GLcontext *ctx,
GLvector4f *input );
struct light_stage_data {
+ struct gl_client_array FloatColor;
struct gl_client_array LitColor[2];
struct gl_client_array LitSecondary[2];
GLvector1ui LitIndex[2];
light_func *light_func_tab;
};
+
#define LIGHT_STAGE_DATA(stage) ((struct light_stage_data *)(stage->privatePtr))
+
+static void import_color_material( GLcontext *ctx,
+ struct gl_pipeline_stage *stage )
+{
+ struct vertex_buffer *VB = &TNL_CONTEXT(ctx)->vb;
+ struct gl_client_array *to = &LIGHT_STAGE_DATA(stage)->FloatColor;
+ struct gl_client_array *from = VB->ColorPtr[0];
+ GLuint count = VB->Count;
+
+ if (!to->Ptr) {
+ to->Ptr = ALIGN_MALLOC( VB->Size * 4 * sizeof(GLfloat), 32 );
+ to->Type = GL_FLOAT;
+ }
+
+ /* No need to transform the same value 3000 times.
+ */
+ if (!from->StrideB) {
+ to->StrideB = 0;
+ count = 1;
+ }
+ else
+ to->StrideB = 4 * sizeof(GLfloat);
+
+ _math_trans_4f( (GLfloat (*)[4]) to->Ptr,
+ from->Ptr,
+ from->StrideB,
+ from->Type,
+ from->Size,
+ 0,
+ count);
+
+ VB->ColorPtr[0] = to;
+}
+
+
/* Tables for all the shading functions.
*/
static light_func _tnl_light_tab[MAX_LIGHT_FUNC];
@@ -201,21 +240,17 @@ static GLboolean run_validate_lighting( GLcontext *ctx,
return stage->run( ctx, stage );
}
-static void alloc_4f( struct gl_client_array *a, GLuint sz )
+static void alloc_4chan( struct gl_client_array *a, GLuint sz )
{
- a->Ptr = ALIGN_MALLOC( sz * sizeof(GLfloat) * 4, 32 );
+ a->Ptr = ALIGN_MALLOC( sz * sizeof(GLchan) * 4, 32 );
a->Size = 4;
- a->Type = GL_FLOAT;
+ a->Type = CHAN_TYPE;
a->Stride = 0;
- a->StrideB = sizeof(GLfloat) * 4;
+ a->StrideB = sizeof(GLchan) * 4;
a->Enabled = 0;
a->Flags = 0;
}
-static void free_4f( struct gl_client_array *a )
-{
- ALIGN_FREE( a->Ptr );
-}
/* Called the first time stage->run is called. In effect, don't
* allocate data until the first time the stage is run.
@@ -236,10 +271,12 @@ static GLboolean run_init_lighting( GLcontext *ctx,
*/
init_lighting();
- alloc_4f( &store->LitColor[0], size );
- alloc_4f( &store->LitColor[1], size );
- alloc_4f( &store->LitSecondary[0], size );
- alloc_4f( &store->LitSecondary[1], size );
+ store->FloatColor.Ptr = 0;
+
+ alloc_4chan( &store->LitColor[0], size );
+ alloc_4chan( &store->LitColor[1], size );
+ alloc_4chan( &store->LitSecondary[0], size );
+ alloc_4chan( &store->LitSecondary[1], size );
_mesa_vector1ui_alloc( &store->LitIndex[0], 0, size, 32 );
_mesa_vector1ui_alloc( &store->LitIndex[1], 0, size, 32 );
@@ -280,10 +317,14 @@ static void dtr( struct gl_pipeline_stage *stage )
struct light_stage_data *store = LIGHT_STAGE_DATA(stage);
if (store) {
- free_4f( &store->LitColor[0] );
- free_4f( &store->LitColor[1] );
- free_4f( &store->LitSecondary[0] );
- free_4f( &store->LitSecondary[1] );
+ ALIGN_FREE( store->LitColor[0].Ptr );
+ ALIGN_FREE( store->LitColor[1].Ptr );
+ ALIGN_FREE( store->LitSecondary[0].Ptr );
+ ALIGN_FREE( store->LitSecondary[1].Ptr );
+
+ if (store->FloatColor.Ptr)
+ ALIGN_FREE( store->FloatColor.Ptr );
+
_mesa_vector1ui_free( &store->LitIndex[0] );
_mesa_vector1ui_free( &store->LitIndex[1] );
FREE( store );