diff options
author | Keith Whitwell <[email protected]> | 2003-10-13 12:29:35 +0000 |
---|---|---|
committer | Keith Whitwell <[email protected]> | 2003-10-13 12:29:35 +0000 |
commit | fcd68a2b3066d02678877963565aa43adddc8d72 (patch) | |
tree | 15e4b0e17efbe158f105c5658cdb6380f20d2b73 /src | |
parent | f1bbe8d0a52f1c74a1d45117f13a690fe2b013ee (diff) |
Add code to get materials working in lighting again.
Diffstat (limited to 'src')
-rw-r--r-- | src/mesa/tnl/t_vb_light.c | 90 | ||||
-rw-r--r-- | src/mesa/tnl/t_vb_lighttmp.h | 12 |
2 files changed, 80 insertions, 22 deletions
diff --git a/src/mesa/tnl/t_vb_light.c b/src/mesa/tnl/t_vb_light.c index 5bb88e333a7..a42147c8032 100644 --- a/src/mesa/tnl/t_vb_light.c +++ b/src/mesa/tnl/t_vb_light.c @@ -47,11 +47,21 @@ typedef void (*light_func)( GLcontext *ctx, struct tnl_pipeline_stage *stage, GLvector4f *input ); +struct material_cursor { + const GLfloat *ptr; + GLuint stride; + GLfloat *current; +}; + struct light_stage_data { GLvector4f LitColor[2]; GLvector4f LitSecondary[2]; GLvector4f LitIndex[2]; light_func *light_func_tab; + + struct material_cursor mat[MAT_ATTRIB_MAX]; + GLuint mat_count; + GLuint mat_bitmask; }; @@ -59,13 +69,61 @@ struct light_stage_data { +/* In the case of colormaterial, the effected material attributes + * should already have been bound to point to the incoming color data, + * prior to running the pipeline. + */ +static void update_materials( GLcontext *ctx, + struct light_stage_data *store ) +{ + GLuint i; + + for (i = 0 ; i < store->mat_count ; i++) { + COPY_4V(store->mat[i].current, store->mat[i].ptr); + STRIDE_F(store->mat[i].ptr, store->mat[i].stride); + } + + _mesa_update_material( ctx, store->mat_bitmask ); + _mesa_validate_all_lighting_tables( ctx ); +} -static void update_materials( GLcontext *ctx, GLuint j ) +static GLuint prepare_materials( GLcontext *ctx, + struct vertex_buffer *VB, + struct light_stage_data *store ) { -/* - _mesa_copy_materials( &ctx->Light.Material, src, bitmask ); - _mesa_update_material( ctx, bitmask ); -*/ + GLuint i; + + store->mat_count = 0; + store->mat_bitmask = 0; + + /* If ColorMaterial enabled, set overwrite effected AttrPtr's with + * the color pointer. This could be done earlier. + */ + if (ctx->Light.ColorMaterialEnabled) { + GLuint bitmask = ctx->Light.ColorMaterialBitmask; + for (i = 0 ; i < MAT_ATTRIB_MAX ; i++) + if (bitmask & (1<<i)) + VB->AttribPtr[_TNL_ATTRIB_MAT_FRONT_AMBIENT + i] = VB->ColorPtr[0]; + } + + for (i = _TNL_ATTRIB_MAT_FRONT_AMBIENT ; i < _TNL_ATTRIB_INDEX ; i++) { + if (VB->AttribPtr[i]->stride) { + GLuint j = store->mat_count++; + GLuint attr = i - _TNL_ATTRIB_MAT_FRONT_AMBIENT; + store->mat[j].ptr = VB->AttribPtr[i]->start; + store->mat[j].stride = VB->AttribPtr[i]->stride; + store->mat[j].current = ctx->Light.Material.Attrib[attr]; + store->mat_bitmask |= (1<<attr); + } + } + + + /* FIXME: Is this already done? + */ + _mesa_update_material( ctx, ~0 ); + _mesa_validate_all_lighting_tables( ctx ); + + return store->mat_count; } /* Tables for all the shading functions. @@ -113,6 +171,7 @@ static GLboolean run_lighting( GLcontext *ctx, struct tnl_pipeline_stage *stage TNLcontext *tnl = TNL_CONTEXT(ctx); struct vertex_buffer *VB = &tnl->vb; GLvector4f *input = ctx->_NeedEyeCoords ? VB->EyePtr : VB->ObjPtr; + GLuint idx; /* _tnl_print_vert_flags( __FUNCTION__, stage->changed_inputs ); */ @@ -130,10 +189,18 @@ static GLboolean run_lighting( GLcontext *ctx, struct tnl_pipeline_stage *stage #endif + idx = 0; + + if (prepare_materials( ctx, VB, store )) + idx |= LIGHT_MATERIAL; + + if (ctx->Light.Model.TwoSide) + idx |= LIGHT_TWOSIDE; + /* The individual functions know about replaying side-effects * vs. full re-execution. */ - store->light_func_tab[0]( ctx, VB, stage, input ); + store->light_func_tab[idx]( ctx, VB, stage, input ); return GL_TRUE; } @@ -144,7 +211,6 @@ static GLboolean run_lighting( GLcontext *ctx, struct tnl_pipeline_stage *stage static GLboolean run_validate_lighting( GLcontext *ctx, struct tnl_pipeline_stage *stage ) { - GLuint ind = 0; light_func *tab; if (ctx->Visual.rgbMode) { @@ -164,16 +230,8 @@ static GLboolean run_validate_lighting( GLcontext *ctx, else tab = _tnl_light_ci_tab; - /* Need to check color stride != 0. - * Also need to check for materials in the VB: - */ - if (ctx->Light.ColorMaterialEnabled) - ind |= LIGHT_MATERIAL; - - if (ctx->Light.Model.TwoSide) - ind |= LIGHT_TWOSIDE; - LIGHT_STAGE_DATA(stage)->light_func_tab = &tab[ind]; + LIGHT_STAGE_DATA(stage)->light_func_tab = tab; /* This and the above should only be done on _NEW_LIGHT: */ diff --git a/src/mesa/tnl/t_vb_lighttmp.h b/src/mesa/tnl/t_vb_lighttmp.h index dd837335827..eaca5552d7d 100644 --- a/src/mesa/tnl/t_vb_lighttmp.h +++ b/src/mesa/tnl/t_vb_lighttmp.h @@ -37,7 +37,7 @@ /* define TRACE to trace lighting code */ -/* #define TRACE 1 */ +/* #define TRACE 1 */ /* * ctx is the current context @@ -94,7 +94,7 @@ static void TAG(light_rgba_spec)( GLcontext *ctx, struct gl_light *light; if ( IDX & LIGHT_MATERIAL ) { - update_materials( ctx, j ); + update_materials( ctx, store ); sumA[0] = ctx->Light.Material.Attrib[MAT_ATTRIB_FRONT_DIFFUSE][3]; if (IDX & LIGHT_TWOSIDE) sumA[1] = ctx->Light.Material.Attrib[MAT_ATTRIB_BACK_DIFFUSE][3]; @@ -281,7 +281,7 @@ static void TAG(light_rgba)( GLcontext *ctx, struct gl_light *light; if ( IDX & LIGHT_MATERIAL ) { - update_materials( ctx, j ); + update_materials( ctx, store ); sumA[0] = ctx->Light.Material.Attrib[MAT_ATTRIB_FRONT_DIFFUSE][3]; if (IDX & LIGHT_TWOSIDE) sumA[1] = ctx->Light.Material.Attrib[MAT_ATTRIB_BACK_DIFFUSE][3]; @@ -461,7 +461,7 @@ static void TAG(light_fast_rgba_single)( GLcontext *ctx, GLfloat n_dot_VP; if ( IDX & LIGHT_MATERIAL ) - update_materials( ctx, j ); + update_materials( ctx, store ); /* No attenuation, so incoporate _MatAmbient into base color. */ @@ -554,7 +554,7 @@ static void TAG(light_fast_rgba)( GLcontext *ctx, GLfloat sum[2][3]; if ( IDX & LIGHT_MATERIAL ) { - update_materials( ctx, j ); + update_materials( ctx, store ); sumA[0] = ctx->Light.Material.Attrib[MAT_ATTRIB_FRONT_DIFFUSE][3]; if (IDX & LIGHT_TWOSIDE) @@ -657,7 +657,7 @@ static void TAG(light_ci)( GLcontext *ctx, struct gl_light *light; if ( IDX & LIGHT_MATERIAL ) - update_materials( ctx, j ); + update_materials( ctx, store ); diffuse[0] = specular[0] = 0.0F; |