From 3654193a4d417560c90b4bbe47d8070919cdc348 Mon Sep 17 00:00:00 2001 From: Michal Krol Date: Sat, 18 Feb 2006 15:11:18 +0000 Subject: More GLSL code. - general constructors allowed; - implement noise functions (from Stefan Gustavson - thanks!) - cosmetic stuff. --- src/mesa/tnl/t_vb_arbshader.c | 60 ++++++++++++++++++++++++++++--------------- 1 file changed, 40 insertions(+), 20 deletions(-) (limited to 'src/mesa/tnl') diff --git a/src/mesa/tnl/t_vb_arbshader.c b/src/mesa/tnl/t_vb_arbshader.c index c1244ba9257..50b23cf1332 100644 --- a/src/mesa/tnl/t_vb_arbshader.c +++ b/src/mesa/tnl/t_vb_arbshader.c @@ -176,11 +176,41 @@ static void fetch_output_vec4 (const char *name, GLuint attr, GLuint i, GLuint i _mesa_memcpy (&store->outputs[attr].data[i], vec, 16); } -static void fetch_uniform_mat4 (const char *name, const GLmatrix *matrix, GLuint index, +static void fetch_uniform_mat4 (const char *name, GLmatrix *matrix, GLuint index, struct gl2_vertex_shader_intf **vs) { - /* XXX: transpose? */ + GLuint len; + GLfloat mat[16]; + char buffer[64]; + + _mesa_strcpy (buffer, name); + len = _mesa_strlen (name); + + /* we want inverse matrix */ + if (!matrix->inv) + { + /* allocate inverse matrix and make it dirty */ + _math_matrix_alloc_inv (matrix); + _math_matrix_loadf (matrix, matrix->m); + } + _math_matrix_analyse (matrix); + + /* identity */ _slang_fetch_mat4 (vs, name, matrix->m, index, 1); + + /* transpose */ + _mesa_strcpy (buffer + len, "Transpose"); + _math_transposef (mat, matrix->m); + _slang_fetch_mat4 (vs, buffer, mat, index, 1); + + /* inverse */ + _mesa_strcpy (buffer + len, "Inverse"); + _slang_fetch_mat4 (vs, buffer, matrix->inv, index, 1); + + /* inverse transpose */ + _mesa_strcpy (buffer + len, "InverseTranspose"); + _math_transposef (mat, matrix->inv); + _slang_fetch_mat4 (vs, buffer, mat, index, 1); } static void fetch_normal_matrix (const char *name, GLmatrix *matrix, @@ -189,14 +219,16 @@ static void fetch_normal_matrix (const char *name, GLmatrix *matrix, GLfloat mat[9]; _math_matrix_analyse (matrix); + + /* inverse transpose */ mat[0] = matrix->inv[0]; - mat[1] = matrix->inv[1]; - mat[2] = matrix->inv[2]; - mat[3] = matrix->inv[4]; + mat[1] = matrix->inv[4]; + mat[2] = matrix->inv[8]; + mat[3] = matrix->inv[1]; mat[4] = matrix->inv[5]; - mat[5] = matrix->inv[6]; - mat[6] = matrix->inv[8]; - mat[7] = matrix->inv[9]; + mat[5] = matrix->inv[9]; + mat[6] = matrix->inv[2]; + mat[7] = matrix->inv[6]; mat[8] = matrix->inv[10]; _slang_fetch_mat3 (vs, name, mat, 0, 1); } @@ -238,18 +270,6 @@ static GLboolean run_arb_vertex_shader (GLcontext *ctx, struct tnl_pipeline_stag for (j = 0; j < 8; j++) fetch_uniform_mat4 ("gl_TextureMatrix", ctx->TextureMatrixStack[j].Top, j, vs); fetch_normal_matrix ("gl_NormalMatrix", ctx->ModelviewMatrixStack.Top, vs); - /* XXX: fetch uniform mat4 gl_ModelViewMatrixInverse */ - /* XXX: fetch uniform mat4 gl_ProjectionMatrixInverse */ - /* XXX: fetch uniform mat4 gl_ModelViewProjectionMatrixInverse */ - /* XXX: fetch uniform mat4 gl_TextureMatrixInverse */ - /* XXX: fetch uniform mat4 gl_ModelViewMatrixTranspose */ - /* XXX: fetch uniform mat4 gl_ProjectionMatrixTranspose */ - /* XXX: fetch uniform mat4 gl_ModelViewProjectionMatrixTranspose */ - /* XXX: fetch uniform mat4 gl_TextureMatrixTranspose */ - /* XXX: fetch uniform mat4 gl_ModelViewMatrixInverseTranspose */ - /* XXX: fetch uniform mat4 gl_ProjectionMatrixInverseTranspose */ - /* XXX: fetch uniform mat4 gl_ModelViewProjectionMatrixInverseTranspose */ - /* XXX: fetch uniform mat4 gl_TextureMatrixInverseTranspose */ /* XXX: fetch uniform float gl_NormalScale */ /* XXX: fetch uniform mat4 gl_ClipPlane */ /* XXX: fetch uniform mat4 gl_TextureEnvColor */ -- cgit v1.2.3