コード例 #1
0
ファイル: t_vb_fog.c プロジェクト: carriercomm/finx
static void free_fog_data( struct gl_pipeline_stage *stage )
{
   struct fog_stage_data *store = FOG_STAGE_DATA(stage);
   if (store) {
      _mesa_vector1f_free( &store->fogcoord );
      FREE( store );
      stage->privatePtr = NULL;
   }
}
コード例 #2
0
ファイル: t_vb_fog.c プロジェクト: ChristophHaag/mesa-mesa
/* Called the first time stage->run() is invoked.
 */
static GLboolean
alloc_fog_data(struct gl_context *ctx, struct tnl_pipeline_stage *stage)
{
   TNLcontext *tnl = TNL_CONTEXT(ctx);
   struct fog_stage_data *store;
   stage->privatePtr = malloc(sizeof(*store));
   store = FOG_STAGE_DATA(stage);
   if (!store)
      return GL_FALSE;

   _mesa_vector4f_alloc( &store->fogcoord, 0, tnl->vb.Size, 32 );

   if (!inited)
      init_static_data();

   return GL_TRUE;
}
コード例 #3
0
ファイル: t_vb_fog.c プロジェクト: carriercomm/finx
/* Called the first time stage->run() is invoked.
 */
static GLboolean alloc_fog_data( GLcontext *ctx,
				 struct gl_pipeline_stage *stage )
{
   TNLcontext *tnl = TNL_CONTEXT(ctx);
   struct fog_stage_data *store;
   stage->privatePtr = MALLOC(sizeof(*store));
   store = FOG_STAGE_DATA(stage);
   if (!store)
      return GL_FALSE;

   _mesa_vector1f_alloc( &store->fogcoord, 0, tnl->vb.Size, 32 );
   _mesa_vector1f_init( &store->input, 0, 0 );

   if (!inited)
      init_static_data();

   /* Now run the stage.
    */
   stage->run = run_fog_stage;
   return stage->run( ctx, stage );
}
コード例 #4
0
ファイル: t_vb_fog.c プロジェクト: ChristophHaag/mesa-mesa
static GLboolean
run_fog_stage(struct gl_context *ctx, struct tnl_pipeline_stage *stage)
{
   TNLcontext *tnl = TNL_CONTEXT(ctx);
   struct vertex_buffer *VB = &tnl->vb;
   struct fog_stage_data *store = FOG_STAGE_DATA(stage);
   GLvector4f *input;


   if (!ctx->Fog.Enabled)
      return GL_TRUE;

   if (ctx->Fog.FogCoordinateSource == GL_FRAGMENT_DEPTH_EXT && !ctx->VertexProgram._Current) {
      GLuint i;
      GLfloat *coord;
      /* Fog is computed from vertex or fragment Z values */
      /* source = VB->AttribPtr[_TNL_ATTRIB_POS] or VB->EyePtr coords */
      /* dest = VB->AttribPtr[_TNL_ATTRIB_FOG] = fog stage private storage */
      VB->AttribPtr[_TNL_ATTRIB_FOG] = &store->fogcoord;

      if (!ctx->_NeedEyeCoords) {
         /* compute fog coords from object coords */
	 const GLfloat *m = ctx->ModelviewMatrixStack.Top->m;
	 GLfloat plane[4];

	 /* Use this to store calculated eye z values:
	  */
	 input = &store->fogcoord;

	 plane[0] = m[2];
	 plane[1] = m[6];
	 plane[2] = m[10];
	 plane[3] = m[14];
	 /* Full eye coords weren't required, just calculate the
	  * eye Z values.
	  */
	 _mesa_dotprod_tab[VB->AttribPtr[_TNL_ATTRIB_POS]->size]
	    ( (GLfloat *) input->data,
	      4 * sizeof(GLfloat),
	      VB->AttribPtr[_TNL_ATTRIB_POS], plane );

	 input->count = VB->AttribPtr[_TNL_ATTRIB_POS]->count;

	 /* make sure coords are really positive
	    NOTE should avoid going through array twice */
	 coord = input->start;
	 for (i = 0; i < input->count; i++) {
	    *coord = fabsf(*coord);
	    STRIDE_F(coord, input->stride);
	 }
      }
      else {
         /* fog coordinates = eye Z coordinates - need to copy for ABS */
	 input = &store->fogcoord;

	 if (VB->EyePtr->size < 2)
	    _mesa_vector4f_clean_elem( VB->EyePtr, VB->Count, 2 );

	 input->stride = 4 * sizeof(GLfloat);
	 input->count = VB->EyePtr->count;
	 coord = VB->EyePtr->start;
	 for (i = 0 ; i < VB->EyePtr->count; i++) {
	    input->data[i][0] = fabsf(coord[2]);
	    STRIDE_F(coord, VB->EyePtr->stride);
	 }
      }
   }
   else {
      /* use glFogCoord() coordinates */
      input = VB->AttribPtr[_TNL_ATTRIB_FOG];  /* source data */

      /* input->count may be one if glFogCoord was only called once
       * before glBegin.  But we need to compute fog for all vertices.
       */
      input->count = VB->AttribPtr[_TNL_ATTRIB_POS]->count;

      VB->AttribPtr[_TNL_ATTRIB_FOG] = &store->fogcoord;  /* dest data */
   }

   if (tnl->_DoVertexFog) {
      /* compute blend factors from fog coordinates */
      compute_fog_blend_factors( ctx, VB->AttribPtr[_TNL_ATTRIB_FOG], input );
   }
   else {
      /* results = incoming fog coords (compute fog per-fragment later) */
      VB->AttribPtr[_TNL_ATTRIB_FOG] = input;
   }

   return GL_TRUE;
}
コード例 #5
0
ファイル: t_vb_fog.c プロジェクト: carriercomm/finx
static GLboolean run_fog_stage( GLcontext *ctx,
				struct gl_pipeline_stage *stage )
{
   struct vertex_buffer *VB = &TNL_CONTEXT(ctx)->vb;
   struct fog_stage_data *store = FOG_STAGE_DATA(stage);
   GLvector1f *input;

   if (stage->changed_inputs == 0)
      return GL_TRUE;

   if (ctx->Fog.FogCoordinateSource == GL_FRAGMENT_DEPTH_EXT) {
      /* fog computed from Z depth */
      /* source = VB->ObjPtr or VB->EyePtr coords */
      /* dest = VB->FogCoordPtr = fog stage private storage */
      VB->FogCoordPtr = &store->fogcoord;

      if (!ctx->_NeedEyeCoords) {
	 GLfloat *m = ctx->ModelView.m;
	 GLfloat plane[4];

	 /* Use this to store calculated eye z values:
	  */
	 input = &store->fogcoord;

	 plane[0] = m[2];
	 plane[1] = m[6];
	 plane[2] = m[10];
	 plane[3] = m[14];

	 /* Full eye coords weren't required, just calculate the
	  * eye Z values.
	  */
	 _mesa_dotprod_tab[VB->ObjPtr->size]( input->data,
					      sizeof(GLfloat),
					      VB->ObjPtr, plane );

	 input->count = VB->ObjPtr->count;
      }
      else
      {
	 input = &store->input;

	 if (VB->EyePtr->size < 2)
	    _mesa_vector4f_clean_elem( VB->EyePtr, VB->Count, 2 );

	 input->data = &(VB->EyePtr->data[0][2]);
	 input->start = VB->EyePtr->start+2;
	 input->stride = VB->EyePtr->stride;
	 input->count = VB->EyePtr->count;
      }
   } else {
      /* use glFogCoord() coordinates */
      /* source = VB->FogCoordPtr */
      input = VB->FogCoordPtr;
      /* dest = fog stage private storage */
      VB->FogCoordPtr = &store->fogcoord;
   }

   make_win_fog_coords( ctx, VB->FogCoordPtr, input );
   return GL_TRUE;
}
コード例 #6
0
ファイル: t_vb_fog.c プロジェクト: Magister/x11rdp_xorg71
static GLboolean
run_fog_stage(GLcontext *ctx, struct tnl_pipeline_stage *stage)
{
   TNLcontext *tnl = TNL_CONTEXT(ctx);
   struct vertex_buffer *VB = &tnl->vb;
   struct fog_stage_data *store = FOG_STAGE_DATA(stage);
   GLvector4f *input;

   if (ctx->ShaderObjects._VertexShaderPresent)
      return GL_TRUE;

   if (!ctx->Fog.Enabled || ctx->VertexProgram._Enabled)
      return GL_TRUE;


   if (ctx->Fog.FogCoordinateSource == GL_FRAGMENT_DEPTH_EXT) {
      /* Fog is computed from vertex or fragment Z values */
      /* source = VB->ObjPtr or VB->EyePtr coords */
      /* dest = VB->FogCoordPtr = fog stage private storage */
      VB->FogCoordPtr = &store->fogcoord;

      if (!ctx->_NeedEyeCoords) {
         /* compute fog coords from object coords */
	 const GLfloat *m = ctx->ModelviewMatrixStack.Top->m;
	 GLfloat plane[4];

	 /* Use this to store calculated eye z values:
	  */
	 input = &store->fogcoord;

         /* NOTE: negate plane here so we get positive fog coords! */
	 plane[0] = -m[2];
	 plane[1] = -m[6];
	 plane[2] = -m[10];
	 plane[3] = -m[14];
	 /* Full eye coords weren't required, just calculate the
	  * eye Z values.
	  */
	 _mesa_dotprod_tab[VB->ObjPtr->size]( (GLfloat *) input->data,
					      4 * sizeof(GLfloat),
					      VB->ObjPtr, plane );

	 input->count = VB->ObjPtr->count;
      }
      else {
         /* fog coordinates = eye Z coordinates (use ABS later) */
	 input = &store->input;

	 if (VB->EyePtr->size < 2)
	    _mesa_vector4f_clean_elem( VB->EyePtr, VB->Count, 2 );

	 input->data = (GLfloat (*)[4]) &(VB->EyePtr->data[0][2]);
	 input->start = VB->EyePtr->start+2;
	 input->stride = VB->EyePtr->stride;
	 input->count = VB->EyePtr->count;
      }
   }
   else {
      /* use glFogCoord() coordinates */
      input = VB->FogCoordPtr;  /* source data */

      /* input->count may be one if glFogCoord was only called once
       * before glBegin.  But we need to compute fog for all vertices.
       */
      input->count = VB->ObjPtr->count;

      VB->FogCoordPtr = &store->fogcoord;  /* dest data */
   }

   if (tnl->_DoVertexFog) {
      /* compute blend factors from fog coordinates */
      compute_fog_blend_factors( ctx, VB->FogCoordPtr, input );
   }
   else {
      /* results = incoming fog coords (compute fog per-fragment later) */
      VB->FogCoordPtr = input;
   }

   VB->AttribPtr[_TNL_ATTRIB_FOG] = VB->FogCoordPtr;
   return GL_TRUE;
}