Пример #1
0
static GLboolean run_texmat_stage( GLcontext *ctx,
				   struct tnl_pipeline_stage *stage )
{
   struct texmat_stage_data *store = TEXMAT_STAGE_DATA(stage);
   struct vertex_buffer *VB = &TNL_CONTEXT(ctx)->vb;
   GLuint i;

   if (!ctx->Texture._TexMatEnabled || ctx->VertexProgram._Current) 
      return GL_TRUE;

   /* ENABLE_TEXMAT implies that the texture matrix is not the
    * identity, so we don't have to check that here.
    */
   for (i = 0 ; i < ctx->Const.MaxTextureCoordUnits ; i++) {
      if (ctx->Texture._TexMatEnabled & ENABLE_TEXMAT(i)) {
	 (void) TransformRaw( &store->texcoord[i],
			      ctx->TextureMatrixStack[i].Top,
			      VB->AttribPtr[_TNL_ATTRIB_TEX0 + i]);

         VB->TexCoordPtr[i] = 
	 VB->AttribPtr[VERT_ATTRIB_TEX0+i] = &store->texcoord[i];
      }
   }

   return GL_TRUE;
}
Пример #2
0
static void check_texmat( GLcontext *ctx, struct gl_pipeline_stage *stage )
{
   GLuint i;
   stage->active = 0;

   if (ctx->Texture._TexMatEnabled) {
      GLuint flags = 0;

      for (i = 0 ; i < ctx->Const.MaxTextureUnits ; i++)
	 if (ctx->Texture._TexMatEnabled & ENABLE_TEXMAT(i))
	    flags |= VERT_TEX(i);

      stage->active = 1;
      stage->inputs = flags;
      stage->outputs = flags;
   }
}
Пример #3
0
/**
 * \note This routine refers to derived texture attribute values to
 * compute the ENABLE_TEXMAT flags, but is only called on
 * _NEW_TEXTURE_MATRIX.  On changes to _NEW_TEXTURE, the ENABLE_TEXMAT
 * flags are updated by _mesa_update_textures(), below.
 *
 * \param ctx GL context.
 */
static void
update_texture_matrices( GLcontext *ctx )
{
   GLuint u;

   ctx->Texture._TexMatEnabled = 0x0;

   for (u = 0; u < ctx->Const.MaxTextureCoordUnits; u++) {
      if (_math_matrix_is_dirty(ctx->TextureMatrixStack[u].Top)) {
	 _math_matrix_analyse( ctx->TextureMatrixStack[u].Top );

	 if (ctx->Texture.Unit[u]._ReallyEnabled &&
	     ctx->TextureMatrixStack[u].Top->type != MATRIX_IDENTITY)
	    ctx->Texture._TexMatEnabled |= ENABLE_TEXMAT(u);
      }
   }
}
Пример #4
0
/**
 * \note This routine refers to derived texture attribute values to
 * compute the ENABLE_TEXMAT flags, but is only called on
 * _NEW_TEXTURE_MATRIX.  On changes to _NEW_TEXTURE, the ENABLE_TEXMAT
 * flags are updated by _mesa_update_textures(), below.
 *
 * \param ctx GL context.
 */
static void
update_texture_matrices( struct gl_context *ctx )
{
    GLuint u;

    ctx->Texture._TexMatEnabled = 0x0;

    for (u = 0; u < ctx->Const.MaxTextureCoordUnits; u++) {
        assert(u < ARRAY_SIZE(ctx->TextureMatrixStack));
        if (_math_matrix_is_dirty(ctx->TextureMatrixStack[u].Top)) {
            _math_matrix_analyse( ctx->TextureMatrixStack[u].Top );

            if (ctx->Texture.Unit[u]._Current &&
                    ctx->TextureMatrixStack[u].Top->type != MATRIX_IDENTITY)
                ctx->Texture._TexMatEnabled |= ENABLE_TEXMAT(u);
        }
    }
}
Пример #5
0
static GLboolean run_texmat_stage( GLcontext *ctx,
				   struct gl_pipeline_stage *stage )
{
   struct texmat_stage_data *store = TEXMAT_STAGE_DATA(stage);
   struct vertex_buffer *VB = &TNL_CONTEXT(ctx)->vb;
   GLuint i;

   /* ENABLE_TEXMAT implies that the texture matrix is not the
    * identity, so we don't have to check that here.
    */
   for (i = 0 ; i < ctx->Const.MaxTextureUnits ; i++)
      if (ctx->Texture._TexMatEnabled & ENABLE_TEXMAT(i)) {
	 if (stage->changed_inputs & VERT_TEX(i))
	    (void) TransformRaw( &store->texcoord[i], &ctx->TextureMatrix[i],
				 VB->TexCoordPtr[i]);

	 VB->TexCoordPtr[i] = &store->texcoord[i];
      }
   return GL_TRUE;
}
Пример #6
0
/* Note: This routine refers to derived texture attribute values to
 * compute the ENABLE_TEXMAT flags, but is only called on
 * _NEW_TEXTURE_MATRIX.  On changes to _NEW_TEXTURE, the ENABLE_TEXMAT
 * flags are updated by _mesa_update_textures(), below.
 *
 * If both TEXTURE and TEXTURE_MATRIX change at once, these values
 * will be computed twice.
 */
static void
update_texture_matrices( GLcontext *ctx )
{
   GLuint i;

   ctx->Texture._TexMatEnabled = 0;

   for (i=0; i < ctx->Const.MaxTextureUnits; i++) {
      if (ctx->TextureMatrix[i].flags & MAT_DIRTY) {
	 _math_matrix_analyse( &ctx->TextureMatrix[i] );

	 if (ctx->Texture.Unit[i]._ReallyEnabled &&
	     ctx->TextureMatrix[i].type != MATRIX_IDENTITY)
	    ctx->Texture._TexMatEnabled |= ENABLE_TEXMAT(i);

	 if (ctx->Driver.TextureMatrix)
	    ctx->Driver.TextureMatrix( ctx, i, &ctx->TextureMatrix[i] );
      }
   }
}
Пример #7
0
static void
update_texgen(struct gl_context *ctx)
{
   GLuint unit;

   /* Setup texgen for those texture coordinate sets that are in use */
   for (unit = 0; unit < ctx->Const.MaxTextureCoordUnits; unit++) {
      struct gl_fixedfunc_texture_unit *texUnit =
         &ctx->Texture.FixedFuncUnit[unit];

      texUnit->_GenFlags = 0x0;

      if (!(ctx->Texture._EnabledCoordUnits & (1 << unit)))
	 continue;

      if (texUnit->TexGenEnabled) {
	 if (texUnit->TexGenEnabled & S_BIT) {
	    texUnit->_GenFlags |= texUnit->GenS._ModeBit;
	 }
	 if (texUnit->TexGenEnabled & T_BIT) {
	    texUnit->_GenFlags |= texUnit->GenT._ModeBit;
	 }
	 if (texUnit->TexGenEnabled & R_BIT) {
	    texUnit->_GenFlags |= texUnit->GenR._ModeBit;
	 }
	 if (texUnit->TexGenEnabled & Q_BIT) {
	    texUnit->_GenFlags |= texUnit->GenQ._ModeBit;
	 }

	 ctx->Texture._TexGenEnabled |= ENABLE_TEXGEN(unit);
	 ctx->Texture._GenFlags |= texUnit->_GenFlags;
      }

      assert(unit < ARRAY_SIZE(ctx->TextureMatrixStack));
      if (ctx->TextureMatrixStack[unit].Top->type != MATRIX_IDENTITY)
	 ctx->Texture._TexMatEnabled |= ENABLE_TEXMAT(unit);
   }
}
Пример #8
0
static void make_state_key( GLcontext *ctx, struct state_key *key )
{
   const struct gl_fragment_program *fp;
   GLuint i;

   memset(key, 0, sizeof(struct state_key));
   fp = ctx->FragmentProgram._Current;

   /* This now relies on texenvprogram.c being active:
    */
   assert(fp);

   key->need_eye_coords = ctx->_NeedEyeCoords;

   key->fragprog_inputs_read = fp->Base.InputsRead;
   key->varying_vp_inputs = ctx->varying_vp_inputs;

   if (ctx->RenderMode == GL_FEEDBACK) {
      /* make sure the vertprog emits color and tex0 */
      key->fragprog_inputs_read |= (FRAG_BIT_COL0 | FRAG_BIT_TEX0);
   }

   key->separate_specular = (ctx->Light.Model.ColorControl ==
			     GL_SEPARATE_SPECULAR_COLOR);

   if (ctx->Light.Enabled) {
      key->light_global_enabled = 1;

      if (ctx->Light.Model.LocalViewer)
	 key->light_local_viewer = 1;

      if (ctx->Light.Model.TwoSide)
	 key->light_twoside = 1;

      if (ctx->Light.ColorMaterialEnabled) {
	 key->light_color_material_mask = ctx->Light.ColorMaterialBitmask;
      }

      for (i = 0; i < MAX_LIGHTS; i++) {
	 struct gl_light *light = &ctx->Light.Light[i];

	 if (light->Enabled) {
	    key->unit[i].light_enabled = 1;

	    if (light->EyePosition[3] == 0.0)
	       key->unit[i].light_eyepos3_is_zero = 1;

	    if (light->SpotCutoff == 180.0)
	       key->unit[i].light_spotcutoff_is_180 = 1;

	    if (light->ConstantAttenuation != 1.0 ||
		light->LinearAttenuation != 0.0 ||
		light->QuadraticAttenuation != 0.0)
	       key->unit[i].light_attenuated = 1;
	 }
      }

      if (check_active_shininess(ctx, key, 0)) {
         key->material_shininess_is_zero = 0;
      }
      else if (key->light_twoside &&
               check_active_shininess(ctx, key, 1)) {
         key->material_shininess_is_zero = 0;
      }
      else {
         key->material_shininess_is_zero = 1;
      }
   }

   if (ctx->Transform.Normalize)
      key->normalize = 1;

   if (ctx->Transform.RescaleNormals)
      key->rescale_normals = 1;

   if (ctx->Fog.FogCoordinateSource == GL_FRAGMENT_DEPTH_EXT)
      key->fog_source_is_depth = 1;

   if (ctx->Point._Attenuated)
      key->point_attenuated = 1;

#if FEATURE_point_size_array
   if (ctx->Array.ArrayObj->PointSize.Enabled)
      key->point_array = 1;
#endif

   if (ctx->Texture._TexGenEnabled ||
       ctx->Texture._TexMatEnabled ||
       ctx->Texture._EnabledUnits)
      key->texture_enabled_global = 1;

   for (i = 0; i < MAX_TEXTURE_COORD_UNITS; i++) {
      struct gl_texture_unit *texUnit = &ctx->Texture.Unit[i];

      if (texUnit->_ReallyEnabled)
	 key->unit[i].texunit_really_enabled = 1;

      if (ctx->Texture._TexMatEnabled & ENABLE_TEXMAT(i))
	 key->unit[i].texmat_enabled = 1;

      if (texUnit->TexGenEnabled) {
	 key->unit[i].texgen_enabled = 1;

	 key->unit[i].texgen_mode0 =
	    translate_texgen( texUnit->TexGenEnabled & (1<<0),
			      texUnit->GenS.Mode );
	 key->unit[i].texgen_mode1 =
	    translate_texgen( texUnit->TexGenEnabled & (1<<1),
			      texUnit->GenT.Mode );
	 key->unit[i].texgen_mode2 =
	    translate_texgen( texUnit->TexGenEnabled & (1<<2),
			      texUnit->GenR.Mode );
	 key->unit[i].texgen_mode3 =
	    translate_texgen( texUnit->TexGenEnabled & (1<<3),
			      texUnit->GenQ.Mode );
      }
   }
}
Пример #9
0
static void make_state_key( GLcontext *ctx, struct state_key *key )
{
   struct brw_context *brw = brw_context(ctx);
   const struct gl_fragment_program *fp = brw->fragment_program;
   GLuint i;

   /* This now relies on texenvprogram.c being active:
    */
   assert(fp);

   memset(key, 0, sizeof(*key));

   /* BRW_NEW_FRAGMENT_PROGRAM */
   key->fragprog_inputs_read = fp->Base.InputsRead;

   /* _NEW_LIGHT */
   key->separate_specular = (brw->attribs.Light->Model.ColorControl ==
			     GL_SEPARATE_SPECULAR_COLOR);

   /* _NEW_LIGHT */
   if (brw->attribs.Light->Enabled) {
      key->light_global_enabled = 1;

      if (brw->attribs.Light->Model.LocalViewer)
	 key->light_local_viewer = 1;

      if (brw->attribs.Light->Model.TwoSide)
	 key->light_twoside = 1;

      if (brw->attribs.Light->ColorMaterialEnabled) {
	 key->light_color_material = 1;
	 key->light_color_material_mask = brw->attribs.Light->ColorMaterialBitmask;
      }

      /* BRW_NEW_INPUT_VARYING */

      /* For these programs, material values are stuffed into the
       * generic slots:
       */
      for (i = 0 ; i < MAT_ATTRIB_MAX ; i++) 
	 if (brw->vb.info.varying & (1<<(VERT_ATTRIB_GENERIC0 + i))) 
	    key->light_material_mask |= 1<<i;

      for (i = 0; i < MAX_LIGHTS; i++) {
	 struct gl_light *light = &brw->attribs.Light->Light[i];

	 if (light->Enabled) {
	    key->unit[i].light_enabled = 1;

	    if (light->EyePosition[3] == 0.0)
	       key->unit[i].light_eyepos3_is_zero = 1;
	    
	    if (light->SpotCutoff == 180.0)
	       key->unit[i].light_spotcutoff_is_180 = 1;

	    if (light->ConstantAttenuation != 1.0 ||
		light->LinearAttenuation != 0.0 ||
		light->QuadraticAttenuation != 0.0)
	       key->unit[i].light_attenuated = 1;
	 }
      }
   }

   /* _NEW_TRANSFORM */
   if (brw->attribs.Transform->Normalize)
      key->normalize = 1;

   if (brw->attribs.Transform->RescaleNormals)
      key->rescale_normals = 1;

   /* BRW_NEW_FRAGMENT_PROGRAM */
   key->fog_option = translate_fog_mode(fp->FogOption);
   if (key->fog_option)
      key->fragprog_inputs_read |= FRAG_BIT_FOGC;
   
   /* _NEW_FOG */
   if (brw->attribs.Fog->FogCoordinateSource == GL_FRAGMENT_DEPTH_EXT)
      key->fog_source_is_depth = 1;
   
   /* _NEW_HINT, ??? */
   if (1)
      key->tnl_do_vertex_fog = 1;

   /* _NEW_POINT */
   if (brw->attribs.Point->_Attenuated)
      key->point_attenuated = 1;

   /* _NEW_TEXTURE */
   if (brw->attribs.Texture->_TexGenEnabled ||
       brw->attribs.Texture->_TexMatEnabled ||
       brw->attribs.Texture->_EnabledUnits)
      key->texture_enabled_global = 1;
      
   for (i = 0; i < MAX_TEXTURE_UNITS; i++) {
      struct gl_texture_unit *texUnit = &brw->attribs.Texture->Unit[i];

      if (texUnit->_ReallyEnabled)
 	 key->unit[i].texunit_really_enabled = 1;

      if (brw->attribs.Texture->_TexMatEnabled & ENABLE_TEXMAT(i))      
	 key->unit[i].texmat_enabled = 1;
      
      if (texUnit->TexGenEnabled) {
	 key->unit[i].texgen_enabled = 1;
      
	 key->unit[i].texgen_mode0 = 
	    translate_texgen( texUnit->TexGenEnabled & (1<<0),
			      texUnit->GenModeS );
	 key->unit[i].texgen_mode1 = 
	    translate_texgen( texUnit->TexGenEnabled & (1<<1),
			      texUnit->GenModeT );
	 key->unit[i].texgen_mode2 = 
	    translate_texgen( texUnit->TexGenEnabled & (1<<2),
			      texUnit->GenModeR );
	 key->unit[i].texgen_mode3 = 
	    translate_texgen( texUnit->TexGenEnabled & (1<<3),
			      texUnit->GenModeQ );
      }
   }
}
static struct state_key *make_state_key( GLcontext *ctx )
{
   TNLcontext *tnl = TNL_CONTEXT(ctx);
   struct vertex_buffer *VB = &tnl->vb;
   const struct gl_fragment_program *fp = ctx->FragmentProgram._Current;
   struct state_key *key = CALLOC_STRUCT(state_key);
   GLuint i;

   /* This now relies on texenvprogram.c being active:
    */
   assert(fp);

   key->fragprog_inputs_read = fp->Base.InputsRead;

   key->separate_specular = (ctx->Light.Model.ColorControl ==
			     GL_SEPARATE_SPECULAR_COLOR);

   if (ctx->Light.Enabled) {
      key->light_global_enabled = 1;

      if (ctx->Light.Model.LocalViewer)
	 key->light_local_viewer = 1;

      if (ctx->Light.Model.TwoSide)
	 key->light_twoside = 1;

      if (ctx->Light.ColorMaterialEnabled) {
	 key->light_color_material = 1;
	 key->light_color_material_mask = ctx->Light.ColorMaterialBitmask;
      }

      for (i = _TNL_FIRST_MAT; i <= _TNL_LAST_MAT; i++) 
	 if (VB->AttribPtr[i]->stride) 
	    key->light_material_mask |= 1<<(i-_TNL_ATTRIB_MAT_FRONT_AMBIENT);

      for (i = 0; i < MAX_LIGHTS; i++) {
	 struct gl_light *light = &ctx->Light.Light[i];

	 if (light->Enabled) {
	    key->unit[i].light_enabled = 1;

	    if (light->EyePosition[3] == 0.0)
	       key->unit[i].light_eyepos3_is_zero = 1;
	    
	    if (light->SpotCutoff == 180.0)
	       key->unit[i].light_spotcutoff_is_180 = 1;

	    if (light->ConstantAttenuation != 1.0 ||
		light->LinearAttenuation != 0.0 ||
		light->QuadraticAttenuation != 0.0)
	       key->unit[i].light_attenuated = 1;
	 }
      }
   }

   if (ctx->Transform.Normalize)
      key->normalize = 1;

   if (ctx->Transform.RescaleNormals)
      key->rescale_normals = 1;

   key->fog_mode = translate_fog_mode(fp->FogOption);
   
   if (ctx->Fog.FogCoordinateSource == GL_FRAGMENT_DEPTH_EXT)
      key->fog_source_is_depth = 1;
   
   if (tnl->_DoVertexFog)
      key->tnl_do_vertex_fog = 1;

   if (ctx->Point._Attenuated)
      key->point_attenuated = 1;

   if (ctx->Texture._TexGenEnabled ||
       ctx->Texture._TexMatEnabled ||
       ctx->Texture._EnabledUnits)
      key->texture_enabled_global = 1;
      
   for (i = 0; i < MAX_TEXTURE_UNITS; i++) {
      struct gl_texture_unit *texUnit = &ctx->Texture.Unit[i];

      if (texUnit->_ReallyEnabled)
	 key->unit[i].texunit_really_enabled = 1;

      if (ctx->Texture._TexMatEnabled & ENABLE_TEXMAT(i))      
	 key->unit[i].texmat_enabled = 1;
      
      if (texUnit->TexGenEnabled) {
	 key->unit[i].texgen_enabled = 1;
      
	 key->unit[i].texgen_mode0 = 
	    translate_texgen( texUnit->TexGenEnabled & (1<<0),
			      texUnit->GenModeS );
	 key->unit[i].texgen_mode1 = 
	    translate_texgen( texUnit->TexGenEnabled & (1<<1),
			      texUnit->GenModeT );
	 key->unit[i].texgen_mode2 = 
	    translate_texgen( texUnit->TexGenEnabled & (1<<2),
			      texUnit->GenModeR );
	 key->unit[i].texgen_mode3 = 
	    translate_texgen( texUnit->TexGenEnabled & (1<<3),
			      texUnit->GenModeQ );
      }
   }
   
   return key;
}
Пример #11
0
/* Note: This routine refers to derived texture matrix values to
 * compute the ENABLE_TEXMAT flags, but is only called on
 * _NEW_TEXTURE.  On changes to _NEW_TEXTURE_MATRIX, the ENABLE_TEXMAT
 * flags are updated by _mesa_update_texture_matrices, above.
 *
 * If both TEXTURE and TEXTURE_MATRIX change at once, these values
 * will be computed twice.
 */
static void
update_texture_state( GLcontext *ctx )
{
   GLuint i;

   ctx->Texture._ReallyEnabled = 0;
   ctx->Texture._GenFlags = 0;
   ctx->_NeedNormals &= ~NEED_NORMALS_TEXGEN;
   ctx->_NeedEyeCoords &= ~NEED_EYE_TEXGEN;
   ctx->Texture._TexMatEnabled = 0;
   ctx->Texture._TexGenEnabled = 0;

   /* Update texture unit state.
    */
   for (i=0; i < ctx->Const.MaxTextureUnits; i++) {
      struct gl_texture_unit *texUnit = &ctx->Texture.Unit[i];

      texUnit->_ReallyEnabled = 0;
      texUnit->_GenFlags = 0;

      if (!texUnit->Enabled)
	 continue;

      /* Find the texture of highest dimensionality that is enabled
       * and complete.  We'll use it for texturing.
       */
      if (texUnit->Enabled & TEXTURE0_CUBE) {
         struct gl_texture_object *texObj = texUnit->CurrentCubeMap;
         if (!texObj->Complete) {
            _mesa_test_texobj_completeness(ctx, texObj);
         }
         if (texObj->Complete) {
            texUnit->_ReallyEnabled = TEXTURE0_CUBE;
            texUnit->_Current = texObj;
         }
      }

      if (!texUnit->_ReallyEnabled && (texUnit->Enabled & TEXTURE0_3D)) {
         struct gl_texture_object *texObj = texUnit->Current3D;
         if (!texObj->Complete) {
            _mesa_test_texobj_completeness(ctx, texObj);
         }
         if (texObj->Complete) {
            texUnit->_ReallyEnabled = TEXTURE0_3D;
            texUnit->_Current = texObj;
         }
      }

      if (!texUnit->_ReallyEnabled && (texUnit->Enabled & TEXTURE0_RECT)) {
         struct gl_texture_object *texObj = texUnit->CurrentRect;
         if (!texObj->Complete) {
            _mesa_test_texobj_completeness(ctx, texObj);
         }
         if (texObj->Complete) {
            texUnit->_ReallyEnabled = TEXTURE0_RECT;
            texUnit->_Current = texObj;
         }
      }

      if (!texUnit->_ReallyEnabled && (texUnit->Enabled & TEXTURE0_2D)) {
         struct gl_texture_object *texObj = texUnit->Current2D;
         if (!texObj->Complete) {
            _mesa_test_texobj_completeness(ctx, texObj);
         }
         if (texObj->Complete) {
            texUnit->_ReallyEnabled = TEXTURE0_2D;
            texUnit->_Current = texObj;
         }
      }

      if (!texUnit->_ReallyEnabled && (texUnit->Enabled & TEXTURE0_1D)) {
         struct gl_texture_object *texObj = texUnit->Current1D;
         if (!texObj->Complete) {
            _mesa_test_texobj_completeness(ctx, texObj);
         }
         if (texObj->Complete) {
            texUnit->_ReallyEnabled = TEXTURE0_1D;
            texUnit->_Current = texObj;
         }
      }

      if (!texUnit->_ReallyEnabled) {
	 texUnit->_Current = NULL;
	 continue;
      }

      {
	 GLuint flag = texUnit->_ReallyEnabled << (i * NUM_TEXTURE_TARGETS);
	 ctx->Texture._ReallyEnabled |= flag;
      }

      if (texUnit->TexGenEnabled) {
	 if (texUnit->TexGenEnabled & S_BIT) {
	    texUnit->_GenFlags |= texUnit->_GenBitS;
	 }
	 if (texUnit->TexGenEnabled & T_BIT) {
	    texUnit->_GenFlags |= texUnit->_GenBitT;
	 }
	 if (texUnit->TexGenEnabled & Q_BIT) {
	    texUnit->_GenFlags |= texUnit->_GenBitQ;
	 }
	 if (texUnit->TexGenEnabled & R_BIT) {
	    texUnit->_GenFlags |= texUnit->_GenBitR;
	 }

	 ctx->Texture._TexGenEnabled |= ENABLE_TEXGEN(i);
	 ctx->Texture._GenFlags |= texUnit->_GenFlags;
      }

      if (ctx->TextureMatrix[i].type != MATRIX_IDENTITY)
	 ctx->Texture._TexMatEnabled |= ENABLE_TEXMAT(i);
   }

   if (ctx->Texture._GenFlags & TEXGEN_NEED_NORMALS) {
      ctx->_NeedNormals |= NEED_NORMALS_TEXGEN;
      ctx->_NeedEyeCoords |= NEED_EYE_TEXGEN;
   }

   if (ctx->Texture._GenFlags & TEXGEN_NEED_EYE_COORD) {
      ctx->_NeedEyeCoords |= NEED_EYE_TEXGEN;
   }
}
Пример #12
0
static void make_state_key( struct gl_context *ctx, struct state_key *key )
{
   const struct gl_program *fp = ctx->FragmentProgram._Current;
   GLbitfield mask;

   memset(key, 0, sizeof(struct state_key));

   /* This now relies on texenvprogram.c being active:
    */
   assert(fp);

   key->need_eye_coords = ctx->_NeedEyeCoords;

   key->fragprog_inputs_read = fp->info.inputs_read;
   key->varying_vp_inputs = ctx->varying_vp_inputs;

   if (ctx->RenderMode == GL_FEEDBACK) {
      /* make sure the vertprog emits color and tex0 */
      key->fragprog_inputs_read |= (VARYING_BIT_COL0 | VARYING_BIT_TEX0);
   }

   key->separate_specular = (ctx->Light.Model.ColorControl ==
			     GL_SEPARATE_SPECULAR_COLOR);

   if (ctx->Light.Enabled) {
      key->light_global_enabled = 1;

      if (ctx->Light.Model.LocalViewer)
	 key->light_local_viewer = 1;

      if (ctx->Light.Model.TwoSide)
	 key->light_twoside = 1;

      if (ctx->Light.ColorMaterialEnabled) {
	 key->light_color_material_mask = ctx->Light._ColorMaterialBitmask;
      }

      mask = ctx->Light._EnabledLights;
      while (mask) {
         const int i = u_bit_scan(&mask);
         struct gl_light *light = &ctx->Light.Light[i];

         key->unit[i].light_enabled = 1;

         if (light->EyePosition[3] == 0.0F)
            key->unit[i].light_eyepos3_is_zero = 1;

         if (light->SpotCutoff == 180.0F)
            key->unit[i].light_spotcutoff_is_180 = 1;

         if (light->ConstantAttenuation != 1.0F ||
             light->LinearAttenuation != 0.0F ||
             light->QuadraticAttenuation != 0.0F)
            key->unit[i].light_attenuated = 1;
      }

      if (check_active_shininess(ctx, key, 0)) {
         key->material_shininess_is_zero = 0;
      }
      else if (key->light_twoside &&
               check_active_shininess(ctx, key, 1)) {
         key->material_shininess_is_zero = 0;
      }
      else {
         key->material_shininess_is_zero = 1;
      }
   }

   if (ctx->Transform.Normalize)
      key->normalize = 1;

   if (ctx->Transform.RescaleNormals)
      key->rescale_normals = 1;

   if (ctx->Fog.FogCoordinateSource == GL_FRAGMENT_DEPTH_EXT) {
      key->fog_source_is_depth = 1;
      key->fog_distance_mode = translate_fog_distance_mode(ctx->Fog.FogDistanceMode);
   }

   if (ctx->Point._Attenuated)
      key->point_attenuated = 1;

   if (ctx->Array.VAO->VertexAttrib[VERT_ATTRIB_POINT_SIZE].Enabled)
      key->point_array = 1;

   if (ctx->Texture._TexGenEnabled ||
       ctx->Texture._TexMatEnabled ||
       ctx->Texture._MaxEnabledTexImageUnit != -1)
      key->texture_enabled_global = 1;

   mask = ctx->Texture._EnabledCoordUnits | ctx->Texture._TexGenEnabled
      | ctx->Texture._TexMatEnabled | ctx->Point.CoordReplace;
   while (mask) {
      const int i = u_bit_scan(&mask);
      struct gl_texture_unit *texUnit = &ctx->Texture.Unit[i];

      if (texUnit->_Current)
	 key->unit[i].texunit_really_enabled = 1;

      if (ctx->Point.PointSprite)
	 if (ctx->Point.CoordReplace & (1u << i))
	    key->unit[i].coord_replace = 1;

      if (ctx->Texture._TexMatEnabled & ENABLE_TEXMAT(i))
	 key->unit[i].texmat_enabled = 1;

      if (texUnit->TexGenEnabled) {
	 key->unit[i].texgen_enabled = 1;

	 key->unit[i].texgen_mode0 =
	    translate_texgen( texUnit->TexGenEnabled & (1<<0),
			      texUnit->GenS.Mode );
	 key->unit[i].texgen_mode1 =
	    translate_texgen( texUnit->TexGenEnabled & (1<<1),
			      texUnit->GenT.Mode );
	 key->unit[i].texgen_mode2 =
	    translate_texgen( texUnit->TexGenEnabled & (1<<2),
			      texUnit->GenR.Mode );
	 key->unit[i].texgen_mode3 =
	    translate_texgen( texUnit->TexGenEnabled & (1<<3),
			      texUnit->GenQ.Mode );
      }
   }
}