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ReactOS Development > Doxygent_vb_texmat.c
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00001 /* 00002 * Mesa 3-D graphics library 00003 * Version: 6.5 00004 * 00005 * Copyright (C) 1999-2006 Brian Paul All Rights Reserved. 00006 * 00007 * Permission is hereby granted, free of charge, to any person obtaining a 00008 * copy of this software and associated documentation files (the "Software"), 00009 * to deal in the Software without restriction, including without limitation 00010 * the rights to use, copy, modify, merge, publish, distribute, sublicense, 00011 * and/or sell copies of the Software, and to permit persons to whom the 00012 * Software is furnished to do so, subject to the following conditions: 00013 * 00014 * The above copyright notice and this permission notice shall be included 00015 * in all copies or substantial portions of the Software. 00016 * 00017 * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS 00018 * OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, 00019 * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL 00020 * BRIAN PAUL BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN 00021 * AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN 00022 * CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. 00023 * 00024 * Authors: 00025 * Keith Whitwell <keith@tungstengraphics.com> 00026 */ 00027 00028 00029 #include "main/glheader.h" 00030 #include "main/colormac.h" 00031 #include "main/context.h" 00032 #include "main/macros.h" 00033 #include "main/imports.h" 00034 #include "main/mtypes.h" 00035 00036 #include "math/m_xform.h" 00037 00038 #include "t_context.h" 00039 #include "t_pipeline.h" 00040 00041 /* Is there any real benefit seperating texmat from texgen? It means 00042 * we need two lots of intermediate storage. Any changes to 00043 * _NEW_TEXTURE will invalidate both sets -- it's only on changes to 00044 * *only* _NEW_TEXTURE_MATRIX that texgen survives but texmat doesn't. 00045 * 00046 * However, the seperation of this code from the complex texgen stuff 00047 * is very appealing. 00048 */ 00049 struct texmat_stage_data { 00050 GLvector4f texcoord[MAX_TEXTURE_COORD_UNITS]; 00051 }; 00052 00053 #define TEXMAT_STAGE_DATA(stage) ((struct texmat_stage_data *)stage->privatePtr) 00054 00055 00056 00057 static GLboolean run_texmat_stage( GLcontext *ctx, 00058 struct tnl_pipeline_stage *stage ) 00059 { 00060 struct texmat_stage_data *store = TEXMAT_STAGE_DATA(stage); 00061 struct vertex_buffer *VB = &TNL_CONTEXT(ctx)->vb; 00062 GLuint i; 00063 00064 if (!ctx->Texture._TexMatEnabled || ctx->VertexProgram._Current) 00065 return GL_TRUE; 00066 00067 /* ENABLE_TEXMAT implies that the texture matrix is not the 00068 * identity, so we don't have to check that here. 00069 */ 00070 for (i = 0 ; i < ctx->Const.MaxTextureCoordUnits ; i++) { 00071 if (ctx->Texture._TexMatEnabled & ENABLE_TEXMAT(i)) { 00072 (void) TransformRaw( &store->texcoord[i], 00073 ctx->TextureMatrixStack[i].Top, 00074 VB->AttribPtr[_TNL_ATTRIB_TEX0 + i]); 00075 00076 VB->TexCoordPtr[i] = 00077 VB->AttribPtr[VERT_ATTRIB_TEX0+i] = &store->texcoord[i]; 00078 } 00079 } 00080 00081 return GL_TRUE; 00082 } 00083 00084 00085 /* Called the first time stage->run() is invoked. 00086 */ 00087 static GLboolean alloc_texmat_data( GLcontext *ctx, 00088 struct tnl_pipeline_stage *stage ) 00089 { 00090 struct vertex_buffer *VB = &TNL_CONTEXT(ctx)->vb; 00091 struct texmat_stage_data *store; 00092 GLuint i; 00093 00094 stage->privatePtr = CALLOC(sizeof(*store)); 00095 store = TEXMAT_STAGE_DATA(stage); 00096 if (!store) 00097 return GL_FALSE; 00098 00099 for (i = 0 ; i < ctx->Const.MaxTextureCoordUnits ; i++) 00100 _mesa_vector4f_alloc( &store->texcoord[i], 0, VB->Size, 32 ); 00101 00102 return GL_TRUE; 00103 } 00104 00105 00106 static void free_texmat_data( struct tnl_pipeline_stage *stage ) 00107 { 00108 struct texmat_stage_data *store = TEXMAT_STAGE_DATA(stage); 00109 GLuint i; 00110 00111 if (store) { 00112 for (i = 0; i < MAX_TEXTURE_COORD_UNITS; i++) 00113 if (store->texcoord[i].data) 00114 _mesa_vector4f_free( &store->texcoord[i] ); 00115 FREE( store ); 00116 stage->privatePtr = NULL; 00117 } 00118 } 00119 00120 00121 00122 const struct tnl_pipeline_stage _tnl_texture_transform_stage = 00123 { 00124 "texture transform", /* name */ 00125 NULL, /* private data */ 00126 alloc_texmat_data, 00127 free_texmat_data, /* destructor */ 00128 NULL, 00129 run_texmat_stage, 00130 }; Generated on Sun May 27 2012 04:20:46 for ReactOS by
1.7.6.1
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