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-rw-r--r--mesalib/src/mesa/tnl/t_vb_normals.c189
1 files changed, 189 insertions, 0 deletions
diff --git a/mesalib/src/mesa/tnl/t_vb_normals.c b/mesalib/src/mesa/tnl/t_vb_normals.c
new file mode 100644
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+++ b/mesalib/src/mesa/tnl/t_vb_normals.c
@@ -0,0 +1,189 @@
+/*
+ * Mesa 3-D graphics library
+ * Version: 6.5
+ *
+ * Copyright (C) 1999-2006 Brian Paul All Rights Reserved.
+ *
+ * Permission is hereby granted, free of charge, to any person obtaining a
+ * copy of this software and associated documentation files (the "Software"),
+ * to deal in the Software without restriction, including without limitation
+ * the rights to use, copy, modify, merge, publish, distribute, sublicense,
+ * and/or sell copies of the Software, and to permit persons to whom the
+ * Software is furnished to do so, subject to the following conditions:
+ *
+ * The above copyright notice and this permission notice shall be included
+ * in all copies or substantial portions of the Software.
+ *
+ * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS
+ * OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
+ * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL
+ * BRIAN PAUL BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN
+ * AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN
+ * CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
+ *
+ * Authors:
+ * Keith Whitwell <keith@tungstengraphics.com>
+ */
+
+
+#include "main/glheader.h"
+#include "main/colormac.h"
+#include "main/context.h"
+#include "main/macros.h"
+#include "main/imports.h"
+#include "main/mtypes.h"
+
+#include "math/m_xform.h"
+
+#include "t_context.h"
+#include "t_pipeline.h"
+
+
+struct normal_stage_data {
+ normal_func NormalTransform;
+ GLvector4f normal;
+};
+
+#define NORMAL_STAGE_DATA(stage) ((struct normal_stage_data *)stage->privatePtr)
+
+
+static GLboolean
+run_normal_stage(GLcontext *ctx, struct tnl_pipeline_stage *stage)
+{
+ struct normal_stage_data *store = NORMAL_STAGE_DATA(stage);
+ struct vertex_buffer *VB = &TNL_CONTEXT(ctx)->vb;
+ const GLfloat *lengths;
+
+ if (!store->NormalTransform)
+ return GL_TRUE;
+
+ /* We can only use the display list's saved normal lengths if we've
+ * got a transformation matrix with uniform scaling.
+ */
+ if (_math_matrix_is_general_scale(ctx->ModelviewMatrixStack.Top))
+ lengths = NULL;
+ else
+ lengths = VB->NormalLengthPtr;
+
+ store->NormalTransform( ctx->ModelviewMatrixStack.Top,
+ ctx->_ModelViewInvScale,
+ VB->AttribPtr[_TNL_ATTRIB_NORMAL], /* input normals */
+ lengths,
+ &store->normal ); /* resulting normals */
+
+ if (VB->AttribPtr[_TNL_ATTRIB_NORMAL]->count > 1) {
+ store->normal.stride = 4 * sizeof(GLfloat);
+ }
+ else {
+ store->normal.stride = 0;
+ }
+
+ VB->AttribPtr[_TNL_ATTRIB_NORMAL] = &store->normal;
+ VB->NormalPtr = &store->normal;
+
+ VB->NormalLengthPtr = NULL; /* no longer valid */
+ return GL_TRUE;
+}
+
+
+/**
+ * Examine current GL state and set the store->NormalTransform pointer
+ * to point to the appropriate normal transformation routine.
+ */
+static void
+validate_normal_stage(GLcontext *ctx, struct tnl_pipeline_stage *stage)
+{
+ struct normal_stage_data *store = NORMAL_STAGE_DATA(stage);
+
+ if (ctx->VertexProgram._Current ||
+ (!ctx->Light.Enabled &&
+ !(ctx->Texture._GenFlags & TEXGEN_NEED_NORMALS))) {
+ store->NormalTransform = NULL;
+ return;
+ }
+
+ if (ctx->_NeedEyeCoords) {
+ /* Eye coordinates are needed, for whatever reasons.
+ * Do lighting in eye coordinates, as the GL spec says.
+ */
+ GLuint transform = NORM_TRANSFORM_NO_ROT;
+
+ if (_math_matrix_has_rotation(ctx->ModelviewMatrixStack.Top)) {
+ /* need to do full (3x3) matrix transform */
+ transform = NORM_TRANSFORM;
+ }
+
+ if (ctx->Transform.Normalize) {
+ store->NormalTransform = _mesa_normal_tab[transform | NORM_NORMALIZE];
+ }
+ else if (ctx->Transform.RescaleNormals &&
+ ctx->_ModelViewInvScale != 1.0) {
+ store->NormalTransform = _mesa_normal_tab[transform | NORM_RESCALE];
+ }
+ else {
+ store->NormalTransform = _mesa_normal_tab[transform];
+ }
+ }
+ else {
+ /* We don't need eye coordinates.
+ * Do lighting in object coordinates. Thus, we don't need to fully
+ * transform normal vectors (just leave them in object coordinates)
+ * but we still need to do normalization/rescaling if enabled.
+ */
+ if (ctx->Transform.Normalize) {
+ store->NormalTransform = _mesa_normal_tab[NORM_NORMALIZE];
+ }
+ else if (!ctx->Transform.RescaleNormals &&
+ ctx->_ModelViewInvScale != 1.0) {
+ store->NormalTransform = _mesa_normal_tab[NORM_RESCALE];
+ }
+ else {
+ store->NormalTransform = NULL;
+ }
+ }
+}
+
+
+/**
+ * Allocate stage's private data (storage for transformed normals).
+ */
+static GLboolean
+alloc_normal_data(GLcontext *ctx, struct tnl_pipeline_stage *stage)
+{
+ TNLcontext *tnl = TNL_CONTEXT(ctx);
+ struct normal_stage_data *store;
+
+ stage->privatePtr = _mesa_malloc(sizeof(*store));
+ store = NORMAL_STAGE_DATA(stage);
+ if (!store)
+ return GL_FALSE;
+
+ _mesa_vector4f_alloc( &store->normal, 0, tnl->vb.Size, 32 );
+ return GL_TRUE;
+}
+
+
+/**
+ * Free stage's private data.
+ */
+static void
+free_normal_data(struct tnl_pipeline_stage *stage)
+{
+ struct normal_stage_data *store = NORMAL_STAGE_DATA(stage);
+ if (store) {
+ _mesa_vector4f_free( &store->normal );
+ _mesa_free( store );
+ stage->privatePtr = NULL;
+ }
+}
+
+
+const struct tnl_pipeline_stage _tnl_normal_transform_stage =
+{
+ "normal transform", /* name */
+ NULL, /* privatePtr */
+ alloc_normal_data, /* create */
+ free_normal_data, /* destroy */
+ validate_normal_stage, /* validate */
+ run_normal_stage /* run */
+};