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-rw-r--r--src/mesa/main/dd.h11
-rw-r--r--src/mesa/main/light.c66
-rw-r--r--src/mesa/main/light.h6
3 files changed, 68 insertions, 15 deletions
diff --git a/src/mesa/main/dd.h b/src/mesa/main/dd.h
index 4d4264978f..818a6143f2 100644
--- a/src/mesa/main/dd.h
+++ b/src/mesa/main/dd.h
@@ -1,4 +1,4 @@
-/* $Id: dd.h,v 1.51 2001/02/06 21:42:48 brianp Exp $ */
+/* $Id: dd.h,v 1.52 2001/02/15 01:33:52 keithw Exp $ */
/*
* Mesa 3-D graphics library
@@ -815,6 +815,15 @@ struct dd_function_table {
void (*EdgeFlagPointer)(GLcontext *ctx, GLsizei stride, const GLvoid *ptr);
+ /***
+ *** TNL Pipeline
+ ***/
+
+ void (*PipelineStart)(GLcontext *ctx);
+ void (*PipelineFinish)(GLcontext *ctx);
+ /* Called before and after all pipeline stages.
+ * These are a suitable place for grabbing/releasing hardware locks.
+ */
/***
*** Rendering
diff --git a/src/mesa/main/light.c b/src/mesa/main/light.c
index 50bd041f19..155792af52 100644
--- a/src/mesa/main/light.c
+++ b/src/mesa/main/light.c
@@ -1,4 +1,4 @@
-/* $Id: light.c,v 1.36 2001/02/13 23:55:30 brianp Exp $ */
+/* $Id: light.c,v 1.37 2001/02/15 01:33:52 keithw Exp $ */
/*
* Mesa 3-D graphics library
@@ -535,6 +535,54 @@ GLuint gl_material_bitmask( GLcontext *ctx, GLenum face, GLenum pname,
}
+/* Perform a straight copy between pairs of materials.
+ */
+void gl_copy_material_pairs( struct gl_material dst[2],
+ const struct gl_material src[2],
+ GLuint bitmask )
+{
+ if (bitmask & FRONT_EMISSION_BIT) {
+ COPY_4FV( dst[0].Emission, src[0].Emission );
+ }
+ if (bitmask & BACK_EMISSION_BIT) {
+ COPY_4FV( dst[1].Emission, src[1].Emission );
+ }
+ if (bitmask & FRONT_AMBIENT_BIT) {
+ COPY_4FV( dst[0].Ambient, src[0].Ambient );
+ }
+ if (bitmask & BACK_AMBIENT_BIT) {
+ COPY_4FV( dst[1].Ambient, src[1].Ambient );
+ }
+ if (bitmask & FRONT_DIFFUSE_BIT) {
+ COPY_4FV( dst[0].Diffuse, src[0].Diffuse );
+ }
+ if (bitmask & BACK_DIFFUSE_BIT) {
+ COPY_4FV( dst[1].Diffuse, src[1].Diffuse );
+ }
+ if (bitmask & FRONT_SPECULAR_BIT) {
+ COPY_4FV( dst[0].Specular, src[0].Specular );
+ }
+ if (bitmask & BACK_SPECULAR_BIT) {
+ COPY_4FV( dst[1].Specular, src[1].Specular );
+ }
+ if (bitmask & FRONT_SHININESS_BIT) {
+ dst[0].Shininess = src[0].Shininess;
+ }
+ if (bitmask & BACK_SHININESS_BIT) {
+ dst[1].Shininess = src[1].Shininess;
+ }
+ if (bitmask & FRONT_INDEXES_BIT) {
+ dst[0].AmbientIndex = src[0].AmbientIndex;
+ dst[0].DiffuseIndex = src[0].DiffuseIndex;
+ dst[0].SpecularIndex = src[0].SpecularIndex;
+ }
+ if (bitmask & BACK_INDEXES_BIT) {
+ dst[1].AmbientIndex = src[1].AmbientIndex;
+ dst[1].DiffuseIndex = src[1].DiffuseIndex;
+ dst[1].SpecularIndex = src[1].SpecularIndex;
+ }
+}
+
/*
* Check if the global material has to be updated with info that was
@@ -545,11 +593,7 @@ GLuint gl_material_bitmask( GLcontext *ctx, GLenum face, GLenum pname,
*
* src[0] is front material, src[1] is back material
*
- * KW: Added code here to keep the precomputed variables uptodate.
- * This means we can use the faster shade functions when using
- * GL_COLOR_MATERIAL, and we can also now use the precomputed
- * values in the slower shading functions, which further offsets
- * the cost of doing this here.
+ * Additionally keeps the precomputed lighting state uptodate.
*/
void gl_update_material( GLcontext *ctx,
const struct gl_material src[2],
@@ -610,9 +654,6 @@ void gl_update_material( GLcontext *ctx,
if (bitmask & FRONT_DIFFUSE_BIT) {
struct gl_material *mat = &ctx->Light.Material[0];
COPY_4FV( mat->Diffuse, src[0].Diffuse );
-/* fprintf(stderr, "FRONT_DIFFUSE %f %f %f %f\n", */
-/* mat->Diffuse[0], mat->Diffuse[1], */
-/* mat->Diffuse[2], mat->Diffuse[3]); */
foreach (light, list) {
SCALE_3V( light->_MatDiffuse[0], light->Diffuse, mat->Diffuse );
}
@@ -621,9 +662,6 @@ void gl_update_material( GLcontext *ctx,
if (bitmask & BACK_DIFFUSE_BIT) {
struct gl_material *mat = &ctx->Light.Material[1];
COPY_4FV( mat->Diffuse, src[1].Diffuse );
-/* fprintf(stderr, "BACK_DIFFUSE %f %f %f %f\n", */
-/* mat->Diffuse[0], mat->Diffuse[1], */
-/* mat->Diffuse[2], mat->Diffuse[3]); */
foreach (light, list) {
SCALE_3V( light->_MatDiffuse[1], light->Diffuse, mat->Diffuse );
}
@@ -647,7 +685,6 @@ void gl_update_material( GLcontext *ctx,
}
if (bitmask & FRONT_SHININESS_BIT) {
-/* fprintf(stderr, "FRONT_SHININESS_BIT %f\n", src[0].Shininess); */
ctx->Light.Material[0].Shininess = src[0].Shininess;
gl_invalidate_shine_table( ctx, 0 );
}
@@ -692,6 +729,9 @@ void gl_update_material( GLcontext *ctx,
+
+
+
/*
* Update the current materials from the given rgba color
* according to the bitmask in ColorMaterialBitmask, which is
diff --git a/src/mesa/main/light.h b/src/mesa/main/light.h
index b39aa002d8..38ca33815f 100644
--- a/src/mesa/main/light.h
+++ b/src/mesa/main/light.h
@@ -1,4 +1,4 @@
-/* $Id: light.h,v 1.9 2001/02/06 04:06:35 keithw Exp $ */
+/* $Id: light.h,v 1.10 2001/02/15 01:33:52 keithw Exp $ */
/*
* Mesa 3-D graphics library
@@ -114,6 +114,10 @@ extern void gl_update_material( GLcontext *ctx,
const struct gl_material src[2],
GLuint bitmask );
+extern void gl_copy_material_pairs( struct gl_material dst[2],
+ const struct gl_material src[2],
+ GLuint bitmask );
+
extern void gl_update_color_material( GLcontext *ctx, const GLchan rgba[4] );