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path: root/src/mesa/tnl/t_vb_arbshader.c
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Diffstat (limited to 'src/mesa/tnl/t_vb_arbshader.c')
-rw-r--r--src/mesa/tnl/t_vb_arbshader.c60
1 files changed, 40 insertions, 20 deletions
diff --git a/src/mesa/tnl/t_vb_arbshader.c b/src/mesa/tnl/t_vb_arbshader.c
index c1244ba925..50b23cf133 100644
--- a/src/mesa/tnl/t_vb_arbshader.c
+++ b/src/mesa/tnl/t_vb_arbshader.c
@@ -176,11 +176,41 @@ static void fetch_output_vec4 (const char *name, GLuint attr, GLuint i, GLuint i
_mesa_memcpy (&store->outputs[attr].data[i], vec, 16);
}
-static void fetch_uniform_mat4 (const char *name, const GLmatrix *matrix, GLuint index,
+static void fetch_uniform_mat4 (const char *name, GLmatrix *matrix, GLuint index,
struct gl2_vertex_shader_intf **vs)
{
- /* XXX: transpose? */
+ GLuint len;
+ GLfloat mat[16];
+ char buffer[64];
+
+ _mesa_strcpy (buffer, name);
+ len = _mesa_strlen (name);
+
+ /* we want inverse matrix */
+ if (!matrix->inv)
+ {
+ /* allocate inverse matrix and make it dirty */
+ _math_matrix_alloc_inv (matrix);
+ _math_matrix_loadf (matrix, matrix->m);
+ }
+ _math_matrix_analyse (matrix);
+
+ /* identity */
_slang_fetch_mat4 (vs, name, matrix->m, index, 1);
+
+ /* transpose */
+ _mesa_strcpy (buffer + len, "Transpose");
+ _math_transposef (mat, matrix->m);
+ _slang_fetch_mat4 (vs, buffer, mat, index, 1);
+
+ /* inverse */
+ _mesa_strcpy (buffer + len, "Inverse");
+ _slang_fetch_mat4 (vs, buffer, matrix->inv, index, 1);
+
+ /* inverse transpose */
+ _mesa_strcpy (buffer + len, "InverseTranspose");
+ _math_transposef (mat, matrix->inv);
+ _slang_fetch_mat4 (vs, buffer, mat, index, 1);
}
static void fetch_normal_matrix (const char *name, GLmatrix *matrix,
@@ -189,14 +219,16 @@ static void fetch_normal_matrix (const char *name, GLmatrix *matrix,
GLfloat mat[9];
_math_matrix_analyse (matrix);
+
+ /* inverse transpose */
mat[0] = matrix->inv[0];
- mat[1] = matrix->inv[1];
- mat[2] = matrix->inv[2];
- mat[3] = matrix->inv[4];
+ mat[1] = matrix->inv[4];
+ mat[2] = matrix->inv[8];
+ mat[3] = matrix->inv[1];
mat[4] = matrix->inv[5];
- mat[5] = matrix->inv[6];
- mat[6] = matrix->inv[8];
- mat[7] = matrix->inv[9];
+ mat[5] = matrix->inv[9];
+ mat[6] = matrix->inv[2];
+ mat[7] = matrix->inv[6];
mat[8] = matrix->inv[10];
_slang_fetch_mat3 (vs, name, mat, 0, 1);
}
@@ -238,18 +270,6 @@ static GLboolean run_arb_vertex_shader (GLcontext *ctx, struct tnl_pipeline_stag
for (j = 0; j < 8; j++)
fetch_uniform_mat4 ("gl_TextureMatrix", ctx->TextureMatrixStack[j].Top, j, vs);
fetch_normal_matrix ("gl_NormalMatrix", ctx->ModelviewMatrixStack.Top, vs);
- /* XXX: fetch uniform mat4 gl_ModelViewMatrixInverse */
- /* XXX: fetch uniform mat4 gl_ProjectionMatrixInverse */
- /* XXX: fetch uniform mat4 gl_ModelViewProjectionMatrixInverse */
- /* XXX: fetch uniform mat4 gl_TextureMatrixInverse */
- /* XXX: fetch uniform mat4 gl_ModelViewMatrixTranspose */
- /* XXX: fetch uniform mat4 gl_ProjectionMatrixTranspose */
- /* XXX: fetch uniform mat4 gl_ModelViewProjectionMatrixTranspose */
- /* XXX: fetch uniform mat4 gl_TextureMatrixTranspose */
- /* XXX: fetch uniform mat4 gl_ModelViewMatrixInverseTranspose */
- /* XXX: fetch uniform mat4 gl_ProjectionMatrixInverseTranspose */
- /* XXX: fetch uniform mat4 gl_ModelViewProjectionMatrixInverseTranspose */
- /* XXX: fetch uniform mat4 gl_TextureMatrixInverseTranspose */
/* XXX: fetch uniform float gl_NormalScale */
/* XXX: fetch uniform mat4 gl_ClipPlane */
/* XXX: fetch uniform mat4 gl_TextureEnvColor */