/* * Mesa 3-D graphics library * Version: 3.5 * * Copyright (C) 1999 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 */ static void TAG(rs)(struct vertex_buffer *VB, GLuint start, GLuint end) { GLcontext *ctx = VB->ctx; TNLcontext *tnl = TNL_CONTEXT(ctx); SWvertex *v; GLfloat (*eye)[4]; GLfloat (*win)[4]; GLfloat (*tc[MAX_TEXTURE_UNITS])[4]; GLubyte (*color)[4]; GLubyte (*spec)[4]; GLuint *index; GLfloat *fog; GLuint sz[MAX_TEXTURE_UNITS]; GLuint szeye; int i; /* TODO: Do window map here. */ /* GLfloat *m = VB->ctx->Viewport.WindowMap.m; */ /* const GLfloat sx = m[0]; */ /* const GLfloat sy = m[5]; */ /* const GLfloat sz = m[10] * ctx->Visual->DepthMaxF; */ /* const GLfloat tx = m[12]; */ /* const GLfloat ty = m[13]; */ /* const GLfloat tz = m[14] * ctx->Visual->DepthMaxF; */ /* TODO: Get import_client_data to pad vectors out to 4 cleanly. */ gl_import_client_data( VB, tnl->_RenderFlags, (VB->ClipOrMask ? /* VEC_CLEAN| */VEC_WRITABLE|VEC_GOOD_STRIDE : /* VEC_CLEAN| */VEC_GOOD_STRIDE)); if (IND & TEX0) { tc[0] = VB->TexCoordPtr[0]->data; sz[0] = VB->TexCoordPtr[0]->size; } if (IND & MULTITEX) { for (i = 0 ; i < MAX_TEXTURE_UNITS ; i++) { tc[i] = VB->TexCoordPtr[i]->data; sz[i] = VB->TexCoordPtr[i]->size; } } fog = VB->FogCoordPtr->data; eye = VB->EyePtr->data; szeye = VB->EyePtr->size; win = VB->Win.data; color = VB->Color[0]->data; spec = VB->SecondaryColor[0]->data; index = VB->Index[0]->data; v = &(SWSETUP_VB(VB)->verts[start]); for (i=start; i < end; i++, v++) { if (VB->ClipMask[i] == 0) { COPY_4FV( v->win, win[i] ); if (IND & EYE) COPY_4FV( v->eye, eye[i] ); if (IND & TEX0) COPY_CLEAN_4V( v->texcoord[0], sz[0], tc[0][i] ); if (IND & MULTITEX) { GLuint u; for (u = 0 ; u < MAX_TEXTURE_UNITS ; u++) if (ctx->Texture.Unit[u]._ReallyEnabled) COPY_CLEAN_4V( v->texcoord[u], sz[u], tc[u][i] ); } if (IND & COLOR) COPY_4UBV(v->color, color[i]); if (IND & SPEC) COPY_4UBV(v->specular, spec[i]); if (IND & FOG) v->fog = fog[i]; if (IND & INDEX) v->index = index[i]; } } } #undef TAG #undef IND