reactos/dll/opengl/mesa/tnl/t_vb_texmat.c

111 lines
3.3 KiB
C

/*
* 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 <precomp.h>
/* Is there any real benefit seperating texmat from texgen? It means
* we need two lots of intermediate storage. Any changes to
* _NEW_TEXTURE will invalidate both sets -- it's only on changes to
* *only* _NEW_TEXTURE_MATRIX that texgen survives but texmat doesn't.
*
* However, the seperation of this code from the complex texgen stuff
* is very appealing.
*/
struct texmat_stage_data {
GLvector4f texcoord;
};
#define TEXMAT_STAGE_DATA(stage) ((struct texmat_stage_data *)stage->privatePtr)
static GLboolean run_texmat_stage( struct gl_context *ctx,
struct tnl_pipeline_stage *stage )
{
struct texmat_stage_data *store = TEXMAT_STAGE_DATA(stage);
struct vertex_buffer *VB = &TNL_CONTEXT(ctx)->vb;
if (!ctx->Texture._TexMatEnabled)
return GL_TRUE;
/* ENABLE_TEXMAT implies that the texture matrix is not the
* identity, so we don't have to check that here.
*/
if (ctx->Texture._TexMatEnabled) {
(void) TransformRaw( &store->texcoord,
ctx->TextureMatrixStack.Top,
VB->AttribPtr[_TNL_ATTRIB_TEX]);
VB->AttribPtr[VERT_ATTRIB_TEX] = &store->texcoord;
}
return GL_TRUE;
}
/* Called the first time stage->run() is invoked.
*/
static GLboolean alloc_texmat_data( struct gl_context *ctx,
struct tnl_pipeline_stage *stage )
{
struct vertex_buffer *VB = &TNL_CONTEXT(ctx)->vb;
struct texmat_stage_data *store;
stage->privatePtr = CALLOC(sizeof(*store));
store = TEXMAT_STAGE_DATA(stage);
if (!store)
return GL_FALSE;
_mesa_vector4f_alloc( &store->texcoord, 0, VB->Size, 32 );
return GL_TRUE;
}
static void free_texmat_data( struct tnl_pipeline_stage *stage )
{
struct texmat_stage_data *store = TEXMAT_STAGE_DATA(stage);
if (store) {
if (store->texcoord.data)
_mesa_vector4f_free( &store->texcoord );
FREE( store );
stage->privatePtr = NULL;
}
}
const struct tnl_pipeline_stage _tnl_texture_transform_stage =
{
"texture transform", /* name */
NULL, /* private data */
alloc_texmat_data,
free_texmat_data, /* destructor */
NULL,
run_texmat_stage,
};