281 lines
7.9 KiB
C
281 lines
7.9 KiB
C
![]() |
/* $Id: t_vb_light.c,v 1.1 2000/12/26 05:09:33 keithw Exp $ */
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/*
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* Mesa 3-D graphics library
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* Version: 3.5
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*
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* Copyright (C) 1999-2000 Brian Paul All Rights Reserved.
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*
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* Permission is hereby granted, free of charge, to any person obtaining a
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* copy of this software and associated documentation files (the "Software"),
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* to deal in the Software without restriction, including without limitation
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* the rights to use, copy, modify, merge, publish, distribute, sublicense,
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* and/or sell copies of the Software, and to permit persons to whom the
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* Software is furnished to do so, subject to the following conditions:
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*
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* The above copyright notice and this permission notice shall be included
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* in all copies or substantial portions of the Software.
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*
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* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS
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* OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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* FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL
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* BRIAN PAUL BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN
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* AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN
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* CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
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*/
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#include "glheader.h"
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#include "colormac.h"
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#include "light.h"
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#include "macros.h"
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#include "mem.h"
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#include "mmath.h"
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#include "simple_list.h"
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#include "mtypes.h"
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#include "t_context.h"
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#include "t_pipeline.h"
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#define LIGHT_FLAGS 0x1 /* must be first */
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#define LIGHT_TWOSIDE 0x2
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#define LIGHT_COLORMATERIAL 0x4
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#define MAX_LIGHT_FUNC 0x8
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typedef void (*light_func)( GLcontext *ctx,
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struct vertex_buffer *VB,
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struct gl_pipeline_stage *stage,
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GLvector4f *input );
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struct light_stage_data {
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GLvector4ub LitColor[2];
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GLvector1ui LitIndex[2];
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GLvector4ub LitSecondary[2];
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light_func *light_func_tab;
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};
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#define LIGHT_STAGE_DATA(stage) ((struct light_stage_data *)(stage->private))
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/* Tables for all the shading functions.
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*/
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static light_func _tnl_light_tab[MAX_LIGHT_FUNC];
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static light_func _tnl_light_fast_tab[MAX_LIGHT_FUNC];
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static light_func _tnl_light_fast_single_tab[MAX_LIGHT_FUNC];
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static light_func _tnl_light_spec_tab[MAX_LIGHT_FUNC];
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static light_func _tnl_light_ci_tab[MAX_LIGHT_FUNC];
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#define TAG(x) x
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#define IDX (0)
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#include "t_vb_lighttmp.h"
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#define TAG(x) x##_tw
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#define IDX (LIGHT_TWOSIDE)
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#include "t_vb_lighttmp.h"
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#define TAG(x) x##_fl
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#define IDX (LIGHT_FLAGS)
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#include "t_vb_lighttmp.h"
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#define TAG(x) x##_tw_fl
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#define IDX (LIGHT_FLAGS|LIGHT_TWOSIDE)
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#include "t_vb_lighttmp.h"
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#define TAG(x) x##_cm
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#define IDX (LIGHT_COLORMATERIAL)
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#include "t_vb_lighttmp.h"
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#define TAG(x) x##_tw_cm
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#define IDX (LIGHT_TWOSIDE|LIGHT_COLORMATERIAL)
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#include "t_vb_lighttmp.h"
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#define TAG(x) x##_fl_cm
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#define IDX (LIGHT_FLAGS|LIGHT_COLORMATERIAL)
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#include "t_vb_lighttmp.h"
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#define TAG(x) x##_tw_fl_cm
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#define IDX (LIGHT_FLAGS|LIGHT_TWOSIDE|LIGHT_COLORMATERIAL)
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#include "t_vb_lighttmp.h"
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static void init_lighting( void )
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{
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static int done;
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if (!done) {
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init_light_tab();
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init_light_tab_tw();
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init_light_tab_fl();
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init_light_tab_tw_fl();
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init_light_tab_cm();
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init_light_tab_tw_cm();
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init_light_tab_fl_cm();
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init_light_tab_tw_fl_cm();
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done = 1;
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}
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}
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static GLboolean run_lighting( GLcontext *ctx, struct gl_pipeline_stage *stage )
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{
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struct light_stage_data *store = LIGHT_STAGE_DATA(stage);
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TNLcontext *tnl = TNL_CONTEXT(ctx);
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struct vertex_buffer *VB = &tnl->vb;
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GLvector4f *input = ctx->_NeedEyeCoords ? VB->EyePtr : VB->ObjPtr;
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GLuint ind;
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/* Make sure we can talk about elements 0..2 in the vector we are
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* lighting. TODO: Don't repeat this in CVA!
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*/
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if (input->size <= 2) {
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if (input->flags & VEC_NOT_WRITEABLE) {
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ASSERT(VB->importable_data & VERT_OBJ);
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VB->import_data( ctx, VERT_OBJ, VEC_NOT_WRITEABLE );
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input = ctx->_NeedEyeCoords ? VB->EyePtr : VB->ObjPtr;
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ASSERT((input->flags & VEC_NOT_WRITEABLE) == 0);
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}
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gl_vector4f_clean_elem(input, VB->Count, 2);
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}
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if (VB->Flag)
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ind = LIGHT_FLAGS;
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else
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ind = 0;
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/* The individual tabs know about replaying side-effects vs. full
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* re-execution.
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*/
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store->light_func_tab[ind]( ctx, VB, stage, input );
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return GL_TRUE;
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}
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/* Called in place of do_lighting when the light table may have changed.
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*/
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static GLboolean run_validate_lighting( GLcontext *ctx,
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struct gl_pipeline_stage *stage )
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{
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GLuint ind = 0;
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light_func *tab;
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if (ctx->Visual.RGBAflag) {
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if (ctx->Light._NeedVertices) {
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if (ctx->Light.Model.ColorControl==GL_SEPARATE_SPECULAR_COLOR)
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tab = _tnl_light_spec_tab;
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else
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tab = _tnl_light_tab;
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}
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else {
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if (ctx->Light.EnabledList.next == ctx->Light.EnabledList.prev)
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tab = _tnl_light_fast_single_tab;
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else
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tab = _tnl_light_fast_tab;
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}
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/* tab = _tnl_light_tab; */
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}
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if (ctx->Light.ColorMaterialEnabled)
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ind |= LIGHT_COLORMATERIAL;
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if (ctx->Light.Model.TwoSide)
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ind |= LIGHT_TWOSIDE;
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LIGHT_STAGE_DATA(stage)->light_func_tab = &tab[ind];
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/* This and the above should only be done on _NEW_LIGHT:
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*/
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gl_validate_all_lighting_tables( ctx );
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/* Now run the stage...
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*/
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stage->run = run_lighting;
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return stage->run( ctx, stage );
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}
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/* Called the first time stage->run is called. In effect, don't
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* allocate data until the first time the stage is run.
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*/
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static GLboolean run_init_lighting( GLcontext *ctx,
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struct gl_pipeline_stage *stage )
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{
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TNLcontext *tnl = TNL_CONTEXT(ctx);
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struct light_stage_data *store;
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GLuint size = tnl->vb.Size;
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stage->private = MALLOC(sizeof(*store));
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store = LIGHT_STAGE_DATA(stage);
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if (!store)
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return GL_FALSE;
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/* Do onetime init.
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*/
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init_lighting();
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gl_vector4ub_alloc( &store->LitColor[0], 0, size, 32 );
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gl_vector4ub_alloc( &store->LitColor[1], 0, size, 32 );
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gl_vector4ub_alloc( &store->LitSecondary[0], 0, size, 32 );
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gl_vector4ub_alloc( &store->LitSecondary[1], 0, size, 32 );
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gl_vector1ui_alloc( &store->LitIndex[0], 0, size, 32 );
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gl_vector1ui_alloc( &store->LitIndex[1], 0, size, 32 );
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/* Now validate the stage derived data...
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*/
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stage->run = run_validate_lighting;
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return stage->run( ctx, stage );
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}
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/*
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* Check if lighting is enabled. If so, configure the pipeline stage's
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* type, inputs, and outputs.
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*/
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static void check_lighting( GLcontext *ctx, struct gl_pipeline_stage *stage )
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{
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stage->active = ctx->Light.Enabled;
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if (stage->active) {
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if (stage->private)
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stage->run = run_validate_lighting;
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stage->inputs = VERT_NORM|VERT_MATERIAL;
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if (ctx->Light._NeedVertices)
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stage->inputs |= VERT_EYE; /* effectively, even when lighting in obj */
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if (ctx->Light.ColorMaterialEnabled)
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stage->inputs |= VERT_RGBA;
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}
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}
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static void dtr( struct gl_pipeline_stage *stage )
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{
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struct light_stage_data *store = LIGHT_STAGE_DATA(stage);
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if (store) {
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gl_vector4ub_free( &store->LitColor[0] );
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gl_vector4ub_free( &store->LitColor[1] );
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gl_vector1ui_free( &store->LitIndex[0] );
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gl_vector1ui_free( &store->LitIndex[1] );
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gl_vector4ub_free( &store->LitSecondary[0] );
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gl_vector4ub_free( &store->LitSecondary[1] );
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FREE( store );
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stage->private = 0;
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}
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}
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const struct gl_pipeline_stage _tnl_lighting_stage =
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{
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"lighting",
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_NEW_LIGHT, /* recheck */
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_NEW_LIGHT|_NEW_MODELVIEW, /* recalc -- modelview dependency
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* otherwise not captured by inputs
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* (which may be VERT_OBJ) */
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0,0,VERT_RGBA, /* active, inputs, outputs */
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0,0, /* changed_inputs, private_data */
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dtr, /* destroy */
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check_lighting, /* check */
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run_init_lighting /* run -- initially set to ctr */
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};
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