📄 program.c
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/** * Add a new unnamed constant to the parameter list. * \param paramList - the parameter list * \param values - four float values * \return index of the new parameter. */GLint_mesa_add_unnamed_constant(struct program_parameter_list *paramList, const GLfloat values[4]){ return add_parameter(paramList, NULL, values, PROGRAM_CONSTANT);}/** * Add a new state reference to the parameter list. * \param paramList - the parameter list * \param state - an array of 6 state tokens * * \return index of the new parameter. */GLint_mesa_add_state_reference(struct program_parameter_list *paramList, const GLint *stateTokens){ /* XXX we should probably search the current parameter list to see if * the new state reference is already present. */ GLint index; const char *name = make_state_string(stateTokens); index = add_parameter(paramList, name, NULL, PROGRAM_STATE_VAR); if (index >= 0) { GLuint i; for (i = 0; i < 6; i++) paramList->Parameters[index].StateIndexes[i] = (enum state_index) stateTokens[i]; paramList->StateFlags |= make_state_flags(stateTokens); } return index;}/** * Lookup a parameter value by name in the given parameter list. * \return pointer to the float[4] values. */GLfloat *_mesa_lookup_parameter_value(struct program_parameter_list *paramList, GLsizei nameLen, const char *name){ GLuint i; if (!paramList) return NULL; if (nameLen == -1) { /* name is null-terminated */ for (i = 0; i < paramList->NumParameters; i++) { if (paramList->Parameters[i].Name && _mesa_strcmp(paramList->Parameters[i].Name, name) == 0) return paramList->ParameterValues[i]; } } else { /* name is not null-terminated, use nameLen */ for (i = 0; i < paramList->NumParameters; i++) { if (paramList->Parameters[i].Name && _mesa_strncmp(paramList->Parameters[i].Name, name, nameLen) == 0 && _mesa_strlen(paramList->Parameters[i].Name) == (size_t)nameLen) return paramList->ParameterValues[i]; } } return NULL;}/** * Lookup a parameter index by name in the given parameter list. * \return index of parameter in the list. */GLint_mesa_lookup_parameter_index(struct program_parameter_list *paramList, GLsizei nameLen, const char *name){ GLint i; if (!paramList) return -1; if (nameLen == -1) { /* name is null-terminated */ for (i = 0; i < (GLint) paramList->NumParameters; i++) { if (paramList->Parameters[i].Name && _mesa_strcmp(paramList->Parameters[i].Name, name) == 0) return i; } } else { /* name is not null-terminated, use nameLen */ for (i = 0; i < (GLint) paramList->NumParameters; i++) { if (paramList->Parameters[i].Name && _mesa_strncmp(paramList->Parameters[i].Name, name, nameLen) == 0 && _mesa_strlen(paramList->Parameters[i].Name) == (size_t)nameLen) return i; } } return -1;}/** * Use the list of tokens in the state[] array to find global GL state * and return it in <value>. Usually, four values are returned in <value> * but matrix queries may return as many as 16 values. * This function is used for ARB vertex/fragment programs. * The program parser will produce the state[] values. */static void_mesa_fetch_state(GLcontext *ctx, const enum state_index state[], GLfloat *value){ switch (state[0]) { case STATE_MATERIAL: { /* state[1] is either 0=front or 1=back side */ const GLuint face = (GLuint) state[1]; /* state[2] is the material attribute */ switch (state[2]) { case STATE_AMBIENT: if (face == 0) COPY_4V(value, ctx->Light.Material.Attrib[MAT_ATTRIB_FRONT_AMBIENT]); else COPY_4V(value, ctx->Light.Material.Attrib[MAT_ATTRIB_BACK_AMBIENT]); return; case STATE_DIFFUSE: if (face == 0) COPY_4V(value, ctx->Light.Material.Attrib[MAT_ATTRIB_FRONT_DIFFUSE]); else COPY_4V(value, ctx->Light.Material.Attrib[MAT_ATTRIB_BACK_DIFFUSE]); return; case STATE_SPECULAR: if (face == 0) COPY_4V(value, ctx->Light.Material.Attrib[MAT_ATTRIB_FRONT_SPECULAR]); else COPY_4V(value, ctx->Light.Material.Attrib[MAT_ATTRIB_BACK_SPECULAR]); return; case STATE_EMISSION: if (face == 0) COPY_4V(value, ctx->Light.Material.Attrib[MAT_ATTRIB_FRONT_EMISSION]); else COPY_4V(value, ctx->Light.Material.Attrib[MAT_ATTRIB_BACK_EMISSION]); return; case STATE_SHININESS: if (face == 0) value[0] = ctx->Light.Material.Attrib[MAT_ATTRIB_FRONT_SHININESS][0]; else value[0] = ctx->Light.Material.Attrib[MAT_ATTRIB_BACK_SHININESS][0]; value[1] = 0.0F; value[2] = 0.0F; value[3] = 1.0F; return; default: _mesa_problem(ctx, "Invalid material state in fetch_state"); return; } } case STATE_LIGHT: { /* state[1] is the light number */ const GLuint ln = (GLuint) state[1]; /* state[2] is the light attribute */ switch (state[2]) { case STATE_AMBIENT: COPY_4V(value, ctx->Light.Light[ln].Ambient); return; case STATE_DIFFUSE: COPY_4V(value, ctx->Light.Light[ln].Diffuse); return; case STATE_SPECULAR: COPY_4V(value, ctx->Light.Light[ln].Specular); return; case STATE_POSITION: COPY_4V(value, ctx->Light.Light[ln].EyePosition); return; case STATE_ATTENUATION: value[0] = ctx->Light.Light[ln].ConstantAttenuation; value[1] = ctx->Light.Light[ln].LinearAttenuation; value[2] = ctx->Light.Light[ln].QuadraticAttenuation; value[3] = ctx->Light.Light[ln].SpotExponent; return; case STATE_SPOT_DIRECTION: COPY_3V(value, ctx->Light.Light[ln].EyeDirection); value[3] = ctx->Light.Light[ln]._CosCutoff; return; case STATE_HALF: { GLfloat eye_z[] = {0, 0, 1}; /* Compute infinite half angle vector: * half-vector = light_position + (0, 0, 1) * and then normalize. w = 0 * * light.EyePosition.w should be 0 for infinite lights. */ ADD_3V(value, eye_z, ctx->Light.Light[ln].EyePosition); NORMALIZE_3FV(value); value[3] = 0; } return; case STATE_POSITION_NORMALIZED: COPY_4V(value, ctx->Light.Light[ln].EyePosition); NORMALIZE_3FV( value ); return; default: _mesa_problem(ctx, "Invalid light state in fetch_state"); return; } } case STATE_LIGHTMODEL_AMBIENT: COPY_4V(value, ctx->Light.Model.Ambient); return; case STATE_LIGHTMODEL_SCENECOLOR: if (state[1] == 0) { /* front */ GLint i; for (i = 0; i < 3; i++) { value[i] = ctx->Light.Model.Ambient[i] * ctx->Light.Material.Attrib[MAT_ATTRIB_FRONT_AMBIENT][i] + ctx->Light.Material.Attrib[MAT_ATTRIB_FRONT_EMISSION][i]; } value[3] = ctx->Light.Material.Attrib[MAT_ATTRIB_FRONT_DIFFUSE][3]; } else { /* back */ GLint i; for (i = 0; i < 3; i++) { value[i] = ctx->Light.Model.Ambient[i] * ctx->Light.Material.Attrib[MAT_ATTRIB_BACK_AMBIENT][i] + ctx->Light.Material.Attrib[MAT_ATTRIB_BACK_EMISSION][i]; } value[3] = ctx->Light.Material.Attrib[MAT_ATTRIB_BACK_DIFFUSE][3]; } return; case STATE_LIGHTPROD: { const GLuint ln = (GLuint) state[1]; const GLuint face = (GLuint) state[2]; GLint i; ASSERT(face == 0 || face == 1); switch (state[3]) { case STATE_AMBIENT: for (i = 0; i < 3; i++) { value[i] = ctx->Light.Light[ln].Ambient[i] * ctx->Light.Material.Attrib[MAT_ATTRIB_FRONT_AMBIENT+face][i]; } /* [3] = material alpha */ value[3] = ctx->Light.Material.Attrib[MAT_ATTRIB_FRONT_DIFFUSE+face][3]; return; case STATE_DIFFUSE: for (i = 0; i < 3; i++) { value[i] = ctx->Light.Light[ln].Diffuse[i] * ctx->Light.Material.Attrib[MAT_ATTRIB_FRONT_DIFFUSE+face][i]; } /* [3] = material alpha */ value[3] = ctx->Light.Material.Attrib[MAT_ATTRIB_FRONT_DIFFUSE+face][3]; return; case STATE_SPECULAR: for (i = 0; i < 3; i++) { value[i] = ctx->Light.Light[ln].Specular[i] * ctx->Light.Material.Attrib[MAT_ATTRIB_FRONT_SPECULAR+face][i]; } /* [3] = material alpha */ value[3] = ctx->Light.Material.Attrib[MAT_ATTRIB_FRONT_DIFFUSE+face][3]; return; default: _mesa_problem(ctx, "Invalid lightprod state in fetch_state"); return; } } case STATE_TEXGEN: { /* state[1] is the texture unit */ const GLuint unit = (GLuint) state[1]; /* state[2] is the texgen attribute */ switch (state[2]) { case STATE_TEXGEN_EYE_S: COPY_4V(value, ctx->Texture.Unit[unit].EyePlaneS); return; case STATE_TEXGEN_EYE_T: COPY_4V(value, ctx->Texture.Unit[unit].EyePlaneT); return; case STATE_TEXGEN_EYE_R: COPY_4V(value, ctx->Texture.Unit[unit].EyePlaneR); return; case STATE_TEXGEN_EYE_Q: COPY_4V(value, ctx->Texture.Unit[unit].EyePlaneQ); return; case STATE_TEXGEN_OBJECT_S: COPY_4V(value, ctx->Texture.Unit[unit].ObjectPlaneS); return; case STATE_TEXGEN_OBJECT_T: COPY_4V(value, ctx->Texture.Unit[unit].ObjectPlaneT); return; case STATE_TEXGEN_OBJECT_R: COPY_4V(value, ctx->Texture.Unit[unit].ObjectPlaneR); return; case STATE_TEXGEN_OBJECT_Q: COPY_4V(value, ctx->Texture.Unit[unit].ObjectPlaneQ); return; default: _mesa_problem(ctx, "Invalid texgen state in fetch_state"); return; } } case STATE_TEXENV_COLOR: { /* state[1] is the texture unit */ const GLuint unit = (GLuint) state[1]; COPY_4V(value, ctx->Texture.Unit[unit].EnvColor); } return; case STATE_FOG_COLOR: COPY_4V(value, ctx->Fog.Color); return; case STATE_FOG_PARAMS: value[0] = ctx->Fog.Density; value[1] = ctx->Fog.Start; value[2] = ctx->Fog.End; value[3] = 1.0F / (ctx->Fog.End - ctx->Fog.Start); return; case STATE_CLIPPLANE: { const GLuint plane = (GLuint) state[1]; COPY_4V(value, ctx->Transform.EyeUserPlane[plane]); } return; case STATE_POINT_SIZE: value[0] = ctx->Point.Size; value[1] = ctx->Point.MinSize; value[2] = ctx->Point.MaxSize; value[3] = ctx->Point.Threshold; return; case STATE_POINT_ATTENUATION: value[0] = ctx->Point.Params[0]; value[1] = ctx->Point.Params[1]; value[2] = ctx->Point.Params[2]; value[3] = 1.0F; return; case STATE_MATRIX: { /* state[1] = modelview, projection, texture, etc. */ /* state[2] = which texture matrix or program matrix */ /* state[3] = first column to fetch */ /* state[4] = last column to fetch */ /* state[5] = transpose, inverse or invtrans */ const GLmatrix *matrix; const enum state_index mat = state[1]; const GLuint index = (GLuint) state[2]; const GLuint first = (GLuint) state[3]; const GLuint last = (GLuint) state[4]; const enum state_index modifier = state[5]; const GLfloat *m; GLuint row, i; if (mat == STATE_MODELVIEW) { matrix = ctx->ModelviewMatrixStack.Top; } else if (mat == STATE_PROJECTION) { matrix = ctx->ProjectionMatrixStack.Top; } else if (mat == STATE_MVP) { matrix = &ctx->_ModelProjectMatrix; } else if (mat == STATE_TEXTURE) { matrix = ctx->TextureMatrixStack[index].Top; } else if (mat == STATE_PROGRAM) { matrix = ctx->ProgramMatrixStack[index].Top; } else { _mesa_problem(ctx, "Bad matrix name in _mesa_fetch_state()"); return; } if (modifier == STATE_MATRIX_INVERSE || modifier == STATE_MATRIX_INVTRANS) { /* Be sure inverse is up to date: */ _math_matrix_analyse( (GLmatrix*) matrix ); m = matrix->inv; } else { m = matrix->m; } if (modifier == STATE_MATRIX_TRANSPOSE || modifier == STATE_MATRIX_INVTRANS) { for (i = 0, row = first; row <= last; row++) { value[i++] = m[row * 4 + 0]; value[i++] = m[row * 4 + 1]; value[i++] = m[row * 4 + 2]; value[i++] = m[row * 4 + 3]; } } else { for (i = 0, row = first; row <= last; row++) { value[i++] = m[row + 0]; value[i++] = m[row + 4]; value[i++] = m[row + 8]; value[i++] = m[row + 12]; } } } return; case STATE_DEPTH_RANGE: value[0] = ctx->Viewport.Near; /* near */ value[1] = ctx->Viewport.Far; /* far */ value[2] = ctx->Viewport.Far - ctx->Viewport.Near; /* far - near */ value[3] = 0; return; case STATE_FRAGMENT_PROGRAM: { /* state[1] = {STATE_ENV, STATE_LOCAL} */ /* state[2] = parameter index */ const int idx = (int) state[2];
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