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📄 t_save_playback.c

📁 mesa-6.5-minigui源码
💻 C
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/* * Mesa 3-D graphics library * Version:  6.1 * * Copyright (C) 1999-2004  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. *//* Author: *    Keith Whitwell <keith@tungstengraphics.com> */#include "glheader.h"#include "context.h"#include "imports.h"#include "mtypes.h"#include "macros.h"#include "light.h"#include "state.h"#include "t_pipeline.h"#include "t_save_api.h"#include "t_vtx_api.h"static INLINE GLint get_size( const GLfloat *f ){   if (f[3] != 1.0) return 4;   if (f[2] != 0.0) return 3;   return 2;}/* Some nasty stuff still hanging on here.   * * TODO - remove VB->ColorPtr, etc and just use the AttrPtr's. */static void _tnl_bind_vertex_list( GLcontext *ctx,                                   const struct tnl_vertex_list *node ){   TNLcontext *tnl = TNL_CONTEXT(ctx);   struct vertex_buffer *VB = &tnl->vb;   struct tnl_vertex_arrays *tmp = &tnl->save_inputs;   GLfloat *data = node->buffer;   GLuint attr, i;   /* Setup constant data in the VB.    */   VB->Count = node->count;   VB->Primitive = node->prim;   VB->PrimitiveCount = node->prim_count;   VB->Elts = NULL;   VB->NormalLengthPtr = node->normal_lengths;   for (attr = 0; attr <= _TNL_ATTRIB_INDEX; attr++) {      if (node->attrsz[attr]) {	 tmp->Attribs[attr].count = node->count;	 tmp->Attribs[attr].data = (GLfloat (*)[4]) data;	 tmp->Attribs[attr].start = data;	 tmp->Attribs[attr].size = node->attrsz[attr];	 tmp->Attribs[attr].stride = node->vertex_size * sizeof(GLfloat);	 VB->AttribPtr[attr] = &tmp->Attribs[attr];	 data += node->attrsz[attr];      }      else {	 tmp->Attribs[attr].count = 1;	 tmp->Attribs[attr].data = (GLfloat (*)[4]) tnl->vtx.current[attr];	 tmp->Attribs[attr].start = tnl->vtx.current[attr];	 tmp->Attribs[attr].size = get_size( tnl->vtx.current[attr] );	 tmp->Attribs[attr].stride = 0;	 VB->AttribPtr[attr] = &tmp->Attribs[attr];      }   }      /* Copy edgeflag to a contiguous array    */   if (ctx->Polygon.FrontMode != GL_FILL || ctx->Polygon.BackMode != GL_FILL) {      if (node->attrsz[_TNL_ATTRIB_EDGEFLAG]) {	 VB->EdgeFlag = _tnl_translate_edgeflag( ctx, data, 						 node->count,						 node->vertex_size );	 data++;      }      else 	 VB->EdgeFlag = _tnl_import_current_edgeflag( ctx, node->count );   }   /* Legacy pointers -- remove one day.    */   VB->ObjPtr = VB->AttribPtr[_TNL_ATTRIB_POS];   VB->NormalPtr = VB->AttribPtr[_TNL_ATTRIB_NORMAL];   VB->ColorPtr[0] = VB->AttribPtr[_TNL_ATTRIB_COLOR0];   VB->ColorPtr[1] = NULL;   VB->IndexPtr[0] = VB->AttribPtr[_TNL_ATTRIB_INDEX];   VB->IndexPtr[1] = NULL;   VB->SecondaryColorPtr[0] = VB->AttribPtr[_TNL_ATTRIB_COLOR1];   VB->SecondaryColorPtr[1] = NULL;   VB->FogCoordPtr = VB->AttribPtr[_TNL_ATTRIB_FOG];   for (i = 0; i < ctx->Const.MaxTextureCoordUnits; i++) {      VB->TexCoordPtr[i] = VB->AttribPtr[_TNL_ATTRIB_TEX0 + i];   }}static void _playback_copy_to_current( GLcontext *ctx,				       const struct tnl_vertex_list *node ){   TNLcontext *tnl = TNL_CONTEXT(ctx);    const GLfloat *data;   GLuint i;   if (node->count)      data = node->buffer + (node->count-1) * node->vertex_size;   else      data = node->buffer;   for (i = _TNL_ATTRIB_POS+1 ; i <= _TNL_ATTRIB_INDEX ; i++) {      if (node->attrsz[i]) {	 COPY_CLEAN_4V(tnl->vtx.current[i], node->attrsz[i], data);	 data += node->attrsz[i];      }   }   /* Edgeflag requires special treatment:    */   if (node->attrsz[_TNL_ATTRIB_EDGEFLAG]) {      ctx->Current.EdgeFlag = (data[0] == 1.0);   }   /* Colormaterial -- this kindof sucks.    */   if (ctx->Light.ColorMaterialEnabled) {      _mesa_update_color_material(ctx, ctx->Current.Attrib[VERT_ATTRIB_COLOR0]);   }   if (node->have_materials) {      tnl->Driver.NotifyMaterialChange( ctx );   }   /* CurrentExecPrimitive    */   if (node->prim_count) {      GLenum mode = node->prim[node->prim_count - 1].mode;      if (mode & PRIM_END)	 ctx->Driver.CurrentExecPrimitive = PRIM_OUTSIDE_BEGIN_END;      else	 ctx->Driver.CurrentExecPrimitive = (mode & PRIM_MODE_MASK);   }}/** * Execute the buffer and save copied verts. */void _tnl_playback_vertex_list( GLcontext *ctx, void *data ){   const struct tnl_vertex_list *node = (const struct tnl_vertex_list *) data;   TNLcontext *tnl = TNL_CONTEXT(ctx);   FLUSH_CURRENT(ctx, 0);   if (node->prim_count > 0 && node->count > 0) {      if (ctx->Driver.CurrentExecPrimitive != PRIM_OUTSIDE_BEGIN_END &&	  (node->prim[0].mode & PRIM_BEGIN)) {	 /* Degenerate case: list is called inside begin/end pair and	  * includes operations such as glBegin or glDrawArrays.	  */	 _mesa_error( ctx, GL_INVALID_OPERATION, "displaylist recursive begin");	 _tnl_loopback_vertex_list( ctx, node );	 return;      }      else if (tnl->save.replay_flags) {	 /* Various degnerate cases: translate into immediate mode	  * calls rather than trying to execute in place.	  */	 _tnl_loopback_vertex_list( ctx, node );	 return;      }            if (ctx->NewState)	 _mesa_update_state( ctx );      if ((ctx->VertexProgram.Enabled && !ctx->VertexProgram._Enabled) ||          (ctx->FragmentProgram.Enabled && !ctx->FragmentProgram._Enabled)) {         _mesa_error(ctx, GL_INVALID_OPERATION,                     "glBegin (invalid vertex/fragment program)");         return;      }      _tnl_bind_vertex_list( ctx, node );      tnl->Driver.RunPipeline( ctx );   }   /* Copy to current?    */   _playback_copy_to_current( ctx, node );}

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