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📄 t_vb_texmat.c

📁 Mesa is an open-source implementation of the OpenGL specification - a system for rendering interacti
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/* * 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 "glheader.h"#include "colormac.h"#include "context.h"#include "macros.h"#include "imports.h"#include "mtypes.h"#include "math/m_xform.h"#include "t_context.h"#include "t_pipeline.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[MAX_TEXTURE_COORD_UNITS];};#define TEXMAT_STAGE_DATA(stage) ((struct texmat_stage_data *)stage->privatePtr)static GLboolean run_texmat_stage( GLcontext *ctx,				   struct tnl_pipeline_stage *stage ){   struct texmat_stage_data *store = TEXMAT_STAGE_DATA(stage);   struct vertex_buffer *VB = &TNL_CONTEXT(ctx)->vb;   GLuint i;   if (!ctx->Texture._TexMatEnabled || ctx->VertexProgram._Current)       return GL_TRUE;   /* ENABLE_TEXMAT implies that the texture matrix is not the    * identity, so we don't have to check that here.    */   for (i = 0 ; i < ctx->Const.MaxTextureCoordUnits ; i++) {      if (ctx->Texture._TexMatEnabled & ENABLE_TEXMAT(i)) {	 (void) TransformRaw( &store->texcoord[i],			      ctx->TextureMatrixStack[i].Top,			      VB->AttribPtr[_TNL_ATTRIB_TEX0 + i]);         VB->TexCoordPtr[i] = 	 VB->AttribPtr[VERT_ATTRIB_TEX0+i] = &store->texcoord[i];      }   }   return GL_TRUE;}/* Called the first time stage->run() is invoked. */static GLboolean alloc_texmat_data( GLcontext *ctx,				    struct tnl_pipeline_stage *stage ){   struct vertex_buffer *VB = &TNL_CONTEXT(ctx)->vb;   struct texmat_stage_data *store;   GLuint i;   stage->privatePtr = CALLOC(sizeof(*store));   store = TEXMAT_STAGE_DATA(stage);   if (!store)      return GL_FALSE;   for (i = 0 ; i < ctx->Const.MaxTextureCoordUnits ; i++)      _mesa_vector4f_alloc( &store->texcoord[i], 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);   GLuint i;   if (store) {      for (i = 0; i < MAX_TEXTURE_COORD_UNITS; i++)	 if (store->texcoord[i].data)	    _mesa_vector4f_free( &store->texcoord[i] );      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,};

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