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/* $Id: vb.h,v 1.3 1999/12/14 02:39:39 daryll Exp $ */
/*
* Mesa 3-D graphics library
* Version: 3.1
*
* Copyright (C) 1999 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.
*/
/* OVERVIEW:
*
* The vertices between glBegin() and glEnd() are accumulated in the
* vertex buffer. When either the vertex buffer becomes filled or a
* state change outside the glBegin()/glEnd() is made, we must flush
* the buffer.
*
* That is, we apply the vertex transformations, compute lighting,
* fog, texture coordinates etc. Then, we can render the vertices as
* points, lines or polygons by calling the gl_render_vb() function in
* render.c
*
* When we're outside of a glBegin/glEnd pair the information in this
* structure is retained pending either of the flushing events
* described above.
*/
#ifndef VB_H
#define VB_H
#ifdef HAVE_CONFIG_H
#include "conf.h"
#endif
#include "GL/gl.h"
#include "vector.h"
#include "matrix.h"
#include "config.h"
enum {
VB_IMMEDIATE,
VB_CVA_PRECALC
};
/*
*/
struct vertex_data
{
GLfloat (*Obj)[4];
GLfloat (*Normal)[3];
GLubyte (*Color)[4];
GLuint *Index;
GLubyte *EdgeFlag;
GLfloat (*TexCoord[MAX_TEXTURE_UNITS])[4];
GLuint *Elt;
};
struct vertex_arrays
{
GLvector4f Obj;
GLvector3f Normal;
GLvector4ub Color;
GLvector1ui Index;
GLvector1ub EdgeFlag;
GLvector4f TexCoord[MAX_TEXTURE_UNITS];
GLvector1ui Elt;
};
struct vertex_array_pointers
{
GLvector4f *Obj;
GLvector3f *Normal;
GLvector4ub *Color;
GLvector1ui *Index;
GLvector1ub *EdgeFlag;
GLvector4f *TexCoord[MAX_TEXTURE_UNITS];
GLvector1ui *Elt;
};
/* Move to using pointers to this struct in the immediate structs -
* this is too big to keep 94 unused copies (7K) lying around in
* display lists.
*/
struct gl_material
{
GLfloat Ambient[4];
GLfloat Diffuse[4];
GLfloat Specular[4];
GLfloat Emission[4];
GLfloat Shininess;
GLfloat AmbientIndex; /* for color index lighting */
GLfloat DiffuseIndex; /* for color index lighting */
GLfloat SpecularIndex; /* for color index lighting */
};
/* KW: Represents everything that can take place between a begin and
* end, and can represent multiple begin/end pairs. This plus *any*
* state variable (GLcontext) should be all you need to replay the
* represented begin/end pairs as if they took place in that state.
*
* Thus this is sufficient for both immediate and compiled modes, but
* we could/should throw some elements away for compiled mode if we
* know they were empty.
*/
struct immediate
{
struct immediate *next; /* for cache of free IM's */
GLuint id, ref_count;
/* This must be saved when immediates are shared in display lists.
*/
GLuint Start, Count;
GLuint LastData; /* count or count+1 */
GLuint AndFlag, OrFlag, BeginState;
GLuint LastPrimitive;
GLuint ArrayAndFlags; /* precalc'ed for glArrayElt */
GLuint ArrayIncr;
GLuint ArrayEltFlush;
GLuint FlushElt;
GLuint TF1[2]; /* precalc'ed for glTexCoord */
GLuint TF2[2];
GLuint TF3[2];
GLuint TF4[2];
GLuint Primitive[VB_SIZE]; /* GLubyte would do... */
GLuint NextPrimitive[VB_SIZE];
/* allocate storage for these on demand:
*/
struct gl_material (*Material)[2];
GLuint *MaterialMask;
GLfloat (*TexCoordPtr[MAX_TEXTURE_UNITS])[4];
struct vertex_arrays v;
struct gl_context *backref;
void (*maybe_transform_vb)( struct immediate * );
/* Normal lengths, zero if not available.
*/
GLfloat *NormalLengths;
GLuint LastCalcedLength;
GLuint Flag[VB_SIZE];
GLubyte Color[VB_SIZE][4];
GLfloat Obj[VB_SIZE][4];
GLfloat Normal[VB_SIZE][3];
GLfloat TexCoord[MAX_TEXTURE_UNITS][VB_SIZE][4];
GLuint Elt[VB_SIZE];
GLubyte EdgeFlag[VB_SIZE];
GLuint Index[VB_SIZE];
};
/* Not so big on storage these days, although still has pointers to
* arrays used for temporary results.
*/
struct vertex_buffer
{
/* Pointers to enable multiple vertex_buffers - required for
* CVA, should also be useful for the PMesa people.
*
* Driver_data is alloc'ed in Driver.RegisterVB(), if required.
*/
struct gl_context *ctx;
struct gl_pipeline *pipeline;
void *driver_data;
/* Data easily accessible by immediate mode fuctions: There is no
* guarentee on the driver side that processed data will end up or
* even pass through here. Use the GLvector pointers below.
*
* If we are not compiling, ctx->input points to this struct, in which
* case the values will be scribbled during transform_vb.
*/
struct immediate *IM;
struct vertex_array_pointers store;
/* Where to find outstanding untransformed vertices.
*/
struct immediate *prev_buffer;
GLuint Type;
GLuint Size, Start, Count;
GLuint Free, FirstFree;
GLuint CopyStart;
GLuint Parity, Ovf;
GLuint PurgeFlags;
GLuint IndirectCount; /* defaults to count */
GLuint OrFlag, SavedOrFlag;
GLuint EarlyCull;
GLuint Culled, CullDone;
/* Pointers to input data - default to buffers in 'im' above.
*/
GLvector4f *ObjPtr;
GLvector3f *NormalPtr;
GLvector4ub *ColorPtr;
GLvector1ui *IndexPtr;
GLvector1ub *EdgeFlagPtr;
GLvector4f *TexCoordPtr[MAX_TEXTURE_UNITS];
GLvector1ui *EltPtr;
GLuint *Flag, FlagMax;
struct gl_material (*Material)[2];
GLuint *MaterialMask;
GLuint *NextPrimitive;
GLuint *Primitive;
GLuint LastPrimitive;
GLfloat (*BoundsPtr)[3]; /* Bounds for cull check */
GLfloat *NormalLengthPtr; /* Array of precomputed inv. normal lengths */
/* Holds malloced storage for pipeline data not supplied by
* the immediate struct.
*/
GLvector4f Eye;
GLvector4f Clip;
GLvector4f Win;
GLvector4ub BColor; /* not used in cva */
GLvector1ui BIndex; /* not used in cva */
GLubyte (*Specular)[4];
GLubyte (*Spec[2])[4];
/* Temporary storage - may point into IM, or be dynamically
* allocated (for cva).
*/
GLubyte *ClipMask;
GLubyte *UserClipMask;
/* Internal values. Where these point depends on whether
* there were any identity matrices defined as transformations
* in the pipeline.
*/
GLvector4f *EyePtr;
GLvector4f *ClipPtr;
GLvector4f *Unprojected;
GLvector4f *Projected;
GLvector4f *CurrentTexCoord;
GLuint *Indirect; /* For eval rescue and cva render */
/* Currently active colors
*/
GLvector4ub *Color[2];
GLvector1ui *Index[2];
/* Storage for colors which have been lit but not yet fogged.
* Required for CVA, just point into store for normal VB's.
*/
GLvector4ub *LitColor[2];
GLvector1ui *LitIndex[2];
GLvector4ub *FoggedColor[2];
GLvector1ui *FoggedIndex[2];
/* Temporary values used in texgen.
*/
GLfloat (*tmp_f)[3];
GLfloat *tmp_m;
/* Temporary values used in eval.
*/
GLuint *EvaluatedFlags;
/* Not used for cva:
*/
GLubyte *NormCullStart;
GLubyte *CullMask; /* Results of vertex culling */
GLubyte *NormCullMask; /* Compressed onto shared normals */
GLubyte ClipOrMask; /* bitwise-OR of all ClipMask[] values */
GLubyte ClipAndMask; /* bitwise-AND of all ClipMask[] values */
GLubyte CullFlag[2];
GLubyte CullMode; /* see flags below */
GLuint CopyCount; /* max 3 vertices to copy after transform */
GLuint Copy[3];
GLfloat CopyProj[3][4]; /* temporary store for projected clip coords */
};
extern struct vertex_buffer *gl_alloc_vb( GLcontext *ctx );
extern struct immediate *gl_alloc_immediate( GLcontext *ctx );
extern void gl_free_immediate( struct immediate *im );
extern struct vertex_buffer *gl_vb_create_for_immediate( GLcontext *ctx );
extern struct vertex_buffer *gl_vb_create_for_cva( GLcontext *ctx,
GLuint size );
extern void gl_vb_free( struct vertex_buffer * );
extern struct immediate *gl_immediate_alloc( GLcontext *ctx );
extern void gl_immediate_free( struct immediate *im );
#endif
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