2 * Mesa 3-D graphics library
4 * Copyright (C) 1999-2008 Brian Paul All Rights Reserved.
5 * Copyright (C) 2009 VMware, Inc. All Rights Reserved.
7 * Permission is hereby granted, free of charge, to any person obtaining a
8 * copy of this software and associated documentation files (the "Software"),
9 * to deal in the Software without restriction, including without limitation
10 * the rights to use, copy, modify, merge, publish, distribute, sublicense,
11 * and/or sell copies of the Software, and to permit persons to whom the
12 * Software is furnished to do so, subject to the following conditions:
14 * The above copyright notice and this permission notice shall be included
15 * in all copies or substantial portions of the Software.
17 * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS
18 * OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
19 * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL
20 * THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR
21 * OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE,
22 * ARISING FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR
23 * OTHER DEALINGS IN THE SOFTWARE.
34 #include "util/simple_list.h"
36 #include "math/m_matrix.h"
40 _mesa_ShadeModel( GLenum mode
)
42 GET_CURRENT_CONTEXT(ctx
);
44 if (MESA_VERBOSE
& VERBOSE_API
)
45 _mesa_debug(ctx
, "glShadeModel %s\n", _mesa_enum_to_string(mode
));
47 if (ctx
->Light
.ShadeModel
== mode
)
50 if (mode
!= GL_FLAT
&& mode
!= GL_SMOOTH
) {
51 _mesa_error(ctx
, GL_INVALID_ENUM
, "glShadeModel");
55 FLUSH_VERTICES(ctx
, _NEW_LIGHT
);
56 ctx
->Light
.ShadeModel
= mode
;
58 if (ctx
->Driver
.ShadeModel
)
59 ctx
->Driver
.ShadeModel( ctx
, mode
);
64 * Set the provoking vertex (the vertex which specifies the prim's
65 * color when flat shading) to either the first or last vertex of the
69 _mesa_ProvokingVertex(GLenum mode
)
71 GET_CURRENT_CONTEXT(ctx
);
73 if (MESA_VERBOSE
&VERBOSE_API
)
74 _mesa_debug(ctx
, "glProvokingVertexEXT 0x%x\n", mode
);
77 case GL_FIRST_VERTEX_CONVENTION_EXT
:
78 case GL_LAST_VERTEX_CONVENTION_EXT
:
81 _mesa_error(ctx
, GL_INVALID_ENUM
, "glProvokingVertexEXT(0x%x)", mode
);
85 if (ctx
->Light
.ProvokingVertex
== mode
)
88 FLUSH_VERTICES(ctx
, _NEW_LIGHT
);
89 ctx
->Light
.ProvokingVertex
= mode
;
94 * Helper function called by _mesa_Lightfv and _mesa_PopAttrib to set
96 * For GL_POSITION and GL_SPOT_DIRECTION the params position/direction
97 * will have already been transformed by the modelview matrix!
98 * Also, all error checking should have already been done.
101 _mesa_light(struct gl_context
*ctx
, GLuint lnum
, GLenum pname
, const GLfloat
*params
)
103 struct gl_light
*light
;
105 assert(lnum
< MAX_LIGHTS
);
106 light
= &ctx
->Light
.Light
[lnum
];
110 if (TEST_EQ_4V(light
->Ambient
, params
))
112 FLUSH_VERTICES(ctx
, _NEW_LIGHT
);
113 COPY_4V( light
->Ambient
, params
);
116 if (TEST_EQ_4V(light
->Diffuse
, params
))
118 FLUSH_VERTICES(ctx
, _NEW_LIGHT
);
119 COPY_4V( light
->Diffuse
, params
);
122 if (TEST_EQ_4V(light
->Specular
, params
))
124 FLUSH_VERTICES(ctx
, _NEW_LIGHT
);
125 COPY_4V( light
->Specular
, params
);
128 /* NOTE: position has already been transformed by ModelView! */
129 if (TEST_EQ_4V(light
->EyePosition
, params
))
131 FLUSH_VERTICES(ctx
, _NEW_LIGHT
);
132 COPY_4V(light
->EyePosition
, params
);
133 if (light
->EyePosition
[3] != 0.0F
)
134 light
->_Flags
|= LIGHT_POSITIONAL
;
136 light
->_Flags
&= ~LIGHT_POSITIONAL
;
138 case GL_SPOT_DIRECTION
:
139 /* NOTE: Direction already transformed by inverse ModelView! */
140 if (TEST_EQ_3V(light
->SpotDirection
, params
))
142 FLUSH_VERTICES(ctx
, _NEW_LIGHT
);
143 COPY_3V(light
->SpotDirection
, params
);
145 case GL_SPOT_EXPONENT
:
146 assert(params
[0] >= 0.0F
);
147 assert(params
[0] <= ctx
->Const
.MaxSpotExponent
);
148 if (light
->SpotExponent
== params
[0])
150 FLUSH_VERTICES(ctx
, _NEW_LIGHT
);
151 light
->SpotExponent
= params
[0];
154 assert(params
[0] == 180.0F
|| (params
[0] >= 0.0F
&& params
[0] <= 90.0F
));
155 if (light
->SpotCutoff
== params
[0])
157 FLUSH_VERTICES(ctx
, _NEW_LIGHT
);
158 light
->SpotCutoff
= params
[0];
159 light
->_CosCutoff
= (cosf(light
->SpotCutoff
* M_PI
/ 180.0));
160 if (light
->_CosCutoff
< 0)
161 light
->_CosCutoff
= 0;
162 if (light
->SpotCutoff
!= 180.0F
)
163 light
->_Flags
|= LIGHT_SPOT
;
165 light
->_Flags
&= ~LIGHT_SPOT
;
167 case GL_CONSTANT_ATTENUATION
:
168 assert(params
[0] >= 0.0F
);
169 if (light
->ConstantAttenuation
== params
[0])
171 FLUSH_VERTICES(ctx
, _NEW_LIGHT
);
172 light
->ConstantAttenuation
= params
[0];
174 case GL_LINEAR_ATTENUATION
:
175 assert(params
[0] >= 0.0F
);
176 if (light
->LinearAttenuation
== params
[0])
178 FLUSH_VERTICES(ctx
, _NEW_LIGHT
);
179 light
->LinearAttenuation
= params
[0];
181 case GL_QUADRATIC_ATTENUATION
:
182 assert(params
[0] >= 0.0F
);
183 if (light
->QuadraticAttenuation
== params
[0])
185 FLUSH_VERTICES(ctx
, _NEW_LIGHT
);
186 light
->QuadraticAttenuation
= params
[0];
189 _mesa_problem(ctx
, "Unexpected pname in _mesa_light()");
193 if (ctx
->Driver
.Lightfv
)
194 ctx
->Driver
.Lightfv( ctx
, GL_LIGHT0
+ lnum
, pname
, params
);
199 _mesa_Lightf( GLenum light
, GLenum pname
, GLfloat param
)
203 fparam
[1] = fparam
[2] = fparam
[3] = 0.0F
;
204 _mesa_Lightfv( light
, pname
, fparam
);
209 _mesa_Lightfv( GLenum light
, GLenum pname
, const GLfloat
*params
)
211 GET_CURRENT_CONTEXT(ctx
);
212 GLint i
= (GLint
) (light
- GL_LIGHT0
);
215 if (i
< 0 || i
>= (GLint
) ctx
->Const
.MaxLights
) {
216 _mesa_error( ctx
, GL_INVALID_ENUM
, "glLight(light=0x%x)", light
);
220 /* do particular error checks, transformations */
228 /* transform position by ModelView matrix */
229 TRANSFORM_POINT(temp
, ctx
->ModelviewMatrixStack
.Top
->m
, params
);
232 case GL_SPOT_DIRECTION
:
233 /* transform direction by inverse modelview */
234 if (_math_matrix_is_dirty(ctx
->ModelviewMatrixStack
.Top
)) {
235 _math_matrix_analyse(ctx
->ModelviewMatrixStack
.Top
);
237 TRANSFORM_DIRECTION(temp
, params
, ctx
->ModelviewMatrixStack
.Top
->m
);
240 case GL_SPOT_EXPONENT
:
241 if (params
[0] < 0.0F
|| params
[0] > ctx
->Const
.MaxSpotExponent
) {
242 _mesa_error(ctx
, GL_INVALID_VALUE
, "glLight");
247 if ((params
[0] < 0.0F
|| params
[0] > 90.0F
) && params
[0] != 180.0F
) {
248 _mesa_error(ctx
, GL_INVALID_VALUE
, "glLight");
252 case GL_CONSTANT_ATTENUATION
:
253 if (params
[0] < 0.0F
) {
254 _mesa_error(ctx
, GL_INVALID_VALUE
, "glLight");
258 case GL_LINEAR_ATTENUATION
:
259 if (params
[0] < 0.0F
) {
260 _mesa_error(ctx
, GL_INVALID_VALUE
, "glLight");
264 case GL_QUADRATIC_ATTENUATION
:
265 if (params
[0] < 0.0F
) {
266 _mesa_error(ctx
, GL_INVALID_VALUE
, "glLight");
271 _mesa_error(ctx
, GL_INVALID_ENUM
, "glLight(pname=0x%x)", pname
);
275 _mesa_light(ctx
, i
, pname
, params
);
280 _mesa_Lighti( GLenum light
, GLenum pname
, GLint param
)
284 iparam
[1] = iparam
[2] = iparam
[3] = 0;
285 _mesa_Lightiv( light
, pname
, iparam
);
290 _mesa_Lightiv( GLenum light
, GLenum pname
, const GLint
*params
)
298 fparam
[0] = INT_TO_FLOAT( params
[0] );
299 fparam
[1] = INT_TO_FLOAT( params
[1] );
300 fparam
[2] = INT_TO_FLOAT( params
[2] );
301 fparam
[3] = INT_TO_FLOAT( params
[3] );
304 fparam
[0] = (GLfloat
) params
[0];
305 fparam
[1] = (GLfloat
) params
[1];
306 fparam
[2] = (GLfloat
) params
[2];
307 fparam
[3] = (GLfloat
) params
[3];
309 case GL_SPOT_DIRECTION
:
310 fparam
[0] = (GLfloat
) params
[0];
311 fparam
[1] = (GLfloat
) params
[1];
312 fparam
[2] = (GLfloat
) params
[2];
314 case GL_SPOT_EXPONENT
:
316 case GL_CONSTANT_ATTENUATION
:
317 case GL_LINEAR_ATTENUATION
:
318 case GL_QUADRATIC_ATTENUATION
:
319 fparam
[0] = (GLfloat
) params
[0];
322 /* error will be caught later in gl_Lightfv */
326 _mesa_Lightfv( light
, pname
, fparam
);
332 _mesa_GetLightfv( GLenum light
, GLenum pname
, GLfloat
*params
)
334 GET_CURRENT_CONTEXT(ctx
);
335 GLint l
= (GLint
) (light
- GL_LIGHT0
);
337 if (l
< 0 || l
>= (GLint
) ctx
->Const
.MaxLights
) {
338 _mesa_error( ctx
, GL_INVALID_ENUM
, "glGetLightfv" );
344 COPY_4V( params
, ctx
->Light
.Light
[l
].Ambient
);
347 COPY_4V( params
, ctx
->Light
.Light
[l
].Diffuse
);
350 COPY_4V( params
, ctx
->Light
.Light
[l
].Specular
);
353 COPY_4V( params
, ctx
->Light
.Light
[l
].EyePosition
);
355 case GL_SPOT_DIRECTION
:
356 COPY_3V( params
, ctx
->Light
.Light
[l
].SpotDirection
);
358 case GL_SPOT_EXPONENT
:
359 params
[0] = ctx
->Light
.Light
[l
].SpotExponent
;
362 params
[0] = ctx
->Light
.Light
[l
].SpotCutoff
;
364 case GL_CONSTANT_ATTENUATION
:
365 params
[0] = ctx
->Light
.Light
[l
].ConstantAttenuation
;
367 case GL_LINEAR_ATTENUATION
:
368 params
[0] = ctx
->Light
.Light
[l
].LinearAttenuation
;
370 case GL_QUADRATIC_ATTENUATION
:
371 params
[0] = ctx
->Light
.Light
[l
].QuadraticAttenuation
;
374 _mesa_error( ctx
, GL_INVALID_ENUM
, "glGetLightfv" );
381 _mesa_GetLightiv( GLenum light
, GLenum pname
, GLint
*params
)
383 GET_CURRENT_CONTEXT(ctx
);
384 GLint l
= (GLint
) (light
- GL_LIGHT0
);
386 if (l
< 0 || l
>= (GLint
) ctx
->Const
.MaxLights
) {
387 _mesa_error( ctx
, GL_INVALID_ENUM
, "glGetLightiv" );
393 params
[0] = FLOAT_TO_INT(ctx
->Light
.Light
[l
].Ambient
[0]);
394 params
[1] = FLOAT_TO_INT(ctx
->Light
.Light
[l
].Ambient
[1]);
395 params
[2] = FLOAT_TO_INT(ctx
->Light
.Light
[l
].Ambient
[2]);
396 params
[3] = FLOAT_TO_INT(ctx
->Light
.Light
[l
].Ambient
[3]);
399 params
[0] = FLOAT_TO_INT(ctx
->Light
.Light
[l
].Diffuse
[0]);
400 params
[1] = FLOAT_TO_INT(ctx
->Light
.Light
[l
].Diffuse
[1]);
401 params
[2] = FLOAT_TO_INT(ctx
->Light
.Light
[l
].Diffuse
[2]);
402 params
[3] = FLOAT_TO_INT(ctx
->Light
.Light
[l
].Diffuse
[3]);
405 params
[0] = FLOAT_TO_INT(ctx
->Light
.Light
[l
].Specular
[0]);
406 params
[1] = FLOAT_TO_INT(ctx
->Light
.Light
[l
].Specular
[1]);
407 params
[2] = FLOAT_TO_INT(ctx
->Light
.Light
[l
].Specular
[2]);
408 params
[3] = FLOAT_TO_INT(ctx
->Light
.Light
[l
].Specular
[3]);
411 params
[0] = (GLint
) ctx
->Light
.Light
[l
].EyePosition
[0];
412 params
[1] = (GLint
) ctx
->Light
.Light
[l
].EyePosition
[1];
413 params
[2] = (GLint
) ctx
->Light
.Light
[l
].EyePosition
[2];
414 params
[3] = (GLint
) ctx
->Light
.Light
[l
].EyePosition
[3];
416 case GL_SPOT_DIRECTION
:
417 params
[0] = (GLint
) ctx
->Light
.Light
[l
].SpotDirection
[0];
418 params
[1] = (GLint
) ctx
->Light
.Light
[l
].SpotDirection
[1];
419 params
[2] = (GLint
) ctx
->Light
.Light
[l
].SpotDirection
[2];
421 case GL_SPOT_EXPONENT
:
422 params
[0] = (GLint
) ctx
->Light
.Light
[l
].SpotExponent
;
425 params
[0] = (GLint
) ctx
->Light
.Light
[l
].SpotCutoff
;
427 case GL_CONSTANT_ATTENUATION
:
428 params
[0] = (GLint
) ctx
->Light
.Light
[l
].ConstantAttenuation
;
430 case GL_LINEAR_ATTENUATION
:
431 params
[0] = (GLint
) ctx
->Light
.Light
[l
].LinearAttenuation
;
433 case GL_QUADRATIC_ATTENUATION
:
434 params
[0] = (GLint
) ctx
->Light
.Light
[l
].QuadraticAttenuation
;
437 _mesa_error( ctx
, GL_INVALID_ENUM
, "glGetLightiv" );
444 /**********************************************************************/
445 /*** Light Model ***/
446 /**********************************************************************/
450 _mesa_LightModelfv( GLenum pname
, const GLfloat
*params
)
454 GET_CURRENT_CONTEXT(ctx
);
457 case GL_LIGHT_MODEL_AMBIENT
:
458 if (TEST_EQ_4V( ctx
->Light
.Model
.Ambient
, params
))
460 FLUSH_VERTICES(ctx
, _NEW_LIGHT
);
461 COPY_4V( ctx
->Light
.Model
.Ambient
, params
);
463 case GL_LIGHT_MODEL_LOCAL_VIEWER
:
464 if (ctx
->API
!= API_OPENGL_COMPAT
)
466 newbool
= (params
[0] != 0.0F
);
467 if (ctx
->Light
.Model
.LocalViewer
== newbool
)
469 FLUSH_VERTICES(ctx
, _NEW_LIGHT
);
470 ctx
->Light
.Model
.LocalViewer
= newbool
;
472 case GL_LIGHT_MODEL_TWO_SIDE
:
473 newbool
= (params
[0] != 0.0F
);
474 if (ctx
->Light
.Model
.TwoSide
== newbool
)
476 FLUSH_VERTICES(ctx
, _NEW_LIGHT
);
477 ctx
->Light
.Model
.TwoSide
= newbool
;
479 case GL_LIGHT_MODEL_COLOR_CONTROL
:
480 if (ctx
->API
!= API_OPENGL_COMPAT
)
482 if (params
[0] == (GLfloat
) GL_SINGLE_COLOR
)
483 newenum
= GL_SINGLE_COLOR
;
484 else if (params
[0] == (GLfloat
) GL_SEPARATE_SPECULAR_COLOR
)
485 newenum
= GL_SEPARATE_SPECULAR_COLOR
;
487 _mesa_error( ctx
, GL_INVALID_ENUM
, "glLightModel(param=0x0%x)",
491 if (ctx
->Light
.Model
.ColorControl
== newenum
)
493 FLUSH_VERTICES(ctx
, _NEW_LIGHT
);
494 ctx
->Light
.Model
.ColorControl
= newenum
;
500 if (ctx
->Driver
.LightModelfv
)
501 ctx
->Driver
.LightModelfv( ctx
, pname
, params
);
506 _mesa_error( ctx
, GL_INVALID_ENUM
, "glLightModel(pname=0x%x)", pname
);
512 _mesa_LightModeliv( GLenum pname
, const GLint
*params
)
517 case GL_LIGHT_MODEL_AMBIENT
:
518 fparam
[0] = INT_TO_FLOAT( params
[0] );
519 fparam
[1] = INT_TO_FLOAT( params
[1] );
520 fparam
[2] = INT_TO_FLOAT( params
[2] );
521 fparam
[3] = INT_TO_FLOAT( params
[3] );
523 case GL_LIGHT_MODEL_LOCAL_VIEWER
:
524 case GL_LIGHT_MODEL_TWO_SIDE
:
525 case GL_LIGHT_MODEL_COLOR_CONTROL
:
526 fparam
[0] = (GLfloat
) params
[0];
529 /* Error will be caught later in gl_LightModelfv */
530 ASSIGN_4V(fparam
, 0.0F
, 0.0F
, 0.0F
, 0.0F
);
532 _mesa_LightModelfv( pname
, fparam
);
537 _mesa_LightModeli( GLenum pname
, GLint param
)
541 iparam
[1] = iparam
[2] = iparam
[3] = 0;
542 _mesa_LightModeliv( pname
, iparam
);
547 _mesa_LightModelf( GLenum pname
, GLfloat param
)
551 fparam
[1] = fparam
[2] = fparam
[3] = 0.0F
;
552 _mesa_LightModelfv( pname
, fparam
);
557 /********** MATERIAL **********/
561 * Given a face and pname value (ala glColorMaterial), compute a bitmask
562 * of the targeted material values.
565 _mesa_material_bitmask( struct gl_context
*ctx
, GLenum face
, GLenum pname
,
566 GLuint legal
, const char *where
)
570 /* Make a bitmask indicating what material attribute(s) we're updating */
573 bitmask
|= MAT_BIT_FRONT_EMISSION
| MAT_BIT_BACK_EMISSION
;
576 bitmask
|= MAT_BIT_FRONT_AMBIENT
| MAT_BIT_BACK_AMBIENT
;
579 bitmask
|= MAT_BIT_FRONT_DIFFUSE
| MAT_BIT_BACK_DIFFUSE
;
582 bitmask
|= MAT_BIT_FRONT_SPECULAR
| MAT_BIT_BACK_SPECULAR
;
585 bitmask
|= MAT_BIT_FRONT_SHININESS
| MAT_BIT_BACK_SHININESS
;
587 case GL_AMBIENT_AND_DIFFUSE
:
588 bitmask
|= MAT_BIT_FRONT_AMBIENT
| MAT_BIT_BACK_AMBIENT
;
589 bitmask
|= MAT_BIT_FRONT_DIFFUSE
| MAT_BIT_BACK_DIFFUSE
;
591 case GL_COLOR_INDEXES
:
592 bitmask
|= MAT_BIT_FRONT_INDEXES
| MAT_BIT_BACK_INDEXES
;
595 _mesa_error( ctx
, GL_INVALID_ENUM
, "%s", where
);
599 if (face
==GL_FRONT
) {
600 bitmask
&= FRONT_MATERIAL_BITS
;
602 else if (face
==GL_BACK
) {
603 bitmask
&= BACK_MATERIAL_BITS
;
605 else if (face
!= GL_FRONT_AND_BACK
) {
606 _mesa_error( ctx
, GL_INVALID_ENUM
, "%s", where
);
610 if (bitmask
& ~legal
) {
611 _mesa_error( ctx
, GL_INVALID_ENUM
, "%s", where
);
620 /* Update derived values following a change in ctx->Light.Material
623 _mesa_update_material( struct gl_context
*ctx
, GLuint bitmask
)
625 struct gl_light
*light
, *list
= &ctx
->Light
.EnabledList
;
626 GLfloat (*mat
)[4] = ctx
->Light
.Material
.Attrib
;
628 if (MESA_VERBOSE
& VERBOSE_MATERIAL
)
629 _mesa_debug(ctx
, "_mesa_update_material, mask 0x%x\n", bitmask
);
634 /* update material ambience */
635 if (bitmask
& MAT_BIT_FRONT_AMBIENT
) {
636 foreach (light
, list
) {
637 SCALE_3V( light
->_MatAmbient
[0], light
->Ambient
,
638 mat
[MAT_ATTRIB_FRONT_AMBIENT
]);
642 if (bitmask
& MAT_BIT_BACK_AMBIENT
) {
643 foreach (light
, list
) {
644 SCALE_3V( light
->_MatAmbient
[1], light
->Ambient
,
645 mat
[MAT_ATTRIB_BACK_AMBIENT
]);
649 /* update BaseColor = emission + scene's ambience * material's ambience */
650 if (bitmask
& (MAT_BIT_FRONT_EMISSION
| MAT_BIT_FRONT_AMBIENT
)) {
651 COPY_3V( ctx
->Light
._BaseColor
[0], mat
[MAT_ATTRIB_FRONT_EMISSION
] );
652 ACC_SCALE_3V( ctx
->Light
._BaseColor
[0], mat
[MAT_ATTRIB_FRONT_AMBIENT
],
653 ctx
->Light
.Model
.Ambient
);
656 if (bitmask
& (MAT_BIT_BACK_EMISSION
| MAT_BIT_BACK_AMBIENT
)) {
657 COPY_3V( ctx
->Light
._BaseColor
[1], mat
[MAT_ATTRIB_BACK_EMISSION
] );
658 ACC_SCALE_3V( ctx
->Light
._BaseColor
[1], mat
[MAT_ATTRIB_BACK_AMBIENT
],
659 ctx
->Light
.Model
.Ambient
);
662 /* update material diffuse values */
663 if (bitmask
& MAT_BIT_FRONT_DIFFUSE
) {
664 foreach (light
, list
) {
665 SCALE_3V( light
->_MatDiffuse
[0], light
->Diffuse
,
666 mat
[MAT_ATTRIB_FRONT_DIFFUSE
] );
670 if (bitmask
& MAT_BIT_BACK_DIFFUSE
) {
671 foreach (light
, list
) {
672 SCALE_3V( light
->_MatDiffuse
[1], light
->Diffuse
,
673 mat
[MAT_ATTRIB_BACK_DIFFUSE
] );
677 /* update material specular values */
678 if (bitmask
& MAT_BIT_FRONT_SPECULAR
) {
679 foreach (light
, list
) {
680 SCALE_3V( light
->_MatSpecular
[0], light
->Specular
,
681 mat
[MAT_ATTRIB_FRONT_SPECULAR
]);
685 if (bitmask
& MAT_BIT_BACK_SPECULAR
) {
686 foreach (light
, list
) {
687 SCALE_3V( light
->_MatSpecular
[1], light
->Specular
,
688 mat
[MAT_ATTRIB_BACK_SPECULAR
]);
695 * Update the current materials from the given rgba color
696 * according to the bitmask in _ColorMaterialBitmask, which is
697 * set by glColorMaterial().
700 _mesa_update_color_material( struct gl_context
*ctx
, const GLfloat color
[4] )
702 const GLbitfield bitmask
= ctx
->Light
._ColorMaterialBitmask
;
703 struct gl_material
*mat
= &ctx
->Light
.Material
;
706 for (i
= 0 ; i
< MAT_ATTRIB_MAX
; i
++)
707 if (bitmask
& (1<<i
))
708 COPY_4FV( mat
->Attrib
[i
], color
);
710 _mesa_update_material( ctx
, bitmask
);
715 _mesa_ColorMaterial( GLenum face
, GLenum mode
)
717 GET_CURRENT_CONTEXT(ctx
);
719 GLuint legal
= (MAT_BIT_FRONT_EMISSION
| MAT_BIT_BACK_EMISSION
|
720 MAT_BIT_FRONT_SPECULAR
| MAT_BIT_BACK_SPECULAR
|
721 MAT_BIT_FRONT_DIFFUSE
| MAT_BIT_BACK_DIFFUSE
|
722 MAT_BIT_FRONT_AMBIENT
| MAT_BIT_BACK_AMBIENT
);
724 if (MESA_VERBOSE
&VERBOSE_API
)
725 _mesa_debug(ctx
, "glColorMaterial %s %s\n",
726 _mesa_enum_to_string(face
),
727 _mesa_enum_to_string(mode
));
729 bitmask
= _mesa_material_bitmask(ctx
, face
, mode
, legal
, "glColorMaterial");
731 return; /* error was recorded */
733 if (ctx
->Light
._ColorMaterialBitmask
== bitmask
&&
734 ctx
->Light
.ColorMaterialFace
== face
&&
735 ctx
->Light
.ColorMaterialMode
== mode
)
738 FLUSH_VERTICES(ctx
, _NEW_LIGHT
);
739 ctx
->Light
._ColorMaterialBitmask
= bitmask
;
740 ctx
->Light
.ColorMaterialFace
= face
;
741 ctx
->Light
.ColorMaterialMode
= mode
;
743 if (ctx
->Light
.ColorMaterialEnabled
) {
744 FLUSH_CURRENT( ctx
, 0 );
745 _mesa_update_color_material(ctx
,ctx
->Current
.Attrib
[VERT_ATTRIB_COLOR0
]);
748 if (ctx
->Driver
.ColorMaterial
)
749 ctx
->Driver
.ColorMaterial( ctx
, face
, mode
);
754 _mesa_GetMaterialfv( GLenum face
, GLenum pname
, GLfloat
*params
)
756 GET_CURRENT_CONTEXT(ctx
);
758 GLfloat (*mat
)[4] = ctx
->Light
.Material
.Attrib
;
759 FLUSH_VERTICES(ctx
, 0); /* update materials */
761 FLUSH_CURRENT(ctx
, 0); /* update ctx->Light.Material from vertex buffer */
763 if (face
==GL_FRONT
) {
766 else if (face
==GL_BACK
) {
770 _mesa_error( ctx
, GL_INVALID_ENUM
, "glGetMaterialfv(face)" );
776 COPY_4FV( params
, mat
[MAT_ATTRIB_AMBIENT(f
)] );
779 COPY_4FV( params
, mat
[MAT_ATTRIB_DIFFUSE(f
)] );
782 COPY_4FV( params
, mat
[MAT_ATTRIB_SPECULAR(f
)] );
785 COPY_4FV( params
, mat
[MAT_ATTRIB_EMISSION(f
)] );
788 *params
= mat
[MAT_ATTRIB_SHININESS(f
)][0];
790 case GL_COLOR_INDEXES
:
791 if (ctx
->API
!= API_OPENGL_COMPAT
) {
792 _mesa_error( ctx
, GL_INVALID_ENUM
, "glGetMaterialfv(pname)" );
795 params
[0] = mat
[MAT_ATTRIB_INDEXES(f
)][0];
796 params
[1] = mat
[MAT_ATTRIB_INDEXES(f
)][1];
797 params
[2] = mat
[MAT_ATTRIB_INDEXES(f
)][2];
800 _mesa_error( ctx
, GL_INVALID_ENUM
, "glGetMaterialfv(pname)" );
806 _mesa_GetMaterialiv( GLenum face
, GLenum pname
, GLint
*params
)
808 GET_CURRENT_CONTEXT(ctx
);
810 GLfloat (*mat
)[4] = ctx
->Light
.Material
.Attrib
;
812 assert(ctx
->API
== API_OPENGL_COMPAT
);
814 FLUSH_VERTICES(ctx
, 0); /* update materials */
815 FLUSH_CURRENT(ctx
, 0); /* update ctx->Light.Material from vertex buffer */
817 if (face
==GL_FRONT
) {
820 else if (face
==GL_BACK
) {
824 _mesa_error( ctx
, GL_INVALID_ENUM
, "glGetMaterialiv(face)" );
829 params
[0] = FLOAT_TO_INT( mat
[MAT_ATTRIB_AMBIENT(f
)][0] );
830 params
[1] = FLOAT_TO_INT( mat
[MAT_ATTRIB_AMBIENT(f
)][1] );
831 params
[2] = FLOAT_TO_INT( mat
[MAT_ATTRIB_AMBIENT(f
)][2] );
832 params
[3] = FLOAT_TO_INT( mat
[MAT_ATTRIB_AMBIENT(f
)][3] );
835 params
[0] = FLOAT_TO_INT( mat
[MAT_ATTRIB_DIFFUSE(f
)][0] );
836 params
[1] = FLOAT_TO_INT( mat
[MAT_ATTRIB_DIFFUSE(f
)][1] );
837 params
[2] = FLOAT_TO_INT( mat
[MAT_ATTRIB_DIFFUSE(f
)][2] );
838 params
[3] = FLOAT_TO_INT( mat
[MAT_ATTRIB_DIFFUSE(f
)][3] );
841 params
[0] = FLOAT_TO_INT( mat
[MAT_ATTRIB_SPECULAR(f
)][0] );
842 params
[1] = FLOAT_TO_INT( mat
[MAT_ATTRIB_SPECULAR(f
)][1] );
843 params
[2] = FLOAT_TO_INT( mat
[MAT_ATTRIB_SPECULAR(f
)][2] );
844 params
[3] = FLOAT_TO_INT( mat
[MAT_ATTRIB_SPECULAR(f
)][3] );
847 params
[0] = FLOAT_TO_INT( mat
[MAT_ATTRIB_EMISSION(f
)][0] );
848 params
[1] = FLOAT_TO_INT( mat
[MAT_ATTRIB_EMISSION(f
)][1] );
849 params
[2] = FLOAT_TO_INT( mat
[MAT_ATTRIB_EMISSION(f
)][2] );
850 params
[3] = FLOAT_TO_INT( mat
[MAT_ATTRIB_EMISSION(f
)][3] );
853 *params
= IROUND( mat
[MAT_ATTRIB_SHININESS(f
)][0] );
855 case GL_COLOR_INDEXES
:
856 params
[0] = IROUND( mat
[MAT_ATTRIB_INDEXES(f
)][0] );
857 params
[1] = IROUND( mat
[MAT_ATTRIB_INDEXES(f
)][1] );
858 params
[2] = IROUND( mat
[MAT_ATTRIB_INDEXES(f
)][2] );
861 _mesa_error( ctx
, GL_INVALID_ENUM
, "glGetMaterialfv(pname)" );
868 * Examine current lighting parameters to determine if the optimized lighting
869 * function can be used.
870 * Also, precompute some lighting values such as the products of light
871 * source and material ambient, diffuse and specular coefficients.
874 _mesa_update_lighting( struct gl_context
*ctx
)
876 GLbitfield flags
= 0;
877 struct gl_light
*light
;
878 ctx
->Light
._NeedEyeCoords
= GL_FALSE
;
880 if (!ctx
->Light
.Enabled
)
883 foreach(light
, &ctx
->Light
.EnabledList
) {
884 flags
|= light
->_Flags
;
887 ctx
->Light
._NeedVertices
=
888 ((flags
& (LIGHT_POSITIONAL
|LIGHT_SPOT
)) ||
889 ctx
->Light
.Model
.ColorControl
== GL_SEPARATE_SPECULAR_COLOR
||
890 ctx
->Light
.Model
.LocalViewer
);
892 ctx
->Light
._NeedEyeCoords
= ((flags
& LIGHT_POSITIONAL
) ||
893 ctx
->Light
.Model
.LocalViewer
);
895 /* XXX: This test is overkill & needs to be fixed both for software and
896 * hardware t&l drivers. The above should be sufficient & should
897 * be tested to verify this.
899 if (ctx
->Light
._NeedVertices
)
900 ctx
->Light
._NeedEyeCoords
= GL_TRUE
;
902 /* Precompute some shading values. Although we reference
903 * Light.Material here, we can get away without flushing
904 * FLUSH_UPDATE_CURRENT, as when any outstanding material changes
905 * are flushed, they will update the derived state at that time.
907 if (ctx
->Light
.Model
.TwoSide
)
908 _mesa_update_material(ctx
,
909 MAT_BIT_FRONT_EMISSION
|
910 MAT_BIT_FRONT_AMBIENT
|
911 MAT_BIT_FRONT_DIFFUSE
|
912 MAT_BIT_FRONT_SPECULAR
|
913 MAT_BIT_BACK_EMISSION
|
914 MAT_BIT_BACK_AMBIENT
|
915 MAT_BIT_BACK_DIFFUSE
|
916 MAT_BIT_BACK_SPECULAR
);
918 _mesa_update_material(ctx
,
919 MAT_BIT_FRONT_EMISSION
|
920 MAT_BIT_FRONT_AMBIENT
|
921 MAT_BIT_FRONT_DIFFUSE
|
922 MAT_BIT_FRONT_SPECULAR
);
927 * Update state derived from light position, spot direction.
931 * _TNL_NEW_NEED_EYE_COORDS
933 * Update on (_NEW_MODELVIEW | _NEW_LIGHT) when lighting is enabled.
934 * Also update on lighting space changes.
937 compute_light_positions( struct gl_context
*ctx
)
939 struct gl_light
*light
;
940 static const GLfloat eye_z
[3] = { 0, 0, 1 };
942 if (!ctx
->Light
.Enabled
)
945 if (ctx
->_NeedEyeCoords
) {
946 COPY_3V( ctx
->_EyeZDir
, eye_z
);
949 TRANSFORM_NORMAL( ctx
->_EyeZDir
, eye_z
, ctx
->ModelviewMatrixStack
.Top
->m
);
952 foreach (light
, &ctx
->Light
.EnabledList
) {
954 if (ctx
->_NeedEyeCoords
) {
955 /* _Position is in eye coordinate space */
956 COPY_4FV( light
->_Position
, light
->EyePosition
);
959 /* _Position is in object coordinate space */
960 TRANSFORM_POINT( light
->_Position
, ctx
->ModelviewMatrixStack
.Top
->inv
,
961 light
->EyePosition
);
964 if (!(light
->_Flags
& LIGHT_POSITIONAL
)) {
965 /* VP (VP) = Normalize( Position ) */
966 COPY_3V( light
->_VP_inf_norm
, light
->_Position
);
967 NORMALIZE_3FV( light
->_VP_inf_norm
);
969 if (!ctx
->Light
.Model
.LocalViewer
) {
970 /* _h_inf_norm = Normalize( V_to_P + <0,0,1> ) */
971 ADD_3V( light
->_h_inf_norm
, light
->_VP_inf_norm
, ctx
->_EyeZDir
);
972 NORMALIZE_3FV( light
->_h_inf_norm
);
974 light
->_VP_inf_spot_attenuation
= 1.0;
977 /* positional light w/ homogeneous coordinate, divide by W */
978 GLfloat wInv
= 1.0F
/ light
->_Position
[3];
979 light
->_Position
[0] *= wInv
;
980 light
->_Position
[1] *= wInv
;
981 light
->_Position
[2] *= wInv
;
984 if (light
->_Flags
& LIGHT_SPOT
) {
985 /* Note: we normalize the spot direction now */
987 if (ctx
->_NeedEyeCoords
) {
988 COPY_3V( light
->_NormSpotDirection
, light
->SpotDirection
);
989 NORMALIZE_3FV( light
->_NormSpotDirection
);
993 COPY_3V(spotDir
, light
->SpotDirection
);
994 NORMALIZE_3FV(spotDir
);
995 TRANSFORM_NORMAL( light
->_NormSpotDirection
,
997 ctx
->ModelviewMatrixStack
.Top
->m
);
1000 NORMALIZE_3FV( light
->_NormSpotDirection
);
1002 if (!(light
->_Flags
& LIGHT_POSITIONAL
)) {
1003 GLfloat PV_dot_dir
= - DOT3(light
->_VP_inf_norm
,
1004 light
->_NormSpotDirection
);
1006 if (PV_dot_dir
> light
->_CosCutoff
) {
1007 light
->_VP_inf_spot_attenuation
=
1008 powf(PV_dot_dir
, light
->SpotExponent
);
1011 light
->_VP_inf_spot_attenuation
= 0;
1021 update_modelview_scale( struct gl_context
*ctx
)
1023 ctx
->_ModelViewInvScale
= 1.0F
;
1024 if (!_math_matrix_is_length_preserving(ctx
->ModelviewMatrixStack
.Top
)) {
1025 const GLfloat
*m
= ctx
->ModelviewMatrixStack
.Top
->inv
;
1026 GLfloat f
= m
[2] * m
[2] + m
[6] * m
[6] + m
[10] * m
[10];
1027 if (f
< 1e-12f
) f
= 1.0f
;
1028 if (ctx
->_NeedEyeCoords
)
1029 ctx
->_ModelViewInvScale
= 1.0f
/ sqrtf(f
);
1031 ctx
->_ModelViewInvScale
= sqrtf(f
);
1037 * Bring up to date any state that relies on _NeedEyeCoords.
1040 _mesa_update_tnl_spaces( struct gl_context
*ctx
, GLuint new_state
)
1042 const GLuint oldneedeyecoords
= ctx
->_NeedEyeCoords
;
1045 ctx
->_NeedEyeCoords
= GL_FALSE
;
1047 if (ctx
->_ForceEyeCoords
||
1048 (ctx
->Texture
._GenFlags
& TEXGEN_NEED_EYE_COORD
) ||
1049 ctx
->Point
._Attenuated
||
1050 ctx
->Light
._NeedEyeCoords
)
1051 ctx
->_NeedEyeCoords
= GL_TRUE
;
1053 if (ctx
->Light
.Enabled
&&
1054 !_math_matrix_is_length_preserving(ctx
->ModelviewMatrixStack
.Top
))
1055 ctx
->_NeedEyeCoords
= GL_TRUE
;
1057 /* Check if the truth-value interpretations of the bitfields have
1060 if (oldneedeyecoords
!= ctx
->_NeedEyeCoords
) {
1061 /* Recalculate all state that depends on _NeedEyeCoords.
1063 update_modelview_scale(ctx
);
1064 compute_light_positions( ctx
);
1066 if (ctx
->Driver
.LightingSpaceChange
)
1067 ctx
->Driver
.LightingSpaceChange( ctx
);
1070 GLuint new_state2
= ctx
->NewState
;
1072 /* Recalculate that same state only if it has been invalidated
1073 * by other statechanges.
1075 if (new_state2
& _NEW_MODELVIEW
)
1076 update_modelview_scale(ctx
);
1078 if (new_state2
& (_NEW_LIGHT
|_NEW_MODELVIEW
))
1079 compute_light_positions( ctx
);
1085 * Drivers may need this if the hardware tnl unit doesn't support the
1086 * light-in-modelspace optimization. It's also useful for debugging.
1089 _mesa_allow_light_in_model( struct gl_context
*ctx
, GLboolean flag
)
1091 ctx
->_ForceEyeCoords
= !flag
;
1092 ctx
->NewState
|= _NEW_POINT
; /* one of the bits from
1093 * _MESA_NEW_NEED_EYE_COORDS.
1099 /**********************************************************************/
1100 /***** Initialization *****/
1101 /**********************************************************************/
1104 * Initialize the n-th light data structure.
1106 * \param l pointer to the gl_light structure to be initialized.
1107 * \param n number of the light.
1108 * \note The defaults for light 0 are different than the other lights.
1111 init_light( struct gl_light
*l
, GLuint n
)
1113 make_empty_list( l
);
1115 ASSIGN_4V( l
->Ambient
, 0.0, 0.0, 0.0, 1.0 );
1117 ASSIGN_4V( l
->Diffuse
, 1.0, 1.0, 1.0, 1.0 );
1118 ASSIGN_4V( l
->Specular
, 1.0, 1.0, 1.0, 1.0 );
1121 ASSIGN_4V( l
->Diffuse
, 0.0, 0.0, 0.0, 1.0 );
1122 ASSIGN_4V( l
->Specular
, 0.0, 0.0, 0.0, 1.0 );
1124 ASSIGN_4V( l
->EyePosition
, 0.0, 0.0, 1.0, 0.0 );
1125 ASSIGN_3V( l
->SpotDirection
, 0.0, 0.0, -1.0 );
1126 l
->SpotExponent
= 0.0;
1127 l
->SpotCutoff
= 180.0;
1128 l
->_CosCutoff
= 0.0; /* KW: -ve values not admitted */
1129 l
->ConstantAttenuation
= 1.0;
1130 l
->LinearAttenuation
= 0.0;
1131 l
->QuadraticAttenuation
= 0.0;
1132 l
->Enabled
= GL_FALSE
;
1137 * Initialize the light model data structure.
1139 * \param lm pointer to the gl_lightmodel structure to be initialized.
1142 init_lightmodel( struct gl_lightmodel
*lm
)
1144 ASSIGN_4V( lm
->Ambient
, 0.2F
, 0.2F
, 0.2F
, 1.0F
);
1145 lm
->LocalViewer
= GL_FALSE
;
1146 lm
->TwoSide
= GL_FALSE
;
1147 lm
->ColorControl
= GL_SINGLE_COLOR
;
1152 * Initialize the material data structure.
1154 * \param m pointer to the gl_material structure to be initialized.
1157 init_material( struct gl_material
*m
)
1159 ASSIGN_4V( m
->Attrib
[MAT_ATTRIB_FRONT_AMBIENT
], 0.2F
, 0.2F
, 0.2F
, 1.0F
);
1160 ASSIGN_4V( m
->Attrib
[MAT_ATTRIB_FRONT_DIFFUSE
], 0.8F
, 0.8F
, 0.8F
, 1.0F
);
1161 ASSIGN_4V( m
->Attrib
[MAT_ATTRIB_FRONT_SPECULAR
], 0.0F
, 0.0F
, 0.0F
, 1.0F
);
1162 ASSIGN_4V( m
->Attrib
[MAT_ATTRIB_FRONT_EMISSION
], 0.0F
, 0.0F
, 0.0F
, 1.0F
);
1163 ASSIGN_4V( m
->Attrib
[MAT_ATTRIB_FRONT_SHININESS
], 0.0F
, 0.0F
, 0.0F
, 0.0F
);
1164 ASSIGN_4V( m
->Attrib
[MAT_ATTRIB_FRONT_INDEXES
], 0.0F
, 1.0F
, 1.0F
, 0.0F
);
1166 ASSIGN_4V( m
->Attrib
[MAT_ATTRIB_BACK_AMBIENT
], 0.2F
, 0.2F
, 0.2F
, 1.0F
);
1167 ASSIGN_4V( m
->Attrib
[MAT_ATTRIB_BACK_DIFFUSE
], 0.8F
, 0.8F
, 0.8F
, 1.0F
);
1168 ASSIGN_4V( m
->Attrib
[MAT_ATTRIB_BACK_SPECULAR
], 0.0F
, 0.0F
, 0.0F
, 1.0F
);
1169 ASSIGN_4V( m
->Attrib
[MAT_ATTRIB_BACK_EMISSION
], 0.0F
, 0.0F
, 0.0F
, 1.0F
);
1170 ASSIGN_4V( m
->Attrib
[MAT_ATTRIB_BACK_SHININESS
], 0.0F
, 0.0F
, 0.0F
, 0.0F
);
1171 ASSIGN_4V( m
->Attrib
[MAT_ATTRIB_BACK_INDEXES
], 0.0F
, 1.0F
, 1.0F
, 0.0F
);
1176 * Initialize all lighting state for the given context.
1179 _mesa_init_lighting( struct gl_context
*ctx
)
1183 /* Lighting group */
1184 for (i
= 0; i
< MAX_LIGHTS
; i
++) {
1185 init_light( &ctx
->Light
.Light
[i
], i
);
1187 make_empty_list( &ctx
->Light
.EnabledList
);
1189 init_lightmodel( &ctx
->Light
.Model
);
1190 init_material( &ctx
->Light
.Material
);
1191 ctx
->Light
.ShadeModel
= GL_SMOOTH
;
1192 ctx
->Light
.ProvokingVertex
= GL_LAST_VERTEX_CONVENTION_EXT
;
1193 ctx
->Light
.Enabled
= GL_FALSE
;
1194 ctx
->Light
.ColorMaterialFace
= GL_FRONT_AND_BACK
;
1195 ctx
->Light
.ColorMaterialMode
= GL_AMBIENT_AND_DIFFUSE
;
1196 ctx
->Light
._ColorMaterialBitmask
= _mesa_material_bitmask( ctx
,
1198 GL_AMBIENT_AND_DIFFUSE
, ~0,
1201 ctx
->Light
.ColorMaterialEnabled
= GL_FALSE
;
1202 ctx
->Light
.ClampVertexColor
= ctx
->API
== API_OPENGL_COMPAT
;
1203 ctx
->Light
._ClampVertexColor
= ctx
->API
== API_OPENGL_COMPAT
;
1206 ctx
->Light
._NeedEyeCoords
= GL_FALSE
;
1207 ctx
->_NeedEyeCoords
= GL_FALSE
;
1208 ctx
->_ForceEyeCoords
= GL_FALSE
;
1209 ctx
->_ModelViewInvScale
= 1.0;