2 * Mesa 3-D graphics library
5 * Copyright (C) 1999-2008 Brian Paul All Rights Reserved.
6 * Copyright (C) 2009 VMware, Inc. All Rights Reserved.
8 * Permission is hereby granted, free of charge, to any person obtaining a
9 * copy of this software and associated documentation files (the "Software"),
10 * to deal in the Software without restriction, including without limitation
11 * the rights to use, copy, modify, merge, publish, distribute, sublicense,
12 * and/or sell copies of the Software, and to permit persons to whom the
13 * Software is furnished to do so, subject to the following conditions:
15 * The above copyright notice and this permission notice shall be included
16 * in all copies or substantial portions of the Software.
18 * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS
19 * OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
20 * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL
21 * BRIAN PAUL BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN
22 * AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN
23 * CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
33 #include "simple_list.h"
35 #include "math/m_matrix.h"
39 _mesa_ShadeModel( GLenum mode
)
41 GET_CURRENT_CONTEXT(ctx
);
42 ASSERT_OUTSIDE_BEGIN_END(ctx
);
44 if (MESA_VERBOSE
& VERBOSE_API
)
45 _mesa_debug(ctx
, "glShadeModel %s\n", _mesa_lookup_enum_by_nr(mode
));
47 if (mode
!= GL_FLAT
&& mode
!= GL_SMOOTH
) {
48 _mesa_error(ctx
, GL_INVALID_ENUM
, "glShadeModel");
52 if (ctx
->Light
.ShadeModel
== mode
)
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_ProvokingVertexEXT(GLenum mode
)
71 GET_CURRENT_CONTEXT(ctx
);
72 ASSERT_OUTSIDE_BEGIN_END(ctx
);
74 if (MESA_VERBOSE
&VERBOSE_API
)
75 _mesa_debug(ctx
, "glProvokingVertexEXT 0x%x\n", mode
);
78 case GL_FIRST_VERTEX_CONVENTION_EXT
:
79 case GL_LAST_VERTEX_CONVENTION_EXT
:
82 _mesa_error(ctx
, GL_INVALID_ENUM
, "glProvokingVertexEXT(0x%x)", mode
);
86 if (ctx
->Light
.ProvokingVertex
== mode
)
89 FLUSH_VERTICES(ctx
, _NEW_LIGHT
);
90 ctx
->Light
.ProvokingVertex
= mode
;
95 * Helper function called by _mesa_Lightfv and _mesa_PopAttrib to set
97 * For GL_POSITION and GL_SPOT_DIRECTION the params position/direction
98 * will have already been transformed by the modelview matrix!
99 * Also, all error checking should have already been done.
102 _mesa_light(struct gl_context
*ctx
, GLuint lnum
, GLenum pname
, const GLfloat
*params
)
104 struct gl_light
*light
;
106 ASSERT(lnum
< MAX_LIGHTS
);
107 light
= &ctx
->Light
.Light
[lnum
];
111 if (TEST_EQ_4V(light
->Ambient
, params
))
113 FLUSH_VERTICES(ctx
, _NEW_LIGHT
);
114 COPY_4V( light
->Ambient
, params
);
117 if (TEST_EQ_4V(light
->Diffuse
, params
))
119 FLUSH_VERTICES(ctx
, _NEW_LIGHT
);
120 COPY_4V( light
->Diffuse
, params
);
123 if (TEST_EQ_4V(light
->Specular
, params
))
125 FLUSH_VERTICES(ctx
, _NEW_LIGHT
);
126 COPY_4V( light
->Specular
, params
);
129 /* NOTE: position has already been transformed by ModelView! */
130 if (TEST_EQ_4V(light
->EyePosition
, params
))
132 FLUSH_VERTICES(ctx
, _NEW_LIGHT
);
133 COPY_4V(light
->EyePosition
, params
);
134 if (light
->EyePosition
[3] != 0.0F
)
135 light
->_Flags
|= LIGHT_POSITIONAL
;
137 light
->_Flags
&= ~LIGHT_POSITIONAL
;
139 case GL_SPOT_DIRECTION
:
140 /* NOTE: Direction already transformed by inverse ModelView! */
141 if (TEST_EQ_3V(light
->SpotDirection
, params
))
143 FLUSH_VERTICES(ctx
, _NEW_LIGHT
);
144 COPY_3V(light
->SpotDirection
, params
);
146 case GL_SPOT_EXPONENT
:
147 ASSERT(params
[0] >= 0.0);
148 ASSERT(params
[0] <= ctx
->Const
.MaxSpotExponent
);
149 if (light
->SpotExponent
== params
[0])
151 FLUSH_VERTICES(ctx
, _NEW_LIGHT
);
152 light
->SpotExponent
= params
[0];
155 ASSERT(params
[0] == 180.0 || (params
[0] >= 0.0 && params
[0] <= 90.0));
156 if (light
->SpotCutoff
== params
[0])
158 FLUSH_VERTICES(ctx
, _NEW_LIGHT
);
159 light
->SpotCutoff
= params
[0];
160 light
->_CosCutoff
= (GLfloat
) (cos(light
->SpotCutoff
* DEG2RAD
));
161 if (light
->_CosCutoff
< 0)
162 light
->_CosCutoff
= 0;
163 if (light
->SpotCutoff
!= 180.0F
)
164 light
->_Flags
|= LIGHT_SPOT
;
166 light
->_Flags
&= ~LIGHT_SPOT
;
168 case GL_CONSTANT_ATTENUATION
:
169 ASSERT(params
[0] >= 0.0);
170 if (light
->ConstantAttenuation
== params
[0])
172 FLUSH_VERTICES(ctx
, _NEW_LIGHT
);
173 light
->ConstantAttenuation
= params
[0];
175 case GL_LINEAR_ATTENUATION
:
176 ASSERT(params
[0] >= 0.0);
177 if (light
->LinearAttenuation
== params
[0])
179 FLUSH_VERTICES(ctx
, _NEW_LIGHT
);
180 light
->LinearAttenuation
= params
[0];
182 case GL_QUADRATIC_ATTENUATION
:
183 ASSERT(params
[0] >= 0.0);
184 if (light
->QuadraticAttenuation
== params
[0])
186 FLUSH_VERTICES(ctx
, _NEW_LIGHT
);
187 light
->QuadraticAttenuation
= params
[0];
190 _mesa_problem(ctx
, "Unexpected pname in _mesa_light()");
194 if (ctx
->Driver
.Lightfv
)
195 ctx
->Driver
.Lightfv( ctx
, GL_LIGHT0
+ lnum
, pname
, params
);
200 _mesa_Lightf( GLenum light
, GLenum pname
, GLfloat param
)
204 fparam
[1] = fparam
[2] = fparam
[3] = 0.0F
;
205 _mesa_Lightfv( light
, pname
, fparam
);
210 _mesa_Lightfv( GLenum light
, GLenum pname
, const GLfloat
*params
)
212 GET_CURRENT_CONTEXT(ctx
);
213 GLint i
= (GLint
) (light
- GL_LIGHT0
);
215 ASSERT_OUTSIDE_BEGIN_END(ctx
);
217 if (i
< 0 || i
>= (GLint
) ctx
->Const
.MaxLights
) {
218 _mesa_error( ctx
, GL_INVALID_ENUM
, "glLight(light=0x%x)", light
);
222 /* do particular error checks, transformations */
230 /* transform position by ModelView matrix */
231 TRANSFORM_POINT(temp
, ctx
->ModelviewMatrixStack
.Top
->m
, params
);
234 case GL_SPOT_DIRECTION
:
235 /* transform direction by inverse modelview */
236 if (_math_matrix_is_dirty(ctx
->ModelviewMatrixStack
.Top
)) {
237 _math_matrix_analyse(ctx
->ModelviewMatrixStack
.Top
);
239 TRANSFORM_DIRECTION(temp
, params
, ctx
->ModelviewMatrixStack
.Top
->m
);
242 case GL_SPOT_EXPONENT
:
243 if (params
[0] < 0.0 || params
[0] > ctx
->Const
.MaxSpotExponent
) {
244 _mesa_error(ctx
, GL_INVALID_VALUE
, "glLight");
249 if ((params
[0] < 0.0 || params
[0] > 90.0) && params
[0] != 180.0) {
250 _mesa_error(ctx
, GL_INVALID_VALUE
, "glLight");
254 case GL_CONSTANT_ATTENUATION
:
255 if (params
[0] < 0.0) {
256 _mesa_error(ctx
, GL_INVALID_VALUE
, "glLight");
260 case GL_LINEAR_ATTENUATION
:
261 if (params
[0] < 0.0) {
262 _mesa_error(ctx
, GL_INVALID_VALUE
, "glLight");
266 case GL_QUADRATIC_ATTENUATION
:
267 if (params
[0] < 0.0) {
268 _mesa_error(ctx
, GL_INVALID_VALUE
, "glLight");
273 _mesa_error(ctx
, GL_INVALID_ENUM
, "glLight(pname=0x%x)", pname
);
277 _mesa_light(ctx
, i
, pname
, params
);
282 _mesa_Lighti( GLenum light
, GLenum pname
, GLint param
)
286 iparam
[1] = iparam
[2] = iparam
[3] = 0;
287 _mesa_Lightiv( light
, pname
, iparam
);
292 _mesa_Lightiv( GLenum light
, GLenum pname
, const GLint
*params
)
300 fparam
[0] = INT_TO_FLOAT( params
[0] );
301 fparam
[1] = INT_TO_FLOAT( params
[1] );
302 fparam
[2] = INT_TO_FLOAT( params
[2] );
303 fparam
[3] = INT_TO_FLOAT( params
[3] );
306 fparam
[0] = (GLfloat
) params
[0];
307 fparam
[1] = (GLfloat
) params
[1];
308 fparam
[2] = (GLfloat
) params
[2];
309 fparam
[3] = (GLfloat
) params
[3];
311 case GL_SPOT_DIRECTION
:
312 fparam
[0] = (GLfloat
) params
[0];
313 fparam
[1] = (GLfloat
) params
[1];
314 fparam
[2] = (GLfloat
) params
[2];
316 case GL_SPOT_EXPONENT
:
318 case GL_CONSTANT_ATTENUATION
:
319 case GL_LINEAR_ATTENUATION
:
320 case GL_QUADRATIC_ATTENUATION
:
321 fparam
[0] = (GLfloat
) params
[0];
324 /* error will be caught later in gl_Lightfv */
328 _mesa_Lightfv( light
, pname
, fparam
);
334 _mesa_GetLightfv( GLenum light
, GLenum pname
, GLfloat
*params
)
336 GET_CURRENT_CONTEXT(ctx
);
337 GLint l
= (GLint
) (light
- GL_LIGHT0
);
338 ASSERT_OUTSIDE_BEGIN_END(ctx
);
340 if (l
< 0 || l
>= (GLint
) ctx
->Const
.MaxLights
) {
341 _mesa_error( ctx
, GL_INVALID_ENUM
, "glGetLightfv" );
347 COPY_4V( params
, ctx
->Light
.Light
[l
].Ambient
);
350 COPY_4V( params
, ctx
->Light
.Light
[l
].Diffuse
);
353 COPY_4V( params
, ctx
->Light
.Light
[l
].Specular
);
356 COPY_4V( params
, ctx
->Light
.Light
[l
].EyePosition
);
358 case GL_SPOT_DIRECTION
:
359 COPY_3V( params
, ctx
->Light
.Light
[l
].SpotDirection
);
361 case GL_SPOT_EXPONENT
:
362 params
[0] = ctx
->Light
.Light
[l
].SpotExponent
;
365 params
[0] = ctx
->Light
.Light
[l
].SpotCutoff
;
367 case GL_CONSTANT_ATTENUATION
:
368 params
[0] = ctx
->Light
.Light
[l
].ConstantAttenuation
;
370 case GL_LINEAR_ATTENUATION
:
371 params
[0] = ctx
->Light
.Light
[l
].LinearAttenuation
;
373 case GL_QUADRATIC_ATTENUATION
:
374 params
[0] = ctx
->Light
.Light
[l
].QuadraticAttenuation
;
377 _mesa_error( ctx
, GL_INVALID_ENUM
, "glGetLightfv" );
384 _mesa_GetLightiv( GLenum light
, GLenum pname
, GLint
*params
)
386 GET_CURRENT_CONTEXT(ctx
);
387 GLint l
= (GLint
) (light
- GL_LIGHT0
);
388 ASSERT_OUTSIDE_BEGIN_END(ctx
);
390 if (l
< 0 || l
>= (GLint
) ctx
->Const
.MaxLights
) {
391 _mesa_error( ctx
, GL_INVALID_ENUM
, "glGetLightiv" );
397 params
[0] = FLOAT_TO_INT(ctx
->Light
.Light
[l
].Ambient
[0]);
398 params
[1] = FLOAT_TO_INT(ctx
->Light
.Light
[l
].Ambient
[1]);
399 params
[2] = FLOAT_TO_INT(ctx
->Light
.Light
[l
].Ambient
[2]);
400 params
[3] = FLOAT_TO_INT(ctx
->Light
.Light
[l
].Ambient
[3]);
403 params
[0] = FLOAT_TO_INT(ctx
->Light
.Light
[l
].Diffuse
[0]);
404 params
[1] = FLOAT_TO_INT(ctx
->Light
.Light
[l
].Diffuse
[1]);
405 params
[2] = FLOAT_TO_INT(ctx
->Light
.Light
[l
].Diffuse
[2]);
406 params
[3] = FLOAT_TO_INT(ctx
->Light
.Light
[l
].Diffuse
[3]);
409 params
[0] = FLOAT_TO_INT(ctx
->Light
.Light
[l
].Specular
[0]);
410 params
[1] = FLOAT_TO_INT(ctx
->Light
.Light
[l
].Specular
[1]);
411 params
[2] = FLOAT_TO_INT(ctx
->Light
.Light
[l
].Specular
[2]);
412 params
[3] = FLOAT_TO_INT(ctx
->Light
.Light
[l
].Specular
[3]);
415 params
[0] = (GLint
) ctx
->Light
.Light
[l
].EyePosition
[0];
416 params
[1] = (GLint
) ctx
->Light
.Light
[l
].EyePosition
[1];
417 params
[2] = (GLint
) ctx
->Light
.Light
[l
].EyePosition
[2];
418 params
[3] = (GLint
) ctx
->Light
.Light
[l
].EyePosition
[3];
420 case GL_SPOT_DIRECTION
:
421 params
[0] = (GLint
) ctx
->Light
.Light
[l
].SpotDirection
[0];
422 params
[1] = (GLint
) ctx
->Light
.Light
[l
].SpotDirection
[1];
423 params
[2] = (GLint
) ctx
->Light
.Light
[l
].SpotDirection
[2];
425 case GL_SPOT_EXPONENT
:
426 params
[0] = (GLint
) ctx
->Light
.Light
[l
].SpotExponent
;
429 params
[0] = (GLint
) ctx
->Light
.Light
[l
].SpotCutoff
;
431 case GL_CONSTANT_ATTENUATION
:
432 params
[0] = (GLint
) ctx
->Light
.Light
[l
].ConstantAttenuation
;
434 case GL_LINEAR_ATTENUATION
:
435 params
[0] = (GLint
) ctx
->Light
.Light
[l
].LinearAttenuation
;
437 case GL_QUADRATIC_ATTENUATION
:
438 params
[0] = (GLint
) ctx
->Light
.Light
[l
].QuadraticAttenuation
;
441 _mesa_error( ctx
, GL_INVALID_ENUM
, "glGetLightiv" );
448 /**********************************************************************/
449 /*** Light Model ***/
450 /**********************************************************************/
454 _mesa_LightModelfv( GLenum pname
, const GLfloat
*params
)
458 GET_CURRENT_CONTEXT(ctx
);
459 ASSERT_OUTSIDE_BEGIN_END(ctx
);
462 case GL_LIGHT_MODEL_AMBIENT
:
463 if (TEST_EQ_4V( ctx
->Light
.Model
.Ambient
, params
))
465 FLUSH_VERTICES(ctx
, _NEW_LIGHT
);
466 COPY_4V( ctx
->Light
.Model
.Ambient
, params
);
468 case GL_LIGHT_MODEL_LOCAL_VIEWER
:
469 newbool
= (params
[0]!=0.0);
470 if (ctx
->Light
.Model
.LocalViewer
== newbool
)
472 FLUSH_VERTICES(ctx
, _NEW_LIGHT
);
473 ctx
->Light
.Model
.LocalViewer
= newbool
;
475 case GL_LIGHT_MODEL_TWO_SIDE
:
476 newbool
= (params
[0]!=0.0);
477 if (ctx
->Light
.Model
.TwoSide
== newbool
)
479 FLUSH_VERTICES(ctx
, _NEW_LIGHT
);
480 ctx
->Light
.Model
.TwoSide
= newbool
;
481 if (ctx
->Light
.Enabled
&& ctx
->Light
.Model
.TwoSide
)
482 ctx
->_TriangleCaps
|= DD_TRI_LIGHT_TWOSIDE
;
484 ctx
->_TriangleCaps
&= ~DD_TRI_LIGHT_TWOSIDE
;
486 case GL_LIGHT_MODEL_COLOR_CONTROL
:
487 if (params
[0] == (GLfloat
) GL_SINGLE_COLOR
)
488 newenum
= GL_SINGLE_COLOR
;
489 else if (params
[0] == (GLfloat
) GL_SEPARATE_SPECULAR_COLOR
)
490 newenum
= GL_SEPARATE_SPECULAR_COLOR
;
492 _mesa_error( ctx
, GL_INVALID_ENUM
, "glLightModel(param=0x0%x)",
496 if (ctx
->Light
.Model
.ColorControl
== newenum
)
498 FLUSH_VERTICES(ctx
, _NEW_LIGHT
);
499 ctx
->Light
.Model
.ColorControl
= newenum
;
502 _mesa_error( ctx
, GL_INVALID_ENUM
, "glLightModel(pname=0x%x)", pname
);
506 if (ctx
->Driver
.LightModelfv
)
507 ctx
->Driver
.LightModelfv( ctx
, pname
, params
);
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 GLuint 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
);
723 ASSERT_OUTSIDE_BEGIN_END(ctx
);
725 if (MESA_VERBOSE
&VERBOSE_API
)
726 _mesa_debug(ctx
, "glColorMaterial %s %s\n",
727 _mesa_lookup_enum_by_nr(face
),
728 _mesa_lookup_enum_by_nr(mode
));
730 bitmask
= _mesa_material_bitmask(ctx
, face
, mode
, legal
, "glColorMaterial");
732 return; /* error was recorded */
734 if (ctx
->Light
.ColorMaterialBitmask
== bitmask
&&
735 ctx
->Light
.ColorMaterialFace
== face
&&
736 ctx
->Light
.ColorMaterialMode
== mode
)
739 FLUSH_VERTICES(ctx
, _NEW_LIGHT
);
740 ctx
->Light
.ColorMaterialBitmask
= bitmask
;
741 ctx
->Light
.ColorMaterialFace
= face
;
742 ctx
->Light
.ColorMaterialMode
= mode
;
744 if (ctx
->Light
.ColorMaterialEnabled
) {
745 FLUSH_CURRENT( ctx
, 0 );
746 _mesa_update_color_material(ctx
,ctx
->Current
.Attrib
[VERT_ATTRIB_COLOR0
]);
749 if (ctx
->Driver
.ColorMaterial
)
750 ctx
->Driver
.ColorMaterial( ctx
, face
, mode
);
755 _mesa_GetMaterialfv( GLenum face
, GLenum pname
, GLfloat
*params
)
757 GET_CURRENT_CONTEXT(ctx
);
759 GLfloat (*mat
)[4] = ctx
->Light
.Material
.Attrib
;
760 ASSERT_OUTSIDE_BEGIN_END_AND_FLUSH(ctx
); /* update materials */
762 FLUSH_CURRENT(ctx
, 0); /* update ctx->Light.Material from vertex buffer */
764 if (face
==GL_FRONT
) {
767 else if (face
==GL_BACK
) {
771 _mesa_error( ctx
, GL_INVALID_ENUM
, "glGetMaterialfv(face)" );
777 COPY_4FV( params
, mat
[MAT_ATTRIB_AMBIENT(f
)] );
780 COPY_4FV( params
, mat
[MAT_ATTRIB_DIFFUSE(f
)] );
783 COPY_4FV( params
, mat
[MAT_ATTRIB_SPECULAR(f
)] );
786 COPY_4FV( params
, mat
[MAT_ATTRIB_EMISSION(f
)] );
789 *params
= mat
[MAT_ATTRIB_SHININESS(f
)][0];
791 case GL_COLOR_INDEXES
:
792 params
[0] = mat
[MAT_ATTRIB_INDEXES(f
)][0];
793 params
[1] = mat
[MAT_ATTRIB_INDEXES(f
)][1];
794 params
[2] = mat
[MAT_ATTRIB_INDEXES(f
)][2];
797 _mesa_error( ctx
, GL_INVALID_ENUM
, "glGetMaterialfv(pname)" );
803 _mesa_GetMaterialiv( GLenum face
, GLenum pname
, GLint
*params
)
805 GET_CURRENT_CONTEXT(ctx
);
807 GLfloat (*mat
)[4] = ctx
->Light
.Material
.Attrib
;
808 ASSERT_OUTSIDE_BEGIN_END_AND_FLUSH(ctx
); /* update materials */
810 FLUSH_CURRENT(ctx
, 0); /* update ctx->Light.Material from vertex buffer */
812 if (face
==GL_FRONT
) {
815 else if (face
==GL_BACK
) {
819 _mesa_error( ctx
, GL_INVALID_ENUM
, "glGetMaterialiv(face)" );
824 params
[0] = FLOAT_TO_INT( mat
[MAT_ATTRIB_AMBIENT(f
)][0] );
825 params
[1] = FLOAT_TO_INT( mat
[MAT_ATTRIB_AMBIENT(f
)][1] );
826 params
[2] = FLOAT_TO_INT( mat
[MAT_ATTRIB_AMBIENT(f
)][2] );
827 params
[3] = FLOAT_TO_INT( mat
[MAT_ATTRIB_AMBIENT(f
)][3] );
830 params
[0] = FLOAT_TO_INT( mat
[MAT_ATTRIB_DIFFUSE(f
)][0] );
831 params
[1] = FLOAT_TO_INT( mat
[MAT_ATTRIB_DIFFUSE(f
)][1] );
832 params
[2] = FLOAT_TO_INT( mat
[MAT_ATTRIB_DIFFUSE(f
)][2] );
833 params
[3] = FLOAT_TO_INT( mat
[MAT_ATTRIB_DIFFUSE(f
)][3] );
836 params
[0] = FLOAT_TO_INT( mat
[MAT_ATTRIB_SPECULAR(f
)][0] );
837 params
[1] = FLOAT_TO_INT( mat
[MAT_ATTRIB_SPECULAR(f
)][1] );
838 params
[2] = FLOAT_TO_INT( mat
[MAT_ATTRIB_SPECULAR(f
)][2] );
839 params
[3] = FLOAT_TO_INT( mat
[MAT_ATTRIB_SPECULAR(f
)][3] );
842 params
[0] = FLOAT_TO_INT( mat
[MAT_ATTRIB_EMISSION(f
)][0] );
843 params
[1] = FLOAT_TO_INT( mat
[MAT_ATTRIB_EMISSION(f
)][1] );
844 params
[2] = FLOAT_TO_INT( mat
[MAT_ATTRIB_EMISSION(f
)][2] );
845 params
[3] = FLOAT_TO_INT( mat
[MAT_ATTRIB_EMISSION(f
)][3] );
848 *params
= IROUND( mat
[MAT_ATTRIB_SHININESS(f
)][0] );
850 case GL_COLOR_INDEXES
:
851 params
[0] = IROUND( mat
[MAT_ATTRIB_INDEXES(f
)][0] );
852 params
[1] = IROUND( mat
[MAT_ATTRIB_INDEXES(f
)][1] );
853 params
[2] = IROUND( mat
[MAT_ATTRIB_INDEXES(f
)][2] );
856 _mesa_error( ctx
, GL_INVALID_ENUM
, "glGetMaterialfv(pname)" );
863 * Examine current lighting parameters to determine if the optimized lighting
864 * function can be used.
865 * Also, precompute some lighting values such as the products of light
866 * source and material ambient, diffuse and specular coefficients.
869 _mesa_update_lighting( struct gl_context
*ctx
)
871 GLbitfield flags
= 0;
872 struct gl_light
*light
;
873 ctx
->Light
._NeedEyeCoords
= GL_FALSE
;
875 if (!ctx
->Light
.Enabled
)
878 foreach(light
, &ctx
->Light
.EnabledList
) {
879 flags
|= light
->_Flags
;
882 ctx
->Light
._NeedVertices
=
883 ((flags
& (LIGHT_POSITIONAL
|LIGHT_SPOT
)) ||
884 ctx
->Light
.Model
.ColorControl
== GL_SEPARATE_SPECULAR_COLOR
||
885 ctx
->Light
.Model
.LocalViewer
);
887 ctx
->Light
._NeedEyeCoords
= ((flags
& LIGHT_POSITIONAL
) ||
888 ctx
->Light
.Model
.LocalViewer
);
890 /* XXX: This test is overkill & needs to be fixed both for software and
891 * hardware t&l drivers. The above should be sufficient & should
892 * be tested to verify this.
894 if (ctx
->Light
._NeedVertices
)
895 ctx
->Light
._NeedEyeCoords
= GL_TRUE
;
897 /* Precompute some shading values. Although we reference
898 * Light.Material here, we can get away without flushing
899 * FLUSH_UPDATE_CURRENT, as when any outstanding material changes
900 * are flushed, they will update the derived state at that time.
902 if (ctx
->Light
.Model
.TwoSide
)
903 _mesa_update_material(ctx
,
904 MAT_BIT_FRONT_EMISSION
|
905 MAT_BIT_FRONT_AMBIENT
|
906 MAT_BIT_FRONT_DIFFUSE
|
907 MAT_BIT_FRONT_SPECULAR
|
908 MAT_BIT_BACK_EMISSION
|
909 MAT_BIT_BACK_AMBIENT
|
910 MAT_BIT_BACK_DIFFUSE
|
911 MAT_BIT_BACK_SPECULAR
);
913 _mesa_update_material(ctx
,
914 MAT_BIT_FRONT_EMISSION
|
915 MAT_BIT_FRONT_AMBIENT
|
916 MAT_BIT_FRONT_DIFFUSE
|
917 MAT_BIT_FRONT_SPECULAR
);
922 * Update state derived from light position, spot direction.
926 * _TNL_NEW_NEED_EYE_COORDS
928 * Update on (_NEW_MODELVIEW | _NEW_LIGHT) when lighting is enabled.
929 * Also update on lighting space changes.
932 compute_light_positions( struct gl_context
*ctx
)
934 struct gl_light
*light
;
935 static const GLfloat eye_z
[3] = { 0, 0, 1 };
937 if (!ctx
->Light
.Enabled
)
940 if (ctx
->_NeedEyeCoords
) {
941 COPY_3V( ctx
->_EyeZDir
, eye_z
);
944 TRANSFORM_NORMAL( ctx
->_EyeZDir
, eye_z
, ctx
->ModelviewMatrixStack
.Top
->m
);
947 foreach (light
, &ctx
->Light
.EnabledList
) {
949 if (ctx
->_NeedEyeCoords
) {
950 /* _Position is in eye coordinate space */
951 COPY_4FV( light
->_Position
, light
->EyePosition
);
954 /* _Position is in object coordinate space */
955 TRANSFORM_POINT( light
->_Position
, ctx
->ModelviewMatrixStack
.Top
->inv
,
956 light
->EyePosition
);
959 if (!(light
->_Flags
& LIGHT_POSITIONAL
)) {
960 /* VP (VP) = Normalize( Position ) */
961 COPY_3V( light
->_VP_inf_norm
, light
->_Position
);
962 NORMALIZE_3FV( light
->_VP_inf_norm
);
964 if (!ctx
->Light
.Model
.LocalViewer
) {
965 /* _h_inf_norm = Normalize( V_to_P + <0,0,1> ) */
966 ADD_3V( light
->_h_inf_norm
, light
->_VP_inf_norm
, ctx
->_EyeZDir
);
967 NORMALIZE_3FV( light
->_h_inf_norm
);
969 light
->_VP_inf_spot_attenuation
= 1.0;
972 /* positional light w/ homogeneous coordinate, divide by W */
973 GLfloat wInv
= (GLfloat
)1.0 / light
->_Position
[3];
974 light
->_Position
[0] *= wInv
;
975 light
->_Position
[1] *= wInv
;
976 light
->_Position
[2] *= wInv
;
979 if (light
->_Flags
& LIGHT_SPOT
) {
980 /* Note: we normalize the spot direction now */
982 if (ctx
->_NeedEyeCoords
) {
983 COPY_3V( light
->_NormSpotDirection
, light
->SpotDirection
);
984 NORMALIZE_3FV( light
->_NormSpotDirection
);
988 COPY_3V(spotDir
, light
->SpotDirection
);
989 NORMALIZE_3FV(spotDir
);
990 TRANSFORM_NORMAL( light
->_NormSpotDirection
,
992 ctx
->ModelviewMatrixStack
.Top
->m
);
995 NORMALIZE_3FV( light
->_NormSpotDirection
);
997 if (!(light
->_Flags
& LIGHT_POSITIONAL
)) {
998 GLfloat PV_dot_dir
= - DOT3(light
->_VP_inf_norm
,
999 light
->_NormSpotDirection
);
1001 if (PV_dot_dir
> light
->_CosCutoff
) {
1002 light
->_VP_inf_spot_attenuation
=
1003 powf(PV_dot_dir
, light
->SpotExponent
);
1006 light
->_VP_inf_spot_attenuation
= 0;
1016 update_modelview_scale( struct gl_context
*ctx
)
1018 ctx
->_ModelViewInvScale
= 1.0F
;
1019 if (!_math_matrix_is_length_preserving(ctx
->ModelviewMatrixStack
.Top
)) {
1020 const GLfloat
*m
= ctx
->ModelviewMatrixStack
.Top
->inv
;
1021 GLfloat f
= m
[2] * m
[2] + m
[6] * m
[6] + m
[10] * m
[10];
1022 if (f
< 1e-12) f
= 1.0;
1023 if (ctx
->_NeedEyeCoords
)
1024 ctx
->_ModelViewInvScale
= (GLfloat
) INV_SQRTF(f
);
1026 ctx
->_ModelViewInvScale
= (GLfloat
) SQRTF(f
);
1032 * Bring up to date any state that relies on _NeedEyeCoords.
1035 _mesa_update_tnl_spaces( struct gl_context
*ctx
, GLuint new_state
)
1037 const GLuint oldneedeyecoords
= ctx
->_NeedEyeCoords
;
1040 ctx
->_NeedEyeCoords
= GL_FALSE
;
1042 if (ctx
->_ForceEyeCoords
||
1043 (ctx
->Texture
._GenFlags
& TEXGEN_NEED_EYE_COORD
) ||
1044 ctx
->Point
._Attenuated
||
1045 ctx
->Light
._NeedEyeCoords
)
1046 ctx
->_NeedEyeCoords
= GL_TRUE
;
1048 if (ctx
->Light
.Enabled
&&
1049 !_math_matrix_is_length_preserving(ctx
->ModelviewMatrixStack
.Top
))
1050 ctx
->_NeedEyeCoords
= GL_TRUE
;
1052 /* Check if the truth-value interpretations of the bitfields have
1055 if (oldneedeyecoords
!= ctx
->_NeedEyeCoords
) {
1056 /* Recalculate all state that depends on _NeedEyeCoords.
1058 update_modelview_scale(ctx
);
1059 compute_light_positions( ctx
);
1061 if (ctx
->Driver
.LightingSpaceChange
)
1062 ctx
->Driver
.LightingSpaceChange( ctx
);
1065 GLuint new_state2
= ctx
->NewState
;
1067 /* Recalculate that same state only if it has been invalidated
1068 * by other statechanges.
1070 if (new_state2
& _NEW_MODELVIEW
)
1071 update_modelview_scale(ctx
);
1073 if (new_state2
& (_NEW_LIGHT
|_NEW_MODELVIEW
))
1074 compute_light_positions( ctx
);
1080 * Drivers may need this if the hardware tnl unit doesn't support the
1081 * light-in-modelspace optimization. It's also useful for debugging.
1084 _mesa_allow_light_in_model( struct gl_context
*ctx
, GLboolean flag
)
1086 ctx
->_ForceEyeCoords
= !flag
;
1087 ctx
->NewState
|= _NEW_POINT
; /* one of the bits from
1088 * _MESA_NEW_NEED_EYE_COORDS.
1094 /**********************************************************************/
1095 /***** Initialization *****/
1096 /**********************************************************************/
1099 * Initialize the n-th light data structure.
1101 * \param l pointer to the gl_light structure to be initialized.
1102 * \param n number of the light.
1103 * \note The defaults for light 0 are different than the other lights.
1106 init_light( struct gl_light
*l
, GLuint n
)
1108 make_empty_list( l
);
1110 ASSIGN_4V( l
->Ambient
, 0.0, 0.0, 0.0, 1.0 );
1112 ASSIGN_4V( l
->Diffuse
, 1.0, 1.0, 1.0, 1.0 );
1113 ASSIGN_4V( l
->Specular
, 1.0, 1.0, 1.0, 1.0 );
1116 ASSIGN_4V( l
->Diffuse
, 0.0, 0.0, 0.0, 1.0 );
1117 ASSIGN_4V( l
->Specular
, 0.0, 0.0, 0.0, 1.0 );
1119 ASSIGN_4V( l
->EyePosition
, 0.0, 0.0, 1.0, 0.0 );
1120 ASSIGN_3V( l
->SpotDirection
, 0.0, 0.0, -1.0 );
1121 l
->SpotExponent
= 0.0;
1122 l
->SpotCutoff
= 180.0;
1123 l
->_CosCutoff
= 0.0; /* KW: -ve values not admitted */
1124 l
->ConstantAttenuation
= 1.0;
1125 l
->LinearAttenuation
= 0.0;
1126 l
->QuadraticAttenuation
= 0.0;
1127 l
->Enabled
= GL_FALSE
;
1132 * Initialize the light model data structure.
1134 * \param lm pointer to the gl_lightmodel structure to be initialized.
1137 init_lightmodel( struct gl_lightmodel
*lm
)
1139 ASSIGN_4V( lm
->Ambient
, 0.2F
, 0.2F
, 0.2F
, 1.0F
);
1140 lm
->LocalViewer
= GL_FALSE
;
1141 lm
->TwoSide
= GL_FALSE
;
1142 lm
->ColorControl
= GL_SINGLE_COLOR
;
1147 * Initialize the material data structure.
1149 * \param m pointer to the gl_material structure to be initialized.
1152 init_material( struct gl_material
*m
)
1154 ASSIGN_4V( m
->Attrib
[MAT_ATTRIB_FRONT_AMBIENT
], 0.2F
, 0.2F
, 0.2F
, 1.0F
);
1155 ASSIGN_4V( m
->Attrib
[MAT_ATTRIB_FRONT_DIFFUSE
], 0.8F
, 0.8F
, 0.8F
, 1.0F
);
1156 ASSIGN_4V( m
->Attrib
[MAT_ATTRIB_FRONT_SPECULAR
], 0.0F
, 0.0F
, 0.0F
, 1.0F
);
1157 ASSIGN_4V( m
->Attrib
[MAT_ATTRIB_FRONT_EMISSION
], 0.0F
, 0.0F
, 0.0F
, 1.0F
);
1158 ASSIGN_4V( m
->Attrib
[MAT_ATTRIB_FRONT_SHININESS
], 0.0F
, 0.0F
, 0.0F
, 0.0F
);
1159 ASSIGN_4V( m
->Attrib
[MAT_ATTRIB_FRONT_INDEXES
], 0.0F
, 1.0F
, 1.0F
, 0.0F
);
1161 ASSIGN_4V( m
->Attrib
[MAT_ATTRIB_BACK_AMBIENT
], 0.2F
, 0.2F
, 0.2F
, 1.0F
);
1162 ASSIGN_4V( m
->Attrib
[MAT_ATTRIB_BACK_DIFFUSE
], 0.8F
, 0.8F
, 0.8F
, 1.0F
);
1163 ASSIGN_4V( m
->Attrib
[MAT_ATTRIB_BACK_SPECULAR
], 0.0F
, 0.0F
, 0.0F
, 1.0F
);
1164 ASSIGN_4V( m
->Attrib
[MAT_ATTRIB_BACK_EMISSION
], 0.0F
, 0.0F
, 0.0F
, 1.0F
);
1165 ASSIGN_4V( m
->Attrib
[MAT_ATTRIB_BACK_SHININESS
], 0.0F
, 0.0F
, 0.0F
, 0.0F
);
1166 ASSIGN_4V( m
->Attrib
[MAT_ATTRIB_BACK_INDEXES
], 0.0F
, 1.0F
, 1.0F
, 0.0F
);
1171 * Initialize all lighting state for the given context.
1174 _mesa_init_lighting( struct gl_context
*ctx
)
1178 /* Lighting group */
1179 for (i
= 0; i
< MAX_LIGHTS
; i
++) {
1180 init_light( &ctx
->Light
.Light
[i
], i
);
1182 make_empty_list( &ctx
->Light
.EnabledList
);
1184 init_lightmodel( &ctx
->Light
.Model
);
1185 init_material( &ctx
->Light
.Material
);
1186 ctx
->Light
.ShadeModel
= GL_SMOOTH
;
1187 ctx
->Light
.ProvokingVertex
= GL_LAST_VERTEX_CONVENTION_EXT
;
1188 ctx
->Light
.Enabled
= GL_FALSE
;
1189 ctx
->Light
.ColorMaterialFace
= GL_FRONT_AND_BACK
;
1190 ctx
->Light
.ColorMaterialMode
= GL_AMBIENT_AND_DIFFUSE
;
1191 ctx
->Light
.ColorMaterialBitmask
= _mesa_material_bitmask( ctx
,
1193 GL_AMBIENT_AND_DIFFUSE
, ~0,
1196 ctx
->Light
.ColorMaterialEnabled
= GL_FALSE
;
1197 ctx
->Light
.ClampVertexColor
= GL_TRUE
;
1200 ctx
->Light
._NeedEyeCoords
= GL_FALSE
;
1201 ctx
->_NeedEyeCoords
= GL_FALSE
;
1202 ctx
->_ForceEyeCoords
= GL_FALSE
;
1203 ctx
->_ModelViewInvScale
= 1.0;
1208 * Deallocate malloc'd lighting state attached to given context.
1211 _mesa_free_lighting_data( struct gl_context
*ctx
)