4afc0476af2bd004afbd7b603e8cb64a594dbc06
[mesa.git] / src / mesa / main / light.c
1 /* $Id: light.c,v 1.51 2002/06/15 02:38:16 brianp Exp $ */
2
3 /*
4 * Mesa 3-D graphics library
5 * Version: 4.1
6 *
7 * Copyright (C) 1999-2002 Brian Paul All Rights Reserved.
8 *
9 * Permission is hereby granted, free of charge, to any person obtaining a
10 * copy of this software and associated documentation files (the "Software"),
11 * to deal in the Software without restriction, including without limitation
12 * the rights to use, copy, modify, merge, publish, distribute, sublicense,
13 * and/or sell copies of the Software, and to permit persons to whom the
14 * Software is furnished to do so, subject to the following conditions:
15 *
16 * The above copyright notice and this permission notice shall be included
17 * in all copies or substantial portions of the Software.
18 *
19 * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS
20 * OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
21 * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL
22 * BRIAN PAUL BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN
23 * AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN
24 * CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
25 */
26
27
28 #ifdef PC_HEADER
29 #include "all.h"
30 #else
31 #include "glheader.h"
32 #include "colormac.h"
33 #include "context.h"
34 #include "enums.h"
35 #include "light.h"
36 #include "macros.h"
37 #include "mem.h"
38 #include "mmath.h"
39 #include "simple_list.h"
40 #include "mtypes.h"
41
42 #include "math/m_xform.h"
43 #include "math/m_matrix.h"
44 #endif
45
46
47 /* XXX this is a bit of a hack needed for compilation within XFree86 */
48 #ifndef FLT_MIN
49 #define FLT_MIN 1e-37
50 #endif
51
52
53 void
54 _mesa_ShadeModel( GLenum mode )
55 {
56 GET_CURRENT_CONTEXT(ctx);
57 ASSERT_OUTSIDE_BEGIN_END(ctx);
58
59 if (MESA_VERBOSE & VERBOSE_API)
60 _mesa_debug(ctx, "glShadeModel %s\n", _mesa_lookup_enum_by_nr(mode));
61
62 if (mode != GL_FLAT && mode != GL_SMOOTH) {
63 _mesa_error( ctx, GL_INVALID_ENUM, "glShadeModel" );
64 return;
65 }
66
67 if (ctx->Light.ShadeModel == mode)
68 return;
69
70 FLUSH_VERTICES(ctx, _NEW_LIGHT);
71 ctx->Light.ShadeModel = mode;
72 ctx->_TriangleCaps ^= DD_FLATSHADE;
73 if (ctx->Driver.ShadeModel)
74 (*ctx->Driver.ShadeModel)( ctx, mode );
75 }
76
77
78
79 void
80 _mesa_Lightf( GLenum light, GLenum pname, GLfloat param )
81 {
82 _mesa_Lightfv( light, pname, &param );
83 }
84
85
86 void
87 _mesa_Lightfv( GLenum light, GLenum pname, const GLfloat *params )
88 {
89 GET_CURRENT_CONTEXT(ctx);
90 GLint i = (GLint) (light - GL_LIGHT0);
91 struct gl_light *l = &ctx->Light.Light[i];
92
93 if (i < 0 || i >= (GLint) ctx->Const.MaxLights) {
94 _mesa_error( ctx, GL_INVALID_ENUM, "glLight" );
95 return;
96 }
97
98 switch (pname) {
99 case GL_AMBIENT:
100 if (TEST_EQ_4V(l->Ambient, params))
101 return;
102 FLUSH_VERTICES(ctx, _NEW_LIGHT);
103 COPY_4V( l->Ambient, params );
104 break;
105 case GL_DIFFUSE:
106 if (TEST_EQ_4V(l->Diffuse, params))
107 return;
108 FLUSH_VERTICES(ctx, _NEW_LIGHT);
109 COPY_4V( l->Diffuse, params );
110 break;
111 case GL_SPECULAR:
112 if (TEST_EQ_4V(l->Specular, params))
113 return;
114 FLUSH_VERTICES(ctx, _NEW_LIGHT);
115 COPY_4V( l->Specular, params );
116 break;
117 case GL_POSITION: {
118 GLfloat tmp[4];
119 /* transform position by ModelView matrix */
120 TRANSFORM_POINT( tmp, ctx->ModelviewMatrixStack.Top->m, params );
121 if (TEST_EQ_4V(l->EyePosition, tmp))
122 return;
123 FLUSH_VERTICES(ctx, _NEW_LIGHT);
124 COPY_4V(l->EyePosition, tmp);
125 if (l->EyePosition[3] != 0.0F)
126 l->_Flags |= LIGHT_POSITIONAL;
127 else
128 l->_Flags &= ~LIGHT_POSITIONAL;
129 break;
130 }
131 case GL_SPOT_DIRECTION: {
132 GLfloat tmp[4];
133 /* transform direction by inverse modelview */
134 if (ctx->ModelviewMatrixStack.Top->flags & MAT_DIRTY_INVERSE) {
135 _math_matrix_analyse( ctx->ModelviewMatrixStack.Top );
136 }
137 TRANSFORM_NORMAL( tmp, params, ctx->ModelviewMatrixStack.Top->inv );
138 if (TEST_EQ_3V(l->EyeDirection, tmp))
139 return;
140 FLUSH_VERTICES(ctx, _NEW_LIGHT);
141 COPY_3V(l->EyeDirection, tmp);
142 break;
143 }
144 case GL_SPOT_EXPONENT:
145 if (params[0]<0.0 || params[0]>128.0) {
146 _mesa_error( ctx, GL_INVALID_VALUE, "glLight" );
147 return;
148 }
149 if (l->SpotExponent == params[0])
150 return;
151 FLUSH_VERTICES(ctx, _NEW_LIGHT);
152 l->SpotExponent = params[0];
153 _mesa_invalidate_spot_exp_table( l );
154 break;
155 case GL_SPOT_CUTOFF:
156 if ((params[0]<0.0 || params[0]>90.0) && params[0]!=180.0) {
157 _mesa_error( ctx, GL_INVALID_VALUE, "glLight" );
158 return;
159 }
160 if (l->SpotCutoff == params[0])
161 return;
162 FLUSH_VERTICES(ctx, _NEW_LIGHT);
163 l->SpotCutoff = params[0];
164 l->_CosCutoff = (GLfloat) cos(params[0]*DEG2RAD);
165 if (l->_CosCutoff < 0)
166 l->_CosCutoff = 0;
167 if (l->SpotCutoff != 180.0F)
168 l->_Flags |= LIGHT_SPOT;
169 else
170 l->_Flags &= ~LIGHT_SPOT;
171 break;
172 case GL_CONSTANT_ATTENUATION:
173 if (params[0]<0.0) {
174 _mesa_error( ctx, GL_INVALID_VALUE, "glLight" );
175 return;
176 }
177 if (l->ConstantAttenuation == params[0])
178 return;
179 FLUSH_VERTICES(ctx, _NEW_LIGHT);
180 l->ConstantAttenuation = params[0];
181 break;
182 case GL_LINEAR_ATTENUATION:
183 if (params[0]<0.0) {
184 _mesa_error( ctx, GL_INVALID_VALUE, "glLight" );
185 return;
186 }
187 if (l->LinearAttenuation == params[0])
188 return;
189 FLUSH_VERTICES(ctx, _NEW_LIGHT);
190 l->LinearAttenuation = params[0];
191 break;
192 case GL_QUADRATIC_ATTENUATION:
193 if (params[0]<0.0) {
194 _mesa_error( ctx, GL_INVALID_VALUE, "glLight" );
195 return;
196 }
197 if (l->QuadraticAttenuation == params[0])
198 return;
199 FLUSH_VERTICES(ctx, _NEW_LIGHT);
200 l->QuadraticAttenuation = params[0];
201 break;
202 default:
203 _mesa_error( ctx, GL_INVALID_ENUM, "glLight" );
204 return;
205 }
206
207 if (ctx->Driver.Lightfv)
208 ctx->Driver.Lightfv( ctx, light, pname, params );
209 }
210
211
212 void
213 _mesa_Lighti( GLenum light, GLenum pname, GLint param )
214 {
215 _mesa_Lightiv( light, pname, &param );
216 }
217
218
219 void
220 _mesa_Lightiv( GLenum light, GLenum pname, const GLint *params )
221 {
222 GLfloat fparam[4];
223
224 switch (pname) {
225 case GL_AMBIENT:
226 case GL_DIFFUSE:
227 case GL_SPECULAR:
228 fparam[0] = INT_TO_FLOAT( params[0] );
229 fparam[1] = INT_TO_FLOAT( params[1] );
230 fparam[2] = INT_TO_FLOAT( params[2] );
231 fparam[3] = INT_TO_FLOAT( params[3] );
232 break;
233 case GL_POSITION:
234 fparam[0] = (GLfloat) params[0];
235 fparam[1] = (GLfloat) params[1];
236 fparam[2] = (GLfloat) params[2];
237 fparam[3] = (GLfloat) params[3];
238 break;
239 case GL_SPOT_DIRECTION:
240 fparam[0] = (GLfloat) params[0];
241 fparam[1] = (GLfloat) params[1];
242 fparam[2] = (GLfloat) params[2];
243 break;
244 case GL_SPOT_EXPONENT:
245 case GL_SPOT_CUTOFF:
246 case GL_CONSTANT_ATTENUATION:
247 case GL_LINEAR_ATTENUATION:
248 case GL_QUADRATIC_ATTENUATION:
249 fparam[0] = (GLfloat) params[0];
250 break;
251 default:
252 /* error will be caught later in gl_Lightfv */
253 ;
254 }
255
256 _mesa_Lightfv( light, pname, fparam );
257 }
258
259
260
261 void
262 _mesa_GetLightfv( GLenum light, GLenum pname, GLfloat *params )
263 {
264 GET_CURRENT_CONTEXT(ctx);
265 GLint l = (GLint) (light - GL_LIGHT0);
266 ASSERT_OUTSIDE_BEGIN_END(ctx);
267
268 if (l < 0 || l >= (GLint) ctx->Const.MaxLights) {
269 _mesa_error( ctx, GL_INVALID_ENUM, "glGetLightfv" );
270 return;
271 }
272
273 switch (pname) {
274 case GL_AMBIENT:
275 COPY_4V( params, ctx->Light.Light[l].Ambient );
276 break;
277 case GL_DIFFUSE:
278 COPY_4V( params, ctx->Light.Light[l].Diffuse );
279 break;
280 case GL_SPECULAR:
281 COPY_4V( params, ctx->Light.Light[l].Specular );
282 break;
283 case GL_POSITION:
284 COPY_4V( params, ctx->Light.Light[l].EyePosition );
285 break;
286 case GL_SPOT_DIRECTION:
287 COPY_3V( params, ctx->Light.Light[l].EyeDirection );
288 break;
289 case GL_SPOT_EXPONENT:
290 params[0] = ctx->Light.Light[l].SpotExponent;
291 break;
292 case GL_SPOT_CUTOFF:
293 params[0] = ctx->Light.Light[l].SpotCutoff;
294 break;
295 case GL_CONSTANT_ATTENUATION:
296 params[0] = ctx->Light.Light[l].ConstantAttenuation;
297 break;
298 case GL_LINEAR_ATTENUATION:
299 params[0] = ctx->Light.Light[l].LinearAttenuation;
300 break;
301 case GL_QUADRATIC_ATTENUATION:
302 params[0] = ctx->Light.Light[l].QuadraticAttenuation;
303 break;
304 default:
305 _mesa_error( ctx, GL_INVALID_ENUM, "glGetLightfv" );
306 break;
307 }
308 }
309
310
311
312 void
313 _mesa_GetLightiv( GLenum light, GLenum pname, GLint *params )
314 {
315 GET_CURRENT_CONTEXT(ctx);
316 GLint l = (GLint) (light - GL_LIGHT0);
317 ASSERT_OUTSIDE_BEGIN_END(ctx);
318
319 if (l < 0 || l >= (GLint) ctx->Const.MaxLights) {
320 _mesa_error( ctx, GL_INVALID_ENUM, "glGetLightiv" );
321 return;
322 }
323
324 switch (pname) {
325 case GL_AMBIENT:
326 params[0] = FLOAT_TO_INT(ctx->Light.Light[l].Ambient[0]);
327 params[1] = FLOAT_TO_INT(ctx->Light.Light[l].Ambient[1]);
328 params[2] = FLOAT_TO_INT(ctx->Light.Light[l].Ambient[2]);
329 params[3] = FLOAT_TO_INT(ctx->Light.Light[l].Ambient[3]);
330 break;
331 case GL_DIFFUSE:
332 params[0] = FLOAT_TO_INT(ctx->Light.Light[l].Diffuse[0]);
333 params[1] = FLOAT_TO_INT(ctx->Light.Light[l].Diffuse[1]);
334 params[2] = FLOAT_TO_INT(ctx->Light.Light[l].Diffuse[2]);
335 params[3] = FLOAT_TO_INT(ctx->Light.Light[l].Diffuse[3]);
336 break;
337 case GL_SPECULAR:
338 params[0] = FLOAT_TO_INT(ctx->Light.Light[l].Specular[0]);
339 params[1] = FLOAT_TO_INT(ctx->Light.Light[l].Specular[1]);
340 params[2] = FLOAT_TO_INT(ctx->Light.Light[l].Specular[2]);
341 params[3] = FLOAT_TO_INT(ctx->Light.Light[l].Specular[3]);
342 break;
343 case GL_POSITION:
344 params[0] = (GLint) ctx->Light.Light[l].EyePosition[0];
345 params[1] = (GLint) ctx->Light.Light[l].EyePosition[1];
346 params[2] = (GLint) ctx->Light.Light[l].EyePosition[2];
347 params[3] = (GLint) ctx->Light.Light[l].EyePosition[3];
348 break;
349 case GL_SPOT_DIRECTION:
350 params[0] = (GLint) ctx->Light.Light[l].EyeDirection[0];
351 params[1] = (GLint) ctx->Light.Light[l].EyeDirection[1];
352 params[2] = (GLint) ctx->Light.Light[l].EyeDirection[2];
353 break;
354 case GL_SPOT_EXPONENT:
355 params[0] = (GLint) ctx->Light.Light[l].SpotExponent;
356 break;
357 case GL_SPOT_CUTOFF:
358 params[0] = (GLint) ctx->Light.Light[l].SpotCutoff;
359 break;
360 case GL_CONSTANT_ATTENUATION:
361 params[0] = (GLint) ctx->Light.Light[l].ConstantAttenuation;
362 break;
363 case GL_LINEAR_ATTENUATION:
364 params[0] = (GLint) ctx->Light.Light[l].LinearAttenuation;
365 break;
366 case GL_QUADRATIC_ATTENUATION:
367 params[0] = (GLint) ctx->Light.Light[l].QuadraticAttenuation;
368 break;
369 default:
370 _mesa_error( ctx, GL_INVALID_ENUM, "glGetLightiv" );
371 break;
372 }
373 }
374
375
376
377 /**********************************************************************/
378 /*** Light Model ***/
379 /**********************************************************************/
380
381
382 void
383 _mesa_LightModelfv( GLenum pname, const GLfloat *params )
384 {
385 GLenum newenum;
386 GLboolean newbool;
387 GET_CURRENT_CONTEXT(ctx);
388 ASSERT_OUTSIDE_BEGIN_END(ctx);
389
390 switch (pname) {
391 case GL_LIGHT_MODEL_AMBIENT:
392 if (TEST_EQ_4V( ctx->Light.Model.Ambient, params ))
393 return;
394 FLUSH_VERTICES(ctx, _NEW_LIGHT);
395 COPY_4V( ctx->Light.Model.Ambient, params );
396 break;
397 case GL_LIGHT_MODEL_LOCAL_VIEWER:
398 newbool = (params[0]!=0.0);
399 if (ctx->Light.Model.LocalViewer == newbool)
400 return;
401 FLUSH_VERTICES(ctx, _NEW_LIGHT);
402 ctx->Light.Model.LocalViewer = newbool;
403 break;
404 case GL_LIGHT_MODEL_TWO_SIDE:
405 newbool = (params[0]!=0.0);
406 if (ctx->Light.Model.TwoSide == newbool)
407 return;
408 FLUSH_VERTICES(ctx, _NEW_LIGHT);
409 ctx->Light.Model.TwoSide = newbool;
410
411 if (ctx->Light.Enabled && ctx->Light.Model.TwoSide)
412 ctx->_TriangleCaps |= DD_TRI_LIGHT_TWOSIDE;
413 else
414 ctx->_TriangleCaps &= ~DD_TRI_LIGHT_TWOSIDE;
415 break;
416 case GL_LIGHT_MODEL_COLOR_CONTROL:
417 if (params[0] == (GLfloat) GL_SINGLE_COLOR)
418 newenum = GL_SINGLE_COLOR;
419 else if (params[0] == (GLfloat) GL_SEPARATE_SPECULAR_COLOR)
420 newenum = GL_SEPARATE_SPECULAR_COLOR;
421 else {
422 _mesa_error( ctx, GL_INVALID_ENUM, "glLightModel(param)" );
423 return;
424 }
425 if (ctx->Light.Model.ColorControl == newenum)
426 return;
427 FLUSH_VERTICES(ctx, _NEW_LIGHT);
428 ctx->Light.Model.ColorControl = newenum;
429
430 if ((ctx->Light.Enabled &&
431 ctx->Light.Model.ColorControl==GL_SEPARATE_SPECULAR_COLOR)
432 || ctx->Fog.ColorSumEnabled)
433 ctx->_TriangleCaps |= DD_SEPARATE_SPECULAR;
434 else
435 ctx->_TriangleCaps &= ~DD_SEPARATE_SPECULAR;
436
437 break;
438 default:
439 _mesa_error( ctx, GL_INVALID_ENUM, "glLightModel" );
440 break;
441 }
442
443 if (ctx->Driver.LightModelfv)
444 ctx->Driver.LightModelfv( ctx, pname, params );
445 }
446
447
448 void
449 _mesa_LightModeliv( GLenum pname, const GLint *params )
450 {
451 GLfloat fparam[4];
452
453 switch (pname) {
454 case GL_LIGHT_MODEL_AMBIENT:
455 fparam[0] = INT_TO_FLOAT( params[0] );
456 fparam[1] = INT_TO_FLOAT( params[1] );
457 fparam[2] = INT_TO_FLOAT( params[2] );
458 fparam[3] = INT_TO_FLOAT( params[3] );
459 break;
460 case GL_LIGHT_MODEL_LOCAL_VIEWER:
461 case GL_LIGHT_MODEL_TWO_SIDE:
462 case GL_LIGHT_MODEL_COLOR_CONTROL:
463 fparam[0] = (GLfloat) params[0];
464 break;
465 default:
466 /* Error will be caught later in gl_LightModelfv */
467 ;
468 }
469 _mesa_LightModelfv( pname, fparam );
470 }
471
472
473 void
474 _mesa_LightModeli( GLenum pname, GLint param )
475 {
476 _mesa_LightModeliv( pname, &param );
477 }
478
479
480 void
481 _mesa_LightModelf( GLenum pname, GLfloat param )
482 {
483 _mesa_LightModelfv( pname, &param );
484 }
485
486
487
488 /********** MATERIAL **********/
489
490
491 /*
492 * Given a face and pname value (ala glColorMaterial), compute a bitmask
493 * of the targeted material values.
494 */
495 GLuint
496 _mesa_material_bitmask( GLcontext *ctx, GLenum face, GLenum pname,
497 GLuint legal, const char *where )
498 {
499 GLuint bitmask = 0;
500
501 /* Make a bitmask indicating what material attribute(s) we're updating */
502 switch (pname) {
503 case GL_EMISSION:
504 bitmask |= FRONT_EMISSION_BIT | BACK_EMISSION_BIT;
505 break;
506 case GL_AMBIENT:
507 bitmask |= FRONT_AMBIENT_BIT | BACK_AMBIENT_BIT;
508 break;
509 case GL_DIFFUSE:
510 bitmask |= FRONT_DIFFUSE_BIT | BACK_DIFFUSE_BIT;
511 break;
512 case GL_SPECULAR:
513 bitmask |= FRONT_SPECULAR_BIT | BACK_SPECULAR_BIT;
514 break;
515 case GL_SHININESS:
516 bitmask |= FRONT_SHININESS_BIT | BACK_SHININESS_BIT;
517 break;
518 case GL_AMBIENT_AND_DIFFUSE:
519 bitmask |= FRONT_AMBIENT_BIT | BACK_AMBIENT_BIT;
520 bitmask |= FRONT_DIFFUSE_BIT | BACK_DIFFUSE_BIT;
521 break;
522 case GL_COLOR_INDEXES:
523 bitmask |= FRONT_INDEXES_BIT | BACK_INDEXES_BIT;
524 break;
525 default:
526 _mesa_error( ctx, GL_INVALID_ENUM, where );
527 return 0;
528 }
529
530 if (face==GL_FRONT) {
531 bitmask &= FRONT_MATERIAL_BITS;
532 }
533 else if (face==GL_BACK) {
534 bitmask &= BACK_MATERIAL_BITS;
535 }
536 else if (face != GL_FRONT_AND_BACK) {
537 _mesa_error( ctx, GL_INVALID_ENUM, where );
538 return 0;
539 }
540
541 if (bitmask & ~legal) {
542 _mesa_error( ctx, GL_INVALID_ENUM, where );
543 return 0;
544 }
545
546 return bitmask;
547 }
548
549
550 /* Perform a straight copy between pairs of materials.
551 */
552 void _mesa_copy_material_pairs( struct gl_material dst[2],
553 const struct gl_material src[2],
554 GLuint bitmask )
555 {
556 if (bitmask & FRONT_EMISSION_BIT) {
557 COPY_4FV( dst[0].Emission, src[0].Emission );
558 }
559 if (bitmask & BACK_EMISSION_BIT) {
560 COPY_4FV( dst[1].Emission, src[1].Emission );
561 }
562 if (bitmask & FRONT_AMBIENT_BIT) {
563 COPY_4FV( dst[0].Ambient, src[0].Ambient );
564 }
565 if (bitmask & BACK_AMBIENT_BIT) {
566 COPY_4FV( dst[1].Ambient, src[1].Ambient );
567 }
568 if (bitmask & FRONT_DIFFUSE_BIT) {
569 COPY_4FV( dst[0].Diffuse, src[0].Diffuse );
570 }
571 if (bitmask & BACK_DIFFUSE_BIT) {
572 COPY_4FV( dst[1].Diffuse, src[1].Diffuse );
573 }
574 if (bitmask & FRONT_SPECULAR_BIT) {
575 COPY_4FV( dst[0].Specular, src[0].Specular );
576 }
577 if (bitmask & BACK_SPECULAR_BIT) {
578 COPY_4FV( dst[1].Specular, src[1].Specular );
579 }
580 if (bitmask & FRONT_SHININESS_BIT) {
581 dst[0].Shininess = src[0].Shininess;
582 }
583 if (bitmask & BACK_SHININESS_BIT) {
584 dst[1].Shininess = src[1].Shininess;
585 }
586 if (bitmask & FRONT_INDEXES_BIT) {
587 dst[0].AmbientIndex = src[0].AmbientIndex;
588 dst[0].DiffuseIndex = src[0].DiffuseIndex;
589 dst[0].SpecularIndex = src[0].SpecularIndex;
590 }
591 if (bitmask & BACK_INDEXES_BIT) {
592 dst[1].AmbientIndex = src[1].AmbientIndex;
593 dst[1].DiffuseIndex = src[1].DiffuseIndex;
594 dst[1].SpecularIndex = src[1].SpecularIndex;
595 }
596 }
597
598
599 /*
600 * Check if the global material has to be updated with info that was
601 * associated with a vertex via glMaterial.
602 * This function is used when any material values get changed between
603 * glBegin/glEnd either by calling glMaterial() or by calling glColor()
604 * when GL_COLOR_MATERIAL is enabled.
605 *
606 * src[0] is front material, src[1] is back material
607 *
608 * Additionally keeps the precomputed lighting state uptodate.
609 */
610 void _mesa_update_material( GLcontext *ctx,
611 const struct gl_material src[2],
612 GLuint bitmask )
613 {
614 struct gl_light *light, *list = &ctx->Light.EnabledList;
615
616 if (ctx->Light.ColorMaterialEnabled)
617 bitmask &= ~ctx->Light.ColorMaterialBitmask;
618
619 if (MESA_VERBOSE&VERBOSE_IMMEDIATE)
620 _mesa_debug(ctx, "_mesa_update_material, mask 0x%x\n", bitmask);
621
622 if (!bitmask)
623 return;
624
625 /* update material emission */
626 if (bitmask & FRONT_EMISSION_BIT) {
627 struct gl_material *mat = &ctx->Light.Material[0];
628 COPY_4FV( mat->Emission, src[0].Emission );
629 }
630 if (bitmask & BACK_EMISSION_BIT) {
631 struct gl_material *mat = &ctx->Light.Material[1];
632 COPY_4FV( mat->Emission, src[1].Emission );
633 }
634
635 /* update material ambience */
636 if (bitmask & FRONT_AMBIENT_BIT) {
637 struct gl_material *mat = &ctx->Light.Material[0];
638 COPY_4FV( mat->Ambient, src[0].Ambient );
639 foreach (light, list) {
640 SCALE_3V( light->_MatAmbient[0], light->Ambient, src[0].Ambient);
641 }
642 }
643 if (bitmask & BACK_AMBIENT_BIT) {
644 struct gl_material *mat = &ctx->Light.Material[1];
645 COPY_4FV( mat->Ambient, src[1].Ambient );
646 foreach (light, list) {
647 SCALE_3V( light->_MatAmbient[1], light->Ambient, src[1].Ambient);
648 }
649 }
650
651 /* update BaseColor = emission + scene's ambience * material's ambience */
652 if (bitmask & (FRONT_EMISSION_BIT | FRONT_AMBIENT_BIT)) {
653 struct gl_material *mat = &ctx->Light.Material[0];
654 COPY_3V( ctx->Light._BaseColor[0], mat->Emission );
655 ACC_SCALE_3V( ctx->Light._BaseColor[0], mat->Ambient,
656 ctx->Light.Model.Ambient );
657 }
658 if (bitmask & (BACK_EMISSION_BIT | BACK_AMBIENT_BIT)) {
659 struct gl_material *mat = &ctx->Light.Material[1];
660 COPY_3V( ctx->Light._BaseColor[1], mat->Emission );
661 ACC_SCALE_3V( ctx->Light._BaseColor[1], mat->Ambient,
662 ctx->Light.Model.Ambient );
663 }
664
665 /* update material diffuse values */
666 if (bitmask & FRONT_DIFFUSE_BIT) {
667 struct gl_material *mat = &ctx->Light.Material[0];
668 COPY_4FV( mat->Diffuse, src[0].Diffuse );
669 foreach (light, list) {
670 SCALE_3V( light->_MatDiffuse[0], light->Diffuse, mat->Diffuse );
671 }
672 }
673 if (bitmask & BACK_DIFFUSE_BIT) {
674 struct gl_material *mat = &ctx->Light.Material[1];
675 COPY_4FV( mat->Diffuse, src[1].Diffuse );
676 foreach (light, list) {
677 SCALE_3V( light->_MatDiffuse[1], light->Diffuse, mat->Diffuse );
678 }
679 }
680
681 /* update material specular values */
682 if (bitmask & FRONT_SPECULAR_BIT) {
683 struct gl_material *mat = &ctx->Light.Material[0];
684 COPY_4FV( mat->Specular, src[0].Specular );
685 foreach (light, list) {
686 SCALE_3V( light->_MatSpecular[0], light->Specular, mat->Specular);
687 }
688 }
689 if (bitmask & BACK_SPECULAR_BIT) {
690 struct gl_material *mat = &ctx->Light.Material[1];
691 COPY_4FV( mat->Specular, src[1].Specular );
692 foreach (light, list) {
693 SCALE_3V( light->_MatSpecular[1], light->Specular, mat->Specular);
694 }
695 }
696
697 if (bitmask & FRONT_SHININESS_BIT) {
698 ctx->Light.Material[0].Shininess = src[0].Shininess;
699 _mesa_invalidate_shine_table( ctx, 0 );
700 }
701 if (bitmask & BACK_SHININESS_BIT) {
702 ctx->Light.Material[1].Shininess = src[1].Shininess;
703 _mesa_invalidate_shine_table( ctx, 1 );
704 }
705
706 if (bitmask & FRONT_INDEXES_BIT) {
707 ctx->Light.Material[0].AmbientIndex = src[0].AmbientIndex;
708 ctx->Light.Material[0].DiffuseIndex = src[0].DiffuseIndex;
709 ctx->Light.Material[0].SpecularIndex = src[0].SpecularIndex;
710 }
711 if (bitmask & BACK_INDEXES_BIT) {
712 ctx->Light.Material[1].AmbientIndex = src[1].AmbientIndex;
713 ctx->Light.Material[1].DiffuseIndex = src[1].DiffuseIndex;
714 ctx->Light.Material[1].SpecularIndex = src[1].SpecularIndex;
715 }
716
717 if (0) {
718 struct gl_material *mat = &ctx->Light.Material[0];
719 _mesa_debug(ctx, "update_mat emission : %f %f %f\n",
720 mat->Emission[0], mat->Emission[1], mat->Emission[2]);
721 _mesa_debug(ctx, "update_mat specular : %f %f %f\n",
722 mat->Specular[0], mat->Specular[1], mat->Specular[2]);
723 _mesa_debug(ctx, "update_mat diffuse : %f %f %f\n",
724 mat->Diffuse[0], mat->Diffuse[1], mat->Diffuse[2]);
725 _mesa_debug(ctx, "update_mat ambient : %f %f %f\n",
726 mat->Ambient[0], mat->Ambient[1], mat->Ambient[2]);
727 }
728 }
729
730
731
732
733
734
735
736 /*
737 * Update the current materials from the given rgba color
738 * according to the bitmask in ColorMaterialBitmask, which is
739 * set by glColorMaterial().
740 */
741 void _mesa_update_color_material( GLcontext *ctx,
742 const GLfloat color[4] )
743 {
744 struct gl_light *light, *list = &ctx->Light.EnabledList;
745 GLuint bitmask = ctx->Light.ColorMaterialBitmask;
746
747 if (MESA_VERBOSE&VERBOSE_IMMEDIATE)
748 _mesa_debug(ctx, "_mesa_update_color_material, mask 0x%x\n", bitmask);
749
750 /* update emissive colors */
751 if (bitmask & FRONT_EMISSION_BIT) {
752 struct gl_material *mat = &ctx->Light.Material[0];
753 COPY_4FV( mat->Emission, color );
754 }
755
756 if (bitmask & BACK_EMISSION_BIT) {
757 struct gl_material *mat = &ctx->Light.Material[1];
758 COPY_4FV( mat->Emission, color );
759 }
760
761 /* update light->_MatAmbient = light's ambient * material's ambient */
762 if (bitmask & FRONT_AMBIENT_BIT) {
763 struct gl_material *mat = &ctx->Light.Material[0];
764 foreach (light, list) {
765 SCALE_3V( light->_MatAmbient[0], light->Ambient, color);
766 }
767 COPY_4FV( mat->Ambient, color );
768 }
769
770 if (bitmask & BACK_AMBIENT_BIT) {
771 struct gl_material *mat = &ctx->Light.Material[1];
772 foreach (light, list) {
773 SCALE_3V( light->_MatAmbient[1], light->Ambient, color);
774 }
775 COPY_4FV( mat->Ambient, color );
776 }
777
778 /* update BaseColor = emission + scene's ambience * material's ambience */
779 if (bitmask & (FRONT_EMISSION_BIT | FRONT_AMBIENT_BIT)) {
780 struct gl_material *mat = &ctx->Light.Material[0];
781 COPY_3V( ctx->Light._BaseColor[0], mat->Emission );
782 ACC_SCALE_3V( ctx->Light._BaseColor[0], mat->Ambient, ctx->Light.Model.Ambient );
783 }
784
785 if (bitmask & (BACK_EMISSION_BIT | BACK_AMBIENT_BIT)) {
786 struct gl_material *mat = &ctx->Light.Material[1];
787 COPY_3V( ctx->Light._BaseColor[1], mat->Emission );
788 ACC_SCALE_3V( ctx->Light._BaseColor[1], mat->Ambient, ctx->Light.Model.Ambient );
789 }
790
791 /* update light->_MatDiffuse = light's diffuse * material's diffuse */
792 if (bitmask & FRONT_DIFFUSE_BIT) {
793 struct gl_material *mat = &ctx->Light.Material[0];
794 COPY_4FV( mat->Diffuse, color );
795 foreach (light, list) {
796 SCALE_3V( light->_MatDiffuse[0], light->Diffuse, mat->Diffuse );
797 }
798 }
799
800 if (bitmask & BACK_DIFFUSE_BIT) {
801 struct gl_material *mat = &ctx->Light.Material[1];
802 COPY_4FV( mat->Diffuse, color );
803 foreach (light, list) {
804 SCALE_3V( light->_MatDiffuse[1], light->Diffuse, mat->Diffuse );
805 }
806 }
807
808 /* update light->_MatSpecular = light's specular * material's specular */
809 if (bitmask & FRONT_SPECULAR_BIT) {
810 struct gl_material *mat = &ctx->Light.Material[0];
811 COPY_4FV( mat->Specular, color );
812 foreach (light, list) {
813 ACC_SCALE_3V( light->_MatSpecular[0], light->Specular, mat->Specular);
814 }
815 }
816
817 if (bitmask & BACK_SPECULAR_BIT) {
818 struct gl_material *mat = &ctx->Light.Material[1];
819 COPY_4FV( mat->Specular, color );
820 foreach (light, list) {
821 ACC_SCALE_3V( light->_MatSpecular[1], light->Specular, mat->Specular);
822 }
823 }
824
825 if (0) {
826 struct gl_material *mat = &ctx->Light.Material[0];
827 _mesa_debug(ctx, "update_color_mat emission : %f %f %f\n",
828 mat->Emission[0], mat->Emission[1], mat->Emission[2]);
829 _mesa_debug(ctx, "update_color_mat specular : %f %f %f\n",
830 mat->Specular[0], mat->Specular[1], mat->Specular[2]);
831 _mesa_debug(ctx, "update_color_mat diffuse : %f %f %f\n",
832 mat->Diffuse[0], mat->Diffuse[1], mat->Diffuse[2]);
833 _mesa_debug(ctx, "update_color_mat ambient : %f %f %f\n",
834 mat->Ambient[0], mat->Ambient[1], mat->Ambient[2]);
835 }
836 }
837
838
839
840
841 void
842 _mesa_ColorMaterial( GLenum face, GLenum mode )
843 {
844 GET_CURRENT_CONTEXT(ctx);
845 GLuint bitmask;
846 GLuint legal = (FRONT_EMISSION_BIT | BACK_EMISSION_BIT |
847 FRONT_SPECULAR_BIT | BACK_SPECULAR_BIT |
848 FRONT_DIFFUSE_BIT | BACK_DIFFUSE_BIT |
849 FRONT_AMBIENT_BIT | BACK_AMBIENT_BIT);
850 ASSERT_OUTSIDE_BEGIN_END(ctx);
851
852 if (MESA_VERBOSE&VERBOSE_API)
853 _mesa_debug(ctx, "glColorMaterial %s %s\n",
854 _mesa_lookup_enum_by_nr(face),
855 _mesa_lookup_enum_by_nr(mode));
856
857 bitmask = _mesa_material_bitmask(ctx, face, mode, legal, "glColorMaterial");
858
859 if (ctx->Light.ColorMaterialBitmask == bitmask &&
860 ctx->Light.ColorMaterialFace == face &&
861 ctx->Light.ColorMaterialMode == mode)
862 return;
863
864 FLUSH_VERTICES(ctx, _NEW_LIGHT);
865 ctx->Light.ColorMaterialBitmask = bitmask;
866 ctx->Light.ColorMaterialFace = face;
867 ctx->Light.ColorMaterialMode = mode;
868
869 if (ctx->Light.ColorMaterialEnabled) {
870 FLUSH_CURRENT( ctx, 0 );
871 _mesa_update_color_material(ctx,ctx->Current.Attrib[VERT_ATTRIB_COLOR0]);
872 }
873
874 if (ctx->Driver.ColorMaterial)
875 (*ctx->Driver.ColorMaterial)( ctx, face, mode );
876 }
877
878
879
880
881
882 void
883 _mesa_GetMaterialfv( GLenum face, GLenum pname, GLfloat *params )
884 {
885 GET_CURRENT_CONTEXT(ctx);
886 GLuint f;
887 ASSERT_OUTSIDE_BEGIN_END_AND_FLUSH(ctx); /* update materials */
888
889 if (face==GL_FRONT) {
890 f = 0;
891 }
892 else if (face==GL_BACK) {
893 f = 1;
894 }
895 else {
896 _mesa_error( ctx, GL_INVALID_ENUM, "glGetMaterialfv(face)" );
897 return;
898 }
899 switch (pname) {
900 case GL_AMBIENT:
901 COPY_4FV( params, ctx->Light.Material[f].Ambient );
902 break;
903 case GL_DIFFUSE:
904 COPY_4FV( params, ctx->Light.Material[f].Diffuse );
905 break;
906 case GL_SPECULAR:
907 COPY_4FV( params, ctx->Light.Material[f].Specular );
908 break;
909 case GL_EMISSION:
910 COPY_4FV( params, ctx->Light.Material[f].Emission );
911 break;
912 case GL_SHININESS:
913 *params = ctx->Light.Material[f].Shininess;
914 break;
915 case GL_COLOR_INDEXES:
916 params[0] = ctx->Light.Material[f].AmbientIndex;
917 params[1] = ctx->Light.Material[f].DiffuseIndex;
918 params[2] = ctx->Light.Material[f].SpecularIndex;
919 break;
920 default:
921 _mesa_error( ctx, GL_INVALID_ENUM, "glGetMaterialfv(pname)" );
922 }
923 }
924
925
926
927 void
928 _mesa_GetMaterialiv( GLenum face, GLenum pname, GLint *params )
929 {
930 GET_CURRENT_CONTEXT(ctx);
931 GLuint f;
932 ASSERT_OUTSIDE_BEGIN_END_AND_FLUSH(ctx); /* update materials */
933
934 if (face==GL_FRONT) {
935 f = 0;
936 }
937 else if (face==GL_BACK) {
938 f = 1;
939 }
940 else {
941 _mesa_error( ctx, GL_INVALID_ENUM, "glGetMaterialiv(face)" );
942 return;
943 }
944 switch (pname) {
945 case GL_AMBIENT:
946 params[0] = FLOAT_TO_INT( ctx->Light.Material[f].Ambient[0] );
947 params[1] = FLOAT_TO_INT( ctx->Light.Material[f].Ambient[1] );
948 params[2] = FLOAT_TO_INT( ctx->Light.Material[f].Ambient[2] );
949 params[3] = FLOAT_TO_INT( ctx->Light.Material[f].Ambient[3] );
950 break;
951 case GL_DIFFUSE:
952 params[0] = FLOAT_TO_INT( ctx->Light.Material[f].Diffuse[0] );
953 params[1] = FLOAT_TO_INT( ctx->Light.Material[f].Diffuse[1] );
954 params[2] = FLOAT_TO_INT( ctx->Light.Material[f].Diffuse[2] );
955 params[3] = FLOAT_TO_INT( ctx->Light.Material[f].Diffuse[3] );
956 break;
957 case GL_SPECULAR:
958 params[0] = FLOAT_TO_INT( ctx->Light.Material[f].Specular[0] );
959 params[1] = FLOAT_TO_INT( ctx->Light.Material[f].Specular[1] );
960 params[2] = FLOAT_TO_INT( ctx->Light.Material[f].Specular[2] );
961 params[3] = FLOAT_TO_INT( ctx->Light.Material[f].Specular[3] );
962 break;
963 case GL_EMISSION:
964 params[0] = FLOAT_TO_INT( ctx->Light.Material[f].Emission[0] );
965 params[1] = FLOAT_TO_INT( ctx->Light.Material[f].Emission[1] );
966 params[2] = FLOAT_TO_INT( ctx->Light.Material[f].Emission[2] );
967 params[3] = FLOAT_TO_INT( ctx->Light.Material[f].Emission[3] );
968 break;
969 case GL_SHININESS:
970 *params = ROUNDF( ctx->Light.Material[f].Shininess );
971 break;
972 case GL_COLOR_INDEXES:
973 params[0] = ROUNDF( ctx->Light.Material[f].AmbientIndex );
974 params[1] = ROUNDF( ctx->Light.Material[f].DiffuseIndex );
975 params[2] = ROUNDF( ctx->Light.Material[f].SpecularIndex );
976 break;
977 default:
978 _mesa_error( ctx, GL_INVALID_ENUM, "glGetMaterialfv(pname)" );
979 }
980 }
981
982
983
984
985 /**********************************************************************/
986 /***** Lighting computation *****/
987 /**********************************************************************/
988
989
990 /*
991 * Notes:
992 * When two-sided lighting is enabled we compute the color (or index)
993 * for both the front and back side of the primitive. Then, when the
994 * orientation of the facet is later learned, we can determine which
995 * color (or index) to use for rendering.
996 *
997 * KW: We now know orientation in advance and only shade for
998 * the side or sides which are actually required.
999 *
1000 * Variables:
1001 * n = normal vector
1002 * V = vertex position
1003 * P = light source position
1004 * Pe = (0,0,0,1)
1005 *
1006 * Precomputed:
1007 * IF P[3]==0 THEN
1008 * // light at infinity
1009 * IF local_viewer THEN
1010 * _VP_inf_norm = unit vector from V to P // Precompute
1011 * ELSE
1012 * // eye at infinity
1013 * _h_inf_norm = Normalize( VP + <0,0,1> ) // Precompute
1014 * ENDIF
1015 * ENDIF
1016 *
1017 * Functions:
1018 * Normalize( v ) = normalized vector v
1019 * Magnitude( v ) = length of vector v
1020 */
1021
1022
1023
1024 /*
1025 * Whenever the spotlight exponent for a light changes we must call
1026 * this function to recompute the exponent lookup table.
1027 */
1028 void
1029 _mesa_invalidate_spot_exp_table( struct gl_light *l )
1030 {
1031 l->_SpotExpTable[0][0] = -1;
1032 }
1033
1034 static void validate_spot_exp_table( struct gl_light *l )
1035 {
1036 GLint i;
1037 GLdouble exponent = l->SpotExponent;
1038 GLdouble tmp = 0;
1039 GLint clamp = 0;
1040
1041 l->_SpotExpTable[0][0] = 0.0;
1042
1043 for (i = EXP_TABLE_SIZE - 1; i > 0 ;i--) {
1044 if (clamp == 0) {
1045 tmp = pow(i / (GLdouble) (EXP_TABLE_SIZE - 1), exponent);
1046 if (tmp < FLT_MIN * 100.0) {
1047 tmp = 0.0;
1048 clamp = 1;
1049 }
1050 }
1051 l->_SpotExpTable[i][0] = (GLfloat) tmp;
1052 }
1053 for (i = 0; i < EXP_TABLE_SIZE - 1; i++) {
1054 l->_SpotExpTable[i][1] = (l->_SpotExpTable[i+1][0] -
1055 l->_SpotExpTable[i][0]);
1056 }
1057 l->_SpotExpTable[EXP_TABLE_SIZE-1][1] = 0.0;
1058 }
1059
1060
1061
1062
1063 /* Calculate a new shine table. Doing this here saves a branch in
1064 * lighting, and the cost of doing it early may be partially offset
1065 * by keeping a MRU cache of shine tables for various shine values.
1066 */
1067 void
1068 _mesa_invalidate_shine_table( GLcontext *ctx, GLuint i )
1069 {
1070 if (ctx->_ShineTable[i])
1071 ctx->_ShineTable[i]->refcount--;
1072 ctx->_ShineTable[i] = 0;
1073 }
1074
1075 static void validate_shine_table( GLcontext *ctx, GLuint i, GLfloat shininess )
1076 {
1077 struct gl_shine_tab *list = ctx->_ShineTabList;
1078 struct gl_shine_tab *s;
1079
1080 foreach(s, list)
1081 if ( s->shininess == shininess )
1082 break;
1083
1084 if (s == list) {
1085 GLint j;
1086 GLfloat *m;
1087
1088 foreach(s, list)
1089 if (s->refcount == 0)
1090 break;
1091
1092 m = s->tab;
1093 m[0] = 0.0;
1094 if (shininess == 0.0) {
1095 for (j = 1 ; j <= SHINE_TABLE_SIZE ; j++)
1096 m[j] = 1.0;
1097 }
1098 else {
1099 for (j = 1 ; j < SHINE_TABLE_SIZE ; j++) {
1100 GLdouble t, x = j / (GLfloat) (SHINE_TABLE_SIZE - 1);
1101 if (x < 0.005) /* underflow check */
1102 x = 0.005;
1103 t = pow(x, shininess);
1104 if (t > 1e-20)
1105 m[j] = (GLfloat) t;
1106 else
1107 m[j] = 0.0;
1108 }
1109 m[SHINE_TABLE_SIZE] = 1.0;
1110 }
1111
1112 s->shininess = shininess;
1113 }
1114
1115 if (ctx->_ShineTable[i])
1116 ctx->_ShineTable[i]->refcount--;
1117
1118 ctx->_ShineTable[i] = s;
1119 move_to_tail( list, s );
1120 s->refcount++;
1121 }
1122
1123 void
1124 _mesa_validate_all_lighting_tables( GLcontext *ctx )
1125 {
1126 GLint i;
1127 GLfloat shininess;
1128
1129 shininess = ctx->Light.Material[0].Shininess;
1130 if (!ctx->_ShineTable[0] || ctx->_ShineTable[0]->shininess != shininess)
1131 validate_shine_table( ctx, 0, shininess );
1132
1133 shininess = ctx->Light.Material[1].Shininess;
1134 if (!ctx->_ShineTable[1] || ctx->_ShineTable[1]->shininess != shininess)
1135 validate_shine_table( ctx, 1, shininess );
1136
1137 for (i = 0 ; i < MAX_LIGHTS ; i++)
1138 if (ctx->Light.Light[i]._SpotExpTable[0][0] == -1)
1139 validate_spot_exp_table( &ctx->Light.Light[i] );
1140 }
1141
1142
1143
1144
1145 /*
1146 * Examine current lighting parameters to determine if the optimized lighting
1147 * function can be used.
1148 * Also, precompute some lighting values such as the products of light
1149 * source and material ambient, diffuse and specular coefficients.
1150 */
1151 void
1152 _mesa_update_lighting( GLcontext *ctx )
1153 {
1154 struct gl_light *light;
1155 ctx->_NeedEyeCoords &= ~NEED_EYE_LIGHT;
1156 ctx->_NeedNormals &= ~NEED_NORMALS_LIGHT;
1157 ctx->Light._Flags = 0;
1158
1159 if (!ctx->Light.Enabled)
1160 return;
1161
1162 ctx->_NeedNormals |= NEED_NORMALS_LIGHT;
1163
1164 foreach(light, &ctx->Light.EnabledList) {
1165 ctx->Light._Flags |= light->_Flags;
1166 }
1167
1168 ctx->Light._NeedVertices =
1169 ((ctx->Light._Flags & (LIGHT_POSITIONAL|LIGHT_SPOT)) ||
1170 ctx->Light.Model.ColorControl == GL_SEPARATE_SPECULAR_COLOR ||
1171 ctx->Light.Model.LocalViewer);
1172
1173 if ((ctx->Light._Flags & LIGHT_POSITIONAL) ||
1174 ctx->Light.Model.LocalViewer)
1175 ctx->_NeedEyeCoords |= NEED_EYE_LIGHT;
1176
1177
1178 /* XXX: This test is overkill & needs to be fixed both for software and
1179 * hardware t&l drivers. The above should be sufficient & should
1180 * be tested to verify this.
1181 */
1182 if (ctx->Light._NeedVertices)
1183 ctx->_NeedEyeCoords |= NEED_EYE_LIGHT;
1184
1185
1186 /* Precompute some shading values. Although we reference
1187 * Light.Material here, we can get away without flushing
1188 * FLUSH_UPDATE_CURRENT, as when any outstanding material changes
1189 * are flushed, they will update the derived state at that time.
1190 */
1191 if (ctx->Visual.rgbMode) {
1192 GLuint sides = ctx->Light.Model.TwoSide ? 2 : 1;
1193 GLuint side;
1194 for (side=0; side < sides; side++) {
1195 struct gl_material *mat = &ctx->Light.Material[side];
1196
1197 COPY_3V(ctx->Light._BaseColor[side], mat->Emission);
1198 ACC_SCALE_3V(ctx->Light._BaseColor[side],
1199 ctx->Light.Model.Ambient,
1200 mat->Ambient);
1201 }
1202
1203 foreach (light, &ctx->Light.EnabledList) {
1204 for (side=0; side< sides; side++) {
1205 const struct gl_material *mat = &ctx->Light.Material[side];
1206 SCALE_3V( light->_MatDiffuse[side], light->Diffuse, mat->Diffuse );
1207 SCALE_3V( light->_MatAmbient[side], light->Ambient, mat->Ambient );
1208 SCALE_3V( light->_MatSpecular[side], light->Specular,
1209 mat->Specular);
1210 }
1211 }
1212 }
1213 else {
1214 static const GLfloat ci[3] = { .30F, .59F, .11F };
1215 foreach(light, &ctx->Light.EnabledList) {
1216 light->_dli = DOT3(ci, light->Diffuse);
1217 light->_sli = DOT3(ci, light->Specular);
1218 }
1219 }
1220 }
1221
1222
1223 /* _NEW_MODELVIEW
1224 * _NEW_LIGHT
1225 * _TNL_NEW_NEED_EYE_COORDS
1226 *
1227 * Update on (_NEW_MODELVIEW | _NEW_LIGHT) when lighting is enabled.
1228 * Also update on lighting space changes.
1229 */
1230 void
1231 _mesa_compute_light_positions( GLcontext *ctx )
1232 {
1233 struct gl_light *light;
1234 static const GLfloat eye_z[3] = { 0, 0, 1 };
1235
1236 if (!ctx->Light.Enabled)
1237 return;
1238
1239 if (ctx->_NeedEyeCoords) {
1240 COPY_3V( ctx->_EyeZDir, eye_z );
1241 }
1242 else {
1243 TRANSFORM_NORMAL( ctx->_EyeZDir, eye_z, ctx->ModelviewMatrixStack.Top->m );
1244 }
1245
1246 foreach (light, &ctx->Light.EnabledList) {
1247
1248 if (ctx->_NeedEyeCoords) {
1249 COPY_4FV( light->_Position, light->EyePosition );
1250 }
1251 else {
1252 TRANSFORM_POINT( light->_Position, ctx->ModelviewMatrixStack.Top->inv,
1253 light->EyePosition );
1254 }
1255
1256 if (!(light->_Flags & LIGHT_POSITIONAL)) {
1257 /* VP (VP) = Normalize( Position ) */
1258 COPY_3V( light->_VP_inf_norm, light->_Position );
1259 NORMALIZE_3FV( light->_VP_inf_norm );
1260
1261 if (!ctx->Light.Model.LocalViewer) {
1262 /* _h_inf_norm = Normalize( V_to_P + <0,0,1> ) */
1263 ADD_3V( light->_h_inf_norm, light->_VP_inf_norm, ctx->_EyeZDir);
1264 NORMALIZE_3FV( light->_h_inf_norm );
1265 }
1266 light->_VP_inf_spot_attenuation = 1.0;
1267 }
1268
1269 if (light->_Flags & LIGHT_SPOT) {
1270 if (ctx->_NeedEyeCoords) {
1271 COPY_3V( light->_NormDirection, light->EyeDirection );
1272 }
1273 else {
1274 TRANSFORM_NORMAL( light->_NormDirection,
1275 light->EyeDirection,
1276 ctx->ModelviewMatrixStack.Top->m);
1277 }
1278
1279 NORMALIZE_3FV( light->_NormDirection );
1280
1281 if (!(light->_Flags & LIGHT_POSITIONAL)) {
1282 GLfloat PV_dot_dir = - DOT3(light->_VP_inf_norm,
1283 light->_NormDirection);
1284
1285 if (PV_dot_dir > light->_CosCutoff) {
1286 double x = PV_dot_dir * (EXP_TABLE_SIZE-1);
1287 int k = (int) x;
1288 light->_VP_inf_spot_attenuation =
1289 (GLfloat) (light->_SpotExpTable[k][0] +
1290 (x-k)*light->_SpotExpTable[k][1]);
1291 }
1292 else {
1293 light->_VP_inf_spot_attenuation = 0;
1294 }
1295 }
1296 }
1297 }
1298 }