7ebf9bf51cfd37026853a6607bec7d4dbccbb9ef
[mesa.git] / src / mesa / main / light.c
1 /*
2 * Mesa 3-D graphics library
3 * Version: 7.5
4 *
5 * Copyright (C) 1999-2008 Brian Paul All Rights Reserved.
6 * Copyright (C) 2009 VMware, Inc. All Rights Reserved.
7 *
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:
14 *
15 * The above copyright notice and this permission notice shall be included
16 * in all copies or substantial portions of the Software.
17 *
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.
24 */
25
26
27 #include "glheader.h"
28 #include "imports.h"
29 #include "context.h"
30 #include "enums.h"
31 #include "light.h"
32 #include "macros.h"
33 #include "simple_list.h"
34 #include "mtypes.h"
35 #include "math/m_matrix.h"
36
37
38 void GLAPIENTRY
39 _mesa_ShadeModel( GLenum mode )
40 {
41 GET_CURRENT_CONTEXT(ctx);
42 ASSERT_OUTSIDE_BEGIN_END(ctx);
43
44 if (MESA_VERBOSE & VERBOSE_API)
45 _mesa_debug(ctx, "glShadeModel %s\n", _mesa_lookup_enum_by_nr(mode));
46
47 if (mode != GL_FLAT && mode != GL_SMOOTH) {
48 _mesa_error(ctx, GL_INVALID_ENUM, "glShadeModel");
49 return;
50 }
51
52 if (ctx->Light.ShadeModel == mode)
53 return;
54
55 FLUSH_VERTICES(ctx, _NEW_LIGHT);
56 ctx->Light.ShadeModel = mode;
57 if (mode == GL_FLAT)
58 ctx->_TriangleCaps |= DD_FLATSHADE;
59 else
60 ctx->_TriangleCaps &= ~DD_FLATSHADE;
61
62 if (ctx->Driver.ShadeModel)
63 ctx->Driver.ShadeModel( ctx, mode );
64 }
65
66
67 /**
68 * Set the provoking vertex (the vertex which specifies the prim's
69 * color when flat shading) to either the first or last vertex of the
70 * triangle or line.
71 */
72 void GLAPIENTRY
73 _mesa_ProvokingVertexEXT(GLenum mode)
74 {
75 GET_CURRENT_CONTEXT(ctx);
76 ASSERT_OUTSIDE_BEGIN_END(ctx);
77
78 if (MESA_VERBOSE&VERBOSE_API)
79 _mesa_debug(ctx, "glProvokingVertexEXT 0x%x\n", mode);
80
81 switch (mode) {
82 case GL_FIRST_VERTEX_CONVENTION_EXT:
83 case GL_LAST_VERTEX_CONVENTION_EXT:
84 break;
85 default:
86 _mesa_error(ctx, GL_INVALID_ENUM, "glProvokingVertexEXT(0x%x)", mode);
87 return;
88 }
89
90 if (ctx->Light.ProvokingVertex == mode)
91 return;
92
93 FLUSH_VERTICES(ctx, _NEW_LIGHT);
94 ctx->Light.ProvokingVertex = mode;
95 }
96
97
98 /**
99 * Helper function called by _mesa_Lightfv and _mesa_PopAttrib to set
100 * per-light state.
101 * For GL_POSITION and GL_SPOT_DIRECTION the params position/direction
102 * will have already been transformed by the modelview matrix!
103 * Also, all error checking should have already been done.
104 */
105 void
106 _mesa_light(struct gl_context *ctx, GLuint lnum, GLenum pname, const GLfloat *params)
107 {
108 struct gl_light *light;
109
110 ASSERT(lnum < MAX_LIGHTS);
111 light = &ctx->Light.Light[lnum];
112
113 switch (pname) {
114 case GL_AMBIENT:
115 if (TEST_EQ_4V(light->Ambient, params))
116 return;
117 FLUSH_VERTICES(ctx, _NEW_LIGHT);
118 COPY_4V( light->Ambient, params );
119 break;
120 case GL_DIFFUSE:
121 if (TEST_EQ_4V(light->Diffuse, params))
122 return;
123 FLUSH_VERTICES(ctx, _NEW_LIGHT);
124 COPY_4V( light->Diffuse, params );
125 break;
126 case GL_SPECULAR:
127 if (TEST_EQ_4V(light->Specular, params))
128 return;
129 FLUSH_VERTICES(ctx, _NEW_LIGHT);
130 COPY_4V( light->Specular, params );
131 break;
132 case GL_POSITION:
133 /* NOTE: position has already been transformed by ModelView! */
134 if (TEST_EQ_4V(light->EyePosition, params))
135 return;
136 FLUSH_VERTICES(ctx, _NEW_LIGHT);
137 COPY_4V(light->EyePosition, params);
138 if (light->EyePosition[3] != 0.0F)
139 light->_Flags |= LIGHT_POSITIONAL;
140 else
141 light->_Flags &= ~LIGHT_POSITIONAL;
142 break;
143 case GL_SPOT_DIRECTION:
144 /* NOTE: Direction already transformed by inverse ModelView! */
145 if (TEST_EQ_3V(light->SpotDirection, params))
146 return;
147 FLUSH_VERTICES(ctx, _NEW_LIGHT);
148 COPY_3V(light->SpotDirection, params);
149 break;
150 case GL_SPOT_EXPONENT:
151 ASSERT(params[0] >= 0.0);
152 ASSERT(params[0] <= ctx->Const.MaxSpotExponent);
153 if (light->SpotExponent == params[0])
154 return;
155 FLUSH_VERTICES(ctx, _NEW_LIGHT);
156 light->SpotExponent = params[0];
157 break;
158 case GL_SPOT_CUTOFF:
159 ASSERT(params[0] == 180.0 || (params[0] >= 0.0 && params[0] <= 90.0));
160 if (light->SpotCutoff == params[0])
161 return;
162 FLUSH_VERTICES(ctx, _NEW_LIGHT);
163 light->SpotCutoff = params[0];
164 light->_CosCutoff = (GLfloat) (cos(light->SpotCutoff * DEG2RAD));
165 if (light->_CosCutoff < 0)
166 light->_CosCutoff = 0;
167 if (light->SpotCutoff != 180.0F)
168 light->_Flags |= LIGHT_SPOT;
169 else
170 light->_Flags &= ~LIGHT_SPOT;
171 break;
172 case GL_CONSTANT_ATTENUATION:
173 ASSERT(params[0] >= 0.0);
174 if (light->ConstantAttenuation == params[0])
175 return;
176 FLUSH_VERTICES(ctx, _NEW_LIGHT);
177 light->ConstantAttenuation = params[0];
178 break;
179 case GL_LINEAR_ATTENUATION:
180 ASSERT(params[0] >= 0.0);
181 if (light->LinearAttenuation == params[0])
182 return;
183 FLUSH_VERTICES(ctx, _NEW_LIGHT);
184 light->LinearAttenuation = params[0];
185 break;
186 case GL_QUADRATIC_ATTENUATION:
187 ASSERT(params[0] >= 0.0);
188 if (light->QuadraticAttenuation == params[0])
189 return;
190 FLUSH_VERTICES(ctx, _NEW_LIGHT);
191 light->QuadraticAttenuation = params[0];
192 break;
193 default:
194 _mesa_problem(ctx, "Unexpected pname in _mesa_light()");
195 return;
196 }
197
198 if (ctx->Driver.Lightfv)
199 ctx->Driver.Lightfv( ctx, GL_LIGHT0 + lnum, pname, params );
200 }
201
202
203 void GLAPIENTRY
204 _mesa_Lightf( GLenum light, GLenum pname, GLfloat param )
205 {
206 GLfloat fparam[4];
207 fparam[0] = param;
208 fparam[1] = fparam[2] = fparam[3] = 0.0F;
209 _mesa_Lightfv( light, pname, fparam );
210 }
211
212
213 void GLAPIENTRY
214 _mesa_Lightfv( GLenum light, GLenum pname, const GLfloat *params )
215 {
216 GET_CURRENT_CONTEXT(ctx);
217 GLint i = (GLint) (light - GL_LIGHT0);
218 GLfloat temp[4];
219 ASSERT_OUTSIDE_BEGIN_END(ctx);
220
221 if (i < 0 || i >= (GLint) ctx->Const.MaxLights) {
222 _mesa_error( ctx, GL_INVALID_ENUM, "glLight(light=0x%x)", light );
223 return;
224 }
225
226 /* do particular error checks, transformations */
227 switch (pname) {
228 case GL_AMBIENT:
229 case GL_DIFFUSE:
230 case GL_SPECULAR:
231 /* nothing */
232 break;
233 case GL_POSITION:
234 /* transform position by ModelView matrix */
235 TRANSFORM_POINT(temp, ctx->ModelviewMatrixStack.Top->m, params);
236 params = temp;
237 break;
238 case GL_SPOT_DIRECTION:
239 /* transform direction by inverse modelview */
240 if (_math_matrix_is_dirty(ctx->ModelviewMatrixStack.Top)) {
241 _math_matrix_analyse(ctx->ModelviewMatrixStack.Top);
242 }
243 TRANSFORM_DIRECTION(temp, params, ctx->ModelviewMatrixStack.Top->m);
244 params = temp;
245 break;
246 case GL_SPOT_EXPONENT:
247 if (params[0] < 0.0 || params[0] > ctx->Const.MaxSpotExponent) {
248 _mesa_error(ctx, GL_INVALID_VALUE, "glLight");
249 return;
250 }
251 break;
252 case GL_SPOT_CUTOFF:
253 if ((params[0] < 0.0 || params[0] > 90.0) && params[0] != 180.0) {
254 _mesa_error(ctx, GL_INVALID_VALUE, "glLight");
255 return;
256 }
257 break;
258 case GL_CONSTANT_ATTENUATION:
259 if (params[0] < 0.0) {
260 _mesa_error(ctx, GL_INVALID_VALUE, "glLight");
261 return;
262 }
263 break;
264 case GL_LINEAR_ATTENUATION:
265 if (params[0] < 0.0) {
266 _mesa_error(ctx, GL_INVALID_VALUE, "glLight");
267 return;
268 }
269 break;
270 case GL_QUADRATIC_ATTENUATION:
271 if (params[0] < 0.0) {
272 _mesa_error(ctx, GL_INVALID_VALUE, "glLight");
273 return;
274 }
275 break;
276 default:
277 _mesa_error(ctx, GL_INVALID_ENUM, "glLight(pname=0x%x)", pname);
278 return;
279 }
280
281 _mesa_light(ctx, i, pname, params);
282 }
283
284
285 void GLAPIENTRY
286 _mesa_Lighti( GLenum light, GLenum pname, GLint param )
287 {
288 GLint iparam[4];
289 iparam[0] = param;
290 iparam[1] = iparam[2] = iparam[3] = 0;
291 _mesa_Lightiv( light, pname, iparam );
292 }
293
294
295 void GLAPIENTRY
296 _mesa_Lightiv( GLenum light, GLenum pname, const GLint *params )
297 {
298 GLfloat fparam[4];
299
300 switch (pname) {
301 case GL_AMBIENT:
302 case GL_DIFFUSE:
303 case GL_SPECULAR:
304 fparam[0] = INT_TO_FLOAT( params[0] );
305 fparam[1] = INT_TO_FLOAT( params[1] );
306 fparam[2] = INT_TO_FLOAT( params[2] );
307 fparam[3] = INT_TO_FLOAT( params[3] );
308 break;
309 case GL_POSITION:
310 fparam[0] = (GLfloat) params[0];
311 fparam[1] = (GLfloat) params[1];
312 fparam[2] = (GLfloat) params[2];
313 fparam[3] = (GLfloat) params[3];
314 break;
315 case GL_SPOT_DIRECTION:
316 fparam[0] = (GLfloat) params[0];
317 fparam[1] = (GLfloat) params[1];
318 fparam[2] = (GLfloat) params[2];
319 break;
320 case GL_SPOT_EXPONENT:
321 case GL_SPOT_CUTOFF:
322 case GL_CONSTANT_ATTENUATION:
323 case GL_LINEAR_ATTENUATION:
324 case GL_QUADRATIC_ATTENUATION:
325 fparam[0] = (GLfloat) params[0];
326 break;
327 default:
328 /* error will be caught later in gl_Lightfv */
329 ;
330 }
331
332 _mesa_Lightfv( light, pname, fparam );
333 }
334
335
336
337 void GLAPIENTRY
338 _mesa_GetLightfv( GLenum light, GLenum pname, GLfloat *params )
339 {
340 GET_CURRENT_CONTEXT(ctx);
341 GLint l = (GLint) (light - GL_LIGHT0);
342 ASSERT_OUTSIDE_BEGIN_END(ctx);
343
344 if (l < 0 || l >= (GLint) ctx->Const.MaxLights) {
345 _mesa_error( ctx, GL_INVALID_ENUM, "glGetLightfv" );
346 return;
347 }
348
349 switch (pname) {
350 case GL_AMBIENT:
351 COPY_4V( params, ctx->Light.Light[l].Ambient );
352 break;
353 case GL_DIFFUSE:
354 COPY_4V( params, ctx->Light.Light[l].Diffuse );
355 break;
356 case GL_SPECULAR:
357 COPY_4V( params, ctx->Light.Light[l].Specular );
358 break;
359 case GL_POSITION:
360 COPY_4V( params, ctx->Light.Light[l].EyePosition );
361 break;
362 case GL_SPOT_DIRECTION:
363 COPY_3V( params, ctx->Light.Light[l].SpotDirection );
364 break;
365 case GL_SPOT_EXPONENT:
366 params[0] = ctx->Light.Light[l].SpotExponent;
367 break;
368 case GL_SPOT_CUTOFF:
369 params[0] = ctx->Light.Light[l].SpotCutoff;
370 break;
371 case GL_CONSTANT_ATTENUATION:
372 params[0] = ctx->Light.Light[l].ConstantAttenuation;
373 break;
374 case GL_LINEAR_ATTENUATION:
375 params[0] = ctx->Light.Light[l].LinearAttenuation;
376 break;
377 case GL_QUADRATIC_ATTENUATION:
378 params[0] = ctx->Light.Light[l].QuadraticAttenuation;
379 break;
380 default:
381 _mesa_error( ctx, GL_INVALID_ENUM, "glGetLightfv" );
382 break;
383 }
384 }
385
386
387 void GLAPIENTRY
388 _mesa_GetLightiv( GLenum light, GLenum pname, GLint *params )
389 {
390 GET_CURRENT_CONTEXT(ctx);
391 GLint l = (GLint) (light - GL_LIGHT0);
392 ASSERT_OUTSIDE_BEGIN_END(ctx);
393
394 if (l < 0 || l >= (GLint) ctx->Const.MaxLights) {
395 _mesa_error( ctx, GL_INVALID_ENUM, "glGetLightiv" );
396 return;
397 }
398
399 switch (pname) {
400 case GL_AMBIENT:
401 params[0] = FLOAT_TO_INT(ctx->Light.Light[l].Ambient[0]);
402 params[1] = FLOAT_TO_INT(ctx->Light.Light[l].Ambient[1]);
403 params[2] = FLOAT_TO_INT(ctx->Light.Light[l].Ambient[2]);
404 params[3] = FLOAT_TO_INT(ctx->Light.Light[l].Ambient[3]);
405 break;
406 case GL_DIFFUSE:
407 params[0] = FLOAT_TO_INT(ctx->Light.Light[l].Diffuse[0]);
408 params[1] = FLOAT_TO_INT(ctx->Light.Light[l].Diffuse[1]);
409 params[2] = FLOAT_TO_INT(ctx->Light.Light[l].Diffuse[2]);
410 params[3] = FLOAT_TO_INT(ctx->Light.Light[l].Diffuse[3]);
411 break;
412 case GL_SPECULAR:
413 params[0] = FLOAT_TO_INT(ctx->Light.Light[l].Specular[0]);
414 params[1] = FLOAT_TO_INT(ctx->Light.Light[l].Specular[1]);
415 params[2] = FLOAT_TO_INT(ctx->Light.Light[l].Specular[2]);
416 params[3] = FLOAT_TO_INT(ctx->Light.Light[l].Specular[3]);
417 break;
418 case GL_POSITION:
419 params[0] = (GLint) ctx->Light.Light[l].EyePosition[0];
420 params[1] = (GLint) ctx->Light.Light[l].EyePosition[1];
421 params[2] = (GLint) ctx->Light.Light[l].EyePosition[2];
422 params[3] = (GLint) ctx->Light.Light[l].EyePosition[3];
423 break;
424 case GL_SPOT_DIRECTION:
425 params[0] = (GLint) ctx->Light.Light[l].SpotDirection[0];
426 params[1] = (GLint) ctx->Light.Light[l].SpotDirection[1];
427 params[2] = (GLint) ctx->Light.Light[l].SpotDirection[2];
428 break;
429 case GL_SPOT_EXPONENT:
430 params[0] = (GLint) ctx->Light.Light[l].SpotExponent;
431 break;
432 case GL_SPOT_CUTOFF:
433 params[0] = (GLint) ctx->Light.Light[l].SpotCutoff;
434 break;
435 case GL_CONSTANT_ATTENUATION:
436 params[0] = (GLint) ctx->Light.Light[l].ConstantAttenuation;
437 break;
438 case GL_LINEAR_ATTENUATION:
439 params[0] = (GLint) ctx->Light.Light[l].LinearAttenuation;
440 break;
441 case GL_QUADRATIC_ATTENUATION:
442 params[0] = (GLint) ctx->Light.Light[l].QuadraticAttenuation;
443 break;
444 default:
445 _mesa_error( ctx, GL_INVALID_ENUM, "glGetLightiv" );
446 break;
447 }
448 }
449
450
451
452 /**********************************************************************/
453 /*** Light Model ***/
454 /**********************************************************************/
455
456
457 void GLAPIENTRY
458 _mesa_LightModelfv( GLenum pname, const GLfloat *params )
459 {
460 GLenum newenum;
461 GLboolean newbool;
462 GET_CURRENT_CONTEXT(ctx);
463 ASSERT_OUTSIDE_BEGIN_END(ctx);
464
465 switch (pname) {
466 case GL_LIGHT_MODEL_AMBIENT:
467 if (TEST_EQ_4V( ctx->Light.Model.Ambient, params ))
468 return;
469 FLUSH_VERTICES(ctx, _NEW_LIGHT);
470 COPY_4V( ctx->Light.Model.Ambient, params );
471 break;
472 case GL_LIGHT_MODEL_LOCAL_VIEWER:
473 newbool = (params[0]!=0.0);
474 if (ctx->Light.Model.LocalViewer == newbool)
475 return;
476 FLUSH_VERTICES(ctx, _NEW_LIGHT);
477 ctx->Light.Model.LocalViewer = newbool;
478 break;
479 case GL_LIGHT_MODEL_TWO_SIDE:
480 newbool = (params[0]!=0.0);
481 if (ctx->Light.Model.TwoSide == newbool)
482 return;
483 FLUSH_VERTICES(ctx, _NEW_LIGHT);
484 ctx->Light.Model.TwoSide = newbool;
485 if (ctx->Light.Enabled && ctx->Light.Model.TwoSide)
486 ctx->_TriangleCaps |= DD_TRI_LIGHT_TWOSIDE;
487 else
488 ctx->_TriangleCaps &= ~DD_TRI_LIGHT_TWOSIDE;
489 break;
490 case GL_LIGHT_MODEL_COLOR_CONTROL:
491 if (params[0] == (GLfloat) GL_SINGLE_COLOR)
492 newenum = GL_SINGLE_COLOR;
493 else if (params[0] == (GLfloat) GL_SEPARATE_SPECULAR_COLOR)
494 newenum = GL_SEPARATE_SPECULAR_COLOR;
495 else {
496 _mesa_error( ctx, GL_INVALID_ENUM, "glLightModel(param=0x0%x)",
497 (GLint) params[0] );
498 return;
499 }
500 if (ctx->Light.Model.ColorControl == newenum)
501 return;
502 FLUSH_VERTICES(ctx, _NEW_LIGHT);
503 ctx->Light.Model.ColorControl = newenum;
504 break;
505 default:
506 _mesa_error( ctx, GL_INVALID_ENUM, "glLightModel(pname=0x%x)", pname );
507 break;
508 }
509
510 if (ctx->Driver.LightModelfv)
511 ctx->Driver.LightModelfv( ctx, pname, params );
512 }
513
514
515 void GLAPIENTRY
516 _mesa_LightModeliv( GLenum pname, const GLint *params )
517 {
518 GLfloat fparam[4];
519
520 switch (pname) {
521 case GL_LIGHT_MODEL_AMBIENT:
522 fparam[0] = INT_TO_FLOAT( params[0] );
523 fparam[1] = INT_TO_FLOAT( params[1] );
524 fparam[2] = INT_TO_FLOAT( params[2] );
525 fparam[3] = INT_TO_FLOAT( params[3] );
526 break;
527 case GL_LIGHT_MODEL_LOCAL_VIEWER:
528 case GL_LIGHT_MODEL_TWO_SIDE:
529 case GL_LIGHT_MODEL_COLOR_CONTROL:
530 fparam[0] = (GLfloat) params[0];
531 break;
532 default:
533 /* Error will be caught later in gl_LightModelfv */
534 ASSIGN_4V(fparam, 0.0F, 0.0F, 0.0F, 0.0F);
535 }
536 _mesa_LightModelfv( pname, fparam );
537 }
538
539
540 void GLAPIENTRY
541 _mesa_LightModeli( GLenum pname, GLint param )
542 {
543 GLint iparam[4];
544 iparam[0] = param;
545 iparam[1] = iparam[2] = iparam[3] = 0;
546 _mesa_LightModeliv( pname, iparam );
547 }
548
549
550 void GLAPIENTRY
551 _mesa_LightModelf( GLenum pname, GLfloat param )
552 {
553 GLfloat fparam[4];
554 fparam[0] = param;
555 fparam[1] = fparam[2] = fparam[3] = 0.0F;
556 _mesa_LightModelfv( pname, fparam );
557 }
558
559
560
561 /********** MATERIAL **********/
562
563
564 /*
565 * Given a face and pname value (ala glColorMaterial), compute a bitmask
566 * of the targeted material values.
567 */
568 GLuint
569 _mesa_material_bitmask( struct gl_context *ctx, GLenum face, GLenum pname,
570 GLuint legal, const char *where )
571 {
572 GLuint bitmask = 0;
573
574 /* Make a bitmask indicating what material attribute(s) we're updating */
575 switch (pname) {
576 case GL_EMISSION:
577 bitmask |= MAT_BIT_FRONT_EMISSION | MAT_BIT_BACK_EMISSION;
578 break;
579 case GL_AMBIENT:
580 bitmask |= MAT_BIT_FRONT_AMBIENT | MAT_BIT_BACK_AMBIENT;
581 break;
582 case GL_DIFFUSE:
583 bitmask |= MAT_BIT_FRONT_DIFFUSE | MAT_BIT_BACK_DIFFUSE;
584 break;
585 case GL_SPECULAR:
586 bitmask |= MAT_BIT_FRONT_SPECULAR | MAT_BIT_BACK_SPECULAR;
587 break;
588 case GL_SHININESS:
589 bitmask |= MAT_BIT_FRONT_SHININESS | MAT_BIT_BACK_SHININESS;
590 break;
591 case GL_AMBIENT_AND_DIFFUSE:
592 bitmask |= MAT_BIT_FRONT_AMBIENT | MAT_BIT_BACK_AMBIENT;
593 bitmask |= MAT_BIT_FRONT_DIFFUSE | MAT_BIT_BACK_DIFFUSE;
594 break;
595 case GL_COLOR_INDEXES:
596 bitmask |= MAT_BIT_FRONT_INDEXES | MAT_BIT_BACK_INDEXES;
597 break;
598 default:
599 _mesa_error( ctx, GL_INVALID_ENUM, "%s", where );
600 return 0;
601 }
602
603 if (face==GL_FRONT) {
604 bitmask &= FRONT_MATERIAL_BITS;
605 }
606 else if (face==GL_BACK) {
607 bitmask &= BACK_MATERIAL_BITS;
608 }
609 else if (face != GL_FRONT_AND_BACK) {
610 _mesa_error( ctx, GL_INVALID_ENUM, "%s", where );
611 return 0;
612 }
613
614 if (bitmask & ~legal) {
615 _mesa_error( ctx, GL_INVALID_ENUM, "%s", where );
616 return 0;
617 }
618
619 return bitmask;
620 }
621
622
623
624 static void
625 invalidate_shine_table( struct gl_context *ctx, GLuint side );
626
627
628
629 /* Update derived values following a change in ctx->Light.Material
630 */
631 void
632 _mesa_update_material( struct gl_context *ctx, GLuint bitmask )
633 {
634 struct gl_light *light, *list = &ctx->Light.EnabledList;
635 GLfloat (*mat)[4] = ctx->Light.Material.Attrib;
636
637 if (MESA_VERBOSE & VERBOSE_MATERIAL)
638 _mesa_debug(ctx, "_mesa_update_material, mask 0x%x\n", bitmask);
639
640 if (!bitmask)
641 return;
642
643 /* update material ambience */
644 if (bitmask & MAT_BIT_FRONT_AMBIENT) {
645 foreach (light, list) {
646 SCALE_3V( light->_MatAmbient[0], light->Ambient,
647 mat[MAT_ATTRIB_FRONT_AMBIENT]);
648 }
649 }
650
651 if (bitmask & MAT_BIT_BACK_AMBIENT) {
652 foreach (light, list) {
653 SCALE_3V( light->_MatAmbient[1], light->Ambient,
654 mat[MAT_ATTRIB_BACK_AMBIENT]);
655 }
656 }
657
658 /* update BaseColor = emission + scene's ambience * material's ambience */
659 if (bitmask & (MAT_BIT_FRONT_EMISSION | MAT_BIT_FRONT_AMBIENT)) {
660 COPY_3V( ctx->Light._BaseColor[0], mat[MAT_ATTRIB_FRONT_EMISSION] );
661 ACC_SCALE_3V( ctx->Light._BaseColor[0], mat[MAT_ATTRIB_FRONT_AMBIENT],
662 ctx->Light.Model.Ambient );
663 }
664
665 if (bitmask & (MAT_BIT_BACK_EMISSION | MAT_BIT_BACK_AMBIENT)) {
666 COPY_3V( ctx->Light._BaseColor[1], mat[MAT_ATTRIB_BACK_EMISSION] );
667 ACC_SCALE_3V( ctx->Light._BaseColor[1], mat[MAT_ATTRIB_BACK_AMBIENT],
668 ctx->Light.Model.Ambient );
669 }
670
671 /* update material diffuse values */
672 if (bitmask & MAT_BIT_FRONT_DIFFUSE) {
673 foreach (light, list) {
674 SCALE_3V( light->_MatDiffuse[0], light->Diffuse,
675 mat[MAT_ATTRIB_FRONT_DIFFUSE] );
676 }
677 }
678
679 if (bitmask & MAT_BIT_BACK_DIFFUSE) {
680 foreach (light, list) {
681 SCALE_3V( light->_MatDiffuse[1], light->Diffuse,
682 mat[MAT_ATTRIB_BACK_DIFFUSE] );
683 }
684 }
685
686 /* update material specular values */
687 if (bitmask & MAT_BIT_FRONT_SPECULAR) {
688 foreach (light, list) {
689 SCALE_3V( light->_MatSpecular[0], light->Specular,
690 mat[MAT_ATTRIB_FRONT_SPECULAR]);
691 }
692 }
693
694 if (bitmask & MAT_BIT_BACK_SPECULAR) {
695 foreach (light, list) {
696 SCALE_3V( light->_MatSpecular[1], light->Specular,
697 mat[MAT_ATTRIB_BACK_SPECULAR]);
698 }
699 }
700
701 if (bitmask & MAT_BIT_FRONT_SHININESS) {
702 invalidate_shine_table( ctx, 0 );
703 }
704
705 if (bitmask & MAT_BIT_BACK_SHININESS) {
706 invalidate_shine_table( ctx, 1 );
707 }
708 }
709
710
711 /*
712 * Update the current materials from the given rgba color
713 * according to the bitmask in ColorMaterialBitmask, which is
714 * set by glColorMaterial().
715 */
716 void
717 _mesa_update_color_material( struct gl_context *ctx, const GLfloat color[4] )
718 {
719 GLuint bitmask = ctx->Light.ColorMaterialBitmask;
720 struct gl_material *mat = &ctx->Light.Material;
721 int i;
722
723 for (i = 0 ; i < MAT_ATTRIB_MAX ; i++)
724 if (bitmask & (1<<i))
725 COPY_4FV( mat->Attrib[i], color );
726
727 _mesa_update_material( ctx, bitmask );
728 }
729
730
731 void GLAPIENTRY
732 _mesa_ColorMaterial( GLenum face, GLenum mode )
733 {
734 GET_CURRENT_CONTEXT(ctx);
735 GLuint bitmask;
736 GLuint legal = (MAT_BIT_FRONT_EMISSION | MAT_BIT_BACK_EMISSION |
737 MAT_BIT_FRONT_SPECULAR | MAT_BIT_BACK_SPECULAR |
738 MAT_BIT_FRONT_DIFFUSE | MAT_BIT_BACK_DIFFUSE |
739 MAT_BIT_FRONT_AMBIENT | MAT_BIT_BACK_AMBIENT);
740 ASSERT_OUTSIDE_BEGIN_END(ctx);
741
742 if (MESA_VERBOSE&VERBOSE_API)
743 _mesa_debug(ctx, "glColorMaterial %s %s\n",
744 _mesa_lookup_enum_by_nr(face),
745 _mesa_lookup_enum_by_nr(mode));
746
747 bitmask = _mesa_material_bitmask(ctx, face, mode, legal, "glColorMaterial");
748
749 if (ctx->Light.ColorMaterialBitmask == bitmask &&
750 ctx->Light.ColorMaterialFace == face &&
751 ctx->Light.ColorMaterialMode == mode)
752 return;
753
754 FLUSH_VERTICES(ctx, _NEW_LIGHT);
755 ctx->Light.ColorMaterialBitmask = bitmask;
756 ctx->Light.ColorMaterialFace = face;
757 ctx->Light.ColorMaterialMode = mode;
758
759 if (ctx->Light.ColorMaterialEnabled) {
760 FLUSH_CURRENT( ctx, 0 );
761 _mesa_update_color_material(ctx,ctx->Current.Attrib[VERT_ATTRIB_COLOR0]);
762 }
763
764 if (ctx->Driver.ColorMaterial)
765 ctx->Driver.ColorMaterial( ctx, face, mode );
766 }
767
768
769 void GLAPIENTRY
770 _mesa_GetMaterialfv( GLenum face, GLenum pname, GLfloat *params )
771 {
772 GET_CURRENT_CONTEXT(ctx);
773 GLuint f;
774 GLfloat (*mat)[4] = ctx->Light.Material.Attrib;
775 ASSERT_OUTSIDE_BEGIN_END_AND_FLUSH(ctx); /* update materials */
776
777 FLUSH_CURRENT(ctx, 0); /* update ctx->Light.Material from vertex buffer */
778
779 if (face==GL_FRONT) {
780 f = 0;
781 }
782 else if (face==GL_BACK) {
783 f = 1;
784 }
785 else {
786 _mesa_error( ctx, GL_INVALID_ENUM, "glGetMaterialfv(face)" );
787 return;
788 }
789
790 switch (pname) {
791 case GL_AMBIENT:
792 COPY_4FV( params, mat[MAT_ATTRIB_AMBIENT(f)] );
793 break;
794 case GL_DIFFUSE:
795 COPY_4FV( params, mat[MAT_ATTRIB_DIFFUSE(f)] );
796 break;
797 case GL_SPECULAR:
798 COPY_4FV( params, mat[MAT_ATTRIB_SPECULAR(f)] );
799 break;
800 case GL_EMISSION:
801 COPY_4FV( params, mat[MAT_ATTRIB_EMISSION(f)] );
802 break;
803 case GL_SHININESS:
804 *params = mat[MAT_ATTRIB_SHININESS(f)][0];
805 break;
806 case GL_COLOR_INDEXES:
807 params[0] = mat[MAT_ATTRIB_INDEXES(f)][0];
808 params[1] = mat[MAT_ATTRIB_INDEXES(f)][1];
809 params[2] = mat[MAT_ATTRIB_INDEXES(f)][2];
810 break;
811 default:
812 _mesa_error( ctx, GL_INVALID_ENUM, "glGetMaterialfv(pname)" );
813 }
814 }
815
816
817 void GLAPIENTRY
818 _mesa_GetMaterialiv( GLenum face, GLenum pname, GLint *params )
819 {
820 GET_CURRENT_CONTEXT(ctx);
821 GLuint f;
822 GLfloat (*mat)[4] = ctx->Light.Material.Attrib;
823 ASSERT_OUTSIDE_BEGIN_END_AND_FLUSH(ctx); /* update materials */
824
825 FLUSH_CURRENT(ctx, 0); /* update ctx->Light.Material from vertex buffer */
826
827 if (face==GL_FRONT) {
828 f = 0;
829 }
830 else if (face==GL_BACK) {
831 f = 1;
832 }
833 else {
834 _mesa_error( ctx, GL_INVALID_ENUM, "glGetMaterialiv(face)" );
835 return;
836 }
837 switch (pname) {
838 case GL_AMBIENT:
839 params[0] = FLOAT_TO_INT( mat[MAT_ATTRIB_AMBIENT(f)][0] );
840 params[1] = FLOAT_TO_INT( mat[MAT_ATTRIB_AMBIENT(f)][1] );
841 params[2] = FLOAT_TO_INT( mat[MAT_ATTRIB_AMBIENT(f)][2] );
842 params[3] = FLOAT_TO_INT( mat[MAT_ATTRIB_AMBIENT(f)][3] );
843 break;
844 case GL_DIFFUSE:
845 params[0] = FLOAT_TO_INT( mat[MAT_ATTRIB_DIFFUSE(f)][0] );
846 params[1] = FLOAT_TO_INT( mat[MAT_ATTRIB_DIFFUSE(f)][1] );
847 params[2] = FLOAT_TO_INT( mat[MAT_ATTRIB_DIFFUSE(f)][2] );
848 params[3] = FLOAT_TO_INT( mat[MAT_ATTRIB_DIFFUSE(f)][3] );
849 break;
850 case GL_SPECULAR:
851 params[0] = FLOAT_TO_INT( mat[MAT_ATTRIB_SPECULAR(f)][0] );
852 params[1] = FLOAT_TO_INT( mat[MAT_ATTRIB_SPECULAR(f)][1] );
853 params[2] = FLOAT_TO_INT( mat[MAT_ATTRIB_SPECULAR(f)][2] );
854 params[3] = FLOAT_TO_INT( mat[MAT_ATTRIB_SPECULAR(f)][3] );
855 break;
856 case GL_EMISSION:
857 params[0] = FLOAT_TO_INT( mat[MAT_ATTRIB_EMISSION(f)][0] );
858 params[1] = FLOAT_TO_INT( mat[MAT_ATTRIB_EMISSION(f)][1] );
859 params[2] = FLOAT_TO_INT( mat[MAT_ATTRIB_EMISSION(f)][2] );
860 params[3] = FLOAT_TO_INT( mat[MAT_ATTRIB_EMISSION(f)][3] );
861 break;
862 case GL_SHININESS:
863 *params = IROUND( mat[MAT_ATTRIB_SHININESS(f)][0] );
864 break;
865 case GL_COLOR_INDEXES:
866 params[0] = IROUND( mat[MAT_ATTRIB_INDEXES(f)][0] );
867 params[1] = IROUND( mat[MAT_ATTRIB_INDEXES(f)][1] );
868 params[2] = IROUND( mat[MAT_ATTRIB_INDEXES(f)][2] );
869 break;
870 default:
871 _mesa_error( ctx, GL_INVALID_ENUM, "glGetMaterialfv(pname)" );
872 }
873 }
874
875
876
877 /**********************************************************************/
878 /***** Lighting computation *****/
879 /**********************************************************************/
880
881
882 /*
883 * Notes:
884 * When two-sided lighting is enabled we compute the color (or index)
885 * for both the front and back side of the primitive. Then, when the
886 * orientation of the facet is later learned, we can determine which
887 * color (or index) to use for rendering.
888 *
889 * KW: We now know orientation in advance and only shade for
890 * the side or sides which are actually required.
891 *
892 * Variables:
893 * n = normal vector
894 * V = vertex position
895 * P = light source position
896 * Pe = (0,0,0,1)
897 *
898 * Precomputed:
899 * IF P[3]==0 THEN
900 * // light at infinity
901 * IF local_viewer THEN
902 * _VP_inf_norm = unit vector from V to P // Precompute
903 * ELSE
904 * // eye at infinity
905 * _h_inf_norm = Normalize( VP + <0,0,1> ) // Precompute
906 * ENDIF
907 * ENDIF
908 *
909 * Functions:
910 * Normalize( v ) = normalized vector v
911 * Magnitude( v ) = length of vector v
912 */
913
914
915
916 /* Calculate a new shine table. Doing this here saves a branch in
917 * lighting, and the cost of doing it early may be partially offset
918 * by keeping a MRU cache of shine tables for various shine values.
919 */
920 static void
921 invalidate_shine_table( struct gl_context *ctx, GLuint side )
922 {
923 ASSERT(side < 2);
924 if (ctx->_ShineTable[side])
925 ctx->_ShineTable[side]->refcount--;
926 ctx->_ShineTable[side] = NULL;
927 }
928
929
930 static void
931 validate_shine_table( struct gl_context *ctx, GLuint side, GLfloat shininess )
932 {
933 struct gl_shine_tab *list = ctx->_ShineTabList;
934 struct gl_shine_tab *s;
935
936 ASSERT(side < 2);
937
938 foreach(s, list)
939 if ( s->shininess == shininess )
940 break;
941
942 if (s == list) {
943 GLint j;
944 GLfloat *m;
945
946 foreach(s, list)
947 if (s->refcount == 0)
948 break;
949
950 m = s->tab;
951 m[0] = 0.0;
952 if (shininess == 0.0) {
953 for (j = 1 ; j <= SHINE_TABLE_SIZE ; j++)
954 m[j] = 1.0;
955 }
956 else {
957 for (j = 1 ; j < SHINE_TABLE_SIZE ; j++) {
958 GLdouble t, x = j / (GLfloat) (SHINE_TABLE_SIZE - 1);
959 if (x < 0.005) /* underflow check */
960 x = 0.005;
961 t = pow(x, shininess);
962 if (t > 1e-20)
963 m[j] = (GLfloat) t;
964 else
965 m[j] = 0.0;
966 }
967 m[SHINE_TABLE_SIZE] = 1.0;
968 }
969
970 s->shininess = shininess;
971 }
972
973 if (ctx->_ShineTable[side])
974 ctx->_ShineTable[side]->refcount--;
975
976 ctx->_ShineTable[side] = s;
977 move_to_tail( list, s );
978 s->refcount++;
979 }
980
981
982 void
983 _mesa_validate_all_lighting_tables( struct gl_context *ctx )
984 {
985 GLfloat shininess;
986
987 shininess = ctx->Light.Material.Attrib[MAT_ATTRIB_FRONT_SHININESS][0];
988 if (!ctx->_ShineTable[0] || ctx->_ShineTable[0]->shininess != shininess)
989 validate_shine_table( ctx, 0, shininess );
990
991 shininess = ctx->Light.Material.Attrib[MAT_ATTRIB_BACK_SHININESS][0];
992 if (!ctx->_ShineTable[1] || ctx->_ShineTable[1]->shininess != shininess)
993 validate_shine_table( ctx, 1, shininess );
994 }
995
996
997 /**
998 * Examine current lighting parameters to determine if the optimized lighting
999 * function can be used.
1000 * Also, precompute some lighting values such as the products of light
1001 * source and material ambient, diffuse and specular coefficients.
1002 */
1003 void
1004 _mesa_update_lighting( struct gl_context *ctx )
1005 {
1006 GLbitfield flags = 0;
1007 struct gl_light *light;
1008 ctx->Light._NeedEyeCoords = GL_FALSE;
1009
1010 if (!ctx->Light.Enabled)
1011 return;
1012
1013 foreach(light, &ctx->Light.EnabledList) {
1014 flags |= light->_Flags;
1015 }
1016
1017 ctx->Light._NeedVertices =
1018 ((flags & (LIGHT_POSITIONAL|LIGHT_SPOT)) ||
1019 ctx->Light.Model.ColorControl == GL_SEPARATE_SPECULAR_COLOR ||
1020 ctx->Light.Model.LocalViewer);
1021
1022 ctx->Light._NeedEyeCoords = ((flags & LIGHT_POSITIONAL) ||
1023 ctx->Light.Model.LocalViewer);
1024
1025 /* XXX: This test is overkill & needs to be fixed both for software and
1026 * hardware t&l drivers. The above should be sufficient & should
1027 * be tested to verify this.
1028 */
1029 if (ctx->Light._NeedVertices)
1030 ctx->Light._NeedEyeCoords = GL_TRUE;
1031
1032 /* Precompute some shading values. Although we reference
1033 * Light.Material here, we can get away without flushing
1034 * FLUSH_UPDATE_CURRENT, as when any outstanding material changes
1035 * are flushed, they will update the derived state at that time.
1036 */
1037 if (ctx->Light.Model.TwoSide)
1038 _mesa_update_material(ctx,
1039 MAT_BIT_FRONT_EMISSION |
1040 MAT_BIT_FRONT_AMBIENT |
1041 MAT_BIT_FRONT_DIFFUSE |
1042 MAT_BIT_FRONT_SPECULAR |
1043 MAT_BIT_BACK_EMISSION |
1044 MAT_BIT_BACK_AMBIENT |
1045 MAT_BIT_BACK_DIFFUSE |
1046 MAT_BIT_BACK_SPECULAR);
1047 else
1048 _mesa_update_material(ctx,
1049 MAT_BIT_FRONT_EMISSION |
1050 MAT_BIT_FRONT_AMBIENT |
1051 MAT_BIT_FRONT_DIFFUSE |
1052 MAT_BIT_FRONT_SPECULAR);
1053 }
1054
1055
1056 /**
1057 * Update state derived from light position, spot direction.
1058 * Called upon:
1059 * _NEW_MODELVIEW
1060 * _NEW_LIGHT
1061 * _TNL_NEW_NEED_EYE_COORDS
1062 *
1063 * Update on (_NEW_MODELVIEW | _NEW_LIGHT) when lighting is enabled.
1064 * Also update on lighting space changes.
1065 */
1066 static void
1067 compute_light_positions( struct gl_context *ctx )
1068 {
1069 struct gl_light *light;
1070 static const GLfloat eye_z[3] = { 0, 0, 1 };
1071
1072 if (!ctx->Light.Enabled)
1073 return;
1074
1075 if (ctx->_NeedEyeCoords) {
1076 COPY_3V( ctx->_EyeZDir, eye_z );
1077 }
1078 else {
1079 TRANSFORM_NORMAL( ctx->_EyeZDir, eye_z, ctx->ModelviewMatrixStack.Top->m );
1080 }
1081
1082 /* Make sure all the light tables are updated before the computation */
1083 _mesa_validate_all_lighting_tables(ctx);
1084
1085 foreach (light, &ctx->Light.EnabledList) {
1086
1087 if (ctx->_NeedEyeCoords) {
1088 /* _Position is in eye coordinate space */
1089 COPY_4FV( light->_Position, light->EyePosition );
1090 }
1091 else {
1092 /* _Position is in object coordinate space */
1093 TRANSFORM_POINT( light->_Position, ctx->ModelviewMatrixStack.Top->inv,
1094 light->EyePosition );
1095 }
1096
1097 if (!(light->_Flags & LIGHT_POSITIONAL)) {
1098 /* VP (VP) = Normalize( Position ) */
1099 COPY_3V( light->_VP_inf_norm, light->_Position );
1100 NORMALIZE_3FV( light->_VP_inf_norm );
1101
1102 if (!ctx->Light.Model.LocalViewer) {
1103 /* _h_inf_norm = Normalize( V_to_P + <0,0,1> ) */
1104 ADD_3V( light->_h_inf_norm, light->_VP_inf_norm, ctx->_EyeZDir);
1105 NORMALIZE_3FV( light->_h_inf_norm );
1106 }
1107 light->_VP_inf_spot_attenuation = 1.0;
1108 }
1109 else {
1110 /* positional light w/ homogeneous coordinate, divide by W */
1111 GLfloat wInv = (GLfloat)1.0 / light->_Position[3];
1112 light->_Position[0] *= wInv;
1113 light->_Position[1] *= wInv;
1114 light->_Position[2] *= wInv;
1115 }
1116
1117 if (light->_Flags & LIGHT_SPOT) {
1118 /* Note: we normalize the spot direction now */
1119
1120 if (ctx->_NeedEyeCoords) {
1121 COPY_3V( light->_NormSpotDirection, light->SpotDirection );
1122 NORMALIZE_3FV( light->_NormSpotDirection );
1123 }
1124 else {
1125 GLfloat spotDir[3];
1126 COPY_3V(spotDir, light->SpotDirection);
1127 NORMALIZE_3FV(spotDir);
1128 TRANSFORM_NORMAL( light->_NormSpotDirection,
1129 spotDir,
1130 ctx->ModelviewMatrixStack.Top->m);
1131 }
1132
1133 NORMALIZE_3FV( light->_NormSpotDirection );
1134
1135 if (!(light->_Flags & LIGHT_POSITIONAL)) {
1136 GLfloat PV_dot_dir = - DOT3(light->_VP_inf_norm,
1137 light->_NormSpotDirection);
1138
1139 if (PV_dot_dir > light->_CosCutoff) {
1140 light->_VP_inf_spot_attenuation =
1141 powf(PV_dot_dir, light->SpotExponent);
1142 }
1143 else {
1144 light->_VP_inf_spot_attenuation = 0;
1145 }
1146 }
1147 }
1148 }
1149 }
1150
1151
1152
1153 static void
1154 update_modelview_scale( struct gl_context *ctx )
1155 {
1156 ctx->_ModelViewInvScale = 1.0F;
1157 if (!_math_matrix_is_length_preserving(ctx->ModelviewMatrixStack.Top)) {
1158 const GLfloat *m = ctx->ModelviewMatrixStack.Top->inv;
1159 GLfloat f = m[2] * m[2] + m[6] * m[6] + m[10] * m[10];
1160 if (f < 1e-12) f = 1.0;
1161 if (ctx->_NeedEyeCoords)
1162 ctx->_ModelViewInvScale = (GLfloat) INV_SQRTF(f);
1163 else
1164 ctx->_ModelViewInvScale = (GLfloat) SQRTF(f);
1165 }
1166 }
1167
1168
1169 /**
1170 * Bring up to date any state that relies on _NeedEyeCoords.
1171 */
1172 void
1173 _mesa_update_tnl_spaces( struct gl_context *ctx, GLuint new_state )
1174 {
1175 const GLuint oldneedeyecoords = ctx->_NeedEyeCoords;
1176
1177 (void) new_state;
1178 ctx->_NeedEyeCoords = GL_FALSE;
1179
1180 if (ctx->_ForceEyeCoords ||
1181 (ctx->Texture._GenFlags & TEXGEN_NEED_EYE_COORD) ||
1182 ctx->Point._Attenuated ||
1183 ctx->Light._NeedEyeCoords)
1184 ctx->_NeedEyeCoords = GL_TRUE;
1185
1186 if (ctx->Light.Enabled &&
1187 !_math_matrix_is_length_preserving(ctx->ModelviewMatrixStack.Top))
1188 ctx->_NeedEyeCoords = GL_TRUE;
1189
1190 /* Check if the truth-value interpretations of the bitfields have
1191 * changed:
1192 */
1193 if (oldneedeyecoords != ctx->_NeedEyeCoords) {
1194 /* Recalculate all state that depends on _NeedEyeCoords.
1195 */
1196 update_modelview_scale(ctx);
1197 compute_light_positions( ctx );
1198
1199 if (ctx->Driver.LightingSpaceChange)
1200 ctx->Driver.LightingSpaceChange( ctx );
1201 }
1202 else {
1203 GLuint new_state2 = ctx->NewState;
1204
1205 /* Recalculate that same state only if it has been invalidated
1206 * by other statechanges.
1207 */
1208 if (new_state2 & _NEW_MODELVIEW)
1209 update_modelview_scale(ctx);
1210
1211 if (new_state2 & (_NEW_LIGHT|_NEW_MODELVIEW))
1212 compute_light_positions( ctx );
1213 }
1214 }
1215
1216
1217 /**
1218 * Drivers may need this if the hardware tnl unit doesn't support the
1219 * light-in-modelspace optimization. It's also useful for debugging.
1220 */
1221 void
1222 _mesa_allow_light_in_model( struct gl_context *ctx, GLboolean flag )
1223 {
1224 ctx->_ForceEyeCoords = !flag;
1225 ctx->NewState |= _NEW_POINT; /* one of the bits from
1226 * _MESA_NEW_NEED_EYE_COORDS.
1227 */
1228 }
1229
1230
1231
1232 /**********************************************************************/
1233 /***** Initialization *****/
1234 /**********************************************************************/
1235
1236 /**
1237 * Initialize the n-th light data structure.
1238 *
1239 * \param l pointer to the gl_light structure to be initialized.
1240 * \param n number of the light.
1241 * \note The defaults for light 0 are different than the other lights.
1242 */
1243 static void
1244 init_light( struct gl_light *l, GLuint n )
1245 {
1246 make_empty_list( l );
1247
1248 ASSIGN_4V( l->Ambient, 0.0, 0.0, 0.0, 1.0 );
1249 if (n==0) {
1250 ASSIGN_4V( l->Diffuse, 1.0, 1.0, 1.0, 1.0 );
1251 ASSIGN_4V( l->Specular, 1.0, 1.0, 1.0, 1.0 );
1252 }
1253 else {
1254 ASSIGN_4V( l->Diffuse, 0.0, 0.0, 0.0, 1.0 );
1255 ASSIGN_4V( l->Specular, 0.0, 0.0, 0.0, 1.0 );
1256 }
1257 ASSIGN_4V( l->EyePosition, 0.0, 0.0, 1.0, 0.0 );
1258 ASSIGN_3V( l->SpotDirection, 0.0, 0.0, -1.0 );
1259 l->SpotExponent = 0.0;
1260 l->SpotCutoff = 180.0;
1261 l->_CosCutoff = 0.0; /* KW: -ve values not admitted */
1262 l->ConstantAttenuation = 1.0;
1263 l->LinearAttenuation = 0.0;
1264 l->QuadraticAttenuation = 0.0;
1265 l->Enabled = GL_FALSE;
1266 }
1267
1268
1269 /**
1270 * Initialize the light model data structure.
1271 *
1272 * \param lm pointer to the gl_lightmodel structure to be initialized.
1273 */
1274 static void
1275 init_lightmodel( struct gl_lightmodel *lm )
1276 {
1277 ASSIGN_4V( lm->Ambient, 0.2F, 0.2F, 0.2F, 1.0F );
1278 lm->LocalViewer = GL_FALSE;
1279 lm->TwoSide = GL_FALSE;
1280 lm->ColorControl = GL_SINGLE_COLOR;
1281 }
1282
1283
1284 /**
1285 * Initialize the material data structure.
1286 *
1287 * \param m pointer to the gl_material structure to be initialized.
1288 */
1289 static void
1290 init_material( struct gl_material *m )
1291 {
1292 ASSIGN_4V( m->Attrib[MAT_ATTRIB_FRONT_AMBIENT], 0.2F, 0.2F, 0.2F, 1.0F );
1293 ASSIGN_4V( m->Attrib[MAT_ATTRIB_FRONT_DIFFUSE], 0.8F, 0.8F, 0.8F, 1.0F );
1294 ASSIGN_4V( m->Attrib[MAT_ATTRIB_FRONT_SPECULAR], 0.0F, 0.0F, 0.0F, 1.0F );
1295 ASSIGN_4V( m->Attrib[MAT_ATTRIB_FRONT_EMISSION], 0.0F, 0.0F, 0.0F, 1.0F );
1296 ASSIGN_4V( m->Attrib[MAT_ATTRIB_FRONT_SHININESS], 0.0F, 0.0F, 0.0F, 0.0F );
1297 ASSIGN_4V( m->Attrib[MAT_ATTRIB_FRONT_INDEXES], 0.0F, 1.0F, 1.0F, 0.0F );
1298
1299 ASSIGN_4V( m->Attrib[MAT_ATTRIB_BACK_AMBIENT], 0.2F, 0.2F, 0.2F, 1.0F );
1300 ASSIGN_4V( m->Attrib[MAT_ATTRIB_BACK_DIFFUSE], 0.8F, 0.8F, 0.8F, 1.0F );
1301 ASSIGN_4V( m->Attrib[MAT_ATTRIB_BACK_SPECULAR], 0.0F, 0.0F, 0.0F, 1.0F );
1302 ASSIGN_4V( m->Attrib[MAT_ATTRIB_BACK_EMISSION], 0.0F, 0.0F, 0.0F, 1.0F );
1303 ASSIGN_4V( m->Attrib[MAT_ATTRIB_BACK_SHININESS], 0.0F, 0.0F, 0.0F, 0.0F );
1304 ASSIGN_4V( m->Attrib[MAT_ATTRIB_BACK_INDEXES], 0.0F, 1.0F, 1.0F, 0.0F );
1305 }
1306
1307
1308 /**
1309 * Initialize all lighting state for the given context.
1310 */
1311 void
1312 _mesa_init_lighting( struct gl_context *ctx )
1313 {
1314 GLuint i;
1315
1316 /* Lighting group */
1317 for (i = 0; i < MAX_LIGHTS; i++) {
1318 init_light( &ctx->Light.Light[i], i );
1319 }
1320 make_empty_list( &ctx->Light.EnabledList );
1321
1322 init_lightmodel( &ctx->Light.Model );
1323 init_material( &ctx->Light.Material );
1324 ctx->Light.ShadeModel = GL_SMOOTH;
1325 ctx->Light.ProvokingVertex = GL_LAST_VERTEX_CONVENTION_EXT;
1326 ctx->Light.Enabled = GL_FALSE;
1327 ctx->Light.ColorMaterialFace = GL_FRONT_AND_BACK;
1328 ctx->Light.ColorMaterialMode = GL_AMBIENT_AND_DIFFUSE;
1329 ctx->Light.ColorMaterialBitmask = _mesa_material_bitmask( ctx,
1330 GL_FRONT_AND_BACK,
1331 GL_AMBIENT_AND_DIFFUSE, ~0,
1332 NULL );
1333
1334 ctx->Light.ColorMaterialEnabled = GL_FALSE;
1335 ctx->Light.ClampVertexColor = GL_TRUE;
1336
1337 /* Lighting miscellaneous */
1338 ctx->_ShineTabList = MALLOC_STRUCT( gl_shine_tab );
1339 make_empty_list( ctx->_ShineTabList );
1340 /* Allocate 10 (arbitrary) shininess lookup tables */
1341 for (i = 0 ; i < 10 ; i++) {
1342 struct gl_shine_tab *s = MALLOC_STRUCT( gl_shine_tab );
1343 s->shininess = -1;
1344 s->refcount = 0;
1345 insert_at_tail( ctx->_ShineTabList, s );
1346 }
1347
1348 /* Miscellaneous */
1349 ctx->Light._NeedEyeCoords = GL_FALSE;
1350 ctx->_NeedEyeCoords = GL_FALSE;
1351 ctx->_ForceEyeCoords = GL_FALSE;
1352 ctx->_ModelViewInvScale = 1.0;
1353 }
1354
1355
1356 /**
1357 * Deallocate malloc'd lighting state attached to given context.
1358 */
1359 void
1360 _mesa_free_lighting_data( struct gl_context *ctx )
1361 {
1362 struct gl_shine_tab *s, *tmps;
1363
1364 /* Free lighting shininess exponentiation table */
1365 foreach_s( s, tmps, ctx->_ShineTabList ) {
1366 free( s );
1367 }
1368 free( ctx->_ShineTabList );
1369 }