2 * Mesa 3-D graphics library
5 * Copyright (C) 1999-2005 Brian Paul All Rights Reserved.
7 * Permission is hereby granted, free of charge, to any person obtaining a
8 * copy of this software and associated documentation files (the "Software"),
9 * to deal in the Software without restriction, including without limitation
10 * the rights to use, copy, modify, merge, publish, distribute, sublicense,
11 * and/or sell copies of the Software, and to permit persons to whom the
12 * Software is furnished to do so, subject to the following conditions:
14 * The above copyright notice and this permission notice shall be included
15 * in all copies or substantial portions of the Software.
17 * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS
18 * OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
19 * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL
20 * BRIAN PAUL BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN
21 * AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN
22 * CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
32 #include "simple_list.h"
34 #include "math/m_matrix.h"
38 _mesa_ShadeModel( GLenum mode
)
40 GET_CURRENT_CONTEXT(ctx
);
41 ASSERT_OUTSIDE_BEGIN_END(ctx
);
43 if (MESA_VERBOSE
& VERBOSE_API
)
44 _mesa_debug(ctx
, "glShadeModel %s\n", _mesa_lookup_enum_by_nr(mode
));
46 if (mode
!= GL_FLAT
&& mode
!= GL_SMOOTH
) {
47 _mesa_error( ctx
, GL_INVALID_ENUM
, "glShadeModel" );
51 if (ctx
->Light
.ShadeModel
== mode
)
54 FLUSH_VERTICES(ctx
, _NEW_LIGHT
);
55 ctx
->Light
.ShadeModel
= mode
;
56 ctx
->_TriangleCaps
^= DD_FLATSHADE
;
57 if (ctx
->Driver
.ShadeModel
)
58 (*ctx
->Driver
.ShadeModel
)( ctx
, mode
);
63 * Helper function called by _mesa_Lightfv and _mesa_PopAttrib to set
65 * For GL_POSITION and GL_SPOT_DIRECTION the params position/direction
66 * will have already been transformed by the modelview matrix!
67 * Also, all error checking should have already been done.
70 _mesa_light(GLcontext
*ctx
, GLuint lnum
, GLenum pname
, const GLfloat
*params
)
72 struct gl_light
*light
;
74 ASSERT(lnum
< MAX_LIGHTS
);
75 light
= &ctx
->Light
.Light
[lnum
];
79 if (TEST_EQ_4V(light
->Ambient
, params
))
81 FLUSH_VERTICES(ctx
, _NEW_LIGHT
);
82 COPY_4V( light
->Ambient
, params
);
85 if (TEST_EQ_4V(light
->Diffuse
, params
))
87 FLUSH_VERTICES(ctx
, _NEW_LIGHT
);
88 COPY_4V( light
->Diffuse
, params
);
91 if (TEST_EQ_4V(light
->Specular
, params
))
93 FLUSH_VERTICES(ctx
, _NEW_LIGHT
);
94 COPY_4V( light
->Specular
, params
);
97 /* NOTE: position has already been transformed by ModelView! */
98 if (TEST_EQ_4V(light
->EyePosition
, params
))
100 FLUSH_VERTICES(ctx
, _NEW_LIGHT
);
101 COPY_4V(light
->EyePosition
, params
);
102 if (light
->EyePosition
[3] != 0.0F
)
103 light
->_Flags
|= LIGHT_POSITIONAL
;
105 light
->_Flags
&= ~LIGHT_POSITIONAL
;
107 case GL_SPOT_DIRECTION
:
108 /* NOTE: Direction already transformed by inverse ModelView! */
109 if (TEST_EQ_3V(light
->EyeDirection
, params
))
111 FLUSH_VERTICES(ctx
, _NEW_LIGHT
);
112 COPY_3V(light
->EyeDirection
, params
);
114 case GL_SPOT_EXPONENT
:
115 ASSERT(params
[0] >= 0.0);
116 ASSERT(params
[0] <= ctx
->Const
.MaxSpotExponent
);
117 if (light
->SpotExponent
== params
[0])
119 FLUSH_VERTICES(ctx
, _NEW_LIGHT
);
120 light
->SpotExponent
= params
[0];
121 _mesa_invalidate_spot_exp_table(light
);
124 ASSERT(params
[0] == 180.0 || (params
[0] >= 0.0 && params
[0] <= 90.0));
125 if (light
->SpotCutoff
== params
[0])
127 FLUSH_VERTICES(ctx
, _NEW_LIGHT
);
128 light
->SpotCutoff
= params
[0];
129 light
->_CosCutoff
= (GLfloat
) _mesa_cos(params
[0]*DEG2RAD
);
130 if (light
->_CosCutoff
< 0)
131 light
->_CosCutoff
= 0;
132 if (light
->SpotCutoff
!= 180.0F
)
133 light
->_Flags
|= LIGHT_SPOT
;
135 light
->_Flags
&= ~LIGHT_SPOT
;
137 case GL_CONSTANT_ATTENUATION
:
138 ASSERT(params
[0] >= 0.0);
139 if (light
->ConstantAttenuation
== params
[0])
141 FLUSH_VERTICES(ctx
, _NEW_LIGHT
);
142 light
->ConstantAttenuation
= params
[0];
144 case GL_LINEAR_ATTENUATION
:
145 ASSERT(params
[0] >= 0.0);
146 if (light
->LinearAttenuation
== params
[0])
148 FLUSH_VERTICES(ctx
, _NEW_LIGHT
);
149 light
->LinearAttenuation
= params
[0];
151 case GL_QUADRATIC_ATTENUATION
:
152 ASSERT(params
[0] >= 0.0);
153 if (light
->QuadraticAttenuation
== params
[0])
155 FLUSH_VERTICES(ctx
, _NEW_LIGHT
);
156 light
->QuadraticAttenuation
= params
[0];
159 _mesa_problem(ctx
, "Unexpected pname in _mesa_light()");
163 if (ctx
->Driver
.Lightfv
)
164 ctx
->Driver
.Lightfv( ctx
, GL_LIGHT0
+ lnum
, pname
, params
);
169 _mesa_Lightf( GLenum light
, GLenum pname
, GLfloat param
)
171 _mesa_Lightfv( light
, pname
, ¶m
);
176 _mesa_Lightfv( GLenum light
, GLenum pname
, const GLfloat
*params
)
178 GET_CURRENT_CONTEXT(ctx
);
179 GLint i
= (GLint
) (light
- GL_LIGHT0
);
182 if (i
< 0 || i
>= (GLint
) ctx
->Const
.MaxLights
) {
183 _mesa_error( ctx
, GL_INVALID_ENUM
, "glLight(light=0x%x)", light
);
187 /* do particular error checks, transformations */
195 /* transform position by ModelView matrix */
196 TRANSFORM_POINT(temp
, ctx
->ModelviewMatrixStack
.Top
->m
, params
);
199 case GL_SPOT_DIRECTION
:
200 /* transform direction by inverse modelview */
201 if (_math_matrix_is_dirty(ctx
->ModelviewMatrixStack
.Top
)) {
202 _math_matrix_analyse(ctx
->ModelviewMatrixStack
.Top
);
204 TRANSFORM_NORMAL(temp
, params
, ctx
->ModelviewMatrixStack
.Top
->inv
);
207 case GL_SPOT_EXPONENT
:
208 if (params
[0] < 0.0 || params
[0] > ctx
->Const
.MaxSpotExponent
) {
209 _mesa_error(ctx
, GL_INVALID_VALUE
, "glLight");
214 if ((params
[0] < 0.0 || params
[0] > 90.0) && params
[0] != 180.0) {
215 _mesa_error(ctx
, GL_INVALID_VALUE
, "glLight");
219 case GL_CONSTANT_ATTENUATION
:
220 if (params
[0] < 0.0) {
221 _mesa_error(ctx
, GL_INVALID_VALUE
, "glLight");
225 case GL_LINEAR_ATTENUATION
:
226 if (params
[0] < 0.0) {
227 _mesa_error(ctx
, GL_INVALID_VALUE
, "glLight");
231 case GL_QUADRATIC_ATTENUATION
:
232 if (params
[0] < 0.0) {
233 _mesa_error(ctx
, GL_INVALID_VALUE
, "glLight");
238 _mesa_error(ctx
, GL_INVALID_ENUM
, "glLight(pname=0x%x)", pname
);
242 _mesa_light(ctx
, i
, pname
, params
);
247 _mesa_Lighti( GLenum light
, GLenum pname
, GLint param
)
249 _mesa_Lightiv( light
, pname
, ¶m
);
254 _mesa_Lightiv( GLenum light
, GLenum pname
, const GLint
*params
)
262 fparam
[0] = INT_TO_FLOAT( params
[0] );
263 fparam
[1] = INT_TO_FLOAT( params
[1] );
264 fparam
[2] = INT_TO_FLOAT( params
[2] );
265 fparam
[3] = INT_TO_FLOAT( params
[3] );
268 fparam
[0] = (GLfloat
) params
[0];
269 fparam
[1] = (GLfloat
) params
[1];
270 fparam
[2] = (GLfloat
) params
[2];
271 fparam
[3] = (GLfloat
) params
[3];
273 case GL_SPOT_DIRECTION
:
274 fparam
[0] = (GLfloat
) params
[0];
275 fparam
[1] = (GLfloat
) params
[1];
276 fparam
[2] = (GLfloat
) params
[2];
278 case GL_SPOT_EXPONENT
:
280 case GL_CONSTANT_ATTENUATION
:
281 case GL_LINEAR_ATTENUATION
:
282 case GL_QUADRATIC_ATTENUATION
:
283 fparam
[0] = (GLfloat
) params
[0];
286 /* error will be caught later in gl_Lightfv */
290 _mesa_Lightfv( light
, pname
, fparam
);
296 _mesa_GetLightfv( GLenum light
, GLenum pname
, GLfloat
*params
)
298 GET_CURRENT_CONTEXT(ctx
);
299 GLint l
= (GLint
) (light
- GL_LIGHT0
);
300 ASSERT_OUTSIDE_BEGIN_END(ctx
);
302 if (l
< 0 || l
>= (GLint
) ctx
->Const
.MaxLights
) {
303 _mesa_error( ctx
, GL_INVALID_ENUM
, "glGetLightfv" );
309 COPY_4V( params
, ctx
->Light
.Light
[l
].Ambient
);
312 COPY_4V( params
, ctx
->Light
.Light
[l
].Diffuse
);
315 COPY_4V( params
, ctx
->Light
.Light
[l
].Specular
);
318 COPY_4V( params
, ctx
->Light
.Light
[l
].EyePosition
);
320 case GL_SPOT_DIRECTION
:
321 COPY_3V( params
, ctx
->Light
.Light
[l
].EyeDirection
);
323 case GL_SPOT_EXPONENT
:
324 params
[0] = ctx
->Light
.Light
[l
].SpotExponent
;
327 params
[0] = ctx
->Light
.Light
[l
].SpotCutoff
;
329 case GL_CONSTANT_ATTENUATION
:
330 params
[0] = ctx
->Light
.Light
[l
].ConstantAttenuation
;
332 case GL_LINEAR_ATTENUATION
:
333 params
[0] = ctx
->Light
.Light
[l
].LinearAttenuation
;
335 case GL_QUADRATIC_ATTENUATION
:
336 params
[0] = ctx
->Light
.Light
[l
].QuadraticAttenuation
;
339 _mesa_error( ctx
, GL_INVALID_ENUM
, "glGetLightfv" );
346 _mesa_GetLightiv( GLenum light
, GLenum pname
, GLint
*params
)
348 GET_CURRENT_CONTEXT(ctx
);
349 GLint l
= (GLint
) (light
- GL_LIGHT0
);
350 ASSERT_OUTSIDE_BEGIN_END(ctx
);
352 if (l
< 0 || l
>= (GLint
) ctx
->Const
.MaxLights
) {
353 _mesa_error( ctx
, GL_INVALID_ENUM
, "glGetLightiv" );
359 params
[0] = FLOAT_TO_INT(ctx
->Light
.Light
[l
].Ambient
[0]);
360 params
[1] = FLOAT_TO_INT(ctx
->Light
.Light
[l
].Ambient
[1]);
361 params
[2] = FLOAT_TO_INT(ctx
->Light
.Light
[l
].Ambient
[2]);
362 params
[3] = FLOAT_TO_INT(ctx
->Light
.Light
[l
].Ambient
[3]);
365 params
[0] = FLOAT_TO_INT(ctx
->Light
.Light
[l
].Diffuse
[0]);
366 params
[1] = FLOAT_TO_INT(ctx
->Light
.Light
[l
].Diffuse
[1]);
367 params
[2] = FLOAT_TO_INT(ctx
->Light
.Light
[l
].Diffuse
[2]);
368 params
[3] = FLOAT_TO_INT(ctx
->Light
.Light
[l
].Diffuse
[3]);
371 params
[0] = FLOAT_TO_INT(ctx
->Light
.Light
[l
].Specular
[0]);
372 params
[1] = FLOAT_TO_INT(ctx
->Light
.Light
[l
].Specular
[1]);
373 params
[2] = FLOAT_TO_INT(ctx
->Light
.Light
[l
].Specular
[2]);
374 params
[3] = FLOAT_TO_INT(ctx
->Light
.Light
[l
].Specular
[3]);
377 params
[0] = (GLint
) ctx
->Light
.Light
[l
].EyePosition
[0];
378 params
[1] = (GLint
) ctx
->Light
.Light
[l
].EyePosition
[1];
379 params
[2] = (GLint
) ctx
->Light
.Light
[l
].EyePosition
[2];
380 params
[3] = (GLint
) ctx
->Light
.Light
[l
].EyePosition
[3];
382 case GL_SPOT_DIRECTION
:
383 params
[0] = (GLint
) ctx
->Light
.Light
[l
].EyeDirection
[0];
384 params
[1] = (GLint
) ctx
->Light
.Light
[l
].EyeDirection
[1];
385 params
[2] = (GLint
) ctx
->Light
.Light
[l
].EyeDirection
[2];
387 case GL_SPOT_EXPONENT
:
388 params
[0] = (GLint
) ctx
->Light
.Light
[l
].SpotExponent
;
391 params
[0] = (GLint
) ctx
->Light
.Light
[l
].SpotCutoff
;
393 case GL_CONSTANT_ATTENUATION
:
394 params
[0] = (GLint
) ctx
->Light
.Light
[l
].ConstantAttenuation
;
396 case GL_LINEAR_ATTENUATION
:
397 params
[0] = (GLint
) ctx
->Light
.Light
[l
].LinearAttenuation
;
399 case GL_QUADRATIC_ATTENUATION
:
400 params
[0] = (GLint
) ctx
->Light
.Light
[l
].QuadraticAttenuation
;
403 _mesa_error( ctx
, GL_INVALID_ENUM
, "glGetLightiv" );
410 /**********************************************************************/
411 /*** Light Model ***/
412 /**********************************************************************/
416 _mesa_LightModelfv( GLenum pname
, const GLfloat
*params
)
420 GET_CURRENT_CONTEXT(ctx
);
421 ASSERT_OUTSIDE_BEGIN_END(ctx
);
424 case GL_LIGHT_MODEL_AMBIENT
:
425 if (TEST_EQ_4V( ctx
->Light
.Model
.Ambient
, params
))
427 FLUSH_VERTICES(ctx
, _NEW_LIGHT
);
428 COPY_4V( ctx
->Light
.Model
.Ambient
, params
);
430 case GL_LIGHT_MODEL_LOCAL_VIEWER
:
431 newbool
= (params
[0]!=0.0);
432 if (ctx
->Light
.Model
.LocalViewer
== newbool
)
434 FLUSH_VERTICES(ctx
, _NEW_LIGHT
);
435 ctx
->Light
.Model
.LocalViewer
= newbool
;
437 case GL_LIGHT_MODEL_TWO_SIDE
:
438 newbool
= (params
[0]!=0.0);
439 if (ctx
->Light
.Model
.TwoSide
== newbool
)
441 FLUSH_VERTICES(ctx
, _NEW_LIGHT
);
442 ctx
->Light
.Model
.TwoSide
= newbool
;
444 if (ctx
->Light
.Enabled
&& ctx
->Light
.Model
.TwoSide
)
445 ctx
->_TriangleCaps
|= DD_TRI_LIGHT_TWOSIDE
;
447 ctx
->_TriangleCaps
&= ~DD_TRI_LIGHT_TWOSIDE
;
449 case GL_LIGHT_MODEL_COLOR_CONTROL
:
450 if (params
[0] == (GLfloat
) GL_SINGLE_COLOR
)
451 newenum
= GL_SINGLE_COLOR
;
452 else if (params
[0] == (GLfloat
) GL_SEPARATE_SPECULAR_COLOR
)
453 newenum
= GL_SEPARATE_SPECULAR_COLOR
;
455 _mesa_error( ctx
, GL_INVALID_ENUM
, "glLightModel(param=0x0%x)",
459 if (ctx
->Light
.Model
.ColorControl
== newenum
)
461 FLUSH_VERTICES(ctx
, _NEW_LIGHT
);
462 ctx
->Light
.Model
.ColorControl
= newenum
;
465 _mesa_error( ctx
, GL_INVALID_ENUM
, "glLightModel(pname=0x%x)", pname
);
469 if (ctx
->Driver
.LightModelfv
)
470 ctx
->Driver
.LightModelfv( ctx
, pname
, params
);
475 _mesa_LightModeliv( GLenum pname
, const GLint
*params
)
480 case GL_LIGHT_MODEL_AMBIENT
:
481 fparam
[0] = INT_TO_FLOAT( params
[0] );
482 fparam
[1] = INT_TO_FLOAT( params
[1] );
483 fparam
[2] = INT_TO_FLOAT( params
[2] );
484 fparam
[3] = INT_TO_FLOAT( params
[3] );
486 case GL_LIGHT_MODEL_LOCAL_VIEWER
:
487 case GL_LIGHT_MODEL_TWO_SIDE
:
488 case GL_LIGHT_MODEL_COLOR_CONTROL
:
489 fparam
[0] = (GLfloat
) params
[0];
492 /* Error will be caught later in gl_LightModelfv */
495 _mesa_LightModelfv( pname
, fparam
);
500 _mesa_LightModeli( GLenum pname
, GLint param
)
502 _mesa_LightModeliv( pname
, ¶m
);
507 _mesa_LightModelf( GLenum pname
, GLfloat param
)
509 _mesa_LightModelfv( pname
, ¶m
);
514 /********** MATERIAL **********/
518 * Given a face and pname value (ala glColorMaterial), compute a bitmask
519 * of the targeted material values.
522 _mesa_material_bitmask( GLcontext
*ctx
, GLenum face
, GLenum pname
,
523 GLuint legal
, const char *where
)
527 /* Make a bitmask indicating what material attribute(s) we're updating */
530 bitmask
|= MAT_BIT_FRONT_EMISSION
| MAT_BIT_BACK_EMISSION
;
533 bitmask
|= MAT_BIT_FRONT_AMBIENT
| MAT_BIT_BACK_AMBIENT
;
536 bitmask
|= MAT_BIT_FRONT_DIFFUSE
| MAT_BIT_BACK_DIFFUSE
;
539 bitmask
|= MAT_BIT_FRONT_SPECULAR
| MAT_BIT_BACK_SPECULAR
;
542 bitmask
|= MAT_BIT_FRONT_SHININESS
| MAT_BIT_BACK_SHININESS
;
544 case GL_AMBIENT_AND_DIFFUSE
:
545 bitmask
|= MAT_BIT_FRONT_AMBIENT
| MAT_BIT_BACK_AMBIENT
;
546 bitmask
|= MAT_BIT_FRONT_DIFFUSE
| MAT_BIT_BACK_DIFFUSE
;
548 case GL_COLOR_INDEXES
:
549 bitmask
|= MAT_BIT_FRONT_INDEXES
| MAT_BIT_BACK_INDEXES
;
552 _mesa_error( ctx
, GL_INVALID_ENUM
, where
);
556 if (face
==GL_FRONT
) {
557 bitmask
&= FRONT_MATERIAL_BITS
;
559 else if (face
==GL_BACK
) {
560 bitmask
&= BACK_MATERIAL_BITS
;
562 else if (face
!= GL_FRONT_AND_BACK
) {
563 _mesa_error( ctx
, GL_INVALID_ENUM
, where
);
567 if (bitmask
& ~legal
) {
568 _mesa_error( ctx
, GL_INVALID_ENUM
, where
);
577 /* Perform a straight copy between materials.
580 _mesa_copy_materials( struct gl_material
*dst
,
581 const struct gl_material
*src
,
586 for (i
= 0 ; i
< MAT_ATTRIB_MAX
; i
++)
587 if (bitmask
& (1<<i
))
588 COPY_4FV( dst
->Attrib
[i
], src
->Attrib
[i
] );
593 /* Update derived values following a change in ctx->Light.Material
596 _mesa_update_material( GLcontext
*ctx
, GLuint bitmask
)
598 struct gl_light
*light
, *list
= &ctx
->Light
.EnabledList
;
599 GLfloat (*mat
)[4] = ctx
->Light
.Material
.Attrib
;
601 if (MESA_VERBOSE
&VERBOSE_IMMEDIATE
)
602 _mesa_debug(ctx
, "_mesa_update_material, mask 0x%x\n", bitmask
);
607 /* update material ambience */
608 if (bitmask
& MAT_BIT_FRONT_AMBIENT
) {
609 foreach (light
, list
) {
610 SCALE_3V( light
->_MatAmbient
[0], light
->Ambient
,
611 mat
[MAT_ATTRIB_FRONT_AMBIENT
]);
615 if (bitmask
& MAT_BIT_BACK_AMBIENT
) {
616 foreach (light
, list
) {
617 SCALE_3V( light
->_MatAmbient
[1], light
->Ambient
,
618 mat
[MAT_ATTRIB_BACK_AMBIENT
]);
622 /* update BaseColor = emission + scene's ambience * material's ambience */
623 if (bitmask
& (MAT_BIT_FRONT_EMISSION
| MAT_BIT_FRONT_AMBIENT
)) {
624 COPY_3V( ctx
->Light
._BaseColor
[0], mat
[MAT_ATTRIB_FRONT_EMISSION
] );
625 ACC_SCALE_3V( ctx
->Light
._BaseColor
[0], mat
[MAT_ATTRIB_FRONT_AMBIENT
],
626 ctx
->Light
.Model
.Ambient
);
629 if (bitmask
& (MAT_BIT_BACK_EMISSION
| MAT_BIT_BACK_AMBIENT
)) {
630 COPY_3V( ctx
->Light
._BaseColor
[1], mat
[MAT_ATTRIB_BACK_EMISSION
] );
631 ACC_SCALE_3V( ctx
->Light
._BaseColor
[1], mat
[MAT_ATTRIB_BACK_AMBIENT
],
632 ctx
->Light
.Model
.Ambient
);
635 /* update material diffuse values */
636 if (bitmask
& MAT_BIT_FRONT_DIFFUSE
) {
637 foreach (light
, list
) {
638 SCALE_3V( light
->_MatDiffuse
[0], light
->Diffuse
,
639 mat
[MAT_ATTRIB_FRONT_DIFFUSE
] );
643 if (bitmask
& MAT_BIT_BACK_DIFFUSE
) {
644 foreach (light
, list
) {
645 SCALE_3V( light
->_MatDiffuse
[1], light
->Diffuse
,
646 mat
[MAT_ATTRIB_BACK_DIFFUSE
] );
650 /* update material specular values */
651 if (bitmask
& MAT_BIT_FRONT_SPECULAR
) {
652 foreach (light
, list
) {
653 SCALE_3V( light
->_MatSpecular
[0], light
->Specular
,
654 mat
[MAT_ATTRIB_FRONT_SPECULAR
]);
658 if (bitmask
& MAT_BIT_BACK_SPECULAR
) {
659 foreach (light
, list
) {
660 SCALE_3V( light
->_MatSpecular
[1], light
->Specular
,
661 mat
[MAT_ATTRIB_BACK_SPECULAR
]);
665 if (bitmask
& MAT_BIT_FRONT_SHININESS
) {
666 _mesa_invalidate_shine_table( ctx
, 0 );
669 if (bitmask
& MAT_BIT_BACK_SHININESS
) {
670 _mesa_invalidate_shine_table( ctx
, 1 );
676 * Update the current materials from the given rgba color
677 * according to the bitmask in ColorMaterialBitmask, which is
678 * set by glColorMaterial().
681 _mesa_update_color_material( GLcontext
*ctx
, const GLfloat color
[4] )
683 GLuint bitmask
= ctx
->Light
.ColorMaterialBitmask
;
684 struct gl_material
*mat
= &ctx
->Light
.Material
;
687 for (i
= 0 ; i
< MAT_ATTRIB_MAX
; i
++)
688 if (bitmask
& (1<<i
))
689 COPY_4FV( mat
->Attrib
[i
], color
);
691 _mesa_update_material( ctx
, bitmask
);
696 _mesa_ColorMaterial( GLenum face
, GLenum mode
)
698 GET_CURRENT_CONTEXT(ctx
);
700 GLuint legal
= (MAT_BIT_FRONT_EMISSION
| MAT_BIT_BACK_EMISSION
|
701 MAT_BIT_FRONT_SPECULAR
| MAT_BIT_BACK_SPECULAR
|
702 MAT_BIT_FRONT_DIFFUSE
| MAT_BIT_BACK_DIFFUSE
|
703 MAT_BIT_FRONT_AMBIENT
| MAT_BIT_BACK_AMBIENT
);
704 ASSERT_OUTSIDE_BEGIN_END(ctx
);
706 if (MESA_VERBOSE
&VERBOSE_API
)
707 _mesa_debug(ctx
, "glColorMaterial %s %s\n",
708 _mesa_lookup_enum_by_nr(face
),
709 _mesa_lookup_enum_by_nr(mode
));
711 bitmask
= _mesa_material_bitmask(ctx
, face
, mode
, legal
, "glColorMaterial");
713 if (ctx
->Light
.ColorMaterialBitmask
== bitmask
&&
714 ctx
->Light
.ColorMaterialFace
== face
&&
715 ctx
->Light
.ColorMaterialMode
== mode
)
718 FLUSH_VERTICES(ctx
, _NEW_LIGHT
);
719 ctx
->Light
.ColorMaterialBitmask
= bitmask
;
720 ctx
->Light
.ColorMaterialFace
= face
;
721 ctx
->Light
.ColorMaterialMode
= mode
;
723 if (ctx
->Light
.ColorMaterialEnabled
) {
724 FLUSH_CURRENT( ctx
, 0 );
725 _mesa_update_color_material(ctx
,ctx
->Current
.Attrib
[VERT_ATTRIB_COLOR0
]);
728 if (ctx
->Driver
.ColorMaterial
)
729 (*ctx
->Driver
.ColorMaterial
)( ctx
, face
, mode
);
734 _mesa_GetMaterialfv( GLenum face
, GLenum pname
, GLfloat
*params
)
736 GET_CURRENT_CONTEXT(ctx
);
738 GLfloat (*mat
)[4] = ctx
->Light
.Material
.Attrib
;
739 ASSERT_OUTSIDE_BEGIN_END_AND_FLUSH(ctx
); /* update materials */
741 FLUSH_CURRENT(ctx
, 0); /* update ctx->Light.Material from vertex buffer */
743 if (face
==GL_FRONT
) {
746 else if (face
==GL_BACK
) {
750 _mesa_error( ctx
, GL_INVALID_ENUM
, "glGetMaterialfv(face)" );
756 COPY_4FV( params
, mat
[MAT_ATTRIB_AMBIENT(f
)] );
759 COPY_4FV( params
, mat
[MAT_ATTRIB_DIFFUSE(f
)] );
762 COPY_4FV( params
, mat
[MAT_ATTRIB_SPECULAR(f
)] );
765 COPY_4FV( params
, mat
[MAT_ATTRIB_EMISSION(f
)] );
768 *params
= mat
[MAT_ATTRIB_SHININESS(f
)][0];
770 case GL_COLOR_INDEXES
:
771 params
[0] = mat
[MAT_ATTRIB_INDEXES(f
)][0];
772 params
[1] = mat
[MAT_ATTRIB_INDEXES(f
)][1];
773 params
[2] = mat
[MAT_ATTRIB_INDEXES(f
)][2];
776 _mesa_error( ctx
, GL_INVALID_ENUM
, "glGetMaterialfv(pname)" );
782 _mesa_GetMaterialiv( GLenum face
, GLenum pname
, GLint
*params
)
784 GET_CURRENT_CONTEXT(ctx
);
786 GLfloat (*mat
)[4] = ctx
->Light
.Material
.Attrib
;
787 ASSERT_OUTSIDE_BEGIN_END_AND_FLUSH(ctx
); /* update materials */
789 FLUSH_CURRENT(ctx
, 0); /* update ctx->Light.Material from vertex buffer */
791 if (face
==GL_FRONT
) {
794 else if (face
==GL_BACK
) {
798 _mesa_error( ctx
, GL_INVALID_ENUM
, "glGetMaterialiv(face)" );
803 params
[0] = FLOAT_TO_INT( mat
[MAT_ATTRIB_AMBIENT(f
)][0] );
804 params
[1] = FLOAT_TO_INT( mat
[MAT_ATTRIB_AMBIENT(f
)][1] );
805 params
[2] = FLOAT_TO_INT( mat
[MAT_ATTRIB_AMBIENT(f
)][2] );
806 params
[3] = FLOAT_TO_INT( mat
[MAT_ATTRIB_AMBIENT(f
)][3] );
809 params
[0] = FLOAT_TO_INT( mat
[MAT_ATTRIB_DIFFUSE(f
)][0] );
810 params
[1] = FLOAT_TO_INT( mat
[MAT_ATTRIB_DIFFUSE(f
)][1] );
811 params
[2] = FLOAT_TO_INT( mat
[MAT_ATTRIB_DIFFUSE(f
)][2] );
812 params
[3] = FLOAT_TO_INT( mat
[MAT_ATTRIB_DIFFUSE(f
)][3] );
815 params
[0] = FLOAT_TO_INT( mat
[MAT_ATTRIB_SPECULAR(f
)][0] );
816 params
[1] = FLOAT_TO_INT( mat
[MAT_ATTRIB_SPECULAR(f
)][1] );
817 params
[2] = FLOAT_TO_INT( mat
[MAT_ATTRIB_SPECULAR(f
)][2] );
818 params
[3] = FLOAT_TO_INT( mat
[MAT_ATTRIB_SPECULAR(f
)][3] );
821 params
[0] = FLOAT_TO_INT( mat
[MAT_ATTRIB_EMISSION(f
)][0] );
822 params
[1] = FLOAT_TO_INT( mat
[MAT_ATTRIB_EMISSION(f
)][1] );
823 params
[2] = FLOAT_TO_INT( mat
[MAT_ATTRIB_EMISSION(f
)][2] );
824 params
[3] = FLOAT_TO_INT( mat
[MAT_ATTRIB_EMISSION(f
)][3] );
827 *params
= IROUND( mat
[MAT_ATTRIB_SHININESS(f
)][0] );
829 case GL_COLOR_INDEXES
:
830 params
[0] = IROUND( mat
[MAT_ATTRIB_INDEXES(f
)][0] );
831 params
[1] = IROUND( mat
[MAT_ATTRIB_INDEXES(f
)][1] );
832 params
[2] = IROUND( mat
[MAT_ATTRIB_INDEXES(f
)][2] );
835 _mesa_error( ctx
, GL_INVALID_ENUM
, "glGetMaterialfv(pname)" );
841 /**********************************************************************/
842 /***** Lighting computation *****/
843 /**********************************************************************/
848 * When two-sided lighting is enabled we compute the color (or index)
849 * for both the front and back side of the primitive. Then, when the
850 * orientation of the facet is later learned, we can determine which
851 * color (or index) to use for rendering.
853 * KW: We now know orientation in advance and only shade for
854 * the side or sides which are actually required.
858 * V = vertex position
859 * P = light source position
864 * // light at infinity
865 * IF local_viewer THEN
866 * _VP_inf_norm = unit vector from V to P // Precompute
869 * _h_inf_norm = Normalize( VP + <0,0,1> ) // Precompute
874 * Normalize( v ) = normalized vector v
875 * Magnitude( v ) = length of vector v
881 * Whenever the spotlight exponent for a light changes we must call
882 * this function to recompute the exponent lookup table.
885 _mesa_invalidate_spot_exp_table( struct gl_light
*l
)
887 l
->_SpotExpTable
[0][0] = -1;
892 validate_spot_exp_table( struct gl_light
*l
)
895 GLdouble exponent
= l
->SpotExponent
;
899 l
->_SpotExpTable
[0][0] = 0.0;
901 for (i
= EXP_TABLE_SIZE
- 1; i
> 0 ;i
--) {
903 tmp
= _mesa_pow(i
/ (GLdouble
) (EXP_TABLE_SIZE
- 1), exponent
);
904 if (tmp
< FLT_MIN
* 100.0) {
909 l
->_SpotExpTable
[i
][0] = (GLfloat
) tmp
;
911 for (i
= 0; i
< EXP_TABLE_SIZE
- 1; i
++) {
912 l
->_SpotExpTable
[i
][1] = (l
->_SpotExpTable
[i
+1][0] -
913 l
->_SpotExpTable
[i
][0]);
915 l
->_SpotExpTable
[EXP_TABLE_SIZE
-1][1] = 0.0;
920 /* Calculate a new shine table. Doing this here saves a branch in
921 * lighting, and the cost of doing it early may be partially offset
922 * by keeping a MRU cache of shine tables for various shine values.
925 _mesa_invalidate_shine_table( GLcontext
*ctx
, GLuint side
)
928 if (ctx
->_ShineTable
[side
])
929 ctx
->_ShineTable
[side
]->refcount
--;
930 ctx
->_ShineTable
[side
] = NULL
;
935 validate_shine_table( GLcontext
*ctx
, GLuint side
, GLfloat shininess
)
937 struct gl_shine_tab
*list
= ctx
->_ShineTabList
;
938 struct gl_shine_tab
*s
;
943 if ( s
->shininess
== shininess
)
951 if (s
->refcount
== 0)
956 if (shininess
== 0.0) {
957 for (j
= 1 ; j
<= SHINE_TABLE_SIZE
; j
++)
961 for (j
= 1 ; j
< SHINE_TABLE_SIZE
; j
++) {
962 GLdouble t
, x
= j
/ (GLfloat
) (SHINE_TABLE_SIZE
- 1);
963 if (x
< 0.005) /* underflow check */
965 t
= _mesa_pow(x
, shininess
);
971 m
[SHINE_TABLE_SIZE
] = 1.0;
974 s
->shininess
= shininess
;
977 if (ctx
->_ShineTable
[side
])
978 ctx
->_ShineTable
[side
]->refcount
--;
980 ctx
->_ShineTable
[side
] = s
;
981 move_to_tail( list
, s
);
987 _mesa_validate_all_lighting_tables( GLcontext
*ctx
)
992 shininess
= ctx
->Light
.Material
.Attrib
[MAT_ATTRIB_FRONT_SHININESS
][0];
993 if (!ctx
->_ShineTable
[0] || ctx
->_ShineTable
[0]->shininess
!= shininess
)
994 validate_shine_table( ctx
, 0, shininess
);
996 shininess
= ctx
->Light
.Material
.Attrib
[MAT_ATTRIB_BACK_SHININESS
][0];
997 if (!ctx
->_ShineTable
[1] || ctx
->_ShineTable
[1]->shininess
!= shininess
)
998 validate_shine_table( ctx
, 1, shininess
);
1000 for (i
= 0; i
< ctx
->Const
.MaxLights
; i
++)
1001 if (ctx
->Light
.Light
[i
]._SpotExpTable
[0][0] == -1)
1002 validate_spot_exp_table( &ctx
->Light
.Light
[i
] );
1007 * Examine current lighting parameters to determine if the optimized lighting
1008 * function can be used.
1009 * Also, precompute some lighting values such as the products of light
1010 * source and material ambient, diffuse and specular coefficients.
1013 _mesa_update_lighting( GLcontext
*ctx
)
1015 struct gl_light
*light
;
1016 ctx
->Light
._NeedEyeCoords
= GL_FALSE
;
1017 ctx
->Light
._Flags
= 0;
1019 if (!ctx
->Light
.Enabled
)
1022 foreach(light
, &ctx
->Light
.EnabledList
) {
1023 ctx
->Light
._Flags
|= light
->_Flags
;
1026 ctx
->Light
._NeedVertices
=
1027 ((ctx
->Light
._Flags
& (LIGHT_POSITIONAL
|LIGHT_SPOT
)) ||
1028 ctx
->Light
.Model
.ColorControl
== GL_SEPARATE_SPECULAR_COLOR
||
1029 ctx
->Light
.Model
.LocalViewer
);
1031 ctx
->Light
._NeedEyeCoords
= ((ctx
->Light
._Flags
& LIGHT_POSITIONAL
) ||
1032 ctx
->Light
.Model
.LocalViewer
);
1034 /* XXX: This test is overkill & needs to be fixed both for software and
1035 * hardware t&l drivers. The above should be sufficient & should
1036 * be tested to verify this.
1038 if (ctx
->Light
._NeedVertices
)
1039 ctx
->Light
._NeedEyeCoords
= GL_TRUE
;
1041 /* Precompute some shading values. Although we reference
1042 * Light.Material here, we can get away without flushing
1043 * FLUSH_UPDATE_CURRENT, as when any outstanding material changes
1044 * are flushed, they will update the derived state at that time.
1046 if (ctx
->Visual
.rgbMode
) {
1047 if (ctx
->Light
.Model
.TwoSide
)
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 MAT_BIT_BACK_EMISSION
|
1054 MAT_BIT_BACK_AMBIENT
|
1055 MAT_BIT_BACK_DIFFUSE
|
1056 MAT_BIT_BACK_SPECULAR
);
1058 _mesa_update_material( ctx
,
1059 MAT_BIT_FRONT_EMISSION
|
1060 MAT_BIT_FRONT_AMBIENT
|
1061 MAT_BIT_FRONT_DIFFUSE
|
1062 MAT_BIT_FRONT_SPECULAR
);
1065 static const GLfloat ci
[3] = { .30F
, .59F
, .11F
};
1066 foreach(light
, &ctx
->Light
.EnabledList
) {
1067 light
->_dli
= DOT3(ci
, light
->Diffuse
);
1068 light
->_sli
= DOT3(ci
, light
->Specular
);
1075 * Update state derived from light position, spot direction.
1079 * _TNL_NEW_NEED_EYE_COORDS
1081 * Update on (_NEW_MODELVIEW | _NEW_LIGHT) when lighting is enabled.
1082 * Also update on lighting space changes.
1085 compute_light_positions( GLcontext
*ctx
)
1087 struct gl_light
*light
;
1088 static const GLfloat eye_z
[3] = { 0, 0, 1 };
1090 if (!ctx
->Light
.Enabled
)
1093 if (ctx
->_NeedEyeCoords
) {
1094 COPY_3V( ctx
->_EyeZDir
, eye_z
);
1097 TRANSFORM_NORMAL( ctx
->_EyeZDir
, eye_z
, ctx
->ModelviewMatrixStack
.Top
->m
);
1100 foreach (light
, &ctx
->Light
.EnabledList
) {
1102 if (ctx
->_NeedEyeCoords
) {
1103 /* _Position is in eye coordinate space */
1104 COPY_4FV( light
->_Position
, light
->EyePosition
);
1107 /* _Position is in object coordinate space */
1108 TRANSFORM_POINT( light
->_Position
, ctx
->ModelviewMatrixStack
.Top
->inv
,
1109 light
->EyePosition
);
1112 if (!(light
->_Flags
& LIGHT_POSITIONAL
)) {
1113 /* VP (VP) = Normalize( Position ) */
1114 COPY_3V( light
->_VP_inf_norm
, light
->_Position
);
1115 NORMALIZE_3FV( light
->_VP_inf_norm
);
1117 if (!ctx
->Light
.Model
.LocalViewer
) {
1118 /* _h_inf_norm = Normalize( V_to_P + <0,0,1> ) */
1119 ADD_3V( light
->_h_inf_norm
, light
->_VP_inf_norm
, ctx
->_EyeZDir
);
1120 NORMALIZE_3FV( light
->_h_inf_norm
);
1122 light
->_VP_inf_spot_attenuation
= 1.0;
1125 if (light
->_Flags
& LIGHT_SPOT
) {
1126 if (ctx
->_NeedEyeCoords
) {
1127 COPY_3V( light
->_NormDirection
, light
->EyeDirection
);
1130 TRANSFORM_NORMAL( light
->_NormDirection
,
1131 light
->EyeDirection
,
1132 ctx
->ModelviewMatrixStack
.Top
->m
);
1135 NORMALIZE_3FV( light
->_NormDirection
);
1137 if (!(light
->_Flags
& LIGHT_POSITIONAL
)) {
1138 GLfloat PV_dot_dir
= - DOT3(light
->_VP_inf_norm
,
1139 light
->_NormDirection
);
1141 if (PV_dot_dir
> light
->_CosCutoff
) {
1142 double x
= PV_dot_dir
* (EXP_TABLE_SIZE
-1);
1144 light
->_VP_inf_spot_attenuation
=
1145 (GLfloat
) (light
->_SpotExpTable
[k
][0] +
1146 (x
-k
)*light
->_SpotExpTable
[k
][1]);
1149 light
->_VP_inf_spot_attenuation
= 0;
1159 update_modelview_scale( GLcontext
*ctx
)
1161 ctx
->_ModelViewInvScale
= 1.0F
;
1162 if (!_math_matrix_is_length_preserving(ctx
->ModelviewMatrixStack
.Top
)) {
1163 const GLfloat
*m
= ctx
->ModelviewMatrixStack
.Top
->inv
;
1164 GLfloat f
= m
[2] * m
[2] + m
[6] * m
[6] + m
[10] * m
[10];
1165 if (f
< 1e-12) f
= 1.0;
1166 if (ctx
->_NeedEyeCoords
)
1167 ctx
->_ModelViewInvScale
= (GLfloat
) INV_SQRTF(f
);
1169 ctx
->_ModelViewInvScale
= (GLfloat
) SQRTF(f
);
1175 * Bring up to date any state that relies on _NeedEyeCoords.
1178 _mesa_update_tnl_spaces( GLcontext
*ctx
, GLuint new_state
)
1180 const GLuint oldneedeyecoords
= ctx
->_NeedEyeCoords
;
1183 ctx
->_NeedEyeCoords
= GL_FALSE
;
1185 if (ctx
->_ForceEyeCoords
||
1186 (ctx
->Texture
._GenFlags
& TEXGEN_NEED_EYE_COORD
) ||
1187 ctx
->Point
._Attenuated
||
1188 ctx
->Light
._NeedEyeCoords
)
1189 ctx
->_NeedEyeCoords
= GL_TRUE
;
1191 if (ctx
->Light
.Enabled
&&
1192 !_math_matrix_is_length_preserving(ctx
->ModelviewMatrixStack
.Top
))
1193 ctx
->_NeedEyeCoords
= GL_TRUE
;
1195 /* Check if the truth-value interpretations of the bitfields have
1198 if (oldneedeyecoords
!= ctx
->_NeedEyeCoords
) {
1199 /* Recalculate all state that depends on _NeedEyeCoords.
1201 update_modelview_scale(ctx
);
1202 compute_light_positions( ctx
);
1204 if (ctx
->Driver
.LightingSpaceChange
)
1205 ctx
->Driver
.LightingSpaceChange( ctx
);
1208 GLuint new_state
= ctx
->NewState
;
1210 /* Recalculate that same state only if it has been invalidated
1211 * by other statechanges.
1213 if (new_state
& _NEW_MODELVIEW
)
1214 update_modelview_scale(ctx
);
1216 if (new_state
& (_NEW_LIGHT
|_NEW_MODELVIEW
))
1217 compute_light_positions( ctx
);
1223 * Drivers may need this if the hardware tnl unit doesn't support the
1224 * light-in-modelspace optimization. It's also useful for debugging.
1227 _mesa_allow_light_in_model( GLcontext
*ctx
, GLboolean flag
)
1229 ctx
->_ForceEyeCoords
= !flag
;
1230 ctx
->NewState
|= _NEW_POINT
; /* one of the bits from
1231 * _MESA_NEW_NEED_EYE_COORDS.
1237 /**********************************************************************/
1238 /***** Initialization *****/
1239 /**********************************************************************/
1242 * Initialize the n-th light data structure.
1244 * \param l pointer to the gl_light structure to be initialized.
1245 * \param n number of the light.
1246 * \note The defaults for light 0 are different than the other lights.
1249 init_light( struct gl_light
*l
, GLuint n
)
1251 make_empty_list( l
);
1253 ASSIGN_4V( l
->Ambient
, 0.0, 0.0, 0.0, 1.0 );
1255 ASSIGN_4V( l
->Diffuse
, 1.0, 1.0, 1.0, 1.0 );
1256 ASSIGN_4V( l
->Specular
, 1.0, 1.0, 1.0, 1.0 );
1259 ASSIGN_4V( l
->Diffuse
, 0.0, 0.0, 0.0, 1.0 );
1260 ASSIGN_4V( l
->Specular
, 0.0, 0.0, 0.0, 1.0 );
1262 ASSIGN_4V( l
->EyePosition
, 0.0, 0.0, 1.0, 0.0 );
1263 ASSIGN_3V( l
->EyeDirection
, 0.0, 0.0, -1.0 );
1264 l
->SpotExponent
= 0.0;
1265 _mesa_invalidate_spot_exp_table( l
);
1266 l
->SpotCutoff
= 180.0;
1267 l
->_CosCutoff
= 0.0; /* KW: -ve values not admitted */
1268 l
->ConstantAttenuation
= 1.0;
1269 l
->LinearAttenuation
= 0.0;
1270 l
->QuadraticAttenuation
= 0.0;
1271 l
->Enabled
= GL_FALSE
;
1276 * Initialize the light model data structure.
1278 * \param lm pointer to the gl_lightmodel structure to be initialized.
1281 init_lightmodel( struct gl_lightmodel
*lm
)
1283 ASSIGN_4V( lm
->Ambient
, 0.2F
, 0.2F
, 0.2F
, 1.0F
);
1284 lm
->LocalViewer
= GL_FALSE
;
1285 lm
->TwoSide
= GL_FALSE
;
1286 lm
->ColorControl
= GL_SINGLE_COLOR
;
1291 * Initialize the material data structure.
1293 * \param m pointer to the gl_material structure to be initialized.
1296 init_material( struct gl_material
*m
)
1298 ASSIGN_4V( m
->Attrib
[MAT_ATTRIB_FRONT_AMBIENT
], 0.2F
, 0.2F
, 0.2F
, 1.0F
);
1299 ASSIGN_4V( m
->Attrib
[MAT_ATTRIB_FRONT_DIFFUSE
], 0.8F
, 0.8F
, 0.8F
, 1.0F
);
1300 ASSIGN_4V( m
->Attrib
[MAT_ATTRIB_FRONT_SPECULAR
], 0.0F
, 0.0F
, 0.0F
, 1.0F
);
1301 ASSIGN_4V( m
->Attrib
[MAT_ATTRIB_FRONT_EMISSION
], 0.0F
, 0.0F
, 0.0F
, 1.0F
);
1302 ASSIGN_4V( m
->Attrib
[MAT_ATTRIB_FRONT_SHININESS
], 0.0F
, 0.0F
, 0.0F
, 0.0F
);
1303 ASSIGN_4V( m
->Attrib
[MAT_ATTRIB_FRONT_INDEXES
], 0.0F
, 1.0F
, 1.0F
, 0.0F
);
1305 ASSIGN_4V( m
->Attrib
[MAT_ATTRIB_BACK_AMBIENT
], 0.2F
, 0.2F
, 0.2F
, 1.0F
);
1306 ASSIGN_4V( m
->Attrib
[MAT_ATTRIB_BACK_DIFFUSE
], 0.8F
, 0.8F
, 0.8F
, 1.0F
);
1307 ASSIGN_4V( m
->Attrib
[MAT_ATTRIB_BACK_SPECULAR
], 0.0F
, 0.0F
, 0.0F
, 1.0F
);
1308 ASSIGN_4V( m
->Attrib
[MAT_ATTRIB_BACK_EMISSION
], 0.0F
, 0.0F
, 0.0F
, 1.0F
);
1309 ASSIGN_4V( m
->Attrib
[MAT_ATTRIB_BACK_SHININESS
], 0.0F
, 0.0F
, 0.0F
, 0.0F
);
1310 ASSIGN_4V( m
->Attrib
[MAT_ATTRIB_BACK_INDEXES
], 0.0F
, 1.0F
, 1.0F
, 0.0F
);
1315 * Initialize all lighting state for the given context.
1318 _mesa_init_lighting( GLcontext
*ctx
)
1322 /* Lighting group */
1323 for (i
= 0; i
< MAX_LIGHTS
; i
++) {
1324 init_light( &ctx
->Light
.Light
[i
], i
);
1326 make_empty_list( &ctx
->Light
.EnabledList
);
1328 init_lightmodel( &ctx
->Light
.Model
);
1329 init_material( &ctx
->Light
.Material
);
1330 ctx
->Light
.ShadeModel
= GL_SMOOTH
;
1331 ctx
->Light
.Enabled
= GL_FALSE
;
1332 ctx
->Light
.ColorMaterialFace
= GL_FRONT_AND_BACK
;
1333 ctx
->Light
.ColorMaterialMode
= GL_AMBIENT_AND_DIFFUSE
;
1334 ctx
->Light
.ColorMaterialBitmask
= _mesa_material_bitmask( ctx
,
1336 GL_AMBIENT_AND_DIFFUSE
, ~0,
1339 ctx
->Light
.ColorMaterialEnabled
= GL_FALSE
;
1341 /* Lighting miscellaneous */
1342 ctx
->_ShineTabList
= MALLOC_STRUCT( gl_shine_tab
);
1343 make_empty_list( ctx
->_ShineTabList
);
1344 /* Allocate 10 (arbitrary) shininess lookup tables */
1345 for (i
= 0 ; i
< 10 ; i
++) {
1346 struct gl_shine_tab
*s
= MALLOC_STRUCT( gl_shine_tab
);
1349 insert_at_tail( ctx
->_ShineTabList
, s
);
1353 ctx
->Light
._NeedEyeCoords
= GL_FALSE
;
1354 ctx
->_NeedEyeCoords
= GL_FALSE
;
1355 ctx
->_ModelViewInvScale
= 1.0;
1360 * Deallocate malloc'd lighting state attached to given context.
1363 _mesa_free_lighting_data( GLcontext
*ctx
)
1365 struct gl_shine_tab
*s
, *tmps
;
1367 /* Free lighting shininess exponentiation table */
1368 foreach_s( s
, tmps
, ctx
->_ShineTabList
) {
1371 _mesa_free( ctx
->_ShineTabList
);