2 * Mesa 3-D graphics library
5 * Copyright (C) 1999-2008 Brian Paul All Rights Reserved.
6 * Copyright (C) 2009 VMware, Inc. All Rights Reserved.
8 * Permission is hereby granted, free of charge, to any person obtaining a
9 * copy of this software and associated documentation files (the "Software"),
10 * to deal in the Software without restriction, including without limitation
11 * the rights to use, copy, modify, merge, publish, distribute, sublicense,
12 * and/or sell copies of the Software, and to permit persons to whom the
13 * Software is furnished to do so, subject to the following conditions:
15 * The above copyright notice and this permission notice shall be included
16 * in all copies or substantial portions of the Software.
18 * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS
19 * OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
20 * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL
21 * BRIAN PAUL BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN
22 * AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN
23 * CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
33 #include "simple_list.h"
35 #include "math/m_matrix.h"
39 _mesa_ShadeModel( GLenum mode
)
41 GET_CURRENT_CONTEXT(ctx
);
42 ASSERT_OUTSIDE_BEGIN_END(ctx
);
44 if (MESA_VERBOSE
& VERBOSE_API
)
45 _mesa_debug(ctx
, "glShadeModel %s\n", _mesa_lookup_enum_by_nr(mode
));
47 if (mode
!= GL_FLAT
&& mode
!= GL_SMOOTH
) {
48 _mesa_error(ctx
, GL_INVALID_ENUM
, "glShadeModel");
52 if (ctx
->Light
.ShadeModel
== mode
)
55 FLUSH_VERTICES(ctx
, _NEW_LIGHT
);
56 ctx
->Light
.ShadeModel
= mode
;
58 ctx
->_TriangleCaps
|= DD_FLATSHADE
;
60 ctx
->_TriangleCaps
&= ~DD_FLATSHADE
;
62 if (ctx
->Driver
.ShadeModel
)
63 ctx
->Driver
.ShadeModel( ctx
, mode
);
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
73 _mesa_ProvokingVertexEXT(GLenum mode
)
75 GET_CURRENT_CONTEXT(ctx
);
76 ASSERT_OUTSIDE_BEGIN_END(ctx
);
78 if (MESA_VERBOSE
&VERBOSE_API
)
79 _mesa_debug(ctx
, "glProvokingVertexEXT 0x%x\n", mode
);
82 case GL_FIRST_VERTEX_CONVENTION_EXT
:
83 case GL_LAST_VERTEX_CONVENTION_EXT
:
86 _mesa_error(ctx
, GL_INVALID_ENUM
, "glProvokingVertexEXT(0x%x)", mode
);
90 if (ctx
->Light
.ProvokingVertex
== mode
)
93 FLUSH_VERTICES(ctx
, _NEW_LIGHT
);
94 ctx
->Light
.ProvokingVertex
= mode
;
99 * Helper function called by _mesa_Lightfv and _mesa_PopAttrib to set
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.
106 _mesa_light(struct gl_context
*ctx
, GLuint lnum
, GLenum pname
, const GLfloat
*params
)
108 struct gl_light
*light
;
110 ASSERT(lnum
< MAX_LIGHTS
);
111 light
= &ctx
->Light
.Light
[lnum
];
115 if (TEST_EQ_4V(light
->Ambient
, params
))
117 FLUSH_VERTICES(ctx
, _NEW_LIGHT
);
118 COPY_4V( light
->Ambient
, params
);
121 if (TEST_EQ_4V(light
->Diffuse
, params
))
123 FLUSH_VERTICES(ctx
, _NEW_LIGHT
);
124 COPY_4V( light
->Diffuse
, params
);
127 if (TEST_EQ_4V(light
->Specular
, params
))
129 FLUSH_VERTICES(ctx
, _NEW_LIGHT
);
130 COPY_4V( light
->Specular
, params
);
133 /* NOTE: position has already been transformed by ModelView! */
134 if (TEST_EQ_4V(light
->EyePosition
, params
))
136 FLUSH_VERTICES(ctx
, _NEW_LIGHT
);
137 COPY_4V(light
->EyePosition
, params
);
138 if (light
->EyePosition
[3] != 0.0F
)
139 light
->_Flags
|= LIGHT_POSITIONAL
;
141 light
->_Flags
&= ~LIGHT_POSITIONAL
;
143 case GL_SPOT_DIRECTION
:
144 /* NOTE: Direction already transformed by inverse ModelView! */
145 if (TEST_EQ_3V(light
->SpotDirection
, params
))
147 FLUSH_VERTICES(ctx
, _NEW_LIGHT
);
148 COPY_3V(light
->SpotDirection
, params
);
150 case GL_SPOT_EXPONENT
:
151 ASSERT(params
[0] >= 0.0);
152 ASSERT(params
[0] <= ctx
->Const
.MaxSpotExponent
);
153 if (light
->SpotExponent
== params
[0])
155 FLUSH_VERTICES(ctx
, _NEW_LIGHT
);
156 light
->SpotExponent
= params
[0];
159 ASSERT(params
[0] == 180.0 || (params
[0] >= 0.0 && params
[0] <= 90.0));
160 if (light
->SpotCutoff
== params
[0])
162 FLUSH_VERTICES(ctx
, _NEW_LIGHT
);
163 light
->SpotCutoff
= params
[0];
164 light
->_CosCutoffNeg
= (GLfloat
) (cos(light
->SpotCutoff
* DEG2RAD
));
165 if (light
->_CosCutoffNeg
< 0)
166 light
->_CosCutoff
= 0;
168 light
->_CosCutoff
= light
->_CosCutoffNeg
;
169 if (light
->SpotCutoff
!= 180.0F
)
170 light
->_Flags
|= LIGHT_SPOT
;
172 light
->_Flags
&= ~LIGHT_SPOT
;
174 case GL_CONSTANT_ATTENUATION
:
175 ASSERT(params
[0] >= 0.0);
176 if (light
->ConstantAttenuation
== params
[0])
178 FLUSH_VERTICES(ctx
, _NEW_LIGHT
);
179 light
->ConstantAttenuation
= params
[0];
181 case GL_LINEAR_ATTENUATION
:
182 ASSERT(params
[0] >= 0.0);
183 if (light
->LinearAttenuation
== params
[0])
185 FLUSH_VERTICES(ctx
, _NEW_LIGHT
);
186 light
->LinearAttenuation
= params
[0];
188 case GL_QUADRATIC_ATTENUATION
:
189 ASSERT(params
[0] >= 0.0);
190 if (light
->QuadraticAttenuation
== params
[0])
192 FLUSH_VERTICES(ctx
, _NEW_LIGHT
);
193 light
->QuadraticAttenuation
= params
[0];
196 _mesa_problem(ctx
, "Unexpected pname in _mesa_light()");
200 if (ctx
->Driver
.Lightfv
)
201 ctx
->Driver
.Lightfv( ctx
, GL_LIGHT0
+ lnum
, pname
, params
);
206 _mesa_Lightf( GLenum light
, GLenum pname
, GLfloat param
)
210 fparam
[1] = fparam
[2] = fparam
[3] = 0.0F
;
211 _mesa_Lightfv( light
, pname
, fparam
);
216 _mesa_Lightfv( GLenum light
, GLenum pname
, const GLfloat
*params
)
218 GET_CURRENT_CONTEXT(ctx
);
219 GLint i
= (GLint
) (light
- GL_LIGHT0
);
221 ASSERT_OUTSIDE_BEGIN_END(ctx
);
223 if (i
< 0 || i
>= (GLint
) ctx
->Const
.MaxLights
) {
224 _mesa_error( ctx
, GL_INVALID_ENUM
, "glLight(light=0x%x)", light
);
228 /* do particular error checks, transformations */
236 /* transform position by ModelView matrix */
237 TRANSFORM_POINT(temp
, ctx
->ModelviewMatrixStack
.Top
->m
, params
);
240 case GL_SPOT_DIRECTION
:
241 /* transform direction by inverse modelview */
242 if (_math_matrix_is_dirty(ctx
->ModelviewMatrixStack
.Top
)) {
243 _math_matrix_analyse(ctx
->ModelviewMatrixStack
.Top
);
245 TRANSFORM_DIRECTION(temp
, params
, ctx
->ModelviewMatrixStack
.Top
->m
);
248 case GL_SPOT_EXPONENT
:
249 if (params
[0] < 0.0 || params
[0] > ctx
->Const
.MaxSpotExponent
) {
250 _mesa_error(ctx
, GL_INVALID_VALUE
, "glLight");
255 if ((params
[0] < 0.0 || params
[0] > 90.0) && params
[0] != 180.0) {
256 _mesa_error(ctx
, GL_INVALID_VALUE
, "glLight");
260 case GL_CONSTANT_ATTENUATION
:
261 if (params
[0] < 0.0) {
262 _mesa_error(ctx
, GL_INVALID_VALUE
, "glLight");
266 case GL_LINEAR_ATTENUATION
:
267 if (params
[0] < 0.0) {
268 _mesa_error(ctx
, GL_INVALID_VALUE
, "glLight");
272 case GL_QUADRATIC_ATTENUATION
:
273 if (params
[0] < 0.0) {
274 _mesa_error(ctx
, GL_INVALID_VALUE
, "glLight");
279 _mesa_error(ctx
, GL_INVALID_ENUM
, "glLight(pname=0x%x)", pname
);
283 _mesa_light(ctx
, i
, pname
, params
);
288 _mesa_Lighti( GLenum light
, GLenum pname
, GLint param
)
292 iparam
[1] = iparam
[2] = iparam
[3] = 0;
293 _mesa_Lightiv( light
, pname
, iparam
);
298 _mesa_Lightiv( GLenum light
, GLenum pname
, const GLint
*params
)
306 fparam
[0] = INT_TO_FLOAT( params
[0] );
307 fparam
[1] = INT_TO_FLOAT( params
[1] );
308 fparam
[2] = INT_TO_FLOAT( params
[2] );
309 fparam
[3] = INT_TO_FLOAT( params
[3] );
312 fparam
[0] = (GLfloat
) params
[0];
313 fparam
[1] = (GLfloat
) params
[1];
314 fparam
[2] = (GLfloat
) params
[2];
315 fparam
[3] = (GLfloat
) params
[3];
317 case GL_SPOT_DIRECTION
:
318 fparam
[0] = (GLfloat
) params
[0];
319 fparam
[1] = (GLfloat
) params
[1];
320 fparam
[2] = (GLfloat
) params
[2];
322 case GL_SPOT_EXPONENT
:
324 case GL_CONSTANT_ATTENUATION
:
325 case GL_LINEAR_ATTENUATION
:
326 case GL_QUADRATIC_ATTENUATION
:
327 fparam
[0] = (GLfloat
) params
[0];
330 /* error will be caught later in gl_Lightfv */
334 _mesa_Lightfv( light
, pname
, fparam
);
340 _mesa_GetLightfv( GLenum light
, GLenum pname
, GLfloat
*params
)
342 GET_CURRENT_CONTEXT(ctx
);
343 GLint l
= (GLint
) (light
- GL_LIGHT0
);
344 ASSERT_OUTSIDE_BEGIN_END(ctx
);
346 if (l
< 0 || l
>= (GLint
) ctx
->Const
.MaxLights
) {
347 _mesa_error( ctx
, GL_INVALID_ENUM
, "glGetLightfv" );
353 COPY_4V( params
, ctx
->Light
.Light
[l
].Ambient
);
356 COPY_4V( params
, ctx
->Light
.Light
[l
].Diffuse
);
359 COPY_4V( params
, ctx
->Light
.Light
[l
].Specular
);
362 COPY_4V( params
, ctx
->Light
.Light
[l
].EyePosition
);
364 case GL_SPOT_DIRECTION
:
365 COPY_3V( params
, ctx
->Light
.Light
[l
].SpotDirection
);
367 case GL_SPOT_EXPONENT
:
368 params
[0] = ctx
->Light
.Light
[l
].SpotExponent
;
371 params
[0] = ctx
->Light
.Light
[l
].SpotCutoff
;
373 case GL_CONSTANT_ATTENUATION
:
374 params
[0] = ctx
->Light
.Light
[l
].ConstantAttenuation
;
376 case GL_LINEAR_ATTENUATION
:
377 params
[0] = ctx
->Light
.Light
[l
].LinearAttenuation
;
379 case GL_QUADRATIC_ATTENUATION
:
380 params
[0] = ctx
->Light
.Light
[l
].QuadraticAttenuation
;
383 _mesa_error( ctx
, GL_INVALID_ENUM
, "glGetLightfv" );
390 _mesa_GetLightiv( GLenum light
, GLenum pname
, GLint
*params
)
392 GET_CURRENT_CONTEXT(ctx
);
393 GLint l
= (GLint
) (light
- GL_LIGHT0
);
394 ASSERT_OUTSIDE_BEGIN_END(ctx
);
396 if (l
< 0 || l
>= (GLint
) ctx
->Const
.MaxLights
) {
397 _mesa_error( ctx
, GL_INVALID_ENUM
, "glGetLightiv" );
403 params
[0] = FLOAT_TO_INT(ctx
->Light
.Light
[l
].Ambient
[0]);
404 params
[1] = FLOAT_TO_INT(ctx
->Light
.Light
[l
].Ambient
[1]);
405 params
[2] = FLOAT_TO_INT(ctx
->Light
.Light
[l
].Ambient
[2]);
406 params
[3] = FLOAT_TO_INT(ctx
->Light
.Light
[l
].Ambient
[3]);
409 params
[0] = FLOAT_TO_INT(ctx
->Light
.Light
[l
].Diffuse
[0]);
410 params
[1] = FLOAT_TO_INT(ctx
->Light
.Light
[l
].Diffuse
[1]);
411 params
[2] = FLOAT_TO_INT(ctx
->Light
.Light
[l
].Diffuse
[2]);
412 params
[3] = FLOAT_TO_INT(ctx
->Light
.Light
[l
].Diffuse
[3]);
415 params
[0] = FLOAT_TO_INT(ctx
->Light
.Light
[l
].Specular
[0]);
416 params
[1] = FLOAT_TO_INT(ctx
->Light
.Light
[l
].Specular
[1]);
417 params
[2] = FLOAT_TO_INT(ctx
->Light
.Light
[l
].Specular
[2]);
418 params
[3] = FLOAT_TO_INT(ctx
->Light
.Light
[l
].Specular
[3]);
421 params
[0] = (GLint
) ctx
->Light
.Light
[l
].EyePosition
[0];
422 params
[1] = (GLint
) ctx
->Light
.Light
[l
].EyePosition
[1];
423 params
[2] = (GLint
) ctx
->Light
.Light
[l
].EyePosition
[2];
424 params
[3] = (GLint
) ctx
->Light
.Light
[l
].EyePosition
[3];
426 case GL_SPOT_DIRECTION
:
427 params
[0] = (GLint
) ctx
->Light
.Light
[l
].SpotDirection
[0];
428 params
[1] = (GLint
) ctx
->Light
.Light
[l
].SpotDirection
[1];
429 params
[2] = (GLint
) ctx
->Light
.Light
[l
].SpotDirection
[2];
431 case GL_SPOT_EXPONENT
:
432 params
[0] = (GLint
) ctx
->Light
.Light
[l
].SpotExponent
;
435 params
[0] = (GLint
) ctx
->Light
.Light
[l
].SpotCutoff
;
437 case GL_CONSTANT_ATTENUATION
:
438 params
[0] = (GLint
) ctx
->Light
.Light
[l
].ConstantAttenuation
;
440 case GL_LINEAR_ATTENUATION
:
441 params
[0] = (GLint
) ctx
->Light
.Light
[l
].LinearAttenuation
;
443 case GL_QUADRATIC_ATTENUATION
:
444 params
[0] = (GLint
) ctx
->Light
.Light
[l
].QuadraticAttenuation
;
447 _mesa_error( ctx
, GL_INVALID_ENUM
, "glGetLightiv" );
454 /**********************************************************************/
455 /*** Light Model ***/
456 /**********************************************************************/
460 _mesa_LightModelfv( GLenum pname
, const GLfloat
*params
)
464 GET_CURRENT_CONTEXT(ctx
);
465 ASSERT_OUTSIDE_BEGIN_END(ctx
);
468 case GL_LIGHT_MODEL_AMBIENT
:
469 if (TEST_EQ_4V( ctx
->Light
.Model
.Ambient
, params
))
471 FLUSH_VERTICES(ctx
, _NEW_LIGHT
);
472 COPY_4V( ctx
->Light
.Model
.Ambient
, params
);
474 case GL_LIGHT_MODEL_LOCAL_VIEWER
:
475 newbool
= (params
[0]!=0.0);
476 if (ctx
->Light
.Model
.LocalViewer
== newbool
)
478 FLUSH_VERTICES(ctx
, _NEW_LIGHT
);
479 ctx
->Light
.Model
.LocalViewer
= newbool
;
481 case GL_LIGHT_MODEL_TWO_SIDE
:
482 newbool
= (params
[0]!=0.0);
483 if (ctx
->Light
.Model
.TwoSide
== newbool
)
485 FLUSH_VERTICES(ctx
, _NEW_LIGHT
);
486 ctx
->Light
.Model
.TwoSide
= newbool
;
487 if (ctx
->Light
.Enabled
&& ctx
->Light
.Model
.TwoSide
)
488 ctx
->_TriangleCaps
|= DD_TRI_LIGHT_TWOSIDE
;
490 ctx
->_TriangleCaps
&= ~DD_TRI_LIGHT_TWOSIDE
;
492 case GL_LIGHT_MODEL_COLOR_CONTROL
:
493 if (params
[0] == (GLfloat
) GL_SINGLE_COLOR
)
494 newenum
= GL_SINGLE_COLOR
;
495 else if (params
[0] == (GLfloat
) GL_SEPARATE_SPECULAR_COLOR
)
496 newenum
= GL_SEPARATE_SPECULAR_COLOR
;
498 _mesa_error( ctx
, GL_INVALID_ENUM
, "glLightModel(param=0x0%x)",
502 if (ctx
->Light
.Model
.ColorControl
== newenum
)
504 FLUSH_VERTICES(ctx
, _NEW_LIGHT
);
505 ctx
->Light
.Model
.ColorControl
= newenum
;
508 _mesa_error( ctx
, GL_INVALID_ENUM
, "glLightModel(pname=0x%x)", pname
);
512 if (ctx
->Driver
.LightModelfv
)
513 ctx
->Driver
.LightModelfv( ctx
, pname
, params
);
518 _mesa_LightModeliv( GLenum pname
, const GLint
*params
)
523 case GL_LIGHT_MODEL_AMBIENT
:
524 fparam
[0] = INT_TO_FLOAT( params
[0] );
525 fparam
[1] = INT_TO_FLOAT( params
[1] );
526 fparam
[2] = INT_TO_FLOAT( params
[2] );
527 fparam
[3] = INT_TO_FLOAT( params
[3] );
529 case GL_LIGHT_MODEL_LOCAL_VIEWER
:
530 case GL_LIGHT_MODEL_TWO_SIDE
:
531 case GL_LIGHT_MODEL_COLOR_CONTROL
:
532 fparam
[0] = (GLfloat
) params
[0];
535 /* Error will be caught later in gl_LightModelfv */
536 ASSIGN_4V(fparam
, 0.0F
, 0.0F
, 0.0F
, 0.0F
);
538 _mesa_LightModelfv( pname
, fparam
);
543 _mesa_LightModeli( GLenum pname
, GLint param
)
547 iparam
[1] = iparam
[2] = iparam
[3] = 0;
548 _mesa_LightModeliv( pname
, iparam
);
553 _mesa_LightModelf( GLenum pname
, GLfloat param
)
557 fparam
[1] = fparam
[2] = fparam
[3] = 0.0F
;
558 _mesa_LightModelfv( pname
, fparam
);
563 /********** MATERIAL **********/
567 * Given a face and pname value (ala glColorMaterial), compute a bitmask
568 * of the targeted material values.
571 _mesa_material_bitmask( struct gl_context
*ctx
, GLenum face
, GLenum pname
,
572 GLuint legal
, const char *where
)
576 /* Make a bitmask indicating what material attribute(s) we're updating */
579 bitmask
|= MAT_BIT_FRONT_EMISSION
| MAT_BIT_BACK_EMISSION
;
582 bitmask
|= MAT_BIT_FRONT_AMBIENT
| MAT_BIT_BACK_AMBIENT
;
585 bitmask
|= MAT_BIT_FRONT_DIFFUSE
| MAT_BIT_BACK_DIFFUSE
;
588 bitmask
|= MAT_BIT_FRONT_SPECULAR
| MAT_BIT_BACK_SPECULAR
;
591 bitmask
|= MAT_BIT_FRONT_SHININESS
| MAT_BIT_BACK_SHININESS
;
593 case GL_AMBIENT_AND_DIFFUSE
:
594 bitmask
|= MAT_BIT_FRONT_AMBIENT
| MAT_BIT_BACK_AMBIENT
;
595 bitmask
|= MAT_BIT_FRONT_DIFFUSE
| MAT_BIT_BACK_DIFFUSE
;
597 case GL_COLOR_INDEXES
:
598 bitmask
|= MAT_BIT_FRONT_INDEXES
| MAT_BIT_BACK_INDEXES
;
601 _mesa_error( ctx
, GL_INVALID_ENUM
, "%s", where
);
605 if (face
==GL_FRONT
) {
606 bitmask
&= FRONT_MATERIAL_BITS
;
608 else if (face
==GL_BACK
) {
609 bitmask
&= BACK_MATERIAL_BITS
;
611 else if (face
!= GL_FRONT_AND_BACK
) {
612 _mesa_error( ctx
, GL_INVALID_ENUM
, "%s", where
);
616 if (bitmask
& ~legal
) {
617 _mesa_error( ctx
, GL_INVALID_ENUM
, "%s", where
);
627 invalidate_shine_table( struct gl_context
*ctx
, GLuint side
);
631 /* Update derived values following a change in ctx->Light.Material
634 _mesa_update_material( struct gl_context
*ctx
, GLuint bitmask
)
636 struct gl_light
*light
, *list
= &ctx
->Light
.EnabledList
;
637 GLfloat (*mat
)[4] = ctx
->Light
.Material
.Attrib
;
639 if (MESA_VERBOSE
& VERBOSE_MATERIAL
)
640 _mesa_debug(ctx
, "_mesa_update_material, mask 0x%x\n", bitmask
);
645 /* update material ambience */
646 if (bitmask
& MAT_BIT_FRONT_AMBIENT
) {
647 foreach (light
, list
) {
648 SCALE_3V( light
->_MatAmbient
[0], light
->Ambient
,
649 mat
[MAT_ATTRIB_FRONT_AMBIENT
]);
653 if (bitmask
& MAT_BIT_BACK_AMBIENT
) {
654 foreach (light
, list
) {
655 SCALE_3V( light
->_MatAmbient
[1], light
->Ambient
,
656 mat
[MAT_ATTRIB_BACK_AMBIENT
]);
660 /* update BaseColor = emission + scene's ambience * material's ambience */
661 if (bitmask
& (MAT_BIT_FRONT_EMISSION
| MAT_BIT_FRONT_AMBIENT
)) {
662 COPY_3V( ctx
->Light
._BaseColor
[0], mat
[MAT_ATTRIB_FRONT_EMISSION
] );
663 ACC_SCALE_3V( ctx
->Light
._BaseColor
[0], mat
[MAT_ATTRIB_FRONT_AMBIENT
],
664 ctx
->Light
.Model
.Ambient
);
667 if (bitmask
& (MAT_BIT_BACK_EMISSION
| MAT_BIT_BACK_AMBIENT
)) {
668 COPY_3V( ctx
->Light
._BaseColor
[1], mat
[MAT_ATTRIB_BACK_EMISSION
] );
669 ACC_SCALE_3V( ctx
->Light
._BaseColor
[1], mat
[MAT_ATTRIB_BACK_AMBIENT
],
670 ctx
->Light
.Model
.Ambient
);
673 /* update material diffuse values */
674 if (bitmask
& MAT_BIT_FRONT_DIFFUSE
) {
675 foreach (light
, list
) {
676 SCALE_3V( light
->_MatDiffuse
[0], light
->Diffuse
,
677 mat
[MAT_ATTRIB_FRONT_DIFFUSE
] );
681 if (bitmask
& MAT_BIT_BACK_DIFFUSE
) {
682 foreach (light
, list
) {
683 SCALE_3V( light
->_MatDiffuse
[1], light
->Diffuse
,
684 mat
[MAT_ATTRIB_BACK_DIFFUSE
] );
688 /* update material specular values */
689 if (bitmask
& MAT_BIT_FRONT_SPECULAR
) {
690 foreach (light
, list
) {
691 SCALE_3V( light
->_MatSpecular
[0], light
->Specular
,
692 mat
[MAT_ATTRIB_FRONT_SPECULAR
]);
696 if (bitmask
& MAT_BIT_BACK_SPECULAR
) {
697 foreach (light
, list
) {
698 SCALE_3V( light
->_MatSpecular
[1], light
->Specular
,
699 mat
[MAT_ATTRIB_BACK_SPECULAR
]);
703 if (bitmask
& MAT_BIT_FRONT_SHININESS
) {
704 invalidate_shine_table( ctx
, 0 );
707 if (bitmask
& MAT_BIT_BACK_SHININESS
) {
708 invalidate_shine_table( ctx
, 1 );
714 * Update the current materials from the given rgba color
715 * according to the bitmask in ColorMaterialBitmask, which is
716 * set by glColorMaterial().
719 _mesa_update_color_material( struct gl_context
*ctx
, const GLfloat color
[4] )
721 GLuint bitmask
= ctx
->Light
.ColorMaterialBitmask
;
722 struct gl_material
*mat
= &ctx
->Light
.Material
;
725 for (i
= 0 ; i
< MAT_ATTRIB_MAX
; i
++)
726 if (bitmask
& (1<<i
))
727 COPY_4FV( mat
->Attrib
[i
], color
);
729 _mesa_update_material( ctx
, bitmask
);
734 _mesa_ColorMaterial( GLenum face
, GLenum mode
)
736 GET_CURRENT_CONTEXT(ctx
);
738 GLuint legal
= (MAT_BIT_FRONT_EMISSION
| MAT_BIT_BACK_EMISSION
|
739 MAT_BIT_FRONT_SPECULAR
| MAT_BIT_BACK_SPECULAR
|
740 MAT_BIT_FRONT_DIFFUSE
| MAT_BIT_BACK_DIFFUSE
|
741 MAT_BIT_FRONT_AMBIENT
| MAT_BIT_BACK_AMBIENT
);
742 ASSERT_OUTSIDE_BEGIN_END(ctx
);
744 if (MESA_VERBOSE
&VERBOSE_API
)
745 _mesa_debug(ctx
, "glColorMaterial %s %s\n",
746 _mesa_lookup_enum_by_nr(face
),
747 _mesa_lookup_enum_by_nr(mode
));
749 bitmask
= _mesa_material_bitmask(ctx
, face
, mode
, legal
, "glColorMaterial");
751 if (ctx
->Light
.ColorMaterialBitmask
== bitmask
&&
752 ctx
->Light
.ColorMaterialFace
== face
&&
753 ctx
->Light
.ColorMaterialMode
== mode
)
756 FLUSH_VERTICES(ctx
, _NEW_LIGHT
);
757 ctx
->Light
.ColorMaterialBitmask
= bitmask
;
758 ctx
->Light
.ColorMaterialFace
= face
;
759 ctx
->Light
.ColorMaterialMode
= mode
;
761 if (ctx
->Light
.ColorMaterialEnabled
) {
762 FLUSH_CURRENT( ctx
, 0 );
763 _mesa_update_color_material(ctx
,ctx
->Current
.Attrib
[VERT_ATTRIB_COLOR0
]);
766 if (ctx
->Driver
.ColorMaterial
)
767 ctx
->Driver
.ColorMaterial( ctx
, face
, mode
);
772 _mesa_GetMaterialfv( GLenum face
, GLenum pname
, GLfloat
*params
)
774 GET_CURRENT_CONTEXT(ctx
);
776 GLfloat (*mat
)[4] = ctx
->Light
.Material
.Attrib
;
777 ASSERT_OUTSIDE_BEGIN_END_AND_FLUSH(ctx
); /* update materials */
779 FLUSH_CURRENT(ctx
, 0); /* update ctx->Light.Material from vertex buffer */
781 if (face
==GL_FRONT
) {
784 else if (face
==GL_BACK
) {
788 _mesa_error( ctx
, GL_INVALID_ENUM
, "glGetMaterialfv(face)" );
794 COPY_4FV( params
, mat
[MAT_ATTRIB_AMBIENT(f
)] );
797 COPY_4FV( params
, mat
[MAT_ATTRIB_DIFFUSE(f
)] );
800 COPY_4FV( params
, mat
[MAT_ATTRIB_SPECULAR(f
)] );
803 COPY_4FV( params
, mat
[MAT_ATTRIB_EMISSION(f
)] );
806 *params
= mat
[MAT_ATTRIB_SHININESS(f
)][0];
808 case GL_COLOR_INDEXES
:
809 params
[0] = mat
[MAT_ATTRIB_INDEXES(f
)][0];
810 params
[1] = mat
[MAT_ATTRIB_INDEXES(f
)][1];
811 params
[2] = mat
[MAT_ATTRIB_INDEXES(f
)][2];
814 _mesa_error( ctx
, GL_INVALID_ENUM
, "glGetMaterialfv(pname)" );
820 _mesa_GetMaterialiv( GLenum face
, GLenum pname
, GLint
*params
)
822 GET_CURRENT_CONTEXT(ctx
);
824 GLfloat (*mat
)[4] = ctx
->Light
.Material
.Attrib
;
825 ASSERT_OUTSIDE_BEGIN_END_AND_FLUSH(ctx
); /* update materials */
827 FLUSH_CURRENT(ctx
, 0); /* update ctx->Light.Material from vertex buffer */
829 if (face
==GL_FRONT
) {
832 else if (face
==GL_BACK
) {
836 _mesa_error( ctx
, GL_INVALID_ENUM
, "glGetMaterialiv(face)" );
841 params
[0] = FLOAT_TO_INT( mat
[MAT_ATTRIB_AMBIENT(f
)][0] );
842 params
[1] = FLOAT_TO_INT( mat
[MAT_ATTRIB_AMBIENT(f
)][1] );
843 params
[2] = FLOAT_TO_INT( mat
[MAT_ATTRIB_AMBIENT(f
)][2] );
844 params
[3] = FLOAT_TO_INT( mat
[MAT_ATTRIB_AMBIENT(f
)][3] );
847 params
[0] = FLOAT_TO_INT( mat
[MAT_ATTRIB_DIFFUSE(f
)][0] );
848 params
[1] = FLOAT_TO_INT( mat
[MAT_ATTRIB_DIFFUSE(f
)][1] );
849 params
[2] = FLOAT_TO_INT( mat
[MAT_ATTRIB_DIFFUSE(f
)][2] );
850 params
[3] = FLOAT_TO_INT( mat
[MAT_ATTRIB_DIFFUSE(f
)][3] );
853 params
[0] = FLOAT_TO_INT( mat
[MAT_ATTRIB_SPECULAR(f
)][0] );
854 params
[1] = FLOAT_TO_INT( mat
[MAT_ATTRIB_SPECULAR(f
)][1] );
855 params
[2] = FLOAT_TO_INT( mat
[MAT_ATTRIB_SPECULAR(f
)][2] );
856 params
[3] = FLOAT_TO_INT( mat
[MAT_ATTRIB_SPECULAR(f
)][3] );
859 params
[0] = FLOAT_TO_INT( mat
[MAT_ATTRIB_EMISSION(f
)][0] );
860 params
[1] = FLOAT_TO_INT( mat
[MAT_ATTRIB_EMISSION(f
)][1] );
861 params
[2] = FLOAT_TO_INT( mat
[MAT_ATTRIB_EMISSION(f
)][2] );
862 params
[3] = FLOAT_TO_INT( mat
[MAT_ATTRIB_EMISSION(f
)][3] );
865 *params
= IROUND( mat
[MAT_ATTRIB_SHININESS(f
)][0] );
867 case GL_COLOR_INDEXES
:
868 params
[0] = IROUND( mat
[MAT_ATTRIB_INDEXES(f
)][0] );
869 params
[1] = IROUND( mat
[MAT_ATTRIB_INDEXES(f
)][1] );
870 params
[2] = IROUND( mat
[MAT_ATTRIB_INDEXES(f
)][2] );
873 _mesa_error( ctx
, GL_INVALID_ENUM
, "glGetMaterialfv(pname)" );
879 /**********************************************************************/
880 /***** Lighting computation *****/
881 /**********************************************************************/
886 * When two-sided lighting is enabled we compute the color (or index)
887 * for both the front and back side of the primitive. Then, when the
888 * orientation of the facet is later learned, we can determine which
889 * color (or index) to use for rendering.
891 * KW: We now know orientation in advance and only shade for
892 * the side or sides which are actually required.
896 * V = vertex position
897 * P = light source position
902 * // light at infinity
903 * IF local_viewer THEN
904 * _VP_inf_norm = unit vector from V to P // Precompute
907 * _h_inf_norm = Normalize( VP + <0,0,1> ) // Precompute
912 * Normalize( v ) = normalized vector v
913 * Magnitude( v ) = length of vector v
918 /* Calculate a new shine table. Doing this here saves a branch in
919 * lighting, and the cost of doing it early may be partially offset
920 * by keeping a MRU cache of shine tables for various shine values.
923 invalidate_shine_table( struct gl_context
*ctx
, GLuint side
)
926 if (ctx
->_ShineTable
[side
])
927 ctx
->_ShineTable
[side
]->refcount
--;
928 ctx
->_ShineTable
[side
] = NULL
;
933 validate_shine_table( struct gl_context
*ctx
, GLuint side
, GLfloat shininess
)
935 struct gl_shine_tab
*list
= ctx
->_ShineTabList
;
936 struct gl_shine_tab
*s
;
941 if ( s
->shininess
== shininess
)
949 if (s
->refcount
== 0)
954 if (shininess
== 0.0) {
955 for (j
= 1 ; j
<= SHINE_TABLE_SIZE
; j
++)
959 for (j
= 1 ; j
< SHINE_TABLE_SIZE
; j
++) {
960 GLdouble t
, x
= j
/ (GLfloat
) (SHINE_TABLE_SIZE
- 1);
961 if (x
< 0.005) /* underflow check */
963 t
= pow(x
, shininess
);
969 m
[SHINE_TABLE_SIZE
] = 1.0;
972 s
->shininess
= shininess
;
975 if (ctx
->_ShineTable
[side
])
976 ctx
->_ShineTable
[side
]->refcount
--;
978 ctx
->_ShineTable
[side
] = s
;
979 move_to_tail( list
, s
);
985 _mesa_validate_all_lighting_tables( struct gl_context
*ctx
)
989 shininess
= ctx
->Light
.Material
.Attrib
[MAT_ATTRIB_FRONT_SHININESS
][0];
990 if (!ctx
->_ShineTable
[0] || ctx
->_ShineTable
[0]->shininess
!= shininess
)
991 validate_shine_table( ctx
, 0, shininess
);
993 shininess
= ctx
->Light
.Material
.Attrib
[MAT_ATTRIB_BACK_SHININESS
][0];
994 if (!ctx
->_ShineTable
[1] || ctx
->_ShineTable
[1]->shininess
!= shininess
)
995 validate_shine_table( ctx
, 1, shininess
);
1000 * Examine current lighting parameters to determine if the optimized lighting
1001 * function can be used.
1002 * Also, precompute some lighting values such as the products of light
1003 * source and material ambient, diffuse and specular coefficients.
1006 _mesa_update_lighting( struct gl_context
*ctx
)
1008 struct gl_light
*light
;
1009 ctx
->Light
._NeedEyeCoords
= GL_FALSE
;
1010 ctx
->Light
._Flags
= 0;
1012 if (!ctx
->Light
.Enabled
)
1015 foreach(light
, &ctx
->Light
.EnabledList
) {
1016 ctx
->Light
._Flags
|= light
->_Flags
;
1019 ctx
->Light
._NeedVertices
=
1020 ((ctx
->Light
._Flags
& (LIGHT_POSITIONAL
|LIGHT_SPOT
)) ||
1021 ctx
->Light
.Model
.ColorControl
== GL_SEPARATE_SPECULAR_COLOR
||
1022 ctx
->Light
.Model
.LocalViewer
);
1024 ctx
->Light
._NeedEyeCoords
= ((ctx
->Light
._Flags
& LIGHT_POSITIONAL
) ||
1025 ctx
->Light
.Model
.LocalViewer
);
1027 /* XXX: This test is overkill & needs to be fixed both for software and
1028 * hardware t&l drivers. The above should be sufficient & should
1029 * be tested to verify this.
1031 if (ctx
->Light
._NeedVertices
)
1032 ctx
->Light
._NeedEyeCoords
= GL_TRUE
;
1034 /* Precompute some shading values. Although we reference
1035 * Light.Material here, we can get away without flushing
1036 * FLUSH_UPDATE_CURRENT, as when any outstanding material changes
1037 * are flushed, they will update the derived state at that time.
1039 if (ctx
->Light
.Model
.TwoSide
)
1040 _mesa_update_material(ctx
,
1041 MAT_BIT_FRONT_EMISSION
|
1042 MAT_BIT_FRONT_AMBIENT
|
1043 MAT_BIT_FRONT_DIFFUSE
|
1044 MAT_BIT_FRONT_SPECULAR
|
1045 MAT_BIT_BACK_EMISSION
|
1046 MAT_BIT_BACK_AMBIENT
|
1047 MAT_BIT_BACK_DIFFUSE
|
1048 MAT_BIT_BACK_SPECULAR
);
1050 _mesa_update_material(ctx
,
1051 MAT_BIT_FRONT_EMISSION
|
1052 MAT_BIT_FRONT_AMBIENT
|
1053 MAT_BIT_FRONT_DIFFUSE
|
1054 MAT_BIT_FRONT_SPECULAR
);
1059 * Update state derived from light position, spot direction.
1063 * _TNL_NEW_NEED_EYE_COORDS
1065 * Update on (_NEW_MODELVIEW | _NEW_LIGHT) when lighting is enabled.
1066 * Also update on lighting space changes.
1069 compute_light_positions( struct gl_context
*ctx
)
1071 struct gl_light
*light
;
1072 static const GLfloat eye_z
[3] = { 0, 0, 1 };
1074 if (!ctx
->Light
.Enabled
)
1077 if (ctx
->_NeedEyeCoords
) {
1078 COPY_3V( ctx
->_EyeZDir
, eye_z
);
1081 TRANSFORM_NORMAL( ctx
->_EyeZDir
, eye_z
, ctx
->ModelviewMatrixStack
.Top
->m
);
1084 /* Make sure all the light tables are updated before the computation */
1085 _mesa_validate_all_lighting_tables(ctx
);
1087 foreach (light
, &ctx
->Light
.EnabledList
) {
1089 if (ctx
->_NeedEyeCoords
) {
1090 /* _Position is in eye coordinate space */
1091 COPY_4FV( light
->_Position
, light
->EyePosition
);
1094 /* _Position is in object coordinate space */
1095 TRANSFORM_POINT( light
->_Position
, ctx
->ModelviewMatrixStack
.Top
->inv
,
1096 light
->EyePosition
);
1099 if (!(light
->_Flags
& LIGHT_POSITIONAL
)) {
1100 /* VP (VP) = Normalize( Position ) */
1101 COPY_3V( light
->_VP_inf_norm
, light
->_Position
);
1102 NORMALIZE_3FV( light
->_VP_inf_norm
);
1104 if (!ctx
->Light
.Model
.LocalViewer
) {
1105 /* _h_inf_norm = Normalize( V_to_P + <0,0,1> ) */
1106 ADD_3V( light
->_h_inf_norm
, light
->_VP_inf_norm
, ctx
->_EyeZDir
);
1107 NORMALIZE_3FV( light
->_h_inf_norm
);
1109 light
->_VP_inf_spot_attenuation
= 1.0;
1112 /* positional light w/ homogeneous coordinate, divide by W */
1113 GLfloat wInv
= (GLfloat
)1.0 / light
->_Position
[3];
1114 light
->_Position
[0] *= wInv
;
1115 light
->_Position
[1] *= wInv
;
1116 light
->_Position
[2] *= wInv
;
1119 if (light
->_Flags
& LIGHT_SPOT
) {
1120 /* Note: we normalize the spot direction now */
1122 if (ctx
->_NeedEyeCoords
) {
1123 COPY_3V( light
->_NormSpotDirection
, light
->SpotDirection
);
1124 NORMALIZE_3FV( light
->_NormSpotDirection
);
1128 COPY_3V(spotDir
, light
->SpotDirection
);
1129 NORMALIZE_3FV(spotDir
);
1130 TRANSFORM_NORMAL( light
->_NormSpotDirection
,
1132 ctx
->ModelviewMatrixStack
.Top
->m
);
1135 NORMALIZE_3FV( light
->_NormSpotDirection
);
1137 if (!(light
->_Flags
& LIGHT_POSITIONAL
)) {
1138 GLfloat PV_dot_dir
= - DOT3(light
->_VP_inf_norm
,
1139 light
->_NormSpotDirection
);
1141 if (PV_dot_dir
> light
->_CosCutoff
) {
1142 light
->_VP_inf_spot_attenuation
=
1143 powf(PV_dot_dir
, light
->SpotExponent
);
1146 light
->_VP_inf_spot_attenuation
= 0;
1156 update_modelview_scale( struct gl_context
*ctx
)
1158 ctx
->_ModelViewInvScale
= 1.0F
;
1159 if (!_math_matrix_is_length_preserving(ctx
->ModelviewMatrixStack
.Top
)) {
1160 const GLfloat
*m
= ctx
->ModelviewMatrixStack
.Top
->inv
;
1161 GLfloat f
= m
[2] * m
[2] + m
[6] * m
[6] + m
[10] * m
[10];
1162 if (f
< 1e-12) f
= 1.0;
1163 if (ctx
->_NeedEyeCoords
)
1164 ctx
->_ModelViewInvScale
= (GLfloat
) INV_SQRTF(f
);
1166 ctx
->_ModelViewInvScale
= (GLfloat
) SQRTF(f
);
1172 * Bring up to date any state that relies on _NeedEyeCoords.
1175 _mesa_update_tnl_spaces( struct gl_context
*ctx
, GLuint new_state
)
1177 const GLuint oldneedeyecoords
= ctx
->_NeedEyeCoords
;
1180 ctx
->_NeedEyeCoords
= GL_FALSE
;
1182 if (ctx
->_ForceEyeCoords
||
1183 (ctx
->Texture
._GenFlags
& TEXGEN_NEED_EYE_COORD
) ||
1184 ctx
->Point
._Attenuated
||
1185 ctx
->Light
._NeedEyeCoords
)
1186 ctx
->_NeedEyeCoords
= GL_TRUE
;
1188 if (ctx
->Light
.Enabled
&&
1189 !_math_matrix_is_length_preserving(ctx
->ModelviewMatrixStack
.Top
))
1190 ctx
->_NeedEyeCoords
= GL_TRUE
;
1192 /* Check if the truth-value interpretations of the bitfields have
1195 if (oldneedeyecoords
!= ctx
->_NeedEyeCoords
) {
1196 /* Recalculate all state that depends on _NeedEyeCoords.
1198 update_modelview_scale(ctx
);
1199 compute_light_positions( ctx
);
1201 if (ctx
->Driver
.LightingSpaceChange
)
1202 ctx
->Driver
.LightingSpaceChange( ctx
);
1205 GLuint new_state2
= ctx
->NewState
;
1207 /* Recalculate that same state only if it has been invalidated
1208 * by other statechanges.
1210 if (new_state2
& _NEW_MODELVIEW
)
1211 update_modelview_scale(ctx
);
1213 if (new_state2
& (_NEW_LIGHT
|_NEW_MODELVIEW
))
1214 compute_light_positions( ctx
);
1220 * Drivers may need this if the hardware tnl unit doesn't support the
1221 * light-in-modelspace optimization. It's also useful for debugging.
1224 _mesa_allow_light_in_model( struct gl_context
*ctx
, GLboolean flag
)
1226 ctx
->_ForceEyeCoords
= !flag
;
1227 ctx
->NewState
|= _NEW_POINT
; /* one of the bits from
1228 * _MESA_NEW_NEED_EYE_COORDS.
1234 /**********************************************************************/
1235 /***** Initialization *****/
1236 /**********************************************************************/
1239 * Initialize the n-th light data structure.
1241 * \param l pointer to the gl_light structure to be initialized.
1242 * \param n number of the light.
1243 * \note The defaults for light 0 are different than the other lights.
1246 init_light( struct gl_light
*l
, GLuint n
)
1248 make_empty_list( l
);
1250 ASSIGN_4V( l
->Ambient
, 0.0, 0.0, 0.0, 1.0 );
1252 ASSIGN_4V( l
->Diffuse
, 1.0, 1.0, 1.0, 1.0 );
1253 ASSIGN_4V( l
->Specular
, 1.0, 1.0, 1.0, 1.0 );
1256 ASSIGN_4V( l
->Diffuse
, 0.0, 0.0, 0.0, 1.0 );
1257 ASSIGN_4V( l
->Specular
, 0.0, 0.0, 0.0, 1.0 );
1259 ASSIGN_4V( l
->EyePosition
, 0.0, 0.0, 1.0, 0.0 );
1260 ASSIGN_3V( l
->SpotDirection
, 0.0, 0.0, -1.0 );
1261 l
->SpotExponent
= 0.0;
1262 l
->SpotCutoff
= 180.0;
1263 l
->_CosCutoffNeg
= -1.0f
;
1264 l
->_CosCutoff
= 0.0; /* KW: -ve values not admitted */
1265 l
->ConstantAttenuation
= 1.0;
1266 l
->LinearAttenuation
= 0.0;
1267 l
->QuadraticAttenuation
= 0.0;
1268 l
->Enabled
= GL_FALSE
;
1273 * Initialize the light model data structure.
1275 * \param lm pointer to the gl_lightmodel structure to be initialized.
1278 init_lightmodel( struct gl_lightmodel
*lm
)
1280 ASSIGN_4V( lm
->Ambient
, 0.2F
, 0.2F
, 0.2F
, 1.0F
);
1281 lm
->LocalViewer
= GL_FALSE
;
1282 lm
->TwoSide
= GL_FALSE
;
1283 lm
->ColorControl
= GL_SINGLE_COLOR
;
1288 * Initialize the material data structure.
1290 * \param m pointer to the gl_material structure to be initialized.
1293 init_material( struct gl_material
*m
)
1295 ASSIGN_4V( m
->Attrib
[MAT_ATTRIB_FRONT_AMBIENT
], 0.2F
, 0.2F
, 0.2F
, 1.0F
);
1296 ASSIGN_4V( m
->Attrib
[MAT_ATTRIB_FRONT_DIFFUSE
], 0.8F
, 0.8F
, 0.8F
, 1.0F
);
1297 ASSIGN_4V( m
->Attrib
[MAT_ATTRIB_FRONT_SPECULAR
], 0.0F
, 0.0F
, 0.0F
, 1.0F
);
1298 ASSIGN_4V( m
->Attrib
[MAT_ATTRIB_FRONT_EMISSION
], 0.0F
, 0.0F
, 0.0F
, 1.0F
);
1299 ASSIGN_4V( m
->Attrib
[MAT_ATTRIB_FRONT_SHININESS
], 0.0F
, 0.0F
, 0.0F
, 0.0F
);
1300 ASSIGN_4V( m
->Attrib
[MAT_ATTRIB_FRONT_INDEXES
], 0.0F
, 1.0F
, 1.0F
, 0.0F
);
1302 ASSIGN_4V( m
->Attrib
[MAT_ATTRIB_BACK_AMBIENT
], 0.2F
, 0.2F
, 0.2F
, 1.0F
);
1303 ASSIGN_4V( m
->Attrib
[MAT_ATTRIB_BACK_DIFFUSE
], 0.8F
, 0.8F
, 0.8F
, 1.0F
);
1304 ASSIGN_4V( m
->Attrib
[MAT_ATTRIB_BACK_SPECULAR
], 0.0F
, 0.0F
, 0.0F
, 1.0F
);
1305 ASSIGN_4V( m
->Attrib
[MAT_ATTRIB_BACK_EMISSION
], 0.0F
, 0.0F
, 0.0F
, 1.0F
);
1306 ASSIGN_4V( m
->Attrib
[MAT_ATTRIB_BACK_SHININESS
], 0.0F
, 0.0F
, 0.0F
, 0.0F
);
1307 ASSIGN_4V( m
->Attrib
[MAT_ATTRIB_BACK_INDEXES
], 0.0F
, 1.0F
, 1.0F
, 0.0F
);
1312 * Initialize all lighting state for the given context.
1315 _mesa_init_lighting( struct gl_context
*ctx
)
1319 /* Lighting group */
1320 for (i
= 0; i
< MAX_LIGHTS
; i
++) {
1321 init_light( &ctx
->Light
.Light
[i
], i
);
1323 make_empty_list( &ctx
->Light
.EnabledList
);
1325 init_lightmodel( &ctx
->Light
.Model
);
1326 init_material( &ctx
->Light
.Material
);
1327 ctx
->Light
.ShadeModel
= GL_SMOOTH
;
1328 ctx
->Light
.ProvokingVertex
= GL_LAST_VERTEX_CONVENTION_EXT
;
1329 ctx
->Light
.Enabled
= GL_FALSE
;
1330 ctx
->Light
.ColorMaterialFace
= GL_FRONT_AND_BACK
;
1331 ctx
->Light
.ColorMaterialMode
= GL_AMBIENT_AND_DIFFUSE
;
1332 ctx
->Light
.ColorMaterialBitmask
= _mesa_material_bitmask( ctx
,
1334 GL_AMBIENT_AND_DIFFUSE
, ~0,
1337 ctx
->Light
.ColorMaterialEnabled
= GL_FALSE
;
1338 ctx
->Light
.ClampVertexColor
= GL_TRUE
;
1340 /* Lighting miscellaneous */
1341 ctx
->_ShineTabList
= MALLOC_STRUCT( gl_shine_tab
);
1342 make_empty_list( ctx
->_ShineTabList
);
1343 /* Allocate 10 (arbitrary) shininess lookup tables */
1344 for (i
= 0 ; i
< 10 ; i
++) {
1345 struct gl_shine_tab
*s
= MALLOC_STRUCT( gl_shine_tab
);
1348 insert_at_tail( ctx
->_ShineTabList
, s
);
1352 ctx
->Light
._NeedEyeCoords
= GL_FALSE
;
1353 ctx
->_NeedEyeCoords
= GL_FALSE
;
1354 ctx
->_ForceEyeCoords
= GL_FALSE
;
1355 ctx
->_ModelViewInvScale
= 1.0;
1360 * Deallocate malloc'd lighting state attached to given context.
1363 _mesa_free_lighting_data( struct gl_context
*ctx
)
1365 struct gl_shine_tab
*s
, *tmps
;
1367 /* Free lighting shininess exponentiation table */
1368 foreach_s( s
, tmps
, ctx
->_ShineTabList
) {
1371 free( ctx
->_ShineTabList
);