implement auto mipmap generation for compressed textures
[mesa.git] / src / mesa / main / light.c
1 /* $Id: light.c,v 1.52 2002/09/16 17:56:02 brianp Exp $ */
2
3 /*
4 * Mesa 3-D graphics library
5 * Version: 4.1
6 *
7 * Copyright (C) 1999-2002 Brian Paul All Rights Reserved.
8 *
9 * Permission is hereby granted, free of charge, to any person obtaining a
10 * copy of this software and associated documentation files (the "Software"),
11 * to deal in the Software without restriction, including without limitation
12 * the rights to use, copy, modify, merge, publish, distribute, sublicense,
13 * and/or sell copies of the Software, and to permit persons to whom the
14 * Software is furnished to do so, subject to the following conditions:
15 *
16 * The above copyright notice and this permission notice shall be included
17 * in all copies or substantial portions of the Software.
18 *
19 * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS
20 * OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
21 * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL
22 * BRIAN PAUL BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN
23 * AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN
24 * CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
25 */
26
27
28 #ifdef PC_HEADER
29 #include "all.h"
30 #else
31 #include "glheader.h"
32 #include "colormac.h"
33 #include "context.h"
34 #include "enums.h"
35 #include "light.h"
36 #include "macros.h"
37 #include "mem.h"
38 #include "mmath.h"
39 #include "simple_list.h"
40 #include "mtypes.h"
41
42 #include "math/m_xform.h"
43 #include "math/m_matrix.h"
44 #endif
45
46
47 /* XXX this is a bit of a hack needed for compilation within XFree86 */
48 #ifndef FLT_MIN
49 #define FLT_MIN 1e-37
50 #endif
51
52
53 void
54 _mesa_ShadeModel( GLenum mode )
55 {
56 GET_CURRENT_CONTEXT(ctx);
57 ASSERT_OUTSIDE_BEGIN_END(ctx);
58
59 if (MESA_VERBOSE & VERBOSE_API)
60 _mesa_debug(ctx, "glShadeModel %s\n", _mesa_lookup_enum_by_nr(mode));
61
62 if (mode != GL_FLAT && mode != GL_SMOOTH) {
63 _mesa_error( ctx, GL_INVALID_ENUM, "glShadeModel" );
64 return;
65 }
66
67 if (ctx->Light.ShadeModel == mode)
68 return;
69
70 FLUSH_VERTICES(ctx, _NEW_LIGHT);
71 ctx->Light.ShadeModel = mode;
72 ctx->_TriangleCaps ^= DD_FLATSHADE;
73 if (ctx->Driver.ShadeModel)
74 (*ctx->Driver.ShadeModel)( ctx, mode );
75 }
76
77
78
79 void
80 _mesa_Lightf( GLenum light, GLenum pname, GLfloat param )
81 {
82 _mesa_Lightfv( light, pname, &param );
83 }
84
85
86 void
87 _mesa_Lightfv( GLenum light, GLenum pname, const GLfloat *params )
88 {
89 GET_CURRENT_CONTEXT(ctx);
90 GLint i = (GLint) (light - GL_LIGHT0);
91 struct gl_light *l = &ctx->Light.Light[i];
92
93 if (i < 0 || i >= (GLint) ctx->Const.MaxLights) {
94 _mesa_error( ctx, GL_INVALID_ENUM, "glLight(light=0x%x)", light );
95 return;
96 }
97
98 switch (pname) {
99 case GL_AMBIENT:
100 if (TEST_EQ_4V(l->Ambient, params))
101 return;
102 FLUSH_VERTICES(ctx, _NEW_LIGHT);
103 COPY_4V( l->Ambient, params );
104 break;
105 case GL_DIFFUSE:
106 if (TEST_EQ_4V(l->Diffuse, params))
107 return;
108 FLUSH_VERTICES(ctx, _NEW_LIGHT);
109 COPY_4V( l->Diffuse, params );
110 break;
111 case GL_SPECULAR:
112 if (TEST_EQ_4V(l->Specular, params))
113 return;
114 FLUSH_VERTICES(ctx, _NEW_LIGHT);
115 COPY_4V( l->Specular, params );
116 break;
117 case GL_POSITION: {
118 GLfloat tmp[4];
119 /* transform position by ModelView matrix */
120 TRANSFORM_POINT( tmp, ctx->ModelviewMatrixStack.Top->m, params );
121 if (TEST_EQ_4V(l->EyePosition, tmp))
122 return;
123 FLUSH_VERTICES(ctx, _NEW_LIGHT);
124 COPY_4V(l->EyePosition, tmp);
125 if (l->EyePosition[3] != 0.0F)
126 l->_Flags |= LIGHT_POSITIONAL;
127 else
128 l->_Flags &= ~LIGHT_POSITIONAL;
129 break;
130 }
131 case GL_SPOT_DIRECTION: {
132 GLfloat tmp[4];
133 /* transform direction by inverse modelview */
134 if (ctx->ModelviewMatrixStack.Top->flags & MAT_DIRTY_INVERSE) {
135 _math_matrix_analyse( ctx->ModelviewMatrixStack.Top );
136 }
137 TRANSFORM_NORMAL( tmp, params, ctx->ModelviewMatrixStack.Top->inv );
138 if (TEST_EQ_3V(l->EyeDirection, tmp))
139 return;
140 FLUSH_VERTICES(ctx, _NEW_LIGHT);
141 COPY_3V(l->EyeDirection, tmp);
142 break;
143 }
144 case GL_SPOT_EXPONENT:
145 if (params[0]<0.0 || params[0]>128.0) {
146 _mesa_error( ctx, GL_INVALID_VALUE, "glLight" );
147 return;
148 }
149 if (l->SpotExponent == params[0])
150 return;
151 FLUSH_VERTICES(ctx, _NEW_LIGHT);
152 l->SpotExponent = params[0];
153 _mesa_invalidate_spot_exp_table( l );
154 break;
155 case GL_SPOT_CUTOFF:
156 if ((params[0]<0.0 || params[0]>90.0) && params[0]!=180.0) {
157 _mesa_error( ctx, GL_INVALID_VALUE, "glLight" );
158 return;
159 }
160 if (l->SpotCutoff == params[0])
161 return;
162 FLUSH_VERTICES(ctx, _NEW_LIGHT);
163 l->SpotCutoff = params[0];
164 l->_CosCutoff = (GLfloat) cos(params[0]*DEG2RAD);
165 if (l->_CosCutoff < 0)
166 l->_CosCutoff = 0;
167 if (l->SpotCutoff != 180.0F)
168 l->_Flags |= LIGHT_SPOT;
169 else
170 l->_Flags &= ~LIGHT_SPOT;
171 break;
172 case GL_CONSTANT_ATTENUATION:
173 if (params[0]<0.0) {
174 _mesa_error( ctx, GL_INVALID_VALUE, "glLight" );
175 return;
176 }
177 if (l->ConstantAttenuation == params[0])
178 return;
179 FLUSH_VERTICES(ctx, _NEW_LIGHT);
180 l->ConstantAttenuation = params[0];
181 break;
182 case GL_LINEAR_ATTENUATION:
183 if (params[0]<0.0) {
184 _mesa_error( ctx, GL_INVALID_VALUE, "glLight" );
185 return;
186 }
187 if (l->LinearAttenuation == params[0])
188 return;
189 FLUSH_VERTICES(ctx, _NEW_LIGHT);
190 l->LinearAttenuation = params[0];
191 break;
192 case GL_QUADRATIC_ATTENUATION:
193 if (params[0]<0.0) {
194 _mesa_error( ctx, GL_INVALID_VALUE, "glLight" );
195 return;
196 }
197 if (l->QuadraticAttenuation == params[0])
198 return;
199 FLUSH_VERTICES(ctx, _NEW_LIGHT);
200 l->QuadraticAttenuation = params[0];
201 break;
202 default:
203 _mesa_error( ctx, GL_INVALID_ENUM, "glLight(pname=0x%x)", pname );
204 return;
205 }
206
207 if (ctx->Driver.Lightfv)
208 ctx->Driver.Lightfv( ctx, light, pname, params );
209 }
210
211
212 void
213 _mesa_Lighti( GLenum light, GLenum pname, GLint param )
214 {
215 _mesa_Lightiv( light, pname, &param );
216 }
217
218
219 void
220 _mesa_Lightiv( GLenum light, GLenum pname, const GLint *params )
221 {
222 GLfloat fparam[4];
223
224 switch (pname) {
225 case GL_AMBIENT:
226 case GL_DIFFUSE:
227 case GL_SPECULAR:
228 fparam[0] = INT_TO_FLOAT( params[0] );
229 fparam[1] = INT_TO_FLOAT( params[1] );
230 fparam[2] = INT_TO_FLOAT( params[2] );
231 fparam[3] = INT_TO_FLOAT( params[3] );
232 break;
233 case GL_POSITION:
234 fparam[0] = (GLfloat) params[0];
235 fparam[1] = (GLfloat) params[1];
236 fparam[2] = (GLfloat) params[2];
237 fparam[3] = (GLfloat) params[3];
238 break;
239 case GL_SPOT_DIRECTION:
240 fparam[0] = (GLfloat) params[0];
241 fparam[1] = (GLfloat) params[1];
242 fparam[2] = (GLfloat) params[2];
243 break;
244 case GL_SPOT_EXPONENT:
245 case GL_SPOT_CUTOFF:
246 case GL_CONSTANT_ATTENUATION:
247 case GL_LINEAR_ATTENUATION:
248 case GL_QUADRATIC_ATTENUATION:
249 fparam[0] = (GLfloat) params[0];
250 break;
251 default:
252 /* error will be caught later in gl_Lightfv */
253 ;
254 }
255
256 _mesa_Lightfv( light, pname, fparam );
257 }
258
259
260
261 void
262 _mesa_GetLightfv( GLenum light, GLenum pname, GLfloat *params )
263 {
264 GET_CURRENT_CONTEXT(ctx);
265 GLint l = (GLint) (light - GL_LIGHT0);
266 ASSERT_OUTSIDE_BEGIN_END(ctx);
267
268 if (l < 0 || l >= (GLint) ctx->Const.MaxLights) {
269 _mesa_error( ctx, GL_INVALID_ENUM, "glGetLightfv" );
270 return;
271 }
272
273 switch (pname) {
274 case GL_AMBIENT:
275 COPY_4V( params, ctx->Light.Light[l].Ambient );
276 break;
277 case GL_DIFFUSE:
278 COPY_4V( params, ctx->Light.Light[l].Diffuse );
279 break;
280 case GL_SPECULAR:
281 COPY_4V( params, ctx->Light.Light[l].Specular );
282 break;
283 case GL_POSITION:
284 COPY_4V( params, ctx->Light.Light[l].EyePosition );
285 break;
286 case GL_SPOT_DIRECTION:
287 COPY_3V( params, ctx->Light.Light[l].EyeDirection );
288 break;
289 case GL_SPOT_EXPONENT:
290 params[0] = ctx->Light.Light[l].SpotExponent;
291 break;
292 case GL_SPOT_CUTOFF:
293 params[0] = ctx->Light.Light[l].SpotCutoff;
294 break;
295 case GL_CONSTANT_ATTENUATION:
296 params[0] = ctx->Light.Light[l].ConstantAttenuation;
297 break;
298 case GL_LINEAR_ATTENUATION:
299 params[0] = ctx->Light.Light[l].LinearAttenuation;
300 break;
301 case GL_QUADRATIC_ATTENUATION:
302 params[0] = ctx->Light.Light[l].QuadraticAttenuation;
303 break;
304 default:
305 _mesa_error( ctx, GL_INVALID_ENUM, "glGetLightfv" );
306 break;
307 }
308 }
309
310
311
312 void
313 _mesa_GetLightiv( GLenum light, GLenum pname, GLint *params )
314 {
315 GET_CURRENT_CONTEXT(ctx);
316 GLint l = (GLint) (light - GL_LIGHT0);
317 ASSERT_OUTSIDE_BEGIN_END(ctx);
318
319 if (l < 0 || l >= (GLint) ctx->Const.MaxLights) {
320 _mesa_error( ctx, GL_INVALID_ENUM, "glGetLightiv" );
321 return;
322 }
323
324 switch (pname) {
325 case GL_AMBIENT:
326 params[0] = FLOAT_TO_INT(ctx->Light.Light[l].Ambient[0]);
327 params[1] = FLOAT_TO_INT(ctx->Light.Light[l].Ambient[1]);
328 params[2] = FLOAT_TO_INT(ctx->Light.Light[l].Ambient[2]);
329 params[3] = FLOAT_TO_INT(ctx->Light.Light[l].Ambient[3]);
330 break;
331 case GL_DIFFUSE:
332 params[0] = FLOAT_TO_INT(ctx->Light.Light[l].Diffuse[0]);
333 params[1] = FLOAT_TO_INT(ctx->Light.Light[l].Diffuse[1]);
334 params[2] = FLOAT_TO_INT(ctx->Light.Light[l].Diffuse[2]);
335 params[3] = FLOAT_TO_INT(ctx->Light.Light[l].Diffuse[3]);
336 break;
337 case GL_SPECULAR:
338 params[0] = FLOAT_TO_INT(ctx->Light.Light[l].Specular[0]);
339 params[1] = FLOAT_TO_INT(ctx->Light.Light[l].Specular[1]);
340 params[2] = FLOAT_TO_INT(ctx->Light.Light[l].Specular[2]);
341 params[3] = FLOAT_TO_INT(ctx->Light.Light[l].Specular[3]);
342 break;
343 case GL_POSITION:
344 params[0] = (GLint) ctx->Light.Light[l].EyePosition[0];
345 params[1] = (GLint) ctx->Light.Light[l].EyePosition[1];
346 params[2] = (GLint) ctx->Light.Light[l].EyePosition[2];
347 params[3] = (GLint) ctx->Light.Light[l].EyePosition[3];
348 break;
349 case GL_SPOT_DIRECTION:
350 params[0] = (GLint) ctx->Light.Light[l].EyeDirection[0];
351 params[1] = (GLint) ctx->Light.Light[l].EyeDirection[1];
352 params[2] = (GLint) ctx->Light.Light[l].EyeDirection[2];
353 break;
354 case GL_SPOT_EXPONENT:
355 params[0] = (GLint) ctx->Light.Light[l].SpotExponent;
356 break;
357 case GL_SPOT_CUTOFF:
358 params[0] = (GLint) ctx->Light.Light[l].SpotCutoff;
359 break;
360 case GL_CONSTANT_ATTENUATION:
361 params[0] = (GLint) ctx->Light.Light[l].ConstantAttenuation;
362 break;
363 case GL_LINEAR_ATTENUATION:
364 params[0] = (GLint) ctx->Light.Light[l].LinearAttenuation;
365 break;
366 case GL_QUADRATIC_ATTENUATION:
367 params[0] = (GLint) ctx->Light.Light[l].QuadraticAttenuation;
368 break;
369 default:
370 _mesa_error( ctx, GL_INVALID_ENUM, "glGetLightiv" );
371 break;
372 }
373 }
374
375
376
377 /**********************************************************************/
378 /*** Light Model ***/
379 /**********************************************************************/
380
381
382 void
383 _mesa_LightModelfv( GLenum pname, const GLfloat *params )
384 {
385 GLenum newenum;
386 GLboolean newbool;
387 GET_CURRENT_CONTEXT(ctx);
388 ASSERT_OUTSIDE_BEGIN_END(ctx);
389
390 switch (pname) {
391 case GL_LIGHT_MODEL_AMBIENT:
392 if (TEST_EQ_4V( ctx->Light.Model.Ambient, params ))
393 return;
394 FLUSH_VERTICES(ctx, _NEW_LIGHT);
395 COPY_4V( ctx->Light.Model.Ambient, params );
396 break;
397 case GL_LIGHT_MODEL_LOCAL_VIEWER:
398 newbool = (params[0]!=0.0);
399 if (ctx->Light.Model.LocalViewer == newbool)
400 return;
401 FLUSH_VERTICES(ctx, _NEW_LIGHT);
402 ctx->Light.Model.LocalViewer = newbool;
403 break;
404 case GL_LIGHT_MODEL_TWO_SIDE:
405 newbool = (params[0]!=0.0);
406 if (ctx->Light.Model.TwoSide == newbool)
407 return;
408 FLUSH_VERTICES(ctx, _NEW_LIGHT);
409 ctx->Light.Model.TwoSide = newbool;
410
411 if (ctx->Light.Enabled && ctx->Light.Model.TwoSide)
412 ctx->_TriangleCaps |= DD_TRI_LIGHT_TWOSIDE;
413 else
414 ctx->_TriangleCaps &= ~DD_TRI_LIGHT_TWOSIDE;
415 break;
416 case GL_LIGHT_MODEL_COLOR_CONTROL:
417 if (params[0] == (GLfloat) GL_SINGLE_COLOR)
418 newenum = GL_SINGLE_COLOR;
419 else if (params[0] == (GLfloat) GL_SEPARATE_SPECULAR_COLOR)
420 newenum = GL_SEPARATE_SPECULAR_COLOR;
421 else {
422 _mesa_error( ctx, GL_INVALID_ENUM, "glLightModel(param=0x0%x)",
423 (GLint) params[0] );
424 return;
425 }
426 if (ctx->Light.Model.ColorControl == newenum)
427 return;
428 FLUSH_VERTICES(ctx, _NEW_LIGHT);
429 ctx->Light.Model.ColorControl = newenum;
430
431 if ((ctx->Light.Enabled &&
432 ctx->Light.Model.ColorControl==GL_SEPARATE_SPECULAR_COLOR)
433 || ctx->Fog.ColorSumEnabled)
434 ctx->_TriangleCaps |= DD_SEPARATE_SPECULAR;
435 else
436 ctx->_TriangleCaps &= ~DD_SEPARATE_SPECULAR;
437
438 break;
439 default:
440 _mesa_error( ctx, GL_INVALID_ENUM, "glLightModel(pname=0x%x)", pname );
441 break;
442 }
443
444 if (ctx->Driver.LightModelfv)
445 ctx->Driver.LightModelfv( ctx, pname, params );
446 }
447
448
449 void
450 _mesa_LightModeliv( GLenum pname, const GLint *params )
451 {
452 GLfloat fparam[4];
453
454 switch (pname) {
455 case GL_LIGHT_MODEL_AMBIENT:
456 fparam[0] = INT_TO_FLOAT( params[0] );
457 fparam[1] = INT_TO_FLOAT( params[1] );
458 fparam[2] = INT_TO_FLOAT( params[2] );
459 fparam[3] = INT_TO_FLOAT( params[3] );
460 break;
461 case GL_LIGHT_MODEL_LOCAL_VIEWER:
462 case GL_LIGHT_MODEL_TWO_SIDE:
463 case GL_LIGHT_MODEL_COLOR_CONTROL:
464 fparam[0] = (GLfloat) params[0];
465 break;
466 default:
467 /* Error will be caught later in gl_LightModelfv */
468 ;
469 }
470 _mesa_LightModelfv( pname, fparam );
471 }
472
473
474 void
475 _mesa_LightModeli( GLenum pname, GLint param )
476 {
477 _mesa_LightModeliv( pname, &param );
478 }
479
480
481 void
482 _mesa_LightModelf( GLenum pname, GLfloat param )
483 {
484 _mesa_LightModelfv( pname, &param );
485 }
486
487
488
489 /********** MATERIAL **********/
490
491
492 /*
493 * Given a face and pname value (ala glColorMaterial), compute a bitmask
494 * of the targeted material values.
495 */
496 GLuint
497 _mesa_material_bitmask( GLcontext *ctx, GLenum face, GLenum pname,
498 GLuint legal, const char *where )
499 {
500 GLuint bitmask = 0;
501
502 /* Make a bitmask indicating what material attribute(s) we're updating */
503 switch (pname) {
504 case GL_EMISSION:
505 bitmask |= FRONT_EMISSION_BIT | BACK_EMISSION_BIT;
506 break;
507 case GL_AMBIENT:
508 bitmask |= FRONT_AMBIENT_BIT | BACK_AMBIENT_BIT;
509 break;
510 case GL_DIFFUSE:
511 bitmask |= FRONT_DIFFUSE_BIT | BACK_DIFFUSE_BIT;
512 break;
513 case GL_SPECULAR:
514 bitmask |= FRONT_SPECULAR_BIT | BACK_SPECULAR_BIT;
515 break;
516 case GL_SHININESS:
517 bitmask |= FRONT_SHININESS_BIT | BACK_SHININESS_BIT;
518 break;
519 case GL_AMBIENT_AND_DIFFUSE:
520 bitmask |= FRONT_AMBIENT_BIT | BACK_AMBIENT_BIT;
521 bitmask |= FRONT_DIFFUSE_BIT | BACK_DIFFUSE_BIT;
522 break;
523 case GL_COLOR_INDEXES:
524 bitmask |= FRONT_INDEXES_BIT | BACK_INDEXES_BIT;
525 break;
526 default:
527 _mesa_error( ctx, GL_INVALID_ENUM, where );
528 return 0;
529 }
530
531 if (face==GL_FRONT) {
532 bitmask &= FRONT_MATERIAL_BITS;
533 }
534 else if (face==GL_BACK) {
535 bitmask &= BACK_MATERIAL_BITS;
536 }
537 else if (face != GL_FRONT_AND_BACK) {
538 _mesa_error( ctx, GL_INVALID_ENUM, where );
539 return 0;
540 }
541
542 if (bitmask & ~legal) {
543 _mesa_error( ctx, GL_INVALID_ENUM, where );
544 return 0;
545 }
546
547 return bitmask;
548 }
549
550
551 /* Perform a straight copy between pairs of materials.
552 */
553 void _mesa_copy_material_pairs( struct gl_material dst[2],
554 const struct gl_material src[2],
555 GLuint bitmask )
556 {
557 if (bitmask & FRONT_EMISSION_BIT) {
558 COPY_4FV( dst[0].Emission, src[0].Emission );
559 }
560 if (bitmask & BACK_EMISSION_BIT) {
561 COPY_4FV( dst[1].Emission, src[1].Emission );
562 }
563 if (bitmask & FRONT_AMBIENT_BIT) {
564 COPY_4FV( dst[0].Ambient, src[0].Ambient );
565 }
566 if (bitmask & BACK_AMBIENT_BIT) {
567 COPY_4FV( dst[1].Ambient, src[1].Ambient );
568 }
569 if (bitmask & FRONT_DIFFUSE_BIT) {
570 COPY_4FV( dst[0].Diffuse, src[0].Diffuse );
571 }
572 if (bitmask & BACK_DIFFUSE_BIT) {
573 COPY_4FV( dst[1].Diffuse, src[1].Diffuse );
574 }
575 if (bitmask & FRONT_SPECULAR_BIT) {
576 COPY_4FV( dst[0].Specular, src[0].Specular );
577 }
578 if (bitmask & BACK_SPECULAR_BIT) {
579 COPY_4FV( dst[1].Specular, src[1].Specular );
580 }
581 if (bitmask & FRONT_SHININESS_BIT) {
582 dst[0].Shininess = src[0].Shininess;
583 }
584 if (bitmask & BACK_SHININESS_BIT) {
585 dst[1].Shininess = src[1].Shininess;
586 }
587 if (bitmask & FRONT_INDEXES_BIT) {
588 dst[0].AmbientIndex = src[0].AmbientIndex;
589 dst[0].DiffuseIndex = src[0].DiffuseIndex;
590 dst[0].SpecularIndex = src[0].SpecularIndex;
591 }
592 if (bitmask & BACK_INDEXES_BIT) {
593 dst[1].AmbientIndex = src[1].AmbientIndex;
594 dst[1].DiffuseIndex = src[1].DiffuseIndex;
595 dst[1].SpecularIndex = src[1].SpecularIndex;
596 }
597 }
598
599
600 /*
601 * Check if the global material has to be updated with info that was
602 * associated with a vertex via glMaterial.
603 * This function is used when any material values get changed between
604 * glBegin/glEnd either by calling glMaterial() or by calling glColor()
605 * when GL_COLOR_MATERIAL is enabled.
606 *
607 * src[0] is front material, src[1] is back material
608 *
609 * Additionally keeps the precomputed lighting state uptodate.
610 */
611 void _mesa_update_material( GLcontext *ctx,
612 const struct gl_material src[2],
613 GLuint bitmask )
614 {
615 struct gl_light *light, *list = &ctx->Light.EnabledList;
616
617 if (ctx->Light.ColorMaterialEnabled)
618 bitmask &= ~ctx->Light.ColorMaterialBitmask;
619
620 if (MESA_VERBOSE&VERBOSE_IMMEDIATE)
621 _mesa_debug(ctx, "_mesa_update_material, mask 0x%x\n", bitmask);
622
623 if (!bitmask)
624 return;
625
626 /* update material emission */
627 if (bitmask & FRONT_EMISSION_BIT) {
628 struct gl_material *mat = &ctx->Light.Material[0];
629 COPY_4FV( mat->Emission, src[0].Emission );
630 }
631 if (bitmask & BACK_EMISSION_BIT) {
632 struct gl_material *mat = &ctx->Light.Material[1];
633 COPY_4FV( mat->Emission, src[1].Emission );
634 }
635
636 /* update material ambience */
637 if (bitmask & FRONT_AMBIENT_BIT) {
638 struct gl_material *mat = &ctx->Light.Material[0];
639 COPY_4FV( mat->Ambient, src[0].Ambient );
640 foreach (light, list) {
641 SCALE_3V( light->_MatAmbient[0], light->Ambient, src[0].Ambient);
642 }
643 }
644 if (bitmask & BACK_AMBIENT_BIT) {
645 struct gl_material *mat = &ctx->Light.Material[1];
646 COPY_4FV( mat->Ambient, src[1].Ambient );
647 foreach (light, list) {
648 SCALE_3V( light->_MatAmbient[1], light->Ambient, src[1].Ambient);
649 }
650 }
651
652 /* update BaseColor = emission + scene's ambience * material's ambience */
653 if (bitmask & (FRONT_EMISSION_BIT | FRONT_AMBIENT_BIT)) {
654 struct gl_material *mat = &ctx->Light.Material[0];
655 COPY_3V( ctx->Light._BaseColor[0], mat->Emission );
656 ACC_SCALE_3V( ctx->Light._BaseColor[0], mat->Ambient,
657 ctx->Light.Model.Ambient );
658 }
659 if (bitmask & (BACK_EMISSION_BIT | BACK_AMBIENT_BIT)) {
660 struct gl_material *mat = &ctx->Light.Material[1];
661 COPY_3V( ctx->Light._BaseColor[1], mat->Emission );
662 ACC_SCALE_3V( ctx->Light._BaseColor[1], mat->Ambient,
663 ctx->Light.Model.Ambient );
664 }
665
666 /* update material diffuse values */
667 if (bitmask & FRONT_DIFFUSE_BIT) {
668 struct gl_material *mat = &ctx->Light.Material[0];
669 COPY_4FV( mat->Diffuse, src[0].Diffuse );
670 foreach (light, list) {
671 SCALE_3V( light->_MatDiffuse[0], light->Diffuse, mat->Diffuse );
672 }
673 }
674 if (bitmask & BACK_DIFFUSE_BIT) {
675 struct gl_material *mat = &ctx->Light.Material[1];
676 COPY_4FV( mat->Diffuse, src[1].Diffuse );
677 foreach (light, list) {
678 SCALE_3V( light->_MatDiffuse[1], light->Diffuse, mat->Diffuse );
679 }
680 }
681
682 /* update material specular values */
683 if (bitmask & FRONT_SPECULAR_BIT) {
684 struct gl_material *mat = &ctx->Light.Material[0];
685 COPY_4FV( mat->Specular, src[0].Specular );
686 foreach (light, list) {
687 SCALE_3V( light->_MatSpecular[0], light->Specular, mat->Specular);
688 }
689 }
690 if (bitmask & BACK_SPECULAR_BIT) {
691 struct gl_material *mat = &ctx->Light.Material[1];
692 COPY_4FV( mat->Specular, src[1].Specular );
693 foreach (light, list) {
694 SCALE_3V( light->_MatSpecular[1], light->Specular, mat->Specular);
695 }
696 }
697
698 if (bitmask & FRONT_SHININESS_BIT) {
699 ctx->Light.Material[0].Shininess = src[0].Shininess;
700 _mesa_invalidate_shine_table( ctx, 0 );
701 }
702 if (bitmask & BACK_SHININESS_BIT) {
703 ctx->Light.Material[1].Shininess = src[1].Shininess;
704 _mesa_invalidate_shine_table( ctx, 1 );
705 }
706
707 if (bitmask & FRONT_INDEXES_BIT) {
708 ctx->Light.Material[0].AmbientIndex = src[0].AmbientIndex;
709 ctx->Light.Material[0].DiffuseIndex = src[0].DiffuseIndex;
710 ctx->Light.Material[0].SpecularIndex = src[0].SpecularIndex;
711 }
712 if (bitmask & BACK_INDEXES_BIT) {
713 ctx->Light.Material[1].AmbientIndex = src[1].AmbientIndex;
714 ctx->Light.Material[1].DiffuseIndex = src[1].DiffuseIndex;
715 ctx->Light.Material[1].SpecularIndex = src[1].SpecularIndex;
716 }
717
718 if (0) {
719 struct gl_material *mat = &ctx->Light.Material[0];
720 _mesa_debug(ctx, "update_mat emission : %f %f %f\n",
721 mat->Emission[0], mat->Emission[1], mat->Emission[2]);
722 _mesa_debug(ctx, "update_mat specular : %f %f %f\n",
723 mat->Specular[0], mat->Specular[1], mat->Specular[2]);
724 _mesa_debug(ctx, "update_mat diffuse : %f %f %f\n",
725 mat->Diffuse[0], mat->Diffuse[1], mat->Diffuse[2]);
726 _mesa_debug(ctx, "update_mat ambient : %f %f %f\n",
727 mat->Ambient[0], mat->Ambient[1], mat->Ambient[2]);
728 }
729 }
730
731
732
733
734
735
736
737 /*
738 * Update the current materials from the given rgba color
739 * according to the bitmask in ColorMaterialBitmask, which is
740 * set by glColorMaterial().
741 */
742 void _mesa_update_color_material( GLcontext *ctx,
743 const GLfloat color[4] )
744 {
745 struct gl_light *light, *list = &ctx->Light.EnabledList;
746 GLuint bitmask = ctx->Light.ColorMaterialBitmask;
747
748 if (MESA_VERBOSE&VERBOSE_IMMEDIATE)
749 _mesa_debug(ctx, "_mesa_update_color_material, mask 0x%x\n", bitmask);
750
751 /* update emissive colors */
752 if (bitmask & FRONT_EMISSION_BIT) {
753 struct gl_material *mat = &ctx->Light.Material[0];
754 COPY_4FV( mat->Emission, color );
755 }
756
757 if (bitmask & BACK_EMISSION_BIT) {
758 struct gl_material *mat = &ctx->Light.Material[1];
759 COPY_4FV( mat->Emission, color );
760 }
761
762 /* update light->_MatAmbient = light's ambient * material's ambient */
763 if (bitmask & FRONT_AMBIENT_BIT) {
764 struct gl_material *mat = &ctx->Light.Material[0];
765 foreach (light, list) {
766 SCALE_3V( light->_MatAmbient[0], light->Ambient, color);
767 }
768 COPY_4FV( mat->Ambient, color );
769 }
770
771 if (bitmask & BACK_AMBIENT_BIT) {
772 struct gl_material *mat = &ctx->Light.Material[1];
773 foreach (light, list) {
774 SCALE_3V( light->_MatAmbient[1], light->Ambient, color);
775 }
776 COPY_4FV( mat->Ambient, color );
777 }
778
779 /* update BaseColor = emission + scene's ambience * material's ambience */
780 if (bitmask & (FRONT_EMISSION_BIT | FRONT_AMBIENT_BIT)) {
781 struct gl_material *mat = &ctx->Light.Material[0];
782 COPY_3V( ctx->Light._BaseColor[0], mat->Emission );
783 ACC_SCALE_3V( ctx->Light._BaseColor[0], mat->Ambient, ctx->Light.Model.Ambient );
784 }
785
786 if (bitmask & (BACK_EMISSION_BIT | BACK_AMBIENT_BIT)) {
787 struct gl_material *mat = &ctx->Light.Material[1];
788 COPY_3V( ctx->Light._BaseColor[1], mat->Emission );
789 ACC_SCALE_3V( ctx->Light._BaseColor[1], mat->Ambient, ctx->Light.Model.Ambient );
790 }
791
792 /* update light->_MatDiffuse = light's diffuse * material's diffuse */
793 if (bitmask & FRONT_DIFFUSE_BIT) {
794 struct gl_material *mat = &ctx->Light.Material[0];
795 COPY_4FV( mat->Diffuse, color );
796 foreach (light, list) {
797 SCALE_3V( light->_MatDiffuse[0], light->Diffuse, mat->Diffuse );
798 }
799 }
800
801 if (bitmask & BACK_DIFFUSE_BIT) {
802 struct gl_material *mat = &ctx->Light.Material[1];
803 COPY_4FV( mat->Diffuse, color );
804 foreach (light, list) {
805 SCALE_3V( light->_MatDiffuse[1], light->Diffuse, mat->Diffuse );
806 }
807 }
808
809 /* update light->_MatSpecular = light's specular * material's specular */
810 if (bitmask & FRONT_SPECULAR_BIT) {
811 struct gl_material *mat = &ctx->Light.Material[0];
812 COPY_4FV( mat->Specular, color );
813 foreach (light, list) {
814 ACC_SCALE_3V( light->_MatSpecular[0], light->Specular, mat->Specular);
815 }
816 }
817
818 if (bitmask & BACK_SPECULAR_BIT) {
819 struct gl_material *mat = &ctx->Light.Material[1];
820 COPY_4FV( mat->Specular, color );
821 foreach (light, list) {
822 ACC_SCALE_3V( light->_MatSpecular[1], light->Specular, mat->Specular);
823 }
824 }
825
826 if (0) {
827 struct gl_material *mat = &ctx->Light.Material[0];
828 _mesa_debug(ctx, "update_color_mat emission : %f %f %f\n",
829 mat->Emission[0], mat->Emission[1], mat->Emission[2]);
830 _mesa_debug(ctx, "update_color_mat specular : %f %f %f\n",
831 mat->Specular[0], mat->Specular[1], mat->Specular[2]);
832 _mesa_debug(ctx, "update_color_mat diffuse : %f %f %f\n",
833 mat->Diffuse[0], mat->Diffuse[1], mat->Diffuse[2]);
834 _mesa_debug(ctx, "update_color_mat ambient : %f %f %f\n",
835 mat->Ambient[0], mat->Ambient[1], mat->Ambient[2]);
836 }
837 }
838
839
840
841
842 void
843 _mesa_ColorMaterial( GLenum face, GLenum mode )
844 {
845 GET_CURRENT_CONTEXT(ctx);
846 GLuint bitmask;
847 GLuint legal = (FRONT_EMISSION_BIT | BACK_EMISSION_BIT |
848 FRONT_SPECULAR_BIT | BACK_SPECULAR_BIT |
849 FRONT_DIFFUSE_BIT | BACK_DIFFUSE_BIT |
850 FRONT_AMBIENT_BIT | BACK_AMBIENT_BIT);
851 ASSERT_OUTSIDE_BEGIN_END(ctx);
852
853 if (MESA_VERBOSE&VERBOSE_API)
854 _mesa_debug(ctx, "glColorMaterial %s %s\n",
855 _mesa_lookup_enum_by_nr(face),
856 _mesa_lookup_enum_by_nr(mode));
857
858 bitmask = _mesa_material_bitmask(ctx, face, mode, legal, "glColorMaterial");
859
860 if (ctx->Light.ColorMaterialBitmask == bitmask &&
861 ctx->Light.ColorMaterialFace == face &&
862 ctx->Light.ColorMaterialMode == mode)
863 return;
864
865 FLUSH_VERTICES(ctx, _NEW_LIGHT);
866 ctx->Light.ColorMaterialBitmask = bitmask;
867 ctx->Light.ColorMaterialFace = face;
868 ctx->Light.ColorMaterialMode = mode;
869
870 if (ctx->Light.ColorMaterialEnabled) {
871 FLUSH_CURRENT( ctx, 0 );
872 _mesa_update_color_material(ctx,ctx->Current.Attrib[VERT_ATTRIB_COLOR0]);
873 }
874
875 if (ctx->Driver.ColorMaterial)
876 (*ctx->Driver.ColorMaterial)( ctx, face, mode );
877 }
878
879
880
881
882
883 void
884 _mesa_GetMaterialfv( GLenum face, GLenum pname, GLfloat *params )
885 {
886 GET_CURRENT_CONTEXT(ctx);
887 GLuint f;
888 ASSERT_OUTSIDE_BEGIN_END_AND_FLUSH(ctx); /* update materials */
889
890 if (face==GL_FRONT) {
891 f = 0;
892 }
893 else if (face==GL_BACK) {
894 f = 1;
895 }
896 else {
897 _mesa_error( ctx, GL_INVALID_ENUM, "glGetMaterialfv(face)" );
898 return;
899 }
900 switch (pname) {
901 case GL_AMBIENT:
902 COPY_4FV( params, ctx->Light.Material[f].Ambient );
903 break;
904 case GL_DIFFUSE:
905 COPY_4FV( params, ctx->Light.Material[f].Diffuse );
906 break;
907 case GL_SPECULAR:
908 COPY_4FV( params, ctx->Light.Material[f].Specular );
909 break;
910 case GL_EMISSION:
911 COPY_4FV( params, ctx->Light.Material[f].Emission );
912 break;
913 case GL_SHININESS:
914 *params = ctx->Light.Material[f].Shininess;
915 break;
916 case GL_COLOR_INDEXES:
917 params[0] = ctx->Light.Material[f].AmbientIndex;
918 params[1] = ctx->Light.Material[f].DiffuseIndex;
919 params[2] = ctx->Light.Material[f].SpecularIndex;
920 break;
921 default:
922 _mesa_error( ctx, GL_INVALID_ENUM, "glGetMaterialfv(pname)" );
923 }
924 }
925
926
927
928 void
929 _mesa_GetMaterialiv( GLenum face, GLenum pname, GLint *params )
930 {
931 GET_CURRENT_CONTEXT(ctx);
932 GLuint f;
933 ASSERT_OUTSIDE_BEGIN_END_AND_FLUSH(ctx); /* update materials */
934
935 if (face==GL_FRONT) {
936 f = 0;
937 }
938 else if (face==GL_BACK) {
939 f = 1;
940 }
941 else {
942 _mesa_error( ctx, GL_INVALID_ENUM, "glGetMaterialiv(face)" );
943 return;
944 }
945 switch (pname) {
946 case GL_AMBIENT:
947 params[0] = FLOAT_TO_INT( ctx->Light.Material[f].Ambient[0] );
948 params[1] = FLOAT_TO_INT( ctx->Light.Material[f].Ambient[1] );
949 params[2] = FLOAT_TO_INT( ctx->Light.Material[f].Ambient[2] );
950 params[3] = FLOAT_TO_INT( ctx->Light.Material[f].Ambient[3] );
951 break;
952 case GL_DIFFUSE:
953 params[0] = FLOAT_TO_INT( ctx->Light.Material[f].Diffuse[0] );
954 params[1] = FLOAT_TO_INT( ctx->Light.Material[f].Diffuse[1] );
955 params[2] = FLOAT_TO_INT( ctx->Light.Material[f].Diffuse[2] );
956 params[3] = FLOAT_TO_INT( ctx->Light.Material[f].Diffuse[3] );
957 break;
958 case GL_SPECULAR:
959 params[0] = FLOAT_TO_INT( ctx->Light.Material[f].Specular[0] );
960 params[1] = FLOAT_TO_INT( ctx->Light.Material[f].Specular[1] );
961 params[2] = FLOAT_TO_INT( ctx->Light.Material[f].Specular[2] );
962 params[3] = FLOAT_TO_INT( ctx->Light.Material[f].Specular[3] );
963 break;
964 case GL_EMISSION:
965 params[0] = FLOAT_TO_INT( ctx->Light.Material[f].Emission[0] );
966 params[1] = FLOAT_TO_INT( ctx->Light.Material[f].Emission[1] );
967 params[2] = FLOAT_TO_INT( ctx->Light.Material[f].Emission[2] );
968 params[3] = FLOAT_TO_INT( ctx->Light.Material[f].Emission[3] );
969 break;
970 case GL_SHININESS:
971 *params = ROUNDF( ctx->Light.Material[f].Shininess );
972 break;
973 case GL_COLOR_INDEXES:
974 params[0] = ROUNDF( ctx->Light.Material[f].AmbientIndex );
975 params[1] = ROUNDF( ctx->Light.Material[f].DiffuseIndex );
976 params[2] = ROUNDF( ctx->Light.Material[f].SpecularIndex );
977 break;
978 default:
979 _mesa_error( ctx, GL_INVALID_ENUM, "glGetMaterialfv(pname)" );
980 }
981 }
982
983
984
985
986 /**********************************************************************/
987 /***** Lighting computation *****/
988 /**********************************************************************/
989
990
991 /*
992 * Notes:
993 * When two-sided lighting is enabled we compute the color (or index)
994 * for both the front and back side of the primitive. Then, when the
995 * orientation of the facet is later learned, we can determine which
996 * color (or index) to use for rendering.
997 *
998 * KW: We now know orientation in advance and only shade for
999 * the side or sides which are actually required.
1000 *
1001 * Variables:
1002 * n = normal vector
1003 * V = vertex position
1004 * P = light source position
1005 * Pe = (0,0,0,1)
1006 *
1007 * Precomputed:
1008 * IF P[3]==0 THEN
1009 * // light at infinity
1010 * IF local_viewer THEN
1011 * _VP_inf_norm = unit vector from V to P // Precompute
1012 * ELSE
1013 * // eye at infinity
1014 * _h_inf_norm = Normalize( VP + <0,0,1> ) // Precompute
1015 * ENDIF
1016 * ENDIF
1017 *
1018 * Functions:
1019 * Normalize( v ) = normalized vector v
1020 * Magnitude( v ) = length of vector v
1021 */
1022
1023
1024
1025 /*
1026 * Whenever the spotlight exponent for a light changes we must call
1027 * this function to recompute the exponent lookup table.
1028 */
1029 void
1030 _mesa_invalidate_spot_exp_table( struct gl_light *l )
1031 {
1032 l->_SpotExpTable[0][0] = -1;
1033 }
1034
1035 static void validate_spot_exp_table( struct gl_light *l )
1036 {
1037 GLint i;
1038 GLdouble exponent = l->SpotExponent;
1039 GLdouble tmp = 0;
1040 GLint clamp = 0;
1041
1042 l->_SpotExpTable[0][0] = 0.0;
1043
1044 for (i = EXP_TABLE_SIZE - 1; i > 0 ;i--) {
1045 if (clamp == 0) {
1046 tmp = pow(i / (GLdouble) (EXP_TABLE_SIZE - 1), exponent);
1047 if (tmp < FLT_MIN * 100.0) {
1048 tmp = 0.0;
1049 clamp = 1;
1050 }
1051 }
1052 l->_SpotExpTable[i][0] = (GLfloat) tmp;
1053 }
1054 for (i = 0; i < EXP_TABLE_SIZE - 1; i++) {
1055 l->_SpotExpTable[i][1] = (l->_SpotExpTable[i+1][0] -
1056 l->_SpotExpTable[i][0]);
1057 }
1058 l->_SpotExpTable[EXP_TABLE_SIZE-1][1] = 0.0;
1059 }
1060
1061
1062
1063
1064 /* Calculate a new shine table. Doing this here saves a branch in
1065 * lighting, and the cost of doing it early may be partially offset
1066 * by keeping a MRU cache of shine tables for various shine values.
1067 */
1068 void
1069 _mesa_invalidate_shine_table( GLcontext *ctx, GLuint i )
1070 {
1071 if (ctx->_ShineTable[i])
1072 ctx->_ShineTable[i]->refcount--;
1073 ctx->_ShineTable[i] = 0;
1074 }
1075
1076 static void validate_shine_table( GLcontext *ctx, GLuint i, GLfloat shininess )
1077 {
1078 struct gl_shine_tab *list = ctx->_ShineTabList;
1079 struct gl_shine_tab *s;
1080
1081 foreach(s, list)
1082 if ( s->shininess == shininess )
1083 break;
1084
1085 if (s == list) {
1086 GLint j;
1087 GLfloat *m;
1088
1089 foreach(s, list)
1090 if (s->refcount == 0)
1091 break;
1092
1093 m = s->tab;
1094 m[0] = 0.0;
1095 if (shininess == 0.0) {
1096 for (j = 1 ; j <= SHINE_TABLE_SIZE ; j++)
1097 m[j] = 1.0;
1098 }
1099 else {
1100 for (j = 1 ; j < SHINE_TABLE_SIZE ; j++) {
1101 GLdouble t, x = j / (GLfloat) (SHINE_TABLE_SIZE - 1);
1102 if (x < 0.005) /* underflow check */
1103 x = 0.005;
1104 t = pow(x, shininess);
1105 if (t > 1e-20)
1106 m[j] = (GLfloat) t;
1107 else
1108 m[j] = 0.0;
1109 }
1110 m[SHINE_TABLE_SIZE] = 1.0;
1111 }
1112
1113 s->shininess = shininess;
1114 }
1115
1116 if (ctx->_ShineTable[i])
1117 ctx->_ShineTable[i]->refcount--;
1118
1119 ctx->_ShineTable[i] = s;
1120 move_to_tail( list, s );
1121 s->refcount++;
1122 }
1123
1124 void
1125 _mesa_validate_all_lighting_tables( GLcontext *ctx )
1126 {
1127 GLint i;
1128 GLfloat shininess;
1129
1130 shininess = ctx->Light.Material[0].Shininess;
1131 if (!ctx->_ShineTable[0] || ctx->_ShineTable[0]->shininess != shininess)
1132 validate_shine_table( ctx, 0, shininess );
1133
1134 shininess = ctx->Light.Material[1].Shininess;
1135 if (!ctx->_ShineTable[1] || ctx->_ShineTable[1]->shininess != shininess)
1136 validate_shine_table( ctx, 1, shininess );
1137
1138 for (i = 0 ; i < MAX_LIGHTS ; i++)
1139 if (ctx->Light.Light[i]._SpotExpTable[0][0] == -1)
1140 validate_spot_exp_table( &ctx->Light.Light[i] );
1141 }
1142
1143
1144
1145
1146 /*
1147 * Examine current lighting parameters to determine if the optimized lighting
1148 * function can be used.
1149 * Also, precompute some lighting values such as the products of light
1150 * source and material ambient, diffuse and specular coefficients.
1151 */
1152 void
1153 _mesa_update_lighting( GLcontext *ctx )
1154 {
1155 struct gl_light *light;
1156 ctx->_NeedEyeCoords &= ~NEED_EYE_LIGHT;
1157 ctx->_NeedNormals &= ~NEED_NORMALS_LIGHT;
1158 ctx->Light._Flags = 0;
1159
1160 if (!ctx->Light.Enabled)
1161 return;
1162
1163 ctx->_NeedNormals |= NEED_NORMALS_LIGHT;
1164
1165 foreach(light, &ctx->Light.EnabledList) {
1166 ctx->Light._Flags |= light->_Flags;
1167 }
1168
1169 ctx->Light._NeedVertices =
1170 ((ctx->Light._Flags & (LIGHT_POSITIONAL|LIGHT_SPOT)) ||
1171 ctx->Light.Model.ColorControl == GL_SEPARATE_SPECULAR_COLOR ||
1172 ctx->Light.Model.LocalViewer);
1173
1174 if ((ctx->Light._Flags & LIGHT_POSITIONAL) ||
1175 ctx->Light.Model.LocalViewer)
1176 ctx->_NeedEyeCoords |= NEED_EYE_LIGHT;
1177
1178
1179 /* XXX: This test is overkill & needs to be fixed both for software and
1180 * hardware t&l drivers. The above should be sufficient & should
1181 * be tested to verify this.
1182 */
1183 if (ctx->Light._NeedVertices)
1184 ctx->_NeedEyeCoords |= NEED_EYE_LIGHT;
1185
1186
1187 /* Precompute some shading values. Although we reference
1188 * Light.Material here, we can get away without flushing
1189 * FLUSH_UPDATE_CURRENT, as when any outstanding material changes
1190 * are flushed, they will update the derived state at that time.
1191 */
1192 if (ctx->Visual.rgbMode) {
1193 GLuint sides = ctx->Light.Model.TwoSide ? 2 : 1;
1194 GLuint side;
1195 for (side=0; side < sides; side++) {
1196 struct gl_material *mat = &ctx->Light.Material[side];
1197
1198 COPY_3V(ctx->Light._BaseColor[side], mat->Emission);
1199 ACC_SCALE_3V(ctx->Light._BaseColor[side],
1200 ctx->Light.Model.Ambient,
1201 mat->Ambient);
1202 }
1203
1204 foreach (light, &ctx->Light.EnabledList) {
1205 for (side=0; side< sides; side++) {
1206 const struct gl_material *mat = &ctx->Light.Material[side];
1207 SCALE_3V( light->_MatDiffuse[side], light->Diffuse, mat->Diffuse );
1208 SCALE_3V( light->_MatAmbient[side], light->Ambient, mat->Ambient );
1209 SCALE_3V( light->_MatSpecular[side], light->Specular,
1210 mat->Specular);
1211 }
1212 }
1213 }
1214 else {
1215 static const GLfloat ci[3] = { .30F, .59F, .11F };
1216 foreach(light, &ctx->Light.EnabledList) {
1217 light->_dli = DOT3(ci, light->Diffuse);
1218 light->_sli = DOT3(ci, light->Specular);
1219 }
1220 }
1221 }
1222
1223
1224 /* _NEW_MODELVIEW
1225 * _NEW_LIGHT
1226 * _TNL_NEW_NEED_EYE_COORDS
1227 *
1228 * Update on (_NEW_MODELVIEW | _NEW_LIGHT) when lighting is enabled.
1229 * Also update on lighting space changes.
1230 */
1231 void
1232 _mesa_compute_light_positions( GLcontext *ctx )
1233 {
1234 struct gl_light *light;
1235 static const GLfloat eye_z[3] = { 0, 0, 1 };
1236
1237 if (!ctx->Light.Enabled)
1238 return;
1239
1240 if (ctx->_NeedEyeCoords) {
1241 COPY_3V( ctx->_EyeZDir, eye_z );
1242 }
1243 else {
1244 TRANSFORM_NORMAL( ctx->_EyeZDir, eye_z, ctx->ModelviewMatrixStack.Top->m );
1245 }
1246
1247 foreach (light, &ctx->Light.EnabledList) {
1248
1249 if (ctx->_NeedEyeCoords) {
1250 COPY_4FV( light->_Position, light->EyePosition );
1251 }
1252 else {
1253 TRANSFORM_POINT( light->_Position, ctx->ModelviewMatrixStack.Top->inv,
1254 light->EyePosition );
1255 }
1256
1257 if (!(light->_Flags & LIGHT_POSITIONAL)) {
1258 /* VP (VP) = Normalize( Position ) */
1259 COPY_3V( light->_VP_inf_norm, light->_Position );
1260 NORMALIZE_3FV( light->_VP_inf_norm );
1261
1262 if (!ctx->Light.Model.LocalViewer) {
1263 /* _h_inf_norm = Normalize( V_to_P + <0,0,1> ) */
1264 ADD_3V( light->_h_inf_norm, light->_VP_inf_norm, ctx->_EyeZDir);
1265 NORMALIZE_3FV( light->_h_inf_norm );
1266 }
1267 light->_VP_inf_spot_attenuation = 1.0;
1268 }
1269
1270 if (light->_Flags & LIGHT_SPOT) {
1271 if (ctx->_NeedEyeCoords) {
1272 COPY_3V( light->_NormDirection, light->EyeDirection );
1273 }
1274 else {
1275 TRANSFORM_NORMAL( light->_NormDirection,
1276 light->EyeDirection,
1277 ctx->ModelviewMatrixStack.Top->m);
1278 }
1279
1280 NORMALIZE_3FV( light->_NormDirection );
1281
1282 if (!(light->_Flags & LIGHT_POSITIONAL)) {
1283 GLfloat PV_dot_dir = - DOT3(light->_VP_inf_norm,
1284 light->_NormDirection);
1285
1286 if (PV_dot_dir > light->_CosCutoff) {
1287 double x = PV_dot_dir * (EXP_TABLE_SIZE-1);
1288 int k = (int) x;
1289 light->_VP_inf_spot_attenuation =
1290 (GLfloat) (light->_SpotExpTable[k][0] +
1291 (x-k)*light->_SpotExpTable[k][1]);
1292 }
1293 else {
1294 light->_VP_inf_spot_attenuation = 0;
1295 }
1296 }
1297 }
1298 }
1299 }