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