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(GLcontext
*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];
157 _mesa_invalidate_spot_exp_table(light
);
160 ASSERT(params
[0] == 180.0 || (params
[0] >= 0.0 && params
[0] <= 90.0));
161 if (light
->SpotCutoff
== params
[0])
163 FLUSH_VERTICES(ctx
, _NEW_LIGHT
);
164 light
->SpotCutoff
= params
[0];
165 light
->_CosCutoffNeg
= (GLfloat
) (_mesa_cos(light
->SpotCutoff
* DEG2RAD
));
166 if (light
->_CosCutoffNeg
< 0)
167 light
->_CosCutoff
= 0;
169 light
->_CosCutoff
= light
->_CosCutoffNeg
;
170 if (light
->SpotCutoff
!= 180.0F
)
171 light
->_Flags
|= LIGHT_SPOT
;
173 light
->_Flags
&= ~LIGHT_SPOT
;
175 case GL_CONSTANT_ATTENUATION
:
176 ASSERT(params
[0] >= 0.0);
177 if (light
->ConstantAttenuation
== params
[0])
179 FLUSH_VERTICES(ctx
, _NEW_LIGHT
);
180 light
->ConstantAttenuation
= params
[0];
182 case GL_LINEAR_ATTENUATION
:
183 ASSERT(params
[0] >= 0.0);
184 if (light
->LinearAttenuation
== params
[0])
186 FLUSH_VERTICES(ctx
, _NEW_LIGHT
);
187 light
->LinearAttenuation
= params
[0];
189 case GL_QUADRATIC_ATTENUATION
:
190 ASSERT(params
[0] >= 0.0);
191 if (light
->QuadraticAttenuation
== params
[0])
193 FLUSH_VERTICES(ctx
, _NEW_LIGHT
);
194 light
->QuadraticAttenuation
= params
[0];
197 _mesa_problem(ctx
, "Unexpected pname in _mesa_light()");
201 if (ctx
->Driver
.Lightfv
)
202 ctx
->Driver
.Lightfv( ctx
, GL_LIGHT0
+ lnum
, pname
, params
);
207 _mesa_Lightf( GLenum light
, GLenum pname
, GLfloat param
)
209 _mesa_Lightfv( light
, pname
, ¶m
);
214 _mesa_Lightfv( GLenum light
, GLenum pname
, const GLfloat
*params
)
216 GET_CURRENT_CONTEXT(ctx
);
217 GLint i
= (GLint
) (light
- GL_LIGHT0
);
219 ASSERT_OUTSIDE_BEGIN_END(ctx
);
221 if (i
< 0 || i
>= (GLint
) ctx
->Const
.MaxLights
) {
222 _mesa_error( ctx
, GL_INVALID_ENUM
, "glLight(light=0x%x)", light
);
226 /* do particular error checks, transformations */
234 /* transform position by ModelView matrix */
235 TRANSFORM_POINT(temp
, ctx
->ModelviewMatrixStack
.Top
->m
, params
);
238 case GL_SPOT_DIRECTION
:
239 /* transform direction by inverse modelview */
240 if (_math_matrix_is_dirty(ctx
->ModelviewMatrixStack
.Top
)) {
241 _math_matrix_analyse(ctx
->ModelviewMatrixStack
.Top
);
243 TRANSFORM_DIRECTION(temp
, params
, ctx
->ModelviewMatrixStack
.Top
->m
);
246 case GL_SPOT_EXPONENT
:
247 if (params
[0] < 0.0 || params
[0] > ctx
->Const
.MaxSpotExponent
) {
248 _mesa_error(ctx
, GL_INVALID_VALUE
, "glLight");
253 if ((params
[0] < 0.0 || params
[0] > 90.0) && params
[0] != 180.0) {
254 _mesa_error(ctx
, GL_INVALID_VALUE
, "glLight");
258 case GL_CONSTANT_ATTENUATION
:
259 if (params
[0] < 0.0) {
260 _mesa_error(ctx
, GL_INVALID_VALUE
, "glLight");
264 case GL_LINEAR_ATTENUATION
:
265 if (params
[0] < 0.0) {
266 _mesa_error(ctx
, GL_INVALID_VALUE
, "glLight");
270 case GL_QUADRATIC_ATTENUATION
:
271 if (params
[0] < 0.0) {
272 _mesa_error(ctx
, GL_INVALID_VALUE
, "glLight");
277 _mesa_error(ctx
, GL_INVALID_ENUM
, "glLight(pname=0x%x)", pname
);
281 _mesa_light(ctx
, i
, pname
, params
);
286 _mesa_Lighti( GLenum light
, GLenum pname
, GLint param
)
288 _mesa_Lightiv( light
, pname
, ¶m
);
293 _mesa_Lightiv( GLenum light
, GLenum pname
, const GLint
*params
)
301 fparam
[0] = INT_TO_FLOAT( params
[0] );
302 fparam
[1] = INT_TO_FLOAT( params
[1] );
303 fparam
[2] = INT_TO_FLOAT( params
[2] );
304 fparam
[3] = INT_TO_FLOAT( params
[3] );
307 fparam
[0] = (GLfloat
) params
[0];
308 fparam
[1] = (GLfloat
) params
[1];
309 fparam
[2] = (GLfloat
) params
[2];
310 fparam
[3] = (GLfloat
) params
[3];
312 case GL_SPOT_DIRECTION
:
313 fparam
[0] = (GLfloat
) params
[0];
314 fparam
[1] = (GLfloat
) params
[1];
315 fparam
[2] = (GLfloat
) params
[2];
317 case GL_SPOT_EXPONENT
:
319 case GL_CONSTANT_ATTENUATION
:
320 case GL_LINEAR_ATTENUATION
:
321 case GL_QUADRATIC_ATTENUATION
:
322 fparam
[0] = (GLfloat
) params
[0];
325 /* error will be caught later in gl_Lightfv */
329 _mesa_Lightfv( light
, pname
, fparam
);
335 _mesa_GetLightfv( GLenum light
, GLenum pname
, GLfloat
*params
)
337 GET_CURRENT_CONTEXT(ctx
);
338 GLint l
= (GLint
) (light
- GL_LIGHT0
);
339 ASSERT_OUTSIDE_BEGIN_END(ctx
);
341 if (l
< 0 || l
>= (GLint
) ctx
->Const
.MaxLights
) {
342 _mesa_error( ctx
, GL_INVALID_ENUM
, "glGetLightfv" );
348 COPY_4V( params
, ctx
->Light
.Light
[l
].Ambient
);
351 COPY_4V( params
, ctx
->Light
.Light
[l
].Diffuse
);
354 COPY_4V( params
, ctx
->Light
.Light
[l
].Specular
);
357 COPY_4V( params
, ctx
->Light
.Light
[l
].EyePosition
);
359 case GL_SPOT_DIRECTION
:
360 COPY_3V( params
, ctx
->Light
.Light
[l
].SpotDirection
);
362 case GL_SPOT_EXPONENT
:
363 params
[0] = ctx
->Light
.Light
[l
].SpotExponent
;
366 params
[0] = ctx
->Light
.Light
[l
].SpotCutoff
;
368 case GL_CONSTANT_ATTENUATION
:
369 params
[0] = ctx
->Light
.Light
[l
].ConstantAttenuation
;
371 case GL_LINEAR_ATTENUATION
:
372 params
[0] = ctx
->Light
.Light
[l
].LinearAttenuation
;
374 case GL_QUADRATIC_ATTENUATION
:
375 params
[0] = ctx
->Light
.Light
[l
].QuadraticAttenuation
;
378 _mesa_error( ctx
, GL_INVALID_ENUM
, "glGetLightfv" );
385 _mesa_GetLightiv( GLenum light
, GLenum pname
, GLint
*params
)
387 GET_CURRENT_CONTEXT(ctx
);
388 GLint l
= (GLint
) (light
- GL_LIGHT0
);
389 ASSERT_OUTSIDE_BEGIN_END(ctx
);
391 if (l
< 0 || l
>= (GLint
) ctx
->Const
.MaxLights
) {
392 _mesa_error( ctx
, GL_INVALID_ENUM
, "glGetLightiv" );
398 params
[0] = FLOAT_TO_INT(ctx
->Light
.Light
[l
].Ambient
[0]);
399 params
[1] = FLOAT_TO_INT(ctx
->Light
.Light
[l
].Ambient
[1]);
400 params
[2] = FLOAT_TO_INT(ctx
->Light
.Light
[l
].Ambient
[2]);
401 params
[3] = FLOAT_TO_INT(ctx
->Light
.Light
[l
].Ambient
[3]);
404 params
[0] = FLOAT_TO_INT(ctx
->Light
.Light
[l
].Diffuse
[0]);
405 params
[1] = FLOAT_TO_INT(ctx
->Light
.Light
[l
].Diffuse
[1]);
406 params
[2] = FLOAT_TO_INT(ctx
->Light
.Light
[l
].Diffuse
[2]);
407 params
[3] = FLOAT_TO_INT(ctx
->Light
.Light
[l
].Diffuse
[3]);
410 params
[0] = FLOAT_TO_INT(ctx
->Light
.Light
[l
].Specular
[0]);
411 params
[1] = FLOAT_TO_INT(ctx
->Light
.Light
[l
].Specular
[1]);
412 params
[2] = FLOAT_TO_INT(ctx
->Light
.Light
[l
].Specular
[2]);
413 params
[3] = FLOAT_TO_INT(ctx
->Light
.Light
[l
].Specular
[3]);
416 params
[0] = (GLint
) ctx
->Light
.Light
[l
].EyePosition
[0];
417 params
[1] = (GLint
) ctx
->Light
.Light
[l
].EyePosition
[1];
418 params
[2] = (GLint
) ctx
->Light
.Light
[l
].EyePosition
[2];
419 params
[3] = (GLint
) ctx
->Light
.Light
[l
].EyePosition
[3];
421 case GL_SPOT_DIRECTION
:
422 params
[0] = (GLint
) ctx
->Light
.Light
[l
].SpotDirection
[0];
423 params
[1] = (GLint
) ctx
->Light
.Light
[l
].SpotDirection
[1];
424 params
[2] = (GLint
) ctx
->Light
.Light
[l
].SpotDirection
[2];
426 case GL_SPOT_EXPONENT
:
427 params
[0] = (GLint
) ctx
->Light
.Light
[l
].SpotExponent
;
430 params
[0] = (GLint
) ctx
->Light
.Light
[l
].SpotCutoff
;
432 case GL_CONSTANT_ATTENUATION
:
433 params
[0] = (GLint
) ctx
->Light
.Light
[l
].ConstantAttenuation
;
435 case GL_LINEAR_ATTENUATION
:
436 params
[0] = (GLint
) ctx
->Light
.Light
[l
].LinearAttenuation
;
438 case GL_QUADRATIC_ATTENUATION
:
439 params
[0] = (GLint
) ctx
->Light
.Light
[l
].QuadraticAttenuation
;
442 _mesa_error( ctx
, GL_INVALID_ENUM
, "glGetLightiv" );
449 /**********************************************************************/
450 /*** Light Model ***/
451 /**********************************************************************/
455 _mesa_LightModelfv( GLenum pname
, const GLfloat
*params
)
459 GET_CURRENT_CONTEXT(ctx
);
460 ASSERT_OUTSIDE_BEGIN_END(ctx
);
463 case GL_LIGHT_MODEL_AMBIENT
:
464 if (TEST_EQ_4V( ctx
->Light
.Model
.Ambient
, params
))
466 FLUSH_VERTICES(ctx
, _NEW_LIGHT
);
467 COPY_4V( ctx
->Light
.Model
.Ambient
, params
);
469 case GL_LIGHT_MODEL_LOCAL_VIEWER
:
470 newbool
= (params
[0]!=0.0);
471 if (ctx
->Light
.Model
.LocalViewer
== newbool
)
473 FLUSH_VERTICES(ctx
, _NEW_LIGHT
);
474 ctx
->Light
.Model
.LocalViewer
= newbool
;
476 case GL_LIGHT_MODEL_TWO_SIDE
:
477 newbool
= (params
[0]!=0.0);
478 if (ctx
->Light
.Model
.TwoSide
== newbool
)
480 FLUSH_VERTICES(ctx
, _NEW_LIGHT
);
481 ctx
->Light
.Model
.TwoSide
= newbool
;
482 if (ctx
->Light
.Enabled
&& ctx
->Light
.Model
.TwoSide
)
483 ctx
->_TriangleCaps
|= DD_TRI_LIGHT_TWOSIDE
;
485 ctx
->_TriangleCaps
&= ~DD_TRI_LIGHT_TWOSIDE
;
487 case GL_LIGHT_MODEL_COLOR_CONTROL
:
488 if (params
[0] == (GLfloat
) GL_SINGLE_COLOR
)
489 newenum
= GL_SINGLE_COLOR
;
490 else if (params
[0] == (GLfloat
) GL_SEPARATE_SPECULAR_COLOR
)
491 newenum
= GL_SEPARATE_SPECULAR_COLOR
;
493 _mesa_error( ctx
, GL_INVALID_ENUM
, "glLightModel(param=0x0%x)",
497 if (ctx
->Light
.Model
.ColorControl
== newenum
)
499 FLUSH_VERTICES(ctx
, _NEW_LIGHT
);
500 ctx
->Light
.Model
.ColorControl
= newenum
;
503 _mesa_error( ctx
, GL_INVALID_ENUM
, "glLightModel(pname=0x%x)", pname
);
507 if (ctx
->Driver
.LightModelfv
)
508 ctx
->Driver
.LightModelfv( ctx
, pname
, params
);
513 _mesa_LightModeliv( GLenum pname
, const GLint
*params
)
518 case GL_LIGHT_MODEL_AMBIENT
:
519 fparam
[0] = INT_TO_FLOAT( params
[0] );
520 fparam
[1] = INT_TO_FLOAT( params
[1] );
521 fparam
[2] = INT_TO_FLOAT( params
[2] );
522 fparam
[3] = INT_TO_FLOAT( params
[3] );
524 case GL_LIGHT_MODEL_LOCAL_VIEWER
:
525 case GL_LIGHT_MODEL_TWO_SIDE
:
526 case GL_LIGHT_MODEL_COLOR_CONTROL
:
527 fparam
[0] = (GLfloat
) params
[0];
530 /* Error will be caught later in gl_LightModelfv */
531 ASSIGN_4V(fparam
, 0.0F
, 0.0F
, 0.0F
, 0.0F
);
533 _mesa_LightModelfv( pname
, fparam
);
538 _mesa_LightModeli( GLenum pname
, GLint param
)
540 _mesa_LightModeliv( pname
, ¶m
);
545 _mesa_LightModelf( GLenum pname
, GLfloat param
)
547 _mesa_LightModelfv( pname
, ¶m
);
552 /********** MATERIAL **********/
556 * Given a face and pname value (ala glColorMaterial), compute a bitmask
557 * of the targeted material values.
560 _mesa_material_bitmask( GLcontext
*ctx
, GLenum face
, GLenum pname
,
561 GLuint legal
, const char *where
)
565 /* Make a bitmask indicating what material attribute(s) we're updating */
568 bitmask
|= MAT_BIT_FRONT_EMISSION
| MAT_BIT_BACK_EMISSION
;
571 bitmask
|= MAT_BIT_FRONT_AMBIENT
| MAT_BIT_BACK_AMBIENT
;
574 bitmask
|= MAT_BIT_FRONT_DIFFUSE
| MAT_BIT_BACK_DIFFUSE
;
577 bitmask
|= MAT_BIT_FRONT_SPECULAR
| MAT_BIT_BACK_SPECULAR
;
580 bitmask
|= MAT_BIT_FRONT_SHININESS
| MAT_BIT_BACK_SHININESS
;
582 case GL_AMBIENT_AND_DIFFUSE
:
583 bitmask
|= MAT_BIT_FRONT_AMBIENT
| MAT_BIT_BACK_AMBIENT
;
584 bitmask
|= MAT_BIT_FRONT_DIFFUSE
| MAT_BIT_BACK_DIFFUSE
;
586 case GL_COLOR_INDEXES
:
587 bitmask
|= MAT_BIT_FRONT_INDEXES
| MAT_BIT_BACK_INDEXES
;
590 _mesa_error( ctx
, GL_INVALID_ENUM
, where
);
594 if (face
==GL_FRONT
) {
595 bitmask
&= FRONT_MATERIAL_BITS
;
597 else if (face
==GL_BACK
) {
598 bitmask
&= BACK_MATERIAL_BITS
;
600 else if (face
!= GL_FRONT_AND_BACK
) {
601 _mesa_error( ctx
, GL_INVALID_ENUM
, where
);
605 if (bitmask
& ~legal
) {
606 _mesa_error( ctx
, GL_INVALID_ENUM
, where
);
615 /* Perform a straight copy between materials.
618 _mesa_copy_materials( struct gl_material
*dst
,
619 const struct gl_material
*src
,
624 for (i
= 0 ; i
< MAT_ATTRIB_MAX
; i
++)
625 if (bitmask
& (1<<i
))
626 COPY_4FV( dst
->Attrib
[i
], src
->Attrib
[i
] );
631 /* Update derived values following a change in ctx->Light.Material
634 _mesa_update_material( GLcontext
*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_IMMEDIATE
)
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 _mesa_invalidate_shine_table( ctx
, 0 );
707 if (bitmask
& MAT_BIT_BACK_SHININESS
) {
708 _mesa_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( GLcontext
*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
919 * Whenever the spotlight exponent for a light changes we must call
920 * this function to recompute the exponent lookup table.
923 _mesa_invalidate_spot_exp_table( struct gl_light
*l
)
925 l
->_SpotExpTable
[0][0] = -1;
930 validate_spot_exp_table( struct gl_light
*l
)
933 GLdouble exponent
= l
->SpotExponent
;
937 l
->_SpotExpTable
[0][0] = 0.0;
939 for (i
= EXP_TABLE_SIZE
- 1; i
> 0 ;i
--) {
941 tmp
= _mesa_pow(i
/ (GLdouble
) (EXP_TABLE_SIZE
- 1), exponent
);
942 if (tmp
< FLT_MIN
* 100.0) {
947 l
->_SpotExpTable
[i
][0] = (GLfloat
) tmp
;
949 for (i
= 0; i
< EXP_TABLE_SIZE
- 1; i
++) {
950 l
->_SpotExpTable
[i
][1] = (l
->_SpotExpTable
[i
+1][0] -
951 l
->_SpotExpTable
[i
][0]);
953 l
->_SpotExpTable
[EXP_TABLE_SIZE
-1][1] = 0.0;
958 /* Calculate a new shine table. Doing this here saves a branch in
959 * lighting, and the cost of doing it early may be partially offset
960 * by keeping a MRU cache of shine tables for various shine values.
963 _mesa_invalidate_shine_table( GLcontext
*ctx
, GLuint side
)
966 if (ctx
->_ShineTable
[side
])
967 ctx
->_ShineTable
[side
]->refcount
--;
968 ctx
->_ShineTable
[side
] = NULL
;
973 validate_shine_table( GLcontext
*ctx
, GLuint side
, GLfloat shininess
)
975 struct gl_shine_tab
*list
= ctx
->_ShineTabList
;
976 struct gl_shine_tab
*s
;
981 if ( s
->shininess
== shininess
)
989 if (s
->refcount
== 0)
994 if (shininess
== 0.0) {
995 for (j
= 1 ; j
<= SHINE_TABLE_SIZE
; j
++)
999 for (j
= 1 ; j
< SHINE_TABLE_SIZE
; j
++) {
1000 GLdouble t
, x
= j
/ (GLfloat
) (SHINE_TABLE_SIZE
- 1);
1001 if (x
< 0.005) /* underflow check */
1003 t
= _mesa_pow(x
, shininess
);
1009 m
[SHINE_TABLE_SIZE
] = 1.0;
1012 s
->shininess
= shininess
;
1015 if (ctx
->_ShineTable
[side
])
1016 ctx
->_ShineTable
[side
]->refcount
--;
1018 ctx
->_ShineTable
[side
] = s
;
1019 move_to_tail( list
, s
);
1025 _mesa_validate_all_lighting_tables( GLcontext
*ctx
)
1030 shininess
= ctx
->Light
.Material
.Attrib
[MAT_ATTRIB_FRONT_SHININESS
][0];
1031 if (!ctx
->_ShineTable
[0] || ctx
->_ShineTable
[0]->shininess
!= shininess
)
1032 validate_shine_table( ctx
, 0, shininess
);
1034 shininess
= ctx
->Light
.Material
.Attrib
[MAT_ATTRIB_BACK_SHININESS
][0];
1035 if (!ctx
->_ShineTable
[1] || ctx
->_ShineTable
[1]->shininess
!= shininess
)
1036 validate_shine_table( ctx
, 1, shininess
);
1038 for (i
= 0; i
< ctx
->Const
.MaxLights
; i
++)
1039 if (ctx
->Light
.Light
[i
]._SpotExpTable
[0][0] == -1)
1040 validate_spot_exp_table( &ctx
->Light
.Light
[i
] );
1045 * Examine current lighting parameters to determine if the optimized lighting
1046 * function can be used.
1047 * Also, precompute some lighting values such as the products of light
1048 * source and material ambient, diffuse and specular coefficients.
1051 _mesa_update_lighting( GLcontext
*ctx
)
1053 struct gl_light
*light
;
1054 ctx
->Light
._NeedEyeCoords
= GL_FALSE
;
1055 ctx
->Light
._Flags
= 0;
1057 if (!ctx
->Light
.Enabled
)
1060 foreach(light
, &ctx
->Light
.EnabledList
) {
1061 ctx
->Light
._Flags
|= light
->_Flags
;
1064 ctx
->Light
._NeedVertices
=
1065 ((ctx
->Light
._Flags
& (LIGHT_POSITIONAL
|LIGHT_SPOT
)) ||
1066 ctx
->Light
.Model
.ColorControl
== GL_SEPARATE_SPECULAR_COLOR
||
1067 ctx
->Light
.Model
.LocalViewer
);
1069 ctx
->Light
._NeedEyeCoords
= ((ctx
->Light
._Flags
& LIGHT_POSITIONAL
) ||
1070 ctx
->Light
.Model
.LocalViewer
);
1072 /* XXX: This test is overkill & needs to be fixed both for software and
1073 * hardware t&l drivers. The above should be sufficient & should
1074 * be tested to verify this.
1076 if (ctx
->Light
._NeedVertices
)
1077 ctx
->Light
._NeedEyeCoords
= GL_TRUE
;
1079 /* Precompute some shading values. Although we reference
1080 * Light.Material here, we can get away without flushing
1081 * FLUSH_UPDATE_CURRENT, as when any outstanding material changes
1082 * are flushed, they will update the derived state at that time.
1084 if (ctx
->Visual
.rgbMode
) {
1085 if (ctx
->Light
.Model
.TwoSide
)
1086 _mesa_update_material( ctx
,
1087 MAT_BIT_FRONT_EMISSION
|
1088 MAT_BIT_FRONT_AMBIENT
|
1089 MAT_BIT_FRONT_DIFFUSE
|
1090 MAT_BIT_FRONT_SPECULAR
|
1091 MAT_BIT_BACK_EMISSION
|
1092 MAT_BIT_BACK_AMBIENT
|
1093 MAT_BIT_BACK_DIFFUSE
|
1094 MAT_BIT_BACK_SPECULAR
);
1096 _mesa_update_material( ctx
,
1097 MAT_BIT_FRONT_EMISSION
|
1098 MAT_BIT_FRONT_AMBIENT
|
1099 MAT_BIT_FRONT_DIFFUSE
|
1100 MAT_BIT_FRONT_SPECULAR
);
1103 static const GLfloat ci
[3] = { .30F
, .59F
, .11F
};
1104 foreach(light
, &ctx
->Light
.EnabledList
) {
1105 light
->_dli
= DOT3(ci
, light
->Diffuse
);
1106 light
->_sli
= DOT3(ci
, light
->Specular
);
1113 * Update state derived from light position, spot direction.
1117 * _TNL_NEW_NEED_EYE_COORDS
1119 * Update on (_NEW_MODELVIEW | _NEW_LIGHT) when lighting is enabled.
1120 * Also update on lighting space changes.
1123 compute_light_positions( GLcontext
*ctx
)
1125 struct gl_light
*light
;
1126 static const GLfloat eye_z
[3] = { 0, 0, 1 };
1128 if (!ctx
->Light
.Enabled
)
1131 if (ctx
->_NeedEyeCoords
) {
1132 COPY_3V( ctx
->_EyeZDir
, eye_z
);
1135 TRANSFORM_NORMAL( ctx
->_EyeZDir
, eye_z
, ctx
->ModelviewMatrixStack
.Top
->m
);
1138 foreach (light
, &ctx
->Light
.EnabledList
) {
1140 if (ctx
->_NeedEyeCoords
) {
1141 /* _Position is in eye coordinate space */
1142 COPY_4FV( light
->_Position
, light
->EyePosition
);
1145 /* _Position is in object coordinate space */
1146 TRANSFORM_POINT( light
->_Position
, ctx
->ModelviewMatrixStack
.Top
->inv
,
1147 light
->EyePosition
);
1150 if (!(light
->_Flags
& LIGHT_POSITIONAL
)) {
1151 /* VP (VP) = Normalize( Position ) */
1152 COPY_3V( light
->_VP_inf_norm
, light
->_Position
);
1153 NORMALIZE_3FV( light
->_VP_inf_norm
);
1155 if (!ctx
->Light
.Model
.LocalViewer
) {
1156 /* _h_inf_norm = Normalize( V_to_P + <0,0,1> ) */
1157 ADD_3V( light
->_h_inf_norm
, light
->_VP_inf_norm
, ctx
->_EyeZDir
);
1158 NORMALIZE_3FV( light
->_h_inf_norm
);
1160 light
->_VP_inf_spot_attenuation
= 1.0;
1163 /* positional light w/ homogeneous coordinate, divide by W */
1164 GLfloat wInv
= (GLfloat
)1.0 / light
->_Position
[3];
1165 light
->_Position
[0] *= wInv
;
1166 light
->_Position
[1] *= wInv
;
1167 light
->_Position
[2] *= wInv
;
1170 if (light
->_Flags
& LIGHT_SPOT
) {
1171 /* Note: we normalize the spot direction now */
1173 if (ctx
->_NeedEyeCoords
) {
1174 COPY_3V( light
->_NormSpotDirection
, light
->SpotDirection
);
1175 NORMALIZE_3FV( light
->_NormSpotDirection
);
1179 COPY_3V(spotDir
, light
->SpotDirection
);
1180 NORMALIZE_3FV(spotDir
);
1181 TRANSFORM_NORMAL( light
->_NormSpotDirection
,
1183 ctx
->ModelviewMatrixStack
.Top
->m
);
1186 NORMALIZE_3FV( light
->_NormSpotDirection
);
1188 if (!(light
->_Flags
& LIGHT_POSITIONAL
)) {
1189 GLfloat PV_dot_dir
= - DOT3(light
->_VP_inf_norm
,
1190 light
->_NormSpotDirection
);
1192 if (PV_dot_dir
> light
->_CosCutoff
) {
1193 double x
= PV_dot_dir
* (EXP_TABLE_SIZE
-1);
1195 light
->_VP_inf_spot_attenuation
=
1196 (GLfloat
) (light
->_SpotExpTable
[k
][0] +
1197 (x
-k
)*light
->_SpotExpTable
[k
][1]);
1200 light
->_VP_inf_spot_attenuation
= 0;
1210 update_modelview_scale( GLcontext
*ctx
)
1212 ctx
->_ModelViewInvScale
= 1.0F
;
1213 if (!_math_matrix_is_length_preserving(ctx
->ModelviewMatrixStack
.Top
)) {
1214 const GLfloat
*m
= ctx
->ModelviewMatrixStack
.Top
->inv
;
1215 GLfloat f
= m
[2] * m
[2] + m
[6] * m
[6] + m
[10] * m
[10];
1216 if (f
< 1e-12) f
= 1.0;
1217 if (ctx
->_NeedEyeCoords
)
1218 ctx
->_ModelViewInvScale
= (GLfloat
) INV_SQRTF(f
);
1220 ctx
->_ModelViewInvScale
= (GLfloat
) SQRTF(f
);
1226 * Bring up to date any state that relies on _NeedEyeCoords.
1229 _mesa_update_tnl_spaces( GLcontext
*ctx
, GLuint new_state
)
1231 const GLuint oldneedeyecoords
= ctx
->_NeedEyeCoords
;
1234 ctx
->_NeedEyeCoords
= GL_FALSE
;
1236 if (ctx
->_ForceEyeCoords
||
1237 (ctx
->Texture
._GenFlags
& TEXGEN_NEED_EYE_COORD
) ||
1238 ctx
->Point
._Attenuated
||
1239 ctx
->Light
._NeedEyeCoords
)
1240 ctx
->_NeedEyeCoords
= GL_TRUE
;
1242 if (ctx
->Light
.Enabled
&&
1243 !_math_matrix_is_length_preserving(ctx
->ModelviewMatrixStack
.Top
))
1244 ctx
->_NeedEyeCoords
= GL_TRUE
;
1246 /* Check if the truth-value interpretations of the bitfields have
1249 if (oldneedeyecoords
!= ctx
->_NeedEyeCoords
) {
1250 /* Recalculate all state that depends on _NeedEyeCoords.
1252 update_modelview_scale(ctx
);
1253 compute_light_positions( ctx
);
1255 if (ctx
->Driver
.LightingSpaceChange
)
1256 ctx
->Driver
.LightingSpaceChange( ctx
);
1259 GLuint new_state2
= ctx
->NewState
;
1261 /* Recalculate that same state only if it has been invalidated
1262 * by other statechanges.
1264 if (new_state2
& _NEW_MODELVIEW
)
1265 update_modelview_scale(ctx
);
1267 if (new_state2
& (_NEW_LIGHT
|_NEW_MODELVIEW
))
1268 compute_light_positions( ctx
);
1274 * Drivers may need this if the hardware tnl unit doesn't support the
1275 * light-in-modelspace optimization. It's also useful for debugging.
1278 _mesa_allow_light_in_model( GLcontext
*ctx
, GLboolean flag
)
1280 ctx
->_ForceEyeCoords
= !flag
;
1281 ctx
->NewState
|= _NEW_POINT
; /* one of the bits from
1282 * _MESA_NEW_NEED_EYE_COORDS.
1288 /**********************************************************************/
1289 /***** Initialization *****/
1290 /**********************************************************************/
1293 * Initialize the n-th light data structure.
1295 * \param l pointer to the gl_light structure to be initialized.
1296 * \param n number of the light.
1297 * \note The defaults for light 0 are different than the other lights.
1300 init_light( struct gl_light
*l
, GLuint n
)
1302 make_empty_list( l
);
1304 ASSIGN_4V( l
->Ambient
, 0.0, 0.0, 0.0, 1.0 );
1306 ASSIGN_4V( l
->Diffuse
, 1.0, 1.0, 1.0, 1.0 );
1307 ASSIGN_4V( l
->Specular
, 1.0, 1.0, 1.0, 1.0 );
1310 ASSIGN_4V( l
->Diffuse
, 0.0, 0.0, 0.0, 1.0 );
1311 ASSIGN_4V( l
->Specular
, 0.0, 0.0, 0.0, 1.0 );
1313 ASSIGN_4V( l
->EyePosition
, 0.0, 0.0, 1.0, 0.0 );
1314 ASSIGN_3V( l
->SpotDirection
, 0.0, 0.0, -1.0 );
1315 l
->SpotExponent
= 0.0;
1316 _mesa_invalidate_spot_exp_table( l
);
1317 l
->SpotCutoff
= 180.0;
1318 l
->_CosCutoffNeg
= -1.0f
;
1319 l
->_CosCutoff
= 0.0; /* KW: -ve values not admitted */
1320 l
->ConstantAttenuation
= 1.0;
1321 l
->LinearAttenuation
= 0.0;
1322 l
->QuadraticAttenuation
= 0.0;
1323 l
->Enabled
= GL_FALSE
;
1328 * Initialize the light model data structure.
1330 * \param lm pointer to the gl_lightmodel structure to be initialized.
1333 init_lightmodel( struct gl_lightmodel
*lm
)
1335 ASSIGN_4V( lm
->Ambient
, 0.2F
, 0.2F
, 0.2F
, 1.0F
);
1336 lm
->LocalViewer
= GL_FALSE
;
1337 lm
->TwoSide
= GL_FALSE
;
1338 lm
->ColorControl
= GL_SINGLE_COLOR
;
1343 * Initialize the material data structure.
1345 * \param m pointer to the gl_material structure to be initialized.
1348 init_material( struct gl_material
*m
)
1350 ASSIGN_4V( m
->Attrib
[MAT_ATTRIB_FRONT_AMBIENT
], 0.2F
, 0.2F
, 0.2F
, 1.0F
);
1351 ASSIGN_4V( m
->Attrib
[MAT_ATTRIB_FRONT_DIFFUSE
], 0.8F
, 0.8F
, 0.8F
, 1.0F
);
1352 ASSIGN_4V( m
->Attrib
[MAT_ATTRIB_FRONT_SPECULAR
], 0.0F
, 0.0F
, 0.0F
, 1.0F
);
1353 ASSIGN_4V( m
->Attrib
[MAT_ATTRIB_FRONT_EMISSION
], 0.0F
, 0.0F
, 0.0F
, 1.0F
);
1354 ASSIGN_4V( m
->Attrib
[MAT_ATTRIB_FRONT_SHININESS
], 0.0F
, 0.0F
, 0.0F
, 0.0F
);
1355 ASSIGN_4V( m
->Attrib
[MAT_ATTRIB_FRONT_INDEXES
], 0.0F
, 1.0F
, 1.0F
, 0.0F
);
1357 ASSIGN_4V( m
->Attrib
[MAT_ATTRIB_BACK_AMBIENT
], 0.2F
, 0.2F
, 0.2F
, 1.0F
);
1358 ASSIGN_4V( m
->Attrib
[MAT_ATTRIB_BACK_DIFFUSE
], 0.8F
, 0.8F
, 0.8F
, 1.0F
);
1359 ASSIGN_4V( m
->Attrib
[MAT_ATTRIB_BACK_SPECULAR
], 0.0F
, 0.0F
, 0.0F
, 1.0F
);
1360 ASSIGN_4V( m
->Attrib
[MAT_ATTRIB_BACK_EMISSION
], 0.0F
, 0.0F
, 0.0F
, 1.0F
);
1361 ASSIGN_4V( m
->Attrib
[MAT_ATTRIB_BACK_SHININESS
], 0.0F
, 0.0F
, 0.0F
, 0.0F
);
1362 ASSIGN_4V( m
->Attrib
[MAT_ATTRIB_BACK_INDEXES
], 0.0F
, 1.0F
, 1.0F
, 0.0F
);
1367 * Initialize all lighting state for the given context.
1370 _mesa_init_lighting( GLcontext
*ctx
)
1374 /* Lighting group */
1375 for (i
= 0; i
< MAX_LIGHTS
; i
++) {
1376 init_light( &ctx
->Light
.Light
[i
], i
);
1378 make_empty_list( &ctx
->Light
.EnabledList
);
1380 init_lightmodel( &ctx
->Light
.Model
);
1381 init_material( &ctx
->Light
.Material
);
1382 ctx
->Light
.ShadeModel
= GL_SMOOTH
;
1383 ctx
->Light
.ProvokingVertex
= GL_LAST_VERTEX_CONVENTION_EXT
;
1384 ctx
->Light
.Enabled
= GL_FALSE
;
1385 ctx
->Light
.ColorMaterialFace
= GL_FRONT_AND_BACK
;
1386 ctx
->Light
.ColorMaterialMode
= GL_AMBIENT_AND_DIFFUSE
;
1387 ctx
->Light
.ColorMaterialBitmask
= _mesa_material_bitmask( ctx
,
1389 GL_AMBIENT_AND_DIFFUSE
, ~0,
1392 ctx
->Light
.ColorMaterialEnabled
= GL_FALSE
;
1393 ctx
->Light
.ClampVertexColor
= GL_TRUE
;
1395 /* Lighting miscellaneous */
1396 ctx
->_ShineTabList
= MALLOC_STRUCT( gl_shine_tab
);
1397 make_empty_list( ctx
->_ShineTabList
);
1398 /* Allocate 10 (arbitrary) shininess lookup tables */
1399 for (i
= 0 ; i
< 10 ; i
++) {
1400 struct gl_shine_tab
*s
= MALLOC_STRUCT( gl_shine_tab
);
1403 insert_at_tail( ctx
->_ShineTabList
, s
);
1407 ctx
->Light
._NeedEyeCoords
= GL_FALSE
;
1408 ctx
->_NeedEyeCoords
= GL_FALSE
;
1409 ctx
->_ForceEyeCoords
= GL_FALSE
;
1410 ctx
->_ModelViewInvScale
= 1.0;
1415 * Deallocate malloc'd lighting state attached to given context.
1418 _mesa_free_lighting_data( GLcontext
*ctx
)
1420 struct gl_shine_tab
*s
, *tmps
;
1422 /* Free lighting shininess exponentiation table */
1423 foreach_s( s
, tmps
, ctx
->_ShineTabList
) {
1426 _mesa_free( ctx
->_ShineTabList
);