mesa: rename ColorMaterialBitmask to _ColorMaterialBitmask
[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_ProvokingVertexEXT(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 newbool = (params[0]!=0.0);
470 if (ctx->Light.Model.LocalViewer == newbool)
471 return;
472 FLUSH_VERTICES(ctx, _NEW_LIGHT);
473 ctx->Light.Model.LocalViewer = newbool;
474 break;
475 case GL_LIGHT_MODEL_TWO_SIDE:
476 newbool = (params[0]!=0.0);
477 if (ctx->Light.Model.TwoSide == newbool)
478 return;
479 FLUSH_VERTICES(ctx, _NEW_LIGHT);
480 ctx->Light.Model.TwoSide = newbool;
481 if (ctx->Light.Enabled && ctx->Light.Model.TwoSide)
482 ctx->_TriangleCaps |= DD_TRI_LIGHT_TWOSIDE;
483 else
484 ctx->_TriangleCaps &= ~DD_TRI_LIGHT_TWOSIDE;
485 break;
486 case GL_LIGHT_MODEL_COLOR_CONTROL:
487 if (params[0] == (GLfloat) GL_SINGLE_COLOR)
488 newenum = GL_SINGLE_COLOR;
489 else if (params[0] == (GLfloat) GL_SEPARATE_SPECULAR_COLOR)
490 newenum = GL_SEPARATE_SPECULAR_COLOR;
491 else {
492 _mesa_error( ctx, GL_INVALID_ENUM, "glLightModel(param=0x0%x)",
493 (GLint) params[0] );
494 return;
495 }
496 if (ctx->Light.Model.ColorControl == newenum)
497 return;
498 FLUSH_VERTICES(ctx, _NEW_LIGHT);
499 ctx->Light.Model.ColorControl = newenum;
500 break;
501 default:
502 _mesa_error( ctx, GL_INVALID_ENUM, "glLightModel(pname=0x%x)", pname );
503 break;
504 }
505
506 if (ctx->Driver.LightModelfv)
507 ctx->Driver.LightModelfv( ctx, pname, params );
508 }
509
510
511 void GLAPIENTRY
512 _mesa_LightModeliv( GLenum pname, const GLint *params )
513 {
514 GLfloat fparam[4];
515
516 switch (pname) {
517 case GL_LIGHT_MODEL_AMBIENT:
518 fparam[0] = INT_TO_FLOAT( params[0] );
519 fparam[1] = INT_TO_FLOAT( params[1] );
520 fparam[2] = INT_TO_FLOAT( params[2] );
521 fparam[3] = INT_TO_FLOAT( params[3] );
522 break;
523 case GL_LIGHT_MODEL_LOCAL_VIEWER:
524 case GL_LIGHT_MODEL_TWO_SIDE:
525 case GL_LIGHT_MODEL_COLOR_CONTROL:
526 fparam[0] = (GLfloat) params[0];
527 break;
528 default:
529 /* Error will be caught later in gl_LightModelfv */
530 ASSIGN_4V(fparam, 0.0F, 0.0F, 0.0F, 0.0F);
531 }
532 _mesa_LightModelfv( pname, fparam );
533 }
534
535
536 void GLAPIENTRY
537 _mesa_LightModeli( GLenum pname, GLint param )
538 {
539 GLint iparam[4];
540 iparam[0] = param;
541 iparam[1] = iparam[2] = iparam[3] = 0;
542 _mesa_LightModeliv( pname, iparam );
543 }
544
545
546 void GLAPIENTRY
547 _mesa_LightModelf( GLenum pname, GLfloat param )
548 {
549 GLfloat fparam[4];
550 fparam[0] = param;
551 fparam[1] = fparam[2] = fparam[3] = 0.0F;
552 _mesa_LightModelfv( pname, fparam );
553 }
554
555
556
557 /********** MATERIAL **********/
558
559
560 /*
561 * Given a face and pname value (ala glColorMaterial), compute a bitmask
562 * of the targeted material values.
563 */
564 GLuint
565 _mesa_material_bitmask( struct gl_context *ctx, GLenum face, GLenum pname,
566 GLuint legal, const char *where )
567 {
568 GLuint bitmask = 0;
569
570 /* Make a bitmask indicating what material attribute(s) we're updating */
571 switch (pname) {
572 case GL_EMISSION:
573 bitmask |= MAT_BIT_FRONT_EMISSION | MAT_BIT_BACK_EMISSION;
574 break;
575 case GL_AMBIENT:
576 bitmask |= MAT_BIT_FRONT_AMBIENT | MAT_BIT_BACK_AMBIENT;
577 break;
578 case GL_DIFFUSE:
579 bitmask |= MAT_BIT_FRONT_DIFFUSE | MAT_BIT_BACK_DIFFUSE;
580 break;
581 case GL_SPECULAR:
582 bitmask |= MAT_BIT_FRONT_SPECULAR | MAT_BIT_BACK_SPECULAR;
583 break;
584 case GL_SHININESS:
585 bitmask |= MAT_BIT_FRONT_SHININESS | MAT_BIT_BACK_SHININESS;
586 break;
587 case GL_AMBIENT_AND_DIFFUSE:
588 bitmask |= MAT_BIT_FRONT_AMBIENT | MAT_BIT_BACK_AMBIENT;
589 bitmask |= MAT_BIT_FRONT_DIFFUSE | MAT_BIT_BACK_DIFFUSE;
590 break;
591 case GL_COLOR_INDEXES:
592 bitmask |= MAT_BIT_FRONT_INDEXES | MAT_BIT_BACK_INDEXES;
593 break;
594 default:
595 _mesa_error( ctx, GL_INVALID_ENUM, "%s", where );
596 return 0;
597 }
598
599 if (face==GL_FRONT) {
600 bitmask &= FRONT_MATERIAL_BITS;
601 }
602 else if (face==GL_BACK) {
603 bitmask &= BACK_MATERIAL_BITS;
604 }
605 else if (face != GL_FRONT_AND_BACK) {
606 _mesa_error( ctx, GL_INVALID_ENUM, "%s", where );
607 return 0;
608 }
609
610 if (bitmask & ~legal) {
611 _mesa_error( ctx, GL_INVALID_ENUM, "%s", where );
612 return 0;
613 }
614
615 return bitmask;
616 }
617
618
619
620 /* Update derived values following a change in ctx->Light.Material
621 */
622 void
623 _mesa_update_material( struct gl_context *ctx, GLuint bitmask )
624 {
625 struct gl_light *light, *list = &ctx->Light.EnabledList;
626 GLfloat (*mat)[4] = ctx->Light.Material.Attrib;
627
628 if (MESA_VERBOSE & VERBOSE_MATERIAL)
629 _mesa_debug(ctx, "_mesa_update_material, mask 0x%x\n", bitmask);
630
631 if (!bitmask)
632 return;
633
634 /* update material ambience */
635 if (bitmask & MAT_BIT_FRONT_AMBIENT) {
636 foreach (light, list) {
637 SCALE_3V( light->_MatAmbient[0], light->Ambient,
638 mat[MAT_ATTRIB_FRONT_AMBIENT]);
639 }
640 }
641
642 if (bitmask & MAT_BIT_BACK_AMBIENT) {
643 foreach (light, list) {
644 SCALE_3V( light->_MatAmbient[1], light->Ambient,
645 mat[MAT_ATTRIB_BACK_AMBIENT]);
646 }
647 }
648
649 /* update BaseColor = emission + scene's ambience * material's ambience */
650 if (bitmask & (MAT_BIT_FRONT_EMISSION | MAT_BIT_FRONT_AMBIENT)) {
651 COPY_3V( ctx->Light._BaseColor[0], mat[MAT_ATTRIB_FRONT_EMISSION] );
652 ACC_SCALE_3V( ctx->Light._BaseColor[0], mat[MAT_ATTRIB_FRONT_AMBIENT],
653 ctx->Light.Model.Ambient );
654 }
655
656 if (bitmask & (MAT_BIT_BACK_EMISSION | MAT_BIT_BACK_AMBIENT)) {
657 COPY_3V( ctx->Light._BaseColor[1], mat[MAT_ATTRIB_BACK_EMISSION] );
658 ACC_SCALE_3V( ctx->Light._BaseColor[1], mat[MAT_ATTRIB_BACK_AMBIENT],
659 ctx->Light.Model.Ambient );
660 }
661
662 /* update material diffuse values */
663 if (bitmask & MAT_BIT_FRONT_DIFFUSE) {
664 foreach (light, list) {
665 SCALE_3V( light->_MatDiffuse[0], light->Diffuse,
666 mat[MAT_ATTRIB_FRONT_DIFFUSE] );
667 }
668 }
669
670 if (bitmask & MAT_BIT_BACK_DIFFUSE) {
671 foreach (light, list) {
672 SCALE_3V( light->_MatDiffuse[1], light->Diffuse,
673 mat[MAT_ATTRIB_BACK_DIFFUSE] );
674 }
675 }
676
677 /* update material specular values */
678 if (bitmask & MAT_BIT_FRONT_SPECULAR) {
679 foreach (light, list) {
680 SCALE_3V( light->_MatSpecular[0], light->Specular,
681 mat[MAT_ATTRIB_FRONT_SPECULAR]);
682 }
683 }
684
685 if (bitmask & MAT_BIT_BACK_SPECULAR) {
686 foreach (light, list) {
687 SCALE_3V( light->_MatSpecular[1], light->Specular,
688 mat[MAT_ATTRIB_BACK_SPECULAR]);
689 }
690 }
691 }
692
693
694 /*
695 * Update the current materials from the given rgba color
696 * according to the bitmask in _ColorMaterialBitmask, which is
697 * set by glColorMaterial().
698 */
699 void
700 _mesa_update_color_material( struct gl_context *ctx, const GLfloat color[4] )
701 {
702 const GLbitfield bitmask = ctx->Light._ColorMaterialBitmask;
703 struct gl_material *mat = &ctx->Light.Material;
704 int i;
705
706 for (i = 0 ; i < MAT_ATTRIB_MAX ; i++)
707 if (bitmask & (1<<i))
708 COPY_4FV( mat->Attrib[i], color );
709
710 _mesa_update_material( ctx, bitmask );
711 }
712
713
714 void GLAPIENTRY
715 _mesa_ColorMaterial( GLenum face, GLenum mode )
716 {
717 GET_CURRENT_CONTEXT(ctx);
718 GLuint bitmask;
719 GLuint legal = (MAT_BIT_FRONT_EMISSION | MAT_BIT_BACK_EMISSION |
720 MAT_BIT_FRONT_SPECULAR | MAT_BIT_BACK_SPECULAR |
721 MAT_BIT_FRONT_DIFFUSE | MAT_BIT_BACK_DIFFUSE |
722 MAT_BIT_FRONT_AMBIENT | MAT_BIT_BACK_AMBIENT);
723 ASSERT_OUTSIDE_BEGIN_END(ctx);
724
725 if (MESA_VERBOSE&VERBOSE_API)
726 _mesa_debug(ctx, "glColorMaterial %s %s\n",
727 _mesa_lookup_enum_by_nr(face),
728 _mesa_lookup_enum_by_nr(mode));
729
730 bitmask = _mesa_material_bitmask(ctx, face, mode, legal, "glColorMaterial");
731 if (bitmask == 0)
732 return; /* error was recorded */
733
734 if (ctx->Light._ColorMaterialBitmask == bitmask &&
735 ctx->Light.ColorMaterialFace == face &&
736 ctx->Light.ColorMaterialMode == mode)
737 return;
738
739 FLUSH_VERTICES(ctx, _NEW_LIGHT);
740 ctx->Light._ColorMaterialBitmask = bitmask;
741 ctx->Light.ColorMaterialFace = face;
742 ctx->Light.ColorMaterialMode = mode;
743
744 if (ctx->Light.ColorMaterialEnabled) {
745 FLUSH_CURRENT( ctx, 0 );
746 _mesa_update_color_material(ctx,ctx->Current.Attrib[VERT_ATTRIB_COLOR0]);
747 }
748
749 if (ctx->Driver.ColorMaterial)
750 ctx->Driver.ColorMaterial( ctx, face, mode );
751 }
752
753
754 void GLAPIENTRY
755 _mesa_GetMaterialfv( GLenum face, GLenum pname, GLfloat *params )
756 {
757 GET_CURRENT_CONTEXT(ctx);
758 GLuint f;
759 GLfloat (*mat)[4] = ctx->Light.Material.Attrib;
760 ASSERT_OUTSIDE_BEGIN_END_AND_FLUSH(ctx); /* update materials */
761
762 FLUSH_CURRENT(ctx, 0); /* update ctx->Light.Material from vertex buffer */
763
764 if (face==GL_FRONT) {
765 f = 0;
766 }
767 else if (face==GL_BACK) {
768 f = 1;
769 }
770 else {
771 _mesa_error( ctx, GL_INVALID_ENUM, "glGetMaterialfv(face)" );
772 return;
773 }
774
775 switch (pname) {
776 case GL_AMBIENT:
777 COPY_4FV( params, mat[MAT_ATTRIB_AMBIENT(f)] );
778 break;
779 case GL_DIFFUSE:
780 COPY_4FV( params, mat[MAT_ATTRIB_DIFFUSE(f)] );
781 break;
782 case GL_SPECULAR:
783 COPY_4FV( params, mat[MAT_ATTRIB_SPECULAR(f)] );
784 break;
785 case GL_EMISSION:
786 COPY_4FV( params, mat[MAT_ATTRIB_EMISSION(f)] );
787 break;
788 case GL_SHININESS:
789 *params = mat[MAT_ATTRIB_SHININESS(f)][0];
790 break;
791 case GL_COLOR_INDEXES:
792 params[0] = mat[MAT_ATTRIB_INDEXES(f)][0];
793 params[1] = mat[MAT_ATTRIB_INDEXES(f)][1];
794 params[2] = mat[MAT_ATTRIB_INDEXES(f)][2];
795 break;
796 default:
797 _mesa_error( ctx, GL_INVALID_ENUM, "glGetMaterialfv(pname)" );
798 }
799 }
800
801
802 void GLAPIENTRY
803 _mesa_GetMaterialiv( GLenum face, GLenum pname, GLint *params )
804 {
805 GET_CURRENT_CONTEXT(ctx);
806 GLuint f;
807 GLfloat (*mat)[4] = ctx->Light.Material.Attrib;
808 ASSERT_OUTSIDE_BEGIN_END_AND_FLUSH(ctx); /* update materials */
809
810 FLUSH_CURRENT(ctx, 0); /* update ctx->Light.Material from vertex buffer */
811
812 if (face==GL_FRONT) {
813 f = 0;
814 }
815 else if (face==GL_BACK) {
816 f = 1;
817 }
818 else {
819 _mesa_error( ctx, GL_INVALID_ENUM, "glGetMaterialiv(face)" );
820 return;
821 }
822 switch (pname) {
823 case GL_AMBIENT:
824 params[0] = FLOAT_TO_INT( mat[MAT_ATTRIB_AMBIENT(f)][0] );
825 params[1] = FLOAT_TO_INT( mat[MAT_ATTRIB_AMBIENT(f)][1] );
826 params[2] = FLOAT_TO_INT( mat[MAT_ATTRIB_AMBIENT(f)][2] );
827 params[3] = FLOAT_TO_INT( mat[MAT_ATTRIB_AMBIENT(f)][3] );
828 break;
829 case GL_DIFFUSE:
830 params[0] = FLOAT_TO_INT( mat[MAT_ATTRIB_DIFFUSE(f)][0] );
831 params[1] = FLOAT_TO_INT( mat[MAT_ATTRIB_DIFFUSE(f)][1] );
832 params[2] = FLOAT_TO_INT( mat[MAT_ATTRIB_DIFFUSE(f)][2] );
833 params[3] = FLOAT_TO_INT( mat[MAT_ATTRIB_DIFFUSE(f)][3] );
834 break;
835 case GL_SPECULAR:
836 params[0] = FLOAT_TO_INT( mat[MAT_ATTRIB_SPECULAR(f)][0] );
837 params[1] = FLOAT_TO_INT( mat[MAT_ATTRIB_SPECULAR(f)][1] );
838 params[2] = FLOAT_TO_INT( mat[MAT_ATTRIB_SPECULAR(f)][2] );
839 params[3] = FLOAT_TO_INT( mat[MAT_ATTRIB_SPECULAR(f)][3] );
840 break;
841 case GL_EMISSION:
842 params[0] = FLOAT_TO_INT( mat[MAT_ATTRIB_EMISSION(f)][0] );
843 params[1] = FLOAT_TO_INT( mat[MAT_ATTRIB_EMISSION(f)][1] );
844 params[2] = FLOAT_TO_INT( mat[MAT_ATTRIB_EMISSION(f)][2] );
845 params[3] = FLOAT_TO_INT( mat[MAT_ATTRIB_EMISSION(f)][3] );
846 break;
847 case GL_SHININESS:
848 *params = IROUND( mat[MAT_ATTRIB_SHININESS(f)][0] );
849 break;
850 case GL_COLOR_INDEXES:
851 params[0] = IROUND( mat[MAT_ATTRIB_INDEXES(f)][0] );
852 params[1] = IROUND( mat[MAT_ATTRIB_INDEXES(f)][1] );
853 params[2] = IROUND( mat[MAT_ATTRIB_INDEXES(f)][2] );
854 break;
855 default:
856 _mesa_error( ctx, GL_INVALID_ENUM, "glGetMaterialfv(pname)" );
857 }
858 }
859
860
861
862 /**
863 * Examine current lighting parameters to determine if the optimized lighting
864 * function can be used.
865 * Also, precompute some lighting values such as the products of light
866 * source and material ambient, diffuse and specular coefficients.
867 */
868 void
869 _mesa_update_lighting( struct gl_context *ctx )
870 {
871 GLbitfield flags = 0;
872 struct gl_light *light;
873 ctx->Light._NeedEyeCoords = GL_FALSE;
874
875 if (!ctx->Light.Enabled)
876 return;
877
878 foreach(light, &ctx->Light.EnabledList) {
879 flags |= light->_Flags;
880 }
881
882 ctx->Light._NeedVertices =
883 ((flags & (LIGHT_POSITIONAL|LIGHT_SPOT)) ||
884 ctx->Light.Model.ColorControl == GL_SEPARATE_SPECULAR_COLOR ||
885 ctx->Light.Model.LocalViewer);
886
887 ctx->Light._NeedEyeCoords = ((flags & LIGHT_POSITIONAL) ||
888 ctx->Light.Model.LocalViewer);
889
890 /* XXX: This test is overkill & needs to be fixed both for software and
891 * hardware t&l drivers. The above should be sufficient & should
892 * be tested to verify this.
893 */
894 if (ctx->Light._NeedVertices)
895 ctx->Light._NeedEyeCoords = GL_TRUE;
896
897 /* Precompute some shading values. Although we reference
898 * Light.Material here, we can get away without flushing
899 * FLUSH_UPDATE_CURRENT, as when any outstanding material changes
900 * are flushed, they will update the derived state at that time.
901 */
902 if (ctx->Light.Model.TwoSide)
903 _mesa_update_material(ctx,
904 MAT_BIT_FRONT_EMISSION |
905 MAT_BIT_FRONT_AMBIENT |
906 MAT_BIT_FRONT_DIFFUSE |
907 MAT_BIT_FRONT_SPECULAR |
908 MAT_BIT_BACK_EMISSION |
909 MAT_BIT_BACK_AMBIENT |
910 MAT_BIT_BACK_DIFFUSE |
911 MAT_BIT_BACK_SPECULAR);
912 else
913 _mesa_update_material(ctx,
914 MAT_BIT_FRONT_EMISSION |
915 MAT_BIT_FRONT_AMBIENT |
916 MAT_BIT_FRONT_DIFFUSE |
917 MAT_BIT_FRONT_SPECULAR);
918 }
919
920
921 /**
922 * Update state derived from light position, spot direction.
923 * Called upon:
924 * _NEW_MODELVIEW
925 * _NEW_LIGHT
926 * _TNL_NEW_NEED_EYE_COORDS
927 *
928 * Update on (_NEW_MODELVIEW | _NEW_LIGHT) when lighting is enabled.
929 * Also update on lighting space changes.
930 */
931 static void
932 compute_light_positions( struct gl_context *ctx )
933 {
934 struct gl_light *light;
935 static const GLfloat eye_z[3] = { 0, 0, 1 };
936
937 if (!ctx->Light.Enabled)
938 return;
939
940 if (ctx->_NeedEyeCoords) {
941 COPY_3V( ctx->_EyeZDir, eye_z );
942 }
943 else {
944 TRANSFORM_NORMAL( ctx->_EyeZDir, eye_z, ctx->ModelviewMatrixStack.Top->m );
945 }
946
947 foreach (light, &ctx->Light.EnabledList) {
948
949 if (ctx->_NeedEyeCoords) {
950 /* _Position is in eye coordinate space */
951 COPY_4FV( light->_Position, light->EyePosition );
952 }
953 else {
954 /* _Position is in object coordinate space */
955 TRANSFORM_POINT( light->_Position, ctx->ModelviewMatrixStack.Top->inv,
956 light->EyePosition );
957 }
958
959 if (!(light->_Flags & LIGHT_POSITIONAL)) {
960 /* VP (VP) = Normalize( Position ) */
961 COPY_3V( light->_VP_inf_norm, light->_Position );
962 NORMALIZE_3FV( light->_VP_inf_norm );
963
964 if (!ctx->Light.Model.LocalViewer) {
965 /* _h_inf_norm = Normalize( V_to_P + <0,0,1> ) */
966 ADD_3V( light->_h_inf_norm, light->_VP_inf_norm, ctx->_EyeZDir);
967 NORMALIZE_3FV( light->_h_inf_norm );
968 }
969 light->_VP_inf_spot_attenuation = 1.0;
970 }
971 else {
972 /* positional light w/ homogeneous coordinate, divide by W */
973 GLfloat wInv = (GLfloat)1.0 / light->_Position[3];
974 light->_Position[0] *= wInv;
975 light->_Position[1] *= wInv;
976 light->_Position[2] *= wInv;
977 }
978
979 if (light->_Flags & LIGHT_SPOT) {
980 /* Note: we normalize the spot direction now */
981
982 if (ctx->_NeedEyeCoords) {
983 COPY_3V( light->_NormSpotDirection, light->SpotDirection );
984 NORMALIZE_3FV( light->_NormSpotDirection );
985 }
986 else {
987 GLfloat spotDir[3];
988 COPY_3V(spotDir, light->SpotDirection);
989 NORMALIZE_3FV(spotDir);
990 TRANSFORM_NORMAL( light->_NormSpotDirection,
991 spotDir,
992 ctx->ModelviewMatrixStack.Top->m);
993 }
994
995 NORMALIZE_3FV( light->_NormSpotDirection );
996
997 if (!(light->_Flags & LIGHT_POSITIONAL)) {
998 GLfloat PV_dot_dir = - DOT3(light->_VP_inf_norm,
999 light->_NormSpotDirection);
1000
1001 if (PV_dot_dir > light->_CosCutoff) {
1002 light->_VP_inf_spot_attenuation =
1003 powf(PV_dot_dir, light->SpotExponent);
1004 }
1005 else {
1006 light->_VP_inf_spot_attenuation = 0;
1007 }
1008 }
1009 }
1010 }
1011 }
1012
1013
1014
1015 static void
1016 update_modelview_scale( struct gl_context *ctx )
1017 {
1018 ctx->_ModelViewInvScale = 1.0F;
1019 if (!_math_matrix_is_length_preserving(ctx->ModelviewMatrixStack.Top)) {
1020 const GLfloat *m = ctx->ModelviewMatrixStack.Top->inv;
1021 GLfloat f = m[2] * m[2] + m[6] * m[6] + m[10] * m[10];
1022 if (f < 1e-12) f = 1.0;
1023 if (ctx->_NeedEyeCoords)
1024 ctx->_ModelViewInvScale = (GLfloat) INV_SQRTF(f);
1025 else
1026 ctx->_ModelViewInvScale = (GLfloat) SQRTF(f);
1027 }
1028 }
1029
1030
1031 /**
1032 * Bring up to date any state that relies on _NeedEyeCoords.
1033 */
1034 void
1035 _mesa_update_tnl_spaces( struct gl_context *ctx, GLuint new_state )
1036 {
1037 const GLuint oldneedeyecoords = ctx->_NeedEyeCoords;
1038
1039 (void) new_state;
1040 ctx->_NeedEyeCoords = GL_FALSE;
1041
1042 if (ctx->_ForceEyeCoords ||
1043 (ctx->Texture._GenFlags & TEXGEN_NEED_EYE_COORD) ||
1044 ctx->Point._Attenuated ||
1045 ctx->Light._NeedEyeCoords)
1046 ctx->_NeedEyeCoords = GL_TRUE;
1047
1048 if (ctx->Light.Enabled &&
1049 !_math_matrix_is_length_preserving(ctx->ModelviewMatrixStack.Top))
1050 ctx->_NeedEyeCoords = GL_TRUE;
1051
1052 /* Check if the truth-value interpretations of the bitfields have
1053 * changed:
1054 */
1055 if (oldneedeyecoords != ctx->_NeedEyeCoords) {
1056 /* Recalculate all state that depends on _NeedEyeCoords.
1057 */
1058 update_modelview_scale(ctx);
1059 compute_light_positions( ctx );
1060
1061 if (ctx->Driver.LightingSpaceChange)
1062 ctx->Driver.LightingSpaceChange( ctx );
1063 }
1064 else {
1065 GLuint new_state2 = ctx->NewState;
1066
1067 /* Recalculate that same state only if it has been invalidated
1068 * by other statechanges.
1069 */
1070 if (new_state2 & _NEW_MODELVIEW)
1071 update_modelview_scale(ctx);
1072
1073 if (new_state2 & (_NEW_LIGHT|_NEW_MODELVIEW))
1074 compute_light_positions( ctx );
1075 }
1076 }
1077
1078
1079 /**
1080 * Drivers may need this if the hardware tnl unit doesn't support the
1081 * light-in-modelspace optimization. It's also useful for debugging.
1082 */
1083 void
1084 _mesa_allow_light_in_model( struct gl_context *ctx, GLboolean flag )
1085 {
1086 ctx->_ForceEyeCoords = !flag;
1087 ctx->NewState |= _NEW_POINT; /* one of the bits from
1088 * _MESA_NEW_NEED_EYE_COORDS.
1089 */
1090 }
1091
1092
1093
1094 /**********************************************************************/
1095 /***** Initialization *****/
1096 /**********************************************************************/
1097
1098 /**
1099 * Initialize the n-th light data structure.
1100 *
1101 * \param l pointer to the gl_light structure to be initialized.
1102 * \param n number of the light.
1103 * \note The defaults for light 0 are different than the other lights.
1104 */
1105 static void
1106 init_light( struct gl_light *l, GLuint n )
1107 {
1108 make_empty_list( l );
1109
1110 ASSIGN_4V( l->Ambient, 0.0, 0.0, 0.0, 1.0 );
1111 if (n==0) {
1112 ASSIGN_4V( l->Diffuse, 1.0, 1.0, 1.0, 1.0 );
1113 ASSIGN_4V( l->Specular, 1.0, 1.0, 1.0, 1.0 );
1114 }
1115 else {
1116 ASSIGN_4V( l->Diffuse, 0.0, 0.0, 0.0, 1.0 );
1117 ASSIGN_4V( l->Specular, 0.0, 0.0, 0.0, 1.0 );
1118 }
1119 ASSIGN_4V( l->EyePosition, 0.0, 0.0, 1.0, 0.0 );
1120 ASSIGN_3V( l->SpotDirection, 0.0, 0.0, -1.0 );
1121 l->SpotExponent = 0.0;
1122 l->SpotCutoff = 180.0;
1123 l->_CosCutoff = 0.0; /* KW: -ve values not admitted */
1124 l->ConstantAttenuation = 1.0;
1125 l->LinearAttenuation = 0.0;
1126 l->QuadraticAttenuation = 0.0;
1127 l->Enabled = GL_FALSE;
1128 }
1129
1130
1131 /**
1132 * Initialize the light model data structure.
1133 *
1134 * \param lm pointer to the gl_lightmodel structure to be initialized.
1135 */
1136 static void
1137 init_lightmodel( struct gl_lightmodel *lm )
1138 {
1139 ASSIGN_4V( lm->Ambient, 0.2F, 0.2F, 0.2F, 1.0F );
1140 lm->LocalViewer = GL_FALSE;
1141 lm->TwoSide = GL_FALSE;
1142 lm->ColorControl = GL_SINGLE_COLOR;
1143 }
1144
1145
1146 /**
1147 * Initialize the material data structure.
1148 *
1149 * \param m pointer to the gl_material structure to be initialized.
1150 */
1151 static void
1152 init_material( struct gl_material *m )
1153 {
1154 ASSIGN_4V( m->Attrib[MAT_ATTRIB_FRONT_AMBIENT], 0.2F, 0.2F, 0.2F, 1.0F );
1155 ASSIGN_4V( m->Attrib[MAT_ATTRIB_FRONT_DIFFUSE], 0.8F, 0.8F, 0.8F, 1.0F );
1156 ASSIGN_4V( m->Attrib[MAT_ATTRIB_FRONT_SPECULAR], 0.0F, 0.0F, 0.0F, 1.0F );
1157 ASSIGN_4V( m->Attrib[MAT_ATTRIB_FRONT_EMISSION], 0.0F, 0.0F, 0.0F, 1.0F );
1158 ASSIGN_4V( m->Attrib[MAT_ATTRIB_FRONT_SHININESS], 0.0F, 0.0F, 0.0F, 0.0F );
1159 ASSIGN_4V( m->Attrib[MAT_ATTRIB_FRONT_INDEXES], 0.0F, 1.0F, 1.0F, 0.0F );
1160
1161 ASSIGN_4V( m->Attrib[MAT_ATTRIB_BACK_AMBIENT], 0.2F, 0.2F, 0.2F, 1.0F );
1162 ASSIGN_4V( m->Attrib[MAT_ATTRIB_BACK_DIFFUSE], 0.8F, 0.8F, 0.8F, 1.0F );
1163 ASSIGN_4V( m->Attrib[MAT_ATTRIB_BACK_SPECULAR], 0.0F, 0.0F, 0.0F, 1.0F );
1164 ASSIGN_4V( m->Attrib[MAT_ATTRIB_BACK_EMISSION], 0.0F, 0.0F, 0.0F, 1.0F );
1165 ASSIGN_4V( m->Attrib[MAT_ATTRIB_BACK_SHININESS], 0.0F, 0.0F, 0.0F, 0.0F );
1166 ASSIGN_4V( m->Attrib[MAT_ATTRIB_BACK_INDEXES], 0.0F, 1.0F, 1.0F, 0.0F );
1167 }
1168
1169
1170 /**
1171 * Initialize all lighting state for the given context.
1172 */
1173 void
1174 _mesa_init_lighting( struct gl_context *ctx )
1175 {
1176 GLuint i;
1177
1178 /* Lighting group */
1179 for (i = 0; i < MAX_LIGHTS; i++) {
1180 init_light( &ctx->Light.Light[i], i );
1181 }
1182 make_empty_list( &ctx->Light.EnabledList );
1183
1184 init_lightmodel( &ctx->Light.Model );
1185 init_material( &ctx->Light.Material );
1186 ctx->Light.ShadeModel = GL_SMOOTH;
1187 ctx->Light.ProvokingVertex = GL_LAST_VERTEX_CONVENTION_EXT;
1188 ctx->Light.Enabled = GL_FALSE;
1189 ctx->Light.ColorMaterialFace = GL_FRONT_AND_BACK;
1190 ctx->Light.ColorMaterialMode = GL_AMBIENT_AND_DIFFUSE;
1191 ctx->Light._ColorMaterialBitmask = _mesa_material_bitmask( ctx,
1192 GL_FRONT_AND_BACK,
1193 GL_AMBIENT_AND_DIFFUSE, ~0,
1194 NULL );
1195
1196 ctx->Light.ColorMaterialEnabled = GL_FALSE;
1197 ctx->Light.ClampVertexColor = GL_TRUE;
1198
1199 /* Miscellaneous */
1200 ctx->Light._NeedEyeCoords = GL_FALSE;
1201 ctx->_NeedEyeCoords = GL_FALSE;
1202 ctx->_ForceEyeCoords = GL_FALSE;
1203 ctx->_ModelViewInvScale = 1.0;
1204 }
1205
1206
1207 /**
1208 * Deallocate malloc'd lighting state attached to given context.
1209 */
1210 void
1211 _mesa_free_lighting_data( struct gl_context *ctx )
1212 {
1213 }