2 * Mesa 3-D graphics library
5 * Copyright (C) 1999-2007 Brian Paul All Rights Reserved.
7 * Permission is hereby granted, free of charge, to any person obtaining a
8 * copy of this software and associated documentation files (the "Software"),
9 * to deal in the Software without restriction, including without limitation
10 * the rights to use, copy, modify, merge, publish, distribute, sublicense,
11 * and/or sell copies of the Software, and to permit persons to whom the
12 * Software is furnished to do so, subject to the following conditions:
14 * The above copyright notice and this permission notice shall be included
15 * in all copies or substantial portions of the Software.
17 * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS
18 * OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
19 * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL
20 * BRIAN PAUL BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN
21 * AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN
22 * CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
32 #include "simple_list.h"
34 #include "math/m_matrix.h"
38 _mesa_ShadeModel( GLenum mode
)
40 GET_CURRENT_CONTEXT(ctx
);
41 ASSERT_OUTSIDE_BEGIN_END(ctx
);
43 if (MESA_VERBOSE
& VERBOSE_API
)
44 _mesa_debug(ctx
, "glShadeModel %s\n", _mesa_lookup_enum_by_nr(mode
));
46 if (mode
!= GL_FLAT
&& mode
!= GL_SMOOTH
) {
47 _mesa_error(ctx
, GL_INVALID_ENUM
, "glShadeModel");
51 if (ctx
->Light
.ShadeModel
== mode
)
54 FLUSH_VERTICES(ctx
, _NEW_LIGHT
);
55 ctx
->Light
.ShadeModel
= mode
;
57 ctx
->_TriangleCaps
|= DD_FLATSHADE
;
59 ctx
->_TriangleCaps
&= ~DD_FLATSHADE
;
61 if (ctx
->Driver
.ShadeModel
)
62 ctx
->Driver
.ShadeModel( ctx
, mode
);
67 * Helper function called by _mesa_Lightfv and _mesa_PopAttrib to set
69 * For GL_POSITION and GL_SPOT_DIRECTION the params position/direction
70 * will have already been transformed by the modelview matrix!
71 * Also, all error checking should have already been done.
74 _mesa_light(GLcontext
*ctx
, GLuint lnum
, GLenum pname
, const GLfloat
*params
)
76 struct gl_light
*light
;
78 ASSERT(lnum
< MAX_LIGHTS
);
79 light
= &ctx
->Light
.Light
[lnum
];
83 if (TEST_EQ_4V(light
->Ambient
, params
))
85 FLUSH_VERTICES(ctx
, _NEW_LIGHT
);
86 COPY_4V( light
->Ambient
, params
);
89 if (TEST_EQ_4V(light
->Diffuse
, params
))
91 FLUSH_VERTICES(ctx
, _NEW_LIGHT
);
92 COPY_4V( light
->Diffuse
, params
);
95 if (TEST_EQ_4V(light
->Specular
, params
))
97 FLUSH_VERTICES(ctx
, _NEW_LIGHT
);
98 COPY_4V( light
->Specular
, params
);
101 /* NOTE: position has already been transformed by ModelView! */
102 if (TEST_EQ_4V(light
->EyePosition
, params
))
104 FLUSH_VERTICES(ctx
, _NEW_LIGHT
);
105 COPY_4V(light
->EyePosition
, params
);
106 if (light
->EyePosition
[3] != 0.0F
)
107 light
->_Flags
|= LIGHT_POSITIONAL
;
109 light
->_Flags
&= ~LIGHT_POSITIONAL
;
111 case GL_SPOT_DIRECTION
:
112 /* NOTE: Direction already transformed by inverse ModelView! */
113 if (TEST_EQ_3V(light
->EyeDirection
, params
))
115 FLUSH_VERTICES(ctx
, _NEW_LIGHT
);
116 COPY_3V(light
->EyeDirection
, params
);
118 case GL_SPOT_EXPONENT
:
119 ASSERT(params
[0] >= 0.0);
120 ASSERT(params
[0] <= ctx
->Const
.MaxSpotExponent
);
121 if (light
->SpotExponent
== params
[0])
123 FLUSH_VERTICES(ctx
, _NEW_LIGHT
);
124 light
->SpotExponent
= params
[0];
125 _mesa_invalidate_spot_exp_table(light
);
128 ASSERT(params
[0] == 180.0 || (params
[0] >= 0.0 && params
[0] <= 90.0));
129 if (light
->SpotCutoff
== params
[0])
131 FLUSH_VERTICES(ctx
, _NEW_LIGHT
);
132 light
->SpotCutoff
= params
[0];
133 light
->_CosCutoffNeg
= (GLfloat
) (_mesa_cos(light
->SpotCutoff
* DEG2RAD
));
134 if (light
->_CosCutoffNeg
< 0)
135 light
->_CosCutoff
= 0;
137 light
->_CosCutoff
= light
->_CosCutoffNeg
;
138 if (light
->SpotCutoff
!= 180.0F
)
139 light
->_Flags
|= LIGHT_SPOT
;
141 light
->_Flags
&= ~LIGHT_SPOT
;
143 case GL_CONSTANT_ATTENUATION
:
144 ASSERT(params
[0] >= 0.0);
145 if (light
->ConstantAttenuation
== params
[0])
147 FLUSH_VERTICES(ctx
, _NEW_LIGHT
);
148 light
->ConstantAttenuation
= params
[0];
150 case GL_LINEAR_ATTENUATION
:
151 ASSERT(params
[0] >= 0.0);
152 if (light
->LinearAttenuation
== params
[0])
154 FLUSH_VERTICES(ctx
, _NEW_LIGHT
);
155 light
->LinearAttenuation
= params
[0];
157 case GL_QUADRATIC_ATTENUATION
:
158 ASSERT(params
[0] >= 0.0);
159 if (light
->QuadraticAttenuation
== params
[0])
161 FLUSH_VERTICES(ctx
, _NEW_LIGHT
);
162 light
->QuadraticAttenuation
= params
[0];
165 _mesa_problem(ctx
, "Unexpected pname in _mesa_light()");
169 if (ctx
->Driver
.Lightfv
)
170 ctx
->Driver
.Lightfv( ctx
, GL_LIGHT0
+ lnum
, pname
, params
);
175 _mesa_Lightf( GLenum light
, GLenum pname
, GLfloat param
)
177 _mesa_Lightfv( light
, pname
, ¶m
);
182 _mesa_Lightfv( GLenum light
, GLenum pname
, const GLfloat
*params
)
184 GET_CURRENT_CONTEXT(ctx
);
185 GLint i
= (GLint
) (light
- GL_LIGHT0
);
187 ASSERT_OUTSIDE_BEGIN_END(ctx
);
189 if (i
< 0 || i
>= (GLint
) ctx
->Const
.MaxLights
) {
190 _mesa_error( ctx
, GL_INVALID_ENUM
, "glLight(light=0x%x)", light
);
194 /* do particular error checks, transformations */
202 /* transform position by ModelView matrix */
203 TRANSFORM_POINT(temp
, ctx
->ModelviewMatrixStack
.Top
->m
, params
);
206 case GL_SPOT_DIRECTION
:
207 /* transform direction by inverse modelview */
208 if (_math_matrix_is_dirty(ctx
->ModelviewMatrixStack
.Top
)) {
209 _math_matrix_analyse(ctx
->ModelviewMatrixStack
.Top
);
211 TRANSFORM_DIRECTION(temp
, params
, ctx
->ModelviewMatrixStack
.Top
->m
);
215 case GL_SPOT_EXPONENT
:
216 if (params
[0] < 0.0 || params
[0] > ctx
->Const
.MaxSpotExponent
) {
217 _mesa_error(ctx
, GL_INVALID_VALUE
, "glLight");
222 if ((params
[0] < 0.0 || params
[0] > 90.0) && params
[0] != 180.0) {
223 _mesa_error(ctx
, GL_INVALID_VALUE
, "glLight");
227 case GL_CONSTANT_ATTENUATION
:
228 if (params
[0] < 0.0) {
229 _mesa_error(ctx
, GL_INVALID_VALUE
, "glLight");
233 case GL_LINEAR_ATTENUATION
:
234 if (params
[0] < 0.0) {
235 _mesa_error(ctx
, GL_INVALID_VALUE
, "glLight");
239 case GL_QUADRATIC_ATTENUATION
:
240 if (params
[0] < 0.0) {
241 _mesa_error(ctx
, GL_INVALID_VALUE
, "glLight");
246 _mesa_error(ctx
, GL_INVALID_ENUM
, "glLight(pname=0x%x)", pname
);
250 _mesa_light(ctx
, i
, pname
, params
);
255 _mesa_Lighti( GLenum light
, GLenum pname
, GLint param
)
257 _mesa_Lightiv( light
, pname
, ¶m
);
262 _mesa_Lightiv( GLenum light
, GLenum pname
, const GLint
*params
)
270 fparam
[0] = INT_TO_FLOAT( params
[0] );
271 fparam
[1] = INT_TO_FLOAT( params
[1] );
272 fparam
[2] = INT_TO_FLOAT( params
[2] );
273 fparam
[3] = INT_TO_FLOAT( params
[3] );
276 fparam
[0] = (GLfloat
) params
[0];
277 fparam
[1] = (GLfloat
) params
[1];
278 fparam
[2] = (GLfloat
) params
[2];
279 fparam
[3] = (GLfloat
) params
[3];
281 case GL_SPOT_DIRECTION
:
282 fparam
[0] = (GLfloat
) params
[0];
283 fparam
[1] = (GLfloat
) params
[1];
284 fparam
[2] = (GLfloat
) params
[2];
286 case GL_SPOT_EXPONENT
:
288 case GL_CONSTANT_ATTENUATION
:
289 case GL_LINEAR_ATTENUATION
:
290 case GL_QUADRATIC_ATTENUATION
:
291 fparam
[0] = (GLfloat
) params
[0];
294 /* error will be caught later in gl_Lightfv */
298 _mesa_Lightfv( light
, pname
, fparam
);
304 _mesa_GetLightfv( GLenum light
, GLenum pname
, GLfloat
*params
)
306 GET_CURRENT_CONTEXT(ctx
);
307 GLint l
= (GLint
) (light
- GL_LIGHT0
);
308 ASSERT_OUTSIDE_BEGIN_END(ctx
);
310 if (l
< 0 || l
>= (GLint
) ctx
->Const
.MaxLights
) {
311 _mesa_error( ctx
, GL_INVALID_ENUM
, "glGetLightfv" );
317 COPY_4V( params
, ctx
->Light
.Light
[l
].Ambient
);
320 COPY_4V( params
, ctx
->Light
.Light
[l
].Diffuse
);
323 COPY_4V( params
, ctx
->Light
.Light
[l
].Specular
);
326 COPY_4V( params
, ctx
->Light
.Light
[l
].EyePosition
);
328 case GL_SPOT_DIRECTION
:
329 COPY_3V( params
, ctx
->Light
.Light
[l
].EyeDirection
);
331 case GL_SPOT_EXPONENT
:
332 params
[0] = ctx
->Light
.Light
[l
].SpotExponent
;
335 params
[0] = ctx
->Light
.Light
[l
].SpotCutoff
;
337 case GL_CONSTANT_ATTENUATION
:
338 params
[0] = ctx
->Light
.Light
[l
].ConstantAttenuation
;
340 case GL_LINEAR_ATTENUATION
:
341 params
[0] = ctx
->Light
.Light
[l
].LinearAttenuation
;
343 case GL_QUADRATIC_ATTENUATION
:
344 params
[0] = ctx
->Light
.Light
[l
].QuadraticAttenuation
;
347 _mesa_error( ctx
, GL_INVALID_ENUM
, "glGetLightfv" );
354 _mesa_GetLightiv( GLenum light
, GLenum pname
, GLint
*params
)
356 GET_CURRENT_CONTEXT(ctx
);
357 GLint l
= (GLint
) (light
- GL_LIGHT0
);
358 ASSERT_OUTSIDE_BEGIN_END(ctx
);
360 if (l
< 0 || l
>= (GLint
) ctx
->Const
.MaxLights
) {
361 _mesa_error( ctx
, GL_INVALID_ENUM
, "glGetLightiv" );
367 params
[0] = FLOAT_TO_INT(ctx
->Light
.Light
[l
].Ambient
[0]);
368 params
[1] = FLOAT_TO_INT(ctx
->Light
.Light
[l
].Ambient
[1]);
369 params
[2] = FLOAT_TO_INT(ctx
->Light
.Light
[l
].Ambient
[2]);
370 params
[3] = FLOAT_TO_INT(ctx
->Light
.Light
[l
].Ambient
[3]);
373 params
[0] = FLOAT_TO_INT(ctx
->Light
.Light
[l
].Diffuse
[0]);
374 params
[1] = FLOAT_TO_INT(ctx
->Light
.Light
[l
].Diffuse
[1]);
375 params
[2] = FLOAT_TO_INT(ctx
->Light
.Light
[l
].Diffuse
[2]);
376 params
[3] = FLOAT_TO_INT(ctx
->Light
.Light
[l
].Diffuse
[3]);
379 params
[0] = FLOAT_TO_INT(ctx
->Light
.Light
[l
].Specular
[0]);
380 params
[1] = FLOAT_TO_INT(ctx
->Light
.Light
[l
].Specular
[1]);
381 params
[2] = FLOAT_TO_INT(ctx
->Light
.Light
[l
].Specular
[2]);
382 params
[3] = FLOAT_TO_INT(ctx
->Light
.Light
[l
].Specular
[3]);
385 params
[0] = (GLint
) ctx
->Light
.Light
[l
].EyePosition
[0];
386 params
[1] = (GLint
) ctx
->Light
.Light
[l
].EyePosition
[1];
387 params
[2] = (GLint
) ctx
->Light
.Light
[l
].EyePosition
[2];
388 params
[3] = (GLint
) ctx
->Light
.Light
[l
].EyePosition
[3];
390 case GL_SPOT_DIRECTION
:
391 params
[0] = (GLint
) ctx
->Light
.Light
[l
].EyeDirection
[0];
392 params
[1] = (GLint
) ctx
->Light
.Light
[l
].EyeDirection
[1];
393 params
[2] = (GLint
) ctx
->Light
.Light
[l
].EyeDirection
[2];
395 case GL_SPOT_EXPONENT
:
396 params
[0] = (GLint
) ctx
->Light
.Light
[l
].SpotExponent
;
399 params
[0] = (GLint
) ctx
->Light
.Light
[l
].SpotCutoff
;
401 case GL_CONSTANT_ATTENUATION
:
402 params
[0] = (GLint
) ctx
->Light
.Light
[l
].ConstantAttenuation
;
404 case GL_LINEAR_ATTENUATION
:
405 params
[0] = (GLint
) ctx
->Light
.Light
[l
].LinearAttenuation
;
407 case GL_QUADRATIC_ATTENUATION
:
408 params
[0] = (GLint
) ctx
->Light
.Light
[l
].QuadraticAttenuation
;
411 _mesa_error( ctx
, GL_INVALID_ENUM
, "glGetLightiv" );
418 /**********************************************************************/
419 /*** Light Model ***/
420 /**********************************************************************/
424 _mesa_LightModelfv( GLenum pname
, const GLfloat
*params
)
428 GET_CURRENT_CONTEXT(ctx
);
429 ASSERT_OUTSIDE_BEGIN_END(ctx
);
432 case GL_LIGHT_MODEL_AMBIENT
:
433 if (TEST_EQ_4V( ctx
->Light
.Model
.Ambient
, params
))
435 FLUSH_VERTICES(ctx
, _NEW_LIGHT
);
436 COPY_4V( ctx
->Light
.Model
.Ambient
, params
);
438 case GL_LIGHT_MODEL_LOCAL_VIEWER
:
439 newbool
= (params
[0]!=0.0);
440 if (ctx
->Light
.Model
.LocalViewer
== newbool
)
442 FLUSH_VERTICES(ctx
, _NEW_LIGHT
);
443 ctx
->Light
.Model
.LocalViewer
= newbool
;
445 case GL_LIGHT_MODEL_TWO_SIDE
:
446 newbool
= (params
[0]!=0.0);
447 if (ctx
->Light
.Model
.TwoSide
== newbool
)
449 FLUSH_VERTICES(ctx
, _NEW_LIGHT
);
450 ctx
->Light
.Model
.TwoSide
= newbool
;
451 if (ctx
->Light
.Enabled
&& ctx
->Light
.Model
.TwoSide
)
452 ctx
->_TriangleCaps
|= DD_TRI_LIGHT_TWOSIDE
;
454 ctx
->_TriangleCaps
&= ~DD_TRI_LIGHT_TWOSIDE
;
456 case GL_LIGHT_MODEL_COLOR_CONTROL
:
457 if (params
[0] == (GLfloat
) GL_SINGLE_COLOR
)
458 newenum
= GL_SINGLE_COLOR
;
459 else if (params
[0] == (GLfloat
) GL_SEPARATE_SPECULAR_COLOR
)
460 newenum
= GL_SEPARATE_SPECULAR_COLOR
;
462 _mesa_error( ctx
, GL_INVALID_ENUM
, "glLightModel(param=0x0%x)",
466 if (ctx
->Light
.Model
.ColorControl
== newenum
)
468 FLUSH_VERTICES(ctx
, _NEW_LIGHT
);
469 ctx
->Light
.Model
.ColorControl
= newenum
;
472 _mesa_error( ctx
, GL_INVALID_ENUM
, "glLightModel(pname=0x%x)", pname
);
476 if (ctx
->Driver
.LightModelfv
)
477 ctx
->Driver
.LightModelfv( ctx
, pname
, params
);
482 _mesa_LightModeliv( GLenum pname
, const GLint
*params
)
487 case GL_LIGHT_MODEL_AMBIENT
:
488 fparam
[0] = INT_TO_FLOAT( params
[0] );
489 fparam
[1] = INT_TO_FLOAT( params
[1] );
490 fparam
[2] = INT_TO_FLOAT( params
[2] );
491 fparam
[3] = INT_TO_FLOAT( params
[3] );
493 case GL_LIGHT_MODEL_LOCAL_VIEWER
:
494 case GL_LIGHT_MODEL_TWO_SIDE
:
495 case GL_LIGHT_MODEL_COLOR_CONTROL
:
496 fparam
[0] = (GLfloat
) params
[0];
499 /* Error will be caught later in gl_LightModelfv */
502 _mesa_LightModelfv( pname
, fparam
);
507 _mesa_LightModeli( GLenum pname
, GLint param
)
509 _mesa_LightModeliv( pname
, ¶m
);
514 _mesa_LightModelf( GLenum pname
, GLfloat param
)
516 _mesa_LightModelfv( pname
, ¶m
);
521 /********** MATERIAL **********/
525 * Given a face and pname value (ala glColorMaterial), compute a bitmask
526 * of the targeted material values.
529 _mesa_material_bitmask( GLcontext
*ctx
, GLenum face
, GLenum pname
,
530 GLuint legal
, const char *where
)
534 /* Make a bitmask indicating what material attribute(s) we're updating */
537 bitmask
|= MAT_BIT_FRONT_EMISSION
| MAT_BIT_BACK_EMISSION
;
540 bitmask
|= MAT_BIT_FRONT_AMBIENT
| MAT_BIT_BACK_AMBIENT
;
543 bitmask
|= MAT_BIT_FRONT_DIFFUSE
| MAT_BIT_BACK_DIFFUSE
;
546 bitmask
|= MAT_BIT_FRONT_SPECULAR
| MAT_BIT_BACK_SPECULAR
;
549 bitmask
|= MAT_BIT_FRONT_SHININESS
| MAT_BIT_BACK_SHININESS
;
551 case GL_AMBIENT_AND_DIFFUSE
:
552 bitmask
|= MAT_BIT_FRONT_AMBIENT
| MAT_BIT_BACK_AMBIENT
;
553 bitmask
|= MAT_BIT_FRONT_DIFFUSE
| MAT_BIT_BACK_DIFFUSE
;
555 case GL_COLOR_INDEXES
:
556 bitmask
|= MAT_BIT_FRONT_INDEXES
| MAT_BIT_BACK_INDEXES
;
559 _mesa_error( ctx
, GL_INVALID_ENUM
, where
);
563 if (face
==GL_FRONT
) {
564 bitmask
&= FRONT_MATERIAL_BITS
;
566 else if (face
==GL_BACK
) {
567 bitmask
&= BACK_MATERIAL_BITS
;
569 else if (face
!= GL_FRONT_AND_BACK
) {
570 _mesa_error( ctx
, GL_INVALID_ENUM
, where
);
574 if (bitmask
& ~legal
) {
575 _mesa_error( ctx
, GL_INVALID_ENUM
, where
);
584 /* Perform a straight copy between materials.
587 _mesa_copy_materials( struct gl_material
*dst
,
588 const struct gl_material
*src
,
593 for (i
= 0 ; i
< MAT_ATTRIB_MAX
; i
++)
594 if (bitmask
& (1<<i
))
595 COPY_4FV( dst
->Attrib
[i
], src
->Attrib
[i
] );
600 /* Update derived values following a change in ctx->Light.Material
603 _mesa_update_material( GLcontext
*ctx
, GLuint bitmask
)
605 struct gl_light
*light
, *list
= &ctx
->Light
.EnabledList
;
606 GLfloat (*mat
)[4] = ctx
->Light
.Material
.Attrib
;
608 if (MESA_VERBOSE
&VERBOSE_IMMEDIATE
)
609 _mesa_debug(ctx
, "_mesa_update_material, mask 0x%x\n", bitmask
);
614 /* update material ambience */
615 if (bitmask
& MAT_BIT_FRONT_AMBIENT
) {
616 foreach (light
, list
) {
617 SCALE_3V( light
->_MatAmbient
[0], light
->Ambient
,
618 mat
[MAT_ATTRIB_FRONT_AMBIENT
]);
622 if (bitmask
& MAT_BIT_BACK_AMBIENT
) {
623 foreach (light
, list
) {
624 SCALE_3V( light
->_MatAmbient
[1], light
->Ambient
,
625 mat
[MAT_ATTRIB_BACK_AMBIENT
]);
629 /* update BaseColor = emission + scene's ambience * material's ambience */
630 if (bitmask
& (MAT_BIT_FRONT_EMISSION
| MAT_BIT_FRONT_AMBIENT
)) {
631 COPY_3V( ctx
->Light
._BaseColor
[0], mat
[MAT_ATTRIB_FRONT_EMISSION
] );
632 ACC_SCALE_3V( ctx
->Light
._BaseColor
[0], mat
[MAT_ATTRIB_FRONT_AMBIENT
],
633 ctx
->Light
.Model
.Ambient
);
636 if (bitmask
& (MAT_BIT_BACK_EMISSION
| MAT_BIT_BACK_AMBIENT
)) {
637 COPY_3V( ctx
->Light
._BaseColor
[1], mat
[MAT_ATTRIB_BACK_EMISSION
] );
638 ACC_SCALE_3V( ctx
->Light
._BaseColor
[1], mat
[MAT_ATTRIB_BACK_AMBIENT
],
639 ctx
->Light
.Model
.Ambient
);
642 /* update material diffuse values */
643 if (bitmask
& MAT_BIT_FRONT_DIFFUSE
) {
644 foreach (light
, list
) {
645 SCALE_3V( light
->_MatDiffuse
[0], light
->Diffuse
,
646 mat
[MAT_ATTRIB_FRONT_DIFFUSE
] );
650 if (bitmask
& MAT_BIT_BACK_DIFFUSE
) {
651 foreach (light
, list
) {
652 SCALE_3V( light
->_MatDiffuse
[1], light
->Diffuse
,
653 mat
[MAT_ATTRIB_BACK_DIFFUSE
] );
657 /* update material specular values */
658 if (bitmask
& MAT_BIT_FRONT_SPECULAR
) {
659 foreach (light
, list
) {
660 SCALE_3V( light
->_MatSpecular
[0], light
->Specular
,
661 mat
[MAT_ATTRIB_FRONT_SPECULAR
]);
665 if (bitmask
& MAT_BIT_BACK_SPECULAR
) {
666 foreach (light
, list
) {
667 SCALE_3V( light
->_MatSpecular
[1], light
->Specular
,
668 mat
[MAT_ATTRIB_BACK_SPECULAR
]);
672 if (bitmask
& MAT_BIT_FRONT_SHININESS
) {
673 _mesa_invalidate_shine_table( ctx
, 0 );
676 if (bitmask
& MAT_BIT_BACK_SHININESS
) {
677 _mesa_invalidate_shine_table( ctx
, 1 );
683 * Update the current materials from the given rgba color
684 * according to the bitmask in ColorMaterialBitmask, which is
685 * set by glColorMaterial().
688 _mesa_update_color_material( GLcontext
*ctx
, const GLfloat color
[4] )
690 GLuint bitmask
= ctx
->Light
.ColorMaterialBitmask
;
691 struct gl_material
*mat
= &ctx
->Light
.Material
;
694 for (i
= 0 ; i
< MAT_ATTRIB_MAX
; i
++)
695 if (bitmask
& (1<<i
))
696 COPY_4FV( mat
->Attrib
[i
], color
);
698 _mesa_update_material( ctx
, bitmask
);
703 _mesa_ColorMaterial( GLenum face
, GLenum mode
)
705 GET_CURRENT_CONTEXT(ctx
);
707 GLuint legal
= (MAT_BIT_FRONT_EMISSION
| MAT_BIT_BACK_EMISSION
|
708 MAT_BIT_FRONT_SPECULAR
| MAT_BIT_BACK_SPECULAR
|
709 MAT_BIT_FRONT_DIFFUSE
| MAT_BIT_BACK_DIFFUSE
|
710 MAT_BIT_FRONT_AMBIENT
| MAT_BIT_BACK_AMBIENT
);
711 ASSERT_OUTSIDE_BEGIN_END(ctx
);
713 if (MESA_VERBOSE
&VERBOSE_API
)
714 _mesa_debug(ctx
, "glColorMaterial %s %s\n",
715 _mesa_lookup_enum_by_nr(face
),
716 _mesa_lookup_enum_by_nr(mode
));
718 bitmask
= _mesa_material_bitmask(ctx
, face
, mode
, legal
, "glColorMaterial");
720 if (ctx
->Light
.ColorMaterialBitmask
== bitmask
&&
721 ctx
->Light
.ColorMaterialFace
== face
&&
722 ctx
->Light
.ColorMaterialMode
== mode
)
725 FLUSH_VERTICES(ctx
, _NEW_LIGHT
);
726 ctx
->Light
.ColorMaterialBitmask
= bitmask
;
727 ctx
->Light
.ColorMaterialFace
= face
;
728 ctx
->Light
.ColorMaterialMode
= mode
;
730 if (ctx
->Light
.ColorMaterialEnabled
) {
731 FLUSH_CURRENT( ctx
, 0 );
732 _mesa_update_color_material(ctx
,ctx
->Current
.Attrib
[VERT_ATTRIB_COLOR0
]);
735 if (ctx
->Driver
.ColorMaterial
)
736 ctx
->Driver
.ColorMaterial( ctx
, face
, mode
);
741 _mesa_GetMaterialfv( GLenum face
, GLenum pname
, GLfloat
*params
)
743 GET_CURRENT_CONTEXT(ctx
);
745 GLfloat (*mat
)[4] = ctx
->Light
.Material
.Attrib
;
746 ASSERT_OUTSIDE_BEGIN_END_AND_FLUSH(ctx
); /* update materials */
748 FLUSH_CURRENT(ctx
, 0); /* update ctx->Light.Material from vertex buffer */
750 if (face
==GL_FRONT
) {
753 else if (face
==GL_BACK
) {
757 _mesa_error( ctx
, GL_INVALID_ENUM
, "glGetMaterialfv(face)" );
763 COPY_4FV( params
, mat
[MAT_ATTRIB_AMBIENT(f
)] );
766 COPY_4FV( params
, mat
[MAT_ATTRIB_DIFFUSE(f
)] );
769 COPY_4FV( params
, mat
[MAT_ATTRIB_SPECULAR(f
)] );
772 COPY_4FV( params
, mat
[MAT_ATTRIB_EMISSION(f
)] );
775 *params
= mat
[MAT_ATTRIB_SHININESS(f
)][0];
777 case GL_COLOR_INDEXES
:
778 params
[0] = mat
[MAT_ATTRIB_INDEXES(f
)][0];
779 params
[1] = mat
[MAT_ATTRIB_INDEXES(f
)][1];
780 params
[2] = mat
[MAT_ATTRIB_INDEXES(f
)][2];
783 _mesa_error( ctx
, GL_INVALID_ENUM
, "glGetMaterialfv(pname)" );
789 _mesa_GetMaterialiv( GLenum face
, GLenum pname
, GLint
*params
)
791 GET_CURRENT_CONTEXT(ctx
);
793 GLfloat (*mat
)[4] = ctx
->Light
.Material
.Attrib
;
794 ASSERT_OUTSIDE_BEGIN_END_AND_FLUSH(ctx
); /* update materials */
796 FLUSH_CURRENT(ctx
, 0); /* update ctx->Light.Material from vertex buffer */
798 if (face
==GL_FRONT
) {
801 else if (face
==GL_BACK
) {
805 _mesa_error( ctx
, GL_INVALID_ENUM
, "glGetMaterialiv(face)" );
810 params
[0] = FLOAT_TO_INT( mat
[MAT_ATTRIB_AMBIENT(f
)][0] );
811 params
[1] = FLOAT_TO_INT( mat
[MAT_ATTRIB_AMBIENT(f
)][1] );
812 params
[2] = FLOAT_TO_INT( mat
[MAT_ATTRIB_AMBIENT(f
)][2] );
813 params
[3] = FLOAT_TO_INT( mat
[MAT_ATTRIB_AMBIENT(f
)][3] );
816 params
[0] = FLOAT_TO_INT( mat
[MAT_ATTRIB_DIFFUSE(f
)][0] );
817 params
[1] = FLOAT_TO_INT( mat
[MAT_ATTRIB_DIFFUSE(f
)][1] );
818 params
[2] = FLOAT_TO_INT( mat
[MAT_ATTRIB_DIFFUSE(f
)][2] );
819 params
[3] = FLOAT_TO_INT( mat
[MAT_ATTRIB_DIFFUSE(f
)][3] );
822 params
[0] = FLOAT_TO_INT( mat
[MAT_ATTRIB_SPECULAR(f
)][0] );
823 params
[1] = FLOAT_TO_INT( mat
[MAT_ATTRIB_SPECULAR(f
)][1] );
824 params
[2] = FLOAT_TO_INT( mat
[MAT_ATTRIB_SPECULAR(f
)][2] );
825 params
[3] = FLOAT_TO_INT( mat
[MAT_ATTRIB_SPECULAR(f
)][3] );
828 params
[0] = FLOAT_TO_INT( mat
[MAT_ATTRIB_EMISSION(f
)][0] );
829 params
[1] = FLOAT_TO_INT( mat
[MAT_ATTRIB_EMISSION(f
)][1] );
830 params
[2] = FLOAT_TO_INT( mat
[MAT_ATTRIB_EMISSION(f
)][2] );
831 params
[3] = FLOAT_TO_INT( mat
[MAT_ATTRIB_EMISSION(f
)][3] );
834 *params
= IROUND( mat
[MAT_ATTRIB_SHININESS(f
)][0] );
836 case GL_COLOR_INDEXES
:
837 params
[0] = IROUND( mat
[MAT_ATTRIB_INDEXES(f
)][0] );
838 params
[1] = IROUND( mat
[MAT_ATTRIB_INDEXES(f
)][1] );
839 params
[2] = IROUND( mat
[MAT_ATTRIB_INDEXES(f
)][2] );
842 _mesa_error( ctx
, GL_INVALID_ENUM
, "glGetMaterialfv(pname)" );
848 /**********************************************************************/
849 /***** Lighting computation *****/
850 /**********************************************************************/
855 * When two-sided lighting is enabled we compute the color (or index)
856 * for both the front and back side of the primitive. Then, when the
857 * orientation of the facet is later learned, we can determine which
858 * color (or index) to use for rendering.
860 * KW: We now know orientation in advance and only shade for
861 * the side or sides which are actually required.
865 * V = vertex position
866 * P = light source position
871 * // light at infinity
872 * IF local_viewer THEN
873 * _VP_inf_norm = unit vector from V to P // Precompute
876 * _h_inf_norm = Normalize( VP + <0,0,1> ) // Precompute
881 * Normalize( v ) = normalized vector v
882 * Magnitude( v ) = length of vector v
888 * Whenever the spotlight exponent for a light changes we must call
889 * this function to recompute the exponent lookup table.
892 _mesa_invalidate_spot_exp_table( struct gl_light
*l
)
894 l
->_SpotExpTable
[0][0] = -1;
899 validate_spot_exp_table( struct gl_light
*l
)
902 GLdouble exponent
= l
->SpotExponent
;
906 l
->_SpotExpTable
[0][0] = 0.0;
908 for (i
= EXP_TABLE_SIZE
- 1; i
> 0 ;i
--) {
910 tmp
= _mesa_pow(i
/ (GLdouble
) (EXP_TABLE_SIZE
- 1), exponent
);
911 if (tmp
< FLT_MIN
* 100.0) {
916 l
->_SpotExpTable
[i
][0] = (GLfloat
) tmp
;
918 for (i
= 0; i
< EXP_TABLE_SIZE
- 1; i
++) {
919 l
->_SpotExpTable
[i
][1] = (l
->_SpotExpTable
[i
+1][0] -
920 l
->_SpotExpTable
[i
][0]);
922 l
->_SpotExpTable
[EXP_TABLE_SIZE
-1][1] = 0.0;
927 /* Calculate a new shine table. Doing this here saves a branch in
928 * lighting, and the cost of doing it early may be partially offset
929 * by keeping a MRU cache of shine tables for various shine values.
932 _mesa_invalidate_shine_table( GLcontext
*ctx
, GLuint side
)
935 if (ctx
->_ShineTable
[side
])
936 ctx
->_ShineTable
[side
]->refcount
--;
937 ctx
->_ShineTable
[side
] = NULL
;
942 validate_shine_table( GLcontext
*ctx
, GLuint side
, GLfloat shininess
)
944 struct gl_shine_tab
*list
= ctx
->_ShineTabList
;
945 struct gl_shine_tab
*s
;
950 if ( s
->shininess
== shininess
)
958 if (s
->refcount
== 0)
963 if (shininess
== 0.0) {
964 for (j
= 1 ; j
<= SHINE_TABLE_SIZE
; j
++)
968 for (j
= 1 ; j
< SHINE_TABLE_SIZE
; j
++) {
969 GLdouble t
, x
= j
/ (GLfloat
) (SHINE_TABLE_SIZE
- 1);
970 if (x
< 0.005) /* underflow check */
972 t
= _mesa_pow(x
, shininess
);
978 m
[SHINE_TABLE_SIZE
] = 1.0;
981 s
->shininess
= shininess
;
984 if (ctx
->_ShineTable
[side
])
985 ctx
->_ShineTable
[side
]->refcount
--;
987 ctx
->_ShineTable
[side
] = s
;
988 move_to_tail( list
, s
);
994 _mesa_validate_all_lighting_tables( GLcontext
*ctx
)
999 shininess
= ctx
->Light
.Material
.Attrib
[MAT_ATTRIB_FRONT_SHININESS
][0];
1000 if (!ctx
->_ShineTable
[0] || ctx
->_ShineTable
[0]->shininess
!= shininess
)
1001 validate_shine_table( ctx
, 0, shininess
);
1003 shininess
= ctx
->Light
.Material
.Attrib
[MAT_ATTRIB_BACK_SHININESS
][0];
1004 if (!ctx
->_ShineTable
[1] || ctx
->_ShineTable
[1]->shininess
!= shininess
)
1005 validate_shine_table( ctx
, 1, shininess
);
1007 for (i
= 0; i
< ctx
->Const
.MaxLights
; i
++)
1008 if (ctx
->Light
.Light
[i
]._SpotExpTable
[0][0] == -1)
1009 validate_spot_exp_table( &ctx
->Light
.Light
[i
] );
1014 * Examine current lighting parameters to determine if the optimized lighting
1015 * function can be used.
1016 * Also, precompute some lighting values such as the products of light
1017 * source and material ambient, diffuse and specular coefficients.
1020 _mesa_update_lighting( GLcontext
*ctx
)
1022 struct gl_light
*light
;
1023 ctx
->Light
._NeedEyeCoords
= GL_FALSE
;
1024 ctx
->Light
._Flags
= 0;
1026 if (!ctx
->Light
.Enabled
)
1029 foreach(light
, &ctx
->Light
.EnabledList
) {
1030 ctx
->Light
._Flags
|= light
->_Flags
;
1033 ctx
->Light
._NeedVertices
=
1034 ((ctx
->Light
._Flags
& (LIGHT_POSITIONAL
|LIGHT_SPOT
)) ||
1035 ctx
->Light
.Model
.ColorControl
== GL_SEPARATE_SPECULAR_COLOR
||
1036 ctx
->Light
.Model
.LocalViewer
);
1038 ctx
->Light
._NeedEyeCoords
= ((ctx
->Light
._Flags
& LIGHT_POSITIONAL
) ||
1039 ctx
->Light
.Model
.LocalViewer
);
1041 /* XXX: This test is overkill & needs to be fixed both for software and
1042 * hardware t&l drivers. The above should be sufficient & should
1043 * be tested to verify this.
1045 if (ctx
->Light
._NeedVertices
)
1046 ctx
->Light
._NeedEyeCoords
= GL_TRUE
;
1048 /* Precompute some shading values. Although we reference
1049 * Light.Material here, we can get away without flushing
1050 * FLUSH_UPDATE_CURRENT, as when any outstanding material changes
1051 * are flushed, they will update the derived state at that time.
1053 if (ctx
->Visual
.rgbMode
) {
1054 if (ctx
->Light
.Model
.TwoSide
)
1055 _mesa_update_material( ctx
,
1056 MAT_BIT_FRONT_EMISSION
|
1057 MAT_BIT_FRONT_AMBIENT
|
1058 MAT_BIT_FRONT_DIFFUSE
|
1059 MAT_BIT_FRONT_SPECULAR
|
1060 MAT_BIT_BACK_EMISSION
|
1061 MAT_BIT_BACK_AMBIENT
|
1062 MAT_BIT_BACK_DIFFUSE
|
1063 MAT_BIT_BACK_SPECULAR
);
1065 _mesa_update_material( ctx
,
1066 MAT_BIT_FRONT_EMISSION
|
1067 MAT_BIT_FRONT_AMBIENT
|
1068 MAT_BIT_FRONT_DIFFUSE
|
1069 MAT_BIT_FRONT_SPECULAR
);
1072 static const GLfloat ci
[3] = { .30F
, .59F
, .11F
};
1073 foreach(light
, &ctx
->Light
.EnabledList
) {
1074 light
->_dli
= DOT3(ci
, light
->Diffuse
);
1075 light
->_sli
= DOT3(ci
, light
->Specular
);
1082 * Update state derived from light position, spot direction.
1086 * _TNL_NEW_NEED_EYE_COORDS
1088 * Update on (_NEW_MODELVIEW | _NEW_LIGHT) when lighting is enabled.
1089 * Also update on lighting space changes.
1092 compute_light_positions( GLcontext
*ctx
)
1094 struct gl_light
*light
;
1095 static const GLfloat eye_z
[3] = { 0, 0, 1 };
1097 if (!ctx
->Light
.Enabled
)
1100 if (ctx
->_NeedEyeCoords
) {
1101 COPY_3V( ctx
->_EyeZDir
, eye_z
);
1104 TRANSFORM_NORMAL( ctx
->_EyeZDir
, eye_z
, ctx
->ModelviewMatrixStack
.Top
->m
);
1107 foreach (light
, &ctx
->Light
.EnabledList
) {
1109 if (ctx
->_NeedEyeCoords
) {
1110 /* _Position is in eye coordinate space */
1111 COPY_4FV( light
->_Position
, light
->EyePosition
);
1114 /* _Position is in object coordinate space */
1115 TRANSFORM_POINT( light
->_Position
, ctx
->ModelviewMatrixStack
.Top
->inv
,
1116 light
->EyePosition
);
1119 if (!(light
->_Flags
& LIGHT_POSITIONAL
)) {
1120 /* VP (VP) = Normalize( Position ) */
1121 COPY_3V( light
->_VP_inf_norm
, light
->_Position
);
1122 NORMALIZE_3FV( light
->_VP_inf_norm
);
1124 if (!ctx
->Light
.Model
.LocalViewer
) {
1125 /* _h_inf_norm = Normalize( V_to_P + <0,0,1> ) */
1126 ADD_3V( light
->_h_inf_norm
, light
->_VP_inf_norm
, ctx
->_EyeZDir
);
1127 NORMALIZE_3FV( light
->_h_inf_norm
);
1129 light
->_VP_inf_spot_attenuation
= 1.0;
1132 /* positional light w/ homogeneous coordinate, divide by W */
1133 GLfloat wInv
= (GLfloat
)1.0 / light
->_Position
[3];
1134 light
->_Position
[0] *= wInv
;
1135 light
->_Position
[1] *= wInv
;
1136 light
->_Position
[2] *= wInv
;
1139 if (light
->_Flags
& LIGHT_SPOT
) {
1140 if (ctx
->_NeedEyeCoords
) {
1141 COPY_3V( light
->_NormDirection
, light
->EyeDirection
);
1144 TRANSFORM_NORMAL( light
->_NormDirection
,
1145 light
->EyeDirection
,
1146 ctx
->ModelviewMatrixStack
.Top
->m
);
1149 NORMALIZE_3FV( light
->_NormDirection
);
1151 if (!(light
->_Flags
& LIGHT_POSITIONAL
)) {
1152 GLfloat PV_dot_dir
= - DOT3(light
->_VP_inf_norm
,
1153 light
->_NormDirection
);
1155 if (PV_dot_dir
> light
->_CosCutoff
) {
1156 double x
= PV_dot_dir
* (EXP_TABLE_SIZE
-1);
1158 light
->_VP_inf_spot_attenuation
=
1159 (GLfloat
) (light
->_SpotExpTable
[k
][0] +
1160 (x
-k
)*light
->_SpotExpTable
[k
][1]);
1163 light
->_VP_inf_spot_attenuation
= 0;
1173 update_modelview_scale( GLcontext
*ctx
)
1175 ctx
->_ModelViewInvScale
= 1.0F
;
1176 if (!_math_matrix_is_length_preserving(ctx
->ModelviewMatrixStack
.Top
)) {
1177 const GLfloat
*m
= ctx
->ModelviewMatrixStack
.Top
->inv
;
1178 GLfloat f
= m
[2] * m
[2] + m
[6] * m
[6] + m
[10] * m
[10];
1179 if (f
< 1e-12) f
= 1.0;
1180 if (ctx
->_NeedEyeCoords
)
1181 ctx
->_ModelViewInvScale
= (GLfloat
) INV_SQRTF(f
);
1183 ctx
->_ModelViewInvScale
= (GLfloat
) SQRTF(f
);
1189 * Bring up to date any state that relies on _NeedEyeCoords.
1192 _mesa_update_tnl_spaces( GLcontext
*ctx
, GLuint new_state
)
1194 const GLuint oldneedeyecoords
= ctx
->_NeedEyeCoords
;
1197 ctx
->_NeedEyeCoords
= GL_FALSE
;
1199 if (ctx
->_ForceEyeCoords
||
1200 (ctx
->Texture
._GenFlags
& TEXGEN_NEED_EYE_COORD
) ||
1201 ctx
->Point
._Attenuated
||
1202 ctx
->Light
._NeedEyeCoords
)
1203 ctx
->_NeedEyeCoords
= GL_TRUE
;
1205 if (ctx
->Light
.Enabled
&&
1206 !_math_matrix_is_length_preserving(ctx
->ModelviewMatrixStack
.Top
))
1207 ctx
->_NeedEyeCoords
= GL_TRUE
;
1209 /* Check if the truth-value interpretations of the bitfields have
1212 if (oldneedeyecoords
!= ctx
->_NeedEyeCoords
) {
1213 /* Recalculate all state that depends on _NeedEyeCoords.
1215 update_modelview_scale(ctx
);
1216 compute_light_positions( ctx
);
1218 if (ctx
->Driver
.LightingSpaceChange
)
1219 ctx
->Driver
.LightingSpaceChange( ctx
);
1222 GLuint new_state
= ctx
->NewState
;
1224 /* Recalculate that same state only if it has been invalidated
1225 * by other statechanges.
1227 if (new_state
& _NEW_MODELVIEW
)
1228 update_modelview_scale(ctx
);
1230 if (new_state
& (_NEW_LIGHT
|_NEW_MODELVIEW
))
1231 compute_light_positions( ctx
);
1237 * Drivers may need this if the hardware tnl unit doesn't support the
1238 * light-in-modelspace optimization. It's also useful for debugging.
1241 _mesa_allow_light_in_model( GLcontext
*ctx
, GLboolean flag
)
1243 ctx
->_ForceEyeCoords
= !flag
;
1244 ctx
->NewState
|= _NEW_POINT
; /* one of the bits from
1245 * _MESA_NEW_NEED_EYE_COORDS.
1251 /**********************************************************************/
1252 /***** Initialization *****/
1253 /**********************************************************************/
1256 * Initialize the n-th light data structure.
1258 * \param l pointer to the gl_light structure to be initialized.
1259 * \param n number of the light.
1260 * \note The defaults for light 0 are different than the other lights.
1263 init_light( struct gl_light
*l
, GLuint n
)
1265 make_empty_list( l
);
1267 ASSIGN_4V( l
->Ambient
, 0.0, 0.0, 0.0, 1.0 );
1269 ASSIGN_4V( l
->Diffuse
, 1.0, 1.0, 1.0, 1.0 );
1270 ASSIGN_4V( l
->Specular
, 1.0, 1.0, 1.0, 1.0 );
1273 ASSIGN_4V( l
->Diffuse
, 0.0, 0.0, 0.0, 1.0 );
1274 ASSIGN_4V( l
->Specular
, 0.0, 0.0, 0.0, 1.0 );
1276 ASSIGN_4V( l
->EyePosition
, 0.0, 0.0, 1.0, 0.0 );
1277 ASSIGN_3V( l
->EyeDirection
, 0.0, 0.0, -1.0 );
1278 l
->SpotExponent
= 0.0;
1279 _mesa_invalidate_spot_exp_table( l
);
1280 l
->SpotCutoff
= 180.0;
1281 l
->_CosCutoffNeg
= -1.0f
;
1282 l
->_CosCutoff
= 0.0; /* KW: -ve values not admitted */
1283 l
->ConstantAttenuation
= 1.0;
1284 l
->LinearAttenuation
= 0.0;
1285 l
->QuadraticAttenuation
= 0.0;
1286 l
->Enabled
= GL_FALSE
;
1291 * Initialize the light model data structure.
1293 * \param lm pointer to the gl_lightmodel structure to be initialized.
1296 init_lightmodel( struct gl_lightmodel
*lm
)
1298 ASSIGN_4V( lm
->Ambient
, 0.2F
, 0.2F
, 0.2F
, 1.0F
);
1299 lm
->LocalViewer
= GL_FALSE
;
1300 lm
->TwoSide
= GL_FALSE
;
1301 lm
->ColorControl
= GL_SINGLE_COLOR
;
1306 * Initialize the material data structure.
1308 * \param m pointer to the gl_material structure to be initialized.
1311 init_material( struct gl_material
*m
)
1313 ASSIGN_4V( m
->Attrib
[MAT_ATTRIB_FRONT_AMBIENT
], 0.2F
, 0.2F
, 0.2F
, 1.0F
);
1314 ASSIGN_4V( m
->Attrib
[MAT_ATTRIB_FRONT_DIFFUSE
], 0.8F
, 0.8F
, 0.8F
, 1.0F
);
1315 ASSIGN_4V( m
->Attrib
[MAT_ATTRIB_FRONT_SPECULAR
], 0.0F
, 0.0F
, 0.0F
, 1.0F
);
1316 ASSIGN_4V( m
->Attrib
[MAT_ATTRIB_FRONT_EMISSION
], 0.0F
, 0.0F
, 0.0F
, 1.0F
);
1317 ASSIGN_4V( m
->Attrib
[MAT_ATTRIB_FRONT_SHININESS
], 0.0F
, 0.0F
, 0.0F
, 0.0F
);
1318 ASSIGN_4V( m
->Attrib
[MAT_ATTRIB_FRONT_INDEXES
], 0.0F
, 1.0F
, 1.0F
, 0.0F
);
1320 ASSIGN_4V( m
->Attrib
[MAT_ATTRIB_BACK_AMBIENT
], 0.2F
, 0.2F
, 0.2F
, 1.0F
);
1321 ASSIGN_4V( m
->Attrib
[MAT_ATTRIB_BACK_DIFFUSE
], 0.8F
, 0.8F
, 0.8F
, 1.0F
);
1322 ASSIGN_4V( m
->Attrib
[MAT_ATTRIB_BACK_SPECULAR
], 0.0F
, 0.0F
, 0.0F
, 1.0F
);
1323 ASSIGN_4V( m
->Attrib
[MAT_ATTRIB_BACK_EMISSION
], 0.0F
, 0.0F
, 0.0F
, 1.0F
);
1324 ASSIGN_4V( m
->Attrib
[MAT_ATTRIB_BACK_SHININESS
], 0.0F
, 0.0F
, 0.0F
, 0.0F
);
1325 ASSIGN_4V( m
->Attrib
[MAT_ATTRIB_BACK_INDEXES
], 0.0F
, 1.0F
, 1.0F
, 0.0F
);
1330 * Initialize all lighting state for the given context.
1333 _mesa_init_lighting( GLcontext
*ctx
)
1337 /* Lighting group */
1338 for (i
= 0; i
< MAX_LIGHTS
; i
++) {
1339 init_light( &ctx
->Light
.Light
[i
], i
);
1341 make_empty_list( &ctx
->Light
.EnabledList
);
1343 init_lightmodel( &ctx
->Light
.Model
);
1344 init_material( &ctx
->Light
.Material
);
1345 ctx
->Light
.ShadeModel
= GL_SMOOTH
;
1346 ctx
->Light
.Enabled
= GL_FALSE
;
1347 ctx
->Light
.ColorMaterialFace
= GL_FRONT_AND_BACK
;
1348 ctx
->Light
.ColorMaterialMode
= GL_AMBIENT_AND_DIFFUSE
;
1349 ctx
->Light
.ColorMaterialBitmask
= _mesa_material_bitmask( ctx
,
1351 GL_AMBIENT_AND_DIFFUSE
, ~0,
1354 ctx
->Light
.ColorMaterialEnabled
= GL_FALSE
;
1355 ctx
->Light
.ClampVertexColor
= GL_TRUE
;
1357 /* Lighting miscellaneous */
1358 ctx
->_ShineTabList
= MALLOC_STRUCT( gl_shine_tab
);
1359 make_empty_list( ctx
->_ShineTabList
);
1360 /* Allocate 10 (arbitrary) shininess lookup tables */
1361 for (i
= 0 ; i
< 10 ; i
++) {
1362 struct gl_shine_tab
*s
= MALLOC_STRUCT( gl_shine_tab
);
1365 insert_at_tail( ctx
->_ShineTabList
, s
);
1369 ctx
->Light
._NeedEyeCoords
= GL_FALSE
;
1370 ctx
->_NeedEyeCoords
= GL_FALSE
;
1371 ctx
->_ForceEyeCoords
= GL_FALSE
;
1372 ctx
->_ModelViewInvScale
= 1.0;
1377 * Deallocate malloc'd lighting state attached to given context.
1380 _mesa_free_lighting_data( GLcontext
*ctx
)
1382 struct gl_shine_tab
*s
, *tmps
;
1384 /* Free lighting shininess exponentiation table */
1385 foreach_s( s
, tmps
, ctx
->_ShineTabList
) {
1388 _mesa_free( ctx
->_ShineTabList
);