mesa: Fix array out-of-bounds access by _mesa_LightModeli.
[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 if (mode == GL_FLAT)
58 ctx->_TriangleCaps |= DD_FLATSHADE;
59 else
60 ctx->_TriangleCaps &= ~DD_FLATSHADE;
61
62 if (ctx->Driver.ShadeModel)
63 ctx->Driver.ShadeModel( ctx, mode );
64 }
65
66
67 /**
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
70 * triangle or line.
71 */
72 void GLAPIENTRY
73 _mesa_ProvokingVertexEXT(GLenum mode)
74 {
75 GET_CURRENT_CONTEXT(ctx);
76 ASSERT_OUTSIDE_BEGIN_END(ctx);
77
78 if (MESA_VERBOSE&VERBOSE_API)
79 _mesa_debug(ctx, "glProvokingVertexEXT 0x%x\n", mode);
80
81 switch (mode) {
82 case GL_FIRST_VERTEX_CONVENTION_EXT:
83 case GL_LAST_VERTEX_CONVENTION_EXT:
84 break;
85 default:
86 _mesa_error(ctx, GL_INVALID_ENUM, "glProvokingVertexEXT(0x%x)", mode);
87 return;
88 }
89
90 if (ctx->Light.ProvokingVertex == mode)
91 return;
92
93 FLUSH_VERTICES(ctx, _NEW_LIGHT);
94 ctx->Light.ProvokingVertex = mode;
95 }
96
97
98 /**
99 * Helper function called by _mesa_Lightfv and _mesa_PopAttrib to set
100 * per-light state.
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.
104 */
105 void
106 _mesa_light(GLcontext *ctx, GLuint lnum, GLenum pname, const GLfloat *params)
107 {
108 struct gl_light *light;
109
110 ASSERT(lnum < MAX_LIGHTS);
111 light = &ctx->Light.Light[lnum];
112
113 switch (pname) {
114 case GL_AMBIENT:
115 if (TEST_EQ_4V(light->Ambient, params))
116 return;
117 FLUSH_VERTICES(ctx, _NEW_LIGHT);
118 COPY_4V( light->Ambient, params );
119 break;
120 case GL_DIFFUSE:
121 if (TEST_EQ_4V(light->Diffuse, params))
122 return;
123 FLUSH_VERTICES(ctx, _NEW_LIGHT);
124 COPY_4V( light->Diffuse, params );
125 break;
126 case GL_SPECULAR:
127 if (TEST_EQ_4V(light->Specular, params))
128 return;
129 FLUSH_VERTICES(ctx, _NEW_LIGHT);
130 COPY_4V( light->Specular, params );
131 break;
132 case GL_POSITION:
133 /* NOTE: position has already been transformed by ModelView! */
134 if (TEST_EQ_4V(light->EyePosition, params))
135 return;
136 FLUSH_VERTICES(ctx, _NEW_LIGHT);
137 COPY_4V(light->EyePosition, params);
138 if (light->EyePosition[3] != 0.0F)
139 light->_Flags |= LIGHT_POSITIONAL;
140 else
141 light->_Flags &= ~LIGHT_POSITIONAL;
142 break;
143 case GL_SPOT_DIRECTION:
144 /* NOTE: Direction already transformed by inverse ModelView! */
145 if (TEST_EQ_3V(light->SpotDirection, params))
146 return;
147 FLUSH_VERTICES(ctx, _NEW_LIGHT);
148 COPY_3V(light->SpotDirection, params);
149 break;
150 case GL_SPOT_EXPONENT:
151 ASSERT(params[0] >= 0.0);
152 ASSERT(params[0] <= ctx->Const.MaxSpotExponent);
153 if (light->SpotExponent == params[0])
154 return;
155 FLUSH_VERTICES(ctx, _NEW_LIGHT);
156 light->SpotExponent = params[0];
157 _mesa_invalidate_spot_exp_table(light);
158 break;
159 case GL_SPOT_CUTOFF:
160 ASSERT(params[0] == 180.0 || (params[0] >= 0.0 && params[0] <= 90.0));
161 if (light->SpotCutoff == params[0])
162 return;
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;
168 else
169 light->_CosCutoff = light->_CosCutoffNeg;
170 if (light->SpotCutoff != 180.0F)
171 light->_Flags |= LIGHT_SPOT;
172 else
173 light->_Flags &= ~LIGHT_SPOT;
174 break;
175 case GL_CONSTANT_ATTENUATION:
176 ASSERT(params[0] >= 0.0);
177 if (light->ConstantAttenuation == params[0])
178 return;
179 FLUSH_VERTICES(ctx, _NEW_LIGHT);
180 light->ConstantAttenuation = params[0];
181 break;
182 case GL_LINEAR_ATTENUATION:
183 ASSERT(params[0] >= 0.0);
184 if (light->LinearAttenuation == params[0])
185 return;
186 FLUSH_VERTICES(ctx, _NEW_LIGHT);
187 light->LinearAttenuation = params[0];
188 break;
189 case GL_QUADRATIC_ATTENUATION:
190 ASSERT(params[0] >= 0.0);
191 if (light->QuadraticAttenuation == params[0])
192 return;
193 FLUSH_VERTICES(ctx, _NEW_LIGHT);
194 light->QuadraticAttenuation = params[0];
195 break;
196 default:
197 _mesa_problem(ctx, "Unexpected pname in _mesa_light()");
198 return;
199 }
200
201 if (ctx->Driver.Lightfv)
202 ctx->Driver.Lightfv( ctx, GL_LIGHT0 + lnum, pname, params );
203 }
204
205
206 void GLAPIENTRY
207 _mesa_Lightf( GLenum light, GLenum pname, GLfloat param )
208 {
209 _mesa_Lightfv( light, pname, &param );
210 }
211
212
213 void GLAPIENTRY
214 _mesa_Lightfv( GLenum light, GLenum pname, const GLfloat *params )
215 {
216 GET_CURRENT_CONTEXT(ctx);
217 GLint i = (GLint) (light - GL_LIGHT0);
218 GLfloat temp[4];
219 ASSERT_OUTSIDE_BEGIN_END(ctx);
220
221 if (i < 0 || i >= (GLint) ctx->Const.MaxLights) {
222 _mesa_error( ctx, GL_INVALID_ENUM, "glLight(light=0x%x)", light );
223 return;
224 }
225
226 /* do particular error checks, transformations */
227 switch (pname) {
228 case GL_AMBIENT:
229 case GL_DIFFUSE:
230 case GL_SPECULAR:
231 /* nothing */
232 break;
233 case GL_POSITION:
234 /* transform position by ModelView matrix */
235 TRANSFORM_POINT(temp, ctx->ModelviewMatrixStack.Top->m, params);
236 params = temp;
237 break;
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);
242 }
243 TRANSFORM_DIRECTION(temp, params, ctx->ModelviewMatrixStack.Top->m);
244 params = temp;
245 break;
246 case GL_SPOT_EXPONENT:
247 if (params[0] < 0.0 || params[0] > ctx->Const.MaxSpotExponent) {
248 _mesa_error(ctx, GL_INVALID_VALUE, "glLight");
249 return;
250 }
251 break;
252 case GL_SPOT_CUTOFF:
253 if ((params[0] < 0.0 || params[0] > 90.0) && params[0] != 180.0) {
254 _mesa_error(ctx, GL_INVALID_VALUE, "glLight");
255 return;
256 }
257 break;
258 case GL_CONSTANT_ATTENUATION:
259 if (params[0] < 0.0) {
260 _mesa_error(ctx, GL_INVALID_VALUE, "glLight");
261 return;
262 }
263 break;
264 case GL_LINEAR_ATTENUATION:
265 if (params[0] < 0.0) {
266 _mesa_error(ctx, GL_INVALID_VALUE, "glLight");
267 return;
268 }
269 break;
270 case GL_QUADRATIC_ATTENUATION:
271 if (params[0] < 0.0) {
272 _mesa_error(ctx, GL_INVALID_VALUE, "glLight");
273 return;
274 }
275 break;
276 default:
277 _mesa_error(ctx, GL_INVALID_ENUM, "glLight(pname=0x%x)", pname);
278 return;
279 }
280
281 _mesa_light(ctx, i, pname, params);
282 }
283
284
285 void GLAPIENTRY
286 _mesa_Lighti( GLenum light, GLenum pname, GLint param )
287 {
288 _mesa_Lightiv( light, pname, &param );
289 }
290
291
292 void GLAPIENTRY
293 _mesa_Lightiv( GLenum light, GLenum pname, const GLint *params )
294 {
295 GLfloat fparam[4];
296
297 switch (pname) {
298 case GL_AMBIENT:
299 case GL_DIFFUSE:
300 case GL_SPECULAR:
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] );
305 break;
306 case GL_POSITION:
307 fparam[0] = (GLfloat) params[0];
308 fparam[1] = (GLfloat) params[1];
309 fparam[2] = (GLfloat) params[2];
310 fparam[3] = (GLfloat) params[3];
311 break;
312 case GL_SPOT_DIRECTION:
313 fparam[0] = (GLfloat) params[0];
314 fparam[1] = (GLfloat) params[1];
315 fparam[2] = (GLfloat) params[2];
316 break;
317 case GL_SPOT_EXPONENT:
318 case GL_SPOT_CUTOFF:
319 case GL_CONSTANT_ATTENUATION:
320 case GL_LINEAR_ATTENUATION:
321 case GL_QUADRATIC_ATTENUATION:
322 fparam[0] = (GLfloat) params[0];
323 break;
324 default:
325 /* error will be caught later in gl_Lightfv */
326 ;
327 }
328
329 _mesa_Lightfv( light, pname, fparam );
330 }
331
332
333
334 void GLAPIENTRY
335 _mesa_GetLightfv( GLenum light, GLenum pname, GLfloat *params )
336 {
337 GET_CURRENT_CONTEXT(ctx);
338 GLint l = (GLint) (light - GL_LIGHT0);
339 ASSERT_OUTSIDE_BEGIN_END(ctx);
340
341 if (l < 0 || l >= (GLint) ctx->Const.MaxLights) {
342 _mesa_error( ctx, GL_INVALID_ENUM, "glGetLightfv" );
343 return;
344 }
345
346 switch (pname) {
347 case GL_AMBIENT:
348 COPY_4V( params, ctx->Light.Light[l].Ambient );
349 break;
350 case GL_DIFFUSE:
351 COPY_4V( params, ctx->Light.Light[l].Diffuse );
352 break;
353 case GL_SPECULAR:
354 COPY_4V( params, ctx->Light.Light[l].Specular );
355 break;
356 case GL_POSITION:
357 COPY_4V( params, ctx->Light.Light[l].EyePosition );
358 break;
359 case GL_SPOT_DIRECTION:
360 COPY_3V( params, ctx->Light.Light[l].SpotDirection );
361 break;
362 case GL_SPOT_EXPONENT:
363 params[0] = ctx->Light.Light[l].SpotExponent;
364 break;
365 case GL_SPOT_CUTOFF:
366 params[0] = ctx->Light.Light[l].SpotCutoff;
367 break;
368 case GL_CONSTANT_ATTENUATION:
369 params[0] = ctx->Light.Light[l].ConstantAttenuation;
370 break;
371 case GL_LINEAR_ATTENUATION:
372 params[0] = ctx->Light.Light[l].LinearAttenuation;
373 break;
374 case GL_QUADRATIC_ATTENUATION:
375 params[0] = ctx->Light.Light[l].QuadraticAttenuation;
376 break;
377 default:
378 _mesa_error( ctx, GL_INVALID_ENUM, "glGetLightfv" );
379 break;
380 }
381 }
382
383
384 void GLAPIENTRY
385 _mesa_GetLightiv( GLenum light, GLenum pname, GLint *params )
386 {
387 GET_CURRENT_CONTEXT(ctx);
388 GLint l = (GLint) (light - GL_LIGHT0);
389 ASSERT_OUTSIDE_BEGIN_END(ctx);
390
391 if (l < 0 || l >= (GLint) ctx->Const.MaxLights) {
392 _mesa_error( ctx, GL_INVALID_ENUM, "glGetLightiv" );
393 return;
394 }
395
396 switch (pname) {
397 case GL_AMBIENT:
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]);
402 break;
403 case GL_DIFFUSE:
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]);
408 break;
409 case GL_SPECULAR:
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]);
414 break;
415 case GL_POSITION:
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];
420 break;
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];
425 break;
426 case GL_SPOT_EXPONENT:
427 params[0] = (GLint) ctx->Light.Light[l].SpotExponent;
428 break;
429 case GL_SPOT_CUTOFF:
430 params[0] = (GLint) ctx->Light.Light[l].SpotCutoff;
431 break;
432 case GL_CONSTANT_ATTENUATION:
433 params[0] = (GLint) ctx->Light.Light[l].ConstantAttenuation;
434 break;
435 case GL_LINEAR_ATTENUATION:
436 params[0] = (GLint) ctx->Light.Light[l].LinearAttenuation;
437 break;
438 case GL_QUADRATIC_ATTENUATION:
439 params[0] = (GLint) ctx->Light.Light[l].QuadraticAttenuation;
440 break;
441 default:
442 _mesa_error( ctx, GL_INVALID_ENUM, "glGetLightiv" );
443 break;
444 }
445 }
446
447
448
449 /**********************************************************************/
450 /*** Light Model ***/
451 /**********************************************************************/
452
453
454 void GLAPIENTRY
455 _mesa_LightModelfv( GLenum pname, const GLfloat *params )
456 {
457 GLenum newenum;
458 GLboolean newbool;
459 GET_CURRENT_CONTEXT(ctx);
460 ASSERT_OUTSIDE_BEGIN_END(ctx);
461
462 switch (pname) {
463 case GL_LIGHT_MODEL_AMBIENT:
464 if (TEST_EQ_4V( ctx->Light.Model.Ambient, params ))
465 return;
466 FLUSH_VERTICES(ctx, _NEW_LIGHT);
467 COPY_4V( ctx->Light.Model.Ambient, params );
468 break;
469 case GL_LIGHT_MODEL_LOCAL_VIEWER:
470 newbool = (params[0]!=0.0);
471 if (ctx->Light.Model.LocalViewer == newbool)
472 return;
473 FLUSH_VERTICES(ctx, _NEW_LIGHT);
474 ctx->Light.Model.LocalViewer = newbool;
475 break;
476 case GL_LIGHT_MODEL_TWO_SIDE:
477 newbool = (params[0]!=0.0);
478 if (ctx->Light.Model.TwoSide == newbool)
479 return;
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;
484 else
485 ctx->_TriangleCaps &= ~DD_TRI_LIGHT_TWOSIDE;
486 break;
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;
492 else {
493 _mesa_error( ctx, GL_INVALID_ENUM, "glLightModel(param=0x0%x)",
494 (GLint) params[0] );
495 return;
496 }
497 if (ctx->Light.Model.ColorControl == newenum)
498 return;
499 FLUSH_VERTICES(ctx, _NEW_LIGHT);
500 ctx->Light.Model.ColorControl = newenum;
501 break;
502 default:
503 _mesa_error( ctx, GL_INVALID_ENUM, "glLightModel(pname=0x%x)", pname );
504 break;
505 }
506
507 if (ctx->Driver.LightModelfv)
508 ctx->Driver.LightModelfv( ctx, pname, params );
509 }
510
511
512 void GLAPIENTRY
513 _mesa_LightModeliv( GLenum pname, const GLint *params )
514 {
515 GLfloat fparam[4];
516
517 switch (pname) {
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] );
523 break;
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];
528 break;
529 default:
530 /* Error will be caught later in gl_LightModelfv */
531 ASSIGN_4V(fparam, 0.0F, 0.0F, 0.0F, 0.0F);
532 }
533 _mesa_LightModelfv( pname, fparam );
534 }
535
536
537 void GLAPIENTRY
538 _mesa_LightModeli( GLenum pname, GLint param )
539 {
540 GLint iparam[4];
541 iparam[0] = param;
542 iparam[1] = iparam[2] = iparam[3] = 0;
543 _mesa_LightModeliv( pname, iparam );
544 }
545
546
547 void GLAPIENTRY
548 _mesa_LightModelf( GLenum pname, GLfloat param )
549 {
550 _mesa_LightModelfv( pname, &param );
551 }
552
553
554
555 /********** MATERIAL **********/
556
557
558 /*
559 * Given a face and pname value (ala glColorMaterial), compute a bitmask
560 * of the targeted material values.
561 */
562 GLuint
563 _mesa_material_bitmask( GLcontext *ctx, GLenum face, GLenum pname,
564 GLuint legal, const char *where )
565 {
566 GLuint bitmask = 0;
567
568 /* Make a bitmask indicating what material attribute(s) we're updating */
569 switch (pname) {
570 case GL_EMISSION:
571 bitmask |= MAT_BIT_FRONT_EMISSION | MAT_BIT_BACK_EMISSION;
572 break;
573 case GL_AMBIENT:
574 bitmask |= MAT_BIT_FRONT_AMBIENT | MAT_BIT_BACK_AMBIENT;
575 break;
576 case GL_DIFFUSE:
577 bitmask |= MAT_BIT_FRONT_DIFFUSE | MAT_BIT_BACK_DIFFUSE;
578 break;
579 case GL_SPECULAR:
580 bitmask |= MAT_BIT_FRONT_SPECULAR | MAT_BIT_BACK_SPECULAR;
581 break;
582 case GL_SHININESS:
583 bitmask |= MAT_BIT_FRONT_SHININESS | MAT_BIT_BACK_SHININESS;
584 break;
585 case GL_AMBIENT_AND_DIFFUSE:
586 bitmask |= MAT_BIT_FRONT_AMBIENT | MAT_BIT_BACK_AMBIENT;
587 bitmask |= MAT_BIT_FRONT_DIFFUSE | MAT_BIT_BACK_DIFFUSE;
588 break;
589 case GL_COLOR_INDEXES:
590 bitmask |= MAT_BIT_FRONT_INDEXES | MAT_BIT_BACK_INDEXES;
591 break;
592 default:
593 _mesa_error( ctx, GL_INVALID_ENUM, where );
594 return 0;
595 }
596
597 if (face==GL_FRONT) {
598 bitmask &= FRONT_MATERIAL_BITS;
599 }
600 else if (face==GL_BACK) {
601 bitmask &= BACK_MATERIAL_BITS;
602 }
603 else if (face != GL_FRONT_AND_BACK) {
604 _mesa_error( ctx, GL_INVALID_ENUM, where );
605 return 0;
606 }
607
608 if (bitmask & ~legal) {
609 _mesa_error( ctx, GL_INVALID_ENUM, where );
610 return 0;
611 }
612
613 return bitmask;
614 }
615
616
617
618 /* Perform a straight copy between materials.
619 */
620 void
621 _mesa_copy_materials( struct gl_material *dst,
622 const struct gl_material *src,
623 GLuint bitmask )
624 {
625 int i;
626
627 for (i = 0 ; i < MAT_ATTRIB_MAX ; i++)
628 if (bitmask & (1<<i))
629 COPY_4FV( dst->Attrib[i], src->Attrib[i] );
630 }
631
632
633
634 /* Update derived values following a change in ctx->Light.Material
635 */
636 void
637 _mesa_update_material( GLcontext *ctx, GLuint bitmask )
638 {
639 struct gl_light *light, *list = &ctx->Light.EnabledList;
640 GLfloat (*mat)[4] = ctx->Light.Material.Attrib;
641
642 if (MESA_VERBOSE&VERBOSE_IMMEDIATE)
643 _mesa_debug(ctx, "_mesa_update_material, mask 0x%x\n", bitmask);
644
645 if (!bitmask)
646 return;
647
648 /* update material ambience */
649 if (bitmask & MAT_BIT_FRONT_AMBIENT) {
650 foreach (light, list) {
651 SCALE_3V( light->_MatAmbient[0], light->Ambient,
652 mat[MAT_ATTRIB_FRONT_AMBIENT]);
653 }
654 }
655
656 if (bitmask & MAT_BIT_BACK_AMBIENT) {
657 foreach (light, list) {
658 SCALE_3V( light->_MatAmbient[1], light->Ambient,
659 mat[MAT_ATTRIB_BACK_AMBIENT]);
660 }
661 }
662
663 /* update BaseColor = emission + scene's ambience * material's ambience */
664 if (bitmask & (MAT_BIT_FRONT_EMISSION | MAT_BIT_FRONT_AMBIENT)) {
665 COPY_3V( ctx->Light._BaseColor[0], mat[MAT_ATTRIB_FRONT_EMISSION] );
666 ACC_SCALE_3V( ctx->Light._BaseColor[0], mat[MAT_ATTRIB_FRONT_AMBIENT],
667 ctx->Light.Model.Ambient );
668 }
669
670 if (bitmask & (MAT_BIT_BACK_EMISSION | MAT_BIT_BACK_AMBIENT)) {
671 COPY_3V( ctx->Light._BaseColor[1], mat[MAT_ATTRIB_BACK_EMISSION] );
672 ACC_SCALE_3V( ctx->Light._BaseColor[1], mat[MAT_ATTRIB_BACK_AMBIENT],
673 ctx->Light.Model.Ambient );
674 }
675
676 /* update material diffuse values */
677 if (bitmask & MAT_BIT_FRONT_DIFFUSE) {
678 foreach (light, list) {
679 SCALE_3V( light->_MatDiffuse[0], light->Diffuse,
680 mat[MAT_ATTRIB_FRONT_DIFFUSE] );
681 }
682 }
683
684 if (bitmask & MAT_BIT_BACK_DIFFUSE) {
685 foreach (light, list) {
686 SCALE_3V( light->_MatDiffuse[1], light->Diffuse,
687 mat[MAT_ATTRIB_BACK_DIFFUSE] );
688 }
689 }
690
691 /* update material specular values */
692 if (bitmask & MAT_BIT_FRONT_SPECULAR) {
693 foreach (light, list) {
694 SCALE_3V( light->_MatSpecular[0], light->Specular,
695 mat[MAT_ATTRIB_FRONT_SPECULAR]);
696 }
697 }
698
699 if (bitmask & MAT_BIT_BACK_SPECULAR) {
700 foreach (light, list) {
701 SCALE_3V( light->_MatSpecular[1], light->Specular,
702 mat[MAT_ATTRIB_BACK_SPECULAR]);
703 }
704 }
705
706 if (bitmask & MAT_BIT_FRONT_SHININESS) {
707 _mesa_invalidate_shine_table( ctx, 0 );
708 }
709
710 if (bitmask & MAT_BIT_BACK_SHININESS) {
711 _mesa_invalidate_shine_table( ctx, 1 );
712 }
713 }
714
715
716 /*
717 * Update the current materials from the given rgba color
718 * according to the bitmask in ColorMaterialBitmask, which is
719 * set by glColorMaterial().
720 */
721 void
722 _mesa_update_color_material( GLcontext *ctx, const GLfloat color[4] )
723 {
724 GLuint bitmask = ctx->Light.ColorMaterialBitmask;
725 struct gl_material *mat = &ctx->Light.Material;
726 int i;
727
728 for (i = 0 ; i < MAT_ATTRIB_MAX ; i++)
729 if (bitmask & (1<<i))
730 COPY_4FV( mat->Attrib[i], color );
731
732 _mesa_update_material( ctx, bitmask );
733 }
734
735
736 void GLAPIENTRY
737 _mesa_ColorMaterial( GLenum face, GLenum mode )
738 {
739 GET_CURRENT_CONTEXT(ctx);
740 GLuint bitmask;
741 GLuint legal = (MAT_BIT_FRONT_EMISSION | MAT_BIT_BACK_EMISSION |
742 MAT_BIT_FRONT_SPECULAR | MAT_BIT_BACK_SPECULAR |
743 MAT_BIT_FRONT_DIFFUSE | MAT_BIT_BACK_DIFFUSE |
744 MAT_BIT_FRONT_AMBIENT | MAT_BIT_BACK_AMBIENT);
745 ASSERT_OUTSIDE_BEGIN_END(ctx);
746
747 if (MESA_VERBOSE&VERBOSE_API)
748 _mesa_debug(ctx, "glColorMaterial %s %s\n",
749 _mesa_lookup_enum_by_nr(face),
750 _mesa_lookup_enum_by_nr(mode));
751
752 bitmask = _mesa_material_bitmask(ctx, face, mode, legal, "glColorMaterial");
753
754 if (ctx->Light.ColorMaterialBitmask == bitmask &&
755 ctx->Light.ColorMaterialFace == face &&
756 ctx->Light.ColorMaterialMode == mode)
757 return;
758
759 FLUSH_VERTICES(ctx, _NEW_LIGHT);
760 ctx->Light.ColorMaterialBitmask = bitmask;
761 ctx->Light.ColorMaterialFace = face;
762 ctx->Light.ColorMaterialMode = mode;
763
764 if (ctx->Light.ColorMaterialEnabled) {
765 FLUSH_CURRENT( ctx, 0 );
766 _mesa_update_color_material(ctx,ctx->Current.Attrib[VERT_ATTRIB_COLOR0]);
767 }
768
769 if (ctx->Driver.ColorMaterial)
770 ctx->Driver.ColorMaterial( ctx, face, mode );
771 }
772
773
774 void GLAPIENTRY
775 _mesa_GetMaterialfv( GLenum face, GLenum pname, GLfloat *params )
776 {
777 GET_CURRENT_CONTEXT(ctx);
778 GLuint f;
779 GLfloat (*mat)[4] = ctx->Light.Material.Attrib;
780 ASSERT_OUTSIDE_BEGIN_END_AND_FLUSH(ctx); /* update materials */
781
782 FLUSH_CURRENT(ctx, 0); /* update ctx->Light.Material from vertex buffer */
783
784 if (face==GL_FRONT) {
785 f = 0;
786 }
787 else if (face==GL_BACK) {
788 f = 1;
789 }
790 else {
791 _mesa_error( ctx, GL_INVALID_ENUM, "glGetMaterialfv(face)" );
792 return;
793 }
794
795 switch (pname) {
796 case GL_AMBIENT:
797 COPY_4FV( params, mat[MAT_ATTRIB_AMBIENT(f)] );
798 break;
799 case GL_DIFFUSE:
800 COPY_4FV( params, mat[MAT_ATTRIB_DIFFUSE(f)] );
801 break;
802 case GL_SPECULAR:
803 COPY_4FV( params, mat[MAT_ATTRIB_SPECULAR(f)] );
804 break;
805 case GL_EMISSION:
806 COPY_4FV( params, mat[MAT_ATTRIB_EMISSION(f)] );
807 break;
808 case GL_SHININESS:
809 *params = mat[MAT_ATTRIB_SHININESS(f)][0];
810 break;
811 case GL_COLOR_INDEXES:
812 params[0] = mat[MAT_ATTRIB_INDEXES(f)][0];
813 params[1] = mat[MAT_ATTRIB_INDEXES(f)][1];
814 params[2] = mat[MAT_ATTRIB_INDEXES(f)][2];
815 break;
816 default:
817 _mesa_error( ctx, GL_INVALID_ENUM, "glGetMaterialfv(pname)" );
818 }
819 }
820
821
822 void GLAPIENTRY
823 _mesa_GetMaterialiv( GLenum face, GLenum pname, GLint *params )
824 {
825 GET_CURRENT_CONTEXT(ctx);
826 GLuint f;
827 GLfloat (*mat)[4] = ctx->Light.Material.Attrib;
828 ASSERT_OUTSIDE_BEGIN_END_AND_FLUSH(ctx); /* update materials */
829
830 FLUSH_CURRENT(ctx, 0); /* update ctx->Light.Material from vertex buffer */
831
832 if (face==GL_FRONT) {
833 f = 0;
834 }
835 else if (face==GL_BACK) {
836 f = 1;
837 }
838 else {
839 _mesa_error( ctx, GL_INVALID_ENUM, "glGetMaterialiv(face)" );
840 return;
841 }
842 switch (pname) {
843 case GL_AMBIENT:
844 params[0] = FLOAT_TO_INT( mat[MAT_ATTRIB_AMBIENT(f)][0] );
845 params[1] = FLOAT_TO_INT( mat[MAT_ATTRIB_AMBIENT(f)][1] );
846 params[2] = FLOAT_TO_INT( mat[MAT_ATTRIB_AMBIENT(f)][2] );
847 params[3] = FLOAT_TO_INT( mat[MAT_ATTRIB_AMBIENT(f)][3] );
848 break;
849 case GL_DIFFUSE:
850 params[0] = FLOAT_TO_INT( mat[MAT_ATTRIB_DIFFUSE(f)][0] );
851 params[1] = FLOAT_TO_INT( mat[MAT_ATTRIB_DIFFUSE(f)][1] );
852 params[2] = FLOAT_TO_INT( mat[MAT_ATTRIB_DIFFUSE(f)][2] );
853 params[3] = FLOAT_TO_INT( mat[MAT_ATTRIB_DIFFUSE(f)][3] );
854 break;
855 case GL_SPECULAR:
856 params[0] = FLOAT_TO_INT( mat[MAT_ATTRIB_SPECULAR(f)][0] );
857 params[1] = FLOAT_TO_INT( mat[MAT_ATTRIB_SPECULAR(f)][1] );
858 params[2] = FLOAT_TO_INT( mat[MAT_ATTRIB_SPECULAR(f)][2] );
859 params[3] = FLOAT_TO_INT( mat[MAT_ATTRIB_SPECULAR(f)][3] );
860 break;
861 case GL_EMISSION:
862 params[0] = FLOAT_TO_INT( mat[MAT_ATTRIB_EMISSION(f)][0] );
863 params[1] = FLOAT_TO_INT( mat[MAT_ATTRIB_EMISSION(f)][1] );
864 params[2] = FLOAT_TO_INT( mat[MAT_ATTRIB_EMISSION(f)][2] );
865 params[3] = FLOAT_TO_INT( mat[MAT_ATTRIB_EMISSION(f)][3] );
866 break;
867 case GL_SHININESS:
868 *params = IROUND( mat[MAT_ATTRIB_SHININESS(f)][0] );
869 break;
870 case GL_COLOR_INDEXES:
871 params[0] = IROUND( mat[MAT_ATTRIB_INDEXES(f)][0] );
872 params[1] = IROUND( mat[MAT_ATTRIB_INDEXES(f)][1] );
873 params[2] = IROUND( mat[MAT_ATTRIB_INDEXES(f)][2] );
874 break;
875 default:
876 _mesa_error( ctx, GL_INVALID_ENUM, "glGetMaterialfv(pname)" );
877 }
878 }
879
880
881
882 /**********************************************************************/
883 /***** Lighting computation *****/
884 /**********************************************************************/
885
886
887 /*
888 * Notes:
889 * When two-sided lighting is enabled we compute the color (or index)
890 * for both the front and back side of the primitive. Then, when the
891 * orientation of the facet is later learned, we can determine which
892 * color (or index) to use for rendering.
893 *
894 * KW: We now know orientation in advance and only shade for
895 * the side or sides which are actually required.
896 *
897 * Variables:
898 * n = normal vector
899 * V = vertex position
900 * P = light source position
901 * Pe = (0,0,0,1)
902 *
903 * Precomputed:
904 * IF P[3]==0 THEN
905 * // light at infinity
906 * IF local_viewer THEN
907 * _VP_inf_norm = unit vector from V to P // Precompute
908 * ELSE
909 * // eye at infinity
910 * _h_inf_norm = Normalize( VP + <0,0,1> ) // Precompute
911 * ENDIF
912 * ENDIF
913 *
914 * Functions:
915 * Normalize( v ) = normalized vector v
916 * Magnitude( v ) = length of vector v
917 */
918
919
920
921 /*
922 * Whenever the spotlight exponent for a light changes we must call
923 * this function to recompute the exponent lookup table.
924 */
925 void
926 _mesa_invalidate_spot_exp_table( struct gl_light *l )
927 {
928 l->_SpotExpTable[0][0] = -1;
929 }
930
931
932 static void
933 validate_spot_exp_table( struct gl_light *l )
934 {
935 GLint i;
936 GLdouble exponent = l->SpotExponent;
937 GLdouble tmp = 0;
938 GLint clamp = 0;
939
940 l->_SpotExpTable[0][0] = 0.0;
941
942 for (i = EXP_TABLE_SIZE - 1; i > 0 ;i--) {
943 if (clamp == 0) {
944 tmp = _mesa_pow(i / (GLdouble) (EXP_TABLE_SIZE - 1), exponent);
945 if (tmp < FLT_MIN * 100.0) {
946 tmp = 0.0;
947 clamp = 1;
948 }
949 }
950 l->_SpotExpTable[i][0] = (GLfloat) tmp;
951 }
952 for (i = 0; i < EXP_TABLE_SIZE - 1; i++) {
953 l->_SpotExpTable[i][1] = (l->_SpotExpTable[i+1][0] -
954 l->_SpotExpTable[i][0]);
955 }
956 l->_SpotExpTable[EXP_TABLE_SIZE-1][1] = 0.0;
957 }
958
959
960
961 /* Calculate a new shine table. Doing this here saves a branch in
962 * lighting, and the cost of doing it early may be partially offset
963 * by keeping a MRU cache of shine tables for various shine values.
964 */
965 void
966 _mesa_invalidate_shine_table( GLcontext *ctx, GLuint side )
967 {
968 ASSERT(side < 2);
969 if (ctx->_ShineTable[side])
970 ctx->_ShineTable[side]->refcount--;
971 ctx->_ShineTable[side] = NULL;
972 }
973
974
975 static void
976 validate_shine_table( GLcontext *ctx, GLuint side, GLfloat shininess )
977 {
978 struct gl_shine_tab *list = ctx->_ShineTabList;
979 struct gl_shine_tab *s;
980
981 ASSERT(side < 2);
982
983 foreach(s, list)
984 if ( s->shininess == shininess )
985 break;
986
987 if (s == list) {
988 GLint j;
989 GLfloat *m;
990
991 foreach(s, list)
992 if (s->refcount == 0)
993 break;
994
995 m = s->tab;
996 m[0] = 0.0;
997 if (shininess == 0.0) {
998 for (j = 1 ; j <= SHINE_TABLE_SIZE ; j++)
999 m[j] = 1.0;
1000 }
1001 else {
1002 for (j = 1 ; j < SHINE_TABLE_SIZE ; j++) {
1003 GLdouble t, x = j / (GLfloat) (SHINE_TABLE_SIZE - 1);
1004 if (x < 0.005) /* underflow check */
1005 x = 0.005;
1006 t = _mesa_pow(x, shininess);
1007 if (t > 1e-20)
1008 m[j] = (GLfloat) t;
1009 else
1010 m[j] = 0.0;
1011 }
1012 m[SHINE_TABLE_SIZE] = 1.0;
1013 }
1014
1015 s->shininess = shininess;
1016 }
1017
1018 if (ctx->_ShineTable[side])
1019 ctx->_ShineTable[side]->refcount--;
1020
1021 ctx->_ShineTable[side] = s;
1022 move_to_tail( list, s );
1023 s->refcount++;
1024 }
1025
1026
1027 void
1028 _mesa_validate_all_lighting_tables( GLcontext *ctx )
1029 {
1030 GLuint i;
1031 GLfloat shininess;
1032
1033 shininess = ctx->Light.Material.Attrib[MAT_ATTRIB_FRONT_SHININESS][0];
1034 if (!ctx->_ShineTable[0] || ctx->_ShineTable[0]->shininess != shininess)
1035 validate_shine_table( ctx, 0, shininess );
1036
1037 shininess = ctx->Light.Material.Attrib[MAT_ATTRIB_BACK_SHININESS][0];
1038 if (!ctx->_ShineTable[1] || ctx->_ShineTable[1]->shininess != shininess)
1039 validate_shine_table( ctx, 1, shininess );
1040
1041 for (i = 0; i < ctx->Const.MaxLights; i++)
1042 if (ctx->Light.Light[i]._SpotExpTable[0][0] == -1)
1043 validate_spot_exp_table( &ctx->Light.Light[i] );
1044 }
1045
1046
1047 /**
1048 * Examine current lighting parameters to determine if the optimized lighting
1049 * function can be used.
1050 * Also, precompute some lighting values such as the products of light
1051 * source and material ambient, diffuse and specular coefficients.
1052 */
1053 void
1054 _mesa_update_lighting( GLcontext *ctx )
1055 {
1056 struct gl_light *light;
1057 ctx->Light._NeedEyeCoords = GL_FALSE;
1058 ctx->Light._Flags = 0;
1059
1060 if (!ctx->Light.Enabled)
1061 return;
1062
1063 foreach(light, &ctx->Light.EnabledList) {
1064 ctx->Light._Flags |= light->_Flags;
1065 }
1066
1067 ctx->Light._NeedVertices =
1068 ((ctx->Light._Flags & (LIGHT_POSITIONAL|LIGHT_SPOT)) ||
1069 ctx->Light.Model.ColorControl == GL_SEPARATE_SPECULAR_COLOR ||
1070 ctx->Light.Model.LocalViewer);
1071
1072 ctx->Light._NeedEyeCoords = ((ctx->Light._Flags & LIGHT_POSITIONAL) ||
1073 ctx->Light.Model.LocalViewer);
1074
1075 /* XXX: This test is overkill & needs to be fixed both for software and
1076 * hardware t&l drivers. The above should be sufficient & should
1077 * be tested to verify this.
1078 */
1079 if (ctx->Light._NeedVertices)
1080 ctx->Light._NeedEyeCoords = GL_TRUE;
1081
1082 /* Precompute some shading values. Although we reference
1083 * Light.Material here, we can get away without flushing
1084 * FLUSH_UPDATE_CURRENT, as when any outstanding material changes
1085 * are flushed, they will update the derived state at that time.
1086 */
1087 if (ctx->Visual.rgbMode) {
1088 if (ctx->Light.Model.TwoSide)
1089 _mesa_update_material( ctx,
1090 MAT_BIT_FRONT_EMISSION |
1091 MAT_BIT_FRONT_AMBIENT |
1092 MAT_BIT_FRONT_DIFFUSE |
1093 MAT_BIT_FRONT_SPECULAR |
1094 MAT_BIT_BACK_EMISSION |
1095 MAT_BIT_BACK_AMBIENT |
1096 MAT_BIT_BACK_DIFFUSE |
1097 MAT_BIT_BACK_SPECULAR);
1098 else
1099 _mesa_update_material( ctx,
1100 MAT_BIT_FRONT_EMISSION |
1101 MAT_BIT_FRONT_AMBIENT |
1102 MAT_BIT_FRONT_DIFFUSE |
1103 MAT_BIT_FRONT_SPECULAR);
1104 }
1105 else {
1106 static const GLfloat ci[3] = { .30F, .59F, .11F };
1107 foreach(light, &ctx->Light.EnabledList) {
1108 light->_dli = DOT3(ci, light->Diffuse);
1109 light->_sli = DOT3(ci, light->Specular);
1110 }
1111 }
1112 }
1113
1114
1115 /**
1116 * Update state derived from light position, spot direction.
1117 * Called upon:
1118 * _NEW_MODELVIEW
1119 * _NEW_LIGHT
1120 * _TNL_NEW_NEED_EYE_COORDS
1121 *
1122 * Update on (_NEW_MODELVIEW | _NEW_LIGHT) when lighting is enabled.
1123 * Also update on lighting space changes.
1124 */
1125 static void
1126 compute_light_positions( GLcontext *ctx )
1127 {
1128 struct gl_light *light;
1129 static const GLfloat eye_z[3] = { 0, 0, 1 };
1130
1131 if (!ctx->Light.Enabled)
1132 return;
1133
1134 if (ctx->_NeedEyeCoords) {
1135 COPY_3V( ctx->_EyeZDir, eye_z );
1136 }
1137 else {
1138 TRANSFORM_NORMAL( ctx->_EyeZDir, eye_z, ctx->ModelviewMatrixStack.Top->m );
1139 }
1140
1141 foreach (light, &ctx->Light.EnabledList) {
1142
1143 if (ctx->_NeedEyeCoords) {
1144 /* _Position is in eye coordinate space */
1145 COPY_4FV( light->_Position, light->EyePosition );
1146 }
1147 else {
1148 /* _Position is in object coordinate space */
1149 TRANSFORM_POINT( light->_Position, ctx->ModelviewMatrixStack.Top->inv,
1150 light->EyePosition );
1151 }
1152
1153 if (!(light->_Flags & LIGHT_POSITIONAL)) {
1154 /* VP (VP) = Normalize( Position ) */
1155 COPY_3V( light->_VP_inf_norm, light->_Position );
1156 NORMALIZE_3FV( light->_VP_inf_norm );
1157
1158 if (!ctx->Light.Model.LocalViewer) {
1159 /* _h_inf_norm = Normalize( V_to_P + <0,0,1> ) */
1160 ADD_3V( light->_h_inf_norm, light->_VP_inf_norm, ctx->_EyeZDir);
1161 NORMALIZE_3FV( light->_h_inf_norm );
1162 }
1163 light->_VP_inf_spot_attenuation = 1.0;
1164 }
1165 else {
1166 /* positional light w/ homogeneous coordinate, divide by W */
1167 GLfloat wInv = (GLfloat)1.0 / light->_Position[3];
1168 light->_Position[0] *= wInv;
1169 light->_Position[1] *= wInv;
1170 light->_Position[2] *= wInv;
1171 }
1172
1173 if (light->_Flags & LIGHT_SPOT) {
1174 /* Note: we normalize the spot direction now */
1175
1176 if (ctx->_NeedEyeCoords) {
1177 COPY_3V( light->_NormSpotDirection, light->SpotDirection );
1178 NORMALIZE_3FV( light->_NormSpotDirection );
1179 }
1180 else {
1181 GLfloat spotDir[3];
1182 COPY_3V(spotDir, light->SpotDirection);
1183 NORMALIZE_3FV(spotDir);
1184 TRANSFORM_NORMAL( light->_NormSpotDirection,
1185 spotDir,
1186 ctx->ModelviewMatrixStack.Top->m);
1187 }
1188
1189 NORMALIZE_3FV( light->_NormSpotDirection );
1190
1191 if (!(light->_Flags & LIGHT_POSITIONAL)) {
1192 GLfloat PV_dot_dir = - DOT3(light->_VP_inf_norm,
1193 light->_NormSpotDirection);
1194
1195 if (PV_dot_dir > light->_CosCutoff) {
1196 double x = PV_dot_dir * (EXP_TABLE_SIZE-1);
1197 int k = (int) x;
1198 light->_VP_inf_spot_attenuation =
1199 (GLfloat) (light->_SpotExpTable[k][0] +
1200 (x-k)*light->_SpotExpTable[k][1]);
1201 }
1202 else {
1203 light->_VP_inf_spot_attenuation = 0;
1204 }
1205 }
1206 }
1207 }
1208 }
1209
1210
1211
1212 static void
1213 update_modelview_scale( GLcontext *ctx )
1214 {
1215 ctx->_ModelViewInvScale = 1.0F;
1216 if (!_math_matrix_is_length_preserving(ctx->ModelviewMatrixStack.Top)) {
1217 const GLfloat *m = ctx->ModelviewMatrixStack.Top->inv;
1218 GLfloat f = m[2] * m[2] + m[6] * m[6] + m[10] * m[10];
1219 if (f < 1e-12) f = 1.0;
1220 if (ctx->_NeedEyeCoords)
1221 ctx->_ModelViewInvScale = (GLfloat) INV_SQRTF(f);
1222 else
1223 ctx->_ModelViewInvScale = (GLfloat) SQRTF(f);
1224 }
1225 }
1226
1227
1228 /**
1229 * Bring up to date any state that relies on _NeedEyeCoords.
1230 */
1231 void
1232 _mesa_update_tnl_spaces( GLcontext *ctx, GLuint new_state )
1233 {
1234 const GLuint oldneedeyecoords = ctx->_NeedEyeCoords;
1235
1236 (void) new_state;
1237 ctx->_NeedEyeCoords = GL_FALSE;
1238
1239 if (ctx->_ForceEyeCoords ||
1240 (ctx->Texture._GenFlags & TEXGEN_NEED_EYE_COORD) ||
1241 ctx->Point._Attenuated ||
1242 ctx->Light._NeedEyeCoords)
1243 ctx->_NeedEyeCoords = GL_TRUE;
1244
1245 if (ctx->Light.Enabled &&
1246 !_math_matrix_is_length_preserving(ctx->ModelviewMatrixStack.Top))
1247 ctx->_NeedEyeCoords = GL_TRUE;
1248
1249 /* Check if the truth-value interpretations of the bitfields have
1250 * changed:
1251 */
1252 if (oldneedeyecoords != ctx->_NeedEyeCoords) {
1253 /* Recalculate all state that depends on _NeedEyeCoords.
1254 */
1255 update_modelview_scale(ctx);
1256 compute_light_positions( ctx );
1257
1258 if (ctx->Driver.LightingSpaceChange)
1259 ctx->Driver.LightingSpaceChange( ctx );
1260 }
1261 else {
1262 GLuint new_state2 = ctx->NewState;
1263
1264 /* Recalculate that same state only if it has been invalidated
1265 * by other statechanges.
1266 */
1267 if (new_state2 & _NEW_MODELVIEW)
1268 update_modelview_scale(ctx);
1269
1270 if (new_state2 & (_NEW_LIGHT|_NEW_MODELVIEW))
1271 compute_light_positions( ctx );
1272 }
1273 }
1274
1275
1276 /**
1277 * Drivers may need this if the hardware tnl unit doesn't support the
1278 * light-in-modelspace optimization. It's also useful for debugging.
1279 */
1280 void
1281 _mesa_allow_light_in_model( GLcontext *ctx, GLboolean flag )
1282 {
1283 ctx->_ForceEyeCoords = !flag;
1284 ctx->NewState |= _NEW_POINT; /* one of the bits from
1285 * _MESA_NEW_NEED_EYE_COORDS.
1286 */
1287 }
1288
1289
1290
1291 /**********************************************************************/
1292 /***** Initialization *****/
1293 /**********************************************************************/
1294
1295 /**
1296 * Initialize the n-th light data structure.
1297 *
1298 * \param l pointer to the gl_light structure to be initialized.
1299 * \param n number of the light.
1300 * \note The defaults for light 0 are different than the other lights.
1301 */
1302 static void
1303 init_light( struct gl_light *l, GLuint n )
1304 {
1305 make_empty_list( l );
1306
1307 ASSIGN_4V( l->Ambient, 0.0, 0.0, 0.0, 1.0 );
1308 if (n==0) {
1309 ASSIGN_4V( l->Diffuse, 1.0, 1.0, 1.0, 1.0 );
1310 ASSIGN_4V( l->Specular, 1.0, 1.0, 1.0, 1.0 );
1311 }
1312 else {
1313 ASSIGN_4V( l->Diffuse, 0.0, 0.0, 0.0, 1.0 );
1314 ASSIGN_4V( l->Specular, 0.0, 0.0, 0.0, 1.0 );
1315 }
1316 ASSIGN_4V( l->EyePosition, 0.0, 0.0, 1.0, 0.0 );
1317 ASSIGN_3V( l->SpotDirection, 0.0, 0.0, -1.0 );
1318 l->SpotExponent = 0.0;
1319 _mesa_invalidate_spot_exp_table( l );
1320 l->SpotCutoff = 180.0;
1321 l->_CosCutoffNeg = -1.0f;
1322 l->_CosCutoff = 0.0; /* KW: -ve values not admitted */
1323 l->ConstantAttenuation = 1.0;
1324 l->LinearAttenuation = 0.0;
1325 l->QuadraticAttenuation = 0.0;
1326 l->Enabled = GL_FALSE;
1327 }
1328
1329
1330 /**
1331 * Initialize the light model data structure.
1332 *
1333 * \param lm pointer to the gl_lightmodel structure to be initialized.
1334 */
1335 static void
1336 init_lightmodel( struct gl_lightmodel *lm )
1337 {
1338 ASSIGN_4V( lm->Ambient, 0.2F, 0.2F, 0.2F, 1.0F );
1339 lm->LocalViewer = GL_FALSE;
1340 lm->TwoSide = GL_FALSE;
1341 lm->ColorControl = GL_SINGLE_COLOR;
1342 }
1343
1344
1345 /**
1346 * Initialize the material data structure.
1347 *
1348 * \param m pointer to the gl_material structure to be initialized.
1349 */
1350 static void
1351 init_material( struct gl_material *m )
1352 {
1353 ASSIGN_4V( m->Attrib[MAT_ATTRIB_FRONT_AMBIENT], 0.2F, 0.2F, 0.2F, 1.0F );
1354 ASSIGN_4V( m->Attrib[MAT_ATTRIB_FRONT_DIFFUSE], 0.8F, 0.8F, 0.8F, 1.0F );
1355 ASSIGN_4V( m->Attrib[MAT_ATTRIB_FRONT_SPECULAR], 0.0F, 0.0F, 0.0F, 1.0F );
1356 ASSIGN_4V( m->Attrib[MAT_ATTRIB_FRONT_EMISSION], 0.0F, 0.0F, 0.0F, 1.0F );
1357 ASSIGN_4V( m->Attrib[MAT_ATTRIB_FRONT_SHININESS], 0.0F, 0.0F, 0.0F, 0.0F );
1358 ASSIGN_4V( m->Attrib[MAT_ATTRIB_FRONT_INDEXES], 0.0F, 1.0F, 1.0F, 0.0F );
1359
1360 ASSIGN_4V( m->Attrib[MAT_ATTRIB_BACK_AMBIENT], 0.2F, 0.2F, 0.2F, 1.0F );
1361 ASSIGN_4V( m->Attrib[MAT_ATTRIB_BACK_DIFFUSE], 0.8F, 0.8F, 0.8F, 1.0F );
1362 ASSIGN_4V( m->Attrib[MAT_ATTRIB_BACK_SPECULAR], 0.0F, 0.0F, 0.0F, 1.0F );
1363 ASSIGN_4V( m->Attrib[MAT_ATTRIB_BACK_EMISSION], 0.0F, 0.0F, 0.0F, 1.0F );
1364 ASSIGN_4V( m->Attrib[MAT_ATTRIB_BACK_SHININESS], 0.0F, 0.0F, 0.0F, 0.0F );
1365 ASSIGN_4V( m->Attrib[MAT_ATTRIB_BACK_INDEXES], 0.0F, 1.0F, 1.0F, 0.0F );
1366 }
1367
1368
1369 /**
1370 * Initialize all lighting state for the given context.
1371 */
1372 void
1373 _mesa_init_lighting( GLcontext *ctx )
1374 {
1375 GLuint i;
1376
1377 /* Lighting group */
1378 for (i = 0; i < MAX_LIGHTS; i++) {
1379 init_light( &ctx->Light.Light[i], i );
1380 }
1381 make_empty_list( &ctx->Light.EnabledList );
1382
1383 init_lightmodel( &ctx->Light.Model );
1384 init_material( &ctx->Light.Material );
1385 ctx->Light.ShadeModel = GL_SMOOTH;
1386 ctx->Light.ProvokingVertex = GL_LAST_VERTEX_CONVENTION_EXT;
1387 ctx->Light.Enabled = GL_FALSE;
1388 ctx->Light.ColorMaterialFace = GL_FRONT_AND_BACK;
1389 ctx->Light.ColorMaterialMode = GL_AMBIENT_AND_DIFFUSE;
1390 ctx->Light.ColorMaterialBitmask = _mesa_material_bitmask( ctx,
1391 GL_FRONT_AND_BACK,
1392 GL_AMBIENT_AND_DIFFUSE, ~0,
1393 NULL );
1394
1395 ctx->Light.ColorMaterialEnabled = GL_FALSE;
1396 ctx->Light.ClampVertexColor = GL_TRUE;
1397
1398 /* Lighting miscellaneous */
1399 ctx->_ShineTabList = MALLOC_STRUCT( gl_shine_tab );
1400 make_empty_list( ctx->_ShineTabList );
1401 /* Allocate 10 (arbitrary) shininess lookup tables */
1402 for (i = 0 ; i < 10 ; i++) {
1403 struct gl_shine_tab *s = MALLOC_STRUCT( gl_shine_tab );
1404 s->shininess = -1;
1405 s->refcount = 0;
1406 insert_at_tail( ctx->_ShineTabList, s );
1407 }
1408
1409 /* Miscellaneous */
1410 ctx->Light._NeedEyeCoords = GL_FALSE;
1411 ctx->_NeedEyeCoords = GL_FALSE;
1412 ctx->_ForceEyeCoords = GL_FALSE;
1413 ctx->_ModelViewInvScale = 1.0;
1414 }
1415
1416
1417 /**
1418 * Deallocate malloc'd lighting state attached to given context.
1419 */
1420 void
1421 _mesa_free_lighting_data( GLcontext *ctx )
1422 {
1423 struct gl_shine_tab *s, *tmps;
1424
1425 /* Free lighting shininess exponentiation table */
1426 foreach_s( s, tmps, ctx->_ShineTabList ) {
1427 _mesa_free( s );
1428 }
1429 _mesa_free( ctx->_ShineTabList );
1430 }