mesa: Use bitmask/ffs to iterate enabled lights
[mesa.git] / src / mesa / main / light.c
1 /*
2 * Mesa 3-D graphics library
3 *
4 * Copyright (C) 1999-2008 Brian Paul All Rights Reserved.
5 * Copyright (C) 2009 VMware, Inc. All Rights Reserved.
6 *
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:
13 *
14 * The above copyright notice and this permission notice shall be included
15 * in all copies or substantial portions of the Software.
16 *
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 * THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR
21 * OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE,
22 * ARISING FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR
23 * OTHER DEALINGS IN THE SOFTWARE.
24 */
25
26
27 #include "c99_math.h"
28 #include "glheader.h"
29 #include "imports.h"
30 #include "context.h"
31 #include "enums.h"
32 #include "light.h"
33 #include "macros.h"
34 #include "util/simple_list.h"
35 #include "mtypes.h"
36 #include "math/m_matrix.h"
37 #include "util/bitscan.h"
38
39
40 void GLAPIENTRY
41 _mesa_ShadeModel( GLenum mode )
42 {
43 GET_CURRENT_CONTEXT(ctx);
44
45 if (MESA_VERBOSE & VERBOSE_API)
46 _mesa_debug(ctx, "glShadeModel %s\n", _mesa_enum_to_string(mode));
47
48 if (ctx->Light.ShadeModel == mode)
49 return;
50
51 if (mode != GL_FLAT && mode != GL_SMOOTH) {
52 _mesa_error(ctx, GL_INVALID_ENUM, "glShadeModel");
53 return;
54 }
55
56 FLUSH_VERTICES(ctx, _NEW_LIGHT);
57 ctx->Light.ShadeModel = mode;
58
59 if (ctx->Driver.ShadeModel)
60 ctx->Driver.ShadeModel( ctx, mode );
61 }
62
63
64 /**
65 * Set the provoking vertex (the vertex which specifies the prim's
66 * color when flat shading) to either the first or last vertex of the
67 * triangle or line.
68 */
69 void GLAPIENTRY
70 _mesa_ProvokingVertex(GLenum mode)
71 {
72 GET_CURRENT_CONTEXT(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] >= 0.0F);
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] == 180.0F || (params[0] >= 0.0F && params[0] <= 90.0F));
156 if (light->SpotCutoff == params[0])
157 return;
158 FLUSH_VERTICES(ctx, _NEW_LIGHT);
159 light->SpotCutoff = params[0];
160 light->_CosCutoff = (cosf(light->SpotCutoff * M_PI / 180.0));
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] >= 0.0F);
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] >= 0.0F);
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] >= 0.0F);
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
216 if (i < 0 || i >= (GLint) ctx->Const.MaxLights) {
217 _mesa_error( ctx, GL_INVALID_ENUM, "glLight(light=0x%x)", light );
218 return;
219 }
220
221 /* do particular error checks, transformations */
222 switch (pname) {
223 case GL_AMBIENT:
224 case GL_DIFFUSE:
225 case GL_SPECULAR:
226 /* nothing */
227 break;
228 case GL_POSITION:
229 /* transform position by ModelView matrix */
230 TRANSFORM_POINT(temp, ctx->ModelviewMatrixStack.Top->m, params);
231 params = temp;
232 break;
233 case GL_SPOT_DIRECTION:
234 /* transform direction by inverse modelview */
235 if (_math_matrix_is_dirty(ctx->ModelviewMatrixStack.Top)) {
236 _math_matrix_analyse(ctx->ModelviewMatrixStack.Top);
237 }
238 TRANSFORM_DIRECTION(temp, params, ctx->ModelviewMatrixStack.Top->m);
239 params = temp;
240 break;
241 case GL_SPOT_EXPONENT:
242 if (params[0] < 0.0F || params[0] > ctx->Const.MaxSpotExponent) {
243 _mesa_error(ctx, GL_INVALID_VALUE, "glLight");
244 return;
245 }
246 break;
247 case GL_SPOT_CUTOFF:
248 if ((params[0] < 0.0F || params[0] > 90.0F) && params[0] != 180.0F) {
249 _mesa_error(ctx, GL_INVALID_VALUE, "glLight");
250 return;
251 }
252 break;
253 case GL_CONSTANT_ATTENUATION:
254 case GL_LINEAR_ATTENUATION:
255 case GL_QUADRATIC_ATTENUATION:
256 if (params[0] < 0.0F) {
257 _mesa_error(ctx, GL_INVALID_VALUE, "glLight");
258 return;
259 }
260 break;
261 default:
262 _mesa_error(ctx, GL_INVALID_ENUM, "glLight(pname=0x%x)", pname);
263 return;
264 }
265
266 _mesa_light(ctx, i, pname, params);
267 }
268
269
270 void GLAPIENTRY
271 _mesa_Lighti( GLenum light, GLenum pname, GLint param )
272 {
273 GLint iparam[4];
274 iparam[0] = param;
275 iparam[1] = iparam[2] = iparam[3] = 0;
276 _mesa_Lightiv( light, pname, iparam );
277 }
278
279
280 void GLAPIENTRY
281 _mesa_Lightiv( GLenum light, GLenum pname, const GLint *params )
282 {
283 GLfloat fparam[4];
284
285 switch (pname) {
286 case GL_AMBIENT:
287 case GL_DIFFUSE:
288 case GL_SPECULAR:
289 fparam[0] = INT_TO_FLOAT( params[0] );
290 fparam[1] = INT_TO_FLOAT( params[1] );
291 fparam[2] = INT_TO_FLOAT( params[2] );
292 fparam[3] = INT_TO_FLOAT( params[3] );
293 break;
294 case GL_POSITION:
295 fparam[0] = (GLfloat) params[0];
296 fparam[1] = (GLfloat) params[1];
297 fparam[2] = (GLfloat) params[2];
298 fparam[3] = (GLfloat) params[3];
299 break;
300 case GL_SPOT_DIRECTION:
301 fparam[0] = (GLfloat) params[0];
302 fparam[1] = (GLfloat) params[1];
303 fparam[2] = (GLfloat) params[2];
304 break;
305 case GL_SPOT_EXPONENT:
306 case GL_SPOT_CUTOFF:
307 case GL_CONSTANT_ATTENUATION:
308 case GL_LINEAR_ATTENUATION:
309 case GL_QUADRATIC_ATTENUATION:
310 fparam[0] = (GLfloat) params[0];
311 break;
312 default:
313 /* error will be caught later in gl_Lightfv */
314 ;
315 }
316
317 _mesa_Lightfv( light, pname, fparam );
318 }
319
320
321
322 void GLAPIENTRY
323 _mesa_GetLightfv( GLenum light, GLenum pname, GLfloat *params )
324 {
325 GET_CURRENT_CONTEXT(ctx);
326 GLint l = (GLint) (light - GL_LIGHT0);
327
328 if (l < 0 || l >= (GLint) ctx->Const.MaxLights) {
329 _mesa_error( ctx, GL_INVALID_ENUM, "glGetLightfv" );
330 return;
331 }
332
333 switch (pname) {
334 case GL_AMBIENT:
335 COPY_4V( params, ctx->Light.Light[l].Ambient );
336 break;
337 case GL_DIFFUSE:
338 COPY_4V( params, ctx->Light.Light[l].Diffuse );
339 break;
340 case GL_SPECULAR:
341 COPY_4V( params, ctx->Light.Light[l].Specular );
342 break;
343 case GL_POSITION:
344 COPY_4V( params, ctx->Light.Light[l].EyePosition );
345 break;
346 case GL_SPOT_DIRECTION:
347 COPY_3V( params, ctx->Light.Light[l].SpotDirection );
348 break;
349 case GL_SPOT_EXPONENT:
350 params[0] = ctx->Light.Light[l].SpotExponent;
351 break;
352 case GL_SPOT_CUTOFF:
353 params[0] = ctx->Light.Light[l].SpotCutoff;
354 break;
355 case GL_CONSTANT_ATTENUATION:
356 params[0] = ctx->Light.Light[l].ConstantAttenuation;
357 break;
358 case GL_LINEAR_ATTENUATION:
359 params[0] = ctx->Light.Light[l].LinearAttenuation;
360 break;
361 case GL_QUADRATIC_ATTENUATION:
362 params[0] = ctx->Light.Light[l].QuadraticAttenuation;
363 break;
364 default:
365 _mesa_error( ctx, GL_INVALID_ENUM, "glGetLightfv" );
366 break;
367 }
368 }
369
370
371 void GLAPIENTRY
372 _mesa_GetLightiv( GLenum light, GLenum pname, GLint *params )
373 {
374 GET_CURRENT_CONTEXT(ctx);
375 GLint l = (GLint) (light - GL_LIGHT0);
376
377 if (l < 0 || l >= (GLint) ctx->Const.MaxLights) {
378 _mesa_error( ctx, GL_INVALID_ENUM, "glGetLightiv" );
379 return;
380 }
381
382 switch (pname) {
383 case GL_AMBIENT:
384 params[0] = FLOAT_TO_INT(ctx->Light.Light[l].Ambient[0]);
385 params[1] = FLOAT_TO_INT(ctx->Light.Light[l].Ambient[1]);
386 params[2] = FLOAT_TO_INT(ctx->Light.Light[l].Ambient[2]);
387 params[3] = FLOAT_TO_INT(ctx->Light.Light[l].Ambient[3]);
388 break;
389 case GL_DIFFUSE:
390 params[0] = FLOAT_TO_INT(ctx->Light.Light[l].Diffuse[0]);
391 params[1] = FLOAT_TO_INT(ctx->Light.Light[l].Diffuse[1]);
392 params[2] = FLOAT_TO_INT(ctx->Light.Light[l].Diffuse[2]);
393 params[3] = FLOAT_TO_INT(ctx->Light.Light[l].Diffuse[3]);
394 break;
395 case GL_SPECULAR:
396 params[0] = FLOAT_TO_INT(ctx->Light.Light[l].Specular[0]);
397 params[1] = FLOAT_TO_INT(ctx->Light.Light[l].Specular[1]);
398 params[2] = FLOAT_TO_INT(ctx->Light.Light[l].Specular[2]);
399 params[3] = FLOAT_TO_INT(ctx->Light.Light[l].Specular[3]);
400 break;
401 case GL_POSITION:
402 params[0] = (GLint) ctx->Light.Light[l].EyePosition[0];
403 params[1] = (GLint) ctx->Light.Light[l].EyePosition[1];
404 params[2] = (GLint) ctx->Light.Light[l].EyePosition[2];
405 params[3] = (GLint) ctx->Light.Light[l].EyePosition[3];
406 break;
407 case GL_SPOT_DIRECTION:
408 params[0] = (GLint) ctx->Light.Light[l].SpotDirection[0];
409 params[1] = (GLint) ctx->Light.Light[l].SpotDirection[1];
410 params[2] = (GLint) ctx->Light.Light[l].SpotDirection[2];
411 break;
412 case GL_SPOT_EXPONENT:
413 params[0] = (GLint) ctx->Light.Light[l].SpotExponent;
414 break;
415 case GL_SPOT_CUTOFF:
416 params[0] = (GLint) ctx->Light.Light[l].SpotCutoff;
417 break;
418 case GL_CONSTANT_ATTENUATION:
419 params[0] = (GLint) ctx->Light.Light[l].ConstantAttenuation;
420 break;
421 case GL_LINEAR_ATTENUATION:
422 params[0] = (GLint) ctx->Light.Light[l].LinearAttenuation;
423 break;
424 case GL_QUADRATIC_ATTENUATION:
425 params[0] = (GLint) ctx->Light.Light[l].QuadraticAttenuation;
426 break;
427 default:
428 _mesa_error( ctx, GL_INVALID_ENUM, "glGetLightiv" );
429 break;
430 }
431 }
432
433
434
435 /**********************************************************************/
436 /*** Light Model ***/
437 /**********************************************************************/
438
439
440 void GLAPIENTRY
441 _mesa_LightModelfv( GLenum pname, const GLfloat *params )
442 {
443 GLenum newenum;
444 GLboolean newbool;
445 GET_CURRENT_CONTEXT(ctx);
446
447 switch (pname) {
448 case GL_LIGHT_MODEL_AMBIENT:
449 if (TEST_EQ_4V( ctx->Light.Model.Ambient, params ))
450 return;
451 FLUSH_VERTICES(ctx, _NEW_LIGHT);
452 COPY_4V( ctx->Light.Model.Ambient, params );
453 break;
454 case GL_LIGHT_MODEL_LOCAL_VIEWER:
455 if (ctx->API != API_OPENGL_COMPAT)
456 goto invalid_pname;
457 newbool = (params[0] != 0.0F);
458 if (ctx->Light.Model.LocalViewer == newbool)
459 return;
460 FLUSH_VERTICES(ctx, _NEW_LIGHT);
461 ctx->Light.Model.LocalViewer = newbool;
462 break;
463 case GL_LIGHT_MODEL_TWO_SIDE:
464 newbool = (params[0] != 0.0F);
465 if (ctx->Light.Model.TwoSide == newbool)
466 return;
467 FLUSH_VERTICES(ctx, _NEW_LIGHT);
468 ctx->Light.Model.TwoSide = newbool;
469 break;
470 case GL_LIGHT_MODEL_COLOR_CONTROL:
471 if (ctx->API != API_OPENGL_COMPAT)
472 goto invalid_pname;
473 if (params[0] == (GLfloat) GL_SINGLE_COLOR)
474 newenum = GL_SINGLE_COLOR;
475 else if (params[0] == (GLfloat) GL_SEPARATE_SPECULAR_COLOR)
476 newenum = GL_SEPARATE_SPECULAR_COLOR;
477 else {
478 _mesa_error( ctx, GL_INVALID_ENUM, "glLightModel(param=0x0%x)",
479 (GLint) params[0] );
480 return;
481 }
482 if (ctx->Light.Model.ColorControl == newenum)
483 return;
484 FLUSH_VERTICES(ctx, _NEW_LIGHT);
485 ctx->Light.Model.ColorControl = newenum;
486 break;
487 default:
488 goto invalid_pname;
489 }
490
491 if (ctx->Driver.LightModelfv)
492 ctx->Driver.LightModelfv( ctx, pname, params );
493
494 return;
495
496 invalid_pname:
497 _mesa_error( ctx, GL_INVALID_ENUM, "glLightModel(pname=0x%x)", pname );
498 return;
499 }
500
501
502 void GLAPIENTRY
503 _mesa_LightModeliv( GLenum pname, const GLint *params )
504 {
505 GLfloat fparam[4];
506
507 switch (pname) {
508 case GL_LIGHT_MODEL_AMBIENT:
509 fparam[0] = INT_TO_FLOAT( params[0] );
510 fparam[1] = INT_TO_FLOAT( params[1] );
511 fparam[2] = INT_TO_FLOAT( params[2] );
512 fparam[3] = INT_TO_FLOAT( params[3] );
513 break;
514 case GL_LIGHT_MODEL_LOCAL_VIEWER:
515 case GL_LIGHT_MODEL_TWO_SIDE:
516 case GL_LIGHT_MODEL_COLOR_CONTROL:
517 fparam[0] = (GLfloat) params[0];
518 break;
519 default:
520 /* Error will be caught later in gl_LightModelfv */
521 ASSIGN_4V(fparam, 0.0F, 0.0F, 0.0F, 0.0F);
522 }
523 _mesa_LightModelfv( pname, fparam );
524 }
525
526
527 void GLAPIENTRY
528 _mesa_LightModeli( GLenum pname, GLint param )
529 {
530 GLint iparam[4];
531 iparam[0] = param;
532 iparam[1] = iparam[2] = iparam[3] = 0;
533 _mesa_LightModeliv( pname, iparam );
534 }
535
536
537 void GLAPIENTRY
538 _mesa_LightModelf( GLenum pname, GLfloat param )
539 {
540 GLfloat fparam[4];
541 fparam[0] = param;
542 fparam[1] = fparam[2] = fparam[3] = 0.0F;
543 _mesa_LightModelfv( pname, fparam );
544 }
545
546
547
548 /********** MATERIAL **********/
549
550
551 /*
552 * Given a face and pname value (ala glColorMaterial), compute a bitmask
553 * of the targeted material values.
554 */
555 GLuint
556 _mesa_material_bitmask( struct gl_context *ctx, GLenum face, GLenum pname,
557 GLuint legal, const char *where )
558 {
559 GLuint bitmask = 0;
560
561 /* Make a bitmask indicating what material attribute(s) we're updating */
562 switch (pname) {
563 case GL_EMISSION:
564 bitmask |= MAT_BIT_FRONT_EMISSION | MAT_BIT_BACK_EMISSION;
565 break;
566 case GL_AMBIENT:
567 bitmask |= MAT_BIT_FRONT_AMBIENT | MAT_BIT_BACK_AMBIENT;
568 break;
569 case GL_DIFFUSE:
570 bitmask |= MAT_BIT_FRONT_DIFFUSE | MAT_BIT_BACK_DIFFUSE;
571 break;
572 case GL_SPECULAR:
573 bitmask |= MAT_BIT_FRONT_SPECULAR | MAT_BIT_BACK_SPECULAR;
574 break;
575 case GL_SHININESS:
576 bitmask |= MAT_BIT_FRONT_SHININESS | MAT_BIT_BACK_SHININESS;
577 break;
578 case GL_AMBIENT_AND_DIFFUSE:
579 bitmask |= MAT_BIT_FRONT_AMBIENT | MAT_BIT_BACK_AMBIENT;
580 bitmask |= MAT_BIT_FRONT_DIFFUSE | MAT_BIT_BACK_DIFFUSE;
581 break;
582 case GL_COLOR_INDEXES:
583 bitmask |= MAT_BIT_FRONT_INDEXES | MAT_BIT_BACK_INDEXES;
584 break;
585 default:
586 _mesa_error( ctx, GL_INVALID_ENUM, "%s", where );
587 return 0;
588 }
589
590 if (face==GL_FRONT) {
591 bitmask &= FRONT_MATERIAL_BITS;
592 }
593 else if (face==GL_BACK) {
594 bitmask &= BACK_MATERIAL_BITS;
595 }
596 else if (face != GL_FRONT_AND_BACK) {
597 _mesa_error( ctx, GL_INVALID_ENUM, "%s", where );
598 return 0;
599 }
600
601 if (bitmask & ~legal) {
602 _mesa_error( ctx, GL_INVALID_ENUM, "%s", where );
603 return 0;
604 }
605
606 return bitmask;
607 }
608
609
610
611 /* Update derived values following a change in ctx->Light.Material
612 */
613 void
614 _mesa_update_material( struct gl_context *ctx, GLuint bitmask )
615 {
616 GLfloat (*mat)[4] = ctx->Light.Material.Attrib;
617
618 if (MESA_VERBOSE & VERBOSE_MATERIAL)
619 _mesa_debug(ctx, "_mesa_update_material, mask 0x%x\n", bitmask);
620
621 if (!bitmask)
622 return;
623
624 /* update material ambience */
625 if (bitmask & MAT_BIT_FRONT_AMBIENT) {
626 GLbitfield mask = ctx->Light._EnabledLights;
627 while (mask) {
628 const int i = u_bit_scan(&mask);
629 struct gl_light *light = &ctx->Light.Light[i];
630 SCALE_3V( light->_MatAmbient[0], light->Ambient,
631 mat[MAT_ATTRIB_FRONT_AMBIENT]);
632 }
633 }
634
635 if (bitmask & MAT_BIT_BACK_AMBIENT) {
636 GLbitfield mask = ctx->Light._EnabledLights;
637 while (mask) {
638 const int i = u_bit_scan(&mask);
639 struct gl_light *light = &ctx->Light.Light[i];
640 SCALE_3V( light->_MatAmbient[1], light->Ambient,
641 mat[MAT_ATTRIB_BACK_AMBIENT]);
642 }
643 }
644
645 /* update BaseColor = emission + scene's ambience * material's ambience */
646 if (bitmask & (MAT_BIT_FRONT_EMISSION | MAT_BIT_FRONT_AMBIENT)) {
647 COPY_3V( ctx->Light._BaseColor[0], mat[MAT_ATTRIB_FRONT_EMISSION] );
648 ACC_SCALE_3V( ctx->Light._BaseColor[0], mat[MAT_ATTRIB_FRONT_AMBIENT],
649 ctx->Light.Model.Ambient );
650 }
651
652 if (bitmask & (MAT_BIT_BACK_EMISSION | MAT_BIT_BACK_AMBIENT)) {
653 COPY_3V( ctx->Light._BaseColor[1], mat[MAT_ATTRIB_BACK_EMISSION] );
654 ACC_SCALE_3V( ctx->Light._BaseColor[1], mat[MAT_ATTRIB_BACK_AMBIENT],
655 ctx->Light.Model.Ambient );
656 }
657
658 /* update material diffuse values */
659 if (bitmask & MAT_BIT_FRONT_DIFFUSE) {
660 GLbitfield mask = ctx->Light._EnabledLights;
661 while (mask) {
662 const int i = u_bit_scan(&mask);
663 struct gl_light *light = &ctx->Light.Light[i];
664 SCALE_3V( light->_MatDiffuse[0], light->Diffuse,
665 mat[MAT_ATTRIB_FRONT_DIFFUSE] );
666 }
667 }
668
669 if (bitmask & MAT_BIT_BACK_DIFFUSE) {
670 GLbitfield mask = ctx->Light._EnabledLights;
671 while (mask) {
672 const int i = u_bit_scan(&mask);
673 struct gl_light *light = &ctx->Light.Light[i];
674 SCALE_3V( light->_MatDiffuse[1], light->Diffuse,
675 mat[MAT_ATTRIB_BACK_DIFFUSE] );
676 }
677 }
678
679 /* update material specular values */
680 if (bitmask & MAT_BIT_FRONT_SPECULAR) {
681 GLbitfield mask = ctx->Light._EnabledLights;
682 while (mask) {
683 const int i = u_bit_scan(&mask);
684 struct gl_light *light = &ctx->Light.Light[i];
685 SCALE_3V( light->_MatSpecular[0], light->Specular,
686 mat[MAT_ATTRIB_FRONT_SPECULAR]);
687 }
688 }
689
690 if (bitmask & MAT_BIT_BACK_SPECULAR) {
691 GLbitfield mask = ctx->Light._EnabledLights;
692 while (mask) {
693 const int i = u_bit_scan(&mask);
694 struct gl_light *light = &ctx->Light.Light[i];
695 SCALE_3V( light->_MatSpecular[1], light->Specular,
696 mat[MAT_ATTRIB_BACK_SPECULAR]);
697 }
698 }
699 }
700
701
702 /*
703 * Update the current materials from the given rgba color
704 * according to the bitmask in _ColorMaterialBitmask, which is
705 * set by glColorMaterial().
706 */
707 void
708 _mesa_update_color_material( struct gl_context *ctx, const GLfloat color[4] )
709 {
710 const GLbitfield bitmask = ctx->Light._ColorMaterialBitmask;
711 struct gl_material *mat = &ctx->Light.Material;
712 int i;
713
714 for (i = 0 ; i < MAT_ATTRIB_MAX ; i++)
715 if (bitmask & (1<<i))
716 COPY_4FV( mat->Attrib[i], color );
717
718 _mesa_update_material( ctx, bitmask );
719 }
720
721
722 void GLAPIENTRY
723 _mesa_ColorMaterial( GLenum face, GLenum mode )
724 {
725 GET_CURRENT_CONTEXT(ctx);
726 GLuint bitmask;
727 GLuint legal = (MAT_BIT_FRONT_EMISSION | MAT_BIT_BACK_EMISSION |
728 MAT_BIT_FRONT_SPECULAR | MAT_BIT_BACK_SPECULAR |
729 MAT_BIT_FRONT_DIFFUSE | MAT_BIT_BACK_DIFFUSE |
730 MAT_BIT_FRONT_AMBIENT | MAT_BIT_BACK_AMBIENT);
731
732 if (MESA_VERBOSE&VERBOSE_API)
733 _mesa_debug(ctx, "glColorMaterial %s %s\n",
734 _mesa_enum_to_string(face),
735 _mesa_enum_to_string(mode));
736
737 bitmask = _mesa_material_bitmask(ctx, face, mode, legal, "glColorMaterial");
738 if (bitmask == 0)
739 return; /* error was recorded */
740
741 if (ctx->Light._ColorMaterialBitmask == bitmask &&
742 ctx->Light.ColorMaterialFace == face &&
743 ctx->Light.ColorMaterialMode == mode)
744 return;
745
746 FLUSH_VERTICES(ctx, _NEW_LIGHT);
747 ctx->Light._ColorMaterialBitmask = bitmask;
748 ctx->Light.ColorMaterialFace = face;
749 ctx->Light.ColorMaterialMode = mode;
750
751 if (ctx->Light.ColorMaterialEnabled) {
752 FLUSH_CURRENT( ctx, 0 );
753 _mesa_update_color_material(ctx,ctx->Current.Attrib[VERT_ATTRIB_COLOR0]);
754 }
755
756 if (ctx->Driver.ColorMaterial)
757 ctx->Driver.ColorMaterial( ctx, face, mode );
758 }
759
760
761 void GLAPIENTRY
762 _mesa_GetMaterialfv( GLenum face, GLenum pname, GLfloat *params )
763 {
764 GET_CURRENT_CONTEXT(ctx);
765 GLuint f;
766 GLfloat (*mat)[4] = ctx->Light.Material.Attrib;
767 FLUSH_VERTICES(ctx, 0); /* update materials */
768
769 FLUSH_CURRENT(ctx, 0); /* update ctx->Light.Material from vertex buffer */
770
771 if (face==GL_FRONT) {
772 f = 0;
773 }
774 else if (face==GL_BACK) {
775 f = 1;
776 }
777 else {
778 _mesa_error( ctx, GL_INVALID_ENUM, "glGetMaterialfv(face)" );
779 return;
780 }
781
782 switch (pname) {
783 case GL_AMBIENT:
784 COPY_4FV( params, mat[MAT_ATTRIB_AMBIENT(f)] );
785 break;
786 case GL_DIFFUSE:
787 COPY_4FV( params, mat[MAT_ATTRIB_DIFFUSE(f)] );
788 break;
789 case GL_SPECULAR:
790 COPY_4FV( params, mat[MAT_ATTRIB_SPECULAR(f)] );
791 break;
792 case GL_EMISSION:
793 COPY_4FV( params, mat[MAT_ATTRIB_EMISSION(f)] );
794 break;
795 case GL_SHININESS:
796 *params = mat[MAT_ATTRIB_SHININESS(f)][0];
797 break;
798 case GL_COLOR_INDEXES:
799 if (ctx->API != API_OPENGL_COMPAT) {
800 _mesa_error( ctx, GL_INVALID_ENUM, "glGetMaterialfv(pname)" );
801 return;
802 }
803 params[0] = mat[MAT_ATTRIB_INDEXES(f)][0];
804 params[1] = mat[MAT_ATTRIB_INDEXES(f)][1];
805 params[2] = mat[MAT_ATTRIB_INDEXES(f)][2];
806 break;
807 default:
808 _mesa_error( ctx, GL_INVALID_ENUM, "glGetMaterialfv(pname)" );
809 }
810 }
811
812
813 void GLAPIENTRY
814 _mesa_GetMaterialiv( GLenum face, GLenum pname, GLint *params )
815 {
816 GET_CURRENT_CONTEXT(ctx);
817 GLuint f;
818 GLfloat (*mat)[4] = ctx->Light.Material.Attrib;
819
820 assert(ctx->API == API_OPENGL_COMPAT);
821
822 FLUSH_VERTICES(ctx, 0); /* update materials */
823 FLUSH_CURRENT(ctx, 0); /* update ctx->Light.Material from vertex buffer */
824
825 if (face==GL_FRONT) {
826 f = 0;
827 }
828 else if (face==GL_BACK) {
829 f = 1;
830 }
831 else {
832 _mesa_error( ctx, GL_INVALID_ENUM, "glGetMaterialiv(face)" );
833 return;
834 }
835 switch (pname) {
836 case GL_AMBIENT:
837 params[0] = FLOAT_TO_INT( mat[MAT_ATTRIB_AMBIENT(f)][0] );
838 params[1] = FLOAT_TO_INT( mat[MAT_ATTRIB_AMBIENT(f)][1] );
839 params[2] = FLOAT_TO_INT( mat[MAT_ATTRIB_AMBIENT(f)][2] );
840 params[3] = FLOAT_TO_INT( mat[MAT_ATTRIB_AMBIENT(f)][3] );
841 break;
842 case GL_DIFFUSE:
843 params[0] = FLOAT_TO_INT( mat[MAT_ATTRIB_DIFFUSE(f)][0] );
844 params[1] = FLOAT_TO_INT( mat[MAT_ATTRIB_DIFFUSE(f)][1] );
845 params[2] = FLOAT_TO_INT( mat[MAT_ATTRIB_DIFFUSE(f)][2] );
846 params[3] = FLOAT_TO_INT( mat[MAT_ATTRIB_DIFFUSE(f)][3] );
847 break;
848 case GL_SPECULAR:
849 params[0] = FLOAT_TO_INT( mat[MAT_ATTRIB_SPECULAR(f)][0] );
850 params[1] = FLOAT_TO_INT( mat[MAT_ATTRIB_SPECULAR(f)][1] );
851 params[2] = FLOAT_TO_INT( mat[MAT_ATTRIB_SPECULAR(f)][2] );
852 params[3] = FLOAT_TO_INT( mat[MAT_ATTRIB_SPECULAR(f)][3] );
853 break;
854 case GL_EMISSION:
855 params[0] = FLOAT_TO_INT( mat[MAT_ATTRIB_EMISSION(f)][0] );
856 params[1] = FLOAT_TO_INT( mat[MAT_ATTRIB_EMISSION(f)][1] );
857 params[2] = FLOAT_TO_INT( mat[MAT_ATTRIB_EMISSION(f)][2] );
858 params[3] = FLOAT_TO_INT( mat[MAT_ATTRIB_EMISSION(f)][3] );
859 break;
860 case GL_SHININESS:
861 *params = IROUND( mat[MAT_ATTRIB_SHININESS(f)][0] );
862 break;
863 case GL_COLOR_INDEXES:
864 params[0] = IROUND( mat[MAT_ATTRIB_INDEXES(f)][0] );
865 params[1] = IROUND( mat[MAT_ATTRIB_INDEXES(f)][1] );
866 params[2] = IROUND( mat[MAT_ATTRIB_INDEXES(f)][2] );
867 break;
868 default:
869 _mesa_error( ctx, GL_INVALID_ENUM, "glGetMaterialfv(pname)" );
870 }
871 }
872
873
874
875 /**
876 * Examine current lighting parameters to determine if the optimized lighting
877 * function can be used.
878 * Also, precompute some lighting values such as the products of light
879 * source and material ambient, diffuse and specular coefficients.
880 */
881 void
882 _mesa_update_lighting( struct gl_context *ctx )
883 {
884 GLbitfield flags = 0;
885 ctx->Light._NeedEyeCoords = GL_FALSE;
886
887 if (!ctx->Light.Enabled)
888 return;
889
890 GLbitfield mask = ctx->Light._EnabledLights;
891 while (mask) {
892 const int i = u_bit_scan(&mask);
893 struct gl_light *light = &ctx->Light.Light[i];
894 flags |= light->_Flags;
895 }
896
897 ctx->Light._NeedVertices =
898 ((flags & (LIGHT_POSITIONAL|LIGHT_SPOT)) ||
899 ctx->Light.Model.ColorControl == GL_SEPARATE_SPECULAR_COLOR ||
900 ctx->Light.Model.LocalViewer);
901
902 ctx->Light._NeedEyeCoords = ((flags & LIGHT_POSITIONAL) ||
903 ctx->Light.Model.LocalViewer);
904
905 /* XXX: This test is overkill & needs to be fixed both for software and
906 * hardware t&l drivers. The above should be sufficient & should
907 * be tested to verify this.
908 */
909 if (ctx->Light._NeedVertices)
910 ctx->Light._NeedEyeCoords = GL_TRUE;
911
912 /* Precompute some shading values. Although we reference
913 * Light.Material here, we can get away without flushing
914 * FLUSH_UPDATE_CURRENT, as when any outstanding material changes
915 * are flushed, they will update the derived state at that time.
916 */
917 if (ctx->Light.Model.TwoSide)
918 _mesa_update_material(ctx,
919 MAT_BIT_FRONT_EMISSION |
920 MAT_BIT_FRONT_AMBIENT |
921 MAT_BIT_FRONT_DIFFUSE |
922 MAT_BIT_FRONT_SPECULAR |
923 MAT_BIT_BACK_EMISSION |
924 MAT_BIT_BACK_AMBIENT |
925 MAT_BIT_BACK_DIFFUSE |
926 MAT_BIT_BACK_SPECULAR);
927 else
928 _mesa_update_material(ctx,
929 MAT_BIT_FRONT_EMISSION |
930 MAT_BIT_FRONT_AMBIENT |
931 MAT_BIT_FRONT_DIFFUSE |
932 MAT_BIT_FRONT_SPECULAR);
933 }
934
935
936 /**
937 * Update state derived from light position, spot direction.
938 * Called upon:
939 * _NEW_MODELVIEW
940 * _NEW_LIGHT
941 * _TNL_NEW_NEED_EYE_COORDS
942 *
943 * Update on (_NEW_MODELVIEW | _NEW_LIGHT) when lighting is enabled.
944 * Also update on lighting space changes.
945 */
946 static void
947 compute_light_positions( struct gl_context *ctx )
948 {
949 static const GLfloat eye_z[3] = { 0, 0, 1 };
950
951 if (!ctx->Light.Enabled)
952 return;
953
954 if (ctx->_NeedEyeCoords) {
955 COPY_3V( ctx->_EyeZDir, eye_z );
956 }
957 else {
958 TRANSFORM_NORMAL( ctx->_EyeZDir, eye_z, ctx->ModelviewMatrixStack.Top->m );
959 }
960
961 GLbitfield mask = ctx->Light._EnabledLights;
962 while (mask) {
963 const int i = u_bit_scan(&mask);
964 struct gl_light *light = &ctx->Light.Light[i];
965
966 if (ctx->_NeedEyeCoords) {
967 /* _Position is in eye coordinate space */
968 COPY_4FV( light->_Position, light->EyePosition );
969 }
970 else {
971 /* _Position is in object coordinate space */
972 TRANSFORM_POINT( light->_Position, ctx->ModelviewMatrixStack.Top->inv,
973 light->EyePosition );
974 }
975
976 if (!(light->_Flags & LIGHT_POSITIONAL)) {
977 /* VP (VP) = Normalize( Position ) */
978 COPY_3V( light->_VP_inf_norm, light->_Position );
979 NORMALIZE_3FV( light->_VP_inf_norm );
980
981 if (!ctx->Light.Model.LocalViewer) {
982 /* _h_inf_norm = Normalize( V_to_P + <0,0,1> ) */
983 ADD_3V( light->_h_inf_norm, light->_VP_inf_norm, ctx->_EyeZDir);
984 NORMALIZE_3FV( light->_h_inf_norm );
985 }
986 light->_VP_inf_spot_attenuation = 1.0;
987 }
988 else {
989 /* positional light w/ homogeneous coordinate, divide by W */
990 GLfloat wInv = 1.0F / light->_Position[3];
991 light->_Position[0] *= wInv;
992 light->_Position[1] *= wInv;
993 light->_Position[2] *= wInv;
994 }
995
996 if (light->_Flags & LIGHT_SPOT) {
997 /* Note: we normalize the spot direction now */
998
999 if (ctx->_NeedEyeCoords) {
1000 COPY_3V( light->_NormSpotDirection, light->SpotDirection );
1001 NORMALIZE_3FV( light->_NormSpotDirection );
1002 }
1003 else {
1004 GLfloat spotDir[3];
1005 COPY_3V(spotDir, light->SpotDirection);
1006 NORMALIZE_3FV(spotDir);
1007 TRANSFORM_NORMAL( light->_NormSpotDirection,
1008 spotDir,
1009 ctx->ModelviewMatrixStack.Top->m);
1010 }
1011
1012 NORMALIZE_3FV( light->_NormSpotDirection );
1013
1014 if (!(light->_Flags & LIGHT_POSITIONAL)) {
1015 GLfloat PV_dot_dir = - DOT3(light->_VP_inf_norm,
1016 light->_NormSpotDirection);
1017
1018 if (PV_dot_dir > light->_CosCutoff) {
1019 light->_VP_inf_spot_attenuation =
1020 powf(PV_dot_dir, light->SpotExponent);
1021 }
1022 else {
1023 light->_VP_inf_spot_attenuation = 0;
1024 }
1025 }
1026 }
1027 }
1028 }
1029
1030
1031
1032 static void
1033 update_modelview_scale( struct gl_context *ctx )
1034 {
1035 ctx->_ModelViewInvScale = 1.0F;
1036 if (!_math_matrix_is_length_preserving(ctx->ModelviewMatrixStack.Top)) {
1037 const GLfloat *m = ctx->ModelviewMatrixStack.Top->inv;
1038 GLfloat f = m[2] * m[2] + m[6] * m[6] + m[10] * m[10];
1039 if (f < 1e-12f) f = 1.0f;
1040 if (ctx->_NeedEyeCoords)
1041 ctx->_ModelViewInvScale = 1.0f / sqrtf(f);
1042 else
1043 ctx->_ModelViewInvScale = sqrtf(f);
1044 }
1045 }
1046
1047
1048 /**
1049 * Bring up to date any state that relies on _NeedEyeCoords.
1050 */
1051 void
1052 _mesa_update_tnl_spaces( struct gl_context *ctx, GLuint new_state )
1053 {
1054 const GLuint oldneedeyecoords = ctx->_NeedEyeCoords;
1055
1056 (void) new_state;
1057 ctx->_NeedEyeCoords = GL_FALSE;
1058
1059 if (ctx->_ForceEyeCoords ||
1060 (ctx->Texture._GenFlags & TEXGEN_NEED_EYE_COORD) ||
1061 ctx->Point._Attenuated ||
1062 ctx->Light._NeedEyeCoords)
1063 ctx->_NeedEyeCoords = GL_TRUE;
1064
1065 if (ctx->Light.Enabled &&
1066 !_math_matrix_is_length_preserving(ctx->ModelviewMatrixStack.Top))
1067 ctx->_NeedEyeCoords = GL_TRUE;
1068
1069 /* Check if the truth-value interpretations of the bitfields have
1070 * changed:
1071 */
1072 if (oldneedeyecoords != ctx->_NeedEyeCoords) {
1073 /* Recalculate all state that depends on _NeedEyeCoords.
1074 */
1075 update_modelview_scale(ctx);
1076 compute_light_positions( ctx );
1077
1078 if (ctx->Driver.LightingSpaceChange)
1079 ctx->Driver.LightingSpaceChange( ctx );
1080 }
1081 else {
1082 GLuint new_state2 = ctx->NewState;
1083
1084 /* Recalculate that same state only if it has been invalidated
1085 * by other statechanges.
1086 */
1087 if (new_state2 & _NEW_MODELVIEW)
1088 update_modelview_scale(ctx);
1089
1090 if (new_state2 & (_NEW_LIGHT|_NEW_MODELVIEW))
1091 compute_light_positions( ctx );
1092 }
1093 }
1094
1095
1096 /**
1097 * Drivers may need this if the hardware tnl unit doesn't support the
1098 * light-in-modelspace optimization. It's also useful for debugging.
1099 */
1100 void
1101 _mesa_allow_light_in_model( struct gl_context *ctx, GLboolean flag )
1102 {
1103 ctx->_ForceEyeCoords = !flag;
1104 ctx->NewState |= _NEW_POINT; /* one of the bits from
1105 * _MESA_NEW_NEED_EYE_COORDS.
1106 */
1107 }
1108
1109
1110
1111 /**********************************************************************/
1112 /***** Initialization *****/
1113 /**********************************************************************/
1114
1115 /**
1116 * Initialize the n-th light data structure.
1117 *
1118 * \param l pointer to the gl_light structure to be initialized.
1119 * \param n number of the light.
1120 * \note The defaults for light 0 are different than the other lights.
1121 */
1122 static void
1123 init_light( struct gl_light *l, GLuint n )
1124 {
1125 make_empty_list( l );
1126
1127 ASSIGN_4V( l->Ambient, 0.0, 0.0, 0.0, 1.0 );
1128 if (n==0) {
1129 ASSIGN_4V( l->Diffuse, 1.0, 1.0, 1.0, 1.0 );
1130 ASSIGN_4V( l->Specular, 1.0, 1.0, 1.0, 1.0 );
1131 }
1132 else {
1133 ASSIGN_4V( l->Diffuse, 0.0, 0.0, 0.0, 1.0 );
1134 ASSIGN_4V( l->Specular, 0.0, 0.0, 0.0, 1.0 );
1135 }
1136 ASSIGN_4V( l->EyePosition, 0.0, 0.0, 1.0, 0.0 );
1137 ASSIGN_3V( l->SpotDirection, 0.0, 0.0, -1.0 );
1138 l->SpotExponent = 0.0;
1139 l->SpotCutoff = 180.0;
1140 l->_CosCutoff = 0.0; /* KW: -ve values not admitted */
1141 l->ConstantAttenuation = 1.0;
1142 l->LinearAttenuation = 0.0;
1143 l->QuadraticAttenuation = 0.0;
1144 l->Enabled = GL_FALSE;
1145 }
1146
1147
1148 /**
1149 * Initialize the light model data structure.
1150 *
1151 * \param lm pointer to the gl_lightmodel structure to be initialized.
1152 */
1153 static void
1154 init_lightmodel( struct gl_lightmodel *lm )
1155 {
1156 ASSIGN_4V( lm->Ambient, 0.2F, 0.2F, 0.2F, 1.0F );
1157 lm->LocalViewer = GL_FALSE;
1158 lm->TwoSide = GL_FALSE;
1159 lm->ColorControl = GL_SINGLE_COLOR;
1160 }
1161
1162
1163 /**
1164 * Initialize the material data structure.
1165 *
1166 * \param m pointer to the gl_material structure to be initialized.
1167 */
1168 static void
1169 init_material( struct gl_material *m )
1170 {
1171 ASSIGN_4V( m->Attrib[MAT_ATTRIB_FRONT_AMBIENT], 0.2F, 0.2F, 0.2F, 1.0F );
1172 ASSIGN_4V( m->Attrib[MAT_ATTRIB_FRONT_DIFFUSE], 0.8F, 0.8F, 0.8F, 1.0F );
1173 ASSIGN_4V( m->Attrib[MAT_ATTRIB_FRONT_SPECULAR], 0.0F, 0.0F, 0.0F, 1.0F );
1174 ASSIGN_4V( m->Attrib[MAT_ATTRIB_FRONT_EMISSION], 0.0F, 0.0F, 0.0F, 1.0F );
1175 ASSIGN_4V( m->Attrib[MAT_ATTRIB_FRONT_SHININESS], 0.0F, 0.0F, 0.0F, 0.0F );
1176 ASSIGN_4V( m->Attrib[MAT_ATTRIB_FRONT_INDEXES], 0.0F, 1.0F, 1.0F, 0.0F );
1177
1178 ASSIGN_4V( m->Attrib[MAT_ATTRIB_BACK_AMBIENT], 0.2F, 0.2F, 0.2F, 1.0F );
1179 ASSIGN_4V( m->Attrib[MAT_ATTRIB_BACK_DIFFUSE], 0.8F, 0.8F, 0.8F, 1.0F );
1180 ASSIGN_4V( m->Attrib[MAT_ATTRIB_BACK_SPECULAR], 0.0F, 0.0F, 0.0F, 1.0F );
1181 ASSIGN_4V( m->Attrib[MAT_ATTRIB_BACK_EMISSION], 0.0F, 0.0F, 0.0F, 1.0F );
1182 ASSIGN_4V( m->Attrib[MAT_ATTRIB_BACK_SHININESS], 0.0F, 0.0F, 0.0F, 0.0F );
1183 ASSIGN_4V( m->Attrib[MAT_ATTRIB_BACK_INDEXES], 0.0F, 1.0F, 1.0F, 0.0F );
1184 }
1185
1186
1187 /**
1188 * Initialize all lighting state for the given context.
1189 */
1190 void
1191 _mesa_init_lighting( struct gl_context *ctx )
1192 {
1193 GLuint i;
1194
1195 /* Lighting group */
1196 ctx->Light._EnabledLights = 0;
1197 for (i = 0; i < MAX_LIGHTS; i++) {
1198 init_light( &ctx->Light.Light[i], i );
1199 }
1200 make_empty_list( &ctx->Light.EnabledList );
1201
1202 init_lightmodel( &ctx->Light.Model );
1203 init_material( &ctx->Light.Material );
1204 ctx->Light.ShadeModel = GL_SMOOTH;
1205 ctx->Light.ProvokingVertex = GL_LAST_VERTEX_CONVENTION_EXT;
1206 ctx->Light.Enabled = GL_FALSE;
1207 ctx->Light.ColorMaterialFace = GL_FRONT_AND_BACK;
1208 ctx->Light.ColorMaterialMode = GL_AMBIENT_AND_DIFFUSE;
1209 ctx->Light._ColorMaterialBitmask = _mesa_material_bitmask( ctx,
1210 GL_FRONT_AND_BACK,
1211 GL_AMBIENT_AND_DIFFUSE, ~0,
1212 NULL );
1213
1214 ctx->Light.ColorMaterialEnabled = GL_FALSE;
1215 ctx->Light.ClampVertexColor = ctx->API == API_OPENGL_COMPAT;
1216 ctx->Light._ClampVertexColor = ctx->API == API_OPENGL_COMPAT;
1217
1218 /* Miscellaneous */
1219 ctx->Light._NeedEyeCoords = GL_FALSE;
1220 ctx->_NeedEyeCoords = GL_FALSE;
1221 ctx->_ForceEyeCoords = GL_FALSE;
1222 ctx->_ModelViewInvScale = 1.0;
1223 }