mesa: remove unused DD_FLATSHADE
[mesa.git] / src / mesa / main / light.c
1 /*
2 * Mesa 3-D graphics library
3 * Version: 7.5
4 *
5 * Copyright (C) 1999-2008 Brian Paul All Rights Reserved.
6 * Copyright (C) 2009 VMware, Inc. All Rights Reserved.
7 *
8 * Permission is hereby granted, free of charge, to any person obtaining a
9 * copy of this software and associated documentation files (the "Software"),
10 * to deal in the Software without restriction, including without limitation
11 * the rights to use, copy, modify, merge, publish, distribute, sublicense,
12 * and/or sell copies of the Software, and to permit persons to whom the
13 * Software is furnished to do so, subject to the following conditions:
14 *
15 * The above copyright notice and this permission notice shall be included
16 * in all copies or substantial portions of the Software.
17 *
18 * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS
19 * OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
20 * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL
21 * BRIAN PAUL BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN
22 * AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN
23 * CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
24 */
25
26
27 #include "glheader.h"
28 #include "imports.h"
29 #include "context.h"
30 #include "enums.h"
31 #include "light.h"
32 #include "macros.h"
33 #include "simple_list.h"
34 #include "mtypes.h"
35 #include "math/m_matrix.h"
36
37
38 void GLAPIENTRY
39 _mesa_ShadeModel( GLenum mode )
40 {
41 GET_CURRENT_CONTEXT(ctx);
42 ASSERT_OUTSIDE_BEGIN_END(ctx);
43
44 if (MESA_VERBOSE & VERBOSE_API)
45 _mesa_debug(ctx, "glShadeModel %s\n", _mesa_lookup_enum_by_nr(mode));
46
47 if (mode != GL_FLAT && mode != GL_SMOOTH) {
48 _mesa_error(ctx, GL_INVALID_ENUM, "glShadeModel");
49 return;
50 }
51
52 if (ctx->Light.ShadeModel == mode)
53 return;
54
55 FLUSH_VERTICES(ctx, _NEW_LIGHT);
56 ctx->Light.ShadeModel = mode;
57
58 if (ctx->Driver.ShadeModel)
59 ctx->Driver.ShadeModel( ctx, mode );
60 }
61
62
63 /**
64 * Set the provoking vertex (the vertex which specifies the prim's
65 * color when flat shading) to either the first or last vertex of the
66 * triangle or line.
67 */
68 void GLAPIENTRY
69 _mesa_ProvokingVertexEXT(GLenum mode)
70 {
71 GET_CURRENT_CONTEXT(ctx);
72 ASSERT_OUTSIDE_BEGIN_END(ctx);
73
74 if (MESA_VERBOSE&VERBOSE_API)
75 _mesa_debug(ctx, "glProvokingVertexEXT 0x%x\n", mode);
76
77 switch (mode) {
78 case GL_FIRST_VERTEX_CONVENTION_EXT:
79 case GL_LAST_VERTEX_CONVENTION_EXT:
80 break;
81 default:
82 _mesa_error(ctx, GL_INVALID_ENUM, "glProvokingVertexEXT(0x%x)", mode);
83 return;
84 }
85
86 if (ctx->Light.ProvokingVertex == mode)
87 return;
88
89 FLUSH_VERTICES(ctx, _NEW_LIGHT);
90 ctx->Light.ProvokingVertex = mode;
91 }
92
93
94 /**
95 * Helper function called by _mesa_Lightfv and _mesa_PopAttrib to set
96 * per-light state.
97 * For GL_POSITION and GL_SPOT_DIRECTION the params position/direction
98 * will have already been transformed by the modelview matrix!
99 * Also, all error checking should have already been done.
100 */
101 void
102 _mesa_light(struct gl_context *ctx, GLuint lnum, GLenum pname, const GLfloat *params)
103 {
104 struct gl_light *light;
105
106 ASSERT(lnum < MAX_LIGHTS);
107 light = &ctx->Light.Light[lnum];
108
109 switch (pname) {
110 case GL_AMBIENT:
111 if (TEST_EQ_4V(light->Ambient, params))
112 return;
113 FLUSH_VERTICES(ctx, _NEW_LIGHT);
114 COPY_4V( light->Ambient, params );
115 break;
116 case GL_DIFFUSE:
117 if (TEST_EQ_4V(light->Diffuse, params))
118 return;
119 FLUSH_VERTICES(ctx, _NEW_LIGHT);
120 COPY_4V( light->Diffuse, params );
121 break;
122 case GL_SPECULAR:
123 if (TEST_EQ_4V(light->Specular, params))
124 return;
125 FLUSH_VERTICES(ctx, _NEW_LIGHT);
126 COPY_4V( light->Specular, params );
127 break;
128 case GL_POSITION:
129 /* NOTE: position has already been transformed by ModelView! */
130 if (TEST_EQ_4V(light->EyePosition, params))
131 return;
132 FLUSH_VERTICES(ctx, _NEW_LIGHT);
133 COPY_4V(light->EyePosition, params);
134 if (light->EyePosition[3] != 0.0F)
135 light->_Flags |= LIGHT_POSITIONAL;
136 else
137 light->_Flags &= ~LIGHT_POSITIONAL;
138 break;
139 case GL_SPOT_DIRECTION:
140 /* NOTE: Direction already transformed by inverse ModelView! */
141 if (TEST_EQ_3V(light->SpotDirection, params))
142 return;
143 FLUSH_VERTICES(ctx, _NEW_LIGHT);
144 COPY_3V(light->SpotDirection, params);
145 break;
146 case GL_SPOT_EXPONENT:
147 ASSERT(params[0] >= 0.0);
148 ASSERT(params[0] <= ctx->Const.MaxSpotExponent);
149 if (light->SpotExponent == params[0])
150 return;
151 FLUSH_VERTICES(ctx, _NEW_LIGHT);
152 light->SpotExponent = params[0];
153 break;
154 case GL_SPOT_CUTOFF:
155 ASSERT(params[0] == 180.0 || (params[0] >= 0.0 && params[0] <= 90.0));
156 if (light->SpotCutoff == params[0])
157 return;
158 FLUSH_VERTICES(ctx, _NEW_LIGHT);
159 light->SpotCutoff = params[0];
160 light->_CosCutoff = (GLfloat) (cos(light->SpotCutoff * DEG2RAD));
161 if (light->_CosCutoff < 0)
162 light->_CosCutoff = 0;
163 if (light->SpotCutoff != 180.0F)
164 light->_Flags |= LIGHT_SPOT;
165 else
166 light->_Flags &= ~LIGHT_SPOT;
167 break;
168 case GL_CONSTANT_ATTENUATION:
169 ASSERT(params[0] >= 0.0);
170 if (light->ConstantAttenuation == params[0])
171 return;
172 FLUSH_VERTICES(ctx, _NEW_LIGHT);
173 light->ConstantAttenuation = params[0];
174 break;
175 case GL_LINEAR_ATTENUATION:
176 ASSERT(params[0] >= 0.0);
177 if (light->LinearAttenuation == params[0])
178 return;
179 FLUSH_VERTICES(ctx, _NEW_LIGHT);
180 light->LinearAttenuation = params[0];
181 break;
182 case GL_QUADRATIC_ATTENUATION:
183 ASSERT(params[0] >= 0.0);
184 if (light->QuadraticAttenuation == params[0])
185 return;
186 FLUSH_VERTICES(ctx, _NEW_LIGHT);
187 light->QuadraticAttenuation = params[0];
188 break;
189 default:
190 _mesa_problem(ctx, "Unexpected pname in _mesa_light()");
191 return;
192 }
193
194 if (ctx->Driver.Lightfv)
195 ctx->Driver.Lightfv( ctx, GL_LIGHT0 + lnum, pname, params );
196 }
197
198
199 void GLAPIENTRY
200 _mesa_Lightf( GLenum light, GLenum pname, GLfloat param )
201 {
202 GLfloat fparam[4];
203 fparam[0] = param;
204 fparam[1] = fparam[2] = fparam[3] = 0.0F;
205 _mesa_Lightfv( light, pname, fparam );
206 }
207
208
209 void GLAPIENTRY
210 _mesa_Lightfv( GLenum light, GLenum pname, const GLfloat *params )
211 {
212 GET_CURRENT_CONTEXT(ctx);
213 GLint i = (GLint) (light - GL_LIGHT0);
214 GLfloat temp[4];
215 ASSERT_OUTSIDE_BEGIN_END(ctx);
216
217 if (i < 0 || i >= (GLint) ctx->Const.MaxLights) {
218 _mesa_error( ctx, GL_INVALID_ENUM, "glLight(light=0x%x)", light );
219 return;
220 }
221
222 /* do particular error checks, transformations */
223 switch (pname) {
224 case GL_AMBIENT:
225 case GL_DIFFUSE:
226 case GL_SPECULAR:
227 /* nothing */
228 break;
229 case GL_POSITION:
230 /* transform position by ModelView matrix */
231 TRANSFORM_POINT(temp, ctx->ModelviewMatrixStack.Top->m, params);
232 params = temp;
233 break;
234 case GL_SPOT_DIRECTION:
235 /* transform direction by inverse modelview */
236 if (_math_matrix_is_dirty(ctx->ModelviewMatrixStack.Top)) {
237 _math_matrix_analyse(ctx->ModelviewMatrixStack.Top);
238 }
239 TRANSFORM_DIRECTION(temp, params, ctx->ModelviewMatrixStack.Top->m);
240 params = temp;
241 break;
242 case GL_SPOT_EXPONENT:
243 if (params[0] < 0.0 || params[0] > ctx->Const.MaxSpotExponent) {
244 _mesa_error(ctx, GL_INVALID_VALUE, "glLight");
245 return;
246 }
247 break;
248 case GL_SPOT_CUTOFF:
249 if ((params[0] < 0.0 || params[0] > 90.0) && params[0] != 180.0) {
250 _mesa_error(ctx, GL_INVALID_VALUE, "glLight");
251 return;
252 }
253 break;
254 case GL_CONSTANT_ATTENUATION:
255 if (params[0] < 0.0) {
256 _mesa_error(ctx, GL_INVALID_VALUE, "glLight");
257 return;
258 }
259 break;
260 case GL_LINEAR_ATTENUATION:
261 if (params[0] < 0.0) {
262 _mesa_error(ctx, GL_INVALID_VALUE, "glLight");
263 return;
264 }
265 break;
266 case GL_QUADRATIC_ATTENUATION:
267 if (params[0] < 0.0) {
268 _mesa_error(ctx, GL_INVALID_VALUE, "glLight");
269 return;
270 }
271 break;
272 default:
273 _mesa_error(ctx, GL_INVALID_ENUM, "glLight(pname=0x%x)", pname);
274 return;
275 }
276
277 _mesa_light(ctx, i, pname, params);
278 }
279
280
281 void GLAPIENTRY
282 _mesa_Lighti( GLenum light, GLenum pname, GLint param )
283 {
284 GLint iparam[4];
285 iparam[0] = param;
286 iparam[1] = iparam[2] = iparam[3] = 0;
287 _mesa_Lightiv( light, pname, iparam );
288 }
289
290
291 void GLAPIENTRY
292 _mesa_Lightiv( GLenum light, GLenum pname, const GLint *params )
293 {
294 GLfloat fparam[4];
295
296 switch (pname) {
297 case GL_AMBIENT:
298 case GL_DIFFUSE:
299 case GL_SPECULAR:
300 fparam[0] = INT_TO_FLOAT( params[0] );
301 fparam[1] = INT_TO_FLOAT( params[1] );
302 fparam[2] = INT_TO_FLOAT( params[2] );
303 fparam[3] = INT_TO_FLOAT( params[3] );
304 break;
305 case GL_POSITION:
306 fparam[0] = (GLfloat) params[0];
307 fparam[1] = (GLfloat) params[1];
308 fparam[2] = (GLfloat) params[2];
309 fparam[3] = (GLfloat) params[3];
310 break;
311 case GL_SPOT_DIRECTION:
312 fparam[0] = (GLfloat) params[0];
313 fparam[1] = (GLfloat) params[1];
314 fparam[2] = (GLfloat) params[2];
315 break;
316 case GL_SPOT_EXPONENT:
317 case GL_SPOT_CUTOFF:
318 case GL_CONSTANT_ATTENUATION:
319 case GL_LINEAR_ATTENUATION:
320 case GL_QUADRATIC_ATTENUATION:
321 fparam[0] = (GLfloat) params[0];
322 break;
323 default:
324 /* error will be caught later in gl_Lightfv */
325 ;
326 }
327
328 _mesa_Lightfv( light, pname, fparam );
329 }
330
331
332
333 void GLAPIENTRY
334 _mesa_GetLightfv( GLenum light, GLenum pname, GLfloat *params )
335 {
336 GET_CURRENT_CONTEXT(ctx);
337 GLint l = (GLint) (light - GL_LIGHT0);
338 ASSERT_OUTSIDE_BEGIN_END(ctx);
339
340 if (l < 0 || l >= (GLint) ctx->Const.MaxLights) {
341 _mesa_error( ctx, GL_INVALID_ENUM, "glGetLightfv" );
342 return;
343 }
344
345 switch (pname) {
346 case GL_AMBIENT:
347 COPY_4V( params, ctx->Light.Light[l].Ambient );
348 break;
349 case GL_DIFFUSE:
350 COPY_4V( params, ctx->Light.Light[l].Diffuse );
351 break;
352 case GL_SPECULAR:
353 COPY_4V( params, ctx->Light.Light[l].Specular );
354 break;
355 case GL_POSITION:
356 COPY_4V( params, ctx->Light.Light[l].EyePosition );
357 break;
358 case GL_SPOT_DIRECTION:
359 COPY_3V( params, ctx->Light.Light[l].SpotDirection );
360 break;
361 case GL_SPOT_EXPONENT:
362 params[0] = ctx->Light.Light[l].SpotExponent;
363 break;
364 case GL_SPOT_CUTOFF:
365 params[0] = ctx->Light.Light[l].SpotCutoff;
366 break;
367 case GL_CONSTANT_ATTENUATION:
368 params[0] = ctx->Light.Light[l].ConstantAttenuation;
369 break;
370 case GL_LINEAR_ATTENUATION:
371 params[0] = ctx->Light.Light[l].LinearAttenuation;
372 break;
373 case GL_QUADRATIC_ATTENUATION:
374 params[0] = ctx->Light.Light[l].QuadraticAttenuation;
375 break;
376 default:
377 _mesa_error( ctx, GL_INVALID_ENUM, "glGetLightfv" );
378 break;
379 }
380 }
381
382
383 void GLAPIENTRY
384 _mesa_GetLightiv( GLenum light, GLenum pname, GLint *params )
385 {
386 GET_CURRENT_CONTEXT(ctx);
387 GLint l = (GLint) (light - GL_LIGHT0);
388 ASSERT_OUTSIDE_BEGIN_END(ctx);
389
390 if (l < 0 || l >= (GLint) ctx->Const.MaxLights) {
391 _mesa_error( ctx, GL_INVALID_ENUM, "glGetLightiv" );
392 return;
393 }
394
395 switch (pname) {
396 case GL_AMBIENT:
397 params[0] = FLOAT_TO_INT(ctx->Light.Light[l].Ambient[0]);
398 params[1] = FLOAT_TO_INT(ctx->Light.Light[l].Ambient[1]);
399 params[2] = FLOAT_TO_INT(ctx->Light.Light[l].Ambient[2]);
400 params[3] = FLOAT_TO_INT(ctx->Light.Light[l].Ambient[3]);
401 break;
402 case GL_DIFFUSE:
403 params[0] = FLOAT_TO_INT(ctx->Light.Light[l].Diffuse[0]);
404 params[1] = FLOAT_TO_INT(ctx->Light.Light[l].Diffuse[1]);
405 params[2] = FLOAT_TO_INT(ctx->Light.Light[l].Diffuse[2]);
406 params[3] = FLOAT_TO_INT(ctx->Light.Light[l].Diffuse[3]);
407 break;
408 case GL_SPECULAR:
409 params[0] = FLOAT_TO_INT(ctx->Light.Light[l].Specular[0]);
410 params[1] = FLOAT_TO_INT(ctx->Light.Light[l].Specular[1]);
411 params[2] = FLOAT_TO_INT(ctx->Light.Light[l].Specular[2]);
412 params[3] = FLOAT_TO_INT(ctx->Light.Light[l].Specular[3]);
413 break;
414 case GL_POSITION:
415 params[0] = (GLint) ctx->Light.Light[l].EyePosition[0];
416 params[1] = (GLint) ctx->Light.Light[l].EyePosition[1];
417 params[2] = (GLint) ctx->Light.Light[l].EyePosition[2];
418 params[3] = (GLint) ctx->Light.Light[l].EyePosition[3];
419 break;
420 case GL_SPOT_DIRECTION:
421 params[0] = (GLint) ctx->Light.Light[l].SpotDirection[0];
422 params[1] = (GLint) ctx->Light.Light[l].SpotDirection[1];
423 params[2] = (GLint) ctx->Light.Light[l].SpotDirection[2];
424 break;
425 case GL_SPOT_EXPONENT:
426 params[0] = (GLint) ctx->Light.Light[l].SpotExponent;
427 break;
428 case GL_SPOT_CUTOFF:
429 params[0] = (GLint) ctx->Light.Light[l].SpotCutoff;
430 break;
431 case GL_CONSTANT_ATTENUATION:
432 params[0] = (GLint) ctx->Light.Light[l].ConstantAttenuation;
433 break;
434 case GL_LINEAR_ATTENUATION:
435 params[0] = (GLint) ctx->Light.Light[l].LinearAttenuation;
436 break;
437 case GL_QUADRATIC_ATTENUATION:
438 params[0] = (GLint) ctx->Light.Light[l].QuadraticAttenuation;
439 break;
440 default:
441 _mesa_error( ctx, GL_INVALID_ENUM, "glGetLightiv" );
442 break;
443 }
444 }
445
446
447
448 /**********************************************************************/
449 /*** Light Model ***/
450 /**********************************************************************/
451
452
453 void GLAPIENTRY
454 _mesa_LightModelfv( GLenum pname, const GLfloat *params )
455 {
456 GLenum newenum;
457 GLboolean newbool;
458 GET_CURRENT_CONTEXT(ctx);
459 ASSERT_OUTSIDE_BEGIN_END(ctx);
460
461 switch (pname) {
462 case GL_LIGHT_MODEL_AMBIENT:
463 if (TEST_EQ_4V( ctx->Light.Model.Ambient, params ))
464 return;
465 FLUSH_VERTICES(ctx, _NEW_LIGHT);
466 COPY_4V( ctx->Light.Model.Ambient, params );
467 break;
468 case GL_LIGHT_MODEL_LOCAL_VIEWER:
469 newbool = (params[0]!=0.0);
470 if (ctx->Light.Model.LocalViewer == newbool)
471 return;
472 FLUSH_VERTICES(ctx, _NEW_LIGHT);
473 ctx->Light.Model.LocalViewer = newbool;
474 break;
475 case GL_LIGHT_MODEL_TWO_SIDE:
476 newbool = (params[0]!=0.0);
477 if (ctx->Light.Model.TwoSide == newbool)
478 return;
479 FLUSH_VERTICES(ctx, _NEW_LIGHT);
480 ctx->Light.Model.TwoSide = newbool;
481 if (ctx->Light.Enabled && ctx->Light.Model.TwoSide)
482 ctx->_TriangleCaps |= DD_TRI_LIGHT_TWOSIDE;
483 else
484 ctx->_TriangleCaps &= ~DD_TRI_LIGHT_TWOSIDE;
485 break;
486 case GL_LIGHT_MODEL_COLOR_CONTROL:
487 if (params[0] == (GLfloat) GL_SINGLE_COLOR)
488 newenum = GL_SINGLE_COLOR;
489 else if (params[0] == (GLfloat) GL_SEPARATE_SPECULAR_COLOR)
490 newenum = GL_SEPARATE_SPECULAR_COLOR;
491 else {
492 _mesa_error( ctx, GL_INVALID_ENUM, "glLightModel(param=0x0%x)",
493 (GLint) params[0] );
494 return;
495 }
496 if (ctx->Light.Model.ColorControl == newenum)
497 return;
498 FLUSH_VERTICES(ctx, _NEW_LIGHT);
499 ctx->Light.Model.ColorControl = newenum;
500 break;
501 default:
502 _mesa_error( ctx, GL_INVALID_ENUM, "glLightModel(pname=0x%x)", pname );
503 break;
504 }
505
506 if (ctx->Driver.LightModelfv)
507 ctx->Driver.LightModelfv( ctx, pname, params );
508 }
509
510
511 void GLAPIENTRY
512 _mesa_LightModeliv( GLenum pname, const GLint *params )
513 {
514 GLfloat fparam[4];
515
516 switch (pname) {
517 case GL_LIGHT_MODEL_AMBIENT:
518 fparam[0] = INT_TO_FLOAT( params[0] );
519 fparam[1] = INT_TO_FLOAT( params[1] );
520 fparam[2] = INT_TO_FLOAT( params[2] );
521 fparam[3] = INT_TO_FLOAT( params[3] );
522 break;
523 case GL_LIGHT_MODEL_LOCAL_VIEWER:
524 case GL_LIGHT_MODEL_TWO_SIDE:
525 case GL_LIGHT_MODEL_COLOR_CONTROL:
526 fparam[0] = (GLfloat) params[0];
527 break;
528 default:
529 /* Error will be caught later in gl_LightModelfv */
530 ASSIGN_4V(fparam, 0.0F, 0.0F, 0.0F, 0.0F);
531 }
532 _mesa_LightModelfv( pname, fparam );
533 }
534
535
536 void GLAPIENTRY
537 _mesa_LightModeli( GLenum pname, GLint param )
538 {
539 GLint iparam[4];
540 iparam[0] = param;
541 iparam[1] = iparam[2] = iparam[3] = 0;
542 _mesa_LightModeliv( pname, iparam );
543 }
544
545
546 void GLAPIENTRY
547 _mesa_LightModelf( GLenum pname, GLfloat param )
548 {
549 GLfloat fparam[4];
550 fparam[0] = param;
551 fparam[1] = fparam[2] = fparam[3] = 0.0F;
552 _mesa_LightModelfv( pname, fparam );
553 }
554
555
556
557 /********** MATERIAL **********/
558
559
560 /*
561 * Given a face and pname value (ala glColorMaterial), compute a bitmask
562 * of the targeted material values.
563 */
564 GLuint
565 _mesa_material_bitmask( struct gl_context *ctx, GLenum face, GLenum pname,
566 GLuint legal, const char *where )
567 {
568 GLuint bitmask = 0;
569
570 /* Make a bitmask indicating what material attribute(s) we're updating */
571 switch (pname) {
572 case GL_EMISSION:
573 bitmask |= MAT_BIT_FRONT_EMISSION | MAT_BIT_BACK_EMISSION;
574 break;
575 case GL_AMBIENT:
576 bitmask |= MAT_BIT_FRONT_AMBIENT | MAT_BIT_BACK_AMBIENT;
577 break;
578 case GL_DIFFUSE:
579 bitmask |= MAT_BIT_FRONT_DIFFUSE | MAT_BIT_BACK_DIFFUSE;
580 break;
581 case GL_SPECULAR:
582 bitmask |= MAT_BIT_FRONT_SPECULAR | MAT_BIT_BACK_SPECULAR;
583 break;
584 case GL_SHININESS:
585 bitmask |= MAT_BIT_FRONT_SHININESS | MAT_BIT_BACK_SHININESS;
586 break;
587 case GL_AMBIENT_AND_DIFFUSE:
588 bitmask |= MAT_BIT_FRONT_AMBIENT | MAT_BIT_BACK_AMBIENT;
589 bitmask |= MAT_BIT_FRONT_DIFFUSE | MAT_BIT_BACK_DIFFUSE;
590 break;
591 case GL_COLOR_INDEXES:
592 bitmask |= MAT_BIT_FRONT_INDEXES | MAT_BIT_BACK_INDEXES;
593 break;
594 default:
595 _mesa_error( ctx, GL_INVALID_ENUM, "%s", where );
596 return 0;
597 }
598
599 if (face==GL_FRONT) {
600 bitmask &= FRONT_MATERIAL_BITS;
601 }
602 else if (face==GL_BACK) {
603 bitmask &= BACK_MATERIAL_BITS;
604 }
605 else if (face != GL_FRONT_AND_BACK) {
606 _mesa_error( ctx, GL_INVALID_ENUM, "%s", where );
607 return 0;
608 }
609
610 if (bitmask & ~legal) {
611 _mesa_error( ctx, GL_INVALID_ENUM, "%s", where );
612 return 0;
613 }
614
615 return bitmask;
616 }
617
618
619
620 /* Update derived values following a change in ctx->Light.Material
621 */
622 void
623 _mesa_update_material( struct gl_context *ctx, GLuint bitmask )
624 {
625 struct gl_light *light, *list = &ctx->Light.EnabledList;
626 GLfloat (*mat)[4] = ctx->Light.Material.Attrib;
627
628 if (MESA_VERBOSE & VERBOSE_MATERIAL)
629 _mesa_debug(ctx, "_mesa_update_material, mask 0x%x\n", bitmask);
630
631 if (!bitmask)
632 return;
633
634 /* update material ambience */
635 if (bitmask & MAT_BIT_FRONT_AMBIENT) {
636 foreach (light, list) {
637 SCALE_3V( light->_MatAmbient[0], light->Ambient,
638 mat[MAT_ATTRIB_FRONT_AMBIENT]);
639 }
640 }
641
642 if (bitmask & MAT_BIT_BACK_AMBIENT) {
643 foreach (light, list) {
644 SCALE_3V( light->_MatAmbient[1], light->Ambient,
645 mat[MAT_ATTRIB_BACK_AMBIENT]);
646 }
647 }
648
649 /* update BaseColor = emission + scene's ambience * material's ambience */
650 if (bitmask & (MAT_BIT_FRONT_EMISSION | MAT_BIT_FRONT_AMBIENT)) {
651 COPY_3V( ctx->Light._BaseColor[0], mat[MAT_ATTRIB_FRONT_EMISSION] );
652 ACC_SCALE_3V( ctx->Light._BaseColor[0], mat[MAT_ATTRIB_FRONT_AMBIENT],
653 ctx->Light.Model.Ambient );
654 }
655
656 if (bitmask & (MAT_BIT_BACK_EMISSION | MAT_BIT_BACK_AMBIENT)) {
657 COPY_3V( ctx->Light._BaseColor[1], mat[MAT_ATTRIB_BACK_EMISSION] );
658 ACC_SCALE_3V( ctx->Light._BaseColor[1], mat[MAT_ATTRIB_BACK_AMBIENT],
659 ctx->Light.Model.Ambient );
660 }
661
662 /* update material diffuse values */
663 if (bitmask & MAT_BIT_FRONT_DIFFUSE) {
664 foreach (light, list) {
665 SCALE_3V( light->_MatDiffuse[0], light->Diffuse,
666 mat[MAT_ATTRIB_FRONT_DIFFUSE] );
667 }
668 }
669
670 if (bitmask & MAT_BIT_BACK_DIFFUSE) {
671 foreach (light, list) {
672 SCALE_3V( light->_MatDiffuse[1], light->Diffuse,
673 mat[MAT_ATTRIB_BACK_DIFFUSE] );
674 }
675 }
676
677 /* update material specular values */
678 if (bitmask & MAT_BIT_FRONT_SPECULAR) {
679 foreach (light, list) {
680 SCALE_3V( light->_MatSpecular[0], light->Specular,
681 mat[MAT_ATTRIB_FRONT_SPECULAR]);
682 }
683 }
684
685 if (bitmask & MAT_BIT_BACK_SPECULAR) {
686 foreach (light, list) {
687 SCALE_3V( light->_MatSpecular[1], light->Specular,
688 mat[MAT_ATTRIB_BACK_SPECULAR]);
689 }
690 }
691 }
692
693
694 /*
695 * Update the current materials from the given rgba color
696 * according to the bitmask in ColorMaterialBitmask, which is
697 * set by glColorMaterial().
698 */
699 void
700 _mesa_update_color_material( struct gl_context *ctx, const GLfloat color[4] )
701 {
702 GLuint bitmask = ctx->Light.ColorMaterialBitmask;
703 struct gl_material *mat = &ctx->Light.Material;
704 int i;
705
706 for (i = 0 ; i < MAT_ATTRIB_MAX ; i++)
707 if (bitmask & (1<<i))
708 COPY_4FV( mat->Attrib[i], color );
709
710 _mesa_update_material( ctx, bitmask );
711 }
712
713
714 void GLAPIENTRY
715 _mesa_ColorMaterial( GLenum face, GLenum mode )
716 {
717 GET_CURRENT_CONTEXT(ctx);
718 GLuint bitmask;
719 GLuint legal = (MAT_BIT_FRONT_EMISSION | MAT_BIT_BACK_EMISSION |
720 MAT_BIT_FRONT_SPECULAR | MAT_BIT_BACK_SPECULAR |
721 MAT_BIT_FRONT_DIFFUSE | MAT_BIT_BACK_DIFFUSE |
722 MAT_BIT_FRONT_AMBIENT | MAT_BIT_BACK_AMBIENT);
723 ASSERT_OUTSIDE_BEGIN_END(ctx);
724
725 if (MESA_VERBOSE&VERBOSE_API)
726 _mesa_debug(ctx, "glColorMaterial %s %s\n",
727 _mesa_lookup_enum_by_nr(face),
728 _mesa_lookup_enum_by_nr(mode));
729
730 bitmask = _mesa_material_bitmask(ctx, face, mode, legal, "glColorMaterial");
731
732 if (ctx->Light.ColorMaterialBitmask == bitmask &&
733 ctx->Light.ColorMaterialFace == face &&
734 ctx->Light.ColorMaterialMode == mode)
735 return;
736
737 FLUSH_VERTICES(ctx, _NEW_LIGHT);
738 ctx->Light.ColorMaterialBitmask = bitmask;
739 ctx->Light.ColorMaterialFace = face;
740 ctx->Light.ColorMaterialMode = mode;
741
742 if (ctx->Light.ColorMaterialEnabled) {
743 FLUSH_CURRENT( ctx, 0 );
744 _mesa_update_color_material(ctx,ctx->Current.Attrib[VERT_ATTRIB_COLOR0]);
745 }
746
747 if (ctx->Driver.ColorMaterial)
748 ctx->Driver.ColorMaterial( ctx, face, mode );
749 }
750
751
752 void GLAPIENTRY
753 _mesa_GetMaterialfv( GLenum face, GLenum pname, GLfloat *params )
754 {
755 GET_CURRENT_CONTEXT(ctx);
756 GLuint f;
757 GLfloat (*mat)[4] = ctx->Light.Material.Attrib;
758 ASSERT_OUTSIDE_BEGIN_END_AND_FLUSH(ctx); /* update materials */
759
760 FLUSH_CURRENT(ctx, 0); /* update ctx->Light.Material from vertex buffer */
761
762 if (face==GL_FRONT) {
763 f = 0;
764 }
765 else if (face==GL_BACK) {
766 f = 1;
767 }
768 else {
769 _mesa_error( ctx, GL_INVALID_ENUM, "glGetMaterialfv(face)" );
770 return;
771 }
772
773 switch (pname) {
774 case GL_AMBIENT:
775 COPY_4FV( params, mat[MAT_ATTRIB_AMBIENT(f)] );
776 break;
777 case GL_DIFFUSE:
778 COPY_4FV( params, mat[MAT_ATTRIB_DIFFUSE(f)] );
779 break;
780 case GL_SPECULAR:
781 COPY_4FV( params, mat[MAT_ATTRIB_SPECULAR(f)] );
782 break;
783 case GL_EMISSION:
784 COPY_4FV( params, mat[MAT_ATTRIB_EMISSION(f)] );
785 break;
786 case GL_SHININESS:
787 *params = mat[MAT_ATTRIB_SHININESS(f)][0];
788 break;
789 case GL_COLOR_INDEXES:
790 params[0] = mat[MAT_ATTRIB_INDEXES(f)][0];
791 params[1] = mat[MAT_ATTRIB_INDEXES(f)][1];
792 params[2] = mat[MAT_ATTRIB_INDEXES(f)][2];
793 break;
794 default:
795 _mesa_error( ctx, GL_INVALID_ENUM, "glGetMaterialfv(pname)" );
796 }
797 }
798
799
800 void GLAPIENTRY
801 _mesa_GetMaterialiv( GLenum face, GLenum pname, GLint *params )
802 {
803 GET_CURRENT_CONTEXT(ctx);
804 GLuint f;
805 GLfloat (*mat)[4] = ctx->Light.Material.Attrib;
806 ASSERT_OUTSIDE_BEGIN_END_AND_FLUSH(ctx); /* update materials */
807
808 FLUSH_CURRENT(ctx, 0); /* update ctx->Light.Material from vertex buffer */
809
810 if (face==GL_FRONT) {
811 f = 0;
812 }
813 else if (face==GL_BACK) {
814 f = 1;
815 }
816 else {
817 _mesa_error( ctx, GL_INVALID_ENUM, "glGetMaterialiv(face)" );
818 return;
819 }
820 switch (pname) {
821 case GL_AMBIENT:
822 params[0] = FLOAT_TO_INT( mat[MAT_ATTRIB_AMBIENT(f)][0] );
823 params[1] = FLOAT_TO_INT( mat[MAT_ATTRIB_AMBIENT(f)][1] );
824 params[2] = FLOAT_TO_INT( mat[MAT_ATTRIB_AMBIENT(f)][2] );
825 params[3] = FLOAT_TO_INT( mat[MAT_ATTRIB_AMBIENT(f)][3] );
826 break;
827 case GL_DIFFUSE:
828 params[0] = FLOAT_TO_INT( mat[MAT_ATTRIB_DIFFUSE(f)][0] );
829 params[1] = FLOAT_TO_INT( mat[MAT_ATTRIB_DIFFUSE(f)][1] );
830 params[2] = FLOAT_TO_INT( mat[MAT_ATTRIB_DIFFUSE(f)][2] );
831 params[3] = FLOAT_TO_INT( mat[MAT_ATTRIB_DIFFUSE(f)][3] );
832 break;
833 case GL_SPECULAR:
834 params[0] = FLOAT_TO_INT( mat[MAT_ATTRIB_SPECULAR(f)][0] );
835 params[1] = FLOAT_TO_INT( mat[MAT_ATTRIB_SPECULAR(f)][1] );
836 params[2] = FLOAT_TO_INT( mat[MAT_ATTRIB_SPECULAR(f)][2] );
837 params[3] = FLOAT_TO_INT( mat[MAT_ATTRIB_SPECULAR(f)][3] );
838 break;
839 case GL_EMISSION:
840 params[0] = FLOAT_TO_INT( mat[MAT_ATTRIB_EMISSION(f)][0] );
841 params[1] = FLOAT_TO_INT( mat[MAT_ATTRIB_EMISSION(f)][1] );
842 params[2] = FLOAT_TO_INT( mat[MAT_ATTRIB_EMISSION(f)][2] );
843 params[3] = FLOAT_TO_INT( mat[MAT_ATTRIB_EMISSION(f)][3] );
844 break;
845 case GL_SHININESS:
846 *params = IROUND( mat[MAT_ATTRIB_SHININESS(f)][0] );
847 break;
848 case GL_COLOR_INDEXES:
849 params[0] = IROUND( mat[MAT_ATTRIB_INDEXES(f)][0] );
850 params[1] = IROUND( mat[MAT_ATTRIB_INDEXES(f)][1] );
851 params[2] = IROUND( mat[MAT_ATTRIB_INDEXES(f)][2] );
852 break;
853 default:
854 _mesa_error( ctx, GL_INVALID_ENUM, "glGetMaterialfv(pname)" );
855 }
856 }
857
858
859
860 /**
861 * Examine current lighting parameters to determine if the optimized lighting
862 * function can be used.
863 * Also, precompute some lighting values such as the products of light
864 * source and material ambient, diffuse and specular coefficients.
865 */
866 void
867 _mesa_update_lighting( struct gl_context *ctx )
868 {
869 GLbitfield flags = 0;
870 struct gl_light *light;
871 ctx->Light._NeedEyeCoords = GL_FALSE;
872
873 if (!ctx->Light.Enabled)
874 return;
875
876 foreach(light, &ctx->Light.EnabledList) {
877 flags |= light->_Flags;
878 }
879
880 ctx->Light._NeedVertices =
881 ((flags & (LIGHT_POSITIONAL|LIGHT_SPOT)) ||
882 ctx->Light.Model.ColorControl == GL_SEPARATE_SPECULAR_COLOR ||
883 ctx->Light.Model.LocalViewer);
884
885 ctx->Light._NeedEyeCoords = ((flags & LIGHT_POSITIONAL) ||
886 ctx->Light.Model.LocalViewer);
887
888 /* XXX: This test is overkill & needs to be fixed both for software and
889 * hardware t&l drivers. The above should be sufficient & should
890 * be tested to verify this.
891 */
892 if (ctx->Light._NeedVertices)
893 ctx->Light._NeedEyeCoords = GL_TRUE;
894
895 /* Precompute some shading values. Although we reference
896 * Light.Material here, we can get away without flushing
897 * FLUSH_UPDATE_CURRENT, as when any outstanding material changes
898 * are flushed, they will update the derived state at that time.
899 */
900 if (ctx->Light.Model.TwoSide)
901 _mesa_update_material(ctx,
902 MAT_BIT_FRONT_EMISSION |
903 MAT_BIT_FRONT_AMBIENT |
904 MAT_BIT_FRONT_DIFFUSE |
905 MAT_BIT_FRONT_SPECULAR |
906 MAT_BIT_BACK_EMISSION |
907 MAT_BIT_BACK_AMBIENT |
908 MAT_BIT_BACK_DIFFUSE |
909 MAT_BIT_BACK_SPECULAR);
910 else
911 _mesa_update_material(ctx,
912 MAT_BIT_FRONT_EMISSION |
913 MAT_BIT_FRONT_AMBIENT |
914 MAT_BIT_FRONT_DIFFUSE |
915 MAT_BIT_FRONT_SPECULAR);
916 }
917
918
919 /**
920 * Update state derived from light position, spot direction.
921 * Called upon:
922 * _NEW_MODELVIEW
923 * _NEW_LIGHT
924 * _TNL_NEW_NEED_EYE_COORDS
925 *
926 * Update on (_NEW_MODELVIEW | _NEW_LIGHT) when lighting is enabled.
927 * Also update on lighting space changes.
928 */
929 static void
930 compute_light_positions( struct gl_context *ctx )
931 {
932 struct gl_light *light;
933 static const GLfloat eye_z[3] = { 0, 0, 1 };
934
935 if (!ctx->Light.Enabled)
936 return;
937
938 if (ctx->_NeedEyeCoords) {
939 COPY_3V( ctx->_EyeZDir, eye_z );
940 }
941 else {
942 TRANSFORM_NORMAL( ctx->_EyeZDir, eye_z, ctx->ModelviewMatrixStack.Top->m );
943 }
944
945 foreach (light, &ctx->Light.EnabledList) {
946
947 if (ctx->_NeedEyeCoords) {
948 /* _Position is in eye coordinate space */
949 COPY_4FV( light->_Position, light->EyePosition );
950 }
951 else {
952 /* _Position is in object coordinate space */
953 TRANSFORM_POINT( light->_Position, ctx->ModelviewMatrixStack.Top->inv,
954 light->EyePosition );
955 }
956
957 if (!(light->_Flags & LIGHT_POSITIONAL)) {
958 /* VP (VP) = Normalize( Position ) */
959 COPY_3V( light->_VP_inf_norm, light->_Position );
960 NORMALIZE_3FV( light->_VP_inf_norm );
961
962 if (!ctx->Light.Model.LocalViewer) {
963 /* _h_inf_norm = Normalize( V_to_P + <0,0,1> ) */
964 ADD_3V( light->_h_inf_norm, light->_VP_inf_norm, ctx->_EyeZDir);
965 NORMALIZE_3FV( light->_h_inf_norm );
966 }
967 light->_VP_inf_spot_attenuation = 1.0;
968 }
969 else {
970 /* positional light w/ homogeneous coordinate, divide by W */
971 GLfloat wInv = (GLfloat)1.0 / light->_Position[3];
972 light->_Position[0] *= wInv;
973 light->_Position[1] *= wInv;
974 light->_Position[2] *= wInv;
975 }
976
977 if (light->_Flags & LIGHT_SPOT) {
978 /* Note: we normalize the spot direction now */
979
980 if (ctx->_NeedEyeCoords) {
981 COPY_3V( light->_NormSpotDirection, light->SpotDirection );
982 NORMALIZE_3FV( light->_NormSpotDirection );
983 }
984 else {
985 GLfloat spotDir[3];
986 COPY_3V(spotDir, light->SpotDirection);
987 NORMALIZE_3FV(spotDir);
988 TRANSFORM_NORMAL( light->_NormSpotDirection,
989 spotDir,
990 ctx->ModelviewMatrixStack.Top->m);
991 }
992
993 NORMALIZE_3FV( light->_NormSpotDirection );
994
995 if (!(light->_Flags & LIGHT_POSITIONAL)) {
996 GLfloat PV_dot_dir = - DOT3(light->_VP_inf_norm,
997 light->_NormSpotDirection);
998
999 if (PV_dot_dir > light->_CosCutoff) {
1000 light->_VP_inf_spot_attenuation =
1001 powf(PV_dot_dir, light->SpotExponent);
1002 }
1003 else {
1004 light->_VP_inf_spot_attenuation = 0;
1005 }
1006 }
1007 }
1008 }
1009 }
1010
1011
1012
1013 static void
1014 update_modelview_scale( struct gl_context *ctx )
1015 {
1016 ctx->_ModelViewInvScale = 1.0F;
1017 if (!_math_matrix_is_length_preserving(ctx->ModelviewMatrixStack.Top)) {
1018 const GLfloat *m = ctx->ModelviewMatrixStack.Top->inv;
1019 GLfloat f = m[2] * m[2] + m[6] * m[6] + m[10] * m[10];
1020 if (f < 1e-12) f = 1.0;
1021 if (ctx->_NeedEyeCoords)
1022 ctx->_ModelViewInvScale = (GLfloat) INV_SQRTF(f);
1023 else
1024 ctx->_ModelViewInvScale = (GLfloat) SQRTF(f);
1025 }
1026 }
1027
1028
1029 /**
1030 * Bring up to date any state that relies on _NeedEyeCoords.
1031 */
1032 void
1033 _mesa_update_tnl_spaces( struct gl_context *ctx, GLuint new_state )
1034 {
1035 const GLuint oldneedeyecoords = ctx->_NeedEyeCoords;
1036
1037 (void) new_state;
1038 ctx->_NeedEyeCoords = GL_FALSE;
1039
1040 if (ctx->_ForceEyeCoords ||
1041 (ctx->Texture._GenFlags & TEXGEN_NEED_EYE_COORD) ||
1042 ctx->Point._Attenuated ||
1043 ctx->Light._NeedEyeCoords)
1044 ctx->_NeedEyeCoords = GL_TRUE;
1045
1046 if (ctx->Light.Enabled &&
1047 !_math_matrix_is_length_preserving(ctx->ModelviewMatrixStack.Top))
1048 ctx->_NeedEyeCoords = GL_TRUE;
1049
1050 /* Check if the truth-value interpretations of the bitfields have
1051 * changed:
1052 */
1053 if (oldneedeyecoords != ctx->_NeedEyeCoords) {
1054 /* Recalculate all state that depends on _NeedEyeCoords.
1055 */
1056 update_modelview_scale(ctx);
1057 compute_light_positions( ctx );
1058
1059 if (ctx->Driver.LightingSpaceChange)
1060 ctx->Driver.LightingSpaceChange( ctx );
1061 }
1062 else {
1063 GLuint new_state2 = ctx->NewState;
1064
1065 /* Recalculate that same state only if it has been invalidated
1066 * by other statechanges.
1067 */
1068 if (new_state2 & _NEW_MODELVIEW)
1069 update_modelview_scale(ctx);
1070
1071 if (new_state2 & (_NEW_LIGHT|_NEW_MODELVIEW))
1072 compute_light_positions( ctx );
1073 }
1074 }
1075
1076
1077 /**
1078 * Drivers may need this if the hardware tnl unit doesn't support the
1079 * light-in-modelspace optimization. It's also useful for debugging.
1080 */
1081 void
1082 _mesa_allow_light_in_model( struct gl_context *ctx, GLboolean flag )
1083 {
1084 ctx->_ForceEyeCoords = !flag;
1085 ctx->NewState |= _NEW_POINT; /* one of the bits from
1086 * _MESA_NEW_NEED_EYE_COORDS.
1087 */
1088 }
1089
1090
1091
1092 /**********************************************************************/
1093 /***** Initialization *****/
1094 /**********************************************************************/
1095
1096 /**
1097 * Initialize the n-th light data structure.
1098 *
1099 * \param l pointer to the gl_light structure to be initialized.
1100 * \param n number of the light.
1101 * \note The defaults for light 0 are different than the other lights.
1102 */
1103 static void
1104 init_light( struct gl_light *l, GLuint n )
1105 {
1106 make_empty_list( l );
1107
1108 ASSIGN_4V( l->Ambient, 0.0, 0.0, 0.0, 1.0 );
1109 if (n==0) {
1110 ASSIGN_4V( l->Diffuse, 1.0, 1.0, 1.0, 1.0 );
1111 ASSIGN_4V( l->Specular, 1.0, 1.0, 1.0, 1.0 );
1112 }
1113 else {
1114 ASSIGN_4V( l->Diffuse, 0.0, 0.0, 0.0, 1.0 );
1115 ASSIGN_4V( l->Specular, 0.0, 0.0, 0.0, 1.0 );
1116 }
1117 ASSIGN_4V( l->EyePosition, 0.0, 0.0, 1.0, 0.0 );
1118 ASSIGN_3V( l->SpotDirection, 0.0, 0.0, -1.0 );
1119 l->SpotExponent = 0.0;
1120 l->SpotCutoff = 180.0;
1121 l->_CosCutoff = 0.0; /* KW: -ve values not admitted */
1122 l->ConstantAttenuation = 1.0;
1123 l->LinearAttenuation = 0.0;
1124 l->QuadraticAttenuation = 0.0;
1125 l->Enabled = GL_FALSE;
1126 }
1127
1128
1129 /**
1130 * Initialize the light model data structure.
1131 *
1132 * \param lm pointer to the gl_lightmodel structure to be initialized.
1133 */
1134 static void
1135 init_lightmodel( struct gl_lightmodel *lm )
1136 {
1137 ASSIGN_4V( lm->Ambient, 0.2F, 0.2F, 0.2F, 1.0F );
1138 lm->LocalViewer = GL_FALSE;
1139 lm->TwoSide = GL_FALSE;
1140 lm->ColorControl = GL_SINGLE_COLOR;
1141 }
1142
1143
1144 /**
1145 * Initialize the material data structure.
1146 *
1147 * \param m pointer to the gl_material structure to be initialized.
1148 */
1149 static void
1150 init_material( struct gl_material *m )
1151 {
1152 ASSIGN_4V( m->Attrib[MAT_ATTRIB_FRONT_AMBIENT], 0.2F, 0.2F, 0.2F, 1.0F );
1153 ASSIGN_4V( m->Attrib[MAT_ATTRIB_FRONT_DIFFUSE], 0.8F, 0.8F, 0.8F, 1.0F );
1154 ASSIGN_4V( m->Attrib[MAT_ATTRIB_FRONT_SPECULAR], 0.0F, 0.0F, 0.0F, 1.0F );
1155 ASSIGN_4V( m->Attrib[MAT_ATTRIB_FRONT_EMISSION], 0.0F, 0.0F, 0.0F, 1.0F );
1156 ASSIGN_4V( m->Attrib[MAT_ATTRIB_FRONT_SHININESS], 0.0F, 0.0F, 0.0F, 0.0F );
1157 ASSIGN_4V( m->Attrib[MAT_ATTRIB_FRONT_INDEXES], 0.0F, 1.0F, 1.0F, 0.0F );
1158
1159 ASSIGN_4V( m->Attrib[MAT_ATTRIB_BACK_AMBIENT], 0.2F, 0.2F, 0.2F, 1.0F );
1160 ASSIGN_4V( m->Attrib[MAT_ATTRIB_BACK_DIFFUSE], 0.8F, 0.8F, 0.8F, 1.0F );
1161 ASSIGN_4V( m->Attrib[MAT_ATTRIB_BACK_SPECULAR], 0.0F, 0.0F, 0.0F, 1.0F );
1162 ASSIGN_4V( m->Attrib[MAT_ATTRIB_BACK_EMISSION], 0.0F, 0.0F, 0.0F, 1.0F );
1163 ASSIGN_4V( m->Attrib[MAT_ATTRIB_BACK_SHININESS], 0.0F, 0.0F, 0.0F, 0.0F );
1164 ASSIGN_4V( m->Attrib[MAT_ATTRIB_BACK_INDEXES], 0.0F, 1.0F, 1.0F, 0.0F );
1165 }
1166
1167
1168 /**
1169 * Initialize all lighting state for the given context.
1170 */
1171 void
1172 _mesa_init_lighting( struct gl_context *ctx )
1173 {
1174 GLuint i;
1175
1176 /* Lighting group */
1177 for (i = 0; i < MAX_LIGHTS; i++) {
1178 init_light( &ctx->Light.Light[i], i );
1179 }
1180 make_empty_list( &ctx->Light.EnabledList );
1181
1182 init_lightmodel( &ctx->Light.Model );
1183 init_material( &ctx->Light.Material );
1184 ctx->Light.ShadeModel = GL_SMOOTH;
1185 ctx->Light.ProvokingVertex = GL_LAST_VERTEX_CONVENTION_EXT;
1186 ctx->Light.Enabled = GL_FALSE;
1187 ctx->Light.ColorMaterialFace = GL_FRONT_AND_BACK;
1188 ctx->Light.ColorMaterialMode = GL_AMBIENT_AND_DIFFUSE;
1189 ctx->Light.ColorMaterialBitmask = _mesa_material_bitmask( ctx,
1190 GL_FRONT_AND_BACK,
1191 GL_AMBIENT_AND_DIFFUSE, ~0,
1192 NULL );
1193
1194 ctx->Light.ColorMaterialEnabled = GL_FALSE;
1195 ctx->Light.ClampVertexColor = GL_TRUE;
1196
1197 /* Miscellaneous */
1198 ctx->Light._NeedEyeCoords = GL_FALSE;
1199 ctx->_NeedEyeCoords = GL_FALSE;
1200 ctx->_ForceEyeCoords = GL_FALSE;
1201 ctx->_ModelViewInvScale = 1.0;
1202 }
1203
1204
1205 /**
1206 * Deallocate malloc'd lighting state attached to given context.
1207 */
1208 void
1209 _mesa_free_lighting_data( struct gl_context *ctx )
1210 {
1211 }