2 * Mesa 3-D graphics library
5 * Copyright (C) 1999-2007 Brian Paul All Rights Reserved.
7 * Permission is hereby granted, free of charge, to any person obtaining a
8 * copy of this software and associated documentation files (the "Software"),
9 * to deal in the Software without restriction, including without limitation
10 * the rights to use, copy, modify, merge, publish, distribute, sublicense,
11 * and/or sell copies of the Software, and to permit persons to whom the
12 * Software is furnished to do so, subject to the following conditions:
14 * The above copyright notice and this permission notice shall be included
15 * in all copies or substantial portions of the Software.
17 * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS
18 * OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
19 * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL
20 * BRIAN PAUL BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN
21 * AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN
22 * CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
26 #include "main/glheader.h"
27 #include "main/colormac.h"
28 #include "main/context.h"
29 #include "main/feedback.h"
30 #include "main/light.h"
31 #include "main/macros.h"
32 #include "main/rastpos.h"
33 #include "main/simple_list.h"
34 #include "main/mtypes.h"
36 #include "math/m_matrix.h"
42 * Clip a point against the view volume.
44 * \param v vertex vector describing the point to clip.
46 * \return zero if outside view volume, or one if inside.
49 viewclip_point_xy( const GLfloat v
[] )
51 if ( v
[0] > v
[3] || v
[0] < -v
[3]
52 || v
[1] > v
[3] || v
[1] < -v
[3] ) {
62 * Clip a point against the far/near Z clipping planes.
64 * \param v vertex vector describing the point to clip.
66 * \return zero if outside view volume, or one if inside.
69 viewclip_point_z( const GLfloat v
[] )
71 if (v
[2] > v
[3] || v
[2] < -v
[3] ) {
81 * Clip a point against the user clipping planes.
83 * \param ctx GL context.
84 * \param v vertex vector describing the point to clip.
86 * \return zero if the point was clipped, or one otherwise.
89 userclip_point( GLcontext
*ctx
, const GLfloat v
[] )
93 for (p
= 0; p
< ctx
->Const
.MaxClipPlanes
; p
++) {
94 if (ctx
->Transform
.ClipPlanesEnabled
& (1 << p
)) {
95 GLfloat dot
= v
[0] * ctx
->Transform
._ClipUserPlane
[p
][0]
96 + v
[1] * ctx
->Transform
._ClipUserPlane
[p
][1]
97 + v
[2] * ctx
->Transform
._ClipUserPlane
[p
][2]
98 + v
[3] * ctx
->Transform
._ClipUserPlane
[p
][3];
110 * Compute lighting for the raster position. Both RGB and CI modes computed.
111 * \param ctx the context
112 * \param vertex vertex location
113 * \param normal normal vector
114 * \param Rcolor returned color
115 * \param Rspec returned specular color (if separate specular enabled)
116 * \param Rindex returned color index
119 shade_rastpos(GLcontext
*ctx
,
120 const GLfloat vertex
[4],
121 const GLfloat normal
[3],
126 /*const*/ GLfloat (*base
)[3] = ctx
->Light
._BaseColor
;
127 const struct gl_light
*light
;
128 GLfloat diffuseColor
[4], specularColor
[4]; /* for RGB mode only */
129 GLfloat diffuseCI
= 0.0, specularCI
= 0.0; /* for CI mode only */
131 _mesa_validate_all_lighting_tables( ctx
);
133 COPY_3V(diffuseColor
, base
[0]);
134 diffuseColor
[3] = CLAMP(
135 ctx
->Light
.Material
.Attrib
[MAT_ATTRIB_FRONT_DIFFUSE
][3], 0.0F
, 1.0F
);
136 ASSIGN_4V(specularColor
, 0.0, 0.0, 0.0, 1.0);
138 foreach (light
, &ctx
->Light
.EnabledList
) {
139 GLfloat attenuation
= 1.0;
140 GLfloat VP
[3]; /* vector from vertex to light pos */
142 GLfloat diffuseContrib
[3], specularContrib
[3];
144 if (!(light
->_Flags
& LIGHT_POSITIONAL
)) {
145 /* light at infinity */
146 COPY_3V(VP
, light
->_VP_inf_norm
);
147 attenuation
= light
->_VP_inf_spot_attenuation
;
150 /* local/positional light */
153 /* VP = vector from vertex pos to light[i].pos */
154 SUB_3V(VP
, light
->_Position
, vertex
);
156 d
= (GLfloat
) LEN_3FV( VP
);
159 GLfloat invd
= 1.0F
/ d
;
160 SELF_SCALE_SCALAR_3V(VP
, invd
);
164 attenuation
= 1.0F
/ (light
->ConstantAttenuation
+ d
*
165 (light
->LinearAttenuation
+ d
*
166 light
->QuadraticAttenuation
));
168 if (light
->_Flags
& LIGHT_SPOT
) {
169 GLfloat PV_dot_dir
= - DOT3(VP
, light
->_NormSpotDirection
);
171 if (PV_dot_dir
<light
->_CosCutoff
) {
175 double x
= PV_dot_dir
* (EXP_TABLE_SIZE
-1);
177 GLfloat spot
= (GLfloat
) (light
->_SpotExpTable
[k
][0]
178 + (x
-k
)*light
->_SpotExpTable
[k
][1]);
184 if (attenuation
< 1e-3)
187 n_dot_VP
= DOT3( normal
, VP
);
189 if (n_dot_VP
< 0.0F
) {
190 ACC_SCALE_SCALAR_3V(diffuseColor
, attenuation
, light
->_MatAmbient
[0]);
194 /* Ambient + diffuse */
195 COPY_3V(diffuseContrib
, light
->_MatAmbient
[0]);
196 ACC_SCALE_SCALAR_3V(diffuseContrib
, n_dot_VP
, light
->_MatDiffuse
[0]);
197 diffuseCI
+= n_dot_VP
* light
->_dli
* attenuation
;
204 ASSIGN_3V(specularContrib
, 0.0, 0.0, 0.0);
206 if (ctx
->Light
.Model
.LocalViewer
) {
214 else if (light
->_Flags
& LIGHT_POSITIONAL
) {
215 ACC_3V(VP
, ctx
->_EyeZDir
);
220 h
= light
->_h_inf_norm
;
223 n_dot_h
= DOT3(normal
, h
);
225 if (n_dot_h
> 0.0F
) {
227 GET_SHINE_TAB_ENTRY( ctx
->_ShineTable
[0], n_dot_h
, spec_coef
);
229 if (spec_coef
> 1.0e-10) {
230 if (ctx
->Light
.Model
.ColorControl
==GL_SEPARATE_SPECULAR_COLOR
) {
231 ACC_SCALE_SCALAR_3V( specularContrib
, spec_coef
,
232 light
->_MatSpecular
[0]);
235 ACC_SCALE_SCALAR_3V( diffuseContrib
, spec_coef
,
236 light
->_MatSpecular
[0]);
238 /*assert(light->_sli > 0.0);*/
239 specularCI
+= spec_coef
* light
->_sli
* attenuation
;
244 ACC_SCALE_SCALAR_3V( diffuseColor
, attenuation
, diffuseContrib
);
245 ACC_SCALE_SCALAR_3V( specularColor
, attenuation
, specularContrib
);
248 if (ctx
->Visual
.rgbMode
) {
249 Rcolor
[0] = CLAMP(diffuseColor
[0], 0.0F
, 1.0F
);
250 Rcolor
[1] = CLAMP(diffuseColor
[1], 0.0F
, 1.0F
);
251 Rcolor
[2] = CLAMP(diffuseColor
[2], 0.0F
, 1.0F
);
252 Rcolor
[3] = CLAMP(diffuseColor
[3], 0.0F
, 1.0F
);
253 Rspec
[0] = CLAMP(specularColor
[0], 0.0F
, 1.0F
);
254 Rspec
[1] = CLAMP(specularColor
[1], 0.0F
, 1.0F
);
255 Rspec
[2] = CLAMP(specularColor
[2], 0.0F
, 1.0F
);
256 Rspec
[3] = CLAMP(specularColor
[3], 0.0F
, 1.0F
);
259 GLfloat
*ind
= ctx
->Light
.Material
.Attrib
[MAT_ATTRIB_FRONT_INDEXES
];
260 GLfloat d_a
= ind
[MAT_INDEX_DIFFUSE
] - ind
[MAT_INDEX_AMBIENT
];
261 GLfloat s_a
= ind
[MAT_INDEX_SPECULAR
] - ind
[MAT_INDEX_AMBIENT
];
262 GLfloat i
= (ind
[MAT_INDEX_AMBIENT
]
263 + diffuseCI
* (1.0F
-specularCI
) * d_a
265 if (i
> ind
[MAT_INDEX_SPECULAR
]) {
266 i
= ind
[MAT_INDEX_SPECULAR
];
274 * Do texgen needed for glRasterPos.
275 * \param ctx rendering context
276 * \param vObj object-space vertex coordinate
277 * \param vEye eye-space vertex coordinate
278 * \param normal vertex normal
279 * \param unit texture unit number
280 * \param texcoord incoming texcoord and resulting texcoord
283 compute_texgen(GLcontext
*ctx
, const GLfloat vObj
[4], const GLfloat vEye
[4],
284 const GLfloat normal
[3], GLuint unit
, GLfloat texcoord
[4])
286 const struct gl_texture_unit
*texUnit
= &ctx
->Texture
.Unit
[unit
];
288 /* always compute sphere map terms, just in case */
289 GLfloat u
[3], two_nu
, rx
, ry
, rz
, m
, mInv
;
292 two_nu
= 2.0F
* DOT3(normal
, u
);
293 rx
= u
[0] - normal
[0] * two_nu
;
294 ry
= u
[1] - normal
[1] * two_nu
;
295 rz
= u
[2] - normal
[2] * two_nu
;
296 m
= rx
* rx
+ ry
* ry
+ (rz
+ 1.0F
) * (rz
+ 1.0F
);
298 mInv
= 0.5F
* _mesa_inv_sqrtf(m
);
302 if (texUnit
->TexGenEnabled
& S_BIT
) {
303 switch (texUnit
->GenS
.Mode
) {
304 case GL_OBJECT_LINEAR
:
305 texcoord
[0] = DOT4(vObj
, texUnit
->GenS
.ObjectPlane
);
308 texcoord
[0] = DOT4(vEye
, texUnit
->GenS
.EyePlane
);
311 texcoord
[0] = rx
* mInv
+ 0.5F
;
313 case GL_REFLECTION_MAP
:
317 texcoord
[0] = normal
[0];
320 _mesa_problem(ctx
, "Bad S texgen in compute_texgen()");
325 if (texUnit
->TexGenEnabled
& T_BIT
) {
326 switch (texUnit
->GenT
.Mode
) {
327 case GL_OBJECT_LINEAR
:
328 texcoord
[1] = DOT4(vObj
, texUnit
->GenT
.ObjectPlane
);
331 texcoord
[1] = DOT4(vEye
, texUnit
->GenT
.EyePlane
);
334 texcoord
[1] = ry
* mInv
+ 0.5F
;
336 case GL_REFLECTION_MAP
:
340 texcoord
[1] = normal
[1];
343 _mesa_problem(ctx
, "Bad T texgen in compute_texgen()");
348 if (texUnit
->TexGenEnabled
& R_BIT
) {
349 switch (texUnit
->GenR
.Mode
) {
350 case GL_OBJECT_LINEAR
:
351 texcoord
[2] = DOT4(vObj
, texUnit
->GenR
.ObjectPlane
);
354 texcoord
[2] = DOT4(vEye
, texUnit
->GenR
.EyePlane
);
356 case GL_REFLECTION_MAP
:
360 texcoord
[2] = normal
[2];
363 _mesa_problem(ctx
, "Bad R texgen in compute_texgen()");
368 if (texUnit
->TexGenEnabled
& Q_BIT
) {
369 switch (texUnit
->GenQ
.Mode
) {
370 case GL_OBJECT_LINEAR
:
371 texcoord
[3] = DOT4(vObj
, texUnit
->GenQ
.ObjectPlane
);
374 texcoord
[3] = DOT4(vEye
, texUnit
->GenQ
.EyePlane
);
377 _mesa_problem(ctx
, "Bad Q texgen in compute_texgen()");
385 * glRasterPos transformation. Typically called via ctx->Driver.RasterPos().
386 * XXX some of this code (such as viewport xform, clip testing and setting
387 * of ctx->Current.Raster* fields) could get lifted up into the
388 * main/rasterpos.c code.
390 * \param vObj vertex position in object space
393 _tnl_RasterPos(GLcontext
*ctx
, const GLfloat vObj
[4])
395 if (ctx
->VertexProgram
._Enabled
) {
396 /* XXX implement this */
397 _mesa_problem(ctx
, "Vertex programs not implemented for glRasterPos");
401 GLfloat eye
[4], clip
[4], ndc
[3], d
;
402 GLfloat
*norm
, eyenorm
[3];
403 GLfloat
*objnorm
= ctx
->Current
.Attrib
[VERT_ATTRIB_NORMAL
];
405 /* apply modelview matrix: eye = MV * obj */
406 TRANSFORM_POINT( eye
, ctx
->ModelviewMatrixStack
.Top
->m
, vObj
);
407 /* apply projection matrix: clip = Proj * eye */
408 TRANSFORM_POINT( clip
, ctx
->ProjectionMatrixStack
.Top
->m
, eye
);
410 /* clip to view volume. */
411 if (!ctx
->Transform
.DepthClamp
) {
412 if (viewclip_point_z(clip
) == 0) {
413 ctx
->Current
.RasterPosValid
= GL_FALSE
;
417 if (!ctx
->Transform
.RasterPositionUnclipped
) {
418 if (viewclip_point_xy(clip
) == 0) {
419 ctx
->Current
.RasterPosValid
= GL_FALSE
;
424 /* clip to user clipping planes */
425 if (ctx
->Transform
.ClipPlanesEnabled
&& !userclip_point(ctx
, clip
)) {
426 ctx
->Current
.RasterPosValid
= GL_FALSE
;
431 d
= (clip
[3] == 0.0F
) ? 1.0F
: 1.0F
/ clip
[3];
432 ndc
[0] = clip
[0] * d
;
433 ndc
[1] = clip
[1] * d
;
434 ndc
[2] = clip
[2] * d
;
435 /* wincoord = viewport_mapping(ndc) */
436 ctx
->Current
.RasterPos
[0] = (ndc
[0] * ctx
->Viewport
._WindowMap
.m
[MAT_SX
]
437 + ctx
->Viewport
._WindowMap
.m
[MAT_TX
]);
438 ctx
->Current
.RasterPos
[1] = (ndc
[1] * ctx
->Viewport
._WindowMap
.m
[MAT_SY
]
439 + ctx
->Viewport
._WindowMap
.m
[MAT_TY
]);
440 ctx
->Current
.RasterPos
[2] = (ndc
[2] * ctx
->Viewport
._WindowMap
.m
[MAT_SZ
]
441 + ctx
->Viewport
._WindowMap
.m
[MAT_TZ
])
442 / ctx
->DrawBuffer
->_DepthMaxF
;
443 ctx
->Current
.RasterPos
[3] = clip
[3];
445 if (ctx
->Transform
.DepthClamp
) {
446 ctx
->Current
.RasterPos
[3] = CLAMP(ctx
->Current
.RasterPos
[3],
451 /* compute raster distance */
452 if (ctx
->Fog
.FogCoordinateSource
== GL_FOG_COORDINATE_EXT
)
453 ctx
->Current
.RasterDistance
= ctx
->Current
.Attrib
[VERT_ATTRIB_FOG
][0];
455 ctx
->Current
.RasterDistance
=
456 SQRTF( eye
[0]*eye
[0] + eye
[1]*eye
[1] + eye
[2]*eye
[2] );
458 /* compute transformed normal vector (for lighting or texgen) */
459 if (ctx
->_NeedEyeCoords
) {
460 const GLfloat
*inv
= ctx
->ModelviewMatrixStack
.Top
->inv
;
461 TRANSFORM_NORMAL( eyenorm
, objnorm
, inv
);
468 /* update raster color */
469 if (ctx
->Light
.Enabled
) {
471 shade_rastpos( ctx
, vObj
, norm
,
472 ctx
->Current
.RasterColor
,
473 ctx
->Current
.RasterSecondaryColor
,
474 &ctx
->Current
.RasterIndex
);
477 /* use current color or index */
478 if (ctx
->Visual
.rgbMode
) {
479 COPY_4FV(ctx
->Current
.RasterColor
,
480 ctx
->Current
.Attrib
[VERT_ATTRIB_COLOR0
]);
481 COPY_4FV(ctx
->Current
.RasterSecondaryColor
,
482 ctx
->Current
.Attrib
[VERT_ATTRIB_COLOR1
]);
485 ctx
->Current
.RasterIndex
486 = ctx
->Current
.Attrib
[VERT_ATTRIB_COLOR_INDEX
][0];
493 for (u
= 0; u
< ctx
->Const
.MaxTextureCoordUnits
; u
++) {
495 COPY_4V(tc
, ctx
->Current
.Attrib
[VERT_ATTRIB_TEX0
+ u
]);
496 if (ctx
->Texture
.Unit
[u
].TexGenEnabled
) {
497 compute_texgen(ctx
, vObj
, eye
, norm
, u
, tc
);
499 TRANSFORM_POINT(ctx
->Current
.RasterTexCoords
[u
],
500 ctx
->TextureMatrixStack
[u
].Top
->m
, tc
);
504 ctx
->Current
.RasterPosValid
= GL_TRUE
;
507 if (ctx
->RenderMode
== GL_SELECT
) {
508 _mesa_update_hitflag( ctx
, ctx
->Current
.RasterPos
[2] );