-/* $Id: t_vb_light.c,v 1.1 2000/12/26 05:09:33 keithw Exp $ */
-
/*
* Mesa 3-D graphics library
- * Version: 3.5
*
- * Copyright (C) 1999-2000 Brian Paul All Rights Reserved.
+ * Copyright (C) 1999-2006 Brian Paul All Rights Reserved.
*
* Permission is hereby granted, free of charge, to any person obtaining a
* copy of this software and associated documentation files (the "Software"),
* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS
* OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
* FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL
- * BRIAN PAUL BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN
- * AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN
- * CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
+ * THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR
+ * OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE,
+ * ARISING FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR
+ * OTHER DEALINGS IN THE SOFTWARE.
*/
-#include "glheader.h"
-#include "colormac.h"
-#include "light.h"
-#include "macros.h"
-#include "mem.h"
-#include "mmath.h"
-#include "simple_list.h"
-#include "mtypes.h"
+#include "main/glheader.h"
+#include "main/colormac.h"
+#include "main/light.h"
+#include "main/macros.h"
+#include "main/imports.h"
+#include "main/simple_list.h"
+#include "main/mtypes.h"
+
+#include "math/m_translate.h"
#include "t_context.h"
#include "t_pipeline.h"
+#include "tnl.h"
-#define LIGHT_FLAGS 0x1 /* must be first */
-#define LIGHT_TWOSIDE 0x2
-#define LIGHT_COLORMATERIAL 0x4
-#define MAX_LIGHT_FUNC 0x8
+#define LIGHT_TWOSIDE 0x1
+#define LIGHT_MATERIAL 0x2
+#define MAX_LIGHT_FUNC 0x4
-typedef void (*light_func)( GLcontext *ctx,
+typedef void (*light_func)( struct gl_context *ctx,
struct vertex_buffer *VB,
- struct gl_pipeline_stage *stage,
+ struct tnl_pipeline_stage *stage,
GLvector4f *input );
-struct light_stage_data {
- GLvector4ub LitColor[2];
- GLvector1ui LitIndex[2];
- GLvector4ub LitSecondary[2];
+/**
+ * Information for updating current material attributes from vertex color,
+ * for GL_COLOR_MATERIAL.
+ */
+struct material_cursor {
+ const GLfloat *ptr; /* points to src vertex color (in VB array) */
+ GLuint stride; /* stride to next vertex color (bytes) */
+ GLfloat *current; /* points to material attribute to update */
+ GLuint size; /* vertex/color size: 1, 2, 3 or 4 */
+};
+/**
+ * Data private to this pipeline stage.
+ */
+struct light_stage_data {
+ GLvector4f Input;
+ GLvector4f LitColor[2];
+ GLvector4f LitSecondary[2];
light_func *light_func_tab;
+
+ struct material_cursor mat[MAT_ATTRIB_MAX];
+ GLuint mat_count;
+ GLuint mat_bitmask;
};
-#define LIGHT_STAGE_DATA(stage) ((struct light_stage_data *)(stage->private))
+
+#define LIGHT_STAGE_DATA(stage) ((struct light_stage_data *)(stage->privatePtr))
+
+
+
+/**********************************************************************/
+/***** Lighting computation *****/
+/**********************************************************************/
+
+
+/*
+ * Notes:
+ * When two-sided lighting is enabled we compute the color (or index)
+ * for both the front and back side of the primitive. Then, when the
+ * orientation of the facet is later learned, we can determine which
+ * color (or index) to use for rendering.
+ *
+ * KW: We now know orientation in advance and only shade for
+ * the side or sides which are actually required.
+ *
+ * Variables:
+ * n = normal vector
+ * V = vertex position
+ * P = light source position
+ * Pe = (0,0,0,1)
+ *
+ * Precomputed:
+ * IF P[3]==0 THEN
+ * // light at infinity
+ * IF local_viewer THEN
+ * _VP_inf_norm = unit vector from V to P // Precompute
+ * ELSE
+ * // eye at infinity
+ * _h_inf_norm = Normalize( VP + <0,0,1> ) // Precompute
+ * ENDIF
+ * ENDIF
+ *
+ * Functions:
+ * Normalize( v ) = normalized vector v
+ * Magnitude( v ) = length of vector v
+ */
+
+
+
+static void
+validate_shine_table( struct gl_context *ctx, GLuint side, GLfloat shininess )
+{
+ TNLcontext *tnl = TNL_CONTEXT(ctx);
+ struct tnl_shine_tab *list = tnl->_ShineTabList;
+ struct tnl_shine_tab *s;
+
+ ASSERT(side < 2);
+
+ foreach(s, list)
+ if ( s->shininess == shininess )
+ break;
+
+ if (s == list) {
+ GLint j;
+ GLfloat *m;
+
+ foreach(s, list)
+ if (s->refcount == 0)
+ break;
+
+ m = s->tab;
+ m[0] = 0.0;
+ if (shininess == 0.0) {
+ for (j = 1 ; j <= SHINE_TABLE_SIZE ; j++)
+ m[j] = 1.0;
+ }
+ else {
+ for (j = 1 ; j < SHINE_TABLE_SIZE ; j++) {
+ GLdouble t, x = j / (GLfloat) (SHINE_TABLE_SIZE - 1);
+ if (x < 0.005) /* underflow check */
+ x = 0.005;
+ t = pow(x, shininess);
+ if (t > 1e-20)
+ m[j] = (GLfloat) t;
+ else
+ m[j] = 0.0;
+ }
+ m[SHINE_TABLE_SIZE] = 1.0;
+ }
+
+ s->shininess = shininess;
+ }
+
+ if (tnl->_ShineTable[side])
+ tnl->_ShineTable[side]->refcount--;
+
+ tnl->_ShineTable[side] = s;
+ move_to_tail( list, s );
+ s->refcount++;
+}
+
+
+void
+_tnl_validate_shine_tables( struct gl_context *ctx )
+{
+ TNLcontext *tnl = TNL_CONTEXT(ctx);
+ GLfloat shininess;
+
+ shininess = ctx->Light.Material.Attrib[MAT_ATTRIB_FRONT_SHININESS][0];
+ if (!tnl->_ShineTable[0] || tnl->_ShineTable[0]->shininess != shininess)
+ validate_shine_table( ctx, 0, shininess );
+
+ shininess = ctx->Light.Material.Attrib[MAT_ATTRIB_BACK_SHININESS][0];
+ if (!tnl->_ShineTable[1] || tnl->_ShineTable[1]->shininess != shininess)
+ validate_shine_table( ctx, 1, shininess );
+}
+
+
+/**
+ * In the case of colormaterial, the effected material attributes
+ * should already have been bound to point to the incoming color data,
+ * prior to running the pipeline.
+ * This function copies the vertex's color to the material attributes
+ * which are tracking glColor.
+ * It's called per-vertex in the lighting loop.
+ */
+static void
+update_materials(struct gl_context *ctx, struct light_stage_data *store)
+{
+ GLuint i;
+
+ for (i = 0 ; i < store->mat_count ; i++) {
+ /* update the material */
+ COPY_CLEAN_4V(store->mat[i].current, store->mat[i].size, store->mat[i].ptr);
+ /* increment src vertex color pointer */
+ STRIDE_F(store->mat[i].ptr, store->mat[i].stride);
+ }
+
+ /* recompute derived light/material values */
+ _mesa_update_material( ctx, store->mat_bitmask );
+ /* XXX we should only call this if we're tracking/changing the specular
+ * exponent.
+ */
+ _tnl_validate_shine_tables( ctx );
+}
+
+
+/**
+ * Prepare things prior to running the lighting stage.
+ * Return number of material attributes which will track vertex color.
+ */
+static GLuint
+prepare_materials(struct gl_context *ctx,
+ struct vertex_buffer *VB, struct light_stage_data *store)
+{
+ GLuint i;
+
+ store->mat_count = 0;
+ store->mat_bitmask = 0;
+
+ /* Examine the _ColorMaterialBitmask to determine which materials
+ * track vertex color. Override the material attribute's pointer
+ * with the color pointer for each one.
+ */
+ if (ctx->Light.ColorMaterialEnabled) {
+ const GLuint bitmask = ctx->Light._ColorMaterialBitmask;
+ for (i = 0 ; i < MAT_ATTRIB_MAX ; i++)
+ if (bitmask & (1<<i))
+ VB->AttribPtr[_TNL_ATTRIB_MAT_FRONT_AMBIENT + i] = VB->AttribPtr[_TNL_ATTRIB_COLOR0];
+ }
+
+ /* Now, for each material attribute that's tracking vertex color, save
+ * some values (ptr, stride, size, current) that we'll need in
+ * update_materials(), above, that'll actually copy the vertex color to
+ * the material attribute(s).
+ */
+ for (i = _TNL_FIRST_MAT; i <= _TNL_LAST_MAT; i++) {
+ if (VB->AttribPtr[i]->stride) {
+ const GLuint j = store->mat_count++;
+ const GLuint attr = i - _TNL_ATTRIB_MAT_FRONT_AMBIENT;
+ store->mat[j].ptr = VB->AttribPtr[i]->start;
+ store->mat[j].stride = VB->AttribPtr[i]->stride;
+ store->mat[j].size = VB->AttribPtr[i]->size;
+ store->mat[j].current = ctx->Light.Material.Attrib[attr];
+ store->mat_bitmask |= (1<<attr);
+ }
+ }
+
+ /* FIXME: Is this already done?
+ */
+ _mesa_update_material( ctx, ~0 );
+
+ _tnl_validate_shine_tables( ctx );
+
+ return store->mat_count;
+}
+
+/*
+ * Compute dp ^ SpecularExponent.
+ * Lerp between adjacent values in the f(x) lookup table, giving a
+ * continuous function, with adequate overall accuracy. (Though still
+ * pretty good compared to a straight lookup).
+ */
+static inline GLfloat
+lookup_shininess(const struct gl_context *ctx, GLuint face, GLfloat dp)
+{
+ TNLcontext *tnl = TNL_CONTEXT(ctx);
+ const struct tnl_shine_tab *tab = tnl->_ShineTable[face];
+ float f = dp * (SHINE_TABLE_SIZE - 1);
+ int k = (int) f;
+ if (k < 0 /* gcc may cast an overflow float value to negative int value */
+ || k > SHINE_TABLE_SIZE - 2)
+ return powf(dp, tab->shininess);
+ else
+ return tab->tab[k] + (f - k) * (tab->tab[k+1] - tab->tab[k]);
+}
/* Tables for all the shading functions.
*/
static light_func _tnl_light_fast_tab[MAX_LIGHT_FUNC];
static light_func _tnl_light_fast_single_tab[MAX_LIGHT_FUNC];
static light_func _tnl_light_spec_tab[MAX_LIGHT_FUNC];
-static light_func _tnl_light_ci_tab[MAX_LIGHT_FUNC];
#define TAG(x) x
#define IDX (0)
#include "t_vb_lighttmp.h"
-#define TAG(x) x##_tw
+#define TAG(x) x##_twoside
#define IDX (LIGHT_TWOSIDE)
#include "t_vb_lighttmp.h"
-#define TAG(x) x##_fl
-#define IDX (LIGHT_FLAGS)
-#include "t_vb_lighttmp.h"
-
-#define TAG(x) x##_tw_fl
-#define IDX (LIGHT_FLAGS|LIGHT_TWOSIDE)
-#include "t_vb_lighttmp.h"
-
-#define TAG(x) x##_cm
-#define IDX (LIGHT_COLORMATERIAL)
-#include "t_vb_lighttmp.h"
-
-#define TAG(x) x##_tw_cm
-#define IDX (LIGHT_TWOSIDE|LIGHT_COLORMATERIAL)
+#define TAG(x) x##_material
+#define IDX (LIGHT_MATERIAL)
#include "t_vb_lighttmp.h"
-#define TAG(x) x##_fl_cm
-#define IDX (LIGHT_FLAGS|LIGHT_COLORMATERIAL)
+#define TAG(x) x##_twoside_material
+#define IDX (LIGHT_TWOSIDE|LIGHT_MATERIAL)
#include "t_vb_lighttmp.h"
-#define TAG(x) x##_tw_fl_cm
-#define IDX (LIGHT_FLAGS|LIGHT_TWOSIDE|LIGHT_COLORMATERIAL)
-#include "t_vb_lighttmp.h"
-
-static void init_lighting( void )
+static void init_lighting_tables( void )
{
static int done;
if (!done) {
init_light_tab();
- init_light_tab_tw();
- init_light_tab_fl();
- init_light_tab_tw_fl();
- init_light_tab_cm();
- init_light_tab_tw_cm();
- init_light_tab_fl_cm();
- init_light_tab_tw_fl_cm();
+ init_light_tab_twoside();
+ init_light_tab_material();
+ init_light_tab_twoside_material();
done = 1;
}
}
-static GLboolean run_lighting( GLcontext *ctx, struct gl_pipeline_stage *stage )
+static GLboolean run_lighting( struct gl_context *ctx,
+ struct tnl_pipeline_stage *stage )
{
struct light_stage_data *store = LIGHT_STAGE_DATA(stage);
TNLcontext *tnl = TNL_CONTEXT(ctx);
struct vertex_buffer *VB = &tnl->vb;
- GLvector4f *input = ctx->_NeedEyeCoords ? VB->EyePtr : VB->ObjPtr;
- GLuint ind;
+ GLvector4f *input = ctx->_NeedEyeCoords ? VB->EyePtr : VB->AttribPtr[_TNL_ATTRIB_POS];
+ GLuint idx;
+
+ if (!ctx->Light.Enabled || ctx->VertexProgram._Current)
+ return GL_TRUE;
- /* Make sure we can talk about elements 0..2 in the vector we are
- * lighting. TODO: Don't repeat this in CVA!
+ /* Make sure we can talk about position x,y and z:
*/
- if (input->size <= 2) {
- if (input->flags & VEC_NOT_WRITEABLE) {
- ASSERT(VB->importable_data & VERT_OBJ);
- VB->import_data( ctx, VERT_OBJ, VEC_NOT_WRITEABLE );
- input = ctx->_NeedEyeCoords ? VB->EyePtr : VB->ObjPtr;
- ASSERT((input->flags & VEC_NOT_WRITEABLE) == 0);
+ if (input->size <= 2 && input == VB->AttribPtr[_TNL_ATTRIB_POS]) {
+
+ _math_trans_4f( store->Input.data,
+ VB->AttribPtr[_TNL_ATTRIB_POS]->data,
+ VB->AttribPtr[_TNL_ATTRIB_POS]->stride,
+ GL_FLOAT,
+ VB->AttribPtr[_TNL_ATTRIB_POS]->size,
+ 0,
+ VB->Count );
+
+ if (input->size <= 2) {
+ /* Clean z.
+ */
+ _mesa_vector4f_clean_elem(&store->Input, VB->Count, 2);
+ }
+
+ if (input->size <= 1) {
+ /* Clean y.
+ */
+ _mesa_vector4f_clean_elem(&store->Input, VB->Count, 1);
}
- gl_vector4f_clean_elem(input, VB->Count, 2);
+ input = &store->Input;
}
-
- if (VB->Flag)
- ind = LIGHT_FLAGS;
- else
- ind = 0;
+
+ idx = 0;
- /* The individual tabs know about replaying side-effects vs. full
- * re-execution.
+ if (prepare_materials( ctx, VB, store ))
+ idx |= LIGHT_MATERIAL;
+
+ if (ctx->Light.Model.TwoSide)
+ idx |= LIGHT_TWOSIDE;
+
+ /* The individual functions know about replaying side-effects
+ * vs. full re-execution.
*/
- store->light_func_tab[ind]( ctx, VB, stage, input );
+ store->light_func_tab[idx]( ctx, VB, stage, input );
return GL_TRUE;
}
/* Called in place of do_lighting when the light table may have changed.
*/
-static GLboolean run_validate_lighting( GLcontext *ctx,
- struct gl_pipeline_stage *stage )
+static void validate_lighting( struct gl_context *ctx,
+ struct tnl_pipeline_stage *stage )
{
- GLuint ind = 0;
- light_func *tab;
-
- if (ctx->Visual.RGBAflag) {
- if (ctx->Light._NeedVertices) {
- if (ctx->Light.Model.ColorControl==GL_SEPARATE_SPECULAR_COLOR)
- tab = _tnl_light_spec_tab;
- else
- tab = _tnl_light_tab;
- }
- else {
- if (ctx->Light.EnabledList.next == ctx->Light.EnabledList.prev)
- tab = _tnl_light_fast_single_tab;
- else
- tab = _tnl_light_fast_tab;
- }
-/* tab = _tnl_light_tab; */
+ light_func *tab;
+
+ if (!ctx->Light.Enabled || ctx->VertexProgram._Current)
+ return;
+
+ if (ctx->Light._NeedVertices) {
+ if (ctx->Light.Model.ColorControl == GL_SEPARATE_SPECULAR_COLOR)
+ tab = _tnl_light_spec_tab;
+ else
+ tab = _tnl_light_tab;
+ }
+ else {
+ if (ctx->Light.EnabledList.next == ctx->Light.EnabledList.prev)
+ tab = _tnl_light_fast_single_tab;
+ else
+ tab = _tnl_light_fast_tab;
}
- if (ctx->Light.ColorMaterialEnabled)
- ind |= LIGHT_COLORMATERIAL;
-
- if (ctx->Light.Model.TwoSide)
- ind |= LIGHT_TWOSIDE;
- LIGHT_STAGE_DATA(stage)->light_func_tab = &tab[ind];
+ LIGHT_STAGE_DATA(stage)->light_func_tab = tab;
/* This and the above should only be done on _NEW_LIGHT:
*/
- gl_validate_all_lighting_tables( ctx );
-
- /* Now run the stage...
- */
- stage->run = run_lighting;
- return stage->run( ctx, stage );
+ TNL_CONTEXT(ctx)->Driver.NotifyMaterialChange( ctx );
}
+
+
/* Called the first time stage->run is called. In effect, don't
* allocate data until the first time the stage is run.
*/
-static GLboolean run_init_lighting( GLcontext *ctx,
- struct gl_pipeline_stage *stage )
+static GLboolean init_lighting( struct gl_context *ctx,
+ struct tnl_pipeline_stage *stage )
{
TNLcontext *tnl = TNL_CONTEXT(ctx);
struct light_stage_data *store;
GLuint size = tnl->vb.Size;
- stage->private = MALLOC(sizeof(*store));
+ stage->privatePtr = malloc(sizeof(*store));
store = LIGHT_STAGE_DATA(stage);
if (!store)
return GL_FALSE;
/* Do onetime init.
*/
- init_lighting();
+ init_lighting_tables();
- gl_vector4ub_alloc( &store->LitColor[0], 0, size, 32 );
- gl_vector4ub_alloc( &store->LitColor[1], 0, size, 32 );
- gl_vector4ub_alloc( &store->LitSecondary[0], 0, size, 32 );
- gl_vector4ub_alloc( &store->LitSecondary[1], 0, size, 32 );
- gl_vector1ui_alloc( &store->LitIndex[0], 0, size, 32 );
- gl_vector1ui_alloc( &store->LitIndex[1], 0, size, 32 );
+ _mesa_vector4f_alloc( &store->Input, 0, size, 32 );
+ _mesa_vector4f_alloc( &store->LitColor[0], 0, size, 32 );
+ _mesa_vector4f_alloc( &store->LitColor[1], 0, size, 32 );
+ _mesa_vector4f_alloc( &store->LitSecondary[0], 0, size, 32 );
+ _mesa_vector4f_alloc( &store->LitSecondary[1], 0, size, 32 );
- /* Now validate the stage derived data...
- */
- stage->run = run_validate_lighting;
- return stage->run( ctx, stage );
-}
+ store->LitColor[0].size = 4;
+ store->LitColor[1].size = 4;
+ store->LitSecondary[0].size = 3;
+ store->LitSecondary[1].size = 3;
+ return GL_TRUE;
+}
-/*
- * Check if lighting is enabled. If so, configure the pipeline stage's
- * type, inputs, and outputs.
- */
-static void check_lighting( GLcontext *ctx, struct gl_pipeline_stage *stage )
-{
- stage->active = ctx->Light.Enabled;
- if (stage->active) {
- if (stage->private)
- stage->run = run_validate_lighting;
- stage->inputs = VERT_NORM|VERT_MATERIAL;
- if (ctx->Light._NeedVertices)
- stage->inputs |= VERT_EYE; /* effectively, even when lighting in obj */
- if (ctx->Light.ColorMaterialEnabled)
- stage->inputs |= VERT_RGBA;
- }
-}
-static void dtr( struct gl_pipeline_stage *stage )
+static void dtr( struct tnl_pipeline_stage *stage )
{
struct light_stage_data *store = LIGHT_STAGE_DATA(stage);
if (store) {
- gl_vector4ub_free( &store->LitColor[0] );
- gl_vector4ub_free( &store->LitColor[1] );
- gl_vector1ui_free( &store->LitIndex[0] );
- gl_vector1ui_free( &store->LitIndex[1] );
- gl_vector4ub_free( &store->LitSecondary[0] );
- gl_vector4ub_free( &store->LitSecondary[1] );
- FREE( store );
- stage->private = 0;
+ _mesa_vector4f_free( &store->Input );
+ _mesa_vector4f_free( &store->LitColor[0] );
+ _mesa_vector4f_free( &store->LitColor[1] );
+ _mesa_vector4f_free( &store->LitSecondary[0] );
+ _mesa_vector4f_free( &store->LitSecondary[1] );
+ free( store );
+ stage->privatePtr = NULL;
}
}
-const struct gl_pipeline_stage _tnl_lighting_stage =
-{
- "lighting",
- _NEW_LIGHT, /* recheck */
- _NEW_LIGHT|_NEW_MODELVIEW, /* recalc -- modelview dependency
- * otherwise not captured by inputs
- * (which may be VERT_OBJ) */
- 0,0,VERT_RGBA, /* active, inputs, outputs */
- 0,0, /* changed_inputs, private_data */
+const struct tnl_pipeline_stage _tnl_lighting_stage =
+{
+ "lighting", /* name */
+ NULL, /* private_data */
+ init_lighting,
dtr, /* destroy */
- check_lighting, /* check */
- run_init_lighting /* run -- initially set to ctr */
+ validate_lighting,
+ run_lighting
};
-