-/* $Id: light.c,v 1.5 1999/10/19 18:37:04 keithw Exp $ */
+/* $Id: light.c,v 1.53 2002/10/24 23:57:21 brianp Exp $ */
/*
* Mesa 3-D graphics library
- * Version: 3.1
- *
- * Copyright (C) 1999 Brian Paul All Rights Reserved.
- *
+ * Version: 4.1
+ *
+ * Copyright (C) 1999-2002 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"),
* to deal in the Software without restriction, including without limitation
* the rights to use, copy, modify, merge, publish, distribute, sublicense,
* and/or sell copies of the Software, and to permit persons to whom the
* Software is furnished to do so, subject to the following conditions:
- *
+ *
* The above copyright notice and this permission notice shall be included
* in all copies or substantial portions of 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
*/
-
-
-
-#ifdef PC_HEADER
-#include "all.h"
-#else
-#include <float.h>
-#ifndef XFree86Server
-#include <assert.h>
-#include <float.h>
-#include <math.h>
-#include <stdlib.h>
-#else
-#include "GL/xf86glx.h"
-#endif
-#include <stdio.h>
+#include "glheader.h"
+#include "imports.h"
+#include "colormac.h"
#include "context.h"
#include "enums.h"
#include "light.h"
#include "macros.h"
-#include "matrix.h"
#include "mmath.h"
#include "simple_list.h"
-#include "types.h"
-#include "vb.h"
-#include "xform.h"
-#endif
+#include "mtypes.h"
+#include "math/m_xform.h"
+#include "math/m_matrix.h"
+
+/* XXX this is a bit of a hack needed for compilation within XFree86 */
+#ifndef FLT_MIN
+#define FLT_MIN 1e-37
+#endif
-void gl_ShadeModel( GLcontext *ctx, GLenum mode )
+void
+_mesa_ShadeModel( GLenum mode )
{
- ASSERT_OUTSIDE_BEGIN_END_AND_FLUSH(ctx, "glShadeModel");
+ GET_CURRENT_CONTEXT(ctx);
+ ASSERT_OUTSIDE_BEGIN_END(ctx);
if (MESA_VERBOSE & VERBOSE_API)
- fprintf(stderr, "glShadeModel %s\n", gl_lookup_enum_by_nr(mode));
-
+ _mesa_debug(ctx, "glShadeModel %s\n", _mesa_lookup_enum_by_nr(mode));
- switch (mode) {
- case GL_FLAT:
- case GL_SMOOTH:
- if (ctx->Light.ShadeModel!=mode) {
- ctx->Light.ShadeModel = mode;
- ctx->TriangleCaps ^= DD_FLATSHADE;
- ctx->NewState |= NEW_RASTER_OPS;
- }
- break;
- default:
- gl_error( ctx, GL_INVALID_ENUM, "glShadeModel" );
+ if (mode != GL_FLAT && mode != GL_SMOOTH) {
+ _mesa_error( ctx, GL_INVALID_ENUM, "glShadeModel" );
+ return;
}
- if (ctx->Driver.ShadeModel)
+ if (ctx->Light.ShadeModel == mode)
+ return;
+
+ FLUSH_VERTICES(ctx, _NEW_LIGHT);
+ ctx->Light.ShadeModel = mode;
+ ctx->_TriangleCaps ^= DD_FLATSHADE;
+ if (ctx->Driver.ShadeModel)
(*ctx->Driver.ShadeModel)( ctx, mode );
}
-void gl_Lightfv( GLcontext *ctx,
- GLenum light, GLenum pname, const GLfloat *params,
- GLint nparams )
+void
+_mesa_Lightf( GLenum light, GLenum pname, GLfloat param )
{
- GLint l;
+ _mesa_Lightfv( light, pname, ¶m );
+}
- (void) nparams;
- ASSERT_OUTSIDE_BEGIN_END_AND_FLUSH(ctx, "glLight");
+void
+_mesa_Lightfv( GLenum light, GLenum pname, const GLfloat *params )
+{
+ GET_CURRENT_CONTEXT(ctx);
+ GLint i = (GLint) (light - GL_LIGHT0);
+ struct gl_light *l = &ctx->Light.Light[i];
- l = (GLint) (light - GL_LIGHT0);
+ if (i < 0 || i >= (GLint) ctx->Const.MaxLights) {
+ _mesa_error( ctx, GL_INVALID_ENUM, "glLight(light=0x%x)", light );
+ return;
+ }
- if (l<0 || l>=MAX_LIGHTS) {
- gl_error( ctx, GL_INVALID_ENUM, "glLight" );
+ switch (pname) {
+ case GL_AMBIENT:
+ if (TEST_EQ_4V(l->Ambient, params))
+ return;
+ FLUSH_VERTICES(ctx, _NEW_LIGHT);
+ COPY_4V( l->Ambient, params );
+ break;
+ case GL_DIFFUSE:
+ if (TEST_EQ_4V(l->Diffuse, params))
+ return;
+ FLUSH_VERTICES(ctx, _NEW_LIGHT);
+ COPY_4V( l->Diffuse, params );
+ break;
+ case GL_SPECULAR:
+ if (TEST_EQ_4V(l->Specular, params))
+ return;
+ FLUSH_VERTICES(ctx, _NEW_LIGHT);
+ COPY_4V( l->Specular, params );
+ break;
+ case GL_POSITION: {
+ GLfloat tmp[4];
+ /* transform position by ModelView matrix */
+ TRANSFORM_POINT( tmp, ctx->ModelviewMatrixStack.Top->m, params );
+ if (TEST_EQ_4V(l->EyePosition, tmp))
+ return;
+ FLUSH_VERTICES(ctx, _NEW_LIGHT);
+ COPY_4V(l->EyePosition, tmp);
+ if (l->EyePosition[3] != 0.0F)
+ l->_Flags |= LIGHT_POSITIONAL;
+ else
+ l->_Flags &= ~LIGHT_POSITIONAL;
+ break;
+ }
+ case GL_SPOT_DIRECTION: {
+ GLfloat tmp[4];
+ /* transform direction by inverse modelview */
+ if (ctx->ModelviewMatrixStack.Top->flags & MAT_DIRTY_INVERSE) {
+ _math_matrix_analyse( ctx->ModelviewMatrixStack.Top );
+ }
+ TRANSFORM_NORMAL( tmp, params, ctx->ModelviewMatrixStack.Top->inv );
+ if (TEST_EQ_3V(l->EyeDirection, tmp))
+ return;
+ FLUSH_VERTICES(ctx, _NEW_LIGHT);
+ COPY_3V(l->EyeDirection, tmp);
+ break;
+ }
+ case GL_SPOT_EXPONENT:
+ if (params[0]<0.0 || params[0]>128.0) {
+ _mesa_error( ctx, GL_INVALID_VALUE, "glLight" );
+ return;
+ }
+ if (l->SpotExponent == params[0])
+ return;
+ FLUSH_VERTICES(ctx, _NEW_LIGHT);
+ l->SpotExponent = params[0];
+ _mesa_invalidate_spot_exp_table( l );
+ break;
+ case GL_SPOT_CUTOFF:
+ if ((params[0]<0.0 || params[0]>90.0) && params[0]!=180.0) {
+ _mesa_error( ctx, GL_INVALID_VALUE, "glLight" );
+ return;
+ }
+ if (l->SpotCutoff == params[0])
+ return;
+ FLUSH_VERTICES(ctx, _NEW_LIGHT);
+ l->SpotCutoff = params[0];
+ l->_CosCutoff = (GLfloat) cos(params[0]*DEG2RAD);
+ if (l->_CosCutoff < 0)
+ l->_CosCutoff = 0;
+ if (l->SpotCutoff != 180.0F)
+ l->_Flags |= LIGHT_SPOT;
+ else
+ l->_Flags &= ~LIGHT_SPOT;
+ break;
+ case GL_CONSTANT_ATTENUATION:
+ if (params[0]<0.0) {
+ _mesa_error( ctx, GL_INVALID_VALUE, "glLight" );
+ return;
+ }
+ if (l->ConstantAttenuation == params[0])
+ return;
+ FLUSH_VERTICES(ctx, _NEW_LIGHT);
+ l->ConstantAttenuation = params[0];
+ break;
+ case GL_LINEAR_ATTENUATION:
+ if (params[0]<0.0) {
+ _mesa_error( ctx, GL_INVALID_VALUE, "glLight" );
+ return;
+ }
+ if (l->LinearAttenuation == params[0])
+ return;
+ FLUSH_VERTICES(ctx, _NEW_LIGHT);
+ l->LinearAttenuation = params[0];
+ break;
+ case GL_QUADRATIC_ATTENUATION:
+ if (params[0]<0.0) {
+ _mesa_error( ctx, GL_INVALID_VALUE, "glLight" );
+ return;
+ }
+ if (l->QuadraticAttenuation == params[0])
+ return;
+ FLUSH_VERTICES(ctx, _NEW_LIGHT);
+ l->QuadraticAttenuation = params[0];
+ break;
+ default:
+ _mesa_error( ctx, GL_INVALID_ENUM, "glLight(pname=0x%x)", pname );
return;
}
+ if (ctx->Driver.Lightfv)
+ ctx->Driver.Lightfv( ctx, light, pname, params );
+}
+
+
+void
+_mesa_Lighti( GLenum light, GLenum pname, GLint param )
+{
+ _mesa_Lightiv( light, pname, ¶m );
+}
+
+
+void
+_mesa_Lightiv( GLenum light, GLenum pname, const GLint *params )
+{
+ GLfloat fparam[4];
+
switch (pname) {
case GL_AMBIENT:
- COPY_4V( ctx->Light.Light[l].Ambient, params );
- break;
case GL_DIFFUSE:
- COPY_4V( ctx->Light.Light[l].Diffuse, params );
- break;
case GL_SPECULAR:
- COPY_4V( ctx->Light.Light[l].Specular, params );
+ fparam[0] = INT_TO_FLOAT( params[0] );
+ fparam[1] = INT_TO_FLOAT( params[1] );
+ fparam[2] = INT_TO_FLOAT( params[2] );
+ fparam[3] = INT_TO_FLOAT( params[3] );
break;
case GL_POSITION:
- /* transform position by ModelView matrix */
- TRANSFORM_POINT( ctx->Light.Light[l].EyePosition,
- ctx->ModelView.m,
- params );
+ fparam[0] = (GLfloat) params[0];
+ fparam[1] = (GLfloat) params[1];
+ fparam[2] = (GLfloat) params[2];
+ fparam[3] = (GLfloat) params[3];
break;
case GL_SPOT_DIRECTION:
- /* transform direction by inverse modelview */
- if (ctx->ModelView.flags & MAT_DIRTY_INVERSE) {
- gl_matrix_analyze( &ctx->ModelView );
- }
- TRANSFORM_NORMAL( ctx->Light.Light[l].EyeDirection,
- params,
- ctx->ModelView.inv );
+ fparam[0] = (GLfloat) params[0];
+ fparam[1] = (GLfloat) params[1];
+ fparam[2] = (GLfloat) params[2];
break;
case GL_SPOT_EXPONENT:
- if (params[0]<0.0 || params[0]>128.0) {
- gl_error( ctx, GL_INVALID_VALUE, "glLight" );
- return;
- }
- if (ctx->Light.Light[l].SpotExponent != params[0]) {
- ctx->Light.Light[l].SpotExponent = params[0];
- gl_compute_spot_exp_table( &ctx->Light.Light[l] );
- }
- break;
case GL_SPOT_CUTOFF:
- if ((params[0]<0.0 || params[0]>90.0) && params[0]!=180.0) {
- gl_error( ctx, GL_INVALID_VALUE, "glLight" );
- return;
- }
- ctx->Light.Light[l].SpotCutoff = params[0];
- ctx->Light.Light[l].CosCutoff = cos(params[0]*DEG2RAD);
- if (ctx->Light.Light[l].CosCutoff < 0)
- ctx->Light.Light[l].CosCutoff = 0;
- break;
case GL_CONSTANT_ATTENUATION:
- if (params[0]<0.0) {
- gl_error( ctx, GL_INVALID_VALUE, "glLight" );
- return;
- }
- ctx->Light.Light[l].ConstantAttenuation = params[0];
- break;
case GL_LINEAR_ATTENUATION:
- if (params[0]<0.0) {
- gl_error( ctx, GL_INVALID_VALUE, "glLight" );
- return;
- }
- ctx->Light.Light[l].LinearAttenuation = params[0];
- break;
case GL_QUADRATIC_ATTENUATION:
- if (params[0]<0.0) {
- gl_error( ctx, GL_INVALID_VALUE, "glLight" );
- return;
- }
- ctx->Light.Light[l].QuadraticAttenuation = params[0];
+ fparam[0] = (GLfloat) params[0];
break;
default:
- gl_error( ctx, GL_INVALID_ENUM, "glLight" );
- break;
+ /* error will be caught later in gl_Lightfv */
+ ;
}
- if (ctx->Driver.Lightfv)
- ctx->Driver.Lightfv( ctx, light, pname, params, nparams );
-
- ctx->NewState |= NEW_LIGHTING;
+ _mesa_Lightfv( light, pname, fparam );
}
-void gl_GetLightfv( GLcontext *ctx,
- GLenum light, GLenum pname, GLfloat *params )
+void
+_mesa_GetLightfv( GLenum light, GLenum pname, GLfloat *params )
{
+ GET_CURRENT_CONTEXT(ctx);
GLint l = (GLint) (light - GL_LIGHT0);
+ ASSERT_OUTSIDE_BEGIN_END(ctx);
- ASSERT_OUTSIDE_BEGIN_END_AND_FLUSH(ctx, "glGetLight");
-
- if (l<0 || l>=MAX_LIGHTS) {
- gl_error( ctx, GL_INVALID_ENUM, "glGetLightfv" );
+ if (l < 0 || l >= (GLint) ctx->Const.MaxLights) {
+ _mesa_error( ctx, GL_INVALID_ENUM, "glGetLightfv" );
return;
}
params[0] = ctx->Light.Light[l].QuadraticAttenuation;
break;
default:
- gl_error( ctx, GL_INVALID_ENUM, "glGetLightfv" );
+ _mesa_error( ctx, GL_INVALID_ENUM, "glGetLightfv" );
break;
}
}
-void gl_GetLightiv( GLcontext *ctx, GLenum light, GLenum pname, GLint *params )
+void
+_mesa_GetLightiv( GLenum light, GLenum pname, GLint *params )
{
+ GET_CURRENT_CONTEXT(ctx);
GLint l = (GLint) (light - GL_LIGHT0);
+ ASSERT_OUTSIDE_BEGIN_END(ctx);
- ASSERT_OUTSIDE_BEGIN_END_AND_FLUSH(ctx, "glGetLight");
-
- if (l<0 || l>=MAX_LIGHTS) {
- gl_error( ctx, GL_INVALID_ENUM, "glGetLightiv" );
+ if (l < 0 || l >= (GLint) ctx->Const.MaxLights) {
+ _mesa_error( ctx, GL_INVALID_ENUM, "glGetLightiv" );
return;
}
params[0] = (GLint) ctx->Light.Light[l].QuadraticAttenuation;
break;
default:
- gl_error( ctx, GL_INVALID_ENUM, "glGetLightiv" );
+ _mesa_error( ctx, GL_INVALID_ENUM, "glGetLightiv" );
break;
}
}
/**********************************************************************/
-void gl_LightModelfv( GLcontext *ctx, GLenum pname, const GLfloat *params )
+void
+_mesa_LightModelfv( GLenum pname, const GLfloat *params )
{
- ASSERT_OUTSIDE_BEGIN_END_AND_FLUSH(ctx, "glLightModel");
+ GLenum newenum;
+ GLboolean newbool;
+ GET_CURRENT_CONTEXT(ctx);
+ ASSERT_OUTSIDE_BEGIN_END(ctx);
switch (pname) {
case GL_LIGHT_MODEL_AMBIENT:
+ if (TEST_EQ_4V( ctx->Light.Model.Ambient, params ))
+ return;
+ FLUSH_VERTICES(ctx, _NEW_LIGHT);
COPY_4V( ctx->Light.Model.Ambient, params );
break;
case GL_LIGHT_MODEL_LOCAL_VIEWER:
- if (params[0]==0.0)
- ctx->Light.Model.LocalViewer = GL_FALSE;
- else
- ctx->Light.Model.LocalViewer = GL_TRUE;
+ newbool = (params[0]!=0.0);
+ if (ctx->Light.Model.LocalViewer == newbool)
+ return;
+ FLUSH_VERTICES(ctx, _NEW_LIGHT);
+ ctx->Light.Model.LocalViewer = newbool;
break;
case GL_LIGHT_MODEL_TWO_SIDE:
- if (params[0]==0.0)
- ctx->Light.Model.TwoSide = GL_FALSE;
- else
- ctx->Light.Model.TwoSide = GL_TRUE;
+ newbool = (params[0]!=0.0);
+ if (ctx->Light.Model.TwoSide == newbool)
+ return;
+ FLUSH_VERTICES(ctx, _NEW_LIGHT);
+ ctx->Light.Model.TwoSide = newbool;
+
+ if (ctx->Light.Enabled && ctx->Light.Model.TwoSide)
+ ctx->_TriangleCaps |= DD_TRI_LIGHT_TWOSIDE;
+ else
+ ctx->_TriangleCaps &= ~DD_TRI_LIGHT_TWOSIDE;
break;
case GL_LIGHT_MODEL_COLOR_CONTROL:
- ctx->TriangleCaps &= ~DD_SEPERATE_SPECULAR;
- ctx->NewState |= NEW_RASTER_OPS;
- if (params[0] == (GLfloat) GL_SINGLE_COLOR)
- ctx->Light.Model.ColorControl = GL_SINGLE_COLOR;
- else if (params[0] == (GLfloat) GL_SEPARATE_SPECULAR_COLOR) {
- ctx->Light.Model.ColorControl = GL_SEPARATE_SPECULAR_COLOR;
- ctx->TriangleCaps |= DD_SEPERATE_SPECULAR;
- } else
- gl_error( ctx, GL_INVALID_ENUM, "glLightModel(param)" );
+ if (params[0] == (GLfloat) GL_SINGLE_COLOR)
+ newenum = GL_SINGLE_COLOR;
+ else if (params[0] == (GLfloat) GL_SEPARATE_SPECULAR_COLOR)
+ newenum = GL_SEPARATE_SPECULAR_COLOR;
+ else {
+ _mesa_error( ctx, GL_INVALID_ENUM, "glLightModel(param=0x0%x)",
+ (GLint) params[0] );
+ return;
+ }
+ if (ctx->Light.Model.ColorControl == newenum)
+ return;
+ FLUSH_VERTICES(ctx, _NEW_LIGHT);
+ ctx->Light.Model.ColorControl = newenum;
+
+ if ((ctx->Light.Enabled &&
+ ctx->Light.Model.ColorControl==GL_SEPARATE_SPECULAR_COLOR)
+ || ctx->Fog.ColorSumEnabled)
+ ctx->_TriangleCaps |= DD_SEPARATE_SPECULAR;
+ else
+ ctx->_TriangleCaps &= ~DD_SEPARATE_SPECULAR;
+
break;
default:
- gl_error( ctx, GL_INVALID_ENUM, "glLightModel" );
+ _mesa_error( ctx, GL_INVALID_ENUM, "glLightModel(pname=0x%x)", pname );
break;
}
- if (ctx->Driver.LightModelfv)
+ if (ctx->Driver.LightModelfv)
ctx->Driver.LightModelfv( ctx, pname, params );
+}
+
+
+void
+_mesa_LightModeliv( GLenum pname, const GLint *params )
+{
+ GLfloat fparam[4];
- ctx->NewState |= NEW_LIGHTING;
+ switch (pname) {
+ case GL_LIGHT_MODEL_AMBIENT:
+ fparam[0] = INT_TO_FLOAT( params[0] );
+ fparam[1] = INT_TO_FLOAT( params[1] );
+ fparam[2] = INT_TO_FLOAT( params[2] );
+ fparam[3] = INT_TO_FLOAT( params[3] );
+ break;
+ case GL_LIGHT_MODEL_LOCAL_VIEWER:
+ case GL_LIGHT_MODEL_TWO_SIDE:
+ case GL_LIGHT_MODEL_COLOR_CONTROL:
+ fparam[0] = (GLfloat) params[0];
+ break;
+ default:
+ /* Error will be caught later in gl_LightModelfv */
+ ;
+ }
+ _mesa_LightModelfv( pname, fparam );
+}
+
+
+void
+_mesa_LightModeli( GLenum pname, GLint param )
+{
+ _mesa_LightModeliv( pname, ¶m );
}
+void
+_mesa_LightModelf( GLenum pname, GLfloat param )
+{
+ _mesa_LightModelfv( pname, ¶m );
+}
+
/********** MATERIAL **********/
* Given a face and pname value (ala glColorMaterial), compute a bitmask
* of the targeted material values.
*/
-GLuint gl_material_bitmask( GLcontext *ctx, GLenum face, GLenum pname,
- GLuint legal,
- const char *where )
+GLuint
+_mesa_material_bitmask( GLcontext *ctx, GLenum face, GLenum pname,
+ GLuint legal, const char *where )
{
GLuint bitmask = 0;
bitmask |= FRONT_INDEXES_BIT | BACK_INDEXES_BIT;
break;
default:
- gl_error( ctx, GL_INVALID_ENUM, where );
+ _mesa_error( ctx, GL_INVALID_ENUM, where );
return 0;
}
bitmask &= BACK_MATERIAL_BITS;
}
else if (face != GL_FRONT_AND_BACK) {
- gl_error( ctx, GL_INVALID_ENUM, where );
+ _mesa_error( ctx, GL_INVALID_ENUM, where );
return 0;
}
-
+
if (bitmask & ~legal) {
- gl_error( ctx, GL_INVALID_ENUM, where );
+ _mesa_error( ctx, GL_INVALID_ENUM, where );
return 0;
}
}
-
-
+/* Perform a straight copy between pairs of materials.
+ */
+void _mesa_copy_material_pairs( struct gl_material dst[2],
+ const struct gl_material src[2],
+ GLuint bitmask )
+{
+ if (bitmask & FRONT_EMISSION_BIT) {
+ COPY_4FV( dst[0].Emission, src[0].Emission );
+ }
+ if (bitmask & BACK_EMISSION_BIT) {
+ COPY_4FV( dst[1].Emission, src[1].Emission );
+ }
+ if (bitmask & FRONT_AMBIENT_BIT) {
+ COPY_4FV( dst[0].Ambient, src[0].Ambient );
+ }
+ if (bitmask & BACK_AMBIENT_BIT) {
+ COPY_4FV( dst[1].Ambient, src[1].Ambient );
+ }
+ if (bitmask & FRONT_DIFFUSE_BIT) {
+ COPY_4FV( dst[0].Diffuse, src[0].Diffuse );
+ }
+ if (bitmask & BACK_DIFFUSE_BIT) {
+ COPY_4FV( dst[1].Diffuse, src[1].Diffuse );
+ }
+ if (bitmask & FRONT_SPECULAR_BIT) {
+ COPY_4FV( dst[0].Specular, src[0].Specular );
+ }
+ if (bitmask & BACK_SPECULAR_BIT) {
+ COPY_4FV( dst[1].Specular, src[1].Specular );
+ }
+ if (bitmask & FRONT_SHININESS_BIT) {
+ dst[0].Shininess = src[0].Shininess;
+ }
+ if (bitmask & BACK_SHININESS_BIT) {
+ dst[1].Shininess = src[1].Shininess;
+ }
+ if (bitmask & FRONT_INDEXES_BIT) {
+ dst[0].AmbientIndex = src[0].AmbientIndex;
+ dst[0].DiffuseIndex = src[0].DiffuseIndex;
+ dst[0].SpecularIndex = src[0].SpecularIndex;
+ }
+ if (bitmask & BACK_INDEXES_BIT) {
+ dst[1].AmbientIndex = src[1].AmbientIndex;
+ dst[1].DiffuseIndex = src[1].DiffuseIndex;
+ dst[1].SpecularIndex = src[1].SpecularIndex;
+ }
+}
/*
* glBegin/glEnd either by calling glMaterial() or by calling glColor()
* when GL_COLOR_MATERIAL is enabled.
*
- * KW: Added code here to keep the precomputed variables uptodate.
- * This means we can use the faster shade functions when using
- * GL_COLOR_MATERIAL, and we can also now use the precomputed
- * values in the slower shading functions, which further offsets
- * the cost of doing this here.
+ * src[0] is front material, src[1] is back material
+ *
+ * Additionally keeps the precomputed lighting state uptodate.
*/
-void gl_update_material( GLcontext *ctx,
- struct gl_material *src,
+void _mesa_update_material( GLcontext *ctx,
+ const struct gl_material src[2],
GLuint bitmask )
{
struct gl_light *light, *list = &ctx->Light.EnabledList;
- GLfloat tmp[4];
if (ctx->Light.ColorMaterialEnabled)
bitmask &= ~ctx->Light.ColorMaterialBitmask;
- if (!bitmask)
+ if (MESA_VERBOSE&VERBOSE_IMMEDIATE)
+ _mesa_debug(ctx, "_mesa_update_material, mask 0x%x\n", bitmask);
+
+ if (!bitmask)
return;
+ /* update material emission */
+ if (bitmask & FRONT_EMISSION_BIT) {
+ struct gl_material *mat = &ctx->Light.Material[0];
+ COPY_4FV( mat->Emission, src[0].Emission );
+ }
+ if (bitmask & BACK_EMISSION_BIT) {
+ struct gl_material *mat = &ctx->Light.Material[1];
+ COPY_4FV( mat->Emission, src[1].Emission );
+ }
+
+ /* update material ambience */
if (bitmask & FRONT_AMBIENT_BIT) {
struct gl_material *mat = &ctx->Light.Material[0];
- SUB_3V( tmp, src[0].Ambient, mat->Ambient );
- ACC_SCALE_3V( ctx->Light.BaseColor[0], ctx->Light.Model.Ambient, tmp);
+ COPY_4FV( mat->Ambient, src[0].Ambient );
foreach (light, list) {
- ACC_SCALE_3V( ctx->Light.BaseColor[0], light->Ambient, tmp );
+ SCALE_3V( light->_MatAmbient[0], light->Ambient, src[0].Ambient);
}
- COPY_4FV( mat->Ambient, src[0].Ambient );
}
if (bitmask & BACK_AMBIENT_BIT) {
struct gl_material *mat = &ctx->Light.Material[1];
- SUB_3V( tmp, src[1].Ambient, mat->Ambient );
- ACC_SCALE_3V( ctx->Light.BaseColor[1], ctx->Light.Model.Ambient, tmp);
+ COPY_4FV( mat->Ambient, src[1].Ambient );
foreach (light, list) {
- ACC_SCALE_3V( ctx->Light.BaseColor[0], light->Ambient, tmp );
+ SCALE_3V( light->_MatAmbient[1], light->Ambient, src[1].Ambient);
}
- COPY_4FV( mat->Ambient, src[1].Ambient );
}
+
+ /* update BaseColor = emission + scene's ambience * material's ambience */
+ if (bitmask & (FRONT_EMISSION_BIT | FRONT_AMBIENT_BIT)) {
+ struct gl_material *mat = &ctx->Light.Material[0];
+ COPY_3V( ctx->Light._BaseColor[0], mat->Emission );
+ ACC_SCALE_3V( ctx->Light._BaseColor[0], mat->Ambient,
+ ctx->Light.Model.Ambient );
+ }
+ if (bitmask & (BACK_EMISSION_BIT | BACK_AMBIENT_BIT)) {
+ struct gl_material *mat = &ctx->Light.Material[1];
+ COPY_3V( ctx->Light._BaseColor[1], mat->Emission );
+ ACC_SCALE_3V( ctx->Light._BaseColor[1], mat->Ambient,
+ ctx->Light.Model.Ambient );
+ }
+
+ /* update material diffuse values */
if (bitmask & FRONT_DIFFUSE_BIT) {
struct gl_material *mat = &ctx->Light.Material[0];
- SUB_3V( tmp, src[0].Diffuse, mat->Diffuse );
+ COPY_4FV( mat->Diffuse, src[0].Diffuse );
foreach (light, list) {
- ACC_SCALE_3V( light->MatDiffuse[0], light->Diffuse, tmp );
+ SCALE_3V( light->_MatDiffuse[0], light->Diffuse, mat->Diffuse );
}
- COPY_4FV( mat->Diffuse, src[0].Diffuse );
- FLOAT_COLOR_TO_UBYTE_COLOR(ctx->Light.BaseAlpha[0], mat->Diffuse[3]);
}
if (bitmask & BACK_DIFFUSE_BIT) {
struct gl_material *mat = &ctx->Light.Material[1];
- SUB_3V( tmp, src[1].Diffuse, mat->Diffuse );
+ COPY_4FV( mat->Diffuse, src[1].Diffuse );
foreach (light, list) {
- ACC_SCALE_3V( light->MatDiffuse[1], light->Diffuse, tmp );
+ SCALE_3V( light->_MatDiffuse[1], light->Diffuse, mat->Diffuse );
}
- COPY_4FV( mat->Diffuse, src[1].Diffuse );
- FLOAT_COLOR_TO_UBYTE_COLOR(ctx->Light.BaseAlpha[1], mat->Diffuse[3]);
}
+
+ /* update material specular values */
if (bitmask & FRONT_SPECULAR_BIT) {
struct gl_material *mat = &ctx->Light.Material[0];
- SUB_3V( tmp, src[0].Specular, mat->Specular );
+ COPY_4FV( mat->Specular, src[0].Specular );
foreach (light, list) {
- if (light->Flags & LIGHT_SPECULAR) {
- ACC_SCALE_3V( light->MatSpecular[0], light->Specular, tmp );
- light->IsMatSpecular[0] =
- (LEN_SQUARED_3FV(light->MatSpecular[0]) > 1e-16);
- }
+ SCALE_3V( light->_MatSpecular[0], light->Specular, mat->Specular);
}
- COPY_4FV( mat->Specular, src[0].Specular );
}
if (bitmask & BACK_SPECULAR_BIT) {
struct gl_material *mat = &ctx->Light.Material[1];
- SUB_3V( tmp, src[1].Specular, mat->Specular );
+ COPY_4FV( mat->Specular, src[1].Specular );
foreach (light, list) {
- if (light->Flags & LIGHT_SPECULAR) {
- ACC_SCALE_3V( light->MatSpecular[1], light->Specular, tmp );
- light->IsMatSpecular[1] =
- (LEN_SQUARED_3FV(light->MatSpecular[1]) > 1e-16);
- }
+ SCALE_3V( light->_MatSpecular[1], light->Specular, mat->Specular);
}
- COPY_4FV( mat->Specular, src[1].Specular );
- }
- if (bitmask & FRONT_EMISSION_BIT) {
- struct gl_material *mat = &ctx->Light.Material[0];
- SUB_3V( tmp, src[0].Emission, mat->Emission );
- ACC_3V( ctx->Light.BaseColor[0], tmp );
- COPY_4FV( mat->Emission, src[0].Emission );
- }
- if (bitmask & BACK_EMISSION_BIT) {
- struct gl_material *mat = &ctx->Light.Material[1];
- SUB_3V( tmp, src[1].Emission, mat->Emission );
- ACC_3V( ctx->Light.BaseColor[1], tmp );
- COPY_4FV( mat->Emission, src[1].Emission );
}
+
if (bitmask & FRONT_SHININESS_BIT) {
- GLfloat shininess = ctx->Light.Material[0].Shininess = src[0].Shininess;
- gl_compute_shine_table( ctx, 0, shininess );
- gl_compute_shine_table( ctx, 2, shininess * .5 );
+ ctx->Light.Material[0].Shininess = src[0].Shininess;
+ _mesa_invalidate_shine_table( ctx, 0 );
}
if (bitmask & BACK_SHININESS_BIT) {
- GLfloat shininess = ctx->Light.Material[1].Shininess = src[1].Shininess;
- gl_compute_shine_table( ctx, 1, shininess );
- gl_compute_shine_table( ctx, 3, shininess * .5 );
+ ctx->Light.Material[1].Shininess = src[1].Shininess;
+ _mesa_invalidate_shine_table( ctx, 1 );
}
+
if (bitmask & FRONT_INDEXES_BIT) {
ctx->Light.Material[0].AmbientIndex = src[0].AmbientIndex;
ctx->Light.Material[0].DiffuseIndex = src[0].DiffuseIndex;
ctx->Light.Material[1].SpecularIndex = src[1].SpecularIndex;
}
+ if (0) {
+ struct gl_material *mat = &ctx->Light.Material[0];
+ _mesa_debug(ctx, "update_mat emission : %f %f %f\n",
+ mat->Emission[0], mat->Emission[1], mat->Emission[2]);
+ _mesa_debug(ctx, "update_mat specular : %f %f %f\n",
+ mat->Specular[0], mat->Specular[1], mat->Specular[2]);
+ _mesa_debug(ctx, "update_mat diffuse : %f %f %f\n",
+ mat->Diffuse[0], mat->Diffuse[1], mat->Diffuse[2]);
+ _mesa_debug(ctx, "update_mat ambient : %f %f %f\n",
+ mat->Ambient[0], mat->Ambient[1], mat->Ambient[2]);
+ }
}
-void gl_update_color_material( GLcontext *ctx,
- const GLubyte rgba[4] )
+
+/*
+ * Update the current materials from the given rgba color
+ * according to the bitmask in ColorMaterialBitmask, which is
+ * set by glColorMaterial().
+ */
+void _mesa_update_color_material( GLcontext *ctx,
+ const GLfloat color[4] )
{
struct gl_light *light, *list = &ctx->Light.EnabledList;
GLuint bitmask = ctx->Light.ColorMaterialBitmask;
- GLfloat tmp[4], color[4];
- UBYTE_RGBA_TO_FLOAT_RGBA( color, rgba );
-
+ if (MESA_VERBOSE&VERBOSE_IMMEDIATE)
+ _mesa_debug(ctx, "_mesa_update_color_material, mask 0x%x\n", bitmask);
+
+ /* update emissive colors */
+ if (bitmask & FRONT_EMISSION_BIT) {
+ struct gl_material *mat = &ctx->Light.Material[0];
+ COPY_4FV( mat->Emission, color );
+ }
+
+ if (bitmask & BACK_EMISSION_BIT) {
+ struct gl_material *mat = &ctx->Light.Material[1];
+ COPY_4FV( mat->Emission, color );
+ }
+
+ /* update light->_MatAmbient = light's ambient * material's ambient */
if (bitmask & FRONT_AMBIENT_BIT) {
struct gl_material *mat = &ctx->Light.Material[0];
- SUB_3V( tmp, color, mat->Ambient );
- ACC_SCALE_3V( ctx->Light.BaseColor[0], ctx->Light.Model.Ambient, tmp);
foreach (light, list) {
- ACC_SCALE_3V( ctx->Light.BaseColor[0], light->Ambient, tmp );
+ SCALE_3V( light->_MatAmbient[0], light->Ambient, color);
}
COPY_4FV( mat->Ambient, color );
}
if (bitmask & BACK_AMBIENT_BIT) {
struct gl_material *mat = &ctx->Light.Material[1];
- SUB_3V( tmp, color, mat->Ambient );
- ACC_SCALE_3V( ctx->Light.BaseColor[1], ctx->Light.Model.Ambient, tmp);
foreach (light, list) {
- ACC_SCALE_3V( ctx->Light.BaseColor[0], light->Ambient, tmp );
+ SCALE_3V( light->_MatAmbient[1], light->Ambient, color);
}
COPY_4FV( mat->Ambient, color );
}
+ /* update BaseColor = emission + scene's ambience * material's ambience */
+ if (bitmask & (FRONT_EMISSION_BIT | FRONT_AMBIENT_BIT)) {
+ struct gl_material *mat = &ctx->Light.Material[0];
+ COPY_3V( ctx->Light._BaseColor[0], mat->Emission );
+ ACC_SCALE_3V( ctx->Light._BaseColor[0], mat->Ambient, ctx->Light.Model.Ambient );
+ }
+
+ if (bitmask & (BACK_EMISSION_BIT | BACK_AMBIENT_BIT)) {
+ struct gl_material *mat = &ctx->Light.Material[1];
+ COPY_3V( ctx->Light._BaseColor[1], mat->Emission );
+ ACC_SCALE_3V( ctx->Light._BaseColor[1], mat->Ambient, ctx->Light.Model.Ambient );
+ }
+
+ /* update light->_MatDiffuse = light's diffuse * material's diffuse */
if (bitmask & FRONT_DIFFUSE_BIT) {
struct gl_material *mat = &ctx->Light.Material[0];
- SUB_3V( tmp, color, mat->Diffuse );
+ COPY_4FV( mat->Diffuse, color );
foreach (light, list) {
- ACC_SCALE_3V( light->MatDiffuse[0], light->Diffuse, tmp );
+ SCALE_3V( light->_MatDiffuse[0], light->Diffuse, mat->Diffuse );
}
- COPY_4FV( mat->Diffuse, color );
- FLOAT_COLOR_TO_UBYTE_COLOR(ctx->Light.BaseAlpha[0], mat->Diffuse[3]);
}
if (bitmask & BACK_DIFFUSE_BIT) {
struct gl_material *mat = &ctx->Light.Material[1];
- SUB_3V( tmp, color, mat->Diffuse );
+ COPY_4FV( mat->Diffuse, color );
foreach (light, list) {
- ACC_SCALE_3V( light->MatDiffuse[1], light->Diffuse, tmp );
+ SCALE_3V( light->_MatDiffuse[1], light->Diffuse, mat->Diffuse );
}
- COPY_4FV( mat->Diffuse, color );
- FLOAT_COLOR_TO_UBYTE_COLOR(ctx->Light.BaseAlpha[1], mat->Diffuse[3]);
}
+ /* update light->_MatSpecular = light's specular * material's specular */
if (bitmask & FRONT_SPECULAR_BIT) {
struct gl_material *mat = &ctx->Light.Material[0];
- SUB_3V( tmp, color, mat->Specular );
+ COPY_4FV( mat->Specular, color );
foreach (light, list) {
- if (light->Flags & LIGHT_SPECULAR) {
- ACC_SCALE_3V( light->MatSpecular[0], light->Specular, tmp );
- light->IsMatSpecular[0] =
- (LEN_SQUARED_3FV(light->MatSpecular[0]) > 1e-16);
- }
+ ACC_SCALE_3V( light->_MatSpecular[0], light->Specular, mat->Specular);
}
- COPY_4FV( mat->Specular, color );
}
+
if (bitmask & BACK_SPECULAR_BIT) {
struct gl_material *mat = &ctx->Light.Material[1];
- SUB_3V( tmp, color, mat->Specular );
+ COPY_4FV( mat->Specular, color );
foreach (light, list) {
- if (light->Flags & LIGHT_SPECULAR) {
- ACC_SCALE_3V( light->MatSpecular[1], light->Specular, tmp );
- light->IsMatSpecular[1] =
- (LEN_SQUARED_3FV(light->MatSpecular[1]) > 1e-16);
- }
+ ACC_SCALE_3V( light->_MatSpecular[1], light->Specular, mat->Specular);
}
- COPY_4FV( mat->Specular, color );
}
- if (bitmask & FRONT_EMISSION_BIT) {
+
+ if (0) {
struct gl_material *mat = &ctx->Light.Material[0];
- SUB_3V( tmp, color, mat->Emission );
- ACC_3V( ctx->Light.BaseColor[0], tmp );
- COPY_4FV( mat->Emission, color );
- }
- if (bitmask & BACK_EMISSION_BIT) {
- struct gl_material *mat = &ctx->Light.Material[1];
- SUB_3V( tmp, color, mat->Emission );
- ACC_3V( ctx->Light.BaseColor[1], tmp );
- COPY_4FV( mat->Emission, color );
+ _mesa_debug(ctx, "update_color_mat emission : %f %f %f\n",
+ mat->Emission[0], mat->Emission[1], mat->Emission[2]);
+ _mesa_debug(ctx, "update_color_mat specular : %f %f %f\n",
+ mat->Specular[0], mat->Specular[1], mat->Specular[2]);
+ _mesa_debug(ctx, "update_color_mat diffuse : %f %f %f\n",
+ mat->Diffuse[0], mat->Diffuse[1], mat->Diffuse[2]);
+ _mesa_debug(ctx, "update_color_mat ambient : %f %f %f\n",
+ mat->Ambient[0], mat->Ambient[1], mat->Ambient[2]);
}
}
-void gl_ColorMaterial( GLcontext *ctx, GLenum face, GLenum mode )
+void
+_mesa_ColorMaterial( GLenum face, GLenum mode )
{
+ GET_CURRENT_CONTEXT(ctx);
GLuint bitmask;
GLuint legal = (FRONT_EMISSION_BIT | BACK_EMISSION_BIT |
FRONT_SPECULAR_BIT | BACK_SPECULAR_BIT |
FRONT_DIFFUSE_BIT | BACK_DIFFUSE_BIT |
FRONT_AMBIENT_BIT | BACK_AMBIENT_BIT);
+ ASSERT_OUTSIDE_BEGIN_END(ctx);
- ASSERT_OUTSIDE_BEGIN_END_AND_FLUSH(ctx, "glColorMaterial");
-
- bitmask = gl_material_bitmask( ctx, face, mode, legal, "glColorMaterial" );
-
- if (bitmask != 0) {
- ctx->Light.ColorMaterialBitmask = bitmask;
- ctx->Light.ColorMaterialFace = face;
- ctx->Light.ColorMaterialMode = mode;
- }
-}
-
-
+ if (MESA_VERBOSE&VERBOSE_API)
+ _mesa_debug(ctx, "glColorMaterial %s %s\n",
+ _mesa_lookup_enum_by_nr(face),
+ _mesa_lookup_enum_by_nr(mode));
-/* KW: This is now called directly (ie by name) from the glMaterial*
- * API functions.
- */
-void gl_Materialfv( GLcontext *ctx,
- GLenum face, GLenum pname, const GLfloat *params )
-{
- struct immediate *IM;
- struct gl_material *mat;
- GLuint bitmask;
- GLuint count;
+ bitmask = _mesa_material_bitmask(ctx, face, mode, legal, "glColorMaterial");
- bitmask = gl_material_bitmask( ctx, face, pname, ~0, "gl_Materialfv" );
- if (bitmask == 0)
+ if (ctx->Light.ColorMaterialBitmask == bitmask &&
+ ctx->Light.ColorMaterialFace == face &&
+ ctx->Light.ColorMaterialMode == mode)
return;
- IM = ctx->input;
- count = IM->Count;
+ FLUSH_VERTICES(ctx, _NEW_LIGHT);
+ ctx->Light.ColorMaterialBitmask = bitmask;
+ ctx->Light.ColorMaterialFace = face;
+ ctx->Light.ColorMaterialMode = mode;
- if (!IM->Material) {
- IM->Material =
- (struct gl_material (*)[2]) MALLOC( sizeof(struct gl_material) *
- VB_SIZE * 2 );
- IM->MaterialMask = (GLuint *) MALLOC( sizeof(GLuint) * VB_SIZE );
+ if (ctx->Light.ColorMaterialEnabled) {
+ FLUSH_CURRENT( ctx, 0 );
+ _mesa_update_color_material(ctx,ctx->Current.Attrib[VERT_ATTRIB_COLOR0]);
}
-
- if (!(IM->Flag[count] & VERT_MATERIAL)) {
- IM->Flag[count] |= VERT_MATERIAL;
- IM->MaterialMask[count] = 0;
- }
-
-
- IM->MaterialMask[count] |= bitmask;
- mat = IM->Material[count];
-
- if (bitmask & FRONT_AMBIENT_BIT) {
- COPY_4FV( mat[0].Ambient, params );
- }
- if (bitmask & BACK_AMBIENT_BIT) {
- COPY_4FV( mat[1].Ambient, params );
- }
- if (bitmask & FRONT_DIFFUSE_BIT) {
- COPY_4FV( mat[0].Diffuse, params );
- }
- if (bitmask & BACK_DIFFUSE_BIT) {
- COPY_4FV( mat[1].Diffuse, params );
- }
- if (bitmask & FRONT_SPECULAR_BIT) {
- COPY_4FV( mat[0].Specular, params );
- }
- if (bitmask & BACK_SPECULAR_BIT) {
- COPY_4FV( mat[1].Specular, params );
- }
- if (bitmask & FRONT_EMISSION_BIT) {
- COPY_4FV( mat[0].Emission, params );
- }
- if (bitmask & BACK_EMISSION_BIT) {
- COPY_4FV( mat[1].Emission, params );
- }
- if (bitmask & FRONT_SHININESS_BIT) {
- GLfloat shininess = CLAMP( params[0], 0.0F, 128.0F );
- mat[0].Shininess = shininess;
- }
- if (bitmask & BACK_SHININESS_BIT) {
- GLfloat shininess = CLAMP( params[0], 0.0F, 128.0F );
- mat[1].Shininess = shininess;
- }
- if (bitmask & FRONT_INDEXES_BIT) {
- mat[0].AmbientIndex = params[0];
- mat[0].DiffuseIndex = params[1];
- mat[0].SpecularIndex = params[2];
- }
- if (bitmask & BACK_INDEXES_BIT) {
- mat[1].AmbientIndex = params[0];
- mat[1].DiffuseIndex = params[1];
- mat[1].SpecularIndex = params[2];
- }
+ if (ctx->Driver.ColorMaterial)
+ (*ctx->Driver.ColorMaterial)( ctx, face, mode );
}
-void gl_GetMaterialfv( GLcontext *ctx,
- GLenum face, GLenum pname, GLfloat *params )
+
+void
+_mesa_GetMaterialfv( GLenum face, GLenum pname, GLfloat *params )
{
+ GET_CURRENT_CONTEXT(ctx);
GLuint f;
-
- ASSERT_OUTSIDE_BEGIN_END_AND_FLUSH(ctx, "glGetMaterialfv");
+ ASSERT_OUTSIDE_BEGIN_END_AND_FLUSH(ctx); /* update materials */
if (face==GL_FRONT) {
f = 0;
f = 1;
}
else {
- gl_error( ctx, GL_INVALID_ENUM, "glGetMaterialfv(face)" );
+ _mesa_error( ctx, GL_INVALID_ENUM, "glGetMaterialfv(face)" );
return;
}
switch (pname) {
params[2] = ctx->Light.Material[f].SpecularIndex;
break;
default:
- gl_error( ctx, GL_INVALID_ENUM, "glGetMaterialfv(pname)" );
+ _mesa_error( ctx, GL_INVALID_ENUM, "glGetMaterialfv(pname)" );
}
}
-void gl_GetMaterialiv( GLcontext *ctx,
- GLenum face, GLenum pname, GLint *params )
+void
+_mesa_GetMaterialiv( GLenum face, GLenum pname, GLint *params )
{
+ GET_CURRENT_CONTEXT(ctx);
GLuint f;
-
- ASSERT_OUTSIDE_BEGIN_END_AND_FLUSH(ctx, "glGetMaterialiv");
+ ASSERT_OUTSIDE_BEGIN_END_AND_FLUSH(ctx); /* update materials */
if (face==GL_FRONT) {
f = 0;
f = 1;
}
else {
- gl_error( ctx, GL_INVALID_ENUM, "glGetMaterialiv(face)" );
+ _mesa_error( ctx, GL_INVALID_ENUM, "glGetMaterialiv(face)" );
return;
}
switch (pname) {
params[2] = ROUNDF( ctx->Light.Material[f].SpecularIndex );
break;
default:
- gl_error( ctx, GL_INVALID_ENUM, "glGetMaterialfv(pname)" );
+ _mesa_error( ctx, GL_INVALID_ENUM, "glGetMaterialfv(pname)" );
}
}
* 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
+ * KW: We now know orientation in advance and only shade for
* the side or sides which are actually required.
*
* Variables:
* IF P[3]==0 THEN
* // light at infinity
* IF local_viewer THEN
- * VP_inf_norm = unit vector from V to P // Precompute
- * ELSE
+ * _VP_inf_norm = unit vector from V to P // Precompute
+ * ELSE
* // eye at infinity
- * h_inf_norm = Normalize( VP + <0,0,1> ) // Precompute
+ * _h_inf_norm = Normalize( VP + <0,0,1> ) // Precompute
* ENDIF
* ENDIF
*
* Whenever the spotlight exponent for a light changes we must call
* this function to recompute the exponent lookup table.
*/
-void gl_compute_spot_exp_table( struct gl_light *l )
+void
+_mesa_invalidate_spot_exp_table( struct gl_light *l )
+{
+ l->_SpotExpTable[0][0] = -1;
+}
+
+static void validate_spot_exp_table( struct gl_light *l )
{
- int i;
- double exponent = l->SpotExponent;
- double tmp = 0;
- int clamp = 0;
+ GLint i;
+ GLdouble exponent = l->SpotExponent;
+ GLdouble tmp = 0;
+ GLint clamp = 0;
- l->SpotExpTable[0][0] = 0.0;
+ l->_SpotExpTable[0][0] = 0.0;
- for (i=EXP_TABLE_SIZE-1;i>0;i--) {
+ for (i = EXP_TABLE_SIZE - 1; i > 0 ;i--) {
if (clamp == 0) {
- tmp = pow(i/(double)(EXP_TABLE_SIZE-1), exponent);
- if (tmp < FLT_MIN*100.0) {
- tmp = 0.0;
- clamp = 1;
- }
+ tmp = pow(i / (GLdouble) (EXP_TABLE_SIZE - 1), exponent);
+ if (tmp < FLT_MIN * 100.0) {
+ tmp = 0.0;
+ clamp = 1;
+ }
}
- l->SpotExpTable[i][0] = tmp;
+ l->_SpotExpTable[i][0] = (GLfloat) tmp;
}
- for (i=0;i<EXP_TABLE_SIZE-1;i++) {
- l->SpotExpTable[i][1] = l->SpotExpTable[i+1][0] - l->SpotExpTable[i][0];
+ for (i = 0; i < EXP_TABLE_SIZE - 1; i++) {
+ l->_SpotExpTable[i][1] = (l->_SpotExpTable[i+1][0] -
+ l->_SpotExpTable[i][0]);
}
- l->SpotExpTable[EXP_TABLE_SIZE-1][1] = 0.0;
+ l->_SpotExpTable[EXP_TABLE_SIZE-1][1] = 0.0;
}
* lighting, and the cost of doing it early may be partially offset
* by keeping a MRU cache of shine tables for various shine values.
*/
-static void compute_shine_table( struct gl_shine_tab *tab, GLfloat shininess )
+void
+_mesa_invalidate_shine_table( GLcontext *ctx, GLuint i )
{
- int i;
- GLfloat *m = tab->tab;
-
- m[0] = 0;
- if (shininess == 0) {
- for (i = 1 ; i <= SHINE_TABLE_SIZE ; i++)
- m[i] = 1;
- } else {
- for (i = 1 ; i <= SHINE_TABLE_SIZE ; i++) {
- double t = pow( i/(GLfloat)SHINE_TABLE_SIZE, shininess );
- m[i] = 0;
- if (t > 1e-20) m[i] = t;
- }
- }
-
- tab->shininess = shininess;
+ if (ctx->_ShineTable[i])
+ ctx->_ShineTable[i]->refcount--;
+ ctx->_ShineTable[i] = 0;
}
-#define DISTSQR(a,b) ((a-b)*(a-b))
-
-void gl_compute_shine_table( GLcontext *ctx, GLuint i, GLfloat shininess )
+static void validate_shine_table( GLcontext *ctx, GLuint i, GLfloat shininess )
{
- struct gl_shine_tab *list = ctx->ShineTabList;
+ struct gl_shine_tab *list = ctx->_ShineTabList;
struct gl_shine_tab *s;
- foreach(s, list)
- if ( DISTSQR(s->shininess, shininess) < 1e-4 )
+ foreach(s, list)
+ if ( s->shininess == shininess )
break;
- if (s == list)
- {
- foreach(s, list)
- if (s->refcount == 0) break;
+ if (s == list) {
+ GLint j;
+ GLfloat *m;
+
+ foreach(s, list)
+ if (s->refcount == 0)
+ break;
- compute_shine_table( s, shininess );
+ 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;
}
- ctx->ShineTable[i]->refcount--;
- ctx->ShineTable[i] = s;
+ if (ctx->_ShineTable[i])
+ ctx->_ShineTable[i]->refcount--;
+
+ ctx->_ShineTable[i] = s;
move_to_tail( list, s );
s->refcount++;
}
-
-
-
-void gl_reinit_light_attrib( GLcontext *ctx, struct gl_light_attrib *l )
+void
+_mesa_validate_all_lighting_tables( GLcontext *ctx )
{
- GLuint i;
+ GLint i;
+ GLfloat shininess;
- if (ctx->ShineTable[0]->shininess != l->Material[0].Shininess) {
- gl_compute_shine_table( ctx, 0, l->Material[0].Shininess );
- gl_compute_shine_table( ctx, 2, l->Material[0].Shininess * .5 );
- }
+ shininess = ctx->Light.Material[0].Shininess;
+ if (!ctx->_ShineTable[0] || ctx->_ShineTable[0]->shininess != shininess)
+ validate_shine_table( ctx, 0, shininess );
- if (ctx->ShineTable[1]->shininess != l->Material[1].Shininess) {
- gl_compute_shine_table( ctx, 1, l->Material[1].Shininess );
- gl_compute_shine_table( ctx, 3, l->Material[1].Shininess * .5 );
- }
+ shininess = ctx->Light.Material[1].Shininess;
+ if (!ctx->_ShineTable[1] || ctx->_ShineTable[1]->shininess != shininess)
+ validate_shine_table( ctx, 1, shininess );
- make_empty_list( &l->EnabledList );
- for (i = 0 ; i < MAX_LIGHTS ; i++) {
- if (l->Light[i].Enabled)
- insert_at_tail( &l->EnabledList, &l->Light[i] );
- }
+ for (i = 0 ; i < MAX_LIGHTS ; i++)
+ if (ctx->Light.Light[i]._SpotExpTable[0][0] == -1)
+ validate_spot_exp_table( &ctx->Light.Light[i] );
}
+
/*
* Examine current lighting parameters to determine if the optimized lighting
* function can be used.
* Also, precompute some lighting values such as the products of light
* source and material ambient, diffuse and specular coefficients.
*/
-void gl_update_lighting( GLcontext *ctx )
+void
+_mesa_update_lighting( GLcontext *ctx )
{
struct gl_light *light;
+ ctx->_NeedEyeCoords &= ~NEED_EYE_LIGHT;
+ ctx->_NeedNormals &= ~NEED_NORMALS_LIGHT;
+ ctx->Light._Flags = 0;
- ctx->Light.Flags = 0;
+ if (!ctx->Light.Enabled)
+ return;
+
+ ctx->_NeedNormals |= NEED_NORMALS_LIGHT;
foreach(light, &ctx->Light.EnabledList) {
+ ctx->Light._Flags |= light->_Flags;
+ }
- light->Flags = 0;
+ ctx->Light._NeedVertices =
+ ((ctx->Light._Flags & (LIGHT_POSITIONAL|LIGHT_SPOT)) ||
+ ctx->Light.Model.ColorControl == GL_SEPARATE_SPECULAR_COLOR ||
+ ctx->Light.Model.LocalViewer);
- if (light->EyePosition[3] != 0.0F)
- light->Flags |= LIGHT_POSITIONAL;
-
- if (LEN_SQUARED_3FV(light->Specular) > 1e-16)
- light->Flags |= LIGHT_SPECULAR;
-
- if (light->SpotCutoff != 180.0F)
- light->Flags |= LIGHT_SPOT;
+ if ((ctx->Light._Flags & LIGHT_POSITIONAL) ||
+ ctx->Light.Model.LocalViewer)
+ ctx->_NeedEyeCoords |= NEED_EYE_LIGHT;
- ctx->Light.Flags |= light->Flags;
- }
- ctx->Light.NeedVertices =
- ((ctx->Light.Flags & (LIGHT_POSITIONAL|LIGHT_SPOT)) ||
- (ctx->Light.Model.ColorControl == GL_SEPARATE_SPECULAR_COLOR) ||
- (ctx->Light.Model.LocalViewer && (ctx->Light.Flags & LIGHT_SPECULAR)));
+ /* XXX: This test is overkill & needs to be fixed both for software and
+ * hardware t&l drivers. The above should be sufficient & should
+ * be tested to verify this.
+ */
+ if (ctx->Light._NeedVertices)
+ ctx->_NeedEyeCoords |= NEED_EYE_LIGHT;
- /* Precompute some shading values.
+ /* Precompute some shading values. Although we reference
+ * Light.Material here, we can get away without flushing
+ * FLUSH_UPDATE_CURRENT, as when any outstanding material changes
+ * are flushed, they will update the derived state at that time.
*/
- if (ctx->Visual->RGBAflag)
- {
- GLuint sides = ((ctx->TriangleCaps & DD_TRI_LIGHT_TWOSIDE) ? 2 : 1);
+ if (ctx->Visual.rgbMode) {
+ GLuint sides = ctx->Light.Model.TwoSide ? 2 : 1;
GLuint side;
for (side=0; side < sides; side++) {
struct gl_material *mat = &ctx->Light.Material[side];
-
- COPY_3V(ctx->Light.BaseColor[side], mat->Emission);
- ACC_SCALE_3V(ctx->Light.BaseColor[side],
+
+ COPY_3V(ctx->Light._BaseColor[side], mat->Emission);
+ ACC_SCALE_3V(ctx->Light._BaseColor[side],
ctx->Light.Model.Ambient,
mat->Ambient);
-
- FLOAT_COLOR_TO_UBYTE_COLOR(ctx->Light.BaseAlpha[side],
- ctx->Light.Material[side].Diffuse[3] );
}
-
- foreach (light, &ctx->Light.EnabledList) {
+
+ foreach (light, &ctx->Light.EnabledList) {
for (side=0; side< sides; side++) {
- struct gl_material *mat = &ctx->Light.Material[side];
- SCALE_3V( light->MatDiffuse[side], light->Diffuse, mat->Diffuse );
- SCALE_3V( light->MatAmbient[side], light->Ambient, mat->Ambient );
- ACC_3V( ctx->Light.BaseColor[side], light->MatAmbient[side] );
- if (light->Flags & LIGHT_SPECULAR)
- {
- SCALE_3V( light->MatSpecular[side], light->Specular,
- mat->Specular);
- light->IsMatSpecular[side] =
- (LEN_SQUARED_3FV(light->MatSpecular[side]) > 1e-16);
- }
- else
- light->IsMatSpecular[side] = 0;
+ const struct gl_material *mat = &ctx->Light.Material[side];
+ SCALE_3V( light->_MatDiffuse[side], light->Diffuse, mat->Diffuse );
+ SCALE_3V( light->_MatAmbient[side], light->Ambient, mat->Ambient );
+ SCALE_3V( light->_MatSpecular[side], light->Specular,
+ mat->Specular);
}
}
- }
- else
- {
- static GLfloat ci[3] = { .30, .59, .11 };
-
+ }
+ else {
+ static const GLfloat ci[3] = { .30F, .59F, .11F };
foreach(light, &ctx->Light.EnabledList) {
- light->dli = DOT3(ci, light->Diffuse);
- light->sli = DOT3(ci, light->Specular);
+ light->_dli = DOT3(ci, light->Diffuse);
+ light->_sli = DOT3(ci, light->Specular);
}
}
}
-/* Need to seriously restrict the circumstances under which these
- * calc's are performed.
+
+/* _NEW_MODELVIEW
+ * _NEW_LIGHT
+ * _TNL_NEW_NEED_EYE_COORDS
+ *
+ * Update on (_NEW_MODELVIEW | _NEW_LIGHT) when lighting is enabled.
+ * Also update on lighting space changes.
*/
-void gl_compute_light_positions( GLcontext *ctx )
+void
+_mesa_compute_light_positions( GLcontext *ctx )
{
struct gl_light *light;
-
- if (ctx->Light.NeedVertices && !ctx->Light.Model.LocalViewer) {
- GLfloat eye_z[3] = { 0, 0, 1 };
- if (!ctx->NeedEyeCoords) {
- TRANSFORM_NORMAL( ctx->EyeZDir, eye_z, ctx->ModelView.m );
- } else {
- COPY_3V( ctx->EyeZDir, eye_z );
- }
+ static const GLfloat eye_z[3] = { 0, 0, 1 };
+
+ if (!ctx->Light.Enabled)
+ return;
+
+ if (ctx->_NeedEyeCoords) {
+ COPY_3V( ctx->_EyeZDir, eye_z );
+ }
+ else {
+ TRANSFORM_NORMAL( ctx->_EyeZDir, eye_z, ctx->ModelviewMatrixStack.Top->m );
}
foreach (light, &ctx->Light.EnabledList) {
- if (!ctx->NeedEyeCoords) {
- TRANSFORM_POINT( light->Position, ctx->ModelView.inv,
+ if (ctx->_NeedEyeCoords) {
+ COPY_4FV( light->_Position, light->EyePosition );
+ }
+ else {
+ TRANSFORM_POINT( light->_Position, ctx->ModelviewMatrixStack.Top->inv,
light->EyePosition );
- } else {
- COPY_4FV( light->Position, light->EyePosition );
}
- if (!(light->Flags & LIGHT_POSITIONAL))
- {
+ if (!(light->_Flags & LIGHT_POSITIONAL)) {
/* VP (VP) = Normalize( Position ) */
- COPY_3V( light->VP_inf_norm, light->Position );
- NORMALIZE_3FV( light->VP_inf_norm );
-
- if (!ctx->Light.Model.LocalViewer)
- {
- /* h_inf_norm = Normalize( V_to_P + <0,0,1> ) */
- ADD_3V( light->h_inf_norm, light->VP_inf_norm, ctx->EyeZDir);
- NORMALIZE_3FV( light->h_inf_norm );
- }
+ COPY_3V( light->_VP_inf_norm, light->_Position );
+ NORMALIZE_3FV( light->_VP_inf_norm );
- light->VP_inf_spot_attenuation = 1.0;
+ if (!ctx->Light.Model.LocalViewer) {
+ /* _h_inf_norm = Normalize( V_to_P + <0,0,1> ) */
+ ADD_3V( light->_h_inf_norm, light->_VP_inf_norm, ctx->_EyeZDir);
+ NORMALIZE_3FV( light->_h_inf_norm );
+ }
+ light->_VP_inf_spot_attenuation = 1.0;
}
-
- if (light->Flags & LIGHT_SPOT)
- {
- if (ctx->NeedEyeNormals) {
- COPY_3V( light->NormDirection, light->EyeDirection );
- } else {
- TRANSFORM_NORMAL( light->NormDirection,
+
+ if (light->_Flags & LIGHT_SPOT) {
+ if (ctx->_NeedEyeCoords) {
+ COPY_3V( light->_NormDirection, light->EyeDirection );
+ }
+ else {
+ TRANSFORM_NORMAL( light->_NormDirection,
light->EyeDirection,
- ctx->ModelView.m);
+ ctx->ModelviewMatrixStack.Top->m);
}
- NORMALIZE_3FV( light->NormDirection );
-
+ NORMALIZE_3FV( light->_NormDirection );
- /* Unlikely occurrance?
- */
- if (!(light->Flags & LIGHT_POSITIONAL)) {
- GLfloat PV_dot_dir = - DOT3(light->VP_inf_norm,
- light->NormDirection);
+ if (!(light->_Flags & LIGHT_POSITIONAL)) {
+ GLfloat PV_dot_dir = - DOT3(light->_VP_inf_norm,
+ light->_NormDirection);
- if (PV_dot_dir > light->CosCutoff) {
+ if (PV_dot_dir > light->_CosCutoff) {
double x = PV_dot_dir * (EXP_TABLE_SIZE-1);
int k = (int) x;
- light->VP_inf_spot_attenuation =
- (light->SpotExpTable[k][0] +
- (x-k)*light->SpotExpTable[k][1]);
+ light->_VP_inf_spot_attenuation =
+ (GLfloat) (light->_SpotExpTable[k][0] +
+ (x-k)*light->_SpotExpTable[k][1]);
}
- else
- light->VP_inf_spot_attenuation = 0;
+ else {
+ light->_VP_inf_spot_attenuation = 0;
+ }
}
}
}
}
-
-
-
-
-
-void gl_update_normal_transform( GLcontext *ctx )
-{
- GLuint new_flag = 0;
- normal_func *last = ctx->NormalTransform;
-
- ctx->vb_rescale_factor = 1.0;
-
- if (ctx->NeedEyeCoords) {
- if (ctx->NeedNormals) {
- GLuint transform = NORM_TRANSFORM_NO_ROT;
-
- if (ctx->ModelView.flags & (MAT_FLAG_GENERAL |
- MAT_FLAG_ROTATION |
- MAT_FLAG_GENERAL_3D |
- MAT_FLAG_PERSPECTIVE))
- transform = NORM_TRANSFORM;
-
-
- new_flag = ctx->NewState & NEW_MODELVIEW;
- ctx->vb_rescale_factor = ctx->rescale_factor;
-
- if (ctx->Transform.Normalize)
- {
- ctx->NormalTransform = gl_normal_tab[transform | NORM_NORMALIZE];
- }
- else if (ctx->Transform.RescaleNormals &&
- ctx->rescale_factor != 1.0)
- {
- ctx->NormalTransform = gl_normal_tab[transform | NORM_RESCALE];
- }
- else
- {
- ctx->NormalTransform = gl_normal_tab[transform];
- }
- } else {
- ctx->NormalTransform = 0;
- }
- }
- else {
- if (ctx->NeedNormals) {
- ctx->vb_rescale_factor = 1.0/ctx->rescale_factor;
-
- if (ctx->Transform.Normalize)
- {
- ctx->NormalTransform = gl_normal_tab[NORM_NORMALIZE];
- }
- else if (!ctx->Transform.RescaleNormals &&
- ctx->rescale_factor != 1.0)
- {
- ctx->NormalTransform = gl_normal_tab[NORM_RESCALE];
- }
- else
- {
- ctx->NormalTransform = 0;
- }
- } else {
- ctx->NormalTransform = 0;
- }
- }
-
- if (last != ctx->NormalTransform || new_flag)
- ctx->NewState |= NEW_NORMAL_TRANSFORM;
-}
-