-/* $Id: light.c,v 1.29 2000/11/24 15:21:59 keithw Exp $ */
+/* $Id: light.c,v 1.50 2002/06/13 04:28:29 brianp Exp $ */
/*
* Mesa 3-D graphics library
- * Version: 3.5
+ * Version: 4.1
*
- * Copyright (C) 1999-2000 Brian Paul All Rights Reserved.
+ * 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"),
_mesa_ShadeModel( GLenum mode )
{
GET_CURRENT_CONTEXT(ctx);
- ASSERT_OUTSIDE_BEGIN_END_AND_FLUSH(ctx, "glShadeModel");
+ ASSERT_OUTSIDE_BEGIN_END(ctx);
if (MESA_VERBOSE & VERBOSE_API)
- fprintf(stderr, "glShadeModel %s\n", gl_lookup_enum_by_nr(mode));
+ _mesa_debug("glShadeModel %s\n", _mesa_lookup_enum_by_nr(mode));
- if (mode == GL_FLAT || mode == GL_SMOOTH) {
- if (ctx->Light.ShadeModel != mode) {
- ctx->Light.ShadeModel = mode;
- if (ctx->Light.ShadeModel == GL_FLAT)
- SET_BITS(ctx->_TriangleCaps, DD_FLATSHADE);
- else
- CLEAR_BITS(ctx->_TriangleCaps, DD_FLATSHADE);
+ if (mode != GL_FLAT && mode != GL_SMOOTH) {
+ _mesa_error( ctx, GL_INVALID_ENUM, "glShadeModel" );
+ return;
+ }
- ctx->NewState |= _NEW_LIGHT;
+ if (ctx->Light.ShadeModel == mode)
+ return;
- if (ctx->Driver.ShadeModel)
- (*ctx->Driver.ShadeModel)( ctx, mode );
- }
- }
- else {
- gl_error( ctx, GL_INVALID_ENUM, "glShadeModel" );
- }
+ FLUSH_VERTICES(ctx, _NEW_LIGHT);
+ ctx->Light.ShadeModel = mode;
+ ctx->_TriangleCaps ^= DD_FLATSHADE;
+ if (ctx->Driver.ShadeModel)
+ (*ctx->Driver.ShadeModel)( ctx, mode );
}
GLint i = (GLint) (light - GL_LIGHT0);
struct gl_light *l = &ctx->Light.Light[i];
- ASSERT_OUTSIDE_BEGIN_END_AND_FLUSH(ctx, "glLight");
-
- if (i < 0 || i >= MAX_LIGHTS) {
- gl_error( ctx, GL_INVALID_ENUM, "glLight" );
+ if (i < 0 || i >= (GLint) ctx->Const.MaxLights) {
+ _mesa_error( ctx, GL_INVALID_ENUM, "glLight" );
return;
}
switch (pname) {
- case GL_AMBIENT:
- COPY_4V( l->Ambient, params );
- break;
- case GL_DIFFUSE:
- COPY_4V( l->Diffuse, params );
- break;
- case GL_SPECULAR:
- COPY_4V( l->Specular, params );
- break;
- case GL_POSITION:
- /* transform position by ModelView matrix */
- TRANSFORM_POINT( l->EyePosition, ctx->ModelView.m, params );
- if (l->EyePosition[3] != 0.0F)
- l->_Flags |= LIGHT_POSITIONAL;
- else
- l->_Flags &= ~LIGHT_POSITIONAL;
- break;
- case GL_SPOT_DIRECTION:
- /* transform direction by inverse modelview */
- if (ctx->ModelView.flags & MAT_DIRTY_INVERSE) {
- _math_matrix_analyse( &ctx->ModelView );
- }
- TRANSFORM_NORMAL( l->EyeDirection, params, ctx->ModelView.inv );
- break;
- case GL_SPOT_EXPONENT:
- if (params[0]<0.0 || params[0]>128.0) {
- gl_error( ctx, GL_INVALID_VALUE, "glLight" );
- return;
- }
- if (l->SpotExponent != params[0]) {
- l->SpotExponent = params[0];
- gl_compute_spot_exp_table( 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;
- }
- l->SpotCutoff = params[0];
- l->_CosCutoff = 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) {
- gl_error( ctx, GL_INVALID_VALUE, "glLight" );
- return;
- }
- l->ConstantAttenuation = params[0];
- break;
- case GL_LINEAR_ATTENUATION:
- if (params[0]<0.0) {
- gl_error( ctx, GL_INVALID_VALUE, "glLight" );
- return;
- }
- l->LinearAttenuation = params[0];
- break;
- case GL_QUADRATIC_ATTENUATION:
- if (params[0]<0.0) {
- gl_error( ctx, GL_INVALID_VALUE, "glLight" );
- return;
- }
- l->QuadraticAttenuation = params[0];
- break;
- default:
- gl_error( ctx, GL_INVALID_ENUM, "glLight" );
- return;
+ 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" );
+ return;
}
if (ctx->Driver.Lightfv)
ctx->Driver.Lightfv( ctx, light, pname, params );
-
- ctx->NewState |= _NEW_LIGHT;
}
{
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;
}
}
{
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
_mesa_LightModelfv( GLenum pname, const GLfloat *params )
{
+ GLenum newenum;
+ GLboolean newbool;
GET_CURRENT_CONTEXT(ctx);
- ASSERT_OUTSIDE_BEGIN_END_AND_FLUSH(ctx, "glLightModelfv");
+ 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:
- if (params[0] == (GLfloat) GL_SINGLE_COLOR) {
- ctx->Light.Model.ColorControl = GL_SINGLE_COLOR;
- if (!ctx->Fog.ColorSumEnabled)
- CLEAR_BITS(ctx->_TriangleCaps, DD_SEPERATE_SPECULAR);
- }
- else if (params[0] == (GLfloat) GL_SEPARATE_SPECULAR_COLOR) {
- ctx->Light.Model.ColorControl = GL_SEPARATE_SPECULAR_COLOR;
- SET_BITS(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)" );
+ 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" );
break;
}
if (ctx->Driver.LightModelfv)
ctx->Driver.LightModelfv( ctx, pname, params );
-
- ctx->NewState |= _NEW_LIGHT;
}
_mesa_LightModeliv( GLenum pname, const GLint *params )
{
GLfloat fparam[4];
- GET_CURRENT_CONTEXT(ctx);
- ASSERT_OUTSIDE_BEGIN_END_AND_FLUSH(ctx, "glLightModeliv");
switch (pname) {
case GL_LIGHT_MODEL_AMBIENT:
* 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;
+ }
+}
+
/*
* Check if the global material has to be updated with info that was
*
* src[0] is front material, src[1] is back material
*
- * 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.
+ * Additionally keeps the precomputed lighting state uptodate.
*/
-void gl_update_material( GLcontext *ctx,
+void _mesa_update_material( GLcontext *ctx,
const struct gl_material src[2],
GLuint bitmask )
{
bitmask &= ~ctx->Light.ColorMaterialBitmask;
if (MESA_VERBOSE&VERBOSE_IMMEDIATE)
- fprintf(stderr, "gl_update_material, mask 0x%x\n", bitmask);
+ _mesa_debug("_mesa_update_material, mask 0x%x\n", bitmask);
if (!bitmask)
return;
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,
+ 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,
+ ACC_SCALE_3V( ctx->Light._BaseColor[1], mat->Ambient,
ctx->Light.Model.Ambient );
}
foreach (light, list) {
SCALE_3V( light->_MatDiffuse[0], light->Diffuse, mat->Diffuse );
}
- FLOAT_COLOR_TO_CHAN(ctx->Light._BaseAlpha[0], mat->Diffuse[3]);
}
if (bitmask & BACK_DIFFUSE_BIT) {
struct gl_material *mat = &ctx->Light.Material[1];
foreach (light, list) {
SCALE_3V( light->_MatDiffuse[1], light->Diffuse, mat->Diffuse );
}
- FLOAT_COLOR_TO_CHAN(ctx->Light._BaseAlpha[1], mat->Diffuse[3]);
}
/* update material specular values */
}
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) {
if (0)
{
struct gl_material *mat = &ctx->Light.Material[0];
- fprintf(stderr, "update_mat emission : %f %f %f\n",
+ _mesa_debug("update_mat emission : %f %f %f\n",
mat->Emission[0],
mat->Emission[1],
mat->Emission[2]);
- fprintf(stderr, "update_mat specular : %f %f %f\n",
+ _mesa_debug("update_mat specular : %f %f %f\n",
mat->Specular[0],
mat->Specular[1],
mat->Specular[2]);
- fprintf(stderr, "update_mat diffuse : %f %f %f\n",
+ _mesa_debug("update_mat diffuse : %f %f %f\n",
mat->Diffuse[0],
mat->Diffuse[1],
mat->Diffuse[2]);
- fprintf(stderr, "update_mat ambient : %f %f %f\n",
+ _mesa_debug("update_mat ambient : %f %f %f\n",
mat->Ambient[0],
mat->Ambient[1],
mat->Ambient[2]);
+
+
+
/*
* Update the current materials from the given rgba color
* according to the bitmask in ColorMaterialBitmask, which is
* set by glColorMaterial().
*/
-void gl_update_color_material( GLcontext *ctx,
- const GLchan rgba[4] )
+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 color[4];
-
- color[0] = CHAN_TO_FLOAT(rgba[0]);
- color[1] = CHAN_TO_FLOAT(rgba[1]);
- color[2] = CHAN_TO_FLOAT(rgba[2]);
- color[3] = CHAN_TO_FLOAT(rgba[3]);
if (MESA_VERBOSE&VERBOSE_IMMEDIATE)
- fprintf(stderr, "gl_update_color_material, mask 0x%x\n", bitmask);
+ _mesa_debug("_mesa_update_color_material, mask 0x%x\n", bitmask);
/* update emissive colors */
if (bitmask & FRONT_EMISSION_BIT) {
foreach (light, list) {
SCALE_3V( light->_MatDiffuse[0], light->Diffuse, mat->Diffuse );
}
- FLOAT_COLOR_TO_CHAN(ctx->Light._BaseAlpha[0], mat->Diffuse[3]);
}
if (bitmask & BACK_DIFFUSE_BIT) {
foreach (light, list) {
SCALE_3V( light->_MatDiffuse[1], light->Diffuse, mat->Diffuse );
}
- FLOAT_COLOR_TO_CHAN(ctx->Light._BaseAlpha[1], mat->Diffuse[3]);
}
/* update light->_MatSpecular = light's specular * material's specular */
if (0)
{
struct gl_material *mat = &ctx->Light.Material[0];
- fprintf(stderr, "update_color_mat emission : %f %f %f\n",
+ _mesa_debug("update_color_mat emission : %f %f %f\n",
mat->Emission[0],
mat->Emission[1],
mat->Emission[2]);
- fprintf(stderr, "update_color_mat specular : %f %f %f\n",
+ _mesa_debug("update_color_mat specular : %f %f %f\n",
mat->Specular[0],
mat->Specular[1],
mat->Specular[2]);
- fprintf(stderr, "update_color_mat diffuse : %f %f %f\n",
+ _mesa_debug("update_color_mat diffuse : %f %f %f\n",
mat->Diffuse[0],
mat->Diffuse[1],
mat->Diffuse[2]);
- fprintf(stderr, "update_color_mat ambient : %f %f %f\n",
+ _mesa_debug("update_color_mat ambient : %f %f %f\n",
mat->Ambient[0],
mat->Ambient[1],
mat->Ambient[2]);
FRONT_SPECULAR_BIT | BACK_SPECULAR_BIT |
FRONT_DIFFUSE_BIT | BACK_DIFFUSE_BIT |
FRONT_AMBIENT_BIT | BACK_AMBIENT_BIT);
-
- ASSERT_OUTSIDE_BEGIN_END_AND_FLUSH(ctx, "glColorMaterial");
+ ASSERT_OUTSIDE_BEGIN_END(ctx);
if (MESA_VERBOSE&VERBOSE_API)
- fprintf(stderr, "glColorMaterial %s %s\n",
- gl_lookup_enum_by_nr(face),
- gl_lookup_enum_by_nr(mode));
+ _mesa_debug("glColorMaterial %s %s\n",
+ _mesa_lookup_enum_by_nr(face),
+ _mesa_lookup_enum_by_nr(mode));
- bitmask = gl_material_bitmask( ctx, face, mode, legal, "glColorMaterial" );
+ bitmask = _mesa_material_bitmask(ctx, face, mode, legal, "glColorMaterial");
- if (bitmask != 0) {
- ctx->Light.ColorMaterialBitmask = bitmask;
- ctx->Light.ColorMaterialFace = face;
- ctx->Light.ColorMaterialMode = mode;
- }
+ if (ctx->Light.ColorMaterialBitmask == bitmask &&
+ ctx->Light.ColorMaterialFace == face &&
+ ctx->Light.ColorMaterialMode == mode)
+ return;
+
+ FLUSH_VERTICES(ctx, _NEW_LIGHT);
+ ctx->Light.ColorMaterialBitmask = bitmask;
+ ctx->Light.ColorMaterialFace = face;
+ ctx->Light.ColorMaterialMode = mode;
if (ctx->Light.ColorMaterialEnabled) {
- FLUSH_TNL( ctx, FLUSH_UPDATE_CURRENT );
- gl_update_color_material( ctx, ctx->Current.Color );
+ FLUSH_CURRENT( ctx, 0 );
+ _mesa_update_color_material(ctx,ctx->Current.Attrib[VERT_ATTRIB_COLOR0]);
}
- ctx->NewState |= _NEW_LIGHT;
+ if (ctx->Driver.ColorMaterial)
+ (*ctx->Driver.ColorMaterial)( ctx, face, mode );
}
{
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)" );
}
}
{
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)" );
}
}
* this function to recompute the exponent lookup table.
*/
void
-gl_compute_spot_exp_table( struct gl_light *l )
+_mesa_invalidate_spot_exp_table( struct gl_light *l )
+{
+ l->_SpotExpTable[0][0] = -1;
+}
+
+static void validate_spot_exp_table( struct gl_light *l )
{
GLint i;
GLdouble exponent = l->SpotExponent;
for (i = EXP_TABLE_SIZE - 1; i > 0 ;i--) {
if (clamp == 0) {
- tmp = pow(i / (GLdouble) (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];
+ l->_SpotExpTable[i][1] = (l->_SpotExpTable[i+1][0] -
+ l->_SpotExpTable[i][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 )
{
- GLint i;
- GLfloat *m = tab->tab;
-
- m[0] = 0.0;
- if (shininess == 0.0) {
- for (i = 1 ; i <= SHINE_TABLE_SIZE ; i++)
- m[i] = 1.0;
- }
- else {
- for (i = 1 ; i < SHINE_TABLE_SIZE ; i++) {
- GLdouble t = pow(i / (GLfloat) (SHINE_TABLE_SIZE - 1), shininess);
- if (t > 1e-20)
- m[i] = t;
- else
- m[i] = 0.0;
- }
- m[SHINE_TABLE_SIZE] = 1.0;
- }
-
- tab->shininess = shininess;
+ if (ctx->_ShineTable[i])
+ ctx->_ShineTable[i]->refcount--;
+ ctx->_ShineTable[i] = 0;
}
-
-void
-gl_compute_shine_table( GLcontext *ctx, GLuint i, GLfloat shininess )
+static void validate_shine_table( GLcontext *ctx, GLuint i, GLfloat shininess )
{
-#define DISTSQR(a,b) ((a-b)*(a-b))
struct gl_shine_tab *list = ctx->_ShineTabList;
struct gl_shine_tab *s;
foreach(s, list)
- if ( DISTSQR(s->shininess, shininess) < 1e-4 )
+ if ( s->shininess == shininess )
break;
if (s == list) {
+ GLint j;
+ GLfloat *m;
+
foreach(s, list)
if (s->refcount == 0)
- break;
+ 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;
+ }
- compute_shine_table( s, shininess );
+ s->shininess = shininess;
}
- ctx->_ShineTable[i]->refcount--;
+ if (ctx->_ShineTable[i])
+ ctx->_ShineTable[i]->refcount--;
+
ctx->_ShineTable[i] = s;
move_to_tail( list, s );
s->refcount++;
-#undef DISTSQR
+}
+
+void
+_mesa_validate_all_lighting_tables( GLcontext *ctx )
+{
+ GLint i;
+ GLfloat shininess;
+
+ shininess = ctx->Light.Material[0].Shininess;
+ if (!ctx->_ShineTable[0] || ctx->_ShineTable[0]->shininess != shininess)
+ validate_shine_table( ctx, 0, shininess );
+
+ shininess = ctx->Light.Material[1].Shininess;
+ if (!ctx->_ShineTable[1] || ctx->_ShineTable[1]->shininess != shininess)
+ validate_shine_table( ctx, 1, shininess );
+
+ for (i = 0 ; i < MAX_LIGHTS ; i++)
+ if (ctx->Light.Light[i]._SpotExpTable[0][0] == -1)
+ validate_spot_exp_table( &ctx->Light.Light[i] );
}
* source and material ambient, diffuse and specular coefficients.
*/
void
-gl_update_lighting( GLcontext *ctx )
+_mesa_update_lighting( GLcontext *ctx )
{
struct gl_light *light;
- ctx->_TriangleCaps &= ~(DD_TRI_LIGHT_TWOSIDE|DD_LIGHTING_CULL);
ctx->_NeedEyeCoords &= ~NEED_EYE_LIGHT;
ctx->_NeedNormals &= ~NEED_NORMALS_LIGHT;
ctx->Light._Flags = 0;
ctx->_NeedNormals |= NEED_NORMALS_LIGHT;
- if (ctx->Light.Model.TwoSide)
- ctx->_TriangleCaps |= (DD_TRI_LIGHT_TWOSIDE|DD_LIGHTING_CULL);
-
foreach(light, &ctx->Light.EnabledList) {
ctx->Light._Flags |= light->_Flags;
}
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) {
+ if (ctx->Visual.rgbMode) {
GLuint sides = ctx->Light.Model.TwoSide ? 2 : 1;
GLuint side;
for (side=0; side < sides; side++) {
ACC_SCALE_3V(ctx->Light._BaseColor[side],
ctx->Light.Model.Ambient,
mat->Ambient);
-
- FLOAT_COLOR_TO_CHAN(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++) {
const struct gl_material *mat = &ctx->Light.Material[side];
SCALE_3V( light->_MatDiffuse[side], light->Diffuse, mat->Diffuse );
}
}
else {
- static const GLfloat ci[3] = { .30, .59, .11 };
+ 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);
* Also update on lighting space changes.
*/
void
-gl_compute_light_positions( GLcontext *ctx )
+_mesa_compute_light_positions( GLcontext *ctx )
{
struct gl_light *light;
static const GLfloat eye_z[3] = { 0, 0, 1 };
COPY_3V( ctx->_EyeZDir, eye_z );
}
else {
- TRANSFORM_NORMAL( ctx->_EyeZDir, eye_z, ctx->ModelView.m );
+ TRANSFORM_NORMAL( ctx->_EyeZDir, eye_z, ctx->ModelviewMatrixStack.Top->m );
}
foreach (light, &ctx->Light.EnabledList) {
COPY_4FV( light->_Position, light->EyePosition );
}
else {
- TRANSFORM_POINT( light->_Position, ctx->ModelView.inv,
+ TRANSFORM_POINT( light->_Position, ctx->ModelviewMatrixStack.Top->inv,
light->EyePosition );
}
else {
TRANSFORM_NORMAL( light->_NormDirection,
light->EyeDirection,
- ctx->ModelView.m);
+ ctx->ModelviewMatrixStack.Top->m);
}
NORMALIZE_3FV( light->_NormDirection );
double x = PV_dot_dir * (EXP_TABLE_SIZE-1);
int k = (int) x;
light->_VP_inf_spot_attenuation =
- (light->_SpotExpTable[k][0] +
+ (GLfloat) (light->_SpotExpTable[k][0] +
(x-k)*light->_SpotExpTable[k][1]);
}
else {
}
}
}
-
-