* Also, all error checking should have already been done.
*/
void
-_mesa_light(GLcontext *ctx, GLuint lnum, GLenum pname, const GLfloat *params)
+_mesa_light(struct gl_context *ctx, GLuint lnum, GLenum pname, const GLfloat *params)
{
struct gl_light *light;
return;
FLUSH_VERTICES(ctx, _NEW_LIGHT);
light->SpotCutoff = params[0];
- light->_CosCutoffNeg = (GLfloat) (_mesa_cos(light->SpotCutoff * DEG2RAD));
+ light->_CosCutoffNeg = (GLfloat) (cos(light->SpotCutoff * DEG2RAD));
if (light->_CosCutoffNeg < 0)
light->_CosCutoff = 0;
else
* of the targeted material values.
*/
GLuint
-_mesa_material_bitmask( GLcontext *ctx, GLenum face, GLenum pname,
+_mesa_material_bitmask( struct gl_context *ctx, GLenum face, GLenum pname,
GLuint legal, const char *where )
{
GLuint bitmask = 0;
bitmask |= MAT_BIT_FRONT_INDEXES | MAT_BIT_BACK_INDEXES;
break;
default:
- _mesa_error( ctx, GL_INVALID_ENUM, where );
+ _mesa_error( ctx, GL_INVALID_ENUM, "%s", where );
return 0;
}
bitmask &= BACK_MATERIAL_BITS;
}
else if (face != GL_FRONT_AND_BACK) {
- _mesa_error( ctx, GL_INVALID_ENUM, where );
+ _mesa_error( ctx, GL_INVALID_ENUM, "%s", where );
return 0;
}
if (bitmask & ~legal) {
- _mesa_error( ctx, GL_INVALID_ENUM, where );
+ _mesa_error( ctx, GL_INVALID_ENUM, "%s", where );
return 0;
}
/* Update derived values following a change in ctx->Light.Material
*/
void
-_mesa_update_material( GLcontext *ctx, GLuint bitmask )
+_mesa_update_material( struct gl_context *ctx, GLuint bitmask )
{
struct gl_light *light, *list = &ctx->Light.EnabledList;
GLfloat (*mat)[4] = ctx->Light.Material.Attrib;
* set by glColorMaterial().
*/
void
-_mesa_update_color_material( GLcontext *ctx, const GLfloat color[4] )
+_mesa_update_color_material( struct gl_context *ctx, const GLfloat color[4] )
{
GLuint bitmask = ctx->Light.ColorMaterialBitmask;
struct gl_material *mat = &ctx->Light.Material;
for (i = EXP_TABLE_SIZE - 1; i > 0 ;i--) {
if (clamp == 0) {
- tmp = _mesa_pow(i / (GLdouble) (EXP_TABLE_SIZE - 1), exponent);
+ tmp = pow(i / (GLdouble) (EXP_TABLE_SIZE - 1), exponent);
if (tmp < FLT_MIN * 100.0) {
tmp = 0.0;
clamp = 1;
* by keeping a MRU cache of shine tables for various shine values.
*/
void
-_mesa_invalidate_shine_table( GLcontext *ctx, GLuint side )
+_mesa_invalidate_shine_table( struct gl_context *ctx, GLuint side )
{
ASSERT(side < 2);
if (ctx->_ShineTable[side])
static void
-validate_shine_table( GLcontext *ctx, GLuint side, GLfloat shininess )
+validate_shine_table( struct gl_context *ctx, GLuint side, GLfloat shininess )
{
struct gl_shine_tab *list = ctx->_ShineTabList;
struct gl_shine_tab *s;
GLdouble t, x = j / (GLfloat) (SHINE_TABLE_SIZE - 1);
if (x < 0.005) /* underflow check */
x = 0.005;
- t = _mesa_pow(x, shininess);
+ t = pow(x, shininess);
if (t > 1e-20)
m[j] = (GLfloat) t;
else
void
-_mesa_validate_all_lighting_tables( GLcontext *ctx )
+_mesa_validate_all_lighting_tables( struct gl_context *ctx )
{
GLuint i;
GLfloat shininess;
* source and material ambient, diffuse and specular coefficients.
*/
void
-_mesa_update_lighting( GLcontext *ctx )
+_mesa_update_lighting( struct gl_context *ctx )
{
struct gl_light *light;
ctx->Light._NeedEyeCoords = GL_FALSE;
* FLUSH_UPDATE_CURRENT, as when any outstanding material changes
* are flushed, they will update the derived state at that time.
*/
- if (ctx->Visual.rgbMode) {
- if (ctx->Light.Model.TwoSide)
- _mesa_update_material( ctx,
- MAT_BIT_FRONT_EMISSION |
- MAT_BIT_FRONT_AMBIENT |
- MAT_BIT_FRONT_DIFFUSE |
- MAT_BIT_FRONT_SPECULAR |
- MAT_BIT_BACK_EMISSION |
- MAT_BIT_BACK_AMBIENT |
- MAT_BIT_BACK_DIFFUSE |
- MAT_BIT_BACK_SPECULAR);
- else
- _mesa_update_material( ctx,
- MAT_BIT_FRONT_EMISSION |
- MAT_BIT_FRONT_AMBIENT |
- MAT_BIT_FRONT_DIFFUSE |
- MAT_BIT_FRONT_SPECULAR);
- }
- 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);
- }
- }
+ if (ctx->Light.Model.TwoSide)
+ _mesa_update_material(ctx,
+ MAT_BIT_FRONT_EMISSION |
+ MAT_BIT_FRONT_AMBIENT |
+ MAT_BIT_FRONT_DIFFUSE |
+ MAT_BIT_FRONT_SPECULAR |
+ MAT_BIT_BACK_EMISSION |
+ MAT_BIT_BACK_AMBIENT |
+ MAT_BIT_BACK_DIFFUSE |
+ MAT_BIT_BACK_SPECULAR);
+ else
+ _mesa_update_material(ctx,
+ MAT_BIT_FRONT_EMISSION |
+ MAT_BIT_FRONT_AMBIENT |
+ MAT_BIT_FRONT_DIFFUSE |
+ MAT_BIT_FRONT_SPECULAR);
}
* Also update on lighting space changes.
*/
static void
-compute_light_positions( GLcontext *ctx )
+compute_light_positions( struct gl_context *ctx )
{
struct gl_light *light;
static const GLfloat eye_z[3] = { 0, 0, 1 };
static void
-update_modelview_scale( GLcontext *ctx )
+update_modelview_scale( struct gl_context *ctx )
{
ctx->_ModelViewInvScale = 1.0F;
if (!_math_matrix_is_length_preserving(ctx->ModelviewMatrixStack.Top)) {
* Bring up to date any state that relies on _NeedEyeCoords.
*/
void
-_mesa_update_tnl_spaces( GLcontext *ctx, GLuint new_state )
+_mesa_update_tnl_spaces( struct gl_context *ctx, GLuint new_state )
{
const GLuint oldneedeyecoords = ctx->_NeedEyeCoords;
* light-in-modelspace optimization. It's also useful for debugging.
*/
void
-_mesa_allow_light_in_model( GLcontext *ctx, GLboolean flag )
+_mesa_allow_light_in_model( struct gl_context *ctx, GLboolean flag )
{
ctx->_ForceEyeCoords = !flag;
ctx->NewState |= _NEW_POINT; /* one of the bits from
* Initialize all lighting state for the given context.
*/
void
-_mesa_init_lighting( GLcontext *ctx )
+_mesa_init_lighting( struct gl_context *ctx )
{
GLuint i;
* Deallocate malloc'd lighting state attached to given context.
*/
void
-_mesa_free_lighting_data( GLcontext *ctx )
+_mesa_free_lighting_data( struct gl_context *ctx )
{
struct gl_shine_tab *s, *tmps;
/* Free lighting shininess exponentiation table */
foreach_s( s, tmps, ctx->_ShineTabList ) {
- _mesa_free( s );
+ free( s );
}
- _mesa_free( ctx->_ShineTabList );
+ free( ctx->_ShineTabList );
}