/*
* Mesa 3-D graphics library
- * Version: 6.1
+ * Version: 7.0
*
- * Copyright (C) 1999-2004 Brian Paul All Rights Reserved.
+ * Copyright (C) 1999-2007 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_debug(ctx, "glShadeModel %s\n", _mesa_lookup_enum_by_nr(mode));
if (mode != GL_FLAT && mode != GL_SMOOTH) {
- _mesa_error( ctx, GL_INVALID_ENUM, "glShadeModel" );
+ _mesa_error(ctx, GL_INVALID_ENUM, "glShadeModel");
return;
}
FLUSH_VERTICES(ctx, _NEW_LIGHT);
ctx->Light.ShadeModel = mode;
- ctx->_TriangleCaps ^= DD_FLATSHADE;
+ if (mode == GL_FLAT)
+ ctx->_TriangleCaps |= DD_FLATSHADE;
+ else
+ ctx->_TriangleCaps &= ~DD_FLATSHADE;
+
if (ctx->Driver.ShadeModel)
- (*ctx->Driver.ShadeModel)( ctx, mode );
+ ctx->Driver.ShadeModel( ctx, mode );
+}
+
+
+/**
+ * Helper function called by _mesa_Lightfv and _mesa_PopAttrib to set
+ * per-light state.
+ * For GL_POSITION and GL_SPOT_DIRECTION the params position/direction
+ * will have already been transformed by the modelview matrix!
+ * Also, all error checking should have already been done.
+ */
+void
+_mesa_light(GLcontext *ctx, GLuint lnum, GLenum pname, const GLfloat *params)
+{
+ struct gl_light *light;
+
+ ASSERT(lnum < MAX_LIGHTS);
+ light = &ctx->Light.Light[lnum];
+
+ switch (pname) {
+ case GL_AMBIENT:
+ if (TEST_EQ_4V(light->Ambient, params))
+ return;
+ FLUSH_VERTICES(ctx, _NEW_LIGHT);
+ COPY_4V( light->Ambient, params );
+ break;
+ case GL_DIFFUSE:
+ if (TEST_EQ_4V(light->Diffuse, params))
+ return;
+ FLUSH_VERTICES(ctx, _NEW_LIGHT);
+ COPY_4V( light->Diffuse, params );
+ break;
+ case GL_SPECULAR:
+ if (TEST_EQ_4V(light->Specular, params))
+ return;
+ FLUSH_VERTICES(ctx, _NEW_LIGHT);
+ COPY_4V( light->Specular, params );
+ break;
+ case GL_POSITION:
+ /* NOTE: position has already been transformed by ModelView! */
+ if (TEST_EQ_4V(light->EyePosition, params))
+ return;
+ FLUSH_VERTICES(ctx, _NEW_LIGHT);
+ COPY_4V(light->EyePosition, params);
+ if (light->EyePosition[3] != 0.0F)
+ light->_Flags |= LIGHT_POSITIONAL;
+ else
+ light->_Flags &= ~LIGHT_POSITIONAL;
+ break;
+ case GL_SPOT_DIRECTION:
+ /* NOTE: Direction already transformed by inverse ModelView! */
+ if (TEST_EQ_3V(light->EyeDirection, params))
+ return;
+ FLUSH_VERTICES(ctx, _NEW_LIGHT);
+ COPY_3V(light->EyeDirection, params);
+ break;
+ case GL_SPOT_EXPONENT:
+ ASSERT(params[0] >= 0.0);
+ ASSERT(params[0] <= ctx->Const.MaxSpotExponent);
+ if (light->SpotExponent == params[0])
+ return;
+ FLUSH_VERTICES(ctx, _NEW_LIGHT);
+ light->SpotExponent = params[0];
+ _mesa_invalidate_spot_exp_table(light);
+ break;
+ case GL_SPOT_CUTOFF:
+ ASSERT(params[0] == 180.0 || (params[0] >= 0.0 && params[0] <= 90.0));
+ if (light->SpotCutoff == params[0])
+ return;
+ FLUSH_VERTICES(ctx, _NEW_LIGHT);
+ light->SpotCutoff = params[0];
+ light->_CosCutoffNeg = (GLfloat) (_mesa_cos(light->SpotCutoff * DEG2RAD));
+ if (light->_CosCutoffNeg < 0)
+ light->_CosCutoff = 0;
+ else
+ light->_CosCutoff = light->_CosCutoffNeg;
+ if (light->SpotCutoff != 180.0F)
+ light->_Flags |= LIGHT_SPOT;
+ else
+ light->_Flags &= ~LIGHT_SPOT;
+ break;
+ case GL_CONSTANT_ATTENUATION:
+ ASSERT(params[0] >= 0.0);
+ if (light->ConstantAttenuation == params[0])
+ return;
+ FLUSH_VERTICES(ctx, _NEW_LIGHT);
+ light->ConstantAttenuation = params[0];
+ break;
+ case GL_LINEAR_ATTENUATION:
+ ASSERT(params[0] >= 0.0);
+ if (light->LinearAttenuation == params[0])
+ return;
+ FLUSH_VERTICES(ctx, _NEW_LIGHT);
+ light->LinearAttenuation = params[0];
+ break;
+ case GL_QUADRATIC_ATTENUATION:
+ ASSERT(params[0] >= 0.0);
+ if (light->QuadraticAttenuation == params[0])
+ return;
+ FLUSH_VERTICES(ctx, _NEW_LIGHT);
+ light->QuadraticAttenuation = params[0];
+ break;
+ default:
+ _mesa_problem(ctx, "Unexpected pname in _mesa_light()");
+ return;
+ }
+
+ if (ctx->Driver.Lightfv)
+ ctx->Driver.Lightfv( ctx, GL_LIGHT0 + lnum, pname, params );
}
{
GET_CURRENT_CONTEXT(ctx);
GLint i = (GLint) (light - GL_LIGHT0);
- struct gl_light *l = &ctx->Light.Light[i];
+ GLfloat temp[4];
+ ASSERT_OUTSIDE_BEGIN_END(ctx);
if (i < 0 || i >= (GLint) ctx->Const.MaxLights) {
_mesa_error( ctx, GL_INVALID_ENUM, "glLight(light=0x%x)", light );
return;
}
+ /* do particular error checks, transformations */
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 );
+ /* nothing */
break;
- case GL_POSITION: {
- GLfloat tmp[4];
+ case GL_POSITION:
/* 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;
+ TRANSFORM_POINT(temp, ctx->ModelviewMatrixStack.Top->m, params);
+ params = temp;
break;
- }
- case GL_SPOT_DIRECTION: {
- GLfloat tmp[4];
+ case GL_SPOT_DIRECTION:
/* transform direction by inverse modelview */
- if (ctx->ModelviewMatrixStack.Top->flags & MAT_DIRTY_INVERSE) {
- _math_matrix_analyse( ctx->ModelviewMatrixStack.Top );
+ if (_math_matrix_is_dirty(ctx->ModelviewMatrixStack.Top)) {
+ _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);
+ TRANSFORM_NORMAL(temp, params, ctx->ModelviewMatrixStack.Top->inv);
+ params = temp;
break;
- }
case GL_SPOT_EXPONENT:
- if (params[0]<0.0 || params[0]>ctx->Const.MaxSpotExponent) {
- _mesa_error( ctx, GL_INVALID_VALUE, "glLight" );
+ if (params[0] < 0.0 || params[0] > ctx->Const.MaxSpotExponent) {
+ _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" );
+ 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) _mesa_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" );
+ 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" );
+ 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" );
+ 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 );
+ _mesa_error(ctx, GL_INVALID_ENUM, "glLight(pname=0x%x)", pname);
return;
}
- if (ctx->Driver.Lightfv)
- ctx->Driver.Lightfv( ctx, light, pname, params );
+ _mesa_light(ctx, i, pname, params);
}
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;
+ 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)
}
if (ctx->Driver.ColorMaterial)
- (*ctx->Driver.ColorMaterial)( ctx, face, mode );
+ ctx->Driver.ColorMaterial( ctx, face, mode );
}
ASSERT(side < 2);
if (ctx->_ShineTable[side])
ctx->_ShineTable[side]->refcount--;
- ctx->_ShineTable[side] = 0;
+ ctx->_ShineTable[side] = NULL;
}
if (!ctx->_ShineTable[1] || ctx->_ShineTable[1]->shininess != shininess)
validate_shine_table( ctx, 1, shininess );
- for (i = 0 ; i < MAX_LIGHTS ; i++)
+ for (i = 0; i < ctx->Const.MaxLights; 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
_mesa_update_lighting( GLcontext *ctx )
{
struct gl_light *light;
- ctx->Light._NeedEyeCoords = 0;
+ ctx->Light._NeedEyeCoords = GL_FALSE;
ctx->Light._Flags = 0;
if (!ctx->Light.Enabled)
ctx->Light._NeedEyeCoords = ((ctx->Light._Flags & LIGHT_POSITIONAL) ||
ctx->Light.Model.LocalViewer);
-
-
/* 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->Light._NeedEyeCoords = GL_TRUE;
-
/* 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
}
-/* _NEW_MODELVIEW
- * _NEW_LIGHT
- * _TNL_NEW_NEED_EYE_COORDS
+/**
+ * Update state derived from light position, spot direction.
+ * Called upon:
+ * _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.
foreach (light, &ctx->Light.EnabledList) {
if (ctx->_NeedEyeCoords) {
+ /* _Position is in eye coordinate space */
COPY_4FV( light->_Position, light->EyePosition );
}
else {
+ /* _Position is in object coordinate space */
TRANSFORM_POINT( light->_Position, ctx->ModelviewMatrixStack.Top->inv,
light->EyePosition );
}
}
light->_VP_inf_spot_attenuation = 1.0;
}
+ else {
+ /* positional light w/ homogeneous coordinate, divide by W */
+ GLfloat wInv = (GLfloat)1.0 / light->_Position[3];
+ light->_Position[0] *= wInv;
+ light->_Position[1] *= wInv;
+ light->_Position[2] *= wInv;
+ }
if (light->_Flags & LIGHT_SPOT) {
if (ctx->_NeedEyeCoords) {
update_modelview_scale( GLcontext *ctx )
{
ctx->_ModelViewInvScale = 1.0F;
- if (ctx->ModelviewMatrixStack.Top->flags & (MAT_FLAG_UNIFORM_SCALE |
- MAT_FLAG_GENERAL_SCALE |
- MAT_FLAG_GENERAL_3D |
- MAT_FLAG_GENERAL) ) {
+ if (!_math_matrix_is_length_preserving(ctx->ModelviewMatrixStack.Top)) {
const GLfloat *m = ctx->ModelviewMatrixStack.Top->inv;
GLfloat f = m[2] * m[2] + m[6] * m[6] + m[10] * m[10];
if (f < 1e-12) f = 1.0;
}
-/* Bring uptodate any state that relies on _NeedEyeCoords.
+/**
+ * Bring up to date any state that relies on _NeedEyeCoords.
*/
void
_mesa_update_tnl_spaces( GLcontext *ctx, GLuint new_state )
{
const GLuint oldneedeyecoords = ctx->_NeedEyeCoords;
- ctx->_NeedEyeCoords = 0;
+ (void) new_state;
+ ctx->_NeedEyeCoords = GL_FALSE;
if (ctx->_ForceEyeCoords ||
(ctx->Texture._GenFlags & TEXGEN_NEED_EYE_COORD) ||
ctx->Point._Attenuated ||
ctx->Light._NeedEyeCoords)
- ctx->_NeedEyeCoords = 1;
+ ctx->_NeedEyeCoords = GL_TRUE;
if (ctx->Light.Enabled &&
- !TEST_MAT_FLAGS( ctx->ModelviewMatrixStack.Top,
- MAT_FLAGS_LENGTH_PRESERVING))
- ctx->_NeedEyeCoords = 1;
-
+ !_math_matrix_is_length_preserving(ctx->ModelviewMatrixStack.Top))
+ ctx->_NeedEyeCoords = GL_TRUE;
/* Check if the truth-value interpretations of the bitfields have
* changed:
}
-/* Drivers may need this if the hardware tnl unit doesn't support the
+/**
+ * Drivers may need this if the hardware tnl unit doesn't support the
* light-in-modelspace optimization. It's also useful for debugging.
*/
void
l->SpotExponent = 0.0;
_mesa_invalidate_spot_exp_table( l );
l->SpotCutoff = 180.0;
+ l->_CosCutoffNeg = -1.0f;
l->_CosCutoff = 0.0; /* KW: -ve values not admitted */
l->ConstantAttenuation = 1.0;
l->LinearAttenuation = 0.0;
}
+/**
+ * Initialize all lighting state for the given context.
+ */
void
_mesa_init_lighting( GLcontext *ctx )
{
ctx->Light.ColorMaterialMode = GL_AMBIENT_AND_DIFFUSE;
ctx->Light.ColorMaterialBitmask = _mesa_material_bitmask( ctx,
GL_FRONT_AND_BACK,
- GL_AMBIENT_AND_DIFFUSE, ~0, 0 );
+ GL_AMBIENT_AND_DIFFUSE, ~0,
+ NULL );
ctx->Light.ColorMaterialEnabled = GL_FALSE;
+ ctx->Light.ClampVertexColor = GL_TRUE;
/* Lighting miscellaneous */
ctx->_ShineTabList = MALLOC_STRUCT( gl_shine_tab );
}
/* Miscellaneous */
- ctx->Light._NeedEyeCoords = 0;
- ctx->_NeedEyeCoords = 0;
+ ctx->Light._NeedEyeCoords = GL_FALSE;
+ ctx->_NeedEyeCoords = GL_FALSE;
+ ctx->_ForceEyeCoords = GL_FALSE;
ctx->_ModelViewInvScale = 1.0;
}
+/**
+ * Deallocate malloc'd lighting state attached to given context.
+ */
void
_mesa_free_lighting_data( GLcontext *ctx )
{
/* Free lighting shininess exponentiation table */
foreach_s( s, tmps, ctx->_ShineTabList ) {
- FREE( s );
+ _mesa_free( s );
}
- FREE( ctx->_ShineTabList );
+ _mesa_free( ctx->_ShineTabList );
}