-/* $Id: light.c,v 1.34 2001/01/13 05:48:25 keithw Exp $ */
+/* $Id: light.c,v 1.42 2001/03/29 16:50:32 brianp Exp $ */
/*
* Mesa 3-D graphics library
* Version: 3.5
*
- * Copyright (C) 1999-2000 Brian Paul All Rights Reserved.
+ * Copyright (C) 1999-2001 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"),
ASSERT_OUTSIDE_BEGIN_END(ctx);
if (MESA_VERBOSE & VERBOSE_API)
- fprintf(stderr, "glShadeModel %s\n", gl_lookup_enum_by_nr(mode));
+ fprintf(stderr, "glShadeModel %s\n", _mesa_lookup_enum_by_nr(mode));
if (mode != GL_FLAT && mode != GL_SMOOTH) {
- gl_error( ctx, GL_INVALID_ENUM, "glShadeModel" );
+ _mesa_error( ctx, GL_INVALID_ENUM, "glShadeModel" );
return;
}
- if (ctx->Light.ShadeModel == mode)
+ if (ctx->Light.ShadeModel == mode)
return;
FLUSH_VERTICES(ctx, _NEW_LIGHT);
GLint i = (GLint) (light - GL_LIGHT0);
struct gl_light *l = &ctx->Light.Light[i];
- if (i < 0 || i >= ctx->Const.MaxLights) {
- gl_error( ctx, GL_INVALID_ENUM, "glLight" );
+ if (i < 0 || i >= (GLint) ctx->Const.MaxLights) {
+ _mesa_error( ctx, GL_INVALID_ENUM, "glLight" );
return;
}
}
case GL_SPOT_EXPONENT:
if (params[0]<0.0 || params[0]>128.0) {
- gl_error( ctx, GL_INVALID_VALUE, "glLight" );
+ _mesa_error( ctx, GL_INVALID_VALUE, "glLight" );
return;
}
- if (l->SpotExponent == params[0])
+ if (l->SpotExponent == params[0])
return;
FLUSH_VERTICES(ctx, _NEW_LIGHT);
l->SpotExponent = params[0];
- gl_invalidate_spot_exp_table( l );
+ _mesa_invalidate_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" );
+ _mesa_error( ctx, GL_INVALID_VALUE, "glLight" );
return;
}
if (l->SpotCutoff == params[0])
break;
case GL_CONSTANT_ATTENUATION:
if (params[0]<0.0) {
- gl_error( ctx, GL_INVALID_VALUE, "glLight" );
+ _mesa_error( ctx, GL_INVALID_VALUE, "glLight" );
return;
}
if (l->ConstantAttenuation == params[0])
break;
case GL_LINEAR_ATTENUATION:
if (params[0]<0.0) {
- gl_error( ctx, GL_INVALID_VALUE, "glLight" );
+ _mesa_error( ctx, GL_INVALID_VALUE, "glLight" );
return;
}
if (l->LinearAttenuation == params[0])
break;
case GL_QUADRATIC_ATTENUATION:
if (params[0]<0.0) {
- gl_error( ctx, GL_INVALID_VALUE, "glLight" );
+ _mesa_error( ctx, GL_INVALID_VALUE, "glLight" );
return;
}
if (l->QuadraticAttenuation == params[0])
l->QuadraticAttenuation = params[0];
break;
default:
- gl_error( ctx, GL_INVALID_ENUM, "glLight" );
+ _mesa_error( ctx, GL_INVALID_ENUM, "glLight" );
return;
}
GLint l = (GLint) (light - GL_LIGHT0);
ASSERT_OUTSIDE_BEGIN_END(ctx);
- if (l < 0 || l >= ctx->Const.MaxLights) {
- 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;
}
}
GLint l = (GLint) (light - GL_LIGHT0);
ASSERT_OUTSIDE_BEGIN_END(ctx);
- if (l < 0 || l >= ctx->Const.MaxLights) {
- 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;
}
}
ctx->Light.Model.TwoSide = newbool;
break;
case GL_LIGHT_MODEL_COLOR_CONTROL:
- if (params[0] == (GLfloat) GL_SINGLE_COLOR)
+ if (params[0] == (GLfloat) GL_SINGLE_COLOR)
newenum = GL_SINGLE_COLOR;
- else if (params[0] == (GLfloat) GL_SEPARATE_SPECULAR_COLOR)
+ else if (params[0] == (GLfloat) GL_SEPARATE_SPECULAR_COLOR)
newenum = GL_SEPARATE_SPECULAR_COLOR;
else {
- gl_error( ctx, GL_INVALID_ENUM, "glLightModel(param)" );
+ _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;
- ctx->_TriangleCaps ^= DD_SEPERATE_SPECULAR;
+
+ 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;
}
* 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);
+ fprintf(stderr, "_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 );
}
if (bitmask & FRONT_DIFFUSE_BIT) {
struct gl_material *mat = &ctx->Light.Material[0];
COPY_4FV( mat->Diffuse, src[0].Diffuse );
-/* fprintf(stderr, "FRONT_DIFFUSE %f %f %f %f\n", */
-/* mat->Diffuse[0], mat->Diffuse[1], */
-/* mat->Diffuse[2], mat->Diffuse[3]); */
foreach (light, list) {
SCALE_3V( light->_MatDiffuse[0], light->Diffuse, mat->Diffuse );
}
if (bitmask & BACK_DIFFUSE_BIT) {
struct gl_material *mat = &ctx->Light.Material[1];
COPY_4FV( mat->Diffuse, src[1].Diffuse );
-/* fprintf(stderr, "BACK_DIFFUSE %f %f %f %f\n", */
-/* mat->Diffuse[0], mat->Diffuse[1], */
-/* mat->Diffuse[2], mat->Diffuse[3]); */
foreach (light, list) {
SCALE_3V( light->_MatDiffuse[1], light->Diffuse, mat->Diffuse );
}
}
if (bitmask & FRONT_SHININESS_BIT) {
-/* fprintf(stderr, "FRONT_SHININESS_BIT %f\n", src[0].Shininess); */
ctx->Light.Material[0].Shininess = src[0].Shininess;
- gl_invalidate_shine_table( ctx, 0 );
+ _mesa_invalidate_shine_table( ctx, 0 );
}
if (bitmask & BACK_SHININESS_BIT) {
ctx->Light.Material[1].Shininess = src[1].Shininess;
- gl_invalidate_shine_table( ctx, 1 );
+ _mesa_invalidate_shine_table( ctx, 1 );
}
if (bitmask & FRONT_INDEXES_BIT) {
+
+
+
/*
* 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,
+void _mesa_update_color_material( GLcontext *ctx,
const GLchan rgba[4] )
{
struct gl_light *light, *list = &ctx->Light.EnabledList;
color[3] = CHAN_TO_FLOAT(rgba[3]);
if (MESA_VERBOSE&VERBOSE_IMMEDIATE)
- fprintf(stderr, "gl_update_color_material, mask 0x%x\n", bitmask);
+ fprintf(stderr, "_mesa_update_color_material, mask 0x%x\n", bitmask);
/* update emissive colors */
if (bitmask & FRONT_EMISSION_BIT) {
if (MESA_VERBOSE&VERBOSE_API)
fprintf(stderr, "glColorMaterial %s %s\n",
- gl_lookup_enum_by_nr(face),
- gl_lookup_enum_by_nr(mode));
+ _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 (ctx->Light.ColorMaterialBitmask == bitmask &&
ctx->Light.ColorMaterialFace == face &&
if (ctx->Light.ColorMaterialEnabled) {
FLUSH_CURRENT( ctx, 0 );
- gl_update_color_material( ctx, ctx->Current.Color );
+ _mesa_update_color_material( ctx, ctx->Current.Color );
}
}
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)" );
}
}
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_invalidate_spot_exp_table( struct gl_light *l )
+_mesa_invalidate_spot_exp_table( struct gl_light *l )
{
l->_SpotExpTable[0][0] = -1;
}
l->_SpotExpTable[i][0] = tmp;
}
for (i = 0; i < EXP_TABLE_SIZE - 1; i++) {
- l->_SpotExpTable[i][1] = (l->_SpotExpTable[i+1][0] -
+ l->_SpotExpTable[i][1] = (l->_SpotExpTable[i+1][0] -
l->_SpotExpTable[i][0]);
}
l->_SpotExpTable[EXP_TABLE_SIZE-1][1] = 0.0;
* by keeping a MRU cache of shine tables for various shine values.
*/
void
-gl_invalidate_shine_table( GLcontext *ctx, GLuint i )
+_mesa_invalidate_shine_table( GLcontext *ctx, GLuint i )
{
- if (ctx->_ShineTable[i])
+ if (ctx->_ShineTable[i])
ctx->_ShineTable[i]->refcount--;
ctx->_ShineTable[i] = 0;
}
s->shininess = shininess;
}
- if (ctx->_ShineTable[i])
+ if (ctx->_ShineTable[i])
ctx->_ShineTable[i]->refcount--;
ctx->_ShineTable[i] = s;
s->refcount++;
}
-void
-gl_validate_all_lighting_tables( GLcontext *ctx )
+void
+_mesa_validate_all_lighting_tables( GLcontext *ctx )
{
GLint i;
GLfloat shininess;
shininess = ctx->Light.Material[0].Shininess;
- if (!ctx->_ShineTable[0]) validate_shine_table( ctx, 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]) validate_shine_table( ctx, 1, shininess );
+ 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 < 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;
/* 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.
+ * 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++) {
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 );
* 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 };
}
}
}
-
-