/*
* Mesa 3-D graphics library
- * Version: 7.1
*
* Copyright (C) 1999-2007 Brian Paul All Rights Reserved.
*
* 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
- * BRIAN PAUL BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN
- * AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN
- * CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
+ * THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR
+ * OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE,
+ * ARISING FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR
+ * OTHER DEALINGS IN THE SOFTWARE.
*/
const struct gl_light *light;
GLfloat diffuseColor[4], specularColor[4]; /* for RGB mode only */
- _mesa_validate_all_lighting_tables( ctx );
-
COPY_3V(diffuseColor, base[0]);
diffuseColor[3] = CLAMP(
ctx->Light.Material.Attrib[MAT_ATTRIB_FRONT_DIFFUSE][3], 0.0F, 1.0F );
continue;
}
else {
- double x = PV_dot_dir * (EXP_TABLE_SIZE-1);
- int k = (int) x;
- GLfloat spot = (GLfloat) (light->_SpotExpTable[k][0]
- + (x-k)*light->_SpotExpTable[k][1]);
+ GLfloat spot = powf(PV_dot_dir, light->SpotExponent);
attenuation *= spot;
}
}
n_dot_h = DOT3(normal, h);
if (n_dot_h > 0.0F) {
+ GLfloat shine;
GLfloat spec_coef;
- GET_SHINE_TAB_ENTRY( ctx->_ShineTable[0], n_dot_h, spec_coef );
+
+ shine = ctx->Light.Material.Attrib[MAT_ATTRIB_FRONT_SHININESS][0];
+ spec_coef = powf(n_dot_h, shine);
if (spec_coef > 1.0e-10) {
if (ctx->Light.Model.ColorControl==GL_SEPARATE_SPECULAR_COLOR) {
rz = u[2] - normal[2] * two_nu;
m = rx * rx + ry * ry + (rz + 1.0F) * (rz + 1.0F);
if (m > 0.0F)
- mInv = 0.5F * _mesa_inv_sqrtf(m);
+ mInv = 0.5F * INV_SQRTF(m);
else
mInv = 0.0F;
ndc[1] = clip[1] * d;
ndc[2] = clip[2] * d;
/* wincoord = viewport_mapping(ndc) */
- ctx->Current.RasterPos[0] = (ndc[0] * ctx->Viewport._WindowMap.m[MAT_SX]
- + ctx->Viewport._WindowMap.m[MAT_TX]);
- ctx->Current.RasterPos[1] = (ndc[1] * ctx->Viewport._WindowMap.m[MAT_SY]
- + ctx->Viewport._WindowMap.m[MAT_TY]);
- ctx->Current.RasterPos[2] = (ndc[2] * ctx->Viewport._WindowMap.m[MAT_SZ]
- + ctx->Viewport._WindowMap.m[MAT_TZ])
+ ctx->Current.RasterPos[0] = (ndc[0] * ctx->ViewportArray[0]._WindowMap.m[MAT_SX]
+ + ctx->ViewportArray[0]._WindowMap.m[MAT_TX]);
+ ctx->Current.RasterPos[1] = (ndc[1] * ctx->ViewportArray[0]._WindowMap.m[MAT_SY]
+ + ctx->ViewportArray[0]._WindowMap.m[MAT_TY]);
+ ctx->Current.RasterPos[2] = (ndc[2] * ctx->ViewportArray[0]._WindowMap.m[MAT_SZ]
+ + ctx->ViewportArray[0]._WindowMap.m[MAT_TZ])
/ ctx->DrawBuffer->_DepthMaxF;
ctx->Current.RasterPos[3] = clip[3];
if (ctx->Transform.DepthClamp) {
ctx->Current.RasterPos[3] = CLAMP(ctx->Current.RasterPos[3],
- ctx->Viewport.Near,
- ctx->Viewport.Far);
+ ctx->ViewportArray[0].Near,
+ ctx->ViewportArray[0].Far);
}
/* compute raster distance */
ctx->Current.RasterDistance = ctx->Current.Attrib[VERT_ATTRIB_FOG][0];
else
ctx->Current.RasterDistance =
- SQRTF( eye[0]*eye[0] + eye[1]*eye[1] + eye[2]*eye[2] );
+ sqrtf( eye[0]*eye[0] + eye[1]*eye[1] + eye[2]*eye[2] );
/* compute transformed normal vector (for lighting or texgen) */
if (ctx->_NeedEyeCoords) {