/*
* Mesa 3-D graphics library
- * Version: 6.5
*
* Copyright (C) 1999-2006 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.
*/
-
+#include "c99_math.h"
#include "main/glheader.h"
-#include "main/colormac.h"
#include "main/light.h"
#include "main/macros.h"
#include "main/imports.h"
-#include "main/simple_list.h"
+#include "util/simple_list.h"
#include "main/mtypes.h"
#include "math/m_translate.h"
#include "t_context.h"
#include "t_pipeline.h"
+#include "tnl.h"
#define LIGHT_TWOSIDE 0x1
#define LIGHT_MATERIAL 0x2
#define MAX_LIGHT_FUNC 0x4
-typedef void (*light_func)( GLcontext *ctx,
+typedef void (*light_func)( struct gl_context *ctx,
struct vertex_buffer *VB,
struct tnl_pipeline_stage *stage,
GLvector4f *input );
GLvector4f Input;
GLvector4f LitColor[2];
GLvector4f LitSecondary[2];
- GLvector4f LitIndex[2];
light_func *light_func_tab;
struct material_cursor mat[MAT_ATTRIB_MAX];
+/**********************************************************************/
+/***** Lighting computation *****/
+/**********************************************************************/
+
+
+/*
+ * Notes:
+ * When two-sided lighting is enabled we compute the color (or index)
+ * for both the front and back side of the primitive. Then, when the
+ * orientation of the facet is later learned, we can determine which
+ * color (or index) to use for rendering.
+ *
+ * KW: We now know orientation in advance and only shade for
+ * the side or sides which are actually required.
+ *
+ * Variables:
+ * n = normal vector
+ * V = vertex position
+ * P = light source position
+ * Pe = (0,0,0,1)
+ *
+ * Precomputed:
+ * IF P[3]==0 THEN
+ * // light at infinity
+ * IF local_viewer THEN
+ * _VP_inf_norm = unit vector from V to P // Precompute
+ * ELSE
+ * // eye at infinity
+ * _h_inf_norm = Normalize( VP + <0,0,1> ) // Precompute
+ * ENDIF
+ * ENDIF
+ *
+ * Functions:
+ * Normalize( v ) = normalized vector v
+ * Magnitude( v ) = length of vector v
+ */
+
+
+
+static void
+validate_shine_table( struct gl_context *ctx, GLuint side, GLfloat shininess )
+{
+ TNLcontext *tnl = TNL_CONTEXT(ctx);
+ struct tnl_shine_tab *list = tnl->_ShineTabList;
+ struct tnl_shine_tab *s;
+
+ assert(side < 2);
+
+ foreach(s, list)
+ if ( s->shininess == shininess )
+ break;
+
+ if (s == list) {
+ GLint j;
+ GLfloat *m;
+
+ foreach(s, list)
+ if (s->refcount == 0)
+ 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;
+ }
+
+ s->shininess = shininess;
+ }
+
+ if (tnl->_ShineTable[side])
+ tnl->_ShineTable[side]->refcount--;
+
+ tnl->_ShineTable[side] = s;
+ move_to_tail( list, s );
+ s->refcount++;
+}
+
+
+void
+_tnl_validate_shine_tables( struct gl_context *ctx )
+{
+ TNLcontext *tnl = TNL_CONTEXT(ctx);
+ GLfloat shininess;
+
+ shininess = ctx->Light.Material.Attrib[MAT_ATTRIB_FRONT_SHININESS][0];
+ if (!tnl->_ShineTable[0] || tnl->_ShineTable[0]->shininess != shininess)
+ validate_shine_table( ctx, 0, shininess );
+
+ shininess = ctx->Light.Material.Attrib[MAT_ATTRIB_BACK_SHININESS][0];
+ if (!tnl->_ShineTable[1] || tnl->_ShineTable[1]->shininess != shininess)
+ validate_shine_table( ctx, 1, shininess );
+}
+
+
/**
* In the case of colormaterial, the effected material attributes
* should already have been bound to point to the incoming color data,
* It's called per-vertex in the lighting loop.
*/
static void
-update_materials(GLcontext *ctx, struct light_stage_data *store)
+update_materials(struct gl_context *ctx, struct light_stage_data *store)
{
GLuint i;
/* XXX we should only call this if we're tracking/changing the specular
* exponent.
*/
- _mesa_validate_all_lighting_tables( ctx );
+ _tnl_validate_shine_tables( ctx );
}
* Return number of material attributes which will track vertex color.
*/
static GLuint
-prepare_materials(GLcontext *ctx,
+prepare_materials(struct gl_context *ctx,
struct vertex_buffer *VB, struct light_stage_data *store)
{
GLuint i;
store->mat_count = 0;
store->mat_bitmask = 0;
- /* Examine the ColorMaterialBitmask to determine which materials
+ /* Examine the _ColorMaterialBitmask to determine which materials
* track vertex color. Override the material attribute's pointer
* with the color pointer for each one.
*/
if (ctx->Light.ColorMaterialEnabled) {
- const GLuint bitmask = ctx->Light.ColorMaterialBitmask;
+ const GLuint bitmask = ctx->Light._ColorMaterialBitmask;
for (i = 0 ; i < MAT_ATTRIB_MAX ; i++)
if (bitmask & (1<<i))
VB->AttribPtr[_TNL_ATTRIB_MAT_FRONT_AMBIENT + i] = VB->AttribPtr[_TNL_ATTRIB_COLOR0];
/* FIXME: Is this already done?
*/
_mesa_update_material( ctx, ~0 );
- _mesa_validate_all_lighting_tables( ctx );
+
+ _tnl_validate_shine_tables( ctx );
return store->mat_count;
}
+/*
+ * Compute dp ^ SpecularExponent.
+ * Lerp between adjacent values in the f(x) lookup table, giving a
+ * continuous function, with adequate overall accuracy. (Though still
+ * pretty good compared to a straight lookup).
+ */
+static inline GLfloat
+lookup_shininess(const struct gl_context *ctx, GLuint face, GLfloat dp)
+{
+ TNLcontext *tnl = TNL_CONTEXT(ctx);
+ const struct tnl_shine_tab *tab = tnl->_ShineTable[face];
+ float f = dp * (SHINE_TABLE_SIZE - 1);
+ int k = (int) f;
+ if (k < 0 /* gcc may cast an overflow float value to negative int value */
+ || k > SHINE_TABLE_SIZE - 2)
+ return powf(dp, tab->shininess);
+ else
+ return tab->tab[k] + (f - k) * (tab->tab[k+1] - tab->tab[k]);
+}
+
/* Tables for all the shading functions.
*/
static light_func _tnl_light_tab[MAX_LIGHT_FUNC];
static light_func _tnl_light_fast_tab[MAX_LIGHT_FUNC];
static light_func _tnl_light_fast_single_tab[MAX_LIGHT_FUNC];
static light_func _tnl_light_spec_tab[MAX_LIGHT_FUNC];
-static light_func _tnl_light_ci_tab[MAX_LIGHT_FUNC];
#define TAG(x) x
#define IDX (0)
}
-static GLboolean run_lighting( GLcontext *ctx,
+static GLboolean run_lighting( struct gl_context *ctx,
struct tnl_pipeline_stage *stage )
{
struct light_stage_data *store = LIGHT_STAGE_DATA(stage);
/* Called in place of do_lighting when the light table may have changed.
*/
-static void validate_lighting( GLcontext *ctx,
+static void validate_lighting( struct gl_context *ctx,
struct tnl_pipeline_stage *stage )
{
light_func *tab;
if (!ctx->Light.Enabled || ctx->VertexProgram._Current)
return;
- if (ctx->Visual.rgbMode) {
- if (ctx->Light._NeedVertices) {
- if (ctx->Light.Model.ColorControl == GL_SEPARATE_SPECULAR_COLOR)
- tab = _tnl_light_spec_tab;
- else
- tab = _tnl_light_tab;
- }
- else {
- if (ctx->Light.EnabledList.next == ctx->Light.EnabledList.prev)
- tab = _tnl_light_fast_single_tab;
- else
- tab = _tnl_light_fast_tab;
- }
+ if (ctx->Light._NeedVertices) {
+ if (ctx->Light.Model.ColorControl == GL_SEPARATE_SPECULAR_COLOR)
+ tab = _tnl_light_spec_tab;
+ else
+ tab = _tnl_light_tab;
+ }
+ else {
+ if (ctx->Light.EnabledList.next == ctx->Light.EnabledList.prev)
+ tab = _tnl_light_fast_single_tab;
+ else
+ tab = _tnl_light_fast_tab;
}
- else
- tab = _tnl_light_ci_tab;
LIGHT_STAGE_DATA(stage)->light_func_tab = tab;
/* Called the first time stage->run is called. In effect, don't
* allocate data until the first time the stage is run.
*/
-static GLboolean init_lighting( GLcontext *ctx,
+static GLboolean init_lighting( struct gl_context *ctx,
struct tnl_pipeline_stage *stage )
{
TNLcontext *tnl = TNL_CONTEXT(ctx);
struct light_stage_data *store;
GLuint size = tnl->vb.Size;
- stage->privatePtr = MALLOC(sizeof(*store));
+ stage->privatePtr = malloc(sizeof(*store));
store = LIGHT_STAGE_DATA(stage);
if (!store)
return GL_FALSE;
_mesa_vector4f_alloc( &store->LitColor[1], 0, size, 32 );
_mesa_vector4f_alloc( &store->LitSecondary[0], 0, size, 32 );
_mesa_vector4f_alloc( &store->LitSecondary[1], 0, size, 32 );
- _mesa_vector4f_alloc( &store->LitIndex[0], 0, size, 32 );
- _mesa_vector4f_alloc( &store->LitIndex[1], 0, size, 32 );
store->LitColor[0].size = 4;
store->LitColor[1].size = 4;
store->LitSecondary[0].size = 3;
store->LitSecondary[1].size = 3;
- store->LitIndex[0].size = 1;
- store->LitIndex[0].stride = sizeof(GLfloat);
- store->LitIndex[1].size = 1;
- store->LitIndex[1].stride = sizeof(GLfloat);
-
return GL_TRUE;
}
_mesa_vector4f_free( &store->LitColor[1] );
_mesa_vector4f_free( &store->LitSecondary[0] );
_mesa_vector4f_free( &store->LitSecondary[1] );
- _mesa_vector4f_free( &store->LitIndex[0] );
- _mesa_vector4f_free( &store->LitIndex[1] );
- FREE( store );
+ free( store );
stage->privatePtr = NULL;
}
}