-
/*
* Mesa 3-D graphics library
- * Version: 4.1
*
- * Copyright (C) 1999-2001 Brian Paul All Rights Reserved.
+ * Copyright (C) 1999-2003 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"),
* 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.
*
*
* Authors:
- * Brian Paul
- * Keith Whitwell <keith@tungstengraphics.com>
+ * Brian Paul Keith Whitwell <keithw@vmware.com>
*/
-#if (IDX & LIGHT_FLAGS)
-# define VSTRIDE (4 * sizeof(GLfloat))
-# define NSTRIDE nstride /*(3 * sizeof(GLfloat))*/
-# define CHECK_MATERIAL(x) (flags[x] & VERT_BIT_MATERIAL)
-# define CHECK_END_VB(x) (flags[x] & VERT_BIT_END_VB)
-# if (IDX & LIGHT_COLORMATERIAL)
-# define CMSTRIDE STRIDE_F(CMcolor, CMstride)
-# define CHECK_COLOR_MATERIAL(x) (flags[x] & VERT_BIT_COLOR0)
-# define CHECK_VALIDATE(x) (flags[x] & (VERT_BIT_COLOR0|VERT_BIT_MATERIAL))
-# define DO_ANOTHER_NORMAL(x) \
- ((flags[x] & (VERT_BIT_COLOR0|VERT_BIT_NORMAL|VERT_BIT_END_VB|VERT_BIT_MATERIAL)) == VERT_BIT_NORMAL)
-# define REUSE_LIGHT_RESULTS(x) \
- ((flags[x] & (VERT_BIT_COLOR0|VERT_BIT_NORMAL|VERT_BIT_END_VB|VERT_BIT_MATERIAL)) == 0)
-# else
-# define CMSTRIDE (void)0
-# define CHECK_COLOR_MATERIAL(x) 0
-# define CHECK_VALIDATE(x) (flags[x] & (VERT_BIT_MATERIAL))
-# define DO_ANOTHER_NORMAL(x) \
- ((flags[x] & (VERT_BIT_NORMAL|VERT_BIT_END_VB|VERT_BIT_MATERIAL)) == VERT_BIT_NORMAL)
-# define REUSE_LIGHT_RESULTS(x) \
- ((flags[x] & (VERT_BIT_NORMAL|VERT_BIT_END_VB|VERT_BIT_MATERIAL)) == 0)
-# endif
-#else
-# define VSTRIDE vstride
-# define NSTRIDE nstride
-# define CHECK_MATERIAL(x) 0 /* no materials on array paths */
-# define CHECK_END_VB(XX) (XX >= nr)
-# if (IDX & LIGHT_COLORMATERIAL)
-# define CMSTRIDE STRIDE_F(CMcolor, CMstride)
-# define CHECK_COLOR_MATERIAL(x) (x < nr) /* always have colormaterial */
-# define CHECK_VALIDATE(x) (x < nr)
-# define DO_ANOTHER_NORMAL(x) 0 /* always stop to recalc colormat */
-# else
-# define CMSTRIDE (void)0
-# define CHECK_COLOR_MATERIAL(x) 0 /* no colormaterial */
-# define CHECK_VALIDATE(x) (0)
-# define DO_ANOTHER_NORMAL(XX) (XX < nr) /* keep going to end of vb */
-# endif
-# define REUSE_LIGHT_RESULTS(x) 0 /* always have a new normal */
-#endif
-
-
-
-#if (IDX & LIGHT_TWOSIDE)
+#if IDX & LIGHT_TWOSIDE
# define NR_SIDES 2
#else
# define NR_SIDES 1
#endif
-/* define TRACE if to trace lighting code */
+/* define TRACE to trace lighting code */
/* #define TRACE 1 */
/*
* stage is the lighting stage-private data
* input is the vector of eye or object-space vertex coordinates
*/
-static void TAG(light_rgba_spec)( GLcontext *ctx,
+static void TAG(light_rgba_spec)( struct gl_context *ctx,
struct vertex_buffer *VB,
- struct gl_pipeline_stage *stage,
+ struct tnl_pipeline_stage *stage,
GLvector4f *input )
{
struct light_stage_data *store = LIGHT_STAGE_DATA(stage);
GLfloat (*base)[3] = ctx->Light._BaseColor;
- GLchan sumA[2];
+ GLfloat sumA[2];
GLuint j;
const GLuint vstride = input->stride;
const GLfloat *vertex = (GLfloat *)input->data;
- const GLuint nstride = VB->NormalPtr->stride;
- const GLfloat *normal = (GLfloat *)VB->NormalPtr->data;
-
- GLfloat *CMcolor;
- GLuint CMstride;
-
- GLchan (*Fcolor)[4] = (GLchan (*)[4]) store->LitColor[0].Ptr;
- GLchan (*Bcolor)[4] = (GLchan (*)[4]) store->LitColor[1].Ptr;
- GLchan (*Fspec)[4] = (GLchan (*)[4]) store->LitSecondary[0].Ptr;
- GLchan (*Bspec)[4] = (GLchan (*)[4]) store->LitSecondary[1].Ptr;
+ const GLuint nstride = VB->AttribPtr[_TNL_ATTRIB_NORMAL]->stride;
+ const GLfloat *normal = (GLfloat *)VB->AttribPtr[_TNL_ATTRIB_NORMAL]->data;
+
+ GLfloat (*Fcolor)[4] = (GLfloat (*)[4]) store->LitColor[0].data;
+ GLfloat (*Fspec)[4] = (GLfloat (*)[4]) store->LitSecondary[0].data;
+#if IDX & LIGHT_TWOSIDE
+ GLfloat (*Bcolor)[4] = (GLfloat (*)[4]) store->LitColor[1].data;
+ GLfloat (*Bspec)[4] = (GLfloat (*)[4]) store->LitSecondary[1].data;
+#endif
const GLuint nr = VB->Count;
- const GLuint *flags = VB->Flag;
- struct gl_material *new_material = VB->Material;
- const GLuint *new_material_mask = VB->MaterialMask;
-
- (void) flags;
- (void) nstride;
- (void) vstride;
#ifdef TRACE
fprintf(stderr, "%s\n", __FUNCTION__ );
#endif
- if (IDX & LIGHT_COLORMATERIAL) {
- if (VB->ColorPtr[0]->Type != GL_FLOAT ||
- VB->ColorPtr[0]->Size != 4)
- import_color_material( ctx, stage );
-
- CMcolor = (GLfloat *) VB->ColorPtr[0]->Ptr;
- CMstride = VB->ColorPtr[0]->StrideB;
- }
+ VB->AttribPtr[_TNL_ATTRIB_COLOR0] = &store->LitColor[0];
+ VB->AttribPtr[_TNL_ATTRIB_COLOR1] = &store->LitSecondary[0];
+ sumA[0] = ctx->Light.Material.Attrib[MAT_ATTRIB_FRONT_DIFFUSE][3];
- VB->ColorPtr[0] = &store->LitColor[0];
- VB->SecondaryColorPtr[0] = &store->LitSecondary[0];
- UNCLAMPED_FLOAT_TO_CHAN(sumA[0], ctx->Light.Material.Attrib[MAT_ATTRIB_FRONT_DIFFUSE][3]);
+#if IDX & LIGHT_TWOSIDE
+ VB->BackfaceColorPtr = &store->LitColor[1];
+ VB->BackfaceSecondaryColorPtr = &store->LitSecondary[1];
+ sumA[1] = ctx->Light.Material.Attrib[MAT_ATTRIB_BACK_DIFFUSE][3];
+#endif
- if (IDX & LIGHT_TWOSIDE) {
- VB->ColorPtr[1] = &store->LitColor[1];
- VB->SecondaryColorPtr[1] = &store->LitSecondary[1];
- UNCLAMPED_FLOAT_TO_CHAN(sumA[1], ctx->Light.Material.Attrib[MAT_ATTRIB_BACK_DIFFUSE][3]);
- }
- /* Side-effects done, can we finish now?
- */
- if (stage->changed_inputs == 0)
- return;
+ store->LitColor[0].stride = 16;
+ store->LitColor[1].stride = 16;
- for ( j=0 ;
- j<nr ;
- j++,STRIDE_F(vertex,VSTRIDE),STRIDE_F(normal,NSTRIDE),CMSTRIDE)
- {
+ for (j = 0; j < nr; j++,STRIDE_F(vertex,vstride),STRIDE_F(normal,nstride)) {
GLfloat sum[2][3], spec[2][3];
struct gl_light *light;
- if ( CHECK_COLOR_MATERIAL(j) )
- _mesa_update_color_material( ctx, CMcolor );
-
- if ( CHECK_MATERIAL(j) )
- update_materials( ctx, &new_material[j], new_material_mask[j] );
-
- if ( CHECK_VALIDATE(j) ) {
- TNL_CONTEXT(ctx)->Driver.NotifyMaterialChange( ctx );
- UNCLAMPED_FLOAT_TO_CHAN(sumA[0], ctx->Light.Material.Attrib[MAT_ATTRIB_FRONT_DIFFUSE][3]);
- if (IDX & LIGHT_TWOSIDE)
- UNCLAMPED_FLOAT_TO_CHAN(sumA[1], ctx->Light.Material.Attrib[MAT_ATTRIB_BACK_DIFFUSE][3]);
- }
+#if IDX & LIGHT_MATERIAL
+ update_materials( ctx, store );
+ sumA[0] = ctx->Light.Material.Attrib[MAT_ATTRIB_FRONT_DIFFUSE][3];
+#if IDX & LIGHT_TWOSIDE
+ sumA[1] = ctx->Light.Material.Attrib[MAT_ATTRIB_BACK_DIFFUSE][3];
+#endif
+#endif
COPY_3V(sum[0], base[0]);
ZERO_3V(spec[0]);
- if (IDX & LIGHT_TWOSIDE) {
- COPY_3V(sum[1], base[1]);
- ZERO_3V(spec[1]);
- }
+#if IDX & LIGHT_TWOSIDE
+ COPY_3V(sum[1], base[1]);
+ ZERO_3V(spec[1]);
+#endif
/* Add contribution from each enabled light source */
foreach (light, &ctx->Light.EnabledList) {
/* spotlight attenuation */
if (light->_Flags & LIGHT_SPOT) {
- GLfloat PV_dot_dir = - DOT3(VP, light->_NormDirection);
+ GLfloat PV_dot_dir = - DOT3(VP, light->_NormSpotDirection);
if (PV_dot_dir<light->_CosCutoff) {
continue; /* this light makes no contribution */
}
else {
- GLdouble x = PV_dot_dir * (EXP_TABLE_SIZE-1);
- GLint k = (GLint) x;
- GLfloat spot = (GLfloat) (light->_SpotExpTable[k][0]
- + (x-k)*light->_SpotExpTable[k][1]);
+ GLfloat spot = powf(PV_dot_dir, light->SpotExponent);
attenuation *= spot;
}
}
/* Which side gets the diffuse & specular terms? */
if (n_dot_VP < 0.0F) {
ACC_SCALE_SCALAR_3V(sum[0], attenuation, light->_MatAmbient[0]);
- if (!(IDX & LIGHT_TWOSIDE)) {
- continue;
- }
+#if IDX & LIGHT_TWOSIDE
side = 1;
correction = -1;
n_dot_VP = -n_dot_VP;
+#else
+ continue;
+#endif
}
else {
- if (IDX & LIGHT_TWOSIDE) {
- ACC_SCALE_SCALAR_3V( sum[1], attenuation, light->_MatAmbient[1]);
- }
+#if IDX & LIGHT_TWOSIDE
+ ACC_SCALE_SCALAR_3V( sum[1], attenuation, light->_MatAmbient[1]);
+#endif
side = 0;
correction = 1;
}
n_dot_h = correction * DOT3(normal, h);
if (n_dot_h > 0.0F) {
- GLfloat spec_coef;
- struct gl_shine_tab *tab = ctx->_ShineTable[side];
- GET_SHINE_TAB_ENTRY( tab, n_dot_h, spec_coef );
-
+ GLfloat spec_coef = lookup_shininess(ctx, side, n_dot_h);
if (spec_coef > 1.0e-10) {
spec_coef *= attenuation;
ACC_SCALE_SCALAR_3V( spec[side], spec_coef,
}
} /*loop over lights*/
- UNCLAMPED_FLOAT_TO_RGB_CHAN( Fcolor[j], sum[0] );
- UNCLAMPED_FLOAT_TO_RGB_CHAN( Fspec[j], spec[0] );
+ COPY_3V( Fcolor[j], sum[0] );
+ COPY_3V( Fspec[j], spec[0] );
Fcolor[j][3] = sumA[0];
- if (IDX & LIGHT_TWOSIDE) {
- UNCLAMPED_FLOAT_TO_RGB_CHAN( Bcolor[j], sum[1] );
- UNCLAMPED_FLOAT_TO_RGB_CHAN( Bspec[j], spec[1] );
- Bcolor[j][3] = sumA[1];
- }
+#if IDX & LIGHT_TWOSIDE
+ COPY_3V( Bcolor[j], sum[1] );
+ COPY_3V( Bspec[j], spec[1] );
+ Bcolor[j][3] = sumA[1];
+#endif
}
}
-static void TAG(light_rgba)( GLcontext *ctx,
+static void TAG(light_rgba)( struct gl_context *ctx,
struct vertex_buffer *VB,
- struct gl_pipeline_stage *stage,
+ struct tnl_pipeline_stage *stage,
GLvector4f *input )
{
struct light_stage_data *store = LIGHT_STAGE_DATA(stage);
GLuint j;
GLfloat (*base)[3] = ctx->Light._BaseColor;
- GLchan sumA[2];
+ GLfloat sumA[2];
const GLuint vstride = input->stride;
const GLfloat *vertex = (GLfloat *) input->data;
- const GLuint nstride = VB->NormalPtr->stride;
- const GLfloat *normal = (GLfloat *)VB->NormalPtr->data;
+ const GLuint nstride = VB->AttribPtr[_TNL_ATTRIB_NORMAL]->stride;
+ const GLfloat *normal = (GLfloat *)VB->AttribPtr[_TNL_ATTRIB_NORMAL]->data;
- GLfloat *CMcolor;
- GLuint CMstride;
-
- GLchan (*Fcolor)[4] = (GLchan (*)[4]) store->LitColor[0].Ptr;
- GLchan (*Bcolor)[4] = (GLchan (*)[4]) store->LitColor[1].Ptr;
- GLchan (*color[2])[4];
- const GLuint *flags = VB->Flag;
+ GLfloat (*Fcolor)[4] = (GLfloat (*)[4]) store->LitColor[0].data;
+#if IDX & LIGHT_TWOSIDE
+ GLfloat (*Bcolor)[4] = (GLfloat (*)[4]) store->LitColor[1].data;
+#endif
- struct gl_material *new_material = VB->Material;
- const GLuint *new_material_mask = VB->MaterialMask;
const GLuint nr = VB->Count;
#ifdef TRACE
fprintf(stderr, "%s\n", __FUNCTION__ );
#endif
- (void) flags;
- (void) nstride;
- (void) vstride;
-
- color[0] = Fcolor;
- color[1] = Bcolor;
+ VB->AttribPtr[_TNL_ATTRIB_COLOR0] = &store->LitColor[0];
+ sumA[0] = ctx->Light.Material.Attrib[MAT_ATTRIB_FRONT_DIFFUSE][3];
- if (IDX & LIGHT_COLORMATERIAL) {
- if (VB->ColorPtr[0]->Type != GL_FLOAT ||
- VB->ColorPtr[0]->Size != 4)
- import_color_material( ctx, stage );
-
- CMcolor = (GLfloat *)VB->ColorPtr[0]->Ptr;
- CMstride = VB->ColorPtr[0]->StrideB;
- }
-
- VB->ColorPtr[0] = &store->LitColor[0];
- UNCLAMPED_FLOAT_TO_CHAN(sumA[0], ctx->Light.Material.Attrib[MAT_ATTRIB_FRONT_DIFFUSE][3]);
-
- if (IDX & LIGHT_TWOSIDE) {
- VB->ColorPtr[1] = &store->LitColor[1];
- UNCLAMPED_FLOAT_TO_CHAN(sumA[1], ctx->Light.Material.Attrib[MAT_ATTRIB_BACK_DIFFUSE][3]);
- }
+#if IDX & LIGHT_TWOSIDE
+ VB->BackfaceColorPtr = &store->LitColor[1];
+ sumA[1] = ctx->Light.Material.Attrib[MAT_ATTRIB_BACK_DIFFUSE][3];
+#endif
- if (stage->changed_inputs == 0)
- return;
+ store->LitColor[0].stride = 16;
+ store->LitColor[1].stride = 16;
- for ( j=0 ;
- j<nr ;
- j++,STRIDE_F(vertex,VSTRIDE), STRIDE_F(normal,NSTRIDE),CMSTRIDE)
- {
+ for (j = 0; j < nr; j++,STRIDE_F(vertex,vstride),STRIDE_F(normal,nstride)) {
GLfloat sum[2][3];
struct gl_light *light;
- if ( CHECK_COLOR_MATERIAL(j) )
- _mesa_update_color_material( ctx, CMcolor );
-
- if ( CHECK_MATERIAL(j) )
- update_materials( ctx, &new_material[j], new_material_mask[j] );
-
- if ( CHECK_VALIDATE(j) ) {
- TNL_CONTEXT(ctx)->Driver.NotifyMaterialChange( ctx );
- UNCLAMPED_FLOAT_TO_CHAN(sumA[0], ctx->Light.Material.Attrib[MAT_ATTRIB_FRONT_DIFFUSE][3]);
- if (IDX & LIGHT_TWOSIDE)
- UNCLAMPED_FLOAT_TO_CHAN(sumA[1], ctx->Light.Material.Attrib[MAT_ATTRIB_BACK_DIFFUSE][3]);
- }
+#if IDX & LIGHT_MATERIAL
+ update_materials( ctx, store );
+ sumA[0] = ctx->Light.Material.Attrib[MAT_ATTRIB_FRONT_DIFFUSE][3];
+#if IDX & LIGHT_TWOSIDE
+ sumA[1] = ctx->Light.Material.Attrib[MAT_ATTRIB_BACK_DIFFUSE][3];
+#endif
+#endif
COPY_3V(sum[0], base[0]);
- if ( IDX & LIGHT_TWOSIDE )
- COPY_3V(sum[1], base[1]);
+#if IDX & LIGHT_TWOSIDE
+ COPY_3V(sum[1], base[1]);
+#endif
/* Add contribution from each enabled light source */
foreach (light, &ctx->Light.EnabledList) {
/* spotlight attenuation */
if (light->_Flags & LIGHT_SPOT) {
- GLfloat PV_dot_dir = - DOT3(VP, light->_NormDirection);
+ GLfloat PV_dot_dir = - DOT3(VP, light->_NormSpotDirection);
if (PV_dot_dir<light->_CosCutoff) {
continue; /* this light makes no contribution */
}
else {
- GLdouble x = PV_dot_dir * (EXP_TABLE_SIZE-1);
- GLint k = (GLint) x;
- GLfloat spot = (GLfloat) (light->_SpotExpTable[k][0]
- + (x-k)*light->_SpotExpTable[k][1]);
+ GLfloat spot = powf(PV_dot_dir, light->SpotExponent);
attenuation *= spot;
}
}
/* which side are we lighting? */
if (n_dot_VP < 0.0F) {
ACC_SCALE_SCALAR_3V(sum[0], attenuation, light->_MatAmbient[0]);
-
- if (!(IDX & LIGHT_TWOSIDE))
- continue;
-
+#if IDX & LIGHT_TWOSIDE
side = 1;
correction = -1;
n_dot_VP = -n_dot_VP;
+#else
+ continue;
+#endif
}
else {
- if (IDX & LIGHT_TWOSIDE) {
- ACC_SCALE_SCALAR_3V( sum[1], attenuation, light->_MatAmbient[1]);
- }
+#if IDX & LIGHT_TWOSIDE
+ ACC_SCALE_SCALAR_3V( sum[1], attenuation, light->_MatAmbient[1]);
+#endif
side = 0;
correction = 1;
}
n_dot_h = correction * DOT3(normal, h);
- if (n_dot_h > 0.0F)
- {
- GLfloat spec_coef;
- struct gl_shine_tab *tab = ctx->_ShineTable[side];
-
- GET_SHINE_TAB_ENTRY( tab, n_dot_h, spec_coef );
-
+ if (n_dot_h > 0.0F) {
+ GLfloat spec_coef = lookup_shininess(ctx, side, n_dot_h);
ACC_SCALE_SCALAR_3V( contrib, spec_coef,
light->_MatSpecular[side]);
}
ACC_SCALE_SCALAR_3V( sum[side], attenuation, contrib );
}
- UNCLAMPED_FLOAT_TO_RGB_CHAN( Fcolor[j], sum[0] );
+ COPY_3V( Fcolor[j], sum[0] );
Fcolor[j][3] = sumA[0];
- if (IDX & LIGHT_TWOSIDE) {
- UNCLAMPED_FLOAT_TO_RGB_CHAN( Bcolor[j], sum[1] );
- Bcolor[j][3] = sumA[1];
- }
+#if IDX & LIGHT_TWOSIDE
+ COPY_3V( Bcolor[j], sum[1] );
+ Bcolor[j][3] = sumA[1];
+#endif
}
}
/* As below, but with just a single light.
*/
-static void TAG(light_fast_rgba_single)( GLcontext *ctx,
+static void TAG(light_fast_rgba_single)( struct gl_context *ctx,
struct vertex_buffer *VB,
- struct gl_pipeline_stage *stage,
+ struct tnl_pipeline_stage *stage,
GLvector4f *input )
{
struct light_stage_data *store = LIGHT_STAGE_DATA(stage);
- const GLuint nstride = VB->NormalPtr->stride;
- const GLfloat *normal = (GLfloat *)VB->NormalPtr->data;
- GLfloat *CMcolor;
- GLuint CMstride;
- GLchan (*Fcolor)[4] = (GLchan (*)[4]) store->LitColor[0].Ptr;
- GLchan (*Bcolor)[4] = (GLchan (*)[4]) store->LitColor[1].Ptr;
+ const GLuint nstride = VB->AttribPtr[_TNL_ATTRIB_NORMAL]->stride;
+ const GLfloat *normal = (GLfloat *)VB->AttribPtr[_TNL_ATTRIB_NORMAL]->data;
+ GLfloat (*Fcolor)[4] = (GLfloat (*)[4]) store->LitColor[0].data;
+#if IDX & LIGHT_TWOSIDE
+ GLfloat (*Bcolor)[4] = (GLfloat (*)[4]) store->LitColor[1].data;
+#endif
const struct gl_light *light = ctx->Light.EnabledList.next;
- const GLuint *flags = VB->Flag;
- GLchan basechan[2][4];
GLuint j = 0;
- struct gl_material *new_material = VB->Material;
- const GLuint *new_material_mask = VB->MaterialMask;
- GLfloat base[2][3];
+ GLfloat base[2][4];
+#if IDX & LIGHT_MATERIAL
const GLuint nr = VB->Count;
+#else
+ const GLuint nr = VB->AttribPtr[_TNL_ATTRIB_NORMAL]->count;
+#endif
#ifdef TRACE
fprintf(stderr, "%s\n", __FUNCTION__ );
#endif
(void) input; /* doesn't refer to Eye or Obj */
- (void) flags;
- (void) nr;
- (void) nstride;
- if (IDX & LIGHT_COLORMATERIAL) {
- if (VB->ColorPtr[0]->Type != GL_FLOAT ||
- VB->ColorPtr[0]->Size != 4)
- import_color_material( ctx, stage );
+ VB->AttribPtr[_TNL_ATTRIB_COLOR0] = &store->LitColor[0];
+#if IDX & LIGHT_TWOSIDE
+ VB->BackfaceColorPtr = &store->LitColor[1];
+#endif
- CMcolor = (GLfloat *)VB->ColorPtr[0]->Ptr;
- CMstride = VB->ColorPtr[0]->StrideB;
+ if (nr > 1) {
+ store->LitColor[0].stride = 16;
+ store->LitColor[1].stride = 16;
+ }
+ else {
+ store->LitColor[0].stride = 0;
+ store->LitColor[1].stride = 0;
}
- VB->ColorPtr[0] = &store->LitColor[0];
- if (IDX & LIGHT_TWOSIDE)
- VB->ColorPtr[1] = &store->LitColor[1];
-
- if (stage->changed_inputs == 0)
- return;
-
- do {
-
- if ( CHECK_COLOR_MATERIAL(j) ) {
- _mesa_update_color_material( ctx, CMcolor );
- }
-
- if ( CHECK_MATERIAL(j) )
- update_materials( ctx, &new_material[j], new_material_mask[j] );
+ for (j = 0; j < nr; j++, STRIDE_F(normal,nstride)) {
- if ( CHECK_VALIDATE(j) )
- TNL_CONTEXT(ctx)->Driver.NotifyMaterialChange( ctx );
+ GLfloat n_dot_VP;
+#if IDX & LIGHT_MATERIAL
+ update_materials( ctx, store );
+#endif
/* No attenuation, so incoporate _MatAmbient into base color.
*/
- COPY_3V(base[0], light->_MatAmbient[0]);
- ACC_3V(base[0], ctx->Light._BaseColor[0] );
- UNCLAMPED_FLOAT_TO_RGB_CHAN( basechan[0], base[0] );
- UNCLAMPED_FLOAT_TO_CHAN(basechan[0][3],
- ctx->Light.Material.Attrib[MAT_ATTRIB_FRONT_DIFFUSE][3]);
-
- if (IDX & LIGHT_TWOSIDE) {
- COPY_3V(base[1], light->_MatAmbient[1]);
- ACC_3V(base[1], ctx->Light._BaseColor[1]);
- UNCLAMPED_FLOAT_TO_RGB_CHAN( basechan[1], base[1]);
- UNCLAMPED_FLOAT_TO_CHAN(basechan[1][3],
- ctx->Light.Material.Attrib[MAT_ATTRIB_BACK_DIFFUSE][3]);
+#if !(IDX & LIGHT_MATERIAL)
+ if ( j == 0 )
+#endif
+ {
+ COPY_3V(base[0], light->_MatAmbient[0]);
+ ACC_3V(base[0], ctx->Light._BaseColor[0] );
+ base[0][3] = ctx->Light.Material.Attrib[MAT_ATTRIB_FRONT_DIFFUSE][3];
+
+#if IDX & LIGHT_TWOSIDE
+ COPY_3V(base[1], light->_MatAmbient[1]);
+ ACC_3V(base[1], ctx->Light._BaseColor[1]);
+ base[1][3] = ctx->Light.Material.Attrib[MAT_ATTRIB_BACK_DIFFUSE][3];
+#endif
}
- do {
- GLfloat n_dot_VP = DOT3(normal, light->_VP_inf_norm);
-
- if (n_dot_VP < 0.0F) {
- if (IDX & LIGHT_TWOSIDE) {
- GLfloat n_dot_h = -DOT3(normal, light->_h_inf_norm);
- GLfloat sum[3];
- COPY_3V(sum, base[1]);
- ACC_SCALE_SCALAR_3V(sum, -n_dot_VP, light->_MatDiffuse[1]);
- if (n_dot_h > 0.0F) {
- GLfloat spec;
- GET_SHINE_TAB_ENTRY( ctx->_ShineTable[1], n_dot_h, spec );
- ACC_SCALE_SCALAR_3V(sum, spec, light->_MatSpecular[1]);
- }
- UNCLAMPED_FLOAT_TO_RGB_CHAN(Bcolor[j], sum );
- Bcolor[j][3] = basechan[1][3];
- }
- COPY_CHAN4(Fcolor[j], basechan[0]);
- }
- else {
- GLfloat n_dot_h = DOT3(normal, light->_h_inf_norm);
- GLfloat sum[3];
- COPY_3V(sum, base[0]);
- ACC_SCALE_SCALAR_3V(sum, n_dot_VP, light->_MatDiffuse[0]);
- if (n_dot_h > 0.0F) {
- GLfloat spec;
- GET_SHINE_TAB_ENTRY( ctx->_ShineTable[0], n_dot_h, spec );
- ACC_SCALE_SCALAR_3V(sum, spec, light->_MatSpecular[0]);
-
- }
- UNCLAMPED_FLOAT_TO_RGB_CHAN(Fcolor[j], sum );
- Fcolor[j][3] = basechan[0][3];
- if (IDX & LIGHT_TWOSIDE) COPY_CHAN4(Bcolor[j], basechan[1]);
+ n_dot_VP = DOT3(normal, light->_VP_inf_norm);
+
+ if (n_dot_VP < 0.0F) {
+#if IDX & LIGHT_TWOSIDE
+ GLfloat n_dot_h = -DOT3(normal, light->_h_inf_norm);
+ GLfloat sum[3];
+ COPY_3V(sum, base[1]);
+ ACC_SCALE_SCALAR_3V(sum, -n_dot_VP, light->_MatDiffuse[1]);
+ if (n_dot_h > 0.0F) {
+ GLfloat spec = lookup_shininess(ctx, 1, n_dot_h);
+ ACC_SCALE_SCALAR_3V(sum, spec, light->_MatSpecular[1]);
+ }
+ COPY_3V(Bcolor[j], sum );
+ Bcolor[j][3] = base[1][3];
+#endif
+ COPY_4FV(Fcolor[j], base[0]);
+ }
+ else {
+ GLfloat n_dot_h = DOT3(normal, light->_h_inf_norm);
+ GLfloat sum[3];
+ COPY_3V(sum, base[0]);
+ ACC_SCALE_SCALAR_3V(sum, n_dot_VP, light->_MatDiffuse[0]);
+ if (n_dot_h > 0.0F) {
+ GLfloat spec = lookup_shininess(ctx, 0, n_dot_h);
+ ACC_SCALE_SCALAR_3V(sum, spec, light->_MatSpecular[0]);
}
-
- j++;
- CMSTRIDE;
- STRIDE_F(normal, NSTRIDE);
- } while (DO_ANOTHER_NORMAL(j));
-
-
- for ( ; REUSE_LIGHT_RESULTS(j) ; j++, CMSTRIDE, STRIDE_F(normal,NSTRIDE))
- {
- COPY_CHAN4(Fcolor[j], Fcolor[j-1]);
- if (IDX & LIGHT_TWOSIDE)
- COPY_CHAN4(Bcolor[j], Bcolor[j-1]);
+ COPY_3V(Fcolor[j], sum );
+ Fcolor[j][3] = base[0][3];
+#if IDX & LIGHT_TWOSIDE
+ COPY_4FV(Bcolor[j], base[1]);
+#endif
}
-
- } while (!CHECK_END_VB(j));
+ }
}
/* Light infinite lights
*/
-static void TAG(light_fast_rgba)( GLcontext *ctx,
+static void TAG(light_fast_rgba)( struct gl_context *ctx,
struct vertex_buffer *VB,
- struct gl_pipeline_stage *stage,
+ struct tnl_pipeline_stage *stage,
GLvector4f *input )
{
struct light_stage_data *store = LIGHT_STAGE_DATA(stage);
- GLchan sumA[2];
- const GLuint nstride = VB->NormalPtr->stride;
- const GLfloat *normal = (GLfloat *)VB->NormalPtr->data;
- GLfloat *CMcolor;
- GLuint CMstride;
- GLchan (*Fcolor)[4] = (GLchan (*)[4]) store->LitColor[0].Ptr;
- GLchan (*Bcolor)[4] = (GLchan (*)[4]) store->LitColor[1].Ptr;
- const GLuint *flags = VB->Flag;
+ GLfloat sumA[2];
+ const GLuint nstride = VB->AttribPtr[_TNL_ATTRIB_NORMAL]->stride;
+ const GLfloat *normal = (GLfloat *)VB->AttribPtr[_TNL_ATTRIB_NORMAL]->data;
+ GLfloat (*Fcolor)[4] = (GLfloat (*)[4]) store->LitColor[0].data;
+#if IDX & LIGHT_TWOSIDE
+ GLfloat (*Bcolor)[4] = (GLfloat (*)[4]) store->LitColor[1].data;
+#endif
GLuint j = 0;
- struct gl_material *new_material = VB->Material;
- GLuint *new_material_mask = VB->MaterialMask;
+#if IDX & LIGHT_MATERIAL
const GLuint nr = VB->Count;
+#else
+ const GLuint nr = VB->AttribPtr[_TNL_ATTRIB_NORMAL]->count;
+#endif
const struct gl_light *light;
#ifdef TRACE
- fprintf(stderr, "%s\n", __FUNCTION__ );
+ fprintf(stderr, "%s %d\n", __FUNCTION__, nr );
#endif
- (void) flags;
(void) input;
- (void) nr;
- (void) nstride;
-
- UNCLAMPED_FLOAT_TO_CHAN(sumA[0], ctx->Light.Material.Attrib[MAT_ATTRIB_FRONT_DIFFUSE][3]);
- UNCLAMPED_FLOAT_TO_CHAN(sumA[1], ctx->Light.Material.Attrib[MAT_ATTRIB_BACK_DIFFUSE][3]);
-
- if (IDX & LIGHT_COLORMATERIAL) {
- if (VB->ColorPtr[0]->Type != GL_FLOAT ||
- VB->ColorPtr[0]->Size != 4)
- import_color_material( ctx, stage );
-
- CMcolor = (GLfloat *)VB->ColorPtr[0]->Ptr;
- CMstride = VB->ColorPtr[0]->StrideB;
- }
-
- VB->ColorPtr[0] = &store->LitColor[0];
- if (IDX & LIGHT_TWOSIDE)
- VB->ColorPtr[1] = &store->LitColor[1];
-
- if (stage->changed_inputs == 0)
- return;
-
- do {
- do {
- GLfloat sum[2][3];
-
- if ( CHECK_COLOR_MATERIAL(j) )
- _mesa_update_color_material( ctx, CMcolor );
-
- if ( CHECK_MATERIAL(j) )
- update_materials( ctx, &new_material[j], new_material_mask[j] );
-
- if ( CHECK_VALIDATE(j) ) {
- TNL_CONTEXT(ctx)->Driver.NotifyMaterialChange( ctx );
- UNCLAMPED_FLOAT_TO_CHAN(sumA[0], ctx->Light.Material.Attrib[MAT_ATTRIB_FRONT_DIFFUSE][3]);
- if (IDX & LIGHT_TWOSIDE)
- UNCLAMPED_FLOAT_TO_CHAN(sumA[1],
- ctx->Light.Material.Attrib[MAT_ATTRIB_BACK_DIFFUSE][3]);
- }
-
-
- COPY_3V(sum[0], ctx->Light._BaseColor[0]);
- if (IDX & LIGHT_TWOSIDE)
- COPY_3V(sum[1], ctx->Light._BaseColor[1]);
-
- foreach (light, &ctx->Light.EnabledList) {
- GLfloat n_dot_h, n_dot_VP, spec;
-
- ACC_3V(sum[0], light->_MatAmbient[0]);
- if (IDX & LIGHT_TWOSIDE)
- ACC_3V(sum[1], light->_MatAmbient[1]);
-
- n_dot_VP = DOT3(normal, light->_VP_inf_norm);
-
- if (n_dot_VP > 0.0F) {
- ACC_SCALE_SCALAR_3V(sum[0], n_dot_VP, light->_MatDiffuse[0]);
- n_dot_h = DOT3(normal, light->_h_inf_norm);
- if (n_dot_h > 0.0F) {
- struct gl_shine_tab *tab = ctx->_ShineTable[0];
- GET_SHINE_TAB_ENTRY( tab, n_dot_h, spec );
- ACC_SCALE_SCALAR_3V( sum[0], spec,
- light->_MatSpecular[0]);
- }
- }
- else if (IDX & LIGHT_TWOSIDE) {
- ACC_SCALE_SCALAR_3V(sum[1], -n_dot_VP, light->_MatDiffuse[1]);
- n_dot_h = -DOT3(normal, light->_h_inf_norm);
- if (n_dot_h > 0.0F) {
- struct gl_shine_tab *tab = ctx->_ShineTable[1];
- GET_SHINE_TAB_ENTRY( tab, n_dot_h, spec );
- ACC_SCALE_SCALAR_3V( sum[1], spec,
- light->_MatSpecular[1]);
- }
- }
- }
- UNCLAMPED_FLOAT_TO_RGB_CHAN( Fcolor[j], sum[0] );
- Fcolor[j][3] = sumA[0];
+ sumA[0] = ctx->Light.Material.Attrib[MAT_ATTRIB_FRONT_DIFFUSE][3];
+ sumA[1] = ctx->Light.Material.Attrib[MAT_ATTRIB_BACK_DIFFUSE][3];
- if (IDX & LIGHT_TWOSIDE) {
- UNCLAMPED_FLOAT_TO_RGB_CHAN( Bcolor[j], sum[1] );
- Bcolor[j][3] = sumA[1];
- }
-
- j++;
- CMSTRIDE;
- STRIDE_F(normal, NSTRIDE);
- } while (DO_ANOTHER_NORMAL(j));
-
- /* Reuse the shading results while there is no change to
- * normal or material values.
- */
- for ( ; REUSE_LIGHT_RESULTS(j) ; j++, CMSTRIDE, STRIDE_F(normal, NSTRIDE))
- {
- COPY_CHAN4(Fcolor[j], Fcolor[j-1]);
- if (IDX & LIGHT_TWOSIDE)
- COPY_CHAN4(Bcolor[j], Bcolor[j-1]);
- }
-
- } while (!CHECK_END_VB(j));
-}
-
-
-
-
-
-/*
- * Use current lighting/material settings to compute the color indexes
- * for an array of vertices.
- * Input: n - number of vertices to light
- * side - 0=use front material, 1=use back material
- * vertex - array of [n] vertex position in eye coordinates
- * normal - array of [n] surface normal vector
- * Output: indexResult - resulting array of [n] color indexes
- */
-static void TAG(light_ci)( GLcontext *ctx,
- struct vertex_buffer *VB,
- struct gl_pipeline_stage *stage,
- GLvector4f *input )
-{
- struct light_stage_data *store = LIGHT_STAGE_DATA(stage);
- GLuint j;
- const GLuint vstride = input->stride;
- const GLfloat *vertex = (GLfloat *) input->data;
- const GLuint nstride = VB->NormalPtr->stride;
- const GLfloat *normal = (GLfloat *)VB->NormalPtr->data;
- GLfloat *CMcolor;
- GLuint CMstride;
- const GLuint *flags = VB->Flag;
- GLuint *indexResult[2];
- struct gl_material *new_material = VB->Material;
- GLuint *new_material_mask = VB->MaterialMask;
- const GLuint nr = VB->Count;
-
-#ifdef TRACE
- fprintf(stderr, "%s\n", __FUNCTION__ );
+ VB->AttribPtr[_TNL_ATTRIB_COLOR0] = &store->LitColor[0];
+#if IDX & LIGHT_TWOSIDE
+ VB->BackfaceColorPtr = &store->LitColor[1];
#endif
- (void) flags;
- (void) nstride;
- (void) vstride;
-
- VB->IndexPtr[0] = &store->LitIndex[0];
- if (IDX & LIGHT_TWOSIDE)
- VB->IndexPtr[1] = &store->LitIndex[1];
-
- if (stage->changed_inputs == 0)
- return;
-
- indexResult[0] = VB->IndexPtr[0]->data;
- if (IDX & LIGHT_TWOSIDE)
- indexResult[1] = VB->IndexPtr[1]->data;
-
- if (IDX & LIGHT_COLORMATERIAL) {
- if (VB->ColorPtr[0]->Type != GL_FLOAT ||
- VB->ColorPtr[0]->Size != 4)
- import_color_material( ctx, stage );
-
- CMcolor = (GLfloat *)VB->ColorPtr[0]->Ptr;
- CMstride = VB->ColorPtr[0]->StrideB;
+ if (nr > 1) {
+ store->LitColor[0].stride = 16;
+ store->LitColor[1].stride = 16;
+ }
+ else {
+ store->LitColor[0].stride = 0;
+ store->LitColor[1].stride = 0;
}
- /* loop over vertices */
- for ( j=0 ;
- j<nr ;
- j++,STRIDE_F(vertex,VSTRIDE),STRIDE_F(normal, NSTRIDE), CMSTRIDE)
- {
- GLfloat diffuse[2], specular[2];
- GLuint side = 0;
- struct gl_light *light;
+ for (j = 0; j < nr; j++, STRIDE_F(normal,nstride)) {
- if ( CHECK_COLOR_MATERIAL(j) )
- _mesa_update_color_material( ctx, CMcolor );
+ GLfloat sum[2][3];
- if ( CHECK_MATERIAL(j) )
- update_materials( ctx, &new_material[j], new_material_mask[j] );
+#if IDX & LIGHT_MATERIAL
+ update_materials( ctx, store );
- if ( CHECK_VALIDATE(j) )
- TNL_CONTEXT(ctx)->Driver.NotifyMaterialChange( ctx );
+ sumA[0] = ctx->Light.Material.Attrib[MAT_ATTRIB_FRONT_DIFFUSE][3];
+#if IDX & LIGHT_TWOSIDE
+ sumA[1] = ctx->Light.Material.Attrib[MAT_ATTRIB_BACK_DIFFUSE][3];
+#endif
+#endif
- diffuse[0] = specular[0] = 0.0F;
- if ( IDX & LIGHT_TWOSIDE ) {
- diffuse[1] = specular[1] = 0.0F;
- }
+ COPY_3V(sum[0], ctx->Light._BaseColor[0]);
+#if IDX & LIGHT_TWOSIDE
+ COPY_3V(sum[1], ctx->Light._BaseColor[1]);
+#endif
- /* Accumulate diffuse and specular from each light source */
foreach (light, &ctx->Light.EnabledList) {
+ GLfloat n_dot_h, n_dot_VP, spec;
- GLfloat attenuation = 1.0F;
- GLfloat VP[3]; /* unit vector from vertex to light */
- GLfloat n_dot_VP; /* dot product of l and n */
- GLfloat *h, n_dot_h, correction = 1.0;
-
- /* compute l and attenuation */
- if (!(light->_Flags & LIGHT_POSITIONAL)) {
- /* directional light */
- COPY_3V(VP, light->_VP_inf_norm);
- }
- else {
- GLfloat d; /* distance from vertex to light */
+ ACC_3V(sum[0], light->_MatAmbient[0]);
+#if IDX & LIGHT_TWOSIDE
+ ACC_3V(sum[1], light->_MatAmbient[1]);
+#endif
- SUB_3V(VP, light->_Position, vertex);
+ n_dot_VP = DOT3(normal, light->_VP_inf_norm);
- d = (GLfloat) LEN_3FV( VP );
- if ( d > 1e-6) {
- GLfloat invd = 1.0F / d;
- SELF_SCALE_SCALAR_3V(VP, invd);
- }
-
- attenuation = 1.0F / (light->ConstantAttenuation + d *
- (light->LinearAttenuation + d *
- light->QuadraticAttenuation));
-
- /* spotlight attenuation */
- if (light->_Flags & LIGHT_SPOT) {
- GLfloat PV_dot_dir = - DOT3(VP, light->_NormDirection);
- if (PV_dot_dir < light->_CosCutoff) {
- continue; /* this light makes no contribution */
- }
- else {
- GLdouble x = PV_dot_dir * (EXP_TABLE_SIZE-1);
- GLint k = (GLint) x;
- GLfloat spot = (GLfloat) (light->_SpotExpTable[k][0]
- + (x-k)*light->_SpotExpTable[k][1]);
- attenuation *= spot;
- }
+ if (n_dot_VP > 0.0F) {
+ ACC_SCALE_SCALAR_3V(sum[0], n_dot_VP, light->_MatDiffuse[0]);
+ n_dot_h = DOT3(normal, light->_h_inf_norm);
+ if (n_dot_h > 0.0F) {
+ spec = lookup_shininess(ctx, 0, n_dot_h);
+ ACC_SCALE_SCALAR_3V( sum[0], spec, light->_MatSpecular[0]);
}
}
-
- if (attenuation < 1e-3)
- continue; /* this light makes no contribution */
-
- n_dot_VP = DOT3( normal, VP );
-
- /* which side are we lighting? */
- if (n_dot_VP < 0.0F) {
- if (!(IDX & LIGHT_TWOSIDE))
- continue;
- side = 1;
- correction = -1;
- n_dot_VP = -n_dot_VP;
- }
-
- /* accumulate diffuse term */
- diffuse[side] += n_dot_VP * light->_dli * attenuation;
-
- /* specular term */
- if (ctx->Light.Model.LocalViewer) {
- GLfloat v[3];
- COPY_3V(v, vertex);
- NORMALIZE_3FV(v);
- SUB_3V(VP, VP, v); /* h = VP + VPe */
- h = VP;
- NORMALIZE_3FV(h);
- }
- else if (light->_Flags & LIGHT_POSITIONAL) {
- h = VP;
- /* Strangely, disabling this addition fixes a conformance
- * problem. If this code is enabled, l_sed.c fails.
- */
- /*ACC_3V(h, ctx->_EyeZDir);*/
- NORMALIZE_3FV(h);
- }
+#if IDX & LIGHT_TWOSIDE
else {
- h = light->_h_inf_norm;
- }
-
- n_dot_h = correction * DOT3(normal, h);
- if (n_dot_h > 0.0F) {
- GLfloat spec_coef;
- struct gl_shine_tab *tab = ctx->_ShineTable[side];
- GET_SHINE_TAB_ENTRY( tab, n_dot_h, spec_coef);
- specular[side] += spec_coef * light->_sli * attenuation;
- }
- } /*loop over lights*/
-
- /* Now compute final color index */
- for (side = 0 ; side < NR_SIDES ; side++) {
- const GLfloat *ind = ctx->Light.Material.Attrib[MAT_ATTRIB_FRONT_INDEXES + side];
- GLfloat index;
-
- if (specular[side] > 1.0F) {
- index = ind[MAT_INDEX_SPECULAR];
- }
- else {
- GLfloat d_a = ind[MAT_INDEX_DIFFUSE] - ind[MAT_INDEX_AMBIENT];
- GLfloat s_a = ind[MAT_INDEX_SPECULAR] - ind[MAT_INDEX_AMBIENT];
-
- index = (ind[MAT_INDEX_AMBIENT]
- + diffuse[side] * (1.0F-specular[side]) * d_a
- + specular[side] * s_a);
- if (index > ind[MAT_INDEX_SPECULAR]) {
- index = ind[MAT_INDEX_SPECULAR];
+ ACC_SCALE_SCALAR_3V(sum[1], -n_dot_VP, light->_MatDiffuse[1]);
+ n_dot_h = -DOT3(normal, light->_h_inf_norm);
+ if (n_dot_h > 0.0F) {
+ spec = lookup_shininess(ctx, 1, n_dot_h);
+ ACC_SCALE_SCALAR_3V( sum[1], spec, light->_MatSpecular[1]);
}
}
- indexResult[side][j] = (GLuint) (GLint) index;
+#endif
}
- } /*for vertex*/
+
+ COPY_3V( Fcolor[j], sum[0] );
+ Fcolor[j][3] = sumA[0];
+
+#if IDX & LIGHT_TWOSIDE
+ COPY_3V( Bcolor[j], sum[1] );
+ Bcolor[j][3] = sumA[1];
+#endif
+ }
}
+
static void TAG(init_light_tab)( void )
{
_tnl_light_tab[IDX] = TAG(light_rgba);
_tnl_light_fast_tab[IDX] = TAG(light_fast_rgba);
_tnl_light_fast_single_tab[IDX] = TAG(light_fast_rgba_single);
_tnl_light_spec_tab[IDX] = TAG(light_rgba_spec);
- _tnl_light_ci_tab[IDX] = TAG(light_ci);
}
#undef TAG
#undef IDX
#undef NR_SIDES
-#undef NSTRIDE
-#undef VSTRIDE
-#undef CHECK_MATERIAL
-#undef CHECK_END_VB
-#undef DO_ANOTHER_NORMAL
-#undef REUSE_LIGHT_RESULTS
-#undef CMSTRIDE
-#undef CHECK_COLOR_MATERIAL
-#undef CHECK_VALIDATE