-/* $Id: t_vb_lighttmp.h,v 1.12 2001/04/28 08:39:18 keithw Exp $ */
+/* $Id: t_vb_lighttmp.h,v 1.26 2002/10/29 20:29:03 brianp Exp $ */
/*
* Mesa 3-D graphics library
- * Version: 3.5
+ * Version: 4.1
*
* Copyright (C) 1999-2001 Brian Paul All Rights Reserved.
*
*
*
* Authors:
- * Brian Paul <brianp@valinux.com>
- * Keith Whitwell <keithw@valinux.com>
+ * Brian Paul
+ * Keith Whitwell <keith@tungstengraphics.com>
*/
#if (IDX & LIGHT_FLAGS)
# define VSTRIDE (4 * sizeof(GLfloat))
-# define NSTRIDE (3 * sizeof(GLfloat))
-# define CHECK_MATERIAL(x) (flags[x] & VERT_MATERIAL)
-# define CHECK_END_VB(x) (flags[x] & VERT_END_VB)
+# 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, (4 * sizeof(GLfloat)))
-# define CHECK_COLOR_MATERIAL(x) (flags[x] & VERT_RGBA)
-# define CHECK_VALIDATE(x) (flags[x] & (VERT_RGBA|VERT_MATERIAL))
+# 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_RGBA|VERT_NORM|VERT_END_VB|VERT_MATERIAL)) == VERT_NORM)
+ ((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_RGBA|VERT_NORM|VERT_END_VB|VERT_MATERIAL)) == 0)
+ ((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_MATERIAL))
+# define CHECK_VALIDATE(x) (flags[x] & (VERT_BIT_MATERIAL))
# define DO_ANOTHER_NORMAL(x) \
- ((flags[x] & (VERT_NORM|VERT_END_VB|VERT_MATERIAL)) == VERT_NORM)
+ ((flags[x] & (VERT_BIT_NORMAL|VERT_BIT_END_VB|VERT_BIT_MATERIAL)) == VERT_BIT_NORMAL)
# define REUSE_LIGHT_RESULTS(x) \
- ((flags[x] & (VERT_NORM|VERT_END_VB|VERT_MATERIAL)) == 0)
+ ((flags[x] & (VERT_BIT_NORMAL|VERT_BIT_END_VB|VERT_BIT_MATERIAL)) == 0)
# endif
#else
# define VSTRIDE vstride
#endif
+/* define TRACE if to trace lighting code */
+
+/*
+ * ctx is the current context
+ * VB is the vertex buffer
+ * 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,
struct vertex_buffer *VB,
struct gl_pipeline_stage *stage,
{
struct light_stage_data *store = LIGHT_STAGE_DATA(stage);
GLfloat (*base)[3] = ctx->Light._BaseColor;
- const GLfloat *sumA = ctx->Light._BaseAlpha;
-
+ GLchan sumA[2];
GLuint j;
- GLuint vstride = input->stride;
+ const GLuint vstride = input->stride;
const GLfloat *vertex = (GLfloat *)input->data;
- GLuint nstride = VB->NormalPtr->stride;
+ const GLuint nstride = VB->NormalPtr->stride;
const GLfloat *normal = (GLfloat *)VB->NormalPtr->data;
GLfloat *CMcolor;
GLuint CMstride;
- GLfloat (*Fcolor)[4] = (GLfloat (*)[4]) store->LitColor[0].Ptr;
- GLfloat (*Bcolor)[4] = (GLfloat (*)[4]) store->LitColor[1].Ptr;
- GLfloat (*Fspec)[4] = (GLfloat (*)[4]) store->LitSecondary[0].Ptr;
- GLfloat (*Bspec)[4] = (GLfloat (*)[4]) store->LitSecondary[1].Ptr;
- GLfloat (*spec[2])[4];
+ 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;
- GLuint nr = VB->Count;
- GLuint *flags = VB->Flag;
+ const GLuint nr = VB->Count;
+ const GLuint *flags = VB->Flag;
struct gl_material (*new_material)[2] = VB->Material;
- GLuint *new_material_mask = VB->MaterialMask;
+ const GLuint *new_material_mask = VB->MaterialMask;
(void) flags;
(void) nstride;
(void) vstride;
-
-/* fprintf(stderr, "%s\n", __FUNCTION__ ); */
-
- spec[0] = Fspec;
- spec[1] = Bspec;
+#ifdef TRACE
+ fprintf(stderr, "%s\n", __FUNCTION__ );
+#endif
if (IDX & LIGHT_COLORMATERIAL) {
- if (VB->ColorPtr[0]->Type != GL_FLOAT)
- VB->import_data( ctx, VERT_RGBA, ~0 );
+ 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];
VB->SecondaryColorPtr[0] = &store->LitSecondary[0];
+ UNCLAMPED_FLOAT_TO_CHAN(sumA[0], ctx->Light.Material[0].Diffuse[3]);
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[1].Diffuse[3]);
}
/* Side-effects done, can we finish now?
j<nr ;
j++,STRIDE_F(vertex,VSTRIDE),STRIDE_F(normal,NSTRIDE),CMSTRIDE)
{
+ GLfloat sum[2][3], spec[2][3];
struct gl_light *light;
if ( CHECK_COLOR_MATERIAL(j) )
if ( CHECK_MATERIAL(j) )
_mesa_update_material( ctx, new_material[j], new_material_mask[j] );
- if ( CHECK_VALIDATE(j) )
- _mesa_validate_all_lighting_tables( ctx );
+ if ( CHECK_VALIDATE(j) ) {
+ TNL_CONTEXT(ctx)->Driver.NotifyMaterialChange( ctx );
+ UNCLAMPED_FLOAT_TO_CHAN(sumA[0], ctx->Light.Material[0].Diffuse[3]);
+ if (IDX & LIGHT_TWOSIDE)
+ UNCLAMPED_FLOAT_TO_CHAN(sumA[1], ctx->Light.Material[1].Diffuse[3]);
+ }
- COPY_3V(Fcolor[j], base[0]);
- Fcolor[j][3] = sumA[0];
- ZERO_3V(Fspec[j]);
+ COPY_3V(sum[0], base[0]);
+ ZERO_3V(spec[0]);
if (IDX & LIGHT_TWOSIDE) {
- COPY_3V(Bcolor[j], base[1]);
- Bcolor[j][3] = sumA[1];
- ZERO_3V(Bspec[j]);
+ COPY_3V(sum[1], base[1]);
+ ZERO_3V(spec[1]);
}
/* Add contribution from each enabled light source */
continue; /* this light makes no contribution */
}
else {
- double x = PV_dot_dir * (EXP_TABLE_SIZE-1);
- int k = (int) x;
+ 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]);
+ + (x-k)*light->_SpotExpTable[k][1]);
attenuation *= spot;
}
}
}
-
if (attenuation < 1e-3)
continue; /* this light makes no contribution */
/* Which side gets the diffuse & specular terms? */
if (n_dot_VP < 0.0F) {
- ACC_SCALE_SCALAR_3V(Fcolor[j], attenuation, light->_MatAmbient[0]);
+ ACC_SCALE_SCALAR_3V(sum[0], attenuation, light->_MatAmbient[0]);
if (!(IDX & LIGHT_TWOSIDE)) {
continue;
}
- /* diffuse term */
- COPY_3V(contrib, light->_MatAmbient[1]);
- ACC_SCALE_SCALAR_3V(contrib, -n_dot_VP, light->_MatDiffuse[1]);
- ACC_SCALE_SCALAR_3V(Bcolor[j], attenuation, contrib );
- correction = -1;
side = 1;
+ correction = -1;
+ n_dot_VP = -n_dot_VP;
}
else {
if (IDX & LIGHT_TWOSIDE) {
- ACC_SCALE_SCALAR_3V( Bcolor[j], attenuation,
- light->_MatAmbient[1]);
+ ACC_SCALE_SCALAR_3V( sum[1], attenuation, light->_MatAmbient[1]);
}
- /* diffuse term */
- COPY_3V(contrib, light->_MatAmbient[0]);
- ACC_SCALE_SCALAR_3V(contrib, n_dot_VP, light->_MatDiffuse[0]);
- ACC_SCALE_SCALAR_3V(Fcolor[j], attenuation, contrib );
- correction = 1;
side = 0;
+ correction = 1;
}
+ /* diffuse term */
+ COPY_3V(contrib, light->_MatAmbient[side]);
+ ACC_SCALE_SCALAR_3V(contrib, n_dot_VP, light->_MatDiffuse[side]);
+ ACC_SCALE_SCALAR_3V(sum[side], attenuation, contrib );
+
/* specular term - cannibalize VP... */
if (ctx->Light.Model.LocalViewer) {
GLfloat v[3];
if (spec_coef > 1.0e-10) {
spec_coef *= attenuation;
- ACC_SCALE_SCALAR_3V( spec[side][j], spec_coef,
+ ACC_SCALE_SCALAR_3V( spec[side], spec_coef,
light->_MatSpecular[side]);
}
}
} /*loop over lights*/
+
+ UNCLAMPED_FLOAT_TO_RGB_CHAN( Fcolor[j], sum[0] );
+ UNCLAMPED_FLOAT_TO_RGB_CHAN( 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];
+ }
}
}
GLuint j;
GLfloat (*base)[3] = ctx->Light._BaseColor;
- const GLfloat *sumA = ctx->Light._BaseAlpha;
+ GLchan sumA[2];
- GLuint vstride = input->stride;
+ const GLuint vstride = input->stride;
const GLfloat *vertex = (GLfloat *) input->data;
- GLuint nstride = VB->NormalPtr->stride;
+ const GLuint nstride = VB->NormalPtr->stride;
const GLfloat *normal = (GLfloat *)VB->NormalPtr->data;
GLfloat *CMcolor;
GLuint CMstride;
- GLfloat (*Fcolor)[4] = (GLfloat (*)[4]) store->LitColor[0].Ptr;
- GLfloat (*Bcolor)[4] = (GLfloat (*)[4]) store->LitColor[1].Ptr;
- GLfloat (*color[2])[4];
- GLuint *flags = VB->Flag;
+ 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;
struct gl_material (*new_material)[2] = VB->Material;
- GLuint *new_material_mask = VB->MaterialMask;
- GLuint nr = VB->Count;
+ const GLuint *new_material_mask = VB->MaterialMask;
+ const GLuint nr = VB->Count;
+
+#ifdef TRACE
+ fprintf(stderr, "%s\n", __FUNCTION__ );
+#endif
-/* fprintf(stderr, "%s\n", __FUNCTION__ ); */
(void) flags;
(void) nstride;
(void) vstride;
color[1] = Bcolor;
if (IDX & LIGHT_COLORMATERIAL) {
- if (VB->ColorPtr[0]->Type != GL_FLOAT)
- VB->import_data( ctx, VERT_RGBA, ~0 );
+ 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)
+ UNCLAMPED_FLOAT_TO_CHAN(sumA[0], ctx->Light.Material[0].Diffuse[3]);
+
+ if (IDX & LIGHT_TWOSIDE) {
VB->ColorPtr[1] = &store->LitColor[1];
+ UNCLAMPED_FLOAT_TO_CHAN(sumA[1], ctx->Light.Material[1].Diffuse[3]);
+ }
if (stage->changed_inputs == 0)
return;
j<nr ;
j++,STRIDE_F(vertex,VSTRIDE), STRIDE_F(normal,NSTRIDE),CMSTRIDE)
{
+ GLfloat sum[2][3];
struct gl_light *light;
if ( CHECK_COLOR_MATERIAL(j) )
if ( CHECK_MATERIAL(j) )
_mesa_update_material( ctx, new_material[j], new_material_mask[j] );
- if ( CHECK_VALIDATE(j) )
- _mesa_validate_all_lighting_tables( ctx );
-
- COPY_3V(Fcolor[j], base[0]);
- Fcolor[j][3] = sumA[0];
-
- if (IDX & LIGHT_TWOSIDE) {
- COPY_3V(Bcolor[j], base[1]);
- Bcolor[j][3] = sumA[1];
+ if ( CHECK_VALIDATE(j) ) {
+ TNL_CONTEXT(ctx)->Driver.NotifyMaterialChange( ctx );
+ UNCLAMPED_FLOAT_TO_CHAN(sumA[0], ctx->Light.Material[0].Diffuse[3]);
+ if (IDX & LIGHT_TWOSIDE)
+ UNCLAMPED_FLOAT_TO_CHAN(sumA[1], ctx->Light.Material[1].Diffuse[3]);
}
+ COPY_3V(sum[0], base[0]);
+
+ if ( IDX & LIGHT_TWOSIDE )
+ COPY_3V(sum[1], base[1]);
/* Add contribution from each enabled light source */
foreach (light, &ctx->Light.EnabledList) {
SUB_3V(VP, light->_Position, vertex);
- d = LEN_3FV( VP );
+ d = (GLfloat) LEN_3FV( VP );
if ( d > 1e-6) {
GLfloat invd = 1.0F / d;
continue; /* this light makes no contribution */
}
else {
- double x = PV_dot_dir * (EXP_TABLE_SIZE-1);
- int k = (int) x;
- GLfloat spot = (light->_SpotExpTable[k][0]
+ 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 (attenuation < 1e-3)
continue; /* this light makes no contribution */
-
/* Compute dot product or normal and vector from V to light pos */
n_dot_VP = DOT3( normal, VP );
/* which side are we lighting? */
if (n_dot_VP < 0.0F) {
- ACC_SCALE_SCALAR_3V(Fcolor[j], attenuation, light->_MatAmbient[0]);
+ ACC_SCALE_SCALAR_3V(sum[0], attenuation, light->_MatAmbient[0]);
if (!(IDX & LIGHT_TWOSIDE))
continue;
}
else {
if (IDX & LIGHT_TWOSIDE) {
- ACC_SCALE_SCALAR_3V(Bcolor[j], attenuation,
- light->_MatAmbient[1]);
+ ACC_SCALE_SCALAR_3V( sum[1], attenuation, light->_MatAmbient[1]);
}
side = 0;
correction = 1;
light->_MatSpecular[side]);
}
}
-
-
- ACC_SCALE_SCALAR_3V( color[side][j], attenuation, contrib );
+
+ ACC_SCALE_SCALAR_3V( sum[side], attenuation, contrib );
+ }
+
+ UNCLAMPED_FLOAT_TO_RGB_CHAN( 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];
}
}
}
{
struct light_stage_data *store = LIGHT_STAGE_DATA(stage);
- GLuint nstride = VB->NormalPtr->stride;
+ const GLuint nstride = VB->NormalPtr->stride;
const GLfloat *normal = (GLfloat *)VB->NormalPtr->data;
GLfloat *CMcolor;
GLuint CMstride;
- GLfloat (*Fcolor)[4] = (GLfloat (*)[4]) store->LitColor[0].Ptr;
- GLfloat (*Bcolor)[4] = (GLfloat (*)[4]) store->LitColor[1].Ptr;
- struct gl_light *light = ctx->Light.EnabledList.next;
- GLuint *flags = VB->Flag;
+ GLchan (*Fcolor)[4] = (GLchan (*)[4]) store->LitColor[0].Ptr;
+ GLchan (*Bcolor)[4] = (GLchan (*)[4]) store->LitColor[1].Ptr;
+ 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)[2] = VB->Material;
- GLuint *new_material_mask = VB->MaterialMask;
- GLfloat base[2][4];
- GLuint nr = VB->Count;
+ const GLuint *new_material_mask = VB->MaterialMask;
+ GLfloat base[2][3];
+ const GLuint nr = VB->Count;
+
+#ifdef TRACE
+ fprintf(stderr, "%s\n", __FUNCTION__ );
+#endif
-/* fprintf(stderr, "%s\n", __FUNCTION__ ); */
(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->import_data( ctx, VERT_RGBA, ~0 );
+ 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;
do {
- if ( CHECK_COLOR_MATERIAL(j) )
+ if ( CHECK_COLOR_MATERIAL(j) ) {
_mesa_update_color_material( ctx, CMcolor );
+ }
if ( CHECK_MATERIAL(j) )
_mesa_update_material( ctx, new_material[j], new_material_mask[j] );
if ( CHECK_VALIDATE(j) )
- _mesa_validate_all_lighting_tables( ctx );
+ TNL_CONTEXT(ctx)->Driver.NotifyMaterialChange( ctx );
+ /* No attenuation, so incoporate _MatAmbient into base color.
+ */
COPY_3V(base[0], light->_MatAmbient[0]);
ACC_3V(base[0], ctx->Light._BaseColor[0] );
- base[0][3] = ctx->Light._BaseAlpha[0];
+ UNCLAMPED_FLOAT_TO_RGB_CHAN( basechan[0], base[0] );
+ UNCLAMPED_FLOAT_TO_CHAN(basechan[0][3],
+ ctx->Light.Material[0].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._BaseAlpha[1];
+ UNCLAMPED_FLOAT_TO_RGB_CHAN( basechan[1], base[1]);
+ UNCLAMPED_FLOAT_TO_CHAN(basechan[1][3],
+ ctx->Light.Material[1].Diffuse[3]);
}
do {
- GLfloat n_dot_VP;
+ GLfloat n_dot_VP = DOT3(normal, light->_VP_inf_norm);
- COPY_4FV(Fcolor[j], base[0]);
- if (IDX & LIGHT_TWOSIDE) COPY_4FV(Bcolor[j], base[1]);
-
- n_dot_VP = DOT3(normal, light->_VP_inf_norm);
-
- if (n_dot_VP > 0.0F) {
+ 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);
- ACC_SCALE_SCALAR_3V(Fcolor[j], n_dot_VP, light->_MatDiffuse[0]);
+ 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( Fcolor[j], spec, light->_MatSpecular[0]);
- }
- }
- else if (IDX & LIGHT_TWOSIDE) {
- GLfloat n_dot_h = -DOT3(normal, light->_h_inf_norm);
- ACC_SCALE_SCALAR_3V(Bcolor[j], -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( Bcolor[j], spec, light->_MatSpecular[1]);
+ 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]);
}
j++;
for ( ; REUSE_LIGHT_RESULTS(j) ; j++, CMSTRIDE, STRIDE_F(normal,NSTRIDE))
{
- COPY_4FV(Fcolor[j], Fcolor[j-1]);
+ COPY_CHAN4(Fcolor[j], Fcolor[j-1]);
if (IDX & LIGHT_TWOSIDE)
- COPY_4FV(Bcolor[j], Bcolor[j-1]);
+ COPY_CHAN4(Bcolor[j], Bcolor[j-1]);
}
} while (!CHECK_END_VB(j));
GLvector4f *input )
{
struct light_stage_data *store = LIGHT_STAGE_DATA(stage);
- const GLfloat *sumA = ctx->Light._BaseAlpha;
- GLuint nstride = VB->NormalPtr->stride;
+ GLchan sumA[2];
+ const GLuint nstride = VB->NormalPtr->stride;
const GLfloat *normal = (GLfloat *)VB->NormalPtr->data;
GLfloat *CMcolor;
GLuint CMstride;
- GLfloat (*Fcolor)[4] = (GLfloat (*)[4]) store->LitColor[0].Ptr;
- GLfloat (*Bcolor)[4] = (GLfloat (*)[4]) store->LitColor[1].Ptr;
- GLuint *flags = VB->Flag;
+ GLchan (*Fcolor)[4] = (GLchan (*)[4]) store->LitColor[0].Ptr;
+ GLchan (*Bcolor)[4] = (GLchan (*)[4]) store->LitColor[1].Ptr;
+ const GLuint *flags = VB->Flag;
GLuint j = 0;
struct gl_material (*new_material)[2] = VB->Material;
GLuint *new_material_mask = VB->MaterialMask;
- GLuint nr = VB->Count;
- struct gl_light *light;
+ const GLuint nr = VB->Count;
+ const struct gl_light *light;
+
+#ifdef TRACE
+ fprintf(stderr, "%s\n", __FUNCTION__ );
+#endif
-/* fprintf(stderr, "%s\n", __FUNCTION__ ); */
(void) flags;
(void) input;
(void) nr;
(void) nstride;
+ UNCLAMPED_FLOAT_TO_CHAN(sumA[0], ctx->Light.Material[0].Diffuse[3]);
+ UNCLAMPED_FLOAT_TO_CHAN(sumA[1], ctx->Light.Material[1].Diffuse[3]);
+
if (IDX & LIGHT_COLORMATERIAL) {
- if (VB->ColorPtr[0]->Type != GL_FLOAT)
- VB->import_data( ctx, VERT_RGBA, ~0 );
+ 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;
do {
do {
+ GLfloat sum[2][3];
+
if ( CHECK_COLOR_MATERIAL(j) )
_mesa_update_color_material( ctx, CMcolor );
if ( CHECK_MATERIAL(j) )
_mesa_update_material( ctx, new_material[j], new_material_mask[j] );
- if ( CHECK_VALIDATE(j) )
- _mesa_validate_all_lighting_tables( ctx );
-
+ if ( CHECK_VALIDATE(j) ) {
+ TNL_CONTEXT(ctx)->Driver.NotifyMaterialChange( ctx );
+ UNCLAMPED_FLOAT_TO_CHAN(sumA[0], ctx->Light.Material[0].Diffuse[3]);
+ if (IDX & LIGHT_TWOSIDE)
+ UNCLAMPED_FLOAT_TO_CHAN(sumA[1],
+ ctx->Light.Material[1].Diffuse[3]);
+ }
- COPY_3V(Fcolor[j], ctx->Light._BaseColor[0]);
- Fcolor[j][3] = sumA[0];
- if (IDX & LIGHT_TWOSIDE) {
- COPY_3V(Bcolor[j], ctx->Light._BaseColor[1]);
- Bcolor[j][3] = sumA[1];
- }
+ 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(Fcolor[j], light->_MatAmbient[0]);
+ ACC_3V(sum[0], light->_MatAmbient[0]);
if (IDX & LIGHT_TWOSIDE)
- ACC_3V(Bcolor[j], light->_MatAmbient[1]);
+ 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(Fcolor[j], n_dot_VP, light->_MatDiffuse[0]);
+ 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( Fcolor[j], spec,
+ ACC_SCALE_SCALAR_3V( sum[0], spec,
light->_MatSpecular[0]);
}
}
else if (IDX & LIGHT_TWOSIDE) {
- ACC_SCALE_SCALAR_3V(Bcolor[j], -n_dot_VP, light->_MatDiffuse[1]);
+ 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( Bcolor[j], 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];
+
+ if (IDX & LIGHT_TWOSIDE) {
+ UNCLAMPED_FLOAT_TO_RGB_CHAN( Bcolor[j], sum[1] );
+ Bcolor[j][3] = sumA[1];
+ }
+
j++;
CMSTRIDE;
STRIDE_F(normal, NSTRIDE);
*/
for ( ; REUSE_LIGHT_RESULTS(j) ; j++, CMSTRIDE, STRIDE_F(normal, NSTRIDE))
{
- COPY_4FV(Fcolor[j], Fcolor[j-1]);
+ COPY_CHAN4(Fcolor[j], Fcolor[j-1]);
if (IDX & LIGHT_TWOSIDE)
- COPY_4FV(Bcolor[j], Bcolor[j-1]);
+ COPY_CHAN4(Bcolor[j], Bcolor[j-1]);
}
} while (!CHECK_END_VB(j));
{
struct light_stage_data *store = LIGHT_STAGE_DATA(stage);
GLuint j;
- GLuint vstride = input->stride;
+ const GLuint vstride = input->stride;
const GLfloat *vertex = (GLfloat *) input->data;
- GLuint nstride = VB->NormalPtr->stride;
+ const GLuint nstride = VB->NormalPtr->stride;
const GLfloat *normal = (GLfloat *)VB->NormalPtr->data;
GLfloat *CMcolor;
GLuint CMstride;
- GLuint *flags = VB->Flag;
+ const GLuint *flags = VB->Flag;
GLuint *indexResult[2];
struct gl_material (*new_material)[2] = VB->Material;
GLuint *new_material_mask = VB->MaterialMask;
- GLuint nr = VB->Count;
+ const GLuint nr = VB->Count;
+
+#ifdef TRACE
+ fprintf(stderr, "%s\n", __FUNCTION__ );
+#endif
-/* fprintf(stderr, "%s\n", __FUNCTION__ ); */
(void) flags;
(void) nstride;
(void) vstride;
indexResult[1] = VB->IndexPtr[1]->data;
if (IDX & LIGHT_COLORMATERIAL) {
- if (VB->ColorPtr[0]->Type != GL_FLOAT)
- VB->import_data( ctx, VERT_RGBA, ~0 );
+ 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;
_mesa_update_material( ctx, new_material[j], new_material_mask[j] );
if ( CHECK_VALIDATE(j) )
- _mesa_validate_all_lighting_tables( ctx );
+ TNL_CONTEXT(ctx)->Driver.NotifyMaterialChange( ctx );
diffuse[0] = specular[0] = 0.0F;
SUB_3V(VP, light->_Position, vertex);
- d = LEN_3FV( VP );
+ d = (GLfloat) LEN_3FV( VP );
if ( d > 1e-6) {
GLfloat invd = 1.0F / d;
SELF_SCALE_SCALAR_3V(VP, invd);
continue; /* this light makes no contribution */
}
else {
- double x = PV_dot_dir * (EXP_TABLE_SIZE-1);
- int k = (int) x;
- GLfloat spot = (light->_SpotExpTable[k][0]
+ 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;
}