-/* $Id: t_vb_lighttmp.h,v 1.21 2001/12/19 01:07:50 brianp 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, CMstride)
-# define CHECK_COLOR_MATERIAL(x) (flags[x] & VERT_COLOR0_BIT)
-# define CHECK_VALIDATE(x) (flags[x] & (VERT_COLOR0_BIT|VERT_MATERIAL))
+# 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_COLOR0_BIT|VERT_NORMAL_BIT|VERT_END_VB|VERT_MATERIAL)) == VERT_NORMAL_BIT)
+ ((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_COLOR0_BIT|VERT_NORMAL_BIT|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_NORMAL_BIT|VERT_END_VB|VERT_MATERIAL)) == VERT_NORMAL_BIT)
+ ((flags[x] & (VERT_BIT_NORMAL|VERT_BIT_END_VB|VERT_BIT_MATERIAL)) == VERT_BIT_NORMAL)
# define REUSE_LIGHT_RESULTS(x) \
- ((flags[x] & (VERT_NORMAL_BIT|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,
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;
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__ ); */
+#ifdef TRACE
+ fprintf(stderr, "%s\n", __FUNCTION__ );
+#endif
if (IDX & LIGHT_COLORMATERIAL) {
if (VB->ColorPtr[0]->Type != GL_FLOAT ||
_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 );
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]);
GLfloat (*base)[3] = ctx->Light._BaseColor;
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;
GLchan (*Fcolor)[4] = (GLchan (*)[4]) store->LitColor[0].Ptr;
GLchan (*Bcolor)[4] = (GLchan (*)[4]) store->LitColor[1].Ptr;
GLchan (*color[2])[4];
- GLuint *flags = VB->Flag;
+ 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;
_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 );
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]);
{
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;
GLchan (*Fcolor)[4] = (GLchan (*)[4]) store->LitColor[0].Ptr;
GLchan (*Bcolor)[4] = (GLchan (*)[4]) store->LitColor[1].Ptr;
- struct gl_light *light = ctx->Light.EnabledList.next;
- GLuint *flags = VB->Flag;
+ 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;
+ const GLuint *new_material_mask = VB->MaterialMask;
GLfloat base[2][3];
- GLuint nr = VB->Count;
+ 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;
do {
if ( CHECK_COLOR_MATERIAL(j) ) {
-/* fprintf(stderr, "colormaterial at %d (%p)\n", j, CMcolor); */
_mesa_update_color_material( ctx, CMcolor );
}
_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.
do {
GLfloat n_dot_VP = DOT3(normal, light->_VP_inf_norm);
-/* if (j < 5) */
-/* fprintf(stderr, "light normal %d: %f %f %f\n", */
-/* j, */
-/* normal[0], */
-/* normal[1], */
-/* normal[2]); */
-
if (n_dot_VP < 0.0F) {
if (IDX & LIGHT_TWOSIDE) {
GLfloat n_dot_h = -DOT3(normal, light->_h_inf_norm);
Bcolor[j][3] = basechan[1][3];
}
COPY_CHAN4(Fcolor[j], basechan[0]);
- } else {
+ }
+ else {
GLfloat n_dot_h = DOT3(normal, light->_h_inf_norm);
GLfloat sum[3];
COPY_3V(sum, base[0]);
COPY_CHAN4(Fcolor[j], Fcolor[j-1]);
if (IDX & LIGHT_TWOSIDE)
COPY_CHAN4(Bcolor[j], Bcolor[j-1]);
-
-/* if (j < 5) */
-/* fprintf(stderr, "skip normal %d: %f %f %f\n", */
-/* j, */
-/* normal[0], */
-/* normal[1], */
-/* normal[2]); */
-
}
} while (!CHECK_END_VB(j));
{
struct light_stage_data *store = LIGHT_STAGE_DATA(stage);
GLchan sumA[2];
- GLuint nstride = VB->NormalPtr->stride;
+ 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;
- GLuint *flags = VB->Flag;
+ 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;
_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 );
UNCLAMPED_FLOAT_TO_CHAN(sumA[0], ctx->Light.Material[0].Diffuse[3]);
if (IDX & LIGHT_TWOSIDE)
UNCLAMPED_FLOAT_TO_CHAN(sumA[1],
{
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;
_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;