-/* $Id: t_vb_lighttmp.h,v 1.14 2001/07/28 19:28:49 keithw Exp $ */
+/* $Id: t_vb_lighttmp.h,v 1.24 2002/01/22 14:35:17 brianp Exp $ */
/*
* Mesa 3-D graphics library
- * Version: 3.5
+ * Version: 4.1
*
* Copyright (C) 1999-2001 Brian Paul All Rights Reserved.
*
#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;
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 (*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;
- GLchan (*spec[2])[4];
- 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)
+ if (VB->ColorPtr[0]->Type != GL_FLOAT ||
+ VB->ColorPtr[0]->Size != 4)
import_color_material( ctx, stage );
CMcolor = (GLfloat *) VB->ColorPtr[0]->Ptr;
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 */
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;
color[1] = Bcolor;
if (IDX & LIGHT_COLORMATERIAL) {
- if (VB->ColorPtr[0]->Type != GL_FLOAT)
+ if (VB->ColorPtr[0]->Type != GL_FLOAT ||
+ VB->ColorPtr[0]->Size != 4)
import_color_material( ctx, stage );
CMcolor = (GLfloat *)VB->ColorPtr[0]->Ptr;
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 );
{
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;
(void) nstride;
if (IDX & LIGHT_COLORMATERIAL) {
- if (VB->ColorPtr[0]->Type != GL_FLOAT)
+ if (VB->ColorPtr[0]->Type != GL_FLOAT ||
+ VB->ColorPtr[0]->Size != 4)
import_color_material( ctx, stage );
CMcolor = (GLfloat *)VB->ColorPtr[0]->Ptr;
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] );
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);
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 {
+ }
+ else {
GLfloat n_dot_h = DOT3(normal, light->_h_inf_norm);
GLfloat sum[3];
COPY_3V(sum, base[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]);
}
{
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;
UNCLAMPED_FLOAT_TO_CHAN(sumA[1], ctx->Light.Material[1].Diffuse[3]);
if (IDX & LIGHT_COLORMATERIAL) {
- if (VB->ColorPtr[0]->Type != GL_FLOAT)
+ if (VB->ColorPtr[0]->Type != GL_FLOAT ||
+ VB->ColorPtr[0]->Size != 4)
import_color_material( ctx, stage );
CMcolor = (GLfloat *)VB->ColorPtr[0]->Ptr;
ctx->Light.Material[1].Diffuse[3]);
}
+
COPY_3V(sum[0], ctx->Light._BaseColor[0]);
if (IDX & LIGHT_TWOSIDE)
COPY_3V(sum[1], ctx->Light._BaseColor[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;
indexResult[1] = VB->IndexPtr[1]->data;
if (IDX & LIGHT_COLORMATERIAL) {
- if (VB->ColorPtr[0]->Type != GL_FLOAT)
+ if (VB->ColorPtr[0]->Type != GL_FLOAT ||
+ VB->ColorPtr[0]->Size != 4)
import_color_material( ctx, stage );
CMcolor = (GLfloat *)VB->ColorPtr[0]->Ptr;
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;
}